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THE THREE ADEPTS


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#1
NICKjnp

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Just a little compilation of close, medium, and range adept builds.  Comment if you like or don't like them and what you would do differently.

Build 1:  Close Range Adept

Lvl 4 Heavy Warp
Lvl 4 Heavy Throw
Lvl 4 Heavy Singularity
Lvl 1 Pull
Lvl 0 Shockwave
Lvl 4 Nemesis
Lvl 4 Barrier
Bonus Weapon: Shotgun
Armor:  Aegis Pack
This is the bread and butter build that most people use on most adepts.  It is effective for getting close to targets that would like be impossible to reach without Barrier.

Build 2:  Medium Range Adept
Lvl 4 Heavy Warp
Lvl 4 Heavy Throw
Lvl 4 Wide Singularity
Lvl 1 Pull
Lvl 0 Shockwave
Lvl 4 Nemesis
Lvl 4 Barrier
Bonus Weapon: Assault Rifle
Armor:  Aegis Pack
This build is good for adepts that don't want to run up to the enemy.  The wide singularity is good for setting a larger trap that can be quickly detonated.  The idea is to strip the defenses of only one enemy and then detonate the singularity with a warp.  Influenced by Average Gatsby's adepting through insanity.

Build 3:  Long Range
Lvl 4 Unstable Warp
Lvl 3 Throw
Lvl 2 Singularity
Lvl 4 Pull Field
Lvl 3 Shockwave
Lvl 4 Bastion
Lvl 3 Energy Drain
Bonus Weapon:  Sniper Rifle
Armor:  Blood Dragon
This build is for Adepts who like to snipe.  It is designed to get maximu potential out of pull rather than singularity.  It is a combo adept where energy drain is used to debuff shielded enemies, then shockwave is applied to get them out of cover, pull field is used to get them effected by biotic and finaly unstable warp is used to cause maximum damage.  It is very important to use this build at range rather than close up.

Modifié par NICKjnp, 08 septembre 2010 - 11:58 .


#2
Simbacca

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NICKjnp wrote...

Just a little compilation of adept builds I have come up with...


Image IPB

Barrier builds have been around forever.  Maybe that last one, don't think I've seen that before

Modifié par Simbacca, 08 septembre 2010 - 11:51 .


#3
NICKjnp

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I'm not implying I came up with the Barrier build.  Read the explanation below it and you will see that I said it is the one most people use.  I'm just putting out three seperate builds that focus on different strenghts of the adept.

Modifié par NICKjnp, 08 septembre 2010 - 11:53 .


#4
mcsupersport

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I assume the last build your so called Long Range is built for Veteran Difficulty and below, otherwise it is a waste of time and space.



Long Range Hardcore and above



Heavy Warp 4

Throw 1

Heavy Singularity 4

Area Pull 4

Bastion or Nemesis as you like, with me leaning to Nemesis for damage 4

Area Energy Drain 4 for shielded missions, and respec to Barrier for Collector mission.

New alternative is Improved Stasis, but will take some testing to see if really worth it.

Bonus Weapon: Sniper Rifles/Viper

Armor: Mix of Kestrel, stock and add-ons for 13% damage bonus, shield bonus, weapon bonus, 10% Heavy weapon, and some melee bonus. Blood Dragon works as a starter set or if you don't want to mix and match.



This uses Area Pull to do warp explosions, Singularity to lock down enemies and create choke point traps, while allowing freedom of sniping and range. ED can debuff, but your main use is to remove/weaken for first warp explosion. Heavy warp does more damage and only loses around 6 feet in radius range, for doing more damage base. Substitute Matlock for a alternate that you don't have to bother with Scope Zoom on casting.




#5
NICKjnp

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mcsupersport wrote...

I assume the last build your so called Long Range is built for Veteran Difficulty and below, otherwise it is a waste of time and space.

Long Range Hardcore and above

Heavy Warp 4
Throw 1
Heavy Singularity 4
Area Pull 4
Bastion or Nemesis as you like, with me leaning to Nemesis for damage 4
Area Energy Drain 4 for shielded missions, and respec to Barrier for Collector mission.
New alternative is Improved Stasis, but will take some testing to see if really worth it.
Bonus Weapon: Sniper Rifles/Viper
Armor: Mix of Kestrel, stock and add-ons for 13% damage bonus, shield bonus, weapon bonus, 10% Heavy weapon, and some melee bonus. Blood Dragon works as a starter set or if you don't want to mix and match.

This uses Area Pull to do warp explosions, Singularity to lock down enemies and create choke point traps, while allowing freedom of sniping and range. ED can debuff, but your main use is to remove/weaken for first warp explosion. Heavy warp does more damage and only loses around 6 feet in radius range, for doing more damage base. Substitute Matlock for a alternate that you don't have to bother with Scope Zoom on casting.


Nope.  I'm refering to all difficulties.  Squadmates with overload and Shepard with ED can debuff most groups with shields.  The Sniper is for long range.  If you want the mattock then that is what build 2 is for.

However... your build is your build.  Use it how you want it.

#6
Arhka

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I would swap 4 Throw and 1 Pull to 1 Throw and 4 Pull in your short range build. With the Shotgun, you want people going towards you, instead of away from you when defenses are down.

#7
PsyrenY

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The Long Range build is better with Reave. No travel time, more damage and lifts enemies out of cover so you can headshot from far away. Locust/Tempest can strip shields just fine, you don't need Energy Drain for that. (If you want to do it even faster, bring Miranda, Garrus or Zaeed.)

Reave also heals you, so you can hang out of cover longer with the Viper, pounding rounds into one target while your Reave siphons another (or others.)

Modifié par Optimystic_X, 09 septembre 2010 - 06:08 .


#8
Bozorgmehr

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Interesting stuff, I'm going to post my preferences soon. But I will also consider leveling priority - something easily overlooked, but having access to the right powers at the right time can make all the difference in the world.

#9
RGFrog

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NICKjnp have you tried your long range on hardcore/insanity?

I can understand the tactic with your ED, Shockwave, Pull, Warp explosion. However, I don't think the cooldowns would work.

Mainly the cooldown between shockwave and pull. I'll have to give it a whirl, but I'll ask you if the target actually stays out of cover for more than 4 seconds. And if so, how are you keeping your squad from gunning it down so you can continue with the pull/warp?

For this reason, I rarely have any points in shockwave. Usually it's 1 point in pull as that's all you need to initiate a warp explosion and zero points in shockwave.

#10
numotsbane

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I'm not so sure on the viability of a long range adept; most powers seem to have an inherent range limit and cast-zooming makes me want to hurl myself off a bridge. I love my ME1 sniper adept but I have a feeling the travel times on powers will be irritating, and its difficult to consistently stay at long range on many of the ME2 missions.

On the medium range build I'm not sure barrier is necessary; I'd want to swap it for warp ammo or stasis. I'm also not certain that the adept can make the most of the mattock; its great, don't get me wrong (and I think more so on PC) but I always loved spamming Avenger warp ammo fire into biotically suspended targets... thats more of a playstyle preference though and not automatically more efficient.

#11
NICKjnp

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Considering stasis is a brand new power... I will have to give it a couple of days to try it out. I'm thinking of adding it to the medium range. I need to test it first though.

#12
numotsbane

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yeah, Stasis has put us all on the back foot a bit... I really want to test it lots but I want to finish ME1 even more.

#13
NICKjnp

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RGFrog wrote...

NICKjnp have you tried your long range on hardcore/insanity?
I can understand the tactic with your ED, Shockwave, Pull, Warp explosion. However, I don't think the cooldowns would work.
Mainly the cooldown between shockwave and pull. I'll have to give it a whirl, but I'll ask you if the target actually stays out of cover for more than 4 seconds. And if so, how are you keeping your squad from gunning it down so you can continue with the pull/warp?
For this reason, I rarely have any points in shockwave. Usually it's 1 point in pull as that's all you need to initiate a warp explosion and zero points in shockwave.


Take a Miranda/Jack or Garrus/Jack combo for the build.  They should offset the needed overload, shockwave, and pull for when Shep is on cool down.

On eclipse missions take Samara (with area reave) rather than Miranda or Garrus.

Modifié par NICKjnp, 10 septembre 2010 - 06:11 .


#14
RGFrog

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NICKjnp wrote...
Take a Miranda/Jack or Garrus/Jack combo for the build.  They should offset the needed overload, shockwave, and pull for when Shep is on cool down.

On eclipse missions take Samara (with area reave) rather than Miranda or Garrus.


i c, but if you're relying on squadies, then why waste points in those areas?

#15
NICKjnp

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RGFrog wrote...

NICKjnp wrote...
Take a Miranda/Jack or Garrus/Jack combo for the build.  They should offset the needed overload, shockwave, and pull for when Shep is on cool down.

On eclipse missions take Samara (with area reave) rather than Miranda or Garrus.


i c, but if you're relying on squadies, then why waste points in those areas?


You can double up each power on a mission.  You have two powers for shields.  You have two shockwaves.  You have two pulls (including Shep's pull field).  You have two unstable warps (when you bring Miranda).