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Krogan Soldier Guide for Gangsters (Gold Difficulty)


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#76
CNevarezN

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Killacross wrote...

@ CNevarezN Id like to say that this is a well put together guide. Your build is extremely close to mines. Im going to add in my 2 cents and I'd also like to clarify a couple points that were made threw out this discussion. Here is my build:

Fortification = 0 Points. I've tested and retested, the benefit isnt worth the points that comes with taking this power. 1) you want recharge as high as possible for carnage. 2) Meleeing isn't encouraged for the soldier on gold and should be used as a last resort when enemies get to close. 3) It's biggest benefit is the 30% dmg red and 15% shield rech which is nice, but if your careful enough with your high health and shields you should do fine without it.

Carnage = 6 points!!!! Take it and love it, the Incapacitate is an awesome upgrade which can save not only your own bacon but teammates as well. Using this power in conjunction with the grenades and/or incen ammo can create fire explosions which is quite devasitating. Dmg/Incapacitate/Dmg

Incendiary Grenades = 6 points! Here is what makes this class a beastly monster of hellfire and destruction. With the genade capacity gear it is possible to get this amazing power up to a wopping 9 grenades. Toss this in a group of enemies and support it with weapon dmg and carnage spam and you can take down groups of enemies including ravagers/brutes in seconds. This is awesome CC and great DoT. I go with Radius for maximum CC, Dmg and Armor Dmg.

Krogan Berserker = 6 Points. Here I go power/weight, power, and Shotguns. As much as I would love to weapon dmg for rank 4 and 6 after extensive testing my dps is better with the added cooldown redux from my current weight/shotgun upgrades. At rank 5 the headshots upgrade is a viable option if you are good at making headshots. I am fairly good at this but on gold I focus on protecting the team more than lining up headshots so the power evolution seems more viable for me.

Rage: Health and Shields all the way. As stated before, its just not smart to focus on melee for the krogan soldier on gold. Both the Vanguard and Sentinel are better melee fighters if you absolutely love Krogan melee.

Weapons: Graal X or GPS X w Acc/Barrel Mods. Shredder Mod is obsolete as the ammo upgrade is better, Not meleeing so dont need Bayonet and you'll make frequent trips to ammo crates for grenades plus u have thermal clips so dont worry about magazine upgrade.

Equipment: Incendiary or Disruptor Ammo work nicely for fire/tech bursts. AP speaks for itself. Use Grenade Capacity Gear V for 7 Grenades, (9 if you took +2 @ rank 5), Shotgun Amp III, and Cyclonic Mod 3/Adrenaline Mod 3.

Strategy: Know your limits and when to back off. You can venture off but don't go to far. Remember that even though you can manage alone, your not invinicible and your worth is far greater when sticking with and supporting your team. 2 things that you should familarize yourself with are ammo box location for ammo/grenades, and enemy spawn points. This character really shines when it comes to defending an area. Many teams have witnessed defend area's and hold choke points off single handedly and/or beat the odds when **** hits the fan. The soldier's best attribute is DPS.

Sidenote* - 1 thing i've noticed about people who say that inferno grenades are useless is that they usually have not gotten the hang of tossing them. These grenades are thrown differently then all the rest. Underhanded and IMO cannot be tossed as far as others. This is fine, practice it and invest in them, I promise once you have the hang of this you will never doubt them again. This build can top the score boards, but thats not your focus! Your focus is High dmg and team support. I hope this build helps.


I agree! I'm going to post this up in the first page. I don't play anymore but I check the forums from time to time.

#77
cronshaw

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Thank you for this. Haven't played a krogan for a while. I saw you post on another thread and checked this out. It is a fine build indeed. Carnage is probably the most underrated power in the game.

#78
Stabby Badger

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 It looks like a good enough build, the only thing I'm kind of concerned about is that my batarian soldier already runs a very similar build and I'm not sure the extra shields compensate for having to use carnage instead of ballistic blades.

#79
cronshaw

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Stabby Badger wrote...

 It looks like a good enough build, the only thing I'm kind of concerned about is that my batarian soldier already runs a very similar build and I'm not sure the extra shields compensate for having to use carnage instead of ballistic blades.


I was thinking the same thing when I was playing him. Some bonuses for the Krogan: Tougher, melee is more viable (as a finisher for the most part) because it is quicker, and carnage is more effective at longer ranges. I think carnage is much better than most people give it credit for, but it could use a cooldown buff. Bottom line: the Batarian is probably better, but the Krogan is more than useable on gold and way better than most people claim.

Modifié par modok8, 03 septembre 2012 - 03:11 .


#80
Stabby Badger

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modok8 wrote...

I was thinking the same thing when I was playing him. Some bonuses for the Krogan: Tougher, melee is more viable (as a finisher for the most part) because it is quicker, and carnage is more effective at longer ranges. I think carnage is much better than most people give it credit for, but it could use a cooldown buff. Bottom line: the Batarian is probably better, but the Krogan is more than useable on gold and way better than most people claim.


Plus batarians can't headbutt.  I like krogan a lot more than batarians for non-gameplay related reasons. I think I'll dust off my krogan solider and try this build out.

Assuming I still have any respec cards, that is... haven't played in awhile. D:

#81
Immortal Strife

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If you are gonna go shield you might as well keep fortification and get the extra power damage. Build 6/6/6/5/3.

^ The Krogan Soldier has far superior inferno grenade when compared to the Batarian's.

Modifié par Immortal Strife, 03 septembre 2012 - 03:27 .


#82
Feneckus

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 Horrible build. The best thing about the Krogan Soldier is his inferno grenades. So having Fortification at least at rank 5 is a must.

#83
cronshaw

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Immortal Strife wrote...

If you are gonna go shield you might as well keep fortification and get the extra power damage. Build 6/6/6/5/3.

^ The Krogan Soldier has far superior inferno grenade when compared to the Batarian's.


I think one of the keys to this build is being able to use carnage as much as possible. I haven't done the math, but I think full fitness is better than 3 fitness and 30% DR, (or 40% if you want to keep the 50% cooldown penalty). Also with the final rank in Krogan berserker your cooldown is at 150% with the claymore X, 200% with every other shotgun except the Crusader (120% for rank IV). Though I will probably play around with the class a little more.

Modifié par modok8, 03 septembre 2012 - 03:32 .


#84
Immortal Strife

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modok8 wrote...

Immortal Strife wrote...

If you are gonna go shield you might as well keep fortification and get the extra power damage. Build 6/6/6/5/3.

^ The Krogan Soldier has far superior inferno grenade when compared to the Batarian's.


I think one of the keys to this build is being able to use carnage as much as possible. I haven't done the math, but I think full fitness is better than 3 fitness and 30% DR, (or 40% if you want to keep the 50% cooldown penalty). Also with the final rank in Krogan berserker your cooldown is at 150% with the claymore X, 200% with every other shotgun except the Crusader (120% for rank IV). Though I will probably play around with the class a little more.


You could easily go 5/6/6/6/3 to set-up carnage for spam. As far as DR vs Shield I find that I don't really care either way, the Krogan has good base shield all ready.

Modifié par Immortal Strife, 03 septembre 2012 - 03:42 .


#85
Deathshroud09

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Immortal Strife wrote...

If you are gonna go shield you might as well keep fortification and get the extra power damage. Build 6/6/6/5/3.

^ The Krogan Soldier has far superior inferno grenade when compared to the Batarian's.


Yes, but is the 30% extra power damage worth slowing down your cooldown for carnage? With that build you can no longer bring a Graal and have 200% cooldown as well.

#86
Immortal Strife

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Deathshroud09 wrote...

Immortal Strife wrote...

If you are gonna go shield you might as well keep fortification and get the extra power damage. Build 6/6/6/5/3.

^ The Krogan Soldier has far superior inferno grenade when compared to the Batarian's.


Yes, but is the 30% extra power damage worth slowing down your cooldown for carnage? With that build you can no longer bring a Graal and have 200% cooldown as well.



Inferno grenades kill bosses, carnage does not. I use a claymore and clear Platinum because of the grenades not the carnage. Carnage is mostly a fire explosion detonator and a knock down move, IMO.

#87
Meatiershower

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CNevarezN wrote...

Good points Flamko, Kitt! Good to see people who realise the Dopeness opf the Krogan Soldier.



#88
synapsefire

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The problem with the Carnage build is that it innately has a poor recharge speed. This makes it synergize poorly with KS's main strengts: heavy weapons and Barrier. Setting the KS up this way is hardly optimal and Carnage is best treated as a light cc that can trigger explosions.

#89
Deathshroud09

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synapsefire wrote...

The problem with the Carnage build is that it innately has a poor recharge speed. This makes it synergize poorly with KS's main strengts: heavy weapons and Barrier. Setting the KS up this way is hardly optimal and Carnage is best treated as a light cc that can trigger explosions.


A 6/6/6/5/3 build could work in theory, you would just have to get a near-200% cooldown so carnage does not have an ungodly long recharge speed.

#90
synapsefire

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Deathshroud09 wrote...

synapsefire wrote...

The problem with the Carnage build is that it innately has a poor recharge speed. This makes it synergize poorly with KS's main strengts: heavy weapons and Barrier. Setting the KS up this way is hardly optimal and Carnage is best treated as a light cc that can trigger explosions.


A 6/6/6/5/3 build could work in theory, you would just have to get a near-200% cooldown so carnage does not have an ungodly long recharge speed.

Lets put it this way. You are trading the ability to use the most powerful guns in the game, 10% weapon damage, about 400 health and 500 shields for the ability to get Carnage down to an acceptable cooldown. Thats just not worth it in my opinion.

Not being able to carry a Claymore on a class that is perfectly synergized for it is a big no go for me. No descent weapon will let you get close to 200%. The Piranha will be your best choice, I just can't stomach that gun on any class that don't absolutely need it to get an acceptable dps. Getting in effective range can be annoying if you don't have a gap closer power or an adrenaline module. I prefer Shield Power Cells on this guy.

Edit: btw: I think I'm using a 5/3/6/6/6 build with shield regen in Barrier coupled with Shield Power Cell III's.

Modifié par synapsefire, 03 septembre 2012 - 04:57 .


#91
Kenadian

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Deathshroud09 wrote...

synapsefire wrote...

The problem with the Carnage build is that it innately has a poor recharge speed. This makes it synergize poorly with KS's main strengts: heavy weapons and Barrier. Setting the KS up this way is hardly optimal and Carnage is best treated as a light cc that can trigger explosions.


A 6/6/6/5/3 build could work in theory, you would just have to get a near-200% cooldown so carnage does not have an ungodly long recharge speed.


I don't think that would be an optimal build, it skimps on the Krogans' main speciality, tankyness and Blood Rage.

#92
rmccowen

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modok8 wrote...

I think one of the keys to this build is being able to use carnage as much as possible. I haven't done the math, but I think full fitness is better than 3 fitness and 30% DR, (or 40% if you want to keep the 50% cooldown penalty). Also with the final rank in Krogan berserker your cooldown is at 150% with the claymore X, 200% with every other shotgun except the Crusader (120% for rank IV). Though I will probably play around with the class a little more.

To combine DR and Fitness into a total multiplier, you do (1 + Fitness bonus)/(1 + DR*0.75). I've worked it out for the table below, presuming you take Durability at Fortification 4 and 6.

Fortification 0, Rage 0: +0% health/shields
Fortification 3, Rage 0: +23%
Fortification 4, Rage 0: +29%
Fortification 6, Rage 0: +43%

Fortification 0, Rage 3: +35% health/shields
Fortification 3, Rage 3: +66%
Fortification 4, Rage 3: +74%
Fortification 6, Rage 3: +93%

Fortification 0, Rage 4: +55% health/shields
Fortification 3, Rage 4: +91%
Fortification 4, Rage 4: +100%
Fortification 6, Rage 4: +121%

Fortification 0, Rage 6: +85% health/shields
Fortification 3, Rage 6: +128%
Fortification 4, Rage 6: +139%
Fortification 6, Rage 6: +164%

***

So the answer to the direct question, for instance, is that (with 30% DR from Fortification) stepping from 3 Rage to 4 Rage is worth +26% to health and shields, rather than the 20% indicated by the tooltip.  Personally, I'm currently running a 6/6/6/5/3 build with max investment in power damage, although when I draw another respec card I'll probably go to 5/6/6/5/4 and rely more on grenades and weapons than Carnage.

#93
Chealec

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I run 6/6/6/4/4 with a Harrier, Warfighter gear and Incendiary ammo on my Kroldier. Consistent Fire Explosions from Carnage ... oh yeah! The Harrier allows you to control the amount of damage quite precisely - stop firing when you think something has low enough health to be killed by Carnage and you will get a Fire Explosion. Works brilliantly against Ravagers.

Me [Carnage] Ravager
Me [Fire Explosion] Swarmer
Me [Fire Explosion] Swarmer
Me [Fire Explosion] Swarmer
Me [Fire Explosion] Swarmer

I save the heavy melee + Graal trick for the Krentinel; spec out of Incinerate and go full melee. Either way, both the Kroldier and Krentinel absolutely dominate against Reapers; my Kroldier build is a bit more versatile though.

#94
Das Rouse

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Instead of grenade cap, would shock trooper upgrade work as well? Trade 3 nades for the 10% extra shotgun damage worth it?

#95
rmccowen

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josehinojos wrote...

Instead of grenade cap, would shock trooper upgrade work as well? Trade 3 nades for the 10% extra shotgun damage worth it?

I'd say no. Inferno Grenades are just too good.

#96
Richter Harken

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I've been trying out:

Fort 5 (durability, power synergy)
Carnage 6 (damage, recharge, damage)
Inferno 6 (radius damage, radius&shrapnel)
Berserker 5 (weapondamage, powerdamage)
Pure Rage 4 (durability)

With a warfighter package V and a Saber(extended barrel, omniblade or AP mod) as basic equipment. (APmod versus cerberus because screw guardians, omniblade vs everything else)

Optional sidearm: Acolyte X with ULM V and melee stunner V. The ability to rip off all infantry shields in a single shot, added to the krogan heavy melee property of knocking unprotected troops off their feet, is a good close combat option that only costs you 10% recharge speed. 

Recommended consummables:
- incendiary ammo
- assault rifle rail amps
- power amplifier or cyclonic modulator

- I find that 30% damage reduction is more valuable than 30% base extra health/shields I could get from more fitness. The damage reduction makes cyclonic modulators even more effective.

- The casting animation of carnage takes about as long as a Saber shot, and deals a similar amount of damage (700-800ish). It deals lower damage against shields/barrriers, and higher damage on armor. Because of this, I don't consider carnage spam a useful tactic, but rather use it when the situation dictates, so I don't mind the longer cooldown imposed by fortification and a heavier weapon. The cooldown at 200% without fortification is 3.33 seconds. The cooldown with fort, saber V and ULM acolyte is 4.5 seconds.

- I use carnage as a reload cancel move, or as a combo detonator for inferno grenades / incendiary ammo.

- This is a medium to long range firing build, so you shouldn't let enemies get too close. Melee is situational, but quick armor purge->headbutt->heavymelee can pull you out of a clutch situation, especially with the rifle omniblade equipped, or the acolyte stunner.

- You'll be carrying 4 grenades, so don't be afraid to lob 2 of them at a group of enemies to obliterate them. The explosion area is pretty damn big at 8 meter radius, so a "group" of enemies is a pretty loose definition.

- I prefer warfighter to the raw grenade capacity upgrade, as a matter of deliberate playstyle choice. That is, I'd rather be shooting things in the face, than running an endless marathon across the map to replenish those 7 grenades. 4 is enough for me.

Modifié par Richter Harken, 03 septembre 2012 - 06:42 .


#97
JC_aka_fps_john

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CNevarezN wrote...

you'll create a chain reaction with the Fireworks (Fire Explosion).



I was under the impression that one fire explosion wouldn't set off others...

#98
ForTuchanka

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I actually prefer the AR or shotty + grenade mods to the grenade capacity one. I've found that when I have 7+ grenades, I spend half the game running back and forth to the ammo crate and not fighting. While the damage over time grenade effect still helps thin out the crowds, I personally don't have as much fun. +2 grenades still lets me spam them when I need them and gives me a total number that I can realistically replenish with a run to multiple boxes inbetween waves; in the meantime, I'm shooting and trying to get in that last second melee to finish off the enemy that wanders close.

@CNev: While I agree with some of your points (like melee builds don't work generally for krogans), I personally go the other route with the other powers. I'm not a fan of carnage overall (doesn't seem to do enough damage although I don't really try for the fire explosions admitedly) so I go with the max weight/tank builds. Full points in tankiness when ever possible for all powers and two heavy weapons (widow X, claymore X.... there may be more effective combos but I like the idea that a real krogan only uses weapons that need one trigger pull to kill enemies!). When they release the high velocity barrel mods that combine AR and extended barrel, I may switch to the saber with that and the bayonet (can't remember the proper name for that mod) instead.

#99
himegoto

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06666 definitely works, however

I am using a 63656 (3 in carnage)
The difference isn't significant honestly, from rank 3 to 6. Why the need to max it? I just use it for the stagger. Only thing I am missing is that tiny extra radius. Not to mention a fire explosion is pretty random, especially in a team match.

Full health on fitness, Piranha, grenade capacity.

#100
CNevarezN

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Makes my eye all moist to see people rockin the Krogan Soldier still >,<,