In a vacuum reave is insanely good, but that doesn't mean you should get it on every class.
Modifié par RamsenC, 25 février 2010 - 02:06 .
Modifié par RamsenC, 25 février 2010 - 02:06 .
RamsenC wrote...
Gatsby also said Vanguard was fun, but not functional at one point. Hes cool no doubt but he can be wrong. I'm pretty sure he changed his mind on Vanguard though.
In a vacuum reave is insanely good, but that doesn't mean you should get it on every class.
Modifié par RamsenC, 25 février 2010 - 02:15 .
RamsenC wrote...
Reave does not synergize with Vanguard because Vanguards are not about stripping defenses. In fact its harder to kill an enemy you charged at when its at health only because it goes flying out of shotgun range. Also as I said before you can still get Samara for area Reave for a slightly longer cooldown that does not effect your charging.
This means you can use the reave incapacitate to your advantage and charge in. If you wait for the reave cooldown the incap period will be over or close to over by the time you can charge. Your argument is a little more valid if you picked Claymore I suppose, but I have the Viper on my last Vanguard completion save.
Modifié par Sabresandiego, 25 février 2010 - 02:25 .
Modifié par RamsenC, 25 février 2010 - 02:39 .
.rumination888 wrote...
None of the classes need bonus skills per se. Spamming Adrenaline Rush, Charge, Cloak, Tech Armor, and Drone is really all you need. And you can get whatever else you might want from squadmates, ammo included.
RamsenC wrote...
The thing is I already one shot or one shot+melee enemies as is. It does not matter how much defenses they have left, if I'm near them they are dead. I don't die because enemies have too much health, I die because I did something wrong.
On top of all that I still have access to Reave from Samara. You can't ignore a cooldown free reave even if you can't use it quite as often. Honestly, you shouldn't need Reave every 4s anyways.
edit: Maybe you don't play this way, but I turn off squad powers and use them as if they were my own. The options this opens up are amazing. For example I can have Samara Reave a collector followed by a Pull from me, Tali's combat drone at another enemy, and charge at the other two enemies. With this tactic I can charge at four enemies and come away clean.
padaE wrote...
.rumination888 wrote...
None of the classes need bonus skills per se. Spamming Adrenaline Rush, Charge, Cloak, Tech Armor, and Drone is really all you need. And you can get whatever else you might want from squadmates, ammo included.
Yeah sure, but other classes get a huge advantage with AP Ammo.
.PhatalFaZe wrote...
You don't always have to charge in 24/7. With the addition of the Eviscerator using an Assault Rifle is almost a must. Sure there are a ton of opportunities to charge and do damage, but there are just as many opportunities to Reave and put enemies down with a few carefully placed AR bursts. Reave gives you a lot of combat options. Sure stripped enemies are going to die relatively soon at any rate, but the dual ranged damage effective of an area reave and Inferno rounds is going to cover a broad range that does tons of damage in combination with a Miranda, Garrus, or Thane combination of overloads and warps.
Charging is huge for a Vanguard...no doubt about it, but the Vanguard with decent combat upgrades on Insanity can also be quite a significant option from range, and using bioitic abilities on stripped enemies can be fun as well as effective.
One fun situation is having a group of shielded enemies raining fire down on you while you're in cover. Sure you could take a few moments to find an area where you can charge in safely and go nuts with a shotgun, or perhaps you could just focus on one opponents with the AR, strip him of defenses , pull him out of cover and then have Miranda slam him in midflight at favorable situation where you can then set up a chain charge to THEN use your shotgun. Things like this make the game fun, and area reave and inferno rounds are effective long range options that slow stripped opponents down and give more depth for the long range game.
My setup:
Assault Training: 4 Points: Champion
Charge: 4 points Heavy Charge
Reave : 4 points Area Reave
Incendiary Rounds: 4 points Inferno rounds
Shockwave: 2 points
Pull : 1 point
I've had a lot of fun with it.
.Sabresandiego wrote...
The problem with just charging is the high risk of death. Having reave gives you something to do while you are scoping the battlefield and looking for a place that is safe to charge. A biotic vanguard that only uses charge to finish people off or replenish shields, but instead kills enemies with reave + warp explosions and other biotics has a much better chance of running a deathless insanity playthrough. I personally prefer a middle ground where I switch between reaving with biotic combos and charging with the shotgun.
Sabresandiego wrote...
The problem with just charging is the high risk of death. Having reave gives you something to do while you are scoping the battlefield and looking for a place that is safe to charge. A biotic vanguard that only uses charge to finish people off or replenish shields, but instead kills enemies with reave + warp explosions and other biotics has a much better chance of running a deathless insanity playthrough. I personally prefer a middle ground where I switch between reaving with biotic combos and charging with the shotgun.
Sabresandiego wrote...
I have not tested cryo ammo yet, wont be able to until tomorrow after my test, which I should be studying for right now. But here is my hypothetical perfect build for vanguard.
10 points in Heavy Charge
10 points in Champion
10 points in Inferno Ammo
10 points in Squad Cryo Ammo
10 points in Reave
The strategy with this build would be to play as a biotic/close combat hybrid. You would use area reave and squad biotic combos to weaken packs of enemies meanwhile scouting the battlefield for a smart place to charge. You would then charge in with your scimitar shotgun to clean house, your incendiary ammo and squad cryo would make sure that you wont be taking fire from multiple hostiles.
Modifié par aeetos21, 25 février 2010 - 04:37 .
.aeetos21 wrote...
Could work, squad cryo helps immensely and heavy charge only augments the power of when you slam into enemies further.
My only argument is that area reave (though extremely powerful) is much better off being replaced by AP rounds - something that inferno ammo really can't compete with (and yes I've used inferno and reave before - the exact build so many people on here are foaming at the mouth for). Shotguns fire eight pellets, they're great for barriers and shields but are ****** poor against armor. Inferno ammo (really should start referring to it as incendiary but to us ME1 veterans...) does take down armor but it's not nearly as effective as AP. The only thing it does have over AP is the DOT that stop regen but as a player who has used both builds? It's much better to kill enemies faster before their regen even has a chance to kick in than to let it kick in and keep hitting them with incendiary ammo.
So, I went...
Incendiary: 2
Squad Cryo: 4 (obviously)
Shockwave: 4 (area effect)
Charge: 4 (heavy for time dilation)
Champion: 4 (100% par and ren meters, faster biotic CD)
AP ammo: 4 (extra 70% damage versus armor and health
Much better than the other build I had been using before:
Incendiary: 4
Shockwave: 2
Pull: 4 (Area Effect)
Charge: 4 (time dilation)
Champion: 4 (same as in other build listed)
Reave: 4 (area reave: damage against barrier and armor and leeches health from organic enemies - a DOT)
The first build let me charge more often and fight better at close range. The second build forced me to fight at long range and rely more on damage over time attacks, charging often ended up with me dead. That pissed me off more than anything, inability to fight like a VG, so that's why I definitely prefer the squad cryo/ap ammo build versus the other.
aeetos21 wrote...
My only argument is that area reave (though extremely powerful) is much better off being replaced by AP rounds - something that inferno ammo really can't compete with (and yes I've used inferno and reave before - the exact build so many people on here are foaming at the mouth for). Shotguns fire eight pellets, they're great for barriers and shields but are ****** poor against armor. Inferno ammo (really should start referring to it as incendiary but to us ME1 veterans...) does take down armor but it's not nearly as effective as AP. The only thing it does have over AP is the DOT that stop regen but as a player who has used both builds? It's much better to kill enemies faster before their regen even has a chance to kick in than to let it kick in and keep hitting them with incendiary ammo.
Modifié par Iz Stoik zI, 25 février 2010 - 04:45 .