Adepts - Heavy or Unstable/Wide Warps or Singularities
#1
Posté 28 février 2010 - 10:43
I had intended to go Heavy Singularity and Heavy Warp, as they seem quite concentrated. But I'm seeing stuff on here mentioning that Unstable Warp is better for squadmates. Is this the case for Shep? And what of Singularity?
#2
Posté 28 février 2010 - 11:01
Modifié par rabbitchannel, 28 février 2010 - 11:57 .
#3
Posté 28 février 2010 - 11:13
I always take Heavy Warp for shep and always unstable for allies. I find more often I am using my allies to detonate, I am always busy spamming singularity. I prefer the allies insta-cast for detonations. I can never plan might correctly because of travel time. Generally I use mine for damage so I get heavy.
#4
Posté 28 février 2010 - 11:24
rab****annel wrote...
I took Wide Singularity and Unstable Warp for my Shep. Then Unstable Warp for Thane and Heavy for Miranda. The longer duration time of Heavy Sing isn't really needed as you should be able to pull of your combos fairly quickly. Getting more enemies in the Singularity is more important. Unstable for Shep because I'd rather get all the defenses down slower than have one down quickly. Also, Shep's cooldown is much faster. I can throw a Singularity, have Miranda Warp the defense of one away and then have Thane use Unstable Warp for the combo. Or I can chain them by throwing Singularity at an enemy with one defense down already.
Doesn't Heavy Singularity function on more enemies than Wide? 6 vs 4?
#5
Posté 28 février 2010 - 11:29
JaegerBane wrote...
rab****annel wrote...
I took Wide Singularity and Unstable Warp for my Shep. Then Unstable Warp for Thane and Heavy for Miranda. The longer duration time of Heavy Sing isn't really needed as you should be able to pull of your combos fairly quickly. Getting more enemies in the Singularity is more important. Unstable for Shep because I'd rather get all the defenses down slower than have one down quickly. Also, Shep's cooldown is much faster. I can throw a Singularity, have Miranda Warp the defense of one away and then have Thane use Unstable Warp for the combo. Or I can chain them by throwing Singularity at an enemy with one defense down already.
Doesn't Heavy Singularity function on more enemies than Wide? 6 vs 4?
On hardcore and above you'll rarely ever have more than 2 unprotected enemies at the same time. Wide has the advantage of having more aoe which translates to higher chances of enemies getting sucked in which means more warp dets that everyone likes so much.
#6
Posté 28 février 2010 - 11:32
As for Singularity, I have more experience with Wide. The trade-off is really weird, IMO. Heavy gives a longer hold time and more charges before it disappears, but the radius is really small. I don't know about singularity actually doing damage to protected targets, but I have a sneaking suspicion it lowers their damage protection.
#7
Posté 28 février 2010 - 11:37
JaegerBane wrote...
rab****annel wrote...
I took Wide Singularity and Unstable Warp for my Shep. Then Unstable Warp for Thane and Heavy for Miranda. The longer duration time of Heavy Sing isn't really needed as you should be able to pull of your combos fairly quickly. Getting more enemies in the Singularity is more important. Unstable for Shep because I'd rather get all the defenses down slower than have one down quickly. Also, Shep's cooldown is much faster. I can throw a Singularity, have Miranda Warp the defense of one away and then have Thane use Unstable Warp for the combo. Or I can chain them by throwing Singularity at an enemy with one defense down already.
Doesn't Heavy Singularity function on more enemies than Wide? 6 vs 4?
I love how the filter censored part of rabbit's name when you quoted it.
#8
Posté 28 février 2010 - 11:49
This is also my reasoning. Getting 4 unprotected enemies with a single Singularity is probably a feat in itself, much more if you get 6. d: I don't think there are even enemies that cluster together in groups of more than three.infinite bias wrote...
JaegerBane wrote...
rab****annel wrote...
I took Wide Singularity and Unstable Warp for my Shep. Then Unstable Warp for Thane and Heavy for Miranda. The longer duration time of Heavy Sing isn't really needed as you should be able to pull of your combos fairly quickly. Getting more enemies in the Singularity is more important. Unstable for Shep because I'd rather get all the defenses down slower than have one down quickly. Also, Shep's cooldown is much faster. I can throw a Singularity, have Miranda Warp the defense of one away and then have Thane use Unstable Warp for the combo. Or I can chain them by throwing Singularity at an enemy with one defense down already.
Doesn't Heavy Singularity function on more enemies than Wide? 6 vs 4?
On hardcore and above you'll rarely ever have more than 2 unprotected enemies at the same time. Wide has the advantage of having more aoe which translates to higher chances of enemies getting sucked in which means more warp dets that everyone likes so much.
#9
Posté 01 mars 2010 - 12:12
But I appreciate the assist nonetheless.
#10
Posté 01 mars 2010 - 12:50
Spellbound83 wrote...
I use heavy warp for Shepard, Unstable Warp for my allies (has reduced cooldown, more overall DPS).
As for Singularity, I have more experience with Wide. The trade-off is really weird, IMO. Heavy gives a longer hold time and more charges before it disappears, but the radius is really small. I don't know about singularity actually doing damage to protected targets, but I have a sneaking suspicion it lowers their damage protection.
It does damage... not a whole lot, but I've had it rip husks apart.
#11
Posté 01 mars 2010 - 03:25
Heavy Warp because you get no CD reduction like you do with your squaddies (for whom you should take unstable),
Note that both of the above choices were made with my bonus power being Area Reave. Because really, against organics, if I had the choice being AoE'ing with Wide Singularity or Area Reave, I'd take the latter anyday due to it doing damage as well. Having Heavy Warp also makes up partly for the fact that Area Reave is not so good against the massive targets with armor, so Heavy Warp is there to make up for it.
EDIT: Also note that by having Area Reave, you get to shoot your gun a lot. To the point where you would Area Reave organic health as much as the Vanguard uses Charge to keep both of them alive while they're out of cover. So if you're in the mood to have a Vanguard-style of play for a non-Vanguard class, get Reave.
Modifié par DragoonKain3, 01 mars 2010 - 03:56 .
#12
Posté 01 mars 2010 - 07:12
I took Warp Ammo for my bonus, testing between AP rounds and Warp ammo, forgot what I was trying to figure..oh right. Is the Warp Ammo singularity/pull bonus damage worth it over Tungsten Ammo?
#13
Posté 01 mars 2010 - 07:22
I rarely if ever use warp since for enemies who aren't clustered together, I'd rather just use pull/singularity -> heavy throw to instakill them or close to it.
So if I use warp, I'd rather have the one with the widest detonation. Of course, if you're facing YMIR/praetorian/scions, heavy warp is the better one here (just retrain)
Maxxed out warp ammo does the most damage to enemies held in a biotic field (blue ragdoll effect) - most of the times instead of shooting I'll just throw them for insta-kill though.incinerator950 wrote...
Heavy Warp and Wide Singularity for Shepard.
I
took Warp Ammo for my bonus, testing between AP rounds and Warp ammo,
forgot what I was trying to figure..oh right. Is the Warp Ammo
singularity/pull bonus damage worth it over Tungsten Ammo?
Ammo power-wise, I usually use tungsten ammo for regular missions and warp ammo for collector missions.
Modifié par Arde5643, 01 mars 2010 - 07:25 .
#14
Posté 01 mars 2010 - 07:32
#15
Posté 01 mars 2010 - 07:43
Can't stop. Won't stop.
#16
Posté 01 mars 2010 - 08:08
My frist Adept was pretty much all warp explosions off of singularity traps. I wanted to avoid using singularity all together this time around, but I'm having trouble without it. I just respecced into Heavy Singularity and Heavy Throw, lets see how this goes
#17
Posté 01 mars 2010 - 08:24
With this build, you mostly use singularity :
* to stunlock enemies while you get to another cover and have your teammates shoot at the one stunned,
* a defensive/offensive CQC tool to stop enemies from flanking or to gain an advantage on an enemy around the corner
* for damage and offensive CC, I usually use pull/throw instead of singularity since throw also damages barriers.
And using shotgun pretty much forces you to try to advance and flank the enemies... so even better. You won't ever be bored using shotgun adept with heavy throw I can tell you that.
Use pull though on any unprotected enemies rather than singularity - either keep pull at lvl2 or max it to area pull.
#18
Posté 15 avril 2010 - 05:29
#19
Posté 15 avril 2010 - 07:22
#20
Posté 15 avril 2010 - 07:26
#21
Posté 15 avril 2010 - 04:56
#22
Posté 15 avril 2010 - 05:23
JnEricsonx wrote...
So, pull+throw works well too? Wouldn't it be best to get a Area Pull+Area Throw? Or, Area Pull+Warp?
Pull only needs one point. Area pull is very situational to the point where its AoE isn't really used. Also, on insanity or hardcore (if that's what you're playing) it's very rare to get a number of unprotected enemies at the same time. You're better investing you're points in something else (I'd recommend a bonus power)
As for throw, again on insanity/hardcore go with heavy throw. It's insta-kill for any 'pulled' enemy and has very quick recharge. Again area throw is very situational. But if you're playing on veteran or below go with the AoE for pull and throw, not that many enemies have protection and you'll flinging people all over the place.
I always go with heavy warp on Shepard (unstable on squad) and wide singularity. But I thinking of trying out heavy singularity for a while to see if there's any difference.
#23
Posté 15 avril 2010 - 09:46
EDIT: Shep's Heavy Warp can do 760 damage after upgrades and equipment. Whereas Unstable would do roughly 600 at maximum.
Modifié par FoFoZem, 15 avril 2010 - 09:47 .
#24
Posté 17 avril 2010 - 11:46
#25
Posté 17 avril 2010 - 11:59




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