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N7 Destroyer Builds and Guides - "I will cover you boys".


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#1
meleander

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Last modification date: 05-03-2013

Hi, i made this topic beacuse i played with destroyer for few hours, and i think i know a little bit more about him. And i think my build is quite decent, because on the same map i was always 3rd or the last one, i was first or second using this.

Who N7 Destroyer is?

Destroyer can be specced in two ways. I think any mix won't be as usefull, as full defense or offense specialization. Offensive, giving him insine amount of dmg, rate of fire, and accuracy, or defense, giving him less power, but more defense.

Have you ever heard about phrase "cover fire"? Well, to this point i don't think Bioware never thought about giving the players the possibility of using cover fire. With this class, the N7 Typhoon rifle, and new N7 Pirantha shotgun you can stand and shoot, and everything that will try to go out, will be decimated. Covering and killing with weapons was never that easy. And i'm talking gold.

This is not the end of this quide. I used this class mostly on speedruns vs cerberus on gold, so most my comments will be fighting cerberus. But with this build, using those two weapons you can easily kill most of the mobs. I will try diffrent weapons, and see what is best. For the next few days i will be building this quide, so if anyone have any ideas, please, write me, and i will add them.

Devastator mode

My build: 4b, 5b, 6b.
His first power, slowing you down, so you can't run that fast, but giving you more ammo, more accuracy, more power dmg, ect.
I have to say, i was running as fast as my teammates. Ok, they were a little more faster, but still they weren't the ones going in into enemies. First i specced him into full offense, so i picked up all the bottom. So Weapon Accuracy, then Rapid Fire, then Power Dmg. But then i played with him on platinum, using Shield Recharge, Rapid Fire, then +40% shields. And now i am re-editing this post for the third and i hope, last time, is what i was writing here, yet still, there is a fourth time. After playing on platinum, and on gold with this class, there is only one good build, that will allow you to survive it. Now i'm using Weapon Fire, then Rapid Fire, then Weapon Damage.
So why i picked accuracy in the first choice? I tried both. And i saw, that without accuracy i actually kills enemies much slower then when i was playing with picked accuracy. And even with plus extra 15% shield recharge, i wasn't able to do much, because i was dying anyway, when i was trying to hold my position under heavy fire, i was dying in a few shots, so extra 15% shield recharge is a bad choice. It won't help you survive under heavy fire, the damage is just too much on platinum and sometimes on gold too. So move a lot, try not to get flanked, pick a good spot from which you can fire, and kill fast with good gun.
Second choice is getting more magazine capacity, so more ammo, or better rate of fire. You have +35% more magazine compacity already, without picking extra 25% MC. But extra +25% rate of fire is something that can make geth rifle or geth smg shoot fast, and real fast. Especially when u can get new N7 Typhoon rifle, that can kill Atlas in few second, using one and half a magazine. Pure awesomeness. So rate of fire to kill quick, and you will feel, like your pistol is changing to smg.
Third choice is +40% shields or +15% dmg. First, i picked damage, but after i tried to use +40% shields, and i think +15% damage is far better. The shields give you nothing on platinum. The moment you are under heavy fire, is the moment you go down and go down real quick. But 15% extra damage is the diffrence if you need a one and half a clip on gold to kill atlas, or if you need more then two clips. After i started using +40% shields instead of +15% damage game started to being much more harder. With more damage everything was melting down real quick, and i mean real quick. But when i was using more shields, the only effect i got was being overrun by enemies, because i wasn't able to kill them fast enough. The key to surviving is in making insane DPS, not being able to take one more rocket to the face.

Missile Launcher

My build: nothing.
I tried to have it, but i found one big problem. Ok, few problems. First, the damage was smaller, then shooting someone with a good shotgun. It have small area of damage, and it takes very long, to activate the missile. This won't save you from many enemies, and won't help you in dire situation. It's fun, of course, to sit and snipe someone or something, but still. So the reason why i didn't use it, it's because it takes too long. It's possible i specced it wrong or just don't know how to use it. But still, in game i didn't even have time for it. And before it was ready to shot, i already killed the enemy i picked. So instead i went for fitness.
To conclude, 0 points in this. If someone have an idea how to make it usefull, i will edit this one and write about it. Well, after a few games in platinum i know i was right, you don't need to do anything with this. It's too weak and it won't stagger big enemies, or fire quick enough to kill weaker enemies.

Grenade Launcher

My build: 4b, 5b, 6a.
Och dear. This is awesome. Something like a child of batarian soldier ability and male quarian granades (you shoot them from your hand, and they go boom the instant they touch anything, no matter what it is). You use your right hand to shoot 3, or 5 granades. What is important, this is not a long range ability, don't use it as a normal granades. Use it in close and medium range combat. Also remember, that using it takes a while. I died quite a few times to two phantoms who went out from the corner, and i wasn't able to shoot my granades even that i used the ability the moment i saw the phantom heatlh bar. Still, you can shoot it while phantom is making is awesome kung-fu in the mid air, dealing great damage.
So first choice is dmg or more area. I picked area, because its area of effect is small. +35% of aoe vs +30% dmg and +20% power is an obvius choice to take are of effect., gaining +1.4 meter radius, so in total it's 5.4, not only 4.
Second choice is +40% damage and force, or +2 granades. I picked +40% dmg and force. From what i saw this power is situational. And gives too small damage to kill atlas, but 2 granades are enough to clear the room of smaller guys, or kill jumping phantom without the barrier, if you know where to shoot (shoot where she will land). Also, i have +5 granades gear, so in total i have 7 granades, which is enough for me, so if you don't have any nice gear you may consider +2 granades instead of +40% power + force.
Third choice is to shoot +2 more granades, or +50% of force and damage. I pick +2 more granades (each time you shoot you are using only one granade from your inventory, don't be worried). So i shoot five granades at once. What is important, after they are shot, they fly quite straight, so they hit in less or more, but similar area. That's the first reason, i pick +2, so i can kill more units using them. Second reason is, that if i shoot one person its 5 granades with their standard dmg, or 3 granades with their +50%, so its like 4 and half granades. So i picked +2 granades.
Also with this build you are able to one shot kill most of the reds on gold - just checked.
Also you need to remember, that this is for cleaning reds. Trying to take banshee or brutes with this is not a good idea.

TV-5 Battlesuit

Well, with my build it is really simple. This class is very awesome with weapons, getting insane rate of fire, insane dmg and extra magazine capacity. So i go for weapon damage, then headshot damage, then weapon damage. Don't go for capacity. With this guy you always want to have two BIG guns. One for long and medium range. Second for close range. You want them big, so they will be heavy. Too heavy to give you any nice cooldown anyway, so never pick capacity.

TV-7 Internal Systems

With so many weapons and so fantastic rite of fire, plus extra magazine capacity, you will never find yourself fighting melee, partly beacause you will always have some good weapon, and the units that will ever be close to you will be too dangerous to melee them. But even on gold you will find yourself going into room full of enemies, cleaning them with a shotgun like a madman. Before i picked full fitness i was dying very fast. With full fitness, you can just go inside and if there are no 2 atlases or two phantoms focusing their fire on you, you can easy clean the room with a good shotgun on gold. So i picked full fitness.

Strategy

Use cover, but not for all the time. You need to be moving. For two reasons. First, so you won't be surronded, second, because you will have sick rate of fire. You go into CQC, use shotgun, use granades, and move to the next room. If there is too many, and too much of space to run before you get to them close enough for effective shotgun, you need to use rifle. Don't try using granades, you will miss on long range combat. Just pick some good, heavy rifle, and start shooting bastards, till they drop dead. If too much hassle, take the shotgun and go around. Always use your Devastator Mode, never take it down.


Weapons:

I wasn't using any extra gear while testing different weapons. When i will test more i will provide more information. Most of the testing was vs cerberus on glacier. Every test was on gold difficulty. Also while writing this i assume that it is for average players, who can't make headshots each time they pick up a target.


Rifles:


Falcon:

Weaknesses:
- small damage,
- small area of damage,
- hard to kill guardians when using this weapon,
- crowd control weapon.

Strenghts:
- area damage,
- stun enemies,
- crowd control weapon.

Conclusions:
- this is a crowd control weapon. Destroyer with good rifle or shotgun can make a real short work of any crowd, so there is not much of a crowd to begin with. It can help you with crowd control, but this gun is wasted on Destroyer. Destroyer need heavy guns with high damage and a lot of ammunition. I am not saying this gun is bad for him. This gun don't suit someone who can kill room full of enemies in the matter of two seconds. Besides, he have grenades, that are much more powerfull crowd control, mostly because they actually kill enemies and do that very fast,


Geth Pulse Rifle:

Weaknesses:
- very small damage,
- need to stay outside of cover for most of the time,
- killing takes too long (unless you can constant headshot with pulse rifle).

Strenghts:
- 600 ammo in total, 100 per clip,
- taking headshots and you can kill mobs using about 40-50 ammunition for unit.

Conclusions:
- when i was taking this i was sure this rifle will be a hit. And i was sadly mistaken. Weak damage, plus you need to stay out of cover, and make headshots while using it was a terrible experience.


Harrier:

Weaknesses:
- rate of fire. This weapon alonside with +25% extra ROF from Devastator ability have awesome ROF. But there is a problem. You will run out of ammunition really fast,
- considerably high dmg. Although you won't take too much banshee or atlases with it, it's still very good weapon if there is an ammo box nearby,
- constant reaload and looking for an ammunition (too fast ROF, too small amount of ammunition),
- you can't cover-fire your teammates.

Strenghts:
- insanely high rate of fire, which make killing any non-armor + shield enemy fast and easy,
- high accuracy,
- small recoil.

Conclusions:
- this weapon is one of the best weapons in the game. It has nice damage, but you still need a clip for common reds. It also have nice ROF by itself. You need to pick-point small burst of shots, or you will find yourself out of ammo quickly. This weapon won't cover you, and it have like 4 clips in total, while used in Devastator Mode. Also clips are used really fast, which can be a problem. Nevertheless, it's one of the better choices.


M-15 Vindicator:

Weaknesses:
- weak damage,
- bad against atlases and phantoms,
- shots in small bursts.

Strenghts:
- can kill 3 guardians without reload,
- have quite good overall ammunition capacity.

Conclusions:
- this was very, very bad idea, to use this rifle. Well, i killed three guardians without reload, or at least my notes i was taking while playing states so, but still it was a very weak gun. I wasn't able to help my teammates, and well, most of the times i was trying to find a suitable cover so i can survive enemy attack.


M99-Saber:

Weaknesses:
- this is a "sturdy" weapon, it's like handling a Banshee/Brute in bed. It's just not easy for me to become one with it,
- if you lag, even a little, this weapon becomes useless.

Strenghts:
- awesome headshots, even without Assault Rifle Precision Scope,
- stun enemies on hit,
- need about 2-3 hits to kill standard enemy,
- good in CQC, in medium and in long range.

Conclusions:
- you may consider taking this weapon. It wasn't easy for me to get used to this weapon, but after one game i was able to pull headshots in medium and long range and defend against the phantom in CQC,
- this weapon have high damage, and while using the Destroyer Devastator mode you can easily and effectively fight in every range. This is one of the best weapons you could take with you.


Particle:

Weaknesses:
- small damage,
- need constant shooting, which means staying out of cover,
- have only one magazine and no spare clips,
- after you will use all the ammo u need to wait few seconds before it will replenish itself, much longer time then just reload,
- you run out of ammunition real fast, with not so many kills.

Strenghts:
- no need to look for ammunition, this one can replenish ammunition itself.

Conclusions:
- maybe i am using this weapon wrong. But i don't really think so. When you play Destroyer you want to be fast, and real fast. You want to fast reload, then cancel reload animation, then put the clip into your enemies, then reload, then cancel reloading animation, then put... and somewhere alongside those actions you want to put a grenades into attacking you face phantom, or some nice crowd staying together. Too slow, too fast to run out of ammo, too long to wait till ammunition replenish by itself, and you can't reload. Nightmare, in every possible situation. No high damage, no crowd control. And a lot of waiting while your companions make a short work of your enemy.


Revenant:

Weaknesses:
- still quite small damage,
- still not good rate of fire,
- strong recoil doesn't allow you use the weapon as you want,
- you need to stay too long outside the cover,
- the effectiwe range of that weapon makes it a CQC weapon, which i don't makes it useless.

Strenghts:
- stuns red bars,
- can be used in CQC.

Conclusions:
- this one is definitely a big no. You need to stay outside the cover, the gun is not reliable and without anti-recoil mod you will shot the sky instead of the enemy. You also won't be albe to produce high damage in short time. The gun is sturdy and somehow feels like it's not created for players on gold or higher difficulty.


Striker:

Weaknesses:
- medium damage,
- small rate of fire,
- takes a clip to kill living enemy unit,
- no headshots,
- high recoil (it is a weakness only if you don't use Assault Rifle Stability mod),
- more like one on one weapon.

Strenghts:
- stun enemy pushing them back,
- can kill a phantom easily on gold with one clip of constant barrage,
- i think the easiest to use one on one weapon,
- high recoil (it is a strenght only if you use Assault Rifle Stability mod),
- bombardment (feels more like a grenade luncher with explosing bullets).

Conclusions:
- this will never be your primary gun, if you will ever consider even taking it. It can stun reds, but you need to stay out of cover too long to kill anything with it, making this gun useless when you will find yourself in the situation when there is more then one or two enemies. So no crowd control and no fast kills. On small maps with many enemies this type of gun is useless to you,
- yet, there is something about this gun, that makes me to want to have it. This gun is the easiest gunto kill anything that can be stunned on 1 vs 1 on gold. This gun can take phantom on gold. Thanks to the small area damage it have, and stunning ability, and high recoil you don't need to aim, you just aim more or less and you will hit anyway. So assuming you will find a gun that can take of most of the situations, you can take it as a 1 on 1 gun, so when there is a lone phantom, or anything else left by his friends, well, i think you understand what to do then,
- although there is one things it could be very good for. On big maps, where you don't meet too many enemies, you can take this rifle, and meet enemy one or two on one. Shooting grenades as a crowd control you can pick up lone units, moving around the map. Still, you will need to find and fulfill those criteria, which will not be easy, especially on gold and on platinum.


Typhoon:

Weaknesses:
- useless dmg. If you try to kill atlas, it will take too long. The dmg is almost non existing.

Strenghts:
- big amount of ammunition,
- can kill multiple enemies with one clip.

Conclusions:
- Before they debuffed this was the best gun you could find. No it's one of the worst guns you could think of. Low dmg, low ROF.


Shotguns:


Claymore:

Weaknesses:
- for this character the biggest weakness is this is a one-shot weapon, like a sniper rifle,
- you need to replenish ammunition very often, so it's hard to take one position and defend,
- you need to be a good shot, and any lag will make this weapon pretty useless.

Strenghts:
- you don't have much ammunition which is actually a good thing also. The biggest problems for me were granades. I was using them very, very fast, and if you will find a small crowd you can bombard them while shooting your Claymore, cleaning the room. With Claymore you can replenish your ammunition with Thermal Clip Pack, that will also replenish your grenades. But to do that you need to have used all the ammunition from a gun. With Claymore, this won't be a big problem.
- you can one-shot with headshot on CQC and medium-close range every cerberus unit except the phantom and atlas (even with full health and shield bar, and i am talking no extra gear, with shredder and accuracy mod),
- high damage,
- can be used in medium range fire-fight.

Conclusions:
- this is a very good gun for destroyer, i think one of the best you can get. With very high output damage, this gun makes your life easier. Also it can be used effectively in medium range fire-fight, which can't be said about Pirantha or Reegar. Combine it with grenades and you can make a fantastic cover fire in a small corridor.


Crusader:

Weaknesses:
- you need to be a very good shot,
- any lag and you can leave the game, or pick second weapon, beacause you won't hit anything with that one,
- you need about 2-3 shots to kill common enemy,
- it's very hard to kill moving enemy, especially when it's close,
- very small area of damage, almost like all the damage is put in one point,
- about 5 bullets in magazine, about 25 bullets in total, that runs out very fast,
- slow rate of fire,
- not very good in CQC.

Strenghts:
- very good accuracy, making it not only medium, but a long range weapon,
- it's almost like running with a sniper rifle, that is easier to use in CQC and medium range,
- can stun enemy, pushing them back (i was getting this effect while shooting the poor cerberus snipers girls to the belly in close range shooting),
- quite high damage, good when you need to stay most of the time in the cover.

Conclusions:
- although this shotgun is not my favourite part of pie, it's not a bad gun. I woudl say it is quite a good gun. Still, there are many better guns. If you want a sniper, you can go Krysae, or one of the Widows. If you want medium range, i would go for something diffrent, like Claymore, and when it comes to the CQC this gun is a bad choice. So although this gun is very diversional and can be used in many ways, what it lacks is specialization in any of them. And with this characters you want two guns, because you don't need super cooldown for any power, so it's better to take two guns that specialize in something.


Disciple:

Weaknesses:
- you need to learn headshots, otherwise damage won't be enough,
- it's possible you will eventually run out of ammo.

Strenghts:
- can stun enemies,
- easy in use, very stable gun,
- high damage when you learn how to headshot,
- learning how to headshot is easy with this gun.

Conclusions:
- when i was picking this gun, i was sure it will be catastrophic. But i found this shotgun not only a reliable firearm, even against phantoms and atlases, but a very easy, fast, and user-friendly gun. Running with it was fun on gold, and maybe i will take it with me from time to time, even if this gun is not a top notch. Still, it is a nice, reliable shotgun, and if you are new to this, or don't have any good sidearm, try this one.


Eviscelator:

Weaknesses:
- you need to learn headshots, otherwise damage won't be enough,
- it's possible you will eventually run out of ammo,
- small damage,
- slow rate of fire,
- sturdy weapon (hard to move around with it),
- not the best weapon on CQC.

Strenghts:
- semi-good against atlas,
- not bad at a long range.

Conclusions:
- this is not the best weapon you could take with you into a fire-fight. Not heavy damage plus slow ROF makes this weapon hard-playable on gold and i would assume that non-playable on higher difficulty.


Geth Plasma Shotgun:

Weaknesses:
- average damage.

Strenghts:
- stun enemies (can stun phantoms),
- can kill two mobs when one is behind the other.

Conclusions:
- if you don't have many shotguns or even many guns to pick from, this gun will literally make you Human Hunter, as strong and paining enemies in the ass as geth hunters to you. It have decent damage, is relatively easy to pull headshots, and allow you to stagger enemies, easy winning 1 on 1 against phantom.


Graal Spike Thrower:

Weaknesses:
- i found it user-unfriendly in medium range when there are many enemies.

Strenghts:
- stun enemies in CQC,
- one-headshot kill,
- three-shots kill,
- two-headshots phantom kill on gold,
- 22 shots in total, 4 for a clip.

Conclusions:
- this gun is very good, especially when you learn how to headshot. While headshoting you won't have a problem with ammunition shortage, you will run out of it if you don't shoot quite well. Although i need to say, i enjoyed this shotgun, because i didn't need to run all around the map looking for ammunition like with Claymore, and was still able to headshot enemies with only one bullet.


Pirantha:

Weaknesses:
- CQC gun, best in close combat,
- this gun sucks while used on long or medium range,
- need about 20 bullets to kill atlas.

Strenghts:
- quite high damage, depends on how good you are you can kill enemies with double-shot,
- have about 10 bullets per magazine, close to 50 in total,
- you can go into small room shooting it, and kill almost everything inside without dying,
- feels more like a rifle then a shotgun, when it comes to the rate of fire,
- you don't need to reload so often like you need the other shotguns.

Conclusions:
- it is a good gun. High damage and high rite of fire plus high magazine compacity makes it very good gun in the hands of Destroyer. You won't need to reload all the time, but you will find yourself reloading quite often, because it's rate of fire is just awesome.


Reegar:

Weaknesses:
- you need to be very close to the enemy (CQC gun),
- you won't kill atlas very fast with this gun, i at least had problems.

Strenghts:
- there was always a problem for me while using it. One magazine for one enemy, maybe two. Then reload, what was making me to not fight too many enemies at once. With Destroyer Mode you can kill quardian using 3 bullets! And with more magazine capacity you have 29 bullets in a magazine.
- high damage,
- big capacity,
- no need for constant reload.

Conclusions:
- very good, fast and reliable gun when used by this class. With very high damage, and a big magazine capacity it's easy to kill several enemies without reloading. One of the best gun you could imagine for this class.

Modifié par meleander, 05 mars 2013 - 08:41 .


#2
Saradas85

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I was already about to go full offensive and ignoring missiles (damage seems just too low to sacrifice 40% of your shields). I will try this out tomorrow and see what happens

Modifié par Saradas85, 17 juillet 2012 - 11:17 .


#3
Badpanzer

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I agree 100%...the missile launcher is an amusing toy but the grenade launcher is awesome.
Specced mine 6/0/6/6/6 and he is a tough lad.
I dont have the new LMG yet but all weapons are good for this class.
Im using Krysae and shotgun which is working well so far.
I like the character its solid :)

#4
Mindlog

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I was messing around with builds and 6/0/6/6/6 got me some decent results solo on Platinum.

#5
DayusMakhina

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The Missile Launcher is indeed rather bad.. but it's so cool I can't not use it.

#6
meleander

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Saradas85 wrote...

I was already about to go full offensive and ignoring missiles (damage seems just too low to sacrifice 40% of your shields). I will try this out tomorrow and see what happens


It's not sacrificing 40% of your shields, it's getting +40% more. But taking it makes you to take fitness and go for full health for it to have sense. Next, if you have +30% dmg, and then +27,5% dmg from passive, then it's almost +60% (57,5%) extra damage per bullet. Take any good shotgun, and with +40% rate of fire it's unstoppable power.

There is a contradiction in what you wrote. First you said you go all offensive (so you take dmg), then you write that extra dmg is too low to not take +40% shields, that are defensive.

#7
Bolo Xia

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the missile launcher is most of the time worthless.
it hits walls most of the time, i had a round today where it actually hit 5 total enemies throughout the entire match.

if you can get it to to hit more than a total of 5 enemies in one entire mission you will have to post a video because i wont believe it. ok maybe 5 is extreme but getting it to hit 10 or more would definity be a feat.

#8
meleander

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i did hit a cerberus sniper, it took about 1/10 of her shield... And i tried to use it several time without any good luck. To use it you need to stand before your enemy with stragiht line where the missile can fly to him.

#9
GaudiestLeech

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I have missles on mine and cant complain, they saved my ass alot while reloading.they just took over and fired geth gone by the time reloaded. I didnt try to fire.happened a lot.REALY LIKE IT WITH KRYSAE.I took shields and never took cover, let lvl 10 krysae with ap kill all things topped the board

#10
CmdrPwn

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meleander wrote...

With this guy you always want to have two BIG guns. One for long and medium range. Second for close range.


Thanks for the guide.  yeah I take a cerberus harrier and a claymore so when I run out of ammo and a crate isn't nearby I can switch to the claymore as a backup.

Modifié par Cdr. Pwn, 18 juillet 2012 - 06:40 .


#11
segeri9

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After getting frustrated how soft my destroyer was with missiles on, i gave it one last try with a black widow. To my surprise, it's actually a bit more viable, with the magazine increase (even just the base increase of devastator gives a 4 clip) as well as the fact that while trying to aim from a distance, the missile launcher gets a good lock and fires. even though most of the time i kill targets before the missile reaches it, sometimes that one last blast helps. in other times, it even assists with the stagger. still not the best, but at least it'll last me before i get a respec card to try other builds. (still going to try the multimissile build or the more popular tank once i do though.)

Modifié par segeri9, 18 juillet 2012 - 06:52 .


#12
Stardusk

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meleander wrote...

Hi, i made this topic beacuse i played with destroyer for few hours, and i think i know a little bit more about him. And i think my build is quite decent, because on the same map i was always 3rd or the last one, i was first or second using this.




Who N7 Destroyer is?

Destroyer can be specced in two ways. I think any mix won't be as usefull, as full defense or offense specialization. Offensive, giving him insine amount of dmg, rate of fire, and accuracy, or defense, giving him less power, but more defense.

Have you ever heard about phrase "cover fire"? Well, to this point i don't think Bioware never thought about giving the players the possibility of using cover fire. With this class, the N7 Typhoon rifle, and new N7 Pirantha shotgun you can stand and shoot, and everything that will try to go out, will be decimated. Covering and killing with weapons was never that easy. And i'm talking gold.

This is not the end of this quide. I used this class mostly on speedruns vs cerberus on gold, so most my comments will be fighting cerberus. But with this build, using those two weapons you can easily kill most of the mobs. I will try diffrent weapons, and see what is best. For the next few days i will be building this quide, so if anyone have any ideas, please, write me, and i add them.

Devastator mode

His first power, slowing you down, so you can't run that fast, but giving you more ammo, more accuracy, more power dmg, ect.
I have to say, i was running as fast as my teammates. Ok, they were a little more faster, but still they weren't the ones going in into enemies. I specced him into full offense, so i picked up all the bottom. So Weapon Accuracy, then Rapid Fire, then Power Dmg.
Why i picked offense? Well, in gold i was able to kill atlas with few shots of those new weapons, but this can be a weapon characteristic, not this character.
First choice is WA, and i think its more important then +15% shield recharge. Why? Because when it's getting hot you will kill fast or you will die. Shields even with extra 30% recharge speed won't give you enough power to survive 5 enemies. Killing them quickly enough will. You want to use big weapons, strong weapons on this one character. I tried a sniper, and it was mistake. You want good rifle, shotgun, maybe pistol. But good shotgun in CQC (cloce quarters combat) with +25% accuracy can save ur ass, especially against jumping phantom, and i was fighting them very close, too close to my liking. Yet still, with good shotgun or rifle, i was able to survive, killing them quite fast.
Second choice is getting more magazine capacity, so more ammo, or better rate of fire. You have +35% more magazine compacity already, without picking extra 25% MC. But extra +25% rate of fire is something that can make geth rifle or geth smg shoot fast, and real fast. Especially when u can get new N7 Typhoon rifle, that can kill Atlas in few second, suing 1,5 magazine. Pure awesomeness. So rate of fire, and you will feel, like your pistol is changing to smg.
Third choice is +40% shields or +30% dmg. Like i said before. On gold, and i think the same logic applies to platinum, the faster you kills your enemy, the better. And if you will be in tight spot, then sorry, even +40% more shields won't help you. Then only thing keeping you from being overrun is killing units fast enough before the next will spawn and before they will overrun you. So yes, +40% shields are fun and good to have, but +30% dmg means you need 3 shots instead of 4. As simply as that.

Missile Launcher

I tried to have it, but i found one big problem. Ok, few. First, the damage was smaller, then shooting someone with a good shotgun. It have small area of damage, and it takes very long, to shoot. This won't save you from many enemies, and won't help you in dire situation. It's fun, of course, to sit and snipe someone or something, but still. So the reason why i didn't use it, it's because it takes too long. It's possible i specced it wrong or just don't know how to use it. But still, in game i didn't even have time for it. And before it was ready to shot, i already killed the enemy i picked. So instead i went for fitness.
To conclude, 0 points in this. If someone have an idea how to make it usefull, i will edit this one and write about it.

Grenade Launcher

Och dear. This is awesome. Something like a child of batarian soldier ability and male quarian granades (you shoot them from your hand, and they go boom the instant they touch anything, no matter what it is). You use your right hand to shoot 3, or 5 granades. What is important, this is not a long range ability, don't use it as a normal granades. Use it in close and medium range combat. Also remember, that using it takes a while. I died quite a few times to two phantoms who went out from the corner, and i wasn't able to shoot my granades even that i used the ability the moment i saw the phantom heatlh bar. Still, you can shoot it while phantom is making is awesome kung-fu in the mid air, dealing great damage.
So first choice is dmg or more area. I picked area, because its area of effect is small. +35% of aoe vs +30% dmg and +20% power is an obvius choice to take are of effect., gaining +1.4 meter radius, so in total it's 5.4, not only 4.
Second choice is +40% damage and force, or +2 granades. I picked +40% dmg and force. From what i saw this power is situational. And gives too small damage to kill atlas, but 2 granades are enough to clear the room of smaller guys, or kill jumping phantom without the barrier, if you know where to shoot (shoot where she will land).  Also, i have +5 granades gear, so in total i have 7 granades, which is enough for me, so if you don't have any nice gear you may consider +2 granades instead of +40% power + force. 
Third choice is to shoot +2 more granades, or +50% of force and damage. I pick +2 more granades (each time you shoot you are using only one granade from your inventory, don't be worried). So i shoot five granades at once. What is important, after they are shot, they fly quite straight, so they hit in less or more, but similar area. That's the first reason, i pick +2, so i can kill more units using them. Second reason is, that if i shoot one person its 5 granades with their standard dmg, or 3 granades with their +50%, so its like 4 and half granades. So i picked +2 granades.

TV-5 Battlesuit

Well, with my build it is really simple. This class is very awesome with weapons, getting insane rate of fire, insane dmg and extra magazine capacity. So i go for weapon damage, then headshot damage, then weapon damage. Don't go for capacity. With this guy you always want to have two BIG guns. One for long and medium range. Second for close range. You want them big, so they will be heavy. Too heavy to give you any nice cooldown anyway, so never pick capacity.

TV-7 Internal Systems

With so many weapons and so fantastic rite of fire, plus extra magazine capacity, you will never find yourself fighting melee, partly beacause you will always have some good weapon, and the units that will ever be close to you will be too dangerous to melee them. But even on gold you will find yourself going into room full of enemies, cleaning them with a shotgun like a madman. Before i picked full fitness i was dying very fast. With full fitness, you can just go inside and if there are no 2 atlases or two phantoms focusing their fire on you, you can easy clean the room with a good shotgun on gold. So i picked full fitness.


Strategy
Use cover, but not for all the time. You need to be moving. For two reasons. First, so you won't be surronded, second, because you will have sick rate of fire. You go into CQC, use shotgun, use granades, and move to the next room. If there is too many, and too much of space to run before you get to them close enough for effective shotgun, you need to use rifle. Don't try using granades, you will miss on long range combat. Just pick some good, heavy rifle, and start shooting bastards, till they drop dead. If too much hassle, take the shotgun and go around. Always use your Devastator Mode, never take it down.


Weapon Accuracy is bugged on PC.

#13
meleander

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Stardusk wrote...

Weapon Accuracy is bugged on PC.


How do you know that?

#14
Stardusk

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meleander wrote...

Stardusk wrote...

Weapon Accuracy is bugged on PC.


How do you know that?


You can test it using shotgun spread. There is no difference.

#15
r0estir0bbe

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Even if Weapon Accuracy works, +15% Shield Recharge should not be rejected so fast. Shield Recharge makes one the best survivability in the whole game - simply because of the shield gate. Especially if you are using a weapon, which doesn't make much use of extra accuracy.
I'm using the Harrier with him and I'm fine with the given accuracy of the weapon, that's enough for me.

#16
meleander

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you have harrier, other people don't possibly have it, and harrier is one of the best rifle you can find.

Nevertheless, i played and tried many guns today, so in few hours i should edit my post and add some specificiatons about guns.

#17
Lapkine

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That's very good advice, right here ! Can't wait to have a destroyer (although I don't have any of the N7 classes yet). Does its ammo clip bonus do any help for a Claymore ? Because damn, I love double barreled Claymores.

If I may linger on one point : the Falcon on an N7 destroyer would be quite good when fighting Cerberus. I'm more used to give my Falcon X to my Human Soldier or Turian Soldier for the lulz and giggles when running Silver (I mean, a gun that shoots small AoE projectile that can even attain foes behind cover sounds great, even though its RoF needs some getting used to). But I think it's safe to say (since that's one of the reasons why I use that gun only when fighting Cerberus) that with this weapon, you can consider any Phantom you catch in your crosshair as already dead : even with its barrier one shot will stun it. So you're just stunning it till it drops.
For Gold, the Weapon Damage and RoF of the Falcon isn't really good (Adrenaline Rush kinda compensated with the reload - that is when I actually didn't get kicked out of a lobby lol), so I assume that on a Destroyer with Devastator mode on and an Ammo Power (like say Incendiary Ammo) it would be neat. Anyone can confirm this ?

#18
Arppis

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Saradas85 wrote...

I was already about to go full offensive and ignoring missiles (damage seems just too low to sacrifice 40% of your shields). I will try this out tomorrow and see what happens


The missile isn't about damage, just like concusion shot isn't about damage either. It's about knockbacks.

#19
Ares Caesar

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r0estir0bbe wrote...

Even if Weapon Accuracy works, +15% Shield Recharge should not be rejected so fast. Shield Recharge makes one the best survivability in the whole game - simply because of the shield gate. Especially if you are using a weapon, which doesn't make much use of extra accuracy.
I'm using the Harrier with him and I'm fine with the given accuracy of the weapon, that's enough for me.


Accuracy evo WORKS. Its confirmed by multiple sources now, with picture evidence.

I do agree that the 15% shield recharge is undervalued (the same holds true for the fitness tree shield recharge as well), people tend to forget that you can take 1 missle to the face regardless of how much shields you have so long as you HAVE them to begin with. The faster you can get shield gated again, the more likely you are to survive and the faster you can start killing enemies again.

Choosing between them you should really determine what weapons you'll be using and just how much the accuracy will actually change the weapon... I chose accuracy, but I'm debating a switch to Shield Recharge simply because both the Typhoon and Geth Plasma Shotty are very accurate already.  So I agree that people should really consider that evo a bit more.

My favorite combo right now is the Typhoon and Geth Plasma Shotgun. When running around with teammates I use the GPS for its good stagger effect and high damage (with only class bonuses and extended barrel level 10 GPS does ~1,100 damage per uncharged shot), and when armored boss enemies show up I'll switch to the Typhoon and watch them melt in a glorious hailstorm of bullets.

I perfer to skip Missile Launcher, and simply play as a "Weapon Master" class, because you can get 30% damage bonus from DM, and 27.5% damage bonus from Passive Tree, giving you nearly 60% permanent damage bonus (unlike AR which has a cooldown and only lasts 5-7 seconds, and also gets hit hard by heavy weaponry).  This is easily one of the most satisfying "shooter" classes in the game.

#20
Yuanrang

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This guide is sorely missing the Typhoon. If you're going to take an assault rifle, that is bound to be your best bet. It is an insane damage dealer in the hands of this guy.

#21
Lapkine

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Ares Caesar wrote...

I perfer to [...] simply play as a "Weapon Master" class, because you can get 30% damage bonus from DM, and 27.5% damage bonus from Passive Tree, giving you nearly 60% permanent damage bonus (unlike AR which has a cooldown and only lasts 5-7 seconds, and also gets hit hard by heavy weaponry).  This is easily one of the most satisfying "shooter" classes in the game.


That's actually quite interesting. Got me doing some comparative Math :P

Ignoring Amps and Gear, and using a Claymore X with an extended barrel V.
A Human soldier will deal up to 2513 damage per shot (Up to 3667 damage with an Adrenaline Rush shot)
A Geth Infiltrator in Hunter Mode will deal up to 2266 damage per shot (Up to 3749 damage with a Tactical Cloak shot)
An N7 Destroyer in Devastator Mode will deal up to 3007-3008 damage per shot (Assuming the Weapon Damage Bonus for him is indeed 57.5 % as I have read on the forums).

In other words, with a Destroyer you deal less damage than with the previously mentionned classes affected by their active powers...BUT you're not concerned by cooldown, which sounds better on the long run (and also means you can nearly carry all the weapons you like Posted Image)

EDIT : Claymore X, Extended Barrel and Smart Choke is my Fave Weapon Combination. So I'm using that example Posted Image

Modifié par Lapkine, 18 juillet 2012 - 07:23 .


#22
Ares Caesar

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Lapkine wrote...
That's actually quite interesting. Got me doing some comparative Math :P

Ignoring Amps and Gear, and using a Claymore X with an extended barrel V.
A Human soldier will deal up to 2513 damage per shot (Up to 3667 damage with an Adrenaline Rush shot)
A Geth Infiltrator in Hunter Mode will deal up to 2266 damage per shot (Up to 3749 damage with a Tactical Cloak shot)
An N7 Destroyer in Devastator Mode will deal up to 3007-3008 damage per shot (Assuming the Weapon Damage Bonus for him is indeed 57.5 % as I have read on the forums).

In other words, with a Destroyer you deal less damage than with the previously mentionned classes affected by their active powers...BUT you're not concerned by cooldown, which sounds better on the long run (and also means you can nearly carry all the weapons you like Posted Image)

EDIT : Claymore X, Extended Barrel and Smart Choke is my Fave Weapon Combination. So I'm using that example Posted Image


Not to mention you get 25% Accuracy, 40% Rate of Fire, and 35% Mag capacity for your weapons. I'm not sure if the Claymore gets a faster reload time with DM(it might because Hunter Mode increases reload speed), and obviously doesnt benefit from the mag increase, so its probably not the best exploitation of DM, BUT the fact that you can carry a Claymore+ANY other weapon you want = Awesomesauce.... especially since you're not worrying about cooldowns, and have AoE grenades for the "Oh Sh*t!" moments when multiple Geth Hunters/Phantoms sneak up on you.

#23
meleander

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Yuanrang wrote...

This guide is sorely missing the Typhoon. If you're going to take an assault rifle, that is bound to be your best bet. It is an insane damage dealer in the hands of this guy.


There somewhere in the beginning i wrote that i use Typhoon, and that i will post more weapons here. Still, it's true the Typhoon is the best.

#24
Doc Magnus

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segeri9 wrote...

After getting frustrated how soft my destroyer was with missiles on, i gave it one last try with a black widow. To my surprise, it's actually a bit more viable, with the magazine increase (even just the base increase of devastator gives a 4 clip) as well as the fact that while trying to aim from a distance, the missile launcher gets a good lock and fires. even though most of the time i kill targets before the missile reaches it, sometimes that one last blast helps. in other times, it even assists with the stagger. still not the best, but at least it'll last me before i get a respec card to try other builds. (still going to try the multimissile build or the more popular tank once i do though.)


I posted this in one of the other threads about the Destroyer as well. I too use a BW with a Hydra Missile build, and it works great.

It is unfortunate that folks haven't explored every option for themselves before declaring the Missile Launcher worthless. 

Modifié par Doc Magnus, 18 juillet 2012 - 07:33 .


#25
BanditGR

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Destroyer + Typhoon + Devastator with ROF, shield, dmg = incoming nerf :P

As for the missile launcher, there is really nothing to 'explore'. It is highly situational and handicaps you if you want to get the most out of the damage. Fighting heavies in tight places, will result in missiles hitting cover and walls. It doesn't matter if they are able to do godly damage (not that they can anyway, very far from it), they are basically wasted.