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Bonus power: Adept (SP)


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#1
Bourne Endeavor

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Been a while since I've loaded up ME; even longer since I played an Adept. Right now I am mulling over Reave, Stasis and Barrier. Wrap Ammo seems decent but ammo powers tend to be negligible damage wise. Does Barrier last much on Insanity? Anywho, some input would be appreciated.

#2
RedCaesar97

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At max damage protection, Barrier gives you +30% damage protection. Although I would take it for rank 5 Power Damage (+25% power damage) or the +15% shield recharge rate. Barrier has a base 60% cooldown penalty when activated; you take 30% off with rank 6 but at the expense of more damage protection.

However, since patch 1.05, the single player version of Fortification appears to have been changed to match the multiplayer version, so the cooldown penalty is only 50% (instead of 60%) and the power damage at rank 5 is now +30%.

Reave is good, but has some overlap with Warp. Warp as the +50% combo damage at rank 5, but Reave is instant-cast and has a radius at rank 4. I would probably stick with Warp myself.

Stasis is good, and makes dealing with the occasional Phantom easier--or any shielded enemy like Marauders or Centurians for that matter--if that is a concern.

#3
brad2240

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Barrier isn't like it was in ME2. Here it stays on until you deactivate it and it gives you damage reduction instead of just some extra shields. It's a much better power now, IMO. Though, as Red pointed out, Fortification now seems to be mechanically better if you're not restricting yourself to lore-based powers. The recharge penalty on any of the defense powers is not a big deal if you don't load yourself down with heavy weapons.

Warp Ammo is pretty good, IMO. I like it because I can cast it and forget it. Adepts have plenty of active powers and I don't neccessarily need another. So Barrier and Warp Ammo are my top picks.

Reave gives you some DR while its active, so it's an offensive and defensive power at the same time. The area evo, a mandatory pick as fas as I'm concerned, can allow Double Throw to potentially set off 2 biotic explosions at once. Another bonus is that it is insta-cast and can't be dodged.

Stasis is good for taking shielded mooks out of the fight quickly. Since those guys tend to do more damage and/or have annoying extra abilities (Centurians, Combat Engineers, etc) its a decent ability to have.

My Adepts are built around Pull, Throw and Warp so I prefer Warp Ammo or Barrier, in that order. If I was going to take another casting power I would go with Reave.

#4
Drayce333

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Barrier give a power cool down penalty which is a no no on the combo based ME3 adept.

Reave is incredibly powerful yes, I'd prefer this on a vanguards or sentinel however.

Stasis is lame when you already have sexy singularity, not many people appreciate singularity as I do however.

Warp ammo is ok but I'd prefer ammo powers on weapon based classes. The debuff warp ammo can be nice I suppose.

Look into Dark Channel. It's really good in the adept arsenal.

Flare can give you extra oomph on power combos if you max power cooldown like a good adept.

Modifié par Drayce333, 04 février 2013 - 07:29 .


#5
humes spork

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Reave, without a doubt. It allows you to prime multiple targets, has a fast cooldown, and its damage reduction when properly specced is equal to that of barrier. From there, just like drelldepts in MP you can multi-detonate with cluster grenades or double-detonate with double throw.

It's been argued reave has overlap with warp and/or throw, both of which are adept powers...to which I'd respond, reave is the best of both worlds. Instant-cast, hitscan power rather than projectile, innate area effect and powerful detonations with throw to boot. With reave, you can skip warp and throw, or at least avoid taking them to level 6, in favor of passives and other active powers. Note that in the high fifties you have the squad points to have them all maxed anyway, but by that point in your playthrough you're already powerful enough to use whatever tactic of your choice to finish the game and this is a relatively trivial discussion.

Liara, with her stupidly-fast singularity cooldown and stasis as a matter of course, should be a squad staple and will take care of all your crowd control needs. Note that stasis in SP is only a must-have ability when fighting cerberus, to lock down phantoms. There's little reason to put stasis on Shepard.

The only bonus power which I'd take over Reave, is Annihilation Field...and that's not something Shepard can take in SP. Which is probably for the best, a double area throwing Shepard with annihilation field would be the most game-breakingly powerful combination of powers you could see short of modding or cheating.

Modifié par humes spork, 04 février 2013 - 08:13 .


#6
RedCaesar97

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Drayce333 wrote...
Barrier give a power cool down penalty which is a no no on the combo based ME3 adept.

The cooldown penalty is not as bad as you think, as long you do not go overboard on heavy weapons.


Barrier gives you a base 60% cooldown penalty, 30% if you take rank 6 Recharge Speed evolution. 

From Power Stat Upgrades - Official Math Formula Explanation (assuming positive sum of recharge speed bonuses):

Formula 2 – Recharge Speed Upgrades

Recharge speed (aka cooldown) use a formula called divide by bonus sum. The formula is as follows:
     New Value = Base Value at Rank 1 * (1.0 / (1.0 + Sum of all rank bonuses + Dynamic Bonuses))

 * Sum of all the rank bonuses are the bonuses of every other rank that you have bought added all up* Dynamic Bonuses are from things like your passives and weight capacity.



Warp has a base 8-second cooldown. 


Assuming rank 2 Recharge Speed (+25%) and +200% weapon weight, and no other bonuses:
     8 * (1/1 + 2.00 + 0.25) = 2.46

Warp (8 second base cooldown), with rank 2 Recharge speed (+25%)  with Barrier full penalty (60%), +200% weapon weight, and no other bonuses:     8*(1/1+ 2.00 + 0.25 - 0.6) = 3.01 se
Warp (8 second base cooldown), with rank 2 Recharge speed (+25%)  with Barrier full penalty (60%), +200% weapon weight, and no other bonuses:
     8*(1/1+ 2.00 + 0.25 - 0.3) = 2.71

So with Barrier active, you are adding between 0.25 and 0.55 seconds of recharge speed. Hardly noticeable and you can gain either more power damage or shield recharge rate at rank 5.

Modifié par RedCaesar97, 04 février 2013 - 09:45 .


#7
capn233

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FWIW, that formula is the one for if the sum of your bonus is positive. If the sum of your bonuses is negative, the formula is

New Value = BaseValueatRank1*(1-(SumOfBonuses)).

#8
Bourne Endeavor

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Hmm, hadn't considered Dark Channel. It fare better than Reave in the Adept arsenal?

#9
Abraham_uk

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Bourne Endeavor wrote...

Hmm, hadn't considered Dark Channel. It fare better than Reave in the Adept arsenal?


I find these two powers overlap way to much with warp for my liking.

However, that is not to say they have nothing to add.


Dark Channel is one of the best damage over time abilities and a good setup for biotic explosions.

Reave is a respectable damage over time ability, setups and detonates biotic explosions and also gives you additional hardening.

If you do choose Dark Channel or Reave you can't go wrong.
________________________________________________________________________________________

There are powers out there that perform tasks that the Default Adept simply can't do very well.


Commando Adept: Warp Ammo, Armour Piercing Ammo

Improved Hardening: Reave (tempoary hardening), Barrier, Fortification,  Defence Matrix

Barrier Restoration: Defence Matrix, Energy Drain.

Take out Enemy Shields: Energy Drain

Distraction: Defence Drone, Decoy, Dominate

Debuffing: Proximity Mine (pick vulnerability evolution)

Increase Grenade Capacity: Inferno Grenades (though I'd recommend this one for Engineers and Vanguards)

Panic Button: Flare!

Hold the enemy in place: Stasis.

Unnecessary Additions: Lash, Slam. (You have pull and you have lifting shockwave).     
Marksman makes you unable to use powers whilst active.
Carnage. Warp is better, but having carnage is nice, I guess.
  

#10
RedCaesar97

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Bourne Endeavor wrote...

Hmm, hadn't considered Dark Channel. It fare better than Reave in the Adept arsenal?


Dark Channel deals damage over time, and will jump to another enemy within a certain distance if the first enemy dies. With Throw, Warp, or even Shockwave, it is possible to prime one target with Dark Channel, then detonate each enemy in succession as Dark Channel jumps from target to target.

To give you an idea, here is this video by Revan657. He primes a target with Dark Channel, then Throws or Warps each enemy as Dark Channel jumps from target to target.

#11
Asch Lavigne

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I only tried Barrier on a Vanguard (haven't played an Adapt yet) but I found the Rank 6 Power Recharge to have no difference given the armor parts, Liara's terminal bonuses I chose and the way I built the other power so I went with the extra 10% damage reduction. For squadmates though I take it.

Is Reave only good for setting up Biotic explosions? Is the damage protection any good? How long does the damage protection last? I have never tried it for Shep but for Kaidan I have it as Radius, Recharge Speed, Damage & Duration.

Modifié par Asch Lavigne, 05 février 2013 - 01:02 .


#12
Abraham_uk

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Asch Lavigne wrote...

I only tried Barrier on a Vanguard (haven't played an Adapt yet) but I found the Rank 6 Power Recharge to have no difference given the armor parts, Liara's terminal bonuses I chose and the way I built the other power so I went with the extra 10% damage reduction. For squadmates though I take it.



If you choose dark channel I think duration in rank 4 would be your best bet.
Ranks 5 & 6 are up to you. Heck you could decide to max out your other powers and leave Dark Channel at rank 4.

The whole point of choosing this power for an adept is it's ability to jump from target to target.


So instead of going for Prime, detonate, prime, detonate, prime detonate pattern
You going for Prime, detonate, detonate, detonate, prime, detonate, detonate.

The latter is a much more efficient way of killing enemies.

#13
RedCaesar97

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Asch Lavigne wrote...
Is Reave only good for setting up Biotic explosions? Is the damage protection any good? How long does the damage protection last? I have never tried it for Shep but for Kaidan I have it as Radius, Recharge Speed, Damage & Duration.

Reave can also detonate biotic explosions. The damage reduction should last for as long as Reave lasts. The Damage protection is okay.
For Shepard, you want Radius at rank 4. Recharge Speed is probably not needed for rank 5 so I would take the other evolution (forget offhand). 

Rank 6 is a toss-up between Damage and Duration and the other evolution, which I think is Armor and Barrier Damage if I recall. Since you are probably not using it as a Warp replacement, Damage and Duration may be the better choice.

#14
Asch Lavigne

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RedCaesar97 wrote...

Asch Lavigne wrote...
Is Reave only good for setting up Biotic explosions? Is the damage protection any good? How long does the damage protection last? I have never tried it for Shep but for Kaidan I have it as Radius, Recharge Speed, Damage & Duration.

Reave can also detonate biotic explosions. The damage reduction should last for as long as Reave lasts. The Damage protection is okay.
For Shepard, you want Radius at rank 4. Recharge Speed is probably not needed for rank 5 so I would take the other evolution (forget offhand). 

Rank 6 is a toss-up between Damage and Duration and the other evolution, which I think is Armor and Barrier Damage if I recall. Since you are probably not using it as a Warp replacement, Damage and Duration may be the better choice.


Totally didn't know it detonated biotic explosions too. My canon is a Vanguard and I always have Kaidan with me and I never knew.... wow. Used it to set them up several times though.

So for Shep its pretty much the same as my Kaidan build aside from Rank 5. If you choose Radius for Rank 4 would you get more protection then choosing the other rank since you are hitting more targets?

#15
Abraham_uk

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Want to get used to all the different combos?

Here is a thread for you.

#16
Vlark

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Warp Ammo + Venom Shotgun = win

#17
RedCaesar97

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Asch Lavigne wrote...
So for Shep its pretty much the same as my Kaidan build aside from Rank 5. If you choose Radius for Rank 4 would you get more protection then choosing the other rank since you are hitting more targets?


I don't think you get more protection if you hit more targets (someone can correct me on that point), but assuming that those enemies are not currently affected by biotics, it will stagger those targets and set them up for biotic detonation. And any of them are currently affected by a biotic power (except another Reave), it can detonate them for massive damage or even kill them outright.

#18
capn233

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RedCaesar97 wrote...

I don't think you get more protection if you hit more targets (someone can correct me on that point),

I am fairly certain you are right.  If you Reave an organic target you should get damage reduction for the duration of Reave.

#19
jsamlaw

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I preferred Stasis on my Adept. I rarely used my gun, and Liara was in party for maximum biotic combos so I had Warp Ammo. The bubble is a good method for shutting down Nemesis/Phantom/Marauder enemies while you set up your combos. You can use Warp + Throw on shielded enemies but they still fight back.

Also, if you're playing on Insanity, Stasis is almost mandatory on Omega's final fight given the # of Nemesis running around. It's quite handy for shutting down shielded units until you strip their shields and open them up to Pull/Singularity.

Barrier is an option if you want to be tankier, but you can reduce your damage by freezing enemies (Stasis) just as much as absorbing their shots.

Reave seems redundant with Warp for setting up combos (same goes for Dark Channel).  Every combo was either Pull + Throw, Singularity + Throw, Stasis + Throw or Warp + Throw.  A few times I may have comboed Kaiden's Reave with my Warp on Banshees but that was a rare instance.

Modifié par jsamlaw, 05 février 2013 - 08:44 .


#20
john-in-france

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I always loved Reave myslef...then the Omega DLC came out and Flare is my new favourite.

#21
JaegerBane

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Warp Ammo remains my preferred bonus power for Adepts, as it generally adds something useful without interfering with the Adept's existing powers. The Adept is loaded with active powers as it is, having an extra one competing for the same cooldown never seemed to offer much. Even Stasis vs Phantoms isn't much more than a convenience due to the weird reaction they have to Singularity (i.e. standing still and assuming their defensive stance until the Singularity depletes).

That said, Flare makes the Adept even easier than it normally is.