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The Ultimate Vanguard: Dominating Insanity


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#1
Sabresandiego

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Total Carnage Video Series (Level 30 Insanity+, max speed, no health damage)
Ultimate Vanguard Total Carnage Insanity Suicide Mission Speed Run
Ultimate Vanguard Total Carnage Blue Suns Meet Jack
Ultimate Vanguard Total Carnage Insanity Collector Platform Speed Run
Ultimate Vanguard Total Carnage Insanity Tali Recruitment 
Ultimate Vanguard Total Carnage Insanity Smuggled Cargo Save 20 Crates

Casual Play Video Series (Level 30 Insanity+, high speed, virtually no health damage, casual play)
Versatile Vanguard (Can't Get a Lock? No Problem!)
Moridin Recruitment
Reaper IFF
Jack Recruitment
Legion Loyalty: Heretic Station
Thane Recruitment
MSV Strontium Mule Blue Suns Mission
Husk Killing

Posted Image

The Vanguard is a powerful biotic warrior able to jump across the battlefield in an instant to charge the enemy and attack at close range, combining the offensive power of an Adept and a Soldier. This guide will focus on how to maximize your strengths and minimize your weaknesses allowing you to not only enjoy the class at the highest level of difficulty but to steamroll it.

Overview
My playstyle is a unique mix of tactical aggression. I like to annihilate everything in my path as quickly as possible using combined arms (biotics, squad abilities, and the best weapon for the situation). I challenge myself by focusing on two things: not taking health damage, and finishing missions rapidly. I don't limit myself in any way, I play to f*ck sh*t up.

Introduction: Learn Vanguard Gameplay Fundamentals, Squad Power Usage, And Charge
Playing a Vanguard Video Tutorial

The above video demonstrates vanguard fundamentals such as using cover and playing tactically. It also introduces you to squad biotic combos. One of the most effective things you can do is to learn how to use your squad's powers in combination with your own to create extremely powerful combinations that simply devastate the enemy. The video also demonstrates some basic charge techniques.

Part 1: Mastering Charge

When to charge:
1. If you know what to expect, and know you can handle it then charge! For some people, this can be nearly always especially if they have been through the area multiple times.

2. If there is reliable cover that you can get to after you charge then charge

3. Always charge the second your shields go down, and save all cooldowns for charge if you are exposed or under fire. Remember that charge can be used defensively as a shield refill in close combat and that is one of its best uses on insanity. Use it liberally as a way to recover your shields.

4. Late in the game when you have several upgrades, it is much safer to be very aggressive with charge.

When not to charge:
1. When you first see an enemy and do not know what is ahead of him, around him, or behind him do not charge unless there is somewhere you can immediately take cover after the charge.

2. When charging will put you in a vulnerable position such as one with no cover and in the line of sight of multiple enemies, do not charge. Instead, weaken them with ranged and biotic attacks from yourself and squadmates while waiting for an opening for a tactical charge.

3. Early in the game when you lack upgrades it is far more risky to charge into groups of enemies (especially on insanity+ with a level 30 character with little to no upgrades). Later in the game it is much less risky to charge agressively.

Effective Ways To Use Charge:
-Charge in, gun down one enemy then take cover. Learn how to immediately take cover after a charge kill.
-Any time your shields have dropped and you are exposed (not safe behind cover) you need to charge
-Flank enemies with charge by charging a rear or side enemy (only if you can safely get to cover after this move)
-Learn how to charge surgically using the charge, kill, take cover, charge method.
-Most importantly, do not force a bad charge because you think that you have to charge since you are a vanguard
-Learn how to use repeated charges as a way to constantly replenish your shields
-Use cover like all other classes
-Always use repeated charges in close quarters combat as a shield refill (take cover if you are overwhelmed)
-Charge can also be used to make you invulnerable to projectiles which are coming at you
-Use charge to knock back one enemy and shoot the one next to him
-Often it is a good idea to back pedal after charging and firing a shot, allowing you to get to safety

What to do if charging is a bad idea:
-I highly recommend reave as your special ability. It is the perfect solution to the vanguards weakness at range and synergizes perfectly with a vanguards biotic prowess.
-I recommend learning either sniper rifle or automatic rifle if you dont take claymore
-Use whatever guns you have available to attack from range until you see an ideal time to charge
-Use your squad and their powers to attack from range until you see a charge opening
-Use area reave to launch a devastating biotic assault until it is safe to charge
-For people who dont take reave, a few points in barrier and 1 point in pull is a good choice to set up warp explosions

Part 2: Biotics, Defense Stripping, and Squad Powers
As a vanguard, charge is your best ability but it is not your only ability. Learn to always use the best weapons or abilities for the situation. Sometimes it may be a sniper rifle, other times it will be reave or squad biotics, usually it will be charge and shotgun, but its best to just combine them all! Learn to charge in and strip defenses then combo into a warp explosion or have your squad freeze with squad cryo. Learn how to reave into a warp explosion. Learn how to area overload into pull field. Learn how to pull field into a charge. Learn how to shockwave to stagger and expose enemies. There are a multitude of biotic combos and abilities you will see me use in my videos. Overall the best biotics besides charge are Pull Field, Unstable Warp, and Area Reave. In general it is better to use squad biotics rather than your own because squad abilities are instant cast and do not consume your cooldown which is best saved for charge. The exception to this is area reave and energy drain, which are instant cast on Shepard and are the two of the best bonus skills you can take as a vanguard.

Part 3: Talent Build

Max Heavy Charge First
Max Champion Second
The rest is up to you... however like I said in the paragraph above, pull and shockwave are better off being used by your squadmates. Squad abilities are instant cast and don't consume your cooldown which is needed for charge. I only recommend the following two builds for this guide:

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Reave Build: Complete domination, this is the most versatile vanguard build throughout the game and my favorite
10 Heavy Charge
10 Champion
10 Inferno Ammo
10 Squad Cryo Ammo
10 Area Reave

Reave Tips:
-Use area reave
-Reave when there is no tactical charge option available
-Do not use reave if you are exposed, or under fire --> you need charge off cooldown for shield replenishment
-Reave is best used against long range targets to soften groups of enemies before a tactical charge
-Use reave to strip defenses to allow yourself to use biotic combos like warp explosions, pull, and charge.

Energy Drain Build: Better than reave against blue shields but far less versatile
10 Heavy Charge
10 Champion
10 Inferno Ammo
10 Squad Cryo Ammo
10 Area Energy Drain


Part 4: Shotgun Choice
Scimitar: If you like a rapid fire shotgun with an 8 round clip, my personal favorite by a landslide. It allows you to strip defenses and setup biotic combos more efficiently than any other shotgun.

The other shotguns are also very good, but do not mesh as well with this guide.

Claymore: If you like maximum damage in a single shot and dont mind reloading often and using melee
Eviscerator: If you like heavy damage with a 3 round clip and enjoy melee
Katana: A medium between the scimitar and the eviscerator

Part 5: Equipment
Doesnt really matter that much, wear whatever you like. I personally use the following:
Head: Sentry Visor 5% Shields (I had to buy a Dr. Pepper for this!)
Shoulders: Amplifier Plates 5% Power Damage (Improves Incendiary ammo and Reave)
Chest: Shield harness 5% Shields
Arms: Damping Gauntlets 5% Shields
Legs: Stimulator Conduits 10% storm speed
I prefer to have very strong shields over anything else.
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Part 6: Squad Choice
Personal preference but here are some tips
-Use teamates with rapid fire weapons if you enjoy squad cryo ammo.
-If you enjoy using reave, bring Samara for double reaves and pull field, or jack or jacob for pull field after you strip defenses with reave. Combo this with warp explosion from Miranda or Thane.
-If you like warp explosion bring a teamate who can pull field, or learn pull yourself, and bring someone with warp
-Samara, Miranda, and Thane are your 3 most powerful teamates in most situations
-Garrus, Miranda, and Zaeed are very good against geth
-Jack and Jacob are outshined by Samara but are also very good.
-Moridin is very good against organics (Incineration Blast)
-Make sure Samara gets 10 area reave and 10 pull field
-Make sure Miranda gets 10 unstable warp and 10 area overload
-Make sure Thane gets 10 unstable warp

Part 7: Order to Purchase Upgrades, Order to Complete Missions, and Order to Research Upgrades

ACT 1 (Before Horizon) Important Purchases

-Buy damage protection from Citadel
-Buy shotgun damage from Omega
-Buy heavy skin weave from Omega

Act 2 (After Horizon) Important Purchases
-Buy biotic damage from Ilium
-Buy heavy skin weave from Ilium
-Buy Pylos nebula map from Ilium
*Earn damage protection from: Anamalous weather detected mission (3rd planet in pylos nebula dirada
system)
-Do Samara Recruitment as your first mission in Act 2 for the scimitar shotgun and biotic damage upgrade
-Go to Tuchanka right after Samara recruitment and do Grunt's loyalty mission for your 3rd shotgun upgrade
- At this point you should have 3 shotgun upgrades, 3 damage protection upgrades, and 3 biotic damage upgrades. Make sure you research the unlocked research from getting 3 upgrades immediately, especially hard shields, biotic cooldowns, and shotgun ammo. Play the rest of the game in any order you want.

Mid-Late Game Important Purchases

-Buy Shotgun Damage from Tuchanka (available as soon as Tuchanka shows up right after Samara Recruitment)
-Do side mission for heavy skin wave (N7: Strontium Mule)
-Buy Damage Protection from Ilium (available after collector ship mission)
-Buy Biotic Damage from Tuchanka (if you took reave as your special)

Key Research:

3 Damage Protection (Citadel shop, Jack Recruitment, Secret Pylos nebula mission)
Allows Research of Redundant Shield and Hard Shields (huge boost to survivability)

3 Biotic Damage (Horizon, Ilium, Samara Recruitment)
Allows Research of 20% biotic duration and 20% biotic cooldown reduction (absolutely huge for Vanguard survival in close combat from repeated charges)

3 Shotgun Damage (Omega shop, Jack Recruitment, Grunt Loyalty/Tuchanka)
Allows research of Shield Piercing and Ammo (shotgun ammo is really annoying before this upgrade)

3 Heavy Skin Weave (Horizon, Ilium, Omega)
Allows research of muscle weave and bone weave, which are both good if you like to meelee.

Part 8: Extra Tips
-Squad abilities are one of the most powerful weapons in your arsenal. Learn to use them manually
-Get rid of mouse acceleration and adjust mouse sensitivity by editing the configuration file
-You can often avoid homing projectiles coming at you by strafing erratically left and right
-If you follow this guide than most of your deaths will be due to charge bugs and being staggered. Keep your distance from enemies who stagger if you are focused on a minimal death playthrough. This includes flamethrowers, most bosses, heavy weapons users, harbinger, etc...
-If charge bugs out and your shields drop, research unity and use a medikit ASAP
-You can sprint for longer if you stop sprinting momentarily before you run out of breath
-Use squad cryo on your teamates and switch to inferno ammo for yourself
-Use squad abilities in conjunction with your own to set off powerful combos
-Learn how to play without pausing by using hotkeys

I want to thank the people who contributed to the Vanguard tips and tricks thread, which got me interested in playing vanguard in the first place and provided me with a lot of useful information.

http://social.bioware.com/forum/1/topic/128/index/1061080/1

Modifié par Sabresandiego, 27 février 2011 - 03:15 .

  • Ticondurus, GrumpyBadger117, TriviumCoRe et 1 autre aiment ceci

#2
aeetos21

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Nice cheatsheet =D



And I know what you mean about the VG on insanity videos. Most of them work better as trophies than actual tutorials. Some fights do require a lot of patience and in others there are smart tactics and tricks VG's can use to end them quickly and decisively.

#3
RamsenC

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Check out the 25% melee damage shoulders, they are far more worthwhile to Vanguard than 5% power damage.

Modifié par RamsenC, 27 février 2010 - 01:56 .


#4
Sabresandiego

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RamsenC wrote...

Check out the 25% melee damage shoulders, they are far more worthwhile to Vanguard than 5% power damage.


I use the scimitar and I also use reave alot. I melee for the stagger effect more than for the damage. 5% power damage is better for me than 25% melee. For somene else it may be different.

Modifié par Sabresandiego, 24 mars 2010 - 04:39 .


#5
ODST Steve

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Nice guide.

#6
Kurupt87

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good intro guide for vg, handy info there.
one thing i'd add is the usefulness of using enemies as cover, when you charge in manouevre yourself so your target is between you and other mobs, the others wont fire due to "friendly fire". this is only really applicable if you're a scim vg though i spose, or if you're walking to a 2nd target, as katana/evi/clay will 1hit most targets.
one nit pick "-I recommend learning either sniper rifle or automatic rifle if you dont take claymore" made me lol. :D
edit: very detailed guide in fact, didnt notice the upgrade section at the bottom, good work, as upgrades make a massive difference to the vanguard.

Modifié par Kurupt87, 27 février 2010 - 02:19 .


#7
weirdscientist

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Kurupt87 wrote...

one nit pick "-I recommend learning either sniper rifle or automatic rifle if you dont take claymore" made me lol. :D


It made me lol, too. I didn't wanna point it out though because his guide is great :lol: Thanks for posting it, sabre. Very useful info.

#8
Sabresandiego

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weirdscientist wrote...

Kurupt87 wrote...

one nit pick "-I recommend learning either sniper rifle or automatic rifle if you dont take claymore" made me lol. :D


It made me lol, too. I didn't wanna point it out though because his guide is great :lol: Thanks for posting it, sabre. Very useful info.


Haha well the reason I worded it that way is because I did not want to imply that taking the claymore is necessarily a bad choice. Obviously youre gonna take either the sniper or assault rifle if you dont take claymore, lol.

#9
VirtualAlex

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This is great. The most useful part of this is how you tell what upgrades to buy/find and where. I have 0 memory on where all those are and where to go first so this is just awesome.

#10
JWCbox

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Sabresandiego wrote...

-I recommend learning either sniper rifle or automatic rifle if you dont take claymore



Good hint here.

edit: shhh im not late at all

Modifié par JWCbox, 27 février 2010 - 03:15 .


#11
VirtualAlex

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I would also like to add my little tidbit on raising para/gade points. As soon as you have access go to all the shops and "get a discount" each one is +5 morality points in just a quick visit.

#12
mundus66

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One thing which is very important imo that you didn't mention was pull. I think every vanguard should have pull, since when combined with Thane and Miranda (my favorite squad) you can use it to set up those lethal biotic combos. And since the cooldown on pull is so brief you can use it and then charge 2 seconds later. Try it and you will like it, i started doing this after playing adept and its the best of 2 worlds imo.

#13
padaE

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Interesting.
.
I have the very unpopular idea that AP Ammo is a better ammo type for the Vanguard and is worth to take it as special skill. But let's not discuss this.
.
After I finish the games I've started I will build a Vanguard like that to play the whole game with Incendiary ammo and make a final conclusion.

Modifié par padaE, 27 février 2010 - 03:31 .


#14
RamsenC

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mundus66 wrote...

One thing which is very important imo that you didn't mention was pull. I think every vanguard should have pull, since when combined with Thane and Miranda (my favorite squad) you can use it to set up those lethal biotic combos. And since the cooldown on pull is so brief you can use it and then charge 2 seconds later. Try it and you will like it, i started doing this after playing adept and its the best of 2 worlds imo.


I agree with this. Pull is the best biotic ability outside of charge for a Vanguard.

#15
thisisme8

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Great for people just getting started with the class, great for us veterans who want to quickly check off the important research and upgrades as we go.

#16
mak123

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RamsenC wrote...

mundus66 wrote...

One thing which is very important imo that you didn't mention was pull. I think every vanguard should have pull, since when combined with Thane and Miranda (my favorite squad) you can use it to set up those lethal biotic combos. And since the cooldown on pull is so brief you can use it and then charge 2 seconds later. Try it and you will like it, i started doing this after playing adept and its the best of 2 worlds imo.


I agree with this. Pull is the best biotic ability outside of charge for a Vanguard.


Who didn't see this coming?

#17
Iz Stoik zI

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Nice guide, really liking the list of research item locations since I always forget where they are.



I took Reave and maxed it into Area Reave on my last Vanguard. This time I took Reave again but I'm going to try maxing out Shockwave instead to see how it works. If I don't like it I'll go back.

#18
padaE

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One thing I would add is about enemy respawn.
.
Some difficult battles can be over in seconds with the Vanguard. For exemple that Vorcha battle just before Mordin's clinic in his recruitment mission. Generally you fight two Krogans there, but if you charge fast you can end it even before the first one respawn. Of course there is some complications to it, like the flamethrower guys.
.
Other exemple is in Tali's loyalty mission, the last major battle before the Geth Prime, where you have the upper floor. You kill a lot of geths there with other classes, but if you charge fast, you won't need to kill more than 3 or 4 geths.

Modifié par padaE, 27 février 2010 - 04:34 .


#19
sipaufade

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 i really think heavy bone and muscle weave are crucial to the vanguard. a great way to get the increase to melee damage early without buying it at illium is do the n7 mission on joab in the enoch system when jacob's loyalty mission opens up. upon completing that mission you'll be directed to the omega system for another n7 mission. one of the rewards is the 3rd health bonus and the melee bonus. and you didn't have to buy it at illium.

#20
Schneidend

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Nice guide! Love the upgrade cheatsheet. The only addition I can recommend is to fill in that nagging "?" next to the Katana. It's basically a middle-ground between the Eviscerator and the Scimitar on the damage/fire rate spectrum, so for those who feel that Evisc is too slow and Scimi doesn't pack enough punch per shot, the Katana's perfect. Probably not the best choice, but some times a player should use the weapon that feels right, even if it isn't optimal.



Also, it should be noted that, when using the Eviscerator or Claymore with Cryo Ammo, just about anything that isn't killed will become frozen by the time you fire a second shot. Works really well against enemies that usually can't be killed in a single Charge/shot, like Pyros, Geth Destroyers, Geth Hunters, krogan, etc.

#21
ScroguBlitzen

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Here's my personal rules on when to charge on Insanity.
When not to charge:
1. When you're not playing a Vanguard.
When to charge:
1. When you see an enemy.
If you are dying too much with your Vanguard then the problem is not that you're being too aggressive, the problem is you just aren't being aggressive enough.

Modifié par ScroguBlitzen, 27 février 2010 - 06:05 .


#22
rumination888

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ScroguBlitzen wrote...

Here's my personal rules on when to charge on Insanity.
When not to charge:
1. When you're not playing a Vanguard.
When to charge:
1. When you see an enemy.
If you are dying too much with your Vanguard then the problem is not that you're being too aggressive, the problem is you just aren't being aggressive enough.


Amen. :D

#23
Sabresandiego

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ScroguBlitzen wrote...

Here's my personal rules on when to charge on Insanity.
When not to charge:
1. When you're not playing a Vanguard.
When to charge:
1. When you see an enemy.
If you are dying too much with your Vanguard then the problem is not that you're being too aggressive, the problem is you just aren't being aggressive enough.


Have fun reloading

#24
Schneidend

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Sabresandiego wrote...

ScroguBlitzen wrote...

Here's my personal rules on when to charge on Insanity.
When not to charge:
1. When you're not playing a Vanguard.
When to charge:
1. When you see an enemy.
If you are dying too much with your Vanguard then the problem is not that you're being too aggressive, the problem is you just aren't being aggressive enough.


Have fun reloading


Agreed with Sabre. Charge isn't always the answer. It's just usually the answer. I know you're largely being facetious, Scrogu, but if you're not taking a lot of cover then you're playing on Normal or Casual. Charge is unfortunately not up ALL the time and neither is your shield/barrier.

#25
rumination888

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You can charge, kill 1 or as many as you think you can, take cover, then charge again. No where does it say you can't take cover inbetween charges.