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Warp Ammo, Energy Drain or AP Ammo?


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#1
chuck_chan_88

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I've recently been playing an Adept (ThatAverageGatsby, I'm a big fan of your videos: if you ever want a back rub, just lemme know) and I have been enjoying the playstyle of sorta hanging back using powers. He's been far more owerful than my Sentinel, handling situations that the Sentinel could never handle (charging Krogan for example).

Anyways, what bonus power for the Adept?

Warp Ammo, Energy Drain or AP Ammo?




I currently have Warp Ammo under the idea that it does solid damage to everything but shields and does bonus damage to things caught in my Singularities / Pulls. However, if something is in the red, I may as well use biotics on them.

With that reasoning, I thought AP Ammo would be superior to get an extra 20% damage on armored targets. Good for taking down charging Krogan faster. However, i lack a anti-shield power.

So I thought Energy Drain would be a solid choice since it is basically Overload that refills my barriers. Thing is, I now lack an ammo power for when I do need to shoot. On the other hand, AverageGatsby has shown that you don't need to shoot.



So what power should I get?

#2
JaegerBane

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chuck_chan_88 wrote...
So what power should I get?


I went down the munchkin route and modded my character so he has two bonus powers and the squad points to bulk them out - so I took both Energy Drain and Warp Ammo - uber pwnage :devil:

My personal opinion is that AP Ammo, while usable, is a sub-optimal choice on an Adept, who will almost always have enemies within their biotic grip. And having something *else* to deal with Barriers is always useful.

Seriously though, which power you take will ultimately depend on how you want to play an Adept. Taking Warp Ammo will mean you can play like an Asari Commando - you'll be kicking out some major damage once you hit rank 3, and Warp Ammo is easily the most versatile of all the ammo powers. The bonus damage to biotic'd enemies will allow you to carry off some interesting combos at short range - you can really wipe out enemies in short order once you've hit them with Singularity. Set it on your Tempest and you're set for firepower. Take the Vindicator later on and you have plenty of firepower at all ranges for the mid game.

On the other hand, Energy Drain makes your Adept verrrrry flexible. Aside from saving your bacon on many an occasion, Drain essentially allows you to take any team mate for any mission and means you can take on any kind of enemy or defence by yourself. It's hard to say no to that kind of flexibility. It's a bit like playing a Sentinel who trades defence for the ability to 0wn crowds.

It's up to you. You're either Shiala Shepard or Liara Shepard.

You could join the dark side like me, mod your character, take both, add some guns, and pick up the Revenant on the Collector ship. My monitor nearly imploded trying to display the sheer amount of awesomeness on screen when I did this :devil::devil::devil::devil::devil:

Modifié par JaegerBane, 06 mars 2010 - 04:47 .


#3
chuck_chan_88

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Sadly I can't mod.



Xbox360 version.

#4
JaegerBane

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chuck_chan_88 wrote...

Sadly I can't mod.

Xbox360 version.


Ouch, them's the breaks.

I still stand by what I mentioned about Warp Ammo and Drain, though.

#5
Dhraconus

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Personally I like Energy Drain for my Adept. I find there are too many Blue Suns in the game to not be able to deal with shields easily. Plus there is squad ammo options, though that does mean you have to take Jack, Garrus, or Zaeed depending the ammo type you want. Though an argument could also be made for "just take Garrus and/or Miranda if you need Overload.

The only problem is that Energy Drain is a tech ability so it doesn't benefit from your class biotic bonuses.

#6
JaegerBane

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Dhraconus wrote...
The only problem is that Energy Drain is a tech ability so it doesn't benefit from your class biotic bonuses.


None of the powers he's asked about will benefit from his bonuses. Plus you still get acces to all the Tech Damage upgrades and whatnot.

#7
Atmosfear3

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I went to dominate personally. Its pretty hilarious to dominate a target in the middle of a pack then warp them for the detonation :)

#8
Spyndel

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Modded characters aside, I might start the game with Energy drain, but respec out to to Warp ammo at some point. Shields become less a factor later in the game, teamates can take them out, and you'll be quickly firing upgraded Warps which do decent damage against shield when upgraded.

[edit] Another thread has won me over to the merits of Warp over AP ammo.

You can always give the adept the Geth Pulse Rifle to shred shields and barriers.

Modifié par Spyndel, 06 mars 2010 - 10:58 .


#9
Arde5643

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Get energy drain for the adept - cooldown and power bonuses adepts get make it the best skill to use in most missions in the game.

In regards to ammo, your adept will rarely use weapons unless you go down the path of assault rifle Vindicator adept with heavy/improved shockwave - then ammo powers might be of use since vindicator + shockwave wrecks enemies at long range.



If you prefer slinging powers like most adepts do, just use teammates for squad ammo powers, and keep using energy drain for yourself. And for missions where energy drain is useless, just take dominate or barrier for kicks.



Most of adept's skills are too useful and can be quite versatile that I really only use energy drain on enemies where none of my biotics work (YMIR obviously).



You might not believe me, but Jack and Jacob are two of the best squaddies for an adept. Never ever take Miranda as an adept unless you're in the beginning stages though - very mediocre squadmate for an adept.


#10
SmilingMirror

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chuck_chan_88 wrote...
He's been far more owerful than my Sentinel, handling situations that the Sentinel could never handle (charging Krogan for example).

How the hell is an Adept doing better with charging Krogan than a Sentinel. We have Tech Armor!
I think your problem is you need to lure the krogan out and melee him to death.

quite frankly, i feel all the classes are pretty closely balanced, you shouldn't have trouble with any one enemy. If you are, you need to fix your build, find better upgrades, or try different strategies.

I haven't seen gatsby do anything i couldn't do....no offense to him, i think we're just both really good players.

Modifié par SmilingMirror, 06 mars 2010 - 10:50 .


#11
Arde5643

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SmilingMirror wrote...

chuck_chan_88 wrote...
He's been far more owerful than my Sentinel, handling situations that the Sentinel could never handle (charging Krogan for example).

How the hell is an Adept doing better with charging Krogan than a Sentinel. We have Tech Armor!
I think your problem is you need to lure the krogan out and melee him to death.


Errr...singularity? Pull? An adept is better at handling krogans than the sentinel can ever be.

Of course, if someone's playing a sentinel like they play an adept, they're doing it totally wrong.

#12
SmilingMirror

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I'm just saying....Adept doesn't seem like the class that can aggressively handle Krogan.
Not to mention this is the first time I've ever found another player think Krogan are the more difficult enemies. I'd think the flamethrower vorcha or missile troopers would be a biggier problem.

If your having trouble with Krogan, I think you should get Warp Ammo, especially since your an Adept. You can pull them for explosive damage with warp ammo, and it'll take the battlemasters out slightly quicker.

Modifié par SmilingMirror, 06 mars 2010 - 10:56 .


#13
Arde5643

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Oh gods, krogans are so easy as an adept - singularity, strip defenses, pull then throw/warp or just singularity/pull them for however long you want to stun them in air.

#14
DragoonKain3

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Between the three listed, I'd take Energy Drain. Mainly because as an Adept, CC elements are way more useful than pure damage. As such, I highly value Squad Inferno Ammo/Disruptor Ammo, so there's not space for Warp Ammo/AP Ammo for me.

Of course, if you ask me, Area Reave is better than all three of them. No need to set up Warp Explosions, does AoE instant damage against protection, CCs against organic health, and gives you a health boost against organic health as well.

Which means that you'd have a better overall DPS because you don't have to hide behind cover so much anymore. It gives you the best of both worlds; AoE power damage AND survivability that enables you to shoot your gun more often. Just because you don't need to shoot in order to win an encounter doesn't mean you should not shoot, unless you find it fun unnecessarily prolonging battles.

Modifié par DragoonKain3, 07 mars 2010 - 08:04 .


#15
Rheia

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I haven't tried insanity yet, but on hc I found that reave is amazing: great utility and graphic effect. That said it is too tempting to just play spamming it regardless of class, so I stay away from it on my adept who is my favorite class by a large margin.



I like warp ammo on them. They already have a large arsenal of powers, so a passive that synergizes (is that even a word?) with them is a great. Cookie points for it to be of biotic nature ;).

#16
Arde5643

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I usually just use Jack for squad warp ammo since shockwave and pull every 5-6 seconds are just too awesome when combined with an adept.

Loved Jack as squaddie when playing as an adept.



For bonus powers, most of the times I leave energy drain at 1 unless I'm going against the 3 YMIR mechs at Dartar.



If I'm going assault rifle adept with max shockwave, then I go with either AP ammo or warp ammo for bonus powers since I'll be using mostly weapons instead of powers.

For most adept builds though, energy drain at lvl 1 or lvl 2 works better.

#17
Urazz

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I suggest energy drain for adepts since that'll help remove shields and regenerate your shields.



Reave is also a good choice as well but I find it less useful since as a adept, if you are constantly being knocked low enough in your health bar to make use of the healing part of reave, then you are playing the adept wrong.

#18
DragoonKain3

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Fact of the matter is, in Insanity as an Adept, you stick out your head long enough just to launch warp/singularity, and you most probably have already lost your shields. So if the proper way of playing Adept is to hide behind cover doing nothing for 5 seconds just to recharge shields every time it goes down, I'd rather play it 'wrong' any day. Way too much 'downtime' when I played Adept the 'proper' way before I unlocked Reave.

#19
JaegerBane

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Arde5643 wrote...
You might not believe me, but Jack and Jacob are two of the best squaddies for an adept. Never ever take Miranda as an adept unless you're in the beginning stages though - very mediocre squadmate for an adept.


You're right, I don't believe you. Having Warp and Slam to finish off one of your combos, Overload on stuff that you have no powers to handle, and passive bonuses to the team doesn't really sound 'mediocre'. Particularly when you're advocating Jacob, of all people. Since the Evis release he's gotten a bit better, but you're unlikely to get that much benefit from fire ammo as an Adept and Barrier is a waste of time.

#20
Arde5643

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I took Jacob for Horizon due to his squad incendiary and pull combo.

And instead of Miranda, I took Grunt to Horizon as well due to his health, assault rifle, and concussive shot for barriers/knocking down enemies (mainly for his health and weapon).



For blood pack missions, I always use Jacob and Mordin - squad incendiary ammo stops regen and kills armor fast, incinerate blast is far more useful than unstable warp in stripping armor and stopping health regen, cyro blast is very useful for stunning enemies/stops regen/gives dmg bonus.

Were I to use Miranda here in place of Jacob or Mordin, her only use will have been warp for stripping armor and doing warp detonation.

That means lots of cooldown wait time and lack of cc and regen-stopping power of incendiary ammo/incinerate/cyro blast.



For eclipse missions, I'd take Garrus over Miranda any day with either Samara/Thane/Jack. Garrus has stronger overload due to his passive power and he also has sniper rifle to boot.

Samara and Jack are the biotic squaddies with the fastest recharge time - it takes them 5-6 seconds to use their biotic skills each time compared to Miranda taking 9 seconds to recharge.

Thane has the same warp as Miranda, has heavy throw to do barrier damage against regular collector drones, and the sniper rifle.



Even for blue suns missions, I'd take Garrus and Tali over a Miranda combo - blue suns missions usually has light mechs, so AI hack comes in very handy here. Tali's energy drain also makes her survivability rate higher than Miranda's.

Lack of warp detonation? Enemies are rarely bunched up together, and I'd rather use heavy throw to insta-kill them or hit them close to death than waiting for the long cooldown.



Seriously? You'd take Miranda over these specialists for the later missions? I mean, sure as the weapon classes (vanguard/infil/soldier), Miranda's versatility and weapon boost make her the best.

But as an adept? She's a mediocre choice for most missions (mediocre, not poor).