The Power of the Adept
#401
Posté 30 novembre 2010 - 10:02
#402
Posté 30 novembre 2010 - 10:21
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
Posté 02 décembre 2010 - 03:43
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
#404
Posté 02 décembre 2010 - 05:15
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
Posté 02 décembre 2010 - 04:57
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 andthey 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
Posté 02 décembre 2010 - 05:45
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
#407
Posté 02 décembre 2010 - 05:51
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
Posté 02 décembre 2010 - 07:12
#409
Posté 02 décembre 2010 - 08:02
#410
Posté 04 décembre 2010 - 01:51
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
Posté 08 décembre 2010 - 08:17
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
Posté 11 décembre 2010 - 10:15
Is this also possible without modding the ini file, just using Gibbed''s alone?
#413
Posté 11 décembre 2010 - 11:03
I'm not sure if it'll work without a modified loadout in C.Ini, but you've got that covered anyway.
#414
Posté 11 décembre 2010 - 02:01
I'll make sure to modify the ini file first (adding SG to the weapons loadout)
#415
Posté 11 décembre 2010 - 02:50
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
Posté 14 décembre 2010 - 06:15
#417
Posté 21 décembre 2010 - 09:30
#418
Posté 21 décembre 2010 - 10:02
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.
Modifié par Kronner, 21 décembre 2010 - 10:03 .
#419
Posté 21 décembre 2010 - 10:09
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.
Optimystic_X's 20 crates trick
Modifié par sinosleep, 21 décembre 2010 - 10:12 .
#420
Posté 21 décembre 2010 - 10:12
#421
Posté 21 décembre 2010 - 10:20
#422
Guest_m14567_*
Posté 21 décembre 2010 - 10:30
Guest_m14567_*
#423
Posté 21 décembre 2010 - 10:33
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
Posté 21 décembre 2010 - 10:39
I tried this mission with my solo SG Adept once (pre-Stasis/ no HW); I was happy to save just Shep
#425
Guest_m14567_*
Posté 21 décembre 2010 - 10:40
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