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What's the most recent build/set up that you've discovered to be incredibly fun?


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#1501
Arkhne

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TGI and Harrier make a good combination, imo, because I have to run to ammo crates all the time anyway to restock on stimpacks after running into crowds like an idiot.

 

Well, there's your problem.

I run Lancer VI on my TGI, and I'm happy enough with it, pretty much never run to ammo boxes, and damage output is still good.



#1502
Lvca_gr

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I've been experimenting a lot with melee huntress build courtesy of tjbearpig. It works quite well with cyclonics IV on gold and reasonable lag off host. I can get killstreaks if rushing a spawn and using crusader with drill ammo. Also, it looks like it ignores phantom's bubble and damage resistances. I've just had a game where I was able to send two bubbled/flipping phantoms flying across the map with one melee.

 

Also experimenting with human adept melee and it is substantially more tricky. It does more damage to armor compared to huntress but does not reliably one hit kill shielded mooks on gold. I still have not figured out completely the distance and cone angle. IMHO, this build is quite difficult to master properly especially off host. I'm not sure about force as well. However, it does stagger phantoms.

 

Although both builds are extreme fun.

 

Agreed on both, though I use Venom or another stagger shotgun, and I still have to get a killstreak with them :(. The adept is really tricky, I have only played one game with her and I'm having the same issues figuring out distance and cone. But it's amazing against dragoons when you have martial artist active. And meleeing enemies lifted by singularity is hilarious :lol: . 

 

I recently mentioned despawning enemies by knocking them off the map with the Human Adept, it almost convinced me to make them a melee build, probably will next time I promote (lol, probably never). Much fun to be had with that one. I guess singularlity and shockwave staggers are useful in CC to keep you alive?

My build skips warp and focuses on:

 

Singularity (stagger) > venom shot release while closing in (more stagger) > melee (idem) > shockwave to blow up anything that's left alive.

 

Venom and shockwave can both stagger any humanoid, so they also serve as panic buttons. If for some reason melee is not advisable, the relatively short cooldowns still let you play as an adept. 


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#1503
Terminator Force

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This is the stupidest, most over-the-top OP thing I have ever seen....... http://kalence.drupa...!!....1383!545A    ...I left things blank just to illustrate my point....just from these options I picked, I was able to take down fully shielded bosses in 4 seconds...some in less than.......I kid you not.   yes, humping ammo boxes will be the majority of how you spend your time...but this puts out almost the most damage i have ever seen a character do. Scan it, sabotage it, marksman     .......it took me more time to activate my powers than to waste bosses.

 

If you aren't going to glitch him, I would go something like this; http://kalence.drupa...13H51314!F73AGG

 

Maybe skip Sabotage entirely, as headshot bonus on Marksmans contributes to conserving Harrier ammo. I personally find some stability help is needed to make more Harrier bullets count, in turn conserving more bullets. And an Adrenalin Mod3 greatly helps with Harrier Ammo box runs. So really, this is the only way to play Marksman Harrier.


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#1504
LightRobot

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Agreed on both, though I use Venom or another stagger shotgun, and I still have to get a killstreak with them :(. The adept is really tricky, I have only played one game with her and I'm having the same issues figuring out distance and cone. But it's amazing against dragoons when you have martial artist active. And meleeing enemies lifted by singularity is hilarious :lol: . 

 

My build skips warp and focuses on:

 

Singularity (stagger) > venom shot release while closing in (more stagger) > melee (idem) > shockwave to blow up anything that's left alive.

 

Venom and shockwave can both stagger any humanoid, so they also serve as panic buttons. If for some reason melee is not advisable, the relatively short cooldowns still let you play as an adept. 

 

Your glorious adventures with the Karate Asari insipired me, had a few silver games a couple of days ago and I only did pure melee build. The Asari was amazing obviously , then I also did the vanilla human adept and what a pleasant surprise, on silver, his melee is amazing. Like you said it's still really good against armor, you'd be surprised to see how many Brutes and dragoons I killed with melee only. Good times...


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#1505
akots1

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... I guess singularlity and shockwave staggers are useful in CC to keep you alive?


Shockwave is situationally useful. Singularity not that helpful. I die quite a few times on later waves depending on a map. The melee animation can be sometimes cancelled before it actually finishes as damage is applied at about 3/4 of the move but for me, it is a bit tricky to catch the exact moment.

#1506
akots1

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If you aren't going to glitch him, I would go something like this; http://kalence.drupa...13H51314!F73AGG
 
Maybe skip Sabotage entirely, as headshot bonus on Marksmans contributes to conserving Harrier ammo. I personally find some stability help is needed to make more Harrier bullets count, in turn conserving more bullets. And an Adrenalin Mod3 greatly helps with Harrier Ammo box runs. So really, this is the only way to play Marksman Harrier.


I tried that strategy also. Found it to be too much work and instead equipped geth scanner and drill ammo with high velocity barrel. You can camp the ammo box and still kill things quite efficiently with occasional wallhack without running around especially on smaller maps. IMO, it is one of the few builds where infiltrators are welcome on the team because the enemies tend to come to you and you don't have to chase them.

#1507
Shampoohorn

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I've been experimenting a lot with melee huntress build courtesy of tjbearpig. It works quite well with cyclonics IV on gold and reasonable lag off host. I can get killstreaks if rushing a spawn and using crusader with drill ammo. Also, it looks like it ignores phantom's bubble and damage resistances. I've just had a game where I was able to send two bubbled/flipping phantoms flying across the map with one melee.

 

Also experimenting with human adept melee and it is substantially more tricky. It does more damage to armor compared to huntress but does not reliably one hit kill shielded mooks on gold. I still have not figured out completely the distance and cone angle. IMHO, this build is quite difficult to master properly especially off host. I'm not sure about force as well. However, it does stagger phantoms.

 

Although both builds are extreme fun.

 

 

Venom seems to be the best choice for most non-krogan melee builds.  The only negative is that it kills mooks too quickly, so you miss out on the ecstasy of a true melee kill.  This is especially true on infiltrators and a good reason to take cryo or explosive ammo instead of distruptor. 

 

The phantom bubble resists all melee, but the asari animation is so long that you're probably catching them after the bubble's effect has worn off.  It is so nice to send them flying though.  I hung one in the low rafters of reactor once.

 

Brutes are the absolute best targets for her melee.  About 2 seconds of cloaked DC are enough to let you kill them with a single melee attack.

 

 

Shockwave is situationally useful. Singularity not that helpful. I die quite a few times on later waves depending on a map. The melee animation can be sometimes cancelled before it actually finishes as damage is applied at about 3/4 of the move but for me, it is a bit tricky to catch the exact moment.

 

The human adepts melee is definitely challenge off host.  Again, strategic venom shots help a lot.  Cryo's slow effect can be a big help here, though the adept really benefits from distruptor's shield stripping ability and a nearby singularity.

 

Make sure your singularity setup includes 'radius' and try to avoid casting it a targets that can dodge.  I usually aim for the spot I want to melee from, trusting that the target will meet me there.  The stagger and lift effects let you get into melee range or soften the target with a Sing/Shock combo.  It also takes out swarmers, which can suck up your melee's 3 target limit.  Lol doing 3k damage to swarmers while the ravager behind them is untouched.  Biower, pls.

 

The human adept has one of the few non-locking melees.  Use this to your advantage.  It's also pretty fast, so 2 successive heavy melees is feasible.  Especially if your singularity is still staggering.

 

For all low shield melee kits, be proactive with your Ops Packs.   I usually hold them until wave 6ish, and then burn them right before I engage 3 marauders or a ravager, scion, etc.  Likewise with Medigels, using your first 4 tactically in late waves to stay in a melee fight is smart*.  Smoke 'em if you got 'em.

 

 

*Except when in range of a sync-killer or against geth, who can stunlock a reviving character like nothing else in the game. 


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#1508
Arkhne

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Swarmers eating hits (especially from shockwave) makes me rage so people don't hear me cry over mic. There are usually enough swarmers around that the priming window on the Ravager/etc ends.

 

Biower, y u h8 me?


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#1509
Terminator Force

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I tried that strategy also. Found it to be too much work and instead equipped geth scanner and drill ammo with high velocity barrel. You can camp the ammo box and still kill things quite efficiently with occasional wallhack without running around especially on smaller maps. IMO, it is one of the few builds where infiltrators are welcome on the team because the enemies tend to come to you and you don't have to chase them.

 

BSN error ate my post. I'm done here.


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#1510
akots1

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Venom seems to be the best choice for most non-krogan melee builds.  The only negative is that it kills mooks too quickly, so you miss out on the ecstasy of a true melee kill.  This is especially true on infiltrators and a good reason to take cryo or explosive ammo instead of distruptor. .... 

I don't like venom that much and if I'm using it, as you said, there is no point in melee at all, just shoot the gun and everything is dead if the shot hits. If it does not, then there is no stagger and no help. It is essentially the same thing and makes melee somewhat redundant. For huntress, everything is dead in the melee radius anyhow, so I prefer either crusader or wraith for longer range. Cloak, DC some boss, run to mooks, melee, shoot, cloak, warp the boss for a boom, melee the boss, shoot if needed. It is very efficient. The only times I die is when there are two additional infiltrators in the game.



#1511
Miniditka77

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That's why I logically often pair Harrier to my grenade spamming characters. :)

I felt particularly silly running to boxes with a Lancer in one game, with a grenade kit.

 

Yep - the Drell Adept is by far the character I use the Harrier most on.  Plus, he's super fast so he can get to ammo boxes more quickly.

 

Right now, for me anything, with the Crusader. In particular the QMI, QME, and the Havoc. I had put it away for a long time, once I got it to VII, started with BatSol. When, I got it to IX, started messing around with aforementioned characters, and obviously, only got better when I maxed it. Finally, Claymore GI, which I know I'm late to the party on that one.

 

I love the Crusader too, and I've tried it on a lot of builds.  This one is my favorite:  Salarian Infiltrator.  The damage of Energy Drain is pumped up enough that it will one-shot the shields on almost anything other than Phantoms on Gold, and most stuff on Platinum too.  This turns the Crusader into a OSK weapon for a lot of enemies, even with a body shot, while leaving you with 3 more rounds to take out his friends.  I think the Drill Ammo + Geth Scanner pair well with the Crusader's innate piercing, although if you don't want to wallhack, you will probably do better with Warp or Incendiary ammo against most enemies.  The QMI is probably overall better because Arc Grenades can strip a lot more shields than ED, but I get tired of grenade spam.


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#1512
akots1

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... The human adept has one of the few non-locking melees.  Use this to your advantage.  It's also pretty fast, so 2 successive heavy melees is feasible.  Especially if your singularity is still staggering. .... 

It does have some sort of cooldown though it is pretty short, maybe one second or even less than that. However, the cooldown is essentially non-existent if I can dodge-cancel the animation. But as I said, this requires exact timing, quite hard to catch.

 

I'm thinking to try adrenaline mod instead of cyclonics. This makes him really squishy with almost only basic shields but more maneuverable and able to flank the enemy. It might work but not with infiltrators in the game. Last game I played with him had demolisher, obligatory TGI, and QMI. As demolisher was camping pylon somewhere, every enemy was after me and it was a struggle to stay alive. I ended up just doing the adept thing and tech bursting arc grenades with shockwave on later waves. There was not a single biotic boom in that game.



#1513
akots1

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...Except when in range of a sync-killer or against geth, who can stunlock a reviving character like nothing else in the game. 

IMO, neither sync killers nor geth are a huge problem, just have to be careful. He has nice dodge and can shockwave-stagger almost everything. Also, you have complete control over the situation unlike some melee vanguard builds, where you can only charge and pray for the best. His melee is faster than batarian and asari and seems to be a bit faster than ex-cerberus goon whip guys, probably around the speed of krogan HM. I'm not sure about it, but his melee has relatively high damage resistance and it seems to be stagger-proof as the animation gets seldom interrupted even when you are hit. In my case, worst culprits were phantom pew-pew from the other side of the map and atlas/banshee dot.



#1514
akots1

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... The phantom bubble resists all melee, but the asari animation is so long that you're probably catching them after the bubble's effect has worn off.  .... 

Maybe, not sure. It does have enough force to stagger them even in bubble as it seems that passive force bonuses apply to asari HM. I found it does not work that well if I don't spec into power/force in 4b and 5a of passives. Also, taking warp 5b, expose, may contribute if you manage to land a warp. All of this though is highly subjective, cannot confirm with actual numbers and I can be completely wrong.



#1515
yrael

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Well, there's your problem.

Yeah, I was informed that running straight into a few pyros and having to abuse stimpacks is "positionally not a smart thing to do." But psh, tactics.


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#1516
Shampoohorn

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Yeah, I was informed that running straight into a few pyros and having to abuse stimpacks is "positionally not a smart thing to do." But psh, tactics.

 

 

 

Failure results in ridicule and nooblic shaming.  If it works, tactically brilliant.

 

When I must do it, I opt for Ops Packs.  No animation, more immunity, resets health bars.  Positively ridiculous with the GI in the middle of a geth spawn.


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#1517
Dalakaar

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Yep - the Drell Adept is by far the character I use the Harrier most on.  Plus, he's super fast so he can get to ammo boxes more quickly.

Ditto this. Only kit I still use the Harrier with.


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#1518
inert14

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Not a build, but playing with a broken hand is challenging, but doable. :D
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#1519
yrael

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Failure results in ridicule and nooblic shaming.  If it works, tactically brilliant.

 

When I must do it, I opt for Ops Packs.  No animation, more immunity, resets health bars.  Positively ridiculous with the GI in the middle of a geth spawn.

I don't mind the stimpack overlay, honestly. And I like the increased DPS. Ops packs are reserved for when I've been reduced to health gate and I'm not sure the stims will keep me from getting dead, which thankfully isn't often because I have a fancy... tactical jetpack thing. :D



#1520
GeneralXIV

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I tried a soldier with a rifle called the... Phaeton or something yesterday with Xan and FireRider and Bowlcuts and that was pretty fun... I like the grenades... but I couldnt see anything at all when I used the adrenalin power I was just completely blind... :(



#1521
Stinky3377

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TurSen w/Typhoon and warp ammo...no shits given.



#1522
Miniditka77

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I tried a soldier with a rifle called the... Phaeton or something yesterday with Xan and FireRider and Bowlcuts and that was pretty fun... I like the grenades... but I couldnt see anything at all when I used the adrenalin power I was just completely blind... :(

 

I hate the Phaeston.  I only like it on the Geth Engineer.  Use it with Incendiary Ammo (or Disruptor if you know you're getting Geth).  You can either strip shields with Overload and then get easy shots at the enemies while they do their little fire dance, or you can fire until their shields are stripped and then detonate a fire explosion with Overload.


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#1523
Arktinen

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Not a build, but playing with a broken hand is challenging, but doable. :D

Maybe it can be seen as a personal build that is in need of some calibrations.



#1524
GeneralXIV

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I think I might have used drill ammunition... i might be wrong though... but I could kill guardians by just shooting at their shields which was nice... I usually have to try to get them to turn around with my drone before I can kill them... theyre so awkward... like phantoms with their shields :(



#1525
Ashevajak

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Do you not have armour penetration mods yet?