Hey guys; this is probably the second time I have ever written a text on a forum (though not the second time i asked something on the Internet), so I apologize if i break an "unwritten rule" or something. The only other time i remember was on the EA forum... obviously a big mistake. Also i am German, so please excuse mistakes like capital letters in nouns or wrong sentence structure, i will try my best to avoid them..
Now to the topic: I have read on the wiki that there are only three powers that can both detonate and prime Biotic Explosions at any time: Annihilation Field, Reave and Warp. But I also know that you can't just chain Explosions of the same type without waiting a few seconds.
I also have taken note of Warp's detonation capabilities when playing with a team, which is good at priming. Example: Someone primes a fire explosion with Incinerate, and i follow it up with Warp, then it doesn't only detonate the Fire Combo, but also prime a biotic one with a single use (so i can use Throw instead of a second Warp).
So I was thinking now of a build for the Asari Valkyrie Sentinel that includes her biotic powers for both priming and detonating. The rotation would be:
Get in close [Prime1] -> Warp [Explosion1, Prime2, cooldown] -> deactivate Annihilation Field [Explosion2, cooldown] -> reactivate Annihilation Field [cooldown] -> repeat
This build includes 2 biotic explosions in rather quick succession with a longer cooldown between them. The cooldown that you have to wait until the next Explosion would determine the details. And that's why i want to know how long you have to wait between the same explosion type (and because I just always wanted to know it).There are a few things to mention, why this build could be better than playing the N7-Fury or the Human Sentinel and why worse. I will also post the example builds in the underlined section, which are only there to compare the three characters, when all are build similar and at which cooldown Duration between Explosions they are more effective than the others while using the same gun.
This Build is good because:
- AF increases damage dealt from all sources by 15% and Warp increases weapon and power damage dealt by 15%(I assume Explosions count in this case as Powers), which is with 30% one of the highest vulnerabilities a single character can achieve and goes through every protection type (the Asari Justicar has 55%, but Pull only exposes unprotected enemies)
- Warp weakens armor, so you dont need AP Rounds, High Velocity Barrels, etc.
- you drain shields, unlike the Human Sentinel, which enables you to use guns closer to the enemy without risking health damage
- you get damage reduction, unlike the N7-Fury, which gives you more tankyness even with less Fitness
- there would be finally a good reason to deactivate AF manually for the Damage and it wouldn't run out itself when you need it the most
- the Asari dodge move is instant, unlike the Fury's, and they dodge faster backward than the Human characters
But:
- the Fury can detonate multiple primed targets very quickly, while the Valkyrie can't
- the Human Sentinel makes use of 2 Powers that can be used from a safe distance and also have a huge amount of Explosion damage potential
- the Fury's dodge goes through the walls, which makes it possible to evade attacks like Atlas missiles and it prevents getting cornered.
- Throw is one of the best powers for detonating, because it detonates every kind of explosion and has a low cooldown. Warp's cooldown is just too high for quickly detonating your AF biotic Explosion, if your first use detonated a tech Explosion
- the Fury can have Dark Channel, which allows Biotic Explosions at a distance if the enemy can sync kill, the Valkyrie hasn't got such a move.
- when the cooldown between combos is medium (about 4 seconds) then you can use the Cerberus Harrier X with an Extended Barrel as a Valkyrie and still chain the explosions almost perfectly
- when the cooldown is very low (about 2 seconds) then you can use the Cerberus Harrier X as a Fury with High Velocity Barrel (in exchange for the Extended Barrel to compensate the lack of Warp) and also still chain her explosions almost perfectly
- when the cooldown is very high (about 6 seconds), then you can use the Cerberus Harrier X as a Human Sentinel with an Extended Barrel and still chain your explosions almost perfectly
Valkyrie Build: highest weapon and power damage http://kalence.drupa...B04515!!!EFE45S
Fury Build: highest explosion frequency http://kalence.drupa...B06515!!!E.D9GG
Human Sentinel Build: strongest explosion http://kalence.drupa...B04515!!!EFD45O
Please also take note that i wouldn't use those builds in the exact same way when i would play them. The Valkyrie would have problems to deal with Guardians, because she has neither throw, nor piercing. The Sentinel needs to stay further away so the enemies can dodge his powers, which would force me to use lighter guns. I also used the Harrier for the calculations because it has very good DPS. I wouldn't use it on Power classes and mine is also only level 7.
I am suggesting this Valkyrie Build because i do want to use some things in the game that people usually don't (for example Tech Armor Detonation to stagger Phantoms, deactivating AF for Damage), but still want to play her effectively with all of her powers. I know that Equipment would change many things. The N7-Fury and Human Sentinel would benefit much more from Incendiary Rounds than the Asari Valkyrie would. Throw is just much better for detonating diffrent Explosions in rapid succession.
Whether this Build is even viable or not depends entirely on the cooldown of Explosions. 2.5 Seconds is the lowest cooldown you can have on AF and Warp (without the Power Efficency Module) by taking Tech Armor 6a and a very light weapon. And also I maybe missed something that could make this build useless or more useful.





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