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Awakened Collector Adept Build?


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#101
lightswitch

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Zero132132 wrote...

Including the DoT ticks, it caps at 6,215 with the power boost attachments and all proper gear/amps. According to others here, it hits up to 3 targets, so that's up to 18,645 over 7 seconds. It also primes everything within the range of that explosion, and you can detonate while on cooldown, so you can throw it out, set up some seeker swarms, detonate it, and then follow up with a few BEs. You can also just use that priming to work with your weapons if you have warp ammo.

Personally, I don't take that evo, so with all proper gear and amps and ****, I max out at 5,335 per detonation per target over a 9 second period of time, apparently a cap of 16,005 with 3 targets, but it's over a radius of 9 meters, and it primes everything so with my Collector SMG, everything dies pretty quickly.

One of the most important things to remember here, though, is that you're comparing it to the Claymore. You can actually use a Claymore with him, so you'd get both sets of damage. You can use any weapon with him. You have no damned reason at all NOT to use a weapon with him. The power itself isn't the only source of damage.

Not saying it's ZOMGamazing, but it's damned good.


It's really deceptive to add all the damage together into one lump sum like that. It's the same things as saying one cluster grenade will do 16000 damage because you can hit four targets with it. Or if you got really lucky and hit five or six targets well now it does over 20,000 damage, with just one grenade. See what I did there?

Also, I think the DoT affects anything it touches, and the 'up to three targets' bit is only for the detonation. But I'm not totally sure.

Don't get me wrong, DS is a decent AoE power. Not nearly as not as great as some people are saying though.

Another thing is in order to get really good results with this kit I find evo 6b in passives is fairly critical for damage to bosses. In order to get that I have to sacrifice 20% power damage which makes DS noticeably less powerful.

Modifié par lightswitch, 05 mars 2013 - 01:57 .


#102
Lucky

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Heybigmoeny has it right IMO.The most effective build I have found for him is either ignoreing swarms or ignoring fitness and using thye swarms purely for the 40% DR (I got no swarms cause I don't like the constant buzzing).

DS and DC have amazing synergy with a PPR, which also benefits from his extra weapon damage bonus. Cast DS>Cast DC while sphere is flying>detonate DS>empty PPR>repeat.

The cooldown on the powers and on PPR are perfect for each other. Just use one while the other is recharging/cooling down.

I go power damage rank 4/5 and weapon damage rank 6 in passives.

#103
lightswitch

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I'm really confused by the notion of using a PPR on a caster, the CSR is much better for this guy. It's lighter and it has no ramp up.

#104
Lucky

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His cooldowns are so long you have time to empty a PPR clip while you wait, and being at 200 vs 100% helps him very little. Also his biotic explosions are weak as none of his skills have detonation bonus damage evos.

#105
Original Twigman

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lightswitch wrote...

I'm really confused by the notion of using a PPR on a caster, the CSR is much better for this guy. It's lighter and it has no ramp up.


this...

With a caster that needs to stay out of harms way, i can kinda see it working, but you have to sit there firing...

seems like a stationary bug is a dead bug, to me

#106
Lucky

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Original Stikman wrote...

lightswitch wrote...

I'm really confused by the notion of using a PPR on a caster, the CSR is much better for this guy. It's lighter and it has no ramp up.


this...

With a caster that needs to stay out of harms way, i can kinda see it working, but you have to sit there firing...

seems like a stationary bug is a dead bug, to me


Right hand advantage FTW. Also, DC and DS both stagger well.

#107
Zero132132

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lightswitch wrote...

It's really deceptive to add all the damage together into one lump sum like that. It's the same things as saying one cluster grenade will do 16000 damage because you can hit four targets with it. Or if you got really lucky and hit five or six targets well now it does over 20,000 damage, with just one grenade. See what I did there?

Also, I think the DoT affects anything it touches, and the 'up to three targets' bit is only for the detonation. But I'm not totally sure.

Don't get me wrong, DS is a decent AoE power. Not nearly as not as great as some people are saying though.

Another thing is in order to get really good results with this kit I find evo 6b in passives is fairly critical for damage to bosses. In order to get that I have to sacrifice 20% power damage which makes DS noticeably less powerful.

It's only 'deceptive' in the same sense that it's deceptive to pretend that all pellets in a claymore shot will hit and that someone will RC it with maximum efficiency. If you're talking about the relative performance of two things, you can't give the maximum on one without doing the same on the other.

I wasn't saying that you'd pull off that much damage every cast. Looking back, I'm actually pretty sure that the source I used had the damage wrong, at least for DoT. Just stating a theoretical maximum, which is basically what you did when talking about Claymore DPS. Is there any difference in a practical sense?

#108
Hiero Glyph

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lightswitch wrote...

Yes, this works, detonating DS will cancel the cooldown from DC and from SS. It effectively makes him a one cooldown kit. The only time I don't throw DC before before detonating DS is to refill my Seeker Swarms. Sometimes I'll even wait a second to detonate DS in order to cast DC at a second target so that I can have two of them out there killing things passively while I detonate things with the swarms...

So far this is the build I've found to be the most effective. Use warp rounds of course.

Edit: also, off-host you can normally cancel the Seeker Swarm animation with Dark Channel. It's almost certainly a glitch, you still get the cooldown from SS so it's like a free cast of DC, but essentially you get two powers for free if you CD cancel with a DS det...


FYI, you can only have one active DC per character at a time; casting DC a second time negates the first.  DC spam is inefficiency at its best.

Modifié par Hiero Glyph, 05 mars 2013 - 02:57 .


#109
lightswitch

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Zero132132 wrote...

lightswitch wrote...

It's really deceptive to add all the damage together into one lump sum like that. It's the same things as saying one cluster grenade will do 16000 damage because you can hit four targets with it. Or if you got really lucky and hit five or six targets well now it does over 20,000 damage, with just one grenade. See what I did there?

Also, I think the DoT affects anything it touches, and the 'up to three targets' bit is only for the detonation. But I'm not totally sure.

Don't get me wrong, DS is a decent AoE power. Not nearly as not as great as some people are saying though.

Another thing is in order to get really good results with this kit I find evo 6b in passives is fairly critical for damage to bosses. In order to get that I have to sacrifice 20% power damage which makes DS noticeably less powerful.

It's only 'deceptive' in the same sense that it's deceptive to pretend that all pellets in a claymore shot will hit and that someone will RC it with maximum efficiency. If you're talking about the relative performance of two things, you can't give the maximum on one without doing the same on the other.

I wasn't saying that you'd pull off that much damage every cast. Looking back, I'm actually pretty sure that the source I used had the damage wrong, at least for DoT. Just stating a theoretical maximum, which is basically what you did when talking about Claymore DPS. Is there any difference in a practical sense?


It's not even close to what I did with the Claymore DPS. In order to do the same thing, I would have had to assumed drill rounds were equipped and each shot was hitting two targets, then made the claim the Claymore can do 10,000 damage in just two shots.

But that doesn't even matter because the point of all my numbers wasn't to show the maximum or minumum performance of anything - I was giving a bunch of ballpark figures so people would get a feel for how much damage 5000 actually is. If I was going to try and figure out the absolute theoretical maximum damage a Claymore is capable of with two shots I suspect it would be a bit over 5000...probably more in the 9-10k range.

Modifié par lightswitch, 05 mars 2013 - 03:20 .


#110
Hiero Glyph

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lightswitch wrote...

As for how I got those numbers, combo damage is calculated using a formula explained in a couple threads which I actually already linked on page 2 of this thread. The 8000+ figure is ballpark, I just remember that the warp-throw BE does slightly over 4000 damage (to armor and barriers). And since the cooldown on Warp is 3.x seconds and throw is 1.x seconds, it's easy to figure the HSent should be able to set off two in less than 10 seconds.


Tech Armor incurs a cooldown penalty.  Also, Warp can be dodged.  These two factors are both potential variables that would affect the number of BEs in a set period.  As such, claiming that you can detonate two BEs in ten seconds and actually doing it in-game are two very different things.  You seem to be arguing about statistics, not about facts; and yes, there is a very distinct difference.

EDIT:  For the record, DS's detonation radius + Warp ammo + weapon damage is the gold (platinum?) standard for damage on this class.  Without the means to increase detonation damage BEs actually have minimal impact, particularly when compared to weapon damage.  While DoT effects are nice and DC is among the best (arguably the best), its single target restriction makes it inefficient.  This class is neither the Huntress nor the Fury and cannot be played as such.  Skipping DS is a mistake.

Modifié par Hiero Glyph, 05 mars 2013 - 03:03 .


#111
lightswitch

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Hiero Glyph wrote...

lightswitch wrote...

As for how I got those numbers, combo damage is calculated using a formula explained in a couple threads which I actually already linked on page 2 of this thread. The 8000+ figure is ballpark, I just remember that the warp-throw BE does slightly over 4000 damage (to armor and barriers). And since the cooldown on Warp is 3.x seconds and throw is 1.x seconds, it's easy to figure the HSent should be able to set off two in less than 10 seconds.


Tech Armor incurs a cooldown penalty.  Also, Warp can be dodged.  These two factors are both potential variables that would affect the number of BEs in a set period.  As such, claiming that you can detonate two BEs in ten seconds and actually doing it in-game are two very different things.  You seem to be arguing about statistics, not about facts; and yes, there is a very distinct difference.


These examples were only meant to be general figures, context so people would have a better feel for how much damage DS is actually doing, not be some kind of hardcore statistical analysis. I literally pulled those numbers from memory and threw them together real quick, I could go on and provide more but I thought the point was made. I mean if you want to be picky, the AA can do the exact same Warp-Throw combo without the Tech Armor issue, though frankly I'm fairly confident the HSent is quite capable of setting off at least two dets in less than 10 seconds.

But if you want to talk about actual in-game performance, we can do that for a max damage specced Dark Sphere. The reality there is the explosion radius is so small that you'll frequently find the target has moved outside of detonation range before the sphere arrives (it moves slower than run speed, remember), and it's far less likely to hit more than one target than with a radius spec. If you do miss, you can't recast right away because you have to wait for the old one to dissappear. 

Modifié par lightswitch, 05 mars 2013 - 03:13 .


#112
Hiero Glyph

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lightswitch wrote...

But if you want to talk about actual in-game performance, we can do that for a max damage specced Dark Sphere. The reality there is the explosion radius is so small that you'll frequently find the target has moved outside of detonation range before the sphere arrives (it moves slower than run speed, remember), and it's far less likely to hit more than one target than with a radius spec. If you do miss, you can't recast right away because you have to wait for the old one to dissappear. 


Why argue about using DS against a single target?  That is what DC is there to manage.  Also, the radius on DS is substantial if evolved properly and given the choke/spawn points on most maps it can prime 5+ enemies very easily.  Are you honestly trying to argue that DS is not useful when used improperly?  To be fair, you did advocate for DC spam previously so I guess this approach should not surprise me.  Any skill when used improperly is bad.

Modifié par Hiero Glyph, 05 mars 2013 - 03:37 .


#113
lightswitch

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Hiero Glyph wrote...

...Are you honestly trying to argue that DS is not useful when used improperly?...


lightswitch wrote...

...Don't get me wrong, DS is a decent AoE power. Not nearly as not as great as some people are saying though...


So no, I've never been trying to argue that, all I've done is point out there's nothing particularly special about it (other than the fact it primes).

If you spec radius (like I do), you're doing way less than that 5000 damage figure I was reacting to, it's more in the mid to upper 2000s. Which is even more lackluster for an AoE damage power.

And I never advocated for DC spam, actually I made a post arguing the opposite. Though I'm not sure it was in this thread, too many Collector threads lately.

Modifié par lightswitch, 05 mars 2013 - 03:59 .


#114
Hiero Glyph

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lightswitch wrote...

Hiero Glyph wrote...

...Are you honestly trying to argue that DS is not useful when used improperly?...


lightswitch wrote...

...Don't get me wrong, DS is a decent AoE power. Not nearly as not as great as some people are saying though...


So no, I've never been trying to argue that, all I've done is point out there's nothing particularly special about it (other than the fact it primes).

If you spec radius (like I do), you're doing way less than that 5000 damage figure I was reacting to, it's more in the mid to upper 2000s. Which is even more lackluster for an AoE damage power.

And I never advocated for DC spam, actually I made a post arguing the opposite. Though I'm not sure it was in this thread, too many Collector threads lately.


Fair enough but both DS and DC have a higher learning curve than most skills.  Certainly the Collector Adept is not as simple as casting a skill at every target.  DS is a great primer, not as good as Reave of course, but not too bad either.  DC is arguably the best DoT in the game but requires judicious usage in order to be effective.  As such, the Collector Adept relies heavily on understanding when to use a skill, not strictly on the skill's statistics.  Arguing numbers for this class devalues its potential.  I do agree that you need a quality weapon for this class to be effective though.  Besides, what else would you be doing while waiting on the long-ish cooldowns?

#115
lightswitch

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Not clear to me how DC has a high learning curve, I agree about DS though.

The only reason I cited all those numbers as examples was to point out giving the DS the ability to detonate DC primes wouldn't push it into overpowered territory. That's all.

#116
Grumpy Old Wizard

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lightswitch wrote...

Yes, this works, detonating DS will cancel the cooldown from DC and from SS. It effectively makes him a one cooldown kit. The only time I don't throw DC before before detonating DS is to refill my Seeker Swarms. Sometimes I'll even wait a second to detonate DS in order to cast DC at a second target so that I can have two of them out there killing things passively while I detonate things with the swarms...


When you cast the second Dark Channel the first one goes away.  Any one caster can only have one dark channel active at a time.  If there are two casters they can each have a dark channel active on the same enemy however, or of course on different enemies.

I don't consider him a one cooldown kit because the other cooldows do exist and casting the other powers without a cooldown are situational.  And if you do need to cast seeker swarm to recharge without the override of the everlastingly long DS cooldown they you are denied your main power for an everlastingly long time.

Ok, "everlasting" is a bit of a hyperbolee but the cooldown is a very long time considering the very fast run and run nature of the game.

#117
Grumpy Old Wizard

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heybigmoney wrote...
Versaitility is his greatest strength.  As well as shooting.  Some biotics do aoe better, some do single target better, but none of them do it all like this guy does.

Try out a 65663 build with the csr or ppr.  Some ppl also like the csmg, but you'll have to take extended mag and high velocity barrel.  No room for power amp attachment.



HVB is not necessary on the csmg if you use warp ammo.  Power amp + extended mag +warp ammo +smg consumable.
Also, the human adept says hello.  :wizard:

Singularity-Warp (Nice BE)-Warp  [Now the singularity expires, exploding AND detonates warp for another nice BE.]

Singularity-Shockwave (Nice BE-potenially more than one)-Warp [Now the singularity expires, exploding AND detonates warp for another nice BE.]

His powers are available when you need them, he has crowd control, and kills bosses much quicker with his powers.

#118
uhaveaface

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i know this may sound silly but how to detonate dark sphere?

i've played about 10 games with this guy and don't recall a big explosion, mine's maxed for radius. i routinely explode green enemies, via ds, with the seeker swarm. however, the only time i ever see a sphere is when it's slowly traveling in the direction it was cast, passing through enemies turning them green and then disappearing... or when it gets stuck on a wall or other obstacle because i mess up and miss my target. i haven't tried casting a seeker swarm at the sphere stuck on an obstacle.

do you detonate dark sphere by hitting the same button again after casting? i tried timing my seeker swarm to hit targets when i felt the dark sphere was going to pass through them. kind of like skeet shooting. don't remember seeing a sphere stationary and stuck on a target.

thanks.

#119
himegoto

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heybigmoney wrote...

himegoto wrote...

heybigmoney wrote...

Grumpy Old Wizard wrote...

heybigmoney wrote...

He's actually a very good boss killer.  His dmg passives provide multiplicative weapon bonuses to ppr/csr.  With warp ammo he's capable of infiltrator levels of weapon dmg.  

Most ppl haven't realized this yet, because they're obsessed with cooldowns and running ridiculous caster setups like csmg/acolyte.  He really is a phenomenal weapons platform with good aoe abilities.


On the other hand, some people like to play adepts as actual casters instead of as shooty classes.  Imagine that!! :wizard:

And yeah, sadly his powers make him a poor boss killer if you are playing him as a caster instead of weapon-centric.  :crying:  Shooty classes can melt bosses in 3 seconds flat.  The CA will take considerably longer.


Well, there's nothing wrong with that playstyle if you prefer it.  I'm just saying that he's a great boss killer.  He's better than the other adepts at this actually because he is less penalized for cooldowns and his powers have very long durations in addition to 9m aoe.  His cooldowns are going to be long no matter what you use, may as well take something thats worth it like a csr/ppr.

I apologize if I came off as assuming many of you were ignorant of this.  But the multiple threads about buffing him and how he is worse than the mid tier adepts has brought my ****** to a boil.  Ppl are only claiming this because they are playing one particular style.

TLDR:  He's the best shooty adept of all the adepts.  Alot of ppl aren't going to like this tho.

With all things considered he is still one of the worse adepts in game IMO. As for boss killing, he is also one of the worse one if we are comparing others who also got an unblockable primer power (DC / DS / Reave)

I was speccing him 06666 after going a 66365 at first. Both builds maxed out gun damage passive with the csmg X.
In case I was missing something about the DS or biased I gave it another run with a 66365, and this time trying out on power damage in passives. Now I am absolutely sure that this kit sucks ass as an power damage focused adept class. 

I'm not just looking at the stats on paper but overall effectiveness in field to came up with that conclusion.
So I agree with you on taking gun passives and using a csmg or a car. Not with a ppr because of the long cook up time everything when you needed to throw out a SS to BE save a teammate or something.
In fact, the build I'm suggesting for him is still 06666 with maxed fitness and gun passives. It's a okay mix of DPS with warp rounds and survivibility. I can top the score for arguments sake with no infiltrators around and rarely go down in a platinum match with that build. However - 

Drell adept (reave, nice gun passives, fast mobility and nades), Fury (DC, constant BE bombing stepping in and out of AF with shield regain), AHI (better DOT from DC and bigger BE potential with warp), AJA (reave + sphere BE combo and tankiness) are all far superior boss killers than this CA.

Even the old school adept kits without unblockable primers such as the HA, AA are better than him in a biotic team against bosses.
All of that places the CA in an awkward position. He is both "okay" as a team biotic player or a self BE-er. He does prime everything on the way with his DS. But the DOT and BE is just pathetic. None of which could even kill a husk in platinum (a DS -> swarm BE combo)
Unless you split yourself like a ninja or everyone in your team is using warp / incendiary rounds hitting the same area, DS as a power it is not practically going to be much use. People on bsn still like to crunch numbers to me on the DS but I've yet to see one use it without going down a lot or hiding in the back casting whereas time better spent with DC prime and shooting with warped csmg and maybe a few BE to finish the mooks off.

Know that I'm not disagreeing with you on using guns with this kit. I'm in fact disagreeing with everyone going into power passives and DS.
The fact remains as I just mentioned he doesn't shine as either a self detonater nor a team detonater nor a DPSer against bosses with warped rounds.

He freaking needs help.
(Shortening the cooldowns on DS, buffing its DOT and explosion damage. Also reworking the whole silly ascension mode would be a start.)


Your 06666 build is basically an asari huntress without stealth.  Except the huntress has superior DC power dmg, warp debuffs, and stronger detonations.  You cannot skip dark sphere on this class, his aoe completely outclasses the huntress.  You can't tell DC to switch to a husk or the 3 marauders rushing your face on the huntress, meanwhile dark sphere has practically obliterated all 4 of them and they are all primed for warp ammo bonus or seeker swarm cleanup.  

Dark sphere has a learning curve.  You need to accurately assess the cost and benefit in a small time frame of each detonation.  If you are getting caught with your pants down too often during DS's cooldown, then you made mistimed detonation.  This is going to take some practice, or you could just use the geth scanner gear which is probably the best gear mod for newer collector players.  It is going to guarantee that each use of sphere is efficient.  Once you get the hang of it you can switch to a regular dmg mod for even more dps if you choose.

1.  The drell adept is the best adept in the game, but in order to have weapon dmg as good as the collector he needs to spec into them forgoing the power dmg passives.  The very ones that make him the best aoe adept in the game.  Also, the high powered beam weapons csr and ppr, are both bugged on him making them unusable.

2.    The fury can't use weapons as well as the collector because you cannot control which target DC is going to jump to.  You have to manually recast every time if DC decides to jump to a husk instead of a dangerous enemy to gain your weapon dmg bonus.  Sphere primes everything in a 9m aoe.

3.  AJA has completely nonexistant aoe in comparison to the collector, as well as lower weapon dmg passives.  And in order to gain biotic sphere's advantages, you have to actually cast them on the target consistently.  The shortcomings of bubble have been extremely well documented.  If you have to flank a prime and get within melee range to get off the bubble, the collector has probably already killed him by attacking as soon as he sees him. 

The other adepts have dodgeable powers, as well as being completely uncastable on banshees and praetorians for long periods of time.  They also all have lower weapon dmg passives.  And their powers only affect a single target at a time, so after I've killed one enemy, I have to manually recast for every other enemy.  The collector casts dark sphere once, hits them all, and enjoys that weapon dmg bonus without having to interrupt his weapons fire. 

Versaitility is his greatest strength.  As well as shooting.  Some biotics do aoe better, some do single target better, but none of them do it all like this guy does.

Try out a 65663 build with the csr or ppr.  Some ppl also like the csmg, but you'll have to take extended mag and high velocity barrel.  No room for power amp attachment.


I'm fully aware that a 06666 CA is a AHI clone. A bad one at most.
http://social.biowar.../index/16071748

There are no versatility or learning curve with this class as of current. Everything I said above I stated that DS is not worthwhile to use until it gets the damage boost pointed out at the bottom of my post. It never wipe out any spawns in the gold games I played with power amp IV like so many have claimed. So I suspect it only works in silver- games.
Which means it is utterly useless to me in gold+
Unlike some other powers which has usability for example staggering like DC, this power couldn't even kill a gold husk with full DOT. Even worse it is underwhelming as a BE primer.
Therefore it is simply useless.

Now some counter argument in practical sense to some of the kits you were comparing to:

1. The DA has the best mobility and better burst DPS without knocking yourself over the cooldown to stay resilient in field. Nades.
About weapon and power passives, same thing on any kits, you cannot take both. In that case the CA will only have 5 more % I believe with his CSMG. I'm too lazy to check but the innate first 3 ranks should put them at around equal.
Not sure why you'd want to use csr or ppr on him.

2. What DC?
95% of the time the fury is in CQC bombing enemies with AF and throw.
Practical and devastating in any good players hands with the shield regain evo.

3. The AJA has much shorter cooldowns to set off more powerful BEs. She is also a CQC class due to her tankiness. And precisely that allows her to deal out much more DPS with a CQC weapon. Reegar or any other shotguns of your choice.
Her innate "weak" gun passives aren't so weak when you put those together.
But what places her on a different level to the CA is that she's a great team biotic. Her bubble both primes and dets.
Unlike the CA and the awkward place he is in. I thought I did put in time to explain that in my last post.

4. AHI because you also hint at her being inferior to the CA.
She actually has better practical AOE and BE.
You cannot control which enemy the DC jumps to. But you can do a much stronger BE, with greater radius with warp.
I already gave tips on how to make sure a projectile power lands on a human sentinel build I made almost half a year ago. It should never be an issue for decent players. Especially in close combat situations.
At enemies in longer range think about the damage output with a long animation and slow traveling DS, then DC, then shoot VS a quicker and more powerful DC that immediately staggers, shoot, warp to det the BE with bigger damage and radius.
Chances are you obliterated the mook much faster with the latter. Don't even try to tell me CA is a better boss killer.

All the above are in platinum or gold scenarios.

#120
lightswitch

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uhaveaface wrote...

do you detonate dark sphere by hitting the same button again after casting?


Yes. Sometimes off-host it's not very responsive. Also, the sphere doesn't get stuck on targets, it only stops if it hits a wall or the ground or something.

Grumpy Old Wizard wrote...

When you cast the second Dark Channel the first one goes away.


Very good point, somehow I never knew this, thanks for setting me straight.

I don't consider him a one cooldown kit because the other cooldows do exist and casting the other powers without a cooldown are situational.  And if you do need to cast seeker swarm to recharge without the override of the everlastingly long DS cooldown they you are denied your main power for an everlastingly long time.


A couple things, first after playing some more games, I think I've actually mastered off-host SS CD canceling. As it turns out, I was wrong before when I said DC only cancels the SS animation, not the CD. If you try to cancel too soon, you'll still get the cooldown from SS; but if you wait until the Collectors fist is almost fully raised in the air, you get the CD from DC instead.

So you cancel more of the animation if you don't care about the SS cooldown, or you can let it go fractionally longer and cancel slightly less of the animation but significantly cut the cooldown time.

So if I'm mid wave and need some swarms, I'll either:

a) Wait until I know where I'll need the DS next, cast it, trigger SS but cancel the animation with DC, and then trigger the DS if I need to;
B) Just cancel the SS CD with a DC cast.

I haven't had any success getting this to work on-host, however.

Modifié par lightswitch, 05 mars 2013 - 06:03 .


#121
Powa1216

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heybigmoney wrote...

himegoto wrote...

heybigmoney wrote...

Grumpy Old Wizard wrote...

heybigmoney wrote...

He's actually a very good boss killer.  His dmg passives provide multiplicative weapon bonuses to ppr/csr.  With warp ammo he's capable of infiltrator levels of weapon dmg.  

Most ppl haven't realized this yet, because they're obsessed with cooldowns and running ridiculous caster setups like csmg/acolyte.  He really is a phenomenal weapons platform with good aoe abilities.


On the other hand, some people like to play adepts as actual casters instead of as shooty classes.  Imagine that!! :wizard:

And yeah, sadly his powers make him a poor boss killer if you are playing him as a caster instead of weapon-centric.  :crying:  Shooty classes can melt bosses in 3 seconds flat.  The CA will take considerably longer.


Well, there's nothing wrong with that playstyle if you prefer it.  I'm just saying that he's a great boss killer.  He's better than the other adepts at this actually because he is less penalized for cooldowns and his powers have very long durations in addition to 9m aoe.  His cooldowns are going to be long no matter what you use, may as well take something thats worth it like a csr/ppr.

I apologize if I came off as assuming many of you were ignorant of this.  But the multiple threads about buffing him and how he is worse than the mid tier adepts has brought my ****** to a boil.  Ppl are only claiming this because they are playing one particular style.

TLDR:  He's the best shooty adept of all the adepts.  Alot of ppl aren't going to like this tho.

With all things considered he is still one of the worse adepts in game IMO. As for boss killing, he is also one of the worse one if we are comparing others who also got an unblockable primer power (DC / DS / Reave)

I was speccing him 06666 after going a 66365 at first. Both builds maxed out gun damage passive with the csmg X.
In case I was missing something about the DS or biased I gave it another run with a 66365, and this time trying out on power damage in passives. Now I am absolutely sure that this kit sucks ass as an power damage focused adept class. 

I'm not just looking at the stats on paper but overall effectiveness in field to came up with that conclusion.
So I agree with you on taking gun passives and using a csmg or a car. Not with a ppr because of the long cook up time everything when you needed to throw out a SS to BE save a teammate or something.
In fact, the build I'm suggesting for him is still 06666 with maxed fitness and gun passives. It's a okay mix of DPS with warp rounds and survivibility. I can top the score for arguments sake with no infiltrators around and rarely go down in a platinum match with that build. However - 

Drell adept (reave, nice gun passives, fast mobility and nades), Fury (DC, constant BE bombing stepping in and out of AF with shield regain), AHI (better DOT from DC and bigger BE potential with warp), AJA (reave + sphere BE combo and tankiness) are all far superior boss killers than this CA.

Even the old school adept kits without unblockable primers such as the HA, AA are better than him in a biotic team against bosses.
All of that places the CA in an awkward position. He is both "okay" as a team biotic player or a self BE-er. He does prime everything on the way with his DS. But the DOT and BE is just pathetic. None of which could even kill a husk in platinum (a DS -> swarm BE combo)
Unless you split yourself like a ninja or everyone in your team is using warp / incendiary rounds hitting the same area, DS as a power it is not practically going to be much use. People on bsn still like to crunch numbers to me on the DS but I've yet to see one use it without going down a lot or hiding in the back casting whereas time better spent with DC prime and shooting with warped csmg and maybe a few BE to finish the mooks off.

Know that I'm not disagreeing with you on using guns with this kit. I'm in fact disagreeing with everyone going into power passives and DS.
The fact remains as I just mentioned he doesn't shine as either a self detonater nor a team detonater nor a DPSer against bosses with warped rounds.

He freaking needs help.
(Shortening the cooldowns on DS, buffing its DOT and explosion damage. Also reworking the whole silly ascension mode would be a start.)


Your 06666 build is basically an asari huntress without stealth.  Except the huntress has superior DC power dmg, warp debuffs, and stronger detonations.  You cannot skip dark sphere on this class, his aoe completely outclasses the huntress.  You can't tell DC to switch to a husk or the 3 marauders rushing your face on the huntress, meanwhile dark sphere has practically obliterated all 4 of them and they are all primed for warp ammo bonus or seeker swarm cleanup.  

Dark sphere has a learning curve.  You need to accurately assess the cost and benefit in a small time frame of each detonation.  If you are getting caught with your pants down too often during DS's cooldown, then you made mistimed detonation.  This is going to take some practice, or you could just use the geth scanner gear which is probably the best gear mod for newer collector players.  It is going to guarantee that each use of sphere is efficient.  Once you get the hang of it you can switch to a regular dmg mod for even more dps if you choose.

1.  The drell adept is the best adept in the game, but in order to have weapon dmg as good as the collector he needs to spec into them forgoing the power dmg passives.  The very ones that make him the best aoe adept in the game.  Also, the high powered beam weapons csr and ppr, are both bugged on him making them unusable.

2.    The fury can't use weapons as well as the collector because you cannot control which target DC is going to jump to.  You have to manually recast every time if DC decides to jump to a husk instead of a dangerous enemy to gain your weapon dmg bonus.  Sphere primes everything in a 9m aoe.

3.  AJA has completely nonexistant aoe in comparison to the collector, as well as lower weapon dmg passives.  And in order to gain biotic sphere's advantages, you have to actually cast them on the target consistently.  The shortcomings of bubble have been extremely well documented.  If you have to flank a prime and get within melee range to get off the bubble, the collector has probably already killed him by attacking as soon as he sees him. 

The other adepts have dodgeable powers, as well as being completely uncastable on banshees and praetorians for long periods of time.  They also all have lower weapon dmg passives.  And their powers only affect a single target at a time, so after I've killed one enemy, I have to manually recast for every other enemy.  The collector casts dark sphere once, hits them all, and enjoys that weapon dmg bonus without having to interrupt his weapons fire. 

Versaitility is his greatest strength.  As well as shooting.  Some biotics do aoe better, some do single target better, but none of them do it all like this guy does.

Try out a 65663 build with the csr or ppr.  Some ppl also like the csmg, but you'll have to take extended mag and high velocity barrel.  No room for power amp attachment.



Thanks, I'll try out 65663 build with PPR. What evo do you suggest for DS for this build then? full radius or some damage? I did think about 60666 but I think some swarmers for BE is better when PPR is on cool down.

#122
Hiero Glyph

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lightswitch wrote...

Not clear to me how DC has a high learning curve, I agree about DS though.

The only reason I cited all those numbers as examples was to point out giving the DS the ability to detonate DC primes wouldn't push it into overpowered territory. That's all.


A lot of players spam the skill unnecessarily.  I have seen plenty of bad Furies using DC as a primer for Throw; doing this makes DC a poor man's Warp.  Given that it requires time to be effective, DC is best used on targets that can take a large amount of damage, or those that will die within its duration.  While some would call it a fire and forget skill, monitoring the kill feed is critical for maximizing DC's damage.  Overuse is the easiest way to weaken DC and many players simply do not understand this.  Also, knowing when to detonate DC is also important, especially as it can chain to several targets if used properly.  DC certainly has a significant learning curve in order to maximize its potenial.

I agree that DS being able to detonate would not be overpowered, particularly since it has no detonation damage bonus.  Overall, BEs just feel weak on the Collector Adept.

#123
Thrasher91604

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DC is a great way to prime for biotic explosions on mooks. Its easier to target mooks who can move out of the way of a slow moving dark sphere in a large area. DS is better in situations where enemies are tightly grouped together or all in a narrowly confined line like a hallway. Each has its uses for priming.

#124
Learn To Love Yourself

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I love this little guy. I've tried a few builds and finally decided on the one I liked.

First, 6/6/0/6/6, full Ascension. This was okay, but I did miss DC, and wanted to include it for Warp Ammo's bonus

Next, 6/5/3/6/6 & 6/6/3/5/6, full Ascension. Happy reunited with DC, but starting to be annoyed by Ascension Mode's short duration and long cast animation.

Finally, 6/6/6/6/0 (Passive: weapon, power, weapon). CSMG (EM + HVB) + Acolyte (Power Mod + EB). The weapon bonuses help the CSMG to kick much harder.

I know he's got good power passives, but for what, DOT? In my experience, nothing lives long enough to die from DOT damage (except maybe from stacked Inferno Grenades w/ Incendiary Ammo Glitch), and I rely on my weapon more often than powers, especially ones with long cooldowns.

DC is great to cast after DS, as well noted, but also for single target eliminations, whether it be SS detonation or CSMG to the face.

DS's detonation is the only reason I spec'd into Power Damage at all. This power provides awesome AOE burst damage.

Until they do something to buff Ascension mode, I won't be spec'ing into it again.

Oh, and this guy is more than capable of wiping out spawns (of mooks & some mid level bosses).

#125
Lucky

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Hiero Glyph wrote...

A lot of players spam the skill unnecessarily.  I have seen plenty of bad Furies using DC as a primer for Throw; doing this makes DC a poor man's Warp.  Given that it requires time to be effective, DC is best used on targets that can take a large amount of damage, or those that will die within its duration.  While some would call it a fire and forget skill, monitoring the kill feed is critical for maximizing DC's damage.  Overuse is the easiest way to weaken DC and many players simply do not understand this.  Also, knowing when to detonate DC is also important, especially as it can chain to several targets if used properly.  DC certainly has a significant learning curve in order to maximize its potenial.

I agree that DS being able to detonate would not be overpowered, particularly since it has no detonation damage bonus.  Overall, BEs just feel weak on the Collector Adept.


Alternating DC> throw does not make it a poor man's warp. You are getting the dot constantly whether you detonate/recast or not. The spikes of damage from the throw detonations just make it do even more damage, also you are repriming for warp ammo gun damage when you reprime with DC. Sure if there are some mooks/targets available to AF>throw you should go do that while DC does its work but that's not always a safe option.