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The Power of the Adept


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#851
CoffeeHolic93

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I love these forums, everyone's so helpful :D Now I just need to remember that I'm no longer a vanguard and CQC isn't AS valid and I think I'll be able to pull it off!

#852
lastpatriot

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Mi-Chan wrote...

I love these forums, everyone's so helpful :D Now I just need to remember that I'm no longer a vanguard and CQC isn't AS valid and I think I'll be able to pull it off!


If you get stasis, CQC becomes a "blast" for the Adept as well.  Point blank SG to the face = squishy mob.

#853
CoffeeHolic93

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The problem I see with taking shotguns is that the adept - outside of stasis has no reliable CQC power. The soldier has A-rush, Vanguard has charge, Infiltrator cloak, engineer drone and sentinel has Tech armor. Is Singularity a more reliable cqc power at level 4 or is there something I'm not seeing?

#854
kstarler

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The GPS can instantly strip defenses from most normal enemies, and can be used effectively even at long ranges, which makes it essentially the best bonus weapon for Adepts. You can actually launch a projectile and, provided you're quick, fire the GPS and actually strip defenses right before the projectile arrives in a lot of cases, allowing for some very quick, high damage combos.

Other shotguns do indeed require a hyper-aggressive play style to be effective. Generally, if you're taking shotgun training on an Adept and not using the GPS, you're doing it for the challenge. However, Singularity does work for keeping most enemy types immobile while you move in for the kill, and the Katana does get good bonuses against shields and barriers.

Modifié par kstarler, 13 juillet 2011 - 05:22 .


#855
mcsupersport

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The other thing to remember about your powers is stagger. That doesn't seem like much but if you make the enemy stagger, they stop shooting giving you a chance to close in and attack. Since Heavy throw does decent damage against shields and also staggers all on a base 3 second cooldown which in late game means less than 2 seconds to reuse it can be very effective if you do it correctly.

#856
CoffeeHolic93

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I know that abilities stagger (mainly from reload-tricking scions to death with the claymore whilst using squad powers) - is that what makes the adept...adept at CQC?

#857
Waltzingbear

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Adept can never be as good as a Soldier or a Vanguard at CQC with a shotgun, because, a. he has to run to his target while being fully under fire b. he has no way to reduce incoming fire or damage, or quickly get out of trouble. Because of this there are quite a few situations where using a Shotgun Adept is just impractical.

On the other hand there are also a lot of levels where a Shotgun Adept will do just as well or at least be just as enjoyable as the other classes if not more. The thing that contributes the most to that is, I think, walls, or at least high cover. If you can't keep your flanks safe you're going to take a lot of damage when advancing on an enemy.

Shotgun combat in general takes a bit of practice. You need to learn the way and timing in which enemies respond. There are also a few things to know: when enemies lose a layer of defense they are staggered for a second. Shotguns and melee attacks usually have enough force to stagger the target as well. Singularity will last for a minimum of (I think) 1.5 seconds before disappearing.

Now, what you want to do is to use Pull or Throw at your target just as you get out of cover which will stagger them for a couple of seconds that will let you get close and shoot them at point blank and finish them with a melee attack or two, or use Pull/Throw again to neutralize them.
It is sometimes better to use Singularity even at point blank if you can strip the target's defenses with one shot but not kill it (krogan, vanguards). The Singularity should hold just long enough to pull the enemy before it disappears.

Choosing squadmates is just as crucial, and with a Shotgun Adept you want to put crowd control before damage. Choose one power and bind it to an accessible key so that you can use it quickly on enemies with their defenses on to fill in for you and keep enemies staggered, actually this is a good advice for any QCQ.

Bah, this is becoming too guide-like. Anyway, good luck have fun.

#858
CoffeeHolic93

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Thanks for the tips! I'll get to the collector ship and we'll see how it goes!

#859
CoffeeHolic93

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 Okay - after dying countless times with the geth shotty I gave the vindicator a shot and what a difference! Apparently the "CQC-adept" is not for me :( 

Modifié par Mi-Chan, 15 juillet 2011 - 12:28 .


#860
Stardusk78

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Mi-Chan wrote...

 Okay - after dying countless times with the geth shotty I gave the vindicator a shot and what a difference! Apparently the "CQC-adept" is not for me :( 


The other problem with a CQC Adept is that Singularity dissipates if you come too close...another reason to prefer ARs to SGs for the Adept.

Modifié par Stardusk78, 15 juillet 2011 - 12:54 .


#861
CoffeeHolic93

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 That wasn't the problem - I use heavy for that very reason. The problem was no reliable CQC ability outside of barrier and that leaves me without pullfield or heavy throw. :unsure:

#862
Stardusk78

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Mi-Chan wrote...

 That wasn't the problem - I use heavy for that very reason. The problem was no reliable CQC ability outside of barrier and that leaves me without pullfield or heavy throw. :unsure:


I play the Adept the least..but when I do I always go for AR...I probably am just not that great at the Adept but CQC doesn't work too well for the Adept in my opinion...

#863
CoffeeHolic93

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Stardusk78 wrote...



I play the Adept the least..but when I do I always go for AR...I probably am just not that great at the Adept but CQC doesn't work too well for the Adept in my opinion...


This is my first Adept run that got past horizon since the class felt so slow before that. Now things are going smoothly. Relatively :P

#864
Locutus_of_BORG

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Adepts are tricky to do CQC with b/c they're squishy and it's easy to use powers in such a way as to slow you down. Once you nail it though, it's like any other class.

Mattock Adept is a nice easy way to do mid-range and light cqc, since it's more straightforward to use than the GPS. In the hands of a pro, the GPS is still probably the best though. Stasis is also awesome for CQC once you get used to it. Barrier is good, but it's got a bad CD, which you have to be able to account for.

#865
CoffeeHolic93

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As of now I'll keep a spare save at the collector ship in case I feel like being suicidal with the shotgun adept again. I think I'll wrap my adept up and try a cqc infiltrator or engineer next. Haven't tried either.

#866
kstarler

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I'm not surprised that you didn't find the GPS useful on the first try, as my experience with the Shotgun Adept sounds similar (my first attempt I though all Shotguns, GPS included, were utter crap for Adept). However, now that you (hopefully) have a better understanding of the Adept, you might try the GPS again. Remember that it doesn't have to be used in CQC; it can be very effective at mid-range. Also, the primary use I find for the GPS on the Adept is as a defense stripper. Once you get the enemy to health, it's usually more effective to employ biotic combos to kill the enemy, rather than shooting them to death. For instance, from cover you can shoot the GPS, then Pull the enemy (or have a squad mate Pull the enemy) and follow up with a Throw/Warp.

#867
CoffeeHolic93

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 I just finished Arrival with my adept. I :wub: dominate. First class I survived all five waves with - and all because of this thread! :o Adepts! :ph34r:

#868
goofyomnivore

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http://www.livestrea...0b-b3442df080fe

Demo played as an Adept

-Singularity looks like it moves quicker
-Biotic "punch"
-ME1 Adrenaline Rush coming to Adepts (sorta)
-ragdoll physics seem to be more "sensitive" or guns/powers have more stopping power. (could just be me though)

clerkenwell wrote...

About 4:30 into the video, you can pause when he opens the power wheel to see a new Adept power called "Overpower."

"For
a short duration you enter a heightened biotic state, enabling you to
launch multiple powers with (PowerRechargeSpeed%p)% enhanced recharge
speeds."

Obviously the info text isn't finalized and I'm sure the power is being worked on still, but sounds very cool for the Adept.



#869
Emphyr

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This was very very helpfull! ow men Iron Maiden!!!

and Poorv Pipi she looks like me not beeing able to do the bypass hack door:)

in some parts of the game i was thinking about Pink Floyd also ( especially the planet scanning) ( Meddle)

take care
many regards from the netherlands from a redhaired, green eyed Shepard

PS Purple haired shep adept makes me think of Deep purple:)

Lazy !

Modifié par Emphyr, 22 juillet 2011 - 01:07 .


#870
adonfraz

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strive wrote...

http://www.livestrea...0b-b3442df080fe

Demo played as an Adept

-Singularity looks like it moves quicker
-Biotic "punch"
-ME1 Adrenaline Rush coming to Adepts (sorta)
-ragdoll physics seem to be more "sensitive" or guns/powers have more stopping power. (could just be me though)

clerkenwell wrote...

About 4:30 into the video, you can pause when he opens the power wheel to see a new Adept power called "Overpower."

"For
a short duration you enter a heightened biotic state, enabling you to
launch multiple powers with (PowerRechargeSpeed%p)% enhanced recharge
speeds."

Obviously the info text isn't finalized and I'm sure the power is being worked on still, but sounds very cool for the Adept.




Adept ME3

Working Link


In this vid "Overpower" around 3:40

#871
Locutus_of_BORG

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Okay vid as far as fleshing out the original demos go.

Sure hope the different melee attacks will be more distinct / nuanced than just alternate animations of the same thing.

#872
CajNatalie

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A'ight, I've started Adepting Mass Effect 2...

Heavy Warp
Throw Field
Heavy Singularity
Pull 1
Nemesis
Heavy Warp Ammo

Nemesis has synergy with Warp Ammo, and Throw seems to also fit with Nemesis. That's why I set up the build like that.

Currently just experimenting in easy mode, I mean Veteran... finally hit Level 30 during Thane's recruitment, and slapped my final point in to Pull.
I've started picking people up and launching home runs with Throw, and smashing people in to ceilings when there's no nearby killzone.
It's a lot of fun, but it doesn't always seem to go as I want sometimes... need to get the hang of it.

Will Pull Level 1 on a Nemesis still be reliable for setting up a super Throw when I do NG+ Insanity?
Would anyone happen to know?

I don't pick squadmates with the same power(s) as Shepard. Personal rule, BTW.
So using a squaddie with Pull (aside from certain Loyalty missions) is out of the question. I get rid of Jacob ASAP.

Modifié par CajNatalie, 07 août 2011 - 07:02 .


#873
adonfraz

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CajNatalie wrote...

A'ight, I've started Adepting Mass Effect 2...

Heavy Warp
Throw Field
Heavy Singularity
Pull 1
Nemesis
Heavy Warp Ammo

Nemesis has synergy with Warp Ammo, and Throw seems to also fit with Nemesis. That's why I set up the build like that.

Currently just experimenting in easy mode, I mean Veteran... finally hit Level 30 during Thane's recruitment, and slapped my final point in to Pull.
I've started picking people up and launching home runs with Throw, and smashing people in to ceilings when there's no nearby killzone.
It's a lot of fun, but it doesn't always seem to go as I want sometimes... need to get the hang of it.

Will Pull Level 1 on a Nemesis still be reliable for setting up a super Throw when I do NG+ Insanity?
Would anyone happen to know?

I don't pick squadmates with the same power(s) as Shepard. Personal rule, BTW.
So using a squaddie with Pull (aside from certain Loyalty missions) is out of the question. I get rid of Jacob ASAP.


Pull lvl 1 should be good for most enemies aside from Krogans, who I think get duration resistance. With an Adept you're certanly better off using your own Pull (Shepard's Pull = 2 sec, Teammates = 7-9 sec), but you should reconsider using a teammates warp.

#874
mcsupersport

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Area pull trumps area throw and most ammo powers any day. Area [pull allows you to hit a group of guys and if any are unprotected then they float allowing a devastating warp bomb, whereas a level 1 needs to hit the exact guy. Plus you add in the 20% duration reduction due to insanity level and level 1 pull is extremely hard to do a self powered bomb, before the guy drops out of the biotic effect. I would drop Throw before area pull if I really wanted Squad/heavy warp ammo. To me I would rather have Stasis1, Energy drain1, or flashbang1, than warp ammo on insanity level.

Also throw field will give very limited use, in that the protections will prevent most mass tumbles, and really only shines you are taking Mordin for incinerate blast, cryo blast to do shatters. The reduction of effectiveness due to protections make Pull better due to ragdoll and warpbombs.

Modifié par mcsupersport, 09 août 2011 - 10:21 .


#875
adonfraz

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mcsupersport wrote...

Area pull trumps area throw and most ammo powers any day. Area throw allows you to hit a group of guys and if any are unprotected then they float allowing a devastating warp bomb, whereas a level 1 needs to hit the exact guy. Plus you add in the 20% duration reduction due to insanity level and level 1 pull is extremely hard to do a self powered bomb, before the guy drops out of the biotic effect. I would drop Throw before area pull if I really wanted Squad/heavy warp ammo. To me I would rather have Stasis1, Energy drain1, or flashbang1, than warp ammo on insanity level.

Also throw field will give very limited use, in that the protections will prevent most mass tumbles, and really only shines you are taking Mordin for incinerate blast, cryo blast to do shatters. The reduction of effectiveness due to protections make Pull better due to ragdoll and warpbombs.


You mean pull right?

I agree