Aller au contenu

Photo

[Guide] GI Geth (Geth Infiltrator Shotgun Build)


  • Veuillez vous connecter pour répondre
132 réponses à ce sujet

#26
Wheatax

Wheatax
  • Members
  • 563 messages
Shotty Infiltrator build is fun! Thanks for sharing this. A very nice guide. I'll try it once I get to unlock a geth infiltrator.

#27
DarkKindness

DarkKindness
  • Members
  • 123 messages

Korjyan wrote...

Well right now I'm not using rank 6 of cloak although I use proximity mines. I use the mines to break from cloak and then shoot right afterwards because breaking the cloak with the mine is a temporary solution to the decloaking bug.

So the build looks like 5/6/6/6/3 right now. I'm still considering the 5/3/6/6/6 build instead to add more survivability but from my experience so far it doesn't really matter that much because you are dead either way if you make a bad move.

On another note: does anybody know if hunter mode takes 50% of your max shields or just your base shields of 750.


Yeah, not too much difference between a 5/6/6/6/3 build and my proposed 6/5/6/6/3 build in the OP.  Sounds like there's also a 5/5/6/6/4 build being proposed, though, so that might be a best of both worlds sort of solution for you.  I think that there's a strong argument for a 6/5/6/6/3 build being able to burst at least as hard as, if not harder than, a 5/6/6/6/3 build, though, since it'll get more shots downrange that benefit both from cloak and the Proximity Mine debuff.

Good question on the shield rate for Hunter Mode... which number it halves definitely makes a difference in the desirability of the later Advanced Hardware evolutions.  If it cuts your total, including Advanced Hardware, in half, then the later AH evolutions aren't gaining you much (depending on your Hunter Mode uptime, of course).  Interesting though, but tough to test.

#28
Repojam

Repojam
  • Members
  • 145 messages

DarkKindness wrote...

Also, out of curiosity, what did you sacrifice to pick up the higher evolutions of Proximity Mine?  I'd love to see your build, if you're willing to share, just to get a different perspective on how to make the most of the GI.


Sacrificed 3 points of fitness and the last point of the Geth "Racial" Talent.  I also gave up the long range distance on Hunter Mode since it kept messing with me.  The distance from going 5 ranks in it was enough that the 6th was causing me to try to shoot through solid objects too often, so went with the other evolution.

The Prox mine bonus damage, +20% to damage, and more damage seems to help out.  Charge, cloak, mine, fire, fire again is a combination I've been too trained on from the SI goofing around.  :)

#29
heybigmoney

heybigmoney
  • Members
  • 1 192 messages
Im using a similar build but with maxed out proxy for damage, 20% debuff and damage. A proxy mine while cloaked does almost 2k damage and the charged gps shot after still gets the effect of cloak damage buff. I went for increased power damage in hunter mode for the proxy synergy. The rof evolution just doesn't seem worth it since the gps needs charged shots to shine anyway. My fitness is on 4 currently since so many things will just one shot your shield anyway and the health boost is neglible. Rank 6 cloak is also a waste on this build.

A cloaked proxy followed by gps shot can almost kill a brute in one cycle. Great team player build as well as boss killer.

#30
DarkKindness

DarkKindness
  • Members
  • 123 messages

Drotter wrote...

Shotty Infiltrator build is fun! Thanks for sharing this. A very nice guide. I'll try it once I get to unlock a geth infiltrator.


I think that the 5/3/6/6/6 build is the closest that we can get to playing an actual Hunter ourselves, since they're shotgun infiltrators themselves.  I'm really loving this class, and I'm glad to see that we've got some solid thinkers working on maximizing the builds.

I'll keep editing and updating the original post as we get more refined builds and thoughts on how to maximize the GI!

#31
Oko123

Oko123
  • Members
  • 147 messages

Repojam wrote...

DarkKindness wrote...

Also, out of curiosity, what did you sacrifice to pick up the higher evolutions of Proximity Mine?  I'd love to see your build, if you're willing to share, just to get a different perspective on how to make the most of the GI.


Sacrificed 3 points of fitness and the last point of the Geth "Racial" Talent.  I also gave up the long range distance on Hunter Mode since it kept messing with me.  The distance from going 5 ranks in it was enough that the 6th was causing me to try to shoot through solid objects too often, so went with the other evolution.

The Prox mine bonus damage, +20% to damage, and more damage seems to help out.  Charge, cloak, mine, fire, fire again is a combination I've been too trained on from the SI goofing around.  :)


If fully charging the GPS pre-cloak doesn't cause the cloak to break when shot you can definitely get 3 shots in before cloak breaks every time. Charge -> Cloak -> Power (mine, etc.) -> Charge-cancel shot -> Shot

Normally I wouldn't charge mine pre-cloak, didn't know you could exploit it like that :P

Simply charge the GPS for an instant, release, and follow it up with a much quicker second shot

#32
heybigmoney

heybigmoney
  • Members
  • 1 192 messages
I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.

#33
DarkKindness

DarkKindness
  • Members
  • 123 messages

Repojam wrote...

DarkKindness wrote...

Also, out of curiosity, what did you sacrifice to pick up the higher evolutions of Proximity Mine?  I'd love to see your build, if you're willing to share, just to get a different perspective on how to make the most of the GI.


Sacrificed 3 points of fitness and the last point of the Geth "Racial" Talent.  I also gave up the long range distance on Hunter Mode since it kept messing with me.  The distance from going 5 ranks in it was enough that the 6th was causing me to try to shoot through solid objects too often, so went with the other evolution.

The Prox mine bonus damage, +20% to damage, and more damage seems to help out.  Charge, cloak, mine, fire, fire again is a combination I've been too trained on from the SI goofing around.  :)


Yeah, as I noted in the original post, the rank 6 evolution for Hunter Mode is really debatable, either way.  Even with Proximity Mine, the last rank of Tactical Cloak remains so-so, only giving you uncharged shots with bonus damage after your charged one starts the cloak break animation.

I'll probably respec tomorrow and try something like a 6/5/6/6/3 or 5/5/6/6/4 build just to get a sense for how much damage the Proximity Mine build adds.

#34
Blissey1

Blissey1
  • Members
  • 784 messages
so...that's 25% more accuracy from hunter mode if you spec into it? and a free 10% damage boost?

I can't wait to see the kind of shenanigans that would let me do with a claymore...

#35
heybigmoney

heybigmoney
  • Members
  • 1 192 messages

heybigmoney wrote...

Im using a similar build but with maxed out proxy for damage, 20% debuff and damage. A proxy mine while cloaked does almost 2k damage and the charged gps shot after still gets the effect of cloak damage buff. I went for increased power damage in hunter mode for the proxy synergy. The rof evolution just doesn't seem worth it since the gps needs charged shots to shine anyway. My fitness is on 4 currently since so many things will just one shot your shield anyway and the health boost is neglible. Rank 6 cloak is also a waste on this build.

A cloaked proxy followed by gps shot can almost kill a brute in one cycle. Great team player build as well as boss killer.


Yeah the increased hunter vision is kind of wonky but i find the speed is most important.  Having drell speed helps out well with survivability that fitness just cannot provide on geth characters.

#36
Repojam

Repojam
  • Members
  • 145 messages

Oko123 wrote...

If fully charging the GPS pre-cloak doesn't cause the cloak to break when shot you can definitely get 3 shots in before cloak breaks every time. Charge -> Cloak -> Power (mine, etc.) -> Charge-cancel shot -> Shot

Normally I wouldn't charge mine pre-cloak, didn't know you could exploit it like that :P

Simply charge the GPS for an instant, release, and follow it up with a much quicker second shot


I'll try to see if i can work that in.  I haven't had much luck with any sort of charge-cancel / nova-cancel / reload-cancel stuff, but it might be from a lack of trying.  :)

The GPS if charged before you cloak doesn't seem to register as a "shot" when you release to open fire.  Makes for a pretty ugly surprise attack, particularly against larger targets.

#37
Oko123

Oko123
  • Members
  • 147 messages

heybigmoney wrote...

I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.


Honestly extra speed is always welcome, but that is what adrenaline modules can easily be used for, and if you're that squishy, how much can it really help? Even the natural speed increase of the Drell only goes so far.

As far as the extension of the vision, I mean really? How big are any of the maps in this game? Not to mention they all have a viewpoint fairly accessible that allows a look across the entire thing. Maybe with the exception of Giant/Condor.

#38
Oko123

Oko123
  • Members
  • 147 messages

Repojam wrote...

Oko123 wrote...

If fully charging the GPS pre-cloak doesn't cause the cloak to break when shot you can definitely get 3 shots in before cloak breaks every time. Charge -> Cloak -> Power (mine, etc.) -> Charge-cancel shot -> Shot

Normally I wouldn't charge mine pre-cloak, didn't know you could exploit it like that :P

Simply charge the GPS for an instant, release, and follow it up with a much quicker second shot


I'll try to see if i can work that in.  I haven't had much luck with any sort of charge-cancel / nova-cancel / reload-cancel stuff, but it might be from a lack of trying.  :)

The GPS if charged before you cloak doesn't seem to register as a "shot" when you release to open fire.  Makes for a pretty ugly surprise attack, particularly against larger targets.



The charged-cancel shot is very easy to work with. It requires no rolling, etc. You simply hold the trigger till you see the start of the charge and release, and it allows you to follow it up with another shot much quicker than normal. I love doing them all the time in and out of cloak.

edit: sorry for any and all double posts :P

#39
Repojam

Repojam
  • Members
  • 145 messages

DarkKindness wrote...

Yeah, as I noted in the original post, the rank 6 evolution for Hunter Mode is really debatable, either way.  Even with Proximity Mine, the last rank of Tactical Cloak remains so-so, only giving you uncharged shots with bonus damage after your charged one starts the cloak break animation.

I'll probably respec tomorrow and try something like a 6/5/6/6/3 or 5/5/6/6/4 build just to get a sense for how much damage the Proximity Mine build adds.


I like the speed from it.  The big issue I have is more occuring between chair and keyboard/controller.  :)  Seeing things further out through walls causes me to sometimes twitch a little faster than I should.  If this was a "hey man, use a javelin, ap, and some ap ammo!" it would likely be great.  

Mine is a 6/6/6/5/3.  I tend to expect proximity mine to do a certain amount of damage and tend to "bank on" the damage it does.  The 20% bonus is nice, but it's mostly for an opening salvo.

The only part i'm not to thrilled with on my GI Shotty is the Geth SMG, but at 2% additional cooldown (since ultralight materials seems to work on only it) it is the last ditch weapon if i'm close enough to an ammo box that I can maybe finish taking something out while i make my way there.  Damage is utterly laughable, but it's somewhat decent for needling in final headshots if it's all i have left to use because of poor planning.  :)

#40
born2beagator

born2beagator
  • Members
  • 3 082 messages
Its quickly become my favorite.

Except I didn't put anything into proximity mine.Maxed everything else.

Just completed 2 silver runs, one in 18 minutes, the other in 22. Hunter vision in Reactor is so fun.

#41
DarkKindness

DarkKindness
  • Members
  • 123 messages

Oko123 wrote...

heybigmoney wrote...

I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.


Honestly extra speed is always welcome, but that is what adrenaline modules can easily be used for, and if you're that squishy, how much can it really help? Even the natural speed increase of the Drell only goes so far.

As far as the extension of the vision, I mean really? How big are any of the maps in this game? Not to mention they all have a viewpoint fairly accessible that allows a look across the entire thing. Maybe with the exception of Giant/Condor.


The vision extension is handy because the wall penetration and enemy highlighting only go out to 20 m without it, and most of the maps are about quadruple that length.  Having the extra 10 m on highlighting and seeing through walls is a nice bonus, but the survivability addition of the speed boost can't be underestimated and is definitely the draw to that evolution of the ability.  Whether those two things beat out 10% weapon damage is extremely debatable, as noted in the original build listing :P

#42
Oko123

Oko123
  • Members
  • 147 messages

born2beagator wrote...

Its quickly become my favorite.

Except I didn't put anything into proximity mine.Maxed everything else.

Just completed 2 silver runs, one in 18 minutes, the other in 22. Hunter vision in Reactor is so fun.


Keep in mind the proximity mine is normally in consideration for Gold, in any other difficulty it is almost excessive.

#43
born2beagator

born2beagator
  • Members
  • 3 082 messages

Oko123 wrote...

born2beagator wrote...

Its quickly become my favorite.

Except I didn't put anything into proximity mine.Maxed everything else.

Just completed 2 silver runs, one in 18 minutes, the other in 22. Hunter vision in Reactor is so fun.


Keep in mind the proximity mine is normally in consideration for Gold, in any other difficulty it is almost excessive.


I've never really been able to make good use of the mines though

I'm really good at acting like a Geth Hunter;) Was basically untouchable on reactor on silver

#44
Oko123

Oko123
  • Members
  • 147 messages

DarkKindness wrote...

Oko123 wrote...

heybigmoney wrote...

I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.


Honestly extra speed is always welcome, but that is what adrenaline modules can easily be used for, and if you're that squishy, how much can it really help? Even the natural speed increase of the Drell only goes so far.

As far as the extension of the vision, I mean really? How big are any of the maps in this game? Not to mention they all have a viewpoint fairly accessible that allows a look across the entire thing. Maybe with the exception of Giant/Condor.


The vision extension is handy because the wall penetration and enemy highlighting only go out to 20 m without it, and most of the maps are about quadruple that length.  Having the extra 10 m on highlighting and seeing through walls is a nice bonus, but the survivability addition of the speed boost can't be underestimated and is definitely the draw to that evolution of the ability.  Whether those two things beat out 10% weapon damage is extremely debatable, as noted in the original build listing :P


Simply saying that spawns are very predictable in this game and very easily controlled. I just see the actual see through walls part of the ability more a gimmick than a truly useful ability.

Edit: Unless of course you can make use of shooting through said wall/cover

Modifié par Oko123, 11 avril 2012 - 06:11 .


#45
born2beagator

born2beagator
  • Members
  • 3 082 messages

Oko123 wrote...

DarkKindness wrote...

Oko123 wrote...

heybigmoney wrote...

I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.


Honestly extra speed is always welcome, but that is what adrenaline modules can easily be used for, and if you're that squishy, how much can it really help? Even the natural speed increase of the Drell only goes so far.

As far as the extension of the vision, I mean really? How big are any of the maps in this game? Not to mention they all have a viewpoint fairly accessible that allows a look across the entire thing. Maybe with the exception of Giant/Condor.


The vision extension is handy because the wall penetration and enemy highlighting only go out to 20 m without it, and most of the maps are about quadruple that length.  Having the extra 10 m on highlighting and seeing through walls is a nice bonus, but the survivability addition of the speed boost can't be underestimated and is definitely the draw to that evolution of the ability.  Whether those two things beat out 10% weapon damage is extremely debatable, as noted in the original build listing :P


Simply saying that spawns are very predictable in this game and very easily controlled. I just see the actual see through walls part of the ability more a gimmick than a truly useful ability.

Once they spawn they can spread out though.  I love the wall vision.

#46
DarkKindness

DarkKindness
  • Members
  • 123 messages

born2beagator wrote...

Its quickly become my favorite.

Except I didn't put anything into proximity mine.Maxed everything else.

Just completed 2 silver runs, one in 18 minutes, the other in 22. Hunter vision in Reactor is so fun.


It's kind of sounding like the low to no Proximity Mine build is probably the more viable choice for Silver, and that the build that includes the Proximity Mine debuff is probably going to be the better choice for Gold.  As is often noted on this forum, Fitness doesn't net you a huge increase in survivability on Gold, while the damage increase from the Proximity Mine debuff gives you a considerably better chance of taking out a strong threat before it even knows you're there.  

That said, I'd be willing to bet that a build that skimps on Proximity Mine in favor of Fitness would do just fine on Gold; it'd just be less of a team player and a bit less bursty.

Modifié par DarkKindness, 11 avril 2012 - 06:17 .


#47
Oko123

Oko123
  • Members
  • 147 messages

born2beagator wrote...

Oko123 wrote...

DarkKindness wrote...

Oko123 wrote...

heybigmoney wrote...

I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.


Honestly extra speed is always welcome, but that is what adrenaline modules can easily be used for, and if you're that squishy, how much can it really help? Even the natural speed increase of the Drell only goes so far.

As far as the extension of the vision, I mean really? How big are any of the maps in this game? Not to mention they all have a viewpoint fairly accessible that allows a look across the entire thing. Maybe with the exception of Giant/Condor.


The vision extension is handy because the wall penetration and enemy highlighting only go out to 20 m without it, and most of the maps are about quadruple that length.  Having the extra 10 m on highlighting and seeing through walls is a nice bonus, but the survivability addition of the speed boost can't be underestimated and is definitely the draw to that evolution of the ability.  Whether those two things beat out 10% weapon damage is extremely debatable, as noted in the original build listing :P


Simply saying that spawns are very predictable in this game and very easily controlled. I just see the actual see through walls part of the ability more a gimmick than a truly useful ability.

Once they spawn they can spread out though.  I love the wall vision.


This is true, but normally they take fairly predictable routes and the Geth and Reapers love to just bunch up. Even if you were in the situation that 10m would help you see an enemy, i'm sure you could work around it, still sneak around with cloak, and manage to find an enemy ahead of the crowd and generally be able to tell where he came from. 10% damage is nothing to scoff at.

Modifié par Oko123, 11 avril 2012 - 06:16 .


#48
DarkKindness

DarkKindness
  • Members
  • 123 messages

born2beagator wrote...

Oko123 wrote...

DarkKindness wrote...

Oko123 wrote...

heybigmoney wrote...

I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.


Honestly extra speed is always welcome, but that is what adrenaline modules can easily be used for, and if you're that squishy, how much can it really help? Even the natural speed increase of the Drell only goes so far.

As far as the extension of the vision, I mean really? How big are any of the maps in this game? Not to mention they all have a viewpoint fairly accessible that allows a look across the entire thing. Maybe with the exception of Giant/Condor.


The vision extension is handy because the wall penetration and enemy highlighting only go out to 20 m without it, and most of the maps are about quadruple that length.  Having the extra 10 m on highlighting and seeing through walls is a nice bonus, but the survivability addition of the speed boost can't be underestimated and is definitely the draw to that evolution of the ability.  Whether those two things beat out 10% weapon damage is extremely debatable, as noted in the original build listing :P


Simply saying that spawns are very predictable in this game and very easily controlled. I just see the actual see through walls part of the ability more a gimmick than a truly useful ability.

Once they spawn they can spread out though.  I love the wall vision.


I'm pretty sure that Oko is talking strictly about running with a pre-made group that has a set strategy for Gold; in that case, the spawns are very easy to herd and control so that you can force them into a no-man's land of one sort or another and decimate them.  On the other hand, if you're playing with a Public group, or someone on your team isn't with the program, spawns tend to spread out like you're describing, born.  It's a debatable evolution choice regardless, but running with a pre-made and a set strategy probably tips the scales in favor of the damage evolution.  If you Public it (either on Silver or Gold), I'd argue in favor of the speed/sight evolution.

Modifié par DarkKindness, 11 avril 2012 - 06:18 .


#49
Oko123

Oko123
  • Members
  • 147 messages

DarkKindness wrote...

born2beagator wrote...

Oko123 wrote...

DarkKindness wrote...

Oko123 wrote...

heybigmoney wrote...

I was also torn between the rank 6 of hunter mode between increased vision and speed or straight damage. I found the extra speed really nice for utility with shotguns, also a nice little survivability buff with more agility and increased awareness with vision.


Honestly extra speed is always welcome, but that is what adrenaline modules can easily be used for, and if you're that squishy, how much can it really help? Even the natural speed increase of the Drell only goes so far.

As far as the extension of the vision, I mean really? How big are any of the maps in this game? Not to mention they all have a viewpoint fairly accessible that allows a look across the entire thing. Maybe with the exception of Giant/Condor.


The vision extension is handy because the wall penetration and enemy highlighting only go out to 20 m without it, and most of the maps are about quadruple that length.  Having the extra 10 m on highlighting and seeing through walls is a nice bonus, but the survivability addition of the speed boost can't be underestimated and is definitely the draw to that evolution of the ability.  Whether those two things beat out 10% weapon damage is extremely debatable, as noted in the original build listing :P


Simply saying that spawns are very predictable in this game and very easily controlled. I just see the actual see through walls part of the ability more a gimmick than a truly useful ability.

Once they spawn they can spread out though.  I love the wall vision.


I'm pretty sure that Oko is talking strictly about running with a pre-made group that has a set strategy for Gold; in that case, the spawns are very easy to herd and control so that you can force them into a no-man's land of one sort or another and decimate them.  On the other hand, if you're playing with a Public group, or someone on your team isn't with the program, spawns tend to spread out like you're describing, born.  It's a debatable evolution choice regardless, but running with a pre-made and a set strategy probably tip the scales in favor of the damage evolution.  If you Public it (either on Silver or Gold), I'd argue in favor of the speed/sight evolution.


Quite the opposite actually. I tend to run Silver more times than not unless someone specifically asks me to do Gold. Now to be fair yes, with a premade group of people on any given map you would be able to control the spawns at a much easier rate. I tend to find that with randoms especially most people will stick in or near the LZ of any given map and it is left to me to sort of spread out and control said spawn. Either way any map still only has a certain amount of spawns and once you're familiarized with them the vision would still be a very minor and in my opinion highly superfluous option. (Especially compared to 10% damage)

Speed is still up in the air, but I still feel a good adrenaline module could easily replace that while 10% damage molded into the bonus from your cloak as well is just invaluable.

Modifié par Oko123, 11 avril 2012 - 06:22 .


#50
DarkKindness

DarkKindness
  • Members
  • 123 messages

Oko123 wrote...

Quite the opposite actually. I tend to run Silver more times than not unless someone specifically asks me to do Gold. Now to be fair yes, with a premade group of people on any given map you would be able to control the spawns at a much easier rate. I tend to find that with randoms especially most people will stick in or near the LZ of any given map and it is left to me to sort of spread out and control said spawn. Either way any map still only has a certain amount of spawns and once you're familiarized with them the vision would still be a very minor and in my opinion highly superfluous option. (Especially compared to 10% damage)

Speed is still up in the air, but I still feel a good adrenaline module could easily replace that while 10% damage molded into the bonus from your cloak as well is just invaluable.


On the flip side of that coin, though, the speed boost from an Adrenaline Module stacks with the passive speed boost from the evolution, and I still think that it's hard to pass up the defensive utility that kind of speed can bring to an otherwise very fragile class.

On Silver, I really don't think that the 10% damage is wholly necessary - it only comes in to play against Banshees, Brutes, Atlases, and Primes, since you can 1-2 shot anything less than that with the cloak bonus alone, not to mention what the Proximity Mine damage and damage boost could add to your burst output.

At any rate, I feel that they're both valid choices and that there are such solid arguments for either evolution that we'll never reach a genuine consensus; this particular evolution is purely a matter of personal preference and playstyle.

Modifié par DarkKindness, 11 avril 2012 - 06:27 .