Zjarcal wrote...
MaxShine wrote...
How is Cryo Blast better than submission net? It easily disables one of the most dangerous units, the Phantom, on all difficulty levels.
I wouldn't say it "easily" disables enemies considering how much that thing gets dodged.
I'd definitely rank Cryo Blast higher than the Net. Even if enemies can dodge it almost as easily, the radius actually makes that less of an issue, plus it has a faster cooldown and much faster animation, so spamming it again if it was dodged is easier. Plus that debuff is way more useful against bosses than the effects of the net.
Only against phantoms would I rank the Net higher, and even then it's iffy.
Add to this the fact that CB also stuns enemies. Net's only big downsides are that it recharges relatively slow, doesn't hurt armored targets as effectively, and is very often dodged.
3. shadow strike (cause it takes a long time and it does a relatively
small amount of damage compared to how long it takes to execute)
Maybe don't use your Shadow as a sniper? Spec her right and SS will 1-2 shot nearly everything with less HP than Banshees.
Mine are:
Pull (in regards to other biotic attacks, this is pretty sub par. Should have been given the Singularity treatment or gotten Lash's sheild penetration instead of two similar biotic powers such as those.
Repair Matrix. Bioware set out to try to include Defense Matrix but wound up introducing a broken version that makes you one of Clan McCleod for 10 seconds. DM itself would have been waaaay more sensible as it works like Fortification, only instead of boosting melee after purging, it gave you some shields. Make this so it doesn't activate during cloak and it would be perfect.
Sub Net. I'm a big fan of this power personally, but objectively no other power gets dodged more. Setting traps is always a blast though.
Stim Packs. Shouldn't exist. Cabal should be the Havoc and vice versa. Give that dude a proper charge, Barrier, and Throw instead of CB. Femturian gets AR, keeps Nightshade Blades, and gets CB. No Infiltrator should be able to regen shields during cloak without teammate help or Ops packs.
And lastly, I had to think hard on this one, I could say Carnage. If only because it's kinda redundant because of Incinerate. If it is to return as a power, make it like its ME1 version. A huge, powerful explosive blast. Like an on demand Fire Explosion with a 5 meter radius.
Hawk Missles started very low tier but was buffed considerably. VS Cerberus and Collectors, this power is a Destroyer's saving grace.
I'd almost consider Biotic Orbs, but it gives you quicker recharge time and detonates BE.
Decoys still work like a charm on every faction but Reapers, really. Just don't expect them to insta draw aggro like the old days if you're standing out in the open during deployment.
Turrets, all of them have many great uses. My Sabo uses Cryo ammo Turret with Shock and it kicks ass when I'm sniping while also keeping husks off me. Geth turrets are great team powers with their healing ability and Flamer on both is a great CC ability.
Sabotage stuns, strongly debuffs (for tech), turns geth into a joke, and makes Cerby feel the power of their own turrets PLUS it primes TB.
Concussive Arrows are good at level 3 and even more useful above. It's a relatively quick power that smacks even shielded enemies around.
I love Lash, though its existence is unnecessary. It should have been buffs for Pull.
Shockwave in ME3 is definitely inferior to its ME2 version (which kinda became a basis for Smash). When it works however, it's the quickest way to detonate a powerful BE at close or medium range, clears paths, nearly guaranteed to stun, is hard to dodge, plus it goes through walls. Still miss the ME2 version that not only always hit but it also could hit more than just 2 or 3 targets. A power called Shockwave should have unlimited targets or limited to 4 or 5.
Modifié par OniTYME, 16 novembre 2013 - 02:48 .