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Basic Adept Leveling Guide


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Questa discussione ha avuto 31 risposte

#26
Arkalezth

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Weapon Generalities
 
There are a lot of old AR bonus adept builds that have 0 in armor and 0 in pistols.  The reasoning is that you can save those points and leveled ARs beat pistols outside of marksman.
 
My view is that Shepard is probably going to deal most of the weapon damage, and since early game pistols are largely better than early game ARs I tend towards pistols and Marksman.

Even though I normally do the former, I can understand your approach. However, I'm curious about your reasons to (nearly) max out both weapons, other than having points to spare in the long run.

I mean, do you still use both weapons once you're good enough with them? I can see you taking basic or maybe even advanced Marksman, but after that? Isn't maxing both a bit redundant (ability to quickly switch between two different ammo types aside)?



#27
capn233

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I don't necessarily max both of them.  But I would certainly get Master Marksman because it is probably the single best weapon talent and boosts DPS by the greatest degree due to the 2 rounds / second bonus combined with the 50% heat bonus (which allows more damage mods).

 

I only went to Advanced Overkill in the last build I posted in this thread, which was at 46, since I find that is decent enough for most late game AR setups.

 

I tend to alternate weapons most of the game.  The idea is to increase average DPS by switching to a weapon that has the talent off cooldown so it can be activated.  Also it is helpful to have two reliable weapons in encounters where there is an enemy with Sabotage.

 

For levels after 46 going from the build I posted, I have a hard time seeing much distinction in terms of power from essentially any build path branched off of it.  Hence if someone wanted to leave AR's at Advanced Overkill and invest in all the other talents, that would work fine, and that is probably what I would do anyway since the late game AR's have decent accuracy anyway, and I don't usually go with "Overkill Only" AR setups that might benefit slightly from Master Overkill.

 

I don't find a lot of utility for Master Throw, and whether Master Barrier has a lot more utility than Advanced depends partly on if you are running shotguns, and your level / specific armor.  Usually it seems like by the time you can afford to invest to Master Barrier, you will be getting late game gear where the benefit to survivability isn't going to be as important.


  • RedCaesar97 piace questo

#28
Arkalezth

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I agree that the build's strenght is going to be similar either way; I was just wondering if I was missing something.

I tend to alternate weapons most of the game.  The idea is to increase average DPS by switching to a weapon that has the talent off cooldown so it can be activated.

 
All right, that explains it then. I usually stick with one of them pretty much all the time, even if only for convenience's sake.

#29
capn233

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I agree that the build's strenght is going to be similar either way; I was just wondering if I was missing something.

 
All right, that explains it then. I usually stick with one of them pretty much all the time, even if only for convenience's sake.

 

Yeah you can stick to one gun most of the time, especially mid-late game where you have a good gun with good mods and decent heat dissipation.  Late game AR's should have a bit of a practical damage advantage over pistols outside of the weapon talent.  I usually invest in Pistols in every class though, since they have reasonable accuracy and damage even early game, and the best free early game gun is the Stinger II that you can get on Eden Prime.

 

The other thing I forgot to mention in my reply above was that I wanted to do a build path with Pistols so that if somebody wanted to swap in a different bonus talent, there would be some points available, and they would still have Pistols while unlocking the core powers at reasonable times.


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#30
iM3GTR

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I've gone with Shotguns, but I'm not going to upgrade weapons, and I'll focus on getting my warp to a high level, meaning weapon damage increases anyway. This is so I have more points for singularity, throw and spectre training, which will help me when dealing with Krogan and those immunity spamming jerks in the pirate strongholds.

#31
The Real Pearl #2

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shotguns are fun and op


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#32
capn233

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I've gone with Shotguns, but I'm not going to upgrade weapons, and I'll focus on getting my warp to a high level, meaning weapon damage increases anyway. This is so I have more points for singularity, throw and spectre training, which will help me when dealing with Krogan and those immunity spamming jerks in the pirate strongholds.

 

That's not a bad idea, and more or less what I did on my Shotgun Adept until I was getting to late game and didn't feel like putting points anywhere else.  Main thing is enabling the zoom for better accuracy.  And unlike Pistols or AR's, leveling them and unlocking Carnage doesn't dramatically increase the DPS.  Granted, Carnage is ok for some burst damage.