So I'm really liking the idea of the class, (and the look), but I've gotta ask: are they good? I mean, sure, it seems like they would be able to dish out some serious AoE what with their theoretically infinite supply of 'nades, but how often can they actually USE the Pylon as opposed to needing to bug out from, say, a Banshee?
N7 Demolisher
#1
Posté 20 mai 2014 - 10:13
#2
Posté 20 mai 2014 - 10:17
So I'm really liking the idea of the class, (and the look), but I've gotta ask: are they good? I mean, sure, it seems like they would be able to dish out some serious AoE what with their theoretically infinite supply of 'nades, but how often can they actually USE the Pylon as opposed to needing to bug out from, say, a Banshee?
many people go without the pylon. If you do use it you can either keep redeploying it or simply run in circles to come back to it when you need. The kit is insanely powerful when used right
#3
Posté 20 mai 2014 - 10:36
Without the Pylon? Huh, and here I thought that was the main point of the class. *shrug* What sort of build would you recommend for an N7 Demolisher then?
#4
Posté 20 mai 2014 - 10:39
Not too sure what you mean by "how often can they actually USE the Pylon as opposed to needing to bug out ... "? For new players without high level Grenade Capacity gear, the pylon can be spec'd to spit out 2 extra grenades regularly. I've also spec'd pylon for giving extra weapon damage to anyone in it's radius so I try to place it in spots where I or teammates tend to 'hold the line.' Also, one of the few kits I use the Harrier with. Occasionally fun!
#5
Posté 20 mai 2014 - 10:41
Well, what I meant was: I've noticed that a lot of times, in higher difficulties, it becomes pretty much necessary to run away really fast (Banshee/Phantom attacks come to mind), which means that the Pylon will be left behind (and if you're unlucky/not observant, that could easily mean a 40 second wait before popping it again). That seems like a fairly major drawback, but I'm not sure if it really is.
#6
Posté 20 mai 2014 - 10:43
From what I've seen, some people place the pylon in a high traffic area. The idea being that as you run away, you run past the pylon to resupply.
#7
Posté 20 mai 2014 - 10:44
Hmm, that makes sense. I guess it helps to know the maps really well then, in that case? I've got a LOT of playing to do >.<
#8
Posté 20 mai 2014 - 10:55
Don't put it where you stand to shoot, put it where it's easy to access, or even on a normal ammo box so you only need one trip, grabbing the shields it gives you when you need you gate back is more productive than having it shot off with the rest of your shields in one hit.
#9
Posté 20 mai 2014 - 11:13
You can get 4 grenades roughly every 20-ish seconds if you spec it right. If you max the pylon, it'll drop two grenades at a time when you create one and another two ~17s later, so if your loadout isn't very heavy and you're in a ~safe place you can drop the pylon again and get two more grenades.
If I'm playing on the move I'll simply drop the Pylon where I am rather than heading back. This includes dropping the Pylon during drone escorts, since I'm still throwing grenades (often in pairs -- Arc Grenade w/ electric damage primes for tech burst, homing grenade detonates) and still will want refills.
#10
Posté 20 mai 2014 - 11:14
Thanks everyone for all the suggestions and tips
Now I gotta do the hard part: unlock the freaking class despite Bioware's stupid RNG store thing hating my guts.
#11
Posté 20 mai 2014 - 11:26
If you are faster than the rest of the team, you can raid all the ammo boxes on the map. Could even plop the pylon by a box.
If you are mobile you can always just drop a pylon, grab the 2 nades, and keep going.
#12
Posté 20 mai 2014 - 11:47
I recently switched to 46664, and it works nicely.
Dump the pylon near a crossroads you'll be running through regularly, then prowl the map looking for victims and robbing the crates for more nade, occasionally re-deploying the pylon to force it to spawn another grenade. No camping required.
Equip a harrier, use warfighter gear V to get your nade capacity to 9, and use your thermal clips for even more nades and ammo as needed.
Maxed pylon is better if you can't bring 6 thermal clip packs per game though...
#13
Posté 21 mai 2014 - 12:05
- mesiasmith et q5tyhj aiment ceci
#14
Posté 21 mai 2014 - 12:42
You're all wrong, you're clearly supposed to use the pylon as your primary DPS. Put it down, wait for them to step over it, and boom!
Gold games usually only take 4-5 hours using only this, which is a big improvement!(for me)
- Ashevajak et Mako aiment ceci
#15
Posté 21 mai 2014 - 01:33
You're all wrong, you're clearly supposed to use the pylon as your primary DPS. Put it down, wait for them to step over it, and boom!
Gold games usually only take 4-5 hours using only this, which is a big improvement!(for me)
If MakoSickness's screenshots are any indication, I bet he could do it a lot faster than 4 hours!
- Mako aime ceci
#16
Posté 21 mai 2014 - 01:49
Your Demolisher was too lazy to put down her Supply Pylon, therefore, she asked a Krogan to do it....

- Deerber aime ceci
#17
Posté 21 mai 2014 - 02:56
If MakoSickness's screenshots are any indication, I bet he could do it a lot faster than 4 hours!
I don't know... I mean, I could try, but it would be difficult, I don't think I'd be able to make it. Probably not on my own. I would need the help of a Salarian Engineer. That damn Decoy is OP.
#18
Posté 21 mai 2014 - 03:11
Don't spec out of the pylon. You'll find yourself greatly weakened if your team has 3 other grenadiers as all your powers are grenade based especially since a number of grenade hungry classes have speed boosts/powers so by the time you trudge to the ammo box, its empty. Thermal clips replenish grenades but use those only in emergencies or you end up over relying on them and run out on the late waves.
Since you get grenades every time you drop your pylon, remember to drop it when you can. Ammo powers are your friend because they can prime for bursts and don't spec out of arcs if at all possible as they detonate primed targets, have a large radius, staggers and goes through walls. Arcs however suck for damage so don't spam them continuously for no reason. Dump one when you are bursting some primed enemies, need to stagger the area around someone who just medigelled, need to get out of the current area while surrounded or need to slow down/delay some enemies. Remember that enemies cannot be stun locked continously so your window of movement/opportunity is only the stagger time of 1 grenade even if you throw them continously
Homings are slow so i use them at close range but its more dangerous that way.
- codsquallic aime ceci
#19
Posté 21 mai 2014 - 03:14
Slap on the typhoon and wreck sh*t up.
#20
Posté 21 mai 2014 - 07:18
Don't spec out of the pylon. You'll find yourself greatly weakened if your team has 3 other grenadiers as all your powers are grenade based especially since a number of grenade hungry classes have speed boosts/powers so by the time you trudge to the ammo box, its empty. Thermal clips replenish grenades but use those only in emergencies or you end up over relying on them and run out on the late waves.
Since you get grenades every time you drop your pylon, remember to drop it when you can. Ammo powers are your friend because they can prime for bursts and don't spec out of arcs if at all possible as they detonate primed targets, have a large radius, staggers and goes through walls. Arcs however suck for damage so don't spam them continuously for no reason. Dump one when you are bursting some primed enemies, need to stagger the area around someone who just medigelled, need to get out of the current area while surrounded or need to slow down/delay some enemies. Remember that enemies cannot be stun locked continously so your window of movement/opportunity is only the stagger time of 1 grenade even if you throw them continously
Homings are slow so i use them at close range but its more dangerous that way.
Agreed on the Pylon and Arcs. Pylon is a must. I tend to see Demolishers/QMs just spam Arcs randomly, trying to kill things with them. I use them for shield stripping, mass staggering to let me revive/escape, and to stun groups of non-bosses so that I can gun them down safely - even with my Harrier at V, I have plenty of time to mow down a trio of Centurions/etc before they recover from the stagger.
As for Homing grenades, I also use them mostly from close range, or sometimes on bosses at long range. However that is with the Sabateur, as I skip them on my Demolisher. I played around with a number of different builds on her, and I find that I like being able to max everything else over having HGs. Though that's more of an enjoyment preference, rather than feeling like it's actually better. It was a while ago that I picked that build though, so I am considering switching to a build with 4 in Pylon and Fitness instead when I find a respec card, just to see how I like that setup now. But I have a feeling I'll end up switching back. I mostly just use HG on armor, but AP ammo on a Harrier makes quick work of that too. Plus every time I use a HG, that's one less Arc I am carrying, and they are excellent survival tools.
#21
Posté 21 mai 2014 - 11:30
^I find the homing nade kinda underwhelming too, arc nade is my way to spec her.
So, can someone share tips on how to use the homing nades effectively?
#22
Posté 21 mai 2014 - 03:03
From what I've heard/read/seen, the best way to use homing nades is to set off Tech Bursts from your arc nades. So basically you alternate between arc and homing nades.
#23
Posté 22 mai 2014 - 03:25
^Hmm, I mean its damage is knda subpar even at rank 6, if spec'd solely for Tech Bursts, I'd only level it to rank 3 or 4.
#24
Posté 22 mai 2014 - 03:25
#25
Posté 22 mai 2014 - 03:28
split grenade for the double tech burst alalalallalalalalalalallalalalala





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