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You guys don't, but if you did spec into Pull, how would you do it?


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49 réponses à ce sujet

#26
Zenigma

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How do you know we don't OP? you been creeping on my manifest you perv

I tried to, but your 'man'ifest is too small to see without a microscope. 
Want some snap freeze for that incinerate?


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#27
justinman114

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I only use it on one character and that's the Justicar, and I only put in 5 points.  I find the combo damage pointless as it only affects health targets which will easily die anyways, and as far as I can tell by reading it, it the explosion damage doesn't increase for nearby targets.  I could be way wrong, but I don't care as it's such a niche skill that I barely use it anyways.

 

Lash on the other hand.....is my favorite skill in the game.



#28
ajscott819

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I have it on my justicar but never use it because I forget it is there. Not even sure how it is specced.

#29
ROBOTICSUPERMAN

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I think I did some damage calculations on this for my drell adept. I think if you have the pistol power magnifier and and power damage passives and power amp. If you choose rank 5 expose for pull and reave rank 6. The be is powerful enough to kill or nearly kill any mook and any that do survive will die from reave in a sec or 2. Only possessed captains last longer than that, and still die from reave. On gold anyway.

#30
physiolosopher

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Pull is an inefficient method for laying waste to ground troops which is super important if you care about ripping through games as fast as possible. Since I generally do not care about this I find a pull to be fun, which is why I use it. I play my drellguard as an adrenaline-modded pullguard without nades because whipping across the map at warp speed and popping off BEs every 5 seconds is an enjoyable way to spend 20 minutes.



#31
NuclearTech76

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Always radius at least on the AJA. I find it to be more useful on Platinum than Gold personally as well bc **** on host phantoms on Plat, annoying ass hunters and Captains. Just an easy way to quickly neutralize annoying enemy types. Pull also helps in those "OH ****" situations with pyros, pull staggers them long enough to get by them.


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#32
Tantum Dic Verbo

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I'd take the "Toward My Mom's Basement" evo and cast it at pretty girls.

Homely ones, too, I guess.

Okay, anything in a skirt that could fog up a mirror on a cold day.
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#33
Darth Volus

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Radius - Expose - Duration & Combo. I use it to quickly neutralize pests like Husks, A-bombs, Canibals and the like. Great for crowd control, but Acolyte is pretty mandatory if you want to use it on Phantoms. 



#34
Bud Halen

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Always radius at least on the AJA. I find it to be more useful on Platinum than Gold personally as well bc **** on host phantoms on Plat, annoying ass hunters and Captains. Just an easy way to quickly neutralize annoying enemy types. Pull also helps in those "OH ****" situations with pyros, pull staggers them long enough to get by them.

 

I'll also use it to instantly trigger a bomber 'shimmy' -- then shoot those floating little dixlix right through their lightholes.



#35
Quarian Master Race

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My CC is Head-shoting everything. B) The Sentry Turret is simply a waste on my build. I do spec into on Sab T.

You can headshot things between waves? Damn, clearly we've got a badass over here.



#36
JGDD

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I use it AJA and Drellguard. Max the Justicar evos (because why not?) and 3 for the Drell. I find it useful for doing things like pulling a husk/a-bomb off a teammate then detonating the bastard right in their face. You are welcome.


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#37
Darth Volus

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I use it AJA and Drellguard. Max the Justicar evos (because why not?) and 3 for the Drell. I find it useful for doing things like pulling a husk/a-bomb off a teammate then detonating the bastard right in their face. You are welcome.

 

I endorse this product and/or serviceTM 



#38
Terminator Force

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Recharge Speed only makes sense if you're using a heavier weapon.  I typically use the Paladin or Talon on my Justicar, and the Recharge Speed option changes the recharge from like 1.2 seconds to 0.8 seconds.  1.2 seconds is plenty fast enough.

 

Not for me. If Pull has a slower cooldown then 0.84 seconds, it's waste of time. So when I want to play with a Pull build and cooldown is not 0.84 seconds, then the urge to use it takes a nosedive - as I then start forgetting I even specced into Pull.

 

Plus like I always say, Pull to Reave combos within 0.84 seconds is what makes this power any fun, since most of the fun Pull comes from 0.84 seconds/practically instant biotic combos that does area dmg to nearby enemies too. This alone is what makes Pull any fun to me. And I bet if more folks try it, they too would say the same and wouldn't be able to play Pull any other way.

 

That and if Pull > Reave combos are too slow, say hello to lots of stolen kills. Thus say hello to deflated epeen score too (as well as loss of dps since the area dmg to of Pull>Reave combos is where the real dps is at). Which in turn goes against BSN epeen standards. So wake up already, BSN.



#39
The NightMan Cometh

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removed cause conflicted with newer post...aka amended below. : Reserved for future Spawn dancing with kittens gif.


Modifié par The NightMan Cometh, 24 juillet 2015 - 02:31 .


#40
Terminator Force

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^ Know what's better then what buddy above me posted? Not speccing into Pull at all.



#41
The NightMan Cometh

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I think I did some damage calculations on this for my drell adept. I think if you have the pistol power magnifier and and power damage passives and power amp. If you choose rank 5 expose for pull and reave rank 6. The be is powerful enough to kill or nearly kill any mook and any that do survive will die from reave in a sec or 2. Only possessed captains last longer than that, and still die from reave. On gold anyway.

                 ^^ This ^^....with Pull at rank 4 radius  ..as long as you are also specing for power damage / adding power damage mod's ..on Gold....When you Pull any 2 unshielded mooks, then Reave them, they both will die from the explosion but if 1 manages to survive it...Reave will kill it in 1-2 seconds anyways  ..so just pull/reave move on ...Acolyte Justicar specd for Pull w radius  makes a joke out of Cerberus



#42
ark

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This Nothing is more satisfying that having two phantoms float carelessly above your head.

Never managed to get a phantom over my head, they always engange ironman jetboots and get back on the ground in about 1 sec....where they can still be detonatet with reave, so whatever  :)

 

 

OT: when i spec into pull on the justicar i go 5 ranks, with radius and damage over time, this way i can use it as a fire and forget on weaker enemies. And if you detonate, and the BE does not kill them, the reave will take away what litle health they have left before they can recover and start shoting you again



#43
MaxCrushmore

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I have to agree with the Kindergarden Cop here, pull / reave combo's are quite fun. I love that combo on the DA on starter accounts



#44
Tecnotronics

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On the Drell Adept

Pull: Radius -> Lift Damage -> Duration and Combo
Reave: Duration -> Recharge Speed -> Barriers and Armor
Cluster: three ranks to have a couple of them
Passive: five ranks of power
Fitness: six ranks of movement speed

You can Pull a pair of husks/aboms, and it kills them on it's own if you want.  So go about using Reave and shooting a heavier target.  If a health target presents itself near a big thing, Pull -> Reave does huge damage (way more than Reave -> Cluster).  Surprising how often this happens.  If not, no big deal since you aren't concerned about slow stuff like Possessed Scions (try to get the grenades shot at you) or Praetorians (make em land), etc.

When you google Reave, you come up with lots of stuff about always picking radius.  In practice this has never made sense to me, it seems to be coming from an idea of 'spam this at a group of enemies' mentality, to stagger and prime them for the dream cluster explosion of awe or w/e lol.  In reality, if you have a partner to warp / throw / lash / etc with, you are doing it on the same target anyway.  If not, you're spamming it to activate Warp Ammo where a couple ticks of damage are welcome.  Radius is sloppy assassination here, where on Pull it is legit.

On Asari Adept, the Reave ability is waaaaay stronger damage for some reason, but her Pull isn't that good since she's all about duration.  I had to check online for this, to make sure someone's hack/cheat/fun lobby didn't bug my game or w/e.  I haven't tried out Pull on her 'cause I gotta have the sonic blast of the Drell movement speed.  Allies get in the thick of it and go down so much, I don't think her Pull is a consistent damage thing to use, rather it's to slow things down and protect (hold these monsters from dieing/spawning, while you battle on).

Anywho, give it a try with Drell Adept.  The idea of using Pull (with expose) followed up by Reave (with radius damage to finish them off) is a whole lot of focus to be putting on health enemies.  The math works out in such a way that the character is way more powerful than that, just slow and controlled damage wise (while being really really fast).
 



#45
Marksmad is waving goodbye

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Never managed to get a phantom over my head, 

 

Kinky ;)


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#46
Miniditka77

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I don't know if this post is even serious, but if it is:

 

If a health target presents itself near a big thing, Pull -> Reave does huge damage (way more than Reave -> Cluster). 

 

No, it doesn't.  Reave + Cluster does much more damage than Pull + Reave, assuming proper evolutions and equipment.

 

When you google Reave, you come up with lots of stuff about always picking radius.  In practice this has never made sense to me, it seems to be coming from an idea of 'spam this at a group of enemies' mentality, to stagger and prime them for the dream cluster explosion of awe or w/e lol.  In reality, if you have a partner to warp / throw / lash / etc with, you are doing it on the same target anyway.  If not, you're spamming it to activate Warp Ammo where a couple ticks of damage are welcome.  Radius is sloppy assassination here, where on Pull it is legit.

 

If you pick Radius on Reave, every time you hit 2 enemies, you are getting a +100% bonus to your overall damage.  If you hit 3 enemies (not that uncommon), you are getting a +200% bonus to your overall damage.  Plus, the more enemies you hit, the more enemies are primed for your Warp ammo and you and your teammates' biotic detonating powers.



#47
TheTechnoTurian

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come at me bro 

 

i hate grenades 



#48
justinman114

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See now I'm experimenting with all 6 points in Pull on the Justicar, and I like it.  I still probably will never use it on the DA, because I need that speed, and I don't really care to sacrifice the extra weapon damage for just 3 points in it (Guardian shields, I know, but I always have armor piercing).

 

I really want to know how you guys spec it on the DrellGuard.  I am going to try a 6/6/6/5/3, but I am most likely going to miss that fitness a bit and an already glass cannon will become even glassier.  Thoughts?



#49
INVADERONE

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How I spec into it. https://youtu.be/KZgDvmZ12JA?t=14s



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#50
PatrickBateman

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Nice vid,

Drellgod is the only kit I spec into full pull.
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