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


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#26
thisisme8

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stjasonl1 wrote...

Oh by the way great board thanks to thisisme8 for creating this great guide.


No prob.  Glad someone liked it.

#27
Christina Norman

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can someone PM me the video he references? I'd like to see it.

#28
thisisme8

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skyst wrote...

Vanguard works strangely well on Insanity if you build your character properly, take the right weapons and use the correct armor.

I set my Vanguard up with Heavy Charge, Flamethrower, Claymore shotgun, all of the "plus weapon damage" armor possible and the Geth Shielding that evolves into, iirc, +10% damage.

The platform section felt like a joke.  Simply preemptively Geth Shield, Heavy Charge into the middle of the Collectors and unleash hell with the Flamethrower.  Harbingers were the only trouble, but I could usually keep shields up by chain charge/melee/flamethrower combos.

Seems like the ballsier, more "glass cannon" you make the Vanguard, the more devastating the class gets.  :devil:


Vanguard + Flamethrower...  I might have to test it out.  Sounds like it'd be fun to finally give those Vorcha a taste of their own medicine!

Side note:  I tried the Flamethrower once on my Soldier vs. Husks and on Hardcore they had enough defense to make it through and stun-lock me.  Why I didn't just stick to my guns (:lol:get it?)?  I don't know.

#29
Sarah Aran

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I've seen alot of suggestions with barrier, et al, as a bonus power, which I initially chose for my vanguard until I noticed that ever time I charged at an enemy the effect would be removed. Anyone know if it's just an FX issue or if it is replaced by the charge shield?

#30
Kurupt87

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yes they stack, so does fortification and geth shield boost, and tech armour for that matter.

#31
rmp

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On the collector ship when I had my pick of the shotgun or assault rifle, I picked the AR. Did I mess up?

#32
skyst

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thisisme8 wrote...

skyst wrote...

Vanguard works strangely well on Insanity if you build your character properly, take the right weapons and use the correct armor.

I set my Vanguard up with Heavy Charge, Flamethrower, Claymore shotgun, all of the "plus weapon damage" armor possible and the Geth Shielding that evolves into, iirc, +10% damage.

The platform section felt like a joke.  Simply preemptively Geth Shield, Heavy Charge into the middle of the Collectors and unleash hell with the Flamethrower.  Harbingers were the only trouble, but I could usually keep shields up by chain charge/melee/flamethrower combos.

Seems like the ballsier, more "glass cannon" you make the Vanguard, the more devastating the class gets.  :devil:


Vanguard + Flamethrower...  I might have to test it out.  Sounds like it'd be fun to finally give those Vorcha a taste of their own medicine!

Side note:  I tried the Flamethrower once on my Soldier vs. Husks and on Hardcore they had enough defense to make it through and stun-lock me.  Why I didn't just stick to my guns (:lol:get it?)?  I don't know.


Every bit of extra +damage really helps with this set up.  Miranda's squad bonus and the Geth Shield bonus seem to help exponentially.  I would really notice the Geth Shield difference against Harbingers and Scions.

My strategy would be to use the Claymore against single or small amounts of enemies.  The Flamethrower would come out against packs or the more dangerous (Scion, Harbinger, Prime) foes.

I initially relied heavily on coinciding squad abilities with my Heavy Charge to help remove protections and to crowd control, but toward the end of the game it became unnecessary, as I would wade through everything so easily.

I'm taking a fresh Infiltrator through Insanity now, though typing this makes me want to do another Vanguard run...  :unsure:

#33
thisisme8

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rmp wrote...

On the collector ship when I had my pick of the shotgun or assault rifle, I picked the AR. Did I mess up?


Not really.  A lot of what I do is big on the Claymore, but you don't need the Claymore.  It'll take a few more shots with the other shotguns, but you can still get the job done.  As a matter of fact, the Assault Shotgun is much more forgiving than the Claymore since you can pop off several shots in a row.  Look at the bright side, you can now deal with med-long range targets from cover.  Just don't charge with the Battle Rifle...  not saying it can't be done, but that close you may want something a little more...   fully automatic.

Here's a vid from rumination888 (cheers) showing him with the Assault Shotty vs. Geth.


#34
rmp

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thisisme8 wrote...

rmp wrote...

On the collector ship when I had my pick of the shotgun or assault rifle, I picked the AR. Did I mess up?


Not really.  A lot of what I do is big on the Claymore, but you don't need the Claymore.  It'll take a few more shots with the other shotguns, but you can still get the job done.  As a matter of fact, the Assault Shotgun is much more forgiving than the Claymore since you can pop off several shots in a row.  Look at the bright side, you can now deal with med-long range targets from cover.  Just don't charge with the Battle Rifle...  not saying it can't be done, but that close you may want something a little more...   fully automatic.

Here's a vid from rumination888 (cheers) showing him with the Assault Shotty vs. Geth.



Thanks. I was worried that was my second mistake. The first being that I chose the area charge instead of the heavy charge.

#35
ShadowPlay 14

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I'm intrigued, I'll have to give the Vanguard a go, looks like fun :P

#36
thisisme8

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rmp wrote...

Thanks. I was worried that was my second mistake. The first being that I chose the area charge instead of the heavy charge.


You can always respec on the Normandy (actually I think it opens up after Freedom's Progress) for a bit of Eezo (Element Zero), so don't even worry about it.  I play around with my builds all the time as there's never a 'perfect build.'  Plus, after 2 years of developing, and only a few weeks after release, I'm pretty sure we're still just getting to know a piece of what the boys and girls at Bioware have intended.  Shoot, just last week most forumites were discounting the Vanguards as useless and incompetent.

BTW, the Devs were suspiciously quiet back then, and only now, after a few "Vanguards actually work" posts are the Devs coming out and talking about it...  almost as if they were waiting for someone to figure it out.  Looking at you, Christina!

Modifié par thisisme8, 08 février 2010 - 09:32 .


#37
mage1102

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I'm starting my second paythrough as a Vanguard and its like my heart is in my throat when i do the charge, WHAT A RUSH

#38
ChaoticBroth

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Hmm, interesting possibility. I'll take a look into this when I get started on my Vanguard NG+. Armor Penetration Ammo is something I'll have to take a look at. Sounds like it'll be a blast. Spike damage is something I've always loved doing, so this should be no difference.

#39
Thaddeus Mynor

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I might try Armor Piercing instead of Inferno. I've just been using inferno, because the off chance that Organic Enemies might dance about, saves me some time to reload or punch away.



Oh! and as far as contributing my strategic two cents: I've found it useful to, if you can, target enemies positioned behind or to the sides of the rest. Flanking enemies from the side or behind tends to confuse enemies or split focus, allowing opportunity for you or your squad-mates to shoot peeps in the back. Playing on Insanity right now, and for me its best to work my way outwards in. If anything, like the OP said, its all about positioning.



Claymore gets some getting used to, that's for sure. Although, part of me enjoys the reliability of the assault shotty because it has a bigger clip in case i miss. (oh and on the collector ship, even though i felt like life might be easier if i got the AR, I couldn't bring myself to get it. It felt like I would betray everthing that my class stood for! )



I'm enjoying playing as a Vanguard. (Even if Insanity is ridiculous.)

#40
sinosleep

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Great guide man. I'd never thought of using cryo ammo with my squad in combination with AP ammo or myself, sounds like it makes for a deadly combo and one I might have to try out myself. I mean, I've used the AP, but cryo ammo just sounded like it wouldn't be particularly useful since it only freezes on health from what I understood. If the squadies make good use of it though, then it's all gravy.

Personally, I'm actually in the middle of trying out another build. I swapped in the geth shield bonus power, and replaced Samara with Jack for squad warp ammo. Going to try it out on the collector ship and see if the geth shield defensive bonus (along with the 10% damage bonus) is enough to offset the damage I'll be losing out on with AP ammo.

Also, here are the vids, if anyone was interested in them...


Claymore shotgun one shots
Grunt Recruitment Insanity
Horizon Insanity

Modifié par sinosleep, 09 février 2010 - 08:35 .


#41
shaneho78

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Geth pulse rifle (after AR upgrade during Collector ship mission and obtained after Tali recruitment mission on hardcore) allows you to fire off 20 headshots at the target after a heavy charge. Combine that with cryo ammo and he should be frozen after that. Follow up with upgraded (+25%) melee punch and if you have the biotic cooldown upgrade, you should be able to charge again.

Will this work on hardcore or insanity?

Modifié par shaneho78, 09 février 2010 - 09:09 .


#42
RamsenC

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That cryo ammo idea is awesome I must try that. Too bad you have to throw points into fire ammo.

sinosleep wrote...
Personally, I'm actually in the middle of trying out another build. I swapped in the geth shield bonus power, and replaced Samara with Jack for squad warp ammo. Going to try it out on the collector ship and see if the geth shield defensive bonus (along with the 10% damage bonus) is enough to offset the damage I'll be losing out on with AP ammo.

Also, here are the vids, if anyone was interested in them...


Claymore shotgun one shots
Grunt Recruitment Insanity
Horizon Insanity


I liked the geth shield boost in theory, but the problem is every time it goes down you either recast it and wait 10 seconds to charge or just charge and forget the shield boost. It would be worth it if you can keep your shield up all the time by charging right before your shields went down, but that would require perfect timing and luck.

#43
sinosleep

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RamsenC wrote...

I liked the geth shield boost in theory, but the problem is every time it goes down you either recast it and wait 10 seconds to charge or just charge and forget the shield boost. It would be worth it if you can keep your shield up all the time by charging right before your shields went down, but that would require perfect timing and luck.


I'm going to be swapping out some gear as well to see if it makes any difference. Going to go with the +5% shield gloves and chest piece and see if that makes a difference. Using the Geth shield on  Grunt's loyalty mission worked for the most part, but like you said, if it goes down early it defeats the purpose as it's not worth the huge cool down to recast mid-fight. Either it stays up for the duration or it's not really worth it.

Modifié par sinosleep, 09 février 2010 - 09:25 .


#44
GCreature

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So if I was to take a defensive talent, improved barrier would be pretty good because of the 3 minute duration?

#45
sinosleep

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The 60 second duration on the Geth Shield isn't really the problem, so much as it getting blasted to 0 before the 60 seconds are up. Barrier would be better from a purely defensive standpoint, but I'm hoping I can get geth shield to work because on top of the defensive boost it also provides +10% damage.

#46
Kurupt87

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i think if you're wanting defence, go for heavy barrier, the extra defence is more worthwhile than the extra duration because its more likely to go down if its not the heavy version, thus requiring a new cd or ignorance. am interested to find out how sinosleep does with the dmg GSB, am thinking that it might be better for an AR VG using the scimitar, as the claymore hits like a truck already.

#47
RamsenC

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I've been trying out different guns on insanity with Vanguard and the Shuriken SMG is shockingly good at close range. Can't believe I did't notice it this whole time, but its essentially a mini-Revenant when you pulse fire it. Same damage/fire rate and it absolutely tears up enemies at close range. In fact unless you get a one shot kill its better than all the shotguns. Another thing nice about it is you have it from the get go and don't have to give up the Claymore for it. I suggest you guys try it out with AP ammo or something similar.

note: Shuriken does more damage than the Tempest.

Modifié par RamsenC, 09 février 2010 - 12:15 .


#48
Lycidas

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RamsenC wrote...

I've been trying out different guns on insanity with Vanguard and the Shuriken SMG is shockingly good at close range. Can't believe I did't notice it this whole time, but its essentially a mini-Revenant when you pulse fire it. Same damage/fire rate and it absolutely tears up enemies at close range. In fact unless you get a one shot kill its better than all the shotguns. Another thing nice about it is you have it from the get go and don't have to give up the Claymore for it. I suggest you guys try it out with AP ammo or something similar.

note: Shuriken does more damage than the Tempest.


I found both SMG's to be fun and very useful in close combat. I just can not get used to the 3 round burst of the Shuriken and therefor prefer the Tempest.

Btw. This thread inspired me to do another Vanguard run (this time on insanity) and I'm having a blast so far. Not that I thought my first playthrough with the class was bad but I found myself not using charge to its full potential at that time. Now that has changed charge + shoty = pure win.
Thanks for that OP. :)

Modifié par Lycidas, 09 février 2010 - 01:04 .


#49
RamsenC

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Lycidas wrote...

RamsenC wrote...

I've been trying out different guns on insanity with Vanguard and the Shuriken SMG is shockingly good at close range. Can't believe I did't notice it this whole time, but its essentially a mini-Revenant when you pulse fire it. Same damage/fire rate and it absolutely tears up enemies at close range. In fact unless you get a one shot kill its better than all the shotguns. Another thing nice about it is you have it from the get go and don't have to give up the Claymore for it. I suggest you guys try it out with AP ammo or something similar.

note: Shuriken does more damage than the Tempest.


I found both SMG's to be fun and very useful in close combat. I just can not get used to the 3 round burst of the Shuriken and therefor prefer the Tempest.

Btw. This thread inspired me to do another Vanguard run (this time on insanity) and I'm having a blast so far. Not that I thought my first playthrough with the class was bad but I found myself not using charge to its full potential at that time. Now that has changed charge + shoty = pure win.
Thanks for that OP. :)


If you rapidly press fire with the shuriken its turns into a full auto gun. I've also been trying melee between each Scimitar shot and it actually pretty powerful. I got in Harbringer's face while he had full armor, but killed him before he could do anything. This also works with the Vindicator if you melee between bursts, but since the Scimitar shoots faster you can get more melees off. 

Sadly the Claymore reloads too slowly to do this even though you only have to wait for around half the reload time.

#50
JuzJoe

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Nice guide, I have to agree that knowing where to charge is the most important thing every Vanguard should know. Knowing which target to charge 1st and thinking a few steps ahead is like playing pool or snooker.