The Power of the Adept
#251
Posté 14 novembre 2010 - 05:53
#252
Posté 14 novembre 2010 - 09:05
#253
Posté 14 novembre 2010 - 09:09
Modifié par sinosleep, 14 novembre 2010 - 09:10 .
#254
Posté 14 novembre 2010 - 09:14
Modifié par Irzhen, 14 novembre 2010 - 09:15 .
#255
Posté 14 novembre 2010 - 09:19
#256
Posté 14 novembre 2010 - 09:26
Comes down to preference really, Singularity and Warp is a potent combo but it does get a little repetitive, mixing it up with other powers creates a more diverse playstyle.
#257
Posté 14 novembre 2010 - 09:39
That tactic to use singularity on one group and pull field on the other I don't think I would use it a lot. My usual play stile is to focus on one enemy and kill him as fast as possible. It's very rare for me to have more than 2 enemies without defenses unless they are husks because with the warp explosions they ended dying of accumulated damage of different explosions. Thanks for your opinion, wasn't expecting such a fast reply xD
#258
Posté 14 novembre 2010 - 10:11
sinosleep wrote...
I tend to go with pull field cause I find far more uses for it than I do for heavy throw. I very rarely if ever do pull/throw combos due to the combination of instinctively going to warp bombs and the fact that when indoors enemies manage to survive them all the time any way. Since I don't much care for throw, it inevitably leads me to max pull.
Yeah I can understand that Pull Field is chosen over Heavy Throw as Pull obviously exposes enemies and renders them helpless whereas Throw does the opposite so to speak, however arcing Throw on Pull'd enemies from underneath them usually sends 'em flying off the map. Useless in areas with corridors and ceilings so Warp is a better choice there.
Although Warp explosions are cool for the effects I guess...
#259
Posté 14 novembre 2010 - 10:18
Remember that you can only have one Singularity active; and since they can last pretty long, you don't want to use it again (the one in place will be gone instantly). Powers like Pull and Throw should be used in between Singularities. If one's active and holding enemies or blocking a strategic position it's best to leave it there before casting a Singularity again.
Personally I prefer Heavy Throw and only one point in Pull (that's something bad about Pull; one point is great and ten points are great, but everything in between isn't worth it); I use squadmate's Pull Field primarily. Using one to insta-strip defenses; followed by Pull Field will get 2-3 enemies into the air consistently; ready to be finished by Shep's Warp, Throw or gunfire.
#260
Posté 14 novembre 2010 - 10:19
Irzhen wrote...
That makes sense. I take heavy throw mostly because I find it funny to throw enemies at walls, then while they are still getting up running to them and melee them, then when they start fighting back throw then again while punching them to death. It might not be very effective and end up with some deaths, but I find it pretty funny and a change of pace since I never take shotgun training. I will respec on my next mission to give pull field a try, maybe I will change my mind.
Yeah Throw is funny when used on Krogan just watching them being flung around while they roar helplessly is a sight. Shame Heavy Throw doesn't do serious damage to enemies slammed against walls though, perhaps makes it overpowered I guess but then thats what Warp is for.
#261
Posté 14 novembre 2010 - 10:35
What does Singularity do to enemies who are protected? I heard that it roots them in place...is that true?
#262
Posté 14 novembre 2010 - 10:52
Question to Boz or anyone who can answer, does biotic damage upgrades factor into Singularity's defense stripping or does it not count?
Modifié par Sparroww, 14 novembre 2010 - 11:06 .
#263
Posté 14 novembre 2010 - 11:05
...well, now, that's a rather big deal, isn't it?Sparroww wrote...
stops certain enemies from using powers (Harbinger & Scions...)
#264
Posté 14 novembre 2010 - 11:10
Miss Yuna of Atlanta wrote...
...well, now, that's a rather big deal, isn't it?Sparroww wrote...
stops certain enemies from using powers (Harbinger & Scions...)
I'd say its a big deal indeed.
#265
Posté 14 novembre 2010 - 11:13
I think the biotic damage does count for damage for singularity but that's just imo.
And pull field it's actually funny too, and more safe
#266
Posté 14 novembre 2010 - 11:28
#267
Posté 17 novembre 2010 - 05:32
Miss Yuna of Atlanta wrote...
...well, now, that's a rather big deal, isn't it?Sparroww wrote...
stops certain enemies from using powers (Harbinger & Scions...)
Especially on higher levels those enemies will tear through a wide singularity almost as fast as you cast it. I have gotten much better results using the Heavy version to hold more and longer. Many don't like the tight area it effects but for holding bosses, it makes a world of difference. Also as an anti-husk device, heavy singularity is almost unmatched.
Drop a heavy on the floor, move behind it with squad also behind shooting husks as they come. Just strip the armor off, and let the singularity lift and insta kill them. If the singularity dies or they start getting past move back and repeat. The abandoned mine with all the husks in it, was completely cleared with this tactic, and having Jacob and Grunt for teammates. Yes it takes awhile but they will eventually stop spawning.
#268
Posté 17 novembre 2010 - 08:37
Do players here prefer Heavy Warp or Unstable Warp? I can't really decide, but I'm leaning towards Unstable Warp, because the more I play, the more I'm thinking that against single enemies or ones that have been separated from the group, a Pull seems best followed with a barrage of weapon fire, usually from my Locust. Warp detonations are mostly good for crowd control as far as I can tell, and if the goal is to hit as many enemies as possible, I might as well use the evolution with the largest area of effect, right?
Modifié par Miss Yuna of Atlanta, 17 novembre 2010 - 08:41 .
#269
Posté 17 novembre 2010 - 08:42
Heavy warp is better against single enemies since it does 40 more damage but since enemies tend to come in groups unstable warp might be more useful in those situations but it depends largely on biotic combinations, squadmates (you should atleast have one who have overload so you can focus on your biotics instead of stripping away shields) and how you prefer to play. (Unstable and Heavy warp have the same cooldown for Shepard).
Modifié par turian councilor Knockout, 17 novembre 2010 - 09:27 .
#270
Posté 17 novembre 2010 - 09:14
Miss Yuna of Atlanta wrote...
That's an interesting strategy. I'll be sure to give it a try and see what I think.
Do players here prefer Heavy Warp or Unstable Warp? I can't really decide, but I'm leaning towards Unstable Warp, because the more I play, the more I'm thinking that against single enemies or ones that have been separated from the group, a Pull seems best followed with a barrage of weapon fire, usually from my Locust. Warp detonations are mostly good for crowd control as far as I can tell, and if the goal is to hit as many enemies as possible, I might as well use the evolution with the largest area of effect, right?
I always played with wide singularity so far, but I see the point in using the heavy version. As concerning Warp, I would always recommend Heavy Warp. Shepard can cast the fastest heavy warp compared to squadmates. And a combination of an instant pull field done by a squadmate and then your own fast-cooldown heavy warp is absolutely deadly.
On use of Pull Field is a very long disabling of defenseless enemies. This might sound trivial, since people tend to think that enemies down to health are no problem. Well, they are when you are swarmed. Instead of killing them, a fast pull field leaves time to deal with the other enemies which still have defenses.
The other use of Pull Field is the absolutely deadly effect of warp ammo. Use pull field and your squad mates almost instantly kill them. You are free to go for the more dangeous enemies which still have defenses on.
In comparison, I see only were situation specific uses for Throw. If you have ledges, platforms and chasms about, then Throw is an even quicker ´finishing move´ than Pull. One point in Throw is sometimes not enough to throw them far enough to fall down the platform, but putting more points is nevertheless no priority.
#271
Posté 17 novembre 2010 - 06:46
I never use Wide because of the above and the Heavy radius is good enough; there are not that many occasions you actually need the extra radius. Try to target doors and other spam points; small corridors; and well fortified positions (usually occupied by multiple enemies). Try to arc your Singularity. Casting it directly towards enemies behind cover usually results in the Singularity hitting an obstacle instead of an enemy; to be effective Singularities must 'hit' the target.
Also remember that playing on Insanity difficulty means you receive a 20% durations penalty (all powers), this isn't a big problem using Heavy, but the Wide simply doesn't last long enough (even with the 20+20% duration bonus from research and passive). One of the most effective ways to use Singularities is to trap/hold (or at least slow down) protected enemies; giving you time to remove defenses; ragdoll the enemy/enemies; and Warp 'm. It's pretty annoying to watch your (Wide) Singularity disappear right after you fired a Warp.
Sparroww wrote...
Question to Boz or anyone who can answer, does biotic damage upgrades factor into Singularity's defense stripping or does it not count?
Yes I'm quite certain biotic upgrades do increase Singularity's damage (I'm not sure if Nemesis and Bastion have the same effect; Bastion increases duration; Nemesis power damage). Heavy Singularity does reasonable damage; I've seen Heavy Singularity (6/6 upgrades) remove shield/barrier/armor entirely (no additional damage; only Singularity) in one go; plus those enemies were caught/ragdolled once defenses were down and I could warp detonate them. This however doesn't happen very often. Overall, Singularity is a rather eratic power; usually it works as intended, but sometimes enemies break free or the Singularity dissolves way too soon, or they just walk straight through unharmed.
Guess this must be the common power bug (same thing happens with many other powers)
turian councilor Knockout wrote...
Heavy singularity is better on armored enemies but i find wide singularity better against husks or if you stripped enemies defenses since you trap more enemies and get a wider explosion when you detonate it.
I prefer Heavy against husks. Heavy can hold more enemies (6 vs Wide's 4) and it'll hold them longer. Once defenses are down, it's better to use Pull or Throw (Field preferably); they're on a shorter cooldown and they reach target faster (Pull and Throw projectiles travel faster than Singularity).
Warp explosion's detonation radius is determined only by Warp (Singularity doesn't have any influence)
Miss Yuna of Atlanta wrote...
Do players here prefer Heavy Warp or Unstable Warp? I can't really decide, but I'm leaning towards Unstable Warp, because the more I play, the more I'm thinking that against single enemies or ones that have been separated from the group, a Pull seems best followed with a barrage of weapon fire, usually from my Locust. Warp detonations are mostly good for crowd control as far as I can tell, and if the goal is to hit as many enemies as possible, I might as well use the evolution with the largest area of effect, right?
Squadies should always use Unstable Warp due to its 9 instead of 12 s cooldown (NG+ is a different story though). For Shep it doesn't matter, both versions will do great damage. Personaly I prefer Heavy because the 5 m radius is huge already (there are hardly situations you'll actually need Unstable Warp's extra 2 m radius). The only thing about Warp I care about is the ability to instantly strip (normal) enemies' defenses; this can be done with rank 3 Warp. Remember you can use squadmate's (Unstable) Warp if the extra radius matters and use Shep's Heavy Warp to inflict maximum damage.
Modifié par Bozorgmehr, 17 novembre 2010 - 06:47 .
#272
Posté 17 novembre 2010 - 07:07
#273
Posté 19 novembre 2010 - 02:16
#274
Posté 19 novembre 2010 - 03:31
NICKjnp wrote...
Quick little thing about wide singularity. An adept with an assault rifle and stasis doesn't need heavy singularity. Wide singularity can act as pull field and stasis can take care of large threats that would dissolve the singularity too quickly. This frees up points to put into shockwave (which at level three can come in handy at points...even on insanity). I completely agree with the need to use heavy when you have a shotgun adept and using heavy barrier...but assault rifle adepts with stasis don't need heavy singularity.
I actually still find Heavy useful, especially for collector missions because Harby can't be put in Stasis. But with AR it becomes more about preference and less about necessity. I always use Heavy versions over Area versions (excluding Pull and Reave) just because I find that the majority of uses I get out my powers are against single or paired foes, and it seems less common that I get a cluster that is tight enough to justify it. Still, when you do see 6 guys fly in different directions from an unstable warp, it can be pretty satifying.
#275
Posté 19 novembre 2010 - 03:53
The Spamming Troll wrote...
shockwave will never be handy on insanity. its a waste of a cooldown. its a waste of 3 points. its fun as hell on casual tho!
Gotta agree with this. Shockwave is an AWFUL ability. One of the absolute worst in the game.





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