Aller au contenu

Photo

The Human Soldier and You - How to Play


  • Veuillez vous connecter pour répondre
60 réponses à ce sujet

#1
Broganisity

Broganisity
  • Members
  • 5 336 messages
WARNING! WARNING! Giant Wall of Text imminent! I've tried to Keep things as simple as I could, structurally-wise, here's a quick key:

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
Foreword: Following the release of my Human Vanguard Community Guide I got to thinking that I should work on another guide for a class people seem to say has a hard time...let's say 'competing' (even if this is a Co-Op game.) against other classes in terms of viability. Naturally: Human Soldier came to mind, especially after all the tweaks and buffs that ti's been given along the way to make it more useful.

------------------------------

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.

------------------------------

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.

------------------------------

Grievances Against the Human Soldier:
  • - The Human Soldier sucks at everything!
The Human Soldier is capable of doing any job well, but is not specialized for anything in particular.
  • - The Human Soldier needs to be buffed
Maybe a little bit ( I still think a temporary 10% movement speed bonus while Adrenaline Rush is used would be nice!), but at this point the Human Soldier is still a viable option, especially with all the buffs we've been getting! Thanks BW!
  • - Why play a Sniper Soldier when I can just play an Infiltrator? (and other such comments)
Personal Choice, or maybe you like the added durability Adrenaline Rush can give you. Regardless, there is a reason people play other classes other than a Carnifex-toting Adept (Not that there's anything wrong with that, I love your biotic explosions! :wub:) Besides, the Soldier is a weapons expert, maybe you like to shoot things rather than blow them up?

------------------------------

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! :police:

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.

------------------------------
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: Strike Falcon, Revenant, Mattock, Avenger, Saber.

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.

------------------------------
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...

------------------------------
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! :D
------------------------------

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!

------------------------------

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.

------------------------------

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.

------------------------------

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?!" :police:

Modifié par Broganisity, 27 avril 2012 - 10:10 .


#2
Broganisity

Broganisity
  • Members
  • 5 336 messages
Build Suggestions:

Seeing as how the Soldier can fit so many different roles and can work in so many different ways compared to other classes, I'll put Builds sent to me here if they are different from any other build put here. I figured rather than just give weapon combo suggestions, why don't I just have a whole seperate post section for different builds/play-styles. Here, have a template to use when sumbitting them!

Submitter:
Build Name:
Powers:
Adrenaline Rush: (If any) (Evolutions here)
Concussive Shot: (If any) (Evolutions Here)
Frag Grenades: (If any) (Evolutions Here)
Alliance Training: (If any) (Evolutions Here)
Fitness: (If any) (Evolutions Here)
Weapons:
Weapon one (mods here)
Weapon two (if any.) (Mods here)
Equipment:
Ammo Power:
Armor Equipment:
Weapon Equipment:
class Role:

Basic Strategy:
(State reasons for weapons, Methods of attack and that sort of thing. Give some detail, don't just leave this as one or two sentences.)

Ideal Opponent: (Cerberus/Geth/Reapers/Any and state why)
Ideal Map: (Can be a particular map/maps, just State why)
Other Advice: (Anything else we should know about this build?)

------------------------------
Submitter: Broganissity
Build Name: The Demolitionist/The Rocketman.

Powers:
Adrenaline Rush: (Hardening, Melee Damage, Shield Boost)
Concussive Shot: (Damage, Shatter, Shredder)
Frag Grenades: (Damage, Bleed Damage, Armor-Piercing)
Alliance Training: (Capacity)
Fitness: (If any) (Health/Shields 1)

Weapons:
Weapon One: Falcon X (Mods: Extended Barrel V and Armor Piercing V)
Weapon Two: Phalanx X (Mods: Extended Barrel V and Armor Piercing V)

Equipment:
Ammo Power: Disruptive Ammo
Armor Equipment: Any, Cylonic Modulator preferred
Weapon Equipment: Pistol Rail Amp

class Role: Suppresive Fire, De-Buffer, and Phantom Slayer (Lol De-Buffer the Phantom Slayer.)

Basic Strategy: Using your Falcon to spread your Disruptive Ammo shots into a group, you can then detonate your own tech bursts with concussive shots or frag grenades to do widespread damage to clusters of Cerberus Troops. Natually your team will be holding the sniper Roost near the initial spawn, which gives you a great view of the major spawn sights, as well as tunnels that keep your enemies all close-knit and ready for bombing. If guardians get too close you can either fire a concussive shot then blast them with some falcon rounds, or swap to your pistol to take them out. Phantoms are your primary concern as your falcon shots stun them and your tech bursts will strip them of their barriers, which lets you have fun with them...wait, that sounded odd. What I mean is your concussive shots are then able to knock them over, and they tend to bounce into the air when killed by your falcon...which is unbelievably satisfying to watch. As for fighiting Atlas', use your falcon/tech bursts (fire one falcon shot followed by a concussive shot) to strip their shields, then switch to your Phalanax and aim for the crotch plate...Yes, the crotch plate can be shot off. This adds a small spike of damage to the atlas' armor, but does not become a weakspot. If you find yourself in a bad situation, activate your Defensive Adrenaline Rush to escape and give yourself time to re-group with your teammates (if applicable), revive your teammates (If Applicable), or otherwise get away to fight at your ideal range.

In regards to your weapon mods The Falcon's firing rate is managable when you count to two 'mississippi's between shots, which results in both a reliable rate of fire (and no need for the stability mod) and a decrease in the chance to fire blanks due to lag. If your do start to fire blanks STOP SHOOTING, fire your concussive shot once, then go back to shooting: it should be fixed now. However, I'd also suggest being the host just to be safe. The Falcon is already accurate enough so that the scope is irrelevant and actually detrimental, and the capacity mod can encourage you to fire more than is necessary for a group. Your Phalanx is your backup weapon when fighting Atlases and for puncturing through the shields of a Guardian.
Ideal Opponent: Cerberus, as their otherwise slow advancement onto your position allows you to keep the lesser enemies at bay while finishing them off, leaving your team free of being swarmed by phantoms and guardians. Just watch out for grenades!
Ideal Map: Firebase Dagger gives you a great spot to fire falcon rounds down onto groups of enemies to stagger them, and then detonate your tech bursts to maximum efficiency. As it takes them time to get to your team, you are your teams Chief Phantom Hunter, with your Falcon shots stagger them, and then setting up tech bursts for you to detonate with Concussive Shot.
Other Advice: Also useful when using Cyro Ammo, but you lose the offensive capability of the tech bursts in favor of Shatter's effects.
------------------------------

Submitter: Lunatic_NEo
Build Name: Jungle

Powers:
Adrenaline Rush: (Hardening/duration/shield recharge)
Concussive Shot: (radius/recharge/shredder)
Frag Grenades:  (None)
Alliance Training: (weapon dmg/headshot/weapon dmg)
Fitness: (shields/shield recharge/shield)

Weapons: Striker or Mattock
Weapon One: Striker (Stability and Damage)
- Or -
Weapon two: Mattock (Piercing and Damage)

Equipment:
Ammo Power: Burning/Disruptor
Armor Equipment: Adrenaline
Weapon Equipment: Rail Amp
class Role: Small Mobs Specialist

Basic Strategy: Striker solves the problem of needing grenades and allows you to provide excellent AoE Damage, helping to make this a valid silver build and also a decent gold runner, you just
need to stay near an ammo crate...conversely, with the mattock you focus on headshotting the lesser enemies to support your team.

Ideal Opponent: Reapers/cerberus, due to Shredder's damage towards organic enemies.
Ideal Map: This build is capable of performing on any map.
Other Advice: Use Adrenaline Rush as much as possible for your reloading: usually fire your concussive shot followed by Adrenaline Rush. Rinse and Repeat.
-----------------------------

Submitter: Magicman10893
Build Name: Gunslinger
Powers:
Adrenaline Rush: 6 (Damage, Duration, Shield Boost)
Concussive Shot: 3
Frag Grenades: 5 (Damage, Max Grenades)
Alliance Training: 6 (Damage & Capacity, Headshots, Weapon Damage)
Fitness: 6 (Durability, Shield Recharge, Fitness Expert)
Weapons:
Carnifex (High Caliber Barrel and Pistol Scope) or Paladin (High Caliber Barrel and Pistol Magazine Upgrade)
Equipment:
Ammo Power: Armor Piercing
Armor Equipment: Power Efficiency Module (or personal preference)
Weapon Equipment: Pistol Rail Amp
class Role: Damage Dealer

Basic Strategy:
Spam Adrenaline Rush. With the Carnifex/Paladin only for a good balance
between weight and damage. The Pistol Scope is excellent for headshots.
Ideal Opponent:
This build is pretty effective against all kinds of enemies. It is
great for Reapers because your heavy hitting Carnifex/Paladin will work
wonders on those Ravagers and Brutes.
Ideal Map: Firebase Giant and
Firebase Ghost have great lines of sight for sniping with the Carnifex.
Close range maps are also great for blasting enemies.
Other Advice: Not much else. It is a pretty easy to use build that doesn't really require much strategy.
----------------------------------------

Submitter: Magicman10893
Build Name: Sharpshooter
Powers:
Adrenaline Rush: 6
(Damage, Duration, Shield Boost) (alternatively you can take Hardening
instead of Damage to move from place to place with the 40% damage
reduction)
Concussive Shot: 3
Frag Grenades: 5 (Damage, Max Grenades)
Alliance Training: 6 (Weapon Damage, Headshots, Weapon Weight)
Fitness: 6 (Durability, Shield Recharge, Fitness Expert)
Weapons:
Widow (Spare Ammo Capacity and Extended Barrel or Enhanced Scope if facing Cerberus)
Shuriken
X (Spare Ammo Capacity and Extended Barrel) (The reason I specify
Shuriken X is because with my current build the Shuriken X doesn't
affect cooldown speed at all, making it a free backup weapon just in
case. Lower level Shurikens might increase cooldown speed and in that
case I would rather take no second weapon)
Equipment:
Ammo Power: Armor Piercing
Armor Equipment: Cyclonic Modulator (or personal preference)
Weapon Equipment: Sniper Rail Amp
class Role: Sniper and Boss Killer

Basic Strategy:
Use Adrenaline Rush to instantly reload your Widow to put VERY powerful
shots down range as fast as possible. If you use reload cancelling
effectively you can have a faster rate of fire than a Black Widow while
still maintaining massive damage. If you rely on good old fashioned
reload canceling you can take the Duration evolution for Adrenaline Rush
and actually have time to put out a second or even third shot while
still in Adrenaline Rush to capitalize on the damage bonus. This build
is great for bosses because you can put out so much damage with your
Widow you rival Infiltrators.

Ideal Opponent: This
build is pretty effective against all kinds of enemies. It is great for
Reapers because your heavy hitting Widow will work wonders on those
Ravagers and Brutes.
Ideal Map: Firebase Giant and Firebase Ghost have great lines of sight for sniping.

Other Advice:
If shotguns are your thing you can easily swap out the Widow for a
Claymore and still put out ridiculous amounts of damage at extreme speed
(compared to normal rate of fire at least). In that case I recommend
taking Smart Choke and High Caliber Barrel for Claymore to be effective
at medium range.

Grenades and Concussive Shot are interchangable.
One will have 5 points and the other will have 3. Personally I prefer
Grenades because they have no cooldown and do tons of damage, but if you
prefer Concussive Shot (due to no ammo constraints and staggering
enemies for a better shot) you can put 5 points in it instead. In that
case I would take the Force & Damage and the Shatter evolutions and
put Cryo Ammo on my guns for that extra kick against boss type enemies.

Also
in the case of Alliance Training, I took 1 weapon damage bonus and 1
weight bonus. The Widow and Claymore are both heavy guns so you should
take at least one weight reduction bonus, but I am not sure which one is
better to take. I think I might have it backwards in my build in
hindsight, but if someone could do the math for me as to which weight
reduction is better (Damage & Capacity or Weapon Weight) I will
gladly change it. I think taking the level 6 Weapon Damage is better
than taking the level 4 Damage evolution (since level 4 is 7.5% and
level 6 is 10%) but I am not sure which weight bonus is more beneficial.

Submitter: TianKY
Build Name: Heavy Weapon Specialist
Powers: 
Adrenaline Rush: 6 (Hardening, Melee, Shield Boost)
Concussive Shot: Your own preference
Frag Grenades: Your own preference
Alliance Training: 6 (Weapon damage, Headshot, Weapon damage)
Fitness: 6 (Durability, Shield Recharge, Fitness Expert)
Weapons:Revenant (AP and barrel mods)
Equipment:
Ammo Power: Optional
Armor Equipment: Stability mod
Weapon Equipment: Optional
class Role: 
Suppressive fire, drawing aggro and tanking damage for team, taking down large targets

Basic Strategy: 
Use
Adrenaline Rush liberally, either to reload your Revenant while firing,
to mitigate damage taken when under heavy fire, or to give yourself
another shield gate when in dire situations. Engage at short to
mid-range for maximum effectiveness.
Ideal Opponent:
Large targets such as Atlases, Ravagers, Brutes and Primes. Open up on
them with full auto and adrenaline rush when appropriate. At this point,
it is prudent to mention that small targets such as Nemeses and Phantoms WILL give you problems due to poor accuracy on the Revenant, though Nemeses can be taken down with Concussive shot (if you put any points into it).
Ideal Map: Any map with a corridor where you can just lay down heavy barrages of gunfire.
Other Advice: 
1) I find this build great at drawing aggro and tanking damage, though it is by no means the best at this.
2)
Adrenaline Rush (AR) allows you to stay out of cover long enough to
make full use of the large clip size on the Revenant (even larger with
the instant reload).
3) With a Revenant IX or X, the cooldown on AR
will be such that you can pop AR, open fire on full auto until your clip
rounds out, go back into cover to reload, and use AR again to reload
cancel and restore shields before immediately opening fire again. This
allows you to shoot at enemies even while under heavy fire.
4) This
build works great for Silver, but on Gold its difficult because even
with AR on, you can't tank anything more than a few troopers

Submitter: -WeAreLegion-
Build Name: Living Artillery
Powers: 
Adrenaline Rush: (hardening/duration/shield boost)
Concussive Shot: none
Frag Grenades: (damage/max grenades/armor-piercing)
Alliance Training: (weapon damage/power damage/weapon weight)
Fitness: (durability/shield recharge/fitness expert)
Weapons: 
Weapon one: Falcon (Thermal Clip V, Stability Dampener V, Extended Barrel V) (any combination)
Weapon two: Scorpion (Thermal Clip V + Extended Barrel V)
Equipment:
Ammo Power: Incendiary/Disruptor 
Armor Equipment: Adrenaline/Shield Boost
Weapon Equipment: Rail Amp (for Falcon)
class
Role:
Suppressive fire, and lots of it. Though the sheer weight of both
weapons doesn't allow for much power use, constantly having explosives
flying at the enemies is oft worth it.

Basic Strategy: Stick to
your team. Grab cover, line up a shot on a large group, and fire away.
When you've got about a clip left on the Scorpion, go for ammo. This
works very well with a large carrying capacity of ammo refills. The
adrenaline or shield boost equipment helps with these runs.

Ideal
Opponent:
This build works OK with any. It shines against Cerberus, as
anything but Atlas(es?) don't get close enough to do harm.

Ideal Map: Any with long sight lines and defensible positions. You are a human mortar.

Other
Advice:
Stay the hell away from big things. Your job is to support your
team, through firepower or revives, and you can do little more than
chip away at big enemies. If anything larger than a Ravager gets near
you, throw frags and get out of there, adrenaline rush is your OS
Button, but can also be used to reload occasionally.

Submitter: theshagster
Build Name: Monster Hunter
Powers:
Adrenaline Rush: 6 (Damage, Duration, Shield Boost)
Concussive Shot: 3/5
Frag Grenades: 5/3
Alliance Training: 6 (Damage & Capacity, Headshots, Weapon Weight)
Fitness: 6 (Durability, Shield Recharge, Fitness Expert)
Weapons:
Weapon One:Claymore(barrel/choke)/Carnifex(barrel,scope) or Reverent(barrel/piercing)

Weapon Two:Reverent(barrel/piercing)Carnifex(barrel, scope)
Equipment:
Ammo Power: any
Armor Equipment: Power Efficiency Module (or personal preference)
Weapon Equipment: any amp
class Role: Support
Basic Strategy:
snipe
with scoped pistol until range is reduced then switch weapons. Good at
long and short range while a little weaker at mid range.
Other Advice: switch weapons according to situation and map so you are always using the best weapon for the range and enemy.

Modifié par Broganisity, 27 avril 2012 - 10:15 .


#3
Broganisity

Broganisity
  • Members
  • 5 336 messages
Changelog:

April 25th: Guide Made!

April 27th: Actually added all the Builds to the Suggested Builds Section like I said I would! Go me! ^_^
I also added a bit more information in the Team Synergy section, mostly about a team of all soldiers being oddly effective.

April 28th: Minor tweaks to help better clarify some pieces of information.

Modifié par Broganisity, 29 avril 2012 - 02:09 .


#4
-WeAreLegion-

-WeAreLegion-
  • Members
  • 68 messages
Once again, a wonderful guide for a wonderful class. I personally have played a modified version of your Rocketman for quite some time, and it is in my opinion one of the most satisfying support roles ever. ( I reccomend a Thermal Clip capacity V to put more firepower down range. If explosives aren't flying EVERYWHERE, I'm not doing my job :D )

Modifié par -WeAreLegion-, 26 avril 2012 - 03:33 .


#5
HydraNiel

HydraNiel
  • Members
  • 233 messages
What do you think about the M - 99 Saber on a human soldier?

#6
Broganisity

Broganisity
  • Members
  • 5 336 messages

-WeAreLegion- wrote...

Once again, a wonderful guide for a
wonderful class. I personally have played a modified version of your
Rocketman for quite some time, and it is in my opinion one of the most
satisfying support roles ever. ( I reccomend a Thermal Clip capacity V
to put more firepower down range. If explosives aren't flying
EVERYWHERE, I'm not doing my job :D )


I've found that the extended clip makes me want to spam my shots more, so personally I refrain from the clip, and rather fire my concussive shot more. Still, I do it on occasion because, to quote Jack:

"Hey, why the **** not?" ^_^

Also I'd so have called it the bomberman if I also had access to the Scorpian.

Dezu wrote...

What do you think about the M - 99 Saber on a human soldier?


I forgot about the Saber. The ability to instant reload makes weapons like the Saber and Claymore amazing in the hands of a soldier. In fact it's the best class to use the weapon, considering it's reload time, and is effectively a superior Viper. Why don't you try and make a build based about it and submit it for the community builds? I'd love to see how you can work with it!

Modifié par Broganisity, 26 avril 2012 - 04:04 .


#7
MockingAsp

MockingAsp
  • Members
  • 189 messages
You're very...enthusiastic. But I do appreciate you giving some credit to my poor human soldier.

I play mine like long ranged artillery. Arcing massed concussion shots and grenades at distances, I have both high survivability as well as good damage, capable of putting baddies down on the ground in large groups. Anyone who manages to get close also gets knocked down with concussion. Shielded opponents get staggered before a handful of Mattock rounds expose them, and they get blasted. It's a very simple tactic, but simple is a good thing.

I only wish I had a striker.

#8
Ashilana

Ashilana
  • Members
  • 973 messages
I play my human soldier a lot...

The only points I want to add are mostly about AR. I didn't see you mention how it reloads for you, which while fun on silver...can save your life on gold when you finish off a mob instead of stopping to reload. Also, you didn't mention how wonderful AR refreshing shields is on Gold, with hits no matter how heavy always stopping at the shield gate (with the exception of Geth Hunters), even a small amount of shields back can prevent a death.

My only other comments is that with armor piercing it is generally better to go for the cockpit on an atlas than for the plating (shoulders, knees or crotch plate). The blue posts have said it is a bug that they intend to fix someday...but until then any armor piercing shot hits the atlas twice if it goes through the cockpit.

#9
Broganisity

Broganisity
  • Members
  • 5 336 messages

MockingAsp wrote...

You're very...enthusiastic. But I do appreciate you giving some credit to my poor human soldier.

I play mine like long ranged artillery. Arcing massed concussion shots and grenades at distances, I have both high survivability as well as good damage, capable of putting baddies down on the ground in large groups. Anyone who manages to get close also gets knocked down with concussion. Shielded opponents get staggered before a handful of Mattock rounds expose them, and they get blasted. It's a very simple tactic, but simple is a good thing.

I only wish I had a striker.


If people weren't enthusiastic, we'd only have rage threads and no "Here have some advice" threads. =]

The Striker is great, fantastic for a soldier, but I find it unreliable in it's ability to stagger compared to the Falcon...so you kinda choose between rapid-fire explosions of awesome versus reliable staggering. But still: that feel when you fire it. It's kind of like when you fire try playing as a krogan: You laugh maniacally the whole time.

Ashilana wrote...


The
only points I want to add are mostly about AR. I didn't see you
mention how it reloads for you, which while fun on silver...can save
your life on gold when you finish off a mob instead of stopping to
reload.

Also, you didn't mention how wonderful AR refreshing shields is
on Gold, with hits no matter how heavy always stopping at the shield
gate (with the exception of Geth Hunters), even a small amount of
shields back can prevent a death.


I mentioned the Reloading very vaguely somewhere else, though I don't think I added it to the AR section. :? I'll fix that. I did talk about the shield refreshing (the Shield Boost evolution), however.

As for the bugged cockpit, I didn't really want to add that glitch in, but I may as well since it's there and I went on and on and ON about Nova-Canceling in the last guide.

Modifié par Broganisity, 26 avril 2012 - 04:46 .


#10
Atheosis

Atheosis
  • Members
  • 3 519 messages
My HS build is something I don't think many people have tried due to preconceptions surrounding the class (mainly that you want to focus on weapon damage with a soldier). I run a CS spammer with maxed power damage/force/weight with a Falcon, and I simply focus on alternating between CS and firing Flacon shots and throwing maxed out frag grenades at grouped enemies. It works so well at times it's kind of surreal how easily I tear through enemies on Gold, especially Cerberus. Sticking Disruptor ammo on your Falcon really takes it up a notch as well, as it sets up a lot of Tech Bursts off of Concussive Shot.

Anyway, people really should try this before going on about how bad Human Soldier is. I find that it  racks up points at a rate just below Infiltrators and Biosplosion spammers, while generally offering much better crowd control and utility than most classes (those lacking Overload and Stasis in particular).

Modifié par Atheosis, 26 avril 2012 - 04:53 .


#11
Broganisity

Broganisity
  • Members
  • 5 336 messages

Atheosis wrote...

My HS build is something I don't think many people have tried due to preconceptions surrounding the class (mainly that you want to focus on weapon damage with a soldier). I run a CS spammer with maxed power damage/force/weight with a Falcon, and I simply focus on alternating between CS and firing Flacon shots and throwing maxed out frag grenades at grouped enemies. It works so well at times it's kind of surreal how easily I tear through enemies on Gold, especially Cerberus. Sticking Disruptor ammo on your Falcon really takes it up a notch as well, as it sets up a lot of Tech Bursts off of Concussive Shot.


On the second post with the Suggested Builds I have it listed as "The Demolitionist" or "The Rocketman". I love the fact that all those tech bursts are obscenely effective, and when coupled with Bleed Damage Frag Grenades...oh it's so beautiful to watch them fly through the air...

...The enemies and the grenade. Glad to know other people do it as well. :lol:

#12
Atheosis

Atheosis
  • Members
  • 3 519 messages

Broganisity wrote...

Atheosis wrote...

My HS build is something I don't think many people have tried due to preconceptions surrounding the class (mainly that you want to focus on weapon damage with a soldier). I run a CS spammer with maxed power damage/force/weight with a Falcon, and I simply focus on alternating between CS and firing Flacon shots and throwing maxed out frag grenades at grouped enemies. It works so well at times it's kind of surreal how easily I tear through enemies on Gold, especially Cerberus. Sticking Disruptor ammo on your Falcon really takes it up a notch as well, as it sets up a lot of Tech Bursts off of Concussive Shot.


On the second post with the Suggested Builds I have it listed as "The Demolitionist" or "The Rocketman". I love the fact that all those tech bursts are obscenely effective, and when coupled with Bleed Damage Frag Grenades...oh it's so beautiful to watch them fly through the air...

...The enemies and the grenade. Glad to know other people do it as well. :lol:


Ah I missed that (you posted a lot of stuff after all).  Looks like your strategy is the same, but your build is different.  I spec out of AR because I never use it.  To me it feels like it runs contrary to the the rhythmn of the build.  I just go with extra durability instead.

Modifié par Atheosis, 26 avril 2012 - 05:05 .


#13
Eriseley

Eriseley
  • Members
  • 1 642 messages

Atheosis wrote...

My HS build is something I don't think many people have tried due to preconceptions surrounding the class (mainly that you want to focus on weapon damage with a soldier). I run a CS spammer with maxed power damage/force/weight with a Falcon, and I simply focus on alternating between CS and firing Flacon shots and throwing maxed out frag grenades at grouped enemies. It works so well at times it's kind of surreal how easily I tear through enemies on Gold, especially Cerberus. Sticking Disruptor ammo on your Falcon really takes it up a notch as well, as it sets up a lot of Tech Bursts off of Concussive Shot.

Anyway, people really should try this before going on about how bad Human Soldier is. I find that it  racks up points at a rate just below Infiltrators and Biosplosion spammers, while generally offering much better crowd control and utility than most classes (those lacking Overload and Stasis in particular).


Been playing with something like this today, too, but on Silver. Pretty fun to lock down two separate groups, one with the Falcon and the other with CS. Favorite moment was fire exploding an engineer-incinerated Husk and taking out a Banshee and Brute with it.

#14
Broganisity

Broganisity
  • Members
  • 5 336 messages

Atheosis wrote...

Ah I missed that (you posted a lot of stuff after all).  Looks like your strategy is the same, but your build is different.  I spec out of AR because I never use it.  To me it feels like it runs contrary to the the rhythmn of the build.  I just go with extra durability instead.


AR serves more as a panic button than anything, giving the user an extra boost of shields when their's go down. though with the build I have...it leaves me with this one unused point that just floats there, mocking me...Tis evil.

Also yeah I posted a lot of stuff. And it will get bigger as more people contribute. :blink:

Modifié par Broganisity, 26 avril 2012 - 05:16 .


#15
Atheosis

Atheosis
  • Members
  • 3 519 messages

Eriseley wrote...

Atheosis wrote...

My HS build is something I don't think many people have tried due to preconceptions surrounding the class (mainly that you want to focus on weapon damage with a soldier). I run a CS spammer with maxed power damage/force/weight with a Falcon, and I simply focus on alternating between CS and firing Flacon shots and throwing maxed out frag grenades at grouped enemies. It works so well at times it's kind of surreal how easily I tear through enemies on Gold, especially Cerberus. Sticking Disruptor ammo on your Falcon really takes it up a notch as well, as it sets up a lot of Tech Bursts off of Concussive Shot.

Anyway, people really should try this before going on about how bad Human Soldier is. I find that it  racks up points at a rate just below Infiltrators and Biosplosion spammers, while generally offering much better crowd control and utility than most classes (those lacking Overload and Stasis in particular).


Been playing with something like this today, too, but on Silver. Pretty fun to lock down two separate groups, one with the Falcon and the other with CS. Favorite moment was fire exploding an engineer-incinerated Husk and taking out a Banshee and Brute with it.


It's just abusive on Silver.  Enemies just melt before you...

#16
Atheosis

Atheosis
  • Members
  • 3 519 messages

Broganisity wrote...

Atheosis wrote...

Ah I missed that (you posted a lot of stuff after all).  Looks like your strategy is the same, but your build is different.  I spec out of AR because I never use it.  To me it feels like it runs contrary to the the rhythmn of the build.  I just go with extra durability instead.


AR serves more as a panic button than anything, giving the user an extra boost of shields when their's go down. though with the build I have...it leaves me with this one unused point that just floats there, mocking me...Tis evil.

Also yeah I posted a lot of stuff. And it will get bigger as more people contribute. :blink:


I kind of get your thinking with AR, but I just go with max Fitness and rarely feel the need for a panic button.  Though as they say there's more than one way to skin a cat.

#17
Broganisity

Broganisity
  • Members
  • 5 336 messages

Atheosis wrote...

I kind of get your thinking with AR, but I just go with max Fitness and rarely feel the need for a panic button.  Though as they say there's more than one way to skin a cat.


You could flay it. With your mind. :D

#18
RPC_RPC

RPC_RPC
  • Members
  • 398 messages
I actually find Atlas is the easiest boss with the HS. Run to cover pretty close it. Use a revenant VI-X and hold the fire button until it dies, use AR for instareload. On gold may take +2 clips but the Atlas can't move since you are peppering it with led. Works on primes and brutes too. Phantoms and Banshees are the most difficult since their frame is so small. Revenant works great on big targets, because the bullets will always hit and poor accuracy won't matter.

#19
Atheosis

Atheosis
  • Members
  • 3 519 messages

RPC_RPC wrote...

I actually find Atlas is the easiest boss with the HS. Run to cover pretty close it. Use a revenant VI-X and hold the fire button until it dies, use AR for instareload. On gold may take +2 clips but the Atlas can't move since you are peppering it with led. Works on primes and brutes too. Phantoms and Banshees are the most difficult since their frame is so small. Revenant works great on big targets, because the bullets will always hit and poor accuracy won't matter.


If I'm running an AR build, Revenant is definitely one of my top choices, but I generally don't play AR builds much anymore.

#20
Broganisity

Broganisity
  • Members
  • 5 336 messages

RPC_RPC wrote...

I actually find Atlas is the easiest boss with the HS. Run to cover pretty close it. Use a revenant VI-X and hold the fire button until it dies, use AR for instareload. On gold may take +2 clips but the Atlas can't move since you are peppering it with led. Works on primes and brutes too. Phantoms and Banshees are the most difficult since their frame is so small. Revenant works great on big targets, because the bullets will always hit and poor accuracy won't matter.


That's a matter of weaponry and varying play-styles. I like the Revenant and it's great against the three elites you've mentioned (especially after the latest buff!). You should do a more indepth Build based around it using that template up there. :happy:

#21
RPC_RPC

RPC_RPC
  • Members
  • 398 messages
i didn't use ARs before but then I found Revenant X. Its almost like shotgun (just rips targets to pieces) at close range and good against big bosses. Long-range accuracy is a serious problem.

#22
Lunatic_NEo

Lunatic_NEo
  • Members
  • 141 messages
Submitter: Lunatic_NEo
Build Name: Jungle
Powers:
Adrenaline Rush: (dmg reduce/duration/shield recharge)
Concussive Shot: (radius/recharge/shredder)
Frag Grenades:
Alliance Training: (weapon dmg/headshot/weapon dmg)
Fitness: (shields/shield recharge/shield)
Weapons: Striker or Mattock
Weapon one (stabilty, dmg) if Striker
Weapon two (dmg, ap) if Mattock
Equipment:
Ammo Power: Burning/Disruptor
Armor Equipment: Adrenaline
Weapon Equipment: Rail Amp
class Role: kill the mobs around the big guys, get the objectives, distract big guys

Basic Strategy: striker solves the problem of needing grenades for its aoe dmg, so its a valid silver build and also a decent gold runner, just need to stay near an ammo crate... with the mattock you are basicly a headshot runner who reloads his weapon with ar and kill the same stuff as you would do with the striker.

Ideal Opponent: reapers/cerb, shredder is the reason
Ideal Map: all of em
Other Advice: use ar as often as possible, usual "combo" is cs, ar -> shot, cover, reapeat

Modifié par Lunatic_NEo, 26 avril 2012 - 07:59 .


#23
Broganisity

Broganisity
  • Members
  • 5 336 messages
Congratulations on being the first person to submit a build, Lunatic...

...Though I'll be fixing some of your spelling errors and such. Because I'm a perfectionist. I think.

#24
kyles3

kyles3
  • Members
  • 1 984 messages
The Human Soldier can really put the Claymore to efficient and versatile use. Against big bads you can use Adrenaline Rush for two quick blasts or you can bombard groups of enemies by reload-canceling with Concussive Shot.

Modifié par kyles3, 26 avril 2012 - 12:14 .


#25
N7Kopper

N7Kopper
  • Members
  • 4 386 messages

kyles3 wrote...

The Human Soldier can really put the Claymore to efficient and versatile use. Against big bads you can use Adrenaline Rush for two quick blasts or you can bombard groups of enemies by reload-canceling with Concussive Shot.

Everyone reload cancels with powers.
I usually find the most efficient way is to stop, and then press the cover button. (A on the xbox)
Or, if you're going to move, replace stop with keep moving and press with hold.
Of course, if you're gonna use a concussive anyhow, it's the best way to cancel. Duh.

Modifié par N7Kopper, 26 avril 2012 - 12:22 .