AoE Biotics/Techs or Heavy Damage Biotics/Techs
#1
Posté 06 février 2010 - 12:08
I mixed with Singularity and Throw as AoEs and Warp as Heavy
#2
Posté 06 février 2010 - 12:14
#3
Posté 06 février 2010 - 12:33
#4
Posté 06 février 2010 - 12:42
On my Adept, Singularity, Throw were both AoEs. Warp and Lift were STDs. Shockwave was AoE. (I do a lot of retraining, I obviously didn't have all of these powers maxed at once)
#5
Posté 06 février 2010 - 01:00
#6
Posté 06 février 2010 - 02:53
Also, Throw is a great AoE IMO
#7
Posté 06 février 2010 - 02:53
AoE if I'm <=Veteran Damage if I'm > Veteran
Modifié par Looy, 06 février 2010 - 02:54 .
#8
Posté 06 février 2010 - 10:38
EDIT: lol or is 3 metres the radius?
Modifié par kaff33nd, 06 février 2010 - 10:39 .
#9
Posté 06 février 2010 - 10:47
#10
Posté 06 février 2010 - 11:44
kaff33nd wrote...
Um, maybe it's just me, but IMO 3 metres doesn't really quallify as "area". I am 2 metres tall, so if I were to lie down head to toe with someone half my height, that would make a pretty crappy area. The only time 3 metres means anything is when you're being swarmed by husks. Go heavy and forget about the "AOE" in his game. It's next to useless.
EDIT: lol or is 3 metres the radius?
I do believe the area stated in the game is radius instead of diameter. From my own experience of Wide Singularity anyway.
#11
Posté 06 février 2010 - 11:48
#12
Posté 06 février 2010 - 12:01
Inferno BLAST Grenade.
6 Shards, wide spread, enemies burn in crippling anguish. Make Zaeed get this right away, it's wasted on Shepherd with that crappy throwing arm but Zaeed can teleport them.
#13
Posté 06 février 2010 - 03:06
#14
Posté 06 février 2010 - 03:20
I went with single target Incinerate, which was wonderful for armor burning on bosses. The only time I wished I had AoE was against husks, but that's what the Drone is for, baby ... distraction ftw.
#15
Posté 06 février 2010 - 03:37
Never used "Cryo blast" so can't tell anything about it.
#16
Posté 06 février 2010 - 07:03
#17
Posté 06 février 2010 - 07:09
#18
Posté 06 février 2010 - 07:15
Even singularity. The heavy singularity even works better on large mobs, if positioned well, as it will hold more enemies over wide singularity (6 for heavy vs 4 for wide).
Singularity will also hold (even with shields, armor, etc) large threat enemies like Harbingers, Scions and the like helpless, so duration > AoE again. With heavy singularity you can chain lock harbingers etc from ever attacking.
Yeah AoE is way to situational to bother once you get into the harder difficulties etc.
Some (very few) moves excel with the AoE upgrades, but overall, not.
#19
Posté 06 février 2010 - 08:58
That is why I think Wide Shockwave is better than AoE throw, and they essentially do the same thing. The only advantage you get from Throw is the Heavy Throw. Combine it with AoE Pull and you still have a deadly combo at least for 1-2 enemies affected by the Pull.TeaCokeProphet wrote...
I never found a good use for AoE throw. I would use it when two guys are standing two feet from each other and only one of them would be thrown. Maybe it was a trick of depth perception.
#20
Posté 06 février 2010 - 09:05
I'm doing insanity and I strongly disagree with this. Countless times have I reduced the shields/armor/barrier of multiple opponents with Reave AoE or my guns and then use Pull AoE to take care of them.gr00grams wrote...
If your goal is Insanity, then don't take any AoE variations.
#21
Posté 06 février 2010 - 11:15
Heavy Singularity for chain stunning single targets. Pull field for AoE if you really need it. Of course, Heavy Warp since Unstable is just useless.
Now the question is, Heavy or Area Reave for the Adept packing Heavy Warp?
#22
Posté 17 février 2010 - 04:11
#23
Posté 17 février 2010 - 04:27
Reason is simple. Every target has defenses. Being able to strip multiple targets of their defense with one cool down is far superior than just completely destroying one. Enemies bunch up all the time, especially when they scramble to go from cover to cover. Some of the aoe evolutions also benefit from having a shorter CD, allowing for more uptime. Of course this mostly applies to the skills that are used for stripping target defenses or cc (warp, overload, reave, energy drain, pull, throw, etc).
Certain abilities are better when specced for heavy. Heavy singularity, shockwave, charge, etc comes to mind.
Modifié par Atmosfear3, 17 février 2010 - 04:28 .
#24
Posté 17 février 2010 - 04:35
Very often I find that no power outdoes single target damage of a Viper or Avenger loaded with Tungsten rounds, or even squad Armor Piercing. Therefore in an effort to find more situations where damage powers are optimal I've been using AoE attacks lately and find them, overall, slightly better.
1. It's not like you're taking about a huge difference in damage in the single target vs. multiple target outputs. 170/210 ~= 81%. If you hit one extra target in four uses you're making up the straight damage.
a. if you're using Incinerate against armor, say, if the damage from Heavy punches through armor into health and the AoE version does not then AFAIK the gap narrows futher due to Incinerate having extra effectiveness vs armor.
b. against large, single, tough opponents (YMIR, etc), I'm usually not trying to race them for DPS, but rather put them in a stable holding pattern where I can outlast them with control/cover. If I can't kill them with 81% damage from Incinerate, I probably can't kill them with 100% either.
c. it is usually against husks / abominations that I'm overwhelmed with more enemies than I can cover/control against. AoE is clearly dominant there.
2. Power specific reasons:
a. Overload doesn't damage armor, and it doesn't damage health on organics. Excess Overload damage is often wasted. Additionally, shields are the Engineer's special friend, as Drone Spam + Overload will get you through.
b. Incinerate plays nicely with AoE as well, as it can panic organics who are down to health while doing a bit of all-purpose damage to nearby others.
3. Killing vs. incapacitating: While there is the "it's better to kill one than wound two" argument, the counter argument is that enemies in the red are vulnerable to many forms of CC. Wiping shields off a large group will render them all vulnerable to further AoE CC.
That's my 2c.
Modifié par SonsofNorthWind, 17 février 2010 - 04:37 .
#25
Posté 17 février 2010 - 04:40
The plan of attack is:
1) reduce the defense of ONE target in range to nothing. Ideally this is done through the application of one power, Warp, Energy Drain or Overload, plus supplemental gunfire as necessary.
2) Order Pull from a team mate or apply yourself
3) Unstable Warp to strip every defense in range.
4) Own face.
For Throw, Heavy is better against Barrier'd enemies and single target foes. Against Husks, Throw Field is definitely the way to go, as grouped husks can be eliminated up to three at a time. Specifically, when Husks spawn over the side, they are placed exactly enough so that you can strip both of defenses, then one Throw Field will kill them both.
If your mate is getting swarmed, Incineration Blast + Throw Field will allow you to blast a whole gaggle of Husks to smithereens. Fun.
Best of all, you can use Throw Field AND maintain a Singularity Field somewhere else as a defensive barrier - shooting Husks moving through it will more or less kill them.
Throw Field is also great for shutting down Heavies and mooks. They will occasionally clump together somewhere - then you can Area Overload them and use Throw Field to shut them both while saving on cool down for other foes. Unlike Pull Field, you're not obligated to kill them just then - with Pull Field, there's a chance the power can land them somewhere inconvenient.
For Singularity, I think Heavy has merits over Wide.




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