I have been in Stasis for a while
I will not reply to any post that are not related to gameplay - there are other places to discuss the pros and cons of the ME2 defense system etc. I would appreciate to keep the discussion on topic; about the things an Adept and/or biotics can do - not what they cannot do. Thank you.
sinosleep wrote...
I love the Jack/Samara pull-bot combo on my caster sentinels but I cast so many singularities that having more than one pull-bot seems unnecessary on my adepts. I mean I tend to cast singularity first off, shoot off or strip defenses, then warp bomb right off that first singularity. Pull only really comes into play if there's already a dude walking around with no defenses.
Jack & Samara are excellent squadmates for an Adept too. Particularly with the GPS equipped; shoot enemy defenses; follow with either Jack's or Samara's Pull; and finish with Throw (or Warp when there are more enemies in the detonation radius). Throw is an excellent finisher (Heavy Throw is best); throwing enemies of ledges will instakill them; and throwing enemies against the ceiling will instakill them too. You'll need to Pull enemies first and aim Throw to hit them from below (aiming at enemy feet will do the trick) - very effective way to take out single (powerful) enemies fast.
Miss Yuna of Atlanta wrote...
I wish I could hotkey more than eight powers. Usually I try to have all of my active powers on hotkeys along with medi-gel, and the squad mates get whatever's left. Problem is, with my build, there's only two slots left over after all that, so I can only really map two squad mate powers. Most squad mates Isee have two active powers that I use. For my builds to work I basically have to bring the ones that only have one active power, like Grunt and Zaeed(screw Inferno Grenade).
Try to use the squadbuttons (Q and E on pc - default) to direct squadmates. Playing Adept, who has 4 + 1 bonus power (I don't use Shockwave) adding medkits that leaves only 2 squadpowers for hotkeys. But you can also use the Q and E buttons to activate powers:
Miranda for example can use Overload and Warp, using the Q and E button on an enemy with shields will always
force Miranda to use Overload (no need to use hotkeys for this) and she will use Warp against armor and barriers. Only squadmates who can use multiple powers can be troublesome. Jack for example will use either Pull or Shockwave on unprotected enemies (Q and E) so if you need her Pull to setup warpbombs, makes sure to hotkey Pull, because it can be frustrating if she uses Shockwave instead (I have no idea how to predictwhich power squadies like Jack will use, hotkeys are the only way to make sure they behave the way you want).
I usually hotkey only one squadmate's power and use the squadbuttons to strip defenses - Samara will use Reave against armor and barriers; Miranda will always use Overload against shields - so I hotkey Samara's Pull and Miranda's Warp to warpbomb whenever needed; squadbuttons are used against defenses. This will allow the use of all powers without pausing. Remember using powers this way only works against the proper bars, it doesn't work if powers are marked red in the power wheel. Jack will not use Shockwave if target has some protection left for example, you need to activate Shockwave manually.
incinerator950 wrote...
I prefer Tech Armor in a Sentinel. My experience with Barrier is that it's a temp fix for when you're about to die, personally I'd rather have Energy Drain.
Barrier is superior to Tech Armor in both the additional defenses (+100% instead of +75% shield; Heavy Barrier vs Assault Armor) and usability (no animation; Barrier will always work, Tech Armor doesn't). Barrier isn't just a lifesaver. It will allow more casting and shooting before taking cover; it allows greater movement on the battlefield (you can take a lot of damage before barrier goes down) and since you can activate it before battle, it doesn't influence cooldown at all (it does when used in combat, just like Tech Armor btw).
Anyone who likes Tech Armor should like Barrier too; sure it doesn't have the nice explosion and the shield boost (like Assault Armor), but it offers great protection, always works and it looks better imho.
sinosleep wrote...
It's only singularity and pull and they die so quickly at that point that the added damage is rather insignificant in the grand scheme of things. Particularly when enemies in a singularity or pull are generally warp bombs in waiting. The only class I think warp ammo is useful for is infiltrators in that it can save you a widow shot against scions/harbinger/insert X barrier/armor using high hit point enemies.
Indeed. I never found ammo powers very useful for Adepts. Once you get the bonus weapon you should already have the important upgrades. This will make (most) weapons very effective against defenses (the extra ammo power damage is very small) and the CC effects (panic / overheat) are pretty redundant since Adepts can unleash all their biotic powers when CC is needed. It isn't bad to use ammo powers, but it won't make much of a difference either.
SonofMacPhisto wrote...
I'm thinking about an NG+ Adept with AR training on Hardcore. I'd like to use this build:
Pull Field
Heavy Warp
1pt Throw
Bastion
Heavy Singularity
Deep Stasis
Weapon
loadout will be Predator, Locust (once I get it) and the Mattock. Arc Projector will be the Heavy, unless the mission has a big baddie, then it's the Cain.
Thoughts?
Looks like an excellent build though I would go for Heavy Throw and leave Stasis at one point. Maybe you want to respec for missions facing multiple YMIRs for example. But overall I don't think the extra duration is worth it. You can easily test this yourself. Just leave Stasis at rank 1 and play a mission; if duration isn't long enough, go to rank 2 etc. I tried this myself and learned that one point was more than enough for me.
Irzhen wrote...
Although I must say, I always take stasis as bonus power but don't use it that much, the increased damage bug
ruins a bit why I like insanity, and while I try not to shoot them whilethey fall, can't say the same for my squadmates, I dont' micro manage them good enough to stop them from shooting whatever they want.
Yeah the Stasis bug is bad, but I still think it suits the Adept class well. They're the only class without an 'I Win' button (AR, Charge, Cloak, Tech Armor and to a lesser extend Drones - though they do make boss fight a joke). It's up to the player how often (s)he uses Stasis. I prefer to use it against stuff that cannot be dealt with using other biotic powers (YMIRs and Geth Primes) and only to disable them long enough to deal with lesser foes first.
Modifié par Bozorgmehr, 26 novembre 2010 - 01:32 .