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Worst Adept Ever


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#26
NICKjnp

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Pacifien wrote...

I think I'll try that. Right now, singularity and warp are hotkeyed to the bumpers, with Pull left with no hotkey. I should have left singularity on the Y button, so now I have to wait for when the retrain ability comes available after Horizon in order to reassign it back to the Y button.
Got through Korlus well enough. Had trouble with the YMIR mech while trying to distract the slow krogan approach. Had Zaeed and Kasumi with me. Kept spamming Kasumi's shadow strike against the mech, Zaeed's disruptor ammo on it as well, while I was using singularity to stop the krogan. And always, using myself as bait while my squadmates tried to take out a heavy for me. Ignored Jedore altogether until the stupid mech was cooked. It's a lot of running from one end of the field to the other, as the mech and krogan do their slow crawls to my position.


I would suggest that you hotkey warp and throw to the bumpers.  You don't need pull all that much because singularity can do that for you.  And when you evolve powers then I suggest you go for damage over area.  The only area evolved power I would suggest is wide singularity.  Let your squadmates have the area powers.  Shepard is superman... let him be super.  Oh... and don't waste points in shockwave on hardcore or insanity (it isn't worth it).  Evolve everything except pull (just put one point).  If you just put one point in pull and don't do anything with shockwave then you will be able to evolve all your other powers (including your bonus power).

Modifié par NICKjnp, 07 juin 2010 - 04:25 .


#27
Pacifien

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I'll likely ignore shockwave, but I did find it useful for my Vanguard on Insanity. Even with armor up, it will cause the enemy to stumble. As I was constantly shifting between using the Avalanche and my gun on the Derelict Reaper, shockwave became a saving grace to slow the husks just enough to allow me to the make the switch.

#28
NICKjnp

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Pacifien wrote...

I'll likely ignore shockwave, but I did find it useful for my Vanguard on Insanity. Even with armor up, it will cause the enemy to stumble. As I was constantly shifting between using the Avalanche and my gun on the Derelict Reaper, shockwave became a saving grace to slow the husks just enough to allow me to the make the switch.


Singularity handles husks with no problem.  They will just stand there and are easy pickings for an smg.  Also... once their armor is gone then the singularity instakills them.  Get squad ammo powers from your squadmates.... Grunt, Garrus, Zaeed, Jack or Jacob (if you want to take that risk).

#29
Pacifien

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The last time I did the Derelict Reaper mission, I did take the risk of using Jacob and his incendiary ammo. And Mordin. It was probably my quickest run of the mission on Insanity. Having the Widow to shoot out the mass effect core probably speeded things up a bit, too.

#30
NICKjnp

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Pacifien wrote...

The last time I did the Derelict Reaper mission, I did take the risk of using Jacob and his incendiary ammo. And Mordin. It was probably my quickest run of the mission on Insanity. Having the Widow to shoot out the mass effect core probably speeded things up a bit, too.


Just cain the core.  If you do it on Insanity then it might not kill the husks.  If it doesn't then they will attack you during the cutscene (but you wont' die).  Here is a link.

Modifié par NICKjnp, 07 juin 2010 - 05:09 .


#31
Pacifien

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NICKjnp wrote...
Just cain the core.

:devil:

I've taken the Cain out once in awhile for a laugh, but typically I do without it. Probably the only mission where I will use it is the one where you try to save as many crates as you can. Last time I did that one on Insanity, I managed to save 19. I'll get all 20 someday.

ETA: Oh god, that other link is hilarious.

Modifié par Pacifien, 07 juin 2010 - 05:12 .


#32
NICKjnp

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Pacifien wrote...

NICKjnp wrote...
Just cain the core.

:devil:

I've taken the Cain out once in awhile for a laugh, but typically I do without it. Probably the only mission where I will use it is the one where you try to save as many crates as you can. Last time I did that one on Insanity, I managed to save 19. I'll get all 20 someday.

ETA: Oh god, that other link is hilarious.


That happened to me the first time I did and Insanity playthrough.  I was like... what the hell is going on?  Obviously I survived... but it was funny to watch Shepard getting slapped around.

#33
Bozorgmehr

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NICKjnp wrote...

You don't need pull all that much because singularity can do that for you.  And when you evolve powers then I suggest you go for damage over area.  The only area evolved power I would suggest is wide singularity.


-1- You can have one Singularity up at any time, so it's unwise to spam it. Once you use it again the previous Singularity will dissolve.
-2- A Singularity can stay in place up to a whopping 45 s (Heavy) though you wouldn't want that because it only stays up that long if it isn't touched by enemies.
-3- Therefore Singularity should be used primarily for CC

Example, when fighting Collectors I use Singularity to keep Harbinger at bay. When caught by it he cannot move or fire, giving you time to use your other powers to kill the other Collectors. The duration (how long it keeps Harby out of the fight) is pretty eratic. Sometimes Harby cannot move for just a few seconds, but sometimes it will hold him up to 7-9 s - enough time to use your other powers (Pull, Throw and Warp) 3-5 times.

#34
NICKjnp

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Bozorgmehr wrote...

NICKjnp wrote...

You don't need pull all that much because singularity can do that for you.  And when you evolve powers then I suggest you go for damage over area.  The only area evolved power I would suggest is wide singularity.


-1- You can have one Singularity up at any time, so it's unwise to spam it. Once you use it again the previous Singularity will dissolve.
-2- A Singularity can stay in place up to a whopping 45 s (Heavy) though you wouldn't want that because it only stays up that long if it isn't touched by enemies.
-3- Therefore Singularity should be used primarily for CC

Example, when fighting Collectors I use Singularity to keep Harbinger at bay. When caught by it he cannot move or fire, giving you time to use your other powers to kill the other Collectors. The duration (how long it keeps Harby out of the fight) is pretty eratic. Sometimes Harby cannot move for just a few seconds, but sometimes it will hold him up to 7-9 s - enough time to use your other powers (Pull, Throw and Warp) 3-5 times.


True... but as i suggested... one point should be put into pull to set up warp explosions for your squadmates.  Once you get past Horizon then you should have access to three biotic upgrades that reduce recharge and increase power duration.  At this point pull is fine... but still advisable to set up warp explosions with squadmates (since I suggest that they are given unstable warp... but that is just my play style) rather that warp explosions for Shepard.

#35
Pacifien

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In relation to husks, I'd say singularity is the better power to use because husks move in swarms. Also, on higher difficulties where the husks develop their magical armor, singularity is still going to work on them whereas pull will not.

However... beyond husks, pull certainly has its uses because its cooldown is shorter than singularity, which makes it a better choice if you're intent on setting up a warp explosion. Sure, singularity works on setting those up, too, as well as ensuring the enemies are stuck in close proximity to each other when the explosion takes place. But from a strictly cooldown reasoning, pull has its uses.

Oh, and pull is instant whereas you have to wait for singularity to hit. And if your aim sucks, pull is simply an easier way to go about it. And as I am demonstrating on my own Adept playthrough, you do have to take a person's ability to aim into consideration when recommending a build. :P

Modifié par Pacifien, 07 juin 2010 - 03:19 .


#36
NICKjnp

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Pacifien wrote...

In relation to husks, I'd say singularity is the better power to use because husks move in swarms. Also, on higher difficulties where the husks develop their magical armor, singularity is still going to work on them whereas pull will not.

However... beyond husks, pull certainly has its uses because its cooldown is shorter than singularity, which makes it a better choice if you're intent on setting up a warp explosion. Sure, singularity works on setting those up, too, as well as ensuring the enemies are stuck in close proximity to each other when the explosion takes place. But from a strictly cooldown reasoning, pull has its uses.

Oh, and pull is instant whereas you have to wait for singularity to hit. And if your aim sucks, pull is simply an easier way to go about it. And as I am demonstrating on my own Adept playthrough, you do have to take a person's ability to aim into consideration when recommending a build. :P


Are you sure pull is instant?  I thought that only reave and dominate were instacast for Shepard.  Pull and throw are the fastest moving powers... but they are not instant.

#37
Pacifien

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You're right, not instant. But certainly will work on line of sight faster than singularity would, and aiming isn't much of an issue.

#38
NICKjnp

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Pacifien wrote...

You're right, not instant. But certainly will work on line of sight faster than singularity would, and aiming isn't much of an issue.


Not dissing pull (because I use it) but sometimes if an enemy is hiding behind an object you can use singularity and it will lift them out of cover even if it doesn't hit them (it only needs to hit near them) where as pull needs to actually hit the enemy.  There are certain situations where singularity is much more effective at getting enemies that are behind cover.

Modifié par NICKjnp, 07 juin 2010 - 04:01 .


#39
Pacifien

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NICKjnp wrote...
Not dissing pull (because I use it) but sometimes if an enemy is hiding behind an object you can use singularity and it will lift them out of cover even if it doesn't hit them (it only needs to hit near them) where as pull needs to actually hit the enemy.  There are certain situations where singularity is much more effective at getting enemies that are behind cover.

That's true, but it still requires a little finesse in aiming singularity. If you're focusing on pull, there's always Zaeed's inferno grenade or Kasumi's flashbang grenade to try to knock an enemy out of cover.

But I'm just speculating on why someone would lean more toward using pull. As I've said in this thread, my goal is to focus on singularity.... Though one of my observations with the Adept guides is that they are focused on the singularity strategy. Since I've asked before if an Adept could work without depending on singularity on Insanity difficulty, I suppose I should experiment and see if I can manage it. But first, need to get better at being an Adept in general.

#40
NICKjnp

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Pacifien wrote...

NICKjnp wrote...
Not dissing pull (because I use it) but sometimes if an enemy is hiding behind an object you can use singularity and it will lift them out of cover even if it doesn't hit them (it only needs to hit near them) where as pull needs to actually hit the enemy.  There are certain situations where singularity is much more effective at getting enemies that are behind cover.

That's true, but it still requires a little finesse in aiming singularity. If you're focusing on pull, there's always Zaeed's inferno grenade or Kasumi's flashbang grenade to try to knock an enemy out of cover.

But I'm just speculating on why someone would lean more toward using pull. As I've said in this thread, my goal is to focus on singularity.... Though one of my observations with the Adept guides is that they are focused on the singularity strategy. Since I've asked before if an Adept could work without depending on singularity on Insanity difficulty, I suppose I should experiment and see if I can manage it. But first, need to get better at being an Adept in general.


I always bring along someone with ammo powers and evolve them to squad.

#41
Pacifien

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Right now I've got Warp Ammo as my bonus power. Energy Drain would have been more useful and given me a good attack on shields, but I wanted to avoid tech powers this time around (so no to Flashbang grenade or Geth Shield Boost as well.) I avoided Reave because I knew I'd be a Reave spammer if I had it.

Neural Shock would give me the same result as Singularity, as far as stopping an enemy in its tracks but only if their defenses are down. (I think it only works when defenses are down, yeah?)

I like Slam, but don't really see the need for it with Singularity and Pull available to me.

So the only other loyalty power that interests me beyond Warp Ammo is Barrier. Is there a case for using Barrier versus Warp Ammo? Would it be better for a somewhat careless fighter (as I am) to help them survive longer?

#42
NICKjnp

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Pacifien wrote...

Right now I've got Warp Ammo as my bonus power. Energy Drain would have been more useful and given me a good attack on shields, but I wanted to avoid tech powers this time around (so no to Flashbang grenade or Geth Shield Boost as well.) I avoided Reave because I knew I'd be a Reave spammer if I had it.
Neural Shock would give me the same result as Singularity, as far as stopping an enemy in its tracks but only if their defenses are down. (I think it only works when defenses are down, yeah?)
I like Slam, but don't really see the need for it with Singularity and Pull available to me.
So the only other loyalty power that interests me beyond Warp Ammo is Barrier. Is there a case for using Barrier versus Warp Ammo? Would it be better for a somewhat careless fighter (as I am) to help them survive longer?


Only if you got it to heavy... but really warp ammo and energy drain are more effective (though I would take energy drain because it can help debuf shielded enemies and boost your barrier).

#43
Pacifien

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Hmm. Probably the only time I'd really need heavy barrier for my survival is the big Horizon battle, and with me trying to evolve singularity and biotic mastery first, don't think it'd be possible to get heavy barrier by Horizon. So Warp Ammo it is. Plan to evolve Jacob's incendiary to squad and Zaeed's disruptor as well.

#44
Crunchyinmilk

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Every new game I pick shield jack (energy drain) as an early bonus power. Its just so handy given every early enemy is synthetic. But it soon becomes less effective than warp ammo or a team mate with squad incendiary, because of the weapon upgrades you get which make guns chew through shields and armor.

Having a team mate with squad ammo powers is great for taking another squad mate without any, but I tend to leave heavy warp ammo running on all my adepts guns, all the time. The damage bonus is immediate and lethal.

At least on the xbox, you have the squad ammo patch which means you can safely mix and match squad ammo powers now, choosing to use all of them when and where you want. Can't do that on the PC yet, we still suffer from team mates arguing over using their ammo power at all times, even when the enemies don't warrant it.

I'll never talk down barrier, its a nice bonus skill and I certainly use it on Vanguards. Its a great emergency power that keeps you going like the energiser bunny. At the first sign of red veins, hit that barrier and shoot some more. If squad ammo is doing enough for you, barrier is a winner too.

#45
Pacifien

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I am not looking forward to having the inability to remove the automatic point in Garrus's and Thane's loyalty powers now. Armor-piercing and Shredder ammo are two powers I could do without evolving... though maybe this time around I'll maximize them both and see if I've had it wrong all along.



That's not to say armor-piercing is outright useless, I've just had other ammo types I've preferred to use and I'd rather have the ability to maximize Garrus's three other powers.

#46
RGFrog

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If you're running on less than Hardcore, shredder ammo isn't that bad. Get it maxed out on thane with a tempest and he grinds husks like crazy.

#47
NICKjnp

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Pacifien wrote...

Hmm. Probably the only time I'd really need heavy barrier for my survival is the big Horizon battle, and with me trying to evolve singularity and biotic mastery first, don't think it'd be possible to get heavy barrier by Horizon. So Warp Ammo it is. Plan to evolve Jacob's incendiary to squad and Zaeed's disruptor as well.


Post Horizon I would suggest switching from warp ammo to another bonus power (energy drain is always good).  You get Jack's loyalty mission after you do one post Horizon mission and you can evovle her ammo power (warp) to squad witch negates the need for you having warp ammo.

#48
Pacifien

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I'm not doing Energy Drain. I'm not doing any tech power. But if someone isn't going to limit themselves on what bonus powers to use, by all means, use Energy Drain!



Anyway, I'm not going to have access to Jack's loyalty power any time soon. This playthrough is being set up for suicide mission testing, which means I need a save point where recruited all the crew but haven't started any loyalty missions yet.



First up, kill everyone. Second up, successful suicide mission with the fewest possible loyal. Third up, establishing that while Garrus dies before Samara/Morinth, Thane, and Legion, he still has a higher defense score than all of them.

#49
Simbacca

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NICKjnp wrote...

...Jack's loyalty mission after you do one post Horizon mission and you can evovle her ammo power (warp) to squad witch negates the need for you having warp ammo.


I wouldn't say it's so cut and dry.  Using Jack's Squad Warp Ammo means Shepard only gets a 35% damage boost and is also forced to bring Jack along.  Shepard having Heavy Warp Ammo gets a 50% damage boost and the player can bring along which ever squadmates desired.  Between the two, I would have Shepard take Heavy Warp Ammo (and Pacifien, you are certainly not alone in not wanting to add a tech power to an Adept).  I'd rather have Samara, who uses the more versatile Assault Rifles, with me for Pull, Throw, and Area Reave at any given moment I need a biotic teammate than squishy squadmate that uses a close quarters combat weapon with the Insanity-useless Shockwave.  I rather bring Grunt or Jacob along, neither of which are squishy, for Squad Incendiary Ammo so both my squadmates can be causing panic in my organic enemies for added crowd control.

Whenever I get around to playing an Adept, I'm torn between whether I'll be taking Heavy Warp Ammo or Group Dominate as a bonus power.  Every does Warp Ammo, Energy Drain, or Barrier, so I think I want to try Dominate.  It will give the Adept a little bit of an Engineer feel (and since my Engineer will not be taking Dominate, being a biotic power and all).

Modifié par Simbacca, 07 juin 2010 - 11:05 .


#50
Schuey19

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Pacifien wrote...

I like Slam, but don't really see the need for it with Singularity and Pull available to me.

Slam, combined with either Pull or Singularity is still a pretty effective combo, and if you evolve it to Crippling Slam that's 8 secs where you don't have to worry about that enemy as they lay in a crumpled heap on the floor.

Other than that though, if you want you Adept to be a pure Adept then Warp ammo is your best bet.

I'd actually go with squad over heavy, because 3 x 35% is greater than 1 x 50%, especially when your squadmates don't have to worry about running out of ammo.

As for you aiming problem on the 360, don't forget you can always fire you ability at the same time that you're firing your gun - and because your reticle will be more focused it is easier to hit your target.

When you want to arch aim directly at the target then start to pull up. You'll know when you've gone too far when the targeting sight disappears, and that way you'll get used to the limit of the targeting sphere for arched shots.

Always arch your Pull's for elavation, because you can then follow that up with throw aimed down-and to either side to send the enemy clear off the screen in open areas.