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Looking for a change...... Demolisher tips


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#1
themageguy

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Hello everyone.
I've been playing the heck out of the paladin. Love playing tech wizard and cryo exploding everyone.

Now I'm starting to play the demolisher.
Anyone have some tips?
I've got no fitness so I'm pretty susceptible to an enemies sneeze, and I've been using a sniper rifle and the Reegar. It's fun, but I'm wondering how I can be a more effective team mate whilst using this class?
I also been playing with the turian saboteur - against geth it's very Amusing!

#2
chcknwng

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http://forum.bioware...build-in-depth/

 

no protection is the way to go.


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#3
zeus 171

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No fitness demosh is pretty standard, that's what I run.

#4
Moby

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Melee.
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#5
Shampoohorn

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Melee.


+1

#6
millahnna

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Pay attention to you pylon cooldowns.  Ideally you want the cooldown to be the same length of time (give or take about half a second) as the time the pylon lists for replenishing your grenades (not your ammo, there's two times listed).  With the standard pylon spec, this is 17.14 seconds.  By matching these numbers, you get 4 grenades every 17ish seconds instead of just two. 


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#7
Ziegrif

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Drink coffee or you'll fall to sleep while chucking nades.

She's as exciting as watching paint dry.


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#8
themageguy

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Thanks for the tips guys. Thinking of using an AR instead of the Reegar.....but damn i love it's lightning!

For some reason, I get reminded of Morrigan when I play this character. Probably because she's in purple, arc grenade is like a mini tempest, homing grenades are mini fireballs and the Reegar is a bit like the shock spell.

Damn I can't wait for Inquisition to come out.

#9
Dr. Tim Whatley

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The Demolisher is a grenadier pure and simple... Nothing more.
LOLmolishers specing into things like melee and carrying heavy weapons obviously dont know/care or understand what this character is.
This used to be my favourite character and I would like to point out that the final tier of N7 Demolisher 'power damge +20%' does jack **** except an in menu increase to +65%.
Grenade power does not increase in the menu or in a mission.

The weapon and ammo upgrade is almost irrelevant, as long as a light weapon is used allowing you to deploy the pylon every 9 seconds. Like I said she's a grenadier if you want to play melee/ gunner use a different character.



#10
stysiaq

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Melee demolady is fun.

 

Don't ignore that beautiful and unique demolady punch.

 

Seriously, why did they put so much effort in Earth? Every Earth character has a unique melee.

 

 

This or just run with no fitness. I forgot how to spec the Homing Grenades though.



#11
millahnna

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The weapon and ammo upgrade is almost irrelevant, as long as a light weapon is used allowing you to deploy the pylon every 9 seconds.

 

 

Months later this still makes me laugh.  You are literally getting less grenades. 



#12
Sailears

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Melee.

 

+2
 



#13
didacuscarr

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Demeleesher is the only way to demolish and have fun for me.

#14
themageguy

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Been experimenting with the turian sentinel.
Skipped warp for Overload instead. The stun + revenant is pretty brutal.
However I'm unsure how to spec the passive and overload.
Initially I thought perhaps for overload Dmg/ recharge/ shield Dmg.
Passive Dmg and cap/ power Dmg/ weapon Dmg.

Anyone have some good advice? This unit is tanky as hell.

#15
Heldarion

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Demolisher tips?

 

Throw grenades. A lot of them. The rest is optional.

 

Or as Annomander put it today: "Right. We just need grenades. And some tactics."



#16
Guest_TchOktChoky_*

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Overload: Chain, Neural Shock and Shield Damage

 

Passives: Damage/Capacity, Headshot Damage and Damage/Stability


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#17
Heldarion

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Overload: Chain, Neural Shock and Shield Damage

 

Passives: Damage/Capacity, Headshot Damage and Damage/Stability

 

 

 

... Slap on a Power Amp III/IV to instantly remove most of the enemies shields.

 

Here's the build.

 

Is that like, a subtle way of telling OP to play TSent? Cause I didn't see him asking for a TSent build o.O



#18
Guest_TchOktChoky_*

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Is that like, a subtle way of telling OP to play TSent? Cause I didn't see him asking for a TSent build o.O

 

 

Been experimenting with the turian sentinel.
Skipped warp for Overload instead. The stun + revenant is pretty brutal.
However I'm unsure how to spec the passive and overload.
Initially I thought perhaps for overload Dmg/ recharge/ shield Dmg.
Passive Dmg and cap/ power Dmg/ weapon Dmg.

Anyone have some good advice? This unit is tanky as hell.



#19
millahnna

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Been experimenting with the turian sentinel.
Skipped warp for Overload instead. The stun + revenant is pretty brutal.
However I'm unsure how to spec the passive and overload.
Initially I thought perhaps for overload Dmg/ recharge/ shield Dmg.
Passive Dmg and cap/ power Dmg/ weapon Dmg.

Anyone have some good advice? This unit is tanky as hell.

 

Overload has two main options as far as what is prevalent... either straight chain (chain, neural shock, chain) or a hybrid (chain, neural shock, shield).  Damage, neural shock, and shields would be my guess as to third most common.  I vary this on my overload kits.  On the Tsent I have it as the second option for the moment; this lets me be set up for a little bit of chain overload in case there's someone in my squad with something I can detonate but still lets me strip shields effectively.  As a counter example, one of my human engineers is specced for straight chain to better detonate fire explosions.

 

For his passives, I usually go with straight weapons stuff unless I'm planning to carry a heavier/single shot weapon on him (then I'd take 4b instead of 4a).  He has standard Turian weapons passives so he gets great stability on mult-shot weapons and the highest weapons damage bonus in the game.  I think at the moment I have my Tsent specced 36665, or 46664 (can't recall).  If I were skipping warp, as you are, I would go 60666 and likely carry a hurrdurrcane, harrier, raider, pirahna, or some other multishot weapon that would beenfit from the stability passives. The reason I don't bother with his power damage in passives is because warp and overload don't actually do a lot of damage to begin with so the damage increase really isn't all that useful.


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#20
themageguy

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Overload has two main options as far as what is prevalent... either straight chain (chain, neural shock, chain) or a hybrid (chain, neural shock, shield).  Damage, neural shock, and shields would be my guess as to third most common.  I vary this on my overload kits.  On the Tsent I have it as the second option for the moment; this lets me be set up for a little bit of chain overload in case there's someone in my squad with something I can detonate but still lets me strip shields effectively.  As a counter example, one of my human engineers is specced for straight chain to better detonate fire explosions.
 
For his passives, I usually go with straight weapons stuff unless I'm planning to carry a heavier/single shot weapon on him (then I'd take 4b instead of 4a).  He has standard Turian weapons passives so he gets great stability on mult-shot weapons and the highest weapons damage bonus in the game.  I think at the moment I have my Tsent specced 36665, or 46664 (can't recall).  If I were skipping warp, as you are, I would go 60666 and likely carry a hurrdurrcane, harrier, raider, pirahna, or some other multishot weapon that would beenfit from the stability passives. The reason I don't bother with his power damage in passives is because warp and overload don't actually do a lot of damage to begin with so the damage increase really isn't all that useful.

Thanks!
I think I'll go the chain/neural shock/shield damage route for overload, and focus on weapon damage passives.
Thanks!

#21
themageguy

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I think my next character will be the batarian sentinel. I like the electrical field rank in submission net.

#22
Lord Nutfork

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I just go with a Team Support build... Unless you are not into that. :)

I tend to move the pylon around depending on where the team is camping. And, I might even drop the Pylon while doing the escort mission if we have to go through a wide-open killing field.

 

As everyone says just max out your grenade carrying capacity as your main weapon and spam them until you run out.. Since you really don't care about power recharge speed you can carry any weapon you want. I like to use the Crusader since it has great accuracy over a long distance for a shotgun.


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#23
themageguy

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I just go with a Team Support build... Unless you are not into that. :)
I tend to move the pylon around depending on where the team is camping. And, I might even drop the Pylon while doing the escort mission if we have to go through a wide-open killing field.
 
As everyone says just max out your grenade carrying capacity as your main weapon and spam them until you run out.. Since you really don't care about power recharge speed you can carry any weapon you want. I like to use the Crusader since it has great accuracy over a long distance for a shotgun.

Yeah I don't mind playing team support. I'm more concerned about full extractions than highest score on the board.

#24
millahnna

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If I see one of my teammates is playing a weapon with low ammo reserves (like the harrier) or is playing a kit that's slow to get to ammo boxes (Juggy, Warlord) I like to follow them around with my pylon and listen for that "my gun just ran dry" sound.  It doesn't always work out that way but I like to try.



#25
dudemacha

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The reason I don't bother with his power damage in passives is because warp and overload don't actually do a lot of damage to begin with so the damage increase really isn't all that useful.

Overload has plenty to gain from passives and power buffs