I basically specc'd for power damage whenever possible. The cooldown is so short that you dont really need the aoe version of any power because you can just keep spamming them.
Fine Tuning an Engineer / Adept
Débuté par
Ace Attorney
, mars 12 2012 09:11
#26
Posté 14 mars 2012 - 02:03
#27
Posté 14 mars 2012 - 01:00
I couldn't find any thread for adepts, and I had to share something so this one will do. 
Double pull, double throw is absolutely ridiculous against anything with a red bar.
I imported a level 30 ME2 adept, respecced for pull 6 (radius, expose, double) and throw 6 (force, detonate, double) with biotic mastery 5 and a few in fitness.
I had to check it was on insanity - everything on Vancouver and Mars was a cakewalk.
Now starting to stick points in singularity and warp, to be able to deal with defences better.
Double pull, double throw is absolutely ridiculous against anything with a red bar.
I imported a level 30 ME2 adept, respecced for pull 6 (radius, expose, double) and throw 6 (force, detonate, double) with biotic mastery 5 and a few in fitness.
I had to check it was on insanity - everything on Vancouver and Mars was a cakewalk.
Now starting to stick points in singularity and warp, to be able to deal with defences better.
#28
Posté 14 mars 2012 - 01:32
Curunen wrote...
Now starting to stick points in singularity and warp, to be able to deal with defences better.
Singularity is useless against enemies with defenses. It basically is a Pull Field that remains in place for a while - only effective against enemies down to health. Pull's shorter cooldown, plus the dual evo make it superior to Singularity in nearly every situation.
Warp is what you need to destroy enemies with defenses. Cast Warp, then Throw and BOOM they're death. Always go for detonation evos, having Warp +50% and Throw +50% will double damage of biotic explosions.
Getting tired of them though. Everything goes BOOM, no more gentle and/or elegant Pull-Throw enemies off the map. No more tactics or consideration which power to use either. Just spam whatever you want and enemies die like flies. Insanity feels like ME2 Normal IMHO. Adepts are too OP to be fun for more than one playthrough
#29
Posté 14 mars 2012 - 02:51
^Cheers MrBoz.
Will prioritise buffing up warp first then.
Yeah it is a bit too much that pretty much everything detonates. In fact are there any biotic combos that don't detonate?
Perhaps for throw, detonation should have been say a rank 5 upgrade choice. I'd say the same should go for shockwave too, but it's a bit late for that.
Will prioritise buffing up warp first then.
Yeah it is a bit too much that pretty much everything detonates. In fact are there any biotic combos that don't detonate?
Perhaps for throw, detonation should have been say a rank 5 upgrade choice. I'd say the same should go for shockwave too, but it's a bit late for that.
#30
Posté 14 mars 2012 - 03:11
Fortack wrote...
Curunen wrote...
Now starting to stick points in singularity and warp, to be able to deal with defences better.
Singularity is useless against enemies with defenses. It basically is a Pull Field that remains in place for a while - only effective against enemies down to health. Pull's shorter cooldown, plus the dual evo make it superior to Singularity in nearly every situation.
Warp is what you need to destroy enemies with defenses. Cast Warp, then Throw and BOOM they're death. Always go for detonation evos, having Warp +50% and Throw +50% will double damage of biotic explosions.
Getting tired of them though. Everything goes BOOM, no more gentle and/or elegant Pull-Throw enemies off the map. No more tactics or consideration which power to use either. Just spam whatever you want and enemies die like flies. Insanity feels like ME2 Normal IMHO. Adepts are too OP to be fun for more than one playthrough![]()
As someone who mained Adept and only played insanity in ME2, I sadly agree with your last paragraph. One thing I've found is that you can practically ignore your squadmates. ME2 was quite the opposite. Proper squadmate selection/use was the dividing line between people who thought adepts were fine/useless on insanity.
Also, thanks for the free shotgun mod on Tuchanka.
#31
Posté 14 mars 2012 - 03:14
Curunen wrote...
Yeah it is a bit too much that pretty much everything detonates. In fact are there any biotic combos that don't detonate?
Perhaps for throw, detonation should have been say a rank 5 upgrade choice. I'd say the same should go for shockwave too, but it's a bit late for that.
Well, you can Pull some goon who's floating around a Singularity. Technically it is a "combo", but has no added effect(s). The combinations that do result in a detonation are all alike. It's the same kind of explosion for all combos - and only the rank of both powers and possible detonation evos determine damage.
This means that when you've maxed Pull, Warp, and Throw your Adept is complete. Pull-Throw everything down to health; Warp-Throw everything with a different bar; rinse and repeat. I haven't found a way to direct combo (detonations) and fear that will be impossible. Enemies are flying all over the place randomly.





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