Tech Armor should be whatever color you set for "Lights" in the Appearance options
Do you think the builds for each kit are diverse enough?
#27
Posté 24 avril 2015 - 10:44
That would actually be badass
#28
Posté 24 avril 2015 - 11:48
Tech Armor should be whatever color you set for "Lights" in the Appearance options
Ha ha... all my lights are set to orange...
- Salarian Master Race aime ceci
#29
Posté 25 avril 2015 - 01:07
Too much text, sorry. Didn't read.
tl;dr - moron
- smeckie aime ceci
#30
Posté 25 avril 2015 - 07:39
That would actually be lurid pink or eye-shattering green.
Fixed.
- Salarian Master Race aime ceci
#31
Posté 25 avril 2015 - 12:10
No stupid ass recharge evolutions would be a big request on powers, you have gear to get there.
But max recharge is the best Pull Evo 6 evolution by a longshot because of instant Biotic Booms (84s cooldown). Only problem is most folks not maxing Pull to see how great this evolution is. On the Drell I can understand not maxing it for more speed, but on the Justicar. I don't think I can ever go back to not maxing pull with full recharge on her.
Otherwise fast recharge is still a viable option for enough builds. ie. On Volus Merc I go for fastest cooldown speeds on all powers and passives. The only way to play him in my opinion.
It's also especially helpful for some kits that want to play with heavier weapons. ie. Recharge on Shockwave for a Claymoar Shamam is a viable enough option.
#32
Posté 25 avril 2015 - 12:36
But max recharge is the best Pull Evo 6 evolution by a longshot because of instant Biotic Booms (84s cooldown). Only problem is most folks not maxing Pull to see how great this evolution is. On the Drell I can understand not maxing it for more speed, but on the Justicar. I don't think I can ever go back to not maxing pull with full recharge on her.
Otherwise fast recharge is still a viable option for enough builds. ie. On Volus Merc I go for fastest cooldown speeds on all powers and passives. The only way to play him in my opinion.
It's also especially helpful for some kits that want to play with heavier weapons. ie. Recharge on Shockwave for a Claymoar Shamam is a viable enough option.
I would -never- use the 6b evolution on Pull, because 6a increases BE damage by 75% which is worth a lot more than saving 0.5 seconds on cooldown, especially because you open with Pull and detonate with Reave.
- Ashevajak et Kenny Bania aiment ceci
#33
Posté 25 avril 2015 - 12:53
Why waste more time on one Pull Combo if it's enough? And that's why I prefer it. Instant booms, which also equals instant crowd control from those booms.
And you just have to try it to experience how much better it feels.
#34
Posté 25 avril 2015 - 01:04
Why waste more time on one Pull Combo if it's enough? And that's why I prefer it. Instant booms, which also equals instant crowd control from those booms.
And you just have to try it to experience how much better it feels.
Instant booms? How? All you do is make Pull a tiny bit faster. It still needs to travel to the target before you can detonate it. You're not saving any time and instead your biotic explosions are weaker. I don't see the advantage at all.
- Ashevajak et Kenny Bania aiment ceci
#35
Posté 25 avril 2015 - 01:09
Why waste more time on one Pull Combo if it's enough? And that's why I prefer it. Instant booms, which also equals instant crowd control from those booms.
And you just have to try it to experience how much better it feels.
Loooooooooooooooooooooool.
- Ashevajak et Quarian Master Race aiment ceci
#36
Posté 25 avril 2015 - 08:54
Rank 4 Pull with Rank 6 Reave is enough to kill an unshielded mook. The explosion itself will leave them with one or two bars of health, but Reave will tick those off before it stands back up. Therefore Ranks 5 and 6 of Pull are a wash. Nothing more than a waste of points.
In my opinion, of course, but my opinion is fact.
#37
Posté 25 avril 2015 - 09:03
Rank 4 Pull with Rank 6 Reave is enough to kill an unshielded mook. The explosion itself will leave them with one or two bars of health, but Reave will tick those off before it stands back up. Therefore Ranks 5 and 6 of Pull are a wash. Nothing more than a waste of points.
In my opinion, of course, but my opinion is fact.
Even with rank three this works, with a power amp.
#38
Posté 25 avril 2015 - 09:23
Rank 4 Pull with Rank 6 Reave is enough to kill an unshielded mook. The explosion itself will leave them with one or two bars of health, but Reave will tick those off before it stands back up. Therefore Ranks 5 and 6 of Pull are a wash. Nothing more than a waste of points.
In my opinion, of course, but my opinion is fact.
The difference is, my Justicar kills an entire group of mooks and damages nearby armored enemies with the BE. I'm certaintly not going to pull and reave every single one seperately.
- Kenny Bania aime ceci
#39
Posté 25 avril 2015 - 09:25
The difference is, my Justicar kills an entire group of mooks and damages nearby armored enemies with the BE. I'm certaintly not going to pull and reave every single one seperately.
I never personally put more than 4 ranks in pull myself, but it you're going with 6, BE damage is a no brainer.
- DaemionMoadrin aime ceci
#40
Posté 25 avril 2015 - 09:28
The difference is, my Justicar kills an entire group of mooks and damages nearby armored enemies with the BE. I'm certaintly not going to pull and reave every single one seperately.
Rank 5 of Pull only affects the target(s) lifted by Pull, who will die anyway without it.
Rank 6a of Pull, my understanding is that it, likewise, only affects the target(s) lifted by Pull. "increase the force and damage of biotic detonations on affected targets by 75%", who will, again, die without it.
#41
Posté 25 avril 2015 - 09:37
Rank 5 of Pull only affects the target(s) lifted by Pull, who will die anyway without it.
Rank 6a of Pull, my understanding is that it, likewise, only affects the target(s) lifted by Pull. "increase the force and damage of biotic detonations on affected targets by 75%", who will, again, die without it.
5b is only the target, 6a says it's only the target but the detonation does uniform damage to every target in range, it doesn't have two seperate values. As far as I know. In any case, it works for me. ^^
#42
Posté 25 avril 2015 - 11:35
DONT FALL FOR IT AGAIN PEOPLE...Sinful is hijacking another topic with his Pull garbage....Come on, didnt we just do a 35 pages about this in a Justicar thread?

- Aetika aime ceci
#43
Posté 25 avril 2015 - 11:55
DONT FALL FOR IT AGAIN PEOPLE...Sinful is hijacking another topic with his Pull garbage....Come on, didnt we just do a 35 pages about this in a Justicar thread?
Are we supposed to /ignore everyone who ever posted in a thread that he posted in? Then we would all be talking to ourselves because no one could see anyone else
#44
Posté 26 avril 2015 - 12:26
As far as actual builds go, there are several decent ones for most characters, so I suppose from that standpoint there is ok diversity.
If you analyze each power individually, usually there is one evolution path that is better than the alternatives. With some balance tweaks you fix that for many evolutions, but some are just not arranged well in the tree, and some others probably shouldn't be a choice to begin with.
I also agree with what Cyonan said about the consumables, namely something like Cyclonic Modulator IV. You should not have armor consumables that give you a much larger shield buff than what you can achieve from your shield bonus passive. That is the real reason 3 or 0 fitness builds work, as opposed to skill or RHA.
On that note, and tying in with the idea of evolutions not being arranged well, Fitness (aka "meleepassive") is a good example of this since personally I don't see why shields vs melee damage makes a lot of sense. Probably should have had a choice between melee and weapon or power damage. Shields vs movement speed may have made sense, depending on how much you could buff the shields, enemy damage numbers, and shield gate duration.
Regarding weapon vs power damage, weapons should give larger single target damage, and there probably shouldn't really even be AOE weapons whatsoever. There also does not need to be any sort of equality between the classes when it comes to direct weapon damage bonuses. The combat classes should have higher weapon damage. The way to achieve pseudo parity would be to return to the days when ragdolled enemies took bonus damage, and also to increase the value of CC so that CC focused classes can be useful.
Combo explosions need to either be eliminated, or changed so that they effectively require two players to execute. Also it would be nice if pure physics based combos returned. Then the roles are such: physics combos are more efficient vs single targets (like Pull-> Heavy Throw in ME2) and combo explosions are only really economical when dealing with multiple units (based on the cooldowns of primers / detonators).
#45
Posté 26 avril 2015 - 08:38
I also agree with what Cyonan said about the consumables, namely something like Cyclonic Modulator IV. You should not have armor consumables that give you a much larger shield buff than what you can achieve from your shield bonus passive. That is the real reason 3 or 0 fitness builds work, as opposed to skill or RHA.
Yeah... no. I play most of my 0 Fitness builds without Cyclonic Modulators and that works really well.
#46
Posté 26 avril 2015 - 09:07
What we really want is the thousands of permutations from DAI (none of which seem to make much difference) and then the ability to make each character near invulnerable by promoting. ![]()
#47
Posté 26 avril 2015 - 09:35
What we really want is the thousands of permutations from DAI (none of which seem to make much difference) and then the ability to make each character near invulnerable by promoting.
Adding stats to every character by promoting, without limit... that's so broken I have no idea how no one ever realized it during the beta. -I- realized it when some tooltip or loading screen told me about it and that was before my first DAMP match. What were they thinking?
That's even worse than the beta PvP from Warhammer: Age of Reckoning. Fire Wizards were already the top dps but they also had a couple of buffs that increased their damage, in exchange for their health. Basically, you burned yourself up slowly. ... in a game with healers. Yeah. I put 4+ healers into my group, became functionally immortal and walked upon the battlefields like a god. Near instant onehit kills to everything that opposed me. Some really good tanks needed 2 hits. That's before I even used my AoE spells. Ever seen one group annihilate 50+ enemies in less than 2 minutes? That was so broken... and made by EA Mythic, who were later merged into EA BioWare. ;D
- Salarian Master Race aime ceci
#48
Posté 26 avril 2015 - 02:48
Yeah... no. I play most of my 0 Fitness builds without Cyclonic Modulators and that works really well.
Whatever boss.
- 7twozero aime ceci
#49
Posté 26 avril 2015 - 10:58
There's the rub. From day 1 ME3 MP's co-op potential was emphasized, relying on teamwork and complimentary loadouts to complete the matches. It's always great fun when four biotics end up in a world painted in glorious blue biotic detonations, but it doesn't happen too often (while pugging). And because of the nature of the enemy rosters it became clear very quickly that you had to be ready for anything, that means having something with stagger for Phantoms, something with AP for elites, and later some kind of weapon that's halfway decent against bubbled Praetorians, etc. So that started putting limitations on which guns and powers were viable since they were simply inefficient choices. For example, I'm never going to take the rank 5 detonation choice for BatSent's Shockwave, and I'm never going to send someone into battle without a piercing mod or at least some means of debuffing armor.2 more grenades = 2 more BE, why not when there is an other primer in the team
#50
Posté 26 avril 2015 - 11:04
- Dunmer of Redoran aime ceci





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