Genuinely curious: how are volus good candidates for cyclonics?
Genuine curiosity is great.
Click the pic for some tricks to help things along.
Am I the ONLY person who plays this game and values Power Efficiency Mods?
Power Amps are only good on things that use direct damage powers, like flamers, grenades, and Slayer.
Power Efficiency Mods allow for faster explosions (the bulk of damage for many classes) or to take a heavier weapon (something I often find myself doing).
Putting a Power Amp on something like a Paladin, or Human Adept/Sentinel/Engineer is pretty ineffective in improving overall DPS as the bulk of your damage comes from explosions. However, throwing on a Power Efficiency Mod and a heavier weapon will impact your overall DPS by improving gun damage output and/or faster explosions.
Power Efficiency Mods allow you to turn a power spammer, into a hybrid one-(wo)man army.
Of course, grenade kits and weapons platforms benefit more from Power Amps and Adrenaline Mods (respectively).
Cyclonics, for the most part, teach bad habits like standing out in the open and getting shot. Shield Power Cells (as all shield recharge speed) can get you into trouble due to lack of interaction with shield gate. However, a full shield recharge batarian can keep their shield number high enough to mostly negate this issue, so there are exceptions.
Platinum is much more about damage output than survivability, which is why offensive armour mods and powerful characters (like the Fury) do much better than tanky characters (like the Juggernaut). I say this as a whole-hearted lover of a GOOD Juggernaut, a great character for Gold, but I would take almost any other character for Platinum.
Saw the thread. Not worrying. So shield boost DR doesn't stack? Excuse my ignorance as I try to avoid shield boosting except when in crisis mode thus don't give it much thought.
Genuine curiosity is great.
Click the pic for some tricks to help things along.
Just read it now. I always liked volus but there's even more to them than I realized. Will definitely experiment. So I can safely assume shield boost DR does not stack? If it did it would probably be a way bigger deal but I'm just not 100% sure.
Just read it now. I always liked volus but there's even more to them than I realized. Will definitely experiment. So I can safely assume shield boost DR does not stack? If it did it would probably be a way bigger deal but I'm just not 100% sure.
These two are kind of what I mean when I made this thread.
I generally think of them as the best kits to use a Cyclonic on.
I consider AM III to be quite a lot better than cyclonics on the Juggernaut, he's just to slow without it (I used AM III for all my solos with him).
For the Volus engineer I prefer power efficiency more than cyclonics (it's what I used for my 10 WS Volus solo). His base shields are so low that cyclonics don't add that much, I prefer to be able to use shield boost more frequently instead.
Fair enough. I find the jug slow kind of regardless so when I do bother with him I either shop lobbies or preset a small map and stick to choke points where the shields come in handy to take a beating while giving one.
Volus if I'm not using cyclonics I usually go amIII. Although I'll use power eff on the vanguard with bonus charge.
Did you record the 10ws? If so do you have a link handy? Would watch that when I get home.
Nope it stacks. I had to strike it out once Deerber got me searching. Corlist says so.At work so hopefully that all makes sense.
Your and Corlist's threads give a lot of good info but I still can't tell if shield boost DR stacks with itself or just with the melee bubble.
Your and Corlist's threads give a lot of good info but I still can't tell if shield boost DR stacks with itself or just with the melee bubble.
Am I the ONLY person who plays this game and values Power Efficiency Mods?
Power Amps are only good on things that use direct damage powers, like flamers, grenades, and Slayer.
Power Efficiency Mods allow for faster explosions (the bulk of damage for many classes) or to take a heavier weapon (something I often find myself doing).
Power amps are effective on many more kits than you listed, and it really makes a big difference when you use a IV. Even biotic charge becomes a lot better. Sure, skills like Reave and Energy Drain or Overload don't benefit much, but things like Dark Channel, Shadow Strike/E. Slash, Nova (the way I play it), Biotic Hammer, Smash, Dark Sphere, Havoc Strike (Dual-Strike FOR THE WIN), pretty much any grenades, and probably more that I am forgetting, all benefit greatly.
As for the Power efficiency mods...I sometimes use them, but it's rare. I understand the lure, but they usually only bring the cooldowns down a bit (affects base cooldown), and as a lot have said on here, cooldowns don't really matter. I don't agree with that completely, but if using the amp makes my warp cooldown go from 3 seconds to 2.7 seconds, I don't care. I can fire one more round in that time. I'd rather wear Adrenaline on characters that can't dodge, or fast characters like Drell, AIU, Fury. I would advise to try some of the kits you usually use PE mods with something else and see if you even notice a difference.
Am I the ONLY person who plays this game and values Power Efficiency Mods?
Yes. But I know scores of non-players that really value them, lol.
wow, my thanks to all of you guys, now I have lots of things to try out ![]()
using Cyclonics just deprives you of
Power Amplifiers (e.g. on power classes without scaling explosions) or Adrenaline Modules on all others
(if you have them)
Am I the ONLY person who plays this game and values Power Efficiency Mods?
Power Amps are only good on things that use direct damage powers, like flamers, grenades, and Slayer.
Power Efficiency Mods allow for faster explosions (the bulk of damage for many classes) or to take a heavier weapon (something I often find myself doing).
Putting a Power Amp on something like a Paladin, or Human Adept/Sentinel/Engineer is pretty ineffective in improving overall DPS as the bulk of your damage comes from explosions. However, throwing on a Power Efficiency Mod and a heavier weapon will impact your overall DPS by improving gun damage output and/or faster explosions.
Power Efficiency Mods allow you to turn a power spammer, into a hybrid one-(wo)man army.
Of course, grenade kits and weapons platforms benefit more from Power Amps and Adrenaline Mods (respectively).
Cyclonics, for the most part, teach bad habits like standing out in the open and getting shot. Shield Power Cells (as all shield recharge speed) can get you into trouble due to lack of interaction with shield gate. However, a full shield recharge batarian can keep their shield number high enough to mostly negate this issue, so there are exceptions.
Platinum is much more about damage output than survivability, which is why offensive armour mods and powerful characters (like the Fury) do much better than tanky characters (like the Juggernaut). I say this as a whole-hearted lover of a GOOD Juggernaut, a great character for Gold, but I would take almost any other character for Platinum.
I use Power Efficiency Mods probably more than most people, but only in select situations. They are most valuable on any class that relies on Tech Explosions as a major source of damage. Many Tech Powers have short priming windows that are hard to hit without carrying very light weapons. Incinerate is the biggest offender, because its cooldown can surpass its priming window without that much weapon weight. I'm not sure what point the crossover is, but if you don't take the recharge evolution, I think it's around + 150-160% weight. Depending on what weapon you're using, a Power Efficiency Mod can make a HUGE difference.
Biotic classes don't benefit as much, because their priming windows are pretty long. Still, you can benefit a lot if you're carrying a heavy weapon on a biotic.
More on topic, here is a build I use on Platinum: Asari Justicar.
I do fairly decent on Platinum with this build, and I'm not a great player. I'm a good player by PUG standards, but I'm average or worse by BSN standards. This build isn't ever going to do as well as a monster DPS build, but it's extremely survivable without needing a Cyclonic. It works best on open maps when you let the enemies come to you. You can start building your Reave DOT and shooting enemies as soon as you can target them (and sometimes sooner), and most of them (even bosses) will be dead before they can even get to you. It can work OK with spawn rushing too, but you really need to be good with Bubble placement to get the most out of it that way.
I just put the CSMG on him with Warp Ammo. Between the built-in armor bonus and the Warp Ammo double damage to primed enemies, it still does decent damage even with a Power focused build.
Throw Dark Sphere, shoot, Dark Channel, shoot, Seeker detonation, Sphere reaches target, Seeker detonation, explode Dark Sphere, nothing remains but gooey bits
mooks you just Dark Channel, shoot, or throw the Sphere and blow them all up instantly. It's like having unlimited grenades but with a cooldown
all your Dark Channel explosions will be 6/6, and you can chain those pretty quickly. 4 ranks in Sphere imo is enough since some of the evos are bugged anyway
and with the Damage Reduction from Seekers you are pretty tanky with just 4 Fitness
Lots of characters I play without Cyclonics:
Asari Justicar Adept -- Power Amplifier to make Reave extra deadly. She gets enough DR from the Reave to make up for lack of Cyclonics.
N7 Fury Adept, and Asari Sentinel - Adrenaline so she can get to people to kill them faster.
Volus (any of them) - no point to Cyclonics because his shields are so low anyway. I like Power Efficiency on the Volus Engineer, and either Adrenaline or whatever on the others.
Krogan Shaman, Batarian Slasher, Awakened Collector - don't need Cyclonics because they are so tanky already.
Vorchas - Power Amplifier for the Flamer. Use dodge and RHA to avoid dying and just regen any shield/health damage you take. Cyclonics would be pointless on them.
Geth - Shield Power Cells to get their shield recharge humming. Or Power Amp.
Infiltrators - you don't need Cyclonics because you have Tactical Cloak. So use whatever you want. In particular I like Power Amp on the Asari Huntress to make Cloak'd Dark Channel extra ridiculous.
Vanguards - again, you don't need Cyclonics when you can refill your barriers with Biotic Charge.
Asari Justicar Adept -- Power Amplifier to make Reave extra deadly. She gets enough DR from the Reave to make up for lack of Cyclonics.
I've been meaning to start doing this, but my Justicar is usually up in their faces so I tend to favor Cyclonics on her. I have her with 4/4 Pull/Fitness, in theory that plus Reave should be enough, maybe I will try it later today
One word to OP. Glitch.
I've been meaning to start doing this, but my Justicar is usually up in their faces so I tend to favor Cyclonics on her. I have her with 4/4 Pull/Fitness, in theory that plus Reave should be enough, maybe I will try it later today
I wonder if Power Efficiency would get off another stack of it.
I wonder if Power Efficiency would get off another stack of it.
Kalence says it shaves off around 0.20ish of a second, so probably not worthwhile. I run her Hurricane+Acolyte and that's 200%. (Incidentally I never even use the Acolyte but whatever). I am considering a heavier weapon, I did used to run Lancer on xbox since I never got Hurricanes to drop, but since she's typically right in front of enemies anyway it's hard to beat the Hurricane.
Perhaps will try a Claymore.