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Adepts have numerous abilities (which will be examined closely below), but they're different from many RPGs in that there is no pool of power from which the Adept must draw. The Adept's only limitation on how often a power can be used is the power's cooldown. Once it has refreshed, the power can instantly be reused.
Because of this mechanic, playing an Adept well requires you to plan ahead more than with, say, a Soldier. If you run to an advantageous position only to find that the cooldown on the power you want to use isn't over you may waste your advantage. Cooldowns are set numbers, which improve as Shepard learns new skills.
Another important piece of knowledge is the fact that most powers are not able to affect an opponent who has defenses, such as shielding, armor, or Biotic barriers, currently active. You'll need to rip through those either using Warp or your weapons before you're able to unleash your full might. You'll need to plan your battles accordingly. Because you're so dependent on those defenses being down, you'll want to bring squad members that are capable of dealing with the defenses of opponents you expect to meet. For example, if you plan to fight enemies with shields, then make sure someone on your team has overload.
These limitations can be annoying, but they're necessary trade-offs. Adepts can very easily kill large groups of enemies who have lost their defenses, and the game would be a cake-walk if Adepts could unleash their full fury at any time.