Well pure survivability is simple with just maxing Fitness for HP instead of melee dmg. Keep in mind 'max survivability' generally means 'stay out of range, have enough shields to survive moving from cover/retreating'. I mean, an Asari or Drell can handle keeping in cover and shooting at things on Gold. Any class can, so any amount of boost to shield/hp is going to aid in keeping alive just that much longer.
As for Ballistic blade I would make sure you have range upgrade at rank 5. 18 meters makes a 'huge' difference compared to its base 12. Remember that's the max range you can physically hit something with it in front of you so the longer the better for survivability sake. It seems to have an awkward glitch when firing from cover so you should try doing the, as I call it 'the Shotgun Shuffle' where you quickly dip back and forth from a wall to the open to get 1 quick shot off and back into cover.
Bast that there isn't a huge difference in DR from 25 vs 30%. So if you want a bit more melee boost from blade armor I'd go that route but definitely take the 10% in rank 6. I ignore inferno grenades, not because there bad but because I pretty much just use him to melee if anything is nearby and the Ballistic Blade is devastating in that role. Throwing a Grenade into the mix (with rank 6 Explosive BB's) could cause one hell of a chain-fire explosion though.
If you want 3 in inferno for that extra large AoE DoT dmg (and solid fire explosion maker) I'd probably bring the main passive (not fitness) up to 5 and ignore the weapon weight reducer. That would get you 2 Inferno grenades at some solid fire dmg to toss into groups. Run down and throw out a Ballistic blade and retreat out - should be a death sentence at that point.
Oh and in relation to ballistic blade. It's dmg gets reduced further out but that's impact and the bleed out dmg over its duration. The explosive upgrade (rank 6) is always its static 300+ dmg after 3 seconds, so even at its max range your ensured a solid punch from the explosion. Just works a hell of a lot better if you do it a foot from there face.
-edit-
Oh that reminds me - not sure if anyones poitned this out (probably has...) but the B.Sentinel's supression net functions as a trap-mine if you shoot it at wall/ground. Noticed a lot of people not using that to its fullest. Tryign to shoot it directly at phantoms for instance just to have them nullify the effect.
So here's a fun thing to try - see a phantom running up at you? Retreat around a corner and shoot the net right on the wall at the corner. When she comes running around it, she'll be instantly trapped and just standing there waiting for a 1k+ heavy melee punch to the face!
Or a harpoon.... or anything else you wanna throw at her. Also works great on top of ladders and such. Doesn't have to big of a trigger radius though (think its about 3 total meters but about 1-ish meter past the graphic, maybe 2).
Modifié par Adhin, 15 avril 2012 - 08:12 .