class w/ fastest time on insanity

#155PPPosted 2/2/2013 4:19:12 PM
I know the soldier has the highest dps in the game but that may not necessarily equate to fastest time because I assume the vanguard rivals it. thoughts?
#2TheFeshPincePosted 2/2/2013 4:48:02 PM
ya
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#3AigonrothPosted 2/2/2013 9:25:42 PM
Yes Vanguard can very easily rival Soldier in fastest time on insanity, in fact technically Vanguard should pass Soldier easily.

Although Infiltrator and Sentinel could probably also give it a whirl. (Infiltrators could simply grab Enhanced Cloak and Operative to stay cloaked as long as possible and avoid most combat situations, and Sentinels can walk around with Assault Armor and basically stunlock the game.
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"I love nailing Asari, so ageless and superior. Then you get them and they squeal like schoolgirls"- Gianna Parasini, Mass Effect 2.
#4MattheauPosted 2/3/2013 4:23:52 AM
In terms of getting through the game, Infiltrator. It's not a damage thing, there are just a lot of sections you can skip by walking past the enemies.

In terms of fighting your way through the game, Adept played properly is the fastest due to the sheer ridiculousness of Warp Detonations being thrown out in rapid succession. However, you actually need to know how to play the class to do this on Insanity, which a lot of people don't.

Vanguard is faster than Soldier, but, again, you have to actually know how to play Vanguard to do so. The reason for this is because they are made to exploit combat system damage bonuses. If you take potshots, they are a weak soldier. If you learn to spam Charge, you are getting a free +100% damage bonus for range, a +50% damage bonus for the headshot, your damage against shields and barriers will generally be doubled, Inferno Ammo is instantaneous against armor, not to mention shotguns have high base damage anyways.
#5GlavewurmPosted 2/3/2013 6:58:29 PM
In terms of fighting your way through the game, Adept played properly is the fastest due to the sheer ridiculousness of Warp Detonations being thrown out in rapid succession. However, you actually need to know how to play the class to do this on Insanity, which a lot of people don't.


They also rely on their squad more than any other class, which can affect their speed. With an ideal team and and biotic upgrades, they soar. But you can't always pick your full team, and while a good portion of the cast can be worked into an Explosion, some can't, and some do better than others. By comparison the Vanguard only really needs Champion and Heavy Charge, which they can get before it's even possible to have Biotic Cooldowns on the Adept.

To sum up, Adepts might have a higher peak, but Vanguards are more consistently fast.
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#6Raven1229Posted 2/4/2013 4:12:46 AM
I find that Warp detonations are incredibly overrated. The way people talk about them, you'd think one would clear an entire level. Yes, they are powerful; they really shine on missions like the Collector platform where enemies are forced to be tightly clustered and being knocked around = death. Otherwise, other powers can do the same thing (but more efficiently).

For example, Overload on Geth and then pick them off with shots enhanced with Disruptor Ammo. Additionally, as mentioned, it takes a while before you can start throwing around detonations at will, and Shepard's biotic power travel time further slows things down, while squadmate powers are instant, but have much higher cooldowns.
#7MattheauPosted 2/4/2013 5:55:50 AM
Raven1229 posted...
I find that Warp detonations are incredibly overrated. The way people talk about them, you'd think one would clear an entire level. Yes, they are powerful; they really shine on missions like the Collector platform where enemies are forced to be tightly clustered and being knocked around = death. Otherwise, other powers can do the same thing (but more efficiently).

For example, Overload on Geth and then pick them off with shots enhanced with Disruptor Ammo. Additionally, as mentioned, it takes a while before you can start throwing around detonations at will, and Shepard's biotic power travel time further slows things down, while squadmate powers are instant, but have much higher cooldowns.


Just proving my point. You have to understand how the game functions before you can use Warp Detonations effectively. If you think Overload or Incinerate can remotely do as much damage as Warp Detonations, you don't understand the system well enough to use them effectively.

They also don't have to be clustered tightly together. The base radius of Warp Detonations is 5.0 meters, which pretty much hits almost every enemy in a given area and that can be upgraded to 7.0 meters. For perspective, Flashbang Grenade is 6.0 meters and no one recommends taking the area version of that because there is no situation where going past that matters. Keep in mind that the ranges in this game are a radius. Area Overload and Area Incinerate have a radius of 3.0 meters, this does not mean they hit 60% of the area that a base radius Warp Detonation does, they hit 36% of the area of the base Warp Detonation radius and 18% of the area the upgrades area version does. So the rank 4 specialized version of those abilities, which do far less damage hit about a third the area the heavy version of Warp Detonations does.

By the way, the only protection type that prevents double damage from Warp Detonations is shields and shields are largely a joke in this game and Warp Detonation easily destroys them.

So, double damage against any protection that matters, more damage over a wider radius, and this isn't even getting into how insane physics damage can be.
#8Raven1229Posted 2/4/2013 6:53:21 AM
^And you're proving my point. Theorycrafting over how most battles actually play out. Will definitely post some videos when I get a chance of people playing Adepts vs. other classes so people can see what I mean and not accuse me of not "understanding" anything or underrating the class (which is my second favorite).

I'm not doubting the POWER of warp detonations. They are powerful. But they also require time to set up, power travel time, and stripping an enemy's defense before you can detonate. This takes time. This isn't including the fact that sometimes they just can't be performed period (Shadow Broker, Vasir, flying drones, Geth Hunters, etc.).
#9GlavewurmPosted 2/4/2013 3:58:27 PM
But they also require time to set up, power travel time, and stripping an enemy's defense before you can detonate. This takes time.


Toss a Singularity, Area Protection Strip while it is on route, Ally Unstable Warp when it lands. Then during the 7 second GCD on your Thane/Miranda you have time for a Warp and a Singularity + weapon time to get the next wave going. Really not that much time for how effective it is. Can also do a version with both Thane and Miranda taking turns Warping. More gunning needed, but you pretty much have an Unstable Explosion every 3 and a half seconds.

This isn't including the fact that sometimes they just can't be performed period


True, Vanguards have a similar problem.
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#10Raven1229Posted 2/4/2013 5:38:50 PM
Soldiers on Horizon:
http://www.youtube.com/watch?v=6Svt6pntZD4

http://www.youtube.com/watch?v=nwasUce_JbQ

Adepts on Horizon:
http://www.youtube.com/watch?v=f5FB0LfgpSw

http://www.youtube.com/watch?v=-QjWxpDQeLI

Miranda's Loyalty Mission:
Adept: http://www.youtube.com/watch?v=SeAC0-AVEVI

Engineer: http://www.youtube.com/watch?v=c38dwDiYnUE

Soldier: http://www.youtube.com/watch?v=pcjTelJTCXE


I also want to say that if you are considering Warp Explosions the main reason Adepts clear levels faster than other classes, don't forget that not only can Sentinels also detonate biotics, but every class has access to Slam. So an infiltrator can set up explosions (on a 3 sec cooldown) with Miranda and Thane AND put out stupid Infiltrator DPS. Similarly, you can take squadmates who can set up and detonate (Jacob + Miranda) and take care of the clean up/defense stripping. Warp explosions every 3 seconds is just not necessary (except on the Collector platform). I think the videos show that.