So I'll be out of town for a few days. Might be doing more build videos if people want it. If everything goes well, we're stepping up this youtube thing to the next level by next week or so.
I don't think you'll ever increase it that much. Theoretically, tactical cloak and anihilation provide 25% movement speed each (if you pick those passives). The problem is, tactical cloak and anihilation overwrite each-other.
@@Khrazegaming Btw, do you know that you completely skipped over the Assault turret and Remnant VI? I know you said with that "skip this shit, Remnant VI is what you want" but just saying.
Flamethrower is actually more powerful than you think, if your build is right. For example, if you spec Charge to boost power damage after use, it makes your Flamethrower stronger. This only increases with another Biotic passive that increases general power damage after you use any biotic power, and this probably stacks with Charge's buff. So if you Charge in and immediately torch everyone, not only will you deal tons of widespread damage, you'll be priming the entire group for a Fire Combo, which you can detonate with your third power, or with Charge itself, since its cooldown is already so short. The added bonus of enemies affected dealing less damage will make sure this up-close tactic is survivable, not to mention the defensive buffs from Charge if you spec into Bastion. And frankly, it's just so cool and fun to use. Higher difficulty settings in games tend to force us to be cheap and use more boring skills, and I try not to let that happen. You CAN use my favorite powers and still succeed.
I think you're actually right. I also noticed tactical cloak buffs it like crazy. My only problem (as you might've seen in the video) is that shields simply aren't affected by it's primer.
Yeah, but that's where the third power can come in. Maybe Shield Drain, which you can detonate with Charge, and the ensuing Tech Combo removes the rest of the shields, leaving the enemy open for your now-buffed Flamethrower. This would be a really cool Sentinel.
It's exactly what I used in my sentinel build for insanity: Charge, flamethrower and energy drain (with priming). By using charge and energy drain to restore your shields you will be virtually unkillable. Flamethrower does enough damage on small enemies and primes them to detonate them with energy drain and charge. Usually energy drain (with priming) plus charge and resulted detonation is enough to strip any shielded enemy (except the destroyers) from their defenses (If it's not the case I use shotgun to remove the rest of their shields). The rotation I use is as follows: Energy drain on shielded enemy in the group followed with charge and detonation of the primed target. The resulted detonation stuns all targets in the group and then I unleash the flamethrower. Flamethrower itself stuns the entire group again and primes them for the next detonation. I detonate them with the energy drain which primes them for charge and so on and so on. The build really shines against big groups of enemies and for survivability on insane difficulty. The only weakness of this build are boss enemies. Flamethrower is good for stunning and priming but does not do enough damage on boss enemies in my opinion. You will not kill big enemies as fast as with weapon builds. However I still find the performance against bosses ok. On the other hand it completely annihilates big groups of smaller enemies in seconds and the build will make you practically impossible to kill. One could replace flamethrower with the cryo beam but I personally like flamethrower and fire explosions more.
I currently like my build right now which is a mage-like deal. Incinerate (as a detonator as well), overload, and singularity with a fusion mod that decreases power recharge by 50%. Singularity was optional for me but I like it for its crowd control and could combo really well with my other two abilities. I am a glass cannon with no sustain, but it's so much fun spamming stuff
I specialize my overload vs shields, so that I can zap their shields in 1 or 2 shots and then use singularity, or use it in combo with incinerate vs armor + shields (or preceded by singularity for the combo, which is an excellent Bio power to get even for those specialized with techs, which also instantly destroy all those critters and tech bugs in a zone)
One of the biggest problems for most players is choosing between Overload and Energy Drain. No comparison information here. Or anywhere else on the internet.
So I'll be out of town for a few days. Might be doing more build videos if people want it. If everything goes well, we're stepping up this youtube thing to the next level by next week or so.
I'd like to see how crazy a maxed out movement speed build with Tactical Cloak and Annihilation and whatever other passives would get.
I don't think you'll ever increase it that much. Theoretically, tactical cloak and anihilation provide 25% movement speed each (if you pick those passives). The problem is, tactical cloak and anihilation overwrite each-other.
@@Khrazegaming Btw, do you know that you completely skipped over the Assault turret and Remnant VI? I know you said with that "skip this shit, Remnant VI is what you want" but just saying.
Flamethrower is actually more powerful than you think, if your build is right. For example, if you spec Charge to boost power damage after use, it makes your Flamethrower stronger. This only increases with another Biotic passive that increases general power damage after you use any biotic power, and this probably stacks with Charge's buff. So if you Charge in and immediately torch everyone, not only will you deal tons of widespread damage, you'll be priming the entire group for a Fire Combo, which you can detonate with your third power, or with Charge itself, since its cooldown is already so short. The added bonus of enemies affected dealing less damage will make sure this up-close tactic is survivable, not to mention the defensive buffs from Charge if you spec into Bastion.
And frankly, it's just so cool and fun to use. Higher difficulty settings in games tend to force us to be cheap and use more boring skills, and I try not to let that happen. You CAN use my favorite powers and still succeed.
I think you're actually right. I also noticed tactical cloak buffs it like crazy. My only problem (as you might've seen in the video) is that shields simply aren't affected by it's primer.
Yeah, but that's where the third power can come in. Maybe Shield Drain, which you can detonate with Charge, and the ensuing Tech Combo removes the rest of the shields, leaving the enemy open for your now-buffed Flamethrower. This would be a really cool Sentinel.
It's exactly what I used in my sentinel build for insanity: Charge, flamethrower and energy drain (with priming). By using charge and energy drain to restore your shields you will be virtually unkillable. Flamethrower does enough damage on small enemies and primes them to detonate them with energy drain and charge. Usually energy drain (with priming) plus charge and resulted detonation is enough to strip any shielded enemy (except the destroyers) from their defenses (If it's not the case I use shotgun to remove the rest of their shields). The rotation I use is as follows: Energy drain on shielded enemy in the group followed with charge and detonation of the primed target. The resulted detonation stuns all targets in the group and then I unleash the flamethrower. Flamethrower itself stuns the entire group again and primes them for the next detonation. I detonate them with the energy drain which primes them for charge and so on and so on. The build really shines against big groups of enemies and for survivability on insane difficulty. The only weakness of this build are boss enemies. Flamethrower is good for stunning and priming but does not do enough damage on boss enemies in my opinion. You will not kill big enemies as fast as with weapon builds. However I still find the performance against bosses ok. On the other hand it completely annihilates big groups of smaller enemies in seconds and the build will make you practically impossible to kill. One could replace flamethrower with the cryo beam but I personally like flamethrower and fire explosions more.
I currently like my build right now which is a mage-like deal. Incinerate (as a detonator as well), overload, and singularity with a fusion mod that decreases power recharge by 50%. Singularity was optional for me but I like it for its crowd control and could combo really well with my other two abilities. I am a glass cannon with no sustain, but it's so much fun spamming stuff
I specialize my overload vs shields, so that I can zap their shields in 1 or 2 shots and then use singularity, or use it in combo with incinerate vs armor + shields (or preceded by singularity for the combo, which is an excellent Bio power to get even for those specialized with techs, which also instantly destroy all those critters and tech bugs in a zone)
Is Life Support nerfed in the latest patch??? Would that have a significant effect via gameplay?
One of the biggest problems for most players is choosing between Overload and Energy Drain. No comparison information here. Or anywhere else on the internet.