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How Do You Keep Vanguard Interesting?


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#26
I Tsunayoshi I

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With Gibbed of course. I play a hybrid of vanguard and adept nowadays with the idea being to have access to the full range of biotic powers by removing any redundant powers and ammo shared by squadmates and replacing them with exclusive biotic powers that squadmates don't have, e.g. lash, flare, etc. Given that charge and nova are exclusive and most of the adepts powers are redundant (shared by Liara and Javik) I don't think there is any reason to choose Adept over Vanguard in ME3 with or without gibbed. Cluster Grenades are crippled by the lack of grenade boxes in singleplayer and so I would use flare instead even on the Adept.

 

I take Reave because Marksman and Inferno Grenades + concussive shot and squad disruptor ammo make Ashley more useful and secondly so that I can use warp, dark channel and reave all at the same time. Nova let's you continue to detonate after using Flare, so Flare is better on the vanguard imo.

 

Biotic Charge

Nova

Shockwave

Reave

Flare

Lash

Barrier

 

Pull

Slam

Dark Channel

Lift Grenade

 

Singularity

Warp

Warp Ammo

Stasis

 

What more could you want?

Wait... Cluster Grenades suck because of a lack of boxes? I think you been hitting the drugs a little to hard bud. They are still pretty amazing, just not very useful when you can explode everything to death rather quickly with powers and CG's being at their most useful when thrown into a Primed Boss level enemy.



#27
Kurt M.

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I'm no fan of modifying my savegames (at least not until I finish the game and backup them), so I'm currently happy with my semi-Adept Vanguard build with Pull + Flare, which I use if I'm not in the mood of NovaCharging and want to biotically harass enemies from a distance.



#28
Guest_Aotearas_*

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Add Annihilation Field as bonus power.

 

 

Well okay ... not interesting, but who needs interesting if you could just laugh like a maniacal madman the whole time whilst every two seconds a bluesplosion makes BOOOOM.


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#29
Hadeedak

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I avoid weapons entirely and I tend to also try to ditch nova (I keep killing myself with it) and just charge and melee like crazy. Don't discount vanguard's deathfists. I think that's what makes vanguard fun. 

 

And the other thing is to always find something bigger to charge and melee. After punching a harvester to death, my next goal going back to trying to figure out how to target a reaper....



#30
Kurt M.

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I avoid weapons entirely and I tend to also try to ditch nova (I keep killing myself with it) and just charge and melee like crazy. Don't discount vanguard's deathfists. I think that's what makes vanguard fun. 

 

And the other thing is to always find something bigger to charge and melee. After punching a harvester to death, my next goal going back to trying to figure out how to target a reaper....

 

That's fun until some Brute/Banshee/Atlas/Scion/Praetorian sync-kills you.



#31
capn233

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^ with time dilation from Charge it is a lot easier to avoid sync kills than in MP, especially if you mainly play off host in MP.

 

Also pretty sure sync chance is lower on most of the units (they raised them via balance changes at some point for Gold IIRC).


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#32
Hadeedak

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I don't usually get sync killed when I'm doing that. But yeah, it's a risk. And that's part of why it's fun!



#33
Kaicel

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I took Reave for more variety other than just charge nova. Strip shields, pull and reave for nice explosions. They never get old.



#34
Kurt M.

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I took Reave for more variety other than just charge nova. Strip shields, pull and reave for nice explosions. They never get old.

 

That's what I do but with Flare instead. I like the effect more, plus it's additional power is also handy, despite it's cooldown.



#35
q5tyhj

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Melee Vanguard. Melee evo's on Fitness, I take Fortification as bonus power, and use melee mods/melee boosting armor. BC/Melee everything that moves. 



#36
q5tyhj

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^ with time dilation from Charge it is a lot easier to avoid sync kills than in MP, especially if you mainly play off host in MP.

 

Also pretty sure sync chance is lower on most of the units (they raised them via balance changes at some point for Gold IIRC).

Agreed. Its pretty damn near impossible to get sync-killed on SP, even on Insanity. 



#37
I Tsunayoshi I

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Agreed. Its pretty damn near impossible to get sync-killed on SP, even on Insanity. 

 

I finally had my first SP sync-kill and I'm calling BS on it cause I could have clearly dodged away from the Phantom charging at me, and I got stuck on nothing and instantly stabbed afterwards.



#38
q5tyhj

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I finally had my first SP sync-kill and I'm calling BS on it cause I could have clearly dodged away from the Phantom charging at me, and I got stuck on nothing and instantly stabbed afterwards.

 

Hmm, maybe syncs in SP aren't so different after all (that sounds EXACTLY like something that would happen in MP). My sympathies. 



#39
capn233

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It isn't impossible to get sync killed in SP, but it is less likely than in MP, especially compared to playing off-host in MP.  That doesn't mean just Charge all over the place willy-nilly or anything.

 

I think I went back and it was only the Atlas that had sync chance increased.

 

You mainly just need to know when an enemy is primed for a sync.  Phantoms aren't even all that common in SP (well there are something like 14 with DLC in a typical game, with the bulk of those being on Cronos).

 

Not sure what the specific situation was which you cited but Phantoms can only sync you if they have used a slash melee first.  It doesn't matter if they slashed you or a squadmate though.  There is a small delay built in to allow you to get out of range.  This is why SP's time dilation with Charge is helpful.



#40
q5tyhj

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It isn't impossible to get sync killed in SP, but it is less likely than in MP, especially compared to playing off-host in MP.  That doesn't mean just Charge all over the place willy-nilly or anything.

 

Sure. I was mostly joking. But it is a pretty stark contrast after playing multiplayer for a while, where sync kills are so much more frequent (both because of the prevalence of sync-kill enemies on higher difficulties of MP as opposed to SP, and because of their apparently higher chance to sync in the first place).

 

With the sync BS you experience on MP, it can be sort of therapeutic to take out your frustration by meleeing a banshee to death on singleplayer from time to time. 



#41
I Tsunayoshi I

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Hmm, maybe syncs in SP aren't so different after all (that sounds EXACTLY like something that would happen in MP). My sympathies. 

 

I got quite Flare and Cluster Nade happy after that.



#42
Heimdall

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Honestly, I haven't really played my vanguard like a vanguard ever since i got my hands on the Javelin sniper rifle.  I enjoy sniping too much.  Then I got the Flare bonus power from Omega and I now only use Charge when I need to recharge my barrier, maybe throw in a Nova if I'm desperate.



#43
GordianKnot42

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Charge->Nova is pretty exciting in SP actually. I have Lash as a bonus power, which adds a whole different dynamic though. It's an awesome Pull substitute, and is a fast attack speed, which works well for the fast-paced strategy. When I need to play more conservatively I can pull enemies out of cover right to me and Charge them close range. I have a New Game+ planned where I'm going to not hotkey Charge, using Flare as a bonus power and focusing more on Squad Cryo Ammo and Shockwave.

#44
10K

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Only advice I can give is up the difficulty and get rid of nova. Playing a Vanguard in ME3 isn't like it was in ME2, it's not challenging, nova off-set the game extremely. Plus the enemy AI is so predictable; they only want to rush you when your shields are low or flank you. It's no surprise. So yeah get rid of nova.   



#45
Brainarius

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What do you mean interesting? I like slaughtering all my opponents with little difficulty. Being a vanguard with Charge, Nova and Shockwave is like the most fun I had in ME3.


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#46
ZipZap2000

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Fire explosions. Lots and lots of fire explosions.

 

Upgrade charge so it restores your shields you can use incendiary ammo/nades + charge (explosion) + nova (secondary explosions) blast with shotgun/SMG/nades + charge (explosion) regain shields + nova. Everyone's dead walk off like a boss.

 

Edit: Cluster Grenades are good for corners, bounce them off walls. Throw them to the side and just in front of guardians they'll roll behind them (doesn't work with incendiary grenades). Same for lift grenades but I'm sure that's another class. Pull is almost essential for dealing with Cerberus.

 

If you're worried about sync kills use combat rolls immediately after charge.



#47
Sriep

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I tried building a no nova and no weapons Vanguard. Basically Charge, melee, shockwave charge.

 

Was quite fun for the first twenty or thirty levels, then in the thirties it got just too easy. Just like all the other Vanguard builds. The other classes can get challenging on insanity, but Vanguard just stops being interesting. Guess its charge that is broken.