Vanguard tips and tricks on Hardcore/Insanity - Revised Edition 1.2
#2001
Posté 25 mars 2010 - 02:08
#2002
Posté 25 mars 2010 - 02:11
Nexolek wrote...
I couldn't resist.
Dying like a Vanguard 2: oops!... I died again
it's a private video
#2003
Posté 25 mars 2010 - 02:20
-------------
Added: Wed 24 Mar 2010 23:53:44 PDT
Time: 3:29
Raw File: Oops_I_died_again.avi
Broadcast: Public
Published: 100%
Live!
--------------
It's lying!
Modifié par Nexolek, 25 mars 2010 - 02:26 .
#2004
Posté 25 mars 2010 - 02:23
#2005
Posté 25 mars 2010 - 03:09
#2006
Posté 26 mars 2010 - 01:53
#2007
Posté 26 mars 2010 - 03:04
Nexolek wrote...
I couldn't resist.
Dying like a Vanguard 2: oops!... I died again
Haha the end is great, perfect timing on the Joker dance too. I'm actually started to like slam as well. It's fun and appropriately violent, too bad there's no AoE slam.
Because of my newfound love of slam, I made a video using slam explosions. There's an intangible level of fun from doing that, pull is too gentle. That mission also has some nice scenic views, more outdoor levels for ME3 would be nice.
Modifié par RamsenC, 26 mars 2010 - 03:14 .
#2008
Posté 26 mars 2010 - 03:07
Nexolek wrote...
Ok, it's live now. Sorry about that...
LOL I love how that YMIR blew up right in your face. Happened to me once too, I couldn't stop laughing.
#2009
Posté 26 mars 2010 - 09:17
#2010
Posté 26 mars 2010 - 12:50
RamsenC wrote...
Nexolek wrote...
I couldn't resist.
Dying like a Vanguard 2: oops!... I died again
Haha the end is great, perfect timing on the Joker dance too. I'm actually started to like slam as well. It's fun and appropriately violent, too bad there's no AoE slam.
Because of my newfound love of slam, I made a video using slam explosions. There's an intangible level of fun from doing that, pull is too gentle. That mission also has some nice scenic views, more outdoor levels for ME3 would be nice.
Hehe thanks! That one took way to long to make. Syncing 28 deaths to music make Nexolek something something...
I'm totally in love with Slam now too. The first time I tried it was when I made the Katana video and I haven't looked back. I started NG+ with my Claymore Vanguard the other day and having Slam from the beginning has been an outright riot. I'm getting more and more tempted to just drop Pull and max Slam, but the ability to curve Pull is just too good to give up in some situations. I think. Love the video by the way. Slamplosions are awesome! Slamplosions? Sure...
The end... that drove me insane. I figured out what causes that. It's the terrain. That also causes Charge to bug out. The point where two pieces of terrain meet just breaks stuff. Seems like only certain places though. Like the bridge at the end of Mordin's loyalty mission. If you are moving over a "crack in the sidewalk" it's quite possible that it will fail.
#2011
Posté 26 mars 2010 - 01:07
BeresaadSoldier wrote...
Nexolek wrote...
Ok, it's live now. Sorry about that...
LOL I love how that YMIR blew up right in your face. Happened to me once too, I couldn't stop laughing.
Yeah, I somehow always forget about that damn explosion... that was the first time I saved 18 crates too. I laughed for a long time
#2012
Guest_justinnstuff_*
Posté 26 mars 2010 - 06:50
Guest_justinnstuff_*
EDIT - After seeing the Vanguard vs. Collosus vid... I am in awe. And I will do that in my next playthrough until I get it right.
Modifié par justinnstuff, 26 mars 2010 - 08:15 .
#2013
Posté 27 mars 2010 - 07:07
RamsenC wrote...
Because of my newfound love of slam, I made a video using slam explosions. There's an intangible level of fun from doing that, pull is too gentle. That mission also has some nice scenic views, more outdoor levels for ME3 would be nice.
On one of my previous vanguards i decided to try slam simply because i had never tried it before, i was hooked after that and nearly always choose slam as my bonus power now. It is incredibly useful if you are starting a new game (from level1, not NG+) because it allows shepard to set up warp explosions early (i hate using jacob) and continue with maxing charge and assault instead of having to put 4 points into shockwave/pull and therefore delaying heavy charge/champion by a few levels. I am not sure how other people build their vanguards but i tend to max charge then assault and then inferno ammo so its normaly a while before i get pull. The cooldown on it is the same as pull, its a biotic power and benefits from champion and your biotic upgrades. So in my opinion if you are like me and pull is delayed till after Heavy Charge, Champion and Inferno Ammo this makes Slam the best, or at least a very high contender for the best 1 point bonus power you can get as a Vanguard for early game.
Also, Ramsen this was awesome, good music and an excellent example of the vanguard playstyle
Modifié par Nozaro, 27 mars 2010 - 07:09 .
#2014
Posté 28 mars 2010 - 12:49
If you like the music in that video buy God Hand for PS2. Even if you don't want to play it I want to see a sequel someday
Nexolek wrote...
Love the video by the way. Slamplosions are awesome! Slamplosions? Sure...
Slamplosions eh?
*edits video description*
Modifié par RamsenC, 28 mars 2010 - 12:51 .
#2015
Posté 28 mars 2010 - 08:07
Claymore Soldier on the Platforms
I really wish I had the ammo upgrade at this point.
#2016
Posté 28 mars 2010 - 03:02
Average Gatsby wrote...
I think you Vanguards will like this:
Claymore Soldier on the Platforms
I really wish I had the ammo upgrade at this point.
Damn that AR makes the Claymore into such a monster. And did I catch a reload trick in there?
#2017
Posté 28 mars 2010 - 05:57
#2018
Posté 28 mars 2010 - 06:43
thisisme8 wrote...
Average Gatsby wrote...
I think you Vanguards will like this:
Claymore Soldier on the Platforms
I really wish I had the ammo upgrade at this point.
Damn that AR makes the Claymore into such a monster. And did I catch a reload trick in there?
Yes.
One thing that really bugged me though is that the reload trick doesn't work while AR is on. You can "cancel" but instead of at the 60% mark, its more like the 85 or 90% mark. You have to wait until the thermal clip ejection animation begins, which is actually somewhat delayed with AR. You'll hear the click of the ejection, but by the time you actually see the clip fly out it the gun has pretty much leveled off again. I was really hoping it'd be able to get in 2 shots with the claymore but I don't think its possible. If I take the claymore, i'm going to respec to heightened AR.
#2019
Posté 28 mars 2010 - 08:50
Average Gatsby wrote...
thisisme8 wrote...
Average Gatsby wrote...
I think you Vanguards will like this:
Claymore Soldier on the Platforms
I really wish I had the ammo upgrade at this point.
Damn that AR makes the Claymore into such a monster. And did I catch a reload trick in there?
Yes.
One thing that really bugged me though is that the reload trick doesn't work while AR is on. You can "cancel" but instead of at the 60% mark, its more like the 85 or 90% mark. You have to wait until the thermal clip ejection animation begins, which is actually somewhat delayed with AR. You'll hear the click of the ejection, but by the time you actually see the clip fly out it the gun has pretty much leveled off again. I was really hoping it'd be able to get in 2 shots with the claymore but I don't think its possible. If I take the claymore, i'm going to respec to heightened AR.
I like Heightened better anyway.
#2020
Posté 28 mars 2010 - 08:51
thisisme8 wrote...
I like Heightened better anyway.
Even for automatic weapons (ARs, Revenant, Viper)?
#2021
Posté 28 mars 2010 - 09:36
Kronner wrote...
thisisme8 wrote...
I like Heightened better anyway.
Even for automatic weapons (ARs, Revenant, Viper)?
Simply for the extra slowdown. Let's me maneuver better. And it's easy to not get hit when everyone is going so slow so I don't feel like I'm losing out from Hardened.
#2022
Posté 29 mars 2010 - 03:17
#2023
Posté 29 mars 2010 - 09:28
4 Inferno Ammo
4 Squad Cryo Ammo
4 Heavy Charge
4 Destroyer/Champion (either one)
4 Squad Armor-Piercing Ammo
1 Shockwave
The explanation behind Armor-Piercing Ammo is that sometimes, Cryo just isn't useful. At all. I'm thinking Scions, Praetorians, and the like, here. In cases like that, you'll want to have the damage boost for both you and your squad, and I feel like it could make a huge difference.
The 1 in shockwave is cause there isn't anything else/better to put it in, and plus it's useful against husks.
#2024
Posté 29 mars 2010 - 10:26
TheBellTolls4Me wrote...
So I'm starting a blog on my opinions, could someone evaluate my build? Here it is, so it doesn't seem like I'm advertising:
4 Inferno Ammo
4 Squad Cryo Ammo
4 Heavy Charge
4 Destroyer/Champion (either one)
4 Squad Armor-Piercing Ammo
1 Shockwave
The explanation behind Armor-Piercing Ammo is that sometimes, Cryo just isn't useful. At all. I'm thinking Scions, Praetorians, and the like, here. In cases like that, you'll want to have the damage boost for both you and your squad, and I feel like it could make a huge difference.
The 1 in shockwave is cause there isn't anything else/better to put it in, and plus it's useful against husks.
I'm not as experienced as some of the other guys, but i'll give my 2 cents anyway...
Inferno ammo, squad cryo ammo and heavy charge are all great.
Maxing assault mastery is always recommended. As for destroyer vs champion, personally i prefer champion for the cooldown reduction, but i know some guys that swear by the damage boost destroyer offers, so it's up to you.
Squad AP ammo - er, why exactly? If you want squad AP ammo, bring along garrus - though i've found the crowd control squad cryo brings to be much more useful). If you want AP ammo for yourself, then it's a bit redundant maxing both AP and inferno, no?
Besides, here are reasons inferno ammo is as good if not better than heavy AP ammo for vanguards:
- AP ammo offers only 10% more damage than inferno - which is really a 6.25% damage increase (10/160=6.25%). This is barely noticeable in game. Inferno ammo, on the other hand, gives the 'panic effect', stops enemy health generation (awesome when facing krogan or vorcha) and a small AOE effect, giving you a chance of damaging/panicking multiple enemies at once.
- All damage-over-time powers do their total damage instantly against defenses - the only time inferno will do damage over time is against enemy health. Also, ammo power damage is applied BEFORE regular weapon damage - so the only time the fire damage will be applied as damage-over-time is against an enemy who's already down to his health bar. In this case, you're probably:
a) Charging him, so he'll proceed to go flying, and will most likely die regardless of your ammo power
AP ammo just isn't worth it for vanguards. You're much better off putting those points into another bonus power (reave or slam come to mind) or getting shockwave to lvl 2 so you can unlock pull (which is awesome for multiple reasons)
Hope this helps
Modifié par Hraldgur, 29 mars 2010 - 10:36 .
#2025
Posté 29 mars 2010 - 10:36
Hraldgur wrote...
TheBellTolls4Me wrote...
So I'm starting a blog on my opinions, could someone evaluate my build? Here it is, so it doesn't seem like I'm advertising:
4 Inferno Ammo
4 Squad Cryo Ammo
4 Heavy Charge
4 Destroyer/Champion (either one)
4 Squad Armor-Piercing Ammo
1 Shockwave
The explanation behind Armor-Piercing Ammo is that sometimes, Cryo just isn't useful. At all. I'm thinking Scions, Praetorians, and the like, here. In cases like that, you'll want to have the damage boost for both you and your squad, and I feel like it could make a huge difference.
The 1 in shockwave is cause there isn't anything else/better to put it in, and plus it's useful against husks.
I'm not as experienced as some of the other guys, but i'll give my 2 cents anyway...
Inferno ammo, squad cryo ammo and heavy charge are all great.
Maxing assault mastery is always reccomended. As for destroyer vs champion, personally i prefer champion for the cooldown reduction, but i know some guys that swear by the damage boost destroyer offers, so it's up to you.
Squad AP ammo - er, why exactly? If you want squad AP ammo, bring along garrus - though i've found the crowd control squad cryo brings to be much more useful). If you want AP ammo for yourself, then it's a bit redundant maxing both AP and inferno, no?
Besides, here are reasons inferno ammo is as good if not better than heavy AP ammo for vanguards:
- AP ammo offers only 10% more damage than inferno - which is really a 6.25% damage increase (10/160=6.25%). This is barely noticeable in game. Inferno ammo, on the other hand, gives the 'panic effect' and a small AOE effect, giving you a chance of damaging/panicking multiple enemies at once.
- All damage-over-time powers do their total damage instantly against defenses - the only time inferno will do damage over time is against enemy health. Also, ammo power damage is applied BEFORE regular weapon damage - so the only time the fire damage will be applied as damage-over-time is against an enemy who's already down to his health bar. In this case, you're probably:
a) Charging him, so he'll procede to go flying, and will most likely be dead
Be best off finishing him with a warp bomb or some other biotic power, and save the ammo
AP ammo just isn't worth it for vanguards. You're much better off putting those points into another bonus power (reave or slam come to mind) or getting shockwave to lvl 2 so you can unlock pull (which is awesome for multiple reasons)
Hope this helps
If I bring along Garrus, he'll keep overwriting Cryo when it's actually needed.
The reason that AP Ammo is there is for times when Cryo is useless, usually against Praetorians and scions (I'm looking at you, Horizon), cause I consider those two to be two of the most difficult for most vanguards to take down. It's not a matter of the extra damage; it's a matter of cryo being useless in that situation, when you could have AP ammo to make it easier to kill these things. I did consider reave, except I am not fond of it - for one, it's so good I consider it to be cheap. For another, slam isn't that useful, in my experience. It works on a single target when their defenses are down and it might not even kill them. It's just not worth it.
As for Destroyer vs Champion - I'm running the Claymore, and with the way it kills people, I can't see that bonus being nearly as useful as the cooldown reduction. The cooldown reduction increases survivability by a lot, without impacting your killing power very much.





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