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The Power of the Adept


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#401
ScroguBlitzen

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Awesome latest video. Especially like the use of Heavy throw to launch mobs... that just doesn't get old. One question though: what exactly are you doing to get such a high fire rate out of your Mattock?

#402
Bozorgmehr

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ScroguBlitzen wrote...

Awesome latest video. Especially like the use of Heavy throw to launch mobs... that just doesn't get old. One question though: what exactly are you doing to get such a high fire rate out of your Mattock?


Thanks, I used to warpbomb my way through, but those Pull-Throw combos are pretty effective and great to watch. Plus you can use them continuously - very fast cooldowns.

I dunno about the Mattock. I just hit the fire button as fast as possible - makes the Mattock insanely powerful even without AR. I'm not aware of any limitation regarding its RoF; the faster you click the more damage you'll do (accuracy will suffer a little though)

#403
Graunt

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Bozorgmehr wrote...
Thanks, I used to warpbomb my way through, but those Pull-Throw combos are pretty effective and great to watch. Plus you can use them continuously - very fast cooldowns.


They look fun for when you can use them, but I thought the purpose of Warp bombs were because a) they are AoE and B) they help strip defenses quickly.  Pull/Throw are single target and only work on health.  With the Mattock, stripping defense shouldn't be an issue, but against grouped up enemies you would still Warp bomb.

#404
The Spamming Troll

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anyone here mess with the 360 save mods and have any experience with a modded biotic? im trying to figure out how to edit my save now and im trying to think of a good combination for an adept in ME2. im trying to fill it with abilities and choices but still limit the choices. a few things are stumping me....



1. geth pulse rifle/geth pulse shotgun -OR- revenant LMG/PHalanx pistol



2. heavy singularity, unstable warp, and nemesis so far are my only master abilities. my tough choice is what comes next. im not even sure if its possible, but with my id still like to have 1 point in stasis, warp ammo, dominate, and barrier and pull as well.



does that seem like too much?

#405
Ahglock

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Graunt wrote...

Bozorgmehr wrote...
Thanks, I used to warpbomb my way through, but those Pull-Throw combos are pretty effective and great to watch. Plus you can use them continuously - very fast cooldowns.


They look fun for when you can use them, but I thought the purpose of Warp bombs were because a) they are AoE and B) they help strip defenses quickly.  Pull/Throw are single target and only work on health.  With the Mattock, stripping defense shouldn't be an issue, but against grouped up enemies you would still Warp bomb.


I use pull/throw over war explosion mainly because of cooldown issues.  Throw is out of cool down so damn fast I never feel like I am caught with my pants down.  Warp while awesome I am frequently waiting for the cooldown to ned while something is lighting me up.  But since being outside/near ledges is not guaranteed I use warp explosion a lot. 

#406
Bozorgmehr

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Warp Explosions are extremely effective against enemies with barriers and/or armor; they do double damage like 'normal' Warp. They're less effective against shielded enemies; Warp explosions won't strip their shields entirely.

Something I really like about the Adept is having different tools best used in specific circumstances:

- Warp explosions are best option when 2 (preferably more) enemies are in detonation radius
- Single targets are best dealt with using a Pull-Throw combo (including elites who will survive a warpbomb)
- Singularity is best used on a group of protected enemies; or an elite/boss
- Pull (Field) is best used on a group with one or more unprotected enemies

Playing an Adept is about making the right choices; they don't have a single power that works in (almost) all situations (like some other classes). Instead they'll need to utilize all their powers at the right time. Throw's advantage over Warp is cooldown; it can be used twice in the same amount of time (and it looks cool :P)

#407
Bozorgmehr

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The Spamming Troll wrote...

anyone here mess with the 360 save mods and have any experience with a modded biotic? im trying to figure out how to edit my save now and im trying to think of a good combination for an adept in ME2. im trying to fill it with abilities and choices but still limit the choices. a few things are stumping me....

1. geth pulse rifle/geth pulse shotgun -OR- revenant LMG/PHalanx pistol

2. heavy singularity, unstable warp, and nemesis so far are my only master abilities. my tough choice is what comes next. im not even sure if its possible, but with my id still like to have 1 point in stasis, warp ammo, dominate, and barrier and pull as well.

does that seem like too much?


Never used the Rev on an Adept, but the Geth equipment is great - very effective against shields.

Looks like a pretty powerful Adept. I would look at the powers you're going to use often and hotkey them. Powers like Warp Ammo and to a lesser extent Barrier are buffs you're not likely going to use/activate a lot, thus won't interfere with fluent non-pausing gameplay. Check JaegerBane's posts a couple of pages back; I reckon he explained how to add extra bonus powers using Gibbed's save editor - should work on 360 saves too.

More info can be found here: Modding the XBox 360

#408
The Spamming Troll

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i posted on their to just to cover the majority of adepts and modding on the 360. 95 pages is alot of pages to sift through too. i saw you can only add 2 bonus powers so i might be stuck with just stasis and warp ammo, which sucks because i really wanted to mess with dominate.

#409
Bozorgmehr

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You can only have 8 powers, the class powers + 2 bonus powers. You should be able to drop Shockwave for example, clearing a spot for a third bonus power. Stasis, Barrier and Dominate/Warp Ammo plus Singularity, Pull, Throw and Bastion/Nemesis sounds pretty good.

#410
The Spamming Troll

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....could i replace throw with warp ammo as well?so for the adept id keep singularity, pull, and warp and then add warp ammo, stasis, barrier AND dominate??? freaking. awesome.



i havent decided on my weapon combo either. whats more appropriate?



geth pulse rifle/geth pulse shotgun -OR- revenant LMG/phalanx pistol(or nothing)

#411
JaegerBane

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Once you've got to grips with save editing it's relatively trivial to modify the power indicies so they display on screen where you want them - i.e., you can set it up so that you can have certain powers assigned to the hotkey bar and certain powers displayed in the power gui at the bottom, effectively allowing you to have up to 9 without any issues.



My modded Adept has Barrier and Warp Ammo set up in the hotkey gui and stasis and Energy Drain in the power gui, and I've seen no issues.



I would only recommend using the Revenant if you're playing your Adept like and old-school Vanguard. At medium-short range it's great, but a caster Adept will either not likely be at those ranges or would prefer to use other powers.

#412
Bozorgmehr

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He JaegerBane, good to have you back. You're quite familiar with modding using Gibbed's save editor; Kronner and I were just thinking how to get the Claymore right from the start (just a normal new game, no NG+). I only modded the weapons loadout through the ini file which allows getting the Claymore on the DCS.

Is this also possible without modding the ini file, just using Gibbed''s alone?

#413
SirValeq

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I think it's possible. Just open two instances of the save editor. In one of them open a save of a Shep who already has a Claymore equiped. In the second one open your new Shep (as early as Freedom's Progress I guess) and go to the Raw->Player->Weapons collection in both. Then use the 'Add' button to add a new entry and copy-paste everything into this new entry from the Claymore-wielder to the Claymore-wielder-wannabe. The weapon that you need to duplicate is called FlakGun.

I'm not sure if it'll work without a modified loadout in C.Ini, but you've got that covered anyway. :)

#414
Bozorgmehr

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Thanks for the info, I sort of figured it would work like this. A FlakGun it is :)

I'll make sure to modify the ini file first (adding SG to the weapons loadout)

#415
JaegerBane

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Bozorgmehr wrote...

He JaegerBane, good to have you back. 


Cheers, I've been off playing Starcraft 2 and spending days off sick because of the Flu [smilie]../../../images/forum/emoticons/tongue.png[/smilie]

ILikeBWGames has already explained how I'd do it in Gibbed. The only thing I will say is that setting up a command in the coalesced.ini to activate the Claymore flag (so effectively, the same command that gets fired when you pick the claymore in the Collector Ship prompt) and mapping it to a button is a far more reliable way to get a weapon early then trying to use Gibbed.

#416
shumworld

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I love my Adept especaily when he aquires Shotgun training.

#417
Irzhen

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Anyone have been able to save all 20 crates on that side mission with the 3 YMIRS mechs without using cain at level 30 on insanity? I stuck on 17 and it's bothering me...So close and yet so far :(

#418
Kronner

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Irzhen wrote...

Anyone have been able to save all 20 crates on that side mission with the 3 YMIRS mechs without using cain at level 30 on insanity? I stuck on 17 and it's bothering me...So close and yet so far :(


you can also use the missile launcher, just fire a rocket from your starting position, it will automatically hit one of the mechs, so that the mech will come to you, kill it and repeat with the other 2. Pretty cheap, but it works. :ph34r:

Modifié par Kronner, 21 décembre 2010 - 10:03 .


#419
sinosleep

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Kronner wrote...

you can also use the missile launcher, just fire a rocket from your starting position, it will automatically hit one of the mechs, so that the mech will come to you, kill it and repeat with the other 2. Pretty cheap, but it works. :ph34r:


Optimystic_X's 20 crates trick

Modifié par sinosleep, 21 décembre 2010 - 10:12 .


#420
Irzhen

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Yeah, I have seen that tactics, but I didn't want to use those pull tricks. That's why I'm not using cain either. I'm using grenade launcher, mattock/geth pulse rifle (I change between the 2 on tries although I don't see much difference between them, with both I can only reach 17), with Miranda and Garrus.

#421
sinosleep

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I honestly don't think it can be done with out either a) cheesing stasis B) cheesing the missile launcher or c) making use of the cain (which I honestly don't get why so many people are opposed to using it).

#422
Guest_m14567_*

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I would probably go with Kasumi and Legion, with stasis as a bonus power. I don't know if you can save 20 crates though.

#423
Irzhen

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I'm not opposed to using cain, in fact I use it from time to time, but I prefer not to. Just as I don't use the mattock often, I prefer the geth rifle but I have nothing against the mattock and I agree that it's a really good rifle, it's just that it doesn't fit my playstyle. I'm using stasis as bonus power but so far I've managed to not exploit the damage bug. And in my most recent try I managed to get 18. But I'm seriously doubting about the possibility of saving the 20 crates too :(

EDIT: I don't have Legion yet, and I tried kasumi but garrus fits better, the squad ap ammo gives a better increase than kasumi's powers. This may sound weird, but isn't the shields I'm having problems with, it's the armor of the first mech not dropping fast enough lol.

Modifié par Irzhen, 21 décembre 2010 - 10:36 .


#424
Bozorgmehr

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How well does Stasis work against 3 YMIRs? I know it's quite easy to permanently CC 2 of em, maybe the YMIR's 'getting up'-time last long enough to keep all three of em at bay. Tali and Legion's drones can help out, but they've a long cooldown.

I tried this mission with my solo SG Adept once (pre-Stasis/ no HW); I was happy to save just Shep :D

#425
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I'd be surprised if Garrus' AP ammo will have much affect. If the armor section is giving you trouble, you might want to try Zaeed since he has high weapon damage and can use a sniper rifle (incisor, failing that viper).