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Warp or overload?


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40 réponses à ce sujet

#1
Mzzl

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On a Turian sentinel, what works better?

Warp with expose and pierce, combined with warp ammo

Or skip warp in favor of overload? 

Or both, and skip something else? 

I tried several configurations, can't decide...

#2
HolyAvenger

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Warp on armour, or with biotics teams. Overload for shield stripping and setting off techsplosions.

Spec both all the way to six. I prefer TA to 5 and fitness to 3, but the other way around also works.

#3
jordie3000

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Yeah, both. He's a versatile kit, pretty great (he'd be better with a roll, but I suppose we can't have everything).

#4
sandboxgod

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Both, 6/6/6/4/4 might work for you

#5
mackfactor

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Both. You must destroy everything. I go with the 5/6/6/6/3 like an above poster. Passive in all weapon damage.

#6
ToLazy4Name

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Both, 3/5/6/6/6.

#7
Petiertje

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I have both, with a 66644 build, with the damage reduction on the TA, chain and damage damage on overload, and expose and duration on warp. is great with allmost any type of ammo, and against any defence and still has great shields thanks to the TA. It works fine for me, but it's a kit with a lot of good builds.

#8
Mzzl

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Hmm, without dodge, 3 fitness is a little on the risky side. The 30% power bonus of the TA is not to be missed, and neither is the Damage & stability passive. This is one of the few characters where I still can't settle on an optimal set of choices.

#9
HolyAvenger

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Mzzl wrote...

Hmm, without dodge, 3 fitness is a little on the risky side. The 30% power bonus of the TA is not to be missed, and neither is the Damage & stability passive. This is one of the few characters where I still can't settle on an optimal set of choices.

 

3 fitness and TA DR is enough for gold. For plat slap on a CM. 

#10
sandboxgod

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Mzzl wrote...

Hmm, without dodge, 3 fitness is a little on the risky side. The 30% power bonus of the TA is not to be missed, and neither is the Damage & stability passive. This is one of the few characters where I still can't settle on an optimal set of choices.


Does PPR even uitilize the turian headshot bonus? I use PPR with him personally

He does have a wonderful weapon passive tho. 4/6/6/6/4 might be an option as well for weapon platform lovers

#11
OniGanon

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3 Tech Armor
6 Warp - Detonate, Expose, Pierce
5 Overload - Damage, Neural Shock
6 Turian - Stability, Power, Stability
6 Fitness - Shields, Shield Recharge, Shields

Maximum Warp debuff, ability to strip Shields from most Gold organic infantry, high stability and weapon damage, high durability.

Note: Use Warp on undefended units, rather than Overload. Overload is purely for Shield/Barrier damage and tech comboes.

Modifié par OniGanon, 13 avril 2013 - 07:41 .


#12
cronshaw

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Both
screw around with fitness and Tech Armor how you like
but the passive tree, warp and overload should all be taken to 6

#13
HolyAvenger

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modok8 wrote...

but the passive tree, warp and overload should all be taken to 6

 

Exactly. Anyone who doesn't do this is a fool and should be eaten. 

#14
SaltBot

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For Gold and below, I recommend 3/6/6/6/5 because Warp is more about debuffs and OL is more about crowd control since it's already powerful enough for stripping shields/barriers without much help. This makes the power bonus at TA Rank 5 less useful overall because you're not going for damage but rather utility.

For Plat, where you are trying to strip a Phantom's barriers in one blast of OL and conversely your shields will get one-shotted regardless of your level of DR or Fitness, I think 5/6/6/6/3 would work better. My two cents.

#15
P51Mus7ang

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Thanks for the post, I totally forgot me had a kit with both of my favorite powers, I just checked and am running a 6/6/3/6/5 build, will have to check it out as it's been a while

#16
Sovereign24

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Not taking both kinda detracts from what makes him special.

66644 all day every day.

#17
megabeast37215

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6 - Tech Armor - Whatever, Power Damage, DR
5 - Warp - Detonate, Debuff
5 - Overload - Chain, Neural Shock
6 - Weapon, Headshots, Weapon
4 - Fitness - Health & Shields

#18
PreGy

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I would get both, and try one of the builds people are suggesting (I usually go with Turricane 4/6/6/6/4 with CM IV in Platinum).

#19
HolyAvenger

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megabeast37215 wrote...

6 - Tech Armor - Whatever, Power Damage, DR
5 - Warp - Detonate, Debuff
5 - Overload - Chain, Neural Shock
6 - Weapon, Headshots, Weapon
4 - Fitness - Health & Shields

 

A little bit of DR instead of x6 or x5 modifier to shield damage? Seems like a poor tradeoff.

#20
Tallgeese_VII

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At this point, this one I have to say..

Use Search function...

Same topic is coming up just about every week..

#21
Kocka007

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megabeast37215 wrote...

6 - Tech Armor - Whatever, Power Damage, DR
5 - Warp - Detonate, Debuff
5 - Overload - Chain, Neural Shock
6 - Weapon, Headshots, Weapon
4 - Fitness - Health & Shields


My exact build

#22
Amusingthree93

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Skipping tech armour is also an option. I use 0/6/6/6/6.

Real men don't need tech armour!

#23
valium

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why is there an 'or' in the title?

#24
megabeast37215

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HolyAvenger wrote...

megabeast37215 wrote...

6 - Tech Armor - Whatever, Power Damage, DR
5 - Warp - Detonate, Debuff
5 - Overload - Chain, Neural Shock
6 - Weapon, Headshots, Weapon
4 - Fitness - Health & Shields

 

A little bit of DR instead of x6 or x5 modifier to shield damage? Seems like a poor tradeoff.


It depends on the weapon you're using. I tend to use full-auto weapons with stability issues on him to take advantage of his Turian Passive (Punisher, Indra, LOLhurricane, Harrier to a much lesser degree)... so leaving enemies with a few shields left doesn't bother me too much (where if it was using powerful single shot weapons, it would).

The fact that I always use some type of shield gear on him (Cyclonic or Shield Power Cells and usually Stronghold Package) means I get a lot of mileage out of that DR.

#25
HolyAvenger

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Amusingthree93 wrote...


Real turians don't need anything but tech armour!

 

Fixed:bandit: