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ME2 Adept build


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16 réponses à ce sujet

#1
Naschrakh1983

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Problem with Adept is that it has too many cool skills to choose from =], so I had to narrow some down to get to this build:

Warp 4: Heavy Warp
Throw 1
Singularity 4: Wide Singularity
Pull 4: Pull Field
Biotic Mastery 4: Bastion
Energy Drain 4: Area Drain
Bonus weapon: haven't decided yet *

*
- Shotgun (Evi): good for up close, can use Locust for far away.
- AR (Mattock): good allround, might pick Tempest instead of Locust for those fast up close fights.
- Sniper: hmm, annoying that you always zoom in when you use a power. It's a negative.
Will be a whole lot of different game than on my Vanguard, but we'll see how it goes :wizard:

#2
Naschrakh1983

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Will take Grunt with me as tank and possibly Mordin. Oh why say possibly? I always take Mordin with me! :lol:

#3
Naschrakh1983

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Coming to think of it: WHICH close-up fights? I'll always stay in the back, and if some enemy gets close, I'll use either my or a squadmates' (biotic) power to get rid of him.

#4
RedCaesar97

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If this is your first playthrough as an Adept, then I recommend the following as your final build:
4 - Heavy Warp
4 - Heavy Throw
4 - Heavy Singularity
4 - Pull Field
0 - Shockwave
4 - Bastion
1 - Stasis

That build is generally regarded as the best all-round build for the Adept. Both Shotgun or Assault Rifle training are good.

Build strategy:
1) Put at least 1 point into Warp, Throw, Singularity and Pull (level 4).
2) Level up you passive to Bastion.
3) Level up Singularity
4) Level up Pull
5) Level up Throw

Best Squadmates: Miranda, Thane, Liara (Lair of the Shadow Broker DLC only) for Unstable Warp. At least one of these should be in your squad at all times.
Garrus for Overload, Jack or Samara for Pull, Mordin for Incinerate.

Playstyle:
1) Cast Singularity on the most dangerous enemy. Singularity will hold most protected enemies (it will not hold YMIR mechs) and slowly drain their defeneses. If Singularity is still up after defenses are removed, the target will be lifted.
2) You can use squadmates to strip defenses quickly (Hardcore or above, or if any elite enemies are on the battlefield), or just shoot them off with you gun(s).
3) Use Pull on an unprotected enemy.
4) Use a squadmate's Unstable Warp to detonate the lifted enemy. It will stagger everyone in the blast radius.
5) Use the time to use your guns to strip at least one more defense (if any is up).
6) Use Pull again.
7) From here, you can use your own Warp or Throw.

Pull+Throw is your quickest combo, and can send enemies off the map for a quick death. If you are inside, try to hit below a lifted enemy to hit the into the ceiling which seems to do more damage than hitting them into a wall. Some inside areas have kill zones.

Shotgun vs Assault rifles: Personal preference. I like both.
- Shotguns allow you to play more aggressive or when faced with a bunch of melee enemies. Shotgun training allows you to take the GPS, great for stripping defenses quickly, especially shields and barriers
- Assault rifles provide a great middle ground between SMGs and pistols, and I use it as a backup weapon. I prefer the Vindicator. I like using: Tempest/Shuriken+Vindicator versus Barriers and Shields; and Carnifex+Vindicator versus armor.

#5
RedCaesar97

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Naschrakh1983 wrote...
Will take Grunt with me as tank and possibly Mordin. Oh why say possibly? I always take Mordin with me! :lol:


I hate Grunt as a squadmate personally. His Squad Incendiary Ammo is good, but I can get that from Jacob much sooner and Jacob also has Pull. 

Mordin's Incinerate is good, but his Cryo Blast is terrible for an Adept; Cryo Blast can interfere with biotics so you want to avoid it with an Adept.

#6
Naschrakh1983

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That's why I never use him for Cryo, just setting enemies on fire ^^

And you're right, Jacob can also give squad incendiary ammo AND pull. Might as well pick him, then :D

Modifié par Naschrakh1983, 24 juillet 2012 - 04:52 .


#7
Naschrakh1983

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Just finished my AR Engineer and wanted to make an Adept, gonna be very close to this one:

Warp 4: Heavy Warp
Singularity 4: Heavy Singularity
Pull 4: Pull Field
Shockwave 1
Biotic Mastery 4: Nemesis (won't bother with rep since I'm gonna use gibbed to max P and R straight away)
Bonus Power: haven't decided yet, might as well be Area Drain (again)
Bonus Weapon: AR (Mattock)

Squad: depends on bonus power, if I pick something else it's gonna be Miranda/Garrus + Jacob.

Modifié par Naschrakh1983, 26 septembre 2012 - 09:38 .


#8
capn233

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You are right about the Adept, you have so many powers that it is hard to go with another active one as the Bonus.

Stasis is probably the "best." You can get away with Warp Ammo or Barrier, but Stasis works at rank 1 and you can abuse the bug where enemies take ridiculous damage as they care coming out of it. Plus since you are saving points with only 1 in the bonus, that means you can max most of the good powers.

Alternatively you could go Reave (w/ Energy Drain for synthetic missions). That means you would want Area Reave, so you would need to drop some of the standard powers to lower ranks. In that case I would be inclined to skip Throw since although it has a fast cooldown and is direct damage, you will want to be using Reave against unprotected organics anyway, and you can get Singularity and Pull to ragdoll melee creatures.

Miranda and Garrus are a fine squad for an adept. Mordin spec'd for Incinerate would be best on either the Tuchanka missions, and Collector missions (especially Derelict Reaper). Jacob wouldn't be bad, but Thane, Samara or Jack are probably all better biotic squad members. It just depends.

#9
Naschrakh1983

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Yeah, I'm disregarding Throw anyway. I fancy having them in the air so I can let loose my warp instead of hurtling them back where they will still be able to get into combat again ;)

#10
RedCaesar97

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Naschrakh1983 wrote...

Yeah, I'm disregarding Throw anyway. I fancy having them in the air so I can let loose my warp instead of hurtling them back where they will still be able to get into combat again ;)

Then you are missing out on one of the great joys of ME2, where Pull+Throw will send enemies into orbit. Quickest biotic combo in the game (tied with Pull+Slam).

#11
Locutus_of_BORG

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RedCaesar97 wrote...

Naschrakh1983 wrote...

Yeah, I'm disregarding Throw anyway. I fancy having them in the air so I can let loose my warp instead of hurtling them back where they will still be able to get into combat again ;)

Then you are missing out on one of the great joys of ME2, where Pull+Throw will send enemies into orbit. Quickest biotic combo in the game (tied with Pull+Slam).

Or off ledges.

Still, OP, when you master the art of instakilling mobs with Pull, Throw, Shockwave and Slam, you'll quickly learn that these are the fastest, deadliest biotic combos in the game. You'll find yourself using Warp a lot less, especially on Insanity, where it usually takes a few BEs to kill a normal mob, whereas a "Physics Kill" works in a fraction of the time.

#12
Simbacca

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Teamates Jack and Samara, both 3/2/4/4. You have Energy Drain for shields, Samara has Area Reave, both have rapid Pulls you can detonate with Heavy Warp, all while using Squad Warp Ammo against all the floating baddies. Biotic domination.  On this route I'd recommend the Mattock.

Modifié par Simbacca, 30 septembre 2012 - 04:38 .


#13
Naschrakh1983

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How about...

Warp 1
Singularity 4: Wide
Pull 4: Field
Shockwave 4: Improved
Biotic 4: Bastion
Energy Drain 4: Area

That way I can strip shield and set up lifts (singu and/or pull). I will change drain to something else as soon as I have miranda/garrus as team.

edit: or this one...

Warp 3
Throw 1
Singularity 2
Pull 4: Field
Shockwave 4: Improved
Biotic 4: Bastion
Energy Drain 4: Area

Modifié par Naschrakh1983, 30 septembre 2012 - 11:11 .


#14
RedCaesar97

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Naschrakh1983 wrote...

How about...

Warp 1
Singularity 4: Wide
Pull 4: Field
Shockwave 4: Improved
Biotic 4: Bastion
Energy Drain 4: Area

That way I can strip shield and set up lifts (singu and/or pull). I will change drain to something else as soon as I have miranda/garrus as team.

edit: or this one...

Warp 3
Throw 1
Singularity 2
Pull 4: Field
Shockwave 4: Improved
Biotic 4: Bastion
Energy Drain 4: Area


If this is your first Adept, then I recommend avoiding Shockwave. Shockwave can be very underwhelming at first. It does not get good until level 3, and I usually make a priority of leveling other, more useful skills first.

if you really want to use Energy Drain, then I would go for something like this:
4 - Heavy Warp
1 - Throw
4 - Heavy Singularity
4 - Pull field
0 - Shockwave
4 - Bastion
4 - Area Energy Drain
 * You can always switch out Pull Field for Heavy Throw.

#15
Naschrakh1983

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I've played more adepts, don't worry ;)

#16
Naschrakh1983

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Hey, it's me again :o

Warp 4: Heavy Warp
Throw 1
Singularity 4: Heavy Singularity
Pull 4: Pull Field
Biotic Mastery 4: Bastion
Energy Drain 4: Area Drain
Weapon: Mattock

#17
capn233

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That will work.