Modifié par Avenger_3, 22 février 2012 - 03:49 .
Adept Help!!
Débuté par
Avenger_3
, févr. 22 2012 03:39
#1
Posté 22 février 2012 - 03:39
I'm thinking about starting an adept in ME2 i usually play a soldier in all my characters and i don't know a lot about the other classes. Could anyone help me by telling me if adept is a good choice over a soldier, good builds, and what type of training to pick on the collector ship? Also i would like to know if i start a new game + as an adept will i still keep my weapon training?
#2
Posté 22 février 2012 - 06:15
Assault Rifle is always a solid choice, unless you have the Locust. Shotguns aren't particularly synergistic with the frail Adept, your strength is in crowd control. Sniper Rifles could help with that, honestly I think either the Avenger or Vindicator would be the way to go on this one.
#3
Posté 22 février 2012 - 08:14
Phew. Where to start?
Weapn training depends on character. If you have a finished soldier, it has nothing to do with your new adept. Your weapon training only comes through if you import a ME2 character to start over, but htat way you are stuck to soldier i think.
How good is the adept? Its a different playstyle, i imagine it will take time to get to feel it. Its usefulness largely depends on the difficulty. Most of the adept's skills can only effect unprotected enemies (no armor or shield or barrier). After normal difficulty, every enemy have some measure of protection, so you will not be able to immedietly effect them as you meet them. You will need your squad or some of the special skills you can have after unlucking them.
If you go with the idea of using your squad to strip protection, use their area evolution on those skills (Incinerate, Overload), so your stronger skills will effect more enemies.
There are many ways to deal with victims once their protection is gone. Usual combo is to have a mass effect skill active on the victim already (Pull or Singularity) then have those effects explode by using Warp on effected foes. The Unstable Warp evolution increases the explosion's range.
On specific levels where there is an open space and/or pitfall, you can also Push the victims out of the game. Victims effected by levitation (again, Pull or Singularity) they can fly much further away with Push, effectivly kicking them out of the level. Another way to utilise Push is to freeze the unprotected victim (Cryo-Blast or Cryo-Ammo) and slamming them to a wall. The initial impact of Push wont, but the strong impact to the wall will shatter them.
The last skill, Shockwave has similar combo abilities. Its mostly useful to destroy a horde of unprotected Husks lining up, and to get stubborn shooters out of cover. Shockwave too can effect levitating enemies like Push,
The most different part of the playstyle is the curving of skills, it needs a little getting used to. Best to learn it with many game-pauses. If you have a foe selected (automaticly as you look around, you know), you can use most skills in a curve. You dont need a clear line of sight, with a little practice you can Push enemies out of cover.
A curved Warp has no special effect, its just useful when circling a pile of crates with an YMIR mech.
A curved Singularity is useful to get foes out of cover for others or yourself to shoot.
A curved Pull will pull the victim on the trajectory of the curve. You can pull enemies from above or sideways too, getting them where you need them.
A curved Push effects the victim logically. You hit the victim from the left, it will fly to the right. You hit the levitating victim from below, it will most likely fly out of the game.
Shockwave cannot be curved.
Weapn training depends on character. If you have a finished soldier, it has nothing to do with your new adept. Your weapon training only comes through if you import a ME2 character to start over, but htat way you are stuck to soldier i think.
How good is the adept? Its a different playstyle, i imagine it will take time to get to feel it. Its usefulness largely depends on the difficulty. Most of the adept's skills can only effect unprotected enemies (no armor or shield or barrier). After normal difficulty, every enemy have some measure of protection, so you will not be able to immedietly effect them as you meet them. You will need your squad or some of the special skills you can have after unlucking them.
If you go with the idea of using your squad to strip protection, use their area evolution on those skills (Incinerate, Overload), so your stronger skills will effect more enemies.
There are many ways to deal with victims once their protection is gone. Usual combo is to have a mass effect skill active on the victim already (Pull or Singularity) then have those effects explode by using Warp on effected foes. The Unstable Warp evolution increases the explosion's range.
On specific levels where there is an open space and/or pitfall, you can also Push the victims out of the game. Victims effected by levitation (again, Pull or Singularity) they can fly much further away with Push, effectivly kicking them out of the level. Another way to utilise Push is to freeze the unprotected victim (Cryo-Blast or Cryo-Ammo) and slamming them to a wall. The initial impact of Push wont, but the strong impact to the wall will shatter them.
The last skill, Shockwave has similar combo abilities. Its mostly useful to destroy a horde of unprotected Husks lining up, and to get stubborn shooters out of cover. Shockwave too can effect levitating enemies like Push,
The most different part of the playstyle is the curving of skills, it needs a little getting used to. Best to learn it with many game-pauses. If you have a foe selected (automaticly as you look around, you know), you can use most skills in a curve. You dont need a clear line of sight, with a little practice you can Push enemies out of cover.
A curved Warp has no special effect, its just useful when circling a pile of crates with an YMIR mech.
A curved Singularity is useful to get foes out of cover for others or yourself to shoot.
A curved Pull will pull the victim on the trajectory of the curve. You can pull enemies from above or sideways too, getting them where you need them.
A curved Push effects the victim logically. You hit the victim from the left, it will fly to the right. You hit the levitating victim from below, it will most likely fly out of the game.
Shockwave cannot be curved.
#4
Posté 22 février 2012 - 10:55
#5
Posté 22 février 2012 - 03:51
AverageGatsby's thread is an excellent video guide to the Adept. It taught me how to stop sucking. Also, there is a thread stickied at the top of this page called "List of Strategy Guides Found on the Forums." Check it out.
Basic rundown on Adept powers for people in too much of a hurry to watch videos:
Singularity: Crowd controls (but does not lift) enemies with protections (shields, barriers, armor) and does a moderate amount of damage to protections once fully upgraded. Can be hard to aim at long range. Most effective at short to medieum range. Will not CC Ymir mechs, fenris mechs, or varren if they still have protections up.
Pull: Slightly shorter cooldown than Singularity, and travels to the target slightly faster. Has less CC to protected targets, but is easier to aim at long range.
Throw: Ok power on its own, works great when upgraded and used against targets lifted by Singularity or Pull. If there are high ceilings or cliffs, curving the Throw slightly can knock enemies off the map and kill them.
Warp: Does good damage alone, and "detonates" when it hits a target lifted by Pull or Singularity. Target of the detonation takes double damage and nearby enemies take regular Warp damage. All targets are staggered or knocked down from detonation.
Shockwave: Fun power if you're bored. Somewhat useful for Vanguards, other powers are more effective for the Adept.
Bonus Power: I don't know, I've never used one on an Adept. It doesn't really need one, but Stasis, Barrier, and Warp Ammo are frequently mentioned by other players.
Basic rundown on Adept powers for people in too much of a hurry to watch videos:
Singularity: Crowd controls (but does not lift) enemies with protections (shields, barriers, armor) and does a moderate amount of damage to protections once fully upgraded. Can be hard to aim at long range. Most effective at short to medieum range. Will not CC Ymir mechs, fenris mechs, or varren if they still have protections up.
Pull: Slightly shorter cooldown than Singularity, and travels to the target slightly faster. Has less CC to protected targets, but is easier to aim at long range.
Throw: Ok power on its own, works great when upgraded and used against targets lifted by Singularity or Pull. If there are high ceilings or cliffs, curving the Throw slightly can knock enemies off the map and kill them.
Warp: Does good damage alone, and "detonates" when it hits a target lifted by Pull or Singularity. Target of the detonation takes double damage and nearby enemies take regular Warp damage. All targets are staggered or knocked down from detonation.
Shockwave: Fun power if you're bored. Somewhat useful for Vanguards, other powers are more effective for the Adept.
Bonus Power: I don't know, I've never used one on an Adept. It doesn't really need one, but Stasis, Barrier, and Warp Ammo are frequently mentioned by other players.
#6
Posté 23 février 2012 - 08:15
^In addition to AverageGatsby's guide, also check out Bozorgmehr's guide. Boz's is more advanced, but is good for after you master the basics.
My own 2c:
- Don't go for the big biotic combos to the exclusion of smaller ones. Better to take out 1-2 bad guys at a time and survive than 5+ bad guys and die/go close to death. Opportunites for fancy combos will come naturally.
- Mid-range fighting is where the Adept excels. Not too exposed to danger, not too far that your powers won't hit.
- Look for the instakill. There are usually ledges and impassable areas that kill anything that lands in them. Whenever you can land enemies in there with your powers, it's usually better to try that first than to use your ammo to kill them. This helps get around the issue of Adepts only getting 2 puny guns.
- Throw & Pull are your best friends. The faster the better. Faster powers means less time sticking your head out to get shot, and less time for enemies to move out of position. Throw Field + Singularity also means reusuable Singularity, as opposed to Warp on everything all the time.
My own 2c:
- Don't go for the big biotic combos to the exclusion of smaller ones. Better to take out 1-2 bad guys at a time and survive than 5+ bad guys and die/go close to death. Opportunites for fancy combos will come naturally.
- Mid-range fighting is where the Adept excels. Not too exposed to danger, not too far that your powers won't hit.
- Look for the instakill. There are usually ledges and impassable areas that kill anything that lands in them. Whenever you can land enemies in there with your powers, it's usually better to try that first than to use your ammo to kill them. This helps get around the issue of Adepts only getting 2 puny guns.
- Throw & Pull are your best friends. The faster the better. Faster powers means less time sticking your head out to get shot, and less time for enemies to move out of position. Throw Field + Singularity also means reusuable Singularity, as opposed to Warp on everything all the time.
#7
Posté 24 février 2012 - 12:48
Average Gatsby's guide will help, as others have mentioned. Having played through on insanity twice with an adept, let me boil it down for you:
Step 1: Use singularity on groups of enemies (protected or not) to stop them from moving around. Focus on choke points with large groups and/or enemies who are advancing toward you (enemy vanguards, for example).
Step 2: Use guns or squadmate powers to strip protection from one of the enemies trapped by the singularity.
Step 3: As soon as he starts to float, hit him with warp, which will detonate the singularity and cause a big explosion. This knocks everyone down and damages them, allowing you to quickly repeat the whole process again.
Essentially, the key to the Adept is to synergize with your squadmates and use powers to their full effect. As a soldier, you will be used to just shooting everything and ignoring powers and squadmates; you will need to break this habit if you want to have fun with the adept.
It may seem like higher difficulty levels would be really tough with this class since all the enemies have protections, but you will find it surprisingly easy once you get the hang of it. Singularity gives you certain advantages that other classes don't have; for example, it is particularly effective against Harbinger since it stops him from moving toward you and forcing you out of cover, making Collector-heavy missions comparatively easier.
A few other notes:
- Choosing squadmates: Focus on those who can strip defenses and/or detonate your singularities with warp bombs. Miranda is a perfect all-around squadmate if you don't know who to take. If you are facing blue suns or geth, focus on those who can strip shields - area overload or squad disruptor ammo are great (Garrus, Miranda, Zaeed, or even Tali with her energy drain once she's loyal). For blood pack or husks, focus on armor-stripping powers: squad incendiary ammo, incineration blast, area reave (Mordin, Samara, Jacob, Grunt). It's also fun to just take Thane and Miranda for a warp bomb extravaganza; with those two trading off, you can warp bomb every few seconds, making you a complete crowd control beast.
- Bonus powers: I prefer stasis, since it's an easy 1-point investment and frees up points for other stuff. One of the Adept's weaknesses is that they aren't as effective against mini-bosses like YMIRs and Scions since singularity doesn't stop them; stasis addresses that and makes them a piece of cake--it stops them from moving and lets you get that sweet, sweet extra damage bonus while they are coming out of stasis. It also instantly kills flying enemies like rocket drones. Other good ones could be energy drain or reave, but I prefer using squadmates for armor/shield stripping and saving the points. Warp ammo is another popular choice, but again, I think it's more efficient point-wise to use squaddies for ammo powers instead.
- Weapons: Your focus is primarily not on killing guys with your guns, but rather taking down their shields/armor, and SMGs and Pistols are perfectly adequate for that. The Carnifex is an armor-stripping machine when fully upgraded, and any of the SMGs are pretty decent against shields and barriers. For that reason, I don't think it really matters what you choose on the collector ship, but choosing Assault Rifles or Snipers will give you a big damage-dealing boost (Mattock or Viper). Shotgun is less useful unless you want to play a real agressive version of an adept. It's really up to you, though.
- Point allocation/build order: Here's my recommendation: first, put all your points into singularity and max it out ASAP; don't worry about anything else. Heavy singularity is my preference, but wide is fine too, it's up to you. After singularity is maxed out, max out your passive skill to get your cooldowns as fast as possible. I would choose the one with lower cooldowns over higher damage (I think it's Bastion). After that, max out warp so you can detonate your own warp bombs (unstable warp is always the best for that). After that, it's up to you. I don't find shockwave all that useful, so I usually just put everything else into throw or pull. As with anything in ME2, there's room for some personal choice, but I think that's probably the most effective route to take.
Hope that helps!
Step 1: Use singularity on groups of enemies (protected or not) to stop them from moving around. Focus on choke points with large groups and/or enemies who are advancing toward you (enemy vanguards, for example).
Step 2: Use guns or squadmate powers to strip protection from one of the enemies trapped by the singularity.
Step 3: As soon as he starts to float, hit him with warp, which will detonate the singularity and cause a big explosion. This knocks everyone down and damages them, allowing you to quickly repeat the whole process again.
Essentially, the key to the Adept is to synergize with your squadmates and use powers to their full effect. As a soldier, you will be used to just shooting everything and ignoring powers and squadmates; you will need to break this habit if you want to have fun with the adept.
It may seem like higher difficulty levels would be really tough with this class since all the enemies have protections, but you will find it surprisingly easy once you get the hang of it. Singularity gives you certain advantages that other classes don't have; for example, it is particularly effective against Harbinger since it stops him from moving toward you and forcing you out of cover, making Collector-heavy missions comparatively easier.
A few other notes:
- Choosing squadmates: Focus on those who can strip defenses and/or detonate your singularities with warp bombs. Miranda is a perfect all-around squadmate if you don't know who to take. If you are facing blue suns or geth, focus on those who can strip shields - area overload or squad disruptor ammo are great (Garrus, Miranda, Zaeed, or even Tali with her energy drain once she's loyal). For blood pack or husks, focus on armor-stripping powers: squad incendiary ammo, incineration blast, area reave (Mordin, Samara, Jacob, Grunt). It's also fun to just take Thane and Miranda for a warp bomb extravaganza; with those two trading off, you can warp bomb every few seconds, making you a complete crowd control beast.
- Bonus powers: I prefer stasis, since it's an easy 1-point investment and frees up points for other stuff. One of the Adept's weaknesses is that they aren't as effective against mini-bosses like YMIRs and Scions since singularity doesn't stop them; stasis addresses that and makes them a piece of cake--it stops them from moving and lets you get that sweet, sweet extra damage bonus while they are coming out of stasis. It also instantly kills flying enemies like rocket drones. Other good ones could be energy drain or reave, but I prefer using squadmates for armor/shield stripping and saving the points. Warp ammo is another popular choice, but again, I think it's more efficient point-wise to use squaddies for ammo powers instead.
- Weapons: Your focus is primarily not on killing guys with your guns, but rather taking down their shields/armor, and SMGs and Pistols are perfectly adequate for that. The Carnifex is an armor-stripping machine when fully upgraded, and any of the SMGs are pretty decent against shields and barriers. For that reason, I don't think it really matters what you choose on the collector ship, but choosing Assault Rifles or Snipers will give you a big damage-dealing boost (Mattock or Viper). Shotgun is less useful unless you want to play a real agressive version of an adept. It's really up to you, though.
- Point allocation/build order: Here's my recommendation: first, put all your points into singularity and max it out ASAP; don't worry about anything else. Heavy singularity is my preference, but wide is fine too, it's up to you. After singularity is maxed out, max out your passive skill to get your cooldowns as fast as possible. I would choose the one with lower cooldowns over higher damage (I think it's Bastion). After that, max out warp so you can detonate your own warp bombs (unstable warp is always the best for that). After that, it's up to you. I don't find shockwave all that useful, so I usually just put everything else into throw or pull. As with anything in ME2, there's room for some personal choice, but I think that's probably the most effective route to take.
Hope that helps!
#8
Posté 24 février 2012 - 12:57
I should add that the warp-bomb-focused approach I've outlined isn't the only one, but I think it's the easiest to get the hang of at first, since it really plays to the crowd-control strength of the class. Feel free to experiment and find what works for you.
#9
Posté 25 février 2012 - 03:13
Nothing much more to say except that I disagree about the Shotguns. Which is somewhat funny because I am not a huge shotgun fan.
AR's are nice and versatile and I tended to take them, but shotguns do offer a pretty solid punch up close if you don't care for the Shuriken or Tempest. They are probably mildly easier to use effectively as well since something like the Katana or Eviscerator has high burst damage. And Adept has a lot of CC potential and that means that once you get the hang of it you can dance with the enemies at closer ranges. Early game, sure it is tricky. But get a few damage protection upgrades under your belt and you have a bit more survivability.
AR's are nice and versatile and I tended to take them, but shotguns do offer a pretty solid punch up close if you don't care for the Shuriken or Tempest. They are probably mildly easier to use effectively as well since something like the Katana or Eviscerator has high burst damage. And Adept has a lot of CC potential and that means that once you get the hang of it you can dance with the enemies at closer ranges. Early game, sure it is tricky. But get a few damage protection upgrades under your belt and you have a bit more survivability.
Modifié par capn233, 25 février 2012 - 03:13 .
#10
Posté 25 février 2012 - 05:31
Geth Plasma Shotgun or Mattock/Vindicator. GPS is probably stronger -- AR is more versatile.
Just max everything but Shockwave. I prefer Heavy evolutions except on Pull. Grab Stasis or Barrier as your bonus power. I tend to open fights with a Singularity and Stasis to take one or two guys out of the fight then proceed to combo the rest to death with Pull, Throw and Warp.
Just max everything but Shockwave. I prefer Heavy evolutions except on Pull. Grab Stasis or Barrier as your bonus power. I tend to open fights with a Singularity and Stasis to take one or two guys out of the fight then proceed to combo the rest to death with Pull, Throw and Warp.
#11
Posté 25 février 2012 - 02:33
GPS is definitely the strongest choice if you can get accustomed to its weirdness. One shotting most any defenses + the occasional OSOK can't be understated. I like the Mattock for Adepts too, but I find I don't lose much range with the GPS. You usually don't want to hang to far back with an Adept anyways, so anything with good short-to-medium range firepower is ideal.strive wrote...
Geth Plasma Shotgun or Mattock/Vindicator. GPS is probably stronger -- AR is more versatile.
Just max everything but Shockwave. I prefer Heavy evolutions except on Pull. Grab Stasis or Barrier as your bonus power. I tend to open fights with a Singularity and Stasis to take one or two guys out of the fight then proceed to combo the rest to death with Pull, Throw and Warp.
I personally don't find much need for a high level Pull. I'm like AverageGatsby in that I use Pull for fast cc/combos (Singularity for slower, heavier combos), so Pull Field is unnecessary for me. Pull is often my opener, actually, because its faster than Singularity.
I agree that Shockwave is unnecessary. Still, in one build, I had it as high as lvl3. It's great on Vanguards as a combo finisher, but Adepts get Heavy Throw / Throw Field, which are easier and faster to use.
#12
Posté 25 février 2012 - 07:02
The great thing about pull field is you don't have to hit the exact enemy that has the protections stripped. Often one guy in a group will lose protections and a pull field will float him even if you hit his buddy right next to him....how many times another enemy stepped in front of a biotic power just before it hits??!!??!!! So if you have one guy stripped in the middle of a group, he floats, you bomb him and blow the groups defenses down and fun times continue. With standard pull, you hit the wrong guy and you have to try again, and may not get the group damage because they disperse or the guy runs and hides.
#13
Posté 25 février 2012 - 08:58
^True, but Locutus doesn't miss
j/k
#14
Posté 25 février 2012 - 10:38
I like Pull Field more than having high rank Throw.
#15
Posté 26 février 2012 - 11:11
^ I'm the opposite I can't stand having Throw not being Heavy Throw. It just feels wrong to me.
Modifié par strive, 26 février 2012 - 11:11 .
#16
Posté 27 février 2012 - 04:43
^ Same. Only I like my Throw Field for Husk pwnage.
Love Pull, but on the Adept I've got Singularity to lift things my low lvl Pull can't.
Love Pull, but on the Adept I've got Singularity to lift things my low lvl Pull can't.





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