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Adept Build - Insanity


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#1
Alexandus

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Adept Build For Insanity

Recipe:

Heavy Warp
Nemesis
Area Pull

Bonus Talent: Warp Ammo

Collector bonus weapon: Sniper

Squad: Garrus + Zaaed, both using snipers. Make sure to max out overload and inferno grenade.

Use Warp and the Rapid fire sniper to get enemy defenses down, then lift-->warp them to death.

This has proved extremely effective for me, I've gone entire missions without dying using this.

#2
finnithe

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I think you need Miranda for the collector missions, because every one of the enemies has barriers or armor. However, your squad combination for missions where you fight mostly mercs/mechs. I understand that Area Pull is good for the low CD, but isn't Singularity more versatile, if not better? I use the Singularity/Warp combo a lot, but haven't used Area Pull/Warp ever. Wouldn't that scatter the enemies? Singularity, at the cost of a higher CD, would group together all the enemies and keep them close to others near them so that the AoE effect of Unstable Warp is maximized.

#3
Alexandus

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finnithe wrote...

I think you need Miranda for the collector missions, because every one of the enemies has barriers or armor. However, your squad combination for missions where you fight mostly mercs/mechs. I understand that Area Pull is good for the low CD, but isn't Singularity more versatile, if not better? I use the Singularity/Warp combo a lot, but haven't used Area Pull/Warp ever. Wouldn't that scatter the enemies? Singularity, at the cost of a higher CD, would group together all the enemies and keep them close to others near them so that the AoE effect of Unstable Warp is maximized.


Heavy Warp tears Barriers and Armor apart. Snipers also tear armor apart. Garrus's overload tears shields apart.

Between all those, my squad combo handles all types of defense well.

Singularity has a longer cooldown, has a typically lower hold duration, and is harder to follow up with warp than lift. It's one notable advantage is that it affects multiple enemies.

On Insanity with this build, lift is preferable. I Warp and/or sniper one enemy's defenses down at a time, lift+warp, than move on to the next.

#4
davidshooter

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Here'a mine after much fiddling and restting.  Beat insanity without too much trouble.  I really like this class now.

Heavy warp
wide singularity
Heavy throw
Heavy warp ammo
Sniper rifle.

My favorite crew were Tali and Legion because of the combat drones.  The drones don't do a lot of damage but they  do a great job of  distracting enemies. 

Modifié par davidshooter, 06 février 2010 - 02:12 .


#5
Esrevni

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Out of curiousity, which version of the drones did you spec for? the explosive kind?

#6
davidshooter

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I had Tali and Legion using the non exploding drone (have forgotten the name at the moment) but I don't really have an opinion on which is better. As I said above, the distraction element was what was helpful - having a Geth Prime who was shooting at me and advancing suddenly turn his back to me to focus on the drone (to give one specific example) was invaluable.


#7
Cor_Blimey

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i prefer assault drone. The extra sting is quite useful, and the drone is now effective against all types of protection.

#8
Cor_Blimey

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yes, in general area boosts to lift/singularity/throw etc are useless except on the lower difficulties. Warp AoE or damage is a good question though, as each has its benefits.

I have had amusing success on the collector missions with Thrane and Miranda and myself...3 heavy warps in quick succession tears through scions and harbingers. However, I dislike Thrane in general.

Personally, I also prefer assault rifles to sniper rifles. The targeting range is well within easy assault rifle distance. A pulse rifle (meh) or vindicator (yes please) tears through anything. As an adept your main concern is shields. As such I really like Zaeed for most missions except the collector missions. Note also that dominate is an insta-gib on husks, so Morinth can be handy on some.

Warp ammo is very tasty.

For sniper henchies I also prefer the basic 1-shot rifle, as NPCs have no ammo concerns, and furthermore it keeps them in cover much much more.

Modifié par Cor_Blimey, 06 février 2010 - 09:21 .


#9
DesolCobra

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I'm playing Adept on hardcore (I had enough of insanity with my vanguard run) and I built it this way:

1. max out passive ability to get super fast cooldown

2. take Miranda and use warp often. the other squad depends on mission.

Very soon your cooldown will be very fast so you can use singularity often to stop enemies from approaching. FYI: singularity stops anyone from moving even if they have barrier + armor - then you can strip barrier / shield with SMG and then warp the hell out of the guy!



Once you have Thane, get him and max out unstable warp. At this stage you probably have biotic cooldown upgrade and also maxed out your passive. It is very easy and fun to play now since you just spam singularity and follow up with Thane and Miranda's unstable warp. If you have upgraded singularity to wide singularity, it should allow you to follow up with your own warp as well. Just randomly throw warp at targets trapped by singularity and you have a good chance of detonating. I managed to clear stages much faster than when I play vanguard with charge.

#10
miltos33

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All an adept needs is Heavy Warp, Wide Singularity, Nemesis, and a good bonus talent. You can max your 4 main powers by level 20. The leftovers between level 20 and 30 can go to throw, pull, and shockwave. Any ammo powers should ideally be taken by companions. Depending on your playstyle good bonus talents are barrier, dominate, and energy drain.

#11
infinite bias

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Warp ammo isnt worth the points. If your playing an Adept correctly you shouldnt be shooting enough to need the damage boost.

The Adept is pretty well rounded in everything except versus shields. IMO energy drain and barrier are the only bonus talents worth it for adepts and even then 1 point is enough.

Singularity shouldn't be discounted just because it has a longer recharge. I think its value been demonstrated more than enough as the ONLY power able to cc protected enemies. I'm curious how often you're actually able to pull more than one enemy on insanity, because it can't be very often.

And finally, there's more to the Adept than warp and warp explosions. The aoe is nice for bunched up enemies but there's no guarantee of a kill even to the recipient of the warp. For lone enemies or tougher enemies like krogan its often better to take advantage of the 100% ragdoll damage bonus by having your team fire weapons or use a throw instead of warp and its hefty recharge time.

#12
Average Gatsby

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I'm a big fan of Zaeed and Garrus, but perhaps only take one with you at a time and supplement the other with a biotic? It will really help you increase the speed of your combos because instead of having to do 2 actions on your own, Pull then Warp, you can relegate one of those actions to a squadmate, saving you 3 or 6 seconds on your combo.



Example: For early game pre-loyalty missions, Garrus and Jacob. Jacob gives your squad incendiary ammo, plus he can take care of your pulls, Garrus with the sniper, and you with a damage boosted weapon and faster combos.

#13
DragoonKain3

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I personally like keeping 'downtime' (ie. hiding behind cover to recover health/shields) to a minimum. As such, the order I'd take them would be...

Area Reave 10 (if you don't have reave unlocked, try to get it ASAP and stick with Warp in the meantime)
Heavy Singularity 10
Bastion 10
Heavy Warp 10
Throw Field 10
Pull 1

As someone has said, you will probably not kill someone in high health even with a warp explosion, barring throwing them down a ledge. As such, you want to disable organics (ie. ~75% of targets) with Area Reave, which gives ragdoll damage on top of its DoT. Also note that Area Reave has an AoE as big as Wide Singularity, so getting Wide Singularity is redundant as Reave is also CC against organic health (stick with Heavy singularity so that you can disable harbinger for A LONG time while you mop up his minions). Did I mention it keeps you alive with its health boost, so you can keep toting your gun while they're CC'ed?

Bastion next for reduction plus the duration bonus, which helps both Reave (even its instant damage) and Singularity. Heavy Warp next so you can explode synthetics and do decent damage against Scions/Ymir armor (Reave does less on those guys). Throw Field so you can insta-kill husks and throw collectors off ledges. Pull at 1 since its the best 1 point wonder in the game; its all you need to set up warp explosions.

Still works like a charm, even in New Game Insanity+. While enemies are a bit tougher (you won't strip armor in one shot until you get like 2 biotic upgrades + duration upgrade), you still have all the tools at your disposal. Just have to be a bit more careful, and you should breeze through this mode, even during the early to mid-game parts.

Also, if I wasn't so lazy mining for eezo, I'd switch reave to energy drain for geth focused missions. But I found Zaeed Disruptor Ammo + Miranda Overload early game/Tali or Legion Ai hacking mid to late game to be more than enough, while I use Heavy Singularity to disable/ragdoll enemy units.

So yeah, I got a lot of mileage out of Zaeed. Garrus on the otherhand, not so much, since I'd take Incendiary Ammo over AP ammo, even against Blue Suns. CC organics > minor bit of damage; you won't feel the extra 10% damage even against Ymir mech armor ( and once its down to health, Singularity lasts long enough for you and your teammates to blast it to death with or without AP ammo). Sure it won't CC Fenris/Loki, but those are easily taken out through other means, plus these mechs are only a fraction of what you normally face against Blue Suns.

#14
Roxlimn

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infinitebias:



The use of Pull Field comes naturally from the use of Pull-Warp as opposed to Singularity-Warp. With Singularity-Warp, you trap opponents in a location, shoot their defenses off, then detonate with Warp. Sometimes you throw a Warp for the heck of it and hope to god your mates have shot the defenses off. It's all good. With multiple enemies in the AoE, and ragdolled enemy won't survive the ensuing Warp Explosion. Very neat, but could take a while.



Pull-Warp concentrates concern on CC. On Hardcore and lower, a single Warp Explosion can kill enemies outright, but even then, not a sure thing. On Insanity, it's more common for protected enemies to survive being in the radius of a Warp Explosion.



The MO is to set off a well-placed Warp Explosion ASAP. No waiting. Mark your target group and take it out. Having your own Pull set up your own Warp isn't ideal, but it can work. In any case, what usually results is one dead guy and bunch of guys knocked down all over the place. Generally, they won't bother you for about 4 seconds after - enough time for you to set up a second Warp Explosion, depending on who you used and for what.



This will kill some, explode some, generally put all manner of people all over the place without protections, but with Health. It's mop up at this point, but Pull Field comes in handy for saving on cooldown both because of the area effect and because it has such low cooldown. Throw Field can be used for the same purpose, but it's more busy work because Throw doesn't disable as long as Pull does. Does damage, though, and insta-kills every so often. Different strokes.



What you end up with in Pull-Warp using Pull Field is a mop-up phase with maybe a single Elite held by Singularity with a bunch of floating dudes you're shooting to death all over the place. In that situation, it's not all that unusual to have a bunched group of two, rarely three, where a Pull Field will actually have an area usage.

#15
Snakey Guy

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DragoonKain3 wrote...

I personally like keeping 'downtime' (ie. hiding behind cover to recover health/shields) to a minimum. As such, the order I'd take them would be...

Area Reave 10 (if you don't have reave unlocked, try to get it ASAP and stick with Warp in the meantime)
Heavy Singularity 10
Bastion 10
Heavy Warp 10
Throw Field 10
Pull 1

As someone has said, you will probably not kill someone in high health even with a warp explosion, barring throwing them down a ledge. As such, you want to disable organics (ie. ~75% of targets) with Area Reave, which gives ragdoll damage on top of its DoT. Also note that Area Reave has an AoE as big as Wide Singularity, so getting Wide Singularity is redundant as Reave is also CC against organic health (stick with Heavy singularity so that you can disable harbinger for A LONG time while you mop up his minions). Did I mention it keeps you alive with its health boost, so you can keep toting your gun while they're CC'ed?

Bastion next for reduction plus the duration bonus, which helps both Reave (even its instant damage) and Singularity. Heavy Warp next so you can explode synthetics and do decent damage against Scions/Ymir armor (Reave does less on those guys). Throw Field so you can insta-kill husks and throw collectors off ledges. Pull at 1 since its the best 1 point wonder in the game; its all you need to set up warp explosions.

Still works like a charm, even in New Game Insanity+. While enemies are a bit tougher (you won't strip armor in one shot until you get like 2 biotic upgrades + duration upgrade), you still have all the tools at your disposal. Just have to be a bit more careful, and you should breeze through this mode, even during the early to mid-game parts.

Also, if I wasn't so lazy mining for eezo, I'd switch reave to energy drain for geth focused missions. But I found Zaeed Disruptor Ammo + Miranda Overload early game/Tali or Legion Ai hacking mid to late game to be more than enough, while I use Heavy Singularity to disable/ragdoll enemy units.

So yeah, I got a lot of mileage out of Zaeed. Garrus on the otherhand, not so much, since I'd take Incendiary Ammo over AP ammo, even against Blue Suns. CC organics > minor bit of damage; you won't feel the extra 10% damage even against Ymir mech armor ( and once its down to health, Singularity lasts long enough for you and your teammates to blast it to death with or without AP ammo). Sure it won't CC Fenris/Loki, but those are easily taken out through other means, plus these mechs are only a fraction of what you normally face against Blue Suns.

You. You are a true saint!

#16
NICKjnp

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NECROMANCER!

#17
Bozorgmehr

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DragoonKain3 wrote...

I personally like keeping 'downtime' (ie. hiding behind cover to recover health/shields) to a minimum. As such, the order I'd take them would be...

Area Reave 10 (if you don't have reave unlocked, try to get it ASAP and stick with Warp in the meantime)
Heavy Singularity 10
Bastion 10
Heavy Warp 10
Throw Field 10
Pull 1


Why do you want Reave? That's like a Vanguard using AP Ammo as bonus power - completely useless. Warp can do everything Reave can and more. The health regen will not keep you alive on insanity and it doesn't work on protected enemies. You don't want to use reave against unprotected enemies because you can use (aera) Pull twice instead of one Reave attack.

Adepts don't need a bonus power, they already have all the tools you need to kill fast. Since you do have one point in your bonus power I recommend Dominate for some real fun. Only when playing without squadmates you'll need Warp Ammo.

Try the shotgun as bonus weapon :)