Bold Words: Sections
Italic Words: Sub Sections
Italic and Underlined Words: Important Concepts/Tips/Weapon Names/Map Names
Table of Contents
- Warning, Guide Key, and Table of Contents
- Foreword
- An Introduction
- class Role
- Grievances Against the Human Soldier
- Powers
- Weapons
- Equipment
- Basic Strategy
- Enemy Matchups
- Map Matchups
- Team Synergy
- Conclusion - - Community Builds
- Changelog
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Introduction: Just like with my guide on the Human Vanguard, this thread is both meant to instruct new people on how to better play the Human Soldier class, as well as for the community to give input on alternate ways to play in terms of build. Please keep it respectful and informative my good friends, and remember: the Soldier is the Jack-of-All-Trades.
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class Role: Jack-of-All-Trades. The wonder of the Soldier class is that, while you only have the three abilities given to you, your reliance on weapons allows you to cater your build to fit whatever role you wish to play your soldier as. Want to be an Assault Specialist llike the Vanguards or Krogans? You can do it. Want to be your teams Suppresive Fire Squadmate as well as De-Buff your enemies? Not a problem! Whether it's wielding a Sniper Rifle or a Shotgun, an Assault Rifle or a Pistol, the Soldier class can do it all with finesse. You aren't specialized in any particular role, but you can fill them all based on your group's needs.
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Grievances Against the Human Soldier:
- - The Human Soldier sucks at everything!
- - The Human Soldier needs to be buffed
- - Why play a Sniper Soldier when I can just play an Infiltrator? (and other such comments)
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Powers:
Adrenaline Rush: With the way Adrenaline Rush is now, speccing it is more about personal choice than anything. Some of the important aspects to note about Adrenaline Rush besides its damage boost is that unlike in Single-Player, time does NOT slow down when you use it in Multi-Player. Along with this it instantly reloads your held weapon, making it ideal for slow-reloading weaponry such as the Claymore. The ability to opt with Hardening or Damage is a fairly even trade depending on your play-style (for example, I use Adrenaline Rush as a defensive measure and emergency Shield Boost rather than a constant thing to be used.). The next evolution, Duration or Melee Boost also varies. Some people like to pop Adrenaline rush as much as possible, so the duration bonus could be more annoying for weapons with a slow reload or if you like to use it to boost your shields. The final evolution Shield Boost or Power Usage is fairly heavy handed towards Shield Boost , which basically gives you a free Ops Pack (minus the health boost), while Power Usage would only let you use Concussive Shot once...and since Frag grenades seem to be the more popular ability and can be thrown during adrenaline rush anyways...you get the picture.
Concussive Shot: I love Concussive Shot; I always have. While not entirely powerful, the little "Pocket Rocket" can be used to stagger protected enemies as well as set off tech bursts: very handy when paired with an engineer or when you use a weapon with a high chance to activate it's Disruptive Ammo ( if you equipped that ammo, of course!). For the first evolution, Damage or Radius I haven't noticed any real difference in the radius, but the damage (and especially force) upgrades allow you to kill quite a few unarmored enemies quickly. The second evolution, Shatter or Recharge favors Shatter more, as the recharge rate of concussive shot is already very high, whereas the damage boost against frozen and chilled (they'll have a frosty look about them and slower movement) is very useful with a weapon with a high rate of ammo power inducement.The final evolution, Amplification versus Shredder favors Shredder due to Amplification currently not working properly, with shredder being useful in preventing shields from regenerating, killing unarmored organic enemies, and revealing cloaked phantoms.
Frag Grenades: I love you also Frag Grenades, don't worry. Like Concussive Shot, Frag Grenades set off tech explosions, do more damage, and are generally just plain awesome. For the first evolution you can choose between Damage and Radius, just like most other abilities. Frag Grenades already have an impressive range of 6.5m so are already effective against clusters of enemies, though both options are still highly viable. The second evolution, Capacity or Bleed Damage, are both effective, with Bleed Damage helping you tear through organic enemies like Concussive Shot's Shredder evolution, or Capacity to carry more grenades. The Final evolution focuses on two of the three protections, Armor Damage and Shield Damage. Armor damage is very effective against boss enemies once their protection (if applicable) are down, whilst Shield Damage helps you take down the shields. While I prefer the former of the two, both are great.
Alliance Training: Just like with the Human Vanguard Guide, IT'S ALL GOOD!
You can opt for more weight capacity to spam Adrenaline Rush more, or you can opt for weapon damage to give your weapons more omph! This mostly depends on your personal preference and weapon loadouts...heck, you may not even need to fill out the whole tree if you don't want...(also if you're reading this Bioware, Soldiers should have better weight carrying. Just saying.)
Fitness: Like with Alliance Training: IT'S ALL GOOD! The Health and Shield boosts in tandem with a defensive Adrenaline rush can make you a juggernaut for a short period of time, or you can opt for melee damage...though personally I"d stick with the health and shields.
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Weapons:
In Mass Effect Three's Single Player, Human Soldiers can carry more weapons than the other classes (who have access to all weapons but can only pick two)...In Multi-Player you don't have this option (though that would be pretty spiffy if you did!)...No matter, you are still the weapons expert, and largely any weapon type is good in your hands! In that regard I'm going to skip down to suggested weapons, but even then I'm going to keep it very short unlike in my other guide(s, if I write more of them.). There will be a reason for that, I assure you! (Don't worry, I'm going to try something new here!)
Assault Rifles:
Sniper Rifles: Valiant, Mantis, Raptor, Widow/Black Widow.
Shotguns: Katana, Wraith/Eviscerator, Claymore, Crusader, Graal/GPS.
SMGs: Tempest, Hornet, Hurricane.
Pistols: Any, minus Arc Pistol.
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Equipment:
As a Human Soldier, and any class/race, Equipment is very important, but even more so for the Human Soldier: but most of all: Ammo Powers.
Ammo Powers: Entire Builds could be given for the Human Soldier based on what Ammo Power they are using, as such I'm going to say that ANY Ammo Power is great with a Soldier.
Armor Equipment: Until they day Adrenaline Rush gives a temporary speed boost, I'm still going to say that Adrenaline Module is great with a soldier. The Shield Boost module is also great when used with an Adrenaline Rush specced for defense (Shield Boost/Hardening)
Rail Amp: Whatever your main Weapon is...or if you apparently want to melee things take strength module, or targetting VI for headshot bonuses...
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Basic Strategy:
Shoot things until they die...Kidding! Since the Soldier class can fit any role, I'm going to remove this section of the guide and move it to a later post, just like with the weapon combination suggestions. Don't worry, I have a plan here!
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Enemy Matchups:
Cerberus: I've found to have the easiest time against Cerberus due to your frag grenades taking out groups of enemies, are great against turrets, and can kill a guardian from behind. With the right weaponry you can also take out phantoms from a distance without a problem. You're only problem? The Atlas. Just stay back and shoot it, you should be fine. You can shoot at the shoulder, knee, and groin plates to give small spikes of damage before they break off. Along with those weakpoints, there is a glitch where you will do double damage when firing at the cockpit. An Atlas is also a prime target for tech bursts, as the enemies about will be zapped due to their tendency to stick close to the mech.
Reapers: Your Bleed Damage Grenades and Shredder Concussive Shot are great against the Reapers, giving you some nice DoT while you take them out: Think of yourself as a long distance Vanguard: taking out the trash while helping to weaken the stronger enemies. You're main problems will be Ravagers and Banshees just like any other class: But you shouldn't have too much trouble as long as you stay out of the Line of Sight of the Ravagers while fighting the Banshees...as a matter of fact you should go for the Ravagers first.
Geth: I haven't come up with enough valiad advice for fighting the Geth on Gold as most/all the matches I've gotten into lately as my Soldier are all on Firebase White (Not that there's anything wrong with that. It's just the primary 'strategy' people use doesn't exactly give me enoughadvice to give to you. <_< ) Thus until I can get into some more varied map matches against them, and rather than say to "keep your distance and shoot" I'm just going to say: "No Data Available" and move on...Sorry! I'll fix this in a moment once I get more games in and more advice from you guys!
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Map Matchups:
The Soldier can function well on any map given it's versatility, but nonetheless I'll point out the maps I've had the easiest time in and the hardest I've had.
Ideal Maps: Dagger, Giant, Hydra and White have multiple places you can situate yourself at and lock down a certain enemy spawn area. Coupled with a heavy damager you can also hold key chokepoints of Ghost, Reactor, and Glacier so long as no Elites (mainly Banshees) get near you.
Non-Ideal Maps: While you can hold down areas of Reactor well, you'll still have trouble during objectives (especially the dreaded uploads), though that's normal for all groups you should still be wary. If you and your team aren't careful, you can find yourselves swarmed on Condor, especially if you aren't on the high ground. When fighting the Reapers, you will have a hard time on Glacier without Biotic Support.
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Team Synergy:
A Human Soldier can fit any role, as such they work well with A Variety of different teammates: A soldiers greandes can stumble a group of enemies, thus allowing a Vanguard to charge in to finish them off, or allow them to escape. As their Concussive Shots and Frag Grenades can detonate Tech Bursts, they also provide good synergy with Any Engineer, who can likewise detonate your tech bursts if you are using disruptive ammo. Otherwise, you provide much needed Suppressive Fire for your other teammates, giving them breathing room to fulfill their roles. A group of Soldiers is especially deadly due to all of them being able to fit different roles with their weaponry: some specializing in crowd control while others specialize in damaging the heavy units.
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In Conclusion:
While this isn't the end of the guide I hope the above advice was helpful to you, even if I cut it short unlike in my vanguard guide. Mind you this was due to the versatility of the Human Soldier, and my wanting to be able to have the following post give better examples of said versatility. So we'll be seeing you on the next post.
If you would like a question answered and it doesn't seem that I'm
looking at the forums right now, feel free to send me a message for me to respond to. If you'd like to play a game with me as well, you can send me a request on
Origin at: showermonster. I'll be happy to answer your questions here
and via messaging!
And remember this above all my fellow Soldiers: Have fun, but not at the expense of your team: getting your Squad killed isn't how you become well loved!
And to my fellow Soldiers I ask you this:
"Who's Like Us?!"
Modifié par Broganisity, 27 avril 2012 - 10:10 .





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