Shotgun barrier adept:
Heavy Warp
1st tier Throw
Heavy Singularity
Area Pull
Nemesis
Heavy Barrier
Toting a Scimitar or Evi, whatever strips protections faster on Hardcore. There's the GPS for some missions.
AR Reave Vanguard:
3rd tier Incendiary ammo
Area Charge
2nd tier Shockwave
Area Pull
Destroyer
Area Reave
Toting a Scimitar or Evi, and a Mattock/Vindicator.
Notes on the adept:
I'm not really fond of singularity, except for its extremely useful ability to hold harbinger in place and as an anti-husk wall. Area pull is more my thing. I love warp detonations. A fully upgraded warp explosion is like a miniature Cain firing, every stripped enemy a bomb to set off. Glee!
The idea is to use singularity to lock down the most damaging enemies, then move forward with a barrier/shotgun setting off warp explosions all around. Also, will use heavy warp against bosses.
Notes on the vanguard:
I like charge, but I don't like spamming it. I use it mostly when I'm in the red, for the attendant barrier recharge, and to close-in or insta-flank. Assault rifle volley, area pull + squad warp to open, then charge in. Shockwave works like throw in a cinch, and area pull + shockwave is pretty much insta-kill anyway. Will use reave on bosses.
My Vanguard is weak against bosses you have to stay at range to fight. Discounting ammo and bonus powers,
- Engineers have Incinerate/Overload
- Sentinels have Overload/Warp
- Adepts have Warp/Singularity
- Infiltrators have Incinerate/cloak time dilation and/or damage boost
- Soldiers have Adrenaline Rush and Concussive Shot
Vanguards... have nothing when they can't charge. Choppers, the Colossus, YMIRs, Krogan bosses, Geth primes, praetorians, scions, the end boss, I have trouble with all of them as a Vanguard. The (non-shotgun) adept can hang back and let loose with ARs/warp.
Modifié par karthikc, 15 octobre 2011 - 04:21 .





Retour en haut






