Adept Builds
#1
Posté 06 février 2010 - 06:20
#2
Posté 06 février 2010 - 06:31
#3
Posté 06 février 2010 - 04:19
Aside from those skills, I got area pull and wide singularity, I think. Throw and shockwave maybe had a point or two, I forget. Shockwave was really only useful for husks on normal. It'd be irrelevant on higher difficulties.
#4
Posté 06 février 2010 - 05:07
Stick with the submachine gun, and choose two tech savvies for your squad, both of them with overload, or one with overload and one with incinerate. Tali is great too; her energy drain ability is pretty much a more beneficial overload, as it replenishes her shields. I would go for Tali and Garrus as squad members.
Lift enemies out of cover and throw them about. Warp people with barriers, take out their shields with your squadmates' abilities, and penetrate armour with either Garrus' armour-piercing rounds, or Mordin's incinerate.
My end result would typically be:
Heavy Warp x10
Heavy Throw x10
Singularity x7
Pull Field x10
Shockwave x0
Bastion Adept x10
Warp Ammo or Armour-piercing Ammo x3
Modifié par andrewv42, 06 février 2010 - 05:10 .
#5
Posté 06 février 2010 - 05:18
By the time you're level 30, the submachine does NOT suffice to taking out unprotected enemies. I have to unload an entire Shuriken clip into a collector, with my 50% damage upgrade included, to get a Collector down to 25% of his health.
#6
Posté 06 février 2010 - 05:59
andrewv42 wrote...
I would get Biotic Mastery to level 4 ASAP, and I would choose the Bastion for the extra paragon/renegade bonus. Don't waste points on shockwave, and don't evolve singularity. I'd max out heavy warp, pull field and heavy throw. Your bonus talent doesn't really matter, because you're not going to need one.
Stick with the submachine gun, and choose two tech savvies for your squad, both of them with overload, or one with overload and one with incinerate. Tali is great too; her energy drain ability is pretty much a more beneficial overload, as it replenishes her shields. I would go for Tali and Garrus as squad members.
Lift enemies out of cover and throw them about. Warp people with barriers, take out their shields with your squadmates' abilities, and penetrate armour with either Garrus' armour-piercing rounds, or Mordin's incinerate.
My end result would typically be:
Heavy Warp x10
Heavy Throw x10
Singularity x7
Pull Field x10
Shockwave x0
Bastion Adept x10
Warp Ammo or Armour-piercing Ammo x3
Interesting, so you would go with Heavy Throw instead of Throw Field? I used Shockwave a ton against husks with my Vanguard; do Pull Field and Singularity handle them pretty well? It's funny reading through your build because it's almost exactly how I planned to make my build, but I wasn't sure if I should go for Singularity or Shockwave. I really like telekinesis, so I wanted to focus on Throw and Pull. The only other semi-major difference I can think of is that I was planning to use Energy Drain as my bonus, but maybe I'll try out Armor-piercing Ammo instead.
#7
Posté 06 février 2010 - 06:19
andrewv42 wrote...
I also think the adept and vanguard are fairly underrated classes. I had an absolute blast with the Adept on Veteran, and now I'm playing through on Hardcore and am doing just fine. The only difficulty with the class is that you have to rely on your squadmates to punch through shields and armour.
Heavy Warp is your friend. Never had problems with armor. Also had Miranda and her warp with me at all times, though.
#8
Posté 06 février 2010 - 07:12
#9
Posté 06 février 2010 - 07:20
#10
Posté 06 février 2010 - 07:27
Heavy Singularity is the utmost powerful move the adept has.
On insanity, you can hold harbingers, scions and the like helpless, even with shields, barriers, armor etc it will 'lock' enemies into struggling with it (they don't attack you as long as they are fighting the pull of singularity).
Heavy Warp
Heavy Singularity
Nemesis
Heavy barrier (to save your ass when you have to run etc sometimes in insanity)
The rest don't matter.
Use singularities to hold everything, regardless of anything, then drop defenses with guns.
Only throw warps when the combo can be made with singularity.
This build/playstyle isn't what most would call true 'mage' but it is also probably the most powerful way to go with adept bar none.
EDIT* I should add, that the only thigns singularity has NOT held for me are the large YMIR heavy mechs and the Collosus. It will stop everything else.
Modifié par gr00grams, 06 février 2010 - 07:28 .
#11
Posté 06 février 2010 - 07:33
#12
Posté 06 février 2010 - 07:37
Wide Singularity
Pull Field
Unstable Warp
Bastion Adept
Energy Transfer
Worked very well. Having Thane and Miranda in your party works great for dropping multiple Warp Explosions and Energy Transfer gives you something against shields. As said above, use Singularity to lock enemies down (Especially husks and Krogans), then unleash Warp Explosion to finish them off.
Every now and then you may also have to use your gun. I went with the Vindicator for range and accuracy although a maxed out Hand Cannon works well against Krogan/Vorcha.
#13
Posté 06 février 2010 - 07:43
gr00grams wrote...
Throw and Pull are a waste of points.
Heavy Singularity is the utmost powerful move the adept has.
On insanity, you can hold harbingers, scions and the like helpless, even with shields, barriers, armor etc it will 'lock' enemies into struggling with it (they don't attack you as long as they are fighting the pull of singularity).
Heavy Warp
Heavy Singularity
Nemesis
Heavy barrier (to save your ass when you have to run etc sometimes in insanity)
The rest don't matter.
Use singularities to hold everything, regardless of anything, then drop defenses with guns.
Only throw warps when the combo can be made with singularity.
This build/playstyle isn't what most would call true 'mage' but it is also probably the most powerful way to go with adept bar none.
EDIT* I should add, that the only thigns singularity has NOT held for me are the large YMIR heavy mechs and the Collosus. It will stop everything else.
I'm on the record on these borads as claiming anything other than warp and singularity are a waste above hardcore but I've changed my mind after maxing heavy throw. It deals decent damage on targets even though it doesn't actually "throw" them (unless they are down to just health) and it cools lightning fast. You can cast 2 heavy throws in the time you could cast 1 warp and in some cases that was an advantage. I wouldn't put points in throw over either warp or singularity which are going to be your main biotics, but I would do it before I put anything into a barrier or another defensive skill. I find on insanity cover is all you need, it's everywhere in the game, and if you are out of cover you're dead in seconds no matter what on insanity. For my playstyle I'd take heavy throw.
Heavy Throw
Heavy Warp
Wide Singularity
Heavy Warp Ammo.
Nemesis
After reallocating my points and bonus skill many times this worked best for me.
Edit: I've gone back and forth on heavy vs. wide singularity and can't really make up my mind. I think I may go back to heavy as I think it holds better. Singularity functions more like stasis did in the first games on higher difficulties so thniking in those terms heavy would seem to be better.
I haven't written off reave yet either.
Modifié par davidshooter, 06 février 2010 - 07:54 .
#14
Posté 06 février 2010 - 07:58
#15
Posté 07 février 2010 - 08:07
#16
Posté 09 février 2010 - 02:12
Heavy Warp (10)
Heavy Throw (10)
Wide Singularity (10)
Pull (1)
Nemesis (10)
Heavy Energy Drain (10)
That should total 51 which I think is the maximum number of power points. I'll be focusing all my upgrades and armor choices on maximizing power and minimizing cooldowns of my biotics. I plan to get the assault rifle on the Collector ship too and upgrade it as much as possible. I'm going to bring Tali, Garrus, and Mordin with me the most, I think. Maybe Grunt too since his survivability makes him a good distraction.
#17
Posté 09 février 2010 - 02:32
Wide Singularity
Nemesis
Warp Ammo (can't remember the max name, but not the squad version)
And the rest of my skills in 1-2 points.
#18
Posté 09 février 2010 - 03:41
#19
Posté 30 mars 2010 - 09:31
#20
Posté 30 mars 2010 - 10:09
Heavy Singularity : It lasts longer against husks since it can take more of them (6 vs 4) to over take its capacity. Plus by the time you get to IFF cool downs are low enough for multiple to be up at once
Bastion: For the Para/Ren score. The cool down is the real bonus so Nemesis is fine.
Unstable Warp: Later in the game I used Jacob and Samara to set up my detonations.
Throw field: Field over heavy to get the quick 2 to 4 mobs kills by pushing mobs off a platform.
Pull Field: last one I took and used it more later in the game in combo with throw as a quick finisher
Warp Ammo: Only took the default point. Why use this at all? It was just nice watching mobs caught in a pull or singularity melt against this ammo.
Just want to also chime in with my praise of throw. Combined with Pull to toss them off map (insta.kill) or off the edge of a platform is great. Using throw to toss explosive cannisters into groups of mobs is a beautiful thing. The best example is on Thane's recruitment mission. There is a canister that is easy to throw into the evelvator with the Krogan Merc. It does nice damage to Krogan and his two engineer minions.
Modifié par ehcaba, 30 mars 2010 - 10:10 .
#21
Posté 30 mars 2010 - 10:51
10 Heavy Throw
10 Wide Singularity
1 Pull
10 Bastion/Nemesis (both are almost equal)
10 Area Energy Drain (restores shields, almost as damaging to shields as Overload)
#22
Posté 31 mars 2010 - 01:31
DarthReavus wrote...
What armour builds do you tend to go for with your Adepts?
You need the Umbra Visor, N7 Chestpiece, and Amplifier Plates for 13% Power damage increase. It's the most you'll get out of N7 Armor. Add the Life support Webbing or shield upgrades.
Inferno Armor has 10% Power damage built into it, but not everyone got it.
I use Blood Dragon Armor, 15% Power damage, hasn't failed me, certainly not on my Insanity runs.
Modifié par incinerator950, 31 mars 2010 - 01:38 .
#23
Posté 31 mars 2010 - 08:41
That is so wrong. Heavy Throw is an instant kill in so many situations on a very slim cooldown. So hell yes it is worth it. Pull on the other side will do the job just fine with only one point.gr00grams wrote...
Throw and Pull are a waste of points.
Err no! Medi Gel > any activated shield / barrier skill due to the cooldown.gr00grams wrote...
Heavy barrier (to save your ass when you have to run etc sometimes in insanity)
My build most of the time is:
10 Heavy Warp
10 Heavy Throw
10
Wide Singularity
1 Pull
10 Bastion
10 Area Reave (Looks redundant on the first look but used right in combination with your team just owns at stripping defenses due to the instant cast and AoE)
Using Energy Drain instead of Reave makes sence quite often I just don't like using tech powers on the Adept.
#24
Posté 31 mars 2010 - 09:11
Lycidas wrote...
That is so wrong. Heavy Throw is an instant kill in so many situations on a very slim cooldown. So hell yes it is worth it. Pull on the other side will do the job just fine with only one point.gr00grams wrote...
Throw and Pull are a waste of points.Err no! Medi Gel > any activated shield / barrier skill due to the cooldown.gr00grams wrote...
Heavy barrier (to save your ass when you have to run etc sometimes in insanity)
My build most of the time is:
10 Heavy Warp
10 Heavy Throw
10 Wide Singularity
1 Pull
10 Bastion
10 Area Reave (Looks redundant on the first look but used right in combination with your team just owns at stripping defenses due to the instant cast and AoE)
Using Energy Drain instead of Reave makes sence quite often I just don't like using tech powers on the Adept.
That looks almost identical to my build ... I had throw field instead of heavy throw 'cos ragdolling multiple foes is amusing.
I'd have to say heavy throw may be more effective, though.
Also, I had area reave for a few missions, but found it too powerful ... switched it to squad warp ammo so the squaddies can massacre anyone caught in a singularity.
On the subject of barrier, I actually take that in the early game ... for no other reason that when shooting heavy mechs it shaves about 20% off the time required ('cos you can take a a fair number of autocannon shots while buttonmashing with the shuriken).
#25
Posté 31 mars 2010 - 11:43
Soon after, I found out that Adepts are just not durable enough to stay out of cover for long, especially early in the game without upgrades, so warp ammo was quite a waste. I respec'ed to Energy Drain and now its working well even at 1 point. You can shoot-bleed-drain(recover shields)-shoot-shoot and tear down kinetic barriers fast. I may spec back to Warp Ammo when I can afford 10 points in the bonus skill at higher levels.
Singularity is very useful early in the game. It has similar uses to pull, but more importantly, it is able to stun an enemy for a decent amount of time even if they are armored/shielded. I could fight at close range vs a krogan by using singularity-shoot-singularity-shoot spam. Im not sure if throw/pull does the same stun effect vs protected enemies. Haven't tested it yet.
ehcaba: I think you can only keep one singularity vortex up at a time. Casting a new one cancels the old one.
Modifié par Lake88, 31 mars 2010 - 11:48 .




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