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Help ME2 Adept


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#1
RaphiTheOne

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 Hi,

I need a little help to more properly use the abilities of my adept at insane.

Aren't singularity and pull basically doing the same job? Puting the enemy vulnerable for and other biotic attack? When do you use one or an other.

Also, aren't warp and throw used almost for the same reason? If I understood correctly warp makes more dmg when an enemy is under a biotic attack. Throw does the same thing vs ennemies under a biotic attack. How do you know when to use which and which.

Finally, is shockwave any usefull at insane?

thanks for the help.

#2
khevan

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Singularity and Pull do have some overlap, but Singularity has the added benefit of holding most enemies in place even when they have defences up. Pull has a faster cooldown, but it doesn't affect enemies with protections. Basically, Singularity is used to "trap" an enemy, hold him in place, while you either deal with other enemies or strip the first one's protections to set up a Warp explosion or a Throw. I'll get to these two options in a moment. First however, Singularity does not work on protected varren and Fenris mechs, and I know YMIR mechs aren't affected by it with protections up, but not sure if Sing grabs them when they're in health. In health though, there are other, better options. Basically, if the enemy is protected (shields, armor, barrier), use Singularity, if the enemy is in health, use Pull. Also, try to place Singularity's strategically. Find a chokepoint, a spot where enemies have to bunch up to get through the area, and use that as a Singularity target. They'll get caught in the Singularity, you can strip defenses, and the fun begins.

Warp vs Throw: If there's a couple of enemies standing close together, Warp bomb is the better choice, since it does double damage to the immediate target, then normal warp damage to anyone caught in the blast radius. Throw is better if you pull a single target, or when there's a ledge nearby that you can throw the enemy off.

Shockwave really isn't that useful on Insanity, especially not for Shepard. Some people swear by Shockwave on Jack, as it can be useful for staggers, but I personally haven't found much use for Shockwave, mine or Jack's, on insanity.

Hope this answers your questions, and good luck!

Modifié par khevan, 12 février 2011 - 11:57 .


#3
RaphiTheOne

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khevan wrote...

Warp vs Throw: If there's a couple of enemies standing close together, Warp bomb is the better choice, since it does double damage to the immediate target, then normal warp damage to anyone caught in the blast radius. 


Thanks, really helpfull but what is warp bomb? what do you mean by that?

#4
Sailears

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My goodness, how did this fall to the 5th page! :o

That thread pretty much covers most of what you need to know.

Firstly be aware singularity has twice the cooldown of pull. It is useful as an opener on a group of defended targets -> follow up with some shooting to strip, then bomb (yourself or squaddie) -> the surrounding enemies should all have taken some damage. Also useful for holding harbinger/elite troops while you take down their defences.

Pull has the advantage of faster cooldown. If you only have 1 target, just shoot/strip and pull to disable. Once you can get to pull field, it opens up new possibilities - after bombing/area stripping a group you can pull several of them to disable.

Warp again has longer cooldown, so not always most efficient. Opening with warp is ok if you've got a squaddie to follow up with pull or something, but I don't use that tactic much. Best saved for those hard to take down defences, or bombing.

Maximise use of pull and throw to keep the cooldown short - defenceless/single enemies. Ledges/drops: make use of these.

Shockwave... well short answer no, not efficient on insanity.

Long answer:

Curunen wrote...

God, I am very much at the end of my tether trying to make
an adept work with shockwave pull and throw (sort of an anti-adept with
little use of singularity and warp) on insanity for the past week, but I
think I'm going to have to throw in the towel: it's just not happening.
Tony's agent infiltrator vids even inspired me to try improved
flashbang as an opener, followed by multiple stripping using gps/mattock
and multiple squad/shepard pulls to disable.

Short of cheesing
fights with the arc projector (or other heavy weapon), and bowling them
over with shockwave, I don't think it can be done. The pull part worked
at least (similar to Tony's usage of improved cryo) - even found a use
for heavy pull, but it only really shone in narrow room fights where you
can deal with one/two at a time, and then I found all too frequently
I'd miss one behind me (which the squad are meant to mop up) leading to a
nasty death.

I'm going to persevere a little (want to try Korlus
at some stage, as I think multi pulls will work better there with jacob
+ jack), but needed to vent this here in case anyone else has tried and
succeeded ( anyone... ? ../../../images/forum/emoticons/uncertain.png ).
Oh
and if you want reasons, I just wanted to try something different and
see if it is possible to play in this way, even if it is a bit
masochistic!

If you can somehow manage a shockwave build I would love to know how it gets on! :)

#5
khevan

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RaphiTheOne wrote...

khevan wrote...

Warp vs Throw: If there's a couple of enemies standing close together, Warp bomb is the better choice, since it does double damage to the immediate target, then normal warp damage to anyone caught in the blast radius. 


Thanks, really helpfull but what is warp bomb? what do you mean by that?


A Warp bomb is a biotic combo when a target is ragdolled by biotics.  If an enemy is affected by Pull, Singularity or Slam (the lift portion ONLY), if they are hit with a warp, they go *BOOOM*  It does double the damage Warp normally does, and there's an Area of Effect that anyone caught close enough to the warp bomb recieves normal warp damage, even though they weren't targeted and weren't actually hit with the warp.  It's a good tactic, because it's does lots of damage very quickly, but there are better combos depending on the situation.
 
A Pull+Throw is better verses one target, just shoot his defenses off, pull, then throw.  Try to aim the throw so the bad guy goes off a ledge or into the ceiling.  It takes practice to get all the abilities down, and to learn how to use them to their best ability, but once  you do, the Adept rocks.

#6
Biotic_Warlock

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Pull basically pulls enemies with no defense towards you... singularity makes them hover in the air including multiple enemies. (which can mean that if you use warp right u can kill 3 or more enemies at once).

used with armour and upgrades and passive skills which boost powerr damage... it's just beautiul.

Modifié par Biotic_Warlock, 13 février 2011 - 11:45 .


#7
Sailears

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Sorry I know this is off topic, but I love your signature Biotic_Warlock! :D

#8
RGFrog

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Singularity can be used as a trap. It can also be used to strip some defenses while the enemy is nearby. Pull cannot do either and has no real affect other than a bit of stagger on an enemy with protections.

Throw is similar to pull WRT defenses, whereas Warp can be used to strip armor and has some affect on shields. Also, warp does nothing to move a target like pull/throw does.

Take a teammate like Miranda that has Overload and Warp and use her powers to help quickly strip defenses and setup combos like the warp bomb.

While it is possible to do hardcore/insanity runs without the use of your squad, it's just far easier to use them to strip defenses and distract the enemy.

#9
mcsupersport

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Also as a quick note, pull and throw, on Shepard are effected by the angle/direction of travel. By this I mean it is possible to arc your powers by aiming up and to the side of the enemy to curve the power around things or to get a different direction of effect. On Pull, the effect is to go in the direction the power came from, so if you aim high and to the right of an enemy then the enemy will float up and to the right, if you aim low(and don't hit the floor) and straight on he will come at you low to the ground. Throw does just the opposite in it pushes the enemy in the direction the power was traveling so a straight on thow will push the enemy straight away from you. You then combine these effects to move the enemy in the direction you need them to go to get maximum effect.



I personally like area pull to be used at maximum level, because it will let you hit any enemy in a group and as long as one is defenseless you get a floater to be exploded. I almost never use singularity to bomb off of because of two reasons, the longer cooldown and pull has a faster speed of travel to the target. Singularity(Heavy version) has some great effects in it will hold Harbinger, Scions, the Shadow Broker, is murder on Husks when they are stripped(used as a trap) but also has some funny quirks in not working on protected Fenris mechs, Verran, Ymirs, and the larger Geth hunters/destroyers. Any protected enemy will shorten the life of Singularity and more enemies in the Singularity will also shorten the life of it, so that is why I use Heavy instead of Wide, it lasts longer which is what I generally need.