Revan654 wrote...
Going start a playthrough for an Adept soon. What does everyone suggest using as a Bonus power? I know the OP suggested what powers are good for each class. I on the fence on what power to pick.
The Following seem like the best fit for an Adept:
1. Flare: Only issue with this power is the cooldown timer, which can be long (around 7 to 9 seconds).
2. Dark Channel: Their use to be a sound bug with the power, not sure if it's been fixed. It was the reason why I didn't use the power
3. Warp Ammo
4. Stasis
5. Energy Drain
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I'll look exclusively at the 5 powers you undecided between. [I did a post with every single bonus power earlier on and it was LONG].
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1) Flare
Flare is actually a good choice on every class. Yes I said it.
Flare is a good choice on every class.
The reason why it's often suggested for soldiers and infiltrators, is because when used under adrenaline rush or tactical cloak, flare's cooldown can be cancelled out. So soldiers and infiltrators are not affected by this choice.
As an adept, or other class [that isn't soldier or infiltrator], I highly recommend the damage evolutions over cooldowns. Here's why.
Flare is best used as a panic button. See a bunch of enemies giving you a hard time. You're squadmates are dead, and you're out of grenades. Now would be a good time to use flare.
For every other situation there is the warp + throw combo.
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2) Dark Channel
Is an effective power. Think about the adept's main combos. They're either:
Pull/lifting shockwave/singularity followed by warp/throw/shockwave/cluster grenade.
Or warp followed by throw/shockwave/cluster grenade.
With dark channel your combos are going to work differently.
You prime a target with dark channel, then detonate with warp/throw/shockwave/cluster grenade.
Then you'll find that another target has been primed since the dark channel effect has jumped to another mook.
No need to prime the second target, just detonate with (you know the drill).
Let me recap.
Dark channel combos are 1 prime followed by 2 detonations.
Sure you can get multiple detonations from a singularity, but you can't prime ALL targets with a singularity.
Dark channel can prime everything.
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3 Warp Ammo:
This is a good power for Commando Adepts.
Commando Adepts are more about guns rather than biotic explosions, but don't worry, this tactic is still available to you.
Here is how it works:Step 1: Grab a decent weapon that you feel comfortable with.
[Just make sure you don't slow down your cooldowns too much]
Step 2: Have your warp ammo active at all times.
Step 3: Spam warp.
Step 4: Bring Garrus Vakarian to spam proximity mine (with vulnerability evolution)
Step 5: Now shoot enemeis that are affected by warp.
This kind of adept is also a killing machine. No biotic explosions required.
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4 Stasis:
I prefer this choice for an adept. With bonus powers I like to look at what the class doesn't do very well.
Stasis is a great way of dealing with cerberus phantoms and shielded foes such as Centurions and Marauders.
Stasis is also a great way of getting headshots on lower and mid tier enemies. So grab a decent pistol such as a carnifex or paladin, get your scope and then fire some headshots.
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5 Energy Drain:
If you like being the commando who can deal with all forms of protections with powers alone then you can either be the Sentinel with Lash/Stasis Bubble or the Adept with Energy Drain.
Energy Drain is very effective against shields/barriers. In addition will restore your barrier.
You have pull for riot shields on Guardians and the warp/throw combo for armour.
Energy Drain isn't just a power to enable you to tackle any situation as an adept.
It is a powerful choice against the geth.
It has a durability evolution, which enables you to take additional hits.
I highly recommend this power.