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Utilitarian Battlefield 3 Soldier Build


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JaimasOfRaxis

JaimasOfRaxis
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I recently came up with a fairly ubiquitous BF3 Soldier Build. I've taken it to gold a few times and done well with it, so I'm pretty sure it can work just about anywhere:

Adrenaline Rush:
Level 6 - Damage, Melee Damage, Shield Boost
This ability must be maxed. It is the reason the Human Soldier is so godlessly useful - spiking your DPS high enough to cut through enemies is a bread-and-butter effectiveness-lever for this class. I spec it for damage/melee/shield boost, but your own mileage with Hardening or Duration could vary.

Carnage:
Level 6 - Damage, Incapacitate, Armor Damage
Max it. This is what differentiates a Battlefield Soldier from a standard human Soldier. and whilst it's nowhere near as ubiquitous as Concussion Shot, the fact that it does reliably heavy damage means it's actually useful. Traditional spec for it is damage/incapacitate/damage, but special attention should be paid to the Battlefield 3 Soldier's notably higher power damage bonus - if you take Power Damage from Alliance Training, the damage (pre level 6 evolution) is at 582 - notably higher than its Krogan Counterpart! Because of this, you can actually get good mileage out of the Armor Damage evolution - which causes it to do over 900 damage (more than a low-level Frag Grenade!) to armored units before Carnage's own damage-amplication against armor - and effectively cutting the class's reliance on Frag Grenades. Between this class boasts powerful weapon capabilities AND offense abilities, Carnage is an oft-underappreciated anti-armor powerhouse if specced right, and can still be used to blast opponents off their feet or deliver a blast of anti-armor firepower down-range.

Frag Grenade: 
Level 5 - Damage, Bleed Damage
Unless you want to sac those three ranks of Fitness (which is entirely doable), Frag Grenade is the weak link in the chain. Fortunately, taking it to level 5 keeps its glorious damage and bleed damage, and Carnage more than picks up the slack if anti-Armor specced.

Alliance Training:
Level 6 - Power and Capacity, Power Damage, Weapon Damage
At a glance, Power and Capacity seems a poor choice - why would you boost power damage over raw damage, when Adrenaline Rush is for bringing on your big damage spikes?  The answer is in improved cooldowns, boosted damage for grenades and Carnage, and the ability to pack on more weight, all of which are worth their weight in gold. Soldiers *are* weapon-reliant, however, which means that the level 6 weapon damage spec is essential.

Fitness:
Level 3
Probably the most contraversial aspect of this build, as many will argue that Humes simply are too squishy to not devote multiple ranks of Fitness into. I disagree - having played many a geth (with Hunter Mode no less), I can safely say that Humans, with their dodge skills, are perfectly survivable with only a few ranks in this skill, since Adrenaline Rush gives you recharged shields on call and you're nowhere near survivable enough to try to Krogan your way through things even if it didn't.

Worth noting, this build works well on standard Hume Soldier too - exchange the 6/5 Carnage/Frag for 5/6 in Concussion/Frag and it works just gravy. For weapons, Cerberus Harrier obviously is a great choice, but if you lack it, you have other options (most notably the Indra, Raptor, Hornet, Sabre, Mattock, Wraith, and Eviscerator, for starters). Revenant is viable if you slap a stability mod on it, and the old stalwarts - Talon, Carnifex, Paladin, Falcon, Graal, and Plasma Shotgun are most-assuredly capable of bringing the pain-sufferings as well. The Black Widow, Viper, and Valiant are also fine choices.

Special note must be made of the Striker, which the Human Soldier can get hilarious viability out of. Start firing, and engage adrenaline rush just before your clip empties for a completely refilled, adrenaline-rush-boosted clip capable of causing extensive damage to enemy groups - but this is NOT for the faint of heart.