Why? TECH ARMOUR!
(I've completed the TA challenge in Tech Mastery 12 times now - the extra damage/radius is, IMO, far more useful than a 5% damage reduction on a Krogan)
Tech Armour (6) : Damage & Radius > Melee Damage > Durability
Lift Grenades (6) : Damage > Max Grenades > Damage & Radius
Incinerate (0) :
Krogan Berserker (6) : Damage & Capacity > Power Damage > Weapon Damage (for the grenades)
Fitness (6) : Melee Damage > Martial Artist > Pure Rage
Weapons:
Graal + Omni-bade + Shotgun High Calibre Barrel (the vanilla damage booster)
Talon + Pistol Magazine Upgrade + Armour Piercing
Gear/Equipment:
Berserker Mod 5
Incendiary ammo
Strength/Shotgun mod
Cyclonic Modulator
The Krogan Berserker tree; there is a reason...
Against mooks I don't want to kill them outright with the Graal - I want some damage and stagger but NOT to kill them - if I kill them with the gun I lose the opportunity to kill them with a melee, which makes it harder to keep rage up.
If there's a big mob ... lob in a Lift Grenade to soften them up (and stagger), charge in with a heavy melee, detonate Tech Armour (more stagger) then continue with the heavy melee mixed with some gunfire and maybe, if required, another Lift Grenade.
If there's a small infantry mob you can pretty much do the same thing but without the lift grenades.
Phantoms/Goons (single Pyros): shoot to stagger, heavy melee (TECH ARMOUR if they're still alive)
Pyro mob : Lift Grenades
Only real problems are Banshees, Praetorians, Scions, Atlases and Primes... all of which require a lot of shooting and that's where you might miss the weapon damage increase in the passive.
Modifié par Chealec, 16 avril 2013 - 12:28 .





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