tommyt_1994 wrote...
Hey guys, huge Jack fan here, I have a quick question that id lov some input on. What do you guys think is the best way to assign Jack's points? I'm an infiltrator playing on insanity btw.
Thanks all
On Insanity, the primary problem with Jack's skillset is that apart from say, Warp Ammo, her biotics are mostly ineffective until the target's protection(s) are stripped - even though Shockwave can make enemies briefly pause in their tracks even if they're still protected. Once you DO take the shields/barriers/armor down, Pull and Shockwave tend to mess up an Infiltrator's headshots (as Mondo has already noted earlier in this thread). She tends to be a lot more usable in combination with Sheps who don't use headshots to deal a big chunk of their damage and who have ways of dealing with protection whether by themselves or in combination with the other member of the squad. Her other problem is her weapon selection: between the shotgun and the pistol, she has to get close to do real damage. Unfortunately, for all the cutscene hype, she's actually very squishy (something which several people have mentioned before in this thread as well), especially on Insanity.
Overall, I tend to use her for crowd control and micromanage her movements to keep her out of harm's way as much as possible (and yes, I hate letting squad members "die," and not just Jack). Not really in keeping with her character, unfortunately, but blame Bioware.

That said, here's the point allocation I use (keep in mind that I play a Vanguard for my all-Jack-all-the-time playthroughs and that my Infiltrator tends to mix and match squaddies according to situation). Note that the number means the number of points in the power:
10 Primal Adept - You definitely want to max her class skill; the recharge time reduction from this and the squad biotic upgrades let her spam her powers like crazy. The extra weapon damage from the other Rank 4 evolution is okay, but unnecessary for crowd control.
10 Pull Field - For me, this is her primary crowd control skill once target protections are gone. It insta-kills unarmored Husks and keeps other unprotected opponents in view, unlike Shockwave which can sometimes throw enemies behind cover. On Insanity, the area-of-effect evolution is more useful than the duration evolution - more opponents Pulled = fewer opponents shooting at you.
6 Shockwave - Primarily for the stagger effect and the occasional knock-em-over-the-edge situation. I usually manually trigger this or Pull so that I have better control over when she uses them.
3 Warp Ammo - I usually go for squad ammo powers on my Shep, which is why this gets so few points. In fact, if you intend to use squad ammo powers, you may want to leave points out of this power altogether. The squaddie AI has an annoying tendency to turn on these powers automatically (even if you set Squad Power Usage off) and mess up your own squad ammo assignments. If you don't use squad ammo powers, this gives her weapons a little extra kick, even though raw weapon damage isn't her role with this build.
Well, that's my two cents. Sorry for the wall of text.