Aller au contenu

Photo

What is the exact Biotic Explosion cooldown time? (needed for an Asari Valkyrie build)


  • Veuillez vous connecter pour répondre
10 réponses à ce sujet

#1
Tentigo

Tentigo
  • Members
  • 2 messages

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.



#2
capn233

capn233
  • Members
  • 17 255 messages

There is no cooldown on biotic explosions.

 

The reason you can chain an FE and a BE by detonating and priming with Warp is because tech explosions can be detonated by any direct damage power and since the BE is not an FE, Warp is allowed to prime for a BE.

 

You can't detonate and prime for a biotic explosion with a single effect*.  For a Valkyrie typically to get the most explosions you prime with Annihilation Field, then Detonate with Warp, and then you move out of AF range, then back in range to re-prime, and then detonate with Warp again.

 

*Note that this is "effect" and not power, because although usually each power only has one effect, that is not always the case.  Some powers with multiple effects can be Biotic Bubble and Singularity if spec'd for Warp Effect and Detonate respectively.


  • KrrKs aime ceci

#3
Tentigo

Tentigo
  • Members
  • 2 messages

OK this makes this build totally useless compared to the Fury, because of the extremly low Throw cooldown. Well, at least Warp has armor weakening and the Expose evolution.

thx for the answer



#4
StarcloudSWG

StarcloudSWG
  • Members
  • 2 659 messages

Biotic explosions are also per-target. One thing I've been doing lately is priming with annihilation field, then using Throw in quick succession on different primed targets. Boom. Boom. Boom. Do that to a group of swarmers and then the Ravager, and the ravager's almost dead on Bronze.



#5
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 726 messages

The wiki can be... iffy.

 

If it says that Annihilation Field can detonate BEs, it is mistaken. AF only primes.

 

As for cooldown, there's no global cooldown on BEs, but there is a practical one, of sorts: the cooldown time of you primer, plus the casting time of your detonator, and the cooldown time of your detonator.

 

It can be quite beneficial to build a caster around Biotic Explosions, even if you can't directly chain multiple BEs. Most people would tend to focus their Fury on a fast BE, and the Valkyrie would be more of a de-buff/tank setup, with a greater concentration on weapon damage. That having been said, you can certainly make her effective with the fast-BE setup, even if you aren't as efficient that way as a Fury.

 

Your Valkyrie build is undoubtedly murderous on Bronze and Silver, but could probably be tweaked a bit for Gold.

 

I build a lot of classes around fast BEs, especially the Human Sentinel. I consider the H-Sent a bona fide "crutch kit easy-mode" when specc'd for BEs, because the versatility and damage output is combined with the beautiful tankiness of Tech Armour (oh, what the heck, I haven't linked it in ages: My video guide to BE-based H-Sent.)

 

EDIT: Embarassingly, when I recorded that video, I mistakenly believed that the damage bonus from Warp Ammo was a proc effect, rather than a direct damage bonus to the projectile. If you listen to me referring to "priming enemies with Warp ammo" and it sounds like I don't know how Warp Ammo works, it's because back when I recorded that, I didn't.  :rolleyes:



#6
RedCaesar97

RedCaesar97
  • Members
  • 3 833 messages

The wiki can be... iffy.

 

If it says that Annihilation Field can detonate BEs, it is mistaken. AF only primes.

 

Annihilation Field can detonate biotic explosions, but you have to purge it to make it detonate. It will only prime when active.



#7
StarcloudSWG

StarcloudSWG
  • Members
  • 2 659 messages

I tried the 60666 build. And I found it very lacking. Yes, it detonates a lot of explosions with Throw, but they're all short range and you have difficulty dealing with armored units. Also, the 6/6 in class passives and fitness doesn't do as well as you might think.

 

A more conventional 66653 build would be better, especially since even when you're running from spawn to spawn, you can fling out a Dark Channel on an annoying armored unit.



#8
RedCaesar97

RedCaesar97
  • Members
  • 3 833 messages

I tried the 60666 build. And I found it very lacking. Yes, it detonates a lot of explosions with Throw, but they're all short range and you have difficulty dealing with armored units. Also, the 6/6 in class passives and fitness doesn't do as well as you might think.

 

A more conventional 66653 build would be better, especially since even when you're running from spawn to spawn, you can fling out a Dark Channel on an annoying armored unit.

 

I would go either 66660 (no Fitness) or 66606 (no passive). I typically see Fitness as an all-or-nothing talent. If you are concentrating on biotic explosions for damage, then the class passives (weapon damage, power damage) become less useful. And on Gold and especially Platinum, the Health and Shield bonuses can become less useful as well, so having extra weapon damage and/or power damage becomes more useful.

 

The better players (not me of course, I tend to really suck) tend to ignore Fitness as they are better at not getting shot.



#9
capn233

capn233
  • Members
  • 17 255 messages

Fury doesn't need maxed Dark Channel in my opinion.  3 is sufficient for Warp Ammo priming.

 

If you do want to max it I would tend to favor dropping passive as opposed to fitness on her predominantly because most of your damage will be coming from biotic explosions and her weapon damage bonuses aren't worth writing home about.



#10
StarcloudSWG

StarcloudSWG
  • Members
  • 2 659 messages

If all you want to do is prime for Warp Ammo, sure, three ranks is sufficient for Dark Channel.

 

I prefer to max it out with Pierce, because it melts armored bosses while I run and deal with the more numerous and thus more dangerous basic troops and lieutenant types.



#11
Supremocognito

Supremocognito
  • Members
  • 721 messages

The AVS is better vs Boss units where the Fury is better vs mooks/crowd control, however the AVS can have a high power recharge (more biotic explosions) if you give her a light loadout.

 

Singularity, Shockwave (rank 6), Biotic Sphere (rank 6) and Lash can also both prime and detonate too. Each power can only act as a primer or detonator even if they are capable of both roles.

 

Example: You use Warp to detonate a Singularity, then try to detonate Warp with the Shockwave.

 

Your Shockwave will not create a BE off the Warp due to the fact you used Warp as a detonator against the Singularity. If you want to get a new BE off Warp, you must have Warp be the primer instead of the detonator.