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Post by Kenny Bania on Jun 22, 2017 9:22:29 GMT
Never felt the need to put more than one rank in Shockwave. Not with my playstyle anyway. Much better options. leveled up shockwave hits hard. the extended range allows one to throw singularity further towards a chokepoint when camping (objective ). Allows to quick singularity + shockwave + detonate exploding singularity with biotic warrior bonus right away to kill redbars without long singularity cooldown (kaboom and move on).. Or could use it to help strip shields (+ BExplosions) to get shielded enemies pulled up in singularity .. It has high base damage (buffed significantly in 1.08) and adept has can get significant PD amounts .. I'd really like extra pull recharge speed, area pull and expose on pull - gun down pulled redbards faster .. Hmm - now I want to try a 6a pull build ) . Does anti-shield trigger biotic expert in time ? Time for more tests .. Edit : doesn't work.. What kind of works is dropping singularity at his feet and then pull over the shields before he runs out of range with biotic warrior and expose debuff .. Still not 1900 damage .. 600 * (1 + 0.25 + 0.3 + 0.4 + 0.25) * 1.2 = 1584 .. Oh, I'm aware of the benefits. I just prefer maxing everything else. Maxing Pull is a must for Expose and Anti-Shields. Maxing Singularity is a must. I need the melee bonus from Biotic Warrior, so maxing Offensive Biotics is a must. Barrier Drain is also a must for the melee bonus, leaving Saving Barrier as the only thing I could probably sacrifice, which would only take me to 3 ranks in Shockwave. Not worth it for me.
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Post by peddroelm on Jun 22, 2017 9:25:10 GMT
.. Maxing Pull is a must for Expose and Anti-Shields. .. I would like to see gameplay video of (you/ good player) using Anti-Shields adept.
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Post by brannigans1ove on Jun 22, 2017 10:25:50 GMT
I like dropping people off the map with her.
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Post by Kenny Bania on Jun 22, 2017 10:35:03 GMT
.. Maxing Pull is a must for Expose and Anti-Shields. .. I would like to see gameplay video of (you/ good player) using Anti-Shields adept. It's nothing special. I play her CQC with a shotgun, and find myself quite often in scenarios with a deadly enemy (Anointeds and Observers mostly) where I don't have enough time to strip shields with my weapon without getting killed first. A quick Shotgun shot -> Pull for the ragdoll is invaluable to allow me finish em off. I might mix it up and do a Singularity -> Pull -> Shockwave -> Shotgun mop up. I'll see if I can record something later. I'm far from elite though.
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Post by Schreiner on Jun 22, 2017 11:47:27 GMT
i have the rozerad X. Prefer it on the engineer to the hurricane. why not on every other class also ? (thread hijack hurri vs rozerad) The ramp up time on rozerad kills it for me. If you watch my video, you'll see that half the time, i only shoot for like 1-2 seconds before killing or using another ability. That playstyle wouldn't be possible with the rozerad
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Post by Schreiner on Jun 22, 2017 11:51:15 GMT
Never felt the need to put more than one rank in Shockwave. Not with my playstyle anyway. Much better options. leveled up shockwave hits hard. the extended range allows one to throw singularity further towards a chokepoint when camping (objective ). Allows to quick singularity + shockwave + detonate exploding singularity with biotic warrior bonus right away to kill redbars without long singularity cooldown (kaboom and move on).. Or could use it to help strip shields (+ BExplosions) to get shielded enemies pulled up in singularity .. It has high base damage (buffed significantly in 1.08) and adept has can get significant PD amounts .. I'd really like extra pull recharge speed, area pull and expose on pull - gun down pulled redbards faster .. Hmm - now I want to try a 6a pull build ) . Does anti-shield trigger biotic expert in time ? Time for more tests .. Edit : doesn't work.. What kind of works is dropping singularity at his feet and then pull over the shields before he runs out of range with biotic warrior and expose debuff .. Still not 1900 damage .. 600 * (1 + 0.25 + 0.3 + 0.4 + 0.25) * 1.2 = 1584 .. Why shield damage on pull? I initially took it because i thought i could pull shielded enemies after stripping only ~50%, but the shield gate prevents them from actually floating.
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Post by peddroelm on Jun 22, 2017 11:58:29 GMT
Why shield damage on pull? I initially took it because i thought i could pull shielded enemies after stripping only ~50%, but the shield gate prevents them from actually floating. that's why I've asked for a video - to see what uses they have for it. One possible use I could thing of is to drop singularity at shielded enemy feet and pull its shields (this gives the shield damage of pull expose and biotic warrior damage boost) - once shields are out singularity should pick them up so you can end it with shockwave .. But the pull shield-damage is not enough for gold even with all those buffs - also takes some gun fire ..
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Post by Schreiner on Jun 22, 2017 13:04:09 GMT
Why shield damage on pull? I initially took it because i thought i could pull shielded enemies after stripping only ~50%, but the shield gate prevents them from actually floating. that's why I've asked for a video - to see what uses they have for it. One possible use I could thing of is to drop singularity at shielded enemy feet and pull its shields (this gives the shield damage of pull expose and biotic warrior damage boost) - once shields are out singularity should pick them up so you can end it with shockwave .. But the pull shield-damage is not enough for gold even with all those buffs - also takes some gun fire .. i tried to make 6a pull work for a long time, as i hate putting only 5 ranks into a skill (because it only let's you put +2 ranks in another ability and you're left with a floater point). but the ~2 seconds off of singularity and slightly higher DOT feels much more useful. in the scenario you describe, you're killing a single enemy in a relatively short time, but you're putting all 3 of your abilities on cooldown in order to do so. this makes you much less effective for a longer period of time before being able to engage another enemy, and also decreases survivability due to not being able to proc biotic link on demand. also, you don't need pull to activate biotic warrior, as casting singularity activates it as well. in my video(s), you'll see that if i cast a singularity at a shielded enemy, i can kill him within 2 seconds and within a single clip because of singularity's expose debuff (20% more damage) and biotic warrior (15% more gun damage). that method kills just as quickly as what you described, but i would end up with shockwave and pull still available immediately. i find that the human adept works better when you effectively cycle your abilities instead of always trying to "combo" them together.
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Post by killabkilledb on Jun 22, 2017 13:14:04 GMT
I was a couple hundred points shy of 40K but I used hurricane and rozerad X throughout so you can kind of see their difference. Rozerad packs a mean punch but constant roll up time is annoying...This was in the apex yesterday where clip size and weapon damage was reduced 25%. I actually feel it. If you notice how fast Schreiber's hurricane kills things in his vid vs what the rozerad/hurricane do here it is very noticeable. 1-2 seconds becomes 2-3 for an annointed...and yes, I knew I was going to have to kill everything and it was wave 6 uploads so i played conservatively here to save equipment....
Besides drawing aggro, I'm not sure what some of my team was doing at times...they did handle the W6 upload masterfully though. Two were on mic in party with me and I was like lets roll together and just get a bronze medal and ensure we finish...
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Post by Schreiner on Jun 22, 2017 13:18:03 GMT
Reaaaaallly should not be judging performance based on scores. Score is artificially inflated on certain abilities (See Krogan Mercs topping score charts by breathing). higher scores mean more exp. yes, they are divided equally among the team, but you can maximize the points you get from a single enemy. if you kill a single red bar with a gun, you get 110 points. if you pull/prime first before killing, you get 110 points + 34 assist points. if you buff or restore shields for teammates somewhere in that process, you get another set of support points (don't know how many). if all 4 players on a team actively primed, debuffed, and supported teammates throughout the entire game, they would end up with a whole lot more total exp than a team of 4 turian soldiers. also, it's a matter of fun too. yeah this is a coop game, but some players like to compete. "well go play COD or something kid." but i like this game. but i also like to compete. and i'm not going to go around vegasflashing everyone calling people cucks and challenging people, but seeing my name at the top of a scoreboard in a game just makes it more enjoyable for me.
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Post by iteron_MkV on Jun 22, 2017 13:20:10 GMT
Reaaaaallly should not be judging performance based on scores. Score is artificially inflated on certain abilities (See Krogan Mercs topping score charts by breathing). higher scores mean more exp. yes, they are divided equally among the team, but you can maximize the points you get from a single enemy. if you kill a single red bar with a gun, you get 110 points. if you pull/prime first before killing, you get 110 points + 34 assist points. if you buff or restore shields for teammates somewhere in that process, you get another set of support points (don't know how many). if all 4 players on a team actively primed, debuffed, and supported teammates throughout the entire game, they would end up with a whole lot more total exp than a team of 4 turian soldiers. also, it's a matter of fun too. yeah this is a coop game, but some players like to compete. "well go play COD or something kid." but i like this game. but i also like to compete. and i'm not going to go around vegasflashing everyone calling people cucks and challenging people, but seeing my name at the top of a scoreboard in a game just makes it more enjoyable for me. More experience but slower games, and way more of a pain in the ass. I'll take a team of TSols.
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Post by Schreiner on Jun 22, 2017 13:24:58 GMT
higher scores mean more exp. yes, they are divided equally among the team, but you can maximize the points you get from a single enemy. if you kill a single red bar with a gun, you get 110 points. if you pull/prime first before killing, you get 110 points + 34 assist points. if you buff or restore shields for teammates somewhere in that process, you get another set of support points (don't know how many). if all 4 players on a team actively primed, debuffed, and supported teammates throughout the entire game, they would end up with a whole lot more total exp than a team of 4 turian soldiers. also, it's a matter of fun too. yeah this is a coop game, but some players like to compete. "well go play COD or something kid." but i like this game. but i also like to compete. and i'm not going to go around vegasflashing everyone calling people cucks and challenging people, but seeing my name at the top of a scoreboard in a game just makes it more enjoyable for me. More experience but slower games, and way more of a pain in the ass. I'll take a team of TSols. i've never had a slow game when playing on my hadept, except if i'm carrying particularly hard. if at least 1 other person is keeping up with me, i typically don't go over 13 minutes per game. if i'm playing with friends list people (who mostly play kineticist or engineering classes) they're almost always ~11 min games. honestly, watch my video in my original post (i promise i'm not trying to fish for views, just trying to translate my point) and you can see how quickly i can clear groups of enemies with the adept.
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Post by peddroelm on Jun 22, 2017 13:36:18 GMT
I was a couple hundred points shy of 40K but I used hurricane and rozerad X throughout so you can kind of see their difference. Rozerad packs a mean punch but constant roll up time is annoying...This was in the apex yesterday where clip size and weapon damage was reduced 25%. I actually feel it. If you notice how fast Schreiber's hurricane kills things in his vid vs what the rozerad/hurricane do here it is very noticeable. 1-2 seconds becomes 2-3 for an annointed...and yes, I knew I was going to have to kill everything and it was wave 6 uploads so i played conservatively here to save equipment.... Besides drawing aggro, I'm not sure what some of my team was doing at times...they did handle the W6 upload masterfully though. Two were on mic in party with me and I was like lets roll together and just get a bronze medal and ensure we finish... lack disruptor ammo will extend TTK vs shields ..(compared to OPs videos)
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Post by dariat on Jun 22, 2017 13:46:51 GMT
honestly, watch my video in my original post (i promise i'm not trying to fish for views, just trying to translate my point) and you can see how quickly i can clear groups of enemies with the adept. Human adept is like Kineticist, hits hard and dies often. In the second video you died four times. That's a lot. I like my characters to have more survivability.
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Post by killabkilledb on Jun 22, 2017 13:47:48 GMT
I was a couple hundred points shy of 40K but I used hurricane and rozerad X throughout so you can kind of see their difference. Rozerad packs a mean punch but constant roll up time is annoying...This was in the apex yesterday where clip size and weapon damage was reduced 25%. I actually feel it. If you notice how fast Schreiber's hurricane kills things in his vid vs what the rozerad/hurricane do here it is very noticeable. 1-2 seconds becomes 2-3 for an annointed...and yes, I knew I was going to have to kill everything and it was wave 6 uploads so i played conservatively here to save equipment.... Besides drawing aggro, I'm not sure what some of my team was doing at times...they did handle the W6 upload masterfully though. Two were on mic in party with me and I was like lets roll together and just get a bronze medal and ensure we finish... lack disruptor ammo will extend TTK vs shields ..(compared to OPs videos) I know. I was testing to OHK nooks with tap pull to shockwave so I was using boitic 3 and leveling so XP...
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Post by gethadept on Jun 22, 2017 14:08:36 GMT
honestly, watch my video in my original post (i promise i'm not trying to fish for views, just trying to translate my point) and you can see how quickly i can clear groups of enemies with the adept. Human adept is like Kineticist, hits hard and dies often. In the second video you died four times. That's a lot. I like my characters to have more survivability. Some people put more weight on how fast they finish game and how high they score. I personally care more about how I can minimize my down time too. To me score is meaningless.. if I died like over 3 times in entire match. It goes same for ME3MP as well. I always tried to be the one that least dies in each game. ...it doesn`t mean I shy away from fight or waste most of my time running away though. lol Anyway, Human Adept`s survivability is above average.. but she needs very technical play. I stop playing her for near 2 months... because I played her too much during early time of the game and I don`t want to raise bonus stat of Health regeneration cap at the moment.
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Post by iteron_MkV on Jun 22, 2017 14:11:27 GMT
More experience but slower games, and way more of a pain in the ass. I'll take a team of TSols. i've never had a slow game when playing on my hadept, except if i'm carrying particularly hard. if at least 1 other person is keeping up with me, i typically don't go over 13 minutes per game. if i'm playing with friends list people (who mostly play kineticist or engineering classes) they're almost always ~11 min games. honestly, watch my video in my original post (i promise i'm not trying to fish for views, just trying to translate my point) and you can see how quickly i can clear groups of enemies with the adept. I did. Great gameplay. I play HAdept myself on occasion and have much fun. I just don't think it's worth the hassle of going out of your way to maximize experience with any kit or group. Granted, I PUG exclusively since none of my friends are really into ME MP and this probably shapes my opinion (I tend to favor high dps weapons/classes so I know I'll be able to deal with bosses swiftly on my own). If you can still get 13 minutes games and the 30kish extra experience is worth the extra energy then have at it.
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Post by gethadept on Jun 22, 2017 14:19:12 GMT
i've never had a slow game when playing on my hadept, except if i'm carrying particularly hard. if at least 1 other person is keeping up with me, i typically don't go over 13 minutes per game. if i'm playing with friends list people (who mostly play kineticist or engineering classes) they're almost always ~11 min games. honestly, watch my video in my original post (i promise i'm not trying to fish for views, just trying to translate my point) and you can see how quickly i can clear groups of enemies with the adept. I did. Great gameplay. I play HAdept myself on occasion and have much fun. I just don't think it's worth the hassle of going out of your way to maximize experience with any kit or group. Granted, I PUG exclusively since none of my friends are really into ME MP and this probably shapes my opinion (I tend to favor high dps weapons/classes so I know I'll be able to deal with bosses swiftly on my own). If you can still get 13 minutes games and the 30kish extra experience is worth the extra energy then have at it. As a 99.99% PuG player.. playing everything outside infiltrator and KroMerc is a chore.. lol KroMerc is so amazing since Rage patch.. I take him out everyday just so I can earn easy credit regardless of the game. Doing certain objectives as human adept with underwhelming teammates... would be considered as unnecessary chore for me as well. It could be fun and challenging too though.. but once you wear out your saving barrier, things can go wrong very quick.
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Post by Ares on Jun 22, 2017 14:23:10 GMT
honestly, watch my video in my original post (i promise i'm not trying to fish for views, just trying to translate my point) and you can see how quickly i can clear groups of enemies with the adept. Human adept is like Kineticist, hits hard and dies often. In the second video you died four times. That's a lot. I like my characters to have more survivability. Dying with human adept requires skill tbh
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Post by Schreiner on Jun 22, 2017 14:40:54 GMT
Human adept is like Kineticist, hits hard and dies often. In the second video you died four times. That's a lot. I like my characters to have more survivability. Dying with human adept requires skill tbh i guess i'm terrible. teach me how to be elite like you please
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Post by seductivewizard on Jun 22, 2017 14:51:40 GMT
That actually makes sense. Going to see if I get the OHK after gym. If not Inkay do same but reach is still not very useful. Why put points into shockwave at all if you are only using it to detonate? I pulled a couple of dogs and thought do Inreally want to shockwave them then chase them for the kill or just shoot them...but with recharge it comes back really fast It has a 350 base which should become considerate with enough bonuses and debufs... it's like a dhan shot and half a combo vs armor...lol.... combos are a bit lackluster honestly... but 350 With 120% or so and 75% vs armor is significant enough if you are going to use it vs outlaw. You don't need more than pull and singularity to lift redbar enemies, it's overkill. yeah armor damage would probably perform better than lifting against outlaw. but at that point you're talking single digit differences in performance against specific factions, and lifting has worked better for me against kett and remnant A better balanced build to deal with shields, armor and redbars would be Rank 5 pull with radius and expose Rank 6 singularity with, rank 4 (radius or duration), rank 5 recharge speed, rank 6 exploding singularity Rank 3 shockwave Rank 6 offensive biotics with rank 4 recharge speed, rank 5 expose, rank 6 either expert or warrior (depending on where you find more utility) Rank 6 shields, biotic link and Barrier with saving barrier Singularity primes all shielded, armored and red bars. Having a bearable recharge speed (with rank 5) and exploding singularity would be quite useful. It also gives you the option to terminate singularity and cause 7 meter area damage at will. This build still allows enough points for the additonal 30% expose bonus from rank 5 pull and rank 3 shockwave ( offers utility for both pull and shockwave as well).
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Post by Schreiner on Jun 22, 2017 14:56:58 GMT
yeah armor damage would probably perform better than lifting against outlaw. but at that point you're talking single digit differences in performance against specific factions, and lifting has worked better for me against kett and remnant A better balanced build to deal with shields, armor and redbars would be Rank 5 pull with radius and expose Rank 6 singularity with, rank 4 (radius or duration), rank 5 recharge speed, rank 6 exploding singularity Rank 3 shockwave Rank 6 offensive biotics with rank 4 recharge speed, rank 5 expose, rank 6 either expert or warrior (depending on where you find more utility) Rank 6 shields, biotic link and Barrier with saving barrier Singularity primes all shielded, armored and red bars. Having a bearable recharge speed (with rank 5) and exploding singularity would be quite useful. It also gives you the option to terminate singularity and cause 7 meter area damage at will. This build still allows enough points for the additonal 30% expose bonus from rank 5 pull and rank 3 shockwave ( offers utility for both pull and shockwave as well). i like this build suggestion, and i'll try it. it'll take some getting used to for me because i swear by shockwave's extended radius and range (i got a 4x biotic 2x tech combo from a single shockwave last night. i really wish i recorded that) but i think with power efficiency booster and singularity rank 5 recharge, i could get its cooldown to like ~8 seconds.
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Post by killabkilledb on Jun 22, 2017 15:04:01 GMT
A better balanced build to deal with shields, armor and redbars would be Rank 5 pull with radius and expose Rank 6 singularity with, rank 4 (radius or duration), rank 5 recharge speed, rank 6 exploding singularity Rank 3 shockwave Rank 6 offensive biotics with rank 4 recharge speed, rank 5 expose, rank 6 either expert or warrior (depending on where you find more utility) Rank 6 shields, biotic link and Barrier with saving barrier Singularity primes all shielded, armored and red bars. Having a bearable recharge speed (with rank 5) and exploding singularity would be quite useful. It also gives you the option to terminate singularity and cause 7 meter area damage at will. This build still allows enough points for the additonal 30% expose bonus from rank 5 pull and rank 3 shockwave ( offers utility for both pull and shockwave as well). i like this build suggestion, and i'll try it. it'll take some getting used to for me because i swear by shockwave's extended radius and range (i got a 4x biotic 2x tech combo from a single shockwave last night. i really wish i recorded that) but i think with power efficiency booster and singularity rank 5 recharge, i could get its cooldown to like ~8 seconds. This combos are weak, especially the tech combos which already do almost half damage on top of the half shockwave modifier. Look good in the kill feed but aren't all that functional. You really don't need radius or reach on shockwave, especially since you play her similar to me, very aggressively with a hurricane. You don't need singularity to rank 6 either. The recharge in rank 5 is nice though vs armor and you do have to make sure you cancel that singularity as soon as you are done. But constantly exploding it does give you the extra few hundred damage on explosion...I wouldn't really explode it until things are done though since I want the expose to keep working on them...rank 6 is a bit of a waste and skipping it allows you to go another rank in shockwave... I have a build where i take rank 5B and pull --> punch double enemies and ascendants and mix melee in with it. Doesn't make it OP or better, just super fun to pull--> punch, singularity then shockwave things... Pretty much anything I pulled and punched I could have pulled and hit with singularity or the than but its a fun alternative way to play...
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Post by gethadept on Jun 22, 2017 15:15:01 GMT
i like this build suggestion, and i'll try it. it'll take some getting used to for me because i swear by shockwave's extended radius and range (i got a 4x biotic 2x tech combo from a single shockwave last night. i really wish i recorded that) but i think with power efficiency booster and singularity rank 5 recharge, i could get its cooldown to like ~8 seconds. This combos are weak, especially the tech combos which already do almost half damage on top of the half shockwave modifier. Look good in the kill feed but aren't all that functional. You really don't need radius or reach on shockwave, especially since you play her similar to me, very aggressively with a hurricane. You don't need singularity to rank 6 either. The recharge in rank 5 is nice though vs armor and you do have to make sure you cancel that singularity as soon as you are done. But constantly exploding it does give you the extra few hundred damage on explosion...I wouldn't really explode it until things are done though since I want the expose to keep working on them...rank 6 is a bit of a waste and skipping it allows you to go another rank in shockwave... I have a build where i take rank 5B and pull --> punch double enemies and ascendants and mix melee in with it. Doesn't make it OP or better, just super fun to pull--> punch, singularity then shockwave things... Pretty much anything I pulled and punched I could have pulled and hit with singularity or the than but its a fun alternative way to play... tbh when I watched OP`s initial video partially.. I was impressed by Hurricane alone.. lol (and maybe mouse control speed and accuracy by PC)
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Dec 22, 2017 23:13:25 GMT
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seductivewizard
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seductivewizard
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Post by seductivewizard on Jun 22, 2017 15:58:07 GMT
i like this build suggestion, and i'll try it. it'll take some getting used to for me because i swear by shockwave's extended radius and range (i got a 4x biotic 2x tech combo from a single shockwave last night. i really wish i recorded that) but i think with power efficiency booster and singularity rank 5 recharge, i could get its cooldown to like ~8 seconds. This combos are weak, especially the tech combos which already do almost half damage on top of the half shockwave modifier. Look good in the kill feed but aren't all that functional. You really don't need radius or reach on shockwave, especially since you play her similar to me, very aggressively with a hurricane. You don't need singularity to rank 6 either. The recharge in rank 5 is nice though vs armor and you do have to make sure you cancel that singularity as soon as you are done. But constantly exploding it does give you the extra few hundred damage on explosion...I wouldn't really explode it until things are done though since I want the expose to keep working on them...rank 6 is a bit of a waste and skipping it allows you to go another rank in shockwave... I have a build where i take rank 5B and pull --> punch double enemies and ascendants and mix melee in with it. Doesn't make it OP or better, just super fun to pull--> punch, singularity then shockwave things... Pretty much anything I pulled and punched I could have pulled and hit with singularity or the than but its a fun alternative way to play... The utility of rank 6 exploding singularity is a) ~750 or more area damage (with passive bonuses/expose/ etc, not in front of my pc to do the exact math) over 7 meters that will either stagger or finish multiple enemies off. If they're not killed, the stagger can help you run away when they're ganging up on you. In addition, enemies that get affected by pull within this 7 meter radius will take an extra 30% pull expose damage. c) If enemies are walking away from the default singularity effect radius (which they tend to do quite often), explod. singularity will still catch them with the large 7 meter area damage. d) In some ways, It's the equivalent of TWO POWERS with a single casting (1) a AOE primer/DOT power, 2) a large AOEexplosion that can be caused at will). With the rank 5 recharge bonus and recharge bonus from offensive biotics, its a very useful power. Rank 6 singularity is superior to a rank 4 shockwave for reasons mentioned above. Rank 3 in shockwave is good enough for what it needs to do.
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