Adrenaline Master Build
Posted: Wed Feb 27, 2008 11:01 pm
I've decided to make another guide, for an Adrenaline Master this time. I'm going to leave out a few weapon combos for now, just cause I want to encourage new players to try out new weapons and see what they like, and also, you never teach anyone ALL of your secrets.
I'd like to preface this guide with the fact for many levels you will die... A LOT. It's unavoidable. Metroids in wave 1 will be able to kill you in 4 hits. Get used to it.
Energy weapons are nice, but not essential. I've seen several players with Shock Rifles of Energy, Miniguns of Energy, Bio Rifles of Energy...etc.
But realistically, you don't need any more than 2-3 energy weapons because at low levels, you won't be able to keep your adrenaline up with ANY of them anyways, and at higher levels you can do it with only 1-2.
I recommend the Flak Cannon and Link Gun for Energy weapons. The Mine Layer too, but at low levels it's easy to kill yourself with it, so I would avoid it. Rockets work well for Energy too, but I recommend that you roll yourself a Healing Rocket Launcher to help keep yourself alive longer. MP5's work as well, being that they are strong and long-ranged, but I would roll a Freezing or Null/Entropy MP5 and stand back out of the way and keep the skies clear of seekers and WailLords for people who are out dancing with monsters.
If you don't want to use a Healing Rockets, Roll a Vampiric Minigun or Shock Rifle, they both work well.
Initial Build (240 Skill points)
1. Buy Adrenaline Master Class (1 Skill Point) - Without this, you cannot continue.
2. Buy 50 points of Max Ammo bonus, and invest in one level of "Resupply". (65 Skill Points) Resupply is absolutely pivotal as it allows you to use weapons other than Infinite weaponry, which gives only modest damage bonuses in addition to unlimited ammo.
3. Max out the skill "Denial." (55 Skill points) Denial allows you to keep your weapons when you die, as long as you don't kill yourself. At low levels, it's rather difficult to roll weapons, (especially during later waves)and you may rely on one or many weapons. Running from a monster and dying with you translocator in your hands will make you want to cry. That's why I suggest getting all three levels of denial.
4. Max Loaded Artifacts. (27 Skill points) Loaded Artifacts are basically the best thing you have going for adrenaline masters. Also, if you're not using some of your artifacts, I'm sure someone of a different class would love to have them.
5. Buy 3 levels of "Energy Leech." (24 Skill points) I wouldn't buy too many levels of this skill mainly because with no Damage Bonus or Weapon Speed, your damage will be too low to leech much adrenaline. But having a few levels will help roll weapons when there is limited adrenaline.
6. From here, I would dump the rest of your skill points into your weapon speed. (~68 Skill points) I recommend maxing this attribute early for ANY character class you build. 1 point into Weapon Speed is twice as effective as 1 point into Damage Bonus.
For the next few levels, max out your Weapon Speed (105 Skill Points). It'll take almost no time at all to do it, only about 4 levels.
From there, start building your Max Adrenaline up, pausing at 125 to buy the first level of Adrenal Drip. Don't stop until you reach 150, after which buy a second level of Adrenal Drip. The reason you want 150 max adrenaline is not for Adrenal Drip, but for the ability to use your "Max Magic Modifier" to increase the power of whatever weapon you prefer to use, and to allow you to get Energy surge in a few more levels. The great thing about this is that you can make a Link Gun of Infinity +4 for other players, make one for yourself, link up with them, and get some serious experience... For a while this is going to be one of the few ways you'll be able to get any at all.
Invest in 50 Damage bonus. This will allow you to buy one of the key skills for Adrenaline Masters, both levels of Adrenal Surge. It is a MAJOR help. It doubles the amount of adrenaline you recieve from kill related bonuses.
By this point you will be roughly level 40. You'll need about 14 more levels to max out your core skills, which are Energy Leech, Resupply, and Adrenaline Drip (along with another 25 into your max adrenaline), and from there, it starts getting easier. I recommend maxing them in that EXACT order, and once you've done that, you can put everything into your Damage Bonus, until it is maxed, and then move on to your Damage Reduction.
Once your Damage Bonus is maxed, you'll notice it. You'll be able to tank Luci very effectively, and if you have a Link Gun and Flak Cannon of Energy, you'll be able to tank 3 of them before you truly run out of ammo for them. From there, leveling up will be a joke, you'll be able to max your Damage Reduction in no time, and you won't have to worry about globing waves 1-13 nearly as much. You'll be about Level 118 by then, and you'll be able to invest in getting 250 max Adrenaline so you can +1 all of your weapons for a little boost in firepower.
From there on, I recommend getting the skill "Ghost." But realistically, it's up to you to decide what you want to get.
I'd like to preface this guide with the fact for many levels you will die... A LOT. It's unavoidable. Metroids in wave 1 will be able to kill you in 4 hits. Get used to it.
Energy weapons are nice, but not essential. I've seen several players with Shock Rifles of Energy, Miniguns of Energy, Bio Rifles of Energy...etc.
But realistically, you don't need any more than 2-3 energy weapons because at low levels, you won't be able to keep your adrenaline up with ANY of them anyways, and at higher levels you can do it with only 1-2.
I recommend the Flak Cannon and Link Gun for Energy weapons. The Mine Layer too, but at low levels it's easy to kill yourself with it, so I would avoid it. Rockets work well for Energy too, but I recommend that you roll yourself a Healing Rocket Launcher to help keep yourself alive longer. MP5's work as well, being that they are strong and long-ranged, but I would roll a Freezing or Null/Entropy MP5 and stand back out of the way and keep the skies clear of seekers and WailLords for people who are out dancing with monsters.
If you don't want to use a Healing Rockets, Roll a Vampiric Minigun or Shock Rifle, they both work well.
Initial Build (240 Skill points)
1. Buy Adrenaline Master Class (1 Skill Point) - Without this, you cannot continue.
2. Buy 50 points of Max Ammo bonus, and invest in one level of "Resupply". (65 Skill Points) Resupply is absolutely pivotal as it allows you to use weapons other than Infinite weaponry, which gives only modest damage bonuses in addition to unlimited ammo.
3. Max out the skill "Denial." (55 Skill points) Denial allows you to keep your weapons when you die, as long as you don't kill yourself. At low levels, it's rather difficult to roll weapons, (especially during later waves)and you may rely on one or many weapons. Running from a monster and dying with you translocator in your hands will make you want to cry. That's why I suggest getting all three levels of denial.
4. Max Loaded Artifacts. (27 Skill points) Loaded Artifacts are basically the best thing you have going for adrenaline masters. Also, if you're not using some of your artifacts, I'm sure someone of a different class would love to have them.
5. Buy 3 levels of "Energy Leech." (24 Skill points) I wouldn't buy too many levels of this skill mainly because with no Damage Bonus or Weapon Speed, your damage will be too low to leech much adrenaline. But having a few levels will help roll weapons when there is limited adrenaline.
6. From here, I would dump the rest of your skill points into your weapon speed. (~68 Skill points) I recommend maxing this attribute early for ANY character class you build. 1 point into Weapon Speed is twice as effective as 1 point into Damage Bonus.
For the next few levels, max out your Weapon Speed (105 Skill Points). It'll take almost no time at all to do it, only about 4 levels.
From there, start building your Max Adrenaline up, pausing at 125 to buy the first level of Adrenal Drip. Don't stop until you reach 150, after which buy a second level of Adrenal Drip. The reason you want 150 max adrenaline is not for Adrenal Drip, but for the ability to use your "Max Magic Modifier" to increase the power of whatever weapon you prefer to use, and to allow you to get Energy surge in a few more levels. The great thing about this is that you can make a Link Gun of Infinity +4 for other players, make one for yourself, link up with them, and get some serious experience... For a while this is going to be one of the few ways you'll be able to get any at all.
Invest in 50 Damage bonus. This will allow you to buy one of the key skills for Adrenaline Masters, both levels of Adrenal Surge. It is a MAJOR help. It doubles the amount of adrenaline you recieve from kill related bonuses.
By this point you will be roughly level 40. You'll need about 14 more levels to max out your core skills, which are Energy Leech, Resupply, and Adrenaline Drip (along with another 25 into your max adrenaline), and from there, it starts getting easier. I recommend maxing them in that EXACT order, and once you've done that, you can put everything into your Damage Bonus, until it is maxed, and then move on to your Damage Reduction.
Once your Damage Bonus is maxed, you'll notice it. You'll be able to tank Luci very effectively, and if you have a Link Gun and Flak Cannon of Energy, you'll be able to tank 3 of them before you truly run out of ammo for them. From there, leveling up will be a joke, you'll be able to max your Damage Reduction in no time, and you won't have to worry about globing waves 1-13 nearly as much. You'll be about Level 118 by then, and you'll be able to invest in getting 250 max Adrenaline so you can +1 all of your weapons for a little boost in firepower.
From there on, I recommend getting the skill "Ghost." But realistically, it's up to you to decide what you want to get.