Ahglock wrote...
Since I had lost my saves in hard drive issues this was effectively a first play through and I did not have any bonus powers yet when I did overlord. Just finished the game acutally and once I got Stasis(as early as possible) I stuck with it. It is freaking awesome. I am about to do another play through I am thinking of going shotgun this time instead of the assault rifle. The mattock almost made some fights to easy, it has great damage a fast rate of fire and I seem to be more accurate with it than any other weapon. I can quickly put half a clip in a targets head without a problem.(except krogans's for some reason I can't figure out what counts as their head.) I might give barrier a bigger go this time.
Yeah, the Mattock is seriously OPed, but it will provide the Adept with some devastating firepower. Combined with their biotics things can get nasty. I think Barrier will be a nice bonus power for the SG wielding Adept.

Sparroww wrote...
Liking what i'm seeing with your Adept vids, you've made 'em look like powerhouses with Stasis and the Mattock AR.
Haven't played ME2 in a while, your awesome videos are making me wanna play an Adept; BANZAI STYLE!
Thanks Sparroww, glad to hear you liked the vids and that they encouraged you to go biotic once more

Miss Yuna of Atlanta wrote...
Stasis is good, but I'm still preferring Warp Ammo so far as my Adept bonus power. It gives my Adept better single-target damage by using Pull on an unprotected enemy,then whipping out my Phalanx. I haven't gotten to the weapon specialization choice yet, though. Can anybody recommend anything to me?
Although Warp Ammo isn't a bad choice, I don't like it much. Pulling a target will provide a 100% damage bonus which is sufficient to kill them very fast. I rather use another bonus power instead and bring Jack whenever Warp Ammo is useful.
I see you already tried a SG, I love them though it requires a little practice to know what your Adept can and cannot do (they are Vanguards nor Sentinels in terms of survivability though Barrier can help out here); AR is the most versatile option, effective at all ranges. I never liked the SR zoom effect, but its managable. The GPS is a good alternative; it's a SG-SR combo and it will strip defenses at all ranges. Very useful for casters, you can shoot and use a power like Pull, for example, in one move and without the zoom effect. The GPS is also a great pick to get used to shotguns - you don't have to shoot at point blank range to be effective; a great and relative risk free way to get some feel for the SG Adept.
In the end it all comes down to personal preference; there isn't an ultimate build or bonus weapon / power. Almost everything can and will work nicely given a proper try. This is something really amazing about ME2; so many different ways and styles to play and even when things might look unlikely or even impossible, the end result can be surprisingly cool. Just keep experimenting
Modifié par Bozorgmehr, 12 novembre 2010 - 12:10 .