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Shockwave & Barrier as primers....


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23 réponses à ce sujet

#1
TheNightSlasher

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Kinda noobish question - Do they prime on all defenses or only on unprotected enemies? I know shockwave needs rank 6 lifitng shockwave evo to prime but does it work on all defenses?

 

I am thinking of using the novaguard and kroguard as a self-BE detonators with shockwave and barrier as primers (nova/BC to detonate) and I'd like to know how they work.

 

Thanks in advance.



#2
FasterThanFTL

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Only health. Like Pull.


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#3
Excella Gionne

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I believe it's only on unprotected enemies since they are only using pull's property. I've been speccing into Rank 6b for Shockwave recently since the lifting effect can become helpful when needing to lift unprotected enemies away from me instead of just staggering them.



#4
jrob6

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Lifting SW and Barrier only prime on unprotected enemies...iirc.  Also, worth noting the biotic explosion window is incredibly short for both if/when used as primers.



#5
Loufi

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Shockwave with the lifting evo primes only on lifted ennemies, so on health. I think it's the same for Barrier.



#6
TheNightSlasher

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Only health. Like Pull.

Thanks..I suspected as much but just wanted to confirm.

 

Lifting SW and Barrier only prime on unprotected enemies...iirc.  Also, worth noting the biotic explosion window is incredibly short for both if/when used as primers.

That's fine tbh. Since nova doesn't have a CD, I can easily detonate enemies lifted by SW. Barrier's CD is pretty short anyway if I have +200% recharge speed.

 

I was recently trying out the bonus power-barrier detonation build on the kroguard and wanted to see if I could do it the other way around for BEs. Since health enemies don't survive long, it's kinda pointless anyway. Kroguard disappoints yet again. I really want to play him because his melee is cool and krogans are quite fun to play in general but I am unable to find a build that is unique (to an extent).  :( I'll go back to bonus power-barrier detonation build then.

 

Shockwave with nova can be fun though.

 

Edit: Smashguard rules again. The only vanguard that can self-detonate 6+6 BEs on all defenses.  B)


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#7
jrob6

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I use the Shaman's barrier for splosions...Kroguard is kinda meh.



#8
TheNightSlasher

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I use the Shaman's barrier for splosions...Kroguard is kinda meh.

Ya, I use the shaman's barrier at times too. Recently, I decided to revisit some characters that I don't like or use much (kroguard, QFE, destroyer w/DM, HSent to name a few) and try some unique builds for them.

 

I have found builds for QFE, DM destroyer I am starting to like, but kroguard keeps disappointing me. :/



#9
Sailears

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Shockwave lifting evo is like if pull was taken down a dark alley, beaten, robbed and left helpless on the floor - horrible analogy I know, but the point is it's a gimmick, nothing more, and of the kits that have this I'd say none of them really benefit much from taking it - HA would have already blown everything up, shaman is better off with cooldown, novaguard will have already killed the targets and has to sacrifice a lot to get rank 6 shockwave... batsent hatesurfing with lift evo could be interesting though I've never tried it.

 

Barrier lifting is interesting but the target cap is annoying and the cast/recharge animation and cooldown awkward in practice.

 

Neither are efficient in practice, which is a shame - like all biotic control/support/lockdown/denial effects, the ridiculous black and white health/armour mechanic in this game completely neuters that kind of playstyle - it's deal damage or go home.



#10
TheNightSlasher

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Shockwave lifting evo is like if pull was taken down a dark alley, beaten, robbed and left helpless on the floor - horrible analogy I know, but the point is it's a gimmick, nothing more

LOL

 

Neither are efficient in practice, which is a shame - like all biotic control/support/lockdown/denial effects, the ridiculous black and white health/armour mechanic in this game completely neuters that kind of playstyle - it's deal damage or go home.

TBH, gun focused playstyle is obviously the most efficient playstyle provided you atleast use a decent gun.

 

But after ~1700 hrs, I've given up the thought of playing builds focused on efficiency in team games. I could just put a powerful shotgun like wraith on the kroguard, skip carnage and go to town on the enemies but I am sure I'd end up bored after one game. I am just trying to do something different and unique with builds for some of the characters so that I would actually feel the need to play that character. ;)

 

I reserve builds focused on killing efficiency for solos, because it is actually required in solos.



#11
Excella Gionne

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I think it's funner to spam the Barrier with Kroguard since he has more power damage bonuses from his passive tree and he can restore his barriers with Biotic Charge if he ever needed to restore his barriers due to reckless spamming.



#12
TheNightSlasher

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I think it's funner to spam the Barrier with Kroguard since he has more power damage bonuses from his passive tree and he can restore his barriers with Biotic Charge if he ever needed to restore his barriers due to reckless spamming.

That is how I've been playing the kroguard off-late.



#13
Sailears

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LOL

 

TBH, gun focused playstyle is obviously the most efficient playstyle provided you atleast use a decent gun.

 

But after ~1700 hrs, I've given up the thought of playing builds focused on efficiency in team games. I could just put a powerful shotgun like wraith on the kroguard, skip carnage and go to town on the enemies but I am sure I'd end up bored after one game. I am just trying to do something different and unique with builds for some of the characters so that I would actually feel the need to play that character. ;)

 

I reserve builds focused on killing efficiency for solos, because it is actually required in solos.

 

True, I don't play the game for efficiency either so I'm not sure why I said that!

 

With barrier you can do some fun stuff that works - like tech armour detonating builds, and combine it with melee on the krogan for even more fun. I presonally find the animation awkward with the delay compared to say annihilation field detonation which feels a lot more natural.

 

With lifting shockwave - well it's pretty hard to make regular use of it without accidently killing your lifted targets before being able to lift them! ^_^ On the HA it's too easy to accidently blow stuff up for example. I think batsent is a good candidate for some lifting shockwave/melee shenanigans, so might be worth investigating.



#14
Excella Gionne

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That is how I've been playing the kroguard off-late.

:) Does your Katana shoot out swords instead of poop pellets?



#15
HeroicMass

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all of the cool kids use lifting shockwave on their HV



#16
TheNightSlasher

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all of the cool kids use lifting shockwave on their HV

I'll join the club next time I start the game. ;)



#17
Sailears

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all of the cool kids use lifting shockwave melee on their HV

 

ftfy. :D



#18
Chealec

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... kroguard keeps disappointing me. :/

 

Raider + Omni-blade, melee spec. 50% chance of no cooldown at tier 6 on BC.



#19
Guest_IamBECKY_*

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Use no fitness carnage/FE kroguard with a scorpion and inc ammo. Only fun way to play him showed to me by lelando gaunto

#20
Excella Gionne

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I would use Barrier more if it were a Primer and a Detonator.



#21
Darkstar Aurora

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The advantage of Lifting Shockwave is that you potentially have both a source power and (multi) detonator power with a single cooldown, and both of these biotic explosions would receive the x1.65 multiplier. When you have four biotic characters unleashing detonator and source powers in disorderly fashion, a dual-purpose power like Shockwave or Lash in the midst of that can often serve both roles simultaneously even without much planning---serving as the keystone to link two powers that otherwise might have been a failed explosion (i.e. two other players cast Warp on the same target, one second apart).

Even if its only occurs three times in 11 waves I think its worth more than a 0.22 reduction in recharge time, especially when in a multi-biotic team you utilize each of your individual powers less often, and will often wait a few more fractions of a second for someone else to 'prime' a target with a source power first.

When it comes to physics effects, the original armor vs health system of ME3 in and of itself is not that problematic. The issue is that these powers were designed for the single player campaign, and in that mode the number and distribution of enemy types is far more skewed towards troopers (health) and elites (health + shields/barriers) than in a higher difficulty MP game. Multiplayer diminished these powers somewhat by having a higher number of armored bosses, simultaneously reducing the proportion of health only enemies, and introducing new 'armored' rush enemies that served to be more of a nuisance than an actual challenge.

#22
Credit2team

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horrible primers, what you want is warp or reave or dark channel



#23
Deerber

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No original SP power ragdolls anything but health, so...

#24
robarcool

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I believe it's only on unprotected enemies since they are only using pull's property. I've been speccing into Rank 6b for Shockwave recently since the lifting effect can become helpful when needing to lift unprotected enemies away from me instead of just staggering them.

Well, won't unprotected enemies be thrown by shockwave and not just staggered? At least it happens for me.