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Shockwave useful?


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#26
miltos33

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Hoffburger wrote...

eduh wrote...

overpowered against husks on easier difficulties, waste of points for anything else.


Fixed. Also, all biotics except Warp are useless on hardcore/insanity.

Since this thread was revived after one month I suppose everyone should know by now that...

Fixed. Also, all biotics except Warp and SINGULARITY are useless on hardcore/insanity.

As for Reave, it is simply a variation of Warp, so it is great but it is redundant for an Adept.

And Shockwave is like Throw and Pull, i.e. it is only good against undefended enemies.

Good biotic bonus powers are Barrier and Dominate.

#27
Yukon Jake

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Contrary to what the naysayers say, it is quite useful on harder difficulties.



Just last night on my hardcore adept I was using Jack's shockwave to knock shielded and armored foes out of cover long enough for me to plant a heavy warp on them. It was safe, fun and effective.



I believe that the people that don't use/care for shockwave have likely found another means, via style or power, to achieve the same effect as above. So the big question for the OP would be will YOU find it useful?

#28
Roenik

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Pull/Shockwave, or Slam/Shockwave combos are a blast to watch.

#29
Grand_Commander13

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miltos33 wrote...

Also, all biotics except Pull and SINGULARITY are useless on hardcore/insanity.

Fixed.

#30
Bigdoser

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Grand_Commander13 wrote...

miltos33 wrote...

Also, all biotics except Pull and SINGULARITY are useless on hardcore/insanity.

Fixed.


eeer no.

#31
baller7345

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Metallisika wrote...

cruc1al wrote...

Hoffburger wrote...

eduh wrote...

overpowered against husks on easier difficulties, waste of points for anything else.


Fixed. Also, all biotics except Warp are useless on hardcore/insanity.


LOL

On hardcore/insanity, warp is useless unless you combine it with other biotics, namely pull and singularity. Singularity on its own is more useful than warp because it locks down tough enemies. And Warp takes 6s to reload, so using it on a single opponent affected by pull with no enemies around it is less productive than throwing the enemy off the map. Throw has a 3s cooldown.


Except that on the harder difficulties, every single opponent you have is going to be protected, and as I am sure you know, you can't throw protected enemies off the map. Warp is more useful than any other ability to bring down defenses (barring reave), and every opponent without protection on is going to die with a couple of bursts anyway.

I'll put it simply for you: Protected enemies = biotics largely ineffective. Warp does most damage against protection types. Enemies not protected are so fast to die it's a waste of time and cooldown to use biotics against. Conclusion: all other biotics but warp are useless.

Note: singularity has its uses with blocking enemies' advance and keeping them in place after you have warped and shot down their defenses, but that's about it.


Singularity also deals damage over time and if combined with a few shot from your guns or a squad mate's powers you should always have people floating around.  Warp explosions are the main attraction of warp because catching multiple people in them means stripping entire rooms of their defenses in some cases.  The protection on enemies isn't all that hard to get around so pull and throw will remain useful while singularity will be probably your most used ability.

#32
cruc1al

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Thanks for responding for me, baller7345.

I might add that while all enemies have protection on insanity, not all have armor against which warp is most effective. It's stupid to use warp all the time because of its 6s cooldown. If you're playing on insanity, you're likely to also know what you're going to face, so you will bring squad mates with anti-shield and anti-armor abilities to situations where they're needed. You can just use your squadmates to dispose of enemies shields and armor - or squad incendiary ammo or disruptor ammo - and then the unprotected enemy will be vulnerable to any biotic combo you wish to throw at it. Pull+warp works, so does a preset singularity + warp, so does throw, or pull+throw. It really depends on the situation, since each of those has a different cooldown and some are area effects while others arent.

EDIT: for how to play Adept effectively on insanity, i'd recommend ThatAverageGatsby's videos on youtube.

Modifié par cruc1al, 03 mars 2010 - 08:35 .


#33
AlphaJarmel

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Shockwave is garbage. Area pull does the same thing but's better. Don't bother wasting any points except to see how it is.

#34
JediQB

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I have to go on the pro-Shockwave crowd. All I had to do on the Collector final level was find one unarmored enemy and let it rip. It would affect barrier protected enemies as well (except the Harbinger). And whenever husks/abominations threatened to overwhelm us, it was bowlin' time!

Like someone else said - depends on what you get used to. I enjoyed Charge as well, except I ended up in trouble early on until I learned to use it right.

To each his own :ph34r:

#35
Atmosfear3

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Shockwave is a bit redundant if you have pull/throw field and/or singularity. For a vanguard, putting your last point into it isn't a terrible idea for handling husks.

Modifié par Atmosfear3, 04 mars 2010 - 05:38 .


#36
sinosleep

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I'm of the opinion that anything shockwave can do, pull field can do better.

#37
themaxzero

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sinosleep wrote...

I'm of the opinion that anything shockwave can do, pull field can do better.


Asumming of course you can afford 10 points to get Pull Field.

#38
sinosleep

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I can, and do.

10 incendiary ammo
10 charge
2 - ? shockwave
10 pull
10 assault mastery
8 wherever

Modifié par sinosleep, 04 mars 2010 - 07:53 .


#39
Arde5643

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Atmosfear3 wrote...

Shockwave is a bit redundant if you have pull/throw field and/or singularity. For a vanguard, putting your last point into it isn't a terrible idea for handling husks.

Oh god, why would you ever use shockwaves against husks?
Bad idea - charge is much more useful against husks than shockwave will ever  be.

Shockwave's great for long range and any battle where you can stay behind a high cover without any enemy being able to target you (you can hit them with shockwave while they can't even aim at you), but for charging enemies or close range combat, it's absolutely terrible.

#40
baller7345

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Arde5643 wrote...

Atmosfear3 wrote...

Shockwave is a bit redundant if you have pull/throw field and/or singularity. For a vanguard, putting your last point into it isn't a terrible idea for handling husks.

Oh god, why would you ever use shockwaves against husks?
Bad idea - charge is much more useful against husks than shockwave will ever  be.

Shockwave's great for long range and any battle where you can stay behind a high cover without any enemy being able to target you (you can hit them with shockwave while they can't even aim at you), but for charging enemies or close range combat, it's absolutely terrible.


Its not about close range combat.  Shockwave, like pull, singularity, cryo blast, neural shock, etc. instantly kill unprotected husks.  So stip a few of their armor, aim at the in the back and boom husk bowling with all of the stripped ones dead. This is assuming you hit all though.

#41
cruc1al

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I can think of one good use, maybe apart from husks, for shockwave: getting ppl out of cover.

#42
thisisme8

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I think Shockwave really shines on Jack. The problem with it on Shepard is Pull Field has half the Cooldown and performs a very similar action. I am very willing to have Jack spend 12s waiting for Shockwave to recharge, and even though it is less on Shepard, regardless of Adept or Vanguard, it is time better spent doing something else.



Veteran and below, however, everything changes, but I don't see myself playing on those difficulty levels any time soon.

#43
tonnactus

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Hoffburger wrote...

eduh wrote...

overpowered against husks on easier difficulties, waste of points for anything else.


Fixed. Also, all biotics except Warp are useless on hardcore/insanity.

Complete bull****.Singularity ignores protection and hold an enemy in its place.
Harbingers and Scions become a joke to laugh about it.
You are proven wrong.

#44
GCreature

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tonnactus wrote...

Hoffburger wrote...

eduh wrote...

overpowered against husks on easier difficulties, waste of points for anything else.


Fixed. Also, all biotics except Warp are useless on hardcore/insanity.

Complete bull****.Singularity ignores protection and hold an enemy in its place.
Harbingers and Scions become a joke to laugh about it.
You are proven wrong.


lol

#45
Roxlimn

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baller7345:



Arde5643's been trying out various ways to use Shockwave to find out why it's done the way it is. I get the feeling that the way he uses it is not specifically for husks, but for general purpose usage - like against Eclipse mercs and Blue Suns mercs and Geth. He and I were going to play the game specifically to get a feel for the power, but I guess he got results first.



Kudos, Arde5643!



His suggestions come from play experience on how best to leverage the power. I'd listen to him if I wanted to use the power more effectively.

#46
baller7345

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Roxlimn wrote...

baller7345:

Arde5643's been trying out various ways to use Shockwave to find out why it's done the way it is. I get the feeling that the way he uses it is not specifically for husks, but for general purpose usage - like against Eclipse mercs and Blue Suns mercs and Geth. He and I were going to play the game specifically to get a feel for the power, but I guess he got results first.

Kudos, Arde5643!

His suggestions come from play experience on how best to leverage the power. I'd listen to him if I wanted to use the power more effectively.


I was just telling him the use for it on husks since he seemed apalled by its use for that. I wasn't trying to say he didn't have experience or hadn't found a better way to use it.    Of course I could be reading too much into your post due to this week slowly killing me. 

#47
Roxlimn

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baller7345:



It's probably just a reactionary tone. I'm sure Arde5643 knows that it's great against Husks. From my perspective, it seems like he's just championing a view of Shockwave as a weapon that's useful outside of anti-Husk work.

#48
Arde5643

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Roxlimn wrote...

baller7345:

It's probably just a reactionary tone. I'm sure Arde5643 knows that it's great against Husks. From my perspective, it seems like he's just championing a view of Shockwave as a weapon that's useful outside of anti-Husk work.


My problem isn't that shockwave can't be used against husks, it's just that area pull is much better for husks than shockwave at close range.

From long range, oh yeah, definitely, spam that shockwave like there's no tomorrow - does damage to armor/barrier/shields and stagger multiple opponents.


off topic, but I finally got the AR for my vanguard and man, shockwave and vindicator is just a lovely combo.
3 headshot  bursts on a staggered opponent at long range where they haven't even started shooting at you? hell yea! :happy:

And since the 3 headshot bursts have completely strip their defenses, the next shockwave sends them flying off the rails. :devil:

Modifié par Arde5643, 04 mars 2010 - 07:20 .


#49
Karstedt

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Fhaileas wrote...

I'll try to be discreet while answering this in the non-spoiler section but it's useful when you have swarms of "non-armored" foes attacking you especially when you maximize its ability.


Which basically mmakes it useless on hardcore or insanity difficulty.

#50
VirtualAlex

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I played both Adept and Vanguard on insanity and this skill is lacking. If it actually did some damage it might be ok. Granted I never got it up to the 4th power level I did have it maxed out on Jack and it still didn't do anything. It does stagger people and that is worth something but I would spend my cooldown time casting other spells for sure.



If someone could specifically name a situation where shockwave is the best spell to cast I might think about it. The most obvious situation is vs a line of un-armored husks. But even though singularty, pull field and throw field would all be better.