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Thoughts on Carnage?


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#51
EnemySpinach

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Fun Trick:  Aim a charged up Acolyte at your Shielded Target (a Marauder, for example), then activate your Biotic Charge.  The Acolyte will automatically discharge its shot in a straight line, demolishing your target's shields with sniper-like accuracy, right before your Biotic Charge connects and detonates whatever ammo power you just applied.

I discovered this little Gem during my Gold Solos. Love it. I mean, I do generally find it more efficient to manually aim (can hit a group a little bit better if I aim it between them, despite charge locking on to the closest one) but when you're short on time and barriers, this is indeed wonderful.

 

I like Carnage in ME1. Past that, I've tried using it and it just never feels right - the power itself isn't amazing, the classes that it's on usually don't have any real synergy with it, and I find that Carnage's cooldown gets in the way of the other power(s).

 

If Carnage was on a separate cooldown altogether, I would probably put 6 ranks into it on just about any class with it, though.

Kind of my thoughts on the matter. I played ME1 as a Vanguard, so yeah. Sure, I like power cooldowns being shorter than a freaking minute, but the global cooldown system really does make some powers just not worth using.

 

I mean, look at ME2 for a minute. Why would a soldier use concussive shot when Adrenaline Rush just sees it through most scenarios with very little effort, or an infiltrator use Incinerate/ AI Hacking when they can just cloak and snipe for bonus damage?

 

I think it could be neat to give hybrid classes seperate cooldowns for different power types. Group them as Weapon/Biotic/Tech, so an Omni-tool is cooling down while your Biotic Amp is still good to go, etc. This would definitely make Carnage worth using on the Vorcha (Flamer is Tech) and Vanguard (Charge and Barrier are Biotic) To compensate, "pure" classes with no hybridization can get a passive power bonus or faster recharges or something.



#52
PurpGuy1

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Why would a soldier use concussive shot when Adrenaline Rush just sees it through most scenarios with very little effort, or an infiltrator use Incinerate/ AI Hacking when they can just cloak and snipe for bonus damage?

 

My SP Infiltrator with Disruptor Ammo would cloak then snipe then immediately hit Incinerate before the CD began, following up with Garrus and Vega taking turns detonating it



#53
EnemySpinach

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My SP Infiltrator with Disruptor Ammo would cloak then snipe then immediately hit Incinerate before the CD began, following up with Garrus and Vega taking turns detonating it

This is exactly why I specified ME2. Pretty sure it didn't work that way there. And Adrenaline Rush didn't have the "use another power" evolution.



#54
Peer of the Empire

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Carnage is pretty bad in and of itself.  

 

But on Platinum, it is an integral part of the kill cycle of the Krogan Soldier, ensuring you kill mooks in one pass on every cooldown.

 

Incinerate will also do with the Krosent and is frankly better (like most powers) but Carnage just looks and feels cooler B)



#55
OniGanon

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Its travel time is too damn slow and its cooldown is absurd. That's what I think of it.



#56
ScottyCanes

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Kind of my thoughts on the matter. I played ME1 as a Vanguard, so yeah. Sure, I like power cooldowns being shorter than a freaking minute, but the global cooldown system really does make some powers just not worth using.

 

I think it could be neat to give hybrid classes seperate cooldowns for different power types. Group them as Weapon/Biotic/Tech, so an Omni-tool is cooling down while your Biotic Amp is still good to go, etc. This would definitely make Carnage worth using on the Vorcha (Flamer is Tech) and Vanguard (Charge and Barrier are Biotic) To compensate, "pure" classes with no hybridization can get a passive power bonus or faster recharges or something.

Well, once you start getting powers maxed in ME1 the cooldown becomes closer to 20-30 seconds . . . not to mention the cooldown bonuses from the high-end biotic amps, omni-tools, and medical exoskeletons  :wub: . But yeah, it's definitely a lengthy cooldown for this day and age. 

 

I actually considered something very similar to your suggestion the first time I played ME2 - have separate cooldowns based on power type. I also agree that it would be interesting if pure adepts/engineers had more passives to distinguish their focus in their class. Well, hopefully ME4 will ease up on the oppressive global cooldowns, at least a little.



#57
FuriousFelicia

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Decent power with a nice feature being both primar and detonator, and it gets dodges a lot less than other projectile powers. Its CD is what i don't quite understand but it seems it's just one of those powers that got left behind along with pull and cryo blast.

I spec in to it on my Vorcha sol and use it as a detonator/tight situations.

#58
Cyonan

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Don't really like Carnage other than detonating FEs on the Krogan Soldier.

 

The damage isn't completely terrible, but it's also not great considering it's got a longer cooldown than Incinerate which actually does more damage per cast once you account for the 50% DoT.

 

It didn't get enough love from the balance changes.



#59
geezer117

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Whenever my Krosol throws grenaeds, Carnage follows for the fire explosions. Also it's a good Oh Sheite power up close. At a distance, I always aim well above the target's head; when the power comes down from the top, it's harder to dodge. 



#60
NuclearTech76

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#61
NuclearTech76

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I discovered this little Gem during my Gold Solos. Love it. I mean, I do generally find it more efficient to manually aim (can hit a group a little bit better if I aim it between them, despite charge locking on to the closest one) but when you're short on time and barriers, this is indeed wonderful.

 

Kind of my thoughts on the matter. I played ME1 as a Vanguard, so yeah. Sure, I like power cooldowns being shorter than a freaking minute, but the global cooldown system really does make some powers just not worth using.

 

I mean, look at ME2 for a minute. Why would a soldier use concussive shot when Adrenaline Rush just sees it through most scenarios with very little effort, or an infiltrator use Incinerate/ AI Hacking when they can just cloak and snipe for bonus damage?

 

I think it could be neat to give hybrid classes seperate cooldowns for different power types. Group them as Weapon/Biotic/Tech, so an Omni-tool is cooling down while your Biotic Amp is still good to go, etc. This would definitely make Carnage worth using on the Vorcha (Flamer is Tech) and Vanguard (Charge and Barrier are Biotic) To compensate, "pure" classes with no hybridization can get a passive power bonus or faster recharges or something.

Because no matter how good the player with Adrenaline Rush, CS and nade spam can get you through mook waves faster. Adrenaline Rush becomes better when bosses hit the field. I can take a piece of **** like the Scimitar and have a commanding points lead even against great players on the early waves, once bosses or mid tier armor especially if it's synthetic hit the field it's harder to stay ahead unless I have Adrenaline Rush. If I actually cared anymore about min/max I would use a Claymore 26665 build (yeah I know I left three points out there, most will know why).


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#62
Marksmad is waving goodbye

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 Claymore 26665 build (yeah I know I left three points out there, most will know why).

 

Actually I don't, and even though I ask every time it comes up, no one will explain. Will you, please?



#63
NuclearTech76

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Duration is something that you don't want as much. You're spamming AR for the free reload as often as possible.



#64
TheNightSlasher

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Actually I don't, and even though I ask every time it comes up, no one will explain. Will you, please?

Rank 3 on AR increases its duration. With just 2 ranks, AR finishes quicker thereby giving you more opportunities for free reload. This works well for guns like claymore because its base damage is quite high that you don't really need extra damage for longer duration when dealing with enemies.

Same argument can be applied to marksman too.

Edit: ninja'd
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#65
EnemySpinach

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Because no matter how good the player with Adrenaline Rush, CS and nade spam can get you through mook waves faster. Adrenaline Rush becomes better when bosses hit the field. I can take a piece of **** like the Scimitar and have a commanding points lead even against great players on the early waves, once bosses or mid tier armor especially if it's synthetic hit the field it's harder to stay ahead unless I have Adrenaline Rush. If I actually cared anymore about min/max I would use a Claymore 26665 build (yeah I know I left three points out there, most will know why).

 

 

Again, though, I WAS specifying ME2 for a reason. Before the power combo (outside of the "make it weightless and then blast it away" biotic fun) and "Use one offensive power whilw Adrenaline Rush is active (Or the 3 second thing on Tactical Cloak.) I freaking LOVE CS in ME3. Gotta admit, though, in 2, it really wasn't worth using it over Adrenaline Rush.



#66
crashsuit

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Duration is something that you don't want as much. You're spamming AR for the free reload as often as possible.


+1

I always take 0, 2, 4, or 6 ranks in AR, and never spec into 5a, only 5b.

#67
Marksmad is waving goodbye

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Duration is something that you don't want as much. You're spamming AR for the free reload as often as possible.

 

Ah, I see, so it depends on the gun to some extent, whether a clip can be emptied in 4s or less.

 

Rank 3 on AR increases its duration. With just 2 ranks, AR finishes quicker thereby giving you more opportunities for free reload. This works well for guns like claymore because its base damage is quite high that you don't really need extra damage for longer duration when dealing with enemies.

Same argument can be applied to marksman too.

Edit: ninja'd

 

Thank you both for your clear and considerate answers. Also +1 for mentioning Claymore.



#68
PresidentVorchaMasterBaits

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a krogan without carnage is not a krogan at all.

 

i personally like carnage. fully specced on my krogan soldier. it's like firing little meteors at enemies.


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#69
PurpGuy1

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A neat Adreneline Rush build is http://kalence.drupa...24Z51314!0..AGG

 

You take 5b melee damage because you don't want 5a duration.  AR will refresh before your Typhoon clip runs empty, so you can refill it forever as long as you have ammo handy.  You do need a max level Typhoon.  IX might work.



#70
TheBunz

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Garbage. Cool down too slow. If dead set on using it, get a team and work on explosions and try a few builds that feel natural to you. If you come to same conclusion, at least you got your n7 ranking up.

#71
crashsuit

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Garbage. Cool down too slow. If dead set on using it, get a team and work on explosions and try a few builds that feel natural to you. If you come to same conclusion, at least you got your n7 ranking up.

 


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#72
xavier911

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http://kalence.drupa...!34O52364!.E0DG

 

Here you go, my favourite build for Carnage, the last evo can go either way really, just depends on personal preference. 1102.50 damage for Carnage, not bad with 200% cooldown.

Fire acolyte (incendiary ammo), spam carnage.........boom!!! Or spam carnage then throw nade....boom!!!

Fun character, was my favourite for awhile.

Many different weapon setups for this character too, shotguns, AR's, even had a shitty sniper build for awhile.