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Adept: Need help fully understanding pull vs throw, and advice on bonus power.


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#1
SomeoneStoleMyName

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 Pull vs Throw: These seems so similar I dont think I want to invest in both. I use warp-spam on mostly everything unless I can use singularity+warp combo or pull+warp combo for detonations/aoe. I understand that pull removes Cerberus guardian shields but not sure if throw does the same (Never used throw). What are the main differences in these? Is it counter-productive to invest in both? The reason I feel the answer is yes, is because of biotic cooldowns - as warp is almost always better to rotate in due to pure damage.

Im also feeling that bonus power on adept is not needed. As warp spam + singularity/pull or weaponfire is all you need. There simply isnt time to get other stuff "in there". My choice atm is armor-piercing ammunition. WOuld incindiary grenade a good filler maybe?

Edit: Also,  power mastery or combo mastery for biotic mastery last tier and detonate vs damage for warp Rank4? Also, shockwave dont work on shields/barriers/armor - does this make shockwave useless?

Edit 2: For bonus power, is Reave good against Banshees and other hard enemies? I remember having read that the DOT damage stacks?

Modifié par SomeoneStoleMyName, 03 janvier 2013 - 08:35 .


#2
SomeoneStoleMyName

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My uber-theorycrafters online to help me out? :(

#3
PnXMarcin1PL

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pull+throw in me3 = fast biotic explosion
u know the rest, as a bonus power i'd go with warp ammo or energy drain

#4
RedCaesar97

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Pull + Throw is the Adept's fastest possible biotic explosion. Singularity + Throw is also very quick and will kill most enemies as well.

Pull will yank Guardian shields away, but Throw will only stagger the Guardian backwards, causing him to move the shield away so you can shoot him, but only for a moment.

Warp + Throw is your best combo for targets with defenses up (shields, armor, or barriers).

For Biotic Mastery, Power Mastery is generally considered better than Combo Mastery since you will not likely notice the cooldown bonus of Combo Mastery.

For Warp, I prefer Detonate - Expose - Pierce.

For bonus powers:
- Barrier is good for a little damage protection, and at rank 5 you can have more power damage for you powers or reduce your shield recharge delay. I would recommend the power damage.
- Stasis if you do not want to have an easy time with the occasional Phantom or Marauder.
- Energy Drain if you want to remove shields yourself (sans biotic combos), set up tech bursts and restore your own shields.
- Warp Ammo does extra damage to barriers, armor, and health. It also provides a damage bonus to enemies lifted by biotics, but I think that also applies to enemies affected by biotics like Warp and Reave.

Lash is also a good substitute for Pull (requires Omega DLC), as is Slam (requires From Ashes DLC).

#5
brad2240

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SomeoneStoleMyName wrote...

 Pull vs Throw: These seems so similar I dont think I want to invest in both. I use warp-spam on mostly everything unless I can use singularity+warp combo or pull+warp combo for detonations/aoe. I understand that pull removes Cerberus guardian shields but not sure if throw does the same (Never used throw). What are the main differences in these? Is it counter-productive to invest in both? The reason I feel the answer is yes, is because of biotic cooldowns - as warp is almost always better to rotate in due to pure damage.


Pull is a set-up power for combos, Throw is a detonator. They work together and that's my favorite biotic combo and the best one for killing mooks, IMO.

My first Adept used Pull + Warp and skipped Throw, my thinking being that Warp was more versatile. I was also still in the ME2 mindset. It worked, but not as well as my later Pull + Throw build.

With Adept, I found that you're pretty much good to go when you have Pull, Throw and Warp. Pull + Throw for goons, Warp + Throw for bosses and/or protected enemies. Everything else is just a variation that produces the more or less same result. The best example is Singularity. It pretty much does the same job as Pull, so if you're using Singularity you can safely skip Pull. Both work just fine so its personal preference.

Im also feeling that bonus power on adept is not needed. As warp spam + singularity/pull or weaponfire is all you need. There simply isnt time to get other stuff "in there". My choice atm is armor-piercing ammunition. WOuld incindiary grenade a good filler maybe?


I kind of agree. I genereally feel that the caster classes have everything they need as far as active powers go, so I prefer a passive like ammo or Barrier. A turn it on and forget it power. I've honestly not tried Inferno grenades.

Edit: Also,  power mastery or combo mastery for biotic mastery last tier and detonate vs damage for warp Rank4? Also, shockwave dont work on shields/barriers/armor - does this make shockwave useless?


Power Mastery. Keep a light-ish weapons load and the recharge bonus from Combo Mastery won't be significant enough to worry about.

Always take Detonate for Warp (and Throw). The majority of your damage will be coming from biotic explosions, and the only thing that increases explosion damage is the Detonate evolutions. Power damage modifiers do not effect combos.

Shockwave is a detonator and can be evolved into a set-up (Lifting) also, but it's range can be a hinderance. With my playstyle, I had to force myself to use it when something else would have been just as good or better. If you like CQC action you may find more use for it than I did.

Edit 2: For bonus power, is Reave good against Banshees and other hard enemies? I remember having read that the DOT damage stacks?


I haven't tried Reave on an Adept, but you usually want to use biotic explosions on bosses and Warp will be better for that. Bigger explosion plus a debuff for more damage from guns and squadmates.

#6
SomeoneStoleMyName

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Thanks alot! Great answers :)

#7
kw0lf

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Pull is a primer. Throw is a detonator. If you have double pull and double throw, you can set off multiple detonations. Throw can also detonate warp, singularity, dark channel, statis etc. Carry only a pistol and pull-throw-pull-throw and nothing can get near you. Best bonus power is Stasis with bubble advancement. This makes shielded and barrier enemies like centurians and phantoms cake. Bosses are warp-throw until dead. Can solo insanity easily with this build.

Shockwave is useless as is singularity.  If you want singulatiry, bring Liara, her cooldown is so low, you can spam it all you want and detonate it with throw. 

Always advance to increase biotic detonations and decrease cooldown.  With the 30% cooldown and 30% damage armor only a  palidan pistol (if you're doing NG+, you can also use the Harrier X and still get 200% cooldown) Pull and Throw basically have 1.5s cooldowns.

Reave is great if you want to run a SP adept like you would a drell adept from MP.  You can setup with area reave, biotic grenades and a shotty like venom.

Modifié par kw0lf, 05 janvier 2013 - 04:21 .


#8
KevTheGamer

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Use pull to setup your target for biotic explosions and throw to detonate them. Warp is also a great setup power.

#9
Sriep

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Well for an adept there are three source powers ( pull, singularity and warp) and four detonation powers ( shockwave, throw, cluster grenade and warp). Stasis, reave and dark channel are good candidates for source bonus powers. Slam works as a detonation power but may not so good.


As you can see pull is a source power and throw a detonator power so they are not similar at all.


Personally I think to play an adept you want to use all your powers otherwise you might as well be a sentinel. I like stasis as the bonus pick to handle shields, (well energy drain is probably better but I have got sick of it as it seems the best bonus power for almost every character, I have decided to boycott energy drain until someone nerfs it).


Source.


Singularity and pull overlap much as you thought pull and throw did. Both have very quick rechage and are used against unprotected enemies. Pull is slightly quicker and works against guardians as well, while singularity has an area effect impact.


Warp is much slower than pull and singularity, but works against armour and barriers.Warp also does some extra damage and can also act as a detonator.


Stasis, Reave and are both about the same speed as warp. Stasis is effective against shields which is why I prefer it for the pure adept bonus power. I think of Reave as a bit like a more powerful version of warp, but I would rather use the bonus power to have a solution to shields than a upgrade warp.


Dark Channel is the slowest but powerful. I prefer the closer control of stasis but this should work.


Detonator.


Throw is quickest all purpose detonator.


Warp and shockwave are both take about twice as long as throw to rechage. Warp does extra hurt especially against barriers and armour. Shockwave is short range area of effect that can go through walls.


Cluster grenade, situational alternative to a power for detonation.


Slam just not give enough over throw to be worth a bonus power.

Modifié par Sriep, 05 janvier 2013 - 09:24 .


#10
Locutus_of_BORG

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I guess Shep's Pull in ME3 is the same as in ME2; something you keep at lvl1-2 for single targets?

Modifié par Locutus_of_BORG, 10 janvier 2013 - 01:56 .


#11
capn233

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Locutus_of_BORG wrote...

I guess Shep's Pull in ME3 is the same as in ME2; something you keep at lvl1-2 for single targets?

I wouldn't go that far.

The main issue with the Adept stems from Singularity... it has relatively long transit time.  It used to also be destroyed whenever you detonated a biotic explosions, and didn't really hold many charges.  Also flung targets out of itself somewhat randomly.  Taken together, it was almost more efficient to simply use Pull since it could accomplish basically the same thing, had slightly shorter cooldown, and neither had bonuses to detonation anyway.   I would recommend leveling Pull all the way, Radius/Expose/Double.

Singularity is vastly improved in MP, but they didn't really do much for SP.  It is still an ok power, but lags Liara's as hers is instantaneous and Shep's has time of flight.  But it is worth having, it will still stick protected targets if you hit them.  If it primed protected targets in SP, it would be a must have power.

#12
HolyAvenger

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Been cruising through Insanity on my Renegade Adept playthrough, singularity is great for cleaning up mooks. Warp/throw anything with protection (shoot first to stagger, or get the dodge in motion then warp). Don't like pull, never have, but have so many points by the time I finish leveling up I'll probably max it out.

Ezymode.

#13
StarcloudSWG

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What's really fun is pull + throw = Cannibals soaring through the air.