Worst Adept Ever
#51
Posté 08 juin 2010 - 01:17
Warp - Level 2
Singularity - Level 3
Pull - Level 1
Biotic Mastery - Level 4 Bastion
Warp Ammo - Level 2
Started with Jack and Mordin. Jack died immediately, so restarted. Now using Jacob and Mordin, both of whom are holding their own quite well. Have Jacob's squad incendiary ammo. Took the Arc Projector with me.
Currently on break from battle after an unsuccessful attempt at melee against Harbinger. Have discovered how Singularity owns him, though.
Previous mission before this was Purgatory with Grunt and Miranda. Kept getting flanked in the room with the second YMIR mech, but after the fifth reload, remembered I had the Arc Projector with me then as well. Obliterated shields, warp explosions everywhere after that. I keep forgetting to use the Heavy Weapon. Since I don't take Energy Drain, the Arc Projector becomes the ultimate shield destroyer for me.
#52
Posté 08 juin 2010 - 02:29
Schuey19 wrote...
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.
Squad mates only burst fire though, and given the frequency I take team mates with their own ammo power along, it feels like handicapping them with a 35% bonus, if they could on their own achieve that or better such as a 60% bonus over 3 seconds with incendiary ammo.
For every second your squad mates spend with their face in the dirt, thats your squad ammo power handicapped.
#53
Posté 08 juin 2010 - 03:41
Pacifien wrote...
Now on Horizon. Current Build:
Warp - Level 2
Singularity - Level 3
Pull - Level 1
Biotic Mastery - Level 4 Bastion
Warp Ammo - Level 2
Started with Jack and Mordin. Jack died immediately, so restarted. Now using Jacob and Mordin, both of whom are holding their own quite well. Have Jacob's squad incendiary ammo. Took the Arc Projector with me.
Currently on break from battle after an unsuccessful attempt at melee against Harbinger. Have discovered how Singularity owns him, though.
Previous mission before this was Purgatory with Grunt and Miranda. Kept getting flanked in the room with the second YMIR mech, but after the fifth reload, remembered I had the Arc Projector with me then as well. Obliterated shields, warp explosions everywhere after that. I keep forgetting to use the Heavy Weapon. Since I don't take Energy Drain, the Arc Projector becomes the ultimate shield destroyer for me.
Interesting choose for biotic mastery. I would have gone Nemesis (though my first playthroughs I went bastion... but the power damage really changed my mind). However Bastion means you won't have to worry about going 100% paragon or renegade in order to make sure squadmates are loyal (there is more wiggle room with Bastion).
Miranda and Mordin are good squadmates for Horizon. Grunt can be fun too... if you know how to use him (He really does well at taking a lot of heat off Shepard).
Modifié par NICKjnp, 08 juin 2010 - 03:44 .
#54
Posté 08 juin 2010 - 04:06
Crunchyinmilk wrote...
Schuey19 wrote...
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.
Squad mates only burst fire though, and given the frequency I take team mates with their own ammo power along, it feels like handicapping them with a 35% bonus, if they could on their own achieve that or better such as a 60% bonus over 3 seconds with incendiary ammo.
For every second your squad mates spend with their face in the dirt, thats your squad ammo power handicapped.
Are you sure? Every time I equip the tempest, miranda and the others lay down what seems to be the entire clip. That's why i also put the avenger or geth pulse rifle on those that do assault rifles... so, i agree more with the squad ammo position.
#55
Posté 08 juin 2010 - 04:29
Thought it would be better to make singularity last longer rather than make it more powerful.NICKjnp wrote...
Interesting choose for biotic mastery. I would have gone Nemesis (though my first playthroughs I went bastion... but the power damage really changed my mind). However Bastion means you won't have to worry about going 100% paragon or renegade in order to make sure squadmates are loyal (there is more wiggle room with Bastion).
Miranda and Mordin are good squadmates for Horizon. Grunt can be fun too... if you know how to use him (He really does well at taking a lot of heat off Shepard).
Jacob and Mordin made a good duo. I suppose I could have switched out Jacob for Grunt, but then I wouldn't have had access to Jacob's pull.
It was also the first time I've ever done the final battle on Horizon without dying while playing a new class on Insanity. I think whenever there's a Collector or husk involved, Adepts are particularly well suited.
Now debating whether to recruit Tali or move on to Illium. Since I'm saving all the loyalty missions until last, I've been suffering the Shuriken. I'd rather like to get the Tempest, but would also rather like to take Legion to the recruitment this time. It is my no loyalties everyone dies playthrough afterall. I suppose I can do the loyalty missions in which I know I can fail. I think those would be Tali's, Thane's, and Samara's. Most excellent, I've been meaning to turn over the evidence in Tali's trial for awhile now.
#56
Posté 08 juin 2010 - 05:32
Pacifien wrote...
Thought it would be better to make singularity last longer rather than make it more powerful.NICKjnp wrote...
Interesting choose for biotic mastery. I would have gone Nemesis (though my first playthroughs I went bastion... but the power damage really changed my mind). However Bastion means you won't have to worry about going 100% paragon or renegade in order to make sure squadmates are loyal (there is more wiggle room with Bastion).
Miranda and Mordin are good squadmates for Horizon. Grunt can be fun too... if you know how to use him (He really does well at taking a lot of heat off Shepard).
Jacob and Mordin made a good duo. I suppose I could have switched out Jacob for Grunt, but then I wouldn't have had access to Jacob's pull.
It was also the first time I've ever done the final battle on Horizon without dying while playing a new class on Insanity. I think whenever there's a Collector or husk involved, Adepts are particularly well suited.
Now debating whether to recruit Tali or move on to Illium. Since I'm saving all the loyalty missions until last, I've been suffering the Shuriken. I'd rather like to get the Tempest, but would also rather like to take Legion to the recruitment this time. It is my no loyalties everyone dies playthrough afterall. I suppose I can do the loyalty missions in which I know I can fail. I think those would be Tali's, Thane's, and Samara's. Most excellent, I've been meaning to turn over the evidence in Tali's trial for awhile now.
Illium... yout get a biotic upgrade from Samara and she is probably one of the best biotic characters for an adept (or vanguard).
#57
Posté 08 juin 2010 - 06:21
RGFrog wrote...
Are you sure?
In a heavy fire fight with numerous enemies and a weapon with a large clip, they'll pop out of cover, fire a bit, then pop back. Just like the enemy ai. I'm not arguing against squad ammo, its great if your team mates (or you) don't have an ammo power, but I tend to pick team mates with ammo powers so getting one for myself, means we're all of us doing the most damage we can.
Relying on a squad mate for their squad ammo power is a great move for classes already struggling to cover the bases with their supply of squad points. I never had that feel with the Adept though, so a selfish ammo power just for me fit the budget.
Modifié par Crunchyinmilk, 08 juin 2010 - 06:23 .
#58
Posté 09 juin 2010 - 03:19
#59
Posté 10 juin 2010 - 02:20
Also learning that the game isn't quite so fun when I have every squadmate bugging me with their issues that I have absolutely no intention of resolving at the moment. Getting to the point where I'll be glad to kill everyone when the time comes.
Also have just realized that I won't be getting Samara's Reave since I don't plan on doing her loyalty mission. Bummer.
#60
Posté 10 juin 2010 - 02:42
I don't mind taking Garrus on that mission if he's got area overload. You might feel more comfortable with Miranda since she can both warp and overload. The tricky part of this mission is you really need to direct your squad mates to sit where you tell them. Enemies come in waves and your squad is liable to finish one, enter a hurdles race and charge right into the next wave of enemies. I've taken Tali along, but she was loyal (energy drain) and her drone was really handy against the krogan, the biotic commando, and the turrets on the bridge.
#61
Posté 10 juin 2010 - 04:22
Bring Miri, mainly for her warp and overload, so you can strip defenses quicker. Then, if you have her, bring Samara. She has both pull and throw, so she can add to the mix once the defenses are gone.
Or, if you want to do all the heavy lifting yourself, bring grunt. Let his incendiery bullets and miri's warp strip stuff, then pull, warp explode, or pull throw, or just throw everyone off everything.
I like pull then position my aim more towards the ground and throw. Then repeat the throw. Launch them into space!!!
Modifié par RGFrog, 10 juin 2010 - 04:23 .
#62
Posté 10 juin 2010 - 06:52
At this point, with Bastion Biotic Mastery and Wide Singularity, I'm not wanting for cooldown times or singularity strength when using the choke points. I've also noticed that the second I've used Pull, Warp seems to be available to me, so the cooldown must be something ridiculous once you have fully evolved the passive power and gotten the bio-amp cooldown upgrade.
But I've managed to circumvent my no tech power rule with the use of the Arc Projector. If anyone finds the Adept lacks the ability to do serious shield damage, just use this mofo.
#63
Posté 10 juin 2010 - 08:09
Pacifien wrote...
At this point, with Bastion Biotic Mastery and Wide Singularity, I'm not wanting for cooldown times or singularity strength when using the choke points. I've also noticed that the second I've used Pull, Warp seems to be available to me, so the cooldown must be something ridiculous once you have fully evolved the passive power and gotten the bio-amp cooldown upgrade.
Pull has a basic 3 s cooldown, with Bastion and the cooldown upgrade it goes down to (3 - 40% =) 1.8 s. This allows an Adept to set up Warpbombs just by him/her self. My basic strategy is to fire a Singularity at the start of a fight into a chokepoint or closely packed group of enemies - use the SMG (or AR if you got one) to take down the defenses of one enemy - the moment he/she is ragdolled - Warp 'm. The explosion will knock down everyone nearby and removes the defenses of most enemies as well. You can now move in and use Pull, Throw, Shockwave or whatever powers available to finish them off. I posted a couple of videos yesterday you might like : The Power of the Adept
#64
Posté 11 juin 2010 - 04:19
I did figure out the great uses for Singularity. I never was very skilled at creating traps at choke points with them, but it was always nice to use them to stop a particularly difficult enemy from 1) moving and 2) using its more brutal attacks. Scions won't send shockwaves at you. Harbinger won't send incineration balls or that black ball thingy. Geth Prime won't unleash that biotic attack at you. Not quite so effective against a YMIR mech, though.
At lower difficulties, relying on singularity to stop an enemy meant not really having much time to use other biotic powers because I wanted to make sure I had singularity available as soon as it flickered out as opposed to waiting for the cooldown. By the time I was wandering the Collector Ship, this wasn't an issue. By the time I was at the ship, I don't remember exactly what level I was, but I did have Singularity and Biotic Mastery maxed out and, I think, 4/5 biotic upgrades.
I didn't always rely on Singularity. If I found an enemy without defenses, I was quick to use Pull followed up by Warp. As you reduce the cooldown time of Pull, it's very easy for Shepard to do this combo by himself. Pull also became my unexpected CQC savior, as any time an enemy seemed to get right up next to me, I had the good fortune of having them without defenses so I could Pull them away from me.
Kept Warp Ammo as my bonus power throughout. Eats through barriers nicely. The only time I used another ammo was when Blood Pack or husks were involved, in which case I had Grunt or Jacob available with their squad incendiary. There were times when I wish I had Zaeed with squad disruptor ammo, but I found another way around such issues.
Since I was dead set against using Energy Drain, my method of shield destruction became the Arc Projector. Not only will it kill a shield, it will stun the enemy. Whenever Blue Suns, Eclipse, or Heretics were bunching together, the Arc Projector was there. Odds are at least one enemy has shields completely down, so throw a Singularity, follow with a Warp and you've got a nice Warp Explosion before any of the enemies have even recovered. The Arc Projector also helps keep the husk swarm at bay.
I thought the Derelict Reaper would be a bit of a cakewalk, but not so much. Since only one Singularity can be active at a time, I'd manage to stop one wave of husks only for another wave to have free reign to attack. If I managed a successful choke point, it last a millisecond because a dozen husks around a Singularity is going to eat it up far before the cooldown allows me to throw another one. So I learned a couple things that seem rather necessary for an easier run.
1) Mordin's Incineration Blast is great, but my tech upgrades were pathetic by this point. Mordin's cooldown on the Incineration Blast was just shy of forever.
2) Pull Field/Throw Field is critical at this point. Since Singularity is eaten immediately and Warp Explosions only get you so far, the best thing to do is simply push the crowd as far as away as you can. None of my squadmates had either power evolved to the fourth level.
I thought I loved the Locust, but I change my mind and am all about the Tempest. When a Singularity has your enemy frozen for you, you don't want to waste some of that time reloading your SMG. The Tempest allows for a good long period of SMG death before the Singularity runs out.
Also took sniper rifles, particularly the Viper. I had never really gotten behind the Viper when I played an Infiltrator, but I see the appeal now. Since the enemy isn't really shooting me when I've got them under a Singularity, or if I manage to distract them with Legion's or Tali's Combat Drone, I can get a huge amount of shots with the Viper without fearing harm to myself. However, if I had to worry about being exposed to gunfire, I'd probably return to the Mantis.
By the time I was running through the Suicide Mission, my build looked like this:
Warp - Level 4 Heavy
Singularity - Level 4 Wide
Pull - Level 1
Biotic Mastery - Level 4 Bastion
Warp Ammo - Level 3
I was somewhat hindered during my Suicide Mission, though, because I was concentrating on getting as much of my squad killed as possible. Samara/Miranda stuck with me until the end, where I then took Legion/Miranda.
Samara: Since I didn't have her loyalty, I did not have access to her much beloved Reave. She had some points in Pull so she could set up Warp Explosions for me, but otherwise I gave her Throw Field. But her greatest strength to me was actually her resiliency in a fight, probably due to her access to assault rifles.
Thane: Ideally, my biotic squad would have consisted of Samara/Thane. With my cooldowns as short as they were, I could set up my own biotic combos by myself, leaving Samara and Thane to use their biotics in conjunction with each other. Thane also has a good deal of resiliency, probably due to his sniper rifle and dramatic weapon bonus damage.
Miranda: Jack of all thrades, the mighty reputation of Sentinels. Plays the same role as Thane, but I had better luck keeping Thane alive. But when it came time to worry about shields, she was there in my squad.
Jacob: Always compared to Grunt, with Grunt coming out the better for it, but not this time. Jacob's Pull was of greater use to me than Grunt's Concussive Shot. Still got the squad incendiary as well. The only thing that dampened his use to me was not having access to his Barrier, which made him a poor CQC soldier. But does lead me to wonder what I would have preferred: maximizing his Barrier or maximizing his Pull to Pull Field.
Jack: She is a hard squadmate for me to use effectively on Insanity difficulty. Because I didn't have the loyalties of any of my squad, I wasn't able to give her Warp Ammo. I knew I'd make use of her Pull, but Shockwave is really difficult to make work on the higher difficulties. However, given what I said about the Derelict Reaper, she might have made a better choice than Mordin. When my Singularity would give out, send out a shockwave to bowl the husks out of the way.
Legion/Tali: Their greatest use to me was their Combat Drones, particularly evolved into Attack Drone. Their drones can act somewhat like my Singularity, stopping an enemy from firing on you as it concentrates on the drone. When I had Legion with me on the Suicide Mission, his drone was often used as the distraction for Harbinger so that I could use my biotics to try to clear the field of all the other collectors. Harbinger might assume direct control in the battle, but I like to make sure he only has an opportunity to do it once by destroying all his other possible vessels.
Kasumi/Garrus: Often used during any mission where I knew shields were going to be an issue. Much as I like the Arc Projector, it really only gets the job done when the enemies are within close proximity to each other, which isn't always the case. I find Kasumi more useful than Garrus due to her insanely powerful Shadow Strike, though. On Korlus, I found myself sending her to do a Shadow Strike often on the YMIR mech just to get it to stop firing at me for a second.
Zaeed/Grunt/Mordin: I did use them on missions. Grunt and Mordin would often be used in situations where I knew the Blood Pack were involved. But probably the only time I chose Zaeed was if I felt like mixing up the combat, because he didn't specifically have a use for my Adept.
So there you go, tales of the self-proclaimed Worst Adept Ever.
#65
Posté 11 juin 2010 - 05:58
#66
Posté 12 juin 2010 - 01:06
The best way of killing husks is drop a singularity on the ground a few yards in front of your team. Put you team behind it and let the husks advance into the singularity. You and your teammates need only kill the armor off husks and the singularity will pick them up and instakill them. This is the main reason I like the heavy Singularity is because it stays longer and holds more before I have to recast.
Also remember to look around the battlefield and notice explosives that you can singularity and pull into enemies. If you look you will find many scattered around and they can very effectively be moved where you want and blown up to help your cause. Also notice where there are drops that you can pull a guy over and then forget about him to let him die. Thane's recruitement mission have plenty, as well as Grunt's, some on Mordin's, Miranda's loyalty has plenty as well(almost all the cargo lines are instakill) and of course the collectors. Strip defense pull and forget. Many times you don't need to waste the extra ammo and time if you can do this, sometimes you can use the aforementioned explosives to do the stripping then pull and watch them die.
#67
Posté 12 juin 2010 - 01:19
#68
Posté 17 juillet 2010 - 05:08
mcsupersport wrote...
I always liked the Heavy Singularity. The main reason is how long it holds the bigger enemies and the number of guys it will hoist.
I've just started an Adept run (in fact, I'm halfway through a marathon ME playthrough - this same character was a Vanguard in ME1) and I'm wondering about Singularity.
Does Heavy offer a major upgrade in terms of how long it'll run for against armoured/defended targets? I'm considering switching, as I found Pull Field preferable as a crowd controller/Warp Bomb primer. I was primarily using Singularity as neutraliser against defended targets.
#69
Posté 17 juillet 2010 - 07:12
JaegerBane wrote...
mcsupersport wrote...
I always liked the Heavy Singularity. The main reason is how long it holds the bigger enemies and the number of guys it will hoist.
I've just started an Adept run (in fact, I'm halfway through a marathon ME playthrough - this same character was a Vanguard in ME1) and I'm wondering about Singularity.
Does Heavy offer a major upgrade in terms of how long it'll run for against armoured/defended targets? I'm considering switching, as I found Pull Field preferable as a crowd controller/Warp Bomb primer. I was primarily using Singularity as neutraliser against defended targets.
Heavy lasts much longer compared to Wide though the description says otherwise (9 vs 7 s hold duration). My experience with both is quite simple. I'm used to play without a squad and when using Wide to trap protected enemies I didn't had enough time to strip defenses (using guns) and warp them the moment they're ragdolled. Heavy lasts up to twice as long, making it much easier to warp and (more importantly) to keep powerful foes at bay (like Harby, Krogan and Scions). I never really missed the extra radius.
I never ever use Wide anymore. I go for Heavy or just leave Singularity at lvl 3 so there're 4 points to spend on other powers.
#70
Posté 17 juillet 2010 - 07:36
Actually realized I never needed the wider radius. I was either tossing a Singularity at enemies that were already bunched together or using it on a choke point where they weren't going to spread out.
#71
Posté 17 juillet 2010 - 07:48
#72
Posté 17 juillet 2010 - 08:03
It's the husks specifically that caused me problems with Singularity. Sure, four husks running by isn't going to be a problem. Get twelve of them running by, that Singularity is gone in a blink. I mean, faster than my cooldown. Didn't have Kestral Armor then, though.NICKjnp wrote...
I'm playing on veteran... I'll state that now... and wide singularity is great. It takes the place of pull field for me so it has a double purpose. With the kestrel armor I have a huge boost to weapons damage and I don't have to worry about stripping defenses before the hold duration runs out. As for husks... no problem... they just get destroyed the moment they run into the singularity.
#73
Posté 17 juillet 2010 - 08:06
Modifié par NICKjnp, 17 juillet 2010 - 08:13 .
#74
Posté 17 juillet 2010 - 08:08
On my last playthrough, when it came to the Reaper Core, I was doing some serious running around, which was working well. All the way up until I realized I had run into a corner. Tried to get the Arc Projector out, but damn their stunning slaps.NICKjnp wrote...
Just don't stank still... as long as you are moving in a staggard line then the husks likely won't get you. They usually run up to you, stop, then try to slap you. If you keep moving then they usually won't be able hit you.
#75
Posté 17 juillet 2010 - 08:12
Pacifien wrote...
On my last playthrough, when it came to the Reaper Core, I was doing some serious running around, which was working well. All the way up until I realized I had run into a corner. Tried to get the Arc Projector out, but damn their stunning slaps.NICKjnp wrote...
Just don't stank still... as long as you are moving in a staggard line then the husks likely won't get you. They usually run up to you, stop, then try to slap you. If you keep moving then they usually won't be able hit you.
If you are going to use a heavy weapon... just use this one.





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