There's only one way to resolve this: thunderdome.
Biotic Hammer: One shotting phantoms?
#26
Posté 25 mars 2016 - 04:42
- prinsesbubblegum et canozzie68 aiment ceci
#27
Posté 25 mars 2016 - 04:43
^You can keep playing your sucky glass cannon warlords who don't kill any faster, the game is easy enough, gimping yourself doesn't matter
If you think you DO kill faster, then you haven't played enough Warlord, one-hit kill is still one-hit kill.
Wow.
You doubled down on your claim that melee bonuses are useless, and seem to think it makes you look like a KroLord expert in the process.

- PresidentVorchaMasterBaits et Darth Volus aiment ceci
#28
Posté 25 mars 2016 - 04:43
One hit kill on what enemy? Also remember that the Warlord can do the triple hit combo which is stronger (and more awesome) with melee damage
Veery nice golf swing, indeed. Wonder what's that bloke's handicap.
- SethGecko, prinsesbubblegum et canozzie68 aiment ceci
#29
Posté 25 mars 2016 - 04:45
Any enemy that isn't a Banshee, Prime, Atlas, or Praetorian will die in one biotic hammer (either through triple combo, heavy melee for mid-tier shielded enemies like Pyros), or running back hand. No matter how much melee you stack, this doesnt change. Even Brutes and Scions die to one biotic hammer on Gold.
L2Warlord.
This is reaching the point of hilarity. xD
If your goal is to make it look like you know the Warlord better than other people, it really isn't working. At all.
- PresidentVorchaMasterBaits aime ceci
#31
Posté 25 mars 2016 - 04:53
His English is too good to be N6/6/6/6/6-Linkinson
- bauzabauza aime ceci
#32
Posté 25 mars 2016 - 04:54
And Jer hasn't even raised the Double Hammer 'best build' argument. Yet.
That's because I don't take Biotic Hammer

Seriously, tho', I don't have the patience for Biotic Hammer.
I want all the mooks to die, not just the one I hit. And between the ability to both prime and detonate as well as adding DoT, I find the TTK on boss units to be almost the same between the two of them, with a noticeable edge for BH. Even so, the killing speed I gain from Fire Hammer and fire explosions against everything else seems to more than make up for any difference.
And I still one-shot everything but bosses, because I have all those "useless" melee bonuses.
- PresidentVorchaMasterBaits, LightRobot, GruntKitterhand et 5 autres aiment ceci
#33
Posté 25 mars 2016 - 05:09
.. You just can't ignore up to 2k of potential heavy melee damage, or knowing that a single headbutt will spare your charged hammer for later, or whatever.
This is pretty much the heart of the matter, I mean If I can kill most normal mooks like rocket troopers, collector captains etc with just a headbutt, its pretty damn convenient! Also lel fitness, even more so because he's a krogan with humongous health and shields and on top of that he's got some ridiculous health regen with rage.
Don't tell me you play him with the acolyte as well because moar efficiency!
- Jeremiah12LGeek, GruntKitterhand et Loufi aiment ceci
#35
Posté 25 mars 2016 - 05:48
People not taking all the melee evos on the Warlord should be banned from Tuchanka, and their name used as a synonym of pyjakry. ALL of them, but even more those who take several fitness options.
On topic, with all melee evos, a shotgun omni-blade, a strenght enhancer 3, biotic hammer and rage activated, I know for sure that you can OHK a platinum Phantom OP.
- LightRobot, Jeremiah12LGeek, GruntKitterhand et 4 autres aiment ceci
#36
Posté 25 mars 2016 - 06:54
On topic, with all melee evos, a shotgun omni-blade, a strenght enhancer 3, biotic hammer and rage activated, I know for sure that you can OHK a platinum Phantom OP.
I don't think Electric Hammer can do it on Platinum, although I haven't tried.
On Gold, though, Electric Hammer will OSK Phantoms. The footage is repeated at half-speed mainly to clearly show that the shot from the GPS misses.
- Loufi aime ceci
#37
Posté 25 mars 2016 - 07:07
On Gold, though, Electric Hammer will OSK Phantoms. The footage is repeated at half-speed mainly to clearly show that the shot from the GPS misses.
I have never really used much Electric Hammer before. Do you have an idea of how much "overkill" wiggle room you have for OSK a Gold Phantom with Electric Hammer? I like to take all melee bonuses in Fitness except R6, because you can get 1-kill Rage by using a running backhand anyway and the additional health regen really helps with tanking bosses. I also use an Adrenaline Module instead of a Power Amp. If I thought I could still OSK Gold Phantoms even without the optimum melee setup, I might consider Electric Hammer. I asked Kalence, but he/she/it is being quite disagreeable right now.
#38
Posté 25 mars 2016 - 07:15
looked it up for you:
Fitness evos 4a - 5a - 6b
EH - damage with all power passives taken is 478.13. EH evos taken 4a - 5a - 6a.
BH - damage with all power passives taken is 1996.68. BH evos taken 4a - 5b - 6a
Fitness evos 4a - 5a - 6a
no changes in damage output in either, pure melee damage changes from 1836/3443 to 1998/3746, no rage.
with rage damage is 2268/4252 and 2430/4556 respectively
Gear used:
Hydraulic Joints 5, Strenght enhancer 3 and Drenmod 3. Also omniblade 5.
Edit: IIRC a phantom dies on gold in "one" hit, meaning she will die to the lingering firedamage of EH.
- Miniditka77, Jeremiah12LGeek, GruntKitterhand et 2 autres aiment ceci
#39
Posté 25 mars 2016 - 07:21
Do you have an idea of how much "overkill" wiggle room you have for OSK a Gold Phantom with Electric Hammer?
Virtually none, to be honest. And Phantom DR can still be a bit wonky, meaning it isn't all that consistent. Sometimes they die after less than a second of DoT, as in the video, and other times, it can take several seconds or fail to kill them.
I like to take all melee bonuses in Fitness except R6, because you can get 1-kill Rage by using a running backhand anyway and the additional health regen really helps with tanking bosses.
True, but I prefer to have it available in the heat of battle by any means. Sometimes the backhand isn't the best way to go, so I like to have the freedom to use whichever melee fits the situation. I never seem to miss the extra health regen. It probably helps that Krogan melee animations confer massive DR, as well.
I also use an Adrenaline Module instead of a Power Amp. If I thought I could still OSK Gold Phantoms even without the optimum melee setup, I might consider Electric Hammer. I asked Kalence, but he/she/it is being quite disagreeable right now.
You'd definitely need all the melee bonuses for it to work. I skip the power amp and go with a cyclonic, but EH doesn't need amps to be useful against mooks, and the amps don't increase the damage enough to really make much difference against bosses, so I take the survivability from the cyclonic and let the melee damage do most of the grunt work.
I mostly use adrenaline defensively on kits with lateral movement. With the KroLord, I find most of his mobility problems to be related to dodge/lateral movement, and I'm not sure how much AM helps with that (but I'm sure you get to the spawn for hammer smashing a lot faster than I do.)
#40
Posté 25 mars 2016 - 07:24
Always go full melee with a Krolord.
Melee evo instead of fitness + adrenaline module babby. ![]()
- Jeremiah12LGeek, Loufi et Fuenf789 aiment ceci
#41
Posté 25 mars 2016 - 07:24
looked it up for you:
Fitness evos 4a - 5a - 6b
EH - damage with all power passives taken is 478.13. EH evos taken 4a - 5a - 6a.
BH - damage with all power passives taken is 1996.68. BH evos taken 4a - 5b - 6a
Fitness evos 4a - 5a - 6a
no changes in damage output in either, pure melee damage changes from 1836/3443 to 1998/3746, no rage.
with rage damage is 2268/4252 and 2430/4556 respectively
Gear used:
Hydraulic Joints 5, Strenght enhancer 3 and Drenmod 3. Also omniblade 5.
Edit: IIRC a phantom dies on gold in "one" hit, meaning she will die to the lingering firedamage of EH.
Thanks!
#42
Posté 25 mars 2016 - 07:28
Also, for the record, I long ago made the decision not to build a character around dealing with a single unit. Obviously the Phantom gets a lot of play, but you know who really ruins my day as a KroLord?
Guardians.
I use a GPS with no sidearm. The KroLord has no attacks that bypass shields.
That's right, if I see two Phantom and two guardians, I charge the Phantoms. At least I can hurt them!*
*Of course, I can occasionally take them out by mailslotting, but I find the GPS is one of the worst weapons in the game for that, because it seems like the GPS projectiles have an even narrower window than normal hitscan weapons do (and lag, of course, is probably a factor.)
#43
Posté 25 mars 2016 - 07:30
Virtually none, to be honest. And Phantom DR can still be a bit wonky, meaning it isn't all that consistent. Sometimes they die after less than a second of DoT, as in the video, and other times, it can take several seconds or fail to kill them.
True, but I prefer to have it available in the heat of battle by any means. Sometimes the backhand isn't the best way to go, so I like to have the freedom to use whichever melee fits the situation. I never seem to miss the extra health regen. It probably helps that Krogan melee animations confer massive DR, as well.
You'd definitely need all the melee bonuses for it to work. I skip the power amp and go with a cyclonic, but EH doesn't need amps to be useful against mooks, and the amps don't increase the damage enough to really make much difference against bosses, so I take the survivability from the cyclonic and let the melee damage do most of the grunt work.
I mostly use adrenaline defensively on kits with lateral movement. With the KroLord, I find most of his mobility problems to be related to dodge/lateral movement, and I'm not sure how much AM helps with that (but I'm sure you get to the spawn for hammer smashing a lot faster than I do.)
I use AM because I feel like when you go down with the KroLord, it's often when you're under a lot of sustained ranged fire (esp from a Scion/Ravager/Prime), and the AM helps with getting out of the LOS as quickly as possible. It also helps close gaps quicker and helps avoid Banshee hugs, both of which increase survivability. Often, I don't think a Cyclonic is that helpful because your shields won't regen under fire, and you can stay upright in the open indefinitely if your combination of DR and health regen means that your health is going up faster than it's going down. On a smaller and/or more closed map, the Cyclonic might help a lot more I guess. For some reason, I always seem to get Giant when I select U/U/G though.... ![]()
- Jeremiah12LGeek, Urizen et Teabaggin Krogan aiment ceci
#44
Posté 25 mars 2016 - 07:34
Melee evo instead of fitness + adrenaline module babby.
I use AM because I feel like when you go down with the KroLord, it's often when you're under a lot of sustained ranged fire (esp from a Scion/Ravager/Prime), and the AM helps with getting out of the LOS as quickly as possible. It also helps close gaps quicker and helps avoid Banshee hugs, both of which increase survivability. Often, I don't think a Cyclonic is that helpful because your shields won't regen under fire, and you can stay upright in the open indefinitely if your combination of DR and health regen means that your health is going up faster than it's going down. On a smaller and/or more closed map, the Cyclonic might help a lot more I guess. For some reason, I always seem to get Giant when I select U/U/G though....
Well, it looks like I'll be giving AM III a try in my next game.
IF I DIE A LOT I'M COMIN' BACK HERE AND THROWING THE WORD "SCRUB" AROUND LOOSELY AND RECKLESSLY xD
- Miniditka77 et Urizen aiment ceci
#45
Posté 25 mars 2016 - 07:39
With a Krolord I´m constantly in enemies faces. Because of that my shields are pretty much nonexistent throughout entire waves. So for me personally, CMs are of no use. So I tend to run with AM aswell and If I´m low/out on them, I tend to use Shield Power Cells instead.
#46
Posté 25 mars 2016 - 07:41
+1 for adrenaline module on the Warlord.
#47
Posté 25 mars 2016 - 07:45
I can confirm to the power of AM III as well, especially since like miniditka said AM allows you flank enemies faster and makes tactical retreats much easier. AM is actually great on all krogan since it practically makes you a mini freight train zooming across the map and backhanding everything. Choo choo motherfucker!
- Urizen et canozzie68 aiment ceci
#48
Posté 25 mars 2016 - 07:47
I use AM because I feel like when you go down with the KroLord, it's often when you're under a lot of sustained ranged fire (esp from a Scion/Ravager/Prime), and the AM helps with getting out of the LOS as quickly as possible. It also helps close gaps quicker and helps avoid Banshee hugs, both of which increase survivability. Often, I don't think a Cyclonic is that helpful because your shields won't regen under fire, and you can stay upright in the open indefinitely if your combination of DR and health regen means that your health is going up faster than it's going down. On a smaller and/or more closed map, the Cyclonic might help a lot more I guess. For some reason, I always seem to get Giant when I select U/U/G though....
Yeah, Adrenaline module is usually my default with a decent team, Power Amp is only for destroying bosses quicker when uncertain of team. Cyclonic is pretty much useless on him.
Also, as to the afforementioned problem with martial artist, I edited the post to fix the link.
And I want to know where everyone thinks you get an extra 2k damage on light melee from taking rank 4 melee on fitness. I swear none of you actually play the Warlord, taking extra melee doesn't improve ttk at all. The actual damage difference is LESS THAN 10%. It is USELESS.
If doing the same damage, and tanking better makes me a pyjak, or less of a warlord, fine. I'm done arguing, since you're all stuck on the idea that a melee character needs more melee damage, which would make sense if it actually affected how many attacks it took to kill, which it doesn't for a warlord, so whatever, have fun. Like I said, the game is easy enough to gimp yourself and still win.
- akots1 et Teabaggin Krogan aiment ceci
#49
Posté 25 mars 2016 - 07:51
Melee damage with Omniblade 5, Strenght Enhancer 3 and Hydraulic Joints 5, no melee evos in fitness, rage active:
1539/2886
See my post above for comparison for when rage is active and full melee damage evos in fitness.
- Jeremiah12LGeek aime ceci
#50
Posté 25 mars 2016 - 07:56
Melee damage with Omniblade 5, Strenght Enhancer 3 and Hydraulic Joints 5, no melee evos in fitness, rage active:
1539/2886
See my post above for comparison for when rage is active and full melee damage evos in fitness.
You missed Martial Artist, which is mandatory.
Becomes 1944/3645 with Martial Artist.





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