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




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