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What Skills are Worth Leveling?


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#1
VirtualAlex

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 This RPG is unlike most because Min-Maxing isn't a very big deal. In my first play I was all about picking powers and maxing them out. But I realized some powers are nearly identical when they only have 1 point in them. I would like to get other people's opinions on which powers are like that since it will allow me to spend my skill points more efficiently.

Pull is actually the power that made me analyze everything. Leveling up pull hardly does anything. The skill already doens't do any damage, and at lvl 1 it keeps the target suspended for 5 seconds (or is it 4? ample time anyway.) Lvl 1 pull and lvl 4 heavy pull are really the same power that have the same uses. I used 1 point in pull on my Vangaurd, and it always got the job done. Sometimes it's worth going for Area pull which is useful and different from 1 point in pull but that would be a special case.

Concussive blast is also in this category. More levels do more damage and have a greater knockback but I dont' think that matters much. In an emergency, lvl 1 blast will still knock a dude away from you so i think it's sufficient most of the time.

Cry/Disrupter ammo also. Cryo ammo has a chance to freeze people at lvl 1, and the freeze duration isn't very important. Disupter ammo can overload guns and shock mechanic baddies. Although from now on I am always going to max this ammo on Zeead since he is the only person that has it.

I am not going to list everything. But I would like to hear your opinions on this concept.
 

#2
Bentenjamin

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You know concusive shot and throw are the exact same thing? Besides the visual effect in combat they are identical.

#3
thisisme8

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Bentenjamin wrote...

You know concusive shot and throw are the exact same thing? Besides the visual effect in combat they are identical.


Throw has a damage bonus vs. barrier?  If so, I did not know that.

#4
SmilingMirror

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Bentenjamin wrote...

You know concusive shot and throw are the exact same thing? Besides the visual effect in combat they are identical.

Are you high?

Throw has a 1.5x damage bonus against barrier, not that it matters because it does all of its damage through the physics engine!

unlike CS's 3.5x damage bonus against barriers.

There is no biotic power even remotely like CS to be honest.

Modifié par SmilingMirror, 19 février 2010 - 01:56 .


#5
Looy

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Yeah, many abilities are pointless to level, they should add more to them other than a slight stats boost. For example:



Level 1 Pull: Current Stats

Level 2 Pull: + protected enemies stumble towards the pull field

Level 3 Pull: + protected enemies stumble further

Heavy Pull: + Ignores protection if enemy only has a single layer

Pull Field: Level 3 + Larger Radius



Level 1 Throw: Current Stats

Level 2 Throw: + deals health damage on impact

Level 3 Throw: + health damage bypasses shields and barriers

Heavy Throw: + Ignores protection at short range

Throw Field: + Larger Radius

#6
Mars Nova

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If you're playing Vanguard, you must level up Charge. Heavy Slam also does some crazy damage compared to regular Slam. Also, I don't think I've ever seen Inferno Ammo fail to set a target on fire. Not an organic one, anyway.

#7
We Tigers

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VirtualAlex wrote...
Cry/Disrupter ammo also. Cryo ammo has a chance to freeze people at lvl 1, and the freeze duration isn't very important. Disupter ammo can overload guns and shock mechanic baddies. Although from now on I am always going to max this ammo on Zeead since he is the only person that has it.

Disruptor ammo only has the synthetic stun at level 2, and the gun overheat at level 3.  Putting points in it is very sound for either of the classes that have it, since they have no other natural anti-shield ability and since there are actual functional differences at each level in addition to the damage boost.

The main reason to upgrade cryo ammo is to take it all the way to squad cryo.  I tried that for a bit this afternoon, and though it might not be the most efficient way to play, it's very fun; teammates with assault rifles and SMGs will be freezing guys all over the place and letting you stay out of cover longer.

Pull field is really good (excellent for taking out groups of heavies/snipers, who cluster together behind cover pretty frequently) but you're right that 1-point pull will get the job done.  Hacking is pretty good with a 1-point investment as well.

I really like leveling up the direct damage powers (incinerate, overload, reave) for their area effect specializations.  On hardcore/insanity, getting double or triple damage on a group is extremely efficient.

Modifié par We Tigers, 19 février 2010 - 03:19 .


#8
VirtualAlex

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I think Pull and Throw should develop a chance to pierce defenses. Lvl 2, they gain a 5% chance to pierce, at lvl 3 a 15% chance and at 4 you either get area or piercing throw.