Mass Effect 3: How To Build The Best Adept | Game Rant

Mass Effect 3 continues to be one of the best games in the series concerning combat. As with its previous two games, there are six classes. These classes are comprised of three pure classes, which specialize in combat (Soldier), biotics, (Adept), and tech (Engineer). The three hybrid classes are Vanguard, Infiltrator, and Sentinel.

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The Adept is one of the pure classes and focuses on biotics. This makes the Adept a powerhouse on the battlefield who deals out destruction and leaves enemy squads shattered. Their core power, Singularity, is one of the most versatile and powerful in the game, while their other biotics such as Throw, Shockwave, and Warp provide crowd control and trigger cross-class explosions.

10 Singularity

Singularity is a biotic power only usable by the most powerful biotics, usually asari, and rarely humans. It is the signature power of the Adept, and is a powerful crowd control tool in the Adept’s arsenal. Singularity does the work of a tiny black hole, using gravity to pull all enemies who fall into its range towards it. Singularity also sets up Biotic Explosions for the Adept and other team members.

Singularity is best used to trap enemies which cross its path, suspending unprotected enemies and staggering those with armor or shields. The upgrade Detonate further evolves Singularity into a weapon, whereupon it explodes and damages enemies when it discharges.

9 Biotics

As a pure class, Adepts are masters and specialists in biotics. This is reflected in their core skillset, which consists almost exclusively biotic powers. These abilities are Singularity, Pull, Throw, Shockwave, and Warp.

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Singularity is helpful as it sets up Biotic Explosions for Warp, Throw, and Shockwave. Nearly all of these abilities can throw or stagger enemies out of cover. Warp is the primary damage dealer of this group, and its Expose and Pierce upgrades makes it all the more lethal to enemies regardless of armor.

8 Bonus Powers

Out of the biotic bonus powers, Flare is the best option for an Adept due to its detonations and high damage output. As Adepts would have a light weapons loadout, the long recharge time that would stumble other classes is mitigated for Adepts. Another good biotic bonus power is Dark Channel as it moves from one enemy to another, meaning the potential for Biotic Explosions across the battlefield is only limited by recharge times of the Adept and their team.

Alternatively, Warp Ammo is the best ammo power to get if an ammo power is needed. Other good options are ones which increase the Adept’s staying power, like Barrier, Fortification, or Defense Matrix.

7 Biotic Mastery

Biotic Mastery is the passive class skill of the Adept. As the class skill, it focuses on improving weight capacity, strength and duration of biotic powers, and improving reputation scores. Upgrading this skill tree is largely dependent on player interest in the story of Mass Effect 3. If the player is invested in the story and wants the best possible outcomes to be available at key plot points, then investing in branches which improve reputation points is critical. Reputation affects the Paragon/Renegade system, and increasing these points allows some leeway for interrupts without having to compromise on getting the best story resolution.

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Aside from reputation, increasing weight capacity for the Adept, a class which relies on cooldowns, is important, especially if the Combo Mastery upgrade isn’t chosen in favor of the reputation bonus.

6 Detonations

Detonations are the staple combat method for the Adept. As a biotic class, the Adept is going to specialize in Biotic Explosions.

Explosions can be set-up using Warp or Singularity. Warp is especially important and flexible as it can be used as both a primer and a detonator. Multiple enemies can be primed using Singularity, while Throw upgraded with Recharge Combo and Double Throw means you can hit two enemies trapped in Singularity, trigger a Biotic Explosion, then use Throw again immediately because of the no recharge bonus.

5 Fitness

Fitness is a passive skill which is found across every class. This passive affects the strength of melee attacks and survivability of the Adept.

As the Adept is primarily a long-range class that can deliver powerful attacks from a distance, the melee upgrades for Fitness are largely unnecessary. Increasing durability and shields is a more fruitful endeavor. Adepts very rarely attack with melee, and melee does very little to enemies compared to other classes. Health and shields, including a bonus to shield recharge time, will insure your Adept is better at surviving in those instances they get swarmed by husks.

4 Weapons

As a class that relies on fast cooldown times, having a light loadout is incredibly important for the Adept. The weapon of choice, then, would be the heavy pistol.

The best pistol is the M-77 Paladin, which can be acquired from Spectre Requisitions. The Paladin is lighter than other heavy pistols found in the game, and has a massive punch for such a light pistol. As it is expensive, a good alternative is the M-6 Carnifex, which can be acquired much earlier when assisting the ex-Cerberus scientists. Helpful mods for these pistols include lightweight materials and the Pistol Piercing mod.

3 Stasis And Shotguns

Adepts have enough powers and abilities to stay out of range of most enemies, but their ability to freeze enemies in place is not to be ignored. Powers like Singularity and Stasis provide the opportunity for a completely alternative way to play, which affects weapon loadout.

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If you’ve gone for this type of gameplay, then a shotgun outfitted with an Ultralight Materials mod is a good choice for the Adept. As the shotgun will be below the weight capacity for the Adept, it’ll have no significant effect on power recharges. An Adept can trap enemies with Singularity or Stasis, then simply walk up to the enemies and finish them off with the shotgun.

2 Squad

As a pure class, the Adept is a specialist in one field. Unfortunately, this means that they’re lacking in two areas, combat and tech. This weakness can be compensated with the Adept’s squad.

As a tech and combat specialist, Garrus is a great option as he covers both the weaknesses of the Adept. Overload is great for taking down shields and synthetics, while Concussive Shot is great for the sheer damage it deals. James is another good companion for the Adept, as he can draw enemy fire while the Adept deals biotic damage and controls the battlefield.

1 Tactics

As mentioned before, the Adept has two main strategies. The first is the most common, where the Adept has a light loadout, using the heavy pistol, while focusing on dealing damage and creating Biotic Explosions using biotics from a distance. The alternative is to focus on keeping enemies immobile, while finishing them off with a shotgun.

Both these tactics require at least one squad mate with combat or tech experience, either to draw fire or to take down defenses the Adept isn’t equipped to beat. With their biotics and a well-balanced team, the Adept is one of the most powerful classes in the game.

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