I have seen lots of talk about Cryo ammo, Cryo blast, Incendiary ammo, and Neural Shock as crowd control powers. What I am finding as a Sentinel is that Throw also makes for a great CC power. Once you get the armor/shields stripped off some boss you can wade in as close as you like and keep them on their back using Throw. Every time they get back up just hit them with Throw again. I have to admit, I really enjoyed getting in Jedora's face and tossing her on the ground. How do you like that, beotch? And guess what you silly Krogan? A pistol really will cut it cause you ain't never getting up off the ground.
Throw as a CC power
Débuté par
cap and gown
, oct. 03 2013 04:14
#1
Posté 03 octobre 2013 - 04:14
#2
Posté 03 octobre 2013 - 07:22
I love Throw. Especially with any mooks that stand near ledges. Upgraded it can insta-kill husks, and if you use Pull first, then hit with Throw....happy-joy-joy.
During the SM, I can get rid of a good majority of the Collectors on the platforms, with a hit of Area Throw.
#3
Posté 03 octobre 2013 - 08:57
Throw is decent CC. Pull- Heavy Throw is the most efficient anti-mook combo.
#4
Posté 28 novembre 2013 - 03:09
capn233 wrote...
Throw is decent CC. Pull- Heavy Throw is the most efficient anti-mook combo.
What about Area Pull-Shockwave?
#5
Posté 28 novembre 2013 - 05:37
Shockwave has twice the cooldown length on Shepard and has less force than Heavy Throw.
Pull then Heavy Throw will kill basically all unprotected mooks on Insanity. I should have specified that it is the most efficient combo for a single unit, since warp bombs are a little better against groups.
Pull then Heavy Throw will kill basically all unprotected mooks on Insanity. I should have specified that it is the most efficient combo for a single unit, since warp bombs are a little better against groups.
#6
Posté 17 décembre 2013 - 07:59
I find Throw to be a truly great crowd control and finishing power on Commander Shepard, but largely underwhelming on Samara, Morinth, and Thane.
The primary issue is that Shepard can arc powers so that the targets direction is under your control, whereas squad members impel the target away from them in a straight line--usually colliding with a chest high wall half a meter away, which results in minimal damage and an inability to utilize the terrain.
In terms of Shockwave it may have twice the cooldown but it also typically hits more than twice as many targets in my experience. In terms of squad members Shockwave is a better crowd control power since the difference in base cooldown is narrower than it is on Shepard (9 vs 12 seconds on squad members compared to 3 vs 6 seconds on Adept Shepard), it can send enemies off parallel ledges and elevated platforms more easily, and Jack's biotic damage upgrade can make her Heavy Shockwave on par with Samara/Morinth/Thane's Throw Field in terms of Newton force.
The primary issue is that Shepard can arc powers so that the targets direction is under your control, whereas squad members impel the target away from them in a straight line--usually colliding with a chest high wall half a meter away, which results in minimal damage and an inability to utilize the terrain.
In terms of Shockwave it may have twice the cooldown but it also typically hits more than twice as many targets in my experience. In terms of squad members Shockwave is a better crowd control power since the difference in base cooldown is narrower than it is on Shepard (9 vs 12 seconds on squad members compared to 3 vs 6 seconds on Adept Shepard), it can send enemies off parallel ledges and elevated platforms more easily, and Jack's biotic damage upgrade can make her Heavy Shockwave on par with Samara/Morinth/Thane's Throw Field in terms of Newton force.
Modifié par Darkstar Aurora, 17 décembre 2013 - 07:59 .
#7
Posté 17 décembre 2013 - 09:42
Jack is the only party member with Shockwave, so it doesn't exactly compete with Throw directly. You might as well max it if you have LOTSB and have done her loyalty mission, since Area Pull and Primal Adept almost always make sense to get. Even so, while Shockwave might have the potential to hit more enemies than Throw Field, I doubt you will much in practice, at least if you are talking about ragdolling them. You don't have all that many opportunities for massive waves of enemies to funnel in a straight line, and importantly you probably won't be able to group defense strip them unless you are an Engineer or Infiltrator w/ Mordin, or Engineer / Sentinel with Garrus in the case of armor and shields respectively.
On Samara and Thane I wouldn't say Throw Field is underwhelming necessarily, but it depends on what you are using it for. For Thane in particular, there is no reason whatsoever to invest in Shredder Ammo, so max Warp and Throw and you can have a nice defense stripper, and can instakill a group of husks when necessary, or just get a bit of CC against whatever else.
Samara is a bit more complicated. I prefer to max Throw most of the time just because of the way her powers are structured, and leave out Pull altogether since I can get Pull from Jack or Jacob (not as fast, but whatever). That way you can max Reave and her passive for the cooldown bonus.
If you were playing Adept or maybe Sentinel and wanted to just do warp bombs with the fastest squad pull, then I suppose I would get Area Pull on Samara and only partially invest in Reave. You will have to rely completely on weapons for armor stripping (and some AOE from warp bombs).
On Samara and Thane I wouldn't say Throw Field is underwhelming necessarily, but it depends on what you are using it for. For Thane in particular, there is no reason whatsoever to invest in Shredder Ammo, so max Warp and Throw and you can have a nice defense stripper, and can instakill a group of husks when necessary, or just get a bit of CC against whatever else.
Samara is a bit more complicated. I prefer to max Throw most of the time just because of the way her powers are structured, and leave out Pull altogether since I can get Pull from Jack or Jacob (not as fast, but whatever). That way you can max Reave and her passive for the cooldown bonus.
If you were playing Adept or maybe Sentinel and wanted to just do warp bombs with the fastest squad pull, then I suppose I would get Area Pull on Samara and only partially invest in Reave. You will have to rely completely on weapons for armor stripping (and some AOE from warp bombs).
#8
Posté 20 décembre 2013 - 09:05
I've only played Sentinel a few times, but when I did, throw was always a huge part my strategy. I think all good builds need at least one short cool down power that can be used to disable an enemy (or enemies) after protection is removed. Have you seen this absolute classic by Thisisme8? Fun times with throw (and cryo, of course).
ME2 Sentinel - Complete Control
I've mostly played Vanguard, where in early game I use slam, then switch to pull after I have enough points. I've also played a lot as shotgun infiltrator, and take slam or neural shock as a bonus power for similar purposes. If I had my choice, I'd have pull and throw on every build. Sadly, only adepts get that combo...
ME2 Sentinel - Complete Control
I've mostly played Vanguard, where in early game I use slam, then switch to pull after I have enough points. I've also played a lot as shotgun infiltrator, and take slam or neural shock as a bonus power for similar purposes. If I had my choice, I'd have pull and throw on every build. Sadly, only adepts get that combo...
Modifié par a_mouse, 21 décembre 2013 - 01:32 .
#9
Posté 21 décembre 2013 - 12:52
This is why, even on insanity, I favour area warp more than heavy warp for squad. 9 second cool down instead of a 12seconds, I find helps me a great deal. The damage may actually be greater, on a per recharge second bases, if not the same. Even if it doesn't outright kill enemies in the least amount of moves, but forces them to fumble around more, or temporarily disables them more, its just as good IMO.a_mouse wrote...
I think all good builds need at least one short cool down power that can be used to disable an enemy.
a_mouse wrote...
If I had my choice, I'd have pull and throw on every build. Sadly, only adepts get that combo...
I'd be very tempted to give both those up for singularity. Squad Adept or not, only Liara and mutant Shep are permitted to use it
In Shepards hands, I found singularity to be quite different. It does a far better job at crowd control than Liara's variation. It holds back even the strongest opponents, and generally provides you the opportunity to regroup,and attack. In conjunction with X-Sheps cool down, its a powerfully versatile ability.
Don't get me wrong, I like throw, a lot. I just like singularity moar.
BTW, your link is forwarding me to something else(albeit funny).
#10
Posté 21 décembre 2013 - 01:35
@MoonSpot - OK, think I fixed. Where was it sending you?
#11
Posté 21 décembre 2013 - 03:38
It was sending me to a video about 2 old codgers playing chess and talking smack to one another. Was pretty entertaining. Beyond that it looked like more or a playlist than a specific vid
#12
Posté 21 décembre 2013 - 04:54
Ha. Go figure.
Anyway, in the previous discussion I was not really including class powers in my fantasy combo. What I meant is that many times as a Vanguard or Sentinel, I wished I'd had both throw and pull, not just the one or other.
But sure, if we want to release all constraints, then yes, a Vanguard with pull and singularity would be formidable.
Anyway, in the previous discussion I was not really including class powers in my fantasy combo. What I meant is that many times as a Vanguard or Sentinel, I wished I'd had both throw and pull, not just the one or other.
But sure, if we want to release all constraints, then yes, a Vanguard with pull and singularity would be formidable.
#13
Posté 22 décembre 2013 - 11:30
Okay, sorry. Figured out why it wasn't letting me see your linked vid. "Owner has not made video available for mobile views"(nexus7 tablet). Didn't catch that YouTube msg the first couple of times around. Went by too fast.





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