The Spamming Troll wrote...
sp0ck 06 wrote...
You don't "need" them, but if you're whining about protections, the fastest way to get rid of them is using your squadmate's powers. Or just fire a few shots from your SMG.
Adepts already have Warp, which takes care of Barriers and Armor, so your problem is just with shields? Take a bonus power like Energy Drain, or use a squadmate, or use your gun. Singularity also does some damage to shields.
Or just play on casual. Many players have dominated with the Adept on Insanity, so don't come on here and **** because you can't duplicate their success.
if i want to play as an adept on insanity, i need to strip protections.
many players? as in a very select few people who repeatedly play certain parts of ME over and over and over and over and over....... no, im not concerned about how easy the game has become for someone like that. im not even trying to be as good as them. im simply looking for an adept, that doesnt need to shirt first, and use biotics later.
Hmm. I rarely shot first with my Adept. And it was the first time I'd played a full adept and my first time on Insanity. I guess I'm the one your looking for. I ripped things to pieces and rarely fired a weapon even on insanity. When I did it was mostly just to make everything go faster. I usually pushed enemy defensive points rather than waiting for them to come to me.
As for Pull and Singularity. Singularity did a lot more people but it was a lot more unpredictable. Specially if it managed to pick up multiple targets. Now it could toss them off a cliff or suspend them in the air for you to shoot helplessly or hit with another power but it had just as even odds that while your shooting one it's dropping another enemy behind your defensive line. Pull on the other hand was a lot more controllable and targetable to achieve specific results on singular enemies which was often to my advantage when thinning out a pack of hostile enemies.
As for recasting singularity. There were times where that was useful as well. It basically gave you an endless lockdown with it propperly built up.
As for protections in general. with a little ingenuity and work. At least on the consoles... Biotics come ready equipped to strip 2 of the three protections out of the box. With a power that pretty much every biotic is going to take. That of Warp. It is also quite capable of taking out shields too if you want to use it that way. Usually all of a targets shields in a single shot...
There is only one other class that can even make a claim to be so ready to deal with the added diffictuly on a regular basis that comes with protections. That is the Sentinel. Who as starting powers actually can have the ability to remove all 3 protections right out of the box.
With such powers at ones disposal it does kind of make most of the arguments about Biotic powers being weak because of the additional protections fall a bit short because it is one of the two classes best equipped up front from the get go with no additional powers to handle that difficulty. on top of that. Warp has the added benefit that if you take even a sliver of health off of the oh so annoying Vorcha and Krogan it stops that annoying problem that their health goes up faster than the creation of offspring by two crack addicted rabbits during mating season.
Just from a tactical standpoint, of these points, combined with the nature of many of the battle fields and the ability to physically manipulate the positions of unshielded enemies in just about any direction you choose and some of those powers actually render enemies inable to fight back for the duration. Biotics are anything but weak.
Since shields are your only difficulty at this point and the idea RP wise and tactically is to have squadmates. Take Miranda, Tali, or Garus with you to fill in that gap to make a very powerful squad.
Modifié par Reptillius, 28 juillet 2011 - 03:15 .