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Asari Adept build tips?


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#76
Phazael

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Mozts wrote...

Mine is 6/6/6/0/6. Asari Justicar passive doesn't make sense to me.


The passive bonuses to power damage greatly affect everything else, including your explosion combos.  The bonus force is also useful if you are AE stagger chaining trash with Throw.  You also basically consign yourself to using the lightest weapon possible, unless you start cutting into your cooldowns.  With Justicar 5, I have a descent pool of health and all the damage bonuses to biotics the tree offers.  I also can carry my Carnifex X and Geth SMG 3 (ultralight) without impacting my cooldowns at all.  I can see dumping it for survivability, though, with the right team.

Really, the only thing I am a stickler on for the AA is that their cooldown should be as close to 200 as possible.

#77
Mozts

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To elaborate: http://narida.pytalh...es/#01MPPARO3@0

Maxed Asari Justicar passive gives 35% damage bonus. Only power you will be using for damage is Warp and Warp damage base is 250. Therefore, unless the player wants to use heavier weapons, maxing Asari Justicar gives you nothing but 125 damage. Add 70 damage for Throw if you took Rank 6 for damage.

Asari Justicar passive gives you minimal bonuses, therefore, maxing Fitness is better the way I see it, giving the Asari 825/825 of health\\barriers.

Edit:

Biotic detonation damage is only affected by the rank of the power.

Modifié par Mozts, 19 avril 2012 - 06:28 .


#78
vivanto

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Phazael wrote...
The passive bonuses to power damage greatly affect everything else, including your explosion combos.


Wrong, Explosion damage is only affected by the rank of the powers setting up and detonating it, and evolutions specifically dedicated for detonation damage increase. Power damage does not affect any of it.

#79
Nizzemancer

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6 in everything except throw, coupled with Shuriken x with damage and ammo and Predator x with AP and damage, will probably replace shuriken with locust for my Adept builds when I got enough of them to remove all the weight-penalty (currently get 194% bonus with locust and predator).

The melee is also great for asari probably because it's AoE.

#80
Phazael

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I might be wrong about the actual calculated explosion damage, but it certainly affects the damage from the throw/warp hits that are applied before the BE is calculated. If you don't believe me, try both builds and you will notice a difference, especially if you are like me and setting up multiple targets with warp to set off a chain explosion from AE throw.  It also greatly speeds up the rate at which you burn down big enemies when doing the Warp + Throw chain.

And the added force and damage on Throw is a big deal, too, frankly.  Its the difference between needing two throws to drop a group of trash enemies and needing a third.

Modifié par Phazael, 19 avril 2012 - 06:39 .


#81
Mozts

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Phazael wrote...

I might be wrong about the actual calculated explosion damage, but it certainly affects the damage from the throw/warp hits that are applied before the BE is calculated. If you don't believe me, try both builds and you will notice a difference, especially if you are like me and setting up multiple targets with warp to set off a chain explosion from AE throw.  It also greatly speeds up the rate at which you burn down big enemies when doing the Warp + Throw chain.

And the added force and damage on Throw is a big deal, too, frankly.  Its the difference between needing two throws to drop a group of trash enemies and needing a third.


Like I already explained on the other post... Warp bonus is 125 damage points, throw bonus is 70 damage points. Not worth over increased health and barrier.

#82
Xaijin

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for the Adept and not the justicar, you will need the following:

A respec card
A good pistol or shotgun

respec your adept, removing stasis

1. Maximize warp, taking combo damage options wherever possible
2. Maximize throw, taking combo damage wherever possible
3.Maximize Justicar taking taking all power options, and weight reduction
4. Maximize fitness talking all health.

Congratulations, you can now take gold knowing you can splode the hell out of virtually anything.

As for stasis sure it's great for peepee dudes and phantoms, but without it you're doing hella damage to everything and anything anyway.

Stick with your team and keep mobile.

#83
Mozts

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Xaijin wrote...

for the Adept and not the justicar, you will need the following:

A respec card
A good pistol or shotgun

respec your adept, removing stasis

1. Maximize warp, taking combo damage options wherever possible
2. Maximize throw, taking combo damage wherever possible
3.Maximize Justicar taking taking all power options, and weight reduction
4. Maximize fitness talking all health.

Congratulations, you can now take gold knowing you can splode the hell out of virtually anything.

As for stasis sure it's great for peepee dudes and phantoms, but without it you're doing hella damage to everything and anything anyway.

Stick with your team and keep mobile.


That build works for both Asari Adept and Human Sentinel:lol:

#84
Maria Caliban

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CarparkC wrote...

I have a fairly unorthodox build with her, I don't recommend it, but I'll post it anyway. 6/5/5/6/4 I see no real reason to max Throw as level 5 throw gets the job done and Warp's reduced cooldown is something like 0.23 seconds difference.

The strength of Biotic Explosions depends on the level of the primer and detonator. That's why people bring Warp and Throw to 6.

#85
YuenglingDragon

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Phazael wrote...

I might be wrong about the actual calculated explosion damage, but it certainly affects the damage from the throw/warp hits that are applied before the BE is calculated. If you don't believe me, try both builds and you will notice a difference, especially if you are like me and setting up multiple targets with warp to set off a chain explosion from AE throw. 

Does this work?  I was pretty sure Bioware stated that a single power can never detonate more than one fuse enemy.

For the record, I run 6/6/6/5/3.  If I ever decide to respec I might try putting more into Fitness but I rarely think it would help.  I usually only die when something does pretty nasty damage to me like a sneaky phantom or someone pulled a mob like hunter or pyro around the back door at FB White.

Can anyone tell me what level you have to get a Carnifex or Phalanx or even Predator at to keep 200% rate without the +20 capacity bonus from Justicar 4?

#86
Maria Caliban

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Mandalore313 wrote...

If you want to play gold, stasis is fine at level 4, since you will rarely use it anyways.

I use my bubble all the time on gold.

#87
Mozts

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Assuming Asari with 0 points in Asari Justicar passive:

Phalanx 8 = 197%, above 8 its 200%

Paladin X = 160% (Not sure, was changed recently)

Carnifex X = 180%

Predator 6 = 196%

Personally, I like Phalanx 5 (185% CD). The higher Rate of Fire(compared with Carnifex) makes it preferable when paired with ammo types. Also, shooting a enemy enough and he won't dodge your powers.

Modifié par Mozts, 19 avril 2012 - 07:28 .


#88
CerionPrime

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To the OP: you should definitely go 6/6/6/5/3 or 6/6/6/4/4 the first time and take bubble so you can decide for yourself whether it suits your playstyle or not. Maybe play a while with level 3 stasis before spending the rest of the points, so you can feel the difference.

#89
CerionPrime

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And yeah I don't get the people saying bubble is useless on gold at all. If anything it's better on gold since enemies come in denser packs.

#90
OniGanon

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No, it's worse on gold precisely because of the denser packs. When you want a particular target locked down, random enemies leap headlong into the Bubble, causing your target to fall over and escape.

Phazael wrote...
the tech armor refresh penalty of 30% is sizable


It's really not.

If you think using a Paladin is acceptable on an Asari, then Tech Armor penalty must also be acceptable.

Modifié par OniGanon, 19 avril 2012 - 07:40 .


#91
Schneidend

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1. Spam a biotic power
2. Spam a different biotic power
3. ???
4. Win

#92
obie191970

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Phazael wrote...
First off, the tech armor refresh penalty of 30% is sizable, especially if you are alternating Warp/Throw for explosions  Second of all, the Asari AE Heavy Mele and dodge are vastly superior to the human counterparts.  Obviously, you never want to mele, but sometimes a couple husks get into the backyard and your cooldown is cycling, so having the option to AE Mele without even altering your facing is a big plus.  This also lets you have capped fitness and carry a Paladin, if you so choose.  If the Sentinal is actually going deep in Tech Armor, they certainly are not capping either of those skills.  It is certainly similar to the human sentinal, but the differences are there.  And I did not say it was the best option, only that it was what I prefered when running with a regular group of a certain makeup.


You're talking about .3 seconds increase with the Tech Armor active.  But, the Sentinel does 20% more damage than the AA with the TA active.  Having the Tech Armor active achieves the same thing as having Fitness at 6, so you can leave that at three.  Finally, the Sentinel has a higher carrying weight than the AA so has no need to go to 6 in the Alliance Training slot.  So, yeah, you are much better off taking the Sentinel over the Asari if you are not going to put any points into Stasis.

Modifié par obie191970, 19 avril 2012 - 07:43 .


#93
OniGanon

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And if you do want to go that way...

6 Tech Armor - Durability, Power, Recharge
6 Warp - Detonate, Expose, Recharge
6 Throw - Radius, Detonate, Force
3 Alliance
5 Fitness - Durability, Shield Recharge

Or just dump Alliance Training entirely and go for full Fitness...

#94
CerionPrime

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OniGanon wrote...

No, it's worse on gold precisely because of the denser packs. When you want a particular target locked down, random enemies leap headlong into the Bubble, causing your target to fall over and escape.


I don't have that problem. Someone probably shot your initial target.

#95
molecularman

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Phazael wrote...

I might be wrong about the actual calculated explosion damage, but it certainly affects the damage from the throw/warp hits that are applied before the BE is calculated. If you don't believe me, try both builds and you will notice a difference, especially if you are like me and setting up multiple targets with warp to set off a chain explosion from AE throw.  It also greatly speeds up the rate at which you burn down big enemies when doing the Warp + Throw chain.

And the added force and damage on Throw is a big deal, too, frankly.  Its the difference between needing two throws to drop a group of trash enemies and needing a third.

Actually, you are wrong here. Warp goes with power-specced justicar from 300 to ~400 damage and throw from 200 to 290. That totals about 200 extra damage from 5 ranks of justicar. Your biotic explosions do way over 2000 damage on gold, that's a pretty pathetic damage increase.

#96
AcadiaPaul

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AcadiaPaul wrote...

5,5,5,6,5

stasis:  duration, recharge
warp: detonate, lasting damage
throw: force detonate
justicar:  weapon damage, power damage, pistol weight
fitness:  health & shield, shield recharge

works fine w/o bubble and I can play defense and offense as strong as I wish


Sorry to qoute myself, just seemed easier than making people go back to search for this.  This has primarily been my setup for Silver, but I just gave it a test run in Gold, Glacier, against Cerberus and made it to extraction and 2nd place overall.  W/ Carnifex.

Sacrificing bubble for extra health/recharge speed is effective, its just up to the player, really.

#97
obie191970

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AcadiaPaul wrote...

AcadiaPaul wrote...

5,5,5,6,5

stasis:  duration, recharge
warp: detonate, lasting damage
throw: force detonate
justicar:  weapon damage, power damage, pistol weight
fitness:  health & shield, shield recharge

works fine w/o bubble and I can play defense and offense as strong as I wish


Sorry to qoute myself, just seemed easier than making people go back to search for this.  This has primarily been my setup for Silver, but I just gave it a test run in Gold, Glacier, against Cerberus and made it to extraction and 2nd place overall.  W/ Carnifex.

Sacrificing bubble for extra health/recharge speed is effective, its just up to the player, really.


The question is - Why take Stasis to 5?  You're really not gaining anything unless you take it to Bubble.  By leaving Stasis at 3 you can max out Warp and Throw making them that much more powerful with Pierce and Force and Damage respectively.

#98
AcadiaPaul

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Stasis at 4 makes a four second difference in how long stasis lasts (10.2 seconds total). I think that extra 4 seconds gives you time to deal w/ extra enemies. Or revive a teammate. Or complete an objective. At 5 its only a matter of recharging a half second quicker. But I'm pretty particular about faster recharge speeds than power.

#99
Dyaheon

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AcadiaPaul wrote...

AcadiaPaul wrote...

5,5,5,6,5

stasis:  duration, recharge
warp: detonate, lasting damage
throw: force detonate
justicar:  weapon damage, power damage, pistol weight
fitness:  health & shield, shield recharge

works fine w/o bubble and I can play defense and offense as strong as I wish


Sorry to qoute myself, just seemed easier than making people go back to search for this.  This has primarily been my setup for Silver, but I just gave it a test run in Gold, Glacier, against Cerberus and made it to extraction and 2nd place overall.  W/ Carnifex.

Sacrificing bubble for extra health/recharge speed is effective, its just up to the player, really.


Really? Sacrificing the very important level 6 of your three main skills for justicar/fitness is just not worth it. Your detonations won't be doing much damage, and your throw won't kill the trash mobs very effectively. Both very important things, imo.

Give 6/6 warp/throw a try. It really makes a HUGE difference with explosions. Stasis I guess you can get away with not using 6, but the bubble is awesome imo.

Personally I run with the basic 6/6/6/5/3, Phalanx until I get Carnifex high enough for ~+200% recharge.

Fitness doesn't help much anyways, I usually sit at 1hp and 0% shields, peeking out whenever shield starts recharging :)

Oh and one more thing: I much prefer the 30% proc on Stasis 5, as the cooldown recharge only cuts about 10% off the recharge speed (with +200% recharge speed from encumberance obviously). On average that 30% proc is going to be better, and it can be very useful when it procs, allowing you to stasis 2 phantoms in very little time, or immediately explode the stasis.

Modifié par Dyaheon, 19 avril 2012 - 09:13 .


#100
obie191970

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AcadiaPaul wrote...

Stasis at 4 makes a four second difference in how long stasis lasts (10.2 seconds total). I think that extra 4 seconds gives you time to deal w/ extra enemies. Or revive a teammate. Or complete an objective. At 5 its only a matter of recharging a half second quicker. But I'm pretty particular about faster recharge speeds than power.


Fair enough, but I think you're giving up too much for a small increase in Stasis.  Typically, either you or one of your teammates is going to kill the enemy in stasis prior to it expiring even at the shorter duration.  For the recharge, seems like a lot to give up in both initial damage with Warp and Throw, not to mention the much more powerful explosions, for .5 seconds of recharge on a situational skill such as Stasis.