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Soilder, Adept, and Infiltrator build ideas


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#26
I Tsunayoshi I

I Tsunayoshi I
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The Spamming Troll wrote...

chrisnabal wrote...

Adept
warp - damage / expose / pierce
throw - radius / detonate / double throw
shockwave - force & damage / reach / recharge speed
singularity
pull - radius / lift damage / double pull
cluster grenade - force & damage / max grenades / force & damage
biotic mastery - damage & force / damage & capacity / power mastery
fitness - durability / barrier recharge / durability
energy drain - damage / recharge speed / damage
[u]


ouch.

such a shame for singularity.

ive heard dual pull + dual throw can be fun. im just not sure anythings better then your standard warp + throw. its unfortunate for my enjoyment of MP i havent unlocked the fury yet as id like to try dark whatever the hell.


Been testing double pull. Been watching one of them fly off into nowhere pretty damn often. Most of the time I've been dropping Singularity, I've been catching 2-3 mooks at once in it. Really not liking Double Pull all that much.

#27
JaegerBane

JaegerBane
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Sora Kitano wrote...

Sometimes I wont wait for a cooldown to rip someone open, especially if they are standing in a Singularity with only a single shield bar saving them.


Well... there's that, but the major bonuses from Warp Ammo aside from the damage boost is that it can increase your ammo (vital if you're usng any good gun, as barring the Particle Rifle, all the good guns have low ammo supplies) and the bonus to lifted targets comes in real useful.

Respec'd into more Detonates and Radius. Passed on Combo Mastery because it only gives a fractional return at best. almost all of my cooldowns, sans Warp, are <2 seconds. Paying heavily into Pull now as a point sink. May test it out once I get Radius, Lift Damage, and Double upgrades.


Combo mastery is pointless - there's so many ways to get your cooldown low that, byt the time you're done, all you're actually gaining is a fraction of a second faster cooldowns. You're best off going Power Mastery, as aside from glamming up your basic powers, it makes your primer powers last longer (meaning more time to explode stuff).

By far the most common powers I use are Throw, Warp and Singualrity. I dip into Shockwave and Pull when I'm close up but those first three are my bread and butter.

#28
I Tsunayoshi I

I Tsunayoshi I
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JaegerBane wrote...

Sora Kitano wrote...

Sometimes I wont wait for a cooldown to rip someone open, especially if they are standing in a Singularity with only a single shield bar saving them.


Well... there's that, but the major bonuses from Warp Ammo aside from the damage boost is that it can increase your ammo (vital if you're usng any good gun, as barring the Particle Rifle, all the good guns have low ammo supplies) and the bonus to lifted targets comes in real useful.

Respec'd into more Detonates and Radius. Passed on Combo Mastery because it only gives a fractional return at best. almost all of my cooldowns, sans Warp, are <2 seconds. Paying heavily into Pull now as a point sink. May test it out once I get Radius, Lift Damage, and Double upgrades.


Combo mastery is pointless - there's so many ways to get your cooldown low that, byt the time you're done, all you're actually gaining is a fraction of a second faster cooldowns. You're best off going Power Mastery, as aside from glamming up your basic powers, it makes your primer powers last longer (meaning more time to explode stuff).

By far the most common powers I use are Throw, Warp and Singualrity. I dip into Shockwave and Pull when I'm close up but those first three are my bread and butter.


I'm swapping between Double Pull and Singularity depending on the circumstances. Went through Priority: Rannoch and swapped into Double Pull because of so many of the geth wanting to play whackamole.