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Post by onehitparry on Sept 13, 2017 18:52:07 GMT
Does anyone know how this ability works? Is there a delay before it kicks in? Does it depend on lag? I can't tell if I'm just not understanding the ability, but I swear there have been a few cases where I've taken damage just after killing a mook.
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Post by skauron on Sept 13, 2017 19:20:09 GMT
Supposedly, its meant to be 1.5 seconds of invulnerability after each kill and its meant to stack if you were to believe the livestream elves. So chaining kills 'should' keep it up, but i think in the thick of a fight, you probably don't notice.. 1.5 seconds is not that long.
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Post by onehitparry on Sept 13, 2017 19:42:27 GMT
Supposedly, its meant to be 1.5 seconds of invulnerability after each kill and its meant to stack if you were to believe the livestream elves. So chaining kills 'should' keep it up, but i think in the thick of a fight, you probably don't notice.. 1.5 seconds is not that long. That's what I thought. But sometimes I feel like I just killed an enemy and definitively within 1.5 seconds I take damage. I'm not so much asking about the duration, but about whether or not there's a delay in activation. Or maybe I really am kind of getting confused in the middle of a firefight. Which could easily be the case.
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Post by The Joe-Man on Sept 13, 2017 20:56:28 GMT
There's three separate categories to consider when talking about the mechanics of this game:
1)How things are supposed to work 2)How things actually work 3)How things work off-host
All three can go wrong at any moment.
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Post by Arkhne on Sept 14, 2017 1:21:56 GMT
There's three separate categories to consider when talking about the mechanics of this game: 1)How things are supposed to work 2)How things actually work 3)How things work off-host All three can go wrong at any moment. "Because BioWare" just sums most things up.
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Post by shinobiwan on Sept 14, 2017 1:49:53 GMT
If you experience something that can possibly be the result of lag and/or bad netcode, in this game that's probably the cause.
Invuln works as it would seem - 1.5s invuln right when you get a kill. If there's lag, it may either delay the 1.5s or parts of the 1.5s may not happen because the host didn't register it.
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Post by tatann on Sept 14, 2017 11:35:09 GMT
I don't like Shockwave but I prefer to put 6 points in it than in the invulnerability. Especially since the Juggernaut is already invulnerable without
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Post by onehitparry on Sept 14, 2017 19:59:18 GMT
I don't like Shockwave but I prefer to put 6 points in it than in the invulnerability. Especially since the Juggernaut is already invulnerable without Fair point. I like to wander around the map without any regard to where my teammates are roam so Invulnerability has been extremely helpful for those situations when enemies sneak up on me.
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Post by RonnieBlastoff on Sept 14, 2017 20:39:47 GMT
I only payed attention to invulnerability when jugnuts was released. Honestly your playstyle wont, or shouldnt change because of invulnarability. You just dont get dropped.
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Post by akots on Sept 14, 2017 23:15:15 GMT
You can still get grabbed by the dogfishes, stunned by berserkers and everything else and generally ragdolled at will, so this invulnerability is not that useful IMHO. And it is heavily lag-dependent and sometimes looks like it does not trigger at all.
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Post by onehitparry on Sept 15, 2017 0:01:01 GMT
You can still get grabbed by the dogfishes, stunned by berserkers and everything else and generally ragdolled at will, so this invulnerability is not that useful IMHO. And it is heavily lag-dependent and sometimes looks like it does not trigger at all. Thankgoodness for snap freeze. That makes Berserkers manageable, in spite of their chain stun shenanigans. Speaking of which, I find it slightly frustrating that enemies have "stun invulnerability" or "stun cooldown" aafter being hit by a power that stuns. I don't remember this being the case for ME3 MP (aside from certain attack animations like Dragoon whip attacks).
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Post by toast on Sept 15, 2017 0:41:54 GMT
I don't like Shockwave but I prefer to put 6 points in it than in the invulnerability. Especially since the Juggernaut is already invulnerable without If you are sitting back camping, then maybe it isn't needed. But if you are a front line player, especially on Platinum, then it is a no brainer to take Invul over any Shockwave ability. Not sure how else you would play the H-Jug, though. You didn't state whether you have only one point in Shockwave, or if you mean the Rank 6 Evo. Regardless, its an ineffective skill in terms of DPS, unless you strictly play on bronze/silver.
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Post by tatann on Sept 15, 2017 5:19:13 GMT
I don't like Shockwave but I prefer to put 6 points in it than in the invulnerability. Especially since the Juggernaut is already invulnerable without If you are sitting back camping, then maybe it isn't needed. But if you are a front line player, especially on Platinum, then it is a no brainer to take Invul over any Shockwave ability. Not sure how else you would play the H-Jug, though. You didn't state whether you have only one point in Shockwave, or if you mean the Rank 6 Evo. Regardless, its an ineffective skill in terms of DPS, unless you strictly play on bronze/silver. I kick campers :evil: And I leave platinum to Dark Souls players
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Post by modusmoriendi on Sept 16, 2017 4:24:56 GMT
I don't like Shockwave but I prefer to put 6 points in it than in the invulnerability. Especially since the Juggernaut is already invulnerable without If you are sitting back camping, then maybe it isn't needed. But if you are a front line player, especially on Platinum, then it is a no brainer to take Invul over any Shockwave ability. Not sure how else you would play the H-Jug, though. It's when moving around in Platinum I find the Shockwave combined with most useful. Invul sounds great, but there's often too many enemies living too long for it to be as useful as in Gold and lower. The Lifting Shockwave/Explosive Purge/Brittle+Anti-Armor is very useful, on the other hand. This build requires speed and some half-decent timing, though; doesn't take a huge mistake to look foolish. Power Efficiency booster is useful here. Basically: Run into victims -> Explosive Purge -> Shockwave -> Snap Freeze -> Shoot -> GTFO -> repeat. That takes care of redbars, shielded redbars, and the lesser yellow-bars. Kro-bros goes down with repetition. Boss units takes a bit more time; sneaking in a Shockwave before Snap Freeze runs out for cryo explosion is helpful (usually SF->Shoot->Shockwave->repeat).
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Post by commandcodes on Sept 20, 2017 15:50:56 GMT
I have yet to spec Invulnerability and he is a better tank than the Krogan. Platinum
Imo the ramped up DR will always be >> the invuln on kill, especially for Platinum
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Post by toast on Sept 21, 2017 1:08:12 GMT
If you are sitting back camping, then maybe it isn't needed. But if you are a front line player, especially on Platinum, then it is a no brainer to take Invul over any Shockwave ability. Not sure how else you would play the H-Jug, though. It's when moving around in Platinum I find the Shockwave combined with most useful. Invul sounds great, but there's often too many enemies living too long for it to be as useful as in Gold and lower. The Lifting Shockwave/Explosive Purge/Brittle+Anti-Armor is very useful, on the other hand. This build requires speed and some half-decent timing, though; doesn't take a huge mistake to look foolish. Power Efficiency booster is useful here. Basically: Run into victims -> Explosive Purge -> Shockwave -> Snap Freeze -> Shoot -> GTFO -> repeat. That takes care of redbars, shielded redbars, and the lesser yellow-bars. Kro-bros goes down with repetition. Boss units takes a bit more time; sneaking in a Shockwave before Snap Freeze runs out for cryo explosion is helpful (usually SF->Shoot->Shockwave->repeat). Interesting. So how do you have your points allocated? My issue, is a lot of the times, your Snap Freeze gets detonated by someone else, or it leaves you exposed. I did a non-traditional setup, and skipped some of the level 6 power abilities and went strictly DR and Weapon Dmg. Initially I went power damage in Apex, and it didn't seem to make much of a difference overall. I typically roll with a Shorty. Snap - 4B, 5B Fort - 4A Shockwave - 4B, 5B Apex - 4A, 5B, 6A Armor - 4A, 5A, 6A
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Post by commandcodes on Sept 21, 2017 1:47:09 GMT
Interesting. So how do you have your points allocated? My issue, is a lot of the times, your Snap Freeze gets detonated by someone else, or it leaves you exposed. I did a non-traditional setup, and skipped some of the level 6 power abilities and went strictly DR and Weapon Dmg. Initially I went power damage in Apex, and it didn't seem to make much of a difference overall. I typically roll with a Shorty. Snap - 4B, 5B Fort - 4A Shockwave - 4B, 5B Apex - 4A, 5B, 6A Armor - 4A, 5A, 6A Platinum JuggernautTo get Fort Explosion and Shockwave Lift I just don't spec Snap Freeze. The playstyle is as modus described. SF 20% multiplicative is a lot, but Snap Freeze recharges too slowly for it to matter except on bosses The Jugg may well be the tankiest character. I almost thought he was bugged. He runs around in the open on Platinum with nary a care - without Invuln, which wouldn't activate enough anyway for Platinum no matter how much he is killing. In fact, falloff protection is preferable Can spec out of Shockwave 6 and get Snap Freeze recharge regen; that with Power Recharge III yields a time of about 6.66 seconds with a 6 second cold
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Post by modusmoriendi on Sept 21, 2017 5:15:29 GMT
It's when moving around in Platinum I find the Shockwave combined with most useful. Invul sounds great, but there's often too many enemies living too long for it to be as useful as in Gold and lower. The Lifting Shockwave/Explosive Purge/Brittle+Anti-Armor is very useful, on the other hand. This build requires speed and some half-decent timing, though; doesn't take a huge mistake to look foolish. Power Efficiency booster is useful here. Basically: Run into victims -> Explosive Purge -> Shockwave -> Snap Freeze -> Shoot -> GTFO -> repeat. That takes care of redbars, shielded redbars, and the lesser yellow-bars. Kro-bros goes down with repetition. Boss units takes a bit more time; sneaking in a Shockwave before Snap Freeze runs out for cryo explosion is helpful (usually SF->Shoot->Shockwave->repeat). Interesting. So how do you have your points allocated? My issue, is a lot of the times, your Snap Freeze gets detonated by someone else, or it leaves you exposed. I did a non-traditional setup, and skipped some of the level 6 power abilities and went strictly DR and Weapon Dmg. Initially I went power damage in Apex, and it didn't seem to make much of a difference overall. I typically roll with a Shorty. Snap - 4B, 5B Fort - 4A Shockwave - 4B, 5B Apex - 4A, 5B, 6A Armor - 4A, 5A, 6A ->My fully viable Gold build <- -> My current Juggs build. <-
Apparently slightly unconventional since I haven't seen it much around, but it works for my style. Obviously, it isn't a build to stand around tanking. Nor to survive endless abuse while running and gunning. It takes enough punishment to get close and stun, detonate and immobilize enemies so you don't get hit. Then finish what's left of them and/or GTFO. Speed is important; it's when I'm not running my Juggs tend to get slapped, and gravity pulls them to the floor. APEX 4a is more important than weapon damage here; it makes the Explosive Purge, Shockwave and Snap Freeze kill lesser enemies outright or at worst leave them frozen with only a sliver of health. I'll equip either equipment or booster to increase power recharge by at least 15%. Main reason: Get back Fortify ASAP Secondly, to reduce Snap Freeze & Fortify recharge time. Snap Freeze 5b & 6a aren't essential, but I find it makes a difference overall. True, detonation by others is an issue. However, against the lesser armoured units, detonation matters not at all since they tend to die before someone has time to throw powers. Against bosses, with improved recharge items detonation also matters less. Just re-freeze anything at once; in fact, the Shockwave doubles as SF detonator. SF exposure is inconsequential, as my Juggs is already exposed - in the middle of a crowd of dead, floating or stunned mooks. A bit of ice, and a bullet to the head, is all it takes to make anyone standing... not. Finally, my reasoning for selecting the health and shield recharge is to spend more time running, and less time hiding for shields to recharge, but not sure it really matters much. Planty of room to play around. Nice thing about Juggs in any case is that there's no real need to consider powers/weapon/speed/etc. outside Platinum. It'll work just as well in Gold and below, so only one build to suit your style is needed- ^_~
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Post by commandcodes on Sept 22, 2017 5:04:12 GMT
Aye, Gold is now easy mode after all the patches Really shouldn't need questions for Gold. Gold is test mode
Bump for edit:
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