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Shield vs melee damage.


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#26
nico_wolf

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Cyclonics are great for those flash-light heads! Except for the big one.

Otherwise I prefer Adrenaline mods, too.

 

At least until Gold. On Platin I feel better with a Cyclonic IV on every kit. :rolleyes:



#27
Catastrophy

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All classes does not share tjhe same power trees but there is one that they all have, the one where you can increase your shield or you melee damage. In this tree i allways go full shields. It is my experience that i become an easy target if i dont. When i play on gold runs i allways have that and nothing less than one shield consumable. I usually use the classes i have that are fully ranked. Nevertheless i get killed alot. 

Sometimes i put more than one consumable for shields and it usually helps. The problem is though, i dont have many of those and after 5-6 runs i would be empty if i started spending them. What do other players do to help sort this out?

Being fast helps a lot. Drell Assassin is good to learn the deal with movement speed (the only reason to spend points in his fitness tree) and you can always fall back on TC.

 

You can also skip fitness on Humans, their base shields are low anyway. Maybe you're better off with faster recharge speed? Adrenaline? How about mastering the Human Engie? They got so many "oh ****!"-skills, that can take a lot of heat away. Plus they dodge.

 

The rest is knowing the map, spawns, dodging, running, strafing etc.


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#28
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Oh, and don't play with three infiltrators.



#29
Shampoohorn

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I wish that Bioware had made our MP skill tree choices Power vs Fitness and Melee vs Weapon. Power:Fitness is basically a choice between inward/defensive and outward/offensive energy focus. Melee:Weapon would be a choice between two types of physical training. Encumbrance could be intrinsic to the Fitness choices rather than power. The build options would be more tactically diverse with this setup compared to the current power:weapon and fitness:melee. Your melee QFI would be more viable too.

The current format is just a transfer of Shephard's from the single player campaign, where melee isn't much more than an afterthought. Has anyone ever taken the melee options for Shephard? Nope.
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#30
Oni Changas

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Cyclonics are great for those flash-light heads! Except for the big one.

Otherwise I prefer Adrenaline mods, too.

 

At least until Gold. On Platin I feel better with a Cyclonic IV on every kit. :rolleyes:

I embrace half of the no fitness/cyclonics philosophy. For any character with squishy shields, I tend to go for Adredaline Module or Power Amp. Low base with Cyclonic still reaps low shields, so invest in your strengths rather than shore up a relative weakness. For example, all (normal sized) Geth have a protection for their squishiness; Trooper has Fortification/Shield Recharge, Engineer has Medic Turret, GI has cloak.

 

I really only use Cyclonics if I want to overtank as a BatSent or Krogan and get into mosh pits with Brutes, Hunters, Banshees, and 'Goons.


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