Aller au contenu

Photo

Human Adept, Using it on Gold and Platinum. A build made wonderful by the Earth DLC


  • Veuillez vous connecter pour répondre
77 réponses à ce sujet

#1
Hypertion

Hypertion
  • Members
  • 1 743 messages
I will explain how i was easly outscoring Asari Adepts and Ex-Cerberus Adepts on gold after i list the loadout.

Primary Weapon: Acolyte(Extended Barrel + Extended Mag)

Powers 6/6/6/0/6

Singularity: 6

Radius Or Duration, I prefer Duration atm
Recharge Speed
Expand

Warp: 6

Detonate
Expose
Recharge Speed

Shockwave: 6

Radius
Detonate
Recharge Speed

Allience Training: 0

Its a complete waste of points in this setup, i will explain later.

Fitness: 6

Durability
Shield Recharge
Fitness Expert

EDIT!

Gear and Equipement.

I suggest Shield or Shield Recharge gear over Power Recharge Gear. Stronghold Package, Multicapaciter, Shield Booster will grant pretty nice bonuses to your defense.

Pistol Amps are ideal for your weapon bonus, Disruper Ammo is the best for its ability to improve the already impressive ability of the Acolyte, but notice it can sometimes setup a Tech Burst which might prevent a biotic Explosion. Inferno Ammo is also good as sometimes shockwave or Warp will kill and Warp ammo is also ok.

for your Armor Equipment i suggest again Shield or Shield Recharge.

the effect of boosting shield recharge will allow really fast recharging or you can boost your shields to last longer, allowing good survival ability on top of a excellent offense.

----------------------------------------------

Why and How.

The Acolyte can completly destroy the shields or barriers in the case of phantoms, in one shot. setting them up for Singularity, which can be timed to land the same instant as the shield drop. this lets you finish the target with either a heavy melee, or Warp or shockwave depending on distance. on bosses Warp+Shockwave deals massive damage to their Armor after you take down the Shields or Barriers. it takes about 3-5 shots from a acolyte to take down the shields or barriers of any boss.

The 65% fitness bonus is a much greater benifit than boosting power damage or capacity as you will never need anything but the acolyte on anything. i will explain each enemy in detail later, but the point i will make here is that there is nothing gained in the Racial tree that grants any benifit to this build. this is due to the fact that power damage multiplyiers dont affect biotic explosions, and that what little additional weapon damage this tree can provide is completly wasted thanks to the effectiveness of the Acolyte on shields and barriers.

to understand this build focuses entirely on biotic explosions, it can do so to a impressive extent. the speed of poping a single Acolyte shot while at the exact same time catching the enemy in singularity, followed by a Warp or Shockwave is a horribly fast killer to any unarmored enemy, and can effectivly kill phantoms on platinum with ease even at long range, while doing addition damage to anything near them.

the unique speed combined with range that its possible to kill with this character surpassed all my expectations when i tested this build with friends... and they are really good players, who even used the other Adepts including the new fury. i scored really high several times with a REALLY bad headache and some moderate nausea, netting top score several times over Asari Adept, Justicar, Ex-Cerberus Adept. Shockwave is a far better power for biotic Explosions than Smash tho it lacks the inital power. Singularity Followed by Warp is MUCH faster than Warp followed by Throw, thanks to the fact the Biotic Explosion is closed very quickly after setup. This setup proved for the first time what Singualrity can do. All thanks to the change brought by the Acolyte.

---------------------------------------

Enemy Guide.

Troopers (Geth, Cerberus, Cannibals) Also husks.

these are really easy, Singularity and a shockwave or warp at any range will kill them and any others near them. if they are near others that manage to survive the biotic explosion you can launch another Singularity to catch them. i say use Singularity first rather than Warp because enemys cant dodge Singularity like they can Warp and even on the rare times they can, the low recast means you can toss another singularity out instantly after catching them despite their efforts to avoid it. this said, trash mobs like these are always easy to handle on any class, so there should be no trouble with them. just dont be too confidant and get yourself killed near them... they like to stomp you all of a sudden, which does pose a problem to the careless.

Shield and Healths (Centurions, Maruders, Hunters, Rocket Troopers, Combat Engineers, Nemesis,

all of these guys are dealt with in the same fasion, hitting them with a single Acolyte shot and them treating them like troopers. A single Acolyte shot will destroy the shields of each of these units in one shot on any diffiuclty. Follow this with a Singularity + detonating power of your choice and they will die. these guys are very easy thanks to the Acolyte, where once they were kind of a pain for this character to deal with.

TIP: using Singularity to stun them if you are having difficulty hitting them with a Acolyte shot is extremely effective. on impact Singularity will stop the movement of each of these units for a moment, long enough to easly nail them and drop their shields. doing this will also catch them with the singularity the instant they lose their shields, setting them up for their demise via Biotic Explosion.

Guardians

A seprate tatic is needed for these, aiming Singularity behind them to catch them is the best way to deal with them but it can be difficult. another way to deal with them is to use Shockwave to knock them back and for a moment drop their defenses, allowing a single acolyte shot on them. if you are good wtih the rebound on the Acolyte you can use that to hit them from behind that way. these guys are likley the most annoying thing this build can face.

Pyros

Annoying, but not for you! the Acolyte will Drop their shields and thanks to the force the gun has it can stop their flame thrower. hit them with warp and a single acolyte shot, then finish them off with shockwave. with the acolyte having destroyed their shields, a single Biotic Explosion will usually kill them outright with full armor. you can also keep pelting them with the Acolyte to keep them unable to flamethrower you.

Ravagers

easy enough. Warp and Shockwave. should kill them in 2 Biotic Explosions on Gold. you can also use Singularity to quickly clear out any swarmers by either tossing one at it at the start, or just using it on the swarmers after you kill it.

Brutes

Same as Ravagers, Warp and Shockwave. you can also toss in a few Acolyte shots for a stun if you need it, only seems to work once tho.

Primes and Atlases

Acolyte the Shields, then Warp and Shockwave their armor. in the case of primes, use the acolyte to kill turrets if it gets one near you. it will always kill the turret in one shot.

Banshees

Not as hard as you might expect, but as tedius as ever. Use the Acolyte to drop their Barriers and damage when they have their power immunity active. while they are teleporting they cant immunitize themselves to powers so warp and shockwave for biotic explosions while letting out Acolyte rounds. you should have no problems with them once you get the hang of it. the amusing thing is that you are most effective vs them while they are the most dangerus. when they are not teleporting and warping, they will block your powers often. but at those times they are not much of a threat.

Phantoms

Fun... lots of fun.. you can treat them like the previously mentioned "Shield and Health" group but if you are like me you will just stand there and watch them float around your singularitys after you use a single Acolyte shot to take down their Barriers. while they are caught in Singularity they cant block Biotic Explosions, so its basically easy to deal with them. not that Phantoms do have high enough Barriers on Platinum that without Pistol Amplifier Equipement you might not get their barriers in one shot.

TIP: tossing a singularity at a phantom will almost always cause it to immoblize itself to use its power blocking shield, this makes it EXTREMELY EASY to hit them with the acolyte. after they drop they shield they will usually do a cart wheel and get caught by the singlularty used to immoblize them for the Acolyte shot, setting them up for a death blow via Biotic Explosion. this trick, can be use as soon as you have a power lock, allowing for extremely long ranged kills vs them in 3 moves.

Modifié par Hypertion, 27 juillet 2012 - 10:02 .


#2
najzere

najzere
  • Members
  • 2 844 messages
Cool, now I just need an Acolyte. :/

Thanks for the strat!

#3
Chromatix

Chromatix
  • Members
  • 2 366 messages
A perfect solution. Majestically played.

I've though about that myself, but can't play now. So, considering somebody else came up with this i shall give it a try.

#4
ndw542

ndw542
  • Members
  • 1 825 messages
Sounds like a fun build. I'll give it a try tomorrow.

#5
Hypertion

Hypertion
  • Members
  • 1 743 messages
i did 6 or so matches with this character in U/U/G with some good friends.

it preformed to a extent i completly didnt expect, on each faction even. i was extremely happily pleased with how it turned out and wanted to share.

killing Phantoms on the oppsite side of FBGiant by tossing a singularity and shooting them with a acolyte while they blocked it, then biotic exploding them with Warp to kill the one or 2 caught was just so satisfying...

the Acolyte is defnitly one of the biggest hidden gems we have ever been given.

#6
Prawny

Prawny
  • Members
  • 1 150 messages
Nice one, can't wait to try this when I get home :D
After I got the Earth DLC, every PSP I bought had a Piranha and Acolyte in it, so I got them to X really quickly. So far I don't really like either, so maybe this will change my mind!

#7
Hypertion

Hypertion
  • Members
  • 1 743 messages
Forgot some stuff... Gear and Equipement.

Origonal Post Edited.

#8
S9ilent

S9ilent
  • Members
  • 134 messages
I do a similarish build, but with a Carnifex and SMG (Tempest/hurricane both with armour piercing). The Carnifex is my shield buster (Headshot drops 65% enemies enter knock bock animation, body shot drops the shield. Vs Geth it takes two head shots thou :S)

Brutes die in 2 biotic explosions as well. This is probably the single most useful feature of shockwave. (Non shockwave triggered explosions would require 2.5 explosions. Usually this means 2 explosions and 5-10 carnifex shots depending on mods/equipment/warp power damage over time).
Note: Adjust your play style based on your team mates.e.g. Many a time I've thought, one more shockwave and that brute is dead, only for the brute to be hit by a tech power blocking my kill. If a geth engineer is zapping the brute, just run away and leave them be.

Another useful tip, singularity can be used to "knock-back lock" enemies. This works vs Guardians, Centurions, Geth Hunters, Geth Rocket troopers, Marauder Shields. It will knock back a nemesis once, and then they usually break away (as they are too fast and don't get caught in the repeated knock-back animation). This works best if the singularity lands infront of the target (i.e. Aim at the ground BEFORE it reaches you, aiming directly at a target usually results in the singularity landing slightly behind it so they will break free)

Another tip, you can do shock wave + Heavy melee in rapid succession. It has very limited use but is sometimes helpful (e.g. If your shock wave breaks the shields of a Marauder, then your follow up heavy melee will launch the Marauder across the room). Also, the heavy melee looks cool :)

Another tip: Shockwaves can cause multiple Biotic explosions. Each wub can cause at most one, but as there are many wub's in a shockwave you can set off many explosions. (Works if someone else sets up the explosions, read: Reave). (This also applies to the other combo's).
I believe if positioned correctly a shockwave can hit a unit twice times. The most useful application of this is if a unit has been warped then teched, the shockwave can potentially set off both combo's.

Obvious tip: I'm sure you all know that shockwave can go through walls.

Modifié par S9ilent, 27 juillet 2012 - 10:11 .


#9
Learn To Love Yourself

Learn To Love Yourself
  • Members
  • 7 373 messages
Way to make use of a much hated gun :)
I use singularity to the same effect but hadn't thought about trying it with the Acolyte yet. It seems pretty host dependent. I'll try this out tomorrow.

Thanks!

#10
Helmster

Helmster
  • Members
  • 10 messages
I like this build! It's a great biotic bomber.
Anybody else notice a bug where shockwave doesn't set off a warp primed BE?

#11
Yrian96

Yrian96
  • Members
  • 73 messages
I prefer to play that class 0/6/6/6/6 with falcon primary. It can still outscore almost anything.

#12
nicola_nibhroin

nicola_nibhroin
  • Members
  • 356 messages
I love the HA but using the Acolyte had never occurred to me (I'd gotten used to just dealing with shields the hard way) until a friend suggested it.

Am really looking forward to trying this out- good work, OP.

#13
Silbane_23

Silbane_23
  • Members
  • 210 messages
Great guide OP. I love the acolyte...mostly on fury and shadow so far but have been looking for other classes that may benefit from its ridiculous shield stripping speed. This gives me something else to try. Thanks again

#14
Senator Pain I

Senator Pain I
  • Members
  • 34 messages
Neat. And well-reasoned/put together post. Thanks. I will try this.

Um, question, do you get an rage quits or comments about the screening shaking and noise of shockwares? :)

#15
holdenagincourt

holdenagincourt
  • Members
  • 5 035 messages
Yeah, I can see this working really well on the HA, once you get used to having a canned Overload for a gun rather than...a gun. Mainly because the HA's kit options against shields/barriers aren't great, while the AA, DA, offensive AJA, PA and Fury don't have those difficulties. Defensive AJA I can see benefiting from an Acolyte/Pull/Reave-centered build, similarly.

#16
Raphamon

Raphamon
  • Members
  • 373 messages
@TC:
The reason you outscored the Asari Adept players is because Bioware keep nerfing power users and buffing gun users. That and with all the changes to the multiplayer they have broken the way the Asari Adept's skills work. If the game was still the same as it was when it first came out there would be no way you would outscore a good Asari Adept player.

Modifié par Raphamon, 27 juillet 2012 - 04:38 .


#17
mrcanada

mrcanada
  • Members
  • 2 819 messages

S9ilent wrote...

I do a similarish build, but with a Carnifex and SMG (Tempest/hurricane both with armour piercing). The Carnifex is my shield buster (Headshot drops 65% enemies enter knock bock animation, body shot drops the shield. Vs Geth it takes two head shots thou :S)

Brutes die in 2 biotic explosions as well. This is probably the single most useful feature of shockwave. (Non shockwave triggered explosions would require 2.5 explosions. Usually this means 2 explosions and 5-10 carnifex shots depending on mods/equipment/warp power damage over time).
Note: Adjust your play style based on your team mates.e.g. Many a time I've thought, one more shockwave and that brute is dead, only for the brute to be hit by a tech power blocking my kill. If a geth engineer is zapping the brute, just run away and leave them be.

Another useful tip, singularity can be used to "knock-back lock" enemies. This works vs Guardians, Centurions, Geth Hunters, Geth Rocket troopers, Marauder Shields. It will knock back a nemesis once, and then they usually break away (as they are too fast and don't get caught in the repeated knock-back animation). This works best if the singularity lands infront of the target (i.e. Aim at the ground BEFORE it reaches you, aiming directly at a target usually results in the singularity landing slightly behind it so they will break free)

Another tip, you can do shock wave + Heavy melee in rapid succession. It has very limited use but is sometimes helpful (e.g. If your shock wave breaks the shields of a Marauder, then your follow up heavy melee will launch the Marauder across the room). Also, the heavy melee looks cool :)

Another tip: Shockwaves can cause multiple Biotic explosions. Each wub can cause at most one, but as there are many wub's in a shockwave you can set off many explosions. (Works if someone else sets up the explosions, read: Reave). (This also applies to the other combo's).
I believe if positioned correctly a shockwave can hit a unit twice times. The most useful application of this is if a unit has been warped then teched, the shockwave can potentially set off both combo's.

Obvious tip: I'm sure you all know that shockwave can go through walls.


No need for two weapons, you gimp your cooldowns due to ULM not working on any of the SMG's you listed.

#18
Rasputin17

Rasputin17
  • Members
  • 1 933 messages
Another great build with the Acolyete? Demolisher. The pistol destorys shields and Arc Grenades and Homing Grenade destory armor. Works very nice. Best with Disruptor Rounds. I can take down a Primes Shields in two shots.

#19
ZombieGambit

ZombieGambit
  • Members
  • 3 560 messages
Why would you go for duration over radius if Singularity already lasts like 25 seconds?

Anyway, 3 points in Singularity is all you need to really get what you want out of it, the rest you should put into passives for power damage and weight capacity so Warp and Shockwave can do more damage and you can carry a second weapon for added damage.

#20
Creston918

Creston918
  • Members
  • 1 580 messages
Very good build, and nice strategy. I'll have to give this a try. Thanks for sharing it. :)

#21
Grumpy Old Wizard

Grumpy Old Wizard
  • Members
  • 2 581 messages
The problem with the acolyte pistol is being out of cover to charge it usually results in rockets to the face. Especially on one of the wide open maps. As far as outscoring other adepts on your squad that can have a lot to do with who is priming and who is detonating the explosions.

#22
Kenadian

Kenadian
  • Members
  • 5 031 messages
One problem, radius evolution is bugged on the Shockwave, atleast for PC.

#23
Miniditka77

Miniditka77
  • Members
  • 4 490 messages

nicola_nibhroin wrote...

I love the HA but using the Acolyte had never occurred to me (I'd gotten used to just dealing with shields the hard way) until a friend suggested it.

Am really looking forward to trying this out- good work, OP.

I'm pretty sure this is the exact purpose for the Acolyte - dropping shields for biotic classes to make powers like Pull and Singularity more effective.  Glad to see someone using it well for its intended purpose.  I got an Acolyte last weekend but I haven't gotten a chance to play to try it out since then.  I was thinking of using it with my Justicar, but the OP's way sounds potentially more fun.

BTW, it may be a good idea to bring a GPSMG with ULM along too, just in case you need a weapon quickly.

#24
Miniditka77

Miniditka77
  • Members
  • 4 490 messages

ZombieGambit wrote...

Why would you go for duration over radius if Singularity already lasts like 25 seconds?

Anyway, 3 points in Singularity is all you need to really get what you want out of it, the rest you should put into passives for power damage and weight capacity so Warp and Shockwave can do more damage and you can carry a second weapon for added damage.

I agree, Singularity duration is pointless.

But re: your second point - this is a biotic explosion-based build, and R3 Singularity would not produce strong explosions.  That's the reason for 6 points in Singularity.  Using Singularity as a primer is preferable to Warp because it can catch multiple enemies and has a lightning-quick recharge in case it is dodged.

#25
johnstreetmusic

johnstreetmusic
  • Members
  • 449 messages
Breaking cover against a Phantom with an Adept is usually a quick death for me, on a map like FB Giant it wouldn't be a problem of course. I liked the Acolyte from day one tho.