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N7 Fury builds anyone?


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#26
dzero

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count_4 wrote...

himegoto wrote...
I dont know why I dont see more people taking the throw recharge speed...

Probably because the cooldown with 200% bonus is already at a ridiculous 1.23s. The recharge bonus will give you maybe 0.06s. And whoever claims to notice that in-game is lying. 


As if people take recharge speed on Throw...

oh what, they do?

damn.

#27
dzero

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himegoto wrote...

I take recharge speed on throw and skipped fury training.

I dont know why I dont see more people taking the throw recharge speed...


Fury training is giving you a lot of straight up power damage... why would you skip it?

And as said above, recharge speed on Throw has incredibly little effect.

Modifié par dzero, 19 juillet 2012 - 04:07 .


#28
Sailears

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I'd go with either:

6/6/6/0/6
AF - radius/speed/drain
DC - damage/recharge/damage
Throw - radius/detonate/damage
N7 - 0
Fitness - shields/shields/shields

OR

6/6/6/4/4
AF - same
DC - same
Throw - same
N7 - weight reduction and power damage
Fitness - shields


Depends how heavy a weapon you want to use. I'm running 6/6/6/0/6 at the moment, but considering dropping fitness to 4 (use shield gear) because as I'm getting more used to it I'm finding the survivability is pretty high even on platinum.

6/6/6 for the biotic powers is important for BE damage.

3 fitness is a bit tough because I can't be as aggressive with use of annihilation field, which is why I'd go for at least 4.

Modifié par Curunen, 19 juillet 2012 - 04:12 .


#29
GMStevo

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Not to hijack the thread but I noticed an issue last night. I would DC a target, Throw to BE, and kill said target. DC would jump to the next target and I would Throw at them but not BE. Does a jumped DC not prime for a BE? Seems to always work when I specifically cast it but never when it jumps.

#30
Creakazoid

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GMStevo wrote...

Not to hijack the thread but I noticed an issue last night. I would DC a target, Throw to BE, and kill said target. DC would jump to the next target and I would Throw at them but not BE. Does a jumped DC not prime for a BE? Seems to always work when I specifically cast it but never when it jumps.


Interesting. Perhaps it treats the jumped DC as the same cast instance as the initial DC. Or a lasting effect of the cast power (ie a debuff type thing). Try this--kill the first target with a gun and not a biotic detonation. Then, try to detonate the second target instead. See if this changes anything.

#31
King ManBeerPig

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Haloburner wrote...

I built mine:
Annihilation field: Radius, movement speed, and drain
3 points in Dark Channel
Throw: Radius, BE damage, Damage/force
Passive: Weight, Power damage
Fitness: All health



#32
dzero

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Creakazoid wrote...

GMStevo wrote...

Not to hijack the thread but I noticed an issue last night. I would DC a target, Throw to BE, and kill said target. DC would jump to the next target and I would Throw at them but not BE. Does a jumped DC not prime for a BE? Seems to always work when I specifically cast it but never when it jumps.


Interesting. Perhaps it treats the jumped DC as the same cast instance as the initial DC. Or a lasting effect of the cast power (ie a debuff type thing). Try this--kill the first target with a gun and not a biotic detonation. Then, try to detonate the second target instead. See if this changes anything.


You can detonate every time it jumps. It may be due to lag or something.

#33
GMStevo

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Creakazoid wrote...

GMStevo wrote...

Not to hijack the thread but I noticed an issue last night. I would DC a target, Throw to BE, and kill said target. DC would jump to the next target and I would Throw at them but not BE. Does a jumped DC not prime for a BE? Seems to always work when I specifically cast it but never when it jumps.


Interesting. Perhaps it treats the jumped DC as the same cast instance as the initial DC. Or a lasting effect of the cast power (ie a debuff type thing). Try this--kill the first target with a gun and not a biotic detonation. Then, try to detonate the second target instead. See if this changes anything.


I will definitely try this when I get home. I never thought of it that way but I kinda makes sense. Thanks.

#34
GMStevo

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dzero wrote...

Creakazoid wrote...

GMStevo wrote...

Not to hijack the thread but I noticed an issue last night. I would DC a target, Throw to BE, and kill said target. DC would jump to the next target and I would Throw at them but not BE. Does a jumped DC not prime for a BE? Seems to always work when I specifically cast it but never when it jumps.


Interesting. Perhaps it treats the jumped DC as the same cast instance as the initial DC. Or a lasting effect of the cast power (ie a debuff type thing). Try this--kill the first target with a gun and not a biotic detonation. Then, try to detonate the second target instead. See if this changes anything.


You can detonate every time it jumps. It may be due to lag or something.


Hmm. I didn't notice much lag but it's possible. Another thing that bothered me is that there seemed to be multiple enemies affected by DC at one time. I thought you could only have 1 going at a time. I was also playing with a Human Sentinel so maybe it was his Warp I was seeing? But even that should have BE'ed.

#35
Dacootz

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 My build, so much fun

http://social.biowar.../index/13226422

#36
Zero132132

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If your main focus is BEs, power damage bonuses don't affect them, so you might actually be better off not specing N7 fury, if BEs are your main goal. Only problem is reduced cooldown time, so instead of a shotgun, if you have it, I'd go with the Talon with ULM and armor piercing.

Personally, I go 6/6/6/5/3, since I actually like using throw to chuck enemies away rather than purely for BEs, AF spec'd for radius, speed, and shield-draining, DC spec'd for damage/slow/damage, throw spec'd for radius, detonate, and force/damage, and N7 fury spec'd for the obvious weight and damage, power damage. I'll be honest, though, I've only taken it to platinum once, and it was a wipe (although it was literally my first time playing both platinum and the Fury). Works great on silver, okay on gold so long as you don't get wreckless.

#37
ctfan1

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GMStevo wrote...

dzero wrote...

Creakazoid wrote...

GMStevo wrote...

Not to hijack the thread but I noticed an issue last night. I would DC a target, Throw to BE, and kill said target. DC would jump to the next target and I would Throw at them but not BE. Does a jumped DC not prime for a BE? Seems to always work when I specifically cast it but never when it jumps.


Interesting. Perhaps it treats the jumped DC as the same cast instance as the initial DC. Or a lasting effect of the cast power (ie a debuff type thing). Try this--kill the first target with a gun and not a biotic detonation. Then, try to detonate the second target instead. See if this changes anything.


You can detonate every time it jumps. It may be due to lag or something.


Hmm. I didn't notice much lag but it's possible. Another thing that bothered me is that there seemed to be multiple enemies affected by DC at one time. I thought you could only have 1 going at a time. I was also playing with a Human Sentinel so maybe it was his Warp I was seeing? But even that should have BE'ed.



Methinks it's the after effects of the biotic explosion and not DC. One of those enemies may(?) be affected by the DC and the biotic 'splosion burn, but I don't think it can be detonated until whatever enemy currently affected by DC dies and it jumps to a non-bioticburny enemy.

Edit: Unless you were to throw DC to prime again, of course.

Modifié par ctfan1, 19 juillet 2012 - 04:40 .


#38
A Sinister Lamb

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dzero wrote...

N7 Fury
6/6/6/5/3


- all powers need to be rank 6 to increase explosion damage/radius (people need to learn this).
- you're a fool if you skip Dark Channel for Fitness

Annihilation Field: (Radius, Damage Taken, Drain)
- radius to get targets in range for BEs quicker
- damage taken to make BEs more potent (this depends on the map/enemy. I'm sure speed is more useful in some cases)
- drain for survival, though I'm not sure if it helps on platinum as you shouldn't be out taking damage in the first place

Dark Channel: (Damage, Recharge, Damage)
- you don't need 90-second duration when you can just recast it
- recast time is fairly long, and I don't see much use for 30% Slow. Small enemies will go down fast anyway, you Channel is going to be jumping around, sometimes you won't know where it is. Enemies don't exactly move fast anyway. Hence, not many ways to use the Slow strategically.
- straight damage to everything vs extra damage to armour/barriers... I'd take the former personally

Throw: (Radius, Detonate, Force)
- Radius for better chance of hitting the right target for an explosion, in case enemies are clustered together. I consider this VITAL for the Fury over the force evolution. Do yourself a favour and take it
- detonate, because that's your job as a Fury. Recast combo is worthless on ANY character class because Throw has such a low cooldown anyway
- DO NOT SKIP RANK 6 THROW. Yes, it is just force/damage, but biotic explosion radius/damage is determined by power rank. Your job is to blow everything up, do not do something stupid like taking fitness.

N7: (Power/Capacity, Power Damage)
- simple enough. Don't need no gun when you're a biotic god

Fitness: (rank 3)
- rank 6 N7 passive isn't very useful for you, and you're going to need at least a tiny bit of survival

___

Hope this helps!


Nice post, man. Clear and well explained. Definitely gonna try this out!

#39
KeeperB5

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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 .


#40
121andrew

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I ditched AF so I could max DC and Throw to get high damaging BEs.
On higher difficulties AF isn't viable, and you need the points in Fitness anyway.

#41
Booshnickins

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I took it without the Annihilation Field. Much better to max out Dark Chanel and Throw to set off tons of Biotic Explosions. I honestly feel that Annihilation Field is wasted on this class. It should've been on the Krogan Vanguard since he actually has the shields to go in close and make good use of it.

#42
KeeperB5

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AF is very much viable in gold at least. You're going to have enemies at your face sometimes, and in those situations AF+throw is a life saver.

#43
dzero

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121andrew wrote...

I ditched AF so I could max DC and Throw to get high damaging BEs.
On higher difficulties AF isn't viable, and you need the points in Fitness anyway.


I use it to high effect on Platinum. I would never forgo this ability. Anything that comes anywhere close to you gets blasted away at the touch of a button.

And the shockwave from detonating the field itself also does great damage with a lot of force. Sometimes I just sit behind cover detonating it through walls and killing s*** like crazy.

Booshnickins wrote...

I took it without the Annihilation Field. Much better to max out Dark Chanel and Throw to set off tons of Biotic Explosions. I honestly feel that Annihilation Field is wasted on this class. It should've been on the Krogan Vanguard since he actually has the shields to go in close and make good use of it.

 

I don't really get how fitness is better than Annihilation Field. If you're that worried about your shields you should be sticking cyclonic modulators and shield boosters on rather than ditching such a useful and powerful ability.

I've killed three enemies on Platinum with it while I was KO'd.

A Sinister Lamb wrote...

Nice post, man. Clear and well explained. Definitely gonna try this out!


Thanks man. Happy to help.

Modifié par dzero, 19 juillet 2012 - 07:42 .


#44
Count Dante

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Preface: I am hooked on Fury. There is officially no other class I want to play and has replaced the Kroguard and Drell Adept as my go-to. I would LOVE critique/suggestions. Assumption of Gold level play.

Motivation: To build the Fury to be very similar to my Drell Adept with Grenade V and Falcon. Lots of staggers and fast movement. However, more to noob-ness I am sure, I wanted to maximize my protection to make up for suckatude. Ultimately though, I do prefer additional protection at the expense of damage.

My build (I think I saw the same one above as well):

Annihilation: 6 (spec'd for Radius, Movement, Drain
Dark Channel: 5 (spec'd for dmg)
Throw: 6 (cant remember exact but radius, force)
Fury: 3
Fitness: 6 (All health/shield)

Weapons Tried: Disciple, Talon, Carnifex, Scorpion, Arc Pistol, SMGs
Current Weapon: Talon with scope and AP (Scorpion is a close second)
Gear Slot: +20% shield, +10% recharge
Ammo: Disrupt, Cryo (mains), Warp (if more biotics)

General Strat:
Far Range: DC/Throw, scoped Talon
Mid Range: Throw and Talon (to stagger)
Close: AF/Throw and Talon (to stagger)

Concerns with build: I am enjoying the extra shields and such, but I may be more of a wimp here. I play xbox and do not have the exact precision to port around and such that PC Mouse would offer.

Throw is my work horse. It is basically spammed. I have found that I cannot handle larger groups (@ 5) without at least one shield/barrier as they will wreck me before I can blow them all up usually. I am moving quite a bit, favoring movement and ports over cover for the most part.

#45
TheExile1

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I think I might try 6,6,6,4,4 myself, putting on shield booster to help with shields or commando package to max damage not sure yet though.

#46
Count Dante

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I am with ya there TheExile1, gonna stock pile 3 respecs and slowly remove more from Fitness to find that "sweet spot" of Dee vs Oh.

I personally have not felt hindered with DC at 5. However I am only really using it to help with distance DPS and when there is not another priming biotic. I also really do not like that I cant always tell where the next DC jumped to. So it felt like a good spot to ditch a top tier.

Also above I believe (lazy scroller), I am also toying with ditching DC altogether (6,0,6,6,6) and complimenting with a better distance weapon loadout or commando V. Might gimp her too much though, but I believe others have said they have found success with that build.

#47
mpompeo27

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6/6/6/4/4

I can't think of a single reason to run any other build. MAYBE 6/6/6/5/3 if you're really really really really good at not dying but eh, not for me.

#48
Booshnickins

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dzero wrote...

121andrew wrote...

I ditched AF so I could max DC and Throw to get high damaging BEs.
On higher difficulties AF isn't viable, and you need the points in Fitness anyway.


I use it to high effect on Platinum. I would never forgo this ability. Anything that comes anywhere close to you gets blasted away at the touch of a button.

And the shockwave from detonating the field itself also does great damage with a lot of force. Sometimes I just sit behind cover detonating it through walls and killing s*** like crazy.

Booshnickins wrote...

I took it without the Annihilation Field. Much better to max out Dark Chanel and Throw to set off tons of Biotic Explosions. I honestly feel that Annihilation Field is wasted on this class. It should've been on the Krogan Vanguard since he actually has the shields to go in close and make good use of it.

 

I don't really get how fitness is better than Annihilation Field. If you're that worried about your shields you should be sticking cyclonic modulators and shield boosters on rather than ditching such a useful and powerful ability.

I've killed three enemies on Platinum with it while I was KO'd.

A Sinister Lamb wrote...

Nice post, man. Clear and well explained. Definitely gonna try this out!


Thanks man. Happy to help.


With a base shield of 500 at level 20 it makes taking Fitness a must if you play on Gold. If you don't take it, you're a liability since you'll be getting dropped left and right.

#49
dzero

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Booshnickins wrote...

dzero wrote...

121andrew wrote...

I ditched AF so I could max DC and Throw to get high damaging BEs.
On higher difficulties AF isn't viable, and you need the points in Fitness anyway.


I use it to high effect on Platinum. I would never forgo this ability. Anything that comes anywhere close to you gets blasted away at the touch of a button.

And the shockwave from detonating the field itself also does great damage with a lot of force. Sometimes I just sit behind cover detonating it through walls and killing s*** like crazy.

Booshnickins wrote...

I took it without the Annihilation Field. Much better to max out Dark Chanel and Throw to set off tons of Biotic Explosions. I honestly feel that Annihilation Field is wasted on this class. It should've been on the Krogan Vanguard since he actually has the shields to go in close and make good use of it.

 

I don't really get how fitness is better than Annihilation Field. If you're that worried about your shields you should be sticking cyclonic modulators and shield boosters on rather than ditching such a useful and powerful ability.

I've killed three enemies on Platinum with it while I was KO'd.

A Sinister Lamb wrote...

Nice post, man. Clear and well explained. Definitely gonna try this out!


Thanks man. Happy to help.


With a base shield of 500 at level 20 it makes taking Fitness a must if you play on Gold. If you don't take it, you're a liability since you'll be getting dropped left and right.


I understand wanting fitness for that reason, but not at the cost of not having Annihilation Field. It's far too useful. I'd rather abandon the N7 passive.

And I don't believe Fitness is a must for humans on gold. Stick on mods or something, don't abandon an entire power. Not this one anyway.

Modifié par dzero, 19 juillet 2012 - 10:53 .


#50
count_4

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Booshnickins wrote...
With a base shield of 500 at level 20 it makes taking Fitness a must if you play on Gold. If you don't take it, you're a liability since you'll be getting dropped left and right.

Pretty much this. Although you don' have to max it, Fitness 3 is sufficient on Gold. For Platinum an increase to FItness 5 could be useful but Fitness 3 works here as well.

However...

Booshnickins wrote...

I took it without the Annihilation Field. Much better to max out Dark Chanel and Throw to set off tons of Biotic Explosions. I honestly feel that Annihilation Field is wasted on this class. It should've been on the Krogan Vanguard since he actually has the shields to go in close and make good use of it.

 

...this is nonsense. On the first 6 waves on Gold, the Fury is a beast and you're dropping enemies faster than anything else with AF + Throw. Of course you have to tone it done a bit in the later waves, reverting to more traditional long-range BEs with DC +Throw at the beginning of the wave and switching back to AF+Throw later on or when a good oportunity arises.
On Platinum it is equally helpful but in a different way. You'll usually be holding a certain position with your team, using DC+Throw. However, enemies will get (too) close every now and then, especially Phantoms and Hunters and thanks to AF you have the perfect powers to deal with them fast.


Long story short: Ignoring AF in your Fury build is probably the worst thing you could possibly do. Max out all three powers for maximum efficiency, go 5, 3 or 3, 5 on the last two and have fun.

And a fun fact: AF stays active even when you're down which makes for some hilarious moments when the Phantom that killed you drops dead a few seconds later because she was still within the radius. :D

Modifié par count_4, 20 juillet 2012 - 08:11 .