*Disclaimer: This guide is intended for new players. Reading this guide does
not give you license to act like a arrogant jerk because you now know super
secret things about Gameplay Mechanics (like Shockwave dealing extra Damage
to Barriers).
<> Rely on Biotic Explosions to deal the majority of their damage.
<> Spam Singularity to Disable and Prime Enemies for Biotic Explosions.
<> Have one of the strongest Biotic Explosion Combos in the game (Warp
+ Shockwave).
<> Work best with Biotic-Based Classes (Who can Prime and Detonate Biotic
Explosions without overwriting them), or Weapon-Based Classes.
<> Do not synergize well with Tech-Based Classes.
<> Can devastate slow-moving Bosses like Atlas Mechs, Banshees, Brutes,
Scions, and Primes (especially when there is more than one of them
close together).
<> Have 500 base Health / Shields.
<> Can "Combat Roll".
<> Have a fairly powerful Heavy Melee which can stagger some enemies.
[BUILDRAT]
Build Rationale
=========================
Human Adepts rely on Biotic Explosions for the majority of their damage
(this will be a recurring theme). Since Biotic Explosion Damage is not
affected by the Passive Power Bonuses from Alliance Training, Fitness can
be maxed out without sacrificing significant amounts of damage.
If you decide to use a heavier long-range weapon; like the Avenger or
Phaeston Assault Rifles, or the Raptor, Viper, or Incisor Sniper Rifles, take
up to Rank 4 of Alliance Training to take advantage of the reduced penalty
to Power Recharge Speed from weapon weight. You should still be able to keep
a fairly high Power Recharge Speed, while being more effective at dealing
long-range weapon damage than if you are using a Pistol or SMG.
<> Eventually you will want an Acolyte to destroy shields.
<> Any Pistol or SMG can be effective as long as you remain at 200% Power
Recharge Speed to maximize your damage from Biotic Explosions.
<> If you are putting 4 Points into Alliance Training, some Assault
Rifles (like the Avenger or Phaeston) may be viable without having
lengthy cooldowns.
<> Consist of a Primer Power and a Detonator Power. Two different Powers
must be used to trigger a Biotic Explosion (you cannot use Warp to
Detonate Warp).
<> Primer Powers:
Annihilation Field (Aura)
Barrier (when Detonated)
Biotic Sphere (With Rank 6 Warp Effect)
Dark Channel
Dark Sphere
Lash
Lift Grenade
Pull
Reave
Shockwave (When Rank 6 Lifting Shockwave is taken)
Singularity
Stasis
Warp
<> Biotic Explosion damage is based on 4 things:
The Rank of the Primer
The Rank of the Detonator
"Bonuses to Biotic Detonations"
The Difficulty setting (More Damage on Higher Difficulties).
<> Biotic Explosion Damage is NOT affected by Bonuses to Power Damage.
<> Armor and Barriers take more damage from Biotic Explosions (+100%).
<> Shields take reduced damage from Biotic Explosions (-50%).
<> Tech Powers can overwrite Biotic Primers, causing your Detonator
Powers to cause Tech Explosions instead of Biotic Explosions.
<> Any Biotic Power which deals direct Damage can Detonate Tech
Explosions (Warp, Shockwave, and Singularity's Detonate can all
Detonate Tech Explosions, while Powers like Reave cannot).
Rank 3: Damage
===================================
Increases Damage Per Second by 20**
Rank 4: Duration Rank 4: Radius
=================================== =====================================
Increases Duration to 20 Seconds Increases Radius to 2.03 m
Rank 5: Lifting Damage Rank 5: Recharge Speed
=================================== =====================================
Inflicts 50 Damage per Second to Lowers Cooldown to
Lifted Targets*** 2.22 =< 5.0 >= 19.20 Seconds*
Rank 6: Damage Rank 6: Detonate
=================================== =====================================
Increases Damage Per Second by 50** Detonate Singularity when the
field dies to inflict 500 damage
across 7 meters.****
*: Cooldown depends on Power Recharge Speed (adjusted by Weapon Weight)
+200% Recharge Speed =< 0% Recharge Speed >= -200% Recharge Speed.
**: Damage Per Second is inflicted to any enemy within the Radius, regardless
of being lifted.
***: Lifting damage only affects enemies who are disabled by Singularity.
****: Base Damage is affected by bonuses to Power Damage. This Evolution can
Detonate Biotic Explosions.
<> Aim above the enemy when they are protected by low cover. This will
cause Singularity to arc upward then downward, possibly pulling
the enemy from cover.
<> Cast Singularity on the ground near enemies when they are in melee
range. This will prevent them from dodging it.
<> Only one instance of Singularity can be active at a time.
<> Detonating enemies caught in its radius will not remove Singularity
from play, but will likely remove them from the area of effect.
<> Singularity can only Prime enemies once per use.
<> Rank 6 Detonate Evolution can Detonate Biotic Explosions in addition
to inflicting the (500 base) damage. Singularity cannot detonate
itself.
[SINGRAT]
Rank 4 Evolution: Duration v. Radius
==============================================
Recommended: Radius
Radius makes it easier to catch multiple enemies within the area of effect.
Most basic enemies will die within 1 Biotic Explosion if your Primer and
Detonator Powers are Rank 6. Enemies hiding behind walls/cover will be easier
to disable with Radius.
Duration makes it harder to use Singularity as a Detonator when dealing with
Bosses because they will have an increased amount of time to move out of the
blast radius.
Rank 5 Evolution: Lift Damage v. Recharge Speed
=========================================================
Recommended: Lift Damage (Recharge Speed is viable)
Recharge speed will only lower the cool down of Singularity between .24 and
2.8 seconds depending on your Power Recharge Speed. If you intend to use
heavier weapons, Recharge Speed will be more beneficial.
Rank 6 Evolution: Damage v. Detonate
==============================================
Recommended: Detonate
Human Adepts deal the majority of their damage as Biotic Explosions.
Consider that if you choose Damage, you are trading 400 Damage over 8 Seconds
to all enemies within the Radius (1.5m or 2.03m), for 500 Damage to all
enemeies within 7m, in addition to a possible Biotic Explosion.
Rank 3: Damage
===================================
Increases Damage by 50
Rank 4: Damage Rank 4: Detonate
=================================== =====================================
Increases Damage by 75 Increases Force, Damage and impact
Radius of Biotic Detonations by 50%
Rank 5: Lasting Damage Rank 5: Expose
=================================== =====================================
Increases Damage by 100, Increase Weapon and Power Damage
Increases Duration by 6 Seconds taken 15% for 10 Seconds
Rank 6: Pierce Rank 6: Recharge Speed
=================================== =====================================
Increases Damage to Barriers and Lowers Cooldown to
Armor by 50%, Weaken Armored 2.22 =< 5.0 >= 19.20 Seconds*
Targets by an additional 25%
*: Cooldown depends on Power Recharge Speed (adjusted by Weapon Weight)
+200% Recharge Speed =< 0% Recharge Speed >= -200% Recharge Speed.
**: Warp deals the majority of its Damage with the initial impact, and a
small portion of damage over time.
<> Warp staggers most enemies when it hits. Use this opportunity to
line up accurate shots.
<> Warp can Detonate Tech Primer Powers (like Incinerate, Flamer, etc).
<> The Damage over time is rarely sufficient to finish weakened enemies,
however it will prevent shields from recharging as long as it is
active.
<> Warp increases Weapon Damage inflicted to Armor even without the Rank
6 Pierce Evolution. Pierce increases Damage to Armor even further
(both the Damage done by the Warp Power, and Weapon Damage).
[WRPEVO]
Rank 4 Evolution: Damage v. Detonate
==============================================
Recommended: Detonate
Detonate increases the Damage of Biotic Explosions whether it is used as a
Primer or Detonator, but will not increase the Damage of Tech Explosions.
Rank 5 Evolution: Lasting Damage v. Expose
====================================================
Recommended: Expose
Expose will increase Weapon and Power Damage against the target from all
sources for 10 seconds. This will help bring down Bosses faster than an extra
100 damage per cast.
Rank 6 Evolution: Pierce v. Recharge Speed
====================================================
Recommended: Pierce (Recharge Speed is viable)
Pierce will help your team take down Armored targets easier, but Recharge
Speed can be effective (especially if you are trying to earn the Challenge
Points for Warp).
Rank 3: Force & Damage
===================================
Increases Damage by 75 and Force
by 175 N
Rank 4: Force & Damage Rank 4: Radius
=================================== =====================================
Increases Damage by 90 and Force Increases Radius to 2.60 m
by 210 N
Rank 5: Detonate Rank 5: Reach
=================================== =====================================
Increases Force and Damage of Increases Distance to 24 m
Biotic Explosions by 65%
Rank 6: Recharge Speed Rank 6: Lifting Shockwave
=================================== =====================================
Lowers Cooldown to Lifts targets in the air. Primes
2.19 =< 4.85 >= 18.80 Seconds enemies for a Biotic Explosion if
Shockwave did not Detonate a Biotic
Explosion
*: Cooldown depends on Power Recharge Speed (adjusted by Weapon Weight)
+200% Recharge Speed =< 0% Recharge Speed >= -200% Recharge Speed.
<> Shockwave can Detonate multiple Power Explosions with each use. This
makes it exceptionally powerful when combined with Singularity
against groups of enemies.
<> Shockwave travels through walls.
<> Shockwave moves in a straight line based on where you are looking.
This makes it effective against enemies who are at a different
elevation than the player.
[SWAVEEVO]
Rank 4 Evolution: Force & Damage v. Radius
====================================================
Recommended: Radius
Even though the Radius Evolution only increases the diameter of the
cascading blasts to 2.6 m, it makes a big difference when attempting to
Detonate enemies who are not restrained by Singularity. Rolling enemies,
large groups of enemies, even in-game lag can be effectively defeated with an
increased Radius.
Rank 5 Evolution: Detonate v. Reach
=============================================
Recommended: Detonate
Shockwave's Rank 5 Detonation Evolution combines with Warp's Rank 4
Detonation to increase the Force and Damage of Biotic Explosions by 115%.
This more than doubles the damage inflicted during Biotic Explosions and would
be criminal to pass up.
Warp can fulfill the role of long-range Detonator in place of a Shockwave
enhanced by Reach.
Rank 6 Evolution: Recharge Speed v. Lifting Shockwave
===============================================================
Recommended: Recharge Speed (Lifting Shockwave is viable)
Since the Recharge Speed only decreases the Cool Down by a fraction of a
second, either choice may be effective. I usually go with Recharge Speed
because I rely on Singularity as a disabler.
Lifting Shockwave will only restrain enemies who are unshielded and lacking
Armor. Singularity functions better as a disabling power since it can disable
enemies for a longer duration than Lifting Shockwave.
[ALLTRA]
Alliance Training
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Rank 1
===================================
Weapon Damage Bonus: 5%
Power Damage Bonus: 5%*
Singularity: +5 Damage per Second
Warp: +12.5 Damage
Shockwave: +15 Damage, +35 Force
Weight Capacity Bonus: 10
Rank 2: Power Damage
===================================
Increases Power Damage and Force
bonuses by 5%
Singularity: +5 Damage per Second
Warp: +12.5 Damage
Shockwave: +15 Damage, +35 Force
Rank 3: Weapon Damage
===================================
Increase Weapon Damage by 5%
Rank 4: Weapon Damage Rank 4: Damage & Capacity
=================================== =====================================
Increases Weapon Damage by 7.5% Increases Power Damage and Force
bonuses by 10%
Singularity: +10 Damage per Second
Warp: +25 Damage
Shockwave: +30 Damage, +70 Force
Weight Capacity Bonus: 20
Rank 5: Power Damage Rank 5: Headshots
=================================== =====================================
Increases Power Damage and Force Increases Headshot damage bonus by
bonuses by 15% 20%
Singularity: +15 Damage per Second
Warp: +37.5 Damage
Shockwave: +45 Damage, +105 Force
Rank 6: Weapon Weight Rank 6: Weapon Damage
=================================== =====================================
Decrease the Weight of all Weapons Increase Weapon Damage by 10%
by 20%
*: Bonuses values to Power Damage are calculated using the Rank 1 Damage of a
Power and NOT the adjusted Damage a Power deals at higher Ranks. Bonus
Power Damage does NOT affect the Damage or Force of Biotic Explosions.
[ALLEVO]
Quick Rationale
=========================
Level up points are better spent increasing survivability via Fitness. If
you prefer to use heavier weapons (like Assault Rifles and Sniper Rifles),
take Alliance Training to Rank 4, and Evolve Damage & Capacity to reduce the
penalty to Power Recharge Speed since the majority of the Human Adept's damage
will still be dealt by Biotic Explosions.
Rank 5: Martial Artist Rank 5: Shield Recharge
=================================== =====================================
Increase Melee Damage by 75% for Decrease Shield Recharge Delay by
30 Seconds when an enemy is killed 15%
by a Heavy Melee
Rank 6: Melee Synergy Rank 6: Fitness Expert
=================================== =====================================
Increase Melee Damage Bonus by 30% Health & Shield Bonus: +25%
Increase Weapon Damage by 25% for 20 Total Health / Shields: 825 / 825
Seconds after an enemy is killed by (Health / Shields: +125 / +125)
Heavy Melee
[CERBR]
Dealing With Cerberus Enemies
=======================================
Guardians
-------------
Aim Singularity as high above the Guardian as you can without losing your
lock-on. Higher elevation helps. The goal is to get behind the Shield and
disable the Guardian. Even if you dont lift the Guardian off his feet,
Singularity will sightly stagger them every few seconds and deal damage.
Dragoons
------------
Warp + Shockwave should defeat Dragoons in one Biotic Explosion. When they
are alone, try to bait them into swinging their whips by moving to their
front-left flank. If they jump forward, no movement is necessary, but if they
raise their arms behind their head, prepare to roll backwards or laterally.
When Dragoons are in a group of 2 or more, try to hit them both with
Singularity, then follow through with Shockwave.
Phantoms
------------
Aim high with Singularity to increase the chances that they will be unable
to dodge the Power. Shockwave deals extra damage against barriers, and it
travels through walls, so exploit that. Eventually you will want to bring a
weapon that excels at destroying shields (Acolyte) so they can be suspended by
Singularity after a well placed Acolyte shot.
Atlas
---------
Slow-moving, easy to catch with Singularity Detonations, Atlas Mechs
shouldn't trouble you unless you are out in the open, or surrounded by other
enemies.
[REAPR]
Dealing with Reapers
==============================
Ravagers
------------
Ravagers are easy prey for Singularity -> Warp (Detonate), Warp ->
Singularity Detonates, when they are far away.
At close range, Warp + Shockwave will easily destroy them. Roll laterally
to place your character at the Ravager's flanks to avoid their projectile
attacks.
Brutes
----------
When they are far away, utilize Singularity and Warp, and always position
yourself in an area where you can roll to one side when they charge. Try to
line up multiple enemies with Singularity and Shockwave to take them down
quickly.
Banshees
------------
While Banshees are teleporting around, use well-timed Warp + Shockwave
Biotic Explosions to quickly destroy their barriers. When they are standing
still and protected by the white shimmering shield, they cannot be Primed for
Biotic Explosions. If they are standing still, use Singularity to whittle
them down, and be sure to use Warp at least once every 10 seconds to increase
Weapon Damage against them.
[GTH]
Dealing with Geth
===========================
Hunters
-----------
Shoot them to temporarily break their Tactical Cloak, and enable lock-on.
Use Singularity, then Warp if they are far away, or Shockwave if they are
close. Often the Biotic Explosion will destroy their shields, and the
Singularity will suspend them.
Pyros
---------
Keep your distance with Singularity -> Warp Biotic Explosions. Unless you
have a weapon that excels at destroying shields, it will take several Biotic
Explosions before they are defeated.
Primes
----------
Biotic Explosions will usually destroy any Turrets or Combat Drones close
to the Prime. When there are other enemies within close proximity to the
Prime, be sure to utilize Singularity + Shockwave to cause multiple Biotic
Explosions. Stay behind cover and at a distance when not using Powers against
Primes.
[COLLCT]
Dealing with Collectors
=================================
Captains
------------
Captains should be dealt with immediately because their seeker swarms can
Disable Power use. While Captains are summoning more Swarms, they are
immobilized and unable to evade projectiles. Cast Singularity when you see
them doubled over, and follow through with Warp or Shockwave depending on how
close you are to them.
Scions
----------
Scions are very vulnerable to Singularity -> Warp (Detonates Biotic
Explosion), Warp -> Singularity Detonates (and causes a second Biotic
Explosion), since they are large and slow-moving targets. Warp -> Shockwave
is also devastating if you can position yourself close enough to use it.
Praetorians
---------------
Try to leave Praetorians alone until most enemies are cleared since they
require constant attention to effectively avoid damage from their Line-Laser
and Missile Spam attacks. Be sure to enter cover when the Lasers are being
fired because the attack can often hit you if you are just standing behind
an obstruction instead of taking cover.
When a Praetorian has the Purple Sphere covering its body, it is protected
from most Power Damage and effects (except a few Powers like Reave), meaning
it cannot be Primed for Biotic Explosions or debuffed by Powers like Warp
during this time. Cobra Missiles and weapons will still damage the Praetorian
if it has its shield up, but hold your powers until the barrier drops.
[WHOCARES]
Legal / Contact Info
==============================
Copyright 2013 8bitPunk
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