Turian sentinel!
#126
Posté 23 juillet 2013 - 04:40
#127
Posté 23 juillet 2013 - 04:43
OperatingWookie wrote...
DragonRacer wrote...
On dodging:
I still, after a year and four months of playing, don't understand why people think his lack of dodge is a deal-breaker.
You simply adjust your playstyle. Is it fun playing smaller, faster kits that can juke out of the way at the last possible second? Of course it is. I love playing my kamikaze Smashdept.
Playing the T-Sent is simply a different playstyle - not bad, not inferior, just different.
You adjust the playstyle.
I'd have to disagree.
Adrenaline mods kind of take away that variety by pretty much giving the speed to dodge out of the way via Turian shuffle.
Well, yeah, I suppose they probably would. And I guess would likely do that for any non-dodge kit save for Juggy.
I was just talking about normal, vanilla T-Sent with no adrenaline mod. Because I don't use those on him.
#128
Posté 23 juillet 2013 - 04:48
MaxCrushmore wrote...
TMB903 wrote...
6 in Warp is a must. Expose and Pierce are too good. The build I use has always worked perfectly for me...
I agree that 6 in warp is optimal, but I also want 6 in overload ... which leaves the dilemma ...
So is he tanky enough to go no fitness, or 4 in fitness and 4 in TA?
@wngmv - I like overload too much to only put 4 points in it, for myself, this will be part of my primary attack. Also, does the lancer have comparable accuracy to the CSMG in Turian hands?
Plenty tanky with 4 in tech armor and 4 in fitness, 6 in everything else.
#129
Posté 23 juillet 2013 - 04:48
DragonRacer wrote...
Well, yeah, I suppose they probably would. And I guess would likely do that for any non-dodge kit save for Juggy.
I was just talking about normal, vanilla T-Sent with no adrenaline mod. Because I don't use those on him.
You are a masterful TSent, but I...
I can dodge with a Juggy!
Actually, I wish I was better able to play with dodge-less characters, but other than the KroLord against Geth, I spend most of my time face down.
Kelly Chambers reference in 3... 2... 1...
Modifié par Jeremiah12LGeek, 23 juillet 2013 - 04:59 .
#130
Posté 23 juillet 2013 - 04:55
I see no need for Warp/Incendiary cheese on this guy as he is incredibly dominant anyway. Nor do I feel the need for max Overload, but I could see an argument being made for it over rank 4 of fitness.
#131
Posté 23 juillet 2013 - 04:58
#132
Posté 23 juillet 2013 - 04:59
#133
Posté 23 juillet 2013 - 05:11
megabeast37215 wrote...
He's amazing... I usually go 6/5/5/6/4 with shield power cells or a cyclonic...
I see no need for Warp/Incendiary cheese on this guy as he is incredibly dominant anyway. Nor do I feel the need for max Overload, but I could see an argument being made for it over rank 4 of fitness.
See, it doesn't make sense to me when people are like "I NEED MAX PASSIVES", even though to get max passives they skip something like a 100% extra damage to shields in rank six of overload.
I mean you get a lot more bang for your buck from rank six overload than from rank six passives. I guess maybe I could see it if you're using something with crazy recoil.
Modifié par lightswitch, 23 juillet 2013 - 05:11 .
#134
Posté 23 juillet 2013 - 05:14
lightswitch wrote...
megabeast37215 wrote...
He's amazing... I usually go 6/5/5/6/4 with shield power cells or a cyclonic...
I see no need for Warp/Incendiary cheese on this guy as he is incredibly dominant anyway. Nor do I feel the need for max Overload, but I could see an argument being made for it over rank 4 of fitness.
See, it doesn't make sense to me when people are like "I NEED MAX PASSIVES", even though to get max passives they skip something like a 100% extra damage to shields in rank six of overload.
I mean you get a lot more bang for your buck from rank six overload than from rank six passives. I guess maybe I could see it if you're using something with crazy recoil.
Gun damage vs all protections and health > Everything IMO
...and that 30% headshot passive vs bosses
#135
Posté 23 juillet 2013 - 05:18
megabeast37215 wrote...
lightswitch wrote...
megabeast37215 wrote...
He's amazing... I usually go 6/5/5/6/4 with shield power cells or a cyclonic...
I see no need for Warp/Incendiary cheese on this guy as he is incredibly dominant anyway. Nor do I feel the need for max Overload, but I could see an argument being made for it over rank 4 of fitness.
See, it doesn't make sense to me when people are like "I NEED MAX PASSIVES", even though to get max passives they skip something like a 100% extra damage to shields in rank six of overload.
I mean you get a lot more bang for your buck from rank six overload than from rank six passives. I guess maybe I could see it if you're using something with crazy recoil.
Gun damage vs all protections and health > Everything IMO
...and that 30% headshot passive vs bosses:wub:
What weapon do you use on him? You'll probably still gain more DPS from shield damage because it's such a significant increase. Not to mention the utility of being able to one hit the shields of pretty much anything that's not a boss.
Modifié par lightswitch, 23 juillet 2013 - 05:18 .
#136
Posté 23 juillet 2013 - 05:22
When you play with random player who uses Overload character, they either suck bad or perform super awesome.
#137
Posté 23 juillet 2013 - 05:24
#138
Posté 23 juillet 2013 - 05:27
If you're using a weapon with significantly less deeps than a 'Cane then shield damage wins over rank 6 passives easily.
#139
Posté 23 juillet 2013 - 05:28
I value the rank 5 evos of Warp and Overload more than the rank 6 ones personally. Neural shock puts that charging Captain/Marauder on the ground where he is now doing zero DPS, and Expose gives me the global debuff I'm looking for.
#140
Posté 23 juillet 2013 - 05:31
lightswitch wrote...
so after further analysis (a presuming a Hurricane X because it's a high DPS weapon), shield damage in overload balances out the loss of DPS from the weapon from rank 6 passives. Of course the weapon damage is good against all protection types and overload only versus shields, but I would argue the utility of overload is an even more important advantage.
If you're using a weapon with significantly less deeps than a 'Cane then shield damage wins over rank 6 passives easily.
Hurrdurrcane... Eww... Yuck. I'd rather retain my self respect than use that POS.
#141
Posté 23 juillet 2013 - 05:45
megabeast37215 wrote...
lightswitch wrote...
so after further analysis (a presuming a Hurricane X because it's a high DPS weapon), shield damage in overload balances out the loss of DPS from the weapon from rank 6 passives. Of course the weapon damage is good against all protection types and overload only versus shields, but I would argue the utility of overload is an even more important advantage.
If you're using a weapon with significantly less deeps than a 'Cane then shield damage wins over rank 6 passives easily.
Hurrdurrcane... Eww... Yuck. I'd rather retain my self respect than use that POS.
But... but... Turricane Soldier is so yummy and delicious.
#142
Posté 23 juillet 2013 - 05:47
megabeast37215 wrote...
Pretty much anything I want really... He's so versatile. I see Overload are more of a stagger power than anything. Sure it's nice one-shotting a Phantoms barriers, but I am fine leaving her with 1/4 barriers and shooting off the rest. I simply prioritize big damage vs armor over everything else. It's an opinion thing... I also posted above that I can see the validity of an argument stating that rank 6 of Overload is superior to rank 4 of fitness.
I value the rank 5 evos of Warp and Overload more than the rank 6 ones personally. Neural shock puts that charging Captain/Marauder on the ground where he is now doing zero DPS, and Expose gives me the global debuff I'm looking for.
Yeah see the thing is a fully ranked Overload is one of the best direct damage powers in the game (against shields of course). Specced and amped properly it's capable of getting close to 3000 damage per cast which is more or the less the equivelant of a Claymore hit. I mean it's sort of silly to do so, but if you divide the casting time into the damage you can get something like 5000 DPS to shields burst, or somewhere around 1000 sustained. Against Geth, Cerberus, or any shielded boss it just doesn't make sense to skip it because it kicks up your damage output considerably.
But I never roll an Overload kit without a power amp.
Modifié par lightswitch, 23 juillet 2013 - 05:50 .
#143
Guest_Ghostknife72_*
Posté 23 juillet 2013 - 05:51
Guest_Ghostknife72_*
megabeast37215 wrote...
lightswitch wrote...
so after further analysis (a presuming a Hurricane X because it's a high DPS weapon), shield damage in overload balances out the loss of DPS from the weapon from rank 6 passives. Of course the weapon damage is good against all protection types and overload only versus shields, but I would argue the utility of overload is an even more important advantage.
If you're using a weapon with significantly less deeps than a 'Cane then shield damage wins over rank 6 passives easily.
Hurrdurrcane... Eww... Yuck. I'd rather retain my self respect than use that POS.
Awww....Mega...but you look so pretty with it.
#144
Guest_Ghostknife72_*
Posté 23 juillet 2013 - 05:52
Guest_Ghostknife72_*
megabeast37215 wrote...
Pretty much anything I want really... He's so versatile. I see Overload are more of a stagger power than anything. Sure it's nice one-shotting a Phantoms barriers, but I am fine leaving her with 1/4 barriers and shooting off the rest. I simply prioritize big damage vs armor over everything else. It's an opinion thing... I also posted above that I can see the validity of an argument stating that rank 6 of Overload is superior to rank 4 of fitness.
I value the rank 5 evos of Warp and Overload more than the rank 6 ones personally. Neural shock puts that charging Captain/Marauder on the ground where he is now doing zero DPS, and Expose gives me the global debuff I'm looking for.
The short stunning of Dragoons is enough for me. I hate those guys.
#145
Posté 23 juillet 2013 - 05:54
DragonRacer wrote...
megabeast37215 wrote...
lightswitch wrote...
so after further analysis (a presuming a Hurricane X because it's a high DPS weapon), shield damage in overload balances out the loss of DPS from the weapon from rank 6 passives. Of course the weapon damage is good against all protection types and overload only versus shields, but I would argue the utility of overload is an even more important advantage.
If you're using a weapon with significantly less deeps than a 'Cane then shield damage wins over rank 6 passives easily.
Hurrdurrcane... Eww... Yuck. I'd rather retain my self respect than use that POS.
But... but... Turricane Soldier is so yummy and delicious.
But... The Punisher Soldier has barbaric style... And he doesnt get all those false HurrDurrcane reloads.
#146
Posté 23 juillet 2013 - 05:54
Only five ranks in Overload and Warp? Six ranks in tech armor? Doesn't really make sense to gimp your power damage for what little survivability you get through rank 4 in fitness and rank 6 in TA. I've seen some good builds from you, but this isn't one of them.megabeast37215 wrote...
He's amazing... I usually go 6/5/5/6/4 with shield power cells or a cyclonic...
I see no need for Warp/Incendiary cheese on this guy as he is incredibly dominant anyway. Nor do I feel the need for max Overload, but I could see an argument being made for it over rank 4 of fitness.
#147
Posté 23 juillet 2013 - 06:00
No fitness is one of the few builds that is incorrect on him because TA6 F0 is one of the least optimal combinations of DR and bonus shields from fitness. TA4 F4 is a good all around compromise between DR and Shields, and still works decently with a Cyclonic. If you want power damage then you can go TA5 and F3, although if going for power it makes more sense to just go 5 in passive and go TA6 F3, which tanks ok, but better with bonus shields from a Cyclonic (you will have greater effective shields than TA4/5 F4 if both have CM4).MaxCrushmore wrote...
So is he tanky enough to go no fitness, or 4 in fitness and 4 in TA?
#148
Posté 23 juillet 2013 - 06:01
megabeast37215 wrote...
DragonRacer wrote...
megabeast37215 wrote...
lightswitch wrote...
so after further analysis (a presuming a Hurricane X because it's a high DPS weapon), shield damage in overload balances out the loss of DPS from the weapon from rank 6 passives. Of course the weapon damage is good against all protection types and overload only versus shields, but I would argue the utility of overload is an even more important advantage.
If you're using a weapon with significantly less deeps than a 'Cane then shield damage wins over rank 6 passives easily.
Hurrdurrcane... Eww... Yuck. I'd rather retain my self respect than use that POS.
But... but... Turricane Soldier is so yummy and delicious.
But... The Punisher Soldier has barbaric style... And he doesnt get all those false HurrDurrcane reloads.
Damn, that reminds me that I *still* haven't tried the BPP TSol build yet. I need to.
Perhaps I'll use that as motivation to try something new and fun this weekend. Although, I guess I've been leaning towards the Hurricane because I have that at X while my BPP is only VII.
#149
Posté 23 juillet 2013 - 06:02
lightswitch wrote...
megabeast37215 wrote...
Pretty much anything I want really... He's so versatile. I see Overload are more of a stagger power than anything. Sure it's nice one-shotting a Phantoms barriers, but I am fine leaving her with 1/4 barriers and shooting off the rest. I simply prioritize big damage vs armor over everything else. It's an opinion thing... I also posted above that I can see the validity of an argument stating that rank 6 of Overload is superior to rank 4 of fitness.
I value the rank 5 evos of Warp and Overload more than the rank 6 ones personally. Neural shock puts that charging Captain/Marauder on the ground where he is now doing zero DPS, and Expose gives me the global debuff I'm looking for.
Yeah see the thing is a fully ranked Overload is one of the best direct damage powers in the game (against shields of course). Specced and amped properly it's capable of getting close to 3000 damage per cast which is more or the less the equivelant of a Claymore hit. I mean it's sort of silly to do so, but if you divide the casting time into the damage you can get something like 5000 DPS to shields burst, or somewhere around 1000 sustained. Against Geth, Cerberus, or any shielded boss it just doesn't make sense to skip it because it kicks up your damage output considerably.
But I never roll an Overload kit without a power amp.
I would never put a power amp on an overload kit... base damage isn't worth amping IMO.
Didn't someone make a post awhile back that Overload does something like 500% damage to shields and that the +100% evo just takes 500% to 600%? This was like... 4-5 months ago.
Anyway... I'll keep my 12.5% weapon damage + luxury stability... If I have to, I'll simply cast overload again. I've never found myself needing more damage from it. It's mainly a crowd control, tech detonator and stagger tool for me... the only weapon I ever use on the Tsent where I'm bothered with shield gate is the crusader.
#150
Posté 23 juillet 2013 - 06:03
Modifié par XFG-65, 23 juillet 2013 - 06:06 .





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