(no subject)
Nov. 1st, 2016 08:26 pmME blather- Continuing my squad mate build notes, the biotic chyx, Jack and Samara.
Jack- The Psychotic Biotic! She will destroy you! Alas, in Jack the actual squadmate never actually lives up to her reputation or the imagery presented in cutscenes. She's a little better in ME3, mostly because of her passive, Subject Zero, which jacks up the recharge rate of her cooldowns. She may not hit as hard as she's supposed to, be she can definitely put the powers (and biotic explosions!) out at a steady stream.
Powers:
Subject Zero- The most important power to max- recharge speed at 4, force and duration at 5, and recharge speed at 6. That increases her recharge speed to 160%, which is actually noticeably significant. It gives her a 5 second warp and a 3 second pull (on par with Shepard and half the recharge time of other squadmates). With such low cool down times, she can create biotic explosions on her own with pull/warp.
Warp- Detonate at 4 of course, as warp is a universal detonator, and since she can put them out pretty fast, you want to boost detonations. Expose at 5 and Pierce at 6, as usual. With the recharge bonuses from her passive, it pretty much makes the recharge evolutions on her powers moot. The improvement they can provide are less than a second.
Pull- Radius/Expose/Double Pull as usual.
Warp- Since you can't take this to 6, no reason to take it to 5. Pick what you want.
Shockwave- This power kinda sucks, but shockwaving a warped enemy creates the most powerful biotic explosion of any combo. force/damage at 4, and detonation at 5.
Samara- She has a solid set of powers- throw, pull, warp, and reave. However, there's a lot of overlap there, so it can be confusing as to which to pick. Like Javik, her passive can give her 150% power damage specced correctly, though due to her power set, she doesn't benefit as much as Javik does. Dark channel is a better DPS power than warp or reave, and lift grenade hits harder. Samara is the only squadmate who gets throw though, which even with Jack's power recharge bonuses, makes Samara an even faster universal detonator.
Powers
Asari Justicar- Power Damage, Power Damage, and Squad Power Damage/Duration/Force. I mean, a 150% power damage boost is hard to turn down.
Throw- As I said, Throw is a universal detonator, so you should evolve it as such. Radius at 4 to tag more people, detonation at 5 as that's what you're using it for, and recharge at 6. This gets the recharge time to around 4 seconds, which is still twice that of Shepard, but it still makes her a faster universal detonator than any other squadmate.
As for the rest of her powers, its up to personal preference:
Warp- Reave has a better DPS and is better against armor, and Throw is a quicker detonator, so this gets the short end of the stick. Leave this at 4, going for the detonation evolution, not that you'll ever use this.
Reave- Duration at 4, as said before, not only does that make the DR last longer, you end up with more damage overall. Recharge speed at 5, barrier/armor at 6, as this is Samara's main power against such defenses.
Pull- Radius and Expose at 4 and 5.
Jack- The Psychotic Biotic! She will destroy you! Alas, in Jack the actual squadmate never actually lives up to her reputation or the imagery presented in cutscenes. She's a little better in ME3, mostly because of her passive, Subject Zero, which jacks up the recharge rate of her cooldowns. She may not hit as hard as she's supposed to, be she can definitely put the powers (and biotic explosions!) out at a steady stream.
Powers:
Subject Zero- The most important power to max- recharge speed at 4, force and duration at 5, and recharge speed at 6. That increases her recharge speed to 160%, which is actually noticeably significant. It gives her a 5 second warp and a 3 second pull (on par with Shepard and half the recharge time of other squadmates). With such low cool down times, she can create biotic explosions on her own with pull/warp.
Warp- Detonate at 4 of course, as warp is a universal detonator, and since she can put them out pretty fast, you want to boost detonations. Expose at 5 and Pierce at 6, as usual. With the recharge bonuses from her passive, it pretty much makes the recharge evolutions on her powers moot. The improvement they can provide are less than a second.
Pull- Radius/Expose/Double Pull as usual.
Warp- Since you can't take this to 6, no reason to take it to 5. Pick what you want.
Shockwave- This power kinda sucks, but shockwaving a warped enemy creates the most powerful biotic explosion of any combo. force/damage at 4, and detonation at 5.
Samara- She has a solid set of powers- throw, pull, warp, and reave. However, there's a lot of overlap there, so it can be confusing as to which to pick. Like Javik, her passive can give her 150% power damage specced correctly, though due to her power set, she doesn't benefit as much as Javik does. Dark channel is a better DPS power than warp or reave, and lift grenade hits harder. Samara is the only squadmate who gets throw though, which even with Jack's power recharge bonuses, makes Samara an even faster universal detonator.
Powers
Asari Justicar- Power Damage, Power Damage, and Squad Power Damage/Duration/Force. I mean, a 150% power damage boost is hard to turn down.
Throw- As I said, Throw is a universal detonator, so you should evolve it as such. Radius at 4 to tag more people, detonation at 5 as that's what you're using it for, and recharge at 6. This gets the recharge time to around 4 seconds, which is still twice that of Shepard, but it still makes her a faster universal detonator than any other squadmate.
As for the rest of her powers, its up to personal preference:
Warp- Reave has a better DPS and is better against armor, and Throw is a quicker detonator, so this gets the short end of the stick. Leave this at 4, going for the detonation evolution, not that you'll ever use this.
Reave- Duration at 4, as said before, not only does that make the DR last longer, you end up with more damage overall. Recharge speed at 5, barrier/armor at 6, as this is Samara's main power against such defenses.
Pull- Radius and Expose at 4 and 5.