[Guide] GI Geth (Geth Infiltrator Shotgun Build)
#76
Posté 11 avril 2012 - 09:11
#77
Posté 11 avril 2012 - 09:42
Tactical Cloak: 4, Damage; 5, Recharge Speed
Proximity Mine: 3
Hunter Mode: 4, Power Recharge; 5, Rate of Fire; 6, Speed & Vision or Damage
Networked AI: 4, Weapon Damage; 5, Power Damage & Force; 6, Weapon Damage
Advanced Hardware: 4, Durability; 5, Shield Recharge; 6, Fitness Expert
Together with a Geth Shotgun IX(X soon I hope) with damage and clip mod.
Maybe take the Geth SMG as a backup weapon with ultralight material and bigger clip mod.
#78
Posté 11 avril 2012 - 12:35
#79
Posté 11 avril 2012 - 01:07
#80
Posté 11 avril 2012 - 01:48
DarkKindness wrote...
Ultai wrote...
This playstyle caught on rather quick earlier tonight. Personally I took the dmg debuff on proxy mine for my team with bonus power for cloak. Also went for max dmg on hunter mode instead of range. Glass cannon indeed, but if you keep aware of your surroundings you should be alright.
How has the loss of speed from rank 6 Hunter Mode felt to you? In Gold, it seems like an almost essential survival boost to me, but that could just as easily be my playstyle. Have you noticed the 10% bonus damage adding all that much over the speed boost?
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.
Sorry it was late and didn't get to reply. I'm currently 6/6/6/6/0, the most fragile build obviously, but I spec'd for almost maximum dmg output when using the GPS. 10% extra movement speed seems to do alright for me.
Cloak: 4 dmg bonus, 5 melee, and 6 bonus power
Mine: 4 radius (great for reapers when they cluster, or tight maps like glacier/white) 5 20% dmg recieved 6 dmg
I was considering using the last 6 points and put them into fitness/adv hardware or whatever, but since I was already this far in, might as well take it to an extreme and try it out
Hunter Mode: 4 recharge speed, 5 power dmg, I might try rate of fire but the shotgun seems to have good enough fire rate as is, 6 dmg bonus
Networked AI: 4 weapon dmg, 5 power dmg, 6 weapon/geth weapon dmg. Headshot dmg doesn't seem to be useful for GPS, since it tends to home in on targets.
On gold last night I was basically two shotting brutes if I didn't hit their armored arms with shotgun rail amp 3, since my GPS is only at lvl 8 (well...3 shot if you count the mine.) Charge and stealth, fire mine at feet, fire fully charge, then a follow up non charged shot. Ravagers tend to fall very quickly as well, although I noticed if they have most of their sacks intact my shots would gravitate toward them first, sometimes I'd walk up close then dodge back to force them to explode them all, then fire a mine to kill all the swarms then 2 shot the ravager. I mostly flanked and hunted down the marauders, brutes and ravagers for my team (I hate marauders and ravagers anyway). I'm going to try the less squishy build and see which one I like better today.
#81
Posté 11 avril 2012 - 03:51
Also wanted to thank everybody for all of their input and testing, as I don't have enough respec cards (or time and creativity!) to do all of this on my own.
#82
Posté 11 avril 2012 - 03:54
Crimzoneyed wrote...
So 4 premium spectre pack later and still no sign of geth... I might try a normal spectre pack... Because my first two spectre pack after patch gave me 2 batarians XD
I'd stick with the Premium Spectre Packs, honestly - they seem to drop DLC stuff at about the same rate as the normal packs do and you have a better chance of seeing with with the two rare slots in those packs. My first Premium had two of the new guns in it (which I don't particularly care about, but there they were), and my second was 1 DLC character card (Krogan Vanguard #2) and one non-DLC character card (Asari Adept #... 10? 11?).
#83
Posté 11 avril 2012 - 03:55
Crimzoneyed wrote...
When I get GI I probably run with:
Tactical Cloak: 4, Damage; 5, Recharge Speed
Proximity Mine: 3
Hunter Mode: 4, Power Recharge; 5, Rate of Fire; 6, Speed & Vision or Damage
Networked AI: 4, Weapon Damage; 5, Power Damage & Force; 6, Weapon Damage
Advanced Hardware: 4, Durability; 5, Shield Recharge; 6, Fitness Expert
Together with a Geth Shotgun IX(X soon I hope) with damage and clip mod.
Maybe take the Geth SMG as a backup weapon with ultralight material and bigger clip mod.
This is the build that I originally tried and still lean toward, without having done more testing on the Proximity Mine debuff build. The Prox Mine debuff build definitely has better damage output, but I'm concerned about its survivability (for me, anyway - other players have more finesse than I do).
#84
Posté 11 avril 2012 - 04:01
Charge>Cloack>Proxi+charged shot>regular shot>regular shot>reload cancel.
GPS X with extra magazine and extended barrel.
+20% damages is pretty huge, the mine's damage are buffed by TC and with 3m aoe, you can help your team deal with clustered enemies.
I see little use of fitness with built-in wall hack and stealth, especially since, with a shotgun, you are not suffering from scoping tunnel vision.
Maybe you could extend your guide with several builds ?
#85
Posté 11 avril 2012 - 04:03
#86
Posté 11 avril 2012 - 04:07
Geist.H wrote...
I play my GI with 6/6/6/6/0, pure glass canon.
Charge>Cloack>Proxi+charged shot>regular shot>regular shot>reload cancel.
GPS X with extra magazine and extended barrel.
+20% damages is pretty huge, the mine's damage are buffed by TC and with 3m aoe, you can help your team deal with clustered enemies.
I see little use of fitness with built-in wall hack and stealth, especially since, with a shotgun, you are not suffering from scoping tunnel vision.
Maybe you could extend your guide with several builds ?
There's already a secondary build section that encompasses 6/5/6/6/3, 5/6/6/6/3, and 5/5/6/6/4, but I'll add a build to the beginning that reflect the 6/6/6/6/0 choice that some seem to be making.
#87
Posté 11 avril 2012 - 04:14
#88
Posté 11 avril 2012 - 04:26
Geist.H wrote...
I play my GI with 6/6/6/6/0, pure glass canon.
Charge>Cloack>Proxi+charged shot>regular shot>regular shot>reload cancel.
GPS X with extra magazine and extended barrel.
+20% damages is pretty huge, the mine's damage are buffed by TC and with 3m aoe, you can help your team deal with clustered enemies.
I see little use of fitness with built-in wall hack and stealth, especially since, with a shotgun, you are not suffering from scoping tunnel vision.
Maybe you could extend your guide with several builds ?
Since I forgot to check the Geth's base health/shields when I specced mine immediately, what is the health/shields of your glass cannon?
I ignored Prox Mine but the more I think about it the more I feel that on the GI it's the most useful since you know where enemies are coming from.
#89
Posté 11 avril 2012 - 07:02
A "naked" drell has 500hp / 250 shield if I remember correctly.
Proxi mine is great, only if you use it with the free power perk, it is affected by TC buff (90% damage increase.) and will improve your entiere burst by 20% on your target along with everything within 3m.
#90
Posté 11 avril 2012 - 07:02
I can handle a bug as long as it's reproducible and I know when to expect my cloak will drop. I frankly play little to no infiltrator so the cloak mechanic is semi new to me, but the class/kit clearly drops cloak when it should not.
#91
Posté 11 avril 2012 - 07:05
#92
Posté 11 avril 2012 - 07:34
Tac cloak 6: damage, recharge, bonus power
Proxy mine 5: radius, 20% increase damage
hunter mode 6: power recharge, rate of fire, damage
Networked AI 6: weapon damage, power damage, weapon damage
Advanced hardware 3
Only thing i'm unsure about is 20% extra headshot damage, does that even work on the gps?
#93
Posté 11 avril 2012 - 07:51
A Wild Snorlax wrote...
I've been rolling with the GPS on my geth infiltrator, and it's been working well. I've basically built it to do maximum weapon damage. My build is:
Tac cloak 6: damage, recharge, bonus power
Proxy mine 5: radius, 20% increase damage
hunter mode 6: power recharge, rate of fire, damage
Networked AI 6: weapon damage, power damage, weapon damage
Advanced hardware 3
Only thing i'm unsure about is 20% extra headshot damage, does that even work on the gps?
General consensus is that the GPS doesn't register headshots. I've been playing a lot of games with it over the last couple of days and haven't seen a single headshot where I usually manage 5+ per round with the Graal on my Krogan.
You should also strongly consider Power Damage over Rate of Fire at Hunter Mode 5 with a Proximity Mine build, as Power Damage will add more to the Proximity Mine than the RoF with the GPS, in all likelihood. With that one consideration, it's almost identical to the build that I've been testing out today, and is very strong. Drops armored enemies in a hurry, which is something that the 5/3/6/6/6 build has trouble with.
#94
Posté 11 avril 2012 - 07:53
Gabigool wrote...
Can someone explain the bug where I decloak constantly? Earlier in this thread someone mentions it's related to using the GPS (or more accurately, a charge weapon).
I can handle a bug as long as it's reproducible and I know when to expect my cloak will drop. I frankly play little to no infiltrator so the cloak mechanic is semi new to me, but the class/kit clearly drops cloak when it should not.
The cloak bug is really finnicky. I've been trying to replicate it today, and it seems to occur under pretty specific circumstances - if you break cloak with a chargeable gun, begin charging it, and re-enter cloak before the half-circle cooldown indicators in the middle of the screen converge into a full circle and disappear.
I find that if I wait for the cooldown indicator graphic to make a complete circle around my reticle and then fade completely from the screen, I can cloak without dropping it every time. This effectively lengthens the cooldown on cloak by about a second, but that's much better than waiting for the entire cooldown to run a second time if you get dropped out of it immediately.
Modifié par DarkKindness, 11 avril 2012 - 07:54 .
#95
Posté 11 avril 2012 - 08:13
Just had a few trial runs on silver with suitable success so I'm bringing it into gold now with randoms... Here's hoping!
#96
Posté 11 avril 2012 - 08:15
Mercianix wrote...
Just throwing in my thanks for this thread, as soon as I got my Geth Infiltrator I thought "Hunter" and although I would never have done it myself (I would have skipped proxy entirely normally), I really like the "Glass Cannon" build. As long as that cloak stays up 95% of the time then you can really wreak some havoc and your low survivability isn't that much of an issue.
Just had a few trial runs on silver with suitable success so I'm bringing it into gold now with randoms... Here's hoping!
Let us know how it goes - any more feedback on refining these builds for Gold is welcome and encouraged!
#97
Posté 11 avril 2012 - 08:26
I don't really see the point of maxing fitness if you're gonna use hunter mode. Rank 6 fitness vs rank 3 fitness only gives you something like 150 extra shields when you consider the 50% decrease, and 150 extra shields is really nothing.
#98
Posté 11 avril 2012 - 08:53
Now I got a black widow I, but still no geth infiltrator....
xd
#99
Posté 11 avril 2012 - 09:25
Am heading back into it now with a team of 3 so only 1 random to mess it up, will detail further results after.
Oh, and I'm only carrying a GPS II so I can only imagine what a more powerful version can do...
#100
Posté 11 avril 2012 - 11:16
tested a 5/3/6/6/6 with a GPS VI, melee damage on cloack/hardware and blade on shotgun and ofc martial art expert, against all 3 factions on different maps, HM rank 6 for extended range, always gold
i myself often spec away from fitness, expetially on a HM geth who gets at max less than 400hp and like 1000 shield points, so i went all in for situational melee damage
its hard to tell whether or not martial art bonus is up, but from what ive seen, base units like cannibals/troopers/huskers go down with a single heavy, with or without cloack. it is actually nice cause the stagger effect let u hold down the button those 2-3 seconds further needed for another damage wave. fallen foes vanish in a lightblue-ish shiny goo lol
about shielded enemies, nemesis seem to go down with a single 'prolonged' heavy (proloned takes like 3-4 sec, is a regular heavy melee held long enough to see another energy wave burst), while engis/rockets/hunters/centurions/marauders seem to take longer. u can totally take down a centurion at half shield with a prolonged. unshielded foes go down just like regular base troopers. i did take down a marauder with a single prolonged heavy, but that was surely with martial art bonus on. take it with a grain of salt though, this would need a dedicated test team, as i really cant tell my squad to not shoot a particular target cause i have to test melee eheh
i wouldnt recommend playing it like u would play a krogan, but it actually help. if u can use cover and know how to avoid fire as an infiltrator at the point u usually dont spec fitness on the class, then it could be a better call than shields for proxi-mine non-lovers





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