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
blastfield 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.
- 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.
- 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.
- The weight bonus will aid for quicker cooldowns with heavier weapons and the power damage bonuses will increase AF, DC and Throw damage.
- 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.
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 .





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