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Adept Hcore run - suggestions


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#26
Vazgen

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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.

It can detonate :) Not prime, but who needs to prime with all that damage it causes :D The only drawback to it is a slow cooldown though I haven't tried it with 200% bonus... 



#27
RedCaesar97

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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.

 

 

It can detonate :) Not prime, but who needs to prime with all that damage it causes :D The only drawback to it is a slow cooldown though I haven't tried it with 200% bonus... 

 

in my opinion, Flare is not worth it unless you take it on the Infiltrator or Soldier to bypass the cooldown with Cloak or Adrenaline Rush.

 

Even with +200% weapon weight, your cooldown is 5-6 seconds. in the same amount of time that you can use Flare, you can use Pull/Singularity and Throw twice each, or Warp > Throw.

 

Flare does not deal a whole lot of damage, but it does deal extra damage to shields... which Energy Drain also does but with a shorter cooldown. 

 

Flare deals very little damage to armor on its own, unlike say Warp and Reave. So you end up using Warp > Throw on armor anyway. And even against shields, you have so many other (usually better) options that Flare is kind of pointless.

 

I am not saying it is bad or useless -- you may even find you like it -- but I find that you can use other powers more often with better results than what Flare will give you in return.



#28
UpUpAway95

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in my opinion, Flare is not worth it unless you take it on the Infiltrator or Soldier to bypass the cooldown with Cloak or Adrenaline Rush.

 

Even with +200% weapon weight, your cooldown is 5-6 seconds. in the same amount of time that you can use Flare, you can use Pull/Singularity and Throw twice each, or Warp > Throw.

 

Flare does not deal a whole lot of damage, but it does deal extra damage to shields... which Energy Drain also does but with a shorter cooldown. 

 

Flare deals very little damage to armor on its own, unlike say Warp and Reave. So you end up using Warp > Throw on armor anyway. And even against shields, you have so many other (usually better) options that Flare is kind of pointless.

 

I am not saying it is bad or useless -- you may even find you like it -- but I find that you can use other powers more often with better results than what Flare will give you in return.

 

Thanks for the input Vazgen and Red.  I'll certainly keep it all in mind if I start to run into difficulty as the groups of enemies get tougher and I start thinking about re-spec'ing him.  I just sort of wanted to try it out for the heck of it this time around.  I can see where Flare might be a bit redundant on the Adept. 

 

I have to admit, the Adept in ME3 is starting out at least to be a lot more fun than I thought it would be based on when I first tried it out in ME1 (a long time ago now).  I also have to admit, it might have a lot to do with all the explosions I'm generating. :D  Just starting Palavan (or whatever that moon is called) now.



#29
capn233

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I agree with the notion that Throw and Warp are the two best powers on Shepdept.  Either can detonate all combos that squadmates can set up, and in fact you can chain different combo types by having a tech squadmate prime -> warp -> throw.  Liara can cover the warp in the middle to make it happen relatively quickly.

 

Whether or not you want Pull or Singularity will partly depend on bonus power and preference.  I would probably take Pull.  SP Singularity never was buffed like the MP variant, and since it doesn't prime everything, the Detonate evolution is not nearly as useful.  Liara's Singularity is better than Shepard's due to being hitscan, as mentioned above.

 

I wouldn't personally bother with energy drain in this game, although I can understand some of the appeal.  Protection layers aren't as important in this game as in ME2, and stripping them before using a biotic power against them isn't really necessary.

 

Reave is a good all around bonus power for Adept, since it gives DR. is AOE, staggers, and can prime or detonate.  The only downside is it doesn't have a combo multiplier evolution, so its biotic explosions will not be as powerful as with something like Warp-> Throw.  So ideally you would grab both of those to combo on armored targets if you are min-maxing.

 

Dark Channel is ok.  You need Throw it make it work relatively efficiently.

 

Flare isn't cooldown efficient.

 

The defensive powers are decent, but keep in mind that DR is more effective if you have invested in some shield buffs / fitness.


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#30
Ticondurus

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Thank you all for the input! I didn't realize that Warp could be a starter of a combo - always saw it as a finisher.

 

I was just wondering if I'm using Fortification, should I always run with it on (even if I only have 1 point invested?) I know it slows down power usage - wasn't sure if I should wait until I can get a higher rank to negate it.  I may experiment with Reave as my BP.

 

So, if I wanted tech combos as well, Liara seems a no-brainer (plus I like her) - then would it be Garrus or Kaiden preferably?

 

And, should I be switching weapons depending on the enemy protection type? In ME2, you would use Pistols for armor, SMGs for shields, etc.  I find the weapon descriptions in ME3 less detailed and I'm not sure which is best for what armor type I am facing.



#31
Vazgen

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No need for switching weapons, in fact, don't use weapons to take down protection layers unless you have no other choice. Powers take care of that much faster and more efficiently. They recharge faster than in ME2 and the large number of various combos makes them the best choice for defense stripping.

 

Garrus is available early on, you'll need to wait till half the game for Kaidan and might still end up not getting him (based on your choices). I'd say Kaidan is more useful for Adept Shepard.

 

If you have -200% cooldown, negative effect from Fortification will not matter much so I would've kept it on all the time. 



#32
UpUpAway95

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Thank you all for the input! I didn't realize that Warp could be a starter of a combo - always saw it as a finisher.

 

I was just wondering if I'm using Fortification, should I always run with it on (even if I only have 1 point invested?) I know it slows down power usage - wasn't sure if I should wait until I can get a higher rank to negate it.  I may experiment with Reave as my BP.

 

So, if I wanted tech combos as well, Liara seems a no-brainer (plus I like her) - then would it be Garrus or Kaiden preferably?

 

And, should I be switching weapons depending on the enemy protection type? In ME2, you would use Pistols for armor, SMGs for shields, etc.  I find the weapon descriptions in ME3 less detailed and I'm not sure which is best for what armor type I am facing.

 

You certainly don't want to be carrying more than 2 weapons due to the effect weight has on cooldowns, but you can mod one of the two to be the more effective on armor using armor piercing mods and leave them off the other and use that slot for something like a power damage mod instead.  You can also test out the various weapons in the Spectre Requisitions area on the Citadel to get a feel for which weapon you like best and see the effects of the various mods on each weapon as well.



#33
Ticondurus

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Ok - I was wondering what that firing range was for on the Citadel.  Also, I think I find a heavy ammo weapon with 1 charge on Palaven - I forgot - are that at random locations throughout the game?

 

And, if I want a Tech partner in addition to Liara, I know EDI, Tali (eventually) and Garrus are options.  I don't know if Kaiden has any tech though... Just wondering how you would rank squadmates as an adept - I know people like Javik (gonna unlock him next) - but I may prefer a long-standing series member.

 

Edit: I have Kaiden this playthrough, he will be my LI - been waiting for 3 games! :)



#34
Vazgen

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Even if you have Kaidan imported you might still end up not having him on the squad, depending on your choices in ME3 :)

 

Overall I rank tech squadmates as follows:

1. Tali

2. Garrus

3. EDI

4, Kaidan

 

For an Adept, I'd change the order like this

1. Kaidan

2. EDI

3. Tali

4. Garrus

 

This is due to EDI being able to set up fire explosions with her Incinerate that you can detonate with Warp for extra armor damage. Kaidan has Reave and can detonate and set up biotic explosions. From tech powers he has Overload and Cryo Blast. I'd just spec his Reave and Overload. 

Garrus can be quite useful to detonate tech and fire explosions due to his Concussive Shot power. I like to use him on my tech characters. On biotics, he's not that useful. Tali's Energy Drain is quite fast, faster than Overload on other squadmates and it gives her more survivability. 

 

There are heavy weapons scattered throughout the game. You can't take them with you and they are usually found in difficult sections to make short work of boss enemies. 


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#35
Ticondurus

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ty!

 

I didn't realize Kaiden/Ash might not survive even if they lived on Virmire :o - i haven't played ME3 in 4 years (since release) - it's like a new game!

 

How would you rank Kaiden vs Javik for an Adept? Are the tech explosions not that useful



#36
Vazgen

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I'd rank Javik higher. His Pull is quite useful and he has Lift Grenades which are independent of cooldown. I use him extensively now on my current build, works great :) 



#37
Ticondurus

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Ok do you like him as a character as well, independent of his usefulness? I admit I ignored him on my first playthrough.  And is it possible to get the best ending without MP now, I forgot.  I'll do all sidequests and war asset acquisitions.  



#38
Vazgen

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He is awesome! One of my favorite squadmates throughout the series! Not to mention that his views on synthetics fit with mine quite well :) 



#39
capn233

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Weapon type versus defense layers really doesn't matter in ME3 due to the way they changed protection mechanics and dropped defense multipliers from most weapons.  The tips talk about rapid fire weapons for shields and slow rate of fire for armor, but that is a generalization that really isn't very useful.

 

For shields use whatever weapon you want.  The tip comes from shieldgate mechanic, which is 100% on Insanity.  The thing is that there really aren't many single shot or semi-automatics that will one-shot shielded targets anyway, so the point is largely moot.  Shooting twice with a powerful weapon may not take as long as a wimpy automatic takes to kill the target.

 

Armor reduction works against the base damage of the weapon and doesn't really care about the rate of fire.  It is true that weapons with really low base damage but high rate of fire will lose more of their dps against armor than a weapon with high damage and low rate of fire, but there are plenty of weapons with high rate of fire that also have high base damage.  And on top of that Adept has several ways to weaken (or sunder) armor.  And if that fails, power combo damage will drop them.

 

With regard to tech squadmates, one thing to keep in mind about Garrus is that Proximity Mine's rank 5 Damage Taken is one of the better defbuffs available and will allow you to kill higher tier targets faster than you would with most of the others.  Not hugely beneficial against low tier mobs of course.



#40
UpUpAway95

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Ok do you like him as a character as well, independent of his usefulness? I admit I ignored him on my first playthrough.  And is it possible to get the best ending without MP now, I forgot.  I'll do all sidequests and war asset acquisitions.  

 

With the Extended Cut, it is fairly easy to get enough EMS for the Destroy/Live ending since it lowers the required EMS to 3100 from 4000 and 3,750 is possible without MP or any DLC.



#41
Ticondurus

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I just got Garrus - is his Proximity Mine ranged? Seems useless if he has to get close to drop it down . Also at first glance that looked like the worse powers, guess I'm wrong.



#42
Ticondurus

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With the Extended Cut, it is fairly easy to get enough EMS for the Destroy/Live ending since it lowers the required EMS to 3100 from 4000 and 3,750 is possible without MP or any DLC.

 

I didn't realize the EC did anything except provide a larger movie file :o ty!



#43
UpUpAway95

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I just got Garrus - is his Proximity Mine ranged? Seems useless if he has to get close to drop it down . Also at first glance that looked like the worse powers, guess I'm wrong.

 

I find it tends to get "hung up" on any cover near the target.  If you hit a target out in the open with it, it's awesome (i.e. open line between Garrus and the target).

 

Just about half way through Grissom Academy... a bit of a tough slug with all the shields and turrets and the fact the Adept Shep is quite a bit more susceptible to fire without fortification.  I am tending to agree that fortification would be a good choice as a bonus power on an adept.  I'll probably revert back a save or two, finish off at the Citadel (2nd visit), then maybe re-spec my Shep and redo Grissom to see how much easier it might be with better protection.  Admittedly, I'm not finding much use for Flare, so I might as well dump it.



#44
themikefest

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With the Extended Cut, it is fairly easy to get enough EMS for the Destroy/Live ending since it lowers the required EMS to 3100 from 4000 and 3,750 is possible without MP or any DLC.

Before the extended cut was released, the player needed 4000 ems to get the breath and not let TIM shoot Anderson. If the player lets TIM shoot Anderson, he/she would need 5000 ems to get the breath scene.

 

The extended cut lowered the requirements for the breath scene to 3100. 3100 ems cannot be reached with a default ME3 playthrough, no multiplayer and no dlc. The highest a player could get is about 2970. To get 3100 the player needs to have TIM not shoot Anderson who will then give the player 200 war assets to get the breath scene if destroy is chosen. Of course if the player chooses to play the dlc, its not hard to reach 3100.

 

With a save imported from ME2, 3100 is very easy to get.

 

What is the 3750 number for?



#45
UpUpAway95

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Before the extended cut was released, the player needed 4000 ems to get the breath and not let TIM shoot Anderson. If the player lets TIM shoot Anderson, he/she would need 5000 ems to get the breath scene.

 

The extended cut lowered the requirements for the breath scene to 3100. 3100 ems cannot be reached with a default ME3 playthrough, no multiplayer and no dlc. The highest a player could get is about 2970. To get 3100 the player needs to have TIM not shoot Anderson who will then give the player 200 war assets to get the breath scene if destroy is chosen. Of course if the player chooses to play the dlc, its not hard to reach 3100.

 

With a save imported from ME2, 3100 is very easy to get.

 

What is the 3750 number for?

 

That's the number the Wiki gives for maximum War Assets achievable without DLC.  It might involve an ME3 import of a previous ME2 import (where the Prejak Paddlefish become a War Asset and making the decisions within ME3 that garner the most assets).  I've always had DLC, so I've never verified the number.  I know that with all the DLC, I've easily broken the 4,000 mark multiple times.  I've never played Multiplayer since I play with an offline profile on my son's Xbox and he's rather picky about me borrowing his profile.

 

ETA:  Correction - I remembered incorrectly about the Prejak Paddlefish - They go to Liara's intel terminal with an ME3 import, not War Assets.

 

http://masseffect.wi...wiki/War_Assets

 

 

There are 8370 total War Assets available in the game without downloadable content, but this number cannot be reached as it includes War Assets that are restricted to specific outcomes of player decisions, including saving Kaidan Alenko or Ashley Williams, saving or sacrificing the Citadel Council, and spreading or sabotaging the genophage cure. As such, the highest obtainable War Assets score is approximately 7500. If the multiplayer mode is not played, the player will only be able to acquire ~3750 EMS, which is less than the ~4000 EMS necessary to experience all possible endings.



#46
Ticondurus

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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.

 

Wait - squadmate outfits change abilities? I thought they were purely visual.  How can I find their effects in-game?

 

Also, is there a preferred mission order - including DLCs?? I assume do the Priority missions last, right? Or does order matter that much in regards to upgrades and such?  I just finished Palaven and now have a bunch, including Leviathan, Omega, Grissom and more.

 

I'd like an order that most makes sense in the story if possible, or general hints.  I honestly forgot so much since my last playthrough.



#47
themikefest

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That's the number the Wiki gives for maximum War Assets achievable without DLC.  It might involve an ME3 import of a previous ME2 import (where the Prejak Paddlefish become a War Asset and making the decisions within ME3 that garner the most assets).  I've always had DLC, so I've never verified the number.  I know that with all the DLC, I've easily broken the 4,000 mark multiple times.  I've never played Multiplayer since I play with an offline profile on my son's Xbox and he's rather picky about me borrowing his profile.

 

http://masseffect.wi...wiki/War_Assets

That's a save import from ME2.  The highest I got, before the extended cut, was a little over 7600 or about 3800 ems. I've read posts from other that got their ems higher depending on what they did in the previous two games, but not 8000 tms or 4000 ems

 

Once I raised my galactic readiness, I was able to get the breath scene very easily before the extended cut



#48
themikefest

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Wait - squadmate outfits change abilities? I thought they were purely visual.  How can I find their effects in-game?

Yes. When a squadmate is highlighted, before strating a mission or checking on the terminal on the Normandy, click the button for information about the armor they're wearing at that moment. Scroll through to an armor that fits what you want for that character
 

Also, is there a preferred mission order - including DLCs?? I assume do the Priority missions last, right? Or does order matter that much in regards to upgrades and such?  I just finished Palaven and now have a bunch, including Leviathan, Omega, Grissom and more.

From Ashes can be done at anytime. The earlier the better to get the most from Javik
Leviathan is available after Menae. I usually play it after thessia
Omega can be completed after completing the 3 missions related to Aria. If I decide to play the dlc, its after Citadel coup
Citadel dlc can be anytime after Citadel coup. I play it after Sanctuary

 

I'd like an order that most makes sense in the story if possible, or general hints.  I honestly forgot so much since my last playthrough.

Not counting dlc? It depends on what you want to do for that particular playthrough. For me, I do the least amount to get Ashley back on the squad.

 

So this would be my playthrough
Earth, Mars, Citadel, Menae, Sur'kesh. In between these missions, I go back to talk with any character and to do a couple of side missions on the Citadel. Grissom, Rachni or Turian Platoon, cure/sabotage genophage, Citadel coup, Ashley back on the ship, Turian bomb mission if I saved the platoon, recruit Javik, dreadnought, geth consensus, reaper base, Thessia, Sanctuary, Chronos, Earth and finally shoot the tube


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#49
Ticondurus

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Thanks themikefest - this kinda relates - how do you (or anyone) sort the quest list in your Journal?  New, Name, Oldest? For some reason this seems more clunky than ME2's quest interface.



#50
UpUpAway95

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That's a save import from ME2.  The highest I got, before the extended cut, was a little over 7600 or about 3800 ems. I've read posts from other that got their ems higher depending on what they did in the previous two games, but not 8000 tms or 4000 ems

 

Once I raised my galactic readiness, I was able to get the breath scene very easily before the extended cut

 

I just opened a save I made on the Normandy just before hitting Cronos Station for my Engineer (just completed last week) and checked.  My EMS is 4,167 with a 50% Galactic Readiness (TMS is 8,335).  This is with all DLC, including the Citadel, played prior to that point in the game.  I know most people play the Citadel DLC after they complete the game, so I think that's probably what bumps me over the 4,000 mark.  As I said, I don't play multiplayer - I can't because I'm not using a Xbox Live enabled profile at all.  It's been a long, long time since I played without the EC, but if 4,000 was the pre-EC limit, then I would say it would still be doable to get the breath as long as the player had all the DLC and a pretty max'd out import from ME1/ME2.

 

I can list all my War Assets if you don't believe me.