My build.
Annihilation field: radius, movement speed, drain.
The sooner enemies get primed, the better. Hence radius. Both movement speed and damage taken are good options for rank 5, I prefer movement speed. Drain is awesome, it helps to keep your shields up when enemies with shields are within range of AF. Again, radius is important. Drain also extends duration from 45s to 90s, which is really, really helpful.
Dark Channel: damage, slow, damage
Duration isn't needed since DC already lasts 30 seconds, you've already recast DC long before 30s is up. Slow is great in slowing down enemies, like pyros, brutes and anything else you don't want to get close. It may also improve chances of hitting primed targets with throw, but slowing effects don't seem to affect dodging movement. The last evolution is split between 50% damage increase against all defenses, or 75% against armor and barriers. Since a lot of enemies have shields too, I picked damage as it is more versatile.
Throw: radius, detonate and force and damage.
Radius is great at hammering down closely packed unprotected enemies, you can easily kill lot of basic troops with just throw spamming. Even if they don't die, they'll be ragdolled and won't be doing any harm to you or your team mates. Detonate is a no brainer, stronger your BE's are the better. And finally damage and force allows you to actually deal some damage with throw, with radius it's real good.
N7 Fury: up to rank 3.
You lose some power damage and carrying capacity for shield recharge. The latter is not a big deal since pistols now have ultra-light materials and the next patch should hopefully finally fix the SMG ultra-light materials. Now it's just a question of when that patch comes.
Fitness: durability and shield recharge
Personally I think shield recharge is more important than having lots of shields, this is because shield gate protects you from even strongest damage, not counting sync kills. And the faster shields recharge, the faster you can stop hiding behind a cover and deal damage. To this end I also prefer to equip multicapacitor and shield power cells. People with quads may choose to pick melee damage for rank 3, as Fury has pretty nice heavy melee once you learn how to use it.
The heavy melee teleports you forward like dodging does, with the difference that heavy melee does not use barriers and thus stop shield regeneration. Heavy melee and then releasing active AF deals pretty nice area damage, though the higher difficulties may make this approach very dangerous. But it might just safe your hide in "do or die situations".
With AF radius evolution, Fury excels at making a choke point behind a corner cover. At range, DC+throw combination softens up incoming enemy force and at close range AF automatically primes them for throw.
You can practice heavy melee+AF as well as corner chokepoint in FB White against Geth. No matter what people say about farming matches, they're good opportunities to try out classes and powers relatively safe in Gold.
Modifié par KeeperB5, 19 juillet 2012 - 05:33 .