Gold Asari adept build
#1
Posté 24 mars 2012 - 02:08
I have played the Asari adept more than any other class and have tested many builds. I finaly have my build set in stone now, and wont be changing it unless a balance patch messes it up. So here it is.
STASIS(6): Stasis Strength (the duration is plently long already and having them drop before dead is annoying)
Recharge Speed (a reliable recharge reduction is better than an random one)
Bubble (incredibly usefull, freeze whole crowds instead of just one)
WARP(6): Detonate (combos are your main source of damage with this build)
Expose (a damage increase for everyone is better than a slight damage buff)
Recharge Speed (weakening their armor would be nice, but recharge means faster combos)
THROW(6): Radius (again your damage is from combos, better to have more utility here)
Detonate (this combined with warps detonate makes your combos hit as hard as possible)
Recharge Speed (its only 0.2sec so you could realy go either way, I prefer the speed)
FITNESS(6): all shield upgrades
WEAPON: Shuriken X with magazine upgrade and heat sink mods. Any SMG X can work.
EQUIPMENT: Cryo ammo, Recharge reduction, save your rail for a class that uses weapons for damage.
REASONING: The first thing you'll probably notice is I dont take Asari Justicar. Thats because combo damage is only effected by the rank of the 2 powers used, so this build does the same combo damage as a build with every power upgrade. Weapon damage and weight reduction is also not needed. The Shuriken X doesn't weigh anything and its only purpose is to freeze enemies with cryo ammo. Thats why the mods are heat sink and magazine, you can fire forever and never worry about refilling ammo or reloading at a bad time.
STRATEGY: When the wave starts stasis a choke point to collect all the peons, use warp to detonate that stasis if possible. Detonating stasis will further spread the stasis effect. Phantoms and Hunters are priority stasis targets after your initial crowd control. Large units or ravagers are your second priority, pick the one with the most troops around it, or the best line of sight on your teamates and use warp>throw combo. Pyros are your third priority, they often travel in packs with hunters so combo them if they are getting close.
Use your weapon to freeze anything that gets to close, or to slow down a Large unit. Just dont get shot trying to freeze something. Your gun is just for added crowd control, your powers are your bread and butter.
Know where to go when you retreat before hand. Biotic dash is amazing, but it uses shield power. If you lose your shields you can dash at no cost so take advantage. As soon as your shield drops dash like mad to safety.
Well thats my build, hope it helps some people. I kept the strategy section very basic because there is to much to discuss and this is a build guide, not a strategy discussion. Just wanted to give new players an idea of how to use this build.
#2
Posté 24 mars 2012 - 02:12
#3
Posté 24 mars 2012 - 03:39
Weapon: Carnifex
Stasis(6): Stasis Strength, Bonus power, Bubble
Warp(6): Detonate, Expose, Pierce
Throw(6): Radius, Detonate, Force&Damage
Asari Justicar(6): Damage&Capacity, Headshots, Weapon Damage
(if you have a carnifex X, you might want to consider using the extra damage instead of damage&capacity)
I take bonus power etc over the % cooldown reduction since that's really 30%, while the other one isn't exactly.
See http://social.biowar...ex/9629730&lf=8 about how damage of biotic combos is calculated. With the carnifex, your weapon bonus should be 150%+ so any of these power recharge boni make little difference.
Another interesting read is how damage from biotic combos are detonated:
http://social.biowar...3/index/9464426
I don't spec fitness because I don't find it necessary and its not like it makes that much of a difference in terms of survivability. Just try not to get hit
The goal is to do lots of damage, I do this in 2 ways: against enemies you can stasis, freeze them, then headshot them until they're dead. Might take a little more practice on gold, since depending on your carnifex level, they may fall out of stasis after one or two headshots. For everything "big", like an atlas, brute, banshee, geth prime, use warp&throw to spam biotic explosions. Also has the nice side effect of killing everything around it in the process (thats why I pick throw radius&damage for some extra AoE). Don't stop shooting at stuff while doing the biotic combos.
#4
Posté 24 mars 2012 - 03:56
Palidin
Stasis (6) Strength, Power, Bubble
Warp (4)
Throw (3)
Justicar (6) all weapon damage
Fitness (6) all health and shields
#5
Posté 24 mars 2012 - 08:38
#6
Posté 24 mars 2012 - 08:46
Well if this is true I need to find a respec card my adept is currently 6 6 6 6 0, no fitness = super squishy!
#7
Posté 24 mars 2012 - 09:22
Here is a great thread about combos. There is a bioware post about combo damage in it.vanguardoyd wrote...
"The first thing you'll probably notice is I dont take Asari Justicar. Thats because combo damage is only effected by the rank of the 2 powers used, so this build does the same combo damage as a build with every power upgrade. Weapon damage and weight reduction is also not needed"
Well if this is true I need to find a respec card my adept is currently 6 6 6 6 0, no fitness = super squishy!
http://social.biowar...3/index/9629730
#8
Posté 24 mars 2012 - 10:38
"The combo damage is done after the normal power impact. So if you detonate with Warp, Warp will do its normal damage and then the combo damage is added."
The 45% boost to Warp damage (especially for a build without Pierce!) is useful when attacking big armored foes and is also pretty handy for Throw if it is specced for damage instead of radius & recharge.
With that said, 6 ranks in Fitness still seems pretty useful to ensure better survivability in Gold...
Anyway, here is what I have with the AA:
Stasis 6 (Strength/Recharge/Bubble) - pretty self-explanatory
Warp 6 (Detonate/Expose/Recharge) - took Pierce first, then switched to Recharge and frankly, Pierce with a Power recharge II or III consumable might be a better option here.
Throw 6 (Force/Detonate/Force&Dmg) - Radius instead of Force doesn't seem bad here (never tried it myself though), but I find Recharge speed useless as 1.2 seconds is already great (it takes roughly the same amount of time to visually hit-confirm a Biotic Explosion anyway).
Justicar 5 (Weight/PowerDmg)
Fitness 3
#9
Posté 25 mars 2012 - 02:42
Modifié par David Chiou, 25 mars 2012 - 02:43 .
#10
Posté 25 mars 2012 - 02:47
#11
Posté 25 mars 2012 - 04:11
Also, personally I would go justicar 4 fitness 4 with weight reduction. The ability to bring a paladin is extremely useful. A shuriken just pisses enemies off, you can't defend yourself with it. You also can shoot three times between warp and throw, that's further 1200 damage, it's nothing to sneeze about.
According to my understanding only the detonating power's explosion damage-radius evolutions matter. Since you rarely detonate with warp taking damage bonuses with it makes sense.
Modifié par golyoscsapagy, 25 mars 2012 - 04:13 .
#12
Posté 25 mars 2012 - 05:25
Warchild-RZ wrote...
This is my best build for gold difficulty. I was going to post this in the build discussion area, but it includes single player and doesn't have much build discussion going on. So I figured I would post it here instead.
I have played the Asari adept more than any other class and have tested many builds. I finaly have my build set in stone now, and wont be changing it unless a balance patch messes it up. So here it is.
STASIS(6): Stasis Strength (the duration is plently long already and having them drop before dead is annoying)
Recharge Speed (a reliable recharge reduction is better than an random one)
Bubble (incredibly usefull, freeze whole crowds instead of just one)
WARP(6): Detonate (combos are your main source of damage with this build)
Expose (a damage increase for everyone is better than a slight damage buff)
Recharge Speed (weakening their armor would be nice, but recharge means faster combos)
THROW(6): Radius (again your damage is from combos, better to have more utility here)
Detonate (this combined with warps detonate makes your combos hit as hard as possible)
Recharge Speed (its only 0.2sec so you could realy go either way, I prefer the speed)
FITNESS(6): all shield upgrades
WEAPON: Shuriken X with magazine upgrade and heat sink mods. Any SMG X can work.
EQUIPMENT: Cryo ammo, Recharge reduction, save your rail for a class that uses weapons for damage.
REASONING: The first thing you'll probably notice is I dont take Asari Justicar. Thats because combo damage is only effected by the rank of the 2 powers used, so this build does the same combo damage as a build with every power upgrade. Weapon damage and weight reduction is also not needed. The Shuriken X doesn't weigh anything and its only purpose is to freeze enemies with cryo ammo. Thats why the mods are heat sink and magazine, you can fire forever and never worry about refilling ammo or reloading at a bad time.
STRATEGY: When the wave starts stasis a choke point to collect all the peons, use warp to detonate that stasis if possible. Detonating stasis will further spread the stasis effect. Phantoms and Hunters are priority stasis targets after your initial crowd control. Large units or ravagers are your second priority, pick the one with the most troops around it, or the best line of sight on your teamates and use warp>throw combo. Pyros are your third priority, they often travel in packs with hunters so combo them if they are getting close.
Use your weapon to freeze anything that gets to close, or to slow down a Large unit. Just dont get shot trying to freeze something. Your gun is just for added crowd control, your powers are your bread and butter.
Know where to go when you retreat before hand. Biotic dash is amazing, but it uses shield power. If you lose your shields you can dash at no cost so take advantage. As soon as your shield drops dash like mad to safety.
Well thats my build, hope it helps some people. I kept the strategy section very basic because there is to much to discuss and this is a build guide, not a strategy discussion. Just wanted to give new players an idea of how to use this build.
Seriously? You chose the minimal recharge speed upgrades for warp and stasis over the upgrades that are 100 times better? Seriously? For those who want to maximize the asari adept build, DO NOT COPY THIS DUDE. You will have to waste a respec card because you will regret not being more powerful. Lmfao...I can't believe you chose recharge speed upgrades for the powers already have fast recharge speeds....
Modifié par TheChosen0ne, 25 mars 2012 - 05:28 .
#13
Posté 25 mars 2012 - 05:32
#14
Posté 25 mars 2012 - 05:34
#15
Posté 25 mars 2012 - 05:37
Blind Rapture wrote...
His damage comes from biotic explosions and are not affected by those last upgrades. I took Recharge Speed for warp for quicker combos. Throw recharges so fast that it's pointless to spec for that though.
It don't matter, teammates benefit from pierce especially against enemies like brutes, banshees, primes, etc. and a good amount of times its smart to use throw on unprotected enemies for faster kills and force and damage is better than recharge speed for throw. Seriously, whoever wants to maximize the asari adept stay away from this build as if it was the plague.
Modifié par TheChosen0ne, 25 mars 2012 - 05:40 .
#16
Posté 25 mars 2012 - 05:44
Blind Rapture wrote...
His damage comes from biotic explosions and are not affected by those last upgrades. I took Recharge Speed for warp for quicker combos. Throw recharges so fast that it's pointless to spec for that though.
I agree, thats why I mentioned its only 0.2 seconds. But I do prefer it just because 200 flat damage is barely anything. And with recharge equipment my throw is like 0.8 second recharge,which is about the same amount of time as crouching behind cover. Spec either way and you'll have a hard time noticing a difference.
If I used throw as a stunner I would have specd the damage. But I use warp for that.
#17
Posté 25 mars 2012 - 06:10
Warchild-RZ wrote...
This is my best build for gold difficulty. I was going to post this in the build discussion area, but it includes single player and doesn't have much build discussion going on. So I figured I would post it here instead.
I have played the Asari adept more than any other class and have tested many builds. I finaly have my build set in stone now, and wont be changing it unless a balance patch messes it up. So here it is.
STASIS(6): Stasis Strength (the duration is plently long already and having them drop before dead is annoying)
Recharge Speed (a reliable recharge reduction is better than an random one)
Bubble (incredibly usefull, freeze whole crowds instead of just one)
WARP(6): Detonate (combos are your main source of damage with this build)
Expose (a damage increase for everyone is better than a slight damage buff)
Recharge Speed (weakening their armor would be nice, but recharge means faster combos)
THROW(6): Radius (again your damage is from combos, better to have more utility here)
Detonate (this combined with warps detonate makes your combos hit as hard as possible)
Recharge Speed (its only 0.2sec so you could realy go either way, I prefer the speed)
FITNESS(6): all shield upgrades
WEAPON: Shuriken X with magazine upgrade and heat sink mods. Any SMG X can work.
EQUIPMENT: Cryo ammo, Recharge reduction, save your rail for a class that uses weapons for damage.
REASONING: The first thing you'll probably notice is I dont take Asari Justicar. Thats because combo damage is only effected by the rank of the 2 powers used, so this build does the same combo damage as a build with every power upgrade. Weapon damage and weight reduction is also not needed. The Shuriken X doesn't weigh anything and its only purpose is to freeze enemies with cryo ammo. Thats why the mods are heat sink and magazine, you can fire forever and never worry about refilling ammo or reloading at a bad time.
STRATEGY: When the wave starts stasis a choke point to collect all the peons, use warp to detonate that stasis if possible. Detonating stasis will further spread the stasis effect. Phantoms and Hunters are priority stasis targets after your initial crowd control. Large units or ravagers are your second priority, pick the one with the most troops around it, or the best line of sight on your teamates and use warp>throw combo. Pyros are your third priority, they often travel in packs with hunters so combo them if they are getting close.
Use your weapon to freeze anything that gets to close, or to slow down a Large unit. Just dont get shot trying to freeze something. Your gun is just for added crowd control, your powers are your bread and butter.
Know where to go when you retreat before hand. Biotic dash is amazing, but it uses shield power. If you lose your shields you can dash at no cost so take advantage. As soon as your shield drops dash like mad to safety.
Well thats my build, hope it helps some people. I kept the strategy section very basic because there is to much to discuss and this is a build guide, not a strategy discussion. Just wanted to give new players an idea of how to use this build.
I am usure here since I have yet to win a gold match. The only thing I can say is the way I got mine setup is this: I got the Mattack. Sadly I really want it leveled so i can have it do more damage but right now it's at 3 so I seem to do very little damage as opposed to anything else. However i reccamend Armor pirceing for all three races because of the armored units. Damage may be good as well. Sasis seems like an ok idea but I prefer warp for damage and Singularity. I would spec Warp for damage and weaken armored targets while stasis probably to cath more and damage when caught. also doing a "Biotic Explosion" works great here. I know it can be done via stasis but singularity seems kind of better. Throw is good but multi seems kind of more effective. If done right you can have a double owange or a double gaudrian Ko. I agree with the sheild upgrades but I prefer getting into the defender (or whatever class) so that way you can power spam like nothing. getting into damage would make your warp act like gernades. I usually go three shots with the mattock then warp and KO target. It's just awsome to have a warp and assualt rifle combo. I would reccamend a powerful but a inbetween heavy and light assualt rifle like the mattaock for dropping targets in case your powers can't get the job done. they also eat less ammo than smgs and tend to do as well as pistols unless yeah it's like a banshee or something. I don't faddle in equipment. The reason why is the best to use is fire and disruptor. If anyone has played the ME games and not just this for the multiplayer fire burns armor which most of these guys have and disruptor kills targets even with sheilds on. The likelyhood of getting these is slim though which is why i don't reccamend equipment. My stratagey is to attack from afar as much as possible. Also if your out of ammo, don't fret, with your damage put into your warp and the way you built your asari to be a power spam monster you may not even need your ammo but instead just spam warp like a mo fo.
You do have some good ideas but I kind of wonder though. As I said before i haven't survived a gold yet. most of the time it's because i'm with sniper rifle only people and we wind up dead in round 1 because I am the only guy with a assualt rifle.
#18
Posté 25 mars 2012 - 06:12
I was specd the way you are suggesting. Armor reduction is nice for warp, if your team isnt already finishing off the last of the armor with piercing mods/piercing ammo/cryo. But they always are.
The problem I was having was everything would die before I could combo. By reducing direct damage and increasing recharge speed, combos become much easier to pull off because the target isnt dead.
Ive been making max DPS builds and end game raiding for over a decade. I dont consider 0.2 seconds a negligible amount of time. Especially when you are trying to interrupt a banshee OHK.
#19
Posté 25 mars 2012 - 06:20
Warchild-RZ wrote...
@TheChosen0ne
I was specd the way you are suggesting. Armor reduction is nice for warp, if your team isnt already finishing off the last of the armor with piercing mods/piercing ammo/cryo. But they always are.
The problem I was having was everything would die before I could combo. By reducing direct damage and increasing recharge speed, combos become much easier to pull off because the target isnt dead.
Ive been making max DPS builds and end game raiding for over a decade. I dont consider 0.2 seconds a negligible amount of time. Especially when you are trying to interrupt a banshee OHK.
*MH* Good call. That is smart I must say. However my problem with combos is they cost gunfire time (Time it takes your you to pop up and do somthing.) combos usually take needed time to setup and while your under severe fire alone (usually caused by team stupidity not yours) it's better to me in my eyes to use your powers carefully as opposed to getting everything done yourself via combos. Combos also take careful planning too. I usually act cautiously.
#20
Posté 25 mars 2012 - 06:20
#21
Posté 25 mars 2012 - 06:29
NaclynE wrote...
Warchild-RZ wrote...
@TheChosen0ne
I was specd the way you are suggesting. Armor reduction is nice for warp, if your team isnt already finishing off the last of the armor with piercing mods/piercing ammo/cryo. But they always are.
The problem I was having was everything would die before I could combo. By reducing direct damage and increasing recharge speed, combos become much easier to pull off because the target isnt dead.
Ive been making max DPS builds and end game raiding for over a decade. I dont consider 0.2 seconds a negligible amount of time. Especially when you are trying to interrupt a banshee OHK.
*MH* Good call. That is smart I must say. However my problem with combos is they cost gunfire time (Time it takes your you to pop up and do somthing.) combos usually take needed time to setup and while your under severe fire alone (usually caused by team stupidity not yours) it's better to me in my eyes to use your powers carefully as opposed to getting everything done yourself via combos. Combos also take careful planning too. I usually act cautiously.
I can certainly understand it not fitting your playstyle. This is just what I find most effective. I focus on weapon damage with my asari vangaurd. Stasis specd the same way. Charge with maxed shield regen, used on nearby targets for stagger. Skip whatever the other power is, I forget. AV seems more your style.
#22
Posté 25 mars 2012 - 06:38
Warchild-RZ wrote...
NaclynE wrote...
Warchild-RZ wrote...
@TheChosen0ne
I was specd the way you are suggesting. Armor reduction is nice for warp, if your team isnt already finishing off the last of the armor with piercing mods/piercing ammo/cryo. But they always are.
The problem I was having was everything would die before I could combo. By reducing direct damage and increasing recharge speed, combos become much easier to pull off because the target isnt dead.
Ive been making max DPS builds and end game raiding for over a decade. I dont consider 0.2 seconds a negligible amount of time. Especially when you are trying to interrupt a banshee OHK.
*MH* Good call. That is smart I must say. However my problem with combos is they cost gunfire time (Time it takes your you to pop up and do somthing.) combos usually take needed time to setup and while your under severe fire alone (usually caused by team stupidity not yours) it's better to me in my eyes to use your powers carefully as opposed to getting everything done yourself via combos. Combos also take careful planning too. I usually act cautiously.
I can certainly understand it not fitting your playstyle. This is just what I find most effective. I focus on weapon damage with my asari vangaurd. Stasis specd the same way. Charge with maxed shield regen, used on nearby targets for stagger. Skip whatever the other power is, I forget. AV seems more your style.
I am not argueing youyr system. It seems to work well but I am just thinking about what happens in GOLD in terms of map, race, situation and whatnot. You stratagey defenetly would work don't get me wrong. I just build mine to be a bit more power powerful. But as i said i haven't won a gold yet due to bad team partners. I wouldn't mind teaming with you myself but my prob is I own the 360 version. Reason why is I own the whole trilogy on the 360. I would if I could but I can't.
#23
Posté 13 avril 2012 - 04:48
#24
Posté 13 avril 2012 - 05:01
Stasis is only useful against Phantoms, and you don't need bubble for that. Instead warp/throw your way to victory.
#25
Posté 13 avril 2012 - 06:47
HolyAvenger wrote...
3/6/6/6/5
Stasis is only useful against Phantoms, and you don't need bubble for that. Instead warp/throw your way to victory.
I thought that too, but you can trap multiple enemies in the bubble. Its really a preference thing. throw and warp are really a must have, that explosion thing helps on higher difficulty.





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