Slygar wrote...
newcomplex wrote...
Also, reave is terribad because you can't make it explode. Area reave is borderline mentally defficient, your doing the same amount of damage as a area warp, without biotic explosion, over time instead of instant. At least with heavy reave you do a bit more single target damage (20 more).
Or you're not just borderline, but totally mentally deficient for not realizing that Reave more than doubles your health. Or, to put it another way, almost 2x as many "tanky" points as any of the shield skills like Barrier, with half the cooldown any of them have, on top of damage (double damage to shields/barriers BTW) and CC. If any biotic needs a nerf, it's Reave.
Doubling your health is only useful when your frequently dieing due to lack of health. Reave does nothing to boost your offensive power. I guarentee you, when the OP dies on the collector platform, it isnt because hes getting wittled down due to lack of health, its because he lacks the stopping power to kill all the enemies before the harbringer runs up to you and wtfbbq owns you at point blank. ~150 more health ISNT going to help you when a harbringer with full sheilds is in your face, a scios still at full HP, and you still have a collector guardian you can't kill in the back. When your choosing between powerhouses like warp ammo (50% more damage) and dominate, choosing a redundant reave is downright stupid.
javierabegazo wrote...
Slam also, is an incredibly useful
skill in terms of Crowd Control, On Insanity, it's pointless to use it
for damage, but if you evolve Slam into Crippling Slam, every Slam stuns
the enemy for 8 seconds, and if you evolve your Biotic Mastery into
Nemesis, your recharge times are about 2.5 seconds.
But you can only use it when the sheilds are down. When the sheild drops, slam now has an enourmous redundancy with pull. Pull lasts longer, and it pulls enemies outside of cover, while slam makes them crumple behind cover to shoot you another day. Plus, pull is an innate skill for adepts and vanguards, while sentinels lack ammo powers and would benefit several magnitudes more from a warp ammo. I'd only get it on infiltrators because they are so well rounded, the only thing they lack is CC. I prefer neural shock, but its all the same.
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Soldiers benefit so much more from geth sheild boost or talis sheild steal then anything else, especially at that point in the game after getting your revenant machine gun. Fully upgraded and with fire ammo revenants do
A THOUSAND DAMAGE PER SECONDat point blank. If you aim for the head. Reeve does 40 dps. Over 5.5/4 seconds
(21 damage per shot, 30 full upgraded ten shots per second, 2x damage point blank modifier, 1.6x damage headshot modifyer, 1.3x damage average versus biotics/armor/sheilds, inciendiary ammo buff.
.
At that point in the game, expect to be doing ~600 damage per second with revanent.
At standard short range, aiming for the head, your still doing three to four hundred damage per second, or slightly less then dmage the DPS of casting reeve.
As a soldier, doubling your sheild is going to let you fire for a couple seconds longer. Fireing a couple seconds longer yeilds several hundred extra points of damage. It also lets you shoot a harbringer at point blank, in the face. With 1.4 against armor, your going to strip a full health harbringer down to zero within seconds.
If your looking for optimization:
Adepts:Dominate or Warp Ammo
Engineers:Dominate or Warp ammo (or sheild Ammo if you feel like RPing, cuz u wouldn't have biotics)
Sentinels:Warp Ammo
Vanguards:Sheild Drain or Geth Sheild boost or reave
Soldiers:Sheild Drain or Geth sheild boost
Infiltrators:Anything except reave or sheild drain, or suboptimal ammos.
Engineers and Adepts have the sheer casting power and the nessicary duration buffs to make use of Dominate. Your also the most fragile, while you lack the weapon DPS to take sheild duration buffs. Otherwise, warp ammo is a viable alternative.
Sentinels go warp ammo. You already have a sheild, and you lack offensive power. Get a vindicator and shoot stuff.
Vanguards and Soldiers both do collosal damage, both the eversicator and the revenant are capable of hitting the 800 to 1k dps range. However, the vanguard sometimes has trouble doing long ranged damage. I would recommend getting a sniper to offset this, getting reeve is a viable alternative, the health boost is nice, and it lets you "snipe" enemies who are far away.
Soldiers should be getting sheild boosts hands down, at least after the collector ship. Revenant does so much DPS with the accuracy buff that casting anything just lowers your damage output.
Infiltrators already have enough damage in the form of a sniper rifle. A widow, fully upgraded, with assassins cloak, does ~900 damage per headshot. Infiltrators probably have the most redudancy for your optional skill, because you already excel so goddam much at intermitted long range damage.
You can pick dominate for some fun times, or get a better ammo because your ammos kind of suck. Neural shock and Slam are ok because you lack CC. Getting sheilds is ok too because they make for a good panic button, they are far more reliable then cloak (enemies shoot you for ~2-3 seconds after casting, which can kill you if you use it as a panic button) and let you get to a safe position.
Modifié par newcomplex, 15 février 2010 - 08:50 .