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ME2 Building a Renegade Adept


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#1
Ravensword

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So I've already played as a soldier using a Paragon ManShep and a Paragon Infiltrator using FemShep. I've tried using a vanguard I sucked so bad w/ it on Insanity but it was frustrating. Not my best playthrough. Now i would like to go the renegade route w/ a renegade FemShep.

Any ideas on what power evolutions are good and what are some good bonus powers for armor and advanced weapon training for an adept?

#2
xassantex

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it's generally believed the assault rifle is the ideal weapon for the adept.
But some favour snipers and others play it with shotguns - i myself have played adept with shotgun training using the GPS ( again some will argue the GPS is almost an assault rifle ) , and it worked quite well. Singularity allows close range combat offering a more renegade feeling .

but there are much better adept specialists in here , so i hope they'll help you more.

#3
Simbacca

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From what I've seen around here, most seem to somewhat fall in this template:

4 Heavy Warp
4 or 1 (either evo) Throw
4 Heavy Singularity
1 or 4 Pull / Field
4 Bastion
4 (either evo) Stasis or Heavy Barrier

Mattock or GPS

Tons of examples are linked to in the first two posts of The Power of the Adept thread.

Modifié par Simbacca, 15 septembre 2011 - 04:15 .


#4
Ravensword

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Ah, thanks. That sounds like a plan. I'll probably play on hardcore first. Insanity runs are a pain.

#5
JenMaxon

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Deleted - sorry

Modifié par JenMaxon, 15 septembre 2011 - 03:22 .


#6
Doriath

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For the most part, I agree with the build Simbacca posted. There really isn't much debate on the more useful power evolutions from the base class, however there are a lot of options you can go for bonus power.

This is my build:

Adept
Warp - (ranks: 4 / points: 10 / evolution: heavy warp)
Throw (ranks: 1 / points: 1 / ---)
Singularity - (ranks: 4 / points: 10 / evolution: heavy singularity)
Pull - (ranks: 4 / points: 10 / evolution: pull field)
Shockwave
Biotic Mastery - (ranks: 4 / points: 10 / evolution: nemesis)
Energy Drain - (ranks: 4 / points: 10 / evolution: heavy energy drain)

Evolutions:

Heavy warp is generally regarded as the better evo because it is more useful. Unstable warp adds a greater radius for explosions but heavy warp still has a good radius and adds more damage against barriers and armor.

Heavy singularity can hold protected enemies better than wide and lasts longer IIRC. The radius increase and ability to hold more enemies for wide are bonuses that are obviously much better on lower difficulties. For hardcore/insanity, heavy singulairty is easily the better evo.

Pull field is better due to radius increase. Pretty self explanatory. Duration increase on a power with this role is fairly useless, especially when the duration is long enough already.

Biotic Mastery is a little tricky and in my opinion, really depends on what bonus power you take. Because singularity lasts long enough already, that alone doesn't make Bastion worth it for me, but if you plan on taking barrier or maybe even stasis, bastion is the way to go. If your like me and favor energy drain, the added damage bonus on that and warp is more useful. Unlike with a couple other classes, there is no clearly better passive evo, it really does depend on bonus power choice.

Advanced weapon training is what it is. The safest choice is assault rifles.

#7
xassantex

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also the bonus power choice depends what you feel your adept needs : an extra damage power ( energy drain, flashbang ) or an extra emergency protection ( barrier ) .
Stasis can be used both for an emergency and/or for damage ( YMIRS come to thought ) .

Modifié par xassantex, 15 septembre 2011 - 07:13 .


#8
Xariann

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chrisnabal wrote...

For the most part, I agree with the build Simbacca posted. There really isn't much debate on the more useful power evolutions from the base class, however there are a lot of options you can go for bonus power.

This is my build:

Adept
Warp - (ranks: 4 / points: 10 / evolution: heavy warp)
Throw (ranks: 1 / points: 1 / ---)
Singularity - (ranks: 4 / points: 10 / evolution: heavy singularity)
Pull - (ranks: 4 / points: 10 / evolution: pull field)
Shockwave
Biotic Mastery - (ranks: 4 / points: 10 / evolution: nemesis)
Energy Drain - (ranks: 4 / points: 10 / evolution: heavy energy drain)

Evolutions:

Heavy warp is generally regarded as the better evo because it is more useful. Unstable warp adds a greater radius for explosions but heavy warp still has a good radius and adds more damage against barriers and armor.

Heavy singularity can hold protected enemies better than wide and lasts longer IIRC. The radius increase and ability to hold more enemies for wide are bonuses that are obviously much better on lower difficulties. For hardcore/insanity, heavy singulairty is easily the better evo.

Pull field is better due to radius increase. Pretty self explanatory. Duration increase on a power with this role is fairly useless, especially when the duration is long enough already.

Biotic Mastery is a little tricky and in my opinion, really depends on what bonus power you take. Because singularity lasts long enough already, that alone doesn't make Bastion worth it for me, but if you plan on taking barrier or maybe even stasis, bastion is the way to go. If your like me and favor energy drain, the added damage bonus on that and warp is more useful. Unlike with a couple other classes, there is no clearly better passive evo, it really does depend on bonus power choice.

Advanced weapon training is what it is. The safest choice is assault rifles.



Someone else who likes to use ED on Adepts, just like me.

#9
mcsupersport

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Area pull
Heavy Throw
Heavy Singularity
Bastion Adept
Heavy Warp
1 Pt Stasis

This has become my Adept build after many plays, and I will take any of the bonus weapons, with Mattock/ARs being the easiest and most straight forward. Snipers are actually good, but many people don't like the zoom effect when using powers in cover. Shotguns can be extremely fun or frustrating depending on how good you are with them.

I find Shields cause less problems than the Heavy mechs and assorted enemies that are really fun to 1 pt stasis. Too many companions have either disruptor ammo or overload to really make me want to use ED. Barrier was good in the beginning to ease the transition to insanity, but I quickly found the cooldown hindered more than helped due to the shear damage insanity deals.

I generally Singularity an enemy to hold them then either strip and blow them if they are close to others or let them stay and strip others pull them and either bomb them or throw them off the map depending on how many mooks are close. Often it is better to throw an enemy off the map to die than to try to bomb them with warp, due to the lower cooldown and automatic kill of any mook going off the map, unlike warp that doesn't always kill.

As a note: all powers last 25% less on Insanity than they do on Veteran, so I always take Bastion to boost the duration of Singularity, pull, and Stasis back to more normal times. I always want singularity lasting as long as absolutely possible due the high likelyhood of it being on Harbinger, multiple husks, or Scions, all of which will kill a lower singularity quickly.

#10
Mand0l1n

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Thats's the classic adept build mc imo but I tend to spec for heavy barrier because i play on the xbox and don't like pausing to use throw. Barrier is something I can chuck on before a firefight and then forget about until there's a lull in combat. i really wish bioware would consider giving us 360 users more hotkey options. I would love quick access to a throw on my adept but not at the expense of warp or pull.

#11
Ravensword

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Thanks. Currently I'm doing an Insanity run w/ my Infiltrator but I didn't know that powers last 25% less. I don't know. I would need some time to get used to using the adept. I would do Kasumi's loyalty mission to get the Locusts because the Shuriken is horrible.

Also an issue would be dealing with the Freedom's progress mission since tha mission seems a bit tough for a class that has only access to two weapons and one of them is the Shuriken as well as the M-3 Predator.

#12
Mand0l1n

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Freedoms Progress is slightly harder for an adept than the other classes imo. The main threats are the mech dogs since they are immune to your singularity. Prioritise stripping their armour as soon as they appear. Once down to health they can be easily dealt with using a pull or throw but if you're not quick enough they'll knock you out of cover and you're in trouble. Miranda is a big help here with her overload and warp and even jacob has his uses setting up your or Miranda's warpbombs.

#13
xassantex

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it also helps to draw way back into the area you came out of ( where you have to put miranda and jacob into cover) . The dogs will come in, but you have a lot more space and cover , and time.