Human Adept Build Help
#1
Posté 13 mars 2012 - 05:43
#2
Posté 13 mars 2012 - 05:44
#3
Posté 13 mars 2012 - 05:47
#4
Posté 13 mars 2012 - 05:50
#5
Posté 13 mars 2012 - 05:53
#6
Posté 13 mars 2012 - 05:55
On my Adept I took Duration, Lift Damage, and Detonate on Singularity. Detonate, Lasting Damage, and Pierce on Warp. For Shockwave, I currently have it at Radius, and plan to take it to Detonate and Lifting Shockwave as well (if I have the points).
The cooldown reduction talents aren't too useful if you're at +200% anyway from not having heavy weps. I can go from 1.38 on Singularity to.... 1.34. Whoopty-do.
I find Shockwave to be useful to get things the hell away from you. Also, you can use it to detonate Warp on mobs that aren't affected by Singularity (anything with a shield, barrier, or armor). Warp > Shockwave on Brutes/Banshees/Atlas/Pyro/Prime/etc. Just Warp spamming doesn't do a whole lot.
Seriously though, ditch the Assault Rifle + Shotgun. You're just gimping yourself.
Modifié par KelbornX, 13 mars 2012 - 06:00 .
#7
Posté 13 mars 2012 - 05:59
KelbornX wrote...
Take your best Heavy Pistol and ditch all other weapons. The increased cooldowns from having both a Shotgun and Assault Rifle make you near useless.
On my Adept I took Duration, Lift Damage, and Detonate on Singularity. Detonate, Lasting Damage, and Pierce on Warp. For Shockwave, I currently have it at Radius, and plan to take it to Detonate and Lifting Shockwave as well (if I have the points).
I find Shockwave to be useful to get things the hell away from you. Also, you can use it to detonate Warp on mobs that aren't affected by Singularity (anything with a shield, barrier, or armor).
Seriously though, ditch the Assault Rifle + Shotgun. You're just gimping yourself.
Well we don't know what happens he has, on bronze, rock a light AR since enemies aren't very tough and you don't have to depend on powers that much.
I still prefer to max out singularity rather than distributing points on all three powers as singularity can stun enemies giving you a chance to escape and buy you a second or two to toss out a warp to do a biotic explosion.
I'm gonna agree with you on the heavy pistol, but nothing above phalanx, too heavy to use powers that effectively.
#8
Posté 13 mars 2012 - 05:59
Personally I say don't level Singularity past level 3 or maybe 4 at the most. It does everything you would want it to do right there. I strongly recommend maxing Shockwave and use it to spam waves of enemies through walls and to set off biotic combos with Warp, as Warp+Shockwave is far more reliable than Singularity+Warp - the former works on shielded and armored enemies, while Singularity is totally useless versus them. Shockwave also "stuns" any enemy it hits, no matter what, while again, Singularity does nothing against protected enemies.
Also, with this setup, you can warp 2-3 enemies and then blow them all up at once with Shockwave, which is good for some lulz if your teammates don't kill them first.
Modifié par nukular power, 13 mars 2012 - 06:04 .
#9
Posté 13 mars 2012 - 06:02
nukular power wrote...
For weapons I use the Disciple shotgun and Predator X pistol, which leaves you with 197% cooldowns and plenty of firepower if you need it.
Personally I say don't level Singularity past level 3 or maybe 4 at the most. It does everything you would want it to do right there. I strongly recommend maxing Shockwave and use it to spam waves of enemies through walls and to set off biotic combos with Warp, as Warp+Shockwave is far more reliable than Singularity+Warp.
Well, depends on your playstyle too, warp and shockwave can get get enemies over cover and shockwave can be great cqc but shockwave takes a longer time to unleash and can leave you open for way too long on higher difficulties, but again, matter of choice.
Modifié par Bank92, 13 mars 2012 - 06:04 .
#10
Posté 13 mars 2012 - 06:05
Actually, it leaves you LESS open than any other power in the game, since you can shoot it straight through walls/around corners/through floors. It's the only real "skillshot" in the game, and fortunately, it goes through everything
Modifié par nukular power, 13 mars 2012 - 06:10 .
#11
Posté 13 mars 2012 - 06:06
nukular power wrote...
Well, it is a playstyle thing for sure. It doesn't leave you open more than spamming any other power though, and as I said, it either flings or stuns any non-boss enemy it hits anyways. And does direct damage, also worth pointing out
I'm more of the assist type, so the warp reducing defenses really suit my style.
#12
Posté 13 mars 2012 - 06:08
Anything past two points in Fitness is kind of a waste, so there should be more than enough points to max out all 3 Biotic powers and get what you need from Alliance Training.
#13
Posté 13 mars 2012 - 06:08
#14
Posté 13 mars 2012 - 06:10
KelbornX wrote...
They all have their uses. Singularity + Warp on normal mobs that are far away, Warp + Shockwave on close mobs / "hardened" mobs.
Anything past two points in Fitness is kind of a waste, so there should be more than enough points to max out all 3 Biotic powers and get what you need from Alliance Training.
I maxed out all the passive skills since I really like just using two powers. While not having options suck, the increased recharge speed of my shields really helped me and it lets me really specialize (which really helps on gold.)
#15
Posté 13 mars 2012 - 06:13
Bank92 wrote...
I maxed out all the passive skills since I really like just using two powers. While not having options suck, the increased recharge speed of my shields really helped me and it lets me really specialize (which really helps on gold.)
And that's why they gave us two Human characters for each class. XD When I hit 20 on my Adept I'm gonna make the other one specialied differnt, same thing I did with my Engineers.
#16
Posté 13 mars 2012 - 06:13
Bank92 wrote...
I maxed out all the passive skills since I really like just using two powers. While not having options suck, the increased recharge speed of my shields really helped me and it lets me really specialize (which really helps on gold.)
I agree with this. I just thing Singularity is the skill you shouldn't level, especially for gold, since it is very unreliable, while Shockwave will always stun.
But anyways, the human weapon-weight reducing passive is the best one in the game since it works on all weapons, and you shouldn't pass it up.
#17
Posté 13 mars 2012 - 06:14
#18
Posté 13 mars 2012 - 06:15
Bank92 wrote...
Well, I went with rapid power use. I didn't like Shockwave in ME2 so never used it in ME 3 yet. I rolled with the avenger X since weight was so minimal I had 200% recharge speed. With warp, I picked whatever increased damage for biotic detonations and singularity I went with fast recharge speed and being able to pick up more enemies. I believe I picked the extra carrying weight so I can roll with more better weapons in the future. But ditch shot gun, your powers more than make up for it if you can fire them off fast enough, and you don't need to rely on thermal clips.
IMO ME2's shockwave was better. Mostly because you didn't have to worry about the Y axis when firing it off. However, Warp -> Shockwave detonations are the Human Adept's way of dealing with armor.
#19
Posté 13 mars 2012 - 06:15
nukular power wrote...
Bank92 wrote...
I maxed out all the passive skills since I really like just using two powers. While not having options suck, the increased recharge speed of my shields really helped me and it lets me really specialize (which really helps on gold.)
I agree with this. I just thing Singularity is the skill you shouldn't level, especially for gold, since it is very unreliable, while Shockwave will always stun.
But anyways, the human weapon-weight reducing passive is the best one in the game since it works on all weapons, and you shouldn't pass it up.
You're probably right, I think I should go as an Asari Adept with max statis and warp instead.
#20
Posté 13 mars 2012 - 06:16
Kittstalkur wrote...
IMO ME2's shockwave was better. Mostly because you didn't have to worry about the Y axis when firing it off. However, Warp -> Shockwave detonations are the Human Adept's way of dealing with armor.
I dont really remember, could you angle it in ME2 like you can in ME3? Being able to hit anywhere with it is one reason I like it so much. Did it autotrack in ME2?
#21
Posté 13 mars 2012 - 06:19
nukular power wrote...
Kittstalkur wrote...
IMO ME2's shockwave was better. Mostly because you didn't have to worry about the Y axis when firing it off. However, Warp -> Shockwave detonations are the Human Adept's way of dealing with armor.
I dont really remember, could you angle it in ME2 like you can in ME3? Being able to hit anywhere with it is one reason I like it so much. Did it autotrack in ME2?
I believe so, Jack in Me2 used it with great accuracy...or the enemies just decided not to move. The fight with the reaper though...that skill was useless.
#22
Posté 13 mars 2012 - 06:23
nukular power wrote...
Kittstalkur wrote...
IMO ME2's shockwave was better. Mostly because you didn't have to worry about the Y axis when firing it off. However, Warp -> Shockwave detonations are the Human Adept's way of dealing with armor.
I dont really remember, could you angle it in ME2 like you can in ME3? Being able to hit anywhere with it is one reason I like it so much. Did it autotrack in ME2?
In ME2, Shockwave followed the ground. This led to some silly moments where it would drop to the bottom of a chasm, then jump back up onto a platform to continue on its merry way, knocking Vorcha over like so many scrawny lizard bowling pins. The biggest advantage the new shockwave has is being able to hit enemies on overhangs. Well, and it goes through walls, but I think the old one did too.
Modifié par Kittstalkur, 13 mars 2012 - 06:49 .
#23
Posté 13 mars 2012 - 09:41
Warp: level 6 specced for max detonation and damage
Shockwave: level 5 max detonation
Singularity: level 4
Fitness: 6 health and barrier
Alliance training: 5 power damage





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