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Post by ProbeAway on Feb 24, 2017 6:16:13 GMT
Wouldn't you want your detonators to be your quick cooldown loadout? That way you could initiate a primer, change to your quick-cooldown detonators and detonate the effect before it timed out. Was thinking of the squaddies. You would prime like 3 enemies, then your squaddies detonate the first two enemies with one(?) detonate ability each, then they have their abilities on a cool down, and you have a detonator ability to use yourself from another profile for the third detonate. Add two more detonators in that favorites so you can detonate your squaddies pimes. So, basically just switch between a quick cool down favorites for primes and have like 2 other favorites for detonation (powerful ones with long cooldowns), and a third favorite for stuff like Trip Mine, Omni Grenade, and Flak Cannon. I'm not sure I follow. If you switch to a favourite with long cooldown detonators, the switch will trigger those cooldowns and you won't be able to use those detonators until say, 15 seconds after the switch.
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Post by unofficialgreycolor on Feb 24, 2017 6:17:42 GMT
Was thinking of the squaddies. You would prime like 3 enemies, then your squaddies detonate the first two enemies with one(?) detonate ability each, then they have their abilities on a cool down, and you have a detonator ability to use yourself from another profile for the third detonate. Add two more detonators in that favorites so you can detonate your squaddies pimes. So, basically just switch between a quick cool down favorites for primes and have like 2 other favorites for detonation (powerful ones with long cooldowns), and a third favorite for stuff like Trip Mine, Omni Grenade, and Flak Cannon. I'm not sure I follow. If you switch to a favourite with long cooldown detonators, the switch will trigger those cooldowns and you won't be able to use those detonators until say, 15 seconds after the switch. But you've already used them with burst damage. Then you go back to your primes. Then to your secondary detonators.
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Post by ProbeAway on Feb 24, 2017 6:30:46 GMT
I'm not sure I follow. If you switch to a favourite with long cooldown detonators, the switch will trigger those cooldowns and you won't be able to use those detonators until say, 15 seconds after the switch. But you've already used them with burst damage. Then you go back to your primes. Then to your secondary detonators. But... each time you switch to the favourite with the detonators, the cooldowns for those detonators automatically start and you have to wait to use them. So if you want to detonate anything, you'll need short cooldowns.
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Post by unofficialgreycolor on Feb 24, 2017 6:36:39 GMT
But you've already used them with burst damage. Then you go back to your primes. Then to your secondary detonators. But... each time you switch to the favourite with the detonators, the cooldowns for those detonators automatically start and you have to wait to use them. So if you want to detonate anything, you'll need short cooldowns. If you have already just used all three detonators, they are basically on cooldown anyways. There would be like a few seconds of the abilities going on re-cooldown so it isn't much of a time loss.
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Post by unofficialgreycolor on Feb 24, 2017 6:38:22 GMT
The whole idea is about burst damage through combos - you kill stuff before they can do any damage.
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Post by nolerhn on Feb 24, 2017 6:58:19 GMT
In one playthrough it should be difficult, although based on what Ian said, I think you can go rather high. I think at least 20 skills should be fully maxed out at the end of one run. On the topic, I'll post the squad abilities we know: Cora: Charge, Nova, Shield Boost, Asari Commando, Defensive training. Drack: Blood Rage, Incinerate, Flak Cannon, Krogan warrior, grizzled veteran. Liam: Havok Strike, Overload, Frag Grenade. Vetra: Power Armour. Peebee: Throw/Pull (don't recall which one), Shockwave, Invasion. Blood rage looks insane, by the stats mentioned. Wait.. Liam with Havoc strike? That guy doesn't look equipped at all for a havoc strike. Out of all the possible things I could be concerned with (I've been quite happy with just about everything so far) I'll say I find it odd that presumably your first 2 squaddies basically have charge. Seems like it could be pretty entertaining if you play a vanguard style yourself...and bring Cora and liam, all 3 of you charging in like humans don't GAF.
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Post by ProbeAway on Feb 24, 2017 7:21:30 GMT
But... each time you switch to the favourite with the detonators, the cooldowns for those detonators automatically start and you have to wait to use them. So if you want to detonate anything, you'll need short cooldowns. If you have already just used all three detonators, they are basically on cooldown anyways. There would be like a few seconds of the abilities going on re-cooldown so it isn't much of a time loss. Are suggesting that you start with the favourite with the detonators? Because that's the only way you could use them without having to wait for them to come off their long cooldowns. But if you start with the detonators then you wouldn't be detonating anything because nothing would be primed, unless your squadmates have done it. I was thinking: 1. Start with favourite #1 that has three primer powers with upgraded duration (eg 12+ seconds). 2. Prime two or three enemies in quick succession. 3. Quickly switch to favourite #2 with (a) one primer; and ( two detonators with short, upgraded recharge times (eg 6 seconds). 4. While the powers on favourite #2 are on cooldown, order your squadmates to attack (and hopefully detonate) two primed enemies. 5. Once your detonators on favourite #2 have cooled down, try to detonate one more primed enemy (if any) within the few remaining seconds that the primer is active. 6. Use the remaining primer and detonator on favourite #2 to combo another enemy. I don't know how possible that is, given what little we know about recharge speeds, but theoretically that would be four combos in the space of say, 15 seconds.
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Post by unofficialgreycolor on Feb 24, 2017 7:35:43 GMT
If you have already just used all three detonators, they are basically on cooldown anyways. There would be like a few seconds of the abilities going on re-cooldown so it isn't much of a time loss. Are suggesting that you start with the favourite with the detonators? Because that's the only way you could use them without having to wait for them to come off their long cooldowns. But if you start with the detonators then you wouldn't be detonating anything because nothing would be primed, unless your squadmates have done it. I was thinking: 1. Start with favourite #1 that has three primer powers with upgraded duration (eg 12+ seconds). 2. Prime two or three enemies in quick succession. 3. Quickly switch to favourite #2 with (a) one primer; and ( two detonators with short, upgraded recharge times (eg 6 seconds). 4. While the powers on favourite #2 are on cooldown, order your squadmates to attack (and hopefully detonate) two primed enemies. 5. Once your detonators on favourite #2 have cooled down, try to detonate one more primed enemy (if any) within the few remaining seconds that the primer is active. 6. Use the remaining primer and detonator on favourite #2 to combo another enemy. I don't know how possible that is, given what little we know about recharge speeds, but theoretically that would be four combos in the space of say, 15 seconds. I am confused. Do all your abilities need to be off of cooldown to swap favorites? Because my whole method is dependent on being able to swap favs just after you have used all your abilities. Say there are 8 enemies. Favorite #1: all primes: cooldown is 6 sec. (using similar times you used) Favorite #2: All detonators: cooldown 12 sec. (using similar times you used) Favorite #2: All detonators: cooldown 12 sec. Enemy #1 you prime Enemy #2 you prime Enemy #3 you prime Switch Favorites to Favorite #2 Squaddie #1 detonates Enemy #1 Squaddie #2 detonates Enemy #2 You detonate Enemy #3 Squaddie #1 primes Enemy #4 Squaddie #2 primes Enemy #5 You Detonate Enemy #4 You Detonate Enemy #5 Switch Favorites to Favorite #1 You prime Enemies #6, #7, #8 Switch Favorites to Favorite #3 You Detonate Enemies #6, #7, #8 Switch Favorites to Favorite #1 Rinse & repeat
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Post by ProbeAway on Feb 24, 2017 8:34:07 GMT
Are suggesting that you start with the favourite with the detonators? Because that's the only way you could use them without having to wait for them to come off their long cooldowns. But if you start with the detonators then you wouldn't be detonating anything because nothing would be primed, unless your squadmates have done it. I was thinking: 1. Start with favourite #1 that has three primer powers with upgraded duration (eg 12+ seconds). 2. Prime two or three enemies in quick succession. 3. Quickly switch to favourite #2 with (a) one primer; and ( two detonators with short, upgraded recharge times (eg 6 seconds). 4. While the powers on favourite #2 are on cooldown, order your squadmates to attack (and hopefully detonate) two primed enemies. 5. Once your detonators on favourite #2 have cooled down, try to detonate one more primed enemy (if any) within the few remaining seconds that the primer is active. 6. Use the remaining primer and detonator on favourite #2 to combo another enemy. I don't know how possible that is, given what little we know about recharge speeds, but theoretically that would be four combos in the space of say, 15 seconds. I am confused. Do all your abilities need to be off of cooldown to swap favorites? Because my whole method is dependent on being able to swap favs just after you have used all your abilities. Say there are 8 enemies. Favorite #1: all primes: cooldown is 6 sec. (using similar times you used) Favorite #2: All detonators: cooldown 12 sec. (using similar times you used) Favorite #2: All detonators: cooldown 12 sec. Enemy #1 you prime Enemy #2 you prime Enemy #3 you prime Switch Favorites to Favorite #2 Squaddie #1 detonates Enemy #1 Squaddie #2 detonates Enemy #2 You detonate Enemy #3 Squaddie #1 primes Enemy #4 Squaddie #2 primes Enemy #5 You Detonate Enemy #4 You Detonate Enemy #5 Switch Favorites to Favorite #1 You prime Enemies #6, #7, #8 Switch Favorites to Favorite #3 You Detonate Enemies #6, #7, #8 Switch Favorites to Favorite #1 Rinse & repeat The way it looked on the video, if you switch to favourite #2 then all the powers on favourite #2 automatically start their cooldowns. So if those powers are detonators with long cooldowns, the primers you used from favourite #1 will expire before you can detonate them. It's a penalty for switching profiles during combat - you can't use the powers on favourite #2 straight away after you switch to it.
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Post by unofficialgreycolor on Feb 24, 2017 8:46:18 GMT
I am confused. Do all your abilities need to be off of cooldown to swap favorites? Because my whole method is dependent on being able to swap favs just after you have used all your abilities. Say there are 8 enemies. Favorite #1: all primes: cooldown is 6 sec. (using similar times you used) Favorite #2: All detonators: cooldown 12 sec. (using similar times you used) Favorite #2: All detonators: cooldown 12 sec. Enemy #1 you prime Enemy #2 you prime Enemy #3 you prime Switch Favorites to Favorite #2 Squaddie #1 detonates Enemy #1 Squaddie #2 detonates Enemy #2 You detonate Enemy #3 Squaddie #1 primes Enemy #4 Squaddie #2 primes Enemy #5 You Detonate Enemy #4 You Detonate Enemy #5 Switch Favorites to Favorite #1 You prime Enemies #6, #7, #8 Switch Favorites to Favorite #3 You Detonate Enemies #6, #7, #8 Switch Favorites to Favorite #1 Rinse & repeat The way it looked on the video, if you switch to favourite #2 then all the powers on favourite #2 automatically start their cooldowns. So if those powers are detonators with long cooldowns, the primers you used from favourite #1 will expire before you can detonate them. It's a penalty for switching profiles during combat - you can't use the powers on favourite #2 straight away after you switch to it. Ahhhhhh. Then that make a whole lot more sense the way you are doing it. At least now I can START with Primers with long cooldowns that are really good like Singularity.
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Post by ssanyesz on Feb 24, 2017 9:48:19 GMT
As i see it, this new system really restricts the usage of Turret, Combat Drone Remnant VI, but not Defense Drone Combat Drone since it is an Engineer Profile passive perk now. We can use other powers to deal instant damage and detonate primers for high damage, then switch to other loadout / favorite powers without any penalty on any previously used powers, while if a Remnant VI and Turret is placed they do damage, but they are destroyed if we switch to an another favorite power loadout. I liked that approach in ME2 that i put out a Combat Drone, little wait (,in ME3 +Turret, little wait), depending on the situation Overload, Incinerate, Cryo Blast and AI Hacking / Sabotage, now it is not an option anymore. I hope 1 power beside Remnant VI and Turret will be enough, but i don't think so.
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Post by ProbeAway on Feb 24, 2017 9:52:28 GMT
As i see it, this new system really restricts the usage of Turret, Combat Drone Remnant VI, but not Defense Drone Combat Drone since it is an Engineer Profile passive perk now. We can use other powers to deal instant damage and detonate primers for high damage, then switch to other loadout / favorite powers without any penalty on any previously used powers, while if a Remnant VI and Turret is placed they do damage, but they are destroyed if we switch to an another favorite power loadout. I liked that approach in ME2 that i put out a Combat Drone, little wait (,in ME3 +Turret, little wait), depending on the situation Overload, Incinerate, Cryo Blast and AI Hacking / Sabotage, now it is not an option anymore. I hope 1 power beside Remnant VI and Turret will be enough, but i don't think so. True, but then it would be like having four active powers if the turret stayed. If the turret has a flame upgrade then burning damage will probably stay on enemies when you switch profiles.
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Post by PillarBiter on Feb 24, 2017 9:59:30 GMT
Damnit, due to learning that on profile switching your abilities reset – which basically neuters cross-profile combos unless you have a sick rapid cooldown build – I had to revise my profile layout to make sure every profile can stand on its own, and has a full autonomous battle plan. We basically should’ve seen this coming, it’s a nice way to balance things out: I’m actually quite pleased with this. I’ll run with an overheat revenant and a charge sniper rifle, if that exists (if not: a semi-auto milky way sniper rifle). The revenant will be boosted heavily for accuracy and stability, and due to its innate damage potential, serves well as a pseudo-shotgun at close range. I’m running with Drack, without question, since he’s just… awesome. Blood rage overkill? Check. Incinerate primer and detonator? Check. Overkill frag grenade option? Triple. Fucking. Check. My second squadmate’s still on the fence but I’d like someone who has overload or energy drain (a skill with detonator and primer), just… not Liam. I’m hoping Vetra or Peebee are good people. We’ll see. Must-have passive skills are of course assault rifle (and maybe sniper?) passives, as well as all fitness skills which serve reduced cool downs. I’ll focus first on my 2 basic profiles, which are: Infiltrator with tactical cloak, turbocharge and cryo beam. This setup is used to take down armored enemies – like the fiends – with maximum efficiency, but also serves as good long range support and has a primer for squadmate detonation. Tactical cloak is used in conjunction with the profile and sniper rifle for some good ol’ fashioned headshot overkill, but may also be used for kiting. Turbocharge is the overheat revenant’s best friend and could help you get out of a pickle, or just plainly allow you to spray many, many bullets. Cryo beam weakens armor and primes for squadmates if needed. The final evolution can also turn it into a trap, which I’m hoping remains after you switch profiles for some self detonation. I chose infiltrator, because of the hitzone bonuses and weapon accuracy/stability which helps the revenant as well as the sniper, should I go with semi-auto. The tech recharge bonus affects both tactical cloak and cryo beam for maximum efficiency. Explorer with nova, charge and overload. Somewhat of a weird combo, I know, but hear me out. This setup based on high mobility and rapid cooldowns. It will be used for shielded enemies, close combat and combos. I’ll mainly switch to this if there are no large enemies. Charge will be specced for rapid cooldown and enhanced biotic explosions. Charge is it’s every fantastic self again. Fantastic for close range, getting out of a tight spot through shield regeneration and detonating combos. It has a long starting cooldown, but you can get that down to 10 seconds through enhancements and even lower with passives. I’m hoping there’s a profile which has both blink and biotic power cooldowns, but we don’t know that yet. If not, It’ll be explorer. Nova will also be specced for radius, anti-shield and priming. This way, I can get as many enemies as possible around me into getting primed. This will make for a good primer for charge, but an especially fantastic primer for (and works great for clearing shields off enemies symbiotic with) … Overload. Since overload can be charged up to hit multiple enemies, everyone caught in nova's primer gets a taste of a chain-biotic combo. Overload is mainly used for stripping shields, as ever, but also serves as a primer as well! Such skill. Great effect. Much wow. If an enemy isn't caught in the nova-overload detonation combo, overload can still prime them through a charged overload side effect hit for a charge detonation. Explorer is chosen mainly for biotic blink, which seems to be the ultimate dodge skill. Allowing you to remain relatively safe at close distances. Explorer also has tech cooldown which should help seeing as overload is the central crutch of this combo fest of a profile. Explorer also gets tiny weapon damage and damage resistance bonuses, which are great for CQB shotgunning. However! If there’s a profile with biotic cooldown and also blink, I might just switch to that (hopefully vanguard?). I’ll first focus on developing the 2 profiles above so that they are fully functional and rock-solid to be relied upon. I will invest a very slight amount of points in a third profile though: Soldier with flak cannon, barricade and trip mine. This setup will serve as an impromptu-gotta-kill-this-muthafucka-now!-profile. Since profile switching resets cooldowns, it will be good for clutch moments to have one profile which has great killing potential immediately available. Personally, I’m not a fan of consumable skills which I need to craft, but if I keep ‘m only for clutch moments to unload everything I have (like the guy in the video did at the end to kill the fiend), it might still serve some use. Additionally, I only have to invest a low amount of points in the skills to make ‘m useful. Flak cannon seems to be made for damage. So this is just for high DPS when required. Barricade is for defense, and apparently can serve as a primer as well. Nice bonus. Also, I’m thinking that barricade will probably remain if you switch profiles, as it is not a sustained skill. Another nice bonus. Trip mine. Also for damage. Also for detonating. Also, probably not a sustained skill so never lost. Soldier is used because of the marksman’s kill bonus (heavily boosted by your high DPS power unloading), and extra damage and accuracy which help the revenant be awesome at all ranges. In NG+, I might add a 4th profile, which will make use of the Adept profile for biotic echoes (chain biotic combos? Yes please!). I’ll probably slap on singularity, lance and throw. But this is still subject to change. Meh. I’ll see where I end up with my fourth profile once I play. My main ussue is that this profile doesn't serve a tactical purpose other than biotic amusement. Well, my mind is put at ease now that I have been able to make a sound battle plan I’m ready for march 23! Bring it!
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Post by Cypher on Feb 24, 2017 10:01:04 GMT
Watching the video again, and Walters says that "at default", switching to another profile initiates cooldowns. That leads me to believe that there may be an upgrade that removes the cooldown on profile switch. If that's the case, then I think that's a decent middle ground between the current system and using the wheel to get a tactical view on the battlefield and use other powers.
Sure, it's not as convenient for people who rely on pause more than others since they'd have to return to the game and use what power they wanted while under fire for a split second rather than being able to pull it off right then and there, but it's close. Even if it requires two steps instead of one due to Bioware having the menu's mixed up.
Profiles should be the default view, weapons should be secondary on the wheel.
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Post by kumazan on Feb 24, 2017 10:47:52 GMT
Watching the video again, and Walters says that "at default", switching to another profile initiates cooldowns. That leads me to believe that there may be an upgrade that removes the cooldown on profile switch. If that's the case, then I think that's a decent middle ground between the current system and using the wheel to get a tactical view on the battlefield and use other powers. Sure, it's not as convenient for people who rely on pause more than others since they'd have to return to the game and use what power they wanted while under fire for a split second rather than being able to pull it off right then and there, but it's close. Even if it requires two steps instead of one due to Bioware having the menu's mixed up. Profiles should be the default view, weapons should be secondary on the wheel. Uh, I'm not sure, but I think removing the cooldown on switch altogether could be pretty bad for balance. I think you may get cooldown to start at 50%, for instance, via bonuses rather than just remove it.
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Post by souljahbill14 on Feb 24, 2017 11:12:06 GMT
I had a quick thought after looking at the latest trailer featuring profile switching. It's about burst damage. Since cooldowns are forced with every profile switch, you can't just fire off 3 powers, switch, fire off 3 more. Well, you can't do this as long as you're switching to cooldown-based abilities. However, you can as long as you switch to a consumable-based ability, like grenades. In practice, this means you can do something like go from Profile A: Invasion, Incinerate, Lance to Profile B: Omni Grenades, Flak Cannon, Trip Mines and fire off everything at once, no waiting in between. Considering Omni Grenades and Trip Mines seem to deal a lot of damage, it might even be reasonable to put a single point into those abilities just to pull this off. In case you want something to die very fast (e.g., Fiends). Possible but you can only do this so many times considering the second set of powers are consumable.
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Post by Cypher on Feb 24, 2017 11:27:34 GMT
Watching the video again, and Walters says that "at default", switching to another profile initiates cooldowns. That leads me to believe that there may be an upgrade that removes the cooldown on profile switch. If that's the case, then I think that's a decent middle ground between the current system and using the wheel to get a tactical view on the battlefield and use other powers. Sure, it's not as convenient for people who rely on pause more than others since they'd have to return to the game and use what power they wanted while under fire for a split second rather than being able to pull it off right then and there, but it's close. Even if it requires two steps instead of one due to Bioware having the menu's mixed up. Profiles should be the default view, weapons should be secondary on the wheel. Uh, I'm not sure, but I think removing the cooldown on switch altogether could be pretty bad for balance. I think you may get cooldown to start at 50%, for instance, via bonuses rather than just remove it. Maybe, maybe not. Either way we slice it, if there's an upgrade that removes cooldown or significantly reduces it, you'll still be able to swap and spam like mad after a certain point, only being limited b having to go through two layers of menus with a controller.
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Post by ProbeAway on Feb 24, 2017 11:40:24 GMT
Watching the video again, and Walters says that "at default", switching to another profile initiates cooldowns. That leads me to believe that there may be an upgrade that removes the cooldown on profile switch. If that's the case, then I think that's a decent middle ground between the current system and using the wheel to get a tactical view on the battlefield and use other powers. Sure, it's not as convenient for people who rely on pause more than others since they'd have to return to the game and use what power they wanted while under fire for a split second rather than being able to pull it off right then and there, but it's close. Even if it requires two steps instead of one due to Bioware having the menu's mixed up. Profiles should be the default view, weapons should be secondary on the wheel. Uh, I'm not sure, but I think removing the cooldown on switch altogether could be pretty bad for balance. I think you may get cooldown to start at 50%, for instance, via bonuses rather than just remove it. I agree that no cooldowns would be a bit OP. In theory you could set up multiple profiles with the same powers and then keep using those powers back-to-back across the different profiles. I do think it would be neat tho if there was some way to at least reduce the cooldowns triggered by profile switching, since that significantly improves our chances of pulling off combos across profiles. PillarBiter - I like your singularity/charge/overload build (although singularity has a long base cooldown so it might be hard to spam, even with upgrades). It's a good reminder that we should be exploring cross-class combos as well as the 'traditional' biotic explosions. Your infiltrator setup is almost exactly what I'm planning for elite enemies, although I'm wondering about swapping turbocharge for a detonator to combo off cryo beam. Or maybe invasion. There are almost too many options, lol. So hyped.
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Post by PillarBiter on Feb 24, 2017 11:53:49 GMT
I agree that no cooldowns would be a bit OP. In theory you could set up multiple profiles with the same powers and then keep using those powers back-to-back across the different profiles. I do think it would be neat tho if there was some way to at least reduce the cooldowns triggered by profile switching, since that significantly improves our chances of pulling off combos across profiles. PillarBiter - I like your singularity/charge/overload build (although singularity has a long base cooldown so it might be hard to spam, even with upgrades). It's a good reminder that we should be exploring cross-class combos as well as the 'traditional' biotic explosions. Your infiltrator setup is almost exactly what I'm planning for elite enemies, although I'm wondering about swapping turbocharge for a detonator to combo off cryo beam. Or maybe invasion. There are almost too many options, lol. So hyped. I like the cooldown between profiles. It's a nice way to balance it all out. Maybe there's a profile that reduces the cooldowns if you switch to it? Otherwise, I'm actually kind of hoping that you need to be creative with the skills in order for that to work. Or have it an end-game option or something. Thanks, bruh. Yeah singularity ihavs a long cooldown but I've done the math: - It has a base cooldown of 24s. You can reduce that by 35% through evolving it, leaving it at 16s. - You can increase the duration as well from 8s to about 11s. This leaves only 5 seconds of non-singularity time. And that's without the passive bonuses of skill cooldown and duration So yes, I'm calling that spamming singularity I've thought of detonator instead of turbocharge as well, but in the end, turbocharge will probably serve me better for my weapons than just being able to combo (you dont HAVE to combo all the time ). And besides, cryo beam's status effect remains rather long, plus you can throw it as a trap, or use squadmates; Plenty of opptions!
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Post by ProbeAway on Feb 24, 2017 12:19:40 GMT
I agree that no cooldowns would be a bit OP. In theory you could set up multiple profiles with the same powers and then keep using those powers back-to-back across the different profiles. I do think it would be neat tho if there was some way to at least reduce the cooldowns triggered by profile switching, since that significantly improves our chances of pulling off combos across profiles. PillarBiter - I like your singularity/charge/overload build (although singularity has a long base cooldown so it might be hard to spam, even with upgrades). It's a good reminder that we should be exploring cross-class combos as well as the 'traditional' biotic explosions. Your infiltrator setup is almost exactly what I'm planning for elite enemies, although I'm wondering about swapping turbocharge for a detonator to combo off cryo beam. Or maybe invasion. There are almost too many options, lol. So hyped. I like the cooldown between profiles. It's a nice way to balance it all out. Maybe there's a profile that reduces the cooldowns if you switch to it? Otherwise, I'm actually kind of hoping that you need to be creative with the skills in order for that to work. Or have it an end-game option or something. Thanks, bruh. Yeah singularity ihavs a long cooldown but I've done the math: - It has a base cooldown of 24s. You can reduce that by 35% through evolving it, leaving it at 16s. - You can increase the duration as well from 8s to about 11s. This leaves only 5 seconds of non-singularity time. And that's without the passive bonuses of skill cooldown and duration So yes, I'm calling that spamming singularity I've thought of detonator instead of turbocharge as well, but in the end, turbocharge will probably serve me better for my weapons than just being able to combo (you dont HAVE to combo all the time ). And besides, cryo beam's status effect remains rather long, plus you can throw it as a trap, or use squadmates; Plenty of opptions! I almost don't want to say this but from the video it looks like singularity's cooldown doesn't start until the singularity ends. That means you can only reduce downtime to 16 seconds, less whatever passive recharge bonuses you can get. On the plus side, you can tap the button again to end singularity early if you don't need it anymore.
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Post by PillarBiter on Feb 24, 2017 12:41:09 GMT
I like the cooldown between profiles. It's a nice way to balance it all out. Maybe there's a profile that reduces the cooldowns if you switch to it? Otherwise, I'm actually kind of hoping that you need to be creative with the skills in order for that to work. Or have it an end-game option or something. Thanks, bruh. Yeah singularity ihavs a long cooldown but I've done the math: - It has a base cooldown of 24s. You can reduce that by 35% through evolving it, leaving it at 16s. - You can increase the duration as well from 8s to about 11s. This leaves only 5 seconds of non-singularity time. And that's without the passive bonuses of skill cooldown and duration So yes, I'm calling that spamming singularity I've thought of detonator instead of turbocharge as well, but in the end, turbocharge will probably serve me better for my weapons than just being able to combo (you dont HAVE to combo all the time ). And besides, cryo beam's status effect remains rather long, plus you can throw it as a trap, or use squadmates; Plenty of opptions! I almost don't want to say this but from the video it looks like singularity's cooldown doesn't start until the singularity ends. That means you can only reduce downtime to 16 seconds, less whatever passive recharge bonuses you can get. On the plus side, you can tap the button again to end singularity early if you don't need it anymore. Argh. I will investigate when I get home Thanks for the heads-up. 16s is still doable though, mainly because you can still combo with overload and charge. IF it doesn't work however, I might switch up singularity with nova. Nova can also prime, and then you can perform this awesome combo: Charge in. Nova the fuck out of your surroundings using a nova specced for shield damage and prime your enemies. Charge up an overload for chaining and let it rip. You'll be standing still while shocking biotic combos are exploding everywhere around you. You know what? That sounds awesome I might do this anyway! EDIT: ah nards. You're right. I checked the video and singularity doesn't start recharging until after it is gone. Before that, it just fully blinks green and remains that way until singularity is gone. Hmm, I might go with nova in my second profile then, and put singularity in my 4th profile. It actually makes the 4th profile easier to choose
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Post by lastpawn on Feb 24, 2017 13:56:35 GMT
I had a quick thought after looking at the latest trailer featuring profile switching. It's about burst damage. Since cooldowns are forced with every profile switch, you can't just fire off 3 powers, switch, fire off 3 more. Well, you can't do this as long as you're switching to cooldown-based abilities. However, you can as long as you switch to a consumable-based ability, like grenades. In practice, this means you can do something like go from Profile A: Invasion, Incinerate, Lance to Profile B: Omni Grenades, Flak Cannon, Trip Mines and fire off everything at once, no waiting in between. Considering Omni Grenades and Trip Mines seem to deal a lot of damage, it might even be reasonable to put a single point into those abilities just to pull this off. In case you want something to die very fast (e.g., Fiends). Possible but you can only do this so many times considering the second set of powers are consumable. It's something you'd do only rarely, against mini-boss like enemies, and there are ways to replenish the consumables.
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Post by lastpawn on Feb 24, 2017 14:04:14 GMT
I agree that no cooldowns would be a bit OP. In theory you could set up multiple profiles with the same powers and then keep using those powers back-to-back across the different profiles. I do think it would be neat tho if there was some way to at least reduce the cooldowns triggered by profile switching, since that significantly improves our chances of pulling off combos across profiles. PillarBiter - I like your singularity/charge/overload build (although singularity has a long base cooldown so it might be hard to spam, even with upgrades). It's a good reminder that we should be exploring cross-class combos as well as the 'traditional' biotic explosions. Your infiltrator setup is almost exactly what I'm planning for elite enemies, although I'm wondering about swapping turbocharge for a detonator to combo off cryo beam. Or maybe invasion. There are almost too many options, lol. So hyped. I like the cooldown between profiles. It's a nice way to balance it all out. Maybe there's a profile that reduces the cooldowns if you switch to it? Otherwise, I'm actually kind of hoping that you need to be creative with the skills in order for that to work. Or have it an end-game option or something. Thanks, bruh. Yeah singularity ihavs a long cooldown but I've done the math: - It has a base cooldown of 24s. You can reduce that by 35% through evolving it, leaving it at 16s. - You can increase the duration as well from 8s to about 11s. This leaves only 5 seconds of non-singularity time. And that's without the passive bonuses of skill cooldown and duration So yes, I'm calling that spamming singularity I've thought of detonator instead of turbocharge as well, but in the end, turbocharge will probably serve me better for my weapons than just being able to combo (you dont HAVE to combo all the time ). And besides, cryo beam's status effect remains rather long, plus you can throw it as a trap, or use squadmates; Plenty of opptions! Was it confirmed that this is how cooldown reduction now works? In ME3 it followed a rather odd formula, where a 50% reduction of 10 seconds would actually be 10/(1+.5) = 6.67 instead of 5 seconds.
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Post by PillarBiter on Feb 24, 2017 14:13:37 GMT
I like the cooldown between profiles. It's a nice way to balance it all out. Maybe there's a profile that reduces the cooldowns if you switch to it? Otherwise, I'm actually kind of hoping that you need to be creative with the skills in order for that to work. Or have it an end-game option or something. Thanks, bruh. Yeah singularity ihavs a long cooldown but I've done the math: - It has a base cooldown of 24s. You can reduce that by 35% through evolving it, leaving it at 16s. - You can increase the duration as well from 8s to about 11s. This leaves only 5 seconds of non-singularity time. And that's without the passive bonuses of skill cooldown and duration So yes, I'm calling that spamming singularity I've thought of detonator instead of turbocharge as well, but in the end, turbocharge will probably serve me better for my weapons than just being able to combo (you dont HAVE to combo all the time ). And besides, cryo beam's status effect remains rather long, plus you can throw it as a trap, or use squadmates; Plenty of opptions! Was it confirmed that this is how cooldown reduction now works? In ME3 it followed a rather odd formula, where a 50% reduction of 10 seconds would actually be 10/(1+.5) = 6.67 instead of 5 seconds. It was not confirmed, no. I didn't even knwo it worked like that in ME3. I just made a logical assumption. Apparently, game designers abhor this type of logic. EDIT: I've updated my original build post to include nova.
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Post by souljahbill14 on Feb 24, 2017 16:17:05 GMT
Do we know the evolutions for lance yet?
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