Aller au contenu

Photo

Any Insanity tips?


  • Veuillez vous connecter pour répondre
67 réponses à ce sujet

#51
Vazgen

Vazgen
  • Members
  • 4 967 messages

Yes I do! Shepard really throws the things.. randomly, all over the goddamn place.

Javik (or any other teammates' grenades) are instant (aren't thrown) and always hit.
This is also true for most biotic powers. Shepard's powers can miss, squadmates powers can't.

Lift Grenades do not require precision much. Sticky Grenades do but Lift and Cluster grenades are just randomly thrown. The effect is the same :) Assuming you have practiced at least a little, you can hit enemies pretty easily ;) And I know what you say about lowest cooldown, I always need to have that +200% bonus ;) Still, Sentinel with Fortification is quite a viable build :)



#52
Excella Gionne

Excella Gionne
  • Members
  • 10 444 messages

Why not? Throw has insanely low cooldown and can detonate all power combos. Combine Tempest with squad incendiary ammo from James and you can get almost non-stop fire explosions. You also have access to Lift Grenades which also act as detonators and are not affected by power cooldown.

Lift Grenades only detonate unprotected enemies, and so, they're better at killing than lifting and detonating. 

 

I prefer the Locust or the Hurricane for SMGs. SMGs, ARs, and Heavy Pistols, have a much lower chance of priming with incendiary and disruptor ammo, because they have more shots(regardless of the fact that some SRs and SGs have more shots than the other three weapon categories). 

 

If you wanted Fire Explosions, you should just bring Inferno Grenades and detonate them with one of your powers since it's much easier to re-prime with Inferno Grenades if you don't want enemies to dodge the projectile. If you already detonated an enemy who was on fire by incendiary ammo, it takes a couple of seconds before incendiary ammo can re-prime the target again, but before the second time, you probably already killed the enemy. Fire attacks don't prime barriers and shields, although, Inferno Grenades is probably the only exception to this rule, I believe.



#53
Vazgen

Vazgen
  • Members
  • 4 967 messages

Lift Grenades only detonate unprotected enemies, and so, they're better at killing than lifting and detonating. 

 

I prefer the Locust or the Hurricane for SMGs. SMGs, ARs, and Heavy Pistols, have a much lower chance of priming with incendiary and disruptor ammo, because they have more shots(regardless of the fact that some SRs and SGs have more shots than the other three weapon categories). 

 

If you wanted Fire Explosions, you should just bring Inferno Grenades and detonate them with one of your powers since it's much easier to re-prime with Inferno Grenades if you don't want enemies to dodge the projectile. If you already detonated an enemy who was on fire by incendiary ammo, it takes a couple of seconds before incendiary ammo can re-prime the target again, but before the second time, you probably already killed the enemy. Fire attacks don't prime barriers and shields, although, Inferno Grenades is probably the only exception to this rule, I believe.

I'm not saying it's very efficient :) I'm just saying that it can be played quite smoothly on Insanity. Throw detonates tech bursts too. Squadmate Overload or Sabotage (Tali) and you can destroy enemy shields in no time exposing them to the grenade, lifting them and then following up with another Throw (possible due to 1 second cooldown). Have Javik with Dark Channel alongside you and his power will prime targets consequently, after each kill. And let's not forget about Incendiary ammo on a rapid fire weapon (Explosive burst at rank 6) that is pretty much OP. It will somewhat depend on the choice of squadmates but I can see it working, especially with all the damage reduction you have. You can even become completely immune to damage under some circumstances.



#54
birefringent

birefringent
  • Members
  • 1 163 messages

Lift Grenades only detonate unprotected enemies, and so, they're better at killing than lifting and detonating. 

 

I prefer the Locust or the Hurricane for SMGs. SMGs, ARs, and Heavy Pistols, have a much lower chance of priming with incendiary and disruptor ammo, because they have more shots(regardless of the fact that some SRs and SGs have more shots than the other three weapon categories). 

 

If you wanted Fire Explosions, you should just bring Inferno Grenades and detonate them with one of your powers since it's much easier to re-prime with Inferno Grenades if you don't want enemies to dodge the projectile. If you already detonated an enemy who was on fire by incendiary ammo, it takes a couple of seconds before incendiary ammo can re-prime the target again, but before the second time, you probably already killed the enemy. Fire attacks don't prime barriers and shields, although, Inferno Grenades is probably the only exception to this rule, I believe.

Incinerate and other fire stuff will prime shields / barriers as well.



#55
Excella Gionne

Excella Gionne
  • Members
  • 10 444 messages

I'm not saying it's very efficient :) I'm just saying that it can be played quite smoothly on Insanity. Throw detonates tech bursts too. Squadmate Overload or Sabotage (Tali) and you can destroy enemy shields in no time exposing them to the grenade, lifting them and then following up with another Throw (possible due to 1 second cooldown). Have Javik with Dark Channel alongside you and his power will prime targets consequently, after each kill. And let's not forget about Incendiary ammo on a rapid fire weapon (Explosive burst at rank 6) that is pretty much OP. It will somewhat depend on the choice of squadmates but I can see it working, especially with all the damage reduction you have. You can even become completely immune to damage under some circumstances.

DR stacking can be done intentionally, but when grinding to complete Insanity, it's probably the last thing on someone's mind. 50% is completely fine on Insanity. You really need to worry about how you perform on Insanity more than worrying about getting DR. As for detonations, Warp can detonate tech explosions and still prime for a Biotic Explosion right after.



#56
cap and gown

cap and gown
  • Members
  • 4 812 messages

 As for detonations, Warp can detonate tech explosions and still prime for a Biotic Explosion right after.

 

I found the best sequence (with a Sentinel) was to interlace squadmate powers with Shepard rather than chain them together. For instance, Overload (EDI) > Throw, Warp (Liara) > Throw, Overload (Shepard) > Throw. These three explosions were enough to strip off the shields of an Atlas. Shields were stripped in about 11 seconds without Shepard firing a single shot. Follow that up with Incinerate (EDI) > Throw, Warp (Liara) > Throw and a 2 second burst from the Lancer with AP ammo and the Atlas was dead.


  • SporkFu aime ceci

#57
birefringent

birefringent
  • Members
  • 1 163 messages

Here's a litte tip for banshees: They can't grab you when you're standing on stairs. Works in mp and sp.

 

Geth Prime Pulse cannon /  Missiles / banshee balls are easy to dodge due to their worthless targeting: Move to one side then roll to the other. Time it correctly, and the projectiles will never hit you, unless it explodes next to you. Simple dodgeball mechanics :lol:

 

Dodgeball also works on the Reaper on Rannoch. As the reaper is about to shoot, just move a bit to one side, then roll the other way, and the lazor will keep targeting your previous location. That will give you lots more time to aim before having to dodge again.



#58
Excella Gionne

Excella Gionne
  • Members
  • 10 444 messages

Incinerate and other fire stuff will prime shields / barriers as well.

 

Ah, yes, just tested them out. Incinerate primes less longer if the enemies are protected, and Carnage's priming window is very small regardless of the enemy being protected or not. If you're trying to prime with Carnage, you will have no luck in detonating, because it does not prime long enough and it has lengthy cooldown.



#59
Excella Gionne

Excella Gionne
  • Members
  • 10 444 messages

Here's a litte tip for banshees: They can't grab you when you're standing on stairs. Works in mp and sp.

 

Geth Prime Pulse cannon /  Missiles / banshee balls are easy to dodge due to their worthless targeting: Move to one side then roll to the other. Time it correctly, and the projectiles will never hit you, unless it explodes next to you. Simple dodgeball mechanics :lol:

 

Dodgeball also works on the Reaper on Rannoch. As the reaper is about to shoot, just move a bit to one side, then roll the other way, and the lazor will keep targeting your previous location. That will give you lots more time to aim before having to dodge again.

Did you know that rolling around a Banshee will make you immune to their insta-kill as well?



#60
Farangbaa

Farangbaa
  • Members
  • 6 757 messages

My sentinel was played like this:

 

Squad: James + Javik

 

Shielded: Shepard's Overload + James' grenade (will strip everything in a large radius because of tech combo), if Atlas, continue with Overload + Javik's Grenade

Armoured: Javik's Dark Channel + Shepard's ice power + James' Carnage (these three yield no combo btw, but makes killing Harvesters and such so much faster) + Shepard's Throw. Warp if not dead yet. Shooting weapon continuously

Barrier: Shepard's Overload + James grenade. If Barrier not depleted yet (Banshee's), Javik's Dark Channel + Shepard's Throw, Shepard's Warp + Throw

Unprotected enemies: Javik's Slam + Shepard's Lash.

 

Shepard's 'ice power' and Warp specced for extra vulnerability.

 

Go for power upgrades on the grenades, not for extra capacity. You find grenades absolutely everywhere (and all of a sudden makes all those ammo packs seem less useless; they were made for grenade users I suppose)



#61
birefringent

birefringent
  • Members
  • 1 163 messages

Did you know that rolling around a Banshee will make you immune to their insta-kill as well?

Yep, seems like enemies have serious issues when you start rolling :lol:



#62
SporkFu

SporkFu
  • Members
  • 6 921 messages

Here's a litte tip for banshees: They can't grab you when you're standing on stairs. Works in mp and sp.

 

Geth Prime Pulse cannon /  Missiles / banshee balls are easy to dodge due to their worthless targeting: Move to one side then roll to the other. Time it correctly, and the projectiles will never hit you, unless it explodes next to you. Simple dodgeball mechanics :lol:

 

Dodgeball also works on the Reaper on Rannoch. As the reaper is about to shoot, just move a bit to one side, then roll the other way, and the lazor will keep targeting your previous location. That will give you lots more time to aim before having to dodge again.

The five rules of surviving insanity:

rAbD7Bv.jpg


  • birefringent aime ceci

#63
Vazgen

Vazgen
  • Members
  • 4 967 messages
 

DR stacking can be done intentionally, but when grinding to complete Insanity, it's probably the last thing on someone's mind. 50% is completely fine on Insanity. You really need to worry about how you perform on Insanity more than worrying about getting DR. As for detonations, Warp can detonate tech explosions and still prime for a Biotic Explosion right after.

That depends on player's playstyle. One may prefer spending more time out of cover gunning enemies down. This build will probably have a more stable playthrough, with all encounters being roughly the same in terms of difficulty. Focusing more on damage is good for one player but may not be good for another. Both archetypes are viable and can be fun to different players. :)

Warp is good but doesn't work well with slow cooldown. 



#64
birefringent

birefringent
  • Members
  • 1 163 messages

The five rules of surviving insanity:

rAbD7Bv.jpg

That is the truth. And now it makes me kinda sad that I can't quite use this in ME2 with Harbinger's “Nothing stands against us.”

Shepard doesn't stand. Shepard does the 5D :D

 

But it does fit my play style in ME3 where I like to move a lot, rolling, running, punching. Now all that is missing is kicking and proper jumping to complement the 5D tactic B)


  • SporkFu aime ceci

#65
SporkFu

SporkFu
  • Members
  • 6 921 messages

That is the truth. And now it makes me kinda sad that I can't quite use this in ME2 with Harbinger's “Nothing stands against us.”

Shepard doesn't stand. Shepard does the 5D :D

 

But it does fit my play style in ME3 where I like to move a lot, rolling, running, punching. Now all that is missing is kicking and proper jumping to complement the 5D tactic B)

I mostly play casual difficulty, so there's really no need for any of that; sometimes, depending on shep's class, I'll run/roll forward to close distance and get in cover but that's about it. My last game as a shotgun soldier, I just walked forward into battle, blasting away as I went. Didn't dodge, didn't run; it was totally a "show me what you got" kinda thing. It was fun but not challenging. My, uhh, inexperience with the 5 D's made my insanity run painful for awhile, but I did eventually start rolling around when I saw the red grenade icon nearby. 


  • birefringent aime ceci

#66
Axdinosaurx

Axdinosaurx
  • Members
  • 136 messages

That's already -100% cooldown when you have them both on. It's not advisable to run the Sentinel with cooldowns too low not to mention that weapons will increase your cooldown as well.

You're still at +100% with both of them on. (More than enough) The Hurricane, Tempest, or BPP w/ squad ammo are all you really need for a weapon anyway. There isn't much point to carrying a heavy weapon loadout as anything but the soldier.



#67
birefringent

birefringent
  • Members
  • 1 163 messages

Ah, yes, just tested them out. Incinerate primes less longer if the enemies are protected, and Carnage's priming window is very small regardless of the enemy being protected or not. If you're trying to prime with Carnage, you will have no luck in detonating, because it does not prime long enough and it has lengthy cooldown.

I hardly ever use Carnage on Shepard. But give Vega fire ammo + Carnage, and it works great as a primer, or detonating tech explosions.



#68
ITNW1989

ITNW1989
  • Members
  • 20 messages

My Adept was played as such:

 

Liara was a staple, and EDI or Garrus as needed. Tali was useful for the Geth-related missions, though not necessary.

 

Shields: Overload (EDI/Garrus) / Energy Drain (Shepard) + Throw.

Armor: Incinerate (Garrus) + Throw / Warp , Warp (Liara) + Throw ,

Barriers: Any biotic explosion, though I normally go with Warp + Throw.

Unprotected: Singularity (Liara) + Warp or Throw, maybe even a Shockwave if I'm feeling flashy.

 

cap and gown also gave an excellent way of interlacing Shepard's ridiculously short cooldowns with her squad's considerably longer ones. Priming with the squadmate gives them time to cooldown in between detonations.

 

I spec'd my powers for shorter cooldowns and stronger detonation damage, since that's where most of my damage output comes from. I'm surprised my Shepard's amp hasn't exploded or melted from using Throw literally almost every second.

 

Weapons:

 

I can't exactly remember, though keeping your bonus at +200% is obviously a given. I think my build was an Avenger X and an Ultralight Talon or an N7 Eagle. 'course, I relied more on biotics and tech to take care of enemies.