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Building an optimized adept

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EternalZiggurat

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« Reply #30 on: <02-19-13/1439:23> »
Thank you very much for ask your input everyone, sorry I hasn't thanked you earlier, my computer died. I decided to go with an augmented adept, so I could maximize my bp usage. I need all the edge I can get for this character.

Speaking of, can any one give me some advice on how to fill out the rest of my first point of essence? I used 2 ranks each of alpha ware muscle toner and augmenter. Can any one suggest what I could fill out a second essence with too? I'm a primary combatant, and I want to be either tankier, better at melee, or better at utility. I have armor and IPs down, and want to avoid cyberlimbs. Thanks for any more help you choose to givr to a terrible optimizer.

UmaroVI

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« Reply #31 on: <02-19-13/1501:54> »
Reflex Recorder (it's way cheaper than Improved Ability, especially Improved Combat Ability)
Saving room for rating 4 of Muscle Toner/Augmentation (I don't actually recommend starting with Alphaware, I think upgrading to Alphaware is usually better).
Trauma Dampener
Pain Editor (this would be either post-chargen or require Restricted Gear)
Attention Coprocessor

If you are still Unarmed: Bone Lacing or Bone Density Augmentation. Either are good investments.

mtfeeney = Baron

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« Reply #32 on: <02-19-13/1718:15> »
Reflex Recorder (it's way cheaper than Improved Ability, especially Improved Combat Ability)
Saving room for rating 4 of Muscle Toner/Augmentation (I don't actually recommend starting with Alphaware, I think upgrading to Alphaware is usually better).
Trauma Dampener
Pain Editor (this would be either post-chargen or require Restricted Gear)
Attention Coprocessor

If you are still Unarmed: Bone Lacing or Bone Density Augmentation. Either are good investments.

Can't mix the Trauma Dampener with the Pain Editor.
Remember, you don't have to kill the vehicle to stop it, just kill the guy driving it.

Pyromaster13

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« Reply #33 on: <02-19-13/1804:55> »
Reflex Recorder (it's way cheaper than Improved Ability, especially Improved Combat Ability)
Saving room for rating 4 of Muscle Toner/Augmentation (I don't actually recommend starting with Alphaware, I think upgrading to Alphaware is usually better).
Trauma Dampener
Pain Editor (this would be either post-chargen or require Restricted Gear)
Attention Coprocessor

If you are still Unarmed: Bone Lacing or Bone Density Augmentation. Either are good investments.

Can't mix the Trauma Dampener with the Pain Editor.

Trauma Dampeners decrease stun damage by 1 or convert 1 physical damage into stun damage when you receive 2 or more damage.  Pain Editor lets you ignore penalties from stun damage, and does absolutely nothing on it's own to decrease damage received.

I don't see how these two don't mix when they clearly have two different effects.

Thrass

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« Reply #34 on: <02-19-13/1810:27> »
Reflex Recorder (it's way cheaper than Improved Ability, especially Improved Combat Ability)
Saving room for rating 4 of Muscle Toner/Augmentation (I don't actually recommend starting with Alphaware, I think upgrading to Alphaware is usually better).
Trauma Dampener
Pain Editor (this would be either post-chargen or require Restricted Gear)
Attention Coprocessor

If you are still Unarmed: Bone Lacing or Bone Density Augmentation. Either are good investments.

Can't mix the Trauma Dampener with the Pain Editor.

Trauma Dampeners decrease stun damage by 1 or convert 1 physical damage into stun damage when you receive 2 or more damage.  Pain Editor lets you ignore penalties from stun damage, and does absolutely nothing on it's own to decrease damage received.

I don't see how these two don't mix when they clearly have two different effects.

Augmentation page 70
Quote
A trauma damper negates any dice pool modifiers an in-timidator may gain from inflicting pain on the subject. Given the
feedback-driven nature of the trauma damper, it cannot function
properly when used in conjunction with an activated pain editor.
« Last Edit: <02-19-13/1811:59> by Thrass »
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Shadowjack

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« Reply #35 on: <02-19-13/1814:15> »
He is suggesting one or the other, not both.
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UmaroVI

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« Reply #36 on: <02-19-13/1820:14> »
Yeah, although I probably should have put an "or" in there.

bdyer

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« Reply #37 on: <02-19-13/2038:39> »
What I did was go mystic adept which I think is alot more versatile than the standard adept build.  However it depends on how your gm answers these 2 questions

1. With 6 magic and 3 magic put into magican what force can I cast (by book 6 with just stun, by faq 3 with stun drain)

2. Heightened concentration- is multiple sustaining spells considered the same modifer?

3. Heighted concentration - does the maximum  negative that this can affect equal to full magic or adept magic?


Even assuming all negative answers heres what you do

Powers:
Mind over matter Log -> agil
Heightened concentration
.5 Power points of whatever you want to do with it

Take metagenic improve (log) with surge

Cast improve attribute (log) in the morning and negate the penaility with heightened concentration.  Running around with a 10 LOG/10 Agil (for tests)

Put skills in favored method of combat and infilitration and medic
Hardware skills can be mostly skipped because even with 0 skill you have a dicepool of 9 thats better than most inflitration character's hardware skill
Take a sustaining focus for improved reflexes

Spells:
Increase attribute (log)
increase attribute (char) - you can drop the log boost and increase char for social situtations
Increased reflexes
Improved invis
Heal
Other spells as you wish


Final end:
 infiltration of 10 + skill + gear with addition of improved invis
Combat of 10+skill+other bonuses
Utility spells
awesome medic

If GM rules for full force then add synatic boosters, gentic optimzation, and trama damper to get a logic of 12 with a magic split of 2-3
« Last Edit: <02-19-13/2040:18> by bdyer »

All4BigGuns

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« Reply #38 on: <02-19-13/2042:22> »
What I did was go mystic adept which I think is alot more versatile than the standard adept build.  However it depends on how your gm answers these 2 questions

1. With 6 magic and 3 magic put into magican what force can I cast (by book 6 with just stun, by faq 3 with stun drain)

2. Heightened concentration- is multiple sustaining spells considered the same modifer?

3. Heighted concentration - does the maximum  negative that this can affect equal to full magic or adept magic?


Even assuming all negative answers heres what you do

Powers:
Mind over matter Log -> agil
Heightened concentration
.5 Power points of whatever you want to do with it

Take metagenic improve (log) with surge

Cast improve attribute (log) in the morning and negate the penaility with heightened concentration.  Running around with a 10 LOG/10 Agil (for tests)

Put skills in favored method of combat and infilitration and medic
Hardware skills can be mostly skipped because even with 0 skill you have a dicepool of 9 thats better than most inflitration character's hardware skill
Take a sustaining focus for improved reflexes

Spells:
Increase attribute (log)
increase attribute (char) - you can drop the log boost and increase char for social situtations
Increased reflexes
Improved invis
Heal
Other spells as you wish


Final end:
 infiltration of 10 + skill + gear with addition of improved invis
Combat of 10+skill+other bonuses
Utility spells
awesome medic

If GM rules for full force then add synatic boosters, gentic optimzation, and trama damper to get a logic of 12 with a magic split of 2-3

If someone wanted to play that character under me, I'd reach for Mirikon's phone book, smack them with it and tell them to go back to the drawing board. That is pure, unadulterated cheddar cheese.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

bdyer

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« Reply #39 on: <02-19-13/2051:06> »
What I did was go mystic adept which I think is alot more versatile than the standard adept build.  However it depends on how your gm answers these 2 questions

1. With 6 magic and 3 magic put into magican what force can I cast (by book 6 with just stun, by faq 3 with stun drain)

2. Heightened concentration- is multiple sustaining spells considered the same modifer?

3. Heighted concentration - does the maximum  negative that this can affect equal to full magic or adept magic?


Even assuming all negative answers heres what you do

Powers:
Mind over matter Log -> agil
Heightened concentration
.5 Power points of whatever you want to do with it

Take metagenic improve (log) with surge

Cast improve attribute (log) in the morning and negate the penaility with heightened concentration.  Running around with a 10 LOG/10 Agil (for tests)

Put skills in favored method of combat and infilitration and medic
Hardware skills can be mostly skipped because even with 0 skill you have a dicepool of 9 thats better than most inflitration character's hardware skill
Take a sustaining focus for improved reflexes

Spells:
Increase attribute (log)
increase attribute (char) - you can drop the log boost and increase char for social situtations
Increased reflexes
Improved invis
Heal
Other spells as you wish


Final end:
 infiltration of 10 + skill + gear with addition of improved invis
Combat of 10+skill+other bonuses
Utility spells
awesome medic

If GM rules for full force then add synatic boosters, gentic optimzation, and trama damper to get a logic of 12 with a magic split of 2-3

If someone wanted to play that character under me, I'd reach for Mirikon's phone book, smack them with it and tell them to go back to the drawing board. That is pure, unadulterated cheddar cheese.

But optimized :)  you will have issues with being an astral beacon until you can get masking.

If the gm gives postive answers to all those questions you could easily maintain 3 spells on yourself from the moment you wake up
« Last Edit: <02-19-13/2052:55> by bdyer »

Thrass

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« Reply #40 on: <02-19-13/2108:54> »
The anniversary edition is superseeding the faq, so force 6 spells are ok unless your GM explicitly overrules this.

You could aswell go for a magic of 5, get restricted gear and a sustaining focus of force 5, logic 5 (with 6 the spell won't work) and get your 10 logic that way.
You need 5 hits on the spell though, but you will probably not be smacked with a phonebook.
(with 3 points in magic, spellcasting 6 and a power focus 4 (restricted gear) you'll have 13 dice which is an expected value of 4.33 get a mentor spirit bear and you just got an average of 5 hits on that spell)

You can default on knowledge skills as well this way.
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EternalZiggurat

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« Reply #41 on: <02-19-13/2139:56> »
I appreciate the suggestions for logic boosting, , buy I'm playing a phys ad and want cyber/bio suggestions. What would you guys put on a sam with 1 or 2 essence who needed to fill out his combat/infiltration ability, but had already gotten armor and IPs down? I might go with bone lacing, if the gm lets the damage stack with the weapon focus hardliners he is letting me use.

But that leaves plenyt of essence. I was thinking about supra thyroid. Would there be a better alternative?

Also, someone said alphaware isnt good for chargen, why is that? Especially since as an adept I have to sqeeze asmuch as I can into as few essence as possible.

Granted, ill likely use the logic suggestions with my next character, so thanks again.

Oh, and I forgot to mention, it's a 500 bp biuld, so I have more wiggle room than most adepts.
« Last Edit: <02-19-13/2146:46> by EternalZiggurat »

Thrass

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« Reply #42 on: <02-19-13/2253:46> »
Get a reflex recorder(unnarmed), restricted gear for a suprathyroid gland, muscle toner and muscle augmentation rating 2 each.
Get everything in standard grade and the bone lacing in secondhand alphaware, and the reflex recorder as alphaware,
with the burnouts way (optimize bioware) this should add up to nearly 2 Essence, you get 5 Strength and 5 Agility, since you are optimizing you'll go for ork.
Keep strength and Body at an uneven score.
If you want to get a way reduction on powers get way of the ways in addition to the burnouts way as I wrote earlier in this thread.

Cost: 15BP of positive qualities, 23.5BP in Nuyen ~2Essence
Gain: +1Body, +3Strength,+3Agility,+1Reaction, +1Unnarmed, +2P DV, +2 Impact Armor

improved reflexes 2 and critical strike 3 times are geased about 2.5 power points so you have half a PP left for whatever you like (Don't buy the last point of magic)

That gives you another +2 reaction.

Attributes will be somewhat like this:
Body 6(7)
Agility 5 (8)
Reaction 5(8)
Strength 6(9)
Charimsa 2
Inutition 2
Logic 2
Willpower 5

Magic 3

Ingame
With the first 13 Karma go buy yourself into a magical group for 5 Karma , go live on the street for 1 month as a initiation ordeal and initiate for 8 karma (group + ordeal discount 13*0.6 ~= 8)
choose an additional power point instead of a metamagic and buy more powers of your liking
initiate again choosing a powerpoint,
then buy a metamagic with karma directly and get adept centering

Go invest your karma on your magica abilities, while saving up the nuyen for better improvements
it dosn't have to be 280k for deltaware grade 4 muscle augmentation
you can get alphaware ceramic bones for 45k and then have 0.1 Essence to play around with thats cybereyes rating 1 for example
« Last Edit: <02-19-13/2318:29> by Thrass »
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bdyer

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« Reply #43 on: <02-19-13/2316:55> »
Get a reflex recorder(unnarmed), restricted gear for a suprathyroid gland, muscle toner and muscle augmentation rating 2 each.
Get everything in standard grade and the bone lacing in secondhand alphaware, and the reflex recorder as alphaware,
with the burnouts way (optimize bioware) this should add up to nearly 2 Essence, you get 5 Strength and 5 Agility, since you are optimizing you'll go for ork.
Keep strength and Body at an uneven score.
If you want to get a way reduction on powers get way of the ways in addition to the burnouts way as I wrote earlier in this thread.

Personally I've always found the unarmed combat style to be too many points for little gain.  With a monofilament whip you can almost practically ignore str you only lose 1 to 2 p of damage

RHat

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« Reply #44 on: <02-19-13/2320:30> »
Get a reflex recorder(unnarmed), restricted gear for a suprathyroid gland, muscle toner and muscle augmentation rating 2 each.
Get everything in standard grade and the bone lacing in secondhand alphaware, and the reflex recorder as alphaware,
with the burnouts way (optimize bioware) this should add up to nearly 2 Essence, you get 5 Strength and 5 Agility, since you are optimizing you'll go for ork.
Keep strength and Body at an uneven score.
If you want to get a way reduction on powers get way of the ways in addition to the burnouts way as I wrote earlier in this thread.

Personally I've always found the unarmed combat style to be too many points for little gain.  With a monofilament whip you can almost practically ignore str you only lose 1 to 2 p of damage

Progression, man.  Element strike, critical strike, distant strike...  There's so much you can do to an adept's unarmed attack that you can't effecively get with any other weapon.
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