SomeoneStoleMyName wrote...
Pull vs Throw: These seems so similar I dont think I want to invest in both. I use warp-spam on mostly everything unless I can use singularity+warp combo or pull+warp combo for detonations/aoe. I understand that pull removes Cerberus guardian shields but not sure if throw does the same (Never used throw). What are the main differences in these? Is it counter-productive to invest in both? The reason I feel the answer is yes, is because of biotic cooldowns - as warp is almost always better to rotate in due to pure damage.
Pull is a set-up power for combos, Throw is a detonator. They work together and that's my favorite biotic combo and the best one for killing mooks, IMO.
My first Adept used Pull + Warp and skipped Throw, my thinking being that Warp was more versatile. I was also still in the ME2 mindset. It worked, but not as well as my later Pull + Throw build.
With Adept, I found that you're pretty much good to go when you have Pull, Throw and Warp. Pull + Throw for goons, Warp + Throw for bosses and/or protected enemies. Everything else is just a variation that produces the more or less same result. The best example is Singularity. It pretty much does the same job as Pull, so if you're using Singularity you can safely skip Pull. Both work just fine so its personal preference.
Im also feeling that bonus power on adept is not needed. As warp spam + singularity/pull or weaponfire is all you need. There simply isnt time to get other stuff "in there". My choice atm is armor-piercing ammunition. WOuld incindiary grenade a good filler maybe?
I kind of agree. I genereally feel that the caster classes have everything they need as far as active powers go, so I prefer a passive like ammo or Barrier. A turn it on and forget it power. I've honestly not tried Inferno grenades.
Edit: Also, power mastery or combo mastery for biotic mastery last tier and detonate vs damage for warp Rank4? Also, shockwave dont work on shields/barriers/armor - does this make shockwave useless?
Power Mastery. Keep a light-ish weapons load and the recharge bonus from Combo Mastery won't be significant enough to worry about.
Always take Detonate for Warp (and Throw). The majority of your damage will be coming from biotic explosions, and the only thing that increases explosion damage is the Detonate evolutions. Power damage modifiers do not effect combos.
Shockwave is a detonator and can be evolved into a set-up (Lifting) also, but it's range can be a hinderance. With my playstyle, I had to force myself to use it when something else would have been just as good or better. If you like CQC action you may find more use for it than I did.
Edit 2: For bonus power, is Reave good against Banshees and other hard enemies? I remember having read that the DOT damage stacks?
I haven't tried Reave on an Adept, but you usually want to use biotic explosions on bosses and Warp will be better for that. Bigger explosion plus a debuff for more damage from guns and squadmates.