PledgedZebra4 wrote...
6/6/6/5/3 - Expert Package - Collector SMG - Warp Ammo
Dark Sphere - Seeker Swarm - Dark Channel - Seeker Swarm - Shoot (Every second time you do this activate your Seeker Swarm again before shooting)
Two Biotic Explosions in One Second. What's that you guys were saying about cooldowns?
Awakened Collector Adept Build?
#176
Posté 11 mars 2013 - 01:35
#177
Posté 11 mars 2013 - 01:57
DARTH AK47 wrote...
PledgedZebra4 wrote...
6/6/6/5/3 - Expert Package - Collector SMG - Warp Ammo
Dark Sphere - Seeker Swarm - Dark Channel - Seeker Swarm - Shoot (Every second time you do this activate your Seeker Swarm again before shooting)
Two Biotic Explosions in One Second. What's that you guys were saying about cooldowns?
While it’s certainly true that these 3 abilities work best
when used in a rhythm like the above, the issue is that if you don’t use them
in exactly that rhythm (or if you don’t want to spec into one of them, for
example), suddenly you’re left with lots of waiting between cooldowns. It would
just be nice if you were a little more flexible in terms of what type of caster
you could be. Also, I dunno if this is just my personal experience, but Dark
Sphere seems to be pretty crippled by lag; any time I play with anyone who is
lagging, DS is prone to delayed activation, disappearing randomly, or not ever
appearing, but triggering a cooldown. It’s pretty problematic if you incur an 8+
second cooldown for a power you can’t even use.
#178
Posté 11 mars 2013 - 02:00
I prefer the extra power damage from evo6 of fitness over DC evo6.
edit: 65% power damage when specced into
Modifié par Bzilla, 11 mars 2013 - 02:01 .
#179
Posté 11 mars 2013 - 02:15
Bzilla wrote...
No 6/6/5/6/3 builds?
I prefer the extra power damage from evo6 of fitness over DC evo6.
edit: 65% power damage when specced into
Are you referring to Evo 6 of Fitness, or of Vengeful Ancient? If you do mean 6/6/5/6/3, that's the build I use; while I don't feel like I've mastered it yet, it's definitely effective.
#180
Posté 11 mars 2013 - 03:05
Dark Tlaloc wrote...
DARTH AK47 wrote...
PledgedZebra4 wrote...
6/6/6/5/3 - Expert Package - Collector SMG - Warp Ammo
Dark Sphere - Seeker Swarm - Dark Channel - Seeker Swarm - Shoot (Every second time you do this activate your Seeker Swarm again before shooting)
Two Biotic Explosions in One Second. What's that you guys were saying about cooldowns?
While it’s certainly true that these 3 abilities work best
when used in a rhythm like the above, the issue is that if you don’t use them
in exactly that rhythm (or if you don’t want to spec into one of them, for
example), suddenly you’re left with lots of waiting between cooldowns. It would
just be nice if you were a little more flexible in terms of what type of caster
you could be. Also, I dunno if this is just my personal experience, but Dark
Sphere seems to be pretty crippled by lag; any time I play with anyone who is
lagging, DS is prone to delayed activation, disappearing randomly, or not ever
appearing, but triggering a cooldown. It’s pretty problematic if you incur an 8+
second cooldown for a power you can’t even use.
#181
Posté 11 mars 2013 - 03:58
Tk3997 wrote...
Dark channel can be debated some guys seem hot on it, but I've found it pretty meh. I know allot of guys swear by tossing it out right after dark sphere, but I really question if this matters. If you spam seekers right after DS for explosions you probably deonate it within seconds so you got what maybe two or three ticks of 150ish damage? whoopie. I certainly wouldn't max it, but I do put three points in it because if a target is at long range, or behind allot of clutter it's a better primer and it also comes out faster if I just need to detonate one guy at close range.
I'm almost positive that DC keeps running even if you detonate it. I've done this many times with the Huntress, and I swear I still get the damage ticks despite the detonation.
#182
Posté 11 mars 2013 - 04:02
mackfactor wrote...
Tk3997 wrote...
Dark channel can be debated some guys seem hot on it, but I've found it pretty meh. I know allot of guys swear by tossing it out right after dark sphere, but I really question if this matters. If you spam seekers right after DS for explosions you probably deonate it within seconds so you got what maybe two or three ticks of 150ish damage? whoopie. I certainly wouldn't max it, but I do put three points in it because if a target is at long range, or behind allot of clutter it's a better primer and it also comes out faster if I just need to detonate one guy at close range.
I'm almost positive that DC keeps running even if you detonate it. I've done this many times with the Huntress, and I swear I still get the damage ticks despite the detonation.
Both DC and reave will "tick" until there duration for the said DOT effect is done, BC are detonated by a parimeter that a already active field is on the target, detonation does not cancel any of the effects.
#183
Posté 11 mars 2013 - 04:04
Modifié par Thrasher91604, 11 mars 2013 - 04:08 .
#184
Posté 11 mars 2013 - 04:06
Dark Tlaloc wrote...
lightswitch wrote...
EternalSeekerX9 wrote...
So a full damage DS on a boss will cripple it along with the somewhat okay BE and while DC is still ticking, CAR, PPR, CSMG, CSR does extra damage along with Warp Ammo iV?
5000 damage will only take off a little over 1/3 of a Brutes health, and only around 15% of most of the other bosses health and shields. It's really not a good anti-boss tool even with a full damage spec, so I don't think it's really a good idea to go that way unless you have a plan to use it for killing phantoms or similar. I think radius in evo 6 is a better way to go to be honest.january42 wrote...
You get the most power damage with this by ignoring acesnion mode. The Level 6 of all skills, including the passive is better than acesnions mode.
Honestly, they should just reduce the cooldon on DS and the bugs to something sane and he would be fine.
Rationale? I don't really see how getting a power damage bonus from Ascension Mode is going to give me less power damage. That makes no sense at all.
The only damage output I'm missing out on from not maxing Swarms is BE damage, but honestly those were pretty weak in the first place.
I played some games with the 6/3/6/6/5 build earlier, and I thought the extra damage output was fairly noticeable when Ascenscion mode was active. Unfortunately activating it in the middle of a wave is the most tedious thing in the whole game...FlowCytometry wrote...
edit: Clarification, I am pretty happy with the CA on the whole, and I enjoy playing him (a lot actually, easily my favorite kit right now); I just wish he had a higher potential ceiling without relying on high DPS weaponry.
I agree. Although I'd just lower DS's base cd a bit. Too much downtime between cds w/ this kit.
...
I actually disagree on adjusting the cooldown. I mean, I wouldn't complain, but I would rather see a buff to the damage. I'm fairly okay with the CAs niche as a somewhat more complicated kit that requires careful cooldown management and preemptive power usage; it's just I think the dividends should be higher when the player executes properly. Reducing the cooldown would just turn the kit into a DS spam machine and reward sloppy play.
I agree with you 100% about this kit’s purpose, although I
think the cooldowns could use a little buff.
I wouldn’t be surprised if we saw a couple different buffs
to the Collector; at this point, I think an Ascension Mode buff is NECESARRY,
because it doesn’t seem to me that it functions as intended at the moment.
Also, I wouldn’t be too surprised if they dropped the cooldown time of DS a
little, or perhaps upped the Collector’s weight capacity. My reasoning is that
as it is, there doesn’t seem to be as much of an advantage to using him as a
pure caster as there is in using him as a weapons platform. I run him as a caster
with buffs to the racial weapons, and while I can do perfectly fine with him
like this, it still feels like I should be doing more. While I would love a
damage buff to his powers, I feel like Bioware won’t do much on that end
because they think he’s powerful enough as it is (hopefully I’m wrong).
I wouldn’t mind seeing a massive buff to the cooldown of
swarms; as it is, literally everything he does is slow in some way (exception
being DC): Casting animations of both DS and Swarms are slow, cooldowns are
extremely slow, Ascension Mode animation is really slow, melee is slow, etc. If
they’re going to keep everything he does this slow, then you’re right, a damage
buff would certainly be warranted.
Agreed, hence why a damage buff to make detonation worthwhile would be amazing. CD is the balancing factor, they can raise the damage really high for all I care. I just didn't like the whole sacrifice to AOE for more damage, if they kept the AOE and gave it more a destructive power/damage idgaf about the CD anymore
#185
Posté 11 mars 2013 - 04:10
mackfactor wrote...
Tk3997 wrote...
Dark channel can be debated some guys seem hot on it, but I've found it pretty meh. I know allot of guys swear by tossing it out right after dark sphere, but I really question if this matters. If you spam seekers right after DS for explosions you probably deonate it within seconds so you got what maybe two or three ticks of 150ish damage? whoopie. I certainly wouldn't max it, but I do put three points in it because if a target is at long range, or behind allot of clutter it's a better primer and it also comes out faster if I just need to detonate one guy at close range.
I'm almost positive that DC keeps running even if you detonate it. I've done this many times with the Huntress, and I swear I still get the damage ticks despite the detonation.
Absolutely. DoT is still in effect and they still take extra damage from Warp ammo. They are just no longer primed. However, when it jumps to the next enemy that enemy becomes primed. One of the best powers in the game.
#186
Posté 11 mars 2013 - 04:20
toss out a dark sphere...then DC...then when that bad boy gets close...BOOM!
rarely do i toss out swarms...but i like having them on...just in case i need to
#187
Posté 11 mars 2013 - 05:14
#188
Posté 11 mars 2013 - 05:24
Character is so boss.
#189
Posté 11 mars 2013 - 05:33
corporal doody wrote...
i go 6/6/6/5/3 that power bonus from passive is too much to give up!!
toss out a dark sphere...then DC...then when that bad boy gets close...BOOM!
rarely do i toss out swarms...but i like having them on...just in case i need to
That's why you should forego the sixth evo in DC and take the sixth in the passive instead. It's just more effective overall IMO.
#190
Posté 11 mars 2013 - 06:01
#191
Posté 11 mars 2013 - 07:32
Grumpy Old Wizard wrote...
I've started going with this build:
narida.pytalhost.com/me3/classes/#Adept/AwakenedCollector/RPDIR//////
I don't really see a differnce in damage in taking dark channel down to 3. But I do see a difference in survivability in putting those points into fitness. I dropped the rank 3 DOT evolution in favor of recharge speed. Haven't noticed any differnce in DS damage but the better cooldown is noticable.
I'm using Geth Scanner gear and Power Efficiency. The Geth Scanner is just too good to pass up for the Collector.
If you take DC to 6 and take the Pierce evo, there's a huge difference. It does just short of 2.5 times more DoT to Barriers and Armor. To me that's undoubtedly worth scaling back on Fitness. If I really need to, I can modify Fitness with Shild Boosters or Cyclonics, but I'll never get the same DoT boost from equipment.
#192
Posté 11 mars 2013 - 07:34
CSMG does insane damage with Armor Piercing Rounds and headshots. I wish I had it at X just to laugh in the face of enemies.BACON4BREAKFAST wrote...
6/6/6/6/0
DS: Damage/DoT/Unstable
Seeker: Recharge/DR/Count
DC: Damage/Slow/BarrierArmor
All power passives
Weapon of choice: Arc Pistol
Mileage may vary. If you must skimp points for fitness take it from DC, but keep some points in it.
Arc pistol is my favorite caster weapon but if you prefer a CSMG, or Acolyte/Hurricane then knock yourself out.
http://narida.pytalh...ExpertPackage5/
Try that with Armor Piercing Rounds. Barriers will drop insanely quick, shields aren't much of an issue if you can go for headshots, and armor is an absolute joke with that build. Dark Sphere, throw Swarm, Dark Channel, throw Swarm, detonate Dark Sphere, at mid-long range.
Modifié par tungstenKestrel, 11 mars 2013 - 07:38 .
#193
Posté 11 mars 2013 - 07:45
Scalabrine wrote...
EternalSeekerX9 wrote...
Okay seriously,with this build dark sphere detonate does 5005 damage, LOL wut. and 149 damage per sec...........is that good?
http://narida.pytalh...daptiveWarAmp5/
It's good but tbh you rather have one of those every 8-10 seconds or 4 BEs plus some dark channel armor chewing?
Lol people get so worked up about the damn detonation, i mean it's good as a last ditch" oh **** i got a kill it quickly "sort of move but it's CD is just too damn high.
Im telling you guys from experience, Seeker Swarm BEs are better than Dark Sphere detonations
I mostly agree with this. The detonation is somewhat situational. You can crank out 2+ very fast BEs by going DS->SS->DC->SS. Small cooldown on the DC cast and you're back at it. But why not have both? In the right situations, you can DS at enemies down range, DC->SS for BE, detonate DS, then SS for another BE. That combo is going to do BIG damage. There's no denying the amazing damage you get from a nice Dark Matter detonation, so why not use both damage means if you can?
#194
Posté 11 mars 2013 - 08:49
Here's the video.
I'm not saying this build is stronger than the wannabe Destroyer/TGI build everyone seems to be leaning towards, but it's functional, very fun, and it has a very unique and interesting playstyle.
Modifié par lightswitch, 11 mars 2013 - 08:49 .
#195
Posté 11 mars 2013 - 11:20
lightswitch wrote...
I put together a short montage using a 6/6/6/6/0 power build. Here's the build. I use warp IV ammo and in some segments of the video I may have been using a power efficiency module instead of a power amp. You'll also notice the SMG Power Magnifier V on the CSMG.
Here's the video.
I'm not saying this build is stronger than the wannabe Destroyer/TGI build everyone seems to be leaning towards, but it's functional, very fun, and it has a very unique and interesting playstyle.
Nice, but DS sucks, it only took 1 bar of armor off the banshee :/. But DOT wise, u melted brutes and ravegers with dc easily. But DS-SS combo's still weak....imo
#196
Posté 12 mars 2013 - 02:25
EternalSeekerX9 wrote...
lightswitch wrote...
I put together a short montage using a 6/6/6/6/0 power build. Here's the build. I use warp IV ammo and in some segments of the video I may have been using a power efficiency module instead of a power amp. You'll also notice the SMG Power Magnifier V on the CSMG.
Here's the video.
I'm not saying this build is stronger than the wannabe Destroyer/TGI build everyone seems to be leaning towards, but it's functional, very fun, and it has a very unique and interesting playstyle.
Nice, but DS sucks, it only took 1 bar of armor off the banshee :/. But DOT wise, u melted brutes and ravegers with dc easily. But DS-SS combo's still weak....imo
I'm confused. Did you actually watch the video?
The DS detonation wasn't for the Banshee.
Did you not see me slaughtering groups of mooks with DS? That's what it's for, not bosses...
Did you not see me spamming DS-SS combos at brutes? The combo explosions were doing more damage than Dark Channel, I've already told you the numbers on this.
You do know combo explosions have defense modifiers, right? BEs do double damage against armor, so while they might not be strong enough to kill a Cannibal they're doing a lot more damage to armor...
Modifié par lightswitch, 12 mars 2013 - 02:45 .
#197
Posté 12 mars 2013 - 03:26
I've said this pretty much since the day 1 release of this kit. Or day 2 depending on the timezone..lightswitch wrote...
Ummm so this was really obvious all along and I don't know how I missed it before and I'm sure some of you are going to be laughing at me for it, but the DC-SS combo is what this guy is supposed to do against bosses. He can set off four BEs in about 8 seconds for 6680 damage (to armor), plus the damage from DC (estimate 500 damage/second approx, so 500*8=4000 but it's probably actually more than that), plus whatever damage you do with warp ammo with your weapon in the brief DC cooldowns, and the damage from Seeker Swarms which is about 1200 from all four. All in all guesstimating 12,200+ damage from the whole sequence and I consider that a conservative estimate, because it you'll probably get more from weapon damage and also I suspect DC will be doing more in the area of 600 DPS if you're using a power amplifier on your weapon. If you can start the sequence with a DS (cast not det) you'll also get the DOT from that and you won't even have to wait for the CD to start throwing DC (for the second prime). If that's not enough you can throw DS again at the end, refill your swarms, SS for a detonation and then det DS for another 4000 damage or so...
This was right in my face the whole time and I'm feeling pretty stupid for not seeing it tbh. Anyways, it's a fun kit, still frustrating off-host though.
http://social.biowar.../index/16071748
Against mooks AND bosses the DC, warp ammo shots and the BE with SS if needed is the way to go.
BE is lacking as I've pointed out time and time again, at least the staggerings (initial from DC, again with a BE) help him in a more practical way.
Just apply the DC every 3 or so seconds and keep on BE-ing 4x with SS. But even so his DPS is disappointing. With a CSMG X and warp IV in platinum matches.
Not going to kill much or score amazing, but can hold its own with that 1238 shields and DR.
#198
Posté 12 mars 2013 - 03:30
Dark Tlaloc wrote...
Bzilla wrote...
No 6/6/5/6/3 builds?
I prefer the extra power damage from evo6 of fitness over DC evo6.
edit: 65% power damage when specced into
Are you referring to Evo 6 of Fitness, or of Vengeful Ancient? If you do mean 6/6/5/6/3, that's the build I use; while I don't feel like I've mastered it yet, it's definitely effective.
Sorry, yeah I meant evo 6 of Vengeful Ancient.
#199
Posté 12 mars 2013 - 05:22
lightswitch wrote...
EternalSeekerX9 wrote...
lightswitch wrote...
I put together a short montage using a 6/6/6/6/0 power build. Here's the build. I use warp IV ammo and in some segments of the video I may have been using a power efficiency module instead of a power amp. You'll also notice the SMG Power Magnifier V on the CSMG.
Here's the video.
I'm not saying this build is stronger than the wannabe Destroyer/TGI build everyone seems to be leaning towards, but it's functional, very fun, and it has a very unique and interesting playstyle.
Nice, but DS sucks, it only took 1 bar of armor off the banshee :/. But DOT wise, u melted brutes and ravegers with dc easily. But DS-SS combo's still weak....imo
I'm confused. Did you actually watch the video?
The DS detonation wasn't for the Banshee.
Did you not see me slaughtering groups of mooks with DS? That's what it's for, not bosses...
Did you not see me spamming DS-SS combos at brutes? The combo explosions were doing more damage than Dark Channel, I've already told you the numbers on this.
You do know combo explosions have defense modifiers, right? BEs do double damage against armor, so while they might not be strong enough to kill a Cannibal they're doing a lot more damage to armor...
I saw u detonate DS on a banshee armor. And yeah I know, Im not saying your wrong or saying your right. The skills are good against mooks, but the damage is meh to ,me imho
#200
Posté 12 mars 2013 - 05:38
himegoto wrote...
I've said this pretty much since the day 1 release of this kit. Or day 2 depending on the timezone..lightswitch wrote...
Ummm so this was really obvious all along and I don't know how I missed it before and I'm sure some of you are going to be laughing at me for it, but the DC-SS combo is what this guy is supposed to do against bosses. He can set off four BEs in about 8 seconds for 6680 damage (to armor), plus the damage from DC (estimate 500 damage/second approx, so 500*8=4000 but it's probably actually more than that), plus whatever damage you do with warp ammo with your weapon in the brief DC cooldowns, and the damage from Seeker Swarms which is about 1200 from all four. All in all guesstimating 12,200+ damage from the whole sequence and I consider that a conservative estimate, because it you'll probably get more from weapon damage and also I suspect DC will be doing more in the area of 600 DPS if you're using a power amplifier on your weapon. If you can start the sequence with a DS (cast not det) you'll also get the DOT from that and you won't even have to wait for the CD to start throwing DC (for the second prime). If that's not enough you can throw DS again at the end, refill your swarms, SS for a detonation and then det DS for another 4000 damage or so...
This was right in my face the whole time and I'm feeling pretty stupid for not seeing it tbh. Anyways, it's a fun kit, still frustrating off-host though.
http://social.biowar.../index/16071748
Against mooks AND bosses the DC, warp ammo shots and the BE with SS if needed is the way to go.
BE is lacking as I've pointed out time and time again, at least the staggerings (initial from DC, again with a BE) help him in a more practical way.
Just apply the DC every 3 or so seconds and keep on BE-ing 4x with SS. But even so his DPS is disappointing. With a CSMG X and warp IV in platinum matches.
Not going to kill much or score amazing, but can hold its own with that 1238 shields and DR.
The DC-SS combo is terrible against mooks, only does like 835 damage or something, and DC itself doesn't do great dps against shields or health either. If you're wasting swarms on mooks then you're going to be wondering why you even specced into them, it takes all four detonations with them to kill just a couple mooks and then you've got an 8 second cooldown.
If that's your strategy no wonder you think the kit is bad.
If you see a mob about to go through a check point, hit it with a DS detonation followed up by SS to polish anything left off. Bosses DC-SS (Acolyte on shields). Individual mooks hit 'em with DC to apply warp ammo effects and shoot them in the face.





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