Last Few Builds setting up for ME3...advice/suggestions?
#26
Posté 17 janvier 2012 - 11:04
#27
Posté 17 janvier 2012 - 11:05
has links to a shotgun adept and infiltrator if you want to see how they can be played. Mind you I am not as aggressive as some but I get good use out of the weapons.
Shotgun Infiltrators are loads of fun and should be played at least once.
Area Charge on Hardcore and above is VERY underwhelming, due to almost no one being sent flying, less shields no slo-mo to aid targeting and at best marginal stagger on close enemies. You may can use it but Heavy will be better and is used for reason on most/all builds.
Wide singularity has it's cheerleaders on the boards, but for me it burns out way to fast simply because the wider area catches more people and since it is shorter than heavy it will usually burn out faster than I can recast it causing me to die usually. I tried it out on a few missions and after having too many critical failures I respec'd and haven't looked back since.
#28
Posté 18 janvier 2012 - 12:17
Shotgun Adept is a pretty natural choice for those with the GPS though, imo. Otherwise, I'd argue that it's probably just as 'hard' as Shotgun Engineer.
Shotgun Infiltrator is probably the most 'rogue-ish' way to play the game. If you like hit-n-run, the class gives great options for that style of play.
I liked Wide Singularity for the longest time, but it's true, on Insanity it just fizzles too fast. There's no point in the fatter AoE if the effect wears out before its done its job.
Modifié par Locutus_of_BORG, 18 janvier 2012 - 12:18 .
#29
Posté 18 janvier 2012 - 12:37
classic Claymore Vanguard and Widow Infiltrator are two of my favourite set ups for the game. Can't go wrong. For Adepts, its a toss up but I like Sniper Adepts for their range versatility and protection stripping for CC.
#30
Posté 18 janvier 2012 - 12:40
#31
Posté 18 janvier 2012 - 02:40
Locutus_of_BORG wrote...
^ +1.
Shotgun Adept is a pretty natural choice for those with the GPS though, imo. Otherwise, I'd argue that it's probably just as 'hard' as Shotgun Engineer.
.
Watch this if you want to see a shotgun Engineer rock...trure with Reave but Strive rocks this level.....
www.youtube.com/watch
#32
Posté 01 février 2012 - 07:52
I want to use Reave, and make an Assassin-like Adept similar to Thane. I'm thinking about taking a sniper (also ala Thane).
@ HolyAvenger, you said you enjoyed your sniper Adept? Did the whole 'zoom' thing get to be a pain alot? I figured I could strip and Reave quickly down the scope of a Viper. (the Reaver Infiltrator builds I've seen here also kind of gave me this idea).
I'm just not quite set on how I would set up the powers. If I plan on taking Reave, should I skimp on Warp, put some more points into CC?
Assassin Adept
Warp (not really necessary except for maybe some warpsplosions)
Throw (would like to get Throw Field, if possible)
Singularity (could actually stand to not even max this out? Maybe leave it at lvl 3 and get Pull Field?)
Pull (pretty much an all or nothing deal...leave it at one or max it to Pull Field)
Shockwave (eh...could be useful for a decent area stagger/CC, giving me some time to pop out and nail someone with a few Viper rounds)
Reave (will probably go Area Reave or Reave @ lvl 3?, investing points somewhere else?)
Any suggestions? I know this won't be some type of God-build, and it's probably not the most optimal thing out there but (I'll be playing on Hardcore, so I don't need "Insanity Approved" builds). I'm just tossing ideas around 'cause I'm bored and I've already played through with the standard Adept.
#33
Posté 01 février 2012 - 09:01
1 - Warp (since you are using Reave to strip armor and barriers and replenish your own health).
0 - Throw (since you cannot unlock Throw)
4 - Heavy Singularity
4 - Pull Field
4 - Improved Shockwave
4 - Nemesis
4 - Area Reave
#34
Posté 01 février 2012 - 09:25
#35
Posté 01 février 2012 - 09:34
capn233 wrote...
If you don't like shockwave you could consider more points in warp and maybe throw. Reave doesn't detonate biotic effects, and it will do slightly less damage than warp due to the duration penalty. But I do agree that it overlaps a lot with Reave. Guess it depends on if you like shockwave or throw.
Playing on Hardcore, not Insanity, so duration penalty won't exist, correct? Except maybe on the larger enemies? (Krogan, etc.)
#36
Posté 01 février 2012 - 10:29
Ah I missed that.MELTOR13 wrote...
capn233 wrote...
If you don't like shockwave you could consider more points in warp and maybe throw. Reave doesn't detonate biotic effects, and it will do slightly less damage than warp due to the duration penalty. But I do agree that it overlaps a lot with Reave. Guess it depends on if you like shockwave or throw.
Playing on Hardcore, not Insanity, so duration penalty won't exist, correct? Except maybe on the larger enemies? (Krogan, etc.)
I don't think there is a duration penalty on Hardcore.
As far as large enemies, I thought they all had a power damage reduction on all difficulties (different than the duration penalty). I am not sure.
#37
Posté 01 février 2012 - 10:49
capn233 wrote...
Ah I missed that.MELTOR13 wrote...
capn233 wrote...
If you don't like shockwave you could consider more points in warp and maybe throw. Reave doesn't detonate biotic effects, and it will do slightly less damage than warp due to the duration penalty. But I do agree that it overlaps a lot with Reave. Guess it depends on if you like shockwave or throw.
Playing on Hardcore, not Insanity, so duration penalty won't exist, correct? Except maybe on the larger enemies? (Krogan, etc.)
I don't think there is a duration penalty on Hardcore.
As far as large enemies, I thought they all had a power damage reduction on all difficulties (different than the duration penalty). I am not sure.
All good. I'm thinking about rolling with your earlier comment, because I really like Throw. Makes for alot of easy kills. I've also got a Shockwave Vanguard in the mix right now so that should have my Shockwave fix covered.
Possibly something like this:
Warp (2 or 3) (will still be useful for 'splosions)
Throw Field
Heavy Singularity/Singularity (3)
Pull Field/Pull (2) <--depending upon Singularity choice
Nemesis
Area Reave
My question to you guys: Is it worth dropping Singularity to lvl 3 to take Pull Field? Or should I just stick with Heavy Singularity, drop Pull to lvl 2, bring Warp up to lvl 3, and be done with it? I have a feeling that I won't be using Singularity much with this type of build, except for the occasional 1 person lockdown, which lvl 3 Singularity should still be capable of doing. (Again, reminder that this is on Hardcore, not Insanity)
#38
Posté 01 février 2012 - 11:05
#39
Posté 01 février 2012 - 11:42
Yep powers through scope are a little annoying but you get used to it quite quickly.
#40
Posté 02 février 2012 - 12:44
If you don't care about overlap I would have just done
Warp 2
Throw 3
Heavy Singularity
Pull Field
Shockwave 1 (bc of extra point)
Bastion / Nemesis
Area Reave
Or you could do
Heavy Warp
Throw 1
Heavy Singularity
Pull Field
Bastion / Nemesis
Area Reave
If you are primarily using Reave you would need to decide if you want more damage from it or more duration. Extra duration also gets you more damage and will "stun" the enemies longer. In the end it probably doesn't matter much. Warp would be reserved for explosions each time, or max punch against armor in the case of the second. Probably most won't think it is worth going all the way on Warp and Reave.
If you like Shockwave though you are probably best served by what RedCaesar posted earlier.





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