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Vanguards Bonus Skill


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#1
DeathByWoodchipper

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I'm wondering what bonus skill I should choose and why: Armor-Piercing Ammo, Reave, or Warp Ammo.  The difficulty is Veteran.

#2
Kronner

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AP ammo and Warp are both inferior to Inferno ammo for Vanguard. Reave is ok bonus talent.

#3
sapphyreelf

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I would recommend Reave of those since it'll help cut through barriers and armor. Honestly, it would depend on what other skills you are maxing out.

#4
Arhka

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I chose barrier, just for the shield boost when I can't charge.

#5
Sabresandiego

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Reave is the best choice. Insanity is easy with reave. As soon as you see an enemy, area reave and find cover. Once you are in cover look around and see if its safe to charge anywhere (or if its unsafe to charge because there are too many enemies clumped and no cover). If it is safe to charge then charge in, blast away one person, and find cover and repeat. If its not safe to charge, fire another area reave in to soften them up. Once they are at a health bar you can charge into a large group of enemies and blast them to bits with your shotgun and your incendiary ammo will put them all on fire so they cant shoot you.

Area reave is the best power Ive used on a vanguard. The above strategy is good with any team, but if you are using a team with Jack or Jacob and Miranda or Thane there is an even better strategy. Simply area reave, then area pull field, then area unstable warp. This 1 2 3 combo annihilates everything so that you can just charge in and mop up with your shotgun. Details on this combo are here: http://social.biowar...8/index/1414870

Modifié par Sabresandiego, 24 février 2010 - 10:48 .


#6
sonsonthebia07

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I love Reave. I chose it and never looked back. Area Reave would probably be the best for Veteran.

#7
DeathByWoodchipper

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Seems like their is a pretty good consensus on Reave. The "problem" I have with it is its 6 second recharge time which kind of gets in the way of the fast-paced play style of the Vanguard.

#8
sinosleep

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DeathByWoodchipper wrote...

Seems like their is a pretty good consensus on Reave. The "problem" I have with it is its 6 second recharge time which kind of gets in the way of the fast-paced play style of the Vanguard.


That's why I prefer the no bonus talent vanguard build. I think both area pull (2 second cool down with upgrads, insta-kills husks, sets up biotic combos) and squad cryo ammo are better than any bonus talent a vanguard can get. 

#9
JaegerBane

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DeathByWoodchipper wrote...

Seems like their is a pretty good consensus on Reave. The "problem" I have with it is its 6 second recharge time which kind of gets in the way of the fast-paced play style of the Vanguard.


Nothing some upgrades and Champion can't handle.

I'm currently running a modded Vanguard that, among other additions, has two bonus talents. Granted, one of them is Area Reave, but I'm rather surprised by how well Slam fits into the Vanguard's play style. It coolsdown in less time then it takes for me to select in the menu.

I would still say Area Reave to be the best choice, but you may consider giving Slam a whirl for a few missions.

#10
SojournerN7

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I prefer Area Reave myself, so that my Vanguard has a power to strip away Barriers and Armor. I don't mind the cooldown time so much, but I see what you're getting at. In that case, I'd agree with JaegerBane that investing in slam could be rewarding, certainly in 'moving' enviroments.

#11
DeathByWoodchipper

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Well then, I gonna I'll go with Reave. I think that Pull can do the job of Slam, so taking Slam as the bonus would be redundant (especially when considering Area Pull).

#12
Sabresandiego

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sonsonthebia07 wrote...

I love Reave. I chose it and never looked back. Area Reave would probably be the best for Veteran.


Area reave is good for insanity because it strips armor and shields and the enemy does not need to be down to a health bar for it to do its job.

#13
JaegerBane

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DeathByWoodchipper wrote...

Well then, I gonna I'll go with Reave. I think that Pull can do the job of Slam, so taking Slam as the bonus would be redundant (especially when considering Area Pull).


Slam and Pull are different biotics intended for different purposes. Pull is crowd control while Slam is a single-target high damage power that happens to hold onto them for a bit.

Tactically it's very similar to Throw, even to the extent it interacts with Pull. Pull isn't going to 'do the job of Slam' any more than Shockwave does the job of Charge.

Modifié par JaegerBane, 24 février 2010 - 10:56 .


#14
DeathByWoodchipper

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I use Pull primarily to disable an enemy or two before charging. Slam (or more specifically, Crippling Slam) would can also disable enemies, but only one at a time. While it may do a decent amount of damage, I feel that having both Pull and Slam would be unnecessary.

#15
JaegerBane

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DeathByWoodchipper wrote...

I use Pull primarily to disable an enemy or two before charging. Slam (or more specifically, Crippling Slam) would can also disable enemies, but only one at a time.


Still, it's primary purpose is to damage enemies. Tactically it has much more in common with Warp or Throw than it does with Pull. In any case, Crippling Slam isn't all that great. Heavy Slam does some pretty impressive damage. Hence it doesn't really mean anything to say that Pull and Slam overlap. As I said, they overlap in the same way as Shockwave and Charge (they happen to both do something but intended for completely different purposes)

While it may do a decent amount of damage, I feel that having both Pull and Slam would be unnecessary.


As did I, until I tried it. Which is why I'm Imploring you to at least give it a try too :D

At the very least, Pulling an opponent then Slamming him has similar results to using Throw on a pulled enemy.

Modifié par JaegerBane, 24 février 2010 - 11:02 .


#16
Roxlimn

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Agree with JaegerBane. Having Slam on an Adept is actually somewhat less redundant than having Reave on the same class character. On a Vanguard, I can imagine that they also have different functions. At the very least I can confirm that putting a Slam on a Pulled opponent does a LOT of damage.

#17
DeathByWoodchipper

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Then I'll give Slam a try.

#18
nofanboy

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Whether slam and pull serve different purposes, taking slam on a vanguard is more of a luxury. And I disagree what slam has more in common with warp than pull. In order to use slam you still need to wear enemies down to just health. This aspect alone makes pull and slam more similar than slam and warp. The one of the main reasons to use warp is so you can set up other skills like slam and pull afterwards. Warp is a first strike power. Slam is only first strike on enemies with just health. But then so is pull and shockwave.

#19
nofanboy

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Darn double post. 

Modifié par nofanboy, 24 février 2010 - 11:17 .


#20
sinosleep

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I wouldn't bother with slam, even if it does do a lot of damage, it's single target. You'd be better served with having Samara cast reave, or Mordin cast incineration blast and then just group pull the whole bunch and finish them off with a warp explosion from Miranda or Thane. When it comes to husks it's even easier as 2 shots from the hand canon will eliminate all armor allowing you to once again use area pull to kill the whole bunch of em in one go without any help from the squad at all. 

Modifié par sinosleep, 24 février 2010 - 11:31 .


#21
RamsenC

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Pull and slam do serve similar purposes on Vanguard at least for me. I use these abilities to knock an enemy out of the fight before I charge. With slam you do great damage, but you won't kill them, even with the heavy version. With pull you disable them for a long period of time and your team will probably kill them. Remember there is a double damage modifier for ragdolled enemies, and I can't be the only one that has noticed your squad gets more aggressive and more accurate on frozen and biotic effected enemies.



Slam offers you less time to warp detonate, less disable time, no AoE option, all for some damage that will not kill the enemy. Often times the slammed enemy will be behind something and will be able to fight again. A pulled enemy will die pretty much every time. If only slam had an AoE version.

#22
Sabresandiego

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Quick question. I havent used max pull on shephard yet, but I put 1 point into it and noticed that it fired a projectile at my enemy

I use max pull field on my squad and noticed that it is instantaneous.

My question is this: Is pull field instantaneous for everyone, or does pull field have a projectile only with shephard but is instant if used by a squadmate.

If pull field is instant than I think it could be worth getting for shephard, but if it fires a projectile whereas squad pull field is instant than the choice is obviously to only use pull field on your squadmates and ignore it on shephard.

Modifié par Sabresandiego, 25 février 2010 - 12:00 .


#23
nofanboy

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It seems all biotics are instantaneous by your squad mates. I don't even think squad mates need line of sight.

#24
Palathas

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I'd recommend Fortification. I found it to be very handy for when Charging.

#25
Blue_dodo

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RamsenC wrote...

Pull and slam do serve similar purposes on Vanguard at least for me. I use these abilities to knock an enemy out of the fight before I charge. With slam you do great damage, but you won't kill them, even with the heavy version. With pull you disable them for a long period of time and your team will probably kill them. Remember there is a double damage modifier for ragdolled enemies, and I can't be the only one that has noticed your squad gets more aggressive and more accurate on frozen and biotic effected enemies.

Slam offers you less time to warp detonate, less disable time, no AoE option, all for some damage that will not kill the enemy. Often times the slammed enemy will be behind something and will be able to fight again. A pulled enemy will die pretty much every time. If only slam had an AoE version.


I love slam, while it has no area affect the fact that it does massive damage (and when combined with pull can out right kill instantly) as well as having a short cooldown time is great.

I am however sad that vangaurds don't get warp, but oh well..anyways for practicial use barrier (for added protection) or warp ammo ,does bonus damage against enemise who are effected by biotic powers (i.e pull) or reave.

but for fun slam,neuroshock (stun an enemy and then charge into them)