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As a first time caster, should I play Adept or Engineer?


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18 réponses à ce sujet

#1
Arbalest7

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 I've played ME2 over a dozen times now as a Claymore Vanguard (most often), Mattock Vanguard, Widow Infiltrator, CQC Infiltrator, Revenant Soldier, Widow Soldier and Shotgun Sentinel. So I've to use Genesis to create a new Femshep playthrough and want to try a caster class for a change of pace. 

Issue is that I like to play no-pause Insanity playthroughs and I am an Xbox player who is effectively limited to three hotkeys. So I figure that my primary builds would end up as either an Attack Drone/Area Overload/Incineration Blast Engineer or a Heavy Singularity(Pull Field)/Enhanced Stasis/Heavy Warp Adept. Which of these would be easier to pull off?  

Modifié par Arbalest7, 02 juin 2011 - 09:35 .


#2
Kronner

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It's pretty much the same (as in, what's easier/harder). I'd try both if I were you :D

For Engineer, I'd go Drone (universal) + Neural Shock (organics) + AI Hacking (synthetics).

For Adept, Pull (CC) + Stasis (CC through protection) + another biotic power (Singularity, Throw..).

But that's because I prefer CC powers with short CD over nukers with long CD (squad can strip defenses for me).

Modifié par Kronner, 02 juin 2011 - 10:25 .


#3
Arbalest7

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That Engineer builds looks interesting but wouldn't I be at at a bit of a disadvantage with the Adept considering my limited hotkeys and the fact that biotics work best as combos?

#4
budzai

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play engineer it's easier... :P :D

#5
termokanden

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Singularity on Y and Warp on either RB or LB. Then either Pull or Stasis as the last one (and if you use Pull then grab an ammo power). Both are decent adept setups. Not ideal but good enough.

The mapping to Y is a bit weird unfortunately. Normally you can only map a signature power to it, but I've read that you can somehow cheat the system by mapping too many things so something else is moved to Y. Not that I've tried this. It puzzles me why you can't just map freely to y.

Modifié par termokanden, 02 juin 2011 - 11:39 .


#6
Clonedzero

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i'm gonna suggest adept, they're lots of fun and can do neat combos. though if you're playing on insanity or hardcore the huge amount of protections on enemies can get a bit tedious. but pull + throw is hilarious amounts of fun.

#7
The Spamming Troll

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i play a stasis, warp, singularity adept. i see no reason to use any other ability anyways.

i havent played an engineer but id assume the engineer is the caster class of ME2.

#8
Alamar2078

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To me [not an elite player on the XBox] the Engineer is often an easier class to play. Drone, Incineration Blast, Overload are generic quick keys that will definitely work reasonably well. Perhaps some sort of bonus power [esp an ammo power] wouldn't be a bad pickup. If you know your mission you could sometimes drop Overload and plug in another power like Stasis [if you don't mind mixing power sets] Slam or similar.  Incineration Blast could even be dropped on some missions and you could add AI Hacking or whatever is more useful.

To me Adepts are harder but also more fun to play. Pull, Singularity, Warp wouldn't be bad defaults. There are so many cool things that you can do though that I will happily pause to pick out the perfect power. It can ruin immersion though so it's not for everyone.

Modifié par Alamar2078, 02 juin 2011 - 06:12 .


#9
termokanden

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The Spamming Troll wrote...

i play a stasis, warp, singularity adept. i see no reason to use any other ability anyways.


Pull and Throw are both faster and can be used while you have a Singularity up. Of course if you're on the xbox and don't like pausing, that's not going to help you.


i havent played an engineer but id assume the engineer is the caster class of ME2.


Not really sure what you're talking about here. Why would engineer be THE caster class?

Modifié par termokanden, 02 juin 2011 - 06:19 .


#10
Arbalest7

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Thanks for the info, I think I'll try engineer first before cutting my teeth on the adept.

#11
Bozorgmehr

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Arbalest7 wrote...

That Engineer builds looks interesting but wouldn't I be at at a bit of a disadvantage with the Adept considering my limited hotkeys and the fact that biotics work best as combos?


Combos are what you're looking for with both classes. However, you cannot (well technically you can, so I should say; you should not) use combos all by yourself. You'll have squadies to help out. If I had to play Adept with only 3 hotkeys, I would map Singularity, Pull or Throw, Throw or Warp. Basically you assign specific tasks to each member of your squad. So when you're up against Blue Suns, I'd take one shield stripping squadmate, and either a Pull-bot or a finisher (Warp). Taking someone with Pull, makes having Pull on Shep a bit redundant - better to have powers mapped that are effective to finish Pulled enemies:

Garrus uses Overload; Shep uses Singularity or Pull; second squadmates Warp detonates. Or Garrus Overloads; 2nd squadmate Pulls; Shep Throws enemy of the map or Warp detonates the lot.

Playing Engineer is almost the same; if you're going to AI Hack enemies, you gonna need someone who will remove defenses first. Whether it's Shep who removes defenses or a squadmate, or vice versa (Shep handles defenses, squadmate hacks), doesn't really matter. If you try to operate as a team you'll beat everything easily.

Oh, and you should definitely play both classes;)

#12
The Spamming Troll

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termokanden wrote...

The Spamming Troll wrote...

i play a stasis, warp, singularity adept. i see no reason to use any other ability anyways.


Pull and Throw are both faster and can be used while you have a Singularity up. Of course if you're on the xbox and don't like pausing, that's not going to help you.


i havent played an engineer but id assume the engineer is the caster class of ME2.


Not really sure what you're talking about here. Why would engineer be THE caster class?



the OP wants something to play on insanity, so pull and throw become 3rd rate abilities. sure sure, i understand you pick the correct squadmates and use your squadmates debuffs alot, or respec your best bonus power or whatever the hell gives you enough reason to justify your adepts existance playing this game on insanity, but i dont follow the same train of thought. i use abilities that i know will do what they are adertised. kindof how ME2 is advertised as an RPG, pull is advertised as pull. meaning its false. i dont see a reason to use anything other then singularity becasue singularitys duration never last long enough for me to use a different CC ability. i walk into a room, stasis krogan, singularity largest group of enemies, then warp explode it ASAP, then repeat. if my controller had more hotkey buttons i know id use more abilities but its not worth the effort for me to pause the game, find pull, and apply it, when i can just hit Y and have an ability thatll actually do some CC.

i feel like a caster class is like a mage. having the ability to do something different for every occasion. the engineer has a ton of abilities that serve every purpose youd need in ME2, from debuffs like sabo and incinerate, or cryo blast and even the best CCer in game the drone, with only missing an ammo power and an elite weapon. biotics can only do one thing, CC. insanity limits the adepts effective CC potential, which is what my first paragraph explains. anyways i dont care either way. you can label an adept a caster.

#13
termokanden

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There are no mages in ME2 though. I understand if some people want that, but that's just not how it is. You CAN survive solely with spells, but it's still not the same thing at all. In that sense, all caster classes in ME2 are hybrids.

Anyway, we can argue about whether Adepts are good or not in another thread. For what it's worth, I agree with your choice of abilities to map if you only have 3.

Modifié par termokanden, 03 juin 2011 - 03:52 .


#14
The Spamming Troll

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what! you DONT want to threadjack this topic and argue about why adepts suck or not???

i feel like thats something we should do....

#15
Onpoint17

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I played all the other classes and then I played the Engineer. I always stayed away from the Engineer because I thought it was the weakest class. Boy was I wrong. I probably had just as much fun as Engineer as I had with the heart-pumping action of the Vanguard. I recommend this class to everyone.

#16
jamesp81

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In a contest between Adept and Engineer, I usually go Engineer. Just because cool gadgets and high tech weapons are, to me, cooler than space magic.

I usually build my engineer like this:

10 pts Area Overload (anti shield, anti synthetic)
10 pts Incineration blast (anti armor)
10 pts Explosive Drone
10 pts Demolisher (prefer the power damage boost to the power duration boost)
1 pt Cryo Blast

10 pts in your bonus power. Most any bonus power will work here, just pick what you like. If you don't care about a tech power class having a biotic bonus power, Heavy Warp Ammo or Reave are outstanding anti barrier powers. Reave gives you anti barrier power, health boost, and crowd control (not that you need it that much, since your drone is excellent crowd control as well). Heavy Warp Ammo isn't as powerful as Reave, but it's more versatile; it doesn't eat up your valuable cooldowns and also provides additional weapon damage outside of just anti barrier damage.

Personally, however, I prefer to use AP Ammo for my bonus slot. Makes more sense for a tech power class, and does a good job of redressing the Engineer's crappy starting weapons.

On the Collector Ship, any of the weapons trainings are good choices, but will effect how you play a lot, so keep that in mind. Shotgun works surprisingly well. Engineers are squishy and die easily, so they don't seem to be good for close quarters combat. However, the distraction the drone provides can give you room to close the distance and use your shotgun. Also, shotguns are powerful weapons against shields and barriers. Since shotguns can overcome barriers very quickly, this alleviates the need to take an anti-barrier bonus power. Shotgun Training + squad powers will be plenty for barrier removal.

Assault Rifle training is never a wrong choice, as the Mattock is a fine rifle for most situations. The Mattock isn't a god-tier killing machine in the hands of an Engineer like it is with a Soldier, however. The Mattock is still impressively powerful, but you can't use Adrenaline Rush to stretch it's ammo out. Running out of ammo with the Mattock as an Engineer is a fact of life, so don't forget about that SMG on your hip.

Sniper Training is an unusual, but interesting choice. The sniper rifle's scope can be used to target your powers on enemies at distances you normally couldn't. Even when enemies are far enough out that you still can't target them for powers, that's where the rifle itself shines. Sniper Engineers don't have the problem of being pummeled by heavy weapons in sniper positions without a good weapon to suppress said heavy weapons. In this case, the SMG is still used very frequently for CQC in conjunction with your powers.

#17
The Spamming Troll

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^how come your cool with everything youve just listed, but biotics are too much of "space magic?"

i guess biotics are alot weirder then something like the entire galaxy being smoothied by reapers.

#18
RGFrog

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Of the two, Adept is more fun. Engineer (thanks to the drone) is almost as much a cakewalk as Infiltrator. It's fun too, but the drone makes insanity gameplay so easy.

#19
Locutus_of_BORG

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Adept can kill faster than the Engineer, but it takes a bit more experience with the game (if playing Hardcore or better). I'd recommend an Engineer setup for mid-long ranged combat for a first time caster. IMO Adepts need to get in fairly close to be at their best, which may or may not be a beginner's cuppa tea.

Modifié par Locutus_of_BORG, 07 juin 2011 - 04:35 .