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#51
D.Kain

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C9316 wrote...

Stasis....wait for it....Bubble! Oh and max out fitness and justicar if you can.


I didn't take the buble, I took the damage. It makes my life easier than bubble. I have enough time to shoot ANY infantry on my own when I stasis them. 

#52
ElementL09

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Stasis Bubble is amazing.

#53
D.Kain

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ElementL09 wrote...

Stasis Bubble is amazing.


It is, just isn't enough though for me to shoot phantoms on my own. 

#54
S.ilver

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A maxed force Throw can still kill unshielded enemies in one hit (if you get the angle right and everything) on Gold. That's extremely useful when you have a wave of assault troopers running at you, to be able to take them out quickly. A maxed force throw also staggers the Atlas; I've kept 3 Atlases at bay (all lined up one behind the other), by continously Warp+Throwing the lead Atlas so it could not advance. The Force & Combo damage upgrades are definitely the way to go here, because Throw's recharge time is so quick. My throw is usually recharged before the the enemy I last threw is even dead from hitting the ground. A skill definitely worth maxing.

For Warp, at Rank 4, detonate is clearly superior to damage, because this is what you'll be using to wreck protected targets that can't be stasised (Turrets and Atlases in the demo, not sure about non-Cerberus enemies, but we'll see). For Ranks 5 and 6... not sure. Do the straight damage upgrades help the biotic explosions? I personally only use Warp against the aforementioned targets that can't be stasised, so if things remain the same, I'll probably leave it at Rank 4 in the full game.

Justicar gets Damage & Capacity, Power Damage, and Weapon Damage... or it would if I had maxed it out (probably will in the full game versus the demo). A higher level Phalanx will still give you +200% recharge speed, without reducing the weight of heavy pistols even further. Carnifex is more deadly, but the ammo capacity on it is problematic, and it's far less versitile in close quarters situations due to it's rate of fire.

Fitness, I'd just take to rank 4 Durability and leave it there. Rank 6 fitness expert would be really nice, because Asari Adepts as very fragile, especially on Silver/Gold, but you'd have to blow 5 points on Rank 5, and neither evolution of it does anything particularly useful for you (shield recharge +15% sounds interesting as basically any shot on Gold will collapse your shields, but if you can't find cover, you're dead anyways, and if you can find cover, rarely does 15% make a difference; encouraging heavy melee on an adept is suicide).

D.Kain wrote...

ElementL09 wrote...

Stasis Bubble is amazing.


It is, just isn't enough though for me to shoot phantoms on my own. 


My adept is running with Stasis Vulnerability, but I'm actually wishing I took Bubble now. I carry only a Heavy Pistol (Phalanx), because carrying a Viper is only +130% recharge speed for me, and that adds half a second to the Stasis recharge time. I'm also not sure I would carry the Viper even if it didn't wreck recharge rates, because it's pretty low on ammo and not as flexible of a weapon as a scoped Phalanx. I generally can't kill Phantoms just by shooting them with my Phalanx, but I find if I shoot them a few times, and then use throw to detonate the stasis, it kills them.

Modifié par S.ilver, 19 février 2012 - 06:49 .


#55
D.Kain

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S.ilver wrote...

My adept is running with Stasis Vulnerability, but I'm actually wishing I took Bubble now. I carry only a Heavy Pistol (Phalanx), because carrying a Viper is only +130% recharge speed for me, and that adds half a second to the Stasis recharge time. I'm also not sure I would carry the Viper even if it didn't wreck recharge rates, because it's pretty low on ammo and not as flexible of a weapon as a scoped Phalanx. I generally can't kill Phantoms just by shooting them with my Phalanx, but I find if I shoot them a few times, and then use throw to detonate the stasis, it kills them.


I carry Carnifex, which basically is as strong as the viper, and doesn't touch my 200% cooldown. I do kill Phantoms with with it before stasis breaks, and a lot of times I found myself in a situation when there are 2-3 phantoms, so I couldn't afford to use throw, as that 2 sec was crucial to stasis another phantom, so I had to stasis the second one even before the first stasis breaks, and had to kill the first phantom with Carnifex, so that he doesn't get in my way while I shoot the second one. Of course this is all solo action, when team helps, it is easier, but again I found myself a lot of times in a ssituation when team is very busy themselves with 2 more phantoms, and if I don't hold the other 2 they would die, or the team mate is busy with some device.

Might just be the fact, that I like to relly on myself, and that I play a lot of times with random people, and we don't chat to coordinate.

Modifié par D.Kain, 19 février 2012 - 07:06 .


#56
S.ilver

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D.Kain wrote...

I carry Carnifex, which basically is as strong as the viper, and doesn't touch my 200% cooldown. I do kill Phantoms with with it before stasis breaks, and a lot of times I found myself in a situation when there are 2-3 phantoms, so I couldn't afford to use throw, as that 2 sec was crucial to stasis another phantom, so I had to stasis the second one even before the first stasis breaks, and had to kill the first phantom with Carnifex, so that he doesn't get in my way while I shoot the second one. Of course this is all solo action, when team helps, it is easier, but again I found myself a lot of times in a ssituation when team is very busy themselves with 2 more phantoms, and if I don't hold the other 2 they would die, or the team mate is busy with some device.


Carnifex is a great weapon, but again, doesn't really suit my playstyle because of the slow rate of fire and more limited ammo capacity. (Same reason I won't carry a sniper rifle on my adept) It's great for sniping and midrange combat, but less than ideal if the enemies get close. Phantoms are also the only enemy that I can't headshot to death with a Phalanx before the stasis breaks, so I'd rather retain the versatility of the Phalanx that switch to a harder hitting, but slower firing weapon for one enemy (remains to be seen what will be better in the full game :P). I'm also kinda jealous because you must have a higher level Carnifex to not have it denting your 200% cooldown reduction. Mine still takes me down to 190%.

I actually find that if I have multiple incoming Phantoms, throwing down two stasises before detonating the first one with a throw tends to work well (even without bubble stasis) because a detonated stasis spreads the stasis, make sure the two stasised enemies are at the front of the pack and all will go well.

Again, playstyle thing, but now that I know Stasis can be detonated and spread, I'd really wished I had gone with the bubble stasis.

EDIT: In response to your edit, I'm always willing and able to kill whatever I have stasised myself, but usually I have good team members who communicate well, and they take care of that for me so that I can Stasis/Throw something else instead :D

Modifié par S.ilver, 19 février 2012 - 07:08 .


#57
ncknck

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Yeah, the more i play the more i wish i would have ignored warp completely and gone throw all the way.
Throw recharges quicker, hell, its an instant recharge after a combo with a perk. And combo damage rules. It moves faster. Enemies dodge warp. It staggers guardians and Atlases (omg). warp is useless here, aside from its damage. Turrets, i dont know, but for some reason, full throw on the sentinel seems to get quite a lot of its shield, dunno why. Basically throw deals with everything which cant be solved by stasis.

#58
himegoto

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I still dont understand how to detonate the warp. Do I need to combo with it or it's automatically detonated?
Also about the 5th level throw. Which one are you guys using and what does it mean by reset recharge... Does it reset any skill or just combo finish with throw?

And what combos are there? It sure didnt mention in game... Can any 2 of the asari make a combo?
Thanks.

I see some of you guys mentioned headshotting with the pistol too. I have the 2x scope unlocked but cant seem to one shot anything yet?

Modifié par himegoto, 19 février 2012 - 07:37 .


#59
D.Kain

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ncknck wrote...

Yeah, the more i play the more i wish i would have ignored warp completely and gone throw all the way.
Throw recharges quicker, hell, its an instant recharge after a combo with a perk. And combo damage rules. It moves faster. Enemies dodge warp. It staggers guardians and Atlases (omg). warp is useless here, aside from its damage. Turrets, i dont know, but for some reason, full throw on the sentinel seems to get quite a lot of its shield, dunno why. Basically throw deals with everything which cant be solved by stasis.


I wouldn't advise to ignore warp, because then you don't have warp+throw biotic detonations on atlas, as stasis doesn't affect them. And believe me you DO want to have biotic detonations on atlas.

#60
S.ilver

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ncknck wrote...

Yeah, the more i play the more i wish i would have ignored warp completely and gone throw all the way.
Throw recharges quicker, hell, its an instant recharge after a combo with a perk. And combo damage rules. It moves faster. Enemies dodge warp. It staggers guardians and Atlases (omg). warp is useless here, aside from its damage. Turrets, i dont know, but for some reason, full throw on the sentinel seems to get quite a lot of its shield, dunno why. Basically throw deals with everything which cant be solved by stasis.


I'd have to agree. I bought all 4 ranks for Warp, but beyond the Biotic Explosion boost at rank 4, I'm not actually getting much milage out of it. I do like it for the explosions on turrets (one explosion kills a full health turret; part of that may be due to the throw though :P), and Atlases (takes off a good chunk of armour; also the fact that enemy troops like to cluster around the Atlas means they get taken out in the resulting explosion, especially Guardians who are dumb enough to stand in front of the Atlas :D).

Warp was awesome in ME2, so I guess it's understandable that we all rushed like cattle to max it out :P.

I wouldn't use the instant recharge after combo; Throw resets insanely fast after all (I have it at 1.23 seconds without taking the Rank 6 cooldown reduction). It's also mutally exclusive with the +50% biotic combo explosion damage, which is what you definitely want.

#61
ncknck

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D.Kain
wait, is atlas affected by combo? Warp didnt seem to stick on it, you know, the glow. Just the damage.

Modifié par ncknck, 19 février 2012 - 07:40 .


#62
Riot Inducer

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Warp does indeed affect the Atlas, it just doesn't have the glow effect but you can still combo off of it to great effect.

#63
ncknck

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S.ilver wrote...

Warp was awesome in ME2, so I guess it's understandable that we all rushed like cattle to max it out :P.

Hehehe, yeah.. :D

#64
D.Kain

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ncknck wrote...

D.Kain
wait, is atlas affected by combo? Warp didnt seem to stick on it, you know, the glow. Just the damage.


Dude, warp by itself takes one health squire of atlas, a following throw detonates the warp for 2 more squires and staggers atlas heavily. Throw is a skill I use to kill atlas and turrets, combined with warp. Warp by itself also does bad against shields, but a following throw on warp blows up and damages shields nicely too.
I am an atlas killing machine. =)

Modifié par D.Kain, 19 février 2012 - 07:43 .


#65
S.ilver

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Riot Inducer wrote...

Warp does indeed affect the Atlas, it just doesn't have the glow effect but you can still combo off of it to great effect.


It's hilarious creating a "traffic jam" inside a building or hallway when you have a line of Atlases coming at you. Throw staggers the Atlas... Biotic Explosion staggers the Atlas. If it were any more awesome the Atlas would actually be moving backwards...

#66
ncknck

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D.Kain wrote...

ncknck wrote...

D.Kain
wait, is atlas affected by combo? Warp didnt seem to stick on it, you know, the glow. Just the damage.


Dude, warp by itself takes one health squire of atlas, a following throw detonates the warp for 2 more squires and staggers atlas heavily. Throw is a skill I use to kill atlas and turrets, combined with warp. Warp by itself also does bad against shields, but a following throw on warp blows up and damages shields nicely too.
I am an atlas killing machine. =)

Ha, thanks a lot, good thing i still had 6 points left and invested them in rang3 throw, instead of rang6 warp. Gonna try some AKM (atlas killing maching) right now. 

#67
D.Kain

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ncknck wrote...

D.Kain wrote...

ncknck wrote...

D.Kain
wait, is atlas affected by combo? Warp didnt seem to stick on it, you know, the glow. Just the damage.


Dude, warp by itself takes one health squire of atlas, a following throw detonates the warp for 2 more squires and staggers atlas heavily. Throw is a skill I use to kill atlas and turrets, combined with warp. Warp by itself also does bad against shields, but a following throw on warp blows up and damages shields nicely too.
I am an atlas killing machine. =)

Ha, thanks a lot, good thing i still had 6 points left and invested them in rang3 throw, instead of rang6 warp. Gonna try some AKM (atlas killing maching) right now. 


The best is throw rank four for 50% more detonation damage. :P ( not counting the first point )

Modifié par D.Kain, 19 février 2012 - 07:49 .


#68
Sebbers

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Just though I'd add my Asari build because, for me it's perfected, and the last 5 or so rounds I've been playing public silver (with 3 others), I've be getting around 100 kills:

Maxed out stasis with stasis strength, stasis recharge, and stasis vulnerability.
Maxed out fitness with durability, shield recharge, and fitness expert (ie non-melee perks)
Maxed out justicar with weapon damage, headshot damage, and weapon damage (pistols perk also plausible for the last perk)

This is going to sound weird but, my main weapon of choice is the M3 predator with scope and damage.
And the Shuriken (its ****, but its light) and I only use it as a back up.

My general plan is to spam stasis at a target, get a string of headshots, then immediately stasis the next target. I can down combat engineers and phantoms 1-2 secs (on silver) as the Predator has an insane RoF if you can click fast! Only real problem is my ammo drains fairly fast.

For me neither warp, nor throw are particularly important.
Warp is essentially for Mechs, although, on most rounds you should be leaving the Mech to be dealt with last (unless its impeding your objective, in which case missile the bastard). Run away from the Mech, and take down all the standard enemies. Wait till you've downed the last basic enemy and then all you have to do is concentrate your fire on the Mech.
Throw is decent (though very necessary for shields). Not only can it throw an enemy behind your line of sight (so will get up and become a threat), an enemy lying flat on the ground is much harder to hit. Throw also limits your ability to spam stasis. You might as well just waste a few bullets finishing off an enemy.

Modifié par Sebbers, 19 février 2012 - 08:21 .


#69
S.ilver

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Sebbers wrote...

Just though I'd add my Asari build because, for me it's perfected, and the last 5 or so rounds I've been playing public silver (with 3 others), I've be getting around 100 kills:

Maxed out stasis with stasis strength, stasis recharge, and stasis vulnerability.
Maxed out fitness with durability, shield recharge, and fitness expert (ie non-melee perks)
Maxed out justicar with weapon damage, headshot damage, and weapon damage (pistols perk also plausible for the last perk)

This is going to sound weird but, my main weapon of choice is the M3 predator with scope and damage.
And the Shuriken (its ****, but its light) and I only use it as a back up.

My general plan is to spam stasis at a target, get a string of headshots, then immediately stasis the next target. I can down combat engineers and phantoms 1-2 secs (on silver) as the Predator has an insane RoF if you can click fast! Only real problem is my ammo drains fairly fast.

For me neither warp, nor throw are particularly important.
Warp is essentially for Mechs, although, on most rounds you should be leaving the Mech to be dealt with last (unless its impeding your objective, in which case missile the bastard). Run away from the Mech, and take down all the standard enemies. Wait till you've downed the last basic enemy and then all you have to do is concentrate your fire on the Mech.
Throw is decent (though very necessary for shields). Not only can it throw an enemy behind your line of sight (so will get up and become a threat), an enemy lying flat on the ground is much harder to hit. Throw also limits your ability to spam stasis. You might as well just waste a few bullets finishing off an enemy.


The great thing about this game is that there are so many ways to customize even the same race/class combo. Your build looks like a great Stasis Sniper type build; freeze the enemies and then headshot them. My build works a lot more on powers; all the Asari Justicar ranks that have options get the increased force and damage options. My maxed throw can kill unshielded enemies and take off a good portion of shields (the last throw rank adds 200ish damage to Throw, making it even more general purpose than just a stagger move). I kill a lot of stuff with my throw, simply because the 1.2s cooldown on it to outright kill an enemy is faster than Stasis and it's 2s cooldown and then having to shoot the enemy.

Then again, I tried the Human Sentinel first, and unless you're going for a gun heavy build with it, Throw is one of your main weapons.

#70
Raddpuppy

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Warp + throw does a ton of damage. Taking stasis bubbles will stasis multiple enemies then you just hit each with a throw and the aoe damage takes out whatever isn't in stasis. On atlas you spam warp and somebody else spams throw. Throw maxed will take out anything without shields if you do it right. I don't care what your playstyle is but if those three abilities are not maxed then neither is your efficiency. Me and my friends aim to finish silver in under 18 minutes if its not happening then you get the boot.

#71
D.Kain

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Sebbers wrote...

For me neither warp, nor throw are particularly important.
Warp is essentially for Mechs, although, on most rounds you should be leaving the Mech to be dealt with last (unless its impeding your objective, in which case missile the bastard). Run away from the Mech, and take down all the standard enemies. Wait till you've downed the last basic enemy and then all you have to do is concentrate your fire on the Mech.
Throw is decent (though very necessary for shields). Not only can it throw an enemy behind your line of sight (so will get up and become a threat), an enemy lying flat on the ground is much harder to hit. Throw also limits your ability to spam stasis. You might as well just waste a few bullets finishing off an enemy.


You are correct, Warp and throw ARE for the mechs. See there is a problem though, you can't do what you said on Gold. Last waves are made exclusively from phantoms and mechs, so there would be like 6 mechs on the battefield, then they really sorround you and get you to the corner from multiple sides with no way to escape unless you destroy them in time. I had a situation when I was in a coridor between 2 atlas, with my team being taken with MORE atlas, so I only survived because I killed one with warp/throw fast enough to prolong my kiting. 

But if you have good anti-mech teammates like engeneer and sentinel, go ahead and sit it out. 

Modifié par D.Kain, 19 février 2012 - 09:07 .


#72
D.Kain

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Raddpuppy wrote...

Throw maxed will take out anything without shields if you do it right.


I am very curious about this. Why is it that throw does different damage each time? Sometimes the targets are OHKO'ed, other times, they are not. 

#73
S.ilver

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D.Kain wrote...

Raddpuppy wrote...

Throw maxed will take out anything without shields if you do it right.


I am very curious about this. Why is it that throw does different damage each time? Sometimes the targets are OHKO'ed, other times, they are not. 


I'm not sure about this, but Throw seems to do damage when it initially hits the enemy, and again when the enemy hits an object. Not really sure of the mechanics behind this. At any rate, enemies that survive a maxed out throw are usually a 1 health bar, such that it's trivial to shoot them once to take them out.

#74
D.Kain

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S.ilver wrote...

D.Kain wrote...

Raddpuppy wrote...

Throw maxed will take out anything without shields if you do it right.


I am very curious about this. Why is it that throw does different damage each time? Sometimes the targets are OHKO'ed, other times, they are not. 


I'm not sure about this, but Throw seems to do damage when it initially hits the enemy, and again when the enemy hits an object. Not really sure of the mechanics behind this. At any rate, enemies that survive a maxed out throw are usually a 1 health bar, such that it's trivial to shoot them once to take them out.


Indeed. The most annoying thing is when they dodge though. 

#75
S.ilver

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D.Kain wrote...

Indeed. The most annoying thing is when they dodge though. 


Agreed. Luckily, by the time you see them doing a roll to dodge your throw, throw has already recycled, and you can hit it again, guaranteeing a hit, because the enemy can't roll that quickly in sucession. Assuming you aren't being swarmed of course (although a rolling enemy is an enemy that is not shooting at you for the moment :P).