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#126
czeuch

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Double Primes (or Bashees, or Atlases, or Praetorians) are exactly why you save missiles for later waves. And/Or use Armored Compartments.

Of course if you don't have enough missile capacity available due to stingy RNG store (i.e.: the number you can carry), then oh well.

 

Yeah I have 3 cobras, and 1 gear that increases this by 1.

By the way, i've been using the ramp trick and banshees/brutes are much less fearsome now :)

 

Krogan only roll forward.

 

Wtf????? You're trolling me.



#127
Catastrophy

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Yeah I have 3 cobras, and 1 gear that increases this by 1.

By the way, i've been using the ramp trick and banshees/brutes are much less fearsome now :)

 

 

Wtf????? You're trolling me.

No, it's a mindset. Charging is rolling. Attacking is rolling. Headbutting is rolling.


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#128
czeuch

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No, it's a mindset. Charging is rolling. Attacking is rolling. Headbutting is rolling.

 

Ok, that makes sense, but it's still not the same. Human rolls are quite effective. I often end up the rolls with 1mm of my last bar of health.



#129
Catastrophy

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Ok, that makes sense, but it's still not the same. Human rolls are quite effective. I often end up the rolls with 1mm of my last bar of health.

Who doesn't love Asari dash? But the Krogan attack. They bide their time and roll over the enemy.


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#130
czeuch

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Who doesn't love Asari dash? But the Krogan attack. They bide their time and roll over the enemy.

 

I haven't used the Asaris that much, but for me, the roll is the one that works the most as it's very similar to Kratos' roll. I was quite the expert at roll cancelling to roll faster back in my GoW days.

 

That's the only nice thing I think humans have. That's what makes them survivable.



#131
JRandall0308

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Human combat roll is arguably the best dodge in the game. Maybe edged out by the teleport dodges because of the tricks you can pull with teleporting through walls, but... teleport dodge consumes shield/barrier and human combat roll does not.

 

You can combat roll to completely avoid Ravager fire if you time it right, which is pretty fun.

 

Weird thing I've noticed about myself: I combat roll to the left about 80% of the time. Maybe because of RHA? Hmm. But I do it even when in the open.


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#132
Catastrophy

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I haven't used the Asaris that much, but for me, the roll is the one that works the most as it's very similar to Kratos' roll. I was quite the expert at roll cancelling to roll faster back in my GoW days.

 

That's the only nice thing I think humans have. That's what makes them survivable.

Yes, I combat rolled the **** out of London middle area just yesterday with my human engie. Try dodging a full Prime salvo in the open. I've done it with Asari dash.



#133
czeuch

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Human combat roll is arguably the best dodge in the game. Maybe edged out by the teleport dodges because of the tricks you can pull with teleporting through walls, but... teleport dodge consumes shield/barrier and human combat roll does not.

 

You can combat roll to completely avoid Ravager fire if you time it right, which is pretty fun.

 

Weird thing I've noticed about myself: I combat roll to the left about 80% of the time. Maybe because of RHA? Hmm. But I do it even when in the open.

 

Teleport dodge can't go through walls by default? It's a trick you need to do?

 

Yes, I combat rolled the **** out of London middle area just yesterday with my human engie. Try dodging a full Prime salvo in the open. I've done it with Asari dash.

 

I roll in all directions, going where I'm not getting shot at :P

I haven't tried to dodge primes yet, at least not intentionally.



#134
Darth Volus

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The best dodge is the Asari slide, it's fast and controllable and you can dodge **** that is in your face.  Fury/Slayer/Cabal dodge is next because you can put a whole wall in front of you to avoid damage completely. and you can ignore ladders and save time with it. Cabal dodge is buggy though. 


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#135
kiltysue

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I went for shorter cd instead of DR.

 

 

So I made a test today: White + Geth without any equip aside from a Shotgun Mod IV (I could use Shield Booster II or Hydraulic Joint I, not sure which one is better).

I was using the Reegar II (without any equip ammo or amp) and I had my Rank 6 evo on Barrier unspecced.

I made it to Wave 5 where 2 Primes were left. However, without armor mods, they ended up staying together and I couldn't take pulses from 2 primes.

 

Try a disciple, best melee mod you have, with a choke to help you poke from range.

The Reegar is too heavy for a melee krogan vanguard (though with a high level reegar

plus high level mods on anything, you melt any enemy).

 

Best strength mod you have, juggernaut shield.  If you don't have juggernaut shield,

then shield booster II.  Hydraulic joint is better on melee edi or shadow.

 

For geth, use disruptor or fire to speed up your run.  But not necessary on a melee

krogan.  As mentioned before, Giant.  Make big circles, begin from the starting area.

That works for reliable gold solos even with low level gear.



#136
DaemionMoadrin

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Asari dodge staggers/damages close by enemies. Vorcha dodge is faster than the human one. Quarian/Geth/Salarian sidehop allows you to get back to shooting quicker. Fury/Slayer/Cabal move through walls, up ladders/levels... which is nice for running away but usually doesn't help you to kill anything. Collector/Jetboot Turians move very far with their dodge. Drell just look funny. Volus roll. AUI tried to impress with acrobatics, just like the Drell.

 

:P


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#137
JRandall0308

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Teleport dodge can't go through walls by default? It's a trick you need to do?

 

Er, the trick is that you're dodging through a wall!

 

BTW if you have trouble teleporting dodging somewhere that you think you should be able to, try using that character's heavy melee if it is also a teleport.

 

Example: on Dagger you can Heavy Melee Teleport from the ladder that goes down to the pillar area, up into the round room. It looks totally badass when you do this and surprise enemies up there.

 

On Jade, you can Heavy Melee Teleport from the ammo box down in the trench up to the (non-burning) lab area.



#138
Darth Volus

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Asari dodge staggers/damages close by enemies. Vorcha dodge is faster than the human one. Quarian/Geth/Salarian sidehop allows you to get back to shooting quicker. Fury/Slayer/Cabal move through walls, up ladders/levels... which is nice for running away but usually doesn't help you to kill anything. Collector/Jetboot Turians move very far with their dodge. Drell just look funny. Volus roll. AUI tried to impress with acrobatics, just like the Drell.

 

:P

 

Turan Jetpack dodge is actually pretty crappy IMO. Slow and you slam into walls too much. 



#139
czeuch

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Try a disciple, best melee mod you have, with a choke to help you poke from range.

The Reegar is too heavy for a melee krogan vanguard (though with a high level reegar

plus high level mods on anything, you melt any enemy).

 

Best strength mod you have, juggernaut shield.  If you don't have juggernaut shield,

then shield booster II.  Hydraulic joint is better on melee edi or shadow.

 

For geth, use disruptor or fire to speed up your run.  But not necessary on a melee

krogan.  As mentioned before, Giant.  Make big circles, begin from the starting area.

That works for reliable gold solos even with low level gear.

 

Well, my main issue is shields and even my lvl 2 Reegar melts them. Haven't tried a Disruptive Ammor on a Disciple but I doubt it'll be faster to drop shields than the Reegar.

 

Asari dodge staggers/damages close by enemies. Vorcha dodge is faster than the human one. Quarian/Geth/Salarian sidehop allows you to get back to shooting quicker. Fury/Slayer/Cabal move through walls, up ladders/levels... which is nice for running away but usually doesn't help you to kill anything. Collector/Jetboot Turians move very far with their dodge. Drell just look funny. Volus roll. AUI tried to impress with acrobatics, just like the Drell.

 

:P

 

Nice breakdown of dodges! You forgot the N7 Shadow that acrobats dodge too.

 

Er, the trick is that you're dodging through a wall!

 

BTW if you have trouble teleporting dodging somewhere that you think you should be able to, try using that character's heavy melee if it is also a teleport.

 

Example: on Dagger you can Heavy Melee Teleport from the ladder that goes down to the pillar area, up into the round room. It looks totally badass when you do this and surprise enemies up there.

 

On Jade, you can Heavy Melee Teleport from the ammo box down in the trench up to the (non-burning) lab area.

 

Unfortunately, I don't think I have any teleporter kit yet. But I'll get there.



#140
kiltysue

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Well, my main issue is shields and even my lvl 2 Reegar melts them. Haven't tried a Disruptive Ammor on a Disciple but I doubt it'll be faster to drop shields than the Reegar.

 

 

As OP as the Reegar is,  it melts nothing when you're dead.  When it, and gear

mods are high level, you melt things so fast you do not die.  Looking at your

manifest, your gear is not at that point (if that is the way you want to play).

 

Given your gear, I'd suggest:

   disruptor III or Incendiary III

   Cyclonic II or Cyclonic III

   Strength II or Strength III

   disciple (or any weapon that gives you 200% cooldown

 

With just a little bit of strategy, your gear with a melee

krogran vanguard will get you through a gold solo.

Stay in melee all the time, charge on cooldown.

You'll shrug off double primes with bombers and

rocket plinkers.  Strip prime shields (maybe poke

from range as they approach), then keep fire/disruptor

up between charges.  That gives you additional dps

via fire/tech explosions.

 

Heavier weapons, means less charge/shield restores.

Which is fine when your gear is high level.  With lower

level gear, you have to pay more attention to your

survival.



#141
PatrickBateman

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Turan Jetpack dodge is actually pretty crappy IMO. Slow and you slam into walls too much.


It's quite usefull in many situations as it put's a good distance between you and close enemy units (especially Phantoms) quickly. The dodge is quite long so takes some time to get used to but I consider it to be highly usefull.

#142
capn233

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I went for shorter cd instead of DR.
 
 
So I made a test today: White + Geth without any equip aside from a Shotgun Mod IV (I could use Shield Booster II or Hydraulic Joint I, not sure which one is better).
I was using the Reegar II (without any equip ammo or amp) and I had my Rank 6 evo on Barrier unspecced.
I made it to Wave 5 where 2 Primes were left. However, without armor mods, they ended up staying together and I couldn't take pulses from 2 primes.

Try to find a corner and use right hand advantage to reduce incoming fire while you kill the primes.  I would stick with Shotgun IV gear given your manifest.
 

However, I believe from Wave 7 on, things got much harder, so I don't believe that the equip will help that much. I mean, of course a Cyclonic Mod III will double my shields, which is great. However, I'm not sure that's enough.

CM3 will make a drastic improvement given that you are adding 1000 barrier that will then get damage reduction from your various sources.  Doubles base shields, but with fitness bonus you are going from 1850 to 2850.



#143
czeuch

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As OP as the Reegar is,  it melts nothing when you're dead.  When it, and gear

mods are high level, you melt things so fast you do not die.  Looking at your

manifest, your gear is not at that point (if that is the way you want to play).

 

Given your gear, I'd suggest:

   disruptor III or Incendiary III

   Cyclonic II or Cyclonic III

   Strength II or Strength III

   disciple (or any weapon that gives you 200% cooldown

 

With just a little bit of strategy, your gear with a melee

krogran vanguard will get you through a gold solo.

Stay in melee all the time, charge on cooldown.

You'll shrug off double primes with bombers and

rocket plinkers.  Strip prime shields (maybe poke

from range as they approach), then keep fire/disruptor

up between charges.  That gives you additional dps

via fire/tech explosions.

 

Heavier weapons, means less charge/shield restores.

Which is fine when your gear is high level.  With lower

level gear, you have to pay more attention to your

survival.

 

You got a point. You don't deal damage if you're dead -_-

 

Try to find a corner and use right hand advantage to reduce incoming fire while you kill the primes.  I would stick with Shotgun IV gear given your manifest.
 

CM3 will make a drastic improvement given that you are adding 1000 barrier that will then get damage reduction from your various sources.  Doubles base shields, but with fitness bonus you are going from 1850 to 2850.

 

I has using RHA on a corner. Then when they advanced, I retreated. When I got back, they had shields back (or half back). The thing is that I needed to charge them to actually deal damage, and when I did, 6 pulses in the face.

 

I specced my Fitness for full melee, so I have 1350 shields. But a CM3 gives 100% right? That'd take me to 2700 shields. Is that correct?



#144
capn233

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You got a point. You don't deal damage if you're dead -_-

 

 

I has using RHA on a corner. Then when they advanced, I retreated. When I got back, they had shields back (or half back). The thing is that I needed to charge them to actually deal damage, and when I did, 6 pulses in the face.

 

I specced my Fitness for full melee, so I have 1350 shields. But a CM3 gives 100% right? That'd take me to 2700 shields. Is that correct?

 

I wouldn't have bothered to spec fitness for full melee, at least not for what you are trying to accomplish.

 

Bonus from Cyclonic Modulators is calculated from base shields, which is 1000 on a Battlemaster.



#145
Sinful Force

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Isn't the best dodge the ones that travel furthest? So that would mean JetPackTurians. ie. if about to be buttlazered, only a JetPackDodge will guarantee you get to safe distance and with less demanding timing.



#146
capn233

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Well "best" is a subjective term.

 

I would class the best dodge in terms of likelihood to avoid damage.  Jetpack dodge may go a long distance, but many times that is counter productive and unwieldy.  I would rather have combat roll or side hop most of the time.



#147
czeuch

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I wouldn't have bothered to spec fitness for full melee, at least not for what you are trying to accomplish.

 

Bonus from Cyclonic Modulators is calculated from base shields, which is 1000 on a Battlemaster.

 

What would you suggest on Fitness? That's my build:

 

http://kalence.drupa...3522515!!!G.FD8

 

My main question is: if I go full health/shield, wouldn't that reduce my DPS too much? Or should I go like Rank 4 health/shield and rest melee?



#148
Sinful Force

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Only on KroLord do I ever spec last fitness for health because he can still reach Rage mode in one hit (the running backhand like I've said).

 

But I was playing KroGuard yesterday, and I was not having fun having to always revive pugs because I always had to make sure my rage was being feed. Because rage is the key to his tankyness and ability to take on bosses with more tankyness and dps. But I don't know, maybe this will work for you after all. Just try it.



#149
Catastrophy

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The best dodge is the Asari slide, it's fast and controllable and you can dodge **** that is in your face. [...]

Some say Asari are just fit body models packed in tight leather suits and that is definitely true. And maybe it is fanservice.

However, the person inventing the Asari dash must have been touched and caressed by the Godess and that is well. If I were to name a couple of my fav combat mechanics I'd include Asari dash.


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#150
Bud Halen

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Some say Asari are just fit body models packed in tight leather suits and that is definitely true. And maybe it is fanservice.

However, the person inventing the Asari dash must have been touched and caressed by the Godess and that is well. If I were to name a couple of my fav combat mechanics I'd include Asari dash.

 

Landslide victory for the Asari dash (unintended pun)...by multiple klicks.