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My Gold N7 Fury Adept Build and Strategy Guide (Updated 8/28/2012)


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#1
Micah3sixty

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My two favorite and most played classes in ME3 multiplayer is Infiltrator and Adept.  The Justicar is my all time most played character following a CQC play style with all offensive bubble.  The Fury takes the Justicar Sphere and makes it part of her wardrobe, a Justicar on Fire if you will, a biotic priming field that primes enemies as they get close to you or as you close in on them.  With the right build, you can turn this field into the fastest biotic explosion chain that any single biotic can put out.

N7 Fury Adept Build (6/6/6/4/4)
Annihilation Field (6): Radius, Movement, Drain
  • EDIT (8/7/2012): The rank 4 Radius evolution DOES appear to affect the blast field radius of the AF field, but not the actual size of the field itself, as observed by myself and other BSN-ers.  With the evolutions above, AF will do 150 DPS and a blast damage of 750, last 90 seconds, and will keep your shield from depleating as much which will help keep you alive on Gold and Platinum.
Dark Channel (6): Damage, Slow, Armor Pierce
  • I originally only specced 3 ranks here but have come to appreciate 6 ranks for bosses and taking out mobs from distance when rushing in isn't a good idea.  With Armor Pierce BE seem to deal more damage once the shields are down.  When one enemy dies from DC or DC > BE, it will jump to a nearby enemy if they are within 8 meters or so which can then be detonated again on each new target that it jumps to until it times out.
Throw (6): Radius, Detonate, edit: Recharge instead of Force&Damage
  • I originally took Recharge Combo instead of Detonate but the 50% bonus finishes off mooks quicker with one BE than having to explode each of them separately.  It also deals more damage to bosses.  Radius also helps connect throw more often for more consistent BE or knocking down multiple approaching enemies (if unshielded).  With AF constantly priming enemies within its range, take recharge for a ~1 second cooldown at 200% to get the most powerful BE in the least amount of time possible.
N7 Fury (4): Damage & Capacity
  • The weight bonus will aid for quicker cooldowns with heavier weapons and the power damage bonuses will increase AF, DC and Throw damage.
Fitness (4): Health/Shields
  • I originally had 6 ranks of fitness but found there wasn't a noticeable difference jumping from 700 health/shields up to 825 but having more power options does increase surviveability by taking down mobs quicker.
Gear and Consumables
Since this isn't a melee or weapon dependant CQC, we mainly need to boost shields, speed and powers with gear and consumables.  Stonghold for higher shields and faster shield delay would be my recommendation for the gear slot.  For your Armor consumable, Adrenalin, Shield or Power modules help most for speed, durability or damage output.  If your weapon doesn't have an AP mod, I suggest using AP or Warp Ammo, though an AP mod would be preferable for bosses and Guardians.  You can take or leave off the Weapon consumable as your weapon is a secondary to your biotics.

Weapon Loadout
High DPS hip firing weapons work best with a CQC build, so shotguns, SMGs, heavy pistols and light assault rifles work best.  I usually take my Piranha with Choke and Shredder mods, or my Hurricane with Heatsink and High Velocity AP mods.  You could take both a SMG and heavy pistol if you use ULM on both and reserve the heavy pistol for long distance or posses with AP mod (SMG ULM seems to work when paired with a Pistol that also has ULM equipped).  While cooldowns from AF > Throw is a non issue, you'll appreciate a faster cooldown for those times you're using DC > Throw, or Throw > Throw.  150% or higher is recommended to keep Throw less than 1.5 seconds. Edit (8/28): I started taking a Scorpion/Hurricane combo, both with ULM, HVB on Hurricane and EB on Scorpion.  The Scorpion is an awesome stagger weapon that allows you to drop a few shots at the feet in front of your opponent staggering them as they approach and allowing for much safer and quicker crowd annihilation.

Dodge Mechanics
Fury is perhaps the most mobile of any character or class due to the phase dodge that can flash her through walls, to higher platforms and through cover.  You may never need to climb a ladder again since you can just side-dodge up/down it.  So far I have not found a limit to how thick of a gap/wall you can phase between so long as there is a space on the other side for you to arrive at.  You can get from the bottom of Giant to the top control tower in just 2 side/backward dodges (forward dodge is harder since you usually end up taking cover/sticking).  Just make sure you don't get surprised by a spawn of heavies that will level you quickly with melees, acid or bullets.  Use her phase dodge to take shortcuts and to avoid taking as much damage while manuvering between enemies.  Heavy Melee will also phase you through walls, gaps and such.  You can often get to a downed squad mate faster than anyone else since you can take shortcuts around the map to avoid mobs and also have speed movement bonuses.

Strategy
With Annihilation Field (AF) enabled, you are a walking biotic bomb.  It's like you took the Justicar sphere and pumped up the warp affect, damage and rank, and wore it for new outfit.  Any enemy you approach withing about 2-3 meters (nearly in their faces) will automatically be primed allowing for an instant BE when detonated with Throw.  You can rush spawn points, running semi zig-zag when running straight at them, and then detonate target after target as they glow purple from AF priming.  You'll start to get a feel for what distance they prime at so that you can start your Throw before they even glow purple and it hits right when they get primed.  This works great on Cannibals, Marauders, Husks, Cerberus Troopers, Centurians and basically all non-armor/barrier units.  Sometimes it's fun to run into a group of unshielded Cerberus troopers and just watch them squirm until they fall over as they are pretty much pain locked and can't hit or shoot you.  Geth troopers are more difficult though as they don't seem to be bothered by the AF affect and will still shoot or melee you so don't delay your explosions.  There's no reason to leave AF off so resetting it at the beginning of each round and more often during longer waves will keep you from running in and dying cause your field timed out.  Below are some more specific approaches to certain enemies.

Phantoms and Hunters
Since Phantoms have a power blocking field, now more obvious with the bubble animation, your throws won't always connect and detonate either AF or DC.  What seems to work best when dealing with a single phantom is to prime them with DC and then get in AF range and detonate the field (deactivate AF for a detonation that both deals direct damage and detonates DC for a BE).  Hunters are also more difficult to connect throws on if they are still cloaked so using DC > AF-Detonation works better than AF > Throw.  Edit (8/28): Alternate strategy with Scorpion: Stagger-lock the Phantom with a few shots on the ground around her and then she can't block your AF > Throw combos when you move in for the kill.

Atlases, Banshees, Brutes, Primes, Ravagers and Pyros
These heavily armored enemies are more dangerous in close range due to their sync kills or deathly blows.  A good strategy I've found is to prime with DC, detonate with Throw while closing a gap, and then moving in close to detonate a BE again with AF > Throw and then moving away again to start over.  The first BE tends to stagger them so that you can more safely move in for a second BE from AF.  You can also duplicate the Asari Adept approach of DC > Throw, repeat till dead from a safer distance.  The pierce evolution of DC comes in handy when detonated on armor units and can also munch away with DoT so that they don't regen shields/barriers while you aid your squad mates else where.

Video of Sihmm demonstrating most of these tactics on a similar build in a Reapers Gold Solo attempt:  

Modifié par Micah3sixty, 28 août 2012 - 12:33 .


#2
Pantalaimon

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Heavy Melee instead of Forward dodge stops the annoying "Cover is more important than living" thing XD

#3
ZachNyeScienceGuy

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In rank 5 of throw, I'd go with BE damage and force, throws cd is short enough as is, other than that we have the same build.
Also in rank 4 of throw, I'd go with radius so you could set off multiple BE's at once.

Modifié par ZachNyeScienceGuy, 27 juillet 2012 - 04:49 .


#4
JChaos

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I, personally, don't see the difference between 825 Health/Shields and 700, at least not on gold and up. The difference in survival is minimal, and those points could be better spent elsewhere.

#5
Micah3sixty

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ZachNyeScienceGuy wrote...

In rank 5 of throw, I'd go with BE damage and force, throws cd is short enough as is, other than that we have the same build.
Also in rank 4 of throw, I'd go with radius so you could set off multiple BE's at once.


Regardless of radius, a power like Throw can only detonate 1 BE even if it hits two primed targets.  At least that is what BW has stated previously.  Radius just increases chances of connecting, or staggering two enemies that are close together.  Since I'm going for CQC anyways, there's little chance they can dodge the throw.

#6
Guest_EluisveOneX_*

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There is probably good information here but I just keep looking over at your avatar....

#7
LegionofRannoch

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i have the same build pretty much, i never melee unless i want to be in a group of small enemys have annilation field set up then throw for biotic detonation.
her heavy melee is pretty weak has to be timed right in order for it to succeed because most of the time dark channel or annilation field kill your melee target anyways so ive learned to not even bother with the melee build and just go for all shields, she really does need it.

#8
Blaine Kodos

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I've seen this mentioned before elsewhere on Fury threads, but would Radius be a better option on Throw for a CQC build? You're already going to be up in their business, the likelihood of priming multiple targets at once is high. Wouldn't a wider radius on Throw detonate multiple explosions at once?

#9
Micah3sixty

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Blaine Kodos wrote...

I've seen this mentioned before elsewhere on Fury threads, but would Radius be a better option on Throw for a CQC build? You're already going to be up in their business, the likelihood of priming multiple targets at once is high. Wouldn't a wider radius on Throw detonate multiple explosions at once?


I don't have the link but BW has said that throw cannot detonate more than one primed target at once.  If someone can prove otherwise, I'm open to respec.

#10
alyskr3

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Blaine Kodos wrote...

I've seen this mentioned before elsewhere on Fury threads, but would Radius be a better option on Throw for a CQC build? You're already going to be up in their business, the likelihood of priming multiple targets at once is high. Wouldn't a wider radius on Throw detonate multiple explosions at once?


Depends, does radius on throw cause it to connect when an enemy tries to dodge? Will it cause it to connect on a nearby enemy? 

#11
Sailears

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EluisveOneX wrote...

There is probably good information here but I just keep looking over at your avatar....

:D

Anyway good build again.

I prefer 4 in dark channel because then at least I have the option to do decent DC/throw or DC/AF detonations. Anything that enters AF range is detonated anyway, so I don't need more power damage there. Maybe it is worth doing throw rank 5 reset for close range detonations, but my only problem with that is it takes a second for a new target to get primed in which time throw is pretty much ready again.


I was just thinking about the AF radius. If 4m is actually the diameter centred on you, then with the 5.2m evolution that means the radius in effect will only be 0.6m which might be very hard to tell the difference. So maybe it does work and it's just difficult to see/negligable?

#12
ZachNyeScienceGuy

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Micah3sixty wrote...

ZachNyeScienceGuy wrote...

In rank 5 of throw, I'd go with BE damage and force, throws cd is short enough as is, other than that we have the same build.
Also in rank 4 of throw, I'd go with radius so you could set off multiple BE's at once.


Regardless of radius, a power like Throw can only detonate 1 BE even if it hits two primed targets.  At least that is what BW has stated previously.  Radius just increases chances of connecting, or staggering two enemies that are close together.  Since I'm going for CQC anyways, there's little chance they can dodge the throw.

I've seen it detonate on multiple swarmers and husks before.

#13
DilapidatedCat

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Given how I also use Throw for on demand CC along with the Acolyte, the radius evolution is quite usefull to knock two or even three mooks to the floor (or stagger). Also, you can bypass dodging by hitting the floor they're walking on (and detonate from it), I do it to phantoms all the time.

I personally just run with 6/6/6/4/4.

The extra 100 or so life and shields means next to nothing, since most of the time you're living off your gates anyway, and the power damage boosts do nothing for BEs, and what it does for DC is inferior to rank 6 of DC.

But if the radius evolution of AF does nothing for priming, then I may have to respec.

#14
Micah3sixty

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ZachNyeScienceGuy wrote...

Micah3sixty wrote...

ZachNyeScienceGuy wrote...

In rank 5 of throw, I'd go with BE damage and force, throws cd is short enough as is, other than that we have the same build.
Also in rank 4 of throw, I'd go with radius so you could set off multiple BE's at once.


Regardless of radius, a power like Throw can only detonate 1 BE even if it hits two primed targets.  At least that is what BW has stated previously.  Radius just increases chances of connecting, or staggering two enemies that are close together.  Since I'm going for CQC anyways, there's little chance they can dodge the throw.

I've seen it detonate on multiple swarmers and husks before.


That's not detonating.  That's just radius force.  Only one BE will occur even if two primed targets are hit by the same throw.

#15
jcamdenlane

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Micah3sixty wrote...

ZachNyeScienceGuy wrote...

Micah3sixty wrote...

ZachNyeScienceGuy wrote...

In rank 5 of throw, I'd go with BE damage and force, throws cd is short enough as is, other than that we have the same build.
Also in rank 4 of throw, I'd go with radius so you could set off multiple BE's at once.


Regardless of radius, a power like Throw can only detonate 1 BE even if it hits two primed targets.  At least that is what BW has stated previously.  Radius just increases chances of connecting, or staggering two enemies that are close together.  Since I'm going for CQC anyways, there's little chance they can dodge the throw.

I've seen it detonate on multiple swarmers and husks before.


That's not detonating.  That's just radius force.  Only one BE will occur even if two primed targets are hit by the same throw.


It's not directly relevant to this build, but I find radius throw extremely useful for the "I can't figure out which one of these guys will explode because everyone is blue" situation that you get with a dark channel BE.  More often than not, if you guess wrong with throw, you'll explode the correct one with the radius effect.  

#16
Morning Elf

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I'm always reluctant to take combo recharge on Throw because BEs are so unreliable nowadays. <_< I just promoted my adepts, so maybe I'll give it a try.

#17
Micah3sixty

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I might have to give radius a try, but since I don't use DC as much as AF, it still may not benefit my play style so much.

#18
Micah3sixty

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I reset my fury for a 6/6/6/4/4 build and updated my build/guide above.

#19
Felhand

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Hmmm rather then a new thread, ill add this here as well: also posted it on a diff thread someone was asking for builds strategies.


May I introduce: Erinya Mint

Annihilation Field:dmg/movement speed
Dark Channel: dmg/cooldown/dmg
Thow: removed
n7 training: capacity/dmgforce/weight reduction
Fitness:heath/martial artist/synergy


Weapons: Paranha X[choke/shred] and Acolyte X[ammo/dmg] = 191% cooldown
Preffered Gear: Martial Biotic V [currently using Structural Ergonomics V]


Play style is important with this one, but people often overlook the fact that you can detonate and activate annihilation field with out breaking cover which helps minimize the danger to the squishy fury. Now most would say its overall lack of range potency is a drawback and fundamentally they would be right, the farther you can shoot the earlier you can start shooting but in practice on gold at least inevitably enemies are going to zerg in and thats were erinya shines.

Was doing giant/cerb/gold last night , three guys at the top of the highest ramp while I was at the very back guarding the rear door. I nearly obliterated two waves on my own because the lions share of enemies spawned at the bottom and tried to overrun my possition, and when all was said and done I was at the top of the charts, had only been revived once and because the other three rushed to the LZ at 1:30 I was the lone survivor.....

acolyte + DC is pretty handy for dropping phantoms as long as they arnt comming after me, when they are rushing me charging up the acolyte is hurty so I tend to go into cover, DC+paranha them and as they get close detonate annihilation field which generaly finishes the job. Reapers are a bit of a issue, I can deal with brutes and banshees but ravagers propensity to camp at range and use of armor mean I need to go to them or wait for DC to slowly melt them, though annhilation field deals with those pesky swarmers.

#20
Wentletrap

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Micah3sixty wrote...

You can get from the bottom of Giant to the top control tower in just 2 side/backward dodges 



Do you mean: from the ammo crate up to the ramp, and then into the room?

You can actually get up from the ground into the control room in one leap, if you start at the wall without the ramp.  Works coming down too.  

Another fun one is going from the lower ladder on Dagger up into the round sniping room.  (have to fiddle with it, sometimes you go down the ladder instead).  

Thanks for the guide. 

Modifié par Wentletrap, 30 juillet 2012 - 04:55 .


#21
Remnant_263

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thank you for this excellent in-depth information on an N7 Fury build for Gold matches...I was looking for this and will try it out the next time I promote the Adept class

#22
mrcanada

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Felhand wrote...

Hmmm rather then a new thread, ill add this here as well: also posted it on a diff thread someone was asking for builds strategies.


May I introduce: Erinya Mint

Annihilation Field:dmg/movement speed
Dark Channel: dmg/cooldown/dmg
Thow: removed
n7 training: capacity/dmgforce/weight reduction
Fitness:heath/martial artist/synergy


Weapons: Paranha X[choke/shred] and Acolyte X[ammo/dmg] = 191% cooldown
Preffered Gear: Martial Biotic V [currently using Structural Ergonomics V]


Play style is important with this one, but people often overlook the fact that you can detonate and activate annihilation field with out breaking cover which helps minimize the danger to the squishy fury. Now most would say its overall lack of range potency is a drawback and fundamentally they would be right, the farther you can shoot the earlier you can start shooting but in practice on gold at least inevitably enemies are going to zerg in and thats were erinya shines.

Was doing giant/cerb/gold last night , three guys at the top of the highest ramp while I was at the very back guarding the rear door. I nearly obliterated two waves on my own because the lions share of enemies spawned at the bottom and tried to overrun my possition, and when all was said and done I was at the top of the charts, had only been revived once and because the other three rushed to the LZ at 1:30 I was the lone survivor.....

acolyte + DC is pretty handy for dropping phantoms as long as they arnt comming after me, when they are rushing me charging up the acolyte is hurty so I tend to go into cover, DC+paranha them and as they get close detonate annihilation field which generaly finishes the job. Reapers are a bit of a issue, I can deal with brutes and banshees but ravagers propensity to camp at range and use of armor mean I need to go to them or wait for DC to slowly melt them, though annhilation field deals with those pesky swarmers.


Never spec out of throw on a Fury.  Horrible advice.

#23
bluebeam

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I verified the data about Annihilation Field in the .bin file. Blast and impact radius are two different variables, impact radius is 4 in-game meters blast is less. The incriminated evolution name is impact radius bonus, which is .3, which brings the radius to 5.2 meters. I also verified empirically to see if the radius is really over 4 meters with AF active and a Javelin and I can confirm it is.

I never tried the other option since I chose radius with my character already level 20 so I don't know if radius is actually more useful than damage.

#24
Micah3sixty

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Wentletrap wrote...

Do you mean: from the ammo crate up to the ramp, and then into the room?

You can actually get up from the ground into the control room in one leap, if you start at the wall without the ramp.  Works coming down too.  

Another fun one is going from the lower ladder on Dagger up into the round sniping room.  (have to fiddle with it, sometimes you go down the ladder instead).  

Thanks for the guide. 


I discovered that one yesterday.  Pretty fun.  I love how small maps feel when I can jump through/around obstacles.  

#25
Micah3sixty

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bluebeam wrote...

I verified the data about Annihilation Field in the .bin file. Blast and impact radius are two different variables, impact radius is 4 in-game meters blast is less. The incriminated evolution name is impact radius bonus, which is .3, which brings the radius to 5.2 meters. I also verified empirically to see if the radius is really over 4 meters with AF active and a Javelin and I can confirm it is.

I never tried the other option since I chose radius with my character already level 20 so I don't know if radius is actually more useful than damage.


So does the radius evolution increase the blast radius or the AF field radius?  I've been doing fine with the 4 meter radius so not sure I'd change it now anyways, plus the added damage to the blast and DoT is nice.