DY_nasty said:
Holy fuck, the collector ship on insanity rocked my ass. I ended up getting ARs for my adept, though I'm not so sure that I want to keep it. I may reload and pick another class but at the same time, I don't know how I would've got off the ship without it. The Geth Rifle is a boss when it comes to stripping shields and barriers.
Its just that I finally got my SMG upgraded nicely and switching between 3 weapons (AR, handcannon, SMG) is a bitch... I'm giving Shotguns a serious thought right now, even Sniper Rifles (though I feel like that would be extremely taxing when it comes to ammo). Any suggestions for an adept on insanity?
PS: Slam owns so fucking hard. I can't believe I didn't use it more. 3 second cooldown? Instantly snatch dudes out of cover? Damage increase while target is in the air? No need to throw some shit around cover? Splash damage on ground contact??? goddam
Yes
As an AR adept, get the vindicator and max out shockwave to heavy shockwave and singularity to wide singularity.
Vindicator strengthens the adept as the best class for controlling medium range combat and shockwave basically gives the adept an ability to snipe enemy with the vindicator at long range.
Do NOT give the adept sniper rifles - totally useless weapon for the adept that does nothing to improve medium range/close range where the adept excels at.
If you have any situation where you're waiting for shields/health to go back up and you have a high cover to stand behind, use that to launch strings of heavy shockwaves to opponents.
Remember, shockwave goes through objects so you can cast it from behind cover as well.
Here are two builds I tried out in hardcore - I'll try them next in insanity:
Power Assault adept:
Shotgun adept with heavy throw, area pull, unstable warp, 2-3 levels of singularity, and nemesis spec - this is the adept built for those who like using powers all the time as well as close combat and flanking action.
For squadmates, you take one defense strippers (Garrus/Thane/Miranda/Tali/Samara) and one ammo squadmate (Jacob/Zaaed/Jack) and you pretty much only use guns for close combat action or places you can't reach with shotguns. Which means for bonus powers, your best bet is energy drain.
Your most used skills are pull and throw with warp for some AoE as well as singularity for close combat action or tactical manouvering (stunlock some enemies while you manouver to different covers)
This adept excels at medium range to close range - pull/throw + warp detonation on medium range combat and singularity mano-to-mano shotgun action on close range (best way to fight scions/harbingers with this adept is either long range warp spam or close range singularity stun-lock shotgun action)
Biotic Defender Adept:
Assault Rifle adept with heavy shockwave, wide singularity, unstable warp, area pull and bastion spec - this is the adept build for those who prefer shooting at long to medium range with medium usage of powers for stunlocking enemies (shockwave/singularity) and AoE damage (singularity/pull -> warp)
Your best weapon is the vindicator for long and medium range combat combined with either shockwave or singularity stun-locking your opponents.
For teammates, get one sniper teammate (Thane/Garrus/Legion) and one defense stripper (Garrus/Thane/Miranda/Tali/Samara).
At long to medium range, your most spammed powers are shockwave and singularity where your vindicator and sniper teammates will shred any enemy staggered or stunned with singularity fairly quickly. This means your best bonus skill is an ammo power (AP ammo for regular missions and warp ammo for collector missions).
This build excels on long range and attrition battles (with shockwave) and medium range with singularity and the usual pull/singularity -> warp detonation AoE damage. This build uses singularity at close range defensively as a way to retreat to a better cover or offensively at long/medium range to stun and shoot enemies.