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Adept Build - Help!


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#1
XnickolasX

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 So I'm going to be importing my Adept Shepard from ME2 into Mass Effect 3. I've tried the calculator, but I always end up  having points left over. I need constructing my build. Here is what I have going into ME3:

Singularity: 4b
Warp: 4b
Throw: 4b
Pull: Rank 1
Biotic Mastery: 4b
Fitness: 4b
Reave: 4b

I need some help allocating the rest of my points. I'd really like to hear other people's thoughts and opinions. I want to focus on crowd control and biotic combos.

#2
Malanek

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You want to take things up above lvl 4. I would normally prioritise Throw to level 6 immediately but since you picked Reave as your bonus power it is a bit less clear. I would put two of Throw, Warp or Reave to level 6 and then one of either pull or Singularity. Then the passives then the rest. Shockwave, as much as I want to like it, isn't really needed.

#3
UEG Donkey

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Max Warp/Throw/Singularity and set for max detonation/recharge time.
You can cast singularity and use for CC or detonate with throw or on shielded enemies use warp/throw combos. I only use pull lvl 1 on guardians but other posters use Pull maxed rather than singularity but if you aren't use singularity you could use a different class and have most of the same skills.

#4
Whole Particle

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I highly prefer Singularity / Warp Detonations to Warp / Throw (maybe it's just me, but don't really prefer the way they Warp / Throw, etc. is set up.)

Singularity can be cast on protected enemies, which stops most enemies in their tracks, and once their shields / defenses have been eliminated, you can just cast a Warp and there's explosions everywhere, and obviously unshielded enemies can be exploded immediately.

Makes insanity a cakewalk. :wizard:

#5
XnickolasX

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Can anyone give me a link to their build using the Mass Effect 3 Power Calculator?

#6
Doriath

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http://biowarefans.c...6S06A6S6h6j86A 

With a greater focus on crowd control and pure biotics, you could use stasis instead of energy drain. In that case, the pattern I would use for evolutions is: stasis strength / recharge speed / bubble. I wouldn't use reave because quite honestly, the class has enough power redundancy as it is and reave doesn't address the only real weakness the class has...dealing directly with shields.

#7
The Spamming Troll

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holy hell! an ME3 talent calculator. makes me feel nostalgic about ME1s talent calculator, just a lil bit.

does anyone miss my complaints about ME2s implementation of enemy protections???

im glad ME3 isnt the same. for my adept warp + throw with a sprinkle of singularity conquers all. at first playing ME3 i went all in on lowering my cooldown. but the damage output never seemed to satisfy me. i always seemed to leave enemies left alive with slivers of health with that approach. i respecced as a pure damage output route and i dont miss the quicker cooldowns at all.

i NEVER use anything other then warp, throw, and singularity. i dont even put points into pull or shockwave because i simply dont use them(not enough hotkeys) and they cluster up my power wheel. i have 30some points just simply not invested in abilities.

redundant class is redundant class i guess.

Modifié par The Spamming Troll, 18 avril 2012 - 12:47 .


#8
kw0lf

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Pull+Throw is the bread and butter combination. Don't put points into Singularity or Shockwave. Against Shield & Armor targets, use Warp+Throw. Energy Drain or Stasis for bonus power.

Do AoE Double Pull & AoE Double Throw. Take all options that increase biotic detonations.

Carry one weapon (carnifex or paladin) and never use it. In the field, my Throw & Pull cooldowns are about 1 second, so I can spam them constantly.

#9
rabidhellhound

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I pretty much agree with what everyone says too.

Throw is a great ability, especially beefed up (you really don't need cooldown for it). Having double throw is awesome because it's even harder to miss, and sometimes you get two hits instead of one for double the damage. If you're like me and can't aim to save your life in shooters, but still want to play for the RPG aspect, go with throw maxed out in pain.

Warp is another good one as it deals with shields and armor. It's basically your only ability that works well on them. I *think* that throw will do *some* damage, but not much at all until those shields are down. As far as when to purchase ranks, I started a new game and didn't start with levels of points to put stuff in. I honestly left warp for later to upgrade beyond lvl 4 just because of my play style and I did well. I'm sure that others would recommend getting it up faster. I honestly don't know if damage bonuses to wrap are worthwhile because I tend to explode it and kill the enemy either with the explosion or shortly afterwards before I get to see just how much pain it can deliver. Definitely get the biotic explosion boost for it.

Singularity and pull are hard calls. There's kind of a 50/50 love/hate thing going on for them as they are similar powers, though not the same. Singularity is good for creating choke points or lifting entire groups of enemies off the ground, preventing things from attacking you. It bends when thrown, but not much, meaning that it's more of a direct hit power, though it will suck up enemies that have gotten too close.

Pull is another lifting power (why they didn't call it "lift", which is what it does, I will never know) but it is designed more for angling around obstructions that singularity would never get around. It's great for flushing out those hidden enemies but hits singularly until later in your progression. Most people go with either singularity or pull, but personally, I go with both because I use more stationary, cover tactics and need both to get all of the enemies.

One thing to remember no matter how you do it: You will want to create biotic combos for your damage. In order to get stronger combos you need both your activator and your detonator's levels to be high. A level a level 6 pull and a level 3 warp will most likely be weaker than a level 4 pull and a level 5 throw. Find the 3-4 skills that you use the most and max them out soonest.

#10
KevTheGamer

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That's a hard question to answer and depends largely on your playstyle. I am big on using squadmates to do a lot of the ground and pound work and me supporting them. So for me lots of throw singularity stasis and warp were the ways to go

#11
Disciple888

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Biotic Bomber & CC
Singularity 6 - Duration, Recharge Speed, Expand
Pull 6 - Radius, Expose, Double Pull
Throw 6 - Force, Recharge Combo, Double Throw
Warp 6 - Detonate, Expose, Pierce
Biotic Mastery 6 - Duration, Damage & Capacity, Combo Mastery
Fitness 6 - Durability, Barrier Recharge, Durability

Biotic detonations are not affected by Force & Damage upgrades, so I prefer Duration and Recharge Speed. That way, you become more focused on CC and do damage mostly through combos.

Cluster Grenades - Up to personal preference. Prefer to spec for Damage myself, since I tend to only use them against shielded enemies or boss mobs.

Where it really gets interesting is with choice of bonus powers. I believe the best options are: Stasis or Barrier for biotic powers (Reave is redundant, and the class is redundant enough already). For tech, I would suggest Energy Drain (spec'd for damage) and Defense Matrix (shield refill is really, really useful). If you take Defense Matrix, spec for Shield Recharge at 5 and Recharge Speed at 6. That leaves you with a 30% cool-down penalty, which is easily negated by Armor pieces (Rosenkov or Inferno). Then, take light weapons for the 200% CD boost. I prefer the Vindicator and Paladin.

#12
The Spamming Troll

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Disciple888 wrote...

Biotic detonations are not affected by Force & Damage upgrades


seriously?

isnt a biotic detonation defined by force and damage??????

that seems weird......

#13
kw0lf

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The Spamming Troll wrote...

Disciple888 wrote...

Biotic detonations are not affected by Force & Damage upgrades


seriously?

isnt a biotic detonation defined by force and damage??????

that seems weird......

Okay, so this is technically correct.  Detonations are determined by the level of the two powers that cause the detonation.  BUT, there are choices that specifically impact detonation damage and force.  ALSO, a mob suffers the damage from the effect after the detonation, so damage improvements help there.