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Stardusk's Guide to the Quarian Engineer: Frostmaiden Build (Video Guide)


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#1
Stardusk

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Hi folks, welcome to another installment of my class guides, this time for the much underrepresented Quarian Engineer. A complete video guide with audio commentary will be up in a few hours with all the details inside but let me list off the basics below. Special thanks to Zhek3r for introducing me to this class and how good it is and Lord Spectre for endorsing it as well.

The major issue with the Quarian Engineer, and the reason why I believe people think it sucks is the Turret (because it does suck), so the entire build revolves around skipping the Turret because it is not worth it.

Build:

Turret: ZERO
Incineration Blast: 4 30% damage 5 50% DOT 8 seconds 6 100% damage to chilled and frozen enemies
Cryo Blast: 4 AOE 5 10%  damage to chilled and frozen enemies 6 15%  damage to chilled and frozen enemies, 25% armor weakening
Passive: 4 power/weight 5 power 6 weapon damage
Fitness: entire bottom row

As you will see in the video, basic principles of this build and class are debuffing, CC and creating an environment for massive damage, both from yourself and your teammates.

www.youtube.com/watch

Modifié par Stardusk, 10 mai 2012 - 11:11 .


#2
Stardusk

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Also, Alternative Turian Build (will be added to old guide) and Geth Engineer Guide to come soon as well.

#3
vivanto

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Stardusk wrote...
As you will see in the video, basic principles of this build and class are debuffing, CC and creating an environment for massive damage, both from yourself and your teammates.


And which of these absolutely require you to have slightly more health and weapon damage over an inifnite flamer grenade?

The QE benefits the least from maxing fitness, while Turret isn't that useless.

#4
A Wild Snorlax

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Meh. Quarian engineer is one of those classes that pretty much needs a really strong weapon like a falcon/GPS/claymore to carry the class because the powers really aren't that great, and phantoms/hunters will destroy you without a weapon that staggers.

#5
Stardusk

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vivanto wrote...

Stardusk wrote...
As you will see in the video, basic principles of this build and class are debuffing, CC and creating an environment for massive damage, both from yourself and your teammates.


And which of these absolutely require you to have slightly more health and weapon damage over an inifnite flamer grenade?

The QE benefits the least from maxing fitness, while Turret isn't that useless.


Sure, you could skip Fitness and I need to test it but frankly the damage and survivability of the Turret is so bad that I do not feel it is worth taking. Also, this is thought of for team and solo play.

#6
Stardusk

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A Wild Snorlax wrote...

Meh. Quarian engineer is one of those classes that pretty much needs a really strong weapon like a falcon/GPS/claymore to carry the class because the powers really aren't that great, and phantoms/hunters will destroy you without a weapon that staggers.


Staggering weapons sure help, they help every class. I disagree about the powers, Cryo Blast in one of the best in the game, in terms of effects and CD.

#7
vivanto

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A Wild Snorlax wrote...
Meh. Quarian engineer is one of those classes that pretty much needs a really strong weapon like a falcon/GPS/claymore to carry the class because the powers really aren't that great, and phantoms/hunters will destroy you without a weapon that staggers.


Cryo blast -> weakens any target (++DPS); slows protected and freezes unprotected (++CC)
Cryo explosion -> effects of cryo blast in a large radius (perhaps the largest AOE?)

Phantom, banshee, brute usually stare dumb while getting burninated by that useless turret.

I tried playing her with a slightly heavier weapon, still had about ~100% weight bonus, but the cooldown penalty was already too noticeable compared to 200% that no weapon is worth it for the damage if the weight is too much.

#8
Stardusk

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vivanto wrote...

A Wild Snorlax wrote...
Meh. Quarian engineer is one of those classes that pretty much needs a really strong weapon like a falcon/GPS/claymore to carry the class because the powers really aren't that great, and phantoms/hunters will destroy you without a weapon that staggers.


Cryo blast -> weakens any target (++DPS); slows protected and freezes unprotected (++CC)
Cryo explosion -> effects of cryo blast in a large radius (perhaps the largest AOE?)

Phantom, banshee, brute usually stare dumb while getting burninated by that useless turret.

I tried playing her with a slightly heavier weapon, still had about ~100% weight bonus, but the cooldown penalty was already too noticeable compared to 200% that no weapon is worth it for the damage if the weight is too much.


I will test out the Turret theory. I agree, Cryo Blast is one of the best powers available.

#9
nicethugbert

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Dicsiple staggers. Good caster weapon.

#10
Catastrophy

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A Noturret-Tali? I use it as fire support and skip lots of fitness (lvl2 or lvl3). The human engineer is more squishy and I get along with that quite well. Miss Hip is using the disciple X and the carnifex IX.
I pull off quite a lot of cryo explosions but I'd like to improve on the fire explosions. Any tips here? I maxed out turret, incinerate and cryo.
I do not understand why a pyro depletes shields so quickly but that damn turret barely scratches enemies.

#11
Stardusk

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nicethugbert wrote...

Dicsiple staggers. Good caster weapon.


Disciple stagger is incredibly unreliable. In the video I endorse the Talon for its synergy with the QE's powers. Alternatively the Graal is the most reliable stagger weapon available.

#12
Stardusk

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dr_random wrote...

A Noturret-Tali? I use it as fire support and skip lots of fitness (lvl2 or lvl3). The human engineer is more squishy and I get along with that quite well. Miss Hip is using the disciple X and the carnifex IX.
I pull off quite a lot of cryo explosions but I'd like to improve on the fire explosions. Any tips here? I maxed out turret, incinerate and cryo.
I do not understand why a pyro depletes shields so quickly but that damn turret barely scratches enemies.


Exactly, the Turret simply cannot take punishment, thus I would forego it and maximise your survivability.

#13
oOmpie

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I do believe equipping the Quarian frostmaiden with an Ice bow would be ridiculously awesome.

#14
Catastrophy

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You use the Talon? You have +1 audience for your vid, then.

#15
Eelectrica

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I'll have to give this build a try at some point. QE is a character I really wanted to like and was excited to get when I unlocked her.
Never though of not using the turret.

#16
vivanto

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Stardusk wrote...
Exactly, the Turret simply cannot take punishment, thus I would forego it and maximise your survivability.


That turret has the same HP as the geth, only the damage is less.

#17
jaydubs67

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<--- Skeptical but curious. Has been proven wrong before. *waits for video*

#18
Stardusk

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vivanto wrote...

Stardusk wrote...
Exactly, the Turret simply cannot take punishment, thus I would forego it and maximise your survivability.


That turret has the same HP as the geth, only the damage is less.


Yes and difference in placement. Geth Turret is auto aim, Quarian Turret is not.

#19
Guest_Aotearas_*

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Why some people would downgrade this topics rating is beyond me. You don't like guides and help, by my guest, but actively belittling the TO's efforts via way of downgrading the topic is simply pathetic.

Just wanted to point that out.

#20
vivanto

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Stardusk wrote...

vivanto wrote...

Stardusk wrote...
Exactly, the Turret simply cannot take punishment, thus I would forego it and maximise your survivability.

That turret has the same HP as the geth, only the damage is less.

Yes and difference in placement. Geth Turret is auto aim, Quarian Turret is not.


You mean the shoot vs throw mechanic? I don't find that to be a problem. In fact, it's easier to toss the turret much farther, just like you would a grenade, hence why I consider it to be a 'flamer grenade' instead of a turret.

#21
Stardusk

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Updated, Vid is up.

#22
Haloburner

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This build is great, I've used it for about 3 weeks now. Instead of no turret though, I put 3 points into the turret and kept the passive bonuses at 5.

#23
Stardusk

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Haloburner wrote...

This build is great, I've used it for about 3 weeks now. Instead of no turret though, I put 3 points into the turret and kept the passive bonuses at 5.


Fair enough. Principle would be the same though I guess.

#24
Haloburner

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Stardusk wrote...

Haloburner wrote...

This build is great, I've used it for about 3 weeks now. Instead of no turret though, I put 3 points into the turret and kept the passive bonuses at 5.


Fair enough. Principle would be the same though I guess.

It certainly doesn't hurt having an extra gun on the field.

#25
Lexa_D

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Pretty close, but still try to buff turret at the expense of racial passive (5) and fitness (3). The flamethrower is a good panic spreader in my experience, and having one is useful to have at least some flank cover; sad about puny health too.