physiolosopher
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Post by physiolosopher on Apr 23, 2017 5:47:19 GMT
Barricade seems nice, when it works - however I have been noticing that often when I try to use it, nothing will happen other than one of my power cells vanishing.
But I have not heard anyone else talking about this, so I am wondering if I am the only one with this problem? I sometimes have trouble setting it up if I'm not on perfectly flat ground. Even then sometimes it flakes out for no apparent reason. Not sure about the phantom power cell consumption, though.
Have you timed it? I'm pretty sure the duration in passives didn't apply to barricade when I tested it and electric primer is almost too good to pass up for the barricade... It feels longer than the human's to me. Maybe not 26 seconds but I insulated myself from criticism of my maths with my disclaimer. The descriptions in the passives refer to durations for all powers (not just tech) but what fun are power descriptions if they're not missing 3 or 4 hidden attributes? If you've done actual testing I'll defer to you on this one.
PSA for the 3 people who slogged through the whole post: I could be totally wrong about the duration boost on barricade. In fact, take most of what I say with a grain of salt turret.
Always nice and refreshing to see non-1/6/6/6/6-builds for any character.
Disclaimer: I haven't even touched the architect yet, so do take what I'm about to say with a grain of salt...
Anyway, it seems to me like electric barricade would be even more important to the salarian than to the humans, because 1) it goes nicely with Elemental Tech, and 2) it's the only way to pull of combos without relying on the inherently unreliable fully-maxed VI - and despite all the flak they get and generally not being insane damage dealers, tech combos are very, very useful.
Having a somewhat useful VI is nice, sure, but is it really worth that much? Yes, it can draw some fire, but electric barricade and tech detonations are wonderful for CC as well.
In any case: good stuff if you feel you can make this work. I'm sure I'll be trying something like this when I get just a few more architect cards.
Remnant VI (...) Rank 4 shaves about 10 seconds off the 24-second cooldown. 6.9 seconds to be a bit more precise, according to my math. Not tested, obviously, but that's how cooldowns work on other kits. Thanks for the support! I feel a smug sense of self-satisfaction when I can find a use for all 3 active powers.
As for rank 6 barricade, I agree with you. I massively enjoy tech combos. Barry TCs are the foundation of one of my human sentinel kits. And it does flow well with E-tech. However, to pull off combos I would need to max barricade AND incinerate. I want a full duration spec to optimize incinerate for E-tech so that means I would have to sacrifice some VI health from fitness and the main health evo for the VI. At that point I might as well skip the VI because it will evaporate instantaneously when summoned. I mentioned this in my post but that is probably the superior build and I will likely employ it once i finish VI mastery. However, the alternative build I suggested here depends on a more durable VI and necessitates a different playstyle than a combo specialist. It's a contextual build for people who want to roll with the VI for funsies or challenge completionists like me. The VI is his unique power so it's worth trying out for a few matches even if it's not try-hard optimal. You never know, you might even enjoy having a mutant squid tarantula operating in windows vista following you around and helpfully pointing out enemies.
My power duration maff disclaimer applies to cooldowns also. I don't know how they're calculated. (EDIT: I bothered to look it up! Post has been updated). All I know for sure is that my gut says "maybe".
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Post by physiolosopher on Apr 23, 2017 5:06:52 GMT
Hey guys, just a quick question about power combos (Biotic/Tech/Cryo/Fire), is it the same as ME3 where the only thing that increased damage were damage/radius talents, not even things that increased damage from ALL sources (proximity mine) increased damage. Or in MEA do they get increased by things talents that increase damage from all sources, specifically the Asari Adept's offensive biotics 5a talent. I just wanted to know to see what skill evolution would be better for rank 5 offensive biotics on the AA. Thanks in advance I'm quite sure that isn't true. In ME3, any universal debuff (like proximity mine's or warp's) would absolutely cause the affected enemy to take more damage from a biotic explosion. I assume it's the same in Andromeda. Also, the damage from biotic explosions scaled with the rank of each power involved in ME3, but that's currently not the case in Andomeda because of a bug. Wait so this was not an intentional decision? It's a bug? That they might fix!? Time out. I'm getting too excited. These are the same people that smothered the mattock in feces in response to complaints about its badness.
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Post by physiolosopher on Apr 23, 2017 3:38:43 GMT
Upon release of our froggy friend, we quickly went from "cool, a new character with a unique power to play with" to "o mah gawd he's awfillz!". Alas, he may always be kinda not amazing. But he may be just strong enough to breach the meta. And also be fun to play. I empathize with the guy because, like me, his builds appear dysfunctional and useless on the surface, but with some consideration they may not be the worst ideas ever put on the internet. Many have written off the VI and specced SalArc as an (ostensibly gimped) fiery alternative to the 'lectric human sentinel. Admittedly, I plan to try the same after finishing the remnant VI challenge. But this is not then, this is now. Maybe someday they'll show challenge points in the lobby again and I need them high enough that strangers will trust me with their metaphysical cash payouts. I wish to contend that not only can he hold his own compared to the HuSent but that the VI is not the worst thing of all time. It's at least better than the salt turret. * [ Disclaimer I: The Phantom Build Guide] If I have been ninja'd somewhere in the archival depths of the past two weeks of BSN activity in suggesting a (relatively) durable-VI SalArc build, I humbly beg forgiveness and accept swift, but fair, punishment. If the sentence is meat pictures, I request breakfast food. * [ Disclaimer II: The Overblown Wars] My power duration calculations may be overestimated due to the dev's deep-space algorithmic math paradigm of numbers. Can't be sure because I don't keep a stopwatch near my couch. My points remain the same and can thus be inferred to be qualitative in nature. * [ Disclaimer III: Revenge of the Cynic] I welcome all feedback. Behind every shitpost, there is a pair of eyes who cared enough to open the thread Remnant VI (4b recharge speed, 5b health): Despite how it may seem, the VI does in fact do damage. It's a small amount so it will take many games to fill up my challenge circle. If the build was otherwise terrible then this would be agitating. Lucky for me I have found a way to maintain the bulk of the benefits of a no-VI build while finding room to make the VI not the worst power in the game. Rank 4 shaves about 10 7 seconds off the 24-second cooldown. Rank 5 provides a meaningful buff to it's health. This, combined with the health buff from the fitness tree, keeps the VI alive longer with less post-death downtime than if it was a 1-point skip. No damage buffs. Lipstick on a pig. The acute purpose of the VI is to distract enemy fire thus improving spacing. The sparse points it picks up with its peapoobeam feed the long-term goal. Saving a penny a day isn't a particularly efficient way to save but it also isn't much of a hassle and eventually you will have collected 50 pennies to complete your penny mastery challenge. Barricade (4a duration, 5a weapon buff): Much has been said about this power already. It's a wonderful defensive tool that provides a neighborly offensive bonus. This bonus makes up for weak weapon buffs in the passive. One of two major factors that sets this kit apart from the HuSent is the duration boost you get from the passives. Barricade will last almost 26 seconds with this build. Regardless of cell capacity and thermal clip pack availability (my spidey senses are telling me you have....oh, 100+ I'm clairvoyant), this is a big improvement. Not having to reset it as frequently is a tactical boon. A barricade-heavy tempered movement pattern will help the brain-dead VI keep up and not get ambushed. Incinerate (4b burn, 5b anti-armor): There are two big sacrifices to make room for the VI. Combos are one of them. Barricade is not a primer here while incinerate is not a detonator. However, combos aren't good so the real drawback is the loss of CC stun for barricade. Unfortunate, but not game-changing. Without detonation, what incinerate is left with is a decent DOT effect and the role of applicator for the best tech ability in the game. Mirroring barricade, incinerate benefits greatly from class-specific duration buffs. The DOT lasts about 11 seconds which will make a not insignificant dent in armor. You can cast it on an armored heavy and go kill red bars while you reap extra DPS. Alternatively, and more importantly, it rolls out the red carpet for the real star... Offensive Tech (4a power damage/duration, 5b anti-armor, 6a elemental tech): Before we get to the steak we gotta munch through the potatoes. I've talked enough about duration. Anti-armor buffs incinerate efficacy vs heavies. The middling weapon damage boost gets a big assist from barricade. But oh lordy dat E-tech. Until they inevitably nerf it into our memories of yore, this is what makes tech classes shine. It offers a huge damage boost for your weapon (obviously requires a booster slot tied to ammo powers) when a tech status effect is active. Wouldn't it be handy to have a tech power with an 11-second status effect? Cryo melee buffs incinerate buffs cryo ammo. Just call this guy the Bufferfish. This is what truly sets this dude apart from the HuSent. Additionally, other E-techers either lack a long-range DOT power or snipe like they're standing on a wii balance board (lookin at you Kroginia Slims). Support Systems (4a power duration, 5a construct health): Duration again woohoo. Construct health because since my endgame is VI mastery, I want my little flying robot crab spider alive as much as possible. Now we must discuss the second big sacrifice we make for our crab spider. Tech sabotage is great. Enemy damage reduced by 30% is hard to pass up irrespective of skill composition. It's even worse knowing we have a targeted long-range applicator (incinerate) and a method of passive application to multiple targets independent from cooldowns (VI). Fortunately, this can be amended with another point allotment alteration. Alternate Build Options: At this point, if you miss having the CC of 'lectric 'cade, simply skip rank 5 of incinerate (or rank 5 of fitness if you prefer crabs deep fried to steamed, although this violates the spirit of the build) and put the points into rank 6 barricade. You can do the same for tech sabotage but the only option is to skim from incinerate. I concede shaving rank 5 off incinerate would probably be the best path for many people to shuffle points around. I don't do this because I am a damage whore but it seems a reasonably good trade-off. Since it would compromise incinerate burn time, I cannot have both leketic barracuda and tech sabotage. Er, well, I could do that I guess. But that's one toke over line. I've compromised enough. Ultimately, I can pass on 'lektriky barrycode because I assume a permanent health boost will benefit my horrifying floating deep-sea isopod enough to outweigh the loss. I will endure the loss of sabotage because I don't wanna give up incinerate armor damage and I can hide behind my beercootie to reduce enemy damage. My VI suffers a bit but that's why I ambush makeovered him into a beefcake. Sabotage would certainly benefit me as the player but, as far as I'm concerned...
TL;DR Summary: This build (5/5/5/6/5; or 5/6/5/6/4; or 5/6/4/6/5; or 5/5/4/6/6; but mainly 5/5/5/6/5) is for people who want to use the VI and have it not spontaneously disintegrate immediately upon casting, whether it be for enemy spacing or VI challenge points. You sacrifice at least 1 of 2 factors: barricade stun + combos or tech sabotage debuffs. However, you retain the weapon buffs provided by barricade and elemental tech along with a DOT power to trigger the latter that does decent damage vs bosses on its own. It may have seemed like interest in our zero suit Salarian was decaying like we were months deep in power creep. But after 6 ish failed builds, I have presented you with.... Build VII: The Frog Awakens
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Post by physiolosopher on Apr 22, 2017 21:42:24 GMT
What is the window time for the pull in order to create a biotic boom boom? 1 sec? However long it's duration is. So it's variable but typically long enough for however you approach it. I know this thread is for stupid questions. Does a lazy question count as stupid? I could maybe find the answer but I know I would get distracted along the way and forget what I was doing... Is the hold duration for pull tied to the base duration as far as evolution upgrades and boosters are concerned?
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Post by physiolosopher on Apr 22, 2017 20:16:27 GMT
Cryo is generally better as both primer and agent of making stuff pretty much inert, and therefore easy to kill. Take a character with elemental weapon damage, level 3 or 4 cryo and a rapid fire weapon, and watch the magic happen. Seconded. As far as I can tell, cryo ammo procs more reliably and thus further enhances the best tech ability in the game, elemental tech.
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Post by physiolosopher on Apr 22, 2017 20:00:22 GMT
Because that's not how you play the game. You need a team of four with a good service record, a pre-planned strategy, kits and setups that play to each other's strengths and weaknesses, good communication, and a professional can-do attitude. Plan, co-ordinate, adapt. I don't know what you're thinking that you can just hop online for half an hour, slap any old gun on a random character and join some randoms and shoot some baddies /s what you say sounds great - but please tell us, why did OP not need your "advice" before when he was playing with sniper rifles ? Bingo! This team-play cooperation synergy nonsense would at least hold to their internal logic IF there weren't a small number of weapons/kits that are able to handle enemies solo. If vanquishers, melees and asari adepts weren't singularly powerful, then you would have to rely on gewd teemwirk to complete missions. As it is, you don't need good teamwork, you simply need to spam one of the few things that actually works.
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Post by physiolosopher on Apr 22, 2017 19:50:27 GMT
Never thought I'd miss this guy.
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Post by physiolosopher on Apr 22, 2017 19:43:20 GMT
Objectively strongest? I'd be hard pressed to come up with reasons to not say asari adept.
Subjectively strongest? Indra TSol. It has the strength to keep me from retiring. He's the Mariusz Pudzianowski of the MP in that regard.
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Post by physiolosopher on Apr 22, 2017 19:34:49 GMT
Explosive purge Fortification is where it's at. Run in to group, pop your fortification + charge = tech combo and crowd control for days while you headbutt or shoot everything dead. Nova sucks, it's only good for the I-frames. Leave it at 1 While nova isn't terrible (self-priming), everything else in this build is too good to pass up. I am fully on board with explosive purge now after considering the high damage (for a power) and stun ability. It can also replace nova as a CQC primer and does almost as much damage as base nova. I'm all about anything that takes care of spamdogs. Rage is great even on non-melee builds for full health regen and DR at the brink of death. Charge obvs duh like OFC is maxed. Apex passive at r6 gives a bonus to recharge speed which is helpful. This passive is the only thing I could trade points in for nova but then I'd be giving up better weapon damage, a stronger charge and faster cooldowns. Not gunna happen.
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Post by physiolosopher on Apr 22, 2017 19:25:00 GMT
Not as a sniper. Raptor right now is the best ar in the game. The indra is kinda crying right now that an uncommon is spanking it. Whether a spanking makes you cry depends on the hand that administers the spank. In my spank-hands the indra outperforms the raptor. I find it easier to one-clip foes with it. My indra spanks back. EA: spank everything
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Post by physiolosopher on Apr 22, 2017 3:47:15 GMT
I haven't had the heart to commit to skipping overload but it's become painfully obvious it isn't as good as it was in ME3. I've tried 3 or 4 engineer builds that I meh'd into oblivion but this one looks like a winner. Good show.
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Post by physiolosopher on Apr 21, 2017 21:53:11 GMT
How about you answer instead of whining? Also, I hope people realize that people that enjoy games tend to not go to forums to vent. Ah but there is a key difference here! The oldBSN MP forum was used a lot for compiling esoteric hidden values and attributes. We still have plenty of those tucked away in the the cavernous coding abyss but now no one is enjoying the game enough to bother finding them. Sure we get some (mostly redundant) testing but the sheer magnitude and dedication of some of that ME3 testing was unbelievable. So with that part mostly faded, the other part of oldBSN was the poop-posting that remains fully operational. All that's left is for folks to decide if that's interesting enough to keep them around. I enjoy the more cleverly crafted shitposting from the skillful hands of the true BSN artistes. Also, OP's mistake was starting a thread. I learned to never do that unless you have enough BSN cred (or infamy) to gather lots of shitpost responses, thus bumping your topic.
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Post by physiolosopher on Apr 20, 2017 14:45:55 GMT
The problem is: uBSN is not the playerbase at all. We're the top 10% of players most game developers never give any shit about. I'd bet 80% of all MEAMP-Players are still playing mostly bronze with the occasional silver. BW see their figures and gives them new content first. Not gonna change. I am that 80%, and do you know why? Because the 10% bawl so loud, it makes me afraid to start gold and to come out looking like a 'silly noob who tries gold'. I don't think the toxic gold players realise they themselves contribute to the overall bad gold community. Toxicity? Of our city? What do you own the board? How do you own disorder?
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Post by physiolosopher on Apr 20, 2017 3:18:50 GMT
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Post by physiolosopher on Apr 20, 2017 0:55:06 GMT
Every time I hear this I think "We Are Farmers!" Followed out loud by "dum dudum duh duh duh dum" 100% of the time.
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Post by physiolosopher on Apr 18, 2017 14:59:46 GMT
Remember when they could run? Now it looks like what would happen if you added heavy armor to a 50-year old guy who has never been active in his life and ate a few too many doughnuts over the years and forced him to sprint.
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Post by physiolosopher on Apr 18, 2017 14:37:43 GMT
I have no idea why I'm still playing. I repeat the same process every single time: - Log in and collect strike team points for.... medi gels I guess? - Spend a few minutes idly scrolling through characters, sorted by rarity and now with extra empty spaces in between! - Sigh when I realize the decision boils down to "barrier class" or "gimped hipster build" - Join up with the usual group (can't PUG, and I was all about pugging in ME3) and do apexes then gold speed runs - Rack up frustrating experiences until I reach the boiling point (usually after 4-5 games) where I then stop playing and announce my permanent retirement - Sign on next day and repeat from step 1
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Post by physiolosopher on Apr 16, 2017 2:34:02 GMT
A triumphant return of the shock evolution might push it past 1-point wonder status. If that's no good they could just make it the cerberus turret from me3 that uses all four power cells or something. Those were always fun to hack.
While I'm at it, gimme AI hacking/sabotage back. Oh and cryo blast. Maybe prox mine.....WarpReaveDarkchannelArcnadesClusternadesReconmineCombatdrone. And OFC blade armor, duh.
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Post by physiolosopher on Apr 16, 2017 2:16:47 GMT
I've seen some success with a combo of asari adept, human adept and krogan mercenary. If any of my people had the operative I'd imagine invasion + annihilation + sustained fire would briefly make us forget about weapon balance. q5tyhj, I don't have the operative yet. What's the deal with RNG, right?
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Post by physiolosopher on Apr 16, 2017 2:04:43 GMT
I see the insurgent is doing well. Fell outside my top 3 mostly because I'm still gunshy about using shield boost near teammates; reloading has suffered enough. Don't know if I will ever overcome that instinct.
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Post by physiolosopher on Apr 15, 2017 21:36:13 GMT
I wish there was more tall cover. Low cover make me feel less safe. How am I supposed to pewpew fight space monsters with so few doorways?
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Post by physiolosopher on Apr 15, 2017 21:27:07 GMT
Single shot snipers force me to focus deeper to ensure every shot hits the target. I am a bit lazier with bigger clip rifles. Boosters and bonuses also matter in this comparison because weapons don't exist in a vacuum.
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Post by physiolosopher on Apr 15, 2017 1:44:58 GMT
Batarian enforcer: Net => Shockwave, and has Blade armor. Zoh my god. Someone brought up blade armor in a way that is, at worst, neutral! OT, shockwave is a reliable red-bar primer in a game where there are too many detonators. Human adept can prime multiple enemies with three different powers that lift them into the air. Since every single other kit has energy drain, lance and throw, this is a nice utility. Human vanguard can forgo boring melee everything-style for self-detonating combos on red-bars and boring melee everything else-style. Fun!
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Post by physiolosopher on Apr 15, 2017 1:35:39 GMT
As much as it's trolling those of us who loved the ME3 vanguard-drone and shock turret we should just colloquially shorten the name to 'salt turret.
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physiolosopher
N2
Games: Mass Effect Trilogy, Mass Effect Andromeda
PSN: physiolosopher
Posts: 182 Likes: 516
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Aug 20, 2019 23:19:06 GMT
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physiolosopher
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March 2017
physiolosopher
Mass Effect Trilogy, Mass Effect Andromeda
physiolosopher
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Post by physiolosopher on Apr 14, 2017 5:36:09 GMT
I don't have a great trolldar. Is this supposed to be funny? I guess people getting riled up is the funny part? Where is the threshold where this becomes harassment?
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