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The Power of the Adept


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#376
Sparrow44

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SonofMacPhisto wrote...

I'm going to hop in with a quick visualization.  Take the first fight on Jack's recruitment mission.  Cast a Singularity right in front of the door, have Garrus and Miranda pop shields with Overload, along with your gun fire, and watch all the mooks get sucked into your Blackhole of Doom.  Cast Warp, giggle at the asplosions, rinse, repeat.

With the right squad, you can rip through sections very quickly!


Yeah Singularity does function as a good trap to put in doorways and spawn points, the power is a bit irregular though especially on protected foes; I'll cast it at one foe with shields and another enemy or two will also get pulled in but because there's a guy with protection still trapped so to speak the Singularity dissappears as I'm about to strip the shield and I have to cast another one or use another power.

I'm guessing it's something to do with the power's max limit of people it can hold inside it but I'm not sure, anyone else had or seen stuff like that with Singularity?

#377
Sparrow44

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SSoG wrote...

Dominate Engineer disagrees with you. Drone is as effective at locking
down a single enemy regardless of protections as either Stasis or
Singularity, while Hacking and Dominate are capable of distracting an
entire battlefield with a single cast.

I really had a lot of trouble with the Adept and the Engineer until I realized what their roles were. I was thinking that the Adept was the mage-style caster of the game who just sits in the back and spams damage spells, while the Engineer was more of an opportunist who played slowly and deliberately looking for opportunities to influence the battle. In reality, the Engineer's better at standing back and mindlessly spamming damage spells if that's how you want to spec them out (Incinerate is substantially better than an un-comboed Warp, while Adepts have nothing to compare to Overload against shields unless they waste their bonus power on Energy Drain), while the Adept is more about playing deliberately and setting up combos.


Yeah both classes are good at controlling the battlefield, only differences is that Adepts rely more on combo's and finishing moves to kill targets as well as providing CC, Engineers gear more towards turning the tides of battle by stripping defenses, turning foes against one another and using Drone to keep em distracted while you close in and kill 'em.

That said an Engineer + Sniper Training + Dominate = Very fun, and makes battles seamless!

Modifié par Sparroww, 28 novembre 2010 - 06:46 .


#378
Bozorgmehr

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SonofMacPhisto wrote...

I'm going to hop in with a quick visualization.  Take the first fight on Jack's recruitment mission.  Cast a Singularity right in front of the door, have Garrus and Miranda pop shields with Overload, along with your gun fire, and watch all the mooks get sucked into your Blackhole of Doom.  Cast Warp, giggle at the asplosions, rinse, repeat.

With the right squad, you can rip through sections very quickly!


An excellent example! The Arc Projector is great for Jack's RM too; it shield-strips entire rooms and YMIR's shields with ease. There are however some situations when you don't want to warp-detonate straight away. If, for example, one or two BS Vanguards manage to get through your Singularity (first fight - Jack's RM), you want to take them out asap. Enemies trapped in Singularity can't hurt you, just leave 'm while you take care of the more pressing matters. In case those enemies are still within Warp's detonation radius ... BOOM of course :)

#379
Ahglock

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Sparroww wrote...

SonofMacPhisto wrote...

I'm going to hop in with a quick visualization.  Take the first fight on Jack's recruitment mission.  Cast a Singularity right in front of the door, have Garrus and Miranda pop shields with Overload, along with your gun fire, and watch all the mooks get sucked into your Blackhole of Doom.  Cast Warp, giggle at the asplosions, rinse, repeat.

With the right squad, you can rip through sections very quickly!


Yeah Singularity does function as a good trap to put in doorways and spawn points, the power is a bit irregular though especially on protected foes; I'll cast it at one foe with shields and another enemy or two will also get pulled in but because there's a guy with protection still trapped so to speak the Singularity dissappears as I'm about to strip the shield and I have to cast another one or use another power.

I'm guessing it's something to do with the power's max limit of people it can hold inside it but I'm not sure, anyone else had or seen stuff like that with Singularity?


Add in that singularity drops if you get to close youself and it can be hard to get used to.  Oh and biotic immune bugs happen all to requently IMO.  Which means I've seen a lot of people walk right through a singualrity(like average blue suns dude) or if you hit them while in health they just glow blue and keep on coming.  Sucks if you were counting on the CC. while performing a risky move.  Though I get more irritated when my vanguard can't charge for no apparent reason, I'm like uh he is right in front of me, it isn't on cooldown, WTF I need to charge like now. 

#380
Bozorgmehr

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SSoG wrote...

Dominate Engineer disagrees with you. Drone is as effective at locking down a single enemy regardless of protections as either Stasis or Singularity, while Hacking and Dominate are capable of distracting an entire battlefield with a single cast.


Dominate and AI Hacking are hilarious and effective powers. But they're too unreliable to use in CQC. Dominate in particular; enemies will fall on their knees first; get up and look around confused - before they act and are being targetted by their former allies. This causes a 2 s delay (between casting and desired effect). I can't use this during frontline fights. It is great playing a more cover orientated style though.

I really had a lot of trouble with the Adept and the Engineer until I realized what their roles were. I was thinking that the Adept was the mage-style caster of the game who just sits in the back and spams damage spells, while the Engineer was more of an opportunist who played slowly and deliberately looking for opportunities to influence the battle. In reality, the Engineer's better at standing back and mindlessly spamming damage spells if that's how you want to spec them out (Incinerate is substantially better than an un-comboed Warp, while Adepts have nothing to compare to Overload against shields unless they waste their bonus power on Energy Drain), while the Adept is more about playing deliberately and setting up combos.


You don't need Shep to have all skills him/herself. Squadmates and weapons are there to help. Just be sure your squad as a whole can deal with different enemies/defenses. Adepts with the GPS equiped don't need Energy Drain, Overload, Warp nor Reave to strip shields and barriers, for example. The GPS can oneshot both at any range.

#381
Bozorgmehr

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Sparroww wrote...

Yeah Singularity does function as a good trap to put in doorways and spawn points, the power is a bit irregular though especially on protected foes; I'll cast it at one foe with shields and another enemy or two will also get pulled in but because there's a guy with protection still trapped so to speak the Singularity dissappears as I'm about to strip the shield and I have to cast another one or use another power.

I'm guessing it's something to do with the power's max limit of people it can hold inside it but I'm not sure, anyone else had or seen stuff like that with Singularity?


Ahglock already mentioned the power bug, it can be annoying when it happens and it does seem to happen more often when it shouldn't <_<

Singularies will disolve more quickly if they affect multiple enemies (or powerful enemies). Heavy Singularity can hold up to 6 enemies though I can't remember it ever did for me. But I've seen it hold 5 husks at once (but they immediately die without protection and I don't know if enemy corpses also count :innocent:)

It should hold two or three protected enemies for a few seconds (Heavy + duration upgrade + Bastion); long enough to strip defenses of one to warp detonate using Shep's own Warp.

#382
SonofMacPhisto

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Bozorgmehr wrote...

SonofMacPhisto wrote...

I'm going to hop in with a quick visualization.  Take the first fight on Jack's recruitment mission.  Cast a Singularity right in front of the door, have Garrus and Miranda pop shields with Overload, along with your gun fire, and watch all the mooks get sucked into your Blackhole of Doom.  Cast Warp, giggle at the asplosions, rinse, repeat.

With the right squad, you can rip through sections very quickly!


An excellent example! The Arc Projector is great for Jack's RM too; it shield-strips entire rooms and YMIR's shields with ease. There are however some situations when you don't want to warp-detonate straight away. If, for example, one or two BS Vanguards manage to get through your Singularity (first fight - Jack's RM), you want to take them out asap. Enemies trapped in Singularity can't hurt you, just leave 'm while you take care of the more pressing matters. In case those enemies are still within Warp's detonation radius ... BOOM of course :)




Yes, indeed.  I'm glad you mentioned it.

#383
Ahglock

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Bozorgmehr wrote...

Sparroww wrote...

Yeah Singularity does function as a good trap to put in doorways and spawn points, the power is a bit irregular though especially on protected foes; I'll cast it at one foe with shields and another enemy or two will also get pulled in but because there's a guy with protection still trapped so to speak the Singularity dissappears as I'm about to strip the shield and I have to cast another one or use another power.

I'm guessing it's something to do with the power's max limit of people it can hold inside it but I'm not sure, anyone else had or seen stuff like that with Singularity?


Ahglock already mentioned the power bug, it can be annoying when it happens and it does seem to happen more often when it shouldn't <_<



I swear my last playthrough against the geth my first shot in health never seemed to take, heck they never even glowed blue from it. I'd say they had traces of shield left, but sometimes they weren't just in health but damaged there as well.  It would always take 2 lifts for some reason.  though stasis worked fine, excpet when it bugged and would sometimes launch people into orbit, or throw them at me. 

#384
Sparrow44

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I've got enemies down to health and when I use the power wheel (play on 360) to select another I highlight something like Throw and the symbol is in red as if the enemy still has protection but you could clearly see that there is only health, no other defense there.



And the only bug I've encountered with Stasis other than the damage glitch is whenever used on Wasea? the boss in Samara's recruitment where you cast it on her and she disappears for the whole battle, other than that no other bugs encountered with it.




#385
Bozorgmehr

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It can be difficult to see if there's still a tiny piece of defenses left. I do know that Samara's Area Reave (6/6 biotic upgrade; level 30) cannot strip Collector Drones' barriers although it looks like it did. But you can't use powers like Pull or Throw on them. There can be similar issues with shields, if the powerwheel labels powers red, they cannot be used (to full effect).

Never had any issues with Stasis (except Wasea; like Sparroww)

#386
Graunt

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Ahglock wrote...
Though I get more irritated when my vanguard can't charge for no apparent reason, I'm like uh he is right in front of me, it isn't on cooldown, WTF I need to charge like now. 


Heh, don't want to derail the thread, but all of the Charge bugs infuriate me.  The Vanguard is one of the most fun, yet obnoxiously irritating classes at the same time.  "Can't target!" "Can't get a lock!" or when it actually uses the ability cooldown and nothing happens, or you charge and your character ends up sideways with your controls locked out and the only way to fix it is a reload.

Modifié par Graunt, 29 novembre 2010 - 07:44 .


#387
SonofMacPhisto

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SonofMacPhisto wrote...

@Bozorgmehr

Thanks for tip, regarding 1pt in Stasis and Heavy Throw. I'm going to give that shot, and see how I like it. It appeals to me, because I've never really made much use of Throw, despite all the wonderful ledges available. I suspect I'll really like it, since Stasis is really just for stopping big baddies and getting that extra damage boost. With multiple YMIR missions, I have the Arch Projector, so I'm not *too* worried.

I'll let you know.


I've begun this playthrough, and I wanted to get some initial thoughts on the record.  Freedom's Progress and Mordin's recruitment are finished.  Stasis was handy on the YMIR on FP, but I'm concerned about how quickly it became immune.  I suspect Enhanced Stasis will be most useful to me as crowd control, especially as I've never been much for Throw.  On XBOX 360, I think it'll be more fun to keep Pull, Warp, and Singularity mapped while using the Power Wheel for Stasis.  I'm at level 28 now, so I'll still max out Throw until at least Horizon.

I'm sticking through Horizon with the build, because I realize Biotic Upgrades may make the difference, especially having the Firewalker Pack.  Jack's recruitment will be the last before Horizon, and should be a good test of the 1pt Stasis build.

Two more thoughts: I'm really liking the Mattock on my Adept, and WOW has it been a while since I played Adept.  At one point, after meeting Jacob, I missed three Pull attempts on a lone Mech.  Image IPB

Modifié par SonofMacPhisto, 29 novembre 2010 - 07:38 .


#388
Sparrow44

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1point in Stasis has a 5 sec duration I think and there might be a duration penalty for larger targets (like YMIR's) as well. As far as targets building up immunities I think if you tried instantly casting another Stasis after the last one lifted then it would be a significantly shorter duration each time you use it, to the point where if selecting it with power wheel then the icon will show red as the target is fully immune. At 1 point Stasis can remove that one annoying enemy that is either in your face slaughtering you or blasting you with rockets and hiding each time so you can focus on closer enemies. Hope this helps. B)

Pull, Warp and Singularity mapped should serve you fine as they are likely going to be the powers you rely on the most, Stasis is fine on the power wheel as it's kindof a situational power and Throw you might want to swap out with Warp or Pull on occasion depending on preference.

And yeah I like the Mattock on the Adept as it is a good powerful defense stripper and only need to fire 'bout 3 shots to remove defenses. As for missing powers, practicing arcing powers around cover can get a bit of used to but it won't take that long to get the swing of it.

Modifié par Sparroww, 29 novembre 2010 - 08:16 .


#389
Bozorgmehr

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SonofMacPhisto wrote...

Stasis was handy on the YMIR on FP, but I'm concerned about how quickly it became immune.  I suspect Enhanced Stasis will be most useful to me as crowd control ...

Sparroww wrote...

1point in Stasis has a 5 sec duration I think and there might be a duration penalty for larger targets (like YMIR's) as well. As far as targets building up immunities I think if youtried instantly casting another Stasis after the last one lifted then it would be a significantly shorter duration each time you use it, to the point where if selecting it with power wheel then the icon will show red as the target is fully immune.

Spot on Sparroww :) ; duration is reduced depending on enemy type:

Small humanoids (Husks, regular Mercs, small Geth) = Full duration
Tougher humanoids (Elite Mercs) = 80%
Krogans, Scions, medium-sized Geth = 70%
Heavy Mechs, Geth Prime = 60%

If you play on Insanity you also have to live with a 20% penalty to power duration. You can reduce this using the duration upgrade (not available pre Horizon) and your passive (main reason I prefer Bastion). You can use Stasis 3 times on same enemy before they'll get immune (only Enhanced Stasis can be used more often) - it doesn't matter how many points you spend. Deep Stasis can only be used 3 times, just like rank 1.

I'm sticking through Horizon with the build, because I realize Biotic Upgrades may make the difference, especially having the Firewalker Pack.  Jack's recruitment will be the last before Horizon, and should be a good test of the 1pt Stasis build.

Just remember not to use it on the Mechs when they're far away. Stasis is really good to take them out fast; best used if you and your squad can unleash hell immediately when the effect wears off.

Two more thoughts: I'm really liking the Mattock on my Adept, and WOW has it been a while since I played Adept.  At one point, after meeting Jacob, I missed three Pull attempts on a lone Mech.  Image IPB

I'm still unsure which weapon fits the Adept best; but you can't go wrong with the Mattock :)

Modifié par Bozorgmehr, 29 novembre 2010 - 11:24 .


#390
SonofMacPhisto

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Bozorgmehr wrote...

Just remember not to use it on the Mechs when they're far away. Stasis is really good to take them out fast; best used if you and your squad can unleash hell immediately when the effect wears off.


That's a good point.  I'll make sure to wait!

How would you recommend to best 'unleash hell?'  It's easy to do with Vanguard, Soldier, and Infiltrator thanks to weapons like the Claymore, GPS, and Widow.  What about my AR Adept, though?  Heavy weapons you think?  Powers?  Tempest spam?

FYI, I'll probably have Miranda (Overload/Warp) and Zaeed (Squad Distruptor) with me on Jack's mission.

Modifié par SonofMacPhisto, 29 novembre 2010 - 11:37 .


#391
Bozorgmehr

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SonofMacPhisto wrote...

How would you recommend to best 'unleash hell?'  It's easy to do with Vanguard, Soldier, and Infiltrator thanks to weapons like the Claymore, GPS, and Widow.  What about my AR Adept, though?  Heavy weapons you think?  Powers?  Tempest spam?

FYI, I'll probably have Miranda (Overload/Warp) and Zaeed (Squad Distruptor) with me on Jack's mission.

If possible try to get close (you can do this easily when the Mech is in Stasis); when it falls you can do insane damage with any weapon, but it's a close window to fully (ab)use the Stasis bug. Once they're on the ground (and as long as they remain down) your (squad's) damage will be calculated based on Casual (instead of insanity). Mechs die pretty quickly on Casual, so use Q and E button to command your squadies to attack the Mech, add close range Mattocks fire and those Mechs are reduced to scrap metal in no time.

Miranda and Zaeed are excellent squadies; but you might want to consider Garrus. With 2 (or 3) tech upgrades Garrus should be able to instastrip shields using Area Overload, Miranda's Area Overload won't.

#392
SonofMacPhisto

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Bozorgmehr wrote...

SonofMacPhisto wrote...

How would you recommend to best 'unleash hell?'  It's easy to do with Vanguard, Soldier, and Infiltrator thanks to weapons like the Claymore, GPS, and Widow.  What about my AR Adept, though?  Heavy weapons you think?  Powers?  Tempest spam?

FYI, I'll probably have Miranda (Overload/Warp) and Zaeed (Squad Distruptor) with me on Jack's mission.

If possible try to get close (you can do this easily when the Mech is in Stasis); when it falls you can do insane damage with any weapon, but it's a close window to fully (ab)use the Stasis bug. Once they're on the ground (and as long as they remain down) your (squad's) damage will be calculated based on Casual (instead of insanity). Mechs die pretty quickly on Casual, so use Q and E button to command your squadies to attack the Mech, add close range Mattocks fire and those Mechs are reduced to scrap metal in no time.

Miranda and Zaeed are excellent squadies; but you might want to consider Garrus. With 2 (or 3) tech upgrades Garrus should be able to instastrip shields using Area Overload, Miranda's Area Overload won't.


Wait, where do I find Q and E on my XBOX controller? Image IPB  Kidding aside, I'm quite adept (seewutididthar?) with the D-pad.  Good on yah for pointing that out.  Those squaddies can be a little lax on the takedown once Stasis wears off.

Regarding the squaddies, that's a good point with Garrus.  Now that you mention it, I'd rather have command of powers, than wait for them to shoot down protections.  Plus, it's GARRUS! Image IPB

#393
Sparrow44

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Bozorgmehr wrote...

I'm still unsure which weapon fits the Adept best; but you can't go wrong with the Mattock :)


I'd say AR training simply because they can cover any distance really, though shotgun training does have the benefit of having the GPS which can also be useful at longer distances or if not use the traditional shotties like the Scimi or the Evisci which covers one training option at the Collector Ship.

Although really I think Adepts are covered fine for weapons if players have the Locust and whatever choice of Heavy Pistol, it's about finishing guys of with fancy powers which Adept is capable of doing.

Modifié par Sparroww, 30 novembre 2010 - 01:06 .


#394
GracefulChicken

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I've played every class multiple times, except for Adept. I've never even started one. I've never really enjoyed the caster-type classes in any rpg, but I think this thread has persuaded me to finally try one out. Incidentally, it'll also be my very first ManShep if I decide to do it (10+ playthroughs, all Femsheps lololol, I just realized that).



I never knew Singularity worked through defenses either. Does it simply hold them in place with defenses up (as opposed to actually lifting them like it does without)? Or what effect does it have when the enemy has defenses up? I feel like such a noob haha I've never even looked twice at adepts before this thread, despite knowing the other classes almost inside and out.

#395
Ahglock

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Singularity repeatedly staggers targets with defenses up while doing small amounts of damage at the same time. Since they keep getting hit, they keep getting staggered so they don't move and don't get shots off. Sometimes it does not effect them, sometimes they stagger out of the area and can open fir eon you, and some targets like Ymir mechs are immune to the effect.

#396
ExcitedApathy

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Just wanted to pop in here and thank everyone for this thread. Awesome videos and great info. I'm currently running a NG+ Stasis Assault Rifle Adept (thanks to this thread) and it has been a blast to play.

#397
GracefulChicken

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Thanks for the info, Ahglock. Turns out Adepts do alot more than I thought they did. I might have to start one after my current vanguard playthrough. I'm curious to see if I can do a cqc adept now.

#398
Ahglock

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My last run through as an adept was a shotgun adept. I did quite a bit of CQC, but nothing like the vanguard. Still I frequently pinned people with a stasis or singularity ran in blasted them with a shotgun once the shields dropped from the shotgun hit them with pull and then rifle butted them to death. If it weren't for Bozorgmehr's videos I never would have even tried it.

#399
Bozorgmehr

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Sparroww wrote...

I'd say AR training simply because they can cover any distance really, though shotgun training does have the benefit of having the GPS which can also be useful at longer distances ...


That's the problem. The GPS is the ultimate defense stripper; a sniper-shotgun without scope actually, perfect for an Adept. One shot and you're in business. The GPS basically makes defense stripping squadmates redundant and you can go into battle using an all-biotic squad. My favorite GPS Adept squadmates are Jack and Samara/Morinth; Shep shoots, they use Pull; Shep finishs with Throw or Warp and shoots again; etc. Or use Singularity on a group; shoot once or twice (GPS can hit multiple enemies per shot); finish using Jack's Shockwave (meanwhile Shep can setup a Warpbomb with Samara/Morinth to spice things up a little).

I can't chose between GPS and Mattock; they're both incredibly powerful. I think if the GPS looked and sounded more like the other shotties I would vote for it :)

#400
Bozorgmehr

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GracefulChicken wrote...

Thanks for the info, Ahglock. Turns out Adepts do alot more than I thought they did. I might have to start one after my current vanguard playthrough. I'm curious to see if I can do a cqc adept now.


If you can handle CQC playing a Vanguard you already know the basics. The only thing that changes is; you no longer have the power to teleport into shotgun range and shoot (you're gonna miss the shield regen too). Instead you'll have multiple powers to completely disable enemies for a while. Adepts use a preemptive strike first before shifting into shock and awe mode :)