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Quality adept builds?


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#26
tetracycloide

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Sorry about the confusion over more than one not meaning more than one at once. I don't recall any of those fights taking more than 45 seconds except the mech so it didn't occur to me that's what you meant.



I believe you can count the number of doorways you can get enemies to walk through on one hand. Battles, in my experience, feature several foes spread out along a ridge line that is inaccessible more than they do choke-points foes blindly charge through. Except maybe husks and, again, singularity isn't useless everywhere and husks are a good enough reason to keep it around.



Stop with the ad hominem already. I addressed your points directly and respectfully and I deserve the same courtesy.

#27
davidshooter

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tetracycloide wrote...

Sorry about the confusion over more than one not meaning more than one at once. I don't recall any of those fights taking more than 45 seconds except the mech so it didn't occur to me that's what you meant.

I believe you can count the number of doorways you can get enemies to walk through on one hand. Battles, in my experience, feature several foes spread out along a ridge line that is inaccessible more than they do choke-points foes blindly charge through. Except maybe husks and, again, singularity isn't useless everywhere and husks are a good enough reason to keep it around.

Stop with the ad hominem already. I addressed your points directly and respectfully and I deserve the same courtesy.


You tried a cheap shot of  "what game are you playing" - nice try on the sympathy though.

I tried to edit this into my last post (so maybe it's there too)

I just played Capek - Hahne - Kedar Facility on insanity since my last post and the mechs cannot walk through the singularities at all.  They are stopping and they can't shoot.  That equals death.  The place is loaded with tight spaces too.   I can also easily detonate my singularities with warp as well which someone up thread tried to say couldn't be done either.

Just wanted to give some specific examples that are fresh in my mind.

I don't think that a lot of the people who are posting authoritatively on insanity adepts have actually maxed one out with all the biootic upgrades etc. and played the game. Singularity works fine on insanity, just not the same as ME1

Modifié par davidshooter, 02 février 2010 - 03:41 .


#28
tetracycloide

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Suggesting you don't remember a sequence correctly based on your report and the mechanics of the game is not the same thing as suggesting you're stupid. One is a direct address of your argument, the other is a direct attack on your person. There's a difference. Furthermore, as soon as it was obvious I had made a mistake and misunderstood you I corrected it. You have not.



I'm playing an adept on insanity with level 4 singularity and it's not doing anything to mechs (the big ones with shields/armor/health) but draining a touch of their shields or armor. Once they're in health, yeah it stops them dead in their tracks and suspends them in the air. Very useful since they're one of the few enemies with a lot of health, but until then nothing.



Singularities only detonate with warp if the target has no protection. Since warp tends to deal burst damage either way the easiest way to tell is the effect on anything in the immediate vicinity. Detonations do AoE damage. Singularity + warp on a target in shields/armor/barrier doesn't detonate anything.

#29
daemon1129

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Max Warp Pull Throw, Slam and Biotic mastery. This build focus on being able to stay effective in all situations. And allow any other class to deal damage and do the killing blow. since Singularity ME2 doesn't seem to work as intended, I don't use it that often.

#30
VIP Viper

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I use:
Heavy Warp
Wide Singularity
Nemesis
Heavy Barrier (Geth Shield is better if you have access to it)
Assault Rifle

#31
VIP Viper

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Btw, Singularity holds things in place with shields for me on Insane as well. It doesn't do anything on dogs and mechs though, but it's useful for Krogans and Shotgun users.

#32
davidshooter

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tetracycloide wrote...

Suggesting you don't remember a sequence correctly based on your report and the mechanics of the game is not the same thing as suggesting you're stupid. One is a direct address of your argument, the other is a direct attack on your person. There's a difference. Furthermore, as soon as it was obvious I had made a mistake and misunderstood you I corrected it. You have not.


Ah, so it was a sincere inquiry into whether or not I was playing the right game?  Precious. 


I don't know what to say, and I don't care enough to go back and forth.  I have heavy singularity with all the related biotic bells and whistles and my sigularity stops most regular enemies from advancing or slows their progress forward.  I'm not aware of any enemy that is completely unaffected and then suddenly airborn without the intermediary phase of being stopped or slowed  as your mech example seems to imply but maybe I'm not understandig the example.  Singularity doesn't work on everything and it doesn't work as well as it should on insanity but it does do what I have claimed.

Last post  on this for me.

#33
CatatonicMan

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For my first playthrough Adept on Insanity, I used Heavy Warp, Wide Singularity, Nemesis, Sniper Rifles, and eventually Heavy Barrier. Maxed those out and didn't even bother spending any other points.

Turns out that Barrier isn't useful for more than an 'oh crap about to die' power, but it was kinda useful.

Heavy warp is your end-all be-all attack. Singularity is useful to keep enemies from closing on you, and occasionally detonating with warp if there is a group to damage. Most importantly, it keeps the Harbinger still so you have time to kill the other collectors first so you don't have to fight a dozen copies of him.

Sniper rifle might not have been the best choice, but it does a lot of damage in a short time. Assault rifle might have been better, but I really have no idea.

Modifié par CatatonicMan, 02 février 2010 - 04:28 .


#34
AK118

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max warp [heavy] max singularity [wide] and fortification always helps.



make sure you have throw at least level 1, and pull as well, they're quick to recharge, and great for battle.



shockwave you won't really use, though

#35
Curry Noodles

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tetracycloide wrote...

Suggesting you don't remember a sequence correctly based on your report and the mechanics of the game is not the same thing as suggesting you're stupid. One is a direct address of your argument, the other is a direct attack on your person. There's a difference. Furthermore, as soon as it was obvious I had made a mistake and misunderstood you I corrected it. You have not.

I'm playing an adept on insanity with level 4 singularity and it's not doing anything to mechs (the big ones with shields/armor/health) but draining a touch of their shields or armor. Once they're in health, yeah it stops them dead in their tracks and suspends them in the air. Very useful since they're one of the few enemies with a lot of health, but until then nothing.

Singularities only detonate with warp if the target has no protection. Since warp tends to deal burst damage either way the easiest way to tell is the effect on anything in the immediate vicinity. Detonations do AoE damage. Singularity + warp on a target in shields/armor/barrier doesn't detonate anything.


Tetra you're wrong, I beat insanity with my adept using similar (I like wide singularity) tactics to davidshooter, and singularity works on everything  

EXCEPT:  Four legged enemies with armor, geth prime, heavy mechs, and bosses

And for what it's worth, to a third party you do sound pretty insulting. 

#36
tetracycloide

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davidshooter wrote...
Ah, so it was a sincere inquiry into whether or not I was playing the right game?  Precious.  


Or a sincere inquiry into whether or not you you recalled correctly that I've already apologized over the tone of.  Have you made any apologies for your insinuations?  You cannot claim the moral high-ground while being both more insulting and less apologetic about it, it's contradictory.

I don't know what to say, and I don't care enough to go back and forth.  I have heavy singularity with all the related biotic bells and whistles and my sigularity stops most regular enemies from advancing or slows their progress forward.


Yes, if they get hit by it which is rare outside of those inside the radius when it lands.  You stated that  mechs are stunned by it which I have been unable to confirm through playtesting.  Perhaps it's because I haven't finished all the biotich research lines yet but on insanity, with an adept, on Daratar it does nothing against the mechs but a small DoT to shields/armor.

I'm not aware of any enemy that is completely unaffected and then suddenly airborn without the intermediary phase of being stopped or slowed  as your mech example seems to imply but maybe I'm not understandig the example.  Singularity doesn't work on everything and it doesn't work as well as it should on insanity but it does do what I have claimed.

That's what it does against the heavy YMIR mechs.  In shields are armor it does nothing but apply a short, low damage and duration DoT.  In health it acts as singularity did in Mass Effect 1.  I've encountered this in game with every YMIR Mech I've fought.  The only explanation for what your observing based on my observations is that it requires more biotic research be done before it actually works.

#37
tetracycloide

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Curry Noodles wrote...
Tetra you're wrong, I beat insanity with my adept using similar (I like wide singularity) tactics to davidshooter, and singularity works on everything  

EXCEPT:  Four legged enemies with armor, geth prime, heavy mechs, and bosses

And for what it's worth, to a third party you do sound pretty insulting. 


I'm not sure what you mean by wrong.  You say I'm wrong and that it does work that way then confirm that it doesn't work that way against the very targets I'm saying it doesn't work that way against (heavy mechs i.e. YMIR Mechs).

For what it's worth, if you think only one of us sounds insulting you could hardly be considered a neutral third party.

Modifié par tetracycloide, 02 février 2010 - 05:16 .


#38
vhatever

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Not sure what the argument here even is. Singualrity will lock down most NPCs for a couple seconds on insanity mode, as well as deal a a bit of damage to boot. However, if your singularity is affecting more than one target, the amount of time singularity will hld will be extremely short. On insanity it often breaks witin a second in such cases.



On reave:

Completely stupid and redundant ability for adepts/sentinels. I guess if you play on the lower difficulties it doesn't quite matter what you take, but you really should take some kind of shield on hardcore/insanity, and absolutely so if you do a new game+ on this difficutlies.

#39
konfeta

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Speaking from my experience on Insanity, The passive and Warp are the only ones that are a "must" for an Adept as they enable all other builds to be functional. Warp is basically the bread and butter skill that will be cast most of the time. It also functions as crowd control that bypasses shields, the explosion knocks down anyone humanoid regardless of their level of protection.

As for the physics based abilities... Tried them all out (thanks respec!), and I can honestly say, it doesn't matter. As long as you have Pull or Singularity, you will be fine. They serve as finishers against heavy enemies (Krogan, YMIR mechs, etc.) upon reducing them to their considerable health bar, greatly reducing the window of opportunity your enemy has to kill you. Their AoE allows synergy with AoE Incinerate or Overload your allies have, allowing you to almost instantly disable groups of enemies that are close enough to be hit.

Shockwave and Throw are less versatile and useful than Pull or Singularity. Shockwave disable primary attraction is that it bypasses all cover and has the greatest AoE, but it has the shortest disable (it basically bounces your enemies), can't hit strafing targets, and deals almost no damage. Throw sucks. It's bad damage, bad disable, and does not take enemies out of cover. Use throw to chuck floating enemies you say? Use god damn Warp I say. Warp detonation of a floating target deals insane damage, flings the target, and blasts nearby enemies. Zero reason to use Throw over Warp.

Bonus talent? I tried out Reave, don't see the reason for the infatuation with it. Warp does the same thing, and can detonate targets. If you want to strip mobs of enemies from their defenses, use of ally powers is far more efficient, faster, and reliable. Get either an ammo power (Warp seems nice, but don't be afraid to use others except Shredder, which is inferior to Armor Piercing in almost every way) or one of the three shield boosting talents (not quite sure what is the difference). Ammo powers mean you bring down enemy defenses faster or give your allies a damage boost to take out floating opponents faster. Defense talents mean you can pop out of cover with greater margin of safety, which is just very useful in this game.

The upgraded SMG is the gun I ended up using the most because of how absurdly fast it strips shields/barriers. Other guns may be better, but I play Adept to use biotics, and the SMG facilitates that the best against the unholy number of shielded enemies. I picked up a Sniper Rifle for my bonus gun training, don't regret it. SMG/biotic combo works sexy enough at close range to not worry about needing a shot gun, the assault rifle is a very well rounded weapon, the sniper rifle shores up my long range weakness (plus it is probably the best way to take down armored boss characters with a rapid string of head shots).


Don't be discouraged by all the crying about Adept sucking or Warp Spam. Yes, Adepts are not as imba as Soldiers/Infiltrators/Sentinels, yes, you will be using a lot of Warp; but no, you will not be neglecting other biotics. It is simply superior action economy to use other biotics on unshielded enemies - your allies blow at killing enemies in cover, but they gain aimbot accuracy against enemies in air, allowing you to concentrate your abilites on other targets. Adepts also are probably the most reliant on your ally choice and control (USE the markers all the time to stick them in cover; otherwise they will act like idiots and get killed. When you give an order to hide behind cover, they will obey it until the next custcene or order). I highly recommend giving allies AoE Ammo (Incendiary, Armor Piercinng, Warp, and Disruptor is very useful) and/or AoE defense strippers (Incinerate and Overload are great on AoE).

Modifié par konfeta, 02 février 2010 - 05:54 .


#40
tetracycloide

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The two things that make reave worth taking are that it does more damage than warp AND it counts as a power foe detonation while warp doesn't. It's absolutely worth taking.

#41
Selvec_Darkon

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Warp for Barriers, Reave for Sheild & Armor, Singuality when the bastard hides behind cover, singuality & warp to clear small pockets.

Maybe also Wide Throw or Shockwave if you have enough, for clearing out rooms.

#42
vhatever

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tetracycloide wrote...

The two things that make reave worth taking are that it does more damage than warp AND it counts as a power foe detonation while warp doesn't. It's absolutely worth taking.


It doesn't do as much as a detonated warp. It doesn't have curving, abd it doesnt do instant damage when things are on their health bar.The curving is the thing that makes it comparatively garbage. You obviously don't play on the harder difficulties where standing up for more than a moment will result in your death.


Take whatever you want on kiddie pool difficulties.

#43
davidshooter

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vhatever wrote...

tetracycloide wrote...

The two things that make reave worth taking are that it does more damage than warp AND it counts as a power foe detonation while warp doesn't. It's absolutely worth taking.


It doesn't do as much as a detonated warp. It doesn't have curving, abd it doesnt do instant damage when things are on their health bar.The curving is the thing that makes it comparatively garbage. You obviously don't play on the harder difficulties where standing up for more than a moment will result in your death.


Take whatever you want on kiddie pool difficulties.


I tried reave too but then reallocated to warp ammo which I'm keeping for the moment.  I found reave to be a similar, but  less effective, version of warp (maybe there is a deployment method I wasn't exploiting though?) in the actual gameplay because of the lack of "curving" too.  I am still open to new ideas for the bonus skill though. 

Modifié par davidshooter, 02 février 2010 - 03:39 .


#44
tetracycloide

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I've never played mass effect 2 on anything but insanity difficulty.



Warp cannot detonate itself. You don't take reave to replace warp you take it to replace singularity. If you're dying on insanity then by all means, take a defensive power instead but in my experinece on insanity cover is all the defense you need and, with decent timing, you'll never be killed loping out for a second or two just to throw a power.

#45
tetracycloide

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It's worth noting that reave + warp is far more damage against targets in health then two warps even though reave doesn't do instant damage. So that fact is irrelevent since it tends not to matter much.

#46
konfeta

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Warp detonating Reave? Never happened with me, for some reason. It always runs out right before the Warp hits. At that point, I decided "why try to set up Warp/Reave with allies when I can set up AoE Overload or Incinerate followed up by Singularity or Pull?"

#47
Enoch VG

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davidshooter wrote...
I tried reave too but then reallocated to warp ammo which I'm keeping for the moment.  I found reave to be a similar, but  less effective, version of warp (maybe there is a deployment method I wasn't exploiting though?) in the actual gameplay because of the lack of "curving" too.  I am still open to new ideas for the bonus skill though. 

I find that Reave's lack of 'curving' is mitigated by the fact that it hits much faster than Warp does-- if you target someone who has popped out from behind cover, Reave almost always gets them before they can step back.  I tend to 'miss' with Reave less frequently than I did trying to curve Warp. 

#48
Bigeyez

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Heavy Warp along with the long duration Singularity (forgot what it's called) should definitely be maxed.



Warp is your best friend and Singularity is a great crowd control and affects anyone regardless of protections.



From there it's personal choice really. I went with Heavy Warp ammo and the passive skill both maxed.

#49
tetracycloide

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At level 1 reave won't last long enough. At level 4 with the heavy evolution it has a duration of 5.5 seconds and a cooldown of 6 seconds. After the 20% cooldown reduction from biotic mastery it should last long enough to detonate with a follow up warp. You may need biotic research upgrades to cover travel times in all cases but those are east to get by the time reave becomes an option.

#50
konfeta

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I tried out the AoE reave, which probably explains it then.