It's official. Acolyte goes well with every class.

#1DreoreSilerePosted 2/2/2013 3:23:43 PM
Examples (even if some might be ludicrous):

Human Soldier w/ Acolyte, Concussive Shot, and Disruptor/Incendiary Ammo

http://narida.pytalhost.com/me3/classes/#Soldier/Human/ANQPR/Acolyte10BK5AI5//PistolRailAmp3/PowerEfficiencyModule4/PistolAmp5/

Explosive weapons are good at applying ammo effects. The Acolyte is both an explosive weapon and a light weapon, meaning kits with detonator powers can have a field day with Tech Bursts and Fire Explosions. I mean, you can just hold down the right trigger while spamming Concussive Shot and every other burst will be a power combo! Concussive Shot by itself removes the threat of being surrounded by those pesky Husks and Cannibals and stuns every other enemy except big bosses. I got 200,000 once in a platinum match all the way to extraction with a Human Female Soldier with the Incendiary Ammo set-up.

N7 Destroyer w/ Acolyte, Hawk Missile Launcher, Multi-Frag Grenades, and Cryo Ammo

http://narida.pytalhost.com/me3/classes/#Soldier/NDestroyer/NRNPA/Acolyte10BK5AI5//PistolRailAmp3/AdrenalineModule4/PistolAmp5/

Now, you might be saying, "what? How can the N7 Destroyer work with such a puny weapon? Well, I'm saying that the Acolyte can work with ANY kit. I mean it. With the cooldown speed on Devastator Mode super-low, you can practically activate and deactivate it on the go. Banshee warp ball coming your way? Just deactivate the crippling mode and dodge. In one second, just activate it again and continue shooting the Banshee. You can also use this technique to run and gun around the map supplying yourself with more Multi-Frag Grenades. Note that the important part here is the Hawk Missile Launcher specced for increased effectiveness against armor to counter the Acolyte's weakness against it.

Vorcha Soldier w/ Acolyte, Bloodlust, Flamer, and Carnage

http://narida.pytalhost.com/me3/classes/#Soldier/Vorcha/PKOID/Acolyte10BK5AI5//PistolRailAmp3/PowerAmplifierModule4/PistolAmp5/

Spec Flamer for armor damage. Carnage is important here because you want to create Fire Explosions. See an armored enemy? Prime them with a short Flamer, shoot with the Acolyte, then ignite them with Carnage. With the Acolyte's shield and barrier stripping capabilities, you can kill anything in a short amount of time.

Volus Mercenary Sentinel w/ Acolyte, Decoy, Combat Drone, and Disruptor/Incendiary Ammo

http://narida.pytalhost.com/me3/classes/#Sentinel/VolusMercenary/KPRPA/Acolyte10BK5AI5//PistolRailAmp3/PowerAmplifierModule4/PistolAmp5/

The important thing here is to spec Decoy and Combat Drone to shock and explode on the enemy. With both powers activated and with the right ammo, you can set-up Tech Bursts and Fire Explosions with just a few shots and a few moments of waiting.


Honestly, I could go on. I didn't talk about any classes with biotic powers because well, everybody knows they go well with the Acolyte. But what a lot of people don't know is that the Acolyte can go well with ANY class.

tl;dr: Read topic title.
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#2WatermelonFartsPosted 2/2/2013 3:26:25 PM
anything BUT cryo ammo on the human soldier

LOL
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#3Havoc49JPosted 2/2/2013 3:50:08 PM
The charge-less Acolyte is awesome on a Slayer and Novaguard. Wipes out shields, primes targets, stuns targets, and if you shoot it over the cover an enemy is hiding behind it forces them to stand. That saves you more than you'd think when you can't find a target to charge and your getting shot in the back.
#4DXLR8RPosted 2/2/2013 4:49:40 PM
Wasn't taking the charge away from the Acolyte an accident according to what someone on this board said? If that's true, they're probably going to put it back again so I hope that it wasn't the basis of your conclusion.

Either way, I've always had a few classes with it because it's so damn good at stripping shields away, and I'm not even using it as a primer.
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#5SSJGrimReaperPosted 2/2/2013 4:53:11 PM
It's official. This game needs dual-wielding Acolytes.
#6code_kirinPosted 2/2/2013 5:02:51 PM
WatermelonFarts posted...
anything BUT cryo ammo on the human soldier

LOL


Cryo CS is overrated. Wouldn't use an acolyte on him though.

Classes with arc grenade and overload don't really need acolyte. Anyone using a Talon is reasonably good at stripping shields anyway.
#7WatermelonFartsPosted 2/2/2013 5:06:37 PM
code_kirin posted...
WatermelonFarts posted...
anything BUT cryo ammo on the human soldier

LOL


Cryo CS is overrated. Wouldn't use an acolyte on him though.

Classes with arc grenade and overload don't really need acolyte. Anyone using a Talon is reasonably good at stripping shields anyway.


8000 damage with 14000 damage on barriers isn't overrated at all.
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#8infinitexxPosted 2/2/2013 5:14:05 PM
WatermelonFarts posted...
anything BUT cryo ammo on the human soldier

LOL


That.
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#9loto610Posted 2/2/2013 5:59:40 PM
DXLR8R posted...
Wasn't taking the charge away from the Acolyte an accident according to what someone on this board said? If that's true, they're probably going to put it back again so I hope that it wasn't the basis of your conclusion.

Either way, I've always had a few classes with it because it's so damn good at stripping shields away, and I'm not even using it as a primer.


Yes, accident that will be fixed next balance change:

http://social.bioware.com/forum/1/topic/343/index/15750917
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#10code_kirinPosted 2/2/2013 6:49:37 PM
WatermelonFarts posted...
code_kirin posted...
WatermelonFarts posted...
anything BUT cryo ammo on the human soldier

LOL


Cryo CS is overrated. Wouldn't use an acolyte on him though.

Classes with arc grenade and overload don't really need acolyte. Anyone using a Talon is reasonably good at stripping shields anyway.


8000 damage with 14000 damage on barriers isn't overrated at all.


I want the concussive shot you're talking about.

Full power damage passive w/ Damage/Shatter/Shredder, power amp IV, and mental focuser: 494 damage (1976 vs barriers)

On a chilled target, this damage total is doubled to 988 damage (7904 vs barriers). This is what you'd see against Geth and Atlas.

Against organics, this number is tripled to 2964 damage (1976 of which is dealt as stacking DoT over 10 seconds). This obviously does a ridiculous amount to barriers.

I really don't know where this 8000 damage is coming from, and if it were 8000 damage then it would be doing 32000 to barriers.