Aller au contenu

Photo

Singularity: Wide or Heavy?


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
cap and gown

cap and gown
  • Members
  • 4 809 messages

Originally, I was thinking on going with Heavy Singularity for its ability to hold protected enemies longer. But after doing Mordin's recruitment mission and Kasumi's LM, I am not so sure. Right now I have Singularity up to rank 3 and what I was finding is that it is often not large enough to effect the target I threw it at. It will hit the cover they are hiding behind, but they will be unaffected. Another consideration is that while Wide Singularity may not hold protected enemies as long, it is more likely to catch multiple enemies at once, and even if they are only held for a second or two that often seems to be enough time for me to shoot the protection off at least one, and perhaps even two of them. And the cool down seems to be fast enough where I can just recast it should that be needed. Plus, of course, the Singularity itself causes damage to protections, so a Wide Singularity could help strip multiple enemies.

 

What have you found? (Note: I am not interested in a CQC build.)

 

 

 



#2
capn233

capn233
  • Members
  • 17 255 messages

Cover isn't necessarily consistent, and the only way to be sure you float a target is to hit them directly.

 

I tend to prefer Heavy, but Wide is ok as well.  It really depends on how you are using it, and you might be able to make the case that Heavy is better on Blood Pack and Collector missions, and Wide is a little better otherwise.  It mainly depends on how much damage you want it to do to mid tier and higher protected targets, and how long you want to stick them since the duration penalty goes up with enemy tier, IIRC.



#3
ImaginaryMatter

ImaginaryMatter
  • Members
  • 4 163 messages

On my Bastion/CC Adept I prefer Heavy as I generally used Singularity to pin a single enemy (or sometimes two) that I then proceed to ignore as I stripped/Pulled/Dominated everything else.

 

On my Nemesis/shoot-'em-up Adept I used Singularity to pin-up an enemy behind cover long enough for me to shoot them to death, and the Wide evolution's width and cover penetration was more useful than the Heavy's duration.

 

So, I guess it depends on your playstyle.



#4
RedCaesar97

RedCaesar97
  • Members
  • 3 833 messages

The general consensus on Singularity on the old forums was that Heavy was better. You incur a -20% duration penalty on Insanity, so the extra duration was better for holding a target. Also, tougher or larger enemies such as Krogan or Geth Destroyers (source) will also add a duration penalty, so having a longer duration against those enemies helps.

 

And yes, while you can just re-cast Singularity when it goes down, you typically want to use your other powers while Singularity is still active, like Pull, Throw, and Warp, so you want it to last longer so you can use your other powers.

 

Now if you are just using Singularity > Warp all the time, then sure go Wide. I prefer Heavy since it lasts longer, especially against enemies like Scions which can seemingly kill it soon after the cooldown finishes. 



#5
a_mouse

a_mouse
  • Members
  • 294 messages

I've only played through the entire game once as an Adept (so take my comments for what they are worth).  But my experience definitely echoes what the others have noted: heavy is much better for pinning heavy protected enemies.  Since Singularity is one of the few Control powers that can be used on protected enemies, I'd hate to dilute that given that Adept already has so many other ways to deal with groups of debuffed enemies.  



#6
Farangbaa

Farangbaa
  • Members
  • 6 757 messages

Heavy.

 

And you only really need it for Harbinger and Scions and the like. 

 

Pull is far superior to Singularity if you want to affect an enemy with biotics and detonate Unstable Warp. On Shepard I tend to use Heavy Warp though, and spec Miranda or Thane with Unstable Warp.

 

And yes, while you can just re-cast Singularity when it goes down, you typically want to use your other powers while Singularity is still active, like Pull, Throw, and Warp, so you want it to last longer so you can use your other powers.

 

I usually recast it constantly on Harbinger, before it goes down, while my squadmates take down the normal Collectors. That way Harby can't do anything, except for that small moment when the first Singularity vanishes and the second is travelling.

 

@OP.

 

You're using Singularity wrong. You're using it to actually grab a hold of enemies and lift them. You have Pull for that, which is superior. It travels faster and has a lower cooldown. You should only use Singularity to pin Harbingers and such.

 

Oh.. and on large groups of Husk. You shoot them, Singularity picks them up and instantly kills them., then you recast it on the Husks that got by it and is closest to you.

 

And then you watch the other Husks run into the Singularity like morons.



#7
cap and gown

cap and gown
  • Members
  • 4 809 messages

@Psychevore

 

Do you generally play on normal or veteran difficulty? Cuz on hardcore and insanity you don't use Singularity to lift enemies so much as to hold them in place. All enemies are protected until you strip protection with some power or your guns. Until that protection is stripped, Pull is useless. Singularity can both hold (temporarily) and strip protected enemies at the same time. The question was whether to hold multiple protected enemies for a short time until they can be stripped, or whether to concentrate on evolving Singularity to hold just one boss level enemy at a time.

 

RIght now, based on my experience fighting Blue Suns and Eclipse, Capn233 makes the best case: Wide works well for most factions, but Heavy is probably best for Collectors. Except for Husks, Collectors generally don't form tight enough groups for Wide to catch multiple enemies, and Heavy would be best for Scions and Harbinger.



#8
Farangbaa

Farangbaa
  • Members
  • 6 757 messages

There are other difficulties than insanity?

 

I dunno why you need to hold down the weaker enemies like Blue Suns and Eclipse.In my latest ME2 run I had teamed up with Garrus and Thane. Usually went something like this:

 

Garrus: Area Overload

Me: Pull (on later levels Pull Field)

Thane: Unstable Warp 

All enemies fly across the room

Me: Pull other unprotected enemy.

Garrus & Thane: lets snipe that @#&

Rinse, Repeat.