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Biotic Hammer: One shotting phantoms?


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#51
Urizen

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And now pls explain as to why more damage doesn´t affect TTK pls? I can see the reasoning behind it in a solo, I really can, but in a full lobby?



#52
Jeremiah12LGeek

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Okay, so two games without the Cyclonic have affirmed that I'm going back to Cyclonic. :P

 

The Adrenaline game was London Geth, so that worked out both really well and really badly. Adding to that, it went better than I expected in some ways, but worse in others.

 

Ultimately what it comes down to is a playstyle with the Krogan that I've been using for years, and how much I'd have to change it. And by "playstyle" I mean "no skill required-stand in the middle of everything beating the enemies to death because you're invulnerable."

 

And I really think there is only one kit on which a Cyclonic goes further, which is the Juggy. On a Krolord, the Cyclonic lets me ignore everything except offense, and I rarely have to be concerned with positioning. I never have to run away, I never have to move to avoid fire, I can just stand there whackin' stuff. It may not be skillful, it may not be pretty, but it's fun (for me) and I still haven't experienced anything more satisfying than fighting a double-prime spawn of Geth, obliterating it, and walking away with nary a scratch!

 

Plus, my Drell Assassin kind of has dibs on the AM IIIs.

 

And now pls explain as to why more damage doesn´t affect TTK pls?

 

Anti-space magic?


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#53
Angry_Elcor

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11foog.jpg

 

I may not know much, but I know a Warlord performs better with melee bonuses than without.


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#54
Oni Changas

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Usually BH can OHK Phantoms. The trick is to hit her without her being in your crosshairs. Either that or a good old fashioned Krogan lunge during a rage boost.



#55
Homey C-Dawg

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I'm pretty experienced with warlard. I've tried lots of builds and this is my favorite that I've settled on.

 

6 - Tech armor / Max DR

6 - Biotic Hammer / armor damage / double charge

0 - Electric Hammer (worthless for my playstyle)

6 - Passive / Full power damage

6 - Fitness / Full melee except last evo health.

Weapon - Disciple / Omni blade / Heavy barrel

AMPs - strength enhancer / power amp / martial biotic amp

 

Explaination:

The thing about Warlard is that all the damage reduction he gets from tech armor, rage mode, and heavy melee combined with his constant health regen (as long as he's in rage mode) makes him almost invulnerable while in the middle of a heavy melee, so naturally my playstyle with him revolves around two primary factors: 1. staying in rage mode at all times, 2. Staying in heavy melee animation as much as possible.

 

Some  of you might be wondering about the last rank in fitness. The reason I take that rank is because the extra health, DR, and regen helps a lot when tanking a ton of fire. And I mean A LOT. This guy can literally spend most of the match in the red and be just fine due to health regening constantly (there is a regen delay if you aren't in rage mode). The "one shot rage mode" on evo 6a isn't as important since I'm always getting rage mode in one hit anyway from backhanding mooks (if I ever fall out of rage mode, I disengage whatever I'm attacking and go find a mook to get it back). The loss of the extra melee damage on 6a is regrettable, but personally I think all the bonuses from 6b more than make up for it.

 

Double hammer is a must for my playstyle. With this build, you can one-shot a phantom (or any other non-boss) per charge with a standard hammer slam (no amps required). The second charge is very useful when dealing with large enemies like banshees and praetorians. With sync killers like them, it's especially important to be able to deal two huge blows in quick succession (4 blows if you quickly recharge your hammer). 

 

I don't use any ammo amp because I don't use my gun. I just put a Disciple on him for the low weight (faster hammer cooldown), to hold the omni-blade, and to shoot guardians in the face.

 

Almost forgot. When engaging mooks I pretty much only backhand them 99% of the time. I generally save hammer charges for phantoms and armored bosses. Backhanding mooks most of the time makes it completely effortless to stay in rage mode at all times. It's usually faster, still has a small AOE, refreshes rage with every kill, and leaves your charges ready for any surprise phantoms.


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#56
Homey C-Dawg

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Usually BH can OHK Phantoms. The trick is to hit her without her being in your crosshairs. Either that or a good old fashioned Krogan lunge during a rage boost.

 

Actually a BH slam doesn't cause her to put up her shield. If she puts up her shield, it's probably because a teammate threw a power at her.


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#57
GruntKitterhand

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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. 

 

Thank you for acknowledging my point. You must understand it made your arguments seem dubious at best. 

 

I don't believe anyone has made the claim you've alleged, and couldn't help wondering if you and the missus weren't sitting at home cackling with Krogan-like laughter at your own trolling. The circa 2k figure regarding heavy melee came from the build you originally linked, which was capable of a 1269/2379 non-Rage melee, or 1539/2886 with Rage, while the all top options version would hit 2430/4556. The fact that your build now gives 1944/3645 means that I can be happy in the knowledge that you weren't actually talking out of the hole I originally feared. There was originally the theoretical potential for a heavy melee difference of 2177, even if in-game it would have obviously tended to be 1670.

 

In reality I think you're advocating a build which results in 911 points less damage with HM, but with greater survivability - that's an argument or debate I wouldn't even have bothered entering into as it hardly warrants a fundamentalist stance now, does it?

 

(edit: this is still BSN, so of course 911 points difference in damage is a feckin HUUUUUUGE issue!  :lol: )


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#58
Arkhne

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Thank you for acknowledging my point. You must understand it made your arguments seem dubious at best. 

 

I don't believe anyone has made the claim you've alleged, and couldn't help wondering if you and the missus weren't sitting at home cackling with Krogan-like laughter at your own trolling. The circa 2k figure regarding heavy melee came from the build you originally linked, which was capable of a 1269/2379 non-Rage melee, or 1539/2886 with Rage, while the all top options version would hit 2430/4556. The fact that your build now gives 1944/3645 means that I can be happy in the knowledge that you weren't actually talking out of the hole I originally feared. There was originally the theoretical potential for a heavy melee difference of 2177, even if in-game it would have obviously tended to be 1670.

 

In reality I think you're advocating a build which results in 911 points less damage with HM, but with greater survivability - that's an argument or debate I wouldn't even have bothered entering into as it hardly warrants a fundamentalist stance now, does it?

 

Your final paragraph is exactly what I've been trying to say, I guess the mix-up came from me misclicking in the link (hence the edit fix).


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#59
prinsesbubblegum

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Okay, so two games without the Cyclonic have affirmed that I'm going back to Cyclonic. :P

 

The Adrenaline game was London Geth, so that worked out both really well and really badly. (...)

 

London Geth  :wacko: Terrible map for a Krolord!

 

Annoying debris blocking your way... London is a big nope and instant Alt+F4 for me.

 

Give that baby another go on Goddess or Dagger.  ^_^



#60
Jeremiah12LGeek

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London Geth  :wacko: Terrible map for a Krolord!

 

Annoying debris blocking your way... London is a big nope and instant Alt+F4 for me.

 

Give that baby another go on Goddess or Dagger.  ^_^

 

Actually, the fact that it was Geth more than made up for the fact that it was London. Mostly, the game just took significantly longer because I had to spend so much time re-positioning to avoid getting shot.

 

Plus, the nice thing about Cyclonic on someone with 1500 shields is that they don't need to worry about doing anything specific to get use out of it, it just works all the time (in other words I'm lazy and just wanna hit stuff.)


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#61
Arkhne

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Actually, the fact that it was Geth more than made up for the fact that it was London. Mostly, the game just took significantly longer because I had to spend so much time re-positioning to avoid getting shot.

 

Plus, the nice thing about Cyclonic on someone with 1500 shields is that they don't need to worry about doing anything specific to get use out of it, it just works all the time (in other words I'm lazy and just wanna hit stuff.)

 

You wouldn't have needed the cyclonic if you had the extra DR and regen of fitness :o

 

And the ONLY Geth enemy where the number of hits to kill changes is a Prime. And the hit difference is one running melee. I consider that a fair trade, especially when you can then take a Power Amp to make up the damage difference by buffing Biotic Hammer.



#62
Shampoohorn

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Every little bit of melee damage helps when your plan is to punch all the things. Classic min/max strategy. The posts about bypassing the shield gate and alt damages sources are good ones that reinforce this. I'd also point out that mooks have dr occasionally, making kill thresholds not so clearcut.

Also, electric hammer sucks. It's mechanics are either busted poorly implemented. Peddro's math thread showed that it rarely triggers it's own electric damage component. I think I put a link to it in my old krogan melee thread.
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#63
Deerber

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Any Krogan who doesn't take all melee in their fitness should not be allowed to yell "FOORRRRR TUCHANKAAAAAAA" again. My 2 cents XD
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#64
Miniditka77

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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!

 

I also use Adrenaline on all Krogan usually, for the same reasons:  avoiding fire, avoiding Banshee syncs, and closing the gap to melee quicker.  Oh yeah, and because it turns every Krogan into a headbutting pizza delivery machine.


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