Vanguard tips and tricks on Hardcore/Insanity - Revised Edition 1.2
#676
Posté 19 février 2010 - 01:38
#677
Posté 19 février 2010 - 01:40
ps. how i wish your pull unlocked shockwave rather than shockwave unlocks pull, would make more sense too i think, pull being a more staple/basic biotic ability than shockwave. (its the first thing you learn in biotic school after all)
Modifié par Kurupt87, 19 février 2010 - 01:41 .
#678
Posté 19 février 2010 - 01:41
Frosty Ananth wrote...
So:
Does the Eviscerator at least come close to the Claymore? I'd really like a long-range option for some fights if I can avoid choosing the Claymore.
And let me get this straight: Inferno Ammo is 60% instant damage against everything besides health where it dots and panics? Is the only difference between synth and organic is that synths don't panic?
The Evi can one shot all the average enemies in the game with headshots once you get shield piercing, although it takes really good aim. At worst you will one shot+melee unless you screw up. Downside to inferno ammo is you have to wait a couple seconds to know for sure whether you just one shotted your enemy or you need to melee, this is why I prefer AP ammo for the Evi. It doesn't take that much time to do this of course I just want to be as fast as possible.
Modifié par RamsenC, 19 février 2010 - 01:42 .
#679
Posté 19 février 2010 - 01:44
4 Incendiary Ammo (Inferno Rounds)
waste Cryo Ammo
4 Charge (Heavy Charge)
2 Shockwave
4 Pull (area)
4 Assault (Champion)
waste bonus
I've come around to RamsenC's line of thinking that using anything with a cooldown longer than 3 seconds is counter productive and as such chose pull over shockwave. Area pull I feel is extremely underrated. Using Miranda and Thane as squadmates I found it very easy to set off advantageous warp explosions (particularly effective end game against collectors, warp middle one in a group, pull, warp explosion all 3 going flying off of the platform) and it also made husk fights a joke. One incendiary blast from Mordin followed by an area pull results in 3 dead husks in about a second.
Modifié par sinosleep, 19 février 2010 - 01:45 .
#680
Posté 19 février 2010 - 01:51
thisisme8 wrote...
harleyflames20000 wrote...
gotta say, ive just started using the charge and shotty tactic....JESUS CHRIST, epic win, nice one OP, when i get the re-train abilities upgrade, i think i'll max out cryo instead of incendary and get that working too
Harley, there have been major revisions to some of my thoughts as posted in the OP, if I were to have written that post today, I would suggest Incendiary over AP, and the last build I had with a Vanguard was:
4 Incendiary Ammo (Inferno Rounds)
4 Cryo Ammo (Squad Cryo)
4 Charge (Heavy Charge)
4 Shockwave (Improved Shockwave) Although, really you don't need this one.
1 Pull (one is all you need)
4 Assault (Champion)
If I could max Pull without sacrificing one of the other skills, I would, but since I need 3 points in Shockwave to unlock it, I cant... man, I wish they gave you 54 instead of 51 points...
I really need to update the actual guide portion.
I agree with this build for the most part, but I think I'd rather have more pull than shockwave. However, your build makes use of every point which is nice and 5 seconds of pull is plenty. I still prefer AP ammo on Evi, but thats more of a niche build.
Here is my counter build with a bonus power:
4 Incendiary Ammo (Inferno Rounds)
4 Cryo Ammo (Squad Cryo)
4 Charge (Heavy Charge)
2 Shockwave
3 Pull (Can't complain about a longer pull)
4 Assault (Champion)
1 Barrier (Use this as a shield boost when you can't charge)
If you are like me and don't care for shockwave this build is the way to go.
#681
Posté 19 février 2010 - 01:52
sinosleep wrote...
The build I finished my latest playthrough with is
4 Incendiary Ammo (Inferno Rounds)
waste Cryo Ammo
4 Charge (Heavy Charge)
2 Shockwave
4 Pull (area)
4 Assault (Champion)
waste bonus
Neat thats about the exact build I was thinking of making. What weapon bonus do you perfer? My first vanguard I went with the AR. However, I kept wondering if the claymore would have been better. How do you like the Cerebus shotgun?
Edit: Have you tried to pull then charge your target? I think it can increase the knockback force of charge. I had it once send a krogan into orbit. Wasnt exactly the most effecient way to kill it, but it gave me a warm feeling.
Modifié par Mavkiel, 19 février 2010 - 01:56 .
#682
Posté 19 février 2010 - 01:54
sinosleep wrote...
The build I finished my latest playthrough with is
4 Incendiary Ammo (Inferno Rounds)
waste Cryo Ammo
4 Charge (Heavy Charge)
2 Shockwave
4 Pull (area)
4 Assault (Champion)
waste bonus
I've come around to RamsenC's line of thinking that using anything with a cooldown longer than 3 seconds is counter productive and as such chose pull over shockwave. Area pull I feel is extremely underrated. Using Miranda and Thane as squadmates I found it very easy to set off advantageous warp explosions (particularly effective end game against collectors, warp middle one in a group, pull, warp explosion all 3 going flying off of the platform) and it also made husk fights a joke. One incendiary blast from Mordin followed by an area pull results in 3 dead husks in about a second.
After my Infiltrator run, I'm coming right back to the Vanguard and since I will mainly use Evi (already done a full Claymore and then a Scim run, not to mention my first run which I used all of them back and forth not knowing what to do... I mostly just shot the ground with my face... reload!), I think I will get either the AR or Sniper. With that being said, I will definitely have Pull be a bigger part of my strategy. With a 3s (just over 2s with research and lvl's) cooldown, it's hard to beat that thing. I know vs. Husks with a Carnifex, It's just: Pop pop Pull, pop pop Pull.
Edit: On a side note, just having the Avalanche solves all your husk problems.
Modifié par thisisme8, 19 février 2010 - 01:54 .
#683
Posté 19 février 2010 - 01:54
sinosleep wrote...
The build I finished my latest playthrough with is
4 Incendiary Ammo (Inferno Rounds)
waste Cryo Ammo
4 Charge (Heavy Charge)
2 Shockwave
4 Pull (area)
4 Assault (Champion)
waste bonus
I've come around to RamsenC's line of thinking that using anything with a cooldown longer than 3 seconds is counter productive and as such chose pull over shockwave. Area pull I feel is extremely underrated. Using Miranda and Thane as squadmates I found it very easy to set off advantageous warp explosions (particularly effective end game against collectors, warp middle one in a group, pull, warp explosion all 3 going flying off of the platform) and it also made husk fights a joke. One incendiary blast from Mordin followed by an area pull results in 3 dead husks in about a second.
I like this build a lot since I'm a pull fan, but I don't know if I'm ready to give up cryo ammo. What made you give it up?
edit: If you have a spare point might as well get barrier.
Modifié par RamsenC, 19 février 2010 - 01:55 .
#684
Posté 19 février 2010 - 01:59
sinosleep wrote...
I've come around to RamsenC's line of thinking that using anything with a cooldown longer than 3 seconds is counter productive
I totally agree, and in truth, barely used Shockwave and used Pull more. I should rephrase what I said earlier... If I could max out Pull without sacrificing any of my other powers (EDIT: Aside from Shockwave which I would gladly sacrifice), then I would. But I can't. That's why I want 54 points, becuase then I could.
#685
Posté 19 février 2010 - 02:20
RamsenC wrote...
I like this build a lot since I'm a pull fan, but I don't know if I'm ready to give up cryo ammo. What made you give it up?
edit: If you have a spare point might as well get barrier.
It was just a situational thing. Cryo is only effective against health, but it's out of my control, sometimes they hit a target I want them to, other times they don't. Pull is also only effective against health, but I pick and choose where it will be applied. So I wound up going with pull over squad cryo ammo for control, and then of course for the two things I described husk dismantling and warp explosions.
thisisme8 wrote...
Edit: On a side note, just having the Avalanche solves all your husk problems.
I use the cain exclusively in all my playthroughs, so the avalanche is a no go.
Mavkiel wrote...
Neat thats about the exact build I was thinking of making. What weapon bonus do you perfer? My first vanguard I went with the AR. However, I kept wondering if the claymore would have been better. How do you like the Cerebus shotgun?
Edit: Have you tried to pull then charge your target? I think it can increase the knockback force of charge. I had it once send a krogan into orbit. Wasnt exactly the most effecient way to kill it, but it gave me a warm feeling.
I like the sniper rifle myself. If there is one area where the vanguard could use help it's against enemies on ledges you can't charge to and the sniper rifle is excellent for those situations. It's also SUPERB against YMIR mechs.
As for pull/charge, I don't do it on a regular basis, but sometimes I'll do it just to be funny.
#686
Posté 19 février 2010 - 02:23
sinosleep wrote...
I use the cain exclusively in all my playthroughs, so the avalanche is a no go.
Can't argue with that.
#687
Posté 19 février 2010 - 02:25
#688
Posté 19 février 2010 - 02:31
On a side note why is everyone worried about husk strategies, they are the easiest enemies in the game D:
#689
Posté 19 février 2010 - 02:32
#690
Posté 19 février 2010 - 02:34
#691
Posté 19 février 2010 - 02:36
harleyflames20000 wrote...
because theres so many of them...though, shockwave works brilliantly on them, though im guessing they all have barriers on insanity right? i mean, comeon, even a lowly varren has armour now :/
It starts even on hardcore. Imo makes shockwave utterly useless. I'd much rather use pull if I am going to go through the effort of armor stripping.
#692
Posté 19 février 2010 - 02:36
harleyflames20000 wrote...
and i have only just realised it says spoilers allowed....well, that was stupid of me, i just saved garrus' butt on his recruitment mission, damn thing didnt wanna be saved though, kept dyin on me
I laughed at this post. Good fun, nice humor. Well played.
#693
Posté 19 février 2010 - 02:41
heavy incendary
heavy charge
shockwave(3)
pull field
destroyer
AP(2)
unfortunatly, im level 30 and cant get any more points :/ i spose i could add my remaining 2 to cryo ammo, but i'll probably retrain and get squad inferno with heavy armour piercing....if i squad the inferno, and then switch my own to AP, will the squad stay on inferno or not?
#694
Posté 19 février 2010 - 02:42
Mavkiel wrote...
harleyflames20000 wrote...
because theres so many of them...though, shockwave works brilliantly on them, though im guessing they all have barriers on insanity right? i mean, comeon, even a lowly varren has armour now :/
It starts even on hardcore. Imo makes shockwave utterly useless. I'd much rather use pull if I am going to go through the effort of armor stripping.
i skipped hardcore...did normal, and the straight to insanity, going well if im honest, but i just dont agreee with pull, sure, takes armour off, but its still poo IMO
#695
Posté 19 février 2010 - 02:43
thisisme8 wrote...
harleyflames20000 wrote...
and i have only just realised it says spoilers allowed....well, that was stupid of me, i just saved garrus' butt on his recruitment mission, damn thing didnt wanna be saved though, kept dyin on me
I laughed at this post. Good fun, nice humor. Well played.
gotta keep it light an humoured
#696
Posté 19 février 2010 - 02:43
thisisme8 wrote...
Can't argue with that.
I'm sure if someone did the math on how many heavy ammo chests there are on each level they would be able to figure out when you could squeeze in some heavy weapon use while still having the cain available for whatever missions it is you use it on. I mean, it's never something spontaneous for me, I use it at the same spots every time I play.
1.) Garrus' recruitment boss. It's not that it's a hard fight, it's just I want to get the level over with early
2.) Samara recruitment boss. Essentially the same boss, and the same reasons as Garrus' recruitment.
3.) Thresher Maw
[edit here] Forgot the preatorian on the collector ship is before Garrus' loyalty mission.
4.) Garrus' loyalty mission. The part where there is a YMIR mech, 4 standard mobs, and a blue suns commander is a **** as a vanguard. Would rather just cain the YMIR which kills everything except for 1 standard mob that's too far back and takes the YMIR down to 1/4 armor.
5.) Suicide mission hull breach
6.) End game.
I'm sure there's some room in there to use something else in between while allowing for 100% at all those points but I'm way too lazy to figure that out.
Modifié par sinosleep, 19 février 2010 - 02:54 .
#697
Posté 19 février 2010 - 02:55
sinosleep wrote...
thisisme8 wrote...
Can't argue with that.
I'm sure if someone did the math on how many heavy ammo chests there are on each level they would be able to figure out when you could squeeze in some heavy weapon use while still having the cain available for whatever missions it is you use it on. I mean, it's never something spontaneous for me, I use it at the same spots every time I play.
1.) Garrus' recruitment boss. It's not that it's a hard fight, it's just I want to get the level over with early
2.) Samara recruitment boss. Essentially the same boss, and the same reasons as Garrus' recruitment.
3.) Thresher Maw
4.) Garrus' loyalty mission. The part where there is a YMIR mech, 4 standard mobs, and a blue suns commander is a **** as a vanguard. Would rather just cain the YMIR which kills everything except for 1 standard mob that's too far back and takes the YMIR down to 1/4 armor.
5.) Suicide mission hull breach
6.) End game.
I'm sure there's some room in there to use something else in between while allowing for 100% at all those points but I'm way too lazy to figure that out.
No Thresher Maw? I use it on him every time. I want that Shotgun Research and take no chances on missing it.
#698
Posté 19 février 2010 - 03:00
harleyflames20000 wrote...
my current build is
heavy incendary
heavy charge
shockwave(3)
pull field
destroyer
AP(2)
unfortunatly, im level 30 and cant get any more points :/ i spose i could add my remaining 2 to cryo ammo, but i'll probably retrain and get squad inferno with heavy armour piercing....if i squad the inferno, and then switch my own to AP, will the squad stay on inferno or not?
So, I would drop AP since you have Inferno Rounds as it ends up being a little redundant. As a personal opinion, I have never sat there shooting enemies with AP and thought, "Wow, I'm definitely doing more damage than if I had Inferno." I have, however, sat there shooting enemies with Inferno and thought, "Wow, when enemies are on fire they don't shoot back at me... and look, I shot 1 guy and the 2 guys next to him started dancing around on fire and quit shooting at me!"
You lose 10% bonus damage that can be made up for with armor, if you're so inclined. You won't notice or miss the damage, if you ask me.
#699
Posté 19 février 2010 - 03:02
thisisme8 wrote...
No Thresher Maw? I use it on him every time. I want that Shotgun Research and take no chances on missing it.
Thresher Maw was #3.
#700
Posté 19 février 2010 - 03:06
what should i do with the points i threw on there then? retrain and just leave it blank? or gain reave? ive got 2 spare points, and 3 i spent on AP so if i take em off, i got 5, like i said, probs get rid of shockwave and get full cryo, or, get full shockwave, ignore cryo and change inferno to squad, which seems a better bet. inferno kicks ass, ive got my shotty on inferno, my AR on AP and then the same on the pistol, smg is inferno, and i like to use the collector beam....takes out scions well, i dont have the cain....yetthisisme8 wrote...
harleyflames20000 wrote...
my current build is
heavy incendary
heavy charge
shockwave(3)
pull field
destroyer
AP(2)
unfortunatly, im level 30 and cant get any more points :/ i spose i could add my remaining 2 to cryo ammo, but i'll probably retrain and get squad inferno with heavy armour piercing....if i squad the inferno, and then switch my own to AP, will the squad stay on inferno or not?
So, I would drop AP since you have Inferno Rounds as it ends up being a little redundant. As a personal opinion, I have never sat there shooting enemies with AP and thought, "Wow, I'm definitely doing more damage than if I had Inferno." I have, however, sat there shooting enemies with Inferno and thought, "Wow, when enemies are on fire they don't shoot back at me... and look, I shot 1 guy and the 2 guys next to him started dancing around on fire and quit shooting at me!"
You lose 10% bonus damage that can be made up for with armor, if you're so inclined. You won't notice or miss the damage, if you ask me.





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