Aller au contenu

Photo

Vanguard tips and tricks on Hardcore/Insanity - Revised Edition 1.2


  • Veuillez vous connecter pour répondre
2583 réponses à ce sujet

#426
_Dannok1234

_Dannok1234
  • Members
  • 401 messages
Very nice Kronner. Might as well repost mine. Bit old now and with too many deaths and choppy from the 30sec limit on fraps. Still interesting to see how similar we do things, yet different.


Modifié par Dannok1234, 14 février 2010 - 07:12 .


#427
RamsenC

RamsenC
  • Members
  • 1 799 messages

thisisme8 wrote...

So I finally made a vid.  Got Fraps last night.

ME2 - Collectors vs. Cryo vs. Vanguard - Insanity

Took forever to figure out how to put it together and compress (originally something crazy like 6g) but got some advice from Average Gatsby.


Awesome job showcasing squad cryo, people need to see that. Wish a squad mate had it so I could use it on every character I make. Come back to the Evi, you know you want to :o

On a side note the Vanguard has caused me to lose interest in ever playing any other class. Is there any class that has an interesting tactic to make it even close to as fun? Might end up playing Vanguard again

Modifié par RamsenC, 14 février 2010 - 07:43 .


#428
Kronner

Kronner
  • Members
  • 6 249 messages

RamsenC wrote...

On a side note the Vanguard has caused me to lose interest in ever playing any other class. Is there any class that has an interesting tactic to make it even close to as fun. Might end up playing Vanguard again


haha same here, I just tried Engineer and god its boring. I cannot play any other class anymore. Vanguard is the only class that provides so much fun that I cannot stop playing :o

Modifié par Kronner, 14 février 2010 - 07:39 .


#429
thisisme8

thisisme8
  • Members
  • 1 899 messages

RamsenC wrote...

Awesome job showcasing squad cryo, people need to see that. Wish a squad mate had it so I could use it on every character I make. Come back to the Evi, you know you want to :o

On a side note the Vanguard has caused me to lose interest in ever playing any other class. Is there any class that has an interesting tactic to make it even close to as fun. Might end up playing Vanguard again


As soon as I got the Scim I played the rest of the game on it just to try the opposite end of the spectrum with shotguns since I did the Claymore first.  Also, I wanted to make a point of using the non-eite equipment and only the Vanguard's original skillset.  I'll see about posting the second part of it too here pretty soon since I use Pull and Shockwave a lot vs. the Husks.

I'm with you on the other classes being tough to get into after the Vanguard, and I think I will do another run with Evi and try and record some of the highlights of it.  Aside from that, I have a slow moving Adept and Soldier I'm working on (fun, but I keep coming back to Charge).  Heavy utilization of all the different weapon + Evi makes the Soldier pretty fun though.

Oh, and I added your vid, Dannok1234.

#430
RamsenC

RamsenC
  • Members
  • 1 799 messages
For anyone who thought Neural Shock was an interesting loyalty power choice, Slam could be even better. Can't believe I overlooked this, but Slam has a 3 second cooldown on Shepard. On top of that you can evolve it into Crippling Slam which disables enemies for 8 seconds afterwards. It also has a 1.30s lift time so you can keep someone out of commission for awhile or possibly kill them.



Neural Shock still has a longer duration with the possibility of making it an AoE on top of the accuracy debuff, so it still competes.

#431
Kronner

Kronner
  • Members
  • 6 249 messages

RamsenC wrote...

For anyone who thought Neural Shock was an interesting loyalty power choice, Slam could be even better. Can't believe I overlooked this, but Slam has a 3 second cooldown on Shepard. On top of that you can evolve it into Crippling Slam which disables enemies for 8 seconds afterwards. It also has a 1.30s lift time so you can keep someone out of commission for awhile or possibly kill them.

Neural Shock still has a longer duration with the possibility of making it an AoE on top of the accuracy debuff, so it still competes.


Doesn't Slam work only on unshielded enemies? If that's the case it is a lot better to just Charge them, or not?
I consider Reave better because it gives me a kind of a mid-range damage ability, I use it only when it is not possible to Charge. The best distraction is a Drone, nothing else comes close imho, plus you do not waste your CD.

#432
Kronner

Kronner
  • Members
  • 6 249 messages
Anyways, just converted and uploaded another vid.
I skipped the Shield Barrier part, which is dull imho (basically no point in charging and using shotgun for that part) so here I post the fight against the Collectors on the moving decks :)

Finally realized that FRAPS was recording only half-screen size, changed to full size and it is considerably better quality, obviously.

Again, Insanity, level 30, Claymore, Inferno Ammo, all upgrades.

www.youtube.com/watch

#433
RamsenC

RamsenC
  • Members
  • 1 799 messages

Kronner wrote...

RamsenC wrote...

For anyone who thought Neural Shock was an interesting loyalty power choice, Slam could be even better. Can't believe I overlooked this, but Slam has a 3 second cooldown on Shepard. On top of that you can evolve it into Crippling Slam which disables enemies for 8 seconds afterwards. It also has a 1.30s lift time so you can keep someone out of commission for awhile or possibly kill them.

Neural Shock still has a longer duration with the possibility of making it an AoE on top of the accuracy debuff, so it still competes.


Doesn't Slam work only on unshielded enemies? If that's the case it is a lot better to just Charge them, or not?
I consider Reave better because it gives me a kind of a mid-range damage ability, I use it only when it is not possible to Charge. The best distraction is a Drone, nothing else comes close imho, plus you do not waste your CD.


I agree about the drone completely, which is why I have Tali with me most of the time. Slam does not work on shielded enemies, but I'm trying to find an ability with a short cooldown that knocks someone out of commission so I can charge soon after.

Example:
Theres four enemies near each other and one does not have a shield. I can slam one, have tali combat drone another, charge in shortly after and kill them all. Reave is better for sure, but the long cooldown kept me from using it when I did have it.

It still has fairly limited use, but I like having it as an option over an ability like Reave that I never will use. I am thinking about getting Pull instead of Slam though. I can only get it to tier 3, but thats 9 seconds and it allows me to get tier 1 barrier and use it as a shield boost in situations where I can't charge (like certain boss fights).

#434
ShoNuffarian

ShoNuffarian
  • Members
  • 33 messages
Just wanted to drop in a post in this amazing thread. Have read all 18 pages so far and it's really been interesting and has helped my VG playing. I think I still play way more recklessly than I should, but it's damn fun that way. Thanks to all you contributors.

#435
Kronner

Kronner
  • Members
  • 6 249 messages

RamsenC wrote...

I agree about the drone completely, which is why I have Tali with me most of the time. Slam does not work on shielded enemies, but I'm trying to find an ability with a short cooldown that knocks someone out of commission so I can charge soon after.

Example:
Theres four enemies near each other and one does not have a shield. I can slam one, have tali combat drone another, charge in shortly after and kill them all. Reave is better for sure, but the long cooldown kept me from using it when I did have it.

It still has fairly limited use, but I like having it as an option over an ability like Reave that I never will use. I am thinking about getting Pull instead of Slam though. I can only get it to tier 3, but thats 9 seconds and it allows me to get tier 1 barrier and use it as a shield boost in situations where I can't charge (like certain boss fights).


I see what you mean, I am gonna give it a try and see how it works for me :)

#436
thisisme8

thisisme8
  • Members
  • 1 899 messages

ShoNuffarian wrote...

Just wanted to drop in a post in
this amazing thread. Have read all 18 pages so far and it's really been
interesting and has helped my VG playing. I think I still play way more
recklessly than I should, but it's damn fun that way. Thanks to all you
contributors.


Good to see you enjoyed it.  Make sure to watch all the vids to see some equally successful yet different playstyles.

Kronner wrote...

RamsenC wrote...

I agree about the drone completely, which is why I have Tali with me most of the time. Slam does not work on shielded enemies, but I'm trying to find an ability with a short cooldown that knocks someone out of commission so I can charge soon after.

Example:
Theres four enemies near each other and one does not have a shield. I can slam one, have tali combat drone another, charge in shortly after and kill them all. Reave is better for sure, but the long cooldown kept me from using it when I did have it.

It still has fairly limited use, but I like having it as an option over an ability like Reave that I never will use. I am thinking about getting Pull instead of Slam though. I can only get it to tier 3, but thats 9 seconds and it allows me to get tier 1 barrier and use it as a shield boost in situations where I can't charge (like certain boss fights).


I see what you mean, I am gonna give it a try and see how it works for me :)


It's why I carry the Grenade launcher.  I used it twice in my vid up there.  Watch the second time I use it, I aim for the Collector General (there's like 5 Drones around him) and the rest get knocked back/down and barriers minimized.

#437
RamsenC

RamsenC
  • Members
  • 1 799 messages
I'll have to give the grenade launcher a chance. I usually save my heavy weapon ammo for a rainy day that never comes.

In the end I chose pull instead of slam since they are practically the same ability and tier 3 pull lasts 9 seconds. For my bonus ability I went crawling back to AP ammo just because I can one shot almost anything with it. My build has 6 wasted points though, so I wouldn't recommend it until you are level 30. Before that you are better off sticking with inferno ammo and neural shock as a distraction.

Modifié par RamsenC, 15 février 2010 - 02:19 .


#438
thisisme8

thisisme8
  • Members
  • 1 899 messages
What's your pre and post lvl 30 build? Also, I was the same way with heavy weapons. Didn't want to ever use it in case I needed the Cain, but since I could only think of 3 places where I find it extremely worth-while (2 Praetorians and the Thresher Maw - since it's timed and I want that Shotty upgrade) I decided to start using the Grenade Launcher more often. Generally only need it when the enemies are all bunched up and a Charge would be suicidal. Best weapon for tightly packed crowds since the blast knocks almost everyone down.

#439
RamsenC

RamsenC
  • Members
  • 1 799 messages

thisisme8 wrote...

What's your pre and post lvl 30 build? Also, I was the same way with heavy weapons. Didn't want to ever use it in case I needed the Cain, but since I could only think of 3 places where I find it extremely worth-while (2 Praetorians and the Thresher Maw - since it's timed and I want that Shotty upgrade) I decided to start using the Grenade Launcher more often. Generally only need it when the enemies are all bunched up and a Charge would be suicidal. Best weapon for tightly packed crowds since the blast knocks almost everyone down.


Before level 30 I'd go for these skills with Charge as a priority.

Charge: 4 (Heavy) 
Vanguard: 4 (Champion)
Inferno Ammo: 4 
Neural Shock: 1

Afterwards get squad cryo ammo then start filling out neural shock. Could be worthwhile to pick up squad cryo ammo in place of inferno ammo early on, but I haven't tried this.

My Final Build:

Charge: 4 (Heavy) 
Vanguard: 4 (Champion)
Inferno Ammo: 2  
Cryo Ammo: 4 (Squad)
Shockwave: 2
Pull: 3
AP Ammo: 4 (Tungsten)

Replaces neural shock with pull and inferno ammo with tungsten.

Edit: My build has 52 points, but I thought the point total was 51. I must have ran into a bug with all the respecing I did if it is in fact 51 points. Can anyone confirm this?

Modifié par RamsenC, 15 février 2010 - 03:19 .


#440
skyferret

skyferret
  • Members
  • 67 messages
Just another appreciator of this thread. I would have given up on my Insanity run by now if I hadn't come across this thread. Still having some troubles, but I'm learning. Didn't think Charge could be so practical, or cryo; thanks for the contributions, all.

#441
thisisme8

thisisme8
  • Members
  • 1 899 messages

RamsenC wrote...

Before level 30 I'd go for these skills with Charge as a priority.

Charge: 4 (Heavy) 
Vanguard: 4 (Champion)
Inferno Ammo: 4 
Neural Shock: 1

Afterwards get squad cryo ammo then start filling out neural shock. Could be worthwhile to pick up squad cryo ammo in place of inferno ammo early on, but I haven't tried this.

My Final Build:

Charge: 4 (Heavy) 
Vanguard: 4 (Champion)
Inferno Ammo: 2  
Cryo Ammo: 4 (Squad)
Shockwave: 2
Pull: 3
AP Ammo: 4 (Tungsten)

Replaces neural shock with pull and inferno ammo with tungsten.

Edit: My build has 52 points, but I thought the point total was 51. I must have ran into a bug with all the respecing I did if it is in fact 51 points. Can anyone confirm this?


After Charge and Champion I build up Incendiary until I feel it is strong enough (usually 2 or 3) before I go on to Squad Cryo.  My last run I took Inferno Rounds right away because I wanted to squeeze just a little more oomph out of the Scim, so I took Squad Cryo 4th.  Then I go Shockwave - 1 point into Pull - Finish off Shockwave.

On the Evi, how much of a difference can you tell between Tungsten and Inferno?  This is where I'm starting to stand with it:  If it isn't so significant, then AP just feels redundant.  If it is significant, then it's totally worth it and the Claymore is the one that suffers redundancy.  You get what I'm saying?

#442
RamsenC

RamsenC
  • Members
  • 1 799 messages

thisisme8 wrote...

After Charge and Champion I build up Incendiary until I feel it is strong enough (usually 2 or 3) before I go on to Squad Cryo.  My last run I took Inferno Rounds right away because I wanted to squeeze just a little more oomph out of the Scim, so I took Squad Cryo 4th.  Then I go Shockwave - 1 point into Pull - Finish off Shockwave.

On the Evi, how much of a difference can you tell between Tungsten and Inferno?  This is where I'm starting to stand with it:  If it isn't so significant, then AP just feels redundant.  If it is significant, then it's totally worth it and the Claymore is the one that suffers redundancy.  You get what I'm saying?


What do you use shockwave for exactly? I use it once in awhile, but never really feel like I need it. On top of that the cooldown is a bit long. I can see it being useful on a group of naked husks, but tier 2 shockwave seems to handle that well enough.

Evi one shots average enemies with Tungsten if done right. Inferno rounds will require a melee or two which is more time than I'd like to invest after charging at three enemies. I don't disagree with the Claymore being redundant unless you master that trick. Scimitar can two shot regularly with tungsten, but you can also do that with inferno so it may not be worth it. On a side note I started using Zaeed's squad disrupter ammo when fighting Geth over all other choices and its definitely worth it. 

Modifié par RamsenC, 15 février 2010 - 04:31 .


#443
thisisme8

thisisme8
  • Members
  • 1 899 messages

RamsenC wrote...

What do you use shockwave for exactly? I use it once in awhile, but never really feel like I need it. On top of that the cooldown is a bit long. I can see it being useful on a group of naked husks, but tier 2 shockwave seems to handle that well enough.

Evi one shots average enemies with Tungsten if done right. Inferno rounds will require a melee or two which is more time than I'd like to invest after charging at three enemies. I don't disagree with the Claymore being redundant unless you master that trick. Scimitar can two shot regularly with tungsten, but you can also do that with inferno so it may not be worth it. On a side note I started using Zaeed's squad disrupter ammo when fighting Geth over all other choices and its definitely worth it. 


Shockwave has two scenarios:  First is to fire off at tightly grouped, covered enemies to expose them to my Squadmates whether they are defenseless or not since it still causes them to stagger.

Second is if there are husks rushing.  I put it at lvl 4 because the only other option would be lvl 4 Pull and I've never had a Pulled enemy live longer than 5 seconds.  I take it back, it's really my ONLY option since I wouldn't have enough points to keep all my main skills and max Pull (need 3 points in Shockwave).  I'd come up 2 points short, which is a waste of 4 points.

I'm going to do another Vanguard run here soon enough and I'm going to stick to Evi this time.  I'm still not sure either way on Tungsten/Inferno.  If I can replicate some decent 1-shots with Inferno, I'm golden because I don't need to invest 3 redundant points in Incendiary, I just max it and leave AP at home in the closet next to my Katana.  May be time for some Recon Hood action to make up the difference.
:ph34r:

#444
RamsenC

RamsenC
  • Members
  • 1 799 messages
If you are using the Evi, equip the 10% headshot damage armor. You won't be getting the one shot kills much if you aren't headshotting. You won't miss pellets if you make melee range headshots with the Evi.

Modifié par RamsenC, 15 février 2010 - 04:49 .


#445
_Dannok1234

_Dannok1234
  • Members
  • 401 messages
Ramen, are you managing to get oneshots using Evi bodyshots when using AP ammo?
I don't recall seeing that happen. Headshots brings em down tho regardless if you use any ammo or not.

Edit: As you you can melee in between shots with both Scimitar and Evi before you can shoot again, I don't see the extra damage matter.  Scimitar 162 base, with AP ammo=275,4(Thats 113,4 from AP ammo. Melee damage is 125) So it means you can skip melee, but you don't really do it any faster (You have to do another shot anyway since nothing dies to just one shot and melee). Evi base 294, with AP 499. Here you actually gain something as the bonus is 205 which is 80 more then base melee. But since you can do 2 melee's before you shoot again.. I just don't see it.
My experince was that even with AP ammo, things didn't die in one shot to the body with Evi but needed +melee, but without it you do one extra melee, but that shouldn't lose you any time. But again it's probably all about personal preference.

Modifié par Dannok1234, 15 février 2010 - 08:51 .


#446
Sarah Aran

Sarah Aran
  • Members
  • 126 messages
I think we can safely say after 18 pages, the Vangaurd is far from useless on Insanity.

#447
Seblun

Seblun
  • Members
  • 201 messages
After beating ME2 on Insanity with the Vanguard, charging around kickin' ass and taking names...

No other class is fun anymore D:

#448
RamsenC

RamsenC
  • Members
  • 1 799 messages

Dannok1234 wrote...

Ramen, are you managing to get oneshots using Evi bodyshots when using AP ammo?
I don't recall seeing that happen. Headshots brings em down tho regardless if you use any ammo or not.

Edit: As you you can melee in between shots with both Scimitar and Evi before you can shoot again, I don't see the extra damage matter.  Scimitar 162 base, with AP ammo=275,4(Thats 113,4 from AP ammo. Melee damage is 125) So it means you can skip melee, but you don't really do it any faster (You have to do another shot anyway since nothing dies to just one shot and melee). Evi base 294, with AP 499. Here you actually gain something as the bonus is 205 which is 80 more then base melee. But since you can do 2 melee's before you shoot again.. I just don't see it.
My experince was that even with AP ammo, things didn't die in one shot to the body with Evi but needed +melee, but without it you do one extra melee, but that shouldn't lose you any time. But again it's probably all about personal preference.


All I go for is headshots so body shots don't matter to me all that much. I am not able to one shot collector drones regularly with inferno ammo, but I can with AP ammo. If you can one shot kill enemies to the head with no ammo type you must have better aim than me. This is only really worth it to me at level 30 though, when I have points to spare. I don't feel like I'm missing out on anything by wasting those points. The AP ammo helps when your shot isn't perfect as well. If its not a one shot kill you will be very close, with inferno ammo messing up a little costs you more. If you are using the Scimitar you are probably better off sticking with inferno ammo.

Modifié par RamsenC, 15 février 2010 - 01:38 .


#449
amrose2

amrose2
  • Members
  • 476 messages

Seblun wrote...

After beating ME2 on Insanity with the Vanguard, charging around kickin' ass and taking names...
No other class is fun anymore D:


I'm having a similar problem now as well... lol

#450
Simz1986

Simz1986
  • Members
  • 44 messages
i dont even want to go and finish my sentinel's insanity run now. it's liek stay behind cover spam warp + overload. then shoot a few bullets on cool down 8 (