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Shadow Strike Build


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#26
J. Peterman

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Damage cloak only.



#27
Jeremiah12LGeek

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Damage cloak only.

 

Skipping duration and bonus power on a Shadow is like putting ketchup on Filet Mignon.  :ph34r:


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#28
Nitrocuban

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Striper shotgun with omniblade, every gear and consumable that adds melee damage, spec Tactical cloak for duration and "use one power during cloak without breaking it" cause that lets you use two Shadow Strikes in a row while you are cloaked.

Skip Electric Slash or put 3 points in it if you wish, you aint't gonna use it much.

 

BTW: A cloaked SS can instakill a Phantom.



#29
andy_3_913

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True enough, but this is why we must also diligently practice Platinum Solos!

 

:sick:



#30
Darth Volus

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Sniper build ------------------> lvl 1 Volus Sentinel ----------->  Shadow Strike build 

 

http://kalence.drupa...34N55334!G.9A0G

 

Will one shot most shielded enemies and still can deal respectful damage from range so you don't have to SS into mob groups. 



#31
Terminator Force

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Striper shotgun with omniblade, every gear and consumable that adds melee damage, spec Tactical cloak for duration and "use one power during cloak without breaking it" cause that lets you use two Shadow Strikes in a row while you are cloaked.

 

You don't need duration to pull 2 SS under one cloak (cooldown based and distance of first enemy). But would like to know if duration gives dmg bonus the second SS? As I'm not noticing it without duration.



#32
GruntKitterhand

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Actually she will do more damage with shotgun and omniblade than with pistol with stunner and power amp. Disciple is light enough to not affect ss too much

 

I agree with Kirby on this one, and having previously had a disagreement I'm very happy to be able to give credit where it's due for the fact that I changed my build for Shield / Barrier damage based on an earlier post about one-shotting Phantoms with SS.  I always had to dodge backwards and finish them with a second attack of some sort when I was specced for armour damage.  They were still a problem, in other words.  Not anymore.

 

I just ran her again, and with the Piranha build I proposed earlier I can kill any 2 Phantoms, no matter what state they're in, in a single duration cloak, with a Geth Scanner - which really is pretty essential off-host.  Dragoons also die due to the DOT.  Turrets are a bit like Ravagers I guess, as they can explode and stagger you, so it's a better idea to hit them with your first SS, so you can escape under cloak or target a shielded mook if necessary.  As for Atlases, get behind them, cloak, melee, empty clip, repeat, dead Atlas.

 

I alternate between the Disciple and Piranha.  With the former I usually put 3 points in ES and use Incendiary ammo, as the extra weapon damage isn't worth it, but it is with the Piranha, where I prefer AP ammo and no ES.  In the game I played earlier I think I had the 50k SS challenge points by wave 5, despite also using her melee a lot.  I'm not sure any of the powers barring a horribly played Flamer can accrue power points so quickly, and I'm not even sure about that.  Two dead Phantoms every 5 seconds or so on Gold is a pretty healthy contribution to the team.

 

This is the build again, in case I can persuade anyone - 

 

http://kalence.drupa...34N56314!0.9E8G


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#33
Dunmer of Redoran

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Here you go, best invisible space ninja build ever.

http://kalence.drupa...!13556324!F4E58
 

 

Wgey7fq.gif


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#34
J. Peterman

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....is like putting ketchup on Filet Mignon.  :ph34r:

 

What's wrong with that????  :huh:  :huh:



#35
LuckyStarr

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Wouldn't it be beneficial to only put 3 points in N7 Shadow in favor of Electric Slash 5a?



#36
Nitrocuban

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You don't need duration to pull 2 SS under one cloak (cooldown based and distance of first enemy). But would like to know if duration gives dmg bonus the second SS? As I'm not noticing it without duration.

Doesn't the use of SS immediately break cloak then and you get the normal cooldown from cloak?

As I recall the cooldwon of SS while cloaked is much shorter and almost over when the SS animation is done, plus you are still invisible and don't get attacked by enemies near by while aiming for a new target.



#37
Terminator Force

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I think I've settled on the build I want for Gold + is very flexible to whatever style of play I want instead of just only SS spamming.

 

http://kalence.drupa.....N56314!F0E.0G

 

I agree with Kirby on this one, and having previously had a disagreement I'm very happy to be able to give credit where it's due for the fact that I changed my build for Shield / Barrier damage based on an earlier post about one-shotting Phantoms with SS.  I always had to dodge backwards and finish them with a second attack of some sort when I was specced for armour damage.  They were still a problem, in other words.  Not anymore.

 

I just ran her again, and with the Piranha build I proposed earlier I can kill any 2 Phantoms, no matter what state they're in, in a single duration cloak, with a Geth Scanner - which really is pretty essential off-host.  Dragoons also die due to the DOT.  Turrets are a bit like Ravagers I guess, as they can explode and stagger you, so it's a better idea to hit them with your first SS, so you can escape under cloak or target a shielded mook if necessary.  As for Atlases, get behind them, cloak, melee, empty clip, repeat, dead Atlas.

 

I alternate between the Disciple and Piranha.  With the former I usually put 3 points in ES and use Incendiary ammo, as the extra weapon damage isn't worth it, but it is with the Piranha, where I prefer AP ammo and no ES.  In the game I played earlier I think I had the 50k SS challenge points by wave 5, despite also using her melee a lot.  I'm not sure any of the powers barring a horribly played Flamer can accrue power points so quickly, and I'm not even sure about that.  Two dead Phantoms every 5 seconds or so on Gold is a pretty healthy contribution to the team.

 

This is the build again, in case I can persuade anyone - 

 

http://kalence.drupa...34N56314!0.9E8G

 

I can't get any enjoyment of such a build. Just like when I picked 5a in fitness, as it just encourages mostly SS spamming. I'd rather have a more rounded Shadow that favours all powers & weapon so that I don't just let the kit play herself with the press of only one button over and over.

 

 

Doesn't the use of SS immediately break cloak then and you get the normal cooldown from cloak?

As I recall the cooldwon of SS while cloaked is much shorter and almost over when the SS animation is done, plus you are still invisible and don't get attacked by enemies near by while aiming for a new target.

 

You are still invisible after an SS even without duration because of bonus power. Just not as long + also depending on how far an enemy is (since the longer the travel the more you waste cloak time). But I find the duration cloak without duration evo to be enough. ie. if an enemy is right next to me, I can still get 2 SS under the same cloak. If an enemy is further away, I only get in one SS but am still invisible to back away or just break cloak faster by shooting something.

 

Duration Cloak also causes more agro for teammates as well. Especially on this kit with bonus power and how folks like to only spam back to back Shadow Strikes. 

 

 

For me the trade off for using Damage over Duration also pays off so I don't always have to use a Shotty Omniblade in favour of an AR or Pistol melee mod. Thus expanding overall weapon choice instead of just Shotties. That, and whatever weapon I do slap on gets more tac cloak dmg bonus to make up for a weapon mod having a melee attachment, thus encouraging some gun shooting instead of just hiding like a chicken spamming SS.

 



#38
GruntKitterhand

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Duration Cloak also causes more agro for teammates as well. Especially on this kit with bonus power and how folks like to only spam back to back Shadow Strikes.

 

No argument from me at all on personal playstyle preferences, but if played properly the duration cloak should only really come into play when you're the one hacking all the devices, which is the most team-oriented activity in the whole game.  In general play, Shadow Strike followed immediately by heavy melee or shotgun blast is always going to be better than waiting for the SS cooldown just to do it again - but the ability to do so, especially with Phantoms around, can be very beneficial.

 

If only in terms of gameplay variety, every one of the other Infiltrators (with the possible exception of the Huntress) should be specced with a damage boosted Cloak, so I think it's fair enough to allow the only Space Ninja (thanks Jere) to do her thing when she doesn't need the damage boost to her weapon like all the others.



#39
Terminator Force

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I wonder if most pick duration on her because they think devices?

 

And I do need dmg bonus on my Shadow build because I'm using melee cosumable & mod in place of things to give my weapon more dmg. That and skipping passives in my build is also no issue because of that extra tac-cloak dmg boost (as well as helping make up for the weaker AR Omniblade & Pistol Stunner when not using a ShottyBlade).

 

And I can still handle two Gold Phantoms under one cloak with my build if the first one is nearby enough. The first one SS should take care of alone, while the second one I finish with some of my own "pew, pew." Or off with her head. Because I don't take Fitness 5a, so I don't need to worry about keeping that blasted heavy melee synergy going (am I the only one that find this very annoying about melee kits? Because if it has to be there, then a regular melee kill should do the trick too).



#40
GruntKitterhand

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I wonder if most pick duration on her because they think devices?

 

And I can still handle two Gold Phantoms under one cloak with my build if the first one is nearby enough.

 

I don't know, but I know I do, and I know it has been hugely beneficial to the pug teams I've been in, and I recommend it, only on this one character.

 

Like I said, no argument on playstyle, and your build is a perfectly acceptable one, although you must recognize that compromise builds are exactly that - a compromise.  I would only add that if you're going to max ES, you obviously intend to use it a lot, in which case Incendiary Ammo is a better choice.  You're kinda stuck with AP though because of the mods you need on the Lancer, which I really don't think is the best weapon on her.  She really needs a Shotgun or Pistol for the most appropriate mods.  But whatever works for you.

 

I suspect you meant if the second Phantom is nearby enough though, because only a scrub would be in Cloak running around looking for a target, right?  :P


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#41
Krazy_Kirby

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People here are missing the point of the shadow. She is supposed to spam ss just like the tsol is supposed to spam mm

#42
TripGodblossom

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Enjoying a new alternative build to the pure SSer. Skipping 10% weapon damage at the end of the shadow tree for 3 points in ES made the gameplay more open and amenable to objectives.. kinda.. 



#43
Terminator Force

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Yeah, I have the Lancer on her as a personal choice since I do love ARs and that gun in particular. And since I don't want my AR & VI amps to run too low for my love of AR, I'm looking for more melee kits to slap ARs on since the amp will then always be Strength Enhancers that I'll always have plenty of.

 

That and the Lancer is light enough to get two powers under a no duration cloak & no passives Shadow. But basically I can add any light enough Pistol, AR and Shotgun as the build is. So it's still pretty open for trying other weapons too, mods & ammo powers. As it's not like me to build kits around one weapon only.

 

But Shadow with the Lancer is a fun combo for me when I go pugging and makes me enjoy the Shadow for the first time even. As it let's me play however I choose with more options available to me. Only thing I'm missing on her is a teleport dodge. Man that would of made the kit so much more awesome.

 

 

And yes, my mods with the Lancer are very limited. Wish I could slap Disrupter ammo for this setup, and even though of adjusting the build for more SS dmg so I can remove the Lancer Omni-Blade. But then remembered that I always end up in biotic lobbies and thus it's best to leave it as is.

 

Lancer also works great with tac-cloak as you can hit it up to 3x under the same clip. Plus can use hard-cover more thanks to the agro dump as well. So yeah, lots of reasons to love this build I came up with.



#44
7twozero

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If you're playing melee though I think shotguns will always be tops because of the melee attachment. Also I know I'm not alone here on this but for me csmg will always trump the lancer, I hate the accuracy and the recharge delay.

#45
TripGodblossom

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I know it's not cool to say - but SS is a beautiful game mechanic. I don't know much about game programming but there's something so brilliant about the camera work in ME's position powers like this, and to a lesser extent, Biotic charge.

 

Well done Biovar xx


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#46
BurningBlood

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...Because I don't take Fitness 5a, so I don't need to worry about keeping that blasted heavy melee synergy going (am I the only one that find this very annoying about melee kits? Because if it has to be there, then a regular melee kill should do the trick too).

 

The in-game description of Fitness 5a says simply "a sword attack" is needed to maintain the bonus, so that would apply equally to light melee, heavy melee, and shadow strike.

 

The question is, do you believe the in-game description?

 

Paging Peddro / Cyonan...



#47
q5tyhj

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 I go with killing Phantoms, because they deserve it.

This one understands.


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#48
GruntKitterhand

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I just hosted a Reapers Gold game with Mordokai, oceandrive and a pug, and we got Rio.  I did 6 of 8 devices, 2 of which were in tricky spots, and contributed at least 5 revives to the cause.  I top scored, not that it matters, and of the many Phantoms I targeted, only two offered invincibility resistance.  Otherwise it was a cakewalk, although it was never, ever dull.  The Piranha fits her like a glove.

 

As for this thing about duration cloak being selfish because it dumps aggro, once you get past the very initial scrub stage, it's pretty much the opposite:  with duration cloak you are to a certain extent sacrificing your own damage output for the overall good of the team, who you can almost always revive safely.  Duration Cloak For The (Team) Win!


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#49
Terminator Force

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If you're playing melee though I think shotguns will always be tops because of the melee attachment. Also I know I'm not alone here on this but for me csmg will always trump the lancer, I hate the accuracy and the recharge delay.

 

You don't need that much melee overkill for Gold. Especially on an Infiltrator with lolTac-Cloak. Nor do I want to melee everything (I'd bore too fast if that was the case).

 

Lancer is more accurate if not just as accurate as the CSMG. Just the stability is something not all get used too. Heck, after my break from this game for a bit, I'm not even used to the Lancer kick anymore either. So I will slap some stability help every now and then if I see room for it. 

 

And yes, I love the CSMG too, but the Lancer feels more satisfying.

 

 

Also, most shotgun weapons favour closer ranges. And since I already have melee for close range, having something for longer ranges, and that is automatic to help with close range too, is quite enjoyable to me.  And if I'm a hipster for this, then so be it.

 

 

The in-game description of Fitness 5a says simply "a sword attack" is needed to maintain the bonus, so that would apply equally to light melee, heavy melee, and shadow strike.

 

The question is, do you believe the in-game description?

 

Paging Peddro / Cyonan...

 

Would be nice to have at least one kit escape the evil clutches of only heavy melee...

 

 

I just hosted a Reapers Gold game with Mordokai, oceandrive and a pug, and we got Rio.  I did 6 of 8 devices, 2 of which were in tricky spots, and contributed at least 5 revives to the cause.  I top scored, not that it matters, and of the many Phantoms I targeted, only two offered invincibility resistance.  Otherwise it was a cakewalk, although it was never, ever dull.  The Piranha fits her like a glove.

 

As for this thing about duration cloak being selfish because it dumps aggro, once you get past the very initial scrub stage, it's pretty much the opposite:  with duration cloak you are to a certain extent sacrificing your own damage output for the overall good of the team, who you can almost always revive safely.  Duration Cloak For The (Team) Win!

 

Oh yes, the Piranha is lovely shotgun. Wasted quite a few amps on just messing with a bit ago. Even on the Shadow.

 

Duration agro dump is just something small to keep in mind. I wouldn't worry about it when making a build. But I guess it's something nice to brag about it you don't take it because of agro dump, lol. ie. don't take me saying this seriously. :P

 

 

And once one gets past the initial scrub stage, shouldn't they handicap themselves by not choosing duration?  :D

 

Speaking of devices, I just had a Hydra center device mission fail against Collector. Everyone died in the Collector revive pile. I had no cloak of any kind and them Collector would just not kite away from that device with the little time I've had. Oh well, I readied up next game in same lobby ASAP.  B)



#50
7twozero

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Lancer is more accurate if not just as accurate as the CSMG. Just the stability is something not all get used too. Heck, after my break from this game for a bit, I'm not even used to the Lancer kick anymore either. So I will slap some stability help every now and then if I see room for it.

And yes, I love the CSMG too, but the Lancer feels more satisfying.


I just tested in game, even with stability mod unscoped lancer has a bigger spread than csmg, I'm not talking about stability I'm talking about accuracy. As to this and the rest of your post, if you want to take sub optimal setups that's your prerogative.