@capn 233: Nice vid! Aggressive play - nice use of well timed power combinations.
And yet… I remain unsold on pull field for CQ engagement (maybe even more so after your vid). In most situations where pull field really benefits you, you are stripping and disabling enemies from range, and then warp bombing them. In the cases where you use pull field during close assault of protected enemies (i.e. Krogan and varren in confined quarters), I didn't understand how it afforded an advantage over singularity, and in some cases (e.g. the sequence starting at
4:30) it actually seemed a bit counterproductive, with Krogan and varren awkwardly drifting off behind you where they later come back to haunt. In contrast, rank 3 throw seemed to be doing you a lot of good on this map! So returning to the issue of build progression, and imagining hypothetically that you were at level 17 (35 points) instead of level 22 (43 points), would you still have chosen pull field over higher ranks of warp and throw for this map?
I understand that you are saying CC heavy strategy makes more sense for a standoff caster rather than a CQB character, but I fundamentally disagree with that statement and say that for an Adept more CC is superior to damage powers oriented builds at close range. There aren't a lot of CQB adept vids, especially with any significant portion of running and gunning out of cover. That is what I was trying to do in this past run along with figuring out how it might be done without Reave, Energy Drain, or Stasis spam. I bumped this thread because once I finally got Pull Field it seemed like it got a lot easier for me, especially if I predominately focused on opening the fight with Heavy Singularity (if an elite), then Overload -> Pull Field relative to nearly any other option. You can try to run around with Headshot-> Throw, but it did not seem as consistently effective to me, at least not when the only multitarget CC option is a squadmate or a lazy moving Singularity.
I don't think the term "ranged combat" is equivalent to "standoff casting". To me the distinction between RC and CQC is not aggressiveness. It is simply whether you first strip and disable units from range before moving in vs. move in first (before units have been disabled) and attack them at point blank range. Your video nicely demonstrates aggressive use of both styles (none of which I would describe as "standoff casting"). Conversely, I would not describe combat as "CQC" simply because it involves running around out of cover shooting things with a shotgun. For me, CQC is NOT about running and gunning. It's about using enhanced protection, movement, or control over protected enemies so as to achieve windows of mobility, and then using that mobility to close in and clobber (at point blank range) select units in key positions with overwhelming force. This "CQ assault" phase is often followed an "exploitation" phase, where one defends a tactically superior position or destroys remaining units that are in a inferior position (often with ranged attacks that would not have been possible from a previous weaker position). If you've seen my vids, you may have noticed I am actually in cover most of the time (despite heavy use of shotgun and CQ assault). I just don't remain under the SAME cover very long (as a traditional castor would do).
For example, at
4:05 in your vid, after eliminating the vorcha from range and CQ'ing the Krogan at 4:15 (nice!), why advance so far into the hallway?! I would probably have positioned the squad on bridge (with overwatch of hallway) and then remained in cover behind the crates in order to exploit the fire lane, eliminating units as they wander into the firetrap. At that point it would not really have mattered much whether you were using singularity or pull field to limit the enemy movement - the key step in that scenario was rapidly CQ'ing 1st Krogan so as to take control of the hallway before the remaining enemies got there. The rest is gravy.
Multiple targets on red health is fairly easy to get if you have a squadmate with an AOE defense stripper... For the majority of missions you face hordes of shield/health enemies who are easily combo'd with Area Overload-> Pull Field. Another thing to consider though is that Area Overload - Pull Field - Warp with multiple targets floated is always better than single target Pull and targets on the ground since the lifted targets take double damage.
That is probably my main use of pull field when I have it (warb bomb or Shockwave combos). But I'm not sure it really adds that much value beyond the gratuity factor. In my experience a warp bomb (with 5+m radius) on a cluster of AOE-stripped mooks (all within a 3m radius) is usually pretty effective whether or not they are all floating. For example, I think a heavy warp bomb at 0:48 and
4:07 in your vid would have taken out all these vorcha even with a rank 1 pull. In other cases, where you had multiple floating Krogan at nearly full health, I actually think it might have been easier to shoot them or throw them off the balcony, rather than collapsing the pull field with a WB. Also, with Singularity and rank 1 pull both active, you can pluck an individual unit out of the singularity and detonate it without collapsing the singularity.
During a CQ assault of one or two protected targets in a desirable location (that I wish to capture), I actually avoid using pull since I'd rather they stay put (where I can melee and blast them point blank with a shotgun), and then steal their spot (examples:
3:20 and 3:50 in this vid, or
4:10~4:18 in your vid). This is one reason why heavy singularity and stasis are so useful for CQ - fully protected enemies remain helplessly pinned until you are right on top of them. In contrast, the closer you are to target when it gets stripped and pulled, the more likely it is to drift out of your view (example:
4:15 in this vid, or the sequence starting at
4:30 in your vid). If the goal is to AOE-strip and immobilize units up close, Mordin's full cryo might be a better option than pull field.
With a ranged assault (where you first strip and disable enemies, and then subsequently move in to acquire their position or finish them off), I think you can make a more compelling argument for the travel speed and cooldown advantage of pull field over singularity (examples:
1:45 in this vid, or
2:30~2:45 in your vid).
I disagree that having Warp and Pull on Shepard necessarily opens up more combinations within a single mission…Other cycles with this or that happening are purely hypothetical and whether or not they will occur in a mission is a supposition.
I find the added flexibility of multiple WB combo pathways to be beneficial in practice, not just theoretically. About half of the time I am using Shep pull to Miranda (or Thane) warp. But Adepts are pretty squishy, so for example it is sometimes not possible to strip with SMG and pull a target without dipping into Shep's health pool. In situations with a lot of incoming fire, I will often strip and duck before the shield gate expires, and then let Jacob and Miranda/Thane set off the WB. Conversely if I've just used Miranda's Overload she is out of the equation. So if I want a WB (and no 2nd warper on squad), it's up to Jacob + Shep.
All in all you make a pretty good case for Warp, but what about Throw? I won't argue with any fun metrics, Throw is probably a more fun power than Pull. But is it more powerful? Does it help you more to get Throw early? You don't have to invest in Throw at all to get Singularity, Warp and Pull up and running. What is the case for Heavy Throw before Pull Field?
More powerful? Not sure how to measure that. In my experience rank 1 pull is the most critical, followed by rank 2 or 3 throw. I use pull and throw in combination to eject targets out of play (fast cooldown, and works on big units like Krogan, pyros, etc as well as small units). It's also great for temporarily pushing back advancing melee units like varren, fenris. Your video actually demonstrates many of the things I like about throw, and I think you gained a lot by having it at rank 3 vs. rank 1.
In terms of build progression, I think at level 22 (where throw and warp are both at rank 3+ regardless of the rank of pull), I agree it is not much of a sacrifice to get pull field. But at lower level (say 17) where pull field means rank 2 warp and rank 1 throw, I think you might feel the loss more significantly. On the other hand, you might not have a shotgun at that point, so would be doing more ranged combat anyway (in which case the value of pull field might be higher).