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Adepts - what they were, what they are becoming, and what they will be...


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#51
Bozorgmehr

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Spectre_907 wrote...

Once you get the smart amplifier (cooldown) upgrade, you become biotic god. Stasis and the Locust SMG really help during the pre-Horizon missions when your abilities are underpowered and the cooldown times limit what you can do with biotics.


Stasis and Locust are just fine pre Horizon and kick ass on Horizon: www.youtube.com/watch

One of things I like about the Adept is that you are becoming stronger throughout the game, like it's supposed to be with rpgs - most other classes don't.

#52
curly haired boy

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i played my first ME2 adept on veteran. honestly, i missed shielded enemies by the end. i'm looking forward to adept on insanity.

#53
NICKjnp

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Everyone hates shockwave... but pull and throw don't do anything to enemies with defenses. Shockwave can be a fun power to mess around with (even on Insanity). The only problem is that everyone wants to evolve all their powers. Of course lvl 1 shockwave is going to suck.... it is lvl 1. Do lvl 2 pull, lvl 1 stasis and lvl 3 shockwave and you are set (that includes lvl 4 warp, throw, singularity and passive).

#54
Nooneyouknow13

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mashavasilec wrote...

adepts are just fiiine in ME2, quit crying you babies

and i srsly don't understand how could you play adept in ME1 without shooting. nonsense


Lift is instant death outdoors in ME1 sufficiently leveled. Indoors, Lift+Throw does massive amounts of damage, especially combined with Warp, which not only does pretty solid damage over time when it's leveled, vastly increases damage taken.  The only time I had to really use weapons on an ME1 adept after like, level 10, was when I couldn't be bothered to actually clear a room - you walk in, Singualrity the ceiling, and shotgun the enemies glued to it.

That said, I found engineers to be far more efficient at nuking enemies to death in ME1, simply because of the massive synergy between their skills.

#55
lazuli

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NICKjnp wrote...

Everyone hates shockwave... but pull and throw don't do anything to enemies with defenses.


They might not do much damage, but saying they don't do anything to enemies with defenses is inaccurate.  They provide a stagger effect which can be a lifesaver in aggressive close combat.  Jacob always has my Vanguard's back.  If I Charge in too hot, his Pull Field stalls the enemies for a moment, giving me a chance to get to cover.

#56
PsyrenY

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NICKjnp wrote...

Everyone hates shockwave... but pull and throw don't do anything to enemies with defenses


The problem is that Shockwave doesn't do much even without defenses. Pull can be exploded, it lasts long enough for squadmates to finish off the victim, and has zero travel time. Throw has the lowest cooldown in the game, travels insanely fast, and is guaranteed to keep enemies away from you. Combine the two for instant death in any open area.

Shockwave is slow, has double the cooldown, and is unpredictable in what it does. It might toss your foe over a nearby edge... or it might weakly deposit them to the side and go barreling by. It can't be exploded and it has a range limit to boot.

#57
Nooneyouknow13

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Optimystic_X wrote...

NICKjnp wrote...

Everyone hates shockwave... but pull and throw don't do anything to enemies with defenses


The problem is that Shockwave doesn't do much even without defenses. Pull can be exploded, it lasts long enough for squadmates to finish off the victim, and has zero travel time. Throw has the lowest cooldown in the game, travels insanely fast, and is guaranteed to keep enemies away from you. Combine the two for instant death in any open area.

Shockwave is slow, has double the cooldown, and is unpredictable in what it does. It might toss your foe over a nearby edge... or it might weakly deposit them to the side and go barreling by. It can't be exploded and it has a range limit to boot.


Only squadmate Pull has no travel time, just like all other sqaud powers. All player powers do however.  I'm finding shockwave much more useful than Throw, but that hardly says anything.If it hit with just a bit more force, or had non physics based damage, it'd be pure gold.

#58
IntrepidProdigy

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The adept is all about squad synergy in ME2. Pick Miranda + Thane for 2 instant warps while all you need to do is cast a singularity and strip defenses for it to work. Or take a squad mate with area pull and another with warp for more warp explosion combos while you're on cooldown. Seriously, with the right squad, the adept can plow through insanity (and insanity+) with utter ease.

#59
tonnactus

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Jarys wrote...

TLDR: Why can you mow through every type of enemy with ease on a soldier, yet changing adepts to be able to use their abilities to their fullest will break the game?

You are right that the way they tried to "balance" biotic powers is completly dumb. The playstyle for most other classes dont change as much as they do for the adept on harder difficulties.At least,the adept now has a tool with stasis to stop enemies like ymirs to prevent to get overwhelmed and killed.
All powers should affect enemies,just for a reduced time the harder the difficulty is.Thats it.

Modifié par tonnactus, 23 septembre 2010 - 12:59 .


#60
JaegerBane

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Optimystic_X wrote...

NICKjnp wrote...

Everyone hates shockwave... but pull and throw don't do anything to enemies with defenses


The problem is that Shockwave doesn't do much even without defenses. Pull can be exploded, it lasts long enough for squadmates to finish off the victim, and has zero travel time. Throw has the lowest cooldown in the game, travels insanely fast, and is guaranteed to keep enemies away from you. Combine the two for instant death in any open area.

Shockwave is slow, has double the cooldown, and is unpredictable in what it does. It might toss your foe over a nearby edge... or it might weakly deposit them to the side and go barreling by. It can't be exploded and it has a range limit to boot.


I think it's balanced around the fact that it has a native AoE regardless of evolution or level. On Normal it's isn't as bad - in fact it's *very* useful agaist swarms and squads due to it's linear path. The only issue is that it's primarily a physics power with a 6 sec cooldown. Hence, if anything interferes with those physics (i.e. defences) it loses a disproportinate amount of it's potency.

#61
Kaylord

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Sad. Thread title looked interesting, but it turned out another whinethread. In my experience, the adept class is my most fun class, and the gameplay is very satisfying in ME2, even on insanity.

#62
JaegerBane

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Bozorgmehr wrote...

Spectre_907 wrote...

Once you get the smart amplifier (cooldown) upgrade, you become biotic god. Stasis and the Locust SMG really help during the pre-Horizon missions when your abilities are underpowered and the cooldown times limit what you can do with biotics.


Stasis and Locust are just fine pre Horizon and kick ass on Horizon: www.youtube.com/watch

One of things I like about the Adept is that you are becoming stronger throughout the game, like it's supposed to be with rpgs - most other classes don't.


That's actually a *very* good point, Bozorg - the Adept is probably the class that benefits most from character upgrades and power development (evidenced by the fact that the Adept is a wimp on levels 2-3 with a piddly little Throw and a Singularity that lasts 2 seconds but once they hit 27-30 they effectively dictate who goes and who stays on the battlefield).

#63
tangmcgame

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I'll just weigh in and say that I think people are overselling how much defenses affect Biotics. Barriers and Shields tend to drop incredibly fast even without powers backing them up. Armor goes fast, too, if you pick AR training and pack a Mattock (or Carnifex if you opt for something else). In my multiple playthroughs as an Adept I've never felt like Soldier-lite except, perhaps, before Mordin's recruitment. Well, and on Geth missions.

But aside from those rare situations I'm locking down enemies with Singularity, Warp-bombing groups after peeling off shields (you only have to get the shields off one; after that the battle is all yours), or launching Mercs off ledges with impunity. I actually find the Adept to be more powerful than the Soldier. Maybe it's just play style, or maybe I'm just having more fun with the Adept.

Modifié par tangmcgame, 23 septembre 2010 - 03:25 .


#64
Bozorgmehr

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JaegerBane wrote...

That's actually a *very* good point, Bozorg - the Adept is probably the class that benefits most from character upgrades and power development (evidenced by the fact that the Adept is a wimp on levels 2-3 with a piddly little Throw and a Singularity that lasts 2 seconds but once they hit 27-30 they effectively dictate who goes and who stays on the battlefield).


Never tried a new Adept game starting at level 1, but I can imagine it must be hard. I prefer to use a lvl 60 ME1 import starting at level 5 so you can spend some skill points and get access to all four useful powers (Singularity, Warp, Throw and Pull). I do like to start a new game (lvl1) playing most other classes. Otherwise there's no real improvement as the game progresses; VG can get Heavy Charge, Soldier lvl 3-4 AR, Sentinels Assault Armor and Infiltrators lvl 3-4 Cloak before starting the first recruitment mission. Thats all they ever need.

@ Tangmcgame;

Try Energy Drain against Geth: www.youtube.com/watch a bit OPed, but lots of fun :)

#65
tangmcgame

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Yeah, I know I can respec for those missions, but a) I don't really use bonus powers and B) I don't mind there being a few missions or enemies that I have more trouble with. Hell, I can just take Zaeed with me and use my SMG with Disruptor rounds (and him with an Incisor; as an aside, is there anything more broken than a teammate equipped with an Incisor?). I'll let Tali or Legion AI Hack if I'm feeling saucy, but most of the time I just mow them down.

Modifié par tangmcgame, 23 septembre 2010 - 04:56 .


#66
NICKjnp

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Optimystic_X wrote...

NICKjnp wrote...

Everyone hates shockwave... but pull and throw don't do anything to enemies with defenses


The problem is that Shockwave doesn't do much even without defenses. Pull can be exploded, it lasts long enough for squadmates to finish off the victim, and has zero travel time. Throw has the lowest cooldown in the game, travels insanely fast, and is guaranteed to keep enemies away from you. Combine the two for instant death in any open area.

Shockwave is slow, has double the cooldown, and is unpredictable in what it does. It might toss your foe over a nearby edge... or it might weakly deposit them to the side and go barreling by. It can't be exploded and it has a range limit to boot.


On level 1 it doesn't do much... but neither does throw.  What I like about is that it can knock foes from out of cover if you have take down their defenses with overload.  Lvl 3 can toss them far enough and they are knocked down and have to get back up... which is time you spend shooting them (or have a squadmate use insta pull or throw on them followed with a warp detonation).