Aller au contenu

Photo

The Power of the Adept


  • Veuillez vous connecter pour répondre
962 réponses à ce sujet

#576
sagefic

sagefic
  • Members
  • 4 771 messages
Thanks guys. I'm glad I could clarify my "quarterback" approach more in this guide.

Yes, I play less aggressive in many ways. Heh, I usually play healer classes, so that may have something to do with it. I tend to prefer classes that take a certain amount of strategy and knowing all the counters and such.

Thanks again for the comments and feedback. One thing I sure love about adept is how much versatility you can get out of a single class. It's amazing to see how much deadly can come out of that variation.

#577
Kronner

Kronner
  • Members
  • 6 249 messages
I have watched only one video - the one about bonus powers and I kinda liked it. I have some remarks though:

Energy Drain
- You said 1 point was ok, but I think that 1 point in ED is useless, it does not strip the defense, yet consumes your cooldown. [I disagree with your info]

Warp Ammo

- If you use squad version, squadmate will NOT use their ammo - this was introduced in patch 1.02 [incorrect info fix]

Slam
- You should have mentioned it's instacast power [missing info]
- Slam Warp bombs are not tricky as long as you keep your squad out of line of sight [I disagree with your info]
- It doesn't require 10 points, you can Warp bomb with only 1 point just as effectively. 1 point is also good enough to instakill Husks too. Slam's damage is not good either way, so on an Adept, I would never max Slam. [incorrect info]

Dominate
- You should have mentioned that Dominate does not work right away - it takes some time before the enemy is fully affected - this is a major flaw for Dominate [missing info]

Reave
- Is instacast, which is an advantage over Warp [missing info]

Stasis
- Isn't bugged, unless one exploits The Fall of Death, but once an enemy is on the ground, the extra damage is intentional [incorrect info fix]
- LoTSB is 8 hours?..please. It is a 45 minute DLC at best (Insanity). [I disagree with your info]

Barrier
- Is the only defensive power in the game that is instacast, can be activated at ANY time, even when stunned. [missing info]

Modifié par Kronner, 28 mars 2011 - 08:27 .


#578
mcsupersport

mcsupersport
  • Members
  • 2 912 messages
@Sagequeen

The one glaring issue you had with Singularity is the fast collapse when facing things like mobs of husks and multiple protected enemies, which heavy version fixes. You also exploded way too many unprotected enemies with singularity, which at higher levels is wasting cool downs. If the mook has zero protections then Pull(area, so you can hit a group and still have the one unprotected fly) is by far a better power to use. Why you ask? Well, pull has shorter cool down, faster projectile, and allows you to aim where the guy will go. You use way too many straight shots when fighting with adept, you need to practice lofting your shots more to get higher arcs to get over protections, the slower singularity projectile hurts this but the pull does great. Singularity needs to be more trap and less your power for lofting to explode. Singularity(heavy) will hold Harbinger away from your position, stagger and hold Scions, stagger the Shadow Broker, and on normal guys even strip a shield completely off if left alone. This means you can lock down a boss and set out to destroy all his annoying minions while he watches in perpetual stagger. Normal enemies can be left alone and let the singularity strip their defenses while you concentrate on others.  Also if you kill Harbinger he will respawn, if you hold him, you can kill his other hosts and you only have to fight him once.

I said you can aim enemies with pull, and if you have played much you know what I mean, but I didn't see you do it in the videos, so I will explain. Pull effects enemies in the direction the projectile came from. This means if you throw it straight at a guy, he will float straight at you usually low to mid level to the ground. If you aim high and to the side of the guy, he will float up and to whatever side you aimed, allowing you to move him over his buddies before you explode him, spreading the damage. Many times this allows you to do almost continuous warp bombs around the battlefield. If you happen to have Miranda and Thane with you, and using proper techniques, you can get 3 or 4 warp explosions in 10 seconds, which will absolutely destroy all enemies on the battlefield. All it takes is one undefended guy and putting him where others can be hurt by him exploding. Lift, thane warp, 3 seconds, lift, miranda warp, 3 seconds, lift, 3 seconds thane warp, Shepard warp on previous singularity guy who had protections stripped, and yeah I have done this utilizing Squad Unstable warp at 9 second cool down.


On dominate depending on level the enemy will spend between 30-80% of the duration stunned and unmoving while deciding who to attack. I just finished a engineer controller play, and while effective and fun, dominate at max duration still wasted 30% of the controlled time due to the stun and fall down effect in addition to the AI deciding who to attack. At lower levels about the time the guy started attacking the duration was over, making it almost useless until higher levels and evolved.

Modifié par mcsupersport, 29 mars 2011 - 06:10 .


#579
EffectedByTheMasses

EffectedByTheMasses
  • Members
  • 539 messages
Question: Will warp ammo deal double damage on enemies who are locked down, but not floating, in a singularity?

#580
XCPTNL

XCPTNL
  • Members
  • 736 messages
As far as I know it only deals double damage to ragdolled enemies. So they have to float in the air (Singularity, Pull). it doesn't deal more damage to enemies effected by Reave either.

#581
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

Korjyan wrote...

As far as I know it only deals double damage to ragdolled enemies. So they have to float in the air (Singularity, Pull). it doesn't deal more damage to enemies effected by Reave either.


Yeah, you're right - Warp Ammo's effect is doubled when enemies are flying around. With protection (regardless if it's a barrier) Warp Ammo only does the normal amount of (extra) damage. This is from the OP and might clarify things:

Warp Ammo Damage Formula:

Ammo powers are considered a power, so they get bonuses from power upgrades, not weapon upgrades, and they always take their initial damage value from the base weapon damage without upgrades. However, ammo powers do get a distance multiplier.

Example: Mattock (50 base damage) using Heavy Warp Ammo (+50% damage), Nemesis (+15% Power Damage) >

50 * 0.65 = 32.5 extra damage against armor/barrier/health; Warp Ammo's effect is doubled against ragdolled enemies > 50 * 1.15 = 57.5 > at point blank range (double damage) it's 65 and 115 respectively.

So far, so good, but now we add weapon upgrades; 7/7 Assault Riffle Upgrades and Penetration Upgrade > Mattock receives a default 1.3x vs armor, and 1.2x vs shields and barriers; thus damage:

against health: 50 * 1.7 = 85 > total damage: 85 + 32.5 = 118 (+38%)
against armor: (50 * 1.7) * 1.3 * 1.25 = 138 > total damage: 138 + 32.5 = 171 (+24%)
against shields and barrriers: (50 * 1.7) * 1.2 * 1.25 = 128 > total damage: 128 + 32.5 = 160 (+25% vs barrier only)
against ragdolled enemies: (50 * 1.7) * 2 = 170 > total damage: 170 + 57.5 = 228 (+33%)

This example didn't include weapon damage bonus available through gear and Miranda's passive, they would further reduce Warp Ammo's extra damage percentage. Point blank range doesn't change the percentages - both weapon and ammo damage is multiplied by two.

Even against ragdolled enemies (when Heavy Warp Ammo gives a 100% bonus) the total amount of additional damage (on top of the normal weapon damage) is only 33 %.

Ammo powers are not bad, but there are better options available to boost damage (Stasis, ED, Dominate, Reave, FB). Only against enemies who are down to health it will give a nice (38 %) damage bonus, but enemies without protection have already received their death penalty (playing Adept) so its usefulness is up for debate.

#582
jwalker

jwalker
  • Members
  • 2 304 messages

sagequeen wrote...

 Hi all,

I finished my series of adept class video guides and wanted to share. Some of you had already subscribed to them, so thanks for watching and for the comments (and occasional corrections/clarifications).

They are:
1- Intro to the adept
2 - Gameplay Basics (ME2 vs. ME1)
3 - Not Just a Space Mage
4 - Armor and Guns
5 - Basic Biotic Powers
6 - Adept's Favorite Bonus Powers
7 - Bastion or Nemesis?
8 - Enemies and Allies - Sagequeen's Adept Playbook (<--i.e., the way I play)

hope you enjoy!


Really nice guide, sage :happy:
Thanks for putting it together. I can only imagine all the work must have been.
And the voiceover, awesome :wizard:

#583
Stardusk78

Stardusk78
  • Members
  • 2 844 messages
[quote]Bozorgmehr wrote...



[quote]

THE ART OF BIOTICS

[/quote]
Welcome to the world of biotics! This guide and videos are meant for those who like biotics and hopefully helps improving your overall Mass Effect 2 experience; making your Adept a more dynamic-, more exciting- and more effective biotic warrior. The aim here is to guide, suggest, provide tips & tricks and explain important game features and -mechanics. This guide can be equally useful for other classes, it is simply focused on (not limited to) biotic powers.

I've used different colors to mark links to videos and websites. Those who prefer a video guide - check the bottom of this post for guides and gameplay videos.


[quote]

INTRODUCTION

[/quote]
Adepts are biotic specialists, equipped to disable and kill enemies with raw biotic power. The Adept has powerful crowd control abilities like Singularity and Pull, while Warp and Throw provide options to damage and kill enemies. Shockwave works as a bit of both, doing moderate damage and knocking targets off their feet for a brief period. When combined, these abilities can wade through enemy lines allowing very little return fire.

Let's start with a couple of videos showcasing Mass Effect 2 Biotics and The Power of the Adept to give some idea how powerful biotics, and the Adept in particular, can be. It's worth noting biotics are even more effective when enemies don't have protection to temporarily shield them from biotic harm (below Hardcore difficulty). This guide, however, focuses on Insanity although most info can also be used playing on easier difficulty levels.


[quote]

THE BIOTIC ARSENAL

[/quote]
Let's kick off with some basic biotic power info:

♦ Shepard's biotic powers travel in the direction of the cross-hair, arcing towards the target. This allows Shepard to target cowardly enemies thinking they are safe and comfy behind cover.
♦ Pull, Throw and Warp will reach target much faster than Singularity; something worth remembering because Shepard remains vulnerable until power reaches its destination.
♦ All (out of sight) squadmate powers hit target instantly - on screen allies have to finish the casting animation first.
♦ Unprotected enemies affected by Singularity, Pull or Slam (lift duration only) are considered Ragdolled. They take double Warp-, Throw-, Shockwave-, Slam-, Concussive Shot-, Flashbang- and Weapon damage.
____________________________________________________________________________________________________

Singularity is the unique power of the Adept class capable of creating a powerful mass effect field that can hold multiple protected enemies in place; it will drain Shields, Armor, Barriers and Health over time; unprotected enemies drawn into it will be flying helplessly in mid air, on 4.5 seconds base cooldown.

♦ Do not step into Shepard's own Singularity; if you do and it's been in place for 1.5 seconds it will disolve immediately.
♦ There can only be one active Singularity, firing another will remove the one currently in place immediately.
♦ Singularity does not work on YMIRs, Geth Primes, Geth Colossi, Thresher Maw, Shadow Broker, Human Reaper, Praetorians, Gunships, Oculus, Klixen and Dogs (Fenrirs and Varren). However, it always works on health;  anything with a red (health) bar is vulnerable to its effects.
♦ Protected enemies are held for a shorter time. The protected target will attempt to escape and may be sucked into the singularity again. Holding a protected target will eventually cause the singularity to collapse. Heavy Singularity can hold (multiple) protected targets much longer than Wide Singularity.
♦ Damage (drain) increases with every rank. As do Duration & Power Damage upgrades, bonuses and gear. All enemies take damage, including those unaffected by Singularity's other effects.
____________________________________________________________________________________________________

Warp spawns a mass effect field that damages targets and stops health regeneration. It deals double damage to barriers and armor. Single target only, on 6 seconds base cooldown.

♦ Stops health regen (of unprotected enemies only) [Vorcha, Krogan, Klixen and Varren]
♦ Staggers enemies (with and without defenses); and it can be used to interupt attacks [Scion attacks for example]
♦ Detonates ragdolled enemies; they take double damage, and all targets within the Detonation Radius receive full damage, regardless of protection they might have: Armor and Barriers suffer double damage, nearby ragdolled enemies also take double damage.
♦ Warp Explosions work twofold; everything within Detonation Radius take Warp's (double) damage and the explosion will either stagger (protected) or knockdown (unprotected) enemies. The Detonation Force works like Throw in all directions, killing unprotected enemies who are knocked off ledges and damaging those hitting obstacles.
____________________________________________________________________________________________________

Throw, unlocked at Warp rank 2, will hurl targets away, damaging them if they hit an object and killing enemies thrown off ledges, on 3 seconds base cooldown.

♦ Staggers protected enemies; only the squadmate version can be used to interupt attacks (see Warp).
♦ Distance and damage is based on throw's rank and target's weight; damage is taken when target hits an obstacle, the amount of damage is erratic (between very little damage and insta-kills). Heavy targets (like Krogan) can't be thrown very far and take less damage.
♦ What happens to the target depends on Throw's direction when it hits; aiming below the center of mass will throw it into the air, while aiming up will knock it down, for example. With practice, it's quite easy to knock targets off ledges for insta-kills.
♦ Used on ragdolled enemies doubles Throw's force, making it far easier to throw enemies of the map. Throwing ragdolled enemies against the ceiling will insta-kill them too.
____________________________________________________________________________________________________

Pull, unlocked at Singularity rank 2,  levitates enemies into the air. While aloft, enemies will slowly drift towards caster's position (squadmates) or Pull projectile's opposite direction (Shepard), on 3 seconds base cooldown.

♦ Staggers protected enemies; only the squadmate version can be used to interupt attacks (see Warp).
♦ When targets hit any obstacle, they will stop and remain airborne behind that obstacle. If targets are suspended high enough above ground, they can die instantly when they lose their Pull field and fall to the ground. Pulling enemies of ledges, like Throw, will also insta-kill them
____________________________________________________________________________________________________

Shockwave, unlocked at Pull rank 2, sends out a serie of explosive biotic impacts in front of its caster, ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air. Like other biotic powers it is best used on ragdolled targets for maximum effect, on 6 seconds base cooldown.

♦ When Shockwave hits a protected enemies they will be stunned for a brief moment, but won't be thrown into the air. It can also be used for knocking enemies from behind cover.
♦ Hardcore and Insanity difficulty level reduce Shockwave's usefulness considerably (close to becoming redundant actually): Due to Shockwave's aiming difficulty, long animation, long cooldown and unreliability; it's (almost) always 'better' to use another power (Singularity, Pull, Throw).


[quote]

BONUS POWERS

[/quote]
Like all classes, Adepts can use one bonus power, this guide only covers the most interesting powers , for more bonus power info click here.
____________________________________________________________________________________________________

Stasis will temporarily immobilize a single enemy, but target will be immune to any damage while under its effects. Once Stasis wears off, target will fall to the ground. When enemies are falling they will take extreme damage. Targets continue to receive bonus damage (x3-x4) until they get up, at which point only normal damage is received, on 6 seconds base cooldown.

♦ Its effect is instant (unlike Shepard's other biotic powers)
♦ It works despite defensive layers and it works on enemies immune to Singularity (like YMIRs). It doesn't affect Harbinger, Praetorians, Thresher Maw, Gunships, Geth Colossi, Shadow Broker and Oculus.
♦ Stasis and Singularity combined is ultimate CC: This Stasis Adept video shows why.
____________________________________________________________________________________________________
 
Barrier drastically improves survivability and is unique among the four Armor Powers (Tech Armor, Fortification and Geth Shield Boost) in that it doesn't have an activation animation. This means Shepard can activate Barrier while stunned or staggered by a Pyro's flame stream, for example. It also fits the mental flavor of a biotic ability and looks cool. Its 12 seconds base cooldown can be problametic prior Cooldown Reduction Upgrade research (see Upgrades).

♦ Works when all other powers don't.
♦ Activating Barrier will restore Shepard's normal shield plus Barrier, completely and instantly.
♦ This Barrier Adept video demonstrates its potential.
____________________________________________________________________________________________________

Energy Drain is a tech power, hence (role-play wise) not suitable for biotic specialists. Players indifferent towards this kind of biotic heresy read on. This power drains enemy shields boosting yours, kinda like a Barrier-Overload combination, on 6 seconds base cooldown.

♦ Very effective against shields and synthetic enemies like Geth and Mechs
♦ Shield boost increases with every rank; boost is added to current shield value (+250 max, Heavy ED); when Shepard has shield strength 300, starting a mission, it will be boosted to 550 (Heavy), for example. Using ED again will replenish shield.
♦ An Energy Drain Adept cannot die with active Geth around.
____________________________________________________________________________________________________

Dominate works like AI Hacking, but on an organic target, and instead of a shield it produces a barrier. It has an impact on the target (unlike AI Hacking), stunning them for 1 to 3 seconds (depending on the enemy) before actually taking effect, this 'impact time' will count towards the duration of the power, diminishing Dominate's usefulness if only few points are spent. The 'impact time' also limits its use for CQC Adepts, but a very effective and hilarious power nevertheless, highly recommended on Bloodpack heavy missions.

The remaining biotic bonus powers, Slam and Reave, have too much in common with Pull/Throw and Warp respectively. Both powers hit target instantly (unlike Pull, Throw and Warp) which can be an advantage.

Warp Ammo is an Ammo Power yet highly rated among Adepts. It's effective against barriers, armor and health and the damage bonus is doubled against ragdolled enemies. This sounds good, but the actual damage bonus is rather small and ragdolled enemies already take double weapon damage anyway.


[quote]

WEAPONS

[/quote]
The Adept is indeed the best class for killing enemies without firing a weapon, but since you have weapons, why not use them? While your starting weapons are not that impressive, you can take on additional weapon training later, vastly improving the Adept's firepower.

By default, Adepts can use Heavy Pistols (HP), Small Machine Guns (SMG), and Heavy Weapons (HW). Shepard starts his/her journey with the Predator (HP), Shuriken (SMG) and Grenade Launcher (HW); new versions can be found during missions or researched on Normandy (HW only). HP is great against armor and its accuracy makes it a good weapon to attack enemies at long range, SMG is best used against shields and barriers but is not very accurate beyond medium range. HW are heavy weapons, they are always useful but ammo comes in limited supply.

Early game the SMG should be the Adept's main weapon, switching to HP to take out enemies who've pinned down Shepard's team or when facing heavily armored foes (like Krogan). HW are best used for emergencies, but since there's plenty of ammo around - it's recommendable to use it liberally (just save a couple of shots just in case). The Arc Projector is arguably the best HW for Adepts, it's the ultimate shield stripper and available at the start. The Grenade Launcher is also very effective (just don't target enemies, instead aim for the ground nearby).

This video shows how the Grenade Launcher and Arc Projector can be used, this video is about the Avalanche.
____________________________________________________________________________________________________

Adepts can take on Assault Rifle, Sniper Rifle or Shotgun weapon training on the Disabled Collector Ship. Assault Rifles are great all-round weapons, Sniper Rifles excel at long range but using powers behind cover activates (annoying) sniper-zoom. Shotguns are devastating at close range.

The M-96 Mattock is great; its massive damage output (against all defenses), high RoF and high chance to stagger enemies will destroy everything. The limited ammo capacity being its only 'weakness' says it all. The only weapon to rival the Mattock is the Geth Plasma Shotgun (GPS); the ability to one-shot defenses at all ranges, i.e. biotic powers can be used at will, makes it a worthy Mattock alternative. Both weapons require the Firepower Pack DLC.

The M-15 Vindicator and the Geth Pulse Rifle are great Assault Rifles but far behind the Mattock, damage wise. Both ARs are accurate and effective against all defenses. The M-97 Viper is the only interesting Sniper Rifle for Adepts; great defense-stripper and best anti-armor weapon in ME2. Shotguns are very well balanced, the M-27 Scimitar's high RoF makes it an excellent defense-stripper and it's the most Ammo Power efficient weapon in ME2.


[quote]

UPGRADES & ARMOR

[/quote]
There isn't much to say about armor. There effect is minor and not noticeable in-game. The number crunching players will go for the Blood Dragon Armor's (+15% Power Damage). But overall it's best to wear whatever looks good.
____________________________________________________________________________________________________

There are two types of Upgrades; normal upgrades, increasing power- and weapon damage for example, and bonus upgrades. There are two bonus upgrades per type; the first is unlocked after researching two, the second when you've researched 3 normal upgrades. A complete list of all upgrades and where to find them can be found here.

The bonus upgrades are the ones you want, they add the best utility > 20% extra duration and a 20% cooldown reduction are the Biotic Damage bonus upgrades, for example. Other important bonus upgrades are the Health-, Shield-, and Medical upgrades. Upgrading the weapon(s) your Adept uses most is also a good idea.

There are enough credits/resources (if you're thorough) to buy/research all upgrades, it is, however, advisable to get the important ones first. The first 3 Biotic Damage upgrades should be top on your list. Remember they're not available pre-Horizon. Save credits to buy them straight away when they become available.

Upgrading Biotic Damage further isn't very useful. Insta-defense-stripping capabilities is what you're looking for, i.e. a single Warp should remove enemy armor/barrier completely. It's worth noting this is only possible versus 'normal' enemies (Vorcha, Husks, Collector Drones etc). More powerful enemies (Krogan, Vanguards, Collector Assassins & Guardians) cannot be stripped instantly no matter how many upgrades you've researched. When Warp is powerful enough to insta-strip, it's also powerful enough to kill ragdolled (normal) enemies. All extra damage is nice, but too small to make a noticable difference. Heavy Warp plus 3 Biotic upgrades can do this at level 30 (you'll need 5 upgrades for Unstable Warp).

Don't forget the Tech Upgrades! When you're using squadmates with Overload a lot, you do want them to strip shields fast and easy. The Energy Drain bonus power also benefits form Tech Upgrades. Overload works like Warp (upgrade-wise); 3 upgrades for Heavy-; 5 for Area Overload at level 30.


[quote]

TACTICS & SQUADMATES

[/quote]
The Adept is designed to be the Thinking Man's class and, more so than any class, depends on using many of it's powers in tandem. The Adept is meant for players looking for tactical chessmaster-style gameplay; approaching missions with a plan, and using powers, squadmates and weapons combined rather than a million bullets and an itchy trigger-finger. 'Thinking' ahead and 'Knowing' what's (likely) going to happen next is what playing Adept is about. Their unique power fits perfectly and, therefore, should be at the heart of the Adept's strategy:

♦ Opening hostilities with Singularity is usually a good idea.
♦ Try having one Singularity active all the time.
♦ It's best used on groups or a single powerful enemy.
♦ Doorways, enemy spawn points, corridors and other choke points are excellent targets.
♦ Singularity doesn't need a target and combined with its long duration makes it an effective 'trap' power (placed strategically). 

Best of all is its synergy with the Adept's other biotic powers. Holding enemies in place is nice, but things are getting more interesting when targets lose defenses: You can chose to ignore the target - allowing Singularity's CC effect to do its job, or use gunfire to kill target (ragdolled enemies suffer double weapon damage thus die quickly), or use Throw to toss target off the map (insta-kill), or Warp target - using the explosion to damage/stagger/knockdown/kill enemies within Warp's Detonation Radius.

Always keep cooldowns in consideration, when Throw is sufficient to kill an enemy - don't use Warp. Use Pull (instead of Singularity) on stranglers - better cooldown and Pull's projectile travels faster. Pull and Throw are cooldown friendly, you can use them twice (whereas Warp can only be fired once), the Pull-Throw combo is very powerful and both powers have AoE versions (Warp doesn't).
____________________________________________________________________________________________________

Above anything else Adepts are team players. In order to make the most out of the Adept's biotic arsenal, you'll need help. Select squadmates with care, their powers are crucial, paving the road either to victory or defeat. To beat Mass Effect's combat system you'll need 3 things:

♦ A Remove enemy defenses; the Adept can use Warp against enemy armor and barriers, but Warp doesn't have an area version thus can only be used on a single target. By default Adepts have nothing to deal with shields (the most common defense).

♦ B Disable or Manipulate enemies; with defenses out of the way everything changes and Adepts can do what they do best.

♦ C Coup de grace; enemies still need to be killed, Adepts can use Warp and Throw to end their suffering. Both powers are best used on ragdolled enemies for maximum effect.

Squadmates excel at defense stripping. Their powers work instantly (no travel time) making it easier to hit groups. It's highly recommendable to select (at least) one squadmate for this task. Enemies down to health are easy targets and Adepts can disable and finish them incredibly fast. Remember that enemies trapped in a Singularity, knocked down or hanging out near rooftops after being Pulled into the air; are no threat to Shep & Co. Focusing on other enemies first is usually a better idea.

The remaining slot should be filled by someone who's good at CC or raw killing power. Squadmates with Pull are great for CC purposes, but so is Kasumi's Flashbang and Mordin's Cryo Blast. Guys like Grunt, Garrus, Zaeed, Thane and Jacob provide decent firepower and squad ammo (Incediary- and Disruptor Ammo effects also improves CC).

It's crucial to think of your team instead of Shepard only. Adepts can create Warpbombs without help - for example - cast Singularity (B) -> shoot down defenses (A) -> Warp ©. But this requires at least 5 seconds to execute, squadmates will allow (almost) instant Warp explosions: Sheapard casts Singularity (B) -> squadmate 1 casts Overload (A) -> squadmate 2 casts Warp © - for example. For maximum flexibility try to select multipurpose squadmates.


[quote]

GAMEPLAY DATA

[/quote]
Biotic Power Damage Formula:


All upgrades and other bonuses are added together first, multplied by two when hitting ragdolled enemies.

Example: Heavy Warp (200 damage); 6/6 Biotic Upgrades; Nemesis; and Blood Dragon Armor >

[color=rgb(51,204,204)">60+15+15=90% bonus damage >]200 * 1.9 = 380[/color] (760 against Armor, Barrier, or ragdolled enemy)
____________________________________________________________________________________________________

Biotic Duration Formula:

All upgrades and other bonuses are added together first, multiplied by 0.8 (20% duration penalty, Insanity only), multiplied again depending on enemy rank (and number of enemies, Singularity only).

Example: Heavy Pull (12 s); Biotic Duration Research Upgrade, Bastion (+40% duration) used on Krogan (-30% duration)

Heavy Pull last for > (12 * 1.4) * 0.8 * 0.7 = 9.4 s
____________________________________________________________________________________________________

Warp Ammo Damage Formula:

Ammo powers are considered a power, so they get bonuses from power upgrades, not weapon upgrades, and they always take their initial damage value from the base weapon damage without upgrades. However, ammo powers do get a distance multiplier.

Example: Mattock (50 base damage) using Heavy Warp Ammo (+50% damage), Nemesis (+15% Power Damage) >

50 * 0.65 = 32.5 extra damage against armor/barrier/health; Warp Ammo's effect is doubled against ragdolled enemies >
[color=rgb(51,204,204)">50 * 1.15 = 57.5 >]65[/color] and 115 respectively.

So far, so good, but now we add weapon upgrades; 7/7 Assault Riffle Upgrades and Penetration Upgrade >

Mattock receives a default 1.3x vs armor, and 1.2x vs shields and barriers; thus damage:
against health: [color=rgb(51,204,204)">50 * 1.7 = 85 >]85 + 32.5 = 118[/color] (+38%)
against armor: [color=rgb(51,204,204)">(50 * 1.7) * 1.3 * 1.25 = 138 >]138 + 32.5 = 171[/color] (+24%)
against shields and barrriers: [color=rgb(51,204,204)">(50 * 1.7) * 1.2 * 1.25 = 128 >]128 + 32.5 = 160[/color] (+25% vs barrier only)
against ragdolled enemies: [color=rgb(51,204,204)">(50 * 1.7) * 2 = 170 >]170 + 57.5 = 228[/color] (+33%)

This example didn't include weapon damage bonus available through gear and Miranda's passive, they would further reduce Warp Ammo's extra damage percentage. Point blank range doesn't change the percentages - both weapon and ammo damage is multiplied by two.


[quote]

GAMEPLAY VIDEO GUIDES

[/quote]
Sagequeen's Adept Guide

Intro to the adept
Gameplay Basics (ME2 vs. ME1)
Not Just a Space Mage
Armor and Guns
Basic Biotic Powers
Adept's Favorite Bonus Powers
Bastion or Nemesis?
Enemies and Allies - Sagequeen's Adept Playbook

Average Gatsby's

Adepting through Insanity - one by one mission tutorial and lots of tips & tricks



[quote]

GAMEPLAY VIDEOS

[/quote]
A quick note on the videos. All are played on Insanity and all, except Arhka's, are on PC. Some of them are modified: Weapon loadouts are changed; heavy weapons are removed sometimes for practical (ability to switch between all weapons without pausing) and visual (why carry a backpack that isn't going to be used) reasons. Shotgun added to Adept's default weapon selection to unlock Claymore on the Collector Vessel. Squadmates have been removed to play solo.

Mass Effect 2 - Banzai Biotics - allround biotic destruction
The Power of the Adept - Krogan, Geth and YMIRs are no match for an Adept
Young Asari Shepard sparring with Bloodpack and Blue Suns - level 8-10 Adept
Stasis Adept on Horizon - Stasis & Singularity provide excellent CC
Asari Commando Shepard - Dantius Towers - really aggressive gameplay using Heavy Barrier to stay alive
Asari Commando Shepard - Collector Ship - Adept and Claymore; a potent combination
Asari Commando Shepard - Helping Miranda - Claymore and Morinth's Dominate level 25
Triple Asari vs Tela Vasir - Triple Adept; triple fun! lvl 25 exploiting Stasis' insane damage bonus
Asari Commando Shepard - Project Overlord  - yes I know, using tech skills on the Adept is biotic heresy
The Shockwave Adept - NG+ no biotic upgrades, no Warp, no heavy weapons

Solo Gameplay

Asari Shepard and the Ardat-Yakshi  - Samara's Recruitment Mission level 21
IFF Mission - First fight level 30
Suicide Mission Part 1 - 'Open the Valves' with a level 30 Adept.
Suicide Mission Part 2 - Same build as in part one

Crucial's Solo Video

ME2: Who Needs Squadmates? Adept on Collector Vessel

SidJr's Solo Video 

Adept Grunt Dossier - Solo Adept on Korlus level 12

Thisisme8's Adept Videos

ME2 - How do you play your Adept?
ME2 - Shotgun Adept

Arhka's Old School Vanguard videos (360)

MSV Strontium Mule
Escape from Prometheus Station

MJvasNormandy's Shotgun Reave Adept

Shotgun Adept - Thane's Recruitment Mission

Irzhen's

Adept saving all 20 crates

jwalker's

Quarian Crash Site

Sinosleep's

Tali's Loyalty Mission - No Guns
Tali's Loyalty Mission - Locust
Tali's Loyalty Mission - Geth Plasma Shotgun

Huckebein's

Dominate-Shockwave Adept Mordin's RM


[quote]

CREDITS

[/quote]
Average Gatsby
Thisisme8
Cruc1al
JaegerBane
Arhka
MJvasNormany
Irzhen
jwalker
Sinosleep
SidJr
Huckebein
Sagequeen
[/quote]

Just discovered this...with this guide I might make a new character, Adept style!

#584
sagefic

sagefic
  • Members
  • 4 771 messages
Thanks for adding the videos to the OP, Mr. Boz. I'm honored.

True, there are slight errors in some guides, and where possible, I've made annotations to correct for them.

It's nice to see so many folks being fans of the adept, and I'm glad to see more people giving the class a try as a result of threads like this one.

#585
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

sagequeen wrote...

Thanks for adding the videos to the OP, Mr. Boz. I'm honored.

True, there are slight errors in some guides, and where possible, I've made annotations to correct for them.

It's nice to see so many folks being fans of the adept, and I'm glad to see more people giving the class a try as a result of threads like this one.


No, thank you for posting your video guide.

It's superb and a great addition to this thread. You've covered all the important aspects of what it's like to be a biotic warrior, excellent presentation and fun to watch. I believe anyone who has watched your guide should have enough knowledge to effectively play Adept and that's the most important thing.

One of the coolest things is the sheer number of ways one can play the Adept class. Different builds, bonus powers, weapons and squadmates allow so many ways to have fun. I wouldn't worry too much about a couple of minor mistakes only ME2 vets might notice and they probably don't need yours or my guide to get them going anyway. If I have to correct all my post in this thread alone ... lots of work :) I am interested in the annotations though, think I have a look this weekend.

What greater goal can there be than to spread the Biotic Faith. :wizard:

#586
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages
Asari Shepard lost her mind! :o Going Vanguard? What the hell is she thinking? :?

No more Singularity, no more Warp and Throw. Vanguards are gimped Adepts with Charge at best ...

Let's ask Asari Shepard about her view on the matter: What's it gonna be, Adept or Vanguard?

:P

#587
Sparrow44

Sparrow44
  • Members
  • 1 209 messages
Asari Shepard developed a mean-streak!

;)

Real nice vid Boz, Adept or Vanguard? Felt like watching them both at the same time.

Charge, Shockwave, Pull Field, Stasis along with Liara's Singularity and Warp = Bodies Flying :P

Modifié par Sparroww, 06 mai 2011 - 07:24 .


#588
lazuli

lazuli
  • Members
  • 3 995 messages

Bozorgmehr wrote...

Asari Shepard lost her mind! :o Going Vanguard? What the hell is she thinking? :?

No more Singularity, no more Warp and Throw. Vanguards are gimped Adepts with Charge at best ...

Let's ask Asari Shepard about her view on the matter: What's it gonna be, Adept or Vanguard?

:P


Nice video.  Vanguards produce the most exciting combat, especially when you shake it up with other Biotics like you did.  You found a good use for Shockwave.

#589
lolwut666

lolwut666
  • Members
  • 1 470 messages

Bozorgmehr wrote...

Asari Shepard lost her mind! :o Going Vanguard? What the hell is she thinking? :?

No more Singularity, no more Warp and Throw. Vanguards are gimped Adepts with Charge at best ...

Let's ask Asari Shepard about her view on the matter: What's it gonna be, Adept or Vanguard?

:P


Awesome!

That's a really cool way to play a Vanguard. It really uses the class to its full potential.

I might try something like that myself (though it's so much more convenient to just spam Charge).

#590
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages
Thanks everyone!

Vanguards can be pretty good biotics with the right squad setup. Too bad you can't take Liara with you on the other mission :(

I love the part when you're fighting on the Shadow Broker vessel, best ME2 combat imo. It's great using the environment to your advantage and sending enemies into the storm never gets old!

#591
Ahglock

Ahglock
  • Members
  • 3 660 messages

Bozorgmehr wrote...

Asari Shepard lost her mind! :o Going Vanguard? What the hell is she thinking? :?

No more Singularity, no more Warp and Throw. Vanguards are gimped Adepts with Charge at best ...

Let's ask Asari Shepard about her view on the matter: What's it gonna be, Adept or Vanguard?

:P


Awesome I did not know the shield strip would hit at that angle when the flying pick up trucks land.  Being able to pull them while the ship is still in the air like that was sweet.  I doubt I could hit it without shift pausing though.  

#592
lolwut666

lolwut666
  • Members
  • 1 470 messages
@Bozorgmehr

That's Improved Shockwave you're using, right?

Edit: Nevermind. I'm dumb.

Modifié par lolwut666, 06 mai 2011 - 08:13 .


#593
Locutus_of_BORG

Locutus_of_BORG
  • Members
  • 3 578 messages
Haven't followed this thread in a while, but all I have to say is, I'm well into my first Insanity run, I'm using a newly imported Sheppard Adept, and I'm having a blast! WTH says Adepts are gimped?!

#594
Waltzingbear

Waltzingbear
  • Members
  • 577 messages
I was dumbfounded for the first minute, 'is that an Adept or Vanguard? Whose abilities are those?' and then 'Oh right Vanguards have more than just Charge'.

Nice work. ;)

#595
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

Ahglock wrote...

Awesome I did not know the shield strip would hit at that angle when the flying pick up trucks land.  Being able to pull them while the ship is still in the air like that was sweet.  I doubt I could hit it without shift pausing though.


It's not very hard. All depends on where you are when the next group comes in (new wave is triggered when there's one enemy (of the previous wave) left). If you move fast enough that fight is very easy and a good show to watch!

lolwut666 wrote...

@Bozorgmehr

That's Improved Shockwave you're using, right?


Build is at the end of the vid, but you got that one already ;)

I use Improved Shockwave for the increased impact radius. To get the most out of Shockwave (like all biotic powers) is to use it on ragdolled enemies. But since they will be flying a couple feet of the ground it will be harder to hit them with Heavy Shockwave. A good hit with Improved SW is usually enough to send enemies flying (of the map or into the storm). Those lighting capacitors will lift enemies into the storm also, but only when enemies get hit while they're moving upwards. Good thing is, SW will activate those lightning capacitors if it hits, making it a very effective power on top of the SB vessel (just be sure you don't get hit yourself!).

#596
Sailears

Sailears
  • Members
  • 7 077 messages
That part on Azure - well played!
But you'll come back to adept eventually right? ;)

#597
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

Waltzingbear wrote...

I was dumbfounded for the first minute, 'is that an Adept or Vanguard? Whose abilities are those?' and then 'Oh right Vanguards have more than just Charge'.

Nice work. ;)


Haha, yeah I switched from building my strategy around Charge to Biotic Warfare :) I tried to use Pull, Shockwave and Stasis whenever possible. Charge to move around fast and when things went bad (like during the second defending the hatch wave - messed up pretty bad there but somehow survived thanks to Charge). Overall I must say it works pretty good. With good squadmates to support you can do quite some damage beside Charging the lot.

Curunen wrote...

That part on Azure - well played!
But you'll come back to adept eventually right? ;)


LOL, problem is I like biotic powers and CQC fighting. Choice is between Singularity, Throw and Warp OR Charge, Claymore and Inferno Ammo. Tough choice, but fortunately you can play both!

I'll play Adept first in ME3 - that's for sure ;)

#598
mcsupersport

mcsupersport
  • Members
  • 2 912 messages
I liked the ability to put a Singularity inside the lightning capacitors causing them to discharge as soon as they build up. If you are facing waves of enemy just drop a singularity in the Capacitor closest to the incoming waves and it will hit them every time it can discharge automatically. You just have to remember to wait until the singularity disappears or cast another somewhere else before trying to pass the trapped capacitor, hehehehehe.

@ Locutus
Adepts aren't gimped as you found out, they just take some learning how to play at higher levels. Sort of like how everyone said playing a Vanguard was Suicide at higher levels of difficulty when the game first came out. Everyone expected the overpowered monster that adepts were in ME1 and hated that you actually had to plan and think a bit in ME2. Once you know how to play them they are still monsters, but too many people can't or don't want to try to learn how to play, am talking to the Troll in this last statement.

#599
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages

mcsupersport wrote...

@ Locutus
Adepts aren't gimped as you found out, they just take some learning how to play at higher levels. Sort of like how everyone said playing a Vanguard was Suicide at higher levels of difficulty when the game first came out. Everyone expected the overpowered monster that adepts were in ME1 and hated that you actually had to plan and think a bit in ME2. Once you know how to play them they are still monsters, but too many people can't or don't want to try to learn how to play, am talking to the Troll in this last statement.


theres no learning curve for a vangaurd when you move from veteran to harcore tho. thats the problem, not learning how to use an ability apropriately. adepts no doubt need new tactics with one simple difficulty increase but why cant you say the same about the other 5 classes?

#600
Sparrow44

Sparrow44
  • Members
  • 1 209 messages
Yes there is a learning curve for Vanguards as there is for Adepts. The difference is the direction of the curve i.e:

VG's aren't necessarily defense strippers, but to get the most out of them on Insanity is to use the class power and play somewhat aggressively with the shotgun or other CQC weapons.

Adepts on the other hand require timing between choosing to defense strip and to apply biotics effectively which is generally because of Insanity's protection system, spamming Throw on a protected target will get you minimal results, nil poi in my book.