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Post by RageUnderFire on May 20, 2017 2:47:45 GMT
My current play style below
Cloak > Pick off dangerous enemies with the sniper > Cloak to run into Charge range > Charge > Melee
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Deana
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Reaper Ship Attack Noise
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Post by Deana on May 20, 2017 3:16:25 GMT
Annihilation to set off your charge. Boom!
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Post by Element Zero on May 20, 2017 3:20:15 GMT
Annihilation to set off your charge. Boom! Annihilation doesn't prime for Charge. Charging momentarily deactivates the AoE. Otherwise, the combination would be broken. Energy Drain seems to be all the rage with the two powers in question. It's not my cup of tea, since I don't like Vanguards; but it should definitely be effective.
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kalasaurus
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Post by kalasaurus on May 20, 2017 3:28:22 GMT
Seconding Energy Drain. My current set up is Cloak, Charge, and Energy Drain. It helps when in close combat. There was a mod for ME3 that let you use MP powers in SP. I set my Vanguard Shepard up with Annihilation; it was really overpowered (since the Charge did detonate Annihilation), but also really fun lol. I was sad that I couldn't do the same in MEA when I saw it was available, but I can understand why
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Post by themikefest on May 20, 2017 3:30:31 GMT
singularity
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RageUnderFire
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Games: Mass Effect Trilogy
Origin: Aralakh
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Post by RageUnderFire on May 20, 2017 3:52:56 GMT
Not to be a dick but I don't see see much reasoning for Energy Drain.
Charge and Cloak grants more than enough survivability.
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Post by Element Zero on May 20, 2017 4:34:57 GMT
Not to be a dick but I don't see see much reasoning for Energy Drain. Charge and Cloak grants more than enough survivability. It depends upon the difficulty setting, I guess. Getting caught in the open with those two powers on cooldown can get you dropped in seconds, on Insanity. Energy Drain is a great defensive power. It immediately recharges shields when you need it most. Equipment can come into this, too. An Asari Sword has the lowest DPS of all of the melee weapons, because of its super-slow sequence. It offsets this disadvantage, though, by giving brief invulnerability via a teleport.
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Post by BansheeOwnage on May 20, 2017 4:43:45 GMT
Annihilation to set off your charge. Boom! Annihilation doesn't prime for Charge. Charging momentarily deactivates the AoE. Otherwise, the combination would be broken. Aww, that's disappointing, I was thinking of making a build based around that. In ME3MP I loved using the Fury, just running around using Throw whenever I got close to an enemy for an instant Biotic Explosion. And Dark Channel for even more explosions! With the significant cooldown penalty Annihilation (Field - why'd they remove the Field part?) has in ME:A, I'm not sure if it would be nearly as useful. It depends upon the difficulty setting, I guess. Getting caught in the open with those two powers on cooldown can get you dropped in seconds, on Insanity. Energy Drain is a great defensive power. It immediately recharges shields when you need it most. Equipment can come into this, too. An Asari Sword has the lowest DPS of all of the melee weapons, because of its super-slow sequence. It offsets this disadvantage, though, by giving brief invulnerability via a teleport.This feature combined with the Vanguard profile's melee vampirism is quite effective. Although I'm sad the sword isn't nearly as good as it was in ME3MP since it lacks both light and heavy melees. Apparently I miss ME3MP Anyway, I also like Energy Drain. If specc'd appropriately, it can prime and detonate.
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kalasaurus
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Post by kalasaurus on May 20, 2017 4:48:37 GMT
The Remnant VI (or assault turret if not unlocked) can be an effective decoy and can prime or detonate combos. I do like it while using a sniper rifle. It can be buggy though and once followed me into the Tempest.
I just like Energy Drain because it doubles as an offensive power, stripping shields etc. I play on Normal and by no means am a super skilled gamer, so I like the added "insurance" that Energy Drain gives.
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Post by Element Zero on May 20, 2017 4:53:33 GMT
Annihilation doesn't prime for Charge. Charging momentarily deactivates the AoE. Otherwise, the combination would be broken. Aww, that's disappointing, I was thinking of making a build based around that. In ME3MP I loved using the Fury, just running around using Throw whenever I got close to an enemy for an instant Biotic Explosion. And Dark Channel for even more explosions! With the significant cooldown penalty Annihilation (Field - why'd they remove the Field part?) has in ME:A, I'm not sure if it would be nearly as useful. It depends upon the difficulty setting, I guess. Getting caught in the open with those two powers on cooldown can get you dropped in seconds, on Insanity. Energy Drain is a great defensive power. It immediately recharges shields when you need it most. Equipment can come into this, too. An Asari Sword has the lowest DPS of all of the melee weapons, because of its super-slow sequence. It offsets this disadvantage, though, by giving brief invulnerability via a teleport.This feature combined with the Vanguard profile's melee vampirism is quite effective. Although I'm sad the sword isn't nearly as good as it was in ME3MP since it lacks both light and heavy melees. Apparently I miss ME3MP Anyway, I also like Energy Drain. If specc'd appropriately, it can prime and detonate. You could bypass the cooldown penalty, if you use the Fusion Mod of Adrenaline. I don't like using them before obtaining the cryoperk that halves their penalties. Still, once equipped, they're insanely good. I think Energy Drain is one of the very best powers in the game. A Sentinel with this skill is nearly impossible to injure. I'm playing one now, and suspect that my skills will be rusty in my next PT as a result. I'm so used to being impossible to kill that I'm walking around in the open during battles. Most of my other favorite builds would be shredded if I did this.
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Post by Element Zero on May 20, 2017 4:59:57 GMT
The Remnant VI (or assault turret if not unlocked) can be an effective decoy and can prime or detonate combos. I do like it while using a sniper rifle. It can be buggy though and once followed me into the Tempest. I just like Energy Drain because it doubles as an offensive power, stripping shields etc. I play on Normal and by no means am a super skilled gamer, so I like the added "insurance" that Energy Drain gives. I've loved Remnant VI since the beginning, but I feel like 1.06 ruined it. It behaves less intelligently, now, from what I can tell. Also, rather than simply following, it teleports constantly. Sometimes it teleports into objects during fights, losing seconds of time before it teleports out again. The good news is that they fixed Assault Turret. It now begins cooldown as soon as it's cast. This means you can constantly reposition it by detonating and redeploying it. The cryo evolution (6A) has incredible range, about on par with an assault rifle. It has replaced Zap as my third Sentinel skill, for now. [Sentinel with Incinerate/Assault Turret/Energy Drain, and an X5 Ghost as my primary weapon]
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Post by projectpatdc on May 20, 2017 5:06:00 GMT
maybe not the best but shockwave can prime and detonate. (same with incinerate) It can also help with clearing anyone out from close to mid range, and it's fun with charge.
Throw Shockwave, cloak, then charge to set off combo and shoot or melee for additional damage with charge and cloak passives active (use adept profile for additional explosions). Bring Cora with her cryo ammo for even more fun or Pee Bee to use pull for more biotic combos.
Otherwise I would suggest Cloak, Charge, and Turbocharge using the explorer profile with a Piranha equipped.
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Post by themikefest on May 20, 2017 5:21:14 GMT
Equipment can come into this, too. An Asari Sword has the lowest DPS of all of the melee weapons, because of its super-slow sequence. It offsets this disadvantage, though, by giving brief invulnerability via a teleport. I used the asari sword on my insanity melee speedrun. It did very well. With all the extra bonus damage to melee that I had, I was taking a lot of enemies down in one swing.
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Post by Kappa Neko on May 20, 2017 11:34:50 GMT
Annihilation doesn't prime for Charge. Charging momentarily deactivates the AoE. Otherwise, the combination would be broken. Aww, that's disappointing, I was thinking of making a build based around that. In ME3MP I loved using the Fury, just running around using Throw whenever I got close to an enemy for an instant Biotic Explosion. And Dark Channel for even more explosions! With the significant cooldown penalty Annihilation (Field - why'd they remove the Field part?) has in ME:A, I'm not sure if it would be nearly as useful. I was disappointed with Annihilation too at first coming off the insanely fun Fury. Cooldowns so bad it was basically useless. But now everything dies within seconds when I detonate with Lance rather than Throw. But I'm playing on Normal, Patch 1.05 still. Will try how my build fares on higher difficulties soon. Even with health/shield buff armor (Hyperguardian or N7) I'm a glass canon. I die as quickly as the enemies if I'm not careful... ME3 was so easy as a vanguard I'm being a bit careless perhaps. Not bothering much with cover. Just zipping from enemy to enemy until they're all dead.^^ I specced Annihilation for reduced recharge penalty on my other powers. Haven't put any points in the remaining two evolutions. Don't seem worth it. I specced Lance for zero cooldown but 50% shield usage (like Nova was before, only if you have no shields you cannot use Lance at all, that's the downside of this evolution). I replenish the shields with Charge. Took 75% quicker cooldown. This way I can almost instantly charge again. So Annihilation/Lance becomes an almost nonstop biotic explosions frenzy. Switch it up with some melee punching. It's a super fun build. Charge/Nova (specced for priming)/Lance is fun too. Both on the Adept profile. I have the biotic passives almost maxed now (I'm still fairly low level, 25 or something). Specced for maximum biotic damage. I don't shoot my pistol much. Just finally got the Talon I used on the Fury. But the sound is different and I'm SO disappointed, lol.
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TheWhiteWolf
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Post by TheWhiteWolf on May 20, 2017 11:41:58 GMT
Invasion. Stagger mooks and debuff everything else.
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Post by rasande on May 20, 2017 13:36:55 GMT
Well, depends what you feel is missing and if you want to help your melee or sniping. If you don't really feel like you're missing anything and don't want to bother with combos a combat power is always a great pick. Flak Cannon is amazing now, lots of damage and can either aoe stun anything or melt armor. Omni Grenade hits hard as hell and Turbo Charge is the bomb. Invasion is also great, you can cast it, go into cloak and hit hard as hell. Cryobeam/Flame Thrower are also great when you go melee and will let you prime stuff.
Honestly i'd probably just set up 2 profiles, 1 Infiltrator/Soldier profile while sniping and a Vanguard one for charging/melee.
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kino
N4
The path up and down are one and the same.
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Post by kino on May 20, 2017 17:33:20 GMT
My current play style below Cloak > Pick off dangerous enemies with the sniper > Cloak to run into Charge range > Charge > Melee There really is a visceral satisfaction to Cloak/Charge. It's like the ultimate "Surprise, bitches!" move. When I used the cloak/charge combo I also used Invasion to keep mooks staggered...and from shooting at me, particularly on Insanity.
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Post by Hawke on May 20, 2017 18:06:09 GMT
Remnant VI. At the very least, it's a good decoy. Also it's able to follow enemies through walls (though, killing them takes time).
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Post by Element Zero on May 20, 2017 18:13:04 GMT
Remnant VI. At the very least, it's a good decoy. Also it's able to follow enemies through walls (though, killing them takes time). I liked it much better before it entered walls. Now, it often does so unnecessarily, wasting time that should be used shooting enemies. I pull enemies out of walls with Pull and Singularity, if need be. I'm enjoying Assault Turret so much, now, that I'm thinking it might be my third active skill for the Tactical Cloak+Turbocharge build I was discussing.
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RageUnderFire
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Origin: Aralakh
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Post by RageUnderFire on May 21, 2017 13:59:00 GMT
Using an Asari is like a 3rd power.
It comes with invincibility frames. The slow speed of the strike acts like a super fast cooldown.
Now I understand why I barely use my 3rd power.
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sjsharp2010
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Go Team!
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Post by sjsharp2010 on May 21, 2017 16:38:43 GMT
Annihilation to set off your charge. Boom! Annihilation doesn't prime for Charge. Charging momentarily deactivates the AoE. Otherwise, the combination would be broken. Energy Drain seems to be all the rage with the two powers in question. It's not my cup of tea, since I don't like Vanguards; but it should definitely be effective. yeah Personally I would go with Nova if you wantto be really Vanguardy currently using charge and Nova on my Sar and it's working pretty well with a Disciple shotgun in hand. Vanguard isn't my favourite way to play either but it still can be good fun. But then I enjoy all the classes for different reasons.
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mfr001
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Gottle o' geer, gottle o' geer!
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Post by mfr001 on May 21, 2017 16:56:45 GMT
The Remnant VI (or assault turret if not unlocked) can be an effective decoy and can prime or detonate combos. I do like it while using a sniper rifle. It can be buggy though and once followed me into the Tempest. <snip> That's not a bug, it just wants to be your bestest friend. So if one day the Pyjak disappears ... don't be surprised. PoC can be quite useful when the unexpected happens, for example leaving the Nomad from the right hand side, not the usual left, and finding you are right in the firing line and trying to get into non-existent cover. The more targets the enemy have, the better. Ryder's cry "You three attack them while I get out of sight." should have been included in the game.
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Wulfram
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Post by Wulfram on May 21, 2017 19:38:45 GMT
Annihilation doesn't prime for Charge. Charging momentarily deactivates the AoE. Otherwise, the combination would be broken. Aww, that's disappointing, I was thinking of making a build based around that. In ME3MP I loved using the Fury, just running around using Throw whenever I got close to an enemy for an instant Biotic Explosion. And Dark Channel for even more explosions! With the significant cooldown penalty Annihilation (Field - why'd they remove the Field part?) has in ME:A, I'm not sure if it would be nearly as useful. Charge/Annihilation/Lance seems to work pretty well. Using the version of Lance that uses shields instead of cooldown to avoid that annihilation penalty.
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Darth Wraith
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Post by Darth Wraith on May 21, 2017 19:41:54 GMT
It depends a little on how you evolved the Charge power. If you took the option that gives you a power damage bonus for 5 seconds after charging I'd go with a good up-close power, like Shockwave or Flamethrower. If you took the weapon damage bonus evolution you'd be better served with a power that primes enemies for combos that you can in turn trigger with Charge; Incinerate is good, Lift and Singularity are also great.
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RageUnderFire
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Games: Mass Effect Trilogy
Origin: Aralakh
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Post by RageUnderFire on May 21, 2017 22:08:06 GMT
I might just use a Turret or VI. It'll distract as I surgically assassinate.
Invasion is a great debuff but feels like it doesn't do shit.
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