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Adepting through Insanity (Video Guide)


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#1
Average Gatsby

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So I'm putting together a video series on playing the Adept through
some of the more difficult sections of the Insanity campaign. I'll be
updating the OP whenever a new video or section is posted, followed by
a corresponding post.

Horizon: (Complete)
Adepting Through Insanity P1
Adepting Through Insanity P2 
Adepting Through Insanity P3
Adepting Through Insanity P4 
Adepting Through Insanity P5 
Adepting Through Insanity P6

Collector Ship: (Complete)
Builds/Collector Ship Platforms P1
Collector Ship P2 
Collector Ship P3 / Husk Rush

Loyalty Missions:
Grunt's Loyalty / Thresher Maw 
YMIR Fights (Jacob's and Garrus' Loyalty)

Reaper IFF: (Completed)
Part 1 / Build, Squad, Basic Tactics, Husks
Part 2 / No where to run
Part 3 / Before the Core
Part 4 / The Core

The Suicide Mission (Done LIVE):
Part 1 / Protecting the Tech
Part 2 / Biotic Bubble, Stop the Husks 
Part 3 / The Platforms, Boss intro 
Part 4 / Boss Fight 

N7:
Blue Suns N7 YMIR Fight 

How To:
Biotic Combos  
Advanced Biotic Combos
Fight Geth/Synthetics/Shields P1 
Fighting Geth/Synthetics/Shielded Enemies P2
Save the Crates! 

I'll outline my strategy/build/squad in the replies section.

Please feel free to give me any feedback you like. Like it? Hate it? I just want to hear from you.


Poll: What guide do you want next?  

Engineer Montage 1   AND 2
Assault Sentinel Montage 

Modifié par Average Gatsby, 23 juin 2010 - 08:50 .


#2
Soruyao

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You make us adepts look good. <3 I'm so proud!

#3
Average Gatsby

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Note: This is from the other forums. I saw a lot of people talking about biotics and having some trouble using them effectively so I wanted to share this and hopefully help some of you have a better gameplay experience.

#4
newcomplex

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I disagree with just about every tactic you used except spamming warp.

First of all, why are you spamming singularity on unsheilded single targets?    What advantage does that confer over lift, lasting a shorter duration, taking longer to cast, taking longer to hit, and creating a two second longer global cool down?    

A single point in throw woulda made you tear through those geth mobs.

Plus Dominate dominates as your special power.   

Modifié par newcomplex, 12 février 2010 - 10:35 .


#5
Average Gatsby

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newcomplex wrote...

I disagree with just about every tactic you used except spamming warp.


Hehe. Who knew that 40 minutes of video footage could be watched in a minute? :)

#6
newcomplex

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Average Gatsby wrote...

newcomplex wrote...

I disagree with just about every tactic you used except spamming warp.


Hehe. Who knew that 40 minutes of video footage could be watched in a minute? :)


It can be when you only have two skills.   

Their is ONE core ability that the Adept possess that no other class has, and thats versatility.      You have 5 biotics, each tailored for a specific role, and in fact, have the least potential overlap for your final skill.     Almost any skill you take won't overlap, except neural shock.     

Adepts should be using a biotic tailored to each situation, a level 1 lift is vastly superior to a level 4 singularity when used on a single target.     A level 1 throw is vastly superior to warp when used on a single husk.    

If you throw out your one advantage, you are literally now only playing a super gimped sentinel or engineer.    

The adepts warp+singularity, compared to incinerate+drone+1 point in freeze, is indefintely worse.      Incinerate does more damage against more everything except biotics, while freeze casts faster, cds faster.    And then engineers get a drone.    

The only way adepts can make themselves better then any other biotic or tech class is by taking advantage of the most versatile arsenal in the game.    They are the only class to possess five purely offensive skills, and for the most part, they do not overlap with each other at all.     (Only shockwave and singularity do, and only partially)

Modifié par newcomplex, 12 février 2010 - 11:01 .


#7
YakoHako

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Just watched save the crates (freaking hate that mission on insanity) and I freaking loved the way you finished off that last mech :P I also love the name, Average Gatsby :P

#8
Moonstryder

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x360 controller doesn't do the adept justice, wish i could bind 4 abilities instead of 3 :'(

#9
Average Gatsby

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newcomplex wrote...

Average Gatsby wrote...

newcomplex wrote...

I disagree with just about every tactic you used except spamming warp.


Hehe. Who knew that 40 minutes of video footage could be watched in a minute? :)


It can be when you only have two skills.   

Their is ONE core ability that the Adept possess that no other class has, and thats versatility.      You have 5 biotics, each tailored for a specific role, and in fact, have the least potential overlap for your final skill.     Almost any skill you take won't overlap, except neural shock.     

Adepts should be using a biotic tailored to each situation, a level 1 lift is vastly superior to a level 4 singularity when used on a single target.     A level 1 throw is vastly superior to warp when used on a single husk.    

If you throw out your one advantage, you are literally now only playing a super gimped sentinel or engineer.    

The adepts warp+singularity, compared to incinerate+drone+1 point in freeze, is indefintely worse.      Incinerate does more damage against more everything except biotics, while freeze casts faster, cds faster.    And then engineers get a drone.    

The only way adepts can make themselves better then any other biotic or tech class is by taking advantage of the most versatile arsenal in the game.    They are the only class to possess five skills, and for the most part, they do not overlap with each other at all.     (Only shockwave and singularity do, and only partially)


When I responded, it was when your post only contained that phrase, so I thought you were just trying to flame. And you make a very good point on taking at least a point in the other abilities, which at this point, for the purposes of the next series of videos on the collector ship, i'll have a point in throw and pull. Let me try to explain my reasoning for the build thus far though:

1) Even though its a guide on insanity, it really is for anyone on any difficulty level. I do insanity because all tips will apply from the top down.
2) To that end, for the first major stage I wanted to keep things simple. I'm going to make a biotic combos advanced video where I will be talking exactly about what you are saying here.

Basically, I agree with everything your saying. I have never, and will never, call a biotic power useless. Stay tuned, I'll have what you're looking for very soon.

#10
Average Gatsby

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I'm at the collector ship, working on my next Multi-part series on Adepting Through Insanity. And I'm leaving the big question up to you:

Which Weapon Should I Take? Please vote in the link below (if for some reason it doesn't work PM me and I'll add it in):

Which Weapon Poll? 

#11
Roxlimn

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Have to agree with newcomplex here. Players complain about Biotics being Warp spam because they don't bother to even try using the other powers. In many of your own videos, you use Singularity and Warp Explosion when Pull+Warp or Pull+Throw, or even one of those powers, Pull or Throw, would be a more effective solution.

Warp Explosion is great, but it's not that great.

Against a single undefended target, Pull is superior to Singularity in that it cools down faster. Better for single target neutralization. Better for triggering the Warp Explosion.

Singularity is best for locking down single high-threat targets. Wide Singularity is great for laying down traps, of course, but it does have medium cooldown. When partnered with Warp, it takes quite a while to use them both. Of course, at low levels, it's not like you have a choice, but then, you have level 3 in Singularity, and not even one point in either Throw or Pull.

When partnered with Miranda and Jacob (great against Barriered enemy missions), you can strip defenses with guns, then Pull to Warp with Miranda, then use Jacob to Pull, then Warp yourself, allowing you to deploy two Warp Explosions in a span of about 3 or 4 seconds. This will likely strip all the defenses of every target in the area, and then some, allowing you to Throw some of them for the kill, or multiple Pulls for the lockdown.

Main problem after double Warp Explosion is usually hard targets like Legionnaires or Vanguards - you use Singularity on them.

You can actually mix and match the powers depending on your style. At one point, I was running with an Adept spec using Throw Field, level 1 Pull, level 2 Sing, and level 2 Warp. Warp Explosion was about a little more than half damage of a full Heavy Warp build, but Throw Field allowed me to control disparate parts of the battlefield while maintaining a Singularity at one point and exploding other parts with Warp Explosion.

Of course, this is on Hardcore.  Kudos on the videos.  More power.

Modifié par Roxlimn, 13 février 2010 - 02:54 .


#12
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Alright, its that time. I'm taking on the Collector Base with Thane and Samara. In this first video, I'm going to be talking pretty extensively about my build at this point, what I think about the adept class, and showing some more advanced Biotic combos.

The results of my poll are in and my weapon has been selected, and I'll be going through the platforms section and the first "land" area.

Builds/Collector Ship P1

Modifié par Average Gatsby, 13 février 2010 - 10:13 .


#13
BLY78NOR

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Adept is awesome been playing it on veteran just to get the hang of it and it's a completely different way to play the game from Soldier and Infiltrator which i have been playing and gone trough insanity with.

#14
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Part 2 of the collector ship is now up. I'll be taking on harbinger and his lackeys, then Praetorian and his cohort.

Collector Ship P2

I'm still not using heavy weapons, and I'm going to be using and talking about throw more.

For the Praetorian, the fight is similar to the first one on Horizon, except this time the best route is a lot more limited. However, cover is easier to get to, and the praetorian is very limited on its movement. I recommend killing the husks/collectors who accompany it ASAP.

A couple things: First, if there are any specific sections/loyalty missions/recruitments you want to see, let me know. I have a ton of saves so I can always go back.
Second, I'm thinking about starting to put together another guide. However, I'm going to let you guys engineer (did you see that right there?) my decision making process. Whatever you guys decide, I will act like a stalwart sentinel (again, see that?) and accept your decision.

Poll: What guide do you want next? 

Modifié par Average Gatsby, 14 février 2010 - 05:06 .


#15
tetracycloide

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newcomplex wrote...
Adepts should be using a biotic tailored to each situation, a level 1 lift is vastly superior to a level 4 singularity when used on a single target.     A level 1 throw is vastly superior to warp when used on a single husk.     


Superiority irrelevant.  Scenario too specific.  Points limited.  Giving up singularity, warp level not worth it.  Need versatile abilities.  Throw, lift too specific.  Especially early game.  Spreading points over all abilities a suboptimal strategy.

Modifié par tetracycloide, 14 février 2010 - 03:09 .


#16
baller7345

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Chose the cryo engineer guide to see what you think of it. I just finished an insanity play through with Full cryoblast and absolutely loved it.

#17
Tokolosk

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These are awesome video's and great tips!

#18
AnathamaDye

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I love your vids, thanks for the tips. I've been an Adept since the first game, i'm looking forward to the 3rd Mass Effect to see what new biotics they add.






#19
Average Gatsby

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Alright, the final stage of the collector ship is up.

Collector Ship P3 / Husk Rush 

I take on the final scion and also show you two different tactics for handling husk rushes as an adept.

#20
newcomplex

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tetracycloide wrote...

newcomplex wrote...
Adepts should be using a biotic tailored to each situation, a level 1 lift is vastly superior to a level 4 singularity when used on a single target.     A level 1 throw is vastly superior to warp when used on a single husk.     


Superiority irrelevant.  Scenario too specific.  Points limited.  Giving up singularity, warp level not worth it.  Need versatile abilities.  Throw, lift too specific.  Especially early game.  Spreading points over all abilities a suboptimal strategy.


Suboptimal?   What the ****?   Lets look at numbers.

Level 3 singularity, level 2 lift, level 1 throw.

Versus

Level 4 singularity.

Level 4 singularity holds for 9 seconds.    Level 2 lift holds for 7.    Lift also casters faster, moves faster, draws enemys out of cover more reliably and less randomly, and recharges two seconds faster.   Lift is clearly superior for use on a single target.      Throw instantly kills husks.     Your trading both of those factors for a meager TWO extra seconds on singularity.   That is almost completely useless, because most enemies don't survive longer then seven seconds anyway.     Unless you strip an enemys sheilds, cast singularity, and STOP ATTACKING.  

Pull is going to be used more frequently then singularity.

Pull is downright better unless the following circumstances are met

-Their are exactly 4 charging husks (any less and push is better, any more and singularity breaks
-You are stopping a charging, sheilded standard enemy
-You are able to catch two unsheilded enemies within the duration.

You really can't argue those factors.

Because of the obnoxious way you talk, I'm assuming you like Math.     Right.    Pull=Recharge is 3 seconds.    Singularity=4.5    Warp does double damage on targets under the duration of biotics or biotic barriers.    In other words, 400 damage, enough to instantly kill a collector unsheilded.   Casting just warp is not enough.  

Using singularity, after casting, it takes me ~5 seconds before I can detonate.   That means it takes 5 seconds to do 400 damage, or 80 DPS.  That is less then Carnifex hand pistol or the SMG.    

Using Pull, it takes me ~3.5 seconds before I can detonate.    That equals 114 dps, higher then any action I can preform at this point in the game.

Pull is mathematically 35% more efficient then singularity    Due to lower skill point costs, picking rank 2 pull versus rank 4 singularity is 45% more efficient use of skill points in this context.     Lets give a single point in throw a 5% value, because its impossible to mathematically gauge is usefulness.     Pull+throw=50% better in this context.    This context=Every single fight in horizon.   Their isn't a single fight in horizon where pull isn't going to be more optimal then singularity at some point during the fight.    

2 second increased duration on singularity has a very minimal effect.

During that mission, the husks come in sufficient quantities as to overload the 4 hold max of singularity.    When their are less then 4, throw is far better.   

Modifié par newcomplex, 15 février 2010 - 09:58 .


#21
Creston918

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I love (well, sorta love) how, on the Collector's ship, you're like "Yeah, don't worry about the Scions too much. They really don't do much."

And as if to add effect, you're at 40% health, and a freaking shockwave just goes RIGHT THROUGH YOU without doing anything.

Yet when I play that damn level, that shockwave just murders everything. My companions last exactly as long as it takes the Scion to throw 2 shockwaves. :(

#22
Creston918

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newcomplex, he's not being obnoxious, he's just talking like Mordin.



Aren't Throw and Pull made mostly unusable because of EVERYTHING in Insanity having Armor and/or barriers/shields?



So you first have to strip those with Warp before you can use them? How does that make pull field or throw field worth using, since the other enemies that might be in range will still be protected? (genuinely curious about this.)




#23
vhatever

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I think you are nuts, newcomplex. Either heavy or wide are far better than any combination of pull/etc. If the husks overload singularity. Good. cast it again! Heh. What's stopping you? Duh. Lift is probably better early game, but when you finally upgrade insgularity it's just simply a much, much more effective skill. And throw does not instantly kill husks in insanity. They have armor.



It's pretty obvious you've never actually played with singularit, since you bother tabulating when you can detonate something when factoring in DPS, when you rarely can keep up with WARP to detanate them with max lift recast time and you don't even bother to factor in or mention that singularity does pretty good damage all by itself.



And I have no idea why it takes you 5 seconds to detonate anyway. My singularity has like 3 second if not less cooldown. Now, when I fighnt something I throw my singularity fIRST, now while I'm shooting, the singularity is also chewing the enemy up. This allows me to detonate faster becayse I go throw shields faster and I can let one single partner teammate like miranda or thane pickup the slack.

#24
newcomplex

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vhatever wrote...

I think you are nuts, newcomplex. Either heavy or wide are far better than any combination of pull/etc. If the husks overload singularity. Good. cast it again! Heh. What's stopping you? Duh. Lift is probably better early game, but when you finally upgrade insgularity it's just simply a much, much more effective skill. And throw does not instantly kill husks in insanity. They have armor.

It's pretty obvious you've never actually played with singularit, since you bother tabulating when you can detonate something when factoring in DPS, when you rarely can keep up with WARP to detanate them with max lift recast time and you don't even bother to factor in or mention that singularity does pretty good damage all by itself.

And I have no idea why it takes you 5 seconds to detonate anyway. My singularity has like 3 second if not less cooldown. Now, when I fighnt something I throw my singularity fIRST, now while I'm shooting, the singularity is also chewing the enemy up. This allows me to detonate faster becayse I go throw shields faster and I can let one single partner teammate like miranda or thane pickup the slack.


Warp and Sing do identical damage.     Your singularity has a base of 4.5 cool down, lowered to ~3 by skills.    Pull becomes a ~2 second cooldown if you want to factor that in.     Singularity does no damage to sheilded targets.    Moreover, your forced to take heavy singularity if you want to do it prior to dropping their sheilds, because the timer starts counting once they step into the feild.    If you fail to strip sheilds very quickly after casting singularity, the time they will be suseptible to warp will be very limited/immune.    

I chose 5 seconds because the projectile travels speed+at this point, you don't have enough point to lower the cooldown with biotic mastery.

I've played with pull and singularity.    Both on paper and in practice, pull is better as your standard nuke/cc.     Singularity is situational.    

Modifié par newcomplex, 15 février 2010 - 10:11 .


#25
vhatever

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Ok new. for simplicity we will say that say bob the adept does 100 DPS, and we will say that singularity does 50DPS. In fact, when an enemy is far away from you, singularity will often times do higher DPS than your SMG can kick out and it does its damage while you are safely hiding.



So, bob the adept has singularity and he throws it at collector drone. He purposely selects the drone. We will say the drone has 300 shields. The singularity is thrown, now the timer is going to reset singularity WHILE you are shooting. With lift you have to wait until AFTER you have stripped its barrier.



So bob with singularity:

Throws singularity

Then in 2 seconds that enemy is ready to be detoanted. You can choose to do it with miranda/thane or wait a moment and do it yourself. But in approcimately 3 seconds you get a detonated drone.



Now lets see what happens with lift. It takes you 3 seconds to strip its shield. THEN you cast lift, if you wait for YOUR detonate to recharge, that's 2 more seconds of waiting.



I mean, it's not even close.



I don't know how any sane person can not see the sheer and complete superiroty of singularity.