Adepting through Insanity (Video Guide)
#51
Posté 23 février 2010 - 03:50
#52
Guest_Guest12345_*
Posté 23 février 2010 - 03:50
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#53
Posté 23 février 2010 - 04:50
My favorite part of the game. Nothing like sweet multi-kills on the platforms.
You'll notice I totally mis-guessed the time it would take me to kill the final boss, so I had to just arbitrarily end the video. But it picks up in the next section at the very next moment. Enjoy.
#54
Posté 23 février 2010 - 05:42
I kill the Boss, save the galaxy, and get ready to head back to punch that quote fingers Turian in the face. Enjoy.
#55
Posté 23 février 2010 - 01:01
I lol'd when you discovered that the boss was killing the collectors. That might be the only piece of information I had about the game that you didn't, and now it's gone!
I was also amused by the fact that harbinger's mega-ammo drop was bouncing around in your singularity. (I think that ammo thing only gives you heavy weapon ammo, but I could be wrong about that.) Do thermal clips ever get caught in it like that?
You make us adepts proud.
Modifié par Soruyao, 23 février 2010 - 01:02 .
#56
Posté 04 mars 2010 - 02:55
#57
Posté 04 mars 2010 - 03:07
sven wrote...
Average Gatsby: your video guides are fantastic - having played soldier, infiltrator and vanguard to death I was looking to try the other classes but wasn't sure how they should be played - you gave the game some fresh impetus for me. One question: why did you change to Heavy Singularity for the endgame - is it better than WS for the suicide mission?
I needed that extra time to hold down harbinger, and I had Area Pull at that point. Area Pull and WS tend to overlap. You'll notice I pretty much only used singularity to hold down harbinger.
#58
Posté 04 mars 2010 - 10:14
Average Gatsby wrote...
sven wrote...
Average Gatsby: your video guides are fantastic - having played soldier, infiltrator and vanguard to death I was looking to try the other classes but wasn't sure how they should be played - you gave the game some fresh impetus for me. One question: why did you change to Heavy Singularity for the endgame - is it better than WS for the suicide mission?
I needed that extra time to hold down harbinger, and I had Area Pull at that point. Area Pull and WS tend to overlap. You'll notice I pretty much only used singularity to hold down harbinger.
Ah- understood. Thanks.
#59
Posté 04 mars 2010 - 01:57
I thought it was a ton of fun and with the right strategy I didn't need to reload more than once most times and thats usually because I panicked and picked bad cover. Proper use of adept abilities was visually awesome and gives complete control of the battlefield. Thank you for explaining the adept clearly and correctly
#60
Posté 12 mars 2010 - 04:11
1. Why take area overload for Miranda instead of heavy? If the primary objective is to strip 1 target's defense (as stated in your combo tutorials), wouldn't it be more beneficial to maximize single target damage? (Along the same lines you could say the same for Mordin's incinerate, but husks justify choosing area incinerate I think. There is no such broader justification for overload, as far as I can see.)
2. You mentioned wanting to take the shotgun for additional weapon traning. Have you found success with a shotgun adept? (I recall your conclusion that a shotgun engineer was disappointingly not viable.) I would think the adept's poor survivability would advise against CQB, and therefore the assault rifle is the wiser choice? (I ignore sniper rifle due to the scope issues.) Furthermore, I can't imagine shotgun being better for defense-stripping than assault rifle. What's the theory behind the shotgun adept? Is it an entirely different philosophy?
Thanks for all the videos and any response you might have.
#61
Posté 12 mars 2010 - 07:20
Late game, I still suggest area overload, but supplemented with either Zaeed's squad disruptor or Garrus' area overload. Garrus' passive adds a 25% boost to power damage, letting the area version be able to take out lvl 30 basic merc shields in 1 shot.
Mordin is better for area incinerate because it has a 2.4 multiplier against armor, and mordin gets a 20% power damage research boost.
2) Shotguns work, but they change how the adept plays. Its not useless like the engineer, but it makes things difficult. I'd suggest if you want to go that route having points in throw, sing, and pull, and picking up warp points later. Also, taking a squadmate with an ammo power becomes much more important. AR, because of its ease of use and range, is a better choice than shotgun for the adept, but taking shotgun can still work, unlike engineer who will rarely, if ever, use it.
#62
Posté 12 mars 2010 - 07:53
2. Considering you haven't made shotgun-adept videos, I will stick with the assault rifle.
#63
Posté 12 mars 2010 - 09:20
iamdoingthat wrote...
1. Sounds very reasonable, thanks. Would you still advise Miranda's area overload if I'd rather not use Zaeed late game? (Other than geth/mech missions.) Perhaps if I can survive the early game with Miranda's heavy overload, it will pay off later?
2. Considering you haven't made shotgun-adept videos, I will stick with the assault rifle.
You can definitely use heavy, and even against geth because you can hit them with a heavy and then have Tali AI hack. Unlike using unstable warp directly on a collector barrier, I never found much of a difference between the two. Enemies simply don't have as much shield protection as you'd think. Either is definitely fine. Its more of a personal preference that I found to be very effective. Also I think Zaeed is a BAMF so I take him on almost every mission.
#64
Posté 12 mars 2010 - 09:24
#65
Posté 23 juin 2010 - 08:37
#66
Posté 23 juin 2010 - 08:50
http://social.biowar...egory/128/index




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