I'm starting an Insanity run with an Adept, and I was debating between Reave and Warp Ammo.
Bonus power for insanity
Débuté par
justregret
, mars 19 2010 03:10
#1
Posté 19 mars 2010 - 03:10
#2
Posté 19 mars 2010 - 03:21
I wouldn't suggest Reave since you already have Warp, but stay far far away from Warp Ammo. If you need ammo just get a squad mate to give you squad ammo. It will save you 10 points and a bonus power.
#3
Posté 19 mars 2010 - 03:25
On my adept, I just took AP ammo and left 1 point in it to give a little extra damage during the beginning, but personally I never use any of the bonus powers.
#4
Posté 19 mars 2010 - 03:27
Energy Drain helps combat the Adept's weakness against shields. Dominate also works well as it is a biotic power, so it benefits from your Biotic-related research projects and upgrades and it gives you more crowd control. And it's very amusing.
#5
Posté 19 mars 2010 - 03:50
Reave is largely redundant on Warp, which you should be maxing ASAP. Energy Drain has a similar power level without the redundancy; it's a much better skill on an Adept overall.
Warp Ammo is solid, but not until later in the game when squad points start losing their value. Early game you're better off taking advantage of a squad ammo and using another power.
Warp Ammo is solid, but not until later in the game when squad points start losing their value. Early game you're better off taking advantage of a squad ammo and using another power.
#6
Posté 19 mars 2010 - 04:05
yeah, the best bet for Adepts on Insanity is probably to get energy drain so you can remove shields better with the added bonus of replenishing your own as well.




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