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Shotgun Adept or Singularity Vanguard


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#1
userdel

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Hey y'all, new here. I've done plenty of playthroughs, most with the tech classes. For my next one I'm doing a shotgun adept through the whole series (except for the first half of ME2, I guess), but I'm considering using a vanguard with singularity in ME1.

 

My reasoning is that I'd have all the same powers besides stasis. The vanguard is tougher, has more armor to choose from, and gets better shotgun bonuses. On the other hand, the adept could skip pistols entirely if I wanted to, leaving more wiggle room with respect to talent points. It seems like the adept's faster cooldowns would be offset by the vanguard's adrenaline rush.

 

To me, it looks like the choice might boil down to whether I want Bastion and godmode stasis or not. And I've never played an ME1 adept, so I've never used or saw the point of stasis. Thoughts? Anyone played both a shotgun adept and a singularity vanguard?



#2
Domar

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Welcome to BSN, userdel. ;)

 

I have no experience as a adept yet, so I have no input in this regard, but I have played a vanguard with a penchant for shotguns. That was fun. My other options have been engineer with a knack for sniper rifles and common soldier using the butt of his assault rifle a lot. All this from a roleplaying perspective, Depending how my custom made Sheps appear in personality, I choose their class and pre-history accordingly and let everything follow from that. Makes for greater immersion in the game. So I don't consider the power alternatives based on advantages or disadvantages, I just take the challenge that other route brings me. If this makes the game more difficult, then all the more excitement and satisfaction when I beat it.

 

Seeing no point with stasis? It's a real saviour at times. In situations where the enemy are numerous, dangerous and swarming, putting one of them (tactically important) into stasis for a while will reduce the number of enemies attacking at you at the same time, which might give you the time needed to take out one or two other opponents before the first re-engages again, making for better odds to survive the encounter. Lift, throw, etc instead of stasis usually means you still have to follow up with other attacks before neutralizing that target, which means you're exposed to more other enemies in the meantime.



#3
RedCaesar97

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I have played a Singularity Vanguard before, but I skipped shotguns when I did it. The Vanguard has way too many good powers that it is hard to put points into all of them.

 

First, some helpful links:

 

Mass Effect 1 Talent Calculator.

 

(Mass Effect 1) Start of the Journey: Single Playthrough Builds by Simbacca.

 

Also, I have heard someone mention there is a bug in ME1 where if you use Carnage (the Shotgun skill), it will remove your Heavy Barrier if it is up. I do not know if that is true or not.

 

Now for the Vanguard, even if you do not put points into Shogtun, you can still aim with the shotgun I think. So that is a bonus.

 

Now personally, I find Stasis is only really good if you use Bastion version since it allows you to damage enemies in Stasis, which you point out. Otherwise it is okay but nothing really all that special. 

 

Now it sounds like you really want to use and focus on shotguns, so here are some possible builds. Use the Mass Effect 1 Talent Calculator I linked earlier if you want to experiment further. Note that I will focus on level 50 builds with 8 Charm. Depending on DLC, XP bonuses from achievements, and whether you kill enemies in or out of the Mako, you can finish a single playthrough between level 53 and 58, so you may have some wiggle room.

 

Possible Level 50 Shotgun Adept build:

03 - Armor (Basic Shield Boost)

00 - Pistols

08 - Throw (Advanced)

12 - Lift (Master)

07 - Barrier (Advanced)

12 - Stasis (Master)

07 - Warp (Advanced, unlock Singularity)

07 - Singularity (Advanced)

12 - Bastion

08 - Charm

04 - Spectre Training (Basic unity)

12 - Shotguns (Master Carnage)

 

Possible level 50 Singularity Vanguard with shotgun focus:

06 - Pistols (Basic Marksman, unlock shotguns)

12 - Shotguns

12 - Assault Training (Master Adrenaline Burst)

07 - Tactical Armor (Basic Shield Boost, unlock Medium Armor)

08 - Throw (Advanced)

07 - Lift (Avanced)

06 - Warp (Advanced)

07 - Barrier (Advanced)

12 - Shock Trooper

08 - Charm

00 - Spectre Training

07 - Singularity

 

Again, it seems like you wanted to focus on Shotguns. For a Singularity Vanguard, you may want to ignore shotguns and put the points elsewhere. So here is another Singularity Vanguard build:

 

12 - Pistols (Master)

00 - Shotguns

12 - Assault Training (Master Adrenaline Burst)

00 - Tactical Armor

08 - Throw (Advanced)

12 - Lift (Master)

04 - Warp (Basic, unlock Barrier)

07 - Barrier (Advanced)

12 - Shock Trooper

08 - Charm

04 - Spectre Training (Basic Unity)

12 - Singularity (Master)

 

I recommend playing around with the Mass Effect 1 Talent Calculator yourself.



#4
Deerber

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My vote goes to the Singularity Vanguard.

 

I've just finished a playthrough with it and it's effin' awesome.



#5
capn233

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Hmmm.  That's a tough one really.  At first glance, Vanguard should look to be hands down better, with Adrenaline Burst and Medium armor.  But as alluded to above, when you build them out it isn't so simple.

 

The main problem will be figuring out how to invest the points and what to skimp on when you add Singularity to the Vanguard, or even Shotguns to the Adept.  But overall a shortage of points is a little more acute on the Vanguard.  Personally, I wouldn't skimp on Marksman / Pistols since their dps is much higher than with shotguns.  In fact, IIRC on the last Adept I played, which had shotguns, I think I didn't actually invest points in Shotguns until around mid to late game.  And by the end, I don't think I had more than basic Carnage.  You can get away with this because as long as you have the talent, you can zoom the weapon.

 

As red mentioned, there is indeed a glitch with using Carnage and Basic or Advanced Barrier.  If that barrier is active, Carnage will drop them.  That was part of the reason I delayed getting Carnage in the above adept run.  On a standard Adept or even some Vanguard games I don't end up going past Advanced Barrier, but it is a good idea if you like to use Carnage.

 

Anyway both are good though.  Here is what I would probably shoot for with the builds:

 

Level 50 Adept

 

Barrier 12 (Master)

Basic Armor 5 (Shield Boost, Unlock Pistols)

Pistols 12 (Master Marksman)

Throw 6 (Basic, Unlock Lift)

Lift 12 (Master)

Warp 7 (Advanced, Unlock Singularity)

Singularity 12 (Master)

Shotguns 7 (Basic Carnage)

Bastion 9 (Barrier Specialization)

Spectre Training 4 (Unity)

Intimidate 10 (4 freebies)

 

And I would level it more or less similarly to the route I wrote about here.  I personally don't care for Stasis and don't find I need yet another CC power, but if you like it, drop one point out of Shotguns to pick it up.  Speaking of which, you will hit Advanced Carnage at 51 or 52 depending on if you invest in Stasis.  That also has 6 points in Intimidate invested so you can get all persuade options, but if that isn't important to you, you can skimp on those.

 

Level 50 Vanguard

 

Assault Training 8 (Advanced Adrenaline Burst, Unlock Tactical Armor)

Barrier 12 (Master)

Tactical Armor 7 (Shield Boost, Unlock Medium Armor)

Pistols 12 (Master Marksman)

Shotguns 4 (Carnage)

Throw 7 (Basic, Unlock Lift)

Lift 12 (Master)

Warp 4 (Basic, Unlock Barrier)

Singularity 7 (Advanced)

Shock Trooper 9 (Barrier Specialization)

Spectre Training 4 (Unity)

Intimidate 10 (4 freebies)

 

Taking Adrenaline Burst Specialization can be done at this level, at the expense of Advanced Adrenaline Burst.  Either way it should have a 90s cooldown, the choice is between passive bonuses in Assault or the Shock Trooper talents.  More damage in Assault, protection in Shock Trooper.

 

You probably don't need a long duration Singularity when you have Adrenaline Burst, so I have not invested past Advanced.

 

If you just wanted to use Shotguns to use them, I would probably drop points from there, drop Barrier to Advanced, and increase Warp and Throw with those points.



#6
userdel

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Hey y'all, thanks for the replies. I've been ferociously clicking away at that talent calculator for a while now. I'm considering the following 2 level 34 builds.

 

Shotgun Adept

 

Shotguns 9 (advanced carnage)

Basic Armor 3 (shield boost)

Barrier 12 (master)

Lift 7 (advanced)

Singularity 12 (master)

Stasis 1 (basic)

Throw 8 (advanced)

Warp 7 (advanced)

Bastion 12 (barrier and stasis specializations)

Spectre Training 4 (Unity)

 

 

Singularity Vanguard

 

Assault Training 5 (adrenaline burst)

Pistols 6 (marksman, unlock shotguns)

Shotguns 8 (advanced carnage)

Tactical Armor 7 (shield boost, unlock medium armor)

Barrier 7 (advanced)

Lift 7 (advanced)

Singularity 7 (advanced)

Throw 8 (advanced)

Warp 4 (basic)

Nemesis 12 (warp and lift specializations)

Spectre Training 4 (Unity)

 

 

The vanguard is a bit of a jack of all trades, while the adept gets to focus on biotics at the expense of durability and weapons versatility. But in my current infiltrator playthrough, I have medium armor unlocked but have been wearing the light Colossos 8 for the last dozen levels or so. And I've never done an ME1 adept, so I'm leaning that way. But I've got a few months to ponder.



#7
KrrKs

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IMO the less durable ME1 Adept links better to the less durable ME2 Adept.

About the point distribution:

Personally I'd use points from Barrier to take Basic Armor to 4, unlock Pistols and take that atleast to basic Marksman.

That way the Pistol with Scope and RecoilDampener can work as decent long range weapon.*

(This is actually my current Sheps setup as well ;) )

 

*This is not the best DPS loadout, but I never tried this on an Adept before