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Infiltrator + ADept Builds


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#1
Gunslinger01101

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I am looking for an Infiltrator and Adept builds. I played through first time on infiltrator, because lets be honest, its badass. I took AP ammo as my bonus in that playthrough, but im thinking maybe thats not necessary....AP ammo doesn't have quite as much superiority over other ammo powers this time around, imo. was thinking stick with cryo ammo and disruptor ammo (a sniper with disruptor and an assault with cryo!)

Then of course I can also do the tech blast off of frozen opponents with incinerate right? And then for my bonus power I was thinking maybe something Biotic. Hadn't decided, any ideas?


Anyway I need a lot more help on the Adept build, what the bonus power would be (an ammo power of some kind?). Any ideas? I am thinking of just using an AR with the adept and only an AR...possibly particle rifle...sort of Samara style.

#2
Cookiegobbler

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http://me3multiplayer.wordpress.com/

Check here.

Modifié par Cookiegobbler, 20 mars 2012 - 02:53 .


#3
Gunslinger01101

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Cookiegobbler wrote...

http://me3multiplayer.wordpress.com/

Check here.


Not looking for multiplayer, does that have SP, at a glance didnt see it.

#4
Cookiegobbler

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Gunslinger01101 wrote...

Cookiegobbler wrote...

http://me3multiplayer.wordpress.com/

Check here.


Not looking for multiplayer, does that have SP, at a glance didnt see it.

Sorry, thought you were looking for a MP build. My Mistake. Dołączona grafika

#5
Biotic Flash Kick

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Infiltrator if you want more tech burst/cryo fun and are in danger of dying has Energy Drain.
Cryo rounds + E drain = cryo tech burst
Disruptor rounds + E drain = electric tech burst
Against geth: Sabotage + E drain = Boom or Bigger boom with explosive hack sabotage :D

If you want some super duper stupid fun as I call it get the tactical cloak with max duration and tag an enemy with a sticky grenade and proceed slam them. They might fly off the screen and into the sunset. This works better with cryo scorpion pistol with tactical cloak into slam though shooting them as they are raised up.

However in terms of survivability I found the extra power while cloaked very useful because I could use energy drain to regain shields since cloak doesn't regenerate them plus tech combo like:
Tactical cloak + Energy drain. Wait for cooldown then incinerate for a fiery tech burst Or vice vera Incinerate with lasting burn then tech burst energy drain.

Then you have shields and burning enemies just as your cloak depletes.


For adept, Energy drain is probably the best power. Warp strips barriers and armor, set ups biotic combos and ends them. E Drain strips shields and gives you back yours.
Stasis is good fun as well. More biotic combo options with that :D
Plus bubble stasis + upgraded shockwave is a fun time.

Modifié par Biotic Flash Kick, 20 mars 2012 - 03:14 .


#6
Gunslinger01101

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Biotic Flash Kick wrote...

Infiltrator if you want more tech burst/cryo fun and are in danger of dying has Energy Drain.
Cryo rounds + E drain = cryo tech burst
Disruptor rounds + E drain = electric tech burst
Against geth: Sabotage + E drain = Boom or Bigger boom with explosive hack sabotage :D

If you want some super duper stupid fun as I call it get the tactical cloak with max duration and tag an enemy with a sticky grenade and proceed slam them. They might fly off the screen and into the sunset. This works better with cryo scorpion pistol with tactical cloak into slam though shooting them as they are raised up.

However in terms of survivability I found the extra power while cloaked very useful because I could use energy drain to regain shields since cloak doesn't regenerate them plus tech combo like:
Tactical cloak + Energy drain. Wait for cooldown then incinerate for a fiery tech burst Or vice vera Incinerate with lasting burn then tech burst energy drain.

Then you have shields and burning enemies just as your cloak depletes.


For adept, Energy drain is probably the best power. Warp strips barriers and armor, set ups biotic combos and ends them. E Drain strips shields and gives you back yours.
Stasis is good fun as well. More biotic combo options with that :D
Plus bubble stasis + upgraded shockwave is a fun time.


So energy drain on both! Heh, yeah that sounds like it might be a good idea. Good ol' Tali, givin me the best ability, as usual!

#7
Svests

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With my infiltrator I liked killing everything with my sniper rifle. I would rather leave worrying about tech combos and such to when I'm playing an engineer. So for me, a bonus power that goes really well with a SR is stasis. Mostly for shielded enemies, since anything with shields/barriers will take 2 shots to kill.  It's really easy just to lock them in place and line up 2 easy head shots. Don't have to worry about them taking cover and regening shields between shots.

For adept energy drain worked very well.

Modifié par Svests, 20 mars 2012 - 04:46 .


#8
The Spamming Troll

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Forget energy drain with the adept. U can blow apart any protection with warpsplosions. I took marksman because it enhances my gun gameplay. I destroy every enemy I face regardless of defenses and I only use war throw and singularity. Stasis or barrier seem practical too but I hadn't unlocked them yet.

#9
Svests

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The Spamming Troll wrote...

Forget energy drain with the adept. U can blow apart any protection with warpsplosions. I took marksman because it enhances my gun gameplay. I destroy every enemy I face regardless of defenses and I only use war throw and singularity. Stasis or barrier seem practical too but I hadn't unlocked them yet.


Energy drain can drain shields and set off a tech burst when followed by warp (or any damaging tech/biotic).  Its very useful, plus restoring your own shields is very nice too.  An adept never needs to fire a gun.

#10
Dark83

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I had Energy Drain on my Adept, and then got rid of it. It's pointless, Warp followed by Throw is much faster and the resulting detonation (with the +50% on each) is stronger. Pull then Throw on anything that only has a health bar, Warp then Throw on anything else. You will kill shielded enemies faster with Warp/Throw than Energy Drain/Warp because your passive gives a 40% cooldown reduction on a biotic detonation - whereas a tech burst doesn't trigger that benefit, which means your warp cooldown is slower.

I grabbed Barrier for the +25% damage/force and damage resistance, and never had any trouble with shields.

For both the Adept and the Inflitrator, you could grab Stasis (Bubble) so you don't need to take Liara with you when hunting Phantoms. Actually works better for the Inflitrator since you don't necessarily want to detonate and free them.

Modifié par Dark83, 20 mars 2012 - 06:35 .


#11
Svests

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40% cooldown reduction is about one tenth of a second if you have +200% from weight. Not exactly a huge change. Besides it lasts for 30 seconds every time you do a biotic combo. It will always be up no matter if you use energy drain or not (assuming you actually choose to get it).

Getting barrier for the 25% damage and force increase along with combo mastery for cooldown reduction is a bit silly. You could get the same effect by skipping barrier all together and picking up power mastery instead. If you want the damage reduction from barrier you can get reave instead for 40% opposed to 30%. Or you can use energy drain to completely restore your shields and get 15% damage reduction.

#12
Dark83

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Hm, I don't know why Energy Drain seemed to have such a huge cool down, then. Mind you, it could be because I opened with it rather than a Biotic Detonation, hm...

In any case, I'm actually going to drop Barrier for Stasis because screw those Phantoms, man. Met the first one, and she killed Liara first! I'm like "Nooooo, my Stasis! You wasted your cooldown with Singularity on a Barrier-protected ninja! I thought you were smart?!"

Modifié par Dark83, 20 mars 2012 - 07:38 .


#13
Svests

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Stasis is just a strong ability. You can't really go wrong by picking it (with any class). I do think energy drain is better for an adept, but stasis certainly isn't a bad choice.

I'm also curious why energy drain would have a long cooldown for you. For me it was less than 2 seconds (forget the exact number). Were you using lots of heavier weapons? If you don't have +200% from weight then the 40% from combo mastery could make a big difference.

Modifié par Svests, 20 mars 2012 - 07:52 .


#14
Dark83

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I'm packing an Avenger X and a Predator X (purely so the cut-scenes make some damn sense) so I'm at -200%. Dunno... could be because I tried Energy Drain early before I was drowning in skill points. I remember it being noticeably slower during From Ashes, so it was pretty early.

#15
No Snakes Alive

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I've got two heavily recommended, unique Infiltrator builds you can try out.

Operative: This build pays homage to the gold standard Mass Effect 1 Infiltrator build that completely ignores sniper rifles because pistols with Marksman end up being better anyway. Max Cloak and take the Bonus Power upgrade, max Marksman, and grab a Paladin. Proceed to absolutely obliterate enemies from midrange (which adds to this build's uniqueness since most Infiltrator builds focus on either close or long range, but never in between) as you dip in and out of sight with awesome cooldowns on Cloak. The rate at which you can pop enemies' heads w/ Cloak + Marksman + Paladin is astonishing.



Commando: Remember the Commando specialization in ME1 that basically made your Infiltrator invincible enough to run up and melee Geth Colossi to death? This is as close as you'll get an Infiltrator in this game. Max Defense Matrix to boost your Tech power damage and provide as much damage resistance as possible, max Cloak for Bonus power again, max Incinerate for damage, and take your favorite shotgun.

Basic strategy is as follows:
Cloak and move in for the kill.
Do you have shields?
Yeah? Point-blank incinerate/shotgun enemies to smithereens before they know what hit them.
No? Purge Defense Matrix; now you have shields, so go ahead & proceed w/ the ass whoopings.
Rinse.
Repeat.

Proper management of Cloak and Defense Matrix purging should make you even more survivable than your tankiest Sentinel. Both of these builds are beastly, and far more exciting in my humble opinion than sitting back far out of the action and sniping.

Modifié par No Snakes Alive, 20 mars 2012 - 09:43 .


#16
The Spamming Troll

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^
NO SNAKES!!! lets play some MP brother. im going to blow your mind with my asari adept.

Svests wrote...

The Spamming Troll wrote...

Forget energy drain with the adept. U can blow apart any protection with warpsplosions. I took marksman because it enhances my gun gameplay. I destroy every enemy I face regardless of defenses and I only use war throw and singularity. Stasis or barrier seem practical too but I hadn't unlocked them yet.


Energy drain can drain shields and set off a tech burst when followed by warp (or any damaging tech/biotic).  Its very useful, plus restoring your own shields is very nice too.  An adept never needs to fire a gun.


although warp + throw > energy drain + biotic

energy drain is a waste of my characters time.  i dont need a specific shield buster anymore. as happy as i am with the lack of enemy protections in ME3, its not really even a concern anymore becasue im litterally exploding every enemy i encounter anyways.  i mean my adept takes a revenant with him, and i barely even use it as is. the amount of biosplosions i can create by just using a handfull of abilities trumps anything energy drain can add to my gameplay.

idk i highly against debuff abilities. they dont make sense to me. warp is aight becaseu it sets up awesome with throw, but idk id never take a debuff when i have the dang revenant.

Modifié par The Spamming Troll, 20 mars 2012 - 11:11 .


#17
The Spamming Troll

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Dark83 wrote...

I grabbed Barrier for the +25% damage/force and damage resistance, and never had any trouble with shields.


how do you like barrier on the adept. i havent unlocked it yet but it looks awesome. currently im using marksman becaseu it enhances my gunplay, but theres times i go hours without firing a shot. so why not take more of a passive ability i dont need hotkeyed.

er, does barrier have a duration???

also, how much does that 30% cooldown reduction really effect your ability usage???

#18
Dark83

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There's no duration, it's just kind of there. The cooldown reduction hasn't really been noticed by me, since all my cooldowns are around 1s anyway.

#19
No Snakes Alive

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The Spamming Troll wrote...

^
NO SNAKES!!! lets play some MP brother. im going to blow your mind with my asari adept.



Haha yes, dude! Add me. XBL GT is the same as my name here. I'll roll Drell Adept just for ****s and giggles.

#20
Leon Zweihander

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Infiltrator build.

1. Take energy drain for bonus power and free power attack on tactical cloak 6. Weapon setup is Widow and Vindicator. You can now pretty much "oneshot " most creatures. For shielded/barrier targets cloak, energy drain then headshot.
2. Team setup and biotic / tech detonations. Pick Kaidan and Liara for your team. Liara can do biotic detonations by herself with singularity/warp. Kaiden will support you for cryo detonations. Make sure to get freeze combo on incinerate 6. Use cloak/incinerate for tech detonations then snipe another full health target for a free kill.


Energy drain is most likely the best bonus power for Infiltrator since combat mechanics are changed for ME3.  If something has a defense bar you will not be able to "oneshot" it, even with a Widow.  Hence the cloak/energy drain combo.  Refilling your shields fully is a nice bonus though. 

Modifié par Leon Zweihander, 21 mars 2012 - 02:17 .


#21
LitHack NW

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Just started my Insanity Adept play through. I specced Dark Energy because it is the best for biotic explosions (I haven't unlocked Reave yet, but many people on the forums prefer Dark Energy). Dark Energy not only lasts for a long time, allowing mulitple explosions, but it also transfers to the next enemy after the first one goes down. At the beginning of the game I was able to max out Warp and Dark Energy and so far I haven't been disappointed.

#22
daveyeisley

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Adept build-

For unprotected enemies, you want Pull with the radius increase, extra damage to lifted targets, and double pull evolutions. Once the enemy is flying then you detonate with double Throw (be sure you took the detonate evolution for more force/damage).

For shielded or armored enemies, you want to lead with Warp. Make sure you have the detonate, expose, and pierce evolutions. Follow with double throw for BIG detonations.

Bonus power for adept...

First playthrough, I did Stasis Bubble. When things got thick on the London Mission, I was just getting swarmed from too many angles, and the cooldown was too long.

I reloaded and switched to Energy Drain, and it worked great. I could drop enemy shields/barriers more easily, and if I was careful, I could save my cooldown for when I needed to move through an area while exposed to enemy fire, then right when shields were going down, boom! They recharge to full. I still took some hits when facing massed fire from multiple angles, but I was never in danger of needing medi-gel to survive.

I was still wishing I had more in the way of defense, and more importantly, I wanted it to be passive and not require saving my cooldowns. I tried out Defense Matrix with full 30% damage reduction, and was very pleased. I took armor that was all about shield bonuses (Sentry Interface, and all the Kassa Armor), and with my Fitness passive, and the Defense Matrix Bonus to reduce shield recharge delay, and with James and Kaiden squad bonuses to shields/health and shield recharge.... I was a juggernaut. Over 1200 shields, with 30% damage reduction, and if breached, they recharged super-fast. Best of All, the cooldown hit from Defense matrix was negligible with the Combo Mastery Bonus. And I still had the purge ability to refresh shields if things got nasty.

Defense matrix was the most fun out of my adept playthroughs. I highly recommend trying it out.

Also, dont be concerned too much with Power Damage bonuses for your adept. Biotic Combo Detonation damage is not based on power damage, and doesn't include power damage bonuses. It is based purely on the rank of the source and detonation powers, and only adds bonuses from power evolutions that specifically affect combo detonations (like warp and throw evolutions).

Double Pull/Double Throw is a super fast detonation combo that massacres hordes of unprotected enemies.

Warp/Double Throw will handle protected enemies quite nicely.

Defense Matrix with shield boosting armor and sqadmates will handle your defensive needs.

James is also an excellent squadmate because he can give the whole squad explosive ammunition. Even at 50% effect, my Adept was chewing up baddies with his Geth Pulse Rifle (extended barrel and AP mods) and his Tempest SMG (ultralight material and thermal capacitor mods).

Modifié par daveyeisley, 13 mai 2012 - 01:54 .


#23
Leon Zweihander

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Edit: Forgot I already posted here.  :P

Modifié par Leon Zweihander, 12 mai 2012 - 01:58 .