Shadow strike has some weird behaviors. Sometimes you can hover over an enemy and it'll let you teleport through like three walls and kill them. Sometimes I'll be looking right at a guy, spamming the button with nothing in between us and it just... won't go.
and yeah, those times when mobs do some bruce lee shit and whirl and melee you even though you 1) are invisible and 2) just teleported behind them are pretty annoying, but you can avoid them once you get a good handle on how mobs target players
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
Shadow strike has some weird behaviors. Sometimes you can hover over an enemy and it'll let you teleport through like three walls and kill them. Sometimes I'll be looking right at a guy, spamming the button with nothing in between us and it just... won't go.
and yeah, those times when mobs do some bruce lee shit and whirl and melee you even though you 1) are invisible and 2) just teleported behind them are pretty annoying, but you can avoid them once you get a good handle on how mobs target players
This can be ridiculous at timest.
They need to overhaul both Shadow Strike and Charge in that regard. Enemies shouldn't be able to hit you while you're either charging at them with a great enough force to stagger them or you're invisible from Shadow Strike. Maybe the same goes for Havock Strike as well, I haven't played the Havok Soldier much.
Shadow strike has some weird behaviors. Sometimes you can hover over an enemy and it'll let you teleport through like three walls and kill them. Sometimes I'll be looking right at a guy, spamming the button with nothing in between us and it just... won't go.
and yeah, those times when mobs do some bruce lee shit and whirl and melee you even though you 1) are invisible and 2) just teleported behind them are pretty annoying, but you can avoid them once you get a good handle on how mobs target players
This can be ridiculous at timest.
They need to overhaul both Shadow Strike and Charge in that regard. Enemies shouldn't be able to hit you while you're either charging at them with a great enough force to stagger them or you're invisible from Shadow Strike. Maybe the same goes for Havock Strike as well, I haven't played the Havok Soldier much.
it has to do with how cloak works mechanically.
enemies will 'lock on' to players, then chase or shoot or do whatever they do. When you cloak they will maintain this lock briefly and shoot at the area where you are, but after a second or two they'll 'lose' you and lock on to something else.
this is easiest to observe with guardians, because their shield provides a very clear visual clue. once you cloak they'll still look at you for a moment, and if you shadow strike during this time they'll whirl and block it (annoying.) But if you wait a beat you can watch them retarget; once they've turned to face another player you can SS and they won't turn toward you. Enemies with quick-animating melee attacks (mostly geth) can melee you during this time if you don't wait for them to untarget.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Why I always wait 2-3 seconds after cloaking before using Shadow Strike.
I especially like Firebase Goddess in that all the ammo spawns drop two grenades and it's real easy to make a quick circuit to pick up 6 of them in any given area. I came in on the very end of wave 6 in a Gold Reaper match and ended up with just under 90k points.
They should have changed the ammo boxes when they went and fixed white
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
It's kinda weird too, because there are games where I can spend the whole time chopping dudes and almost never get caught, and then other rounds where I'll play on the same map against the same baddies and they turn to melee me every damn time
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Because Inferno Grenades already do gobs of damage on every difficulty and Fire Explosions need to be amazing to justify not just throwing more grenades
Ye gods does the ai just hate volus? Got sync killed at least three times a game for four games last night. I can understand phantoms wanting to poke the baloon with sharp objects but that's the second time since release an atlas syn killed me.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Because Inferno Grenades already do gobs of damage on every difficulty and Fire Explosions need to be amazing to justify not just throwing more grenades
Ye gods does the ai just hate volus? Got sync killed at least three times a game for four games last night. I can understand phantoms wanting to poke the baloon with sharp objects but that's the second time since release an atlas syn killed me.
I played a round of Reapers White Gold the other day when myself as Geth Trooper, a Vorcha, and a Volus adept got surrounded by some Brutes. We weren't impressed at the time, just lit up with flamer. Then I got stagger locked, and sure enough one of them sync killed me. 5 seconds later, our Volus pal tries to res right under a roaring Brute, and things don't turn out well. He gets lifted up, and then just....exploded into the concrete. His model's limbs are still flopping around underneath the ground when the announcer chimes in with his usual enthusiasm for losing teams.
Because Inferno Grenades already do gobs of damage on every difficulty and Fire Explosions need to be amazing to justify not just throwing more grenades
All the damage is cumulative.
Don't know why one would think it isn't.
Don't biotic damage over time skills end when they are comboed? Reave/Smash/Pull's effects seem to stop after a combo, so I always wondered if flame or even cryo's debuffs worked the same way after an explosion.
Ye gods does the ai just hate volus? Got sync killed at least three times a game for four games last night. I can understand phantoms wanting to poke the baloon with sharp objects but that's the second time since release an atlas syn killed me.
if a phantom kills a volus the volus totally needs to whizz around the level for like 5 seconds
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
+3
AchireIsn't life disappointing? Yes, it is.Registered Userregular
Ye gods does the ai just hate volus? Got sync killed at least three times a game for four games last night. I can understand phantoms wanting to poke the baloon with sharp objects but that's the second time since release an atlas syn killed me.
I played a round of Reapers White Gold the other day when myself as Geth Trooper, a Vorcha, and a Volus adept got surrounded by some Brutes. We weren't impressed at the time, just lit up with flamer. Then I got stagger locked, and sure enough one of them sync killed me. 5 seconds later, our Volus pal tries to res right under a roaring Brute, and things don't turn out well. He gets lifted up, and then just....exploded into the concrete. His model's limbs are still flopping around underneath the ground when the announcer chimes in with his usual enthusiasm for losing teams.
Because Inferno Grenades already do gobs of damage on every difficulty and Fire Explosions need to be amazing to justify not just throwing more grenades
All the damage is cumulative.
Don't know why one would think it isn't.
Don't biotic damage over time skills end when they are comboed? Reave/Smash/Pull's effects seem to stop after a combo, so I always wondered if flame or even cryo's debuffs worked the same way after an explosion.
I don't believe that warp abilities stop doing DoT when primed either. I would have to test them but I'm pretty sure they stack too.
But seeing as Dark Channel still does DoT when detonated I doubt it would be different for Reave.
afaik the damage or other effects keep going, it's just that the visual effect ends and they're no longer combo-able
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
afaik the damage or other effects keep going, it's just that the visual effect ends and they're no longer combo-able
This man is right.
For a time I thought they ended when exploded as well, but that's evidently not the case as you can see when playing a debuff-specced Valkyrie. The 30% debuff is definitely still there after the explosion.
the effect of the power persists, but the target no longer counts as 'primed' for purposes of explosions or warp ammo or whatever other effects there are that require the presence of a biotic effect
dark channel is also somewhat confusing in this regard in that the visual effect will spread to targets without the dot itself spreading. It also appears that targets hit by channel explosions inherit some kind of small dot, but I'm not sure if that's the case or if something else is going on.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I could be wrong, but I was under the impression that different types of damage over time overwrote each other. If you reave something and then hit it with incendiary rounds, I thought the fire DoT cancelled the Reave DoT (though any debuffs remain in effect, which is what allows Warp + Incendiary ammo to be so powerful).
And I'm not sure if any of this matters to Wyborn's original question because it's possible that Incendiary Grenade DoT is considered the same type of DoT as Flame Explosion.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited November 2012
Nope. Any DoTs you hit people with stack. Except with Incendiary ammo since it was(is?) bugged and will replace other abilities DoT with its own.
That's why Reegar with Incendiary ammo was(is?) broken.
so what's the best way to build my QFE 's turret? for this little evento
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
Forget the FQE, use Krogan Soldier and headbutt and incendiary grenade your way to victory.
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
In all seriousness though, just go 6/6/6/5/3, with the turret maxed for damage and flamethrower, Incinerate for area and damage (I'm not impressed with combo since cryo blast takes time to take effect), and go nuts.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Krogan soldier specced for +power, keep yourself at 200%, max carnage and grenades for radius, and pack a grenade gear. Proceed to OBLITERATE bronze and burn everything to death. Took me I think 3 games? Could probably do it in 2 on a higher difficulty. I never even needed to shoot.
I could be wrong, but I was under the impression that different types of damage over time overwrote each other. If you reave something and then hit it with incendiary rounds, I thought the fire DoT cancelled the Reave DoT (though any debuffs remain in effect, which is what allows Warp + Incendiary ammo to be so powerful).
And I'm not sure if any of this matters to Wyborn's original question because it's possible that Incendiary Grenade DoT is considered the same type of DoT as Flame Explosion.
biotic dots definitely do stack (get two instances of dark channel on a banshee and watch that sucker melt), but the primers don't; no matter how many primers you put up, you can only detonate once. This is different from tech effects, which layer. You can have a tech and a freeze and a fire effect up and detonate them all one after another.
This is what makes the paladin really fun now
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
Anyone else think the Turrets should have unlimited shields?
It should be more about deploying your turret strategically in a good spot - depending on how you spec, bottleneck zone for flamethrower, overlook point for the rocket - rather than having to constantly re-throw it in the same spot.
Forget the FQE, use Krogan Soldier and headbutt and incendiary grenade your way to victory.
would you use this in conjunction with Carnage?
Yeah. I like more weapon damage and full durability, so I only put 3 points in, but there's a case to be made for putting 6 in, since combo damage depends only on the level of the powers used to setup and detonate them (plus any talents those powers have that increase combo damage).
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
Anyone else think the Turrets should have unlimited shields?
It should be more about deploying your turret strategically in a good spot - depending on how you spec, bottleneck zone for flamethrower, overlook point for the rocket - rather than having to constantly re-throw it in the same spot.
I'm honestly not too concerned about it, since generally speaking I'm redeploying the turret all the damn time to make sure it's in an ideal spot.
Forget the FQE, use Krogan Soldier and headbutt and incendiary grenade your way to victory.
would you use this in conjunction with Carnage?
You can, but you don't need to. Maximum damage incendiary grenades with extra armor damage and full power bonuses in Krogan Berserker can wipe out entire spawns on Gold with two grenades - three if you're feeling frisky/fighting Gold Brutes.
Inferno Grenades are the most powerful grenades by a pretty big margin
So, I'm getting close to "Tech Mastery," but since I don't have a Shadow, I can't meet it with the Slash Twins, and I generally don't use the drone/turret classes. What's the best class/build/strategy to rack up some points there?
Posts
and yeah, those times when mobs do some bruce lee shit and whirl and melee you even though you 1) are invisible and 2) just teleported behind them are pretty annoying, but you can avoid them once you get a good handle on how mobs target players
that's why we call it the struggle, you're supposed to sweat
This can be ridiculous at timest.
They need to overhaul both Shadow Strike and Charge in that regard. Enemies shouldn't be able to hit you while you're either charging at them with a great enough force to stagger them or you're invisible from Shadow Strike. Maybe the same goes for Havock Strike as well, I haven't played the Havok Soldier much.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Sad since I always end up playing support classes since almost no one else does.
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
it has to do with how cloak works mechanically.
enemies will 'lock on' to players, then chase or shoot or do whatever they do. When you cloak they will maintain this lock briefly and shoot at the area where you are, but after a second or two they'll 'lose' you and lock on to something else.
this is easiest to observe with guardians, because their shield provides a very clear visual clue. once you cloak they'll still look at you for a moment, and if you shadow strike during this time they'll whirl and block it (annoying.) But if you wait a beat you can watch them retarget; once they've turned to face another player you can SS and they won't turn toward you. Enemies with quick-animating melee attacks (mostly geth) can melee you during this time if you don't wait for them to untarget.
that's why we call it the struggle, you're supposed to sweat
They should have changed the ammo boxes when they went and fixed white
But that's 2-3 seconds of time I could spend killing dudes!
Ignore that when I'm face first on the floor, I'm not killing dudes.
some rounds you can just waltz around with impunity
other times it feels like you're being focus-fired by every damn enemy on the map
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
*Remembers those Gold Reaper matches where he gets grabbed every round.
If you use Carnage to detonate your grenades does the grenades burning effect remain or does it stop?
Because Inferno Grenades already do gobs of damage on every difficulty and Fire Explosions need to be amazing to justify not just throwing more grenades
also a volus would be nice because this strategy requires being quite close
All the damage is cumulative.
Don't know why one would think it isn't.
I played a round of Reapers White Gold the other day when myself as Geth Trooper, a Vorcha, and a Volus adept got surrounded by some Brutes. We weren't impressed at the time, just lit up with flamer. Then I got stagger locked, and sure enough one of them sync killed me. 5 seconds later, our Volus pal tries to res right under a roaring Brute, and things don't turn out well. He gets lifted up, and then just....exploded into the concrete. His model's limbs are still flopping around underneath the ground when the announcer chimes in with his usual enthusiasm for losing teams.
Don't biotic damage over time skills end when they are comboed? Reave/Smash/Pull's effects seem to stop after a combo, so I always wondered if flame or even cryo's debuffs worked the same way after an explosion.
Ka-Chung!
Ka-Chung!
if a phantom kills a volus the volus totally needs to whizz around the level for like 5 seconds
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
To be fair, he has one blade too many.
I don't believe that warp abilities stop doing DoT when primed either. I would have to test them but I'm pretty sure they stack too.
But seeing as Dark Channel still does DoT when detonated I doubt it would be different for Reave.
This man is right.
For a time I thought they ended when exploded as well, but that's evidently not the case as you can see when playing a debuff-specced Valkyrie. The 30% debuff is definitely still there after the explosion.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
dark channel is also somewhat confusing in this regard in that the visual effect will spread to targets without the dot itself spreading. It also appears that targets hit by channel explosions inherit some kind of small dot, but I'm not sure if that's the case or if something else is going on.
that's why we call it the struggle, you're supposed to sweat
And I'm not sure if any of this matters to Wyborn's original question because it's possible that Incendiary Grenade DoT is considered the same type of DoT as Flame Explosion.
That's why Reegar with Incendiary ammo was(is?) broken.
I usually do
Turret 6 - Damage, Cyro, Flamethrower
Incinerate 6 - Area, Burning, Freeze Combo
Cyro 6 - Area, Damage or Slow(both are good), Vulnerability
Spec 5 - Power/Capacity, Power
Fitness 3
would you use this in conjunction with Carnage?
biotic dots definitely do stack (get two instances of dark channel on a banshee and watch that sucker melt), but the primers don't; no matter how many primers you put up, you can only detonate once. This is different from tech effects, which layer. You can have a tech and a freeze and a fire effect up and detonate them all one after another.
This is what makes the paladin really fun now
that's why we call it the struggle, you're supposed to sweat
It should be more about deploying your turret strategically in a good spot - depending on how you spec, bottleneck zone for flamethrower, overlook point for the rocket - rather than having to constantly re-throw it in the same spot.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Yeah. I like more weapon damage and full durability, so I only put 3 points in, but there's a case to be made for putting 6 in, since combo damage depends only on the level of the powers used to setup and detonate them (plus any talents those powers have that increase combo damage).
I'm honestly not too concerned about it, since generally speaking I'm redeploying the turret all the damn time to make sure it's in an ideal spot.
Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
You can, but you don't need to. Maximum damage incendiary grenades with extra armor damage and full power bonuses in Krogan Berserker can wipe out entire spawns on Gold with two grenades - three if you're feeling frisky/fighting Gold Brutes.
Inferno Grenades are the most powerful grenades by a pretty big margin