Xbox 360 Mass Effect 3. Class Guide: Adept.

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Mass Effect 3. Class Guide: Adept.

mass-effect-3-class-power-guide.jpg

At the very beginning of Mass Effect 3 you will be offered to choose a warrior class. All of them offer different abilities, tactical maneuvers, strategy tricks and specials. Each class has a corresponding class talent which improves abilities important to that class. Some of class talents will be at your service from the very beginning, others have to be unlocked while you progress through the game. Here’s the list of available classes in Mass Effect 3:
1. Adept;
2. Engineer;
3. Infiltrator;
4. Soldier;
5. Sentinel;
6. Vanguard.

Adept
When choosing Adept as your character you need to understand that those fellows rely only on their biotic powers. Of course, they enjoy using guns but are effective only with light weapons. A perfect suit is either a Heavy Pistol or an SMG. In very rare cases they use sniper or assault rifles. Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. Throwing, pulling lifting and doing other deadly physical stuff is exactly what Adept is good for. Especially, with the update in Mass Effect 3, Adepts can turn into true powerhouses. Try to combine low weight weapon, low cooldown build, increase power recharge speed and you will get an incredibly powerful and tricky warrior that is capable of disabling enemies long before they even start fighting back. This can happen when you combine a few biotic powers and cause a powerful biotic explosion. Of course, the power of these biotic combos depends on the rank of the powers used and if you level up to Rank 6 – your effectiveness will be just insane. In addition to biotic explosions, most of the Adept's powers are capable of triggering tech power combos.

Powers

Class Powers

Singularity
Singularity is a must have power for every Adept. This is the first thing that distinguishes an Adept from other warriors on the field (except the armor, of course). Singularity is a perfect crowd control power and is a good startup for other biotic powers like Throw or Warp. When in use, Singularity places energy field and when someone approaches it either lifts the enemy in the air (if it’s someone weak) or causes severe damage. But not only you can use Singularity for making traps but it will work just great for shooting enemies directly from the distance and make them helpless. Singularity is pretty effective against any kind of enemy but, of course, those who approach you unprotected will suffer the most. It easily disables unprotected enemies but has some penalties against the fellows with shields: instead of disabling them completely, it will stagger them heavily. But, when used against Marauder or Centurion, Singularity power will lock those fellows and will open an opportunity to deal with their shields. Unlike single player, in multiplayer Singularity's damage and usefulness is highly increased because of the fact that multiplayer enemies (especially on Silver and Gold difficulties) are kind of tough and everybody knows that they can inflict lots of damage in a short period of time. This biotic power is very effective at holding multiple enemies in one spot and then can be detonated to cause more damage. But no matter the mode (online or single player) it is a good idea to equip your character with a powerful gun that has good shield penetration and with a leveled Singularity.

Singularity: Power Ranks (Single-player)

Rank 1: Singularity
Create a sphere of dark energy that traps and dangles enemies caught in its field.
Recharge Speed: 4.50 sec (Shepard)
Duration: 4 sec
Radius: 1.5 m

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 3.60 sec (Shepard)
Duration: 4 sec
Radius: 1.5 m

Rank 3: Duration & Radius
Increases Singularity's hold duration by 20%.
Increases impact radius by 20%.
Recharge Speed: 3.60 sec (Shepard)
Duration: 4.80 sec
Radius: 1.80 m

Rank 4: Duration/Radius
Duration: increases Singularity's hold duration by 30%.
Additional enemies can be lifted before Singularity fades.
Recharge Speed: 3.60 sec (Shepard)
Duration: 6 sec
Radius: 1.80 m
Radius: increases impact radius by 25%.
Recharge Speed: 3.60 sec (Shepard)
Duration: 4.80 sec
Radius: 2.18 m

Rank 5: Lift Damage/Recharge Speed
Lift Damage: inflicts 20 damage per second to lifted targets.
Recharge Speed: increases recharge speed by 30%.
Recharge Speed: 2.90 sec (Shepard)
Duration: 6 sec (Duration), 4.80 (Radius)
Radius: 1.80 m (Duration), 2.18 m (Radius)

Rank 6: Expand/Detonate
Expand: expands the Singularity field by 35% for 10 seconds.
Detonate: detonates Singularity when the field dies to inflict 300 damage across 5 meters.

Singularity: Power Ranks (Multiplayer)

Rank 1: Singularity
Create a sphere of dark energy that traps and dangles enemies caught in its field.
Recharge Speed: 8 sec
Duration: 8 sec
Radius: 1.50 m
Damage Per Second: 100

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec
Duration: 8 sec
Radius: 1.50 m
Damage Per Second: 100

Rank 3: Damage
Increases damage by 20%.
Recharge Speed: 6.40 sec
Duration: 8 sec
Radius: 1.50 m
Damage Per Second: 120

Rank 4: Duration/Radius
Duration: increases Singularity's hold duration by 150%.
Recharge Speed: 6.40 sec
Duration: 62.50 sec
Radius: 1.50 m
Damage Per Second: 120
Radius: increases impact radius by 35%.
Recharge Speed: 6.40 sec
Duration: 8 sec
Radius: 2.03 m
Damage Per Second: 120

Rank 5: Lift Damage/Recharge Speed
Lift Damage: inflicts 50 damage per second to lifted targets.
Recharge Speed: increases recharge speed by 35%.
Recharge Speed: 5 sec
Duration: 62.50 sec (Duration), 8 sec (Radius)
Radius: 1.50 m (Duration), 2.03 m (Radius)
Damage Per Second: 120

Rank 6: Damage/Detonate
Damage: increases damage by 50%.
Recharge Speed: 6.40 sec (Lift Damage), 5 sec (Recharge Speed)
Duration: 62.50 sec (Duration), 8 sec (Radius)
Radius: 1.50 m (Duration), 2.03 m (Radius)
Damage Per Second: 170
Detonate: detonates Singularity when the field dies to inflict 500 damage across 7 meters.

Pull
Pull is an effective way to get out enemies from their covers. It also makes them vulnerable to the other powers and leaves unprotected. As a matter of fact, Pull is pretty close to the Singularity and it is recommended to invest heavily in one and do not scatter skill points on both of them. Pull is very useful against Cerberus Guardians. And even despite the fact that Cerberus Guardian come protected with the shield, it will be ripped from their hands leaving them vulnerable to your further actions. If you get an opportunity to hit them from behind, Pull will work as Singularity, lifting enemies in the air. Like all the biotic powers, Pull arcs towards the highlighted target enemy meaning that you are not obliged to look your enemy in the eyes. Also, if standing at the right place, you can send biotic projectiles from behind the cover without exposing your body to the enemy. It takes some time for the projectile to reach the target but even if it moves – Pull will still get the guy. By the way – you might really consider investing your skill points into the power mentioned as far as with a few levels up it can be recharged in 0.74 seconds. Even its closest competitor recharges in no less than 1.21 seconds. When upgraded to the possible maximum, Pull still won’t be good enough to lift armored or shielded enemies in the air. However, it will likely stun them briefly. At the Rank 5, when upgraded to the Double Pull, the power will become pretty useful against shielded enemies: the shield will overload and electrocute anyone using it as cover.

Pull: Power Ranks

Rank 1: Pull
Yank an opponent helplessly off the ground.
Recharge Speed: 4 sec
Duration: 4 sec

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 3.20 sec

Rank 3: Duration
Increases duration by 40%. (50% multiplayer)
Duration: 5.60 sec (6 multiplayer)

Rank 4: Duration/Radius
Duration: increases duration by 50%. (100% multiplayer)
Duration: 7.60 sec (10 multiplayer)
Radius: increases impact radius by 2 meters. (2.5 multiplayer)

Rank 5: Lift Damage/Expose
Lift Damage: inflicts 20 (75 multiplayer) damage per second to lifted targets.
Expose: increases all damage to targets lifted by Pull by 25% (30% multiplayer).

Single Player Rank 6: Double Pull/Recharge Speed
Double Pull: launches two Pull projectiles to seek two targets instead of one.
Recharge Speed: increases recharge speed by 60%.
Recharge Speed: 2.16 sec

Multiplayer Rank 6: Duration & Combo/Recharge Speed
Duration & Combo: increases duration by 50%, and increase the force and damage of biotic detonations on affected targets by 75%.
Duration: 12 sec (duration), 8 sec (radius)
Recharge Speed: increases recharge speed by 150%.
Recharge Speed: 1.45 sec

Shockwave
Shockwave is great in all the possible meanings. First of all – it shocks enemies with electrical charges and disables it from doing things. Secondly, unbreakable glass or high blockades won’t be able to stop the projectile because Shockwave is good and tricky enough to go through them. So, when you see someone hiding behind the cover made of glass, do not hesitate another minute and send the projectile directly through it. Another great thing about Shockwave is that it can detonate all types of power combos. When used against Cerberus Guardian, Shockwave will cause the enemy to stagger, leaving him unprotected against weapon fire for a brief amount of time. Shockwave can now detonate a Singularity and a variety of other biotics which will come in handy during the fight. If you upgrade this power up to Rank 6, as a pleasant bonus you are going to get a Lift effect too. This effect can be detonated by some other powers as well. By the way – Shockwave allows you to fight with a Cerberus turret while standing behind the cover without any penalties. However, it might take a few shots to get it down.

Shockwave: Power Ranks

Rank 1: Shockwave
Topple a row of enemies with this cascading shockwave.
Recharge: 8 sec (Shepard)
Damage: 200 (300 multiplayer)
Force: 600 N (700 multiplayer)
Radius: 2 m
Range: 10 m (16 multiplayer)

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge: 6.40 sec (Shepard)
Damage: 210
Force: 600 N
Radius: 2 m

Rank 3: Force & Damage
Increases force and damage by 20% (25% multiplayer).
Recharge: 6.40 sec (Shepard)
Damage: 240 (375 multiplayer)
Force: 720 N (875 multiplayer)
Radius: 2 m

Rank 4: Force & Damage/Radius
Force & Damage: increases force and damage by 30%.
Recharge: 6.40 sec (Shepard)
Damage: 300
Force: 900 N
Radius: 2 m
Radius: increases radius by 30%.
Recharge: 6.40 sec (Shepard)
Damage: 240
Force: 720 N
Radius: 2.60 m

Rank 5: Detonate/Reach
Detonate: increases force and damage of biotic detonations by 50% (65% multiplayer).
Reach: increases the distance the Shockwave cascades by 50%.
Range: 15 m (24 multiplayer)

Rank 6: Recharge Speed/Lifting Shockwave
Recharge Speed: increases recharge speed by 40%.
Recharge: 4.85 sec (Shepard)
Lifting Shockwave: suspend targets in the air for a short time.

Throw
Throw is another great biotic power useful against pretty much any enemy on the field. Its main idea is to keep the bad guys at the distance. When in use, Throw will either launch the bad guys away or knock them over. It is very effective against small enemies and is almost instant if you upgrade it with the +200% Power Recharge Speed. On the top of that Throw is a reliable detonator power. When used with either Pull or Singularity, Throw can be turned into a real devastator. Throw might not be that effective against bigger enemies, but it will still buy you some time to escape the battlefield and either recover your health or recharge your guns. Also, Throw allows you to throw enemies off the cliffs literary keeping you away from the actual fight, so – do not waste an opportunity like this when it appears. The direction at which the Throw field hits an enemy affects which direction it will be sent. In other words: if you hit from above – the power will hammer your enemy to the ground and if you throw from below – it will likely send him flying. If you consider investing skill points in Throw and upgrading it up to Rank 6 – I would recommend to concentrate on the Double Throw branch. This will allow you to take down two enemies at once and clear the field in no time thanks to its pretty instant recharge speed. You might also consider using Throw with Reave or Warp. In this case it will be extremely powerful against Banshees, Brutes and Atlases. Throw has a very good feature to travel faster than other biotic powers and it makes it almost impossible for any enemy to raise his shield or dodge the approaching projectile. But even if someone does, due to the amazing recharge speed you can send another one to improve the situation. In Multiplayer Throw causes a bit different damage and if you upgrade it to Rank 6 Damage Evolution you will get almost a perfect weapon with high recharge speed, decent damage and great crowd control capabilities.

Throw: Power Ranks

Rank 1: Throw
Toss your enemy through the air with this biotic blast.
Recharge Speed: 4 sec (Shepard)
Force: 600N

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 3.20 sec (Shepard)

Rank 3: Force
Increases force by 30%.
Force: 780N

Rank 4: Force/Radius
Force: increases force by 40%.
Force: 1020 N
Radius: increases radius by 2 meters.

Rank 5: Detonate/Recharge Combo
Detonate: increases force and damage of biotic detonations by 50%.
Recharge Combo: reset recharge time after a biotic combo detonates.

Single Player Rank 6: Double Throw/Recharge Speed
Double Throw: launch two Throw projectiles that seek two targets instead of one.
Recharge Speed: increases recharge speed by 60%.
Recharge Speed: 2.16 sec (Shepard)

Multiplayer Rank 6: Force and Damage/Recharge Speed
Force & Damage: increases force by 50% and do an additional 200 damage on impact.
Force: 1320 N (Force), 1080 N (Radius)
Recharge Speed: increases recharge speed by 60%.
Recharge Speed: 2.16 sec

Warp
Warp is a great power and with a few geometry tricks you can make it bend around corners and over or under obstacles if angled correctly. It can also be used to set up biotic explosions and is good for detonating any kind of power combo. Unfortunately, it is less effective than the Warp from Mass Effect 2 and it is recommended to use it in a pair with Overload. The Overload will take care of barriers and shields and Warp will do the rest with armor-plated enemies. When used against unarmored enemies, Warp will make them stagger. However, the biggest uniqueness of the Warp is that it is one of 5 powers that can set up and detonate biotic explosions on any enemy at any time.

Warp: Power Ranks

Rank 1: Warp
Rip your enemy apart at a molecular level.
Stop targeted enemy from regenerating health.
Weaken armor.
Recharge Speed: 8 sec Shepard, 16 sec others
Damage: 250
Duration: 10 sec

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 250
Duration: 10 sec

Rank 3: Damage
Increases damage by 20%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 300
Duration: 10 sec

Rank 4: Damage/Detonate
Damage:
Increases damage by 30%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 375
Duration: 10 sec
Detonate: increases force, damage, and impact radius of combo detonations by 50%.

Rank 5: Lasting Damage/Expose
Lasting Damage:
Increases damage by 40%.
Increases duration by 60%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 475 (damage), 400 (detonate)
Duration: 16 sec
Expose: increases weapon damage taken by a target by 15%.
Increases power damage taken by a target by 15% for 10 seconds.
Recharge Speed: 6.40 sec (Shepard)
Damage: 375 (damage), 300 (detonate)
Duration: 10 sec

Rank 6: Pierce/Recharge Speed
Pierce: increases damage to barriers and armor by 50%.
Weaken armored targets by an additional 25%.
Recharge Speed: increases recharge speed by 35%.
Recharge Speed: 5 sec (Shepard)

Cluster Grenade
Cluster Grenade is an exclusive item for Adepts when playing single player and is available for a few more classes when playing online. When thrown, the initial grenade splits up into 3 extra grenades (the number of grenades can be increased with some upgrades). Each grenade triggers a separate Biotic Explosion causing devastating damage. The good thing about Cluster Grenades is that when split, every grenade causes almost identical damage and all together they can be very devastating. This type of grenade can be very effective against foot-soldiers, such as Phantoms or Centurions. You need to remember that Cluster Grenades do not explode on contact which means – they can be bounced off the walls or any other surfaces. This can be used to your advantage as well as it can spoil your strategy plans. It is highly recommended to use Cluster Grenade against group of enemies and try to throw them in a way so that they hit different targets. The trick is that Cluster Grenades can cause a biotic explosion and inflict double damage to its target but they each must hit a different target to do so. If not – double damage will be caused only by the first grenade. And the last but not the least: if you are playing as Drell Adept, you can use Cluster Grenades to become a strategically perfect warrior. All you have to do is to cast Reave on a target or a group of targets and then throw the Cluster Grenades at him/them. By triggering a Biotic Explosion, you can become extremely effective against armored targets (Ravagers and their Swarmers, Brutes, Banshees). When playing in single player, the Cluster Grenade will split up into 3 separate grenades but with the Rank 6 upgrade you can get up to 5 grenades. As for the multiplayer – you will have only 3 grenades out there instead of 2.

Cluster Grenade: Power Ranks

Rank 1: Cluster Grenade
Damage: 420 (500 multiplayer)
Force: 1200 N (1000 multiplayer)
Radius: 4 m

Rank 2: Max Grenades
Increases grenade capacity by 1.

Rank 3: Force & Damage
Increases damage and force by 20%.
Damage: 490 (600 multiplayer)
Force: 1400 N (1200 multiplayer)
Radius: 4 m

Rank 4: Force & Damage/Radius
Force & Damage: increases damage and force by 30%.
Damage: 630 (750 multiplayer)
Force: 1800 N (1500 multiplayer)
Radius: 4 m
Radius: increases impact radius by 35%.
Damage: 490 (600 multiplayer)
Force: 1400 N (1200 multiplayer)
Radius: 5.4 m

Rank 5: Max Grenades/Damage Combo
Max Grenades: increases grenade capacity by 1 (2 Multiplayer).
Damage Combo: increases damage to already-lifted targets by 100%.

Rank 6: Shrapnel/Force & Damage
Shrapnel: increases shrapnel count by 1.
Force & Damage: increases damage and force by 50%.
Damage: 840 (Force & Damage), 714 (Radius); [1000 (Force & damage), 850 (Radius) multiplayer]
Force: 2400 N (Force & Damage), 2040 (Radius); [2000 (Force & damage), 1700 (Radius multiplayer]
Radius: 4 m (Force & Damage) 5.4 m (Radius)

Fitness (Adept)
Like any other Fitness of any other class in Mass Effect 3, Fitness power for Adept increases shields, health, and melee attack effectiveness. Also, if you invest a few points in this power and upgrade it to the Rank 6 you are going to get an amazing Power Damage bonus. With all do respect, but I would recommend investing skill points in something a bit more Active, so to speak. By all means – extra health and shield capacity is something more than just great but Singularity, Pull, Warp and Throw have a lot better set of features to offer. If I were you, I would upgrade Fitness power to the Rank 2 in order to get +25% to my Health & Shield Bonus. Investing in higher Ranks will improve your melee attacks and because of the fact that Adept is a lot more effective from the distance and is not known for being a silent killer, I would not recommend to go that far. But, of course – it’s all up to you. This power becomes available at Level 3 for Adepts in single-player.

Fitness: Power Ranks

Rank 1: Fitness
Put on some muscle and become fearless in close-quarters combat.
Health & Shield Bonus: +15%
Melee Damage Bonus: +15%

Rank 2: Durability
Increases health bonus and barrier bonus by 10%.
Health & Shield Bonus: +25%

Rank 3: Melee Damage
Increases melee damage bonus by 20%.
Melee Damage Bonus: +35%

Rank 4: Melee Damage/Durability
Melee Damage
Increases melee damage bonus by 30%.
Melee Damage Bonus: +65%
Durability: increases health bonus and barrier bonus by 15%.
Health & Shield Bonus: +40%

Rank 5: Melee Spree/Barrier Recharge
Melee Spree: increases melee damage by 75% for 30 seconds when an enemy is killed by heavy melee.
Barrier Recharge: decreases shield recharge delay by 15%.

Rank 6: Melee Synergy/Fitness Expert
Melee Synergy: increases melee damage bonus by 30%.
Increases power damage by 30% for 20 seconds after an enemy is killed by heavy melee.
Melee Damage Bonus: +95% (Melee Damage), +65% (Durability)
Fitness Expert: increases health and shields by 25%.
Health & Shield Bonus: +65% (Durability), +50% (Melee Damage)

Biotic Mastery
Biotic Mastery is another passive power that doesn’t have to offer much. Basically, it improves your weight capacity, power damage and reputation. At the Rank 6 it will increase the recharge speed of your powers. If you have a few spare skill points and have no clue where to spend them, it might be a good idea to invest a few in Biotic Mastery. Otherwise – it is recommended to concentrate on the “Core” powers.

Biotic Mastery: Power Ranks

Rank 1: Biotic Mastery
Reputation: +4%
Power Damage: +10%
Weight Capacity: +10

Rank 2: Influence & Capacity
Increases reputation bonus by 4%. Increase weight capacity bonus by 20 points.
Reputation Bonus: +4%
Weight Capacity Bonus: +10

Rank 3: Influence & Damage
Increases reputation bonus by 4%. Increase damage bonus and force bonus by 10%.
Reputation Bonus: +4%
Power Damage Bonus: +10%

Rank 4: Damage & Force/Influence & Duration
Damage & Force: increases damage bonus by 15%.
Increases force bonus by 15%.
Influence & Duration: increases power duration by 25%.
Increases reputation bonus by 8%

Rank 5: Squad Bonus/Damage & Capacity
Squad Bonus: increases the force and damage of squadmate powers by 30%
Damage & Capacity: increases damage bonus and force bonus by 10%.
Increases weight capacity by 20 points.

Rank 6: Combo Mastery/Power Mastery
Combo Mastery: increases recharge speed of all powers by 40% for 30 seconds when detonating biotic combos.
Power Mastery: increases damage bonus and force bonus by 25%.
Increases power duration by 25%

Bonus Powers

Energy Drain
Energy Drain is a good choice if you are going to fight against shielded enemies. Not only it deals great damage against shielded enemies but also will recharge your barrier at the same time. Energy Drain is amazingly effective against Turrets and Atlases. The only problem about this power is that its cooldown time may interfere with your other powers. This is not fatal but should be kept in mind. And the best part – it makes you almost immune to the Geth due to a short recharge time. Thanks to this feature you can restore your shields and stun enemies faster than they can kill you. Energy Drain is extremely useful in multiplayer and on higher difficulties. When online, it will almost always stun the enemy and weaken them for other combos. However, using Energy Drain on unshielded and primed organics will not trigger tech combos.

Energy Drain: Power Ranks

Rank 1: Energy Drain
Hit an enemy with this energy pulse to inflict damage and to steal barrier and shield power.
Recharge Time: 8 seconds
Damage: 220 points
Radius: 1.50 meters
Shields Restored: 50%

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Time: 6.40 seconds

Rank 3: Damage
Increases damage by 20%.
Damage: 264 points

Rank 4: Damage/Radius
Damage: increases damage by 30%.
Damage: 330 points
Radius: increases impact radius by 100%.

Rank 5: Drain/Recharge Speed
Drain: increases shield restoration rate by 50% when draining shields, barriers, or power from synthetic enemies.
Shields Restored: 100%
Recharge Speed: increases recharge speed by 25%.
Recharge Time: 5.33 seconds

Rank 6: Damage/Armor Boost
Damage: increases damage by 40%.
Damage: 418 (Damage), 352 (Radius)
Armor Boost: reduces damage taken by 15% (40% multiplayer) for 10 seconds by gaining a temporary layer of armor by draining shields, barriers, or energy from synthetics.

Stasis
Stasis is very effective against enemies of every kind. The only fellows it has problems with are enemies protected by armor. Unlike other powers (Singularity or Pull), Stasis serves as a good choice for those Adepts who want to focus on causing explosions without having to worry about enemies’ protection. When upgraded to Rank 6, Stasis turns into a great crowd control tool by turning into Stasis Bubble. In this state it is very effective against Cerberus and Geth and partially effective against Hunters and Rocket Troopers. Unfortunately, it is not that good when dealing with Reaper enemies like Banshee, Brute and Ravager. It will also turn ineffective when used on one particular enemy more than three times. On the top of that Stasis is very effective against Phantoms.

Stasis Power Ranks

Rank 1: Stasis
Stop an enemy in its tracks with this powerful mass effect field. No effect on armored targets.
Enemies eventually break out of Stasis after taking major damage.
Recharge Speed: 8 sec (12 multiplayer)
Duration: 6 sec

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec (9.60 multiplayer)

Rank 3: Duration
Increases duration by 30%.
Duration: 7.80 sec

Rank 4: Duration/Stasis Strength
Duration: increases duration by 40%.
Duration: 10.20 sec
Stasis Strength: deals 150% more damage to targets before Stasis breaks.

Rank 5: Bonus Power/Recharge Speed
Bonus Power: use two powers in a row by giving the first power a 30% chance to cause no cooldown.
Recharge Speed: increases recharge speed by 35%.
Recharge Speed: 5 sec (7.50 multiplayer)

Rank 6: Bubble/Vulnerability
Bubble: unleash a Stasis bubble to trap enemies that walk into it.
Vulnerability: increases all damage done to target by 50%.
Deals 35% more damage to targets before Stasis breaks.

Reave
Reave is kind of similar to the popular power known as Warp and when leveled for damage reduction and used on organic enemies, it will be a lot more productive (even better than the Barrier). A lot like Warp it can be detonated or will detonate by itself. When it’s used to detonate a target, the damage of time effect will remain. This allows enemies with small amounts of health left over from the biotic detonation to die. Reave will detonate Biotic Explosions on enemies afflicted with biotic abilities such as Pull in the same fashion that Warp will. By the way: Reave is one out of 5 unique powers that can set up and detonate biotic explosions on any enemy at any time. This makes this power useful and unique in every possible situation. One of the best strategies in fighting enemies is to combine Pull and Reave to detonate the target. Use the Pull first to disarm or stun your enemy and then finish your attack with Reave (Reave will go through a Guardian's shield without a problem). This works great at the distance and turns any Adept in a perfect killing machine. Reave recharges pretty fast and with the Radius evolution will help you to take down a few threads in not time. Unlike Mass Effect 2, Reave in Mass Effect 3 no longer stuns enemies or restores health. However, it has a temporary damage reduction bonus. It might not be useful when dealing with smaller enemies but it is helpful against stronger fellows.

Reave: Power Ranks

Rank 1: Reave
Drain target's health and disrupt their resistances, receiving increased damage protection while this power is in effect.
Effective against barriers and armor.
Recharge Time: 8 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 4 seconds
Damage Reduction: 15%

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 4 seconds
Damage Reduction: 15%

Rank 3: Duration
Increases power duration by 35%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 5.40 sec
Damage Reduction: 15%

Rank 4: Duration/Radius
Duration: increases power duration by 40%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 7 sec
Damage Reduction: 15%
Radius: increases impact radius by 3 meters.

Rank 5: Damage Reduction/Recharge Speed
Damage Reduction: increases damage protection by 10%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 7 sec (Duration), 5.40 sec (Radius)
Damage Reduction: 25%
Recharge Speed: increases recharge speed by 35%.
Recharge Time: 5 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 7 sec (Duration), 5.40 sec (Radius)
Damage Reduction: 15%

Rank 6: Barriers & Armor/Damage & Duration
Barriers & Armor: increases effectiveness against armor and barriers by 75%.
Damage & Duration:
Increases damage by 30%.
Increases duration by 30%.
Increases damage protection bonus by 15%.
Damage Per Second: 91; 130 (Asari Justicar)
Duration: 8.20 sec (Rank 4 Duration), 6.60 sec (Rank 4 Radius)
Damage Reduction: 40% (Rank 5 DR), 30% (Rank 5 Recharge)

Dark Channel
Dark Channel is a biotic power in Mass Effect 3 and is available for N7 Fury Adept and Asari Huntress Infiltrator in multiplayer. Dark Channel plagues enemies with a persistent, damaging biotic field and if the first target dies – Dark Channel automatically transfers to the next target. Probably, that is why you can have only one field active at a time. But due to the transfer field, Dark Channel can be used to set up several biotic explosions in rapid succession, so it might be a good idea to use Dark Channel on weaker enemies and then spam Throw for optimal results. You can use Warp and Biotic Charge to cause Biotic Explosions on targets that have been afflicted with Dark Channel which will make it effective against almost any enemy, including Ravagers.

Channel: Power Ranks

Rank 1: Dark Channel
Recharge Speed: 10 sec (8 multiplayer)
Damage Per Second: 20 (75 multiplayer)
Duration: 30 sec

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 8 sec (6.40 multiplayer)
Damage Per Second: 20 (75 multiplayer)
Duration: 30 sec

Rank 3: Damage
Increases damage by 20%.
Recharge Speed: 8 sec (6.40 multiplayer)
Damage Per Second: 24 (90 multiplayer)
Duration: 30 sec

Rank 4: Damage/Duration
Damage: increases damage by 30%.
Recharge Speed: 8 sec (6.40 multiplayer)
Damage Per Second: 30 (112.50 multiplayer)
Duration: 30 sec
Duration: increases duration by 40%.
Recharge Speed: 8 sec (6.40 multiplayer)
Damage Per Second: 24 (90 multiplayer)
Duration: 42 sec

Rank 5: Slow/Recharge Speed
Slow: slows target's movement speed by 30%.
Recharge Speed: increases recharge speed by 35%.
Recharge Speed: 6.25 sec (5 multiplayer)
Damage Per Second:
Duration: 24 (90 multiplayer)
Damage: 30 (112.50 multiplayer)
Duration: 42 sec (Duration), 30 sec (Damage)

Rank 6: Damage/Pierce
Damage: increases damage by 50%.
Recharge Speed:
Slow: 8 sec (6.40 sec multiplayer)
Recharge Speed: 6.25 sec (5 sec multiplayer)
Damage Per Second:
Duration: 34 (127.50 multiplayer)
Damage: 40 (150 multiplayer)
Duration: 42 sec (Duration), 30 sec (Damage)
Pierce: increases damage to armor and barriers by 75%

Warp Ammo
Warp Ammo is extremely effective against biotic barriers, armor and health. If an enemy is affected by biotic power, the damage bonus is doubled. Warp Ammo is a good choice for players who prefer to lift their targets and shoot them rather than focus primarily on biotic detonations. It also has more synergy with your abilities than Armor-Piercing Ammo which makes it a perfect choice for your character. Warp Ammo is the ammunition capacity boost and only applies on the active ammo power. It is a good gaming strategy to combine Warp Ammo with the Rank 6 Amplification evolution of Concussive Shot. This allows Concussive Shot to detonate Biotic Explosions on enemies under the effect of biotic powers which includes the following titles: Singularity, Pull or Slam. But you need to remember that force and damage of the detonation is less powerful than a detonation triggered by Warp or Reave. One of the most interesting and useful features of the Warp Ammo is that the effectiveness of armor used by Atlases, Ravagers or Geth Pyros is reduced in direct proportion to the decrease in armor effectiveness chosen. It also has pretty decent penetration features against Brutes’s, Cannibals’s and Husks’s armor plates.

Power Ranks

Rank 1: Warp Ammo
Blast vulnerable opponents already lifted by biotics for a damage bonus, and weaken the armor of grounded targets.
More weapon damage. More damage to barriers and armor.
Health Damage Bonus: 15%
Armor Damage Bonus: 15%
Barrier Damage: 30%
Armor Weakening: -25%
Lifted Target Damage: 50%

Rank 2: Biotic Combo
Increases damage to lifted targets by 25%.
Health Damage Bonus: 15%
Armor Damage Bonus: 15%
Barrier Damage: 30%
Armor Weakening: -25%
Lifted Target Damage: 75%

Rank 3: Damage
Increases health and armor damage by 5%.
Increases barrier damage by 10%.
Health Damage Bonus: 20%
Armor Damage Bonus: 20%
Barrier Damage: 40%
Armor Weakening: -25%
Lifted Target Damage: 75%

Rank 4: Damage/Squad Bonus
Damage: increases health and armor damage by 7.50%.
Increases barrier damage by 15%.
Health Damage Bonus: 27.50%
Armor Damage Bonus: 27.50%
Barrier Damage: 55%
Armor Weakening: -25%
Lifted Target Damage: 75%
Squad Bonus: squadmates gain Warp Ammo at 50% effectiveness.

Rank 5: Ammo Capacity/Headshots
Ammo Capacity: increases ammo capacity by 30%.
Headshots: increases headshot damage by 25%.

Rank 6: Damage/Enhanced Warp
Damage: increases health and armor damage by 12.50%.
Increases barrier damage by 25%.
Health Damage Bonus: 40% (Damage), 32.50% (Squad Bonus)
Armor Damage Bonus: 40% (Damage), 32.50% (Squad Bonus)
Barrier Damage: 80% (Damage), 65% (Squad Bonus)
Armor Weakening: -25%
Lifted Target Damage: 75%
Enhanced Warp: increases damage to lifted targets by 50%.
Weakens armored targets by an additional 25%.
Health Damage Bonus: 27.50% (Damage), 20% (Squad Bonus)
Armor Damage Bonus: 27.5% (Damage), 20% (Squad Bonus)
Barrier Damage: 55% (Damage), 40% (Squad Bonus)
Armor Weakening: -50%
Lifted Target Damage: 125%

Barrier
If you are taking heavy casualties even from small and lightly armored enemies or simply want to change your gaming style and turn from the offensive to the defensive warrior, it might be a good idea to invest your skill points in this power. Barrier activates instantly, with no particular animation. But, detonation of Barrier leaves the player exposed for a short period of time when he throws his head backwards. This is not fatal but should be kept in mind. When upgraded to the Rank 5 Power Synergy evolution, Barrier will provide +25% power damage bonus which is the highest rate among the defensive bonus powers.

Barrier: Power Ranks

Rank 1: Barrier
Recharge Speed: 10 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 90 (500 multiplayer)
Blast Radius: 3 m

Rank 2: Recharge
Increases recharge speed after detonation by 25%.
Recharge Speed: 8 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 90
Blast Radius: 3 m

Rank 3: Blast Effect
Increases damage, force, and radius of the detonation by 20%.
Recharge Speed: 8 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 135 (600 multiplayer)
Blast Radius: 4.5 m

Rank 4: Blast Effect/Barrier Strength
Blast Effect: increases damage, force, and radius of the detonation by 30%.
Recharge Speed: 8 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 162 (750 multiplayer)
Blast Radius: 5.4 m
Barrier Strength: decreases damage taken by 5%.
Recharge Speed: 8 sec
Damage Reduction: 20% (30% multiplayer)
Blast Damage: 135 (600 multiplayer)
Blast Radius: 4.5 m

Rank 5: Shield Recharge/Power Synergy
Shield Recharge: increases shield regeneration rate by 15% while Barrier is active.
Power Synergy: increases power damage and force by 25% (30% multiplayer) while Barrier is active.

Rank 6: Power Recharge/Barrier Strength
Power Recharge: reduces power speed penalty by 30%.
Barrier Strength: increases damage protection by 10%.
Damage Reduction:
Blast Effect: 25% (35% multiplayer)
Barrier Strength: 30% (40% multiplayer)
Blast Damage: 162 (750 multiplayer) (Blast Effect), 135 (600 multiplayer) (Barrier Strength)
Blast Radius: 5.4 m (Blast Effect), 4.5 m (Barrier Strength)

Flare
Flare is a biotic power that can be obtained only with the Mass Effect 3: Omega DLC package. Well, it is also available to Aria T'Loak in a single player mode. Flare happens to be the most destructive power offered for Adept and if you have a few spare dollars I would recommend to spend them on this package and get the power mentioned. Its destructive features are almost as good as grenade’s and its effective casualty radius might be even wider. The only bad thing about this power is that it has the longest cooldown time. But, you can always improve the situation with a few updates. Flare is one of a few biotic powers that can blow off directly target and damage shielded enemies. But while a Biotic Detonation is not an easy thing to do, try to detonate it on the target standing next to the one you want to eliminate. Unlike Warp, Flare is good for destroying environmental objects which includes webbing, generators, shield pylons and spore pods. If you want to be effective at higher difficulties, it is recommended to upgrade Flare, Warp and Fitness to the maximum Rank and equip your character with something light and practical like a submachine gun or heavy pistol. As a result, this will allow you to unleash many Flares quickly, take out armor and live long and happily after. Flare has a large blast radius and you can enjoy its effectiveness against enemies in environments with large amounts of cover. The good thing is that even if your projectile hits cover instead of the enemy, the size of the explosion produced will still damage it anyway. However, it can still be blocked by the defensive abilities of Phantoms and Banshees.

Flare: Power Ranks

Rank 1: Flare
Focus and expend all biotic energy to unleash a huge flare that throws enemies within its range, causing massive damage.
Recharge Speed: 30 sec
Damage: 400
Force: 200 N
Radius: 6 m

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 24 sec
Damage: 400
Force: 200 N
Radius: 6 m

Rank 3: Damage & Force
Increases damage and force by 20%.
Recharge Speed: 24 sec
Damage: 480
Force: 240 N
Radius: 6 m

Rank 4: Damage & Force/Radius
Damage & Force: increases damage and force by 30%.
Recharge Speed: 24 sec
Damage: 600
Force: 300 N
Radius: 6 m
Radius: increases radius by 30%.
Recharge Speed: 24 sec
Damage: 480
Force: 240 N
Radius: 7.80 m

Rank 5: Recharge Speed/Detonate
Recharge Speed: increases recharge speed by 30%.
Recharge Speed: 19.35 sec
Damage: 600 (Damage & Force) 480 (Radius)
Force: 300 N (Damage & Force) 240 (Radius)
Radius: 6 m (Damage & Force) 7.80 m (Radius)
Detonate: increases force, damage and impact radius of combo detonations by 50%.
Recharge Speed: 24 sec
Damage: 600 (Damage & Force) 480 (Radius)
Force: 300 N (Damage & Force) 240 (Radius)
Radius: 6 m (Damage & Force) 7.80 m (Radius)

Rank 6: Radius/Improved Damage
Radius: increases radius by 50%.
Recharge Speed: 19.35 sec (Recharge Speed) 24 sec (Detonate)
Damage: 600 (Damage & Force) 480 (Radius)
Force: 300 N (Damage & Force) 240 (Radius)
Radius: 9 m (Damage & Force) 10.8 m (Radius)
Improved Damage:
Increases damage done to shields and barriers by 75%.
Recharge Speed: 19.35 sec (Recharge Speed) 24 sec (Detonate)
Damage: 600 (Damage & Force) 480 (Radius)
Force: 300 N (Damage & Force) 240 (Radius)
Radius: 6 m (Damage & Force) 7.8 m (Radius)

Lash
Lash is a bonus biotic power available only with the Mass Effect 3: Omega DLC package for Commander Shepard or the Project Phoenix and Batarian Brawler DLC characters in the multiplayer mode. Lash has a lot of in common with Pull but causes more damage and has a very useful ability to disable shielded enemies, especially when updated to Rank 6 Penetration evolution. Being a bonus power, Lash holds a massive force inside. When used on weaker enemies, it can send them flying far-far away which usually results in constant death for those fellows. You can use Lash to make the bad guys fall off the map or collide with multiple surfaces before reaching the ground. When launched properly, Lash projectile will toss enemy out of the map causing instant death. However, Phantoms are resistant to the effects of Lash because they have a great ability to quickly recover and stabilize themselves before impact with the rockets built into their armor. Another downfall of this power is its long animation. When being used out of cover, you can endanger your character and receive high damage from your enemies. But, when ready – the projectile will destroy almost any enemy in one charge or will damage it heavily. Lash has one of the lowest cooldowns and can be used often enough to keep major forces of the approaching enemy away from your character or teammates.

Lash: Power Ranks

Rank 1: Lash
Latch this biotic field onto enemies to jerk them towards you, doing massive damage in the process.
Recharge Speed: 6 sec
Damage: 150
Force: 1200 N

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 4.80 sec
Damage: 150
Force: 1200 N

Rank 3: Damage
Increases damage by 20%.
Recharge Speed: 4.80 sec
Damage: 180
Force: 1200 N

Rank 4: Damage/Detonate
Damage: increases damage by 30%.
Recharge Speed: 4.80 sec
Damage: 225
Force: 1200 N
Detonate: increases force and damage of biotic detonations by 50%.

Rank 5: Recharge Speed/Damage Over Time
Recharge Speed: increases recharge speed by 35%.
Recharge Speed: 3.75 sec
Damage: 225 (Damage), 180 (Detonate)
Force: 1200 N
Damage Over Time: does additional 100% damage over 10 seconds.

Rank 6: Fast Recharge/Shield Penetration
Fast Recharge: gives the power a 35% chance of not causing a cooldown.
Increase the time that lifted targets can be detonated by 100%
Shield Penetration: penetrates through shields and barriers, lifting any target without armor but with reduced force.

Weapons of Choice
Adepts are power oriented warriors and that is why it is highly recommended to equip them with lighter loadouts to keep the cooldown time low.

Assault Rifles
It is more likely that an Adept will pick something from the SMG category because of the new weight system but still there are a few rifles that will suit you well. For instance, M-8 Avenger and M-15 Vindicator are light enough to be carried by the Adept. Of course, it is recommended to upgrade it with the Ultralight Materials mode and all the other things that can possibly make it lighter. Investments in damage are welcomed too. M-96 Mattock, Phaeston or Geth Pulse Rifle can be equipped with no impact on power recharge speed with the full +50 weight capacity.

Heavy Pistols
Heavy Pistol is not that bad of a choice but still – the rule of picking the lightest one works here as well. If I were you, I would stop my decision on something like the M-6 Carnifex or M-77 Paladin. They might not be the deadliest pistols but they can be equipped without slowing down one's power usage which is vital for any Adept. Of course, with the weight capacity bonuses you can stop your decision on something else but I would not recommend going higher than the Scorpion or M-358 Talon.

Shotguns
Shotguns are also not exactly THE weapon an Adept will choose to run with. As a matter of fact, the only shotgun that can be equipped without weight capacity bonuses is the Disciple. But, with the +50 weight capacity the list of available guns becomes 4 times wider: M-23 Katana, M-27 Scimitar, M-22 Eviscerator, and M-11 Wraith. They are all good for fighting enemies at close and middle distances but, of course, are not as deadly as other great shotguns.

Sniper Rifles
As you’ve noticed already, the majority of sniper rifles is heavy enough not to appear in the list of available guns for any kind of Adept. But, if you really want to be effective at the distance with enough fire power, the M-29 Incisor and M-97 Viper will be good enough to meet your requirements. But, if you are ready to sacrifice a part of your cooldown time, try to play with a bit heavier sniper rifle like M-92 Mantis. As for the rest – most sniper rifles are too heavy to retain a 200% cooldown reduction.

Submachine Guns (SMGs)
Due to the fact that Submachine guns are light and have one of the fastest fire rates, they are highly recommended for Adepts. Also, with Ultralight Materials you won’t even feel that there is something deadly in your hands. My personal favorite is Blood Pack Punisher but it is available only with the Mass Effect 3: Firefight Pack. M-12 Locust is not a bad choice either as well as N7 Hurricane (also available only with the downloadable N7 Collector's Edition Pack). The N7 has 40 rounds in the clip and 240 in reserve. It might not be the deadliest and the most accurate SMG but it is perfect for suppressing fire. Also, do no forget to try out M-9 Tempest – a fully automatic submachine gun that can be very effective at close and middle range distances.
 
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I always chose to equip my Adept with only a pistol. Even though in most gunfights I had the least firepower on the field I was never out-matched. The enemy couldn't keep up with the fact that my powers regenerated every couple seconds and honestly that probably was the only thing that got me through Insanity mode.
 
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