Vortex3D wrote...
Question on Adept on Insanity. I have one playthrough as Adept that I found to be too hard. Took several hours (days) to finally get through the Collector ship mission. What is the best for the bonus power? I started with Warp Ammo but by the Collector ship mission, I swapped for Barrier just to stay alive longer. Kind of gave up as Adept class on Insanity.
Warp Ammo is actually a very reliable bonus power. At Heavy version it beefs up your guns by 50%, and anyone caught in a Singularity or Pulled in the air takes a total triple damage, instead of the usual double from ragdoll.
Barrier is more suited to specific playstyles only. If you have a Shotgun Adept, it will allow you more time to run around in the open closing distance and finishing people off, otherwise you're better off just recharging your shields the usual way and picking a different power.
If you want to see how a Warp Ammo Adept makes it through NG+ Insanity (played by someone who's never taken an Adept through Insanity before!), I have a playlist linked under my posts. I notice you mentioned the Collector Ship giving you problems, too... I just did that today.
Youtube: Collector Ship - Warp Ammo AdeptNotice how I don't once give my squadmates a 'goto' command? They're surprisingly reliable when left to do their own thing. As long as you keep the aggression up they last pretty well. Sometimes-to-often they
will drop, though - it's Insanity mode, it wouldn't be the 'highest difficulty' if your team didn't get slaughtered every now and then. You just learn to play through it, the same as how you get used to losing shields in a heartbeat... and there go your shields again.
For shields, you can recharge them. For the team, pop medigel after whatever threat took them down is dealt with (or in times of desperation where you need their powers).
The Collector Ship's a tough one for any class, but if you have Biotic Damage upgrades from...
Firewalker DLC
Horizon
Jack's Loyalty OR Tuchanka (buy it after getting Grunt's Loyalty for the discount, of course)
...you unlock the Cooldown upgrade. With that the Collector Ship is your playground. At least relatively speaking.
Warp bombing barriers won't snailpace you anymore, and you'll always have a Singularity available to lock down Harby.
Plus, that final Husk Rush can be easily dealt with when you can Throw/Pull almost every second.