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Post by PillarBiter on Apr 28, 2017 6:44:01 GMT
Having been triggered by the human kineticist in multiplayer, and still having one favorite slot open for designing a build, I come with a question:
What would you add to the combination of powers: pull, throw and ...? I think I'm going for adept profile for lol-explosions. But then I'm undecided about the final power.
Charge, for launching enemies up high and following them, but it doesn't add real tactical value. Concussive shot, for launching enemies high up and then shooting them with CS specced for power cells for high damage. Singularity, for first laying down a singularity, and then throwing mooks in there.
But none of these seem to totally... fit. Anyone else got ideas?
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Post by Serza on Apr 28, 2017 6:48:30 GMT
Throw is a detonator. Pull pulls them to you. Have you considered something that recharges quickly and primes targets?
Wait, did Warp make a comeback? I think that primed back in ME3, but I'm not a Biotic (got lucky, no exposure in-utero, needn't be bothered by implants, thank goodness, I heard about the L2s) so I don't really know.
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Post by Element Zero on Apr 28, 2017 6:50:43 GMT
I often use Pull/Throw/Singularity. It ensures that I always have a kinetic power off cooldown, regardless of Infusion Mods. Singularity also assumes some of the role of Warp, for me. It primes all within its reach. Hit a shielded or armored target with Throw or Lance, and things go boom. Shielded foes are likely now unshielded and floating, or soon will be.
Singularity also puts a lot of explosive items into the mix, by creating a swirling cloud of nearby objects. It makes for extra booms. I like it.
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Post by ProbeAway on Apr 28, 2017 7:27:20 GMT
Energy drain would synergise well. You have a shield stripper, a primer, a detonator and survivability all rolled into one.
Incinerate or shockwave could work too if you wanted to go for an anti-armour ability.
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Post by rasande on Apr 28, 2017 8:00:51 GMT
Depends what range you fight at. You can always switch favorites painlessly since throw and pull have such short cooldowns. For close range i like Annihilation Field, it will do more damage and have a very large radius with the adept profile, also there's a lot of synergy between it's evolutions and biotics passives. For example you can spec pull, targets affected by your biotics AND annihilation field to debuff your targets defenses. Don't really know if they stack multiplicative or addative but you'll hit hard either way.
You can also spec it to restore shields when you kill enemies in it, switch to a Vanguard profile in a pinch and you have some fantastic survivability. Also the on demand detonations is always good with throw. And another bonus is that stuff you can throw at people with pull+throw will float in the field, making them easy to grab.
For range i like Singularity with the detonation evolution(6b i think?) since you can end it whenever you want, doing that after a biotic combo detonation can do some serious damage.
Backlash is always a great choice, low cooldown and it's amazing against Anointed and Remenant Observers.
Energy Drain is always a great choice if you evolve it to act as both detonator and primer, also allowing you to deal with shields when there are no dudes/items to throw.
Sticky Grenade can also be fun, you just chuck it at some poor fool and then pull+throw him into a cluster of mooks. Good times for everyone.
Honestly Pull+Throw is so powerful and versatile you can just switch in a third skill depending on the situation. Only time you need to get rid of the combo is against Fiends, Destroyers and the like.
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Post by PillarBiter on Apr 28, 2017 13:14:17 GMT
Hmm, annihilation field's possibilities intrigue me for pull+throw capabilities.
But then again, singularity is more boom... dangit :/
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phantomrachie
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Post by phantomrachie on Apr 28, 2017 15:20:27 GMT
Lance is good to this set up too, it can prime targets and strip armour.
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Post by rolenka on Apr 28, 2017 18:02:24 GMT
Lance is good to this set up too, it can prime targets and strip armour. May as well go with the Human Kineticist trio, yeah. How does it prime targets? If you spec for the area attack? I always opt for force/damage. I use Pull/Throw/Lance too, but I spec Lance for shield damage, not armor.
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Post by Debaser on Apr 28, 2017 19:36:59 GMT
Energy Drain with prime evolution is fun, Pull (hold them) -> Throw -> cast Energy Drain on the thing you're tossing the mook creating an electrical techspolsion. Can do the same with Overload but the timing is a little tighter. I'd consider Shockwave too it primes through shields/armor, so you can Pull/Throw a mook into a primed guy for a big bioticsplosion. I've noticed Singularity doesn't really work sometimes with Pull->Throw combo detonation wise and using two skills just to place them in the Singularity when you could launch them into terrain/other mooks seems like a waste.
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Post by rasande on Apr 28, 2017 22:37:53 GMT
Hmm, annihilation field's possibilities intrigue me for pull+throw capabilities. But then again, singularity is more boom... dangit :/ It's not like you're locked to just 3 skills the entire game and respecs are super cheap. Try out different combos and see what fits your play style. Annihilation is great but if you prefer to hang back and fight at long range it's not going to do you much good, it's more suited to a Vanguard/aggressive close range type play style. Use the favorites, in some fights Singularity is great but it needs mobs to be clustered, like attacking a small base or dealing with dogs and Energy Drain would be more useful. Shockwave and Lance are also great like others mentioned.
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Post by derrame on Apr 28, 2017 23:33:40 GMT
the kineticist as no concusive shot, the soldier has it and no singularity, the human adepts have it and no charge, the vanguard has it
the kineticist has lance, throw and pull, i would put more points for biotic explosions damage
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Post by bladefist on Apr 29, 2017 0:33:54 GMT
Do you need pull? If not I'd take singularity, throw, lance.
The rotation is singularity, combo with lance, throw, combo again with lance then detonate the singularity.
Here are a few more skill combos
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Post by Element Zero on Apr 29, 2017 3:11:36 GMT
Lance is good to this set up too, it can prime targets and strip armour. May as well go with the Human Kineticist trio, yeah. How does it prime targets? If you spec for the area attack? I always opt for force/damage. I use Pull/Throw/Lance too, but I spec Lance for shield damage, not armor. It doesn't prime. It is a detonator only. It's a good power, though. I've used it extensively, in lieu of Throw. It can be a better, cooldown-free, antishield detonator; but ditching the cooldown wipes your barrier. I found it tough on Insanity, and eventually specced Throw.
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Post by guanxi on Apr 29, 2017 10:16:31 GMT
Human Kineticist can't get it up. I really have tried to warm to the Kineticist but it really is like pulling teeth on gold. Bronze Warrior of the highest order.
At her very best when the stars align she can kill red bars in 2 seconds flat but whoopty doo so can everything else in the entire f-ing game. You waste so much time on trashmobs trying to get that stupid ascension mode on and then you loose it in like 2 seconds flat from a stray bullet from 1000 yards away.
I know ascension can be nice in short bursts but building her around it is a complete waste of time. I'd honestly think the huntress is better and that's saying something.
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Post by n7ltrobbiesann7 on Apr 29, 2017 13:56:52 GMT
Do you need pull? If not I'd take singularity, throw, lance. The rotation is singularity, combo with lance, throw, combo again with lance then detonate the singularity. Here are a few more skill combos Nice work. Just starting my 2nd PT and going adept this time. This definitely helps in seeing the different build options and how to use them effectively. As well, i never did use the sweeper so gonna give it a try. Thanks for this.
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Post by Sailears on Apr 29, 2017 20:31:09 GMT
If you build Ryder for minimising cooldowns through things like rapid deployment, cooldown reduction evolutions, armour and weapon augments etc, you can play a "favourite swapping" build utilising all 4 loadouts as one. I use what is in my signature below. Pull/Throw/Backlash is amazing fun, and backlash synergises when favourite swapping into say Charge/Nova/Backlash because it has such a ridiculously short cooldown when reset. The whole point of a "kineticist" loadout is to manipulate the motion of objects. Not to blow things up like every other homogenised adept playstyle from ME3, but manipulate motion to deal damage. However given the armour/health design situation it's not a good idea to rely on only a pull/throw loadout for the whole game - you need to favourite swap in order to adapt for when fighting say Fiends, or Architects or Hydras and so on... This is why I setup a few alternate favourites to deal with armour bullet sponges and other scenarios where pull/throw doesn't work. Also I don't like the idea of adepts blowing everything up - it's really crude and not my cup of tea so I try to avoid loadouts with too much biotic explosion spam. A sprinkling here and there is cool (hence aingularity+energy drain loadout) but not repetitive like lance spam. Anyway stick Backlash as a third power on two or three favourites, minimise all your cooldowns, and get used to swapping loadout in combat for more flexibility.
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Post by laststarfighter on Apr 30, 2017 19:04:08 GMT
Is it possible to throw enemies with pull in single player?
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Post by Sailears on Apr 30, 2017 22:13:56 GMT
Is it possible to throw enemies with pull in single player? Of course, that's the most fun thing in the game and unlike multiplayer doesn't require a UR character card.
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