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The Adept - looking for moar Throw, Pull and Shockwave


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#1
Kacynski

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Hi there,

I just recently finished an Adept-run on Hardcore, and while I did not have any problems to run through the game, it still left me somehow not fully satisfied. The core of my concern has been discussed on these boards already, but I still want to give it another try, as I did not get a conclusion from any of the other threads.

To put it simple, Singularity makes Pull and Throw redundant. You have Warp to deal with barriers and armour, you have your gun (and squadmates) to deal with shields and then .... you cast Singularity. I just found two instances, where I preffered any of the other skills. On the bridge in Thane's recruitment I could use Throw effectivly, and on the collector ship there was one collector on kind of a hill (the fight before the preatorian), which could be pulled nicely. Beside of that, it was always Singularity for me.

This thread is not about the Adept being week (which it is clearly not), nor is it too much about spamming only one power being boring (which you do with most classes without it being boring).

This thread is about the fact, that the Adept seems to have a great potential of being a class, that is NOT bound to spam only one power, and yet I still ended up just doing so for almost the whole game.
This thread is about seeking advice from the community in which instances Throw, Shockwave and Pull can be used to great effectivness and unique playing experience.
How do you employ these powers, under which circumstances you think they are more effective then Singularity and which funny combinations you came up with?

Please do not just link to some youtube video of Adept-play, I would like to have opinions and experiences expressed here in the thread.

#2
tonnactus

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Pull is an instant kill for the blue suns on the bridges in grunts recruitment mission.But thats it of course.Most biotics only shine at the collector platforms.

#3
RGFrog

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Thro insta-kills most husks, so strip and throw in hardcore/insanity.

There's an area just before the bridge, right after going up the ramp to that level you mentioned in thane's recruitment.

3 Asari biotics and a couple of robots waiting for you. take care of the first biotic and robots, leaving you to deal with the last two hiding behind cover. I strip their defenses, or let my squadies do it. Then an area pull until they slide off the platform over to the left. Then I lower the aim on an area throw and launch them through the ceiling.

This is fun, especially when it doesn't work. They sometimes fall to the level below. Either your lucky and your squadies catch them coming up the ramp behind you. Or, more likely for me, for get them until they start blasting away at you from behind.

Good fun, that :)

Also, in the sidequest dealing with the insane mechs, I like to do a pull on the mechs and chain the throws. It's not hard, but does take some timing. When you do it right, you can launch a bunch of them through the glass ceiling :)

If you can't tell, I like being the catalyst for unpowered flight, hehe. I still haven't gotten the hang of using those fuel canisters with pull/throw effectively, but it's something to work on!

Hardest thing to do, for me anyway, is getting a krogan launched. It's very hard for me to get the throw missile angled down enough for the throw to be applied in an upward motion instead of just away parallel to the surface.

The bridge on Thane's is just my favorite. I tend to do pull throws there, like skeet shooting, and see if I can hit the ragdolls as they hurtle to their doom.

Modifié par RGFrog, 31 juillet 2010 - 02:51 .


#4
NICKjnp

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Wide Singularity can replace pull field. Heavy Throw can toss enemies off the map without the need to use pull. Pull and Throw are a powers where you either have one point in one and max the other or vice versa depending on how you decide to use singularity.

#5
Anezay

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I would argue that the point of any game is fun, and pull+push ing dudes to death is much funner than just spamming singularity, making them the superior investment. To each his own, though, I guess.

#6
mcsupersport

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I found pull field to be better in most cases than singularity on my last hardcore run when you have stripped defenses. The reason for this is cooldown, throw is 3 seconds, while singularity is 6(iirc) meaning you get more pulls in the same time. Take Miranda and Thane on a mission, strip defenses, pull field--Thane warp, ---pull field Miranda warp---pull field, Shepard warp--move to next area. If you cast Singularity you only get one maybe two singularities in the same time you get three warp explosions, thus you can do more by mixing up the powers. Singularity HAS it's place BUT it shouldn't be you most common float and blast power.



There are plenty of places pull works well to kill enemies by dropping them over areas.

1) Thane mission just after meeting hurt Salarian there is a center place of insta kills as well as sliver area behind glass panels down hall to the elevator area(shockwave can work well here, to me one of few areas that is does). Bridge of course.

2) Miranda loyalty, all those areas where cargo comes up also insta kill enemies, pull 1 does well here.

3) Bloodpack mission(N7) to destroy the weapons facility.

4) Collector missions(duh).

5) Grunt recruitment, many levels where you can drop them over a railing.

6) Mordin recruitment, the fan area has the ability to lift them into wind and throw them off the side of the map and also to drop over the rails(big squares) as well as the narrow area(next to tables) where you run into blue suns where you get AR upgrade.

7) Samara recruitment also has plenty of walkways you can throw people off of.

8) Kasumi final fight is beggin people to be pull-thrown off the landing pad.

9) Did you know with Kasumi flash-bang and a shockwave combo you can knock the Warden off his perch in the Jack recruitment? HEHEHEHEH, that makes him CHARGEABLE!!!!!!!HAHAHAHAHAHAHAHAHAHAAAA!!!!



These are all the ones I remember off the top of my head, but I am sure I missed some.




#7
JaegerBane

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I found Throw and Pull to be crucial to the strategy of playing an agressive Adept. In gameplay terms, I found Pull to be a superior crowd control and warp bomb primer than singularity, due to the faster bolt and faster cooldown. Throw functioned almost like a long range melee attack. Using the two in conjunction, you can swiftly swat opponents out of your way and hence advance quickly.

Admittedly, I found Heavy Singularity to be a much better variant than Wide, as Pull became my main crowd controller while I used singularity in a sort of similar fashion to how I used Warp and Stasis from ME1 - primarily as trap on bunched up and defended enemies. It sort of worked as a temporary wall which I could throw up and run to better cover.

Shockwave I used in a similar fashion to ME1 Throw - something when I'm being swamped and need breathing room. The fact that it keeps going no matter the cover works wonders on mobs, but it's admittedly a power that suffers disproportionately to the issues generated by Hardcore and above.

One of the reasons I really enjoyed the Adept is how well their skillset works together. It's a class that rewards those who like to play inventively.

#8
Simpfan

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I use singularity and throw just as I would with lift and throw in ME1.

Use singularity to get them off the floor, and use throw to toss them aside, preferably far away.



Pull on the other hand, I do not like.

I dont enjoy close combat, so having the enemies get closer to me is never fun.

#9
Tavanaka

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Combining Pull and Slam can lead to loads of fun. With a quick triggerfinger you can have entire groups of enemies bouncing around the field. I actually wound up replacing Throw with Slam for the sheer novelty of it. Casting a Wide Singularity on low ceilings or walls can lead to some fun times with physics, too.

Consider squadmate powers as your own, too. Cryo Blast, Incinerate and Concussive Blast go great with Singularity, and you can use Pull with Zaeed's Inferno Grenade (after the target has reached a high altitude) to scatter napalm fragments over a huge radius, causing fantastic amounts of chaos. Use pull to gather several explosives in one area and use Overload on them for a massive explosion, or use Slam to launch enemies into the air for your sniper(s) to execute stylish headshots. Thane and Legion in particular are fantastic for this.

Ultimately, how much fun you have with the Adept depends on how willing you are to toy with, rather than defeat, your opponents. Focus on stripping everything's defenses first, then go nuts.

Modifié par Tavanaka, 31 juillet 2010 - 10:16 .


#10
Kacynski

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Thanks a lot for the good advice, this was exactly I was looking for. There is some food for thought on how to play around with different powers.

Just some quick furhter question: Strangely enough, about the only moment I had trouble with my adept was on the derelict reaper with the Husk hordes. As I never had problems there with my Vanguard or Soldier, I didn't expect to get my butt kicked with the adept. Just couldn't strip defenses fast enough ... even with Mordins incineration and Mirandas Warp. Any useful ideas on how to do this area without heavy retreat? (I did run like a rabbit and tried to single the husks out in the end, luckily there is enough space to the back ...)

#11
numotsbane

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^cast a heavy (NOT wide) singularity in the floor, and put it between you and the husks. tempest fire with inferno ammo, plus the odd warp to strip armor.

remember chucking a throw field will stun even armoured husks for a moment. finally, shoot for the legs, as it can auto-kill even armored husks.

that should work, I would say. 's what I did...

#12
JaegerBane

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numotsbane wrote...

^cast a heavy (NOT wide) singularity in the floor, and put it between you and the husks. tempest fire with inferno ammo, plus the odd warp to strip armor.


What he said. Heavy Singularity does a number on armoured mobs.

If you're feeling precise, strip the armour off an Abomination with Singularity and a few Carnifex shots, then warp it. That is one very big bang. It'll level a horde of husks.

#13
Bozorgmehr

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Pull and Throw are the best one skill point powers in ME2 - every Adept should have both. Spamming Singularity is pretty stupid since the moment you cast another the old one disolves immediately.

I use Singularity at the start of a fight or to disable powerful enemies so its easier to deal with the lesser foes. I only use Warp for Warp detonations - never for stripping defenses. I use squadies and fire power instead.

JaegerBane wrote...

One of the reasons I really enjoyed the Adept is how well their skillset works together. It's a class that rewards those who like to play inventively.


Exactly, Pull and Throw are excellent powers to deal with enemies up close. Their cooldown is super fast - you can spam both powers constantly. I use them a lot and like Throw, smashing someone against a wall is just awesome.

Kacynski wrote...

Just some quick furhter question: Strangely enough, about the only moment I had trouble with my adept was on the derelict reaper with the Husk hordes. As I never had problems there with my Vanguard or Soldier, I didn't expect to get my butt kickedwith the adept. Just couldn't strip defenses fast enough ... even with Mordins incineration and Mirandas Warp. Any useful ideas on how to do this area without heavy retreat? (I did run like a rabbit and tried to single the husks out in the end, luckily there is enough space to the back ...)


The IFF mission is very easy for an Adept, especially with Throw Field. Check out this video  to see how I dealt with those husks - its just target practice for an Adept, just be careful with the Scion(s).

If you bring squadies I recommend Grunt - he's great to sent into the Husk fest so you can take them out without getting surrounded - and that's the only thing that matters during this mission, don't get yourself surrounded! Just use Singularity to block the Husk approach and use Throw once their armor is down. Have fun :)

Modifié par Bozorgmehr, 31 juillet 2010 - 06:40 .


#14
mcsupersport

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On all levels above Veteran you want Heavy Singularity instead of wide. The extra hold does wonders for both holding scions, husks, and harbinger. If you try to create a blockage with a wide singularity on Hardcore for husks it will not last long enough for you to recast it before it dissolves. The easiest way is to equip a heavy pistol, add fire ammo squad, take Grunt and maybe even Jacob, and set a singularity on the ground in front of you, tell the squad to position themselves just behind the singularity and let them shoot anything approaching. They will strip the armor off husks, the singularity will lift and kill them rinse and repeat. The Heavy pistol is for any Husk they might be missing, but again you don't want to kill them with ammo, it is a waste, let the singularity do the actual killing. Also pay attention to the explosives that are everywhere around the level, they are great for area stripping and stagger of groups.

#15
NICKjnp

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I've played the game on Insanity with both wide and heavy singularity. Both work and have different uses. It is rare that you actually have more that four enemies in a single spot anywase. While Heavy Singularity is used more to stop a single enemy like a Krogan or Harbinger... Wide Singularity is better to stagger a group and then set up a warp explosion by stripping the defenses of one of them.