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Skill Builds:
Field-Medic/Full Support:
6/6/6/5/3 or 6/6/6/4/4
[/b][/u]1) Turret*.
2) Hunter's Mode with Cooldown, Power and Range&Speed.
3) Overload with AoE, Neural shock and Shield Damage.
4) Networked AI with Power&Weight and Power.
5) 3 Points in Advanced Hardware.
-or-
4) Networked AI with Power&Weight.
5) Advanced Hardware with Health&Shield.
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Combat Engineer/Balanced:
6/4/6/4/6
1) Turret*.
2) Hunter's Mode with Cooldown
3) Overload with AoE, cooldown and Shield Damage.
4) Networked AI with Power&Capacity.
5) Advanced Hardware with health&shield and shield recovery and health&shield.
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Geth Trooper wannabe:
3/6/6/5/6 or 0/6/6/6/6
This build is fairly gimmicky, might as well just play a GI or.. Geth Soldier.
1) Turret*.
-or-
1) No Turret.
2) Hunter's Mode with Accuracy, Rate of Fire and Weapon Damage.
3) Overload with AoE, Neural Shock and Shield Damage.
4) Geth Platform with Weapon Damage and Power.
-or-
4) Geth Platform with Weapon Damage, Power and Weapon Damage.
5) Fitness with Health&Shield, Shield Recovery.
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(*) Turret builds:
Jack-of-all trade:
Turret with weak but frequent heal & better damage output.
Damage&Shield, Damage&Anti-Armor and Frequency.
Combat Turret:
"Expendable" turret for those who wish to stay on the move, it is expected to be redeployed after every use,
Healing, Damage&Anti-Armor, Flamer.
Static Sustain:
Turret intended to provide maximum support.
Damage&Shield, Range&Heal, Frequency.
The damage&shield perk is mostly useful to increase its lifespan.
Why not full healing or full DPS ?
A full offense turret is fairly good on bronze and silver, but not that much on Gold and not at all on Platinum, enemies become much tougher, stronger and accurate, making player based abilities&weapons a lot more important.
In other words, as difficulty goes up, player survivability and ability to do damage by themselves become more prevalent, thus increasing the support turret's effectiveness at the expense of its offensive equivalent.
But the Flamer is very strong and distract enemies !
Wrong and wrong !
_ The turret's regular shots do more damages than full exposition to the flame.
_ All turrets are considered like grenades by ALL enemies, a Phantom will dodge and "aggro" your turret regardless of its last perk.
_ All enemies able to dodge may try to dodge the turret's regular shots but ignore the flamer.
_ You are basically throwing away your turret and by doing so, sacrificing its supportive ability.
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Shield-gating:
One thing you must remember with shields is that no matter how little you have recovered, a single bar of shield will cancel out any amount of damage coming from a single hit. This effect has a cooldown however, so be watchful. Advanced Hardware fastens shield recovery even at rank 3 (by 10%, unique to the geth.), or 25% at rank 5. Geth can benefit a lot from Shield recovery consumables.
Weapon(s):
Here are my personal favourite weapons for hybrid caster/weapon classes.
Mattock/Lancer/CSMG/Hurricane/Falcon/Scorpion/Talon/Wraith/Eviscerator/Mantis/Valiant/Indra/Collector Sniper Rifle.
Each of these weapons possess a remarkable balance between weight&damage output. I equip the ARs with Extended Barrel & Piercing Mod except for the Falcon, which gets an Extended Mag instead of the Piercing Mod. I play The Wraith&Eviscerator with a Bayonet&Extended Barrel against Geth&Cerberus but swap the Bayonet for a Smart Choke against Reapers&Collectors because I will melee a lot less.
The CSMG always comes with Extended Mag&Piercing Mod unless I'm using Arpen Ammunition, then It gets a Heatsink instead while the Hurricane gets a Heatsink&Piercing Mod.
The Scorpion&Talon are used with a Heavy Barrel & Extended Magazine. Finally, all sniper rifles are fielded with Extended Barrel&Piercing Mod.
Note about Geth Heavy Melee:
The Geth heavy melee is a channeled ability, meaning that it will last for as long as you keep the key pushed, your character will "pulse" at regular intervals for heavy AoE damages, knocking back enemies with the first pulse at the cost of a fixed amount of shield each time (It can be used without any shield left however). It's very powerful if you time it correctly, use it only on enemies about to die, because otherwise the retaliation can be lethal, especially under Hunter's Mode.
Equipment:
Weapon Rail
Cyclonic Modulator or Shield Power Cell.
Disruptor Ammo to setup combos.
Stronghold Pack for survivability.
Omni-Capacitor if you want to use a heavier weapon/High-Velocity Barrel/Heavy Barrel.
Weapon Rail for pure offense.
Role and Skill uses:
Turtling, mainly, the Geth Engineer provides a lot of sutainability during Hacking/LZ waves, providing map control and awareness, his turret synergizes very well with Vanguards, Justicars and Krogans. He shines the most against Geth but struggles against Reapers/Collectors because of the omnipresence of armored enemies.
Geth Turret:
If the TF2 engineer's turret and dispenser had a baby, it would be the Geth Turret. It is both a tool of offensive and defensive support, providing firepower and shield restoration. I recommend balancing the two instead of focusing solely on one side, unless your team has very specific needs. The flamer gives you mediocre AoE damages at the cost of having your turret away, which you don't really want, I prefer the Frequency perk over it, since it reduces the time needed for your turret to heal shield from 8 seconds to 3.
If you are tired of redeploying your turret because it gets destroyed, set it up "hidden" behing a wall, corner or cover, it works through all walls and covers.
Hunter's Mode:
This ability is what makes Geth so awesome, built-in Wall Hack with either Caster or Shooter passives.
HM is not needed on lower difficulties or with pug teams that do not communicate, it can even be a liability depending of your setup (Infiltrators dumping aggro, seek&destroy biotic teams.)
But when there is communication and people are actually watching/warning eachother, HM is very valuable.
HM allows you to use a wider variety of weapons thanks to built-in Cooldown Reduction and Power, allowing you to equip heavier weapons.
Overload:
Amongst the most reliable abilities of the game. It can hit multiple enemies, destroy their shield/barrier and stun them in the process, it's effective against both living and synthetic targets given the right perks.
Chain/Neural Shock/Shield Damage is the most polyvalent build.
Chain/Cooldown/Chain provides more crowd control.
About Geth Weapon(s):
It might sound like a good idea to invest a lot of points into weapon damage and Geth weapon bonus, but look at your class: Both your turret and overload stack with Power amplification and Cooldown reduction, this is half of your skills and Hunter's Mode can be specced to give huge amount of them,the synergy is pretty obvious. You can however spec HM for weapon bonuses as long as you are using a light weapon.
Guns for caster classes should always be a tool complementing their build, not their focus. If you want to emphasize on weapons, soldiers and infiltrators are better suited.
Which targets should a GE prioritize ?
Shielded/Barrier using enemies and clustered trashmobs.
If you see a Phantom, spam Overload while pumping her face full of lead from cover. Overload with Shield damage increase and AoE weapons (Falcon, Scorpion, Adas) make very short work of them because they nullify their ability to dodge.
How can my GE teammate help me when things get rough ?
Shield healing, Crowd Control, Map Awareness.
How can I help my GE teammate ?
Stick to his turret and make sure he does not draw aggro. Once again, think of him as your Cleric.
When should I play my TS ?
When your team is static or well-coordinated, you cannot expect to survive gun blazing in the open with a Geth character.
Trivia:
1) Playable Geth, what more do I need to say ?
2) Aiming tricks to ignore guardian's shield/cover:
3) About combos: http://social.biowar...3/index/9629730
4) Keep a watch on your turret, it draws aggro very easily.
5) Hunter's Mode halves your shield, turns it off when you need to survive/escape.
6) Quarian Engineer's guide: http://social.biowar.../index/10618184
7) Turian Sentinel's guide: http://social.biowar...ndex/10807088/1
8) Batarian Soldier's guide: http://social.biowar...ndex/11764894/6
9) Informations about enemies and weapons stats (old thread): http://social.biowar.../index/10712294
10) Informations about Consumables: https://docs.google....X2c&output=html
11) Informations about Enemy Spawns: https://docs.google....QlE&output=html
This guide was brough to you by the Geth Consensus and GeistHeller.
Shameless self-promotion:
I'm looking for people able to handle themselves on gold, for both farming and testing. GeistHeller on Origin, PC, available everyday from 19pm onward, CET+1.
Feedback on this guide is welcome, remember that unconstructive comments are not helping anyone.
Modifié par Geist.H, 25 mars 2013 - 12:23 .





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