Insanity Adept Build
#1
Posté 15 février 2010 - 12:14
Any tips on how to play Insanity?
Most Versatile/top-notch build?
Best squad (what situations?)
Bonus Power?
What should I put points on early on?
How do you play as an adept efficiently?
Weapon training?
Someone Give me the 411.
#2
Posté 15 février 2010 - 05:00
#3
Posté 15 février 2010 - 05:03
etjester wrote...
Playing an adept on Insanity can't be easy. All the enemies have armor/shields/barriers which kind of negates the effectiveness of a purely biotic character. I would imagine you would have to rely heavily on other squad members, but they tend to die pretty easily on Insanity...
Nuff said
Modifié par The Rickstah, 15 février 2010 - 05:03 .
#4
Posté 15 février 2010 - 05:23
This is the build I ultimately want to obtain by lvl 30:
Heavy warp: 4
Heavy throw: 4
Heavy singularity (although after watching that vid you just posted above me, I might switch to area singularity): 4
Heavy/Area reave (still haven't decided): 4
Nemesis: 4
Pull: 1
I'm also going to use ARs as my bonus weapon to use the geth pulse rifle as another means to shred shields/barriers.
Modifié par IntrepidProdigy, 15 février 2010 - 05:34 .
#5
Posté 15 février 2010 - 05:35
Powers
You will probably spend most of your time using singularity, pull and throw. I found that with warp's long cooldown I tended to use companions for stripping barriers instead (Samara is possibly the best for this). Likewise I never took shockwave simply because I couldn't afford it, so I often brought Jack along. As far as bonus powers go I took dominate for the fact that I had no points to invest in another ability, and it's a one point wonder, barrier would also be good as a clutch shield restore for that matter.
Tactics
First assess the battlefield. Do you have a choke the enemy will be going through? Maintain a singularity there and warp anyone who steps into it. Anyone flanking you? Strip their defenses with an squadmate and use a pull/throw combo. It's the fastest kill you have in terms of cooldowns. Harbinger bearing down on you? Lock him down with chain singularities and chew him to pieces. Your weapons are there to strip defenses so that you can unleash the good stuff, hence I reccomend doing Tali's recruitment mission ASAP. The SMG is great, but once you've got the training you can use the geth assault rifle, which is superb against shields and barriers.
Squad
Jack and Samara were my A team for everything organic, especially collectors. Jack provided warp ammo and wide shockwave, and a minor throw if needed. Samara had heavy reave for one-shotting barriers and decent but not maxed throw/pull. Against shielded enemies and especially synthetics I took Zaeed with group disruptor and one of either Miranda, Garrus or Legion. Tali I found lackluster. For Husk heavy areas I took Grunt (group immolate ammo and that shotgun) and Mordin (area incinerate and area cryo blast), as they both were kind if fire and forget anti-armour characters. Husks are a joke for an adept, as long as you can consistently get through the armour.
Apart from that the only other piece of advice I can give is to make sure you save 140,000 credits and chat to both Jack and Grunt as often as possible, and then as soon as you're past Horizon do Samara's recruitment. One of their loyalty quests should trigger after one mission (do a quick N7 if it didn't), and the other after that is completed. Between Samara's mission, Jack's loyalty quest, Serrice technology and Fortrack's database that's most of your biotic damage bonuses acquired in rapid succession.
Modifié par tangofish, 15 février 2010 - 05:38 .
#6
Posté 15 février 2010 - 05:54
pull is a lifesaver, since it cool down fast and handy to stop folks with their shield/barrier down immediately, and even pick them up behind cover, which leave them flying and covering in biotic grease, which make them highly vulnerable to warp(warp explodes biotic grease, so it gives extra strength)
u might one to add reave as a bonus power(by completing the game once, or earn samara's loyalty quickly), so u can easily hold-up and kill pesky enemies who already had their shields/barriers down, and beside, u can heal yourself quickly anytime during combat, as long as there are enemies around(again, with their shield down)
singularity is pure crowd control, so as shockwave, with these two, u would never worry about being flanked or corner again, just aim where the closet guy is
throw is nice only when maxed-out
#7
Posté 15 février 2010 - 05:55
Build I use
Squadmates
Basically, its better to get at least a point in all the adept abilities (except shockwave) and then start maxing out the main five (Warp, Throw, Pull, Singularity, Passive) if you want to play as a pure adept. For squadmates, someone else with warp is fantastic, someone overload/anti-shield is good for merc missions and geth, and someone with pull can really help set up biotic chains.
For Weapons, the assault rifle probably gives you the most options, because the geth assault rifle is so strong against shield and barriered enemies. Snipers may be just as good, but it depends on your playstyle. Shotguns are situational at best.
#8
Posté 15 février 2010 - 06:08
throw - 1+
whichever singularity - 10
area pull - 10/1+
shockwave - 1+
nemesis - 10
warp ammo - 10
heavy warp is a must for an adept on insanity.you run into barriers and armor all day every day and its a great debuff. youll be spamming this non stop.
area/heavy singularity is also a must for an insanity adept. its your class specific skill, you gotta max it. get ready for warp/singularity spammage!!!
i go nemesis because it fits my playstyle. id rather have more power then more dialogue.
warp ammo is made for an adept. take it.
the last 11 point can be spready out through throw/lift/shockwave. whichever youd prefer. those first mentioned are almost must needs for an insanity adept.
#9
Posté 15 février 2010 - 06:32
maybe not practical, but hilarious when it works, at least
Modifié par Slygar, 15 février 2010 - 07:33 .
#10
Posté 15 février 2010 - 07:01
- heavy warp (10) - without a doubt an awesome ability
- wide singularity (10) - another defining ability; must have
- adept passive (10) - I pay the eezo cost to bounce between them depending on dialogue needs (I'm a sucker for paragon/charm options), but mainly nemesis for the extra damage
- energy drain (10) or warp ammo (10) - I love using energy drain to break down shields, but I use warp ammo when I know I'm heading into collector fights respec'ing as needed
- throw/pull/shockwave (leftover points)
Team-mates:
Miranda & Thane as often as possible for extra heavy warp damage. Thane is also a great shot with that sniper rifle. Miranda's overload ability is very helpful to break down shields and trash mechs. That said, I'd suggest you anticipate your enemies and build around that.
My tips:
1. survey your environment - at the start of every big firefight pause to take a glance around, direct your squad to take cover and, whenever possible, try to funnel your enemies into choke points to more easily burn 'em down
2. manually direct squad powers - nothing sucks more than having a whole mess of husks pinned down with singularity only to see that Miranda and Thane have already blown their warps
3. focus fire - burn targets down one at a time
I've finished the game four times (once on insanity) and the adept is probably to most fun I've had. Savour the nuances of the adept, recognize it's weaknesses and exploit its strengths and you'll find that even on insanity, the adept can totally dominate the battlefield! Enjoy!
Modifié par Kilmiina, 15 février 2010 - 07:02 .
#11
Posté 15 février 2010 - 07:17
I can only think of four that actually useful:
Energy Drain
Warp Ammo
Barrier
Reave
Am I missing anything?
#12
Posté 15 février 2010 - 07:22
#13
Posté 15 février 2010 - 07:24
SwiftSweeper wrote...
What are good bonus powers for Adept?
I can only think of four that actually useful:
Energy Drain
Warp Ammo
Barrier
Reave
Am I missing anything?
I think that you've pretty much got it with Energy Drain and Warp Ammo. I've tried others (Slam, Barrier, Shredder Ammo, Reave) but I haven't found any as useful as Energy Drain when I'm heading against mechs and mercs that use shield and warp ammo against collectors and mercs that use barriers.
#14
Posté 15 février 2010 - 07:26
Average Gatsby wrote...
Sorry I missed this on my own thread. I'll respond with a couple of links where I've talked about this and give some general tips
Build I use
Squadmates
Basically, its better to get at least a point in all the adept abilities (except shockwave) and then start maxing out the main five (Warp, Throw, Pull, Singularity, Passive) if you want to play as a pure adept. For squadmates, someone else with warp is fantastic, someone overload/anti-shield is good for merc missions and geth, and someone with pull can really help set up biotic chains.
For Weapons, the assault rifle probably gives you the most options, because the geth assault rifle is so strong against shield and barriered enemies. Snipers may be just as good, but it depends on your playstyle. Shotguns are situational at best.
Thank you come again.
I've seen all your videos before hand, but still cool still cool.
#15
Posté 15 février 2010 - 07:27
SwiftSweeper wrote...
What are good bonus powers for Adept?
I can only think of four that actually useful:
Energy Drain
Warp Ammo
Barrier
Reave
Am I missing anything?
My penis in your mouth will suffice?
Modifié par The Rickstah, 15 février 2010 - 07:27 .
#16
Posté 15 février 2010 - 07:37
But the most important thing about Reave, and the one that people seem to not notice as much as they should, is that it is equivalent to Barrier/Geth Shield Boost/Fortification if you have it maxed and use it against an unshielded foe. My health gets to around 650, or roughly doubled, making it give almost twice as many "tanky" points as any of those weakass shield skills and with half the global cooldown. This health bonus does NOT go away when the VFX ends. It really "does it all", and a little too well, imo.. Should really be nerfed or something.
Modifié par Slygar, 15 février 2010 - 07:41 .
#17
Posté 15 février 2010 - 07:40
Modifié par The Rickstah, 15 février 2010 - 07:40 .
#18
Posté 15 février 2010 - 07:58
The Rickstah wrote...
Average Gatsby wrote...
Sorry I missed this on my own thread. I'll respond with a couple of links where I've talked about this and give some general tips
Build I use
Squadmates
Basically, its better to get at least a point in all the adept abilities (except shockwave) and then start maxing out the main five (Warp, Throw, Pull, Singularity, Passive) if you want to play as a pure adept. For squadmates, someone else with warp is fantastic, someone overload/anti-shield is good for merc missions and geth, and someone with pull can really help set up biotic chains.
For Weapons, the assault rifle probably gives you the most options, because the geth assault rifle is so strong against shield and barriered enemies. Snipers may be just as good, but it depends on your playstyle. Shotguns are situational at best.
Thank you come again.
I've seen all your videos before hand, but still cool still cool.
The Links aren't videos. They are other forum posts. Sorry should have clarified.
#19
Posté 15 février 2010 - 09:56
I suppose shotgun would be nice, myself i used sniper and didn't die more than a handful of times through the game.
#20
Posté 15 février 2010 - 05:19
The Rickstah wrote...
SwiftSweeper wrote...
What are good bonus powers for Adept?
I can only think of four that actually useful:
Energy Drain
Warp Ammo
Barrier
Reave
Am I missing anything?
My penis in your mouth will suffice?
Omg, such wit and originality, you are true comedian. I suggest putting the game down and putting some points into maturity skill.
#21
Posté 15 février 2010 - 05:25
#22
Posté 15 février 2010 - 07:10
Warp - 10 Points/Heavy Evolution
Throw - 1 Point (Only need 1, Pull is worth the investment of full evolution as last evolved power).
Singularity - 10 Points/Wide Evolution (Singularity is required as it stuns 95% of enemies for its full duration except Varren/FENRIS Mechs, YMIR Mechs, Geth Primes and Praetorians. It's your #1 defense).
Pull - 10 Points/Field Evolution
Shockwave - 0 Points
Biotic Mastery - 10 Points/Nemesis Evolution
Bonus Power: Warp Ammo - 10 Points/Heavy
Why I don't pick the following bonus powers:
- Fort/Geth Shield/Barrier are the worst powers for synergy with Adepts and the benefit is a one time boost which keeps you alive for about 1-2 extra seconds. To clarify if the bonus stayed for the whole 60-180 seconds (as in they recharged back to bonus strength after quick depletion) they would be ok, but they don't. Better off learning to use cover and singularity for defense.
-Energy Drain is one of the best bonus powers for an Adept. If it worked on Barriers the same way Warp/Reave work on Shields it would be a tie between it and Warp Ammo. Unfortunately it's situational and shines mainly vs. Geth/Mercs. Easier to rip through their shields with Warp or a squad member's Overload instead.
- Reave is a pretty good skill but has poor synergy on insanity but a great health bonus vs. organics. I really wanted to use this bonus power instead of Warp Ammo but I found it to be situational and the DoT wanting. Singularity is a better for crowd control and has a shorter cooldown. Warp's detonation effect makes Warp more useful than Reave when combined with Singularity or Pull. Therefore I ended up using Singularity and Warp 99% of the time anyways.
-Dominate is really fun and great on organic missions but I found myself just spamming Dominate and doing nothing else and missions ended up taking 3x as long to complete hehehe. Your probably better off to just sticking to trial and error on hard missions and eventually practice will make perfect.
Warp Ammo wins out over all of other bonus powers because it's a passive ammo version of Warp/Reave, doesn't get in the way of power usage, allows for better multi-tasking, makes your weapons very effective vs. bosses and synergies perfectly with Adepts and their combos. For example:
Singularity + Warp Ammo = More damage from ammo because of Singularity's biotic field effect
Singularity + Warp Ammo + Warp = Strips defenses for a better and more effective detonation
Warp Ammo + Pull + Warp = Strips defenses so you can actually use this emergency combo
Singularity + Husks + Warp Ammo= Better chance on instantly to kill a group with one Singularity
#23
Posté 15 février 2010 - 07:21
The moment I got it, I can start shooting out of cover FAR more than I otherwise would've when against organic foes (and most enemies this time around are organic). It seems to give you instant health regen AND regen over time, on top of giving you extra health. And its instant travel time means unless you have only a sliver of health left, you can actually fire it off with no risk of dying, assuming you stripped the enemy of protection.
I even go so far to leave one unprotected enemy minion around, just so I can Reave them when my health goes low during the time I'm blasting another target.
I go with Area despite it giving less health, because then you can do AoE damage without setting up Warp Explosion (WE), which is paramount against melee rushes thats supported by ranged fire. And with you using Reave to fill up your health, there won't be much chances for you to set up WE regardless. AoE also gives you some cover penetration, since Reave is a LoS ability.
(Note you can't trigger WE with Reaved targets for some reason.)
Sure its not as useful against synthetics, but at least its AoE still is of use against clumps. In any case, the fact that you can actually go Bastion this time around (duration increase also increases reave's damage) means you can fully chain stun with Heavy Singularity, and even go so far to alternate between Reave and Singularity without the likes of scions/harbringers able to shoot back at you.
As for weapons, since I suck at FPS, I go with AR. I just can't shoot the SR for beans, plus the fact that you going to sniper scope when using powers is so disorienting. That said, those people with non-CE versions probably should stick with SR, as Avenger is too inaccurate while Vindicator just has too low an ammo stock for you to use effectively since you don't have any +weapon damage powers.
#24
Posté 15 février 2010 - 07:27
Once you have enough squaddies and a good gun, consider trading out Energy Drain for Barrier or Warp Ammo or Dominate. For squaddies I like Jack as an Adept because of her insta-Pull and cooldown bonuses. This basically allows me to blow up any particular part of the battlefield that has an undefended enemy - and that's not hard to setup. My favored team is Thane+Jack because Thane has Throw and Warp, while Jack has Pull and Shockwave.
Between me, Thane, and Jack, we almost always have a power-combo at the ready for the boom effect. Also, Thane's got coverage at long range, while Jack covers short range. Both members combo for Pull-Throw, and you can use Pull and Throw separately as insta-Husk killers or shutdown powers.
Best of all, since NPC powers hit almost instantly with little regard for cover or range, I can use Jack+Thane to create a directed Warp Explosion pretty much wherever I want, on the instant. Miranda also has Warp and she has Overload as well, so she's also a consideration, but her lack of long range options and aggressive AI (and low HP) means that I'm constantly baby-sitting her. Also, no Throw. Overload's great for missions that involve Shields or mechs - a superior choice to Thane for those missions.
#25
Posté 15 février 2010 - 08:08
Balek-Vriege wrote...
Singularity + Warp Ammo = More damage from ammo because of Singularity's biotic field effect
Singularity + Warp Ammo + Warp = Strips defenses for a better and more effective detonation
Warp Ammo + Pull + Warp = Strips defenses so you can actually use this emergency combo
Singularity + Husks + Warp Ammo= Better chance on instantly to kill a group with one Singularity
Be nice if Bioware could release some numbers on this.




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