Flare Adept
#1
Опубликовано 27 Февраль 2013 - 09:26
Anything I should consider when building the class to get the most out of a walking nuke Shep?
#2
Опубликовано 27 Февраль 2013 - 09:36
#3
Опубликовано 27 Февраль 2013 - 10:01
Flare is a power that allows you to create explosions without having the necessary powers, and you pay for that in cooldown.
They're a poor match.
Choose whatever you're like, but you're likely going to find it frustrating. Stasis and Warp Ammo are much better options.
#4
Опубликовано 28 Февраль 2013 - 05:15
JaegerBane wrote...
The Adept is a class built around creating biotic explosions.
Flare is a power that allows you to create explosions without having the necessary powers, and you pay for that in cooldown.
They're a poor match.
Choose whatever you're like, but you're likely going to find it frustrating. Stasis and Warp Ammo are much better options.
Flare can be used to detonate biotic explosions.
With recharge gear and the recharge passive in the adepts tree flare's cooldown isn't so punishing. Its best used on bosses since anything else would be overkill.
Stasis and Warp ammo adept:sick:.
#5
Опубликовано 28 Февраль 2013 - 06:10
#6
Опубликовано 28 Февраль 2013 - 12:38
Endgame22 wrote...
Lash is also very cool, and though not great to be with an adept it works, better for an infiltrator or Sentinel, flare is awesome too well it's based upon the individual though.
Lash works best on a shotgun Vanguard, IMO.
#7
Опубликовано 28 Февраль 2013 - 12:57
I fail to see your problem with Warp Ammo or Stasis.Drayce333 wrote...
JaegerBane wrote...
The Adept is a class built around creating biotic explosions.
Flare is a power that allows you to create explosions without having the necessary powers, and you pay for that in cooldown.
They're a poor match.
Choose whatever you're like, but you're likely going to find it frustrating. Stasis and Warp Ammo are much better options.
Flare can be used to detonate biotic explosions.
With recharge gear and the recharge passive in the adepts tree flare's cooldown isn't so punishing. Its best used on bosses since anything else would be overkill.
Stasis and Warp ammo adept:sick:.
Warp Ammo takes no cooldown, and provides a damage bonus to health and armor, and any enemy affected by biotics. This is good for armored enemies like Brutes, where you can Warp > Shoot > Detonate with Throw. If you dealt enough damage while shooting, that can kill a Brute.
Stasis is good for Centurians, Marauders, and Phantoms, and you can detonate enemies in Stasis.
I run with Fortification (previously Barrier) myself for extra damage protection and power damage.
#8
Опубликовано 28 Февраль 2013 - 01:15
#9
Опубликовано 28 Февраль 2013 - 02:08
It says "lifted" in the description, but I am pretty sure that it includes anything affected by biotics, same as Warp Ammo works in multiplayer.known_hero wrote...
^^^ I thought Warp Ammo only affected lifted targets?
When I have some time, I can test it out to make sure.
Сообщение изменено: RedCaesar97, 28 Февраль 2013 - 02:08 .
#10
Опубликовано 28 Февраль 2013 - 02:25
#11
Опубликовано 28 Февраль 2013 - 03:43
But does "lifted" apply only to targets lifted by Singularity/Pull/Slam/Lash? Or does it apply to all biotic effects?Frostmourne86 wrote...
It affects lifted targets (more weapon/power damage taken) and has bonuses against armor, barriers and health.
I test it briefly and recorded my results, but I did not have a great gun to test it with, so the results may be bad. I will have to review the footage and try again, but it does look like it Warp Ammo will deal extra damage to enemies affected by Warp, but it also has an innate bonus to health and armor damage, so that may be what I am seeing. I should be seeing each bullet dealing over double damage (+125% to lifted targets) after I hit an enemy with Warp (rank 1 or 2), but I do not think that is what actually happened.
Very hard to tell with the weapons I was using. I was trying to use Predator, then Viper, then Phalynx, then finally the Katana. I was trying to use weapons that I think would show the difference the best, but I do not think I actually managed that properly.
I will try again later.
#12
Опубликовано 28 Февраль 2013 - 04:08
RedCaesar97 wrote...
I fail to see your problem with Warp Ammo or Stasis.
Warp Ammo takes no cooldown, and provides a damage bonus to health and armor, and any enemy affected by biotics. This is good for armored enemies like Brutes, where you can Warp > Shoot > Detonate with Throw. If you dealt enough damage while shooting, that can kill a Brute.
Stasis is good for Centurians, Marauders, and Phantoms, and you can detonate enemies in Stasis.
I run with Fortification (previously Barrier) myself for extra damage protection and power damage.
Warp ammo is a combat power.
Stasis sucks when you already have the lovely singularity which expanded for full radius does a great job of crowd controlling any mook. Throwing a singularity at a phantom will get her power shield up and you can then stripe her shields away and watch her fly. Stasis is totally lame on a adept, its better on the Sentinel.
Fortification adept?
#13
Опубликовано 28 Февраль 2013 - 05:14
So? It works best with biotics and the Adept has plenty of biotics. And technically it is an "ammo power", not "combat power".Drayce333 wrote...
Warp ammo is a combat power.
Fortification adept?
:sick:
:sick:
:sick:
Thanks to the balance changes in patch 1.05:
- Fortification provides more damage protection than Barrier (40% compared to 30%)
- Fortification provides more power damage bonus than Barrier at rank 5 (+30% compared to +25%)
- Fortification has a lesser cooldown penalty than Barrier (50% compared to 60% if specced for full damage protection, 20% compared to 30% if evolved for Recharge Speed at rank 6).
So unless you really like that "Lift enemies on purge" feature of Barrier, Fortification is better than Barrier.
#14
Опубликовано 28 Февраль 2013 - 05:42
RedCaesar97 wrote...
So? It works best with biotics and the Adept has plenty of biotics. And technically it is an "ammo power", not "combat power".Drayce333 wrote...
Warp ammo is a combat power.Fortification adept?
:sick:
:sick:
:sick:
Thanks to the balance changes in patch 1.05:
- Fortification provides more damage protection than Barrier (40% compared to 30%)
- Fortification provides more power damage bonus than Barrier at rank 5 (+30% compared to +25%)
- Fortification has a lesser cooldown penalty than Barrier (50% compared to 60% if specced for full damage protection, 20% compared to 30% if evolved for Recharge Speed at rank 6).
So unless you really like that "Lift enemies on purge" feature of Barrier, Fortification is better than Barrier.
Everyone knows about the fortification change but seriously.
#15
Опубликовано 28 Февраль 2013 - 06:00
Drayce333 wrote...
Flare can be used to detonate biotic explosions.
So can Throw, at half the cooldown and doesn't take up the bonus slot. Flare can detonate stuff but its hardly the best option for doing so on an Adept... virtually any other detonator power the Adept has is a better choice.
With recharge gear and the recharge passive in the adepts tree flare's cooldown isn't so punishing. Its best used on bosses since anything else would be overkill.
No, but no matter what you do to it, it will never be as fast or as efficient as a warp explosion done using Throw. Since Adepts never have issues with bosses anyway, there's virtually never a point where this helps.
Stasis and Warp ammo adept:sick:.
Considering both powers actually give the Adept something it doesn't really have already, unlike Flare, you kind of need to provide some reasoning for such a stance. It's no good just saying '
Don't get me wrong, it's an amazing power, but for a class that already has lots of Detonator and Primer powrs plus Cluster nades, there's a lot of overlap.
Сообщение изменено: JaegerBane, 28 Февраль 2013 - 06:31 .
#16
Опубликовано 28 Февраль 2013 - 06:21
known_hero wrote...
Endgame22 wrote...
Lash is also very cool, and though not great to be with an adept it works, better for an infiltrator or Sentinel, flare is awesome too well it's based upon the individual though.
Lash works best on a shotgun Vanguard, IMO.
Yeah true but you can use it on any class if you want to like i do lol.
#17
Опубликовано 28 Февраль 2013 - 08:45
I don't like Flare because the base cooldown is 20s. It is great on an Infiltrator (surprise, surprise) since you can override the cooldown. Somewhat the same story for Soldier.
If you go all in PRS on an Adept you can get it down to a somewhat reasonable level. Personally, I would rather just combo with Singularity, Warp, or Throw.
As for Warp Ammo... "lore" wise it would be a biotic bonus. Hence it comes from the pure biotic. As far as useful info goes, the "lifted" targets are essentially any primed target for the sake of the damage bonus. If you want to do a weapon adept that minimizes explosions, you want Warp Ammo for that very bonus.
Stasis is not a power I am fond of, at least not if you have Liara, which you do.
#18
Опубликовано 28 Февраль 2013 - 11:10
With that kind of thought why bother with anything that isn't Warp + Throw.JaegerBane wrote...
So can Throw, at half the cooldown and doesn't take up the bonus slot. Flare can detonate stuff but its hardly the best option for doing so on an Adept... virtually any other detonator power the Adept has is a better choice.

Do you even read? Adept already has singularity which is much sexier than stasisConsidering both powers actually give the Adept something it doesn't really have already, unlike Flare, you kind of need to provide some reasoning for such a stance.
It never said it was bad. Giving combat ammo to the adept/engi isWarp Ammo is a bad choice because 'its a combat power' doesn't even make sense.
Сообщение изменено: Drayce333, 28 Февраль 2013 - 11:10 .
#19
Опубликовано 01 Март 2013 - 12:59
Again, please provide reasoning as to why you consider it a bad choice.Drayce333 wrote...
It never said it was bad. Giving combat ammo to the adept/engi isJaegerBane wrote...
Warp Ammo is a bad choice because 'its a combat power' doesn't even make sense..
Also, considering how many puke faces you have included in your posts today makes me think you may have the flu. Maybe you should go lie down or something. Maybe you will feel better after.
#20
Опубликовано 01 Март 2013 - 07:58
#21
Опубликовано 01 Март 2013 - 08:12
#22
Опубликовано 01 Март 2013 - 05:40
Drayce333 wrote...
With that kind of thought why bother with anything that isn't Warp + Throw.
Because you might just want to roll a Flare Adept and look at the pretty pretty biotic death. I'm not saying that the guy should never pick Flare on Adept, I'm saying that its a redundant choice since the Adept can already do explosions anyway.
Your response was that 'Flare can trigger explosions too', which was irrelevant.
Do you even read? Adept already has singularity which is much sexier than stasis
.
Last time I checked. The problem is your argument seems to run along the lines of 'I like x power/I like its colour/I like the way it sounds', which are all very well and good for yourself but pointless for someone asking whether they should pick it... as if they were going to pick something on that basis, they wouldn't be asking the question.
It never said it was bad. Giving combat ammo to the adept/engi is
.
Without any reasoning, I'm afraid this kind of thing isn't helpful to anyone. Anyways, Warp Ammo is clearly a biotic power from a lore point of view, so even if you're getting your knickers in a twist about conformity then this shouldn't be an issue.
#23
Опубликовано 03 Март 2013 - 05:52
Sora Kitano wrote...
Planning on picking up the game again after taking a bit of time off between Borderlands 2 and Halo 4. I wanna roll with an Adept using Flare because who doesnt like having the ability to throw down a room clearing nuke for shenanigans.
Anything I should consider when building the class to get the most out of a walking nuke Shep?
Plan to use squadmates that have an effective means to deal with shielded units. Your choices include:
1. Liara with an early focus on Stasis;
2. Garus (Overload)
3. EDI (Overload)
4. Ashley (if alive) with disruptor ammo power (this one takes too long to apply IMO, but still an option).
Flare has a long cooldown, so even though you can blow up a room, if there's multiple Marauders or other shielded units (Nemesis, etc.), then you'll want faster reloading options to deal with them. Of course, it is possible to Warp+Throw to break shields, but that takes more aim/effort than dropping the shields with an Overload or freezing them with Stasis and then setting up a biotic combo such as Pull/Singularity + Throw.
Adepts aren't very tanky, so having a way to break shields fast and enable CC on shielded units will serve you well.
#24
Опубликовано 03 Март 2013 - 09:21
Sure Warp/Throw or Sing/Throw are possibly faster, but they dont have the range nor damage of Flare detonating off the same powers. Warp/Flare itself has an insane range with their detonation evos taken.
@Drayce - Cute image and pretty much what I was thinking when it came down to seeing such a negative opinion on the idea of the Adept having the ability to clear entire mobs in a single cast. With Liara and Javik, there really is not going to be an issue in making Flarebombs at will.
jsamlaw wrote...
Sora Kitano wrote...
Planning on picking up the game again after taking a bit of time off between Borderlands 2 and Halo 4. I wanna roll with an Adept using Flare because who doesnt like having the ability to throw down a room clearing nuke for shenanigans.
Anything I should consider when building the class to get the most out of a walking nuke Shep?
Plan to use squadmates that have an effective means to deal with shielded units. Your choices include:
1. Liara with an early focus on Stasis;
2. Garus (Overload)
3. EDI (Overload)
4. Ashley (if alive) with disruptor ammo power (this one takes too long to apply IMO, but still an option).
Flare has a long cooldown, so even though you can blow up a room, if there's multiple Marauders or other shielded units (Nemesis, etc.), then you'll want faster reloading options to deal with them. Of course, it is possible to Warp+Throw to break shields, but that takes more aim/effort than dropping the shields with an Overload or freezing them with Stasis and then setting up a biotic combo such as Pull/Singularity + Throw.
Adepts aren't very tanky, so having a way to break shields fast and enable CC on shielded units will serve you well.
I was planning on Liara with Singularity due to her insti-casting gets around Guardian shields to set them up, (especially if Sing in SP is the same as MP), with Javik since Dark Channel is just a silly primer power and can let me turn Liara into a backup bomber with her Warp while providing DoT on larger targets.
The upside I have at least at the start is that I go in starting at 30 because of importing. As for other party choices, I tend to start bringing along Garrus or EDI when I need shield stripping in the Geth missions.
Then again since I play on Normal for the most part so when it comes down to getting stuff done, stripping isnt completely necessary since everything just drops dead from combos without even getting to softening them up.
#25
Опубликовано 11 Март 2013 - 08:30
I've been pulling 5 seconds on the skill allowing for some spamability and increasingly feasible combo abuse as well alongside squadmates (temp and otherwise) with Warp available.It may have something to do with using the new Spirit armor that came with Citadel, but I am also willing to guess that I can get the same times from the use of the N7 armor with 25% bonuses to CD and Damage while getting a 192% bonus from just using a Lancer V w/ HV Barrel and Standard Scope.
I'm not totally sure on what got the CD down that low, but taking armor and weapon choices out of the picture, it may have something to with the fact I have been taking as many Power Cooldown bonuses from Intel as I could get along with Power Damage intel bonuses.





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