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The easiest / most viable Platinum PUG builds?


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#276
Mordokai

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My build deals 300 armor damage per second. That's 23 seconds to do 7000 dmg. When I want that thing dead, I kinda usually want it dead sooner than that. 366 DPS with power amplifier, that's still almost 20 s.

 

 

I specced for maximum grenade radius and weapon damage (because Harrier). Yes, this way grenades do the least possible damage (because balance).

 

 

Sooooooo... you complain that inferno nades don't do enough damage... only for you to tell us you spec them for the least possible amount of damage done?

 

55381236.jpg

 

I recently gave Huntress a try on Gold (looks like I've played 7 games with her so far) and it was a lot of fun, it's not a character I would take to Platinum just yet. I have a big problem staying alive with Valkyrie (4 points in tech armor / 4 in fitness + cyclonics III or IV), and Huntress doesn't have that 40% DR.

 

Weapon choice aside, is this how you build Hunress for higher difficulties or not?

 

Claymore is the only weapon worthy of the Huntress.

 

Seriously, Warp(or DC) and one shot with Claymore under Warp Ammo IV will take down almost entire barriers off of golden banshee and make her stop in her tracks.


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#277
LuckyStarr

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Sooooooo... you complain that inferno nades don't do enough damage... only for you to tell us you spec them for the least possible amount of damage done?

Erm... I should shoot my weapon, too, right? Otherwise there's not enough ammo crates and ammo packs to use grenades as the only source of damage (and complete the game in reasonable time). And since I'm gonna be shooting, I want the shots to actually do damage - hence weapon damage passives.

I also wanted the grenades to have the max. possible radius because I don't care if that mook dies in 5 or 7 seconds, but I want to damage as many mooks at once as possible. Besides, more enemies on fire -> more opportunities for my teammates to detonate FEs.



#278
Mordokai

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Erm... I should shoot my weapon, too, right? Otherwise there's not enough ammo crates and ammo packs to use grenades as the only source of damage (and complete the game in reasonable time). And since I'm gonna be shooting, I want the shots to actually do damage - hence weapon damage passives.

I also wanted the grenades to have the max. possible radius because I don't care if that mook dies in 5 or 7 seconds, but I want to damage as many mooks at once as possible.

 

I use Harrier primarily on my goonguard and I never have problem with ammo shortage. With batarian, the harrier's main problem should be even less pronounced. If you're not moving often enough to run by the ammo box every now and then you're doing something wrong anyway. And if you really need more thermal clips, there's a gear for that. Not optimal, sure, but the choice is there.

 

As for radius vs damage argument... that's your prerogative. You said it yourself, you're bad at catching spawns. When the spawn disperses, you'll be lucky to catch more than two or three mooks clustered together, at which point the increased damage actually makes more sense.

 

I don't know about you, but a phantom dying two seconds sooner is actually a very good arguments why taking damage is better than radius.



#279
JGDD

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Do I want to prime anything as Huntress, though? I'd rather let my OP DC and Warp do the job.

And Graal is kinda heavy for a caster class, isn't it?

Fire explosions at 6+1 aren't exactly something to shrug off. They still do a decent amount of damage and can stagger a group. DC is still going to be chewing away at enemies regardless and you can get in warp BE to boot. Cooldown with a Graal is 120% using ext. clip and high caliber barrel. Plenty fast enough for something that can cloak > cast > shoot > rinse > repeat.

 

Point is to experiment. Best way to figure it out is take some for a run and figure out what works for you.



#280
LuckyStarr

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You said it yourself, you're bad at catching spawns. When the spawn disperses, you'll be lucky to catch more than two or three mooks clustered together, at which point the increased damage actually makes more sense.

I'd argue that radius is less important for catching spawns because everything is close together anyway. When stuff spreads out, though, 9 meters vs. 6 meters is a huge difference, and I was able to hit multiple enemies all the time without even aiming. But since DPS is low in that case and I can't detonate FEs on my own, it's a moot point.



#281
Mordokai

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I'd argue that radius is less important for catching spawns because everything is close together anyway. When stuff spreads out, though, 9  meters vs. 6 meters is a huge difference, and I was able to hit multiple enemies all the time without even aiming. But since DPS is low in that case and I can't detonate FEs on my own, it's a moot point.

 

You really are something special...


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#282
LuckyStarr

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You really are something special...

Care to elaborate? Is there a flaw in my reasoning? Other than the slight mistake - default Inferno grenade radius is 5 m, not even 6.



#283
JRandall0308

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Yesterday someone made fun of me for using obscure vocabulary words, so today I vowed to read this thread.

 

It's working: I feel stupider already.



#284
waltervolpatto

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This is the build I use for my volus engineer http://kalence.drupa...34652364!E8GE.O

It's unfortunate, that this character doesn't get much play in pugs because he just meshes well with any team composition.

http://kalence.drupa...24N51324!E0A73O

 

I like this one, slow the enemy to death...

 

I had to solo 7-8 plat collector on white once... was fun...


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#285
waltervolpatto

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Do I want to prime anything as Huntress, though? I'd rather let my OP DC and Warp do the job.

And Graal is kinda heavy for a caster class, isn't it?

Huntress

 

Squishy like hell. but really effective...



#286
CitizenThom

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I meant the Typhoon vorcha soldier, sorry. And it works pretty close to the same as Typhoon Geth Soldier as you might guess.