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The Power of the Adept


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#451
Ahglock

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Wow, well played. That was a great plan.

#452
Bozorgmehr

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Awesome video Irzhen; added to the OP.

#453
Irzhen

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Thanks Bozorgmehr.



Yesterday I was actually thinking it couldn't really be done but then the sudden increase to saving 19 crates made me decided to dedicate today do to it :P



And now people can't really say adepts are useless lol, although that tactics could be used by others classes too.

#454
Sailears

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God, I am very much at the end of my tether trying to make an adept work with shockwave pull and throw (sort of an anti-adept with little use of singularity and warp) on insanity for the past week, but I think I'm going to have to throw in the towel: it's just not happening. Tony's agent infiltrator vids even inspired me to try improved flashbang as an opener, followed by multiple stripping using gps/mattock and multiple squad/shepard pulls to disable.

Short of cheesing fights with the arc projector (or other heavy weapon), and bowling them over with shockwave, I don't think it can be done. The pull part worked at least (similar to Tony's usage of improved cryo) - even found a use for heavy pull, but it only really shone in narrow room fights where you can deal with one/two at a time, and then I found all too frequently I'd miss one behind me (which the squad are meant to mop up) leading to a nasty death.

I'm going to persevere a little (want to try Korlus at some stage, as I think multi pulls will work better there with jacob + jack), but needed to vent this here in case anyone else has tried and succeeded ( anyone... ? :? ).
Oh and if you want reasons, I just wanted to try something different and see if it is possible to play in this way, even if it is a bit masochistic!

#455
Miss Yuna of Atlanta

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Honestly, playing an Adept without Singularity is just as ill-advised as playing a Sentinel without Tech Armor or a Soldier without Adrenaline Rush. You've got some brass ones for trying, but I don't think anybody will blame you for giving up on that one. That's some self-imposed hard mode right there.

#456
Sparrow44

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You're not the only one trying to make Shockwave work, attempted an all biotic vanguard recently, (Shockwave and Pull) and I had a terrible time trying to knock enemies off ledges with it. Never seems to throw enemies where you want them to go and is even worse when enemies strafe to avoid its line of travel and completely missing.

Adepts don't have to worry about it as it's the last for them to unlock; no points in it needed. That said Jack's shockwave is best on Korlus, Thane's RM (Penthouse bridge), Collector platforms and in some cases against swarms of husks.

Honestly I hope they ditch Shockwave for ME3 and find a new power to replace it as it is totally un-salvagable.

#457
Sailears

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Yeah I think you're both right, at least concerning shockwave. I thought about trying on a vanguard, but didn't want to lose throw, though come to think of it it wasn't really necessary anyway. That and the only prerequisite to create this sort of build would be charge, instead of having to put points in warp and singularity, and I could max shockwave pull and flashbang.

I've still got hope for the multi pull disable tactic (inefficient, but I can't get enough of it), just need more practice.

#458
hong

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If they made shockwave do direct damage as well as knocking people over, that would make it good, I think.

#459
JaegerBane

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hong wrote...

If they made shockwave do direct damage as well as knocking people over, that would make it good, I think.


Actually, I reckon if they cut down the cooldown period we'd see some improvement. It's AoE stagger is primarily hurt by how long it'll take before the rest of the powers on online. 6 seconds is just far, far too long for a power that is so narrow in it's use.

#460
JaegerBane

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Sparroww wrote...

Honestly I hope they ditch Shockwave for ME3 and find a new power to replace it as it is totally un-salvagable.


I think that's being overly harsh - there isn't inherently anything wrong with an AoE physics effect. Realistically the primary problem it has is that the higher difficulty levels simply don't work with the power properly - cancelling out a physics effect is fine on a power with a miniscule cooldown like pull or Throw, but on a power with a top end cooldown but no anti-defence effect, it breaks it. Imagine if Overload only stripped shields of a certain value, and didn't work on ones of over a certain value. I don't really have much sympathy for Bioware's testing team in this particular situation - It was so obvious that Shockwave would be broken by insanity.

Bring down it's cooldown, or make it a shield stripper (a bit like Vasir's).

Modifié par JaegerBane, 23 décembre 2010 - 04:18 .


#461
kstarler

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Shockwave actually works pretty well on Normal, which is what BioWare balances the game for. That said, I agree that giving it the ability to strip defenses would make it more useful. However, if the cool down were the same as throw or pull, then it would probably be too powerful on difficulties below Hardcore/Insanity.

More on the topic, I'd be interested to know if you can pull it off, but I think an adept needs either warp or singularity to be a viable class on Insanity. I can't imagine trying to deal with Harbinger as an adept without something to take down his barrier (aside from weapons) or CC him outright.

Modifié par kstarler, 23 décembre 2010 - 05:01 .


#462
Tony Gunslinger

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I would consider using shockwave more regularly if they shorten the casting animation and add some damage to protection (shields and/or barriers), about the same amount of damage you'd get from a lvl 2-3 concussive shot.

#463
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Irzhen wrote...

Well I managed to do it xD. After countless tries of kasumi bugging I got the 20 crates without using cain, the missile launcher trick or the stasis damage bug (at least as far I could see).

EDIT: Link to video


Very cool, didn't think 20 could be saved. 

#464
Arhka

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What they could do to fix Shockwave is have it's "glow" last a bit longer than the rest of the biotic powers, letting it also be used as a AoE catalyst for Warp Explosions. Throw one Shockwave, and then it lets you debuff the whole field for explosions.

#465
asfaltowy

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Ok, being heavily influenced by OP's videos and after almost 2 complete playthrougs on Insanity (one with AR, one with Shotgun) I have to admit, that playing Adept is pure win. Also I really suggest taking shotgun to clear the defences. Of course it's better to have some CQC preparation with Vanguard or Infiltrator. Btw I used Barrier as bonus talent, saved my bottom couple of times after a reckless Adept-charge

#466
Illusive

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I'm starting a insanity Adept and planning to specialize in shotguns on the collector ship. Would it be better to take stasis or barrier as the bonus power? I'm kind of leaning towards stasis because I like the power more, but I have concerns on the survivability of a close-combat Adept on insanity without barrier.

#467
Sailears

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Barrier if you're not too confident initially, stasis if you are more confident.

Note, barrier will kill your cooldown so requires a little more careful use, one of the reasons I'm not too keen on it.

#468
Sparrow44

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Kings19 wrote...

I'm starting a insanity Adept and planning to specialize in shotguns on the collector ship. Would it be better to take stasis or barrier as the bonus power? I'm kind of leaning towards stasis because I like the power more, but I have concerns on the survivability of a close-combat Adept on insanity without barrier.


You'll be relying on Barrier a lot more if you're going shotgun which is very handy for keeping the Adept alive in close quarters if you end up with low health.

Stasis will also help you in the same situation; pick and choose who you want to disable and take out remaining stragglers, stay in cover and look for good opportunities to flank and take out enemies and if you're under heavy fire try and get to cover ASAP (you can always use medi-gel to heal yourself with the appropiate upgrades if needed) then look for more enemies to either Stasis or use Shotgun on.

#469
sinosleep

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Shotgun choice can also determine what playstyle he chooses. I recently gave shotgun sniping on an adept which was pretty fun since it insta-strips defenses from range making it a very "safe" choice considering time spent out of cover is drastically reduced.

#470
Sparrow44

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Cool vid sino, always forgot about GPS when discussing shotguns which is ironic as it's the "unshotgun". Shotgun training is considered a safe option now as you can try out the other shotguns and if you're not happy with 'em you can always fall back to the GPS; a reliable defense stripper at longer ranges.



I suppose demonstrated in your vid you wouldn't need Stasis or Barrier, just play basic Adept. No?




#471
Illusive

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Ok thanks. What shotgun do you Adept users find works better - GPS or Evi? I figured that since I'm not playing a vanguard and won't be able to close distances instantly, one of the shotguns with decent range would work better (so Scimitar and Claymore are out).

#472
sinosleep

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Only reason I went with barrier is that I seem to be hit/miss with replacing shield powers with upgraded medi-gel. Sometimes the casting animation (barrier is instant) and only getting 100% shields (barrier will give you 200%) gets me killed so I've been going back and forth on med-gel or a shield power on different classes and playthroughs.

#473
Sparrow44

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@Kings Of the regular shotguns (Katana, Scimitar and Eviscierator) the Evi has the better range, however the GPS clearly outclasses any shotgun with range and damage.
If you see in Sinosleep's video the GPS will one-shot strip defenses of basic enemies, so simply shoot and cast fluid Adept gameplay if ranged combat is your style.

Modifié par Sparroww, 06 janvier 2011 - 01:39 .


#474
Ahglock

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GPS is probably the best choice on a technical level since it can one shot defenses at range. I just suck at shooting it. I'm, like BAN..hey wait no bullets, oh yeah I have to release the mouse button to fire. Ah damn I'm dead.

#475
Bozorgmehr

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Kings19 wrote...

Ok thanks. What shotgun do you Adept users find works better - GPS or Evi? I figured that since I'm not playing a vanguard and won't be able to close distances instantly, one of the shotguns with decent range would work better (so Scimitar and Claymore are out).


If you have the GPS I recommend that 'shotty' - it's great at all ranges so you can start fights in relative safety and after you've weaken enemy positions you can go in for some CQC. A charged GPS shot at close range is devastating (Singularity will allow approaching protected enemies without risk).

Barrier can help in CQC, the ultimate panic button - highly recommended to get familiar with close range fighting - when you're comfortable in CQC and skilled using biotic powers to control the field, you can respec to Stasis for example.

Just try and experiment, you'll be surprised what you can do with an Adept - but you'll need to try (and die) first to know the limitations.

P.S. I'm currently working on an extensive guide - should be (nearly) complete this weekend. At this point I only listed all the powers, the important (gameplay & tips section) parts are on their way.