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Bonus power for Vanguards


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#26
JaegerBane

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Popcorn Avenger wrote...

I like Reave. I also liked Barrier and Fortification, but I'm not sure if you ever get the ability, because of the cooldown, to use them in tandem with Charge.


That's a good point actually, I should have mentioned that I'd want the bonus power to integrate into my current playstyle. I'm only playing on Normal, I have no intention of doing Insanity or anything. I'm not feeling all that squishy to be honest, but I'm rapidly getting annoyed with Armour.

The idea of a high-damage low-cooldown AOE biotic attack that feeds me health while sapping defences is gaining more and more sway with me.

#27
Cutlass Jack

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Popcorn Avenger wrote...

I like Reave. I also liked Barrier and Fortification, but I'm not sure if you ever get the ability, because of the cooldown, to use them in tandem with Charge.


You can use them in tandem. You just need to use Barrier/Fort 12 seconds ahead of you wanting to charge. Since it lasts 60 seconds, thats not a big issue. Even though the charge graphic overwrites the barrier/fort one and gives the appearance of the shield dropping, they do stack. You get the combined shields rating of the Charge bonus and Barrier/fort.

#28
JaegerBane

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thisisme8 wrote...

cyvaris wrote...

So Reave or Barrier/Fortification?


Build your Charge Power up and you won't need Fort.  Bring Miranda/Thane/Mordin/Samara and you won't need Reave.  I prefer a Warp Explosion over Reave if I can manage it.


Charge has already been evolved to Heavy Charge. It's probably the reason why I'm not feeling totally squishy, since everytime I use it my shields go through the roof for a few seconds.

#29
Wintermist

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Slam is always fun as well, I always forget to mention it.

EDIT: Slam, not pull, sorry.

Modifié par Wintermist, 05 février 2010 - 04:47 .


#30
Popcorn Avenger

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It's true you don't need Barrier or Fortification much if you pick Heavy Charge.



I'm addicted to Group Charge, though. It's sheer awesomeness to line up a bunch of husks or collectors and send them flying. :)

#31
TheLostGenius

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JaegerBane wrote...

thisisme8 wrote...

In my opinion, Vanguards are built really well and shouldn't spend the points on another power.


I'd agree with you if it weren't for Cryo ammo. Giving crowd control ammo to a class that has access to 2 crowd control powers was a silly idea from the get go. It doesn't help that they don't have a really good way of handling target defences.

Incendiary is very powerful against armor. Equip your standard gun, the one with low ammo. It is uber-powerful against armor with Incendiary. Just don't ge tthe squad upgrade at level 4.

The whole point I'm seeking a bonus power is to plug the anti-armour gap.



#32
Blue_dodo

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TheLostGenius wrote...

JaegerBane wrote...

I'm currently in a bit of a dilemma. I'm about to start the loyalty missions for ME2, and I'm wanting to do the minimal amount for the Collector vessel to turn up and snatch the bonus power at the same time.

I'm caught between Warp Ammo and Reave. I'm wanting a power that actually fits the Vanguard's fluff (which they both do), gives me a dependable solution against armour (again, both).

Any ideas? I'm leaning towards Warp ammo at the mo thanks to the idea that biotic ammo sounds right up my Vanguard's ally. It also goes someway to making up for the rather awful choice of ammos I have (inciendary ammo is great for organics, but not so much for machines, while Cryo is just crap)

On the Reave's defence, it means a way of softening up opponents in groups at a time while allowing me to use Inc ammo at the same time as Warp damage.

Thoughts?


Incinderary ammo waste armor, and your vanguard starts with that. Reave is always good. I'm using fortification. Having a quick shield boost is also like having a mini overshield (Sentinel). Saved my ass a few times!


I personally caught between slam,reave and barrier

barrier would help with the  general lack of defense, plus I miss having barrier from mass effect
reave because I like it
slam, because whats cooler then picking something up and then throwing him back down, go jedi style on his ass:wizard:

#33
JaegerBane

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Blue_dodo wrote...
I personally caught between slam,reave and barrier

barrier would help with the  general lack of defense, plus I miss having barrier from mass effect
reave because I like it
slam, because whats cooler then picking something up and then throwing him back down, go jedi style on his ass:wizard:


I do have to admit I was very much swayed by Slam. Sounds great.

Ultimately, though, it'll only work on non-armoured enemies, and I certainly don't need anything more than Heavy Shockwave for them. I feel like I've gone 10-pin bowling everytime I use it.:devil:

#34
thisisme8

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JaegerBane wrote...

Popcorn Avenger wrote...

I like Reave. I also liked Barrier and Fortification, but I'm not sure if you ever get the ability, because of the cooldown, to use them in tandem with Charge.


That's a good point actually, I should have mentioned that I'd want the bonus power to integrate into my current playstyle. I'm only playing on Normal, I have no intention of doing Insanity or anything. I'm not feeling all that squishy to be honest, but I'm rapidly getting annoyed with Armour.

The idea of a high-damage low-cooldown AOE biotic attack that feeds me health while sapping defences is gaining more and more sway with me.


Oh, on normal?  Then take whatever you want.  You already have Incindiary Ammo, so no need for Warp or AP (although they may be better, it's still redundant and better spent on something else).  You have Heavy Charge, so no need for Fort.  Reave might be fun, but the recharge is kind of a bummer.
On a normal Vanguard playthrough, I suggest getting the Melee shoulder pads and doing the good ol' Charge->melee->shoot, rinse, repeat combo.

#35
Ackillez

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thisisme8 wrote...

JaegerBane wrote...

thisisme8 wrote...

In my opinion, Vanguards are built really well and shouldn't spend the points on another power.


I'd agree with you if it weren't for Cryo ammo. Giving crowd control ammo to a class that has access to 2 crowd control powers was a silly idea from the get go. It doesn't help that they don't have a really good way of handling target defences.

The whole point I'm seeking a bonus power is to plug the anti-armour gap.


I hear you.  Armor (or armour for our cousins across the sea) is the Vanguards only weak spot, however you do have Incindiary Ammo and your choice of Squadmates.  Plus Cryo isn't so much a croud controller for me as it is a set up power.  I usually run with Squad Cryo and use Shockwave and Charge to shatter opponents.  Sometimes I'll bring Mordin and the Cryo Heavy Gun and it's like Christmas.


Not putting points into your choice of bonus power as vanguard is quite suboptimal. Either pick warp ammo and don't level inferno/cryo or pick barrier/reave and leave out pull and cryo.

Modifié par Ackillez, 05 février 2010 - 05:10 .


#36
amrose2

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The way I see it, you have some weaknesses you can compensate for with the bonus power



1. Major weakness I've found is a way to deal effectively with Armor. Reave is good to cover this and helps with Barriers

2. No way to deal with shields at a distance. Shotguns are effective close up. Drain Shield is very good however.



In the end I would recommend either. They are both very effective. I lean more towards Drain Shield myself, as it does damage while increasing the amount of time you can run around by refilling your shields.

#37
thisisme8

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amrose2 wrote...

The way I see it, you have some weaknesses you can compensate for with the bonus power

1. Major weakness I've found is a way to deal effectively with Armor. Reave is good to cover this and helps with Barriers
2. No way to deal with shields at a distance. Shotguns are effective close up. Drain Shield is very good however.

In the end I would recommend either. They are both very effective. I lean more towards Drain Shield myself, as it does damage while increasing the amount of time you can run around by refilling your shields.


I wish my femshep had your avatar's hair....:blush:

#38
JaegerBane

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Cutlass Jack wrote...

Popcorn Avenger wrote...

I like Reave. I also liked Barrier and Fortification, but I'm not sure if you ever get the ability, because of the cooldown, to use them in tandem with Charge.


You can use them in tandem. You just need to use Barrier/Fort 12 seconds ahead of you wanting to charge. Since it lasts 60 seconds, thats not a big issue. Even though the charge graphic overwrites the barrier/fort one and gives the appearance of the shield dropping, they do stack. You get the combined shields rating of the Charge bonus and Barrier/fort.


Even so, that still sounds a bit suboptimal. You're wasting the protection given by charge by already having them up, and it also means that you're constantly having to predict assaults.

Not to mention it saddles you with the same anti-armour weakness.

#39
Cutlass Jack

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JaegerBane wrote...

Even so, that still sounds a bit suboptimal. You're wasting the protection given by charge by already having them up, and it also means that you're constantly having to predict assaults.

Not to mention it saddles you with the same anti-armour weakness.


Not sure what you mean. Having 800+ shields over having 600 sounds sounds optimal to me.

Incindiary Ammo already covers the anti-armor weakness. As does upgraded melee attacks.

#40
JaegerBane

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Cutlass Jack wrote...

JaegerBane wrote...

Even so, that still sounds a bit suboptimal. You're wasting the protection given by charge by already having them up, and it also means that you're constantly having to predict assaults.

Not to mention it saddles you with the same anti-armour weakness.


Not sure what you mean. Having 800+ shields over having 600 sounds sounds optimal to me.

Incindiary Ammo already covers the anti-armor weakness. As does upgraded melee attacks.


I mean that having 800+ shields is all very well and good, but if I have to close to point-blank range just to handle any armour then it's circular. I'd rather just not get shot too much and to do that, I need to kill everything quickly.

#41
TheLostGenius

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amrose2 wrote...

The way I see it, you have some weaknesses you can compensate for with the bonus power

1. Major weakness I've found is a way to deal effectively with Armor. Reave is good to cover this and helps with Barriers
2. No way to deal with shields at a distance. Shotguns are effective close up. Drain Shield is very good however.

In the end I would recommend either. They are both very effective. I lean more towards Drain Shield myself, as it does damage while increasing the amount of time you can run around by refilling your shields.


Drain shield! Haven't considered this. How is the cool down? Right now I'm using charge then Fortify shielding myself. Feels like its off. I want the abilities to integrate.

#42
thisisme8

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TheLostGenius wrote...

amrose2 wrote...

The way I see it, you have some weaknesses you can compensate for with the bonus power

1. Major weakness I've found is a way to deal effectively with Armor. Reave is good to cover this and helps with Barriers
2. No way to deal with shields at a distance. Shotguns are effective close up. Drain Shield is very good however.

In the end I would recommend either. They are both very effective. I lean more towards Drain Shield myself, as it does damage while increasing the amount of time you can run around by refilling your shields.


Drain shield! Haven't considered this. How is the cool down? Right now I'm using charge then Fortify shielding myself. Feels like its off. I want the abilities to integrate.


It's redundant.  Shields aren't your problem.  On a normal playthrough, you really don't have any problems that you can't handle with guns and the powers you start with.

Since all powers share cooldown and you want to integrate, the only thing would be to get an ammo power, but you already have Inciniary ammo and you shotgun works great against shields and barriers, so....

#43
Cutlass Jack

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JaegerBane wrote...

I mean that having 800+ shields is all very well and good, but if I have to close to point-blank range just to handle any armour then it's circular. I'd rather just not get shot too much and to do that, I need to kill everything quickly.


Closing to point blank range to handle anything is what the Vanguard is all about. If you like keeping at range you'd be better off playing something else. For the in your face fighting the Vanguard is about, the more shields the better.

#44
Crackseed

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A pity Geth Shield Boost isn't as good for the Vanguard considering it's more temporary nature. The 10% damage boost plus the 70% shield strength and quick cooldown is so hot on the soldier, but given the vanguard's need for charge/biotic backup I'm not sure how good GSB is.

#45
Cutlass Jack

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crackseed wrote...

A pity Geth Shield Boost isn't as good for the Vanguard considering it's more temporary nature. The 10% damage boost plus the 70% shield strength and quick cooldown is so hot on the soldier, but given the vanguard's need for charge/biotic backup I'm not sure how good GSB is.


I didn't think a 10% damage boost was worth giving up the 100% shield strength Heavy Fort/Barrier gives on my Vanguard. Nice in theory, but I found the extra defense more useful when in the enemies face. I was already doing enough damage at that range.

#46
tkaz85

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I initially had Slam, then picked up Reave as soon as I could. I loved using it on the Harbinger clones. In the end I esentially became an Adept with more health and a propensity to set my enemies on fire. Which was awesome.

Modifié par tkaz85, 05 février 2010 - 06:56 .


#47
the_devils_aid

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JaegerBane wrote...

TheLostGenius wrote...
Incinderary ammo waste armor, and your vanguard starts with that. Reave is always good. I'm using fortification. Having a quick shield boost is also like having a mini overshield (Sentinel). Saved my ass a few times!


Good point. Though I've yet to work out why Fortification/Barrier/Shield Boost is any better than Unity when it comes to regenerating defences. I recognise Unity eats a med-gel and only replenishes your shields to what they were.... but isn't that all that is needed?


on insanity, if you get the bright idea to charge, id go with a full out geth shield boost with the + dmg.

otherwise, reave is awesome as a CC on organics to use on the one your not gonna charge, for the constant life drain. i think it drains about 50% of your total HP maxed?

#48
Engibeer

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After a play through on Vanguard Reave and Barrier are easily the best options. Both Reave evolutions to great damage to Barriers, Armor, and Health and you get a bit of health back. Plus are can incapacitate quite a few folk so you can charge into a bunch of weak enemies after.



Barrier is also a good choice if you find yourself dying too much.



While Warp Ammo is a solid option, at least imo, having more than one type of ammo maxed is pointless, and the Vanguard was meant to go with cryo ammo. Frozen Enemy + Charge = Snow

#49
AngryTigerP

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JaegerBane wrote...

Cutlass Jack wrote...

JaegerBane wrote...

Even so, that still sounds a bit suboptimal. You're wasting the protection given by charge by already having them up, and it also means that you're constantly having to predict assaults.

Not to mention it saddles you with the same anti-armour weakness.


Not sure what you mean. Having 800+ shields over having 600 sounds sounds optimal to me.

Incindiary Ammo already covers the anti-armor weakness. As does upgraded melee attacks.


I mean that having 800+ shields is all very well and good, but if I have to close to point-blank range just to handle any armour then it's circular. I'd rather just not get shot too much and to do that, I need to kill everything quickly.


If you don't want to get shot too much and don't want to close in on anything... you should find a different class, bro.

#50
Kurupt87

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ammo bonuses don't stack; you can tell which is active by the colour of the hologram on your gun; using a squad ammo ability from person A will overwrite B and vice versa; teamates dont activate them apart from at the very first time you get into combat.

as for barrier/fortification, charge gives you that already, and it doesnt stack. the only problem being you gotta charge to get it, and it only lasts as long as the chage CD, but then you can charge again.

the only realistic options to pick, if you're playing VG using charge instead of pretending to be a sentinel, are between reave and warp ammo. personally, reave wins hands down, imo its the single best biotic power in game.

it does(as Area Reave): 3m AOE damage; double dmg to barrier/armour; a total of of 160dmg over 4s(so 320 to armour/barrier); a 1-2s CC to unarmoured/unshielded organics; heals you and gives a minor health boost when used on unarmoured/unshielded organics; is instantly cast, so if a head pops up its gna get hit. the only drawback it has compared to other biotic abilities is it can't be curved, you need LOS(line of sight).

so yeah, i like reave