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Quality adept builds?


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#1
JoshRose1

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 I'm on my second playthrough. Using an adept this time. They were amazing in ME1, but since the powers do very little against shields or armor, I am having a hard time.

What skills did you invest in to deal with this problem? Or do you specifically rely on teammates who are good at taking down shields?

Since I am on playthrough 2, I got to choose ammo piercing armor, which helps a bit.. but not enough.

#2
Kronner

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max Warp and Reave = best biotic abilities in the game.

#3
vhatever

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My adapts always partner with miranda unless I'm 100% sure there will be no shields to deal with. She can take down the shields and she combos really well with your own singularity by instantly detonanting the victim, maximizing the amount of damage inflicted on nearby enemies.

Also get the tempest submachine gun ASAP. Can't say where cause of spoilers.

Modifié par vhatever, 01 février 2010 - 09:02 .


#4
noru18

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Warp and Reave are conflicting. You don't need both of them.


#5
noru18

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It depends on what diff level you play. In Insanity adept can't do much except warp and it gets repetitive...

#6
miltos33

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At higher difficulties there isn't such a thing as a quality adept build. If you want a biotic class you are much better off with a sentinel. Who would have thought that a couple of years ago? In ME the adept was one of the strongest classes and the sentinel one of the weakest but in ME2 it is exactly the opposite.

#7
JoshRose1

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I'm on hardcore. I guess I might need to switch to normal to get more enjoyment out of this playthrough.

#8
davidshooter

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I'm about 3/4 through my first playthru with an Adept. I've reallocated points a few times to get what for me was the best build. I'm flipping back and forth between Vet-hardcore-insanity often playing the same sequence at different difficulty levels to compare.



For me the best build so far has been



Heavy warp

Heavy singularity (wide would be fine too)

Nemesis

Warp Ammo - bonus

Sniper Rifle - bonus



Pull, Shockwave and Throw are all not very effective on the higher difficulties so take your pick.

#9
davidshooter

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miltos33 wrote...

At higher difficulties there isn't such a thing as a quality adept build. If you want a biotic class you are much better off with a sentinel. Who would have thought that a couple of years ago? In ME the adept was one of the strongest classes and the sentinel one of the weakest but in ME2 it is exactly the opposite.



I don't find the Adept weak at all.  It's just a lot of the biotics don't work that well at higher difficulties so the playthru is different.  However, you can own this game with heavy warp, singularity, nemesis and warp ammo on the hardest difficulties.  I also don't mind the limited biotics because everything I ever use is mapped to the controller so I never ever see the wheel. 
.

#10
kelsjet

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JoshRose1 wrote...

 I'm on my second playthrough. Using an adept this time. They were amazing in ME1, but since the powers do very little against shields or armor, I am having a hard time.

What skills did you invest in to deal with this problem? Or do you specifically rely on teammates who are good at taking down shields?

Since I am on playthrough 2, I got to choose ammo piercing armor, which helps a bit.. but not enough.

An unfortunate side effect of ME2's new combat system is that at higher levels pretty much all of the adepts skills become somewhat meaningless barring perhaps Warp. This is not because Warp is so amazingly good but instead, as you mentioned, because the system prevents the Adept bringing any of his other powers to bear in any meaningful way.
A quick point that you will realize when playing the adept is that even though you have some powers that look fantastic on paper, by the time you get to use them (when the enemy has no shields or armor) your target can be brought down just as easily with a shot or two from your pistol.
What this does is that it shifts the 'interesting' aspects of combat more towards bringing the opponents defenses down. Unfortunately, the only way the Adept can contribute to this goal is doing what a Soldier would do, i.e. shoot the target with your gun. Now as we all know, the Adept is not as.. adept as the Soldier where guns 'n' ammo is concerned. And apart from peppering the target with your pistol, all you can really do as an adept is spam Warp (that even after the target's shields are down).

All in all, this makes the adept play more of an 'observer' role in combat rather then a contributing participant.

#11
Mavkiel

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Honestly I like the challenge of using biotics. First time I played an adept in me2 I kept getting my butt handed to me. However, once I got into the swing of things, biotics were still very useful.

Throw for instance is excellent at getting rid of the lower level shock troops. I lost count of how many abominations and husks I threw off a cliff with it.
Reave is an excellent skill. Considering that even on Vet difficulty my shields go down if I sneeze.
Pull, I have not experimented much with yet. But it seems like it would be one of the ultimate biotics, just treat it as you would levitate in me1. Levitate an enemy and throw them.

On a side note, dont try to play this game like mass effect 1. Your single character can't solo the game(At least in any way I would consider "fun"). Pick your companions to compliment your own skill set. For example your team should always have at least one person capable of taking out shields/barrier/armor. If you build a team that has no special attack against armor, you will be in a world of hurt vs mechs and etc. (Just a quick example)

Modifié par Mavkiel, 01 février 2010 - 09:53 .


#12
davidshooter

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kelsjet wrote...



All in all, this makes the adept play more of an 'observer' role in combat rather then a contributing participant.


I disagree. 

While it is certainly lame that pull, throw and shockwave aren't much good on insanity and hardcore.  The "heatseeking" heavy singularity and warp do lots of damage and are fun to use especially when mapped so the gameplay is never interupted.  Singularity lasts for 45 seconds, you throw it into a group of people right at the beginning of a fight and they get sucked in one by one during the fight while you throw warp and shoot with warp ammo.  I think it makes for great fights.

It's not as good as ME1 but I would rather be an Adept throwing warp and singularity along with my shooting than a soldier with just guns (even though the soldier guns do a bit more damage) which I've always found kinda boring.  There is no doubt though that somebody  *****ed up royally with the combat on higher difficulties.  Although the PC guys already have a mod that returns the Adept to ME1 form - wish I had that on my 360.

#13
davidshooter

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I should add too that Heavy singularity (and wide) will hold enemies even if their barriers and shields or armor are still intact at which point you can detonate the singularity with a warp and kill them or at the very least severely damage them. I'm not missing the other biotics now that I'm used to this and on lower difficulties I'm find myself choosing not to use the others even though they are working because I like the gameplay of warp, singularity and firepower. To each his own though.

Modifié par davidshooter, 01 février 2010 - 10:04 .


#14
kelsjet

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davidshooter wrote...

I should add too that Heavy that singularity (and wide) will hold
enemies even if their barriers and shields or armor are still intact at
which point you can detonate the singularity with a warp and kill them
or at the very least severely damage them.

This is factually incorrect.

I am not sure how singularity works on Easy or Medium mode, but I can with 100% certainty state that it does not work the way you have described in the harder levels of diffculty.

You may be word shaping, but your description is off. Yes, sigularity does have 'some effect' on shielded opponents, but that effect is far from a 'hold in place' that you are hyperbolizing it to be. Infact, all it does is slow the opponent down for approximately 1 global cooldown (not nearly enough for you to wait out your shared ability cooldown and use a warp). Furthermore, at higher difficulty, even if you do manage to pull off a warped singularity (by using a teammates warp lets say) the explosion damage from a warped singularity has almost little to no effect on a shielded target. This is by design.


Furthermore, we must remember that on higher difficulties nearly all enemies have shields and armor. This is also by design.

#15
davidshooter

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Heavy singularity will hold an enemy target on the higher difficulties and you can detonate it with your own warp. Singularity cools fast- in a couple of seconds. I'm not sure if you maxed out your powers when playing an Adept or if maybe you had wide singularity and it doesn't hold but you can hold and detonate with heavy singularity - I'm doing it all the time in my current game which I'm constantly switching between difficulty levels to test how things work. I wish the biotics of ME2 were more like the first game because pull, shockwave and throw are useless above veteran but singularity and warp are very useful and I'm not having any trouble on the higher levels.  My bonus is warp ammo which is the best of the others I've tried so far.  I've reset my bonus skill about four times now checking things out.

Modifié par davidshooter, 01 février 2010 - 11:53 .


#16
noru18

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I don't understand why people think adepts are weak. You can do as much damage as soldiers do once you got the right gun plus ammo buff. So don't complain you are hopeless with enemies with shield or armor or barrior.

#17
davidshooter

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noru18 wrote...

I don't understand why people think adepts are weak. You can do as much damage as soldiers do once you got the right gun plus ammo buff. So don't complain you are hopeless with enemies with shield or armor or barrior.


I'm having no trouble, in fact I feel pretty over powered.  I'm taking out more enemies than both my squadmates combined although I always used cover (many ME1 players didn't because you didn't have to) so I'm used to using it and it is everywhere, I've also got a pretty decent (although not  perfect by any means) quick aim.  I like the hand canon a lot.  I'm liking this class just wish pull throw and shock worked above vet.

#18
newcomplex

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Max Warp and Warp ammo, singularity is great, put a couple points in that.

Your choice between shockwave and pull.

One point in push, it sucks for everything except shooting people off cliffs.

Modifié par newcomplex, 01 février 2010 - 11:55 .


#19
tetracycloide

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Heavy Warp, Reave, and Nemisis. That's about all you need. Reave and Warp work extremely well together so the above poster that reported they were 'conflicting' and you only need on was completely wrong. Reave is pretty much always the best ability to use on any target no matter what unless there's a biotic power already active on the target in which case Warp is the best ability to use. So since Reave has a duration you really want both, Reave to deal damage and to count as an applied power, Warp to detonate. Outside of these two abilities the most useful is probably singularity, the DoT effect is decent enough to use early game and, before Reave is available, it's the best way to apply a power to a target.



A poster above mentioned you could drop one at the start of battle and just pick off protection one by one and have the targets get sucked in. This happens very very rarely since, unless they are hit with it directly, singularity doesn't always work and it's radius, even as wide singularity, is really small.

#20
Pyro_Monkey

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On normal difficulty, I'm using pull to great effect. Basically all I really needed to do was max out nemesis, heavy warp, then the area of effect pull, and I could kill everything. I also use push and singularity a bit (push is best used on enemies already affected by pull or singularity). Haven't tried Reave yet myself.

#21
SonsofNorthWind

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tetracycloide wrote...

Heavy Warp, Reave, and Nemisis. That's about all you need. Reave and Warp work extremely well together so the above poster that reported they were 'conflicting' and you only need on was completely wrong. Reave is pretty much always the best ability to use on any target no matter what unless there's a biotic power already active on the target in which case Warp is the best ability to use. So since Reave has a duration you really want both, Reave to deal damage and to count as an applied power, Warp to detonate. Outside of these two abilities the most useful is probably singularity, the DoT effect is decent enough to use early game and, before Reave is available, it's the best way to apply a power to a target.

A poster above mentioned you could drop one at the start of battle and just pick off protection one by one and have the targets get sucked in. This happens very very rarely since, unless they are hit with it directly, singularity doesn't always work and it's radius, even as wide singularity, is really small.


The problem with validating Adept as a quality class using this approach is that it is largely inferior to Sentinel with Raider, Heavy Warp, Reave.  Power Armor lets you stack on another 15% damage on top of your Raider bonus (which is identical to Nemesis), it doubles the strength of your shields, and it explodes into a 12.5 meter knockdown effect when depleted.  Stacking those benefits against the dubious utility of Singularity makes Adept look pretty lacklustre. 

I spent a lot of time on the ME1 boards arguing class strengths and builds, and right now I'm not seeing the point of using Adept on Hardcore+.  Maybe someone will figure it out, but right now Adept doesn't do it for me.

#22
tetracycloide

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Validating the class with a build approach is largely irrelevant to crafting a build that works, though. Sure, the Sentinel get's 15% more power damage from tech armor and has overload for shields but 'Sentinel' isn't an answer to the question 'what's a quality adept build.'

Oh, minor note that may be relevant.  All of my advice is for Insanity difficulty.

Modifié par tetracycloide, 02 février 2010 - 12:47 .


#23
davidshooter

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tetracycloide wrote...


A poster above mentioned you could drop one at the start of battle and just pick off protection one by one and have the targets get sucked in. This happens very very rarely since, unless they are hit with it directly, singularity doesn't always work and it's radius, even as wide singularity, is really small.


I can get that to work frequently on insanity and I like the way it looks in game too, you just have to be smart about where and when to use it.  Just today I was doing Zaeed's loyalty quest and in the main battle there is a narrow corridor that the enemies have to come up to get near you if you stay back.  I left  singularities in that narrow passage for the whole battle (I believe they last for 45 seconds when maxed) and they definitely both slowed advancing people down and sucked up anyone who had been depleted.  I've used that tactic in many other places too. 

I don't think the Adept will prove to be better than a Sentiel or an Infiltrator for the higher difficulties.  But both heavy warp and heavy singularity are effective on insanity if used in the right way.  That doesn't mean there isn't a major flaw/problem with the class as the other biotics are not really effective ever on insanity.

Modifié par davidshooter, 02 février 2010 - 02:03 .


#24
tetracycloide

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Singularities? Which game are you playing because in ME2 you can only have one up at once. How often do you run into choke points that are 1.75 meters wide? Not often. If you could actually maintain more than one at once it would be a far more useful skill.

#25
davidshooter

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tetracycloide wrote...

Singularities? Which game are you playing because in ME2 you can only have one up at once. How often do you run into choke points that are 1.75 meters wide? Not often. If you could actually maintain more than one at once it would be a far more useful skill.


Ummm because the fight lasted longer than 45 seconds and I threw new ones after old ones expired?  Wow, you needed that explained - this is making sense now.  There are lots of places where enemies have to (or generally do) pass through tight spots, you know, like doorways? and they won't avoid a singularity in front of them they'll walk right into it.  But nevermind, you keep going, you got it all figured out I can tell.

Modifié par davidshooter, 02 février 2010 - 03:22 .