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Adept Hcore run - suggestions


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#1
Ticondurus

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Hey guys--

 

Some of you know me from the ME2 message board.  I have a similar question for ME3.  Just started ME3 mainly (just got to Citadel) - but I'm not sure how to best spend points as an Adept on Hcore.  I picked up Dark Channel as bonus power after doing some cursory searching.  And I'm like level 33 now, with level 4 in most things (save Fitness and Dark Channel) with level 5 in Singularity (damage while lifted.)  I put a few into Cluster Grenade but can't remember how good it is (beat ME3 4 years ago and haven't played it since.)

 

Just wondering which powers (and their upgrades) are most effective as an Adept on h-core.  I was dying left and right on Mars with all the enemies at once.  I got a little better after I realized Liara's Stasis works to just stun enemies and got some better cover.  My usual cast a Singularity and then Warp wasn't cutting it (from ME2).  Obviously Pull is more important with those shields on enemies now.  Also, i'm not sure what to do about those grenades thrown at me - all I can do is run but I may be doing it wrong.

 

Anyway, thanks for some tips in advance.



#2
fraggle

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When I played my Adept I went for Energy Drain as a bonus power, makes easy work of the shields and works good on minor enemies too :)

A user from here also recommended using Pull and Throw instead of Singularity and Warp, because it's a lot faster. Can't say I ever regretted doing that, it was really awesome. Since you have Liara on Mars you can hit mooks with her Singularity and either use your Throw on them immediately or just leave them there and do your own combo with Pull and Throw on other enemies.

So these would be my priorities, and do something that fastens cool down, too, like equipping only one weapon (Adept rarely needs weapons in ME3 from my experience).

I ran my Adept with Javik (he pulled, I used Throw) and James. James got squad Incendiary ammo and that got me great combos with Energy Drain as well. You could try out a few things, see what you like, or if you know what squad mates you'll primarily use, you can plan your combos accordingly :)

 

Edit: Oh, and about the grenades, I died quite some times on my first Insanity run from them, but it gets better. Many times you can just roll to a different cover, or if you use both Liara's Singularity and your Pull, you can render a lot of these grenade bastards useless already. Best do so before they throw them. Might take a while, but I guess it will be fine in time.


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#3
UpUpAway95

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As before, I don't have much experience with playing as an Adept, but some general philosophy can be applied.

 

1) With the soldier, who has their own ammo powers, I level up my squad mates so that they don't have squad ammo; but with classes of Shepard that don't have ammo powers, I level up the squad mates that have the ammo powers I really like so that they have squad ammo.  Setting them with their ammo power at the beginning of the mission then gives me access to an ammo power and is, effectively, an upgrade to my weapons.  Having it turned on doesn't affect their powers or my powers in any other way.

 

2) I generally focus squad powers on damage rather than on radius... but that will depend on player style more than anything else.  For myself, I find I get more "bang" for my buck by using combos to affect nearby enemies rather than expanding the radius of the powers in use by themselves.

 

3) Consider using whatever combos can be done with the shortest possible cooldown.  As others have said, this means using singularity and warp less since they have a longer cooldown than pull and throw.

 

4) With different classes, different protection layers become the "nemesis."  Looking at the Adept's spread of skills, I suspect that shields may become more of the problem than armor and barriers... so you may want to respec later on to have Energy Drain rather than Dark Channel.  There is a means to select a different bonus power mid-game available in the med-bay.  It just costs some credits to do it (so you don't have to restart the game if you find you don't like your current bonus power) and if you're not wanting to spend the money on armor and such, you can actually accumulate enough credits to re-spec a couple of different times during the game.  I believe also that the first time is a freebie.

 

5) As mentioned by the poster above, I always carry as few weapons as possible and shoot to keep my weight factor at +200% to shorten Shepard's cool down times as much as possible.  I personally never carry more than 2 weapons (my primary weapon and a backup in case I run out of ammo) and I don't use the upgrades that add 50% weight to the weapons on Shepard.  Since the weight is meaningless to my squad mates, I make them carry the most damaging weapons with the most damaging upgrades and don't care that they are heavy.  Keeping Shepard's weight down means I can almost run with powers only since some of them will reset so quickly they can be fired off in rapid succession.  As I've played more and more, I find that even with the more weapon-reliant classes of Shepard, I'm actually using weapons less and less and less... powers, in general, just do so much more damage over a wider area... taking down groups of enemies more quickly than weapons alone.


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#4
RedCaesar97

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4) With different classes, different protection layers become the "nemesis."  

 

Only the Adept has a "nemesis" protection layer... and with all the weapon and power options available, it is not a nemesis at all. 


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#5
UpUpAway95

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Only the Adept has a "nemesis" protection layer... and with all the weapon and power options available, it is not a nemesis at all. 

 

Well, I guess it's that I have a "nemesis" with some of the classes I've played (depending, of course, who I have with me) - usually it's armor.  Just died twice last night with the brutes in the final battle on earth - soldier class.  My infiltrator had a much easier time (also last night).  I have to say, with all this talk here and your great input, I am planning to start an Adept run (probably after a short break) and be determined to stick with it this time right through all three games.  We'll see how I make out. :)



#6
themikefest

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Choose reave as your bonus power. That's all you need. I only used that one power for an insanity run. The playthrough was easier than I thought it would be. To me, reave is the best power. When I add points to it, I choose it to cover a wider area to effect more enemies at once.


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#7
RedCaesar97

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Before I begin to dispense with advice, I recommend checking out this thread:

 

Mass Effect 3 Single Player: A compilation of strategy guides and discussions compiled by Abraham_uk.

 

From that thread, I highly recommend the following as starting points:

 

General advice:

1. Before importing into Mass Effect 3, I strongly recommend that you load your last Mass Effect 2 save, then use the Normandy research terminal to reset Shepard's powers (but do not spend the points), then make a new save. 

 

This allows you to start Mass Effect 3 with all free points available to spend in whatever powers you want, instead of points already assigned.

 

2. If you import a Mass Effect 2 save into Mass Effect 3, it will start at the same level you finished at in ME2. So for a level 30 import, you will start at level 30 in ME3. You gain one level after completing Vancouver and starting Mars. So on Mars, you can start at level 31. So if you reset all your points in Mass Effect 2 before importing, at the start of Vancouver you will have 60 points to spend (+ 1 point already assigned to the bonus power). At the start of Mars, you can get another 4 points, giving you 64 points.

 

This allows you to max three powers at the start of the game (with a level 30 import). These will be the three most-used powers in the game for you.

 

 

Adept build:

Your basic Adept will always have these two powers:
 
Throw: Force/Radius (I prefer Force for extra damage) - Detonate - Double Throw
 
Warp: Detonate - Expose - Pierce
 
 
Your basic Adept will then have one of the following:
 
Singularity: Duration/Radius (chances are you will never notice a difference; I probably prefer Radius) - Lift Damage - Expand
 
Pull: Radius - Expose - Double Pull
 
Singularity versus Pull: If Singularity misses (enemies can dodge), it will remain active. It will also not disappear if you combo into it (Singularity > Throw for example) so you can theoretically use it to prime multiple detonations with one cast. Singularity will only stagger Cerberus Guardians (and CAT6 Heavies), but Pull can remove their riot shields. Pull also has a slightly quicker cooldown. I think Pull also has a faster projectile speed than Singularity.
 
But Liara's Singularity is instant, also has a very rapid cooldown, and hits behind enemies. Javik's Pull (and Slam) also has an incredibly quick cooldown and is instant-cast. Between Javik and Liara which you can bring with you on almost all missions, you almost never have to use your own Singularity or Pull anyway.
 
 
Rounding out the Adept's talent tree are the passive talents:
 
Fitness: Durability, Barrier Recharge, Fitness Expert
 
Biotic Mastery: Damage and Force, Damage and Capacity, Power Damage
 
For Biotic Mastery rank 6, the evolution that gives you faster cooldowns for successfully detonating biotic combos is kind of pointless since at +200% weapon weight (which you can run most of the game) your cooldowns are already so fast that any further cooldown bonus is not noticeable. I will not bore you with the math here unless you really want to see why I think you will not notice it.
 
 
Other powers:
 
Cluster grenades are good, but ultimately so situational that you end up not using them at all. I would use them only for Atlas mechs or Geth Primes, and generally you just end up forgetting about them anyway. Grenade pickups in single player are fairly rare so you end up hording them and never using them anyway.
 
If you want to use them: Damage - Grenade Count - Damage.
 
You can choose Damage Combo at rank 5 which is also good, but then you only get 4 grenades instead of 6 max, unless you take Inferno Grenades as a bonus power.
 
Shockwave is another power. You will never use it except on off-the-wall Adept builds. Avoid using it otherwise.
 
 
Build strategy:
With a level 30 import, I would focus on:
 
1. Max Singularity/Pull and Throw first. Warp is not needed on Vancouver.
 
2. Max Warp on Mars.
 
3. If you are using Singularity, maybe put 1 point in Pull so you can remove Guardian riot shields yourself.
 
4. Max Fitness.
 
For the Adept, most of your damage is coming from biotic power combos (Warp, Throw, and Pull have evolutions that increase damage taken to enemies, Warp and Throw also have evolutions that give +50% each to biotic combo damage). Therefore, I find it better to have more health and shields on the Adept than power damage or weight capacity. With such low cooldowns anyway with +200% weapon weight (or even +150% or +100% weapon weight), you are spamming a lot of powers.
 
5. Max Biotic Mastery.
 
6. Max your bonus power.
 
7. Dump points into Cluster grenades
 
8. Dump points into Shockwave.
 
 
Bonus powers:
These are the best bonus powers for the Adept:
 

Fortification (Damage Reduction - Power Synergy - Damage Reduction). Always-on damage reduction + extra power damage and force at rank 5. Note that you take about +40% more damage when out of cover, and Fortification can reduce incoming damage by a maximum of -40%.

 

Barrier is biotic and "fits the lore" better on the Adept, but its cooldown penalty is greater and its max damage reduction is less.

 

Defense Matrix (Damage Reduction - Shield Recharge - Damage Reduction) if you want emergency shields. I still prefer Fortification.

 

Warp ammo (Damage - Headshots - Lift Damage). Prime an enemy with a biotic power (Warp on armor for example) then shoot for more damage.

 

Energy Drain (Radius/Damage - Shield Restore - Armor). If you want to deal with enemies that have shields. The Adept should have enough power damage Biotic Mastery so you can take both Radius and Armor evolutions and still fully-strip most shielded enemies.

 

Reave (Radius - Damage Reduction - Damage and Duration) if you want an instant-hit biotic power that adds damage reduction. I still prefer Fortification, but some people prefer Reave.

 

Stasis (Stasis Strength - Bonus Power - Bubble). Mostly an anti-Phantom power. Bubble is necessary to trap Cerberus Guardians in Stasis, otherwise it just dies on their riot shields.

 
Inferno Grenade if you want extra grenades for Cluster Grenades (grenade count stacks, up to 9 total).
 
AP Ammo if you want armor piercing. Good early, but eventually weapon armor piercing mods are better on the Adept.
 
 
 
Dark Channel is rather bad I find. I find it rarely "jumps" to another enemy for me whenever I use it. either the other enemy is too far away (or behind cover or something), or the biotic combo I create with it sends the enemies around it too far away for it to "jump" to another enemy. Therefore, I find the cooldown much too long on Dark Channel to be useful, making my other priming powers or other bonus powers (like Reave) better options.

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#8
RedCaesar97

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Well, I guess it's that I have a "nemesis" with some of the classes I've played (depending, of course, who I have with me) - usually it's armor.  Just died twice last night with the brutes in the final battle on earth - soldier class.  

 

Soldier has it really easy with armor. Incendiary Ammo (specced with rank 6 explosive burst) plus a half-decent gun, plus Concussive Shot (with rank 6 Amplification) can make short work of armor. Shoot > Concussive Shot > Shoot > Concussive Shot = lots of dead Brutes.

 

In fact with Incendiary Ammo and Concussive Shot (with amplification) you can skip the shoot part and just spam Concussive Shot. Very effective.



#9
UpUpAway95

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Soldier has it really easy with armor. Incendiary Ammo (specced with rank 6 explosive burst) plus a half-decent gun, plus Concussive Shot (with rank 6 Amplification) can make short work of armor. Shoot > Concussive Shot > Shoot > Concussive Shot = lots of dead Brutes.

 

In fact with Incendiary Ammo and Concussive Shot (with amplification) you can skip the shoot part and just spam Concussive Shot. Very effective.

 

That may have been my issue with this guy in that I don't have his Incendiary Ammo spec'd at all to rank 6.  I'll maybe re-spec him and redo the last mission to see if that makes a difference there.  Thanks.

 

Great tip about clearing the points for ME2 imports... never thought of that!



#10
Ticondurus

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thanks Red and UpUp.  I think there is plenty of information here for a successful run.  Just a couple of followups:

 

Seems like Javik and Liara seem to be the best squadmates for an adept - I assume this is just because of biotic detonations.  I was thinking that another "pure" class like Engineer or Soldier might be good as well.  Thoughts on this?  Also, I ran Miranda pretty much every mission in ME2, due to her Warp and Overload.  Is Overload less vital in ME3 I take it?

 

And I usually prefer using Singularity myself (mainly cause I'm used to it.) I get the point of Liara's insta-cast though.  I thought it was useful to strip away enemy shields and protection while it just sits there.  And why are Pull/Throw better here? 

 

I guess I'll dump Dark Channel then.  So Fortification is just a "stay-alive" thing, right? If I'm in cover mostly, when would I use it?



#11
Vazgen

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Unlike ME2, Fortification can now be activated and it will stay in effect until you decide to manually deactivate it. So it is essentially a passive damage resistance bonus. It does affect your power recharge speed but with 200% cooldown bonus you won't notice much difference. 

Overload is not required but it is good when some of your squadmates have it - makes it easier to deal with heavy shielded units like Primes and/or Atlas mechs. You can detonate Overload with Warp in order to trigger a Tech Burst which is very damaging against shields. 

Kaidan can be ME3's Miranda, since he has Reave and Overload which allows him to both set up and detonate tech and biotic combos. Soldier squadmates are not very useful for biotics since Soldiers can't detonate biotic explosions. You can, of course, take James, spec his Incendiary Ammo for Explosive Burst, give him Revenant or something like that and grab popcorn watching how he kills everyone himself :) 

My personal suggestion would be to take the Energy Drain and then use Javik + Liara for a ton of biotic explosions. You will be able to remove shields yourself and set up tech bursts and your cooldown speed will be much faster than any squadmate's with Overload.


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#12
Ticondurus

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Thanks Vazgen for your input - if I spec Energy Drain and run with them - is there any challenge to the game? Is it still fun? I dont wanna be too OP (btw I haven't played on Insanity yet)



#13
Vazgen

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Thanks Vazgen for your input - if I spec Energy Drain and run with them - is there any challenge to the game? Is it still fun? I dont wanna be too OP (btw I haven't played on Insanity yet)

I'd say yes, especially on the first run. And if you feel like you are getting too powerful, you can always swap one of the squadmates for a non-biotic which will balance the game again.

Overall, it is quite easy to become OP in this game, but even with the setup that can destroy any enemy out there, there are still areas that will keep you engaged. And you have a lot of options to balance your character. Changing a squadmate or your weapon can really make a difference for your build. For example, you can have 200% cooldown with an SMG. Now add a Claymore to your character and your cooldown speed is actually decreased and you can no longer spam powers one after another.

 

On one of the Adepts I have played, I had kept the cooldown bonus on +52%, used Mattock and Eviscerator, and only leveled Warp with Barrier as my bonus power. The strength of that character lied in his shield recharge speed. He got bonuses to that from armor, Fitness skill, Barrier bonus power and class powers of two squadmates - Javik and Kaidan. That allowed him to almost instantly recharge the shields and continuously apply the pressure. 



#14
Ticondurus

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ty Vaz I'll experiment.  I like to feel powerful, but also i like to die some of the time for the challenge.

 

Does it matter what SMG I use? I remember trying one and the accuracy was horrible and my bullets were just flying everywhere and it was hard to aim.  And does it matter which weapons I equip on my squadmates? (I dont see bonuses for their weapons)

 

Also do u like Pull, Throw or Singularity most? As I said I'm using to casting Singularities and I see the benefits of pull with shielded enemies - not sure why Throw is so good.



#15
Vazgen

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I like Pull and Throw more than the Singularity. Pull with double projectiles and radius evolution still covers a lot of ground and can, like you've said, remove Guardian shields.

I like Throw because it has a very fast cooldown and can serve as a panic button when enemies get close. Quick push of a button and they are sent flying, away from you. With enough force it can even stagger boss enemies which has its uses (though mostly situational). Throw's main strength is its bonus to biotic explosion damage which, combined with its fast cooldown, make it one of the best detonator powers in the game. I do miss the physics effects from ME2 though...

 

The first SMGs are terrible and you only get decent ones near the end of the game. Weapon pack DLC ones are good but I don't have those :D Good thing about ME3 is that you are not restricted to weapon types. You can use an Assault Rifle in place of an SMG and still get the 200% cooldown bonus for certain rifles. Still, most of your damage will come from biotic explosions. You can avoid using weapons altogether :D


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#16
Ticondurus

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I just did the first N7 Cerberus mission and it was pretty hard for me - just after going to the Citadel for the first time.  I reset my powers and tailored them according to Red's suggestions above.  I have Throw, Pull and Warp maxxed now and am working on Fitness.  I dont have a single point in any of the others.  I mapped Liara's Singularity (maxxed) to my left D-pad but it's a bit awkward.  I'm trying to see if I can map it to 'Y' but i dont think I can.  I am used to having Singularity (from ME2) on my 'Y.'

 

Also, I'm a little confused on how to use biotic explosions and such.  I'm used to casting Singularity, then Warp to explode things.  I dont know how to put Throw or Pull into the rotation effectively.  Can anyone offer any help - like whats a good general opening move, then good follow-ups as an Adept? I'm finding combat harder in ME3 than ME2 for some reason (so far.)

 

And should I at least put a single point into Fortification or any of the other powers?  And what should I be speccing into Liara first?  Obviously Singularity - then I wasn't sure.  I did one point in each of them, and am building on her Biotic Mastery.  thanks! 

 

Edit: I just have James as an option now and that might be part of the issue.



#17
Vazgen

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I'm playing on PC so don't know much about mapping on controllers. What you can do is to use Throw as a detonator power and keep Warp as a backup.

After you fully level Biotic Mastery on her, the Singularity will have a very short cooldown and the usage of Pull will become more of a tactical choice. You can immobilize a group of enemies with singularity and then focus on a whole another group using Pull. One note about Liara's Singularity is that it is great against Centurions and Guardians. The first ones are locked in place, constantly staggered while the other ones get lifted (this is different from when Shepard uses Singularity himself). Also, don't hesitate to bring up the power wheel, it will give you time to reassess the situation and apply the correct powers. There is this video that I found helpful back in the days. 

Cerberus Lab mission is quite hard to do early on due to limited squadmate options and not fully leveled powers. Especially with low fitness as it makes you very vulnerable without any saving grace like Tactical Cloak or Biotic Charge. It should become much easier after 1-2 missions :)


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#18
Ticondurus

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ty Vazgen - can u tell me how i should best spec and use Liara? do I use MY warp or HER warp for example? and how can pull be useful if the enemies have shields? ty

:)

 

ALSO can u give me a run-down on best mission-order? I just did that Cerberus lab, EDI came online, then did Pavalen and I think I'll go get Javek.  Anyhow, does it matter? TY again :) :)

 

ALSO # 2 - I was thinking about using Liara and Garrus or Liara and Kaiden -- that bad as an Adept? Only cause I LOVE THEM <3



#19
Vazgen

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Pull can stagger shielded enemies and it can save your hide in a tough situation. Its main advantage is the Guardian shields - it pulls those right out of their arms (in this video you can see me using Javik's Pull to do that, Shepard's Pull works the same). 

As for the build, my suggestion would be the following

 

Shepard:

Warp: Detonate, Expose, Pierce
Throw: Force, Detonate, Double Throw
Pull: Radius, Expose, Double Pull
Biotic Mastery: Damage & Force, Damage & Capacity, Power Mastery
Fitness: Durability, Barrier Recharge, Fitness Expert
Energy Drain: Damage, Drain, Damage
 
Optional
Cluster Grenade: Force & Damage, Damage Combo, Force & Damage
 
Liara:
Singularity: Duration, Lift Damage, Detonate
Warp: Detonate, Expose, Pierce

Pure Biotic: Recharge Speed, Duration & Force, Singularity Recharge

 

Don't forget that Warp acts both as a primer and detonator. In fact, with the above setup, Warp + Throw results in a very powerful biotic explosion due to bonuses from both powers. 

The basic combos can be

Liara's Singularity -> Shepard's Throw/Warp

Liara's Warp -> Shepard's Throw (they can't dodge due to the Warp stagger effect)

Shepard's Pull -> Liara's Warp

Shepard's Energy Drain -> Liara's Warp (detonates Tech Burst on shielded targets)

 

Second level combo (for shielded targets)

Shepard's Energy Drain -> Liara's Warp (detonates Tech Burst and primes for a biotic explosion) -> Shepard's Throw (detonates biotic explosion)


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#20
RedCaesar97

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Liara:

Singularity: Duration, Lift Damage, Detonate
Warp: Detonate, Expose, Pierce

Pure Biotic: Recharge Speed, Duration & Force, Singularity Recharge

 

For Singularity, always take Expand at rank 6 instead of Detonate. (Liara's or Shepard's) Singularity never stays in one spot long enough for detonate to be useful.

 

For Pure Biotic, I take Squad Bonus (+10% cooldown on biotic powers) since it affects Liara's cooldowns -- at least according to the interface -- and so it benefits her Warp cooldown.

 

For her Warp, I tend to flip-flop between Pierce and Recharge Speed at rank 6. With Recharge Speed, you can get her Warp cooldown to under 6 seconds which can be more useful, but I am not entirely sure how much more useful it can be.



#21
Vazgen

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Hmm, in my experience Detonate is quite useful, maybe because I'm using it wrong :) It throws enemies all across the area, separating them from each other. Now that I think of it, I'm not sure why I always have enemies still floating around when it detonates :D

 

I also forgot to mention to switch squadmate outfits. Liara has outfits that increase her power recharge speed.


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#22
RedCaesar97

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I just did the first N7 Cerberus mission and it was pretty hard for me - just after going to the Citadel for the first time.  I reset my powers and tailored them according to Red's suggestions above.  I have Throw, Pull and Warp maxxed now and am working on Fitness.  I dont have a single point in any of the others.  I mapped Liara's Singularity (maxxed) to my left D-pad but it's a bit awkward.  I'm trying to see if I can map it to 'Y' but i dont think I can.  I am used to having Singularity (from ME2) on my 'Y.'

 

Also, I'm a little confused on how to use biotic explosions and such.  I'm used to casting Singularity, then Warp to explode things.  I dont know how to put Throw or Pull into the rotation effectively.  Can anyone offer any help - like whats a good general opening move, then good follow-ups as an Adept? I'm finding combat harder in ME3 than ME2 for some reason (so far.)

 

And should I at least put a single point into Fortification or any of the other powers?  And what should I be speccing into Liara first?  Obviously Singularity - then I wasn't sure.  I did one point in each of them, and am building on her Biotic Mastery.  thanks! 

 

I play on Xbox so I play with a controller.

 

1. You cannot map squadmate powers to LB, RB, or Y. Those are exclusively for Shepard's powers. You have to map squadmate powers to Left or Right on the D-Pad. 

 

 

2. Biotic combos: Hit the enemy with a priming biotic power (such as Singularity, Pull, Reave), then hit the enemy with a detonating biotic power (such as Throw, Warp, or Reave). The priming and detonating powers must be different; Reave > Reave will not detonate but Reave > Warp will detonate.

 

Unlike in ME2 where only Warp would create an explosion, in ME3 all biotic combos create an explosion. This is why Singularity/Pull > Throw is extremely good, especially since most enemies do not have protections.

 

For enemies with protections such as shields or armor (especially armor), using Warp > Throw is good.

 

Once again, see this thread: List of biotic and elemental (tech) combos by Relix28.

 

Biotic powers such as Throw and Warp can detonate tech explosions (Cryo, Fire, and electrical explosions). The biotic power must deal direct force or damage. Throw and Warp deal direct damage and force. Reave deals damage or time -- not direct damage -- so it cannot detonate tech explosions.

 

Tech powers cannot detonate biotic explosions.

 

 

3. For the Adept, if an enemy has only health (red bar), use Singularity/Pull -- either your own or a squadmate's -- then Throw.

 

If an enemy has shields (blue bar), use:

  • Warp > Throw (biotic explosion)
  • Energy Drain/Overload (your own or squadmate's) > Throw (tech burst/electrical explosion)
  • Energy Drain/Overload > Warp (tech burst) > Throw (biotic explosion)

If an enemy has armor (yellow bar):

  • Warp > Throw (biotic explosion) or perhaps Reave > Warp/Throw or Warp > Reave
  • Incinerate/Incendiary Ammo > Throw (fire explosion)
  • Incinerate/Incendiary Ammo > Warp (fire explosion) > Throw (biotic explosion)

If an enemy has barrier (purple bar):

  • Warp > Throw (biotic explosion)
  • Energy Drain/Overload (your own or squadmate's) > Throw (tech burst/electrical explosion)
  • Energy Drain/Overload > Warp (tech burst) > Throw (biotic explosion)

 

Note that only Banshees and Cerberus Phantoms have barriers by default. Some enemies can get barrier when around a Barrier Engine on certain missions. In the Armax Arena (Citadel DLC), most Reaper units can get barriers when using the Enemy Shield Strength bonus modifier.

 

 

3. You can avoid putting points into Fortification, but I usually leave it at 1 point to start (since I respec before starting ME3 which automatically puts 1 point into the bonus power).

 

 

4. For Liara, when I start a new import (typically level 30), I like to put points into her Singularity, Warp (rank 4 Detonate), and her passive. I usually concentrate on her passive since her cooldowns are most important. Ideally I like to have her Singularity, Warp, and passive at rank 4 as soon as possible. Then I look to max her passive before focusing back on Singularity and Warp.


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#23
LineHolder

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Hail Caesar!

 

I like your enthusiastic inputs about playstyle builds. Just two points I wanted to counter,

 

1. I don't recognize Double Throw. On Kalence (I play MP almost exclusively), the rank 6 evos of Throw are 'Force and Damage' and 'Recharge Speed'.

 

2. I used to take 'Damage' in rank 6 of Cluster Grenades, but the extra shrapnel option is actually better. You throw an extra grenade with each cast and actually increase your damage output. With area powers like Reave, it is devastating. Warp + Clusters also has a very strong Biotic Explosion.

 

You should try out MP, I don't see you in that section.



#24
RedCaesar97

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Hail Caesar!

 

I like your enthusiastic inputs about playstyle builds. Just two points I wanted to counter,

 

1. I don't recognize Double Throw. On Kalence (I play MP almost exclusively), the rank 6 evos of Throw are 'Force and Damage' and 'Recharge Speed'.

 

2. I used to take 'Damage' in rank 6 of Cluster Grenades, but the extra shrapnel option is actually better. You throw an extra grenade with each cast and actually increase your damage output. With area powers like Reave, it is devastating. Warp + Clusters also has a very strong Biotic Explosion.

 

You should try out MP, I don't see you in that section.

 

1. Some evolutions of powers are different in single player than they are in multiplayer. 

 

For example, Throw in multiplayer (as you point out) rank 6 has "Force and Damage" as an evolution. In single player, this evolution is "Double Throw". 

Another example is Pull. In single player, rank 6 has a "Double Pull" evolution. In multiplayer, this evolution is "Duration and Combo".

 

 

2. I hardly ever use Cluster Grenades so i will take your word for it. Cluster Grenades are so situational in single player that I hardly ever use them at all.

 

 

3. I play multiplayer occasionally (both on PC and Xbox; currently my Xbox Live Gold subscription has run out). But I am not that good at multiplayer, and so many other people have done a fabulous job of creating guides and helping out other people in the multiplayer forums that I choose not to participate in the multiplayer conversations.



#25
UpUpAway95

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Just dropped into say that all this adept talk has inspired me to start an ME3 adept play through (converting a Shep from ME2, since I don't really have the time right now to start from ME1).  I'm just finished Mars and having a great time so far.  My bonus power is Flare just cause no one mentioned it at all and I had it available from doing Aria's DLC.  It seems to be kind of a shockwave that works on all protection layers - maybe pretty OP, but we'll see.  Not sure yet if it can prime or detonate anything.


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