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Suggestions for Adept - Hcore run


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#1
Ticondurus

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My old topic has morphed so much I thought I'd make a new one.  I appreciate everyone's thoughts and input!! I tried out the Vanguard but that playstyle really didn't suit me.  I prefer hanging back and am more into control.  So, I re-started as an Adept.  I've done Adept on Veteran years ago in ME2, but not on Hardcore.

 

I'm just at the beginning, going after Mordin on Omega, and am dying somewhat often.   I have Zaeed and Miranda at the moment (wasn't sure Jacob's Pull would be redundant with mine.)

 

So, a few pointed questions.  Easy one first:

 

1) what's the biggest difference b/t Hcore and Veteran?

 

Also, 2) which bonus power would you suggest? I got Warp ammo but am regretting it.  Will switch to something else after I get Mordin.  I would get Energy Drain, but, am trying to keep the flavor of the Adept so no tech powers please.

 

3) What should my build look like and where should I invest first (I'm assuming Singularity)

 

4) I'm used to being an Adept in ME1 where Singularity would easily disable a group.  Now with armor and such, it doesn't seem to do anything.  In fact, all my biotics seem much less potent in ME2 vs ME1.  I assume I need a squadmate with Incinerate or something?

 

5) I'm used to letting my allies use powers on their terms, I assume I should disable that and control their powers directly?

 

And any other general tips are welcome - thanks ! :)

 

 

 



#2
RedCaesar97

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Okay, to answer your questions:

 

1. As you increase the difficulty, enemies have more health and armor/shields/barriers, and enemies deal more damage.

 

On Hardcore and Insanity, all enemies get a protection layer (shields, armor, or barriers), except for enemy combat drones and the mechs on Lazarus Station. On Casual, Normal, and Veteran, only elite enemies had a protection layer.

 

For example:

  • Vorcha and Loki mechs have no protection layers on Casual to Veteran, but have armor on Hardcore and Insanity.
  • Collector Drones have no protection layers on Casual to Veteran, but have barriers on Hardcore and Insanity.
  • Geth Troopers and Blue Suns Troopers have no protection layers on Casual to Veteran, but have shields on Hardcore and Insanity.

Elite enemies -- such as Blue Suns Legionnaires, Collector Assassins, and Geth Hunters -- have protection layers on all difficulties.

 

Super Elite enemies or boss-type enemies -- such as YMIR mechs, Geth Primes, or Harbinger -- have two protection layers on all difficulties.

 

 

2. Best bonus powers for Adept:

  • Energy Drain (to deal with shields)
  • Stasis (1 point) to help with YMIR mechs and some other enemies occasionally
  • Warp Ammo for the extra damage to enemies lifted by biotics

 

I prefer 1-point Stasis.

 

Warp Ammo deals extra damage to enemy health, armor, and barriers, up to +50% of base weapon damage (Heavy Warp Ammo). That listed damage is doubled when hitting an enemy lifted by biotics (+100% for Heavy Warp Ammo for example).

 

 

3. I will deal with this in my next post.

 

 

4. Biotics such as Pull, Singularity, and Slam will not lift enemies that still have protection layers (shields, armor, or barriers). But they will stagger enemies. Singularity in particular can hold an enemy in place while they have protection layers and will drain the protection off over time.

 

Most powers with a crowd-control aspect will not work on enemies with protections. For example, Pull will not lift enemies, Cryo Blast or Cryo Ammo will not freeze enemies, AI Hacking will not hack mechs, and so on.

 

I may deal with this topic in my next post.

 

You may choose to bring along squadmates that can deal with protection layers. Miranda has Overload (shields) and Warp (armor and barriers) for example. Mordin has Incinerate. A lot of squadmates have Overload. Tali can learn Energy Drain(shields), and Samara has Reave (armor and barriers).

 

As an Adept, I prefer Miranda for her Warp to detonate Warp bombs so I can continue shooting or setting up another biotic combo or just controlling the enemies with another Pull. I like using both Miranda and Thane together actually. 

 

NOTE: By default, Warp has a 12-second base cooldown on squadmates, but Unstable Warp has a 9-second base cooldown on squadmates.

 

Good squadmates for an Adept (no particular order):

  • Garrus (Overload)
  • Miranda (Overload, Warp)
  • Thane (Warp, Throw)
  • Jack (Pull)
  • Jacob (Pull, Incendiary Ammo)
  • Samara (Pull, throw, Reave)
  • Morinth (Pull, Throw, Dominate)
  • Mordin (incinerate)

Only occasionally useful for an Adept:

  • Zaeed (Disruptor Ammo for synthetics and overheating enemy weapons)
  • Tali and Legion (AI Hacking for Geth)
  • Kasumi (Flashbang) Note that her cooldown in her passive does not work

Forever useless to everyone:

  • Grunt

 

 

5. NEVER LET SQUADMATES USE THEIR OWN POWERS OF THEIR OWN FREE WILL!!!

 

Always... and I do mean always -- set  squadmate power usage to manual so you can control when and how they use their own powers. 

Note that squadmates will always automatically use the defensive powers Fortification (Grunt), Barrier (Jacob), and Geth Shield Boost (Legion). This makes them useless in combat. This is why completing Lair of the Shadow Broker to get access to the squadmate power reset terminal is important.


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#3
RedCaesar97

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BUILDING THE ADEPT

 

For the most part, AverageGatsby's advice in his guide Adepting through Insanity still stands, although some of the specifics have changed a bit.

 

Assuming you are importing a level 50-59 Shepard from ME1, you will start ME2 at level 3, giving you 4 points to spend. I would put 2 points into Warp and 2 points into singularity.

 

Level 3 Adept:

2 - Warp

0 - Throw

2 - Singularity

0 - Pull

0 - Shockwave

0 - Biotic Mastery

1 - Bonus power

 

 

After Lazarus station, after tolking with The Illusive Man for the first time, you will hit level 4 and gain 2 more points. I would put 1 point into Throw and 1 point into Singularity.

 

Level 4 Adept:

2 - Warp

1 - Throw

2 - Singularity

1 - Pull

0 - Shockwave

0 - Biotic Mastery

1 - Bonus power

 
At level 4, you now have all your base powers ready for use. This allows you to control, combo, and kill enemies more quickly and efficiently.
 
 
From level 4, build out the Adept like this:
1. Max Biotic Mastery into Bastion (more duration).
 
2. Max Singularity into Heavy Singularity (more duration). This differs from AverageGatsby who used Wide Singularity. The popular opinion on Singularity evolutions changed sometime after he wrote his guide. The view is that Heavy Singularity will hold a single enemy for longer, and that Wide Singularity will disappear too quickly if too many enemies enter it radius.
 
3. Max Warp into Heavy Warp. Good for dealing with enemies with elite barriers (Collector Assassins/Guardians, Harbinger) or armor (YMIR mechs, Krogan, some boss-type characters, Scions). Can also kill enemies when used to Warp-bomb.
 
4 Max Pull into Pull Field (3m radius). This is useful when using Mordin's Incineration Blast (3m radius) or Area Overload (3m radius) to strip enemy defenses, or if you shoot protections off or enemy protections are blown off by a Warp bomb.
 
4. Max Throw into Heavy Throw. Throw is best used for as a combo finisher to send enemies flying off the map, best used on enemies lifted by Pull or Singularity.
 
 
Level 30 Adept (with Stasis bonus power):

4 - Heavy Warp

4 - Heavy Throw

4 - Heavy Singularity

4 - Pull Field

0 - Shockwave

4 - Bastion

1 - Stasis

 
 
Adept Build Variations:
 
Warp Ammo Adept:
4 - Heavy Warp
1 - Throw
4 - Heavy Singularity
4 - Pull Field
0 - Shockwave
4 - Bastion
4 - Heavy Warp Ammo
 
 
Energy Drain Adept:
4 - Heavy Warp
1 - Throw
4 - Heavy Singularity
4 - Pull Field
0 - Shockwave
4 - Nemesis
4 - Area Energy Drain

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#4
Ticondurus

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Thanks Red, as always, for your thoughtfulness and detailed answers.  I have a couple of follow-up questions.

 

I understand now to turn off auto-power usage on squadmates (probably messing me up for a while now.)  But, I didn't understand about why the LofSB squadmate reset terminal was important for them.  And, on that note, when does Sheperd gain access to a reset of his points?

 

If an enemy is right on my toes, what should I do? I had some mech dogs on me and couldn't figure out how to deal with them.  And, just checking, is Barrier bad for a bonus talent? I see the usefulness of Stasis.  I read somewhere that Stasis plus Singularity might be good.

 

And, I'm trying to understand the "usual" tactic of a biotic.  In my mind, I was thinking an AoE Incinerate (armor) followed by an AoE Overload (shields) then my Singularity would be most effective.  Just for clarity, Singularity is useful even if enemies have Armor then? Obviously it doesn't pull them up in the air until it's just their health.

 

And Pull vs. Throw.  Throw seems more useful to me as you don't want enemies getting close.  AoE Pull is kinda like a mini-Singularity I assume?  So, if enemies have armor, it just staggers them?

 

And lastly, of my powers - which combo with Warp? 

 

P.S. I think I'll go with your top build.



#5
RedCaesar97

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Playing the ME2 Adept:

 

On Hardcore and Insanity, it is important to really utilize your own skills and squadmate skills to get the most out of the Adept. And when you do, it can be really fun and extremely deadly.

 

A lot of players coming from ME1 complain(ed) about the protection system in ME2 and how it 'gimped' biotics and how the Adept was 'gimped' or useless or some such nonsense. This of course completely ignores several points:

  • All classes have to deal with defenses in some way. All classes have crowd control powers (ammo powers or cast-able powers) that do not work on protection layers. 
  • Biotics were overpowered in ME1 and therefore only seem useless by comparison in ME2. 
  • Powers that made the transition from ME1 to ME2 were nerfed in some way, mostly by radius. (No more 8+ meter radius). Some powers never made the transition (you will be missed Immunity).

 

Those that learned the new game mechanics soon learned how to use them to great effect. Here are some tips to help you out.

 

Using Singularity:

Singularity is your signature power. It should be your first power to cast when you start a fight. When enemies have protection layers, it can actually hold them in place, draining their protection layer over time. (All powers deal damage to protection layers, even if it is a small amount of damage. Singularity will deal damage over time to protection layers since it constantly deals a small amount of damage to protections as long as it is active and holding the enemy in place).

 

You should throw a Singularity on the most dangerous enemy. This is either an enemy that is moving towards your position (like shotgun-wielding enemies or LOKI mechs). Note that Varren and Fenris mechs with armor will run through Singularity unimpeded. YMIR mechs and Pretorians will not be affected by Singularity either. Stasis is a good choice for YMIR mechs if you get into a tight spot.

 

When the enemy is being held, the enemy's protection layer will slowly drain. When it is completely gone, the enemy will be lifted by the Singularity (if still active), setting the enemy up for a biotic combo.

 

After using Singularity:

1. After placing a Singularity, you will want to shift focus to another enemy, if more than one enemy is active.

 

2. Use guns or squadmate powers to remove protection layers.

 

3. Use your Pull on the second enemy. If Singularity is still holding the first enemy, then you have just disabled two enemies.

 

4. You can use Warp (or a squadmate Warp) to create a warp bomb, damaging or killing the enemy or all enemies in the blast radius. Or, use throw to throw the Pulled enemy off the map. 

 

 

This is why the Adept can be dangerous especially with squadmates. You catch an enemy in a Singularity. You then strip defenses and disable another enemy with Pull, then use Miranda/Thane's Warp to kill/damage him. If he is close enough to the enemy caught in singularity, the Warp-bomb can strip the remaining defenses off the guy, lifting him in the singularity, setting him up for another combo with Warp or throw.

 

 

Biotic combos;

In ME2, biotic combos come in two flavors:

  • Warp bombs (Singularity/Pull/Slam > Warp)
  • Physics combos (Singularity/Pull/(Slam) > Throw/Shockwave/Charge/Slam)

Enemies lifted by biotics (affected by Singularity, Pull, or Slam) take extra force and damage.

 

aWarp bombs blows up the lifted target for damage and force, and enemies within the blast radius also take damage and force. Lifted enemies (not just the lifted enemy hit with the Warp) will take more damage and force.

 

Physics combos are good for sending enemies off the map with greater ease. Pull + throw is particularly deadly and is your fastest cooldown combo (3-second base cooldown for both Pull and throw). This is why it is best to leave Singularity > Warp for clustered groups of enemies that are nearly dead. Using a Pull > Warp is preferred.

 

Using a Warp bomb is best for clustered enemies. Physics combos (particularly Pull > Throw) is good for single enemies in wide open spaces.

 

 

And don't forget that lifted enemies also take double damage from weapons, so you can shoot them dead faster as well.


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#6
RedCaesar97

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Thanks Red, as always, for your thoughtfulness and detailed answers.  I have a couple of follow-up questions.

 

I understand now to turn off auto-power usage on squadmates (probably messing me up for a while now.)  But, I didn't understand about why the LofSB squadmate reset terminal was important for them.  And, on that note, when does Sheperd gain access to a reset of his points?

 

If an enemy is right on my toes, what should I do? I had some mech dogs on me and couldn't figure out how to deal with them.  And, just checking, is Barrier bad for a bonus talent? I see the usefulness of Stasis.  I read somewhere that Stasis plus Singularity might be good.

 

And, I'm trying to understand the "usual" tactic of a biotic.  In my mind, I was thinking an AoE Incinerate (armor) followed by an AoE Overload (shields) then my Singularity would be most effective.  Just for clarity, Singularity is useful even if enemies have Armor then? Obviously it doesn't pull them up in the air until it's just their health.

 

And Pull vs. Throw.  Throw seems more useful to me as you don't want enemies getting close.  AoE Pull is kinda like a mini-Singularity I assume?  So, if enemies have armor, it just staggers them?

 

And lastly, of my powers - which combo with Warp? 

 

P.S. I think I'll go with your top build.

 

To answer your second set of questions:

1. Resetting Shepard's points. After completing Horizon, the research terminal will unlock the ability to reset your talent points. A bit of a pain that it is not unlocked from the start, but you can hit Horizon pretty early.

 

2. If an enemy is right on your toes: melee, shoot, throw, squadmate powers... whatever it takes to get them off of you. for 'dogs' like Fenris mechs and Varren, shoot their armor off, then use Pull or throw. If they are right on top of you, back off and melee, or use Warp and then squadmate control powers (like Pull or concussive shot or something) to knock them down.

 

Stasis also works if you access to it.

 

4. Barrier is okay on  Adept I suppose as an emergency 'oh crap' button, but I feel there are better powers. It's not useless and you can certainly make it work. You can try it out yourself. Choosing new bonus powers is actually pretty cheap at the research terminal. Save before a mission, try it out, then reload the save when you need to.

 

5. Singularity is useful even if enemies have protections since it can hold them in place with constant stagger and drain their protections. Like the engineer's combat drone, Singularity is best used to compliment your other powers instead of dominating the playstyle.

 

I discuss the playstyle above in a previous post (that I had been writing when you wrote your second set of questions.)

 

I have some Adept videos on my YouTube channel, but I am not sure how useful they are. I think AverageGatsby covered it pretty well if I recall.

 

6. Throw is a good finishing power, but generally Pull is better for disabling. I tend to use throw as a combo finisher or if I can knock an enemy over the ledge with it. 

 

7. As I also mentioned previously, Singularity, Pull, and Slam (lift duration only) will prime enemies for a Warp bomb. Pull and Singularity are also good for setting up Throw combos. It is always fun to throw enemies into the statosphere and off the map.

 

 

 

Also of interest: how much health/defenses enemies ACTUALLY have (biotics AREN'T gimped) by sinosleep.


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#7
RedCaesar97

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(I have been thinking for a while about creating a beginner's guide to the ME2 Adept, but I feel it covers the same ground as AverageGatsby and he did it much better than I ever could.)

 

 

Also, you may find sagequeen's ME2 Adept guide to be useful. She did a great job on it.



#8
cap and gown

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RedCeasar is an expert on this stuff, but I still go my own way when playing an Adept which is my favorite class in ME2.

 

Since I play on the xbox and only have 3 hotkeys, leveling up to have 4 or 5 powers available to me is very low priority. I prefer to use the hotkeys rather than constantly bringing up the power wheel. To start with, then, I prioritize Biotic Mastery for the cool down reduction, and Singularity in order to increase the hold duration. Warp is a lower priority because I would prefer to have Miranda (and later Thane) being the ones to cast Warp. Throw is good to have for Physics combos, but it is often competing with my bonus power, which is often Energy Drain, for a hotkey spot. One potential combination of powers and hotkeys is Singularity (this is hard coded to the Y button on the xbox), Pull and Throw.

 

Since I am not as good as other players, such as RedCear, my playstyle also differs in that I tend to emphasize Singularity to disable and destroy one enemy at a time. Sometimes, like on Collector missions, I can get into the habit of disabling Harbinger with Singularity and then turning to other enemies and dealing with them through Pull combos, but generally I am pretty focused on one enemy at a time. (Like I said, I am not very good at this stuff.)

 

I have an Adept Insanity playthrough up on youtube that you might find of interest. I try to provide extensive commentary on how I am leveling up Shepard and my squad mates.


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#9
Ticondurus

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Ok thanks Red I understand the goals and abilities of a Biotic better.  Some follow-ups to you or anyone:

 

Do you prefer Heavy or Unstable for squadmate's warps? I am assuming Unstable due to the shorter cool-down.

 

What kind of gear is best for a Biotic? Those that shorten cool-downs?

 

If I bring Mordin along, is his Cryo-Blast useless?  I assume it kinda achieves the same thing as Singularity?

 

Why is the LotSB squadmate reset terminal useful? You mentioned it in the first post.  Besides the obvious answer I mean.

 

And, which kind of weapon would you suggest?  I will check out those other guides - you could almost write one from your answers in this post! :)

 

Lastly, this is a future-question.  I played ME3 only once (lol as an Adept) - but on Veteran.  I think the combos get better in ME3 and a Biotic's general power-level is better, if compared to ME2? Of course I'll be doing Hardcore this time around when i get there.

 

EDIT: Btw Cap and Gown I'm also on the 360 - and thank for your input.  I haven't hot-keyed in previous playthroughs, but I will this time.   I guess with the Sheperd re-spec which becomes available later, I can check out multiple ways of playing it.  Can I ask which squadmates you prefer as an Adept?



#10
cap and gown

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Miranda is a go-to squad mate for any class because she has both Warp (anti-armor, warp explosions) and Overload (anti-shield). For an Adept she is particularly good for Warp explosions, so that is her power that I usually map to the dpad.

 

I also like Mordin for for Blood Pack missions. So, for instance, on the Archangel I like a Miranda/Mordin team. I also use a Miranda/Mordin team on the Warlord mission. In that case I am using Miranda for Overload mostly and Mordin for incinerate against the Krogan and Heavy mech at the end.

 

Garrus is a good, general purpose squad mate - good with his weapon, and a more powerful Overload than Miranda due to his class power. So on the Convict mission I tend to favor a Garrus/Miranda combo.

 

Samara with area Reave is good against Collectors and on the Reaper IFF mission.

 

A Thane/Miranda pairing is great for lots of explosions and for missions with lots of barriers, such as Samara's recruitment mission and Collector missions.

 

At lower levels (say level 7-12) Kasumi's Rapid Shadow Strike is good for one-shot kills against unprotected basic level enemies. At higher levels (say level 17+) I would switch her to Deadly Shadow Strike and aim her at elite level enemies since Shadow Strike's damage is doubled against shields/armor/barriers.

 

I would not suggest Barrier as a bonus power. I have seen it used as a panic button by some players, but it seems to me that using a medi-gel would be preferable, since the cool down time on medigel is much, much shorter and it will completely restore your shields once you have the third upgrade. I very much dislike the 12 second cool down on any and all of the protective powers.


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#11
RedCaesar97

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1. I prefer Unstable Warp on squadmates since it cools down faster (9 seconds versus 12 seconds).

 

2. Use whatever gear you want. I generally go with whatever looks good. Maybe some power damage to increase Warp damage, or health gear so I can stay out of cover a bit longer.

 

There is only one piece of gear that supposedly decreases your cooldown (archon visor, -5% cooldown), but it does not work.

 

3. Mordin's Cryo Blast is not useless; at rank 4 its cooldown drops from 9 seconds to 4.5 seconds. But Cryo and biotics tend to be a bad mix with the Adept. I tend to use his Incinerate with the Adept.

 

4. The Squadmate Reset Terminal is absolutely needed to remove the automatic point from a lot of squadmate bonus powers. A bunch of squadmates have useless bonus powers, like Thane's Shredder Ammo, or Garrus's AP Ammo. Best to spec out of it and into the more useful powers. 

 

5. Are you asking about bonus weapon (assault rifle, sniper rifle, or shotgun)? I prefer assault rifles or shotguns on the Adept. 

Generally I like assault rifles -- Vindicator actually -- on the Adept as a backup weapon to the Carnifex and my SMG (Shuriken or Tempest). Shotguns are good if I want to close-quarters fighting; I like the Eviscerator on the Adept.

 

6. Combos get easier in ME3, can be primed and detonated on protections (protection system in ME3 is more like ME2 veteran at all times). All biotic combos in ME3 are biotic explosions, which I rather hate. 

 

7. As an Adept, I like Miranda at all times, but I may switch her out for Thane occasionally. I actually like using both Miranda and Thane but I generally do not have much chance to run that combo.

 

As a secondary squadmate early game (pre-Thane, non loyalty missions), I like to use Jacob or Jack or Garrus. Jacob because I have no choice, Jack because she can get a Pull Field on a quicker cooldown for added crowd control, or Garrus for Area Overload.

 

On loyalty missions, you are not given a choice over your second squadmate.


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#12
capn233

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You can't go wrong with stripper squadmates* with an Adept, although others that can contribute to warp bombs work as well.  Miranda is the only one that does both with any consistency, especially factoring for the low incidence of enemies with barrier.

 

Personally I would rank Zaeed about even with Grunt as far as usefulness, as both really just give you squad ammo plus Concussive Shot, the latter of which is a bit underwhelming in ME2.  Although both ammo powers can grant some crowd control against the appropriate enemies, that's the Adept's strongsuit to begin with and I find it a bit redundant.  Moreso when you consider that some squadmates how powers that can both defense strip and CC (Overload and Incinerate).

 

*There was already a lot of good information in the thread, and I mainly just wanted to reply to talk about stripper squadmates.


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#13
Ticondurus

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What's a stripper squadmate? :P  I assume someone that removes protection from enemies?

 

You guys have given me a lot to think about.  Hardcore has been really challenging for me so far with the few characters I've tried.  I really wanna make it work as the Adept as I enjoy that class the most (space wizard ftw - usually play a ranged Mage in fantasy games so it gels well for me.)

 

capn323 do u like Stasis as the bonus power for an Adept?

 

I really wanna use Garrus and Tali (well, anyone from ME1) - I guess for nostalgia reasons.  I do like Mordin a lot though, but I know he's not as useful to an Adept.  I guess I'll give Miranda a little more love (evil Cerberus! haha.)  I've always played as gay characters so her sexiness doesn't work on me as much.  ;)  Too bad Grunt isn't useful - he's so cool  :(

 

P.S. Is Shockwave EVER useful? What a waste if not.



#14
MichaelN7

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I like Red's remarks as well, but to answer your Shockwave question...

 

As a Vanguard/Sentinel attempting an Insanity run, I know a bit about the biotics.

Shockwave, I've found, is not about damage in-and-of-itself; it's the force and knockback, the stagger it inflicts on those it hits.

 

I like to use Shockwave to create openings, either for weapons-fire or to allow squadmate's an opportunity to use one of their powers.

While it's obviously more damaging to unprotected enemies and adds the "ragdoll effect", using it on an enemy that has full armor is very helpful in getting rid of said armor, because while they're stumbling backward, you can empty an entire Eviscerator clip into them.

 

As for you, an Adept, Shockwave is gonna be your "distance" card, a means to keep enemies away from you, given your preference to stay back in a firefight, anything that stops enemies from getting into melee range will be very useful to you.

An added benefit is that you don't HAVE to upgrade it to Rank 4, you can stop at Rank 3, which gives you the maximum number of detonations (12).  Rank 4 can either make each detonation stronger or cover more area, but early game you can save those four points for something else.

Overall, it's great for when enemies are in a line and is a good follow-up to Singularity.



#15
UpUpAway95

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What's a stripper squadmate? :P  I assume someone that removes protection from enemies?

 

You guys have given me a lot to think about.  Hardcore has been really challenging for me so far with the few characters I've tried.  I really wanna make it work as the Adept as I enjoy that class the most (space wizard ftw - usually play a ranged Mage in fantasy games so it gels well for me.)

 

capn323 do u like Stasis as the bonus power for an Adept?

 

I really wanna use Garrus and Tali (well, anyone from ME1) - I guess for nostalgia reasons.  I do like Mordin a lot though, but I know he's not as useful to an Adept.  I guess I'll give Miranda a little more love (evil Cerberus! haha.)  I've always played as gay characters so her sexiness doesn't work on me as much.  ;)  Too bad Grunt isn't useful - he's so cool  :(

 

P.S. Is Shockwave EVER useful? What a waste if not.

 

Hardcore and Insanity are most challenging at the beginning of the game... regardless of whatever class of Shep you're using.  I still die multiple times in the first half of an insanity run no matter what class I use (I'm not into the Adept so I don't have any specific advice.).  However, by the end of the game on Hardcore or Insanity, it really does seem to get a whole lot easier.  So, just stick with it and don't sweat the deaths.

 

Shockwave can shine on lower difficulties during the collector ship and final mission - knocking entire groups of collectors off the platforms in one hit.  At the higher difficulties, IMO, not so much... mostly because, like other biotic powers, it can't be used until the protection layers are stripped.  That's why "stripper squadmates" start becoming so important.  In insanity, I use Miranda a lot regardless of class.



#16
Ticondurus

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Update: I got Garrus and Mordin, and I'm doing better.  I still die some but that's ok - good to be some challenge.  About to get Biotic Mastery which should help a lot.  Gonna get Kasumi next I think.

 

I guess I'll hold off on Shockwave for now - at least until I can re-spec my Shep.  I got Stasis as my bonus talent, but have been greedily eyeing Energy Drain and it's usefulness but - trying to stay true to a Biotic.

 

I guess I could bring Jack along and try her Shockwave with my abilities and see what I think...

 

P.S. How do u guys tackle mission order in ME2? I've read going to Kasumi early is good for some weapon upgrades, which I will do.  Otherwise, it doesn't matter too much, right? At least, your recruiting order?



#17
RedCaesar97

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P.S. How do u guys tackle mission order in ME2? I've read going to Kasumi early is good for some weapon upgrades, which I will do.  Otherwise, it doesn't matter too much, right? At least, your recruiting order?

 

For the Adept, I do the following (post-Freedom's Progress):

1. Mordin recruit, to unlock the Research terminal

2. Archangel recruit, to get the second SMG damage upgrade (unlocks the SMG Shield Piercing upgrade; super-important)

3. Three Firewalker missions (Rosalie > Volcano > Dig Site), to get the biotic damage upgrade at the end.

4. If I do Kasumi's loyalty mission early as an Adept, I do it now. The Locust SMG is nice, but I actually prefer the Shuriken and Tempest SMGs nowadays.

5. Jack recruit for the Damage protection upgrade and Jack squadmate

6. Okeer recruit (Grunt recruit), because this mission does not provide anything useful to the Adept so I do it last.

7. Horizon!

8. Buy star charts on Illium > go to Canalus (N7: Anomalous Weather) to get a third damage protection upgrade.

9. Thane, for a second Warp-bomber.

10. Some side missions (remaining firewalker, Normandy Crash Site) to unlock Disabled Collector Ship.

11. Collector Ship! Get my bonus weapon

12. Lair of the Shadow Broker.

13. remaining loyalty and recruitment missions

14. Overlord.

15. Derelict Reaper (Reaper IFF)

16. Legion loyalty if I activate it.

17. Suicide mission

18. Arrival.


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#18
cap and gown

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Well, since I prefer the Locust, I do Kasumi's mission as my first mission after Freedom's Progress. Then Mordin. Then, depending on how many points I need to the next level, Firewalker, or perhaps Zaeed and then Firewalker. Then Archangel. Then it might be a few more side missions for some more XP. After that, I might do Grunt or Jack next. This is variable.


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#19
Ticondurus

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thanks guys! your help has really made a difference.  Keep you updated to my progress. I didn't realize different SMGs did different things.  I assume the SMG is the best weapon for Adepts? (upgraded I mean)

 

Which Heavy Weapons do u guys prefer? Been just using the starter one and haven't researched any.  I also have the Collector beam weapon unlocked.



#20
UpUpAway95

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thanks guys! your help has really made a difference.  Keep you updated to my progress. I didn't realize different SMGs did different things.  I assume the SMG is the best weapon for Adepts? (upgraded I mean)

 

Which Heavy Weapons do u guys prefer? Been just using the starter one and haven't researched any.  I also have the Collector beam weapon unlocked.

 

I tend to try to get through most of my playthroughs without using the heavy weapons.  The only mission where I do use one with regularity is the Smuggled Cargo mission on Daratar where the M-77 Missile Launcher is the easiest way to ensure that you can gather all 20 crates (which makes the mission give you max. creds).  If I have to pick one favorite HW for the rest of the game, it would be the Collector Particle Beam followed by the Cain.  I don't really like the Avalanche and seldom, if ever, bother to research it until the very end of the game when the Completionist in me takes over and I do it just to clean everything up.



#21
cap and gown

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The Cain can be used on the final segment of the Reaper IFF mission to kill the Reaper Core in one shot and not have to deal with all the husks that keep popping up when the core closes after taking some damage.

 

The Cain can also be used on the final segment of Tali's loyalty mission to end the fight instantly. Simply begin charging up the weapon just before opening the door, let it charge a bit more, then get into a position where you can shoot the far wall. It will wipe out all the Geth in the room. (Be sure to aim at the far wall. If you aim at one of the geth the back-blast will kill you too!)

 

I have also used the Cain on the Convict mission. You can use it to kill the second YMIR mech before it wakes up by aiming it at the wall behind the mech as long as you do not advance far enough to activate the mech. Or you could use it to one-shot Warden Kuril after you have taken down the shield generators protecting him.

 

The rocket launcher is good on the Archangel mission. You can use it to take out the Pyro Vorcha that hides around a corner as you go down the narrow hallway. It will shoot around corners and kill off those Vorcha there. Just check your radar to make sure the red dots are gone before going around the corner yourself. You can also use it on Tarak's gunship.

 

The grenade launcher, however, is usually better than the missile launcher.

 

I don't use the particle beam at all. And I am not sold on the Avalanche. Indeed, I tried out the Avalanche on the Disabled Collector Ship and it actually caused me a problem when it froze the Collector I shot at who then fell over and turned into Harbinger. Since I couldn't see Harbinger while he was frozen on the ground, while I was waiting him to pop up and start casting warps at me, I lost valuable time in trying to deal with the Scion who was shooting at me. If you use the Avalanche, I suggest saving it for YMIR mechs, though I feel the grenade launcher would serve you better.



#22
cap and gown

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Some more thoughts on heavy weapons:

 

The Arc Projector is good for dealing with Husk Hordes. In particular, the final courtyard on Horizon is a good play to pull out the arc projector since it will strip multiple husks with each shot allowing you to set up a Singularity as an effective blocking/execution point and to use Throw to kill off other husks that avoid your Singularity. It will also damage the Scions at the same time.

 

One place I always use the arc projector is during the husk rush during the suicide mission. Stand out of the Scion's LoS and keep shooting the husks to strip them while your team mates (Both Samara and Thane with Area Throw work well here) kill them with short cool down powers.



#23
Ticondurus

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Oh man, guys I need help! At the end of the Kasumi mission - with the damn gunship.  I keep dying!!! Like, I'll fight off 4 waves of dudes with her, but then I just get overwhelmed.  Help!!! So I'm Biotic and I have Kasumi only to help...



#24
RedCaesar97

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thanks guys! your help has really made a difference.  Keep you updated to my progress. I didn't realize different SMGs did different things.  I assume the SMG is the best weapon for Adepts? (upgraded I mean)

 

Which Heavy Weapons do u guys prefer? Been just using the starter one and haven't researched any.  I also have the Collector beam weapon unlocked.

 

SMGs are anti-shield/barrier weapons. Pistols are anti-armor weapons. The SMGs are pretty balanced. Most players seem to prefer the Locust, which has a small damage multiplier against armor, plus it is extremely accurate and deals the most damage per shot. I actually prefer using the Shuriken or Tempest nowadays, so much so that I find the Locust awkward to use at times. I tend to prefer the Predator pistol unless I take Assault Rifles (Vindicator) as a bonus weapon, in which case I switch to the Carnifex. I never liked the Phalanx.

 

As for heavy weapons, I tend to use specific weapons for specific missions. I rarely use heavy weapons.

 

I use the Grenade Launcher versus Tarak;s gunship when recruiting Archangel.

I like to use the missile launcher to save all twenty crates against the three YMIR mechs (to cheese the mission).

 

I actually tend to bring the missile launcher with me a lot of places as an Adept since I sometimes knock enemies into weird spots where I cannot reach them and need to kill them to proceed.

 

I like to use the Avalanche on the Disabled Collector Ship so I can get past the platforms easily. I have never been good at that part.

I like to use the Cain on the Reaper Larve and the Scion at the end of the Long Walk (biotic bubble), and on the final boss of Overlord.

I like to use the Arc Projector on the 'Defend the Terminal' part of Legion's loyalty mission so I can remove all the geth shields while they are still down below in the server room.

 

I never use the Collector Particle Beam because it sucks.

I do not have the black hole gun (whatever it is called).


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#25
UpUpAway95

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Oh man, guys I need help! At the end of the Kasumi mission - with the damn gunship.  I keep dying!!! Like, I'll fight off 4 waves of dudes with her, but then I just get overwhelmed.  Help!!! So I'm Biotic and I have Kasumi only to help...

 

For the first part of the sequence at least (before Kasumi disables the shields) focus mostly on the soldiers and largely ignore the gunship.  It's going to keep coming back on you with shields restored anyways.  Do not burn up your HW ammo - save it for later.  Stick to cover, try to get Kasumi to stay in cover (not an easy task) and focus on the mechs first since they will come right in on you.  The mercs themselves will stay out at a bit of a distance, allowing you time to whittle them down. 

 

After you get to the cutscene where she takes down the gunship's shields, switch your primary focus to the gunship.  As groups of mercs spawn, quickly take out the mechs (again, since they will come right in on you) and pretty much just ignore the mercs.  Kasumi will take out some on her own but the key here is to down the gunship as quickly as possible since the groups of mercs will stop spawning anew once the gunship is down.  Until the last merc falls in each group, a new group of mercs won't spawn, so it's actually better the longer that last merc stays standing anyways.  Also, pay attention to the alarm sound and the flashing red lights, as this will alert you as to when and where a new group of mercs will spawn.  After you down the gunship, you only have to clean up any remaining mercs.

 

If you're using a HW that needs to charge, first watch the fire pattern the gunship uses and then time your attack so you don't just get wiped out as you're charging your HW.  (As I said, I tend to not use HWs, so this timing of my attacks on the gunship during the lulls in its fire is even more critical since the battle gets lengthened out by not using a heavy weapon to take the gunship down more quickly.)  Regular ammo is not an issue... there's plenty around and it will keep respawning during the battle.  The adept's biotics probably don't help a whole lot with this since the mercs aren't the issue.  You can use your stasis to good effect though to stagger/slow down the mechs if you're getting overwhelmed.

 

BTW - I just had a though... I think I like the Particle Beam best as HWs go... because it sucks.  I have managed to eventually take the Reaper Larvae down with just a pistol in Insanity... it was fun!


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