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Insanity balance of biotics: Shockwave, Throw, Slam


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#26
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konfeta wrote...

DISCLAIMER: Not a thread about biotics sucking on Insanity, take that somewhere else.

Has anyone one found real utility for these three abilities that would warrant leveling them over other stuff?

Here is my problem with Throw - it is a generalist move. It's a little bit of disable, a little bit of damage. But that just means it sucks, because when you max out Warp and Pull, there is literally no point to casting Throw ever again. Warp significantly out damages it. Pull is a significantlly superior disable. Warp combos with Pull far, far better than with Throw  (main target basically dies anyway, Warp has the advantage of a big kablooey that knocks down even armored enemies). Oh, and Throw chucks enemies far away, making it more difficult to hit them.

Has anyone come up with a practical scenario where it is warranted to use Throw over other biotics for either killing or disabling?


Uh... Singularity+throw=dead things. It also does decent damage with a REALLY short cooldown (3 seconds base, like 2 with cooldown shortening stuff)

I use it a lot for things with high hp even after their armor is gone such as heavy mechs, minor bosses, etc. It's also a good way of finishing off a guy after having weakened them with a warp.

The trick is to curve-ball it so its angle of impact will launch the enemy in a good position... the best is usually aiming slightly down so it uppercuts them a mile into the air for an almost 100% surefire kill with almost no cool down. Another fun use of it is to use pull on explosive items (to levitate them) and then angle throw to hurl it at enemies. This takes practice but once you get it down you can do good damage with otherwise poorly located explosives :D

#27
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Grumpy Old Wizard wrote...

Singularity is the ultimate CC of this game. Disables targets even when their defense bar is up, can catch targets that come in after the fact of the cast, keeps targets close to each other which is great for further AoE abilities and gives this its own form of utility for Warp detonation over pull (more targets hit as opposed to speed of the combo).


Please show me a video of singularity actually holding something with defences on insanity. Thanks.

Singularity is the class skill of the adept but it pretty much is useless unless the enemy is defenseless and then they are as good as dead anyways.

I look forward to your video showing singularity holding creatures with defences in place on insanity. By "holds in place" I hope you don't mean the brief pause because that doesn't count. Maybe my insanity adept was just bugged. I guess I'll know for sure if you produce said video. Thanks.

Warp is about the only biotic ability the adept has that can consistantly be used in a meaningful way in a battle on insanity in my experience.

There is already a thread about rebalancing biotics here: (although it specifies the adept.)

http://social.biowar...8/index/1004785


Singularity also instakills husks that have no armor btw. Throwing one out and then using a smg to take down the armor of multiple husks=VERY fast way to kill large groups of them.

For some reason once a husk is sucked into a singularity even from 99% hp they just ... die. *shrug* works for me.

#28
konfeta

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Eh, meh. Singularity + Warp is 1 shot kill too, and it hits targets with armor near point of impact. It has a longer cooldown after the combo, but it also does a lot more.

My point, if the Lift + Warp combo is superior, why spend points on a power that does this slightly better in 1 regard (cooldown) and a lot worse in the other (damage done)?

Modifié par konfeta, 09 février 2010 - 01:32 .


#29
WillieStyle

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Any power that "knocks down" a husk without armor instantly kills it. This includes powers like concussive shot.

#30
finnithe

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I find that for Husks, it's easier just to take off their amor with the Canifex and then fire off a quick throw to finish them off.



Singularity+Unstable Warp works wonders by the way (just make sure the target of singularity has no armor/shields/barriers).

#31
DesolCobra

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I think only Adepts can get both Shockwave and Throw. Any other hybrid biotic classes would only get one (Sentinel - Throw / Vanguard Shockwave). If you are arguing that throw is useless if you have pull but neither sentinels nor vanguard has throw (and they wouldn't waste the advanced training on slam). I would say slam is by far the worst since so many other alternatives. My sentinel enjoys a lightning fast biotic cooldown and area throw was useful in anything that charges (take out defenses while charging and give them a throw if they get too close. Shockwave is only occasionally useful for vanguard (notably when you charge to outflank a group and they're all "together"). Shockwave at level 4 does have some uses. The only question is whether the usefulness is more than any other skills of that class (ex. versus cryoblast for sentinels?)