Bunch of MP builds questions.
#226
Posté 31 janvier 2014 - 09:19
#227
Posté 31 janvier 2014 - 09:21
#228
Posté 03 février 2014 - 07:39
1. Krogan Sentinel on Gold. As someone here said a while ago, Kroggy Sent can be tricky on Gold. Well, it is true. While on Silver I usually managed to BHammer-strike an elite mob, run away and rinse and repeat until it was dead, now the mobs're simply too tough. Usually they grab me before me/me and my friends can finish it off, and, well, I die. Praetorians seem to be the deadliest ones against me. I'm also not sure which of the shotguns I'm carrying atm would suit him best.
2. Shotguns. Case similiar to sniper rifles, albeit less hopeless. I'd like to improve my skills with them, but am not sure which classes are good with them, and which guns exacly. I've been doing good enough with Evi when playing Silver, but now, tsk. After weeks of being a good Soldier player, I gave Raider a go on my HSol, Gold match, and, well, I was last on the score list. Pirahna looks good in theory, but it's damage seems to be lacking, tested on Kroggy Vanguard.
3. Turian Sentinel. I can't seem to "bite" at this class. The build I use at the moment, 6/6/6/4/4, feels like an inferior Soldier with tech abilities. Whether I go with AR, shotgun or pistol (Talon is a wonderful gun, even at level 1, did me good at Battlefield 3 Soldier), I just don't do well enough.
For my manifest, look for Selmair (bonus question here - how can I edit my profile to add an annotation beneath my posts? I am probably just blind and/or stupid and can't see that option in "Edit Profile tab).
Modifié par Mike-o, 03 février 2014 - 07:41 .
#229
Posté 03 février 2014 - 08:12
The warlord,
praetorians are deadly as hell, and the window you can melee them without dying is very small, I do not recommend it, I am a melee specialist and I would rather shoot them, because using melee is slow and hard
all other bosses should be attacked once, then back away while they recover, once they are back to normal attack again,
The sprint melee is his mook slayer, the wind up of the hammer is ineffective on small opponents, and if the sprint melee isn't fatal a head-but should be
sub bosses, phantoms in particular should be hate surfed, you can lock his melee on from a short distance and he will slide over to the enemy during the animation, reducing the time he is in the danger zone, and learn to use the sprint melee as soon as he can recover, if you do it right he will hit before the first animation is finished
and one other thing, his sprint melee can stagger any enemy, and should always be your opening attack followed by the hammer when they are staggered, praetorians notwithstanding
Shotguns, tanky characters are suited to getting close and personal, but if you want some classes can make shotguns into decent long range weapons
Tsent, his passive weapons damage makes him more potent than most non soldier classes, he is the ultimate all around character, he has good guns, tech, and biotics, while being tanky, at the cost of mobility, some people prefer specialists more than generalists, he's good, but perhaps not the right flavor for you,
one thing is that he should carry anti armor weapons, as his powers are only lacking in that area on their own
Modifié par MGW7, 03 février 2014 - 08:17 .
#230
Posté 03 février 2014 - 08:17
Mike-o wrote...
I'm back! Wow, it's been almost two days. Amazing low long I managed not to bother anyone. But, if some of you feel like answering questions, that's your lucky time. As always, I'm thankful and repaying with smile and a warm thought.
1. Krogan Sentinel on Gold. As someone here said a while ago, Kroggy Sent can be tricky on Gold. Well, it is true. While on Silver I usually managed to BHammer-strike an elite mob, run away and rinse and repeat until it was dead, now the mobs're simply too tough. Usually they grab me before me/me and my friends can finish it off, and, well, I die. Praetorians seem to be the deadliest ones against me. I'm also not sure which of the shotguns I'm carrying atm would suit him best.
2. Shotguns. Case similiar to sniper rifles, albeit less hopeless. I'd like to improve my skills with them, but am not sure which classes are good with them, and which guns exacly. I've been doing good enough with Evi when playing Silver, but now, tsk. After weeks of being a good Soldier player, I gave Raider a go on my HSol, Gold match, and, well, I was last on the score list. Pirahna looks good in theory, but it's damage seems to be lacking, tested on Kroggy Vanguard.
3. Turian Sentinel. I can't seem to "bite" at this class. The build I use at the moment, 6/6/6/4/4, feels like an inferior Soldier with tech abilities. Whether I go with AR, shotgun or pistol (Talon is a wonderful gun, even at level 1, did me good at Battlefield 3 Soldier), I just don't do well enough.
For my manifest, look for Selmair (bonus question here - how can I edit my profile to add an annotation beneath my posts? I am probably just blind and/or stupid and can't see that option in "Edit Profile tab).
Ok, I´ll try to answer some of your questions.
Each sync kill unit has its own pattern, phases when it´s safe to melee them and phases when it´s not. Some good informations can be found in here for example: http://social.biowar.../index/16628194 (Twigman´s vids about bosses)
or here: http://social.biowar...ndex/16362273/1 (Pride Demon has some nice post)
Basically, all enemies with sync kill will perform melee action before they are ready to kill you(only Banshee won´t)
Phantom will do her sword slashing, Atlas and Scions waves their arms, Brute charges if I recall correctly. After those animation, it´s not safe to closely engage them. Now Praetorian is so tricky, that I avoid meleeing him altogether. Banshee is to be avoid when she´s teleporting around. Once she screams AND starts throwing warp balls, you can melee her. When she screams again, she then goes to teleporting again and she´s ready for sync kills again.
You have all shotguns rather low leveled now. Eviscerator is good choice. Claymore as well, but be aware that it´s heavy, one shot weapon with long reload animation. If you can reload cancel, it helps a lot. Raider has rather wide spread, I recommend smart choke on it.
Turian Sentinel is very versatile character. With warp you can complement biotics and with overload you can complement techs. Same goes for your playstyle. You can go with overload and shooting stunned enemies, possibly going for headshots(best on mooks with shields/barriers) and you can go with warp for debuff and shooting(best on bosses or other units with armor, sweet with warp ammo)
#231
Posté 03 février 2014 - 08:24
There are only two times when it is safe for the warlord to use the hammer on a praetorian,
when they are eating somebody else's brain, and when they are firing their lasers
the former is the larger window, but has the drawback of being fairly rare hopefully, you should attack from the front, because if you do free your friend the praetorian will roll backwards, and if you are standing there it can grab you without needing to melee, so you will likely die, and even when attacking from the front you need to take care to time it well, if the hammer hasn't hit the ground by the time the praetorian bites you likely will not be able to get away before it is ready to attack again, and will likely die
The latter is trick and has a small window, first you need to convince the praetorian to land, then it needs to go into turret stance, now the time to attack is when it's lasers have started firing, if you attack too soon it will cancel them, and you will likely die, you must see the lasers to be safe, and when you've preformed the hit back away fast, if you do it right he will jab you with the tip of his claw, but you will be out of sync range,
you are either losing a teammate, or getting hit by his lasers at point blank range followed by a claw, so it simply isn't worth hitting him with the hammer most of the time,
there is one other possible time you can get away with it, if you like to gamble, if he is flying after somebody else you can hate surf in and strike him, and get away, but if he changes targets to you before the hammer hits him you will almost certainly die, and because you will be very close that is very likely to happen
Modifié par MGW7, 03 février 2014 - 07:49 .
#232
Posté 03 février 2014 - 08:47
sub bosses, phantoms in particular should be hate surfed, you can lock his melee on from a short distance and he will slide over to the enemy during the animation, reducing the time he is in the danger zone, and learn to use the sprint melee as soon as he can recover, if you do it right he will hit before the first animation is finished
I've forgotten to ask one other thing. Do bonuses from items cumulate? For example, will Assault Rifle Amp II cumulate with Warfighter II, giving me the effective number of 36% damage increase?
Modifié par Mike-o, 03 février 2014 - 09:11 .
#233
Posté 03 février 2014 - 09:55
#234
Posté 03 février 2014 - 02:32
Small question. Does HVB work on ADAS?
Modifié par Mike-o, 03 février 2014 - 02:32 .
#235
Posté 03 février 2014 - 04:26
Modifié par Aetika, 03 février 2014 - 04:27 .
#236
Posté 03 février 2014 - 04:55
#237
Posté 03 février 2014 - 06:54
Mike-o wrote...
On Gold? I'll give it a go, but I think it doesn't have enough power to be efficient. Will see. Also, I repeat my question about HVB on ADAS. ME wiki says that ADAS has an inherent anti-armour effect, but can't pierce through cover. I'm not sure about it, since it seemed like the damage I did against Prime's and Pyro's armour was very little.
1, Piercing mods/ammo are useless of on projectile weapons (ADAS, falcon, acolyte, GPS, etc). It means that AR HVB is useless on the ADAS. The reasons are what you read in the wiki: (i) they cannot pierce cover even with mods, (ii) they have an inherent anti-armour mitigation, so their damage is not reduced vs. armoured targets. Btw, this damage can be low, it is just not reduced further vs. armour. On the other hand, the damage of average guns is reduced vs. armoured targets, and that is why peircing mods/ AP / drill rounds are helpful.
IMO the only mods that make sense on the ADAS are the extended magazin and extended barrel. Since you don't have the latest atm, dunno ... If you want it to be more useful vs armour use incendiary or cryo rounds.
2, All your rares are low level, so yes your shotguns are a bit lacking on gold atm. do not worry you made a nice progress you will level them up in no time. Rares have a very strong shotgun section: claymore, raider, piranha, geth PS. Any of those will be a beast on characters that can fight at close range, in fact claymore, GPS is perfectly fine at mid-long range too.
3, Phaston is fine on gold, on turians that can headshot. I would either use EB+piercing mod +AP/drill rounds, or HVB+EM + incendiary ammo on the TSent. With the later you can set up nice fire explosions, the former is better for pure headshotting.
4, The TSent is a nice weapon specialist with good CC (overload) and debuff (warp). Focus on weapons that can headshot, use either chain overload with shield stripping (better vs shielded enemies) or double chain overload (better in CC since it stuns 3 opponents). Take all the passives, take damage and capacity at 4th rank if you plan to use heavier weapons on him, 5th headshot and 6th weapon damage is more or less mandatory.
#238
Posté 03 février 2014 - 07:32
Mike-o wrote...
It'd be always nice to know, MGW7. Also, I'm sorry, but I don't understand this part of your earlier post:sub bosses, phantoms in particular should be hate surfed, you can lock his melee on from a short distance and he will slide over to the enemy during the animation, reducing the time he is in the danger zone, and learn to use the sprint melee as soon as he can recover, if you do it right he will hit before the first animation is finished
I've forgotten to ask one other thing. Do bonuses from items cumulate? For example, will Assault Rifle Amp II cumulate with Warfighter II, giving me the effective number of 36% damage increase?
Hate surfing is the term used for certain melees homing abilities in this game, the most significant is the batarian heavy melee, if you lock on to an enemy who is flying through the air you will follow them, sliding along the ground behind them,
Such as this
3:12 is the type of thing I am talking about doing with the warlord
The warlord can do it to, not as extreme, but he can track enemies to some degree
And in regards to your amps question, yes all bonuses stack, but some stack additively, and other multiplicatively, multiplicative is better, because they increase the bonus of all of your other bonuses
and the adas has a inherent weakness to armor IIRC, and mods won't help it
Modifié par MGW7, 03 février 2014 - 10:08 .
#239
Posté 04 février 2014 - 04:44
Modifié par Mike-o, 04 février 2014 - 04:45 .
#240
Posté 04 février 2014 - 06:03
Melee focused builds are quite fun and effective, but you should not go without potent weapons, his tankiness in rage is very good, even with melee spec
Lash is good, but like you my vanguard never used it, so it is acceptable to put it's points into other things
#241
Posté 05 février 2014 - 09:34
My main problem is that I'm having a hard time adjusting to Slayer's both feeble and agile body - in other words, to his low defenses and high mobility. At first, I thought he will be played like Cerberus Vanguard, but he isn't. He is faster, more mobile, but also weaker and less damaging (at least my prime ability, Biotic Slash, deals less damage than CVanguard's Smash does).
Modifié par Mike-o, 05 février 2014 - 10:18 .
#242
Posté 05 février 2014 - 11:11
I recommend less points into slash, or fitness, or whatever else you choose
#243
Posté 05 février 2014 - 11:23
#244
Posté 05 février 2014 - 11:28
Mike-o wrote...
But Slash can hit multiple opponents at once, and through walls. It seems a perfect boss and crowd killer, while PD sounds like compensating for not wearing long-range weapons.
PD has a very large AoE and can detonate tech explosions. Shoot/PD, shoot/PD, shoot/PD and watch everything die. The talon + disruptor ammo and PD specced for armor damage is a nice combo. Works at any range.
Slash does work through walls, but it's on the same cooldown as charge and has a long animation. Your damage will be much much higher when you Charge/PD/PD/PD/PD/PD than Charge/Slash.
For best results: You. Must. Host.
Modifié par Shampoohorn, 05 février 2014 - 11:30 .
#245
Posté 05 février 2014 - 11:33
Modifié par Mike-o, 05 février 2014 - 11:37 .
#247
Posté 05 février 2014 - 11:37
Mike-o wrote...
I see. Darn, as much as you guys advertise PD, what is the point (other than being effective) of playing a future space swordsman if you don't use his space sword a lot. In other words, is there an effective build not concentrating on PD?
Put three ranks in Slash and us when you can't PD. 6/6/3/5/6
His light melee has 85% DR, which along with the 50% he gets for 4 seconds are he charges makes him nearly invincible during the animation. -- You need 140% to his that mark, but he can still tank turrets if he's hosting. That's where you style with your sword.
Modifié par Shampoohorn, 05 février 2014 - 11:37 .
#248
Posté 05 février 2014 - 11:38
Modifié par Mike-o, 05 février 2014 - 11:40 .
#249
Posté 05 février 2014 - 11:39
His light melee has 85% DR, which along with the 50% he gets for 4 seconds are he charges makes him nearly invincible during the animation. -- You need 140% to his that mark, but he can still tank turrets if he's hosting. That's where you style with your sword.
Huh. I suppose that's swordsman enough. Coudl you tell me more about how to melee effectively with Slayer?
Modifié par Mike-o, 05 février 2014 - 11:43 .
#250
Posté 05 février 2014 - 11:44
Not much to say about his melee. Use his light melee on a target to get the massive DR and stagger them. Heavy melee has wonky targetting. You'll need to practice to figure it out.





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