The Mad Hanar wrote...
Um, and you can't bring squad mates with those powers on the DLC?
Not for the first part. For the rest, yes, but it's still a pain to have everything shielded and/or armoured
The Mad Hanar wrote...
Um, and you can't bring squad mates with those powers on the DLC?
IanPolaris wrote...
Cthulhu42 wrote...
If you want a bonus power that takes down shields, you have one. Energy Drain.
The OP has a point:
1. You should not have to take a particular bonus power (Energy Drain in this case) just to make it through the DLC. In the early stages, you really do since you have a cruddy pistol, and highty shielded enemies that hit hard (and you have no armor and no health for much of this).
2. A lot of Adept players don't like Energy Drain because it's a tech power and doesn't fit for an Adept.
3. Energy Drain even when maxxed is actually fairly weak, and it gives you away. Sure you drain the sheilds of one mook, but his four friends then kill you.
I agree with the OP. The first couple of encounters in the DLC are badly designed. They look to be nearly impossible for some classes (Adept) and ridiculously easy for others (like Infliltrator) that can cloak.
-Polaris
ruggly wrote...
Even if you're going with a weapons-based sentinal, you'll still have warp and push for biotic explosions, and overload for the shields.
Modifié par JLoowis, 11 mars 2013 - 03:36 .
JLoowis wrote...
It does help a bit. But what sucks is the 12 seconds cooldowns, Overload that misses cause enemies are always in cover and in the end, you'll end up spamming Shift key and stop the action every 2 seconds in order to survive.
Pressing Shift wasn't my intention. I played the whole game using 1 to 4 keys and Q,E for squad powers.
I pressed shift when I saw they were casting inapropriate powers.
Go play multiplayer more, you'll know how it's 10 times more exciting to play in real-time but this DLC doesn't allow it for Adepts, cause they lack firepower and shields for the enemys strength.
You're so mis-informedLeandroBraz wrote...
IanPolaris wrote...
Cthulhu42 wrote...
If you want a bonus power that takes down shields, you have one. Energy Drain.
The OP has a point:
1. You should not have to take a particular bonus power (Energy Drain in this case) just to make it through the DLC. In the early stages, you really do since you have a cruddy pistol, and highty shielded enemies that hit hard (and you have no armor and no health for much of this).
2. A lot of Adept players don't like Energy Drain because it's a tech power and doesn't fit for an Adept.
3. Energy Drain even when maxxed is actually fairly weak, and it gives you away. Sure you drain the sheilds of one mook, but his four friends then kill you.
I agree with the OP. The first couple of encounters in the DLC are badly designed. They look to be nearly impossible for some classes (Adept) and ridiculously easy for others (like Infliltrator) that can cloak.
-Polaris
If the shield is a problem, use the Acolyte. She have low weight and high damage against shield, or just prime with warp and explode with throw/shockwave. Adept is extremely OP on ME3, some shielded enemies don't get even close of making it hard for him.
sharkboy421 wrote...
JLoowis wrote...
It does help a bit. But what sucks is the 12 seconds cooldowns, Overload that misses cause enemies are always in cover and in the end, you'll end up spamming Shift key and stop the action every 2 seconds in order to survive.
Pressing Shift wasn't my intention. I played the whole game using 1 to 4 keys and Q,E for squad powers.
I pressed shift when I saw they were casting inapropriate powers.
Go play multiplayer more, you'll know how it's 10 times more exciting to play in real-time but this DLC doesn't allow it for Adepts, cause they lack firepower and shields for the enemys strength.
While I do agree its more fun to play in real-time, not everyone enjoys that style. ME is awesome because it allows for real-time and a slower pace with the pausing.
Also, you mentioned about squadmates using the wrong power when you hit Q and E; just bind one of their powers to another of the quick slots. And I know 5-8 are really hard to reach but you can rebind those slots other keys that are much more accessible. I use Tab, LCtrl, G and a mouse button. But you can use anything. That means you will always have Garrus's Overload ready to use and since you already know how to aim squadmate powers, that should keep your having to pause to a minimum.
Modifié par JLoowis, 11 mars 2013 - 03:44 .
LeandroBraz wrote...
If the shield is a problem, use the Acolyte. She have low weight and high damage against shield,
or just prime with warp and explode with throw/shockwave.
1. That's just nonsensical, you can make it through, its just harder without energy drain.IanPolaris wrote...
Cthulhu42 wrote...
If you want a bonus power that takes down shields, you have one. Energy Drain.
The OP has a point:
1. You should not have to take a particular bonus power (Energy Drain in this case) just to make it through the DLC. In the early stages, you really do since you have a cruddy pistol, and highty shielded enemies that hit hard (and you have no armor and no health for much of this).
2. A lot of Adept players don't like Energy Drain because it's a tech power and doesn't fit for an Adept.
3. Energy Drain even when maxxed is actually fairly weak, and it gives you away. Sure you drain the sheilds of one mook, but his four friends then kill you.
I agree with the OP. The first couple of encounters in the DLC are badly designed. They look to be nearly impossible for some classes (Adept) and ridiculously easy for others (like Infliltrator) that can cloak.
-Polaris
JLoowis wrote...
I don't want to sound ****y but mapping that much would be confusing to me. I use a Logitech MMO mouse with 12 thumb buttons at the moment and it's for SWTOR. I don't want to learn a complicated key mapping on ME3, especially when my squadmates changes every mission. But I get your point. The best thing sometimes is to spec no grenades powers on any teamates, and turn Squad Power Usage on, so we don't hear the weird clinging sound and they do their thing here and there.
EDIT: For ME3 I use a regular mouse..
o Ventus wrote...
The Suppresor has a x5 headshot multiplier over the other pistols.
Just saying.
Modifié par impingu1984, 11 mars 2013 - 04:13 .
Guest_Finn the Jakey_*
Same here.ruggly wrote...
Cthulhu42 wrote...
If you want a bonus power that takes down shields, you have one. Energy Drain.
Thank goodness I put energy drain on my vanguard..
Rikketik wrote...
Doesn't a Warp + Throw combination strip the shields right of them? Especially if you developed them for maximum detonation strength. It's not as efficient as an Overload or Energy Drain, sure, but I never had much trouble with shielded enemies myself as an Adept.
MB957 wrote...
I always play on the easiest settings, so I dont have those kind of insanity issues...lol
however..I have noticed in biowares games that dlc's always seem to be more difficult than the main game.
its like easy becomes normal...normal becomes difficult..etc.
I am curious as to why it works like that. anyone have any ideas?
Hm, Reave is another solid power if Warp keeps missing. Spec it to have as wide a radius as possible and you'll often hit two or three enemies in one shot. Detonate them with a Throw (or better yet: Double Throw, for when they move away from each other) and they'll be down in no time.JLoowis wrote...
[...]
Well, for the Citadel DLC enemy grade, Bio Explosions take off half or a bit more off their shields. It's not bad but the chances they dodge your Warp are strong. So I used Singularity / Shoot with pistol to remove shields then Warp once they fly.
But yeah, I kept Throw at rank 0, forgot about that one. I was always trying to use Shockwave for my Detonator.
You just spotted a good tip there. Throw is a more reliable Detonator.
Modifié par Rikketik, 11 mars 2013 - 04:40 .
Adept you wreck everything and in this DLC, while your whole squad are saying jokes and funny stuff, you're getting killed and can't land a bullet on those overpowered enemies.
Rikketik wrote...
Hm, Reave is another solid power if Warp keeps missing. Spec it to have as wide a radius as possible and you'll often hit two or three enemies in one shot. Detonate them with a Throw (or better yet: Double Throw, for when they move away from each other) and they'll be down in no time.JLoowis wrote...
[...]
Well, for the Citadel DLC enemy grade, Bio Explosions take off half or a bit more off their shields. It's not bad but the chances they dodge your Warp are strong. So I used Singularity / Shoot with pistol to remove shields then Warp once they fly.
But yeah, I kept Throw at rank 0, forgot about that one. I was always trying to use Shockwave for my Detonator.
You just spotted a good tip there. Throw is a more reliable Detonator.
Edit: I just read you can also detonate Reave with Cluster Grenades, which already do a potentially huge amount of damage on their own. Something to keep in mind when you're up against a group of clustered enemies.