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The Power of the Adept


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#151
Bozorgmehr

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kstarler wrote...

Ryzaki wrote...

Well. I have a hard time staying alive on casual so while I don't mind them making insanity harder I just want them to leave casual the heck alone.
Edit: And before the mocking comes: My hand isn't overly steady and trembles alot completely throwing off my aim. So lol no: I can't lrn2play

I agree that Casual should not be made any more difficult. I usually like to do the lowest difficulty on any story heavy game the first time through, to get the most out of the story. I'm curious if you have tried an adept, because on Casual, it should be possible in most, if not all, non-boss fights to get behind cover and use powers without ever having to shoot anything, including the very first missions, provided you imported a level 50+ character from ME1. Also, pausing the game to correctly aim powers helps a ton, especially for power chaining.

Edit: @Ahglock "Ah yes, 'free burgers...' We have dismissed these claims." :happy:


Early game Adepts can be a little difficult, press on and you'll be rewarded. One of the best things about the Adept class is the 'I'm getting stronger feeling'. After Horizon you can get the much needed cooldown reduction upgrade (3 biotic damage upgrades are needed to research it). You should also have enough skill points to max passive, Singularity and another (bonus) power; plus you can retrain powers on Normandy now - use it.
You will notice the difference; you can use powers more often, powers have become stronger and their effects last longer. You can get all 6 biotic upgrades before the Collector Ship mission, another game changing mission; you can chose a bonus weapon which will improve your weapon damage output significantly. Now your Adept should be able to handle every situation using fully evolved and upgraded biotic powers, fast - due to cooldown bonuses, and your Adept can handle him/herself in a firefight too.

I'm working on some sort of a guide with lots of tips & tricks and other things that made ME2 easier (for me). It turns out to be harder than I expected, but I hope to post it this week.

Modifié par Bozorgmehr, 23 octobre 2010 - 01:44 .


#152
Bozorgmehr

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ashwind wrote...

The Spamming Troll wrote...

whats the purpose of bioware creating a game around 1 difficulty setting when theres 4 other difficulty options? im so much against hardcore/insanity because of enemy protections that its diluted the fun i can get out of ME2.

.....i wish insanity meant use more abilities, not use more weapons.

It is a matter of personal preference, maybe the scaling of the difficulty levels are not perfect - like you said that veteran is too boring but hardcore is too annoying and you fail to find that sweet spot that provides both challenges and fun, I do not think Bioware can scale the difficulty to satisfy everyone - not with just 4 difficulty options they cant.


Good point Ashwind; I too believe the scaling works pretty well for some classes, and less for others.

However, I would appreciate to limit the discussion here to what ME2 Adepts and/or biotics can do (and they can do quite a lot already), not about what they cannot do or what someone would like them to do. There are other topics to post your personal preferences and to brainstorm how best to improve the combat/power system altogether.

#153
fegede

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I don't know if it was you or Kronner that posted it, but I read a post saying that if you do all the firewalker missions right after horizon, you can get you weapon specialization crazy early. I tried it and it is indeed VERY useful on some classes if you want to get extra punch early on

#154
Bozorgmehr

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The Collector Ship mission is triggered when you've completed 6 missions after Horizon (recruitment/loyalty/N7 or a combination - those Firewalker missions do count) and you must have recruited 6 squadmates (you already have 4 (Garrus, Mordin, Jack and Grunt) pick up Zaeed and Kasumi and you only need to complete a couple of (boring) N7 missions to receive TIM's phone call.



You can play all loyalty missions, the CS, IFF and Suicide mission and Tali's, Thane's and Samara's recruitment mission plus all the N7 missions that involve actual fighting using bonus weapon this way.

#155
Ahglock

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Bozorgmehr wrote...


Stasis is great. At first I used it only on YMIRs and stuff to abuse the huge damage bonus when Stasis wears off. Now I use it all day; a fast and easy (and 100% reliable) way to disable (the most powerful / dangerous) enemies.

ME2 is somehow very rewarding when it comes to risk taking. Someone posted something like this a while back; "If you die a lot playing aggressively, you need to be more aggressive" :D

I lol'd about the Burger Theory; Sure there are other classes out there who can kill faster, but none can do it like Adepts can: with style. :) B)


Yeah I just got Lair of the Shadow Broker like 2 days ago, so I have yet to experience stasis.  But it looks awesome, since you can take out the real threat in one move while killing off all the mooks.  I am trying to play a more aggreessive game this time with adepts, and after I die often enough that I give up on that plan I play it safe.

I copntinue to play adepts basically because of what you just said.  Other classes might kill faster, but adepts kill with style. 

I have a couple questions though.  I notice you always took heavy singularity.  I always went with wide since it would get people even when the singularity arced into the cover instead of past it, and it could block a hallway better.  Does heavy work better for you and why?

Also how early in the game can you d the lair of the shadow broker, I really want to try out Stasis. 

And you usually had one point in stasis is that long enough?

A bit related but you went with Bastion, I normally went with nemesis.  Is the extra duration from bastion noticeable? 

#156
ScroguBlitzen

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Bozorgmehr wrote...

The Collector Ship mission is triggered when you've completed 6 missions after Horizon.


Actually, it triggers after 5 missions as soon as you go back to the ship.  You can do 6 missions if the 5th is a loyalty mission on Tuchanka or Illium and you then go do another mission on the same planet before returning to the ship.  I usually do Grunt+Mordins Loyalty missions for 5 and 6.  Note that if Jack is loyal and you try to do Mirandas loyalty as 5 then you will get summoned back to the ship for the catfight and then have to do the collector mission.

Good idea to get the bonus weapon early.  Collector ship ambush is hard on most classes so I usually try to get as many levels before it begins as I can, but it would be nice to get the weapon early as well.  Will try that.

#157
sinosleep

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Ahglock wrote..

Yeah I just got Lair of the Shadow Broker like 2 days ago, so I have yet to experience stasis. But it looks awesome, since you can take out the real threat in one move while killing off all the mooks. I am trying to play a more aggreessive game this time with adepts, and after I die often enough that I give up on that plan I play it safe.

I copntinue to play adepts basically because of what you just said. Other classes might kill faster, but adepts kill with style.

I have a couple questions though. I notice you always took heavy singularity. I always went with wide since it would get people even when the singularity arced into the cover instead of past it, and it could block a hallway better. Does heavy work better for you and why?

Also how early in the game can you d the lair of the shadow broker, I really want to try out Stasis.

And you usually had one point in stasis is that long enough?

A bit related but you went with Bastion, I normally went with nemesis. Is the extra duration from bastion noticeable?



I know you didn't ask me personally but most of your questions have pretty universal answers so here you go.

1. Heavy singularity is the more popular option because on difficulties with defenses it does a far better job of holding enemies while their defenses are up. It's more important to be 100% sure the big bad you cast it on is locked down than the off chance you happen to catch an extra guy in it. Particularly when the number of enemies in a singularity actually makes it go away quicker. So it's kind of counter productive.

2. You can play through LotSB with any of your characters once and it'll unlock the ability in at your research terminal in other playthrough. Normally you'd be able to get it at lvl 1 like all the other bonus powers but it's bugged and doesn't show up until you recruit Mordin and open up the research terminal.

3. Singularity is your bread and butter and any duration added to it is a good thing.

Modifié par sinosleep, 23 octobre 2010 - 04:12 .


#158
Ahglock

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sinosleep wrote...

Ahglock wrote..

Yeah I just got Lair of the Shadow Broker like 2 days ago, so I have yet to experience stasis. But it looks awesome, since you can take out the real threat in one move while killing off all the mooks. I am trying to play a more aggreessive game this time with adepts, and after I die often enough that I give up on that plan I play it safe.

I copntinue to play adepts basically because of what you just said. Other classes might kill faster, but adepts kill with style.

I have a couple questions though. I notice you always took heavy singularity. I always went with wide since it would get people even when the singularity arced into the cover instead of past it, and it could block a hallway better. Does heavy work better for you and why?

Also how early in the game can you d the lair of the shadow broker, I really want to try out Stasis.

And you usually had one point in stasis is that long enough?

A bit related but you went with Bastion, I normally went with nemesis. Is the extra duration from bastion noticeable?



I know you didn't ask me personally but most of your questions have pretty universal answers so here you go.

1. Heavy singularity is the more popular option because on difficulties with defenses it does a far better job of holding enemies while their defenses are up. It's more important to be 100% sure the big bad you cast it on is locked down than the off chance you happen to catch an extra guy in it. Particularly when the number of enemies in a singularity actually makes it go away quicker. So it's kind of counter productive.

2. You can play through LotSB with any of your characters once and it'll unlock the ability in at your research terminal in other playthrough. Normally you'd be able to get it at lvl 1 like all the other bonus powers but it's bugged and doesn't show up until you recruit Mordin and open up the research terminal.

3. Singularity is your bread and butter and any duration added to it is a good thing.


Thanks.  Sadly for answer 2.  I changed hard drives and lost my original ME2 saves.  Steam knows I played it for 160 hours, but the saves were local.  So were the achieveemnts which kind of surprised me.  

  I had my ME1 saves on a flash drive from when I was transfering data a while back.  So I got to bring that over at least.  I guess strategies change.  Back when I was last playing warp was the bread and butter and any damage add was a good thing.  I guess I am going to have to get some skill back with biotics I miss too often with singularity right now.  I wish they worked more bullet like.  Arcing is cool, but they fly too slow. 

Modifié par Ahglock, 23 octobre 2010 - 04:32 .


#159
sinosleep

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If you are having a tough time hitting moving targets a good tactic is to use a quick CD squad power like pull to stagger the enemy just before you launch the singularity.

#160
Ahglock

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sinosleep wrote...

If you are having a tough time hitting moving targets a good tactic is to use a quick CD squad power like pull to stagger the enemy just before you launch the singularity.


Thanks for the tip, I'll try that.  Right now I'm mostly sucking for being out of practice, but that will imporve my game for when I get back into the groove. 

And dear god where is the spell check.  I'm dyslexic, I need spell checks and am too lazy to put it in word first.  . 

#161
cihimi

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The more you play the Adept, the more you fall in love with it. It already passed ther Infiltrator as my new favs (Van, Eng, Sol, Ade). Sadly, the Sentinel is still too boring to enjoy. I dunno...even playing it as tank, as range, as utility, as pimp...just nothing.

#162
The Spamming Troll

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Ahglock wrote...

And dear god where is the spell check.  I'm dyslexic, I need spell checks and am too lazy to put it in word first.  . 


then you probably dont read the text next to planets either!

#163
Sailears

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Bozorgmehr wrote...

ME2 is somehow very rewarding when it comes to risk taking. Someone posted something like this a while back; "If you die a lot playing aggressively, you need to be more aggressive" :D

I like taking risks (and I die many times trying new things). But when you're successful it's like: "Wow, don't know how I did / survived that, but it's pretty cool". I think the best videos are entertaining to watch and informative (showing new tricks and tactics). I remember the day when there was a lot of fuss about Vanguards. Charge was considered a useless power (a reliable suicide button only). The complaining stopped when guys like Sinosleep, Thisisme, Kronner, Gatsby etc posted vids showing how cool and effective Charge really is. Those vids showed some of the potential and intense close range fighting Vanguards excel at.

I had to try that myself. After countless deaths I finally got the hang of Charge and its awesome. I learned it the hard way like most, but those vids proved it could be done and encouraged me to keep dying (I mean trying). The stuff in my vids are highlights. I can't play like that all day. I mess up, squadies die, sometimes you get bugged (powers don't work like they should or you go skywalking etc). I would be pleased if some people think; "Biotics are freaking awesome, have to give the Adept a shot!"

I lol'd about the Burger Theory; Sure there are other classes out there who can kill faster, but none can do it like Adepts can: with style. :) B)

That's how I see it in general. The whole fun is in taking the risks, and employing strategy/powers that provide visual and aural satisfaction.
Sure, by being methodical, repetitive, cautious and patient, insanity can be relatively easy for any class; but this is boring.

Modifié par Curunen, 23 octobre 2010 - 09:46 .


#164
Bozorgmehr

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Ahglock wrote...

I have a couple questions though.  I notice you always took heavy singularity.  I always went with wide since it would get people even when the singularity arced into the cover instead of past it, and it could block a hallway better.  Does heavy work better for you and why?


The increased radius of Wide Singularity is counter productive like Sinosleep already explained, the more enemies it holds the faster its effects wear off. Playing aggressively, particular when using a shotgun, makes it even worse. Stepping into your own Singularity will end it instantly and since shotguns work best the closer you are to the enemy ... well I think you understand.

Btw I never noticed any real impovement in AoE. Heavy Singularity is more than capable of blocking an entrance or corridor. ME2's maps are full of choke point and in most situations Heavy Singularity's radius is sufficient.

A bit related but you went with Bastion, I normally went with nemesis.  Is the extra duration from bastion noticeable?



Bastion is usually the better option because most powers benefit. Nemesis only increases Warp damage and without passive's bonuses, rank 3 Warp will strip barriers (directly and warp explosions). It should improve Throw also, but I never noticed any difference. Bastion's increased duration is more effective; Singularity will last longer, will hold enemies longer and (I'm not sure about this, Nemesis might do the same) increases Singularity's damage (because it drains defenses and health over time). Duration bonus is also nice for Pull and most bonus powers (Stasis, Dominate, Reave).

Adepts are crowd controllers first and foremost, added duration > damage output. The only exception are Geth missions. I spam Energy Drain and only use biotic powers whenever shields are still up and powers are not on cooldown. Since ED works on Geth's health & shields and I use it most of the time - Nemesis provides a better bonus.

Also how early in the game can you d the lair of the shadow broker, I really want to try out Stasis.



You can go there after Horizon; there are a couple of hard fights, but you have the best possible squadmate at your side (Liara). I recommend getting bonus weapon first, it really helps. Also make sure to bring someone with Overload (lots of shielded enemies to deal with).

You'll have to fight on top of space ship traveling through an electric storm. Pull (Field) is awesome here; enemies will be caught by and sucked into the storm. LotSB's fights are among the very best in ME2 imho.

And you usually had one point in stasis is that long enough?



Stasis rank 1 will hold enemies 5 seconds, they'll fall down and are somewhat disorientated (most of the time). Rank 1 is enough to make sure the target is disabled up to 8-10 seconds and most of the time you'll never hear from him/her again. Only when fighting YMIRs (Singularity doesn't work here) some extra Stasis time can be helpful. Or you can abuse Stasis like I did (YMIR Kasumi's LM). It's possible to (almost) oneshot them when they are falling (right after Stasis wears off). This is what Claymore does to a YMIR coming out of Stasis. :)

#165
Bozorgmehr

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cihimi wrote...

The more you play the Adept, the more you fall in love with it.


Exactly though it may sound weird, but unlike you might expect, biotics are getting better and more enjoyable instead of becoming a little boring after a while.

Curunen wrote...

That's how I see it in general. The whole fun is in taking the risks, and employing strategy/powers that provide visual and aural satisfaction. Sure, by being methodical, repetitive, cautious and patient, insanity can be relatively easy for any class; but this is boring.


Yeah, I rather die a couple of times entering a room guns (and biotics) blazing than adopting a cautious and relative risk-free appoach. The satisfaction of being a lunatic and live more than compensates a few failed attemps. Those failed attemps can be good fun too btw.

Modifié par Bozorgmehr, 23 octobre 2010 - 11:47 .


#166
Ahglock

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The Spamming Troll wrote...

Ahglock wrote...

And dear god where is the spell check.  I'm dyslexic, I need spell checks and am too lazy to put it in word first.  . 


then you probably dont read the text next to planets either!


Until this thread I had no idea that there was information in the planet briefings that uowld give you hints on how to respec your character.  But I never had any problems with any levels so it wasn't an issue. 

#167
The Spamming Troll

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bozorgmehr,



do you take energy drain instead of stasis for the adept too?



i think stasis is by far the best bonus ability for any class. simply because it CCs protected enemies. stasis basically makes any class almost equally as capable as an adept at crowd controlling. in my opinion stasis on an infiltrator is straight up ridiculous. its too bad my brain tells me not to play nonbiotic classes.



stupid brain.

#168
The Spamming Troll

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cihimi wrote...

The more you play the Adept, the more you fall in love with it. It already passed ther Infiltrator as my new favs (Van, Eng, Sol, Ade). Sadly, the Sentinel is still too boring to enjoy. I dunno...even playing it as tank, as range, as utility, as pimp...just nothing.


would a sentinel with pull/warp and overload/hacking sound better? becasue i certainly think so!

#169
Bozorgmehr

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The Spamming Troll wrote...

bozorgmehr,

do you take energy drain instead of stasis for the adept too?

i think stasis is by far the best bonus ability for any class. simply because it CCs protected enemies. stasis basically makes any class almost equally as capable as an adept at crowd controlling. in my opinion stasis on an infiltrator is straight up ridiculous. its too bad my brain tells me not to play nonbiotic classes.

stupid brain.


Energy Drain will make you immortal on Geth missions. It works on their health and shields, boosting your own (your shield will be boosted up to 200 points (Heavy Drain); normal shields + 200 = excellent protection) and you can use it every 3.x seconds. I like ED most because you don't have to worry about cover; just run around and use ED whenever your shield fails.

If your brain causes some kind non-biotic phobia; I can imagine why you don't use ED. Try it, it might cure your affliction ;)

Your absolutely right about Stasis being one of the best bonus powers for any class. It provides excellent CC, but Adepts are superb crowd controllers without Stasis; they become CC deities with Stasis. By far my favorite bonus power for the Adept (but that doesn't mean other bonus powers have become redundant. Another cool feature of an ED Adept is, that just by swapping one (bonus) power, it turns a class, seriously lacking anti-shield/synthetic abilities, into a powerful (sort of) tech specialist).

would a sentinel with pull/warp and overload/hacking sound better? becasue i certainly think so!


I know how you would like the class system to work, but most of the things you desire can already be done. Squadmates will provide powers Shep doesn't have and on a separate cooldown too. A Sentinel can Overload enemy shield; use squadmate's Pull and finish with Sentinel's Warp. Or your Sentinel can Overload enemy shields and use Tali's/Legion's AI Hacking.

This is what I meant with 'planning ahead' - select squadmates based on the powers they can use, respec Shep if needed, change bonus power etc. An Energy Drain Adept with Tali and Legion can rival an Engineer when it comes down to hacking synthetics. Just by swapping bonus power and selecting the appropriate squadmates can change gameplay completely.

Modifié par Bozorgmehr, 24 octobre 2010 - 10:41 .


#170
azerSheppard

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Ever since the mattock adepts has become a breeze xd

#171
The Spamming Troll

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Bozorgmehr wrote...

This is what I meant with 'planning ahead' - select squadmates based on the powers they can use, respec Shep if needed, change bonus power etc. An Energy Drain Adept with Tali and Legion can rival an Engineer when it comes down to hacking synthetics. Just by swapping bonus power and selecting the appropriate squadmates can change gameplay completely.


i frickin hate this argument. i really do. to me theres obviouse reasons why. tali and legion take 15 hours to recruit, i dont have squadmates on kasumis mission, i cant use squad mates abilites or weapons nearly as much as i can if shepard had them....... i understand squad mates are there to help out, but i dont understand how you can include them in an argument about what shepard can do. im not looking for a guide on how to respec or what squad mates would work the best on each mission.

bah.

#172
kstarler

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The Spamming Troll wrote...

Bozorgmehr wrote...

This is what I meant with 'planning ahead' - select squadmates based on the powers they can use, respec Shep if needed, change bonus power etc. An Energy Drain Adept with Tali and Legion can rival an Engineer when it comes down to hacking synthetics. Just by swapping bonus power and selecting the appropriate squadmates can change gameplay completely.


i frickin hate this argument. i really do. to me theres obviouse reasons why. tali and legion take 15 hours to recruit, i dont have squadmates on kasumis mission, i cant use squad mates abilites or weapons nearly as much as i can if shepard had them....... i understand squad mates are there to help out, but i dont understand how you can include them in an argument about what shepard can do. im not looking for a guide on how to respec or what squad mates would work the best on each mission.

bah.

I agree that including Legion in a suggestion for using squadmate powers to their fullest is unfair, because you get him so late in the game, and unless you plan to let your crew die, you only get him for a few missions before the endgame. But with the exception of Tali, the first 6 to 8 (depending on DLC) squadmates you get have all the regular powers that squadies get, and you have access to all of their bonus powers if you've completed their loyalties previously. If you have Gibbed's editor, you can even get an extra bonus power to boot! And Kasumi's is the only mission where you don't get a third squadmate, and having played every class through that mission, if you are using Kasumi to her fullest (I always spec her with the shadow step ability so that she can finish any guys that get into health), the only places where it gets difficult for me are the YMIRs and the last fight. But it's certainly not insurmountable.

So I think that in the same way you reject the argument that you can always bring squadmates for their powers, I reject the argument that you can't or shouldn't. Which means I'll have to agree to disagree with you on that.

#173
The Spamming Troll

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yeah its not like im right or your wrong or whatever, i just dont think thats a legit excuse why sheaprd cant have an arsenal of their own biotics. if i wanted warp ammo and stasis on my adept, i dont want to hack the game to include liara, and i dont want to wait untill i finally do jacks loyalty mission. im an adept, i should be using warp ammo and stasis regardless of whose in my party.



i honestly dont think the majority of ME players actually choose the correct squad mates anyways. maybe the posters in here do that because were all obsessed with ME, but the majority probably bring miranda because shes got a hot ass, and grunt becasue hes a friggin krogan. either or, shepard should be allowed to take whatever abilities are labaled under their own classes structure.



its a worthless argument anyways, because im sure bioware would have loved to have more variety in class just like they wish ME1 had better combat.

#174
kstarler

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The Spamming Troll wrote...

i honestly dont think the majority of ME players actually choose the correct squad mates anyways. maybe the posters in here do that because were all obsessed with ME, but the majority probably bring miranda because shes got a hot ass, and grunt becasue hes a friggin krogan. either or, shepard should be allowed to take whatever abilities are labaled under their own classes structure.


I don't want to get too far off topic, so what I'll say is that it is always the player's choice what difficulty they play on and who they want to bring with them. Which is as it should be. On Normal, one should be able to go through the game with any sqaud combination and any powers, and beat the game. Maybe not dominate it, but certainly beat it. But to dominate as an adept, it really does help to do some planning ahead and bring squadmates whose powers compliment Shepards.

#175
JaegerBane

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The Spamming Troll wrote...
i frickin hate this argument. i really do. to me theres obviouse reasons why. tali and legion take 15 hours to recruit, i dont have squadmates on kasumis mission, i cant use squad mates abilites or weapons nearly as much as i can if shepard had them....... i understand squad mates are there to help out, but i dont understand how you can include them in an argument about what shepard can do. im not looking for a guide on how to respec or what squad mates would work the best on each mission.

bah.


I agree the argument about bringing the right squadmates is on unsteady ground - ultimately, it becomes a question of whether you expect to solo the game. This is a squad based game nonetheless, so it's not surprising that there would be some expectation to rely on squadmates.

'Course, this inevitably begs the question why some classes have to depend on squadmates and why some don't. That is the real issue, but it's not strictly relevant to the Adept.

Don't forget that the Adept is clearly designed to be the Thinking Man's class. While it benefits from being played agressively, it's fairly obvious the developers intended it to be used by someone wanting an altogether more tactical, 'chessmaster'-style game. The argument stands that someone who revels in playing this class would also be someone who'd approach every mission with a plan and considered squad rather than a million bullets and an itchy trigger-finger.

Modifié par JaegerBane, 24 octobre 2010 - 07:16 .