adepts are awesome. justicar is my fav ![]()
REAVE ALL THINGS!!!! *WUBWUBWUBWUBWUB*
adepts are awesome. justicar is my fav ![]()
REAVE ALL THINGS!!!! *WUBWUBWUBWUBWUB*
The issue I have with the Volus is that their heavy melee bubble shield... is basically a trap. Sure, you can keep it going for a long time and take minimal damage, but the instant it goes down, dead Volus because of the enemy swarm around you. It's ONLY good if you're acting as bait to gather the enemies to you and you KNOW there's another player with grenades keeping watch for the best moment to throw one into the crowd.
The issue I have with the Volus is that their heavy melee bubble shield... is basically a trap. Sure, you can keep it going for a long time and take minimal damage, but the instant it goes down, dead Volus because of the enemy swarm around you. It's ONLY good if you're acting as bait to gather the enemies to you and you KNOW there's another player with grenades keeping watch for the best moment to throw one into the crowd.
The answer to your problem is called shield boost ![]()
The issue I have with the Volus is that their heavy melee bubble shield... is basically a trap. Sure, you can keep it going for a long time and take minimal damage, but the instant it goes down, dead Volus because of the enemy swarm around you. It's ONLY good if you're acting as bait to gather the enemies to you and you KNOW there's another player with grenades keeping watch for the best moment to throw one into the crowd.
You can press light melee to cancel the bubble early. Use the bubble to stagger enemies, light melee to cancel it early while they're still staggered, then run for cover / kill them all with fire.
The answer to your problem is called
shield boost
... Batarian Gauntlet.
The issue I have with the Volus is that their heavy melee bubble shield... is basically a trap. Sure, you can keep it going for a long time and take minimal damage, but the instant it goes down, dead Volus because of the enemy swarm around you. It's ONLY good if you're acting as bait to gather the enemies to you and you KNOW there's another player with grenades keeping watch for the best moment to throw one into the crowd.
The shield can negate a lot of projectile attacks ie Banshee Warp, Atlas Missile, Ravager beams. Plus, you get bonus points for meleeing something with the sphere of doom.
My favorite adepts are the two asari. They are both incredibly powerful, and best dodge in the game. Put them together and you've got yourself an effortless gold duo.
So many asari duos...
So many explosions...
Volus Adept + CSMG + Incendiary Ammo .... yeah, OK, playing the gun not the kit.
However, whenever I've played the VolDept with at least one decent player I'm always pleasantly surprised as just how fast bosses go with with triple orb debuff and being able to go toe-to-toe with Banshees (granted, on a ramp) never gets old
He plays more like the ColDept than anything else - but without the gigantic green orbs of death he's far more reliant on detonating ammo/powers.
To return to the OP though...
Adepts in general ... anything that relies on Biotics with travel time (ye olde Warp > Throw combo for instance) is in for a certain degree of frustration vs Cerberus or Geth (side-hop dodge). Guns generally trump DoT powers so things like Dark Channel are pretty much just there to complement shooting things rather than killing them outright... and Pull, well, it can be useful up to about Gold level where there's nearly always something unshielded/unarmoured that you can take out of the equation.
The Drell excels in practically any situation - there's not much that can't be solved with Reave > Cluster Grenades.
The Batarian isn't far behind but is more focused on boss-killing; Warp debuffs a single target and gets a BE bonus but it can be dodged.
The Fury is arguably as good as the Drell but instead of relying on grenades she is the grenade! Run at stuff to prime with AF and detonate with Throw to the face at point blank range... BOOM! High risk, high return.
The AA excels against Cerberus, especially with a stagger weapon to ensure Warp > Throw connects. Stasis to screw over Phantoms.
The vanilla humans are really good against Reapers and Collectors and with Warp > Shockwave have the most powerful BEs.
The Krogan Shaman, again, best against Reapers and Collectors but allows for much more in-your-face gameplay. Warp and run at your target, heavy melee and then Shockwave at point blank! Slap a Piranha on him and he's my favourite adept in Platinum.
The ex-Cerbie is also good against Reapers/Collectors - actually, he's an armour murdering machine if you spec him that way.
Which just leaves the Justicar, the Volus and the ACA which are all slightly special cases, they don't necessarily play like you'd expect adepts to play.
The Justicar is an oddity, she can basically run as a biotic weapons platform. Pull has very little cooldown and is situational. Biotic Sphere is somewhat situational you're not going to be spamming it to get detonations (though a tactical charge into a mob, drop sphere, slide back and detonate with Reave often works wonders). So, Reaving and shooting a lot it is then - pack a decent gun (though I totally ignore my own advice and use a Disciple - because lore or something).
The ACA is another serious oddity - there are so many ways to spec the bug from full out PPR wielding weapons platform (Seeker Swarms set for damage reduction), to a kind of biotic sniper with a CSR or a full-blown biotic with a CSMG (and Expert package to help with the cooldowns).
... and the Volus as mentioned previously. Unlike other biotics which work well together the Volus teams up with anything; you can't prime effectively (Stasis alone) but you can detonate everything - Overload, Warp, incendiary ammo, Incinerate, Reave ... and so on. Also has a decent anti-boss debuff and can keep the team standing with a well-timed shield boost even on some of the dodgy upload missions (lockout bug notwithstanding).
Triple orb debuff w/ AP IV Reegar. ![]()
Quick question about the fury:
Is going with a no cool down throw actually as good as it sounds, since you'll be using BE's back to back at extremely close range? Or would you be better of with the extra biotic damage per explosion?
I always take the extra damage option because Throw's cooldown is so short to begin with. If you're using a heavy weapon like a Claymore for some reason, where your recharge is > 2 seconds or so, the cooldown option can be good. You just need to make sure you're not playing with anyone with Disruptor Ammo in that case, because if you accidentally detonate a Tech Burst from the Disruptor Ammo instead of a biotic explosion, you won't get your cooldown back, and you'll be stuck in a pile of enemies with few options other than trying to teleport out of there.
General rule is to take damage bonus, since throw cooldown is ready so low that it's actually not the bottleneck for how fast you can chain BEs.Quick question about the fury:
Is going with a no cool down throw actually as good as it sounds, since you'll be using BE's back to back at extremely close range? Or would you be better of with the extra biotic damage per explosion?
Good to know. I didn't even know ammo could set up combos!
The Asari Adept was my first love, my first favorite class. She's still top three for me (Krogan Sentinel and AIU I find more fun), simply because of the combos. She's got great versatility with the Warp>Throw combo on most things but being able to fall back to the Stasis>Throw on Phantoms or A-Bombs and the like. Yes, the Fury can really wreck with the faster, easier combos but the versatility added with Stasis plus the better dodge (IMO) still makes me like the AA a tiny bit more.
Lol. You've got a lot to learn about this game, then
No offense meant, just... Most comments and replies here probably require a bit more of experience to be fully understood
I had someone tell me in a lobby, full of adepts, that my warp ammo was going to **** up the biotics... I didn't know if he was trolling or serial...
Should have switched to disruptor then, just not to mess things upI had someone tell me in a lobby, full of adepts, that my warp ammo was going to **** up the biotics... I didn't know if he was trolling or serial...
Should have just blasted music through the game... *cough*
That'll teach them.
Good to know. I didn't even know ammo could set up combos!
Disruptor ammo primes for a tech burst on all enemy defences; Incendiary ammo primes for a fire explosion on enemy health and armour; and Cryo ammo primes for a cryo explosion on enemy health only (you also need to wait until the target is frozen solid before detonating).
All those explosions can be detonated with any power that does damage on impact (eg. Incinerate, Throw, Concussive Shot). Powers that don't do any up front damage (eg. Reave, Dark Channel) or no damage at all (eg. Pull, Cryo Blast) can never detonate tech bursts or fire/cryo explosions.
Human adept and Drell adept are amazing. I like the Fury too, but I don't play with her enough to feel as comfortable as the others.
Collector can be fun but is not intuitive at all - you have to break your other adept habits and start fresh. Can be quite powerful though.
The others are fine, though even after playing off and on for years I still haven't unlocked Justicar -.-
They should have a Quarian Adept with only tech powers. It would make about as much sense as the Huntress Infiltrator.
They should have a Quarian Adept with only tech powers. It would make about as much sense as the Huntress Infiltrator.
Because unlike the Quarians, Volus have worlds on which they live without environment suits. Therefore, they can be exposed to eezo.
In a play-through where the Quarians end up living on Rannoch, there's the possibility of Quarians becoming adepts and getting biotics, in the future.
It's very likely that most Quarians who do, would become Sentinels.