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


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#26
NuclearTech76

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I don't normally storm atlases or other elites but a trick I learned on the fury is to move close enough for the field to prime them then throw for a BE. Move away then back in to prime them again and throw to BE a second time. This is inadvisable out of cover but works in a situation like the big crates on the landing pad of glacier or in the tower of dagger where you have cover but can still get close enough for field to prime them.

#27
waltervolpatto

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NuclearTech76 wrote...

I don't normally storm atlases or other elites but a trick I learned on the fury is to move close enough for the field to prime them then throw for a BE. Move away then back in to prime them again and throw to BE a second time. This is inadvisable out of cover but works in a situation like the big crates on the landing pad of glacier or in the tower of dagger where you have cover but can still get close enough for field to prime them.


That is particularly effective with banshee in CQC, they will prime themselves while pedaling back...

#28
Count Dante

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mrcanada wrote...

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.


QFT.

Fury has the single best Throw in the game and Throw in and of itself is incredibly powerful. To not capitalize on this is a mistake in my opinion. Throw should be your workhorse.

#29
Micah3sixty

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Count Dante wrote...

mrcanada wrote...

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.


QFT.

Fury has the single best Throw in the game and Throw in and of itself is incredibly powerful. To not capitalize on this is a mistake in my opinion. Throw should be your workhorse.




I have to agree with the others.  Not putting any points in Pull means you can't detonate DC or AF leaving you only one BE combo of DC > AF-Detonate.  That leaves your biotics mostly dependent on other biotic team members to detonate your DC and you with only a close range AF detonate to setoff any of your own BE.  Might get you by in Bronze or Silver but leaves you being carried or weapon dependent on Gold.

#30
Micah3sixty

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Bumping for people unlocking the Fury from the Victory Packs.

#31
December Man

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I've unlocked her with the Victory Pack, but she is too lag dependent for me.

#32
ManBearPigIets

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December Man wrote...

I've unlocked her with the Victory Pack, but she is too lag dependent for me.

Don't you mean the opposite? Lag dependent would mean it only works if it's laggy. In any case, it can't be as bad as the Vanguard glitch that happens 3/4 games you aren't host in.

#33
Micah3sixty

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She does seem to be affected by lag more than other adepts, making it harder to setoff BE and use powers. No problem. Just host.

#34
MinatheBrat

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Hey thanks for the advice on how to play to the powers!
Thinking of AF as a walking bubble helps. I really want to learn how to play this character effectively!

#35
Felhand

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Micah3sixty wrote...

Count Dante wrote...

mrcanada wrote...

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.


QFT.

Fury has the single best Throw in the game and Throw in and of itself is incredibly powerful. To not capitalize on this is a mistake in my opinion. Throw should be your workhorse.




I have to agree with the others.  Not putting any points in Pull means you can't detonate DC or AF leaving you only one BE combo of DC > AF-Detonate.  That leaves your biotics mostly dependent on other biotic team members to detonate your DC and you with only a close range AF detonate to setoff any of your own BE.  Might get you by in Bronze or Silver but leaves you being carried or weapon dependent on Gold.


Well once you guys unwind your panties , I do more then fine on gold with the CQC fury but I never said it was for everyone nore did I in any way allude to it being the only way to play a fury I simply mentioned how I play mine because I know some people enjoy playing unorthadox builds and more importantly doing well with them is a matter of pride.:wizard:

#36
Micah3sixty

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MinatheBrat wrote...

Hey thanks for the advice on how to play to the powers!
Thinking of AF as a walking bubble helps. I really want to learn how to play this character effectively!


Let's do an all fury match some time.  Watch the vid I linked at the bottom of OP.  It shows some of the methods I use.

#37
MinatheBrat

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Micah3sixty wrote...

MinatheBrat wrote...

Hey thanks for the advice on how to play to the powers!
Thinking of AF as a walking bubble helps. I really want to learn how to play this character effectively!


Let's do an all fury match some time.  Watch the vid I linked at the bottom of OP.  It shows some of the methods I use.


KK Sounds fun!!

Ooo a video. ..will do.

#38
count_4

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All around great advice in this thread.
I currently roll 6/6/6/5/3 with almost the same build (except AF radius - didn't know it doesn't affect the actual field back when I specced my Fury). Went for 5/3 as I tend to find the 15% power increase quite useful with two DoT powers. Makes her even squishier of course (but the priiize - nothing like watching the Hunter that just killed you drop dead next to you a few seconds later :D).
I think I'll give the 4/4 a spin though, see if the additional 75 HP/shield are actually noticeable in any way.

Loadout was Carnifex, switched to Wraith now that I unlocked it. Might switch to Piranha later when I have it at a higher level.

Modifié par count_4, 01 août 2012 - 03:36 .


#39
Frosty10001

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I had a similar build before I saw this, when I saw the evolutions for AF, I knew she screamed "KAMIKAZI!!!" and when I saw this thread and respec'd, she blew up stuff better.

I mean, I love my adepts, the Asaris with their Stasis and oBubbles and the Ex-Cerby with their Lashes and Smashes but the Kasumi Look-a-like, she takes the spotlight.
I run her with a Hurricane attached with High Velocity and Heat Sink. Those Guardians don't stand a chance.

#40
Creston918

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I was actually going to ask people for a build/strategy guide for the Fury today, as the community reward gave me one  yesterday. Thanks OP! :)

#41
FernandoCruz

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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 which one does AF rank 4 radius improve? The blast radius of the detonation, or the radius of the priming field?

#42
Learn To Love Yourself

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Micah3sixty wrote...

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.  


I discovered the Dagger one a few days ago by trying to heavy melee a Nemesis below the control room (where the last one always seems to be) and ended up upstairs.  I then continued to go back and forth about 10 times because I thought it was amazingly funny, or funnily amazing(?).

#43
Micah3sixty

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FernandoCruz wrote...

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 which one does AF rank 4 radius improve? The blast radius of the detonation, or the radius of the priming field?


I hope someone can clarify that as well as I would appreciate a larger field if it actually affects the field and not just the detonation/blast radius.

#44
KyreneZA

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What might be useful for any Fury build is to use a lightweight SR. I find I can snipe and DC/Throw Ravagers across the map that way from the safety of my cover.

#45
PsychoticBiotic

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Good build, I just respecced to this. But I would like to know how radius on AF works since we still don't have a clear answer in this thread. Thanks.

Modifié par PsychoticBiotic, 03 août 2012 - 04:10 .


#46
Micah3sixty

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Kyrene wrote...

What might be useful for any Fury build is to use a lightweight SR. I find I can snipe and DC/Throw Ravagers across the map that way from the safety of my cover.


Just take a pistol with scope mod for same effect and better cool down.  Smg would also work. 

#47
Kenadian

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One thing I have to wonder is why you didn't spec your DC for recharge over slowing. Is the slowing worth it?

#48
PsychoticBiotic

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Kenadian wrote...

One thing I have to wonder is why you didn't spec your DC for recharge over slowing. Is the slowing worth it?

It's very noticeable on Brutes and Phantoms, both of which you never want getting too close. Besides, I often feel that recharge bonuses are hardly ever worth it. You might as well take the slow evolution unless you are planning on taking some very heavy weapons.

#49
SeaJayX

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Played with OP yesterday.

Dude tears it up with the Fury.

#50
KyreneZA

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Micah3sixty wrote...

Kyrene wrote...

What might be useful for any Fury build is to use a lightweight SR. I find I can snipe and DC/Throw Ravagers across the map that way from the safety of my cover.


Just take a pistol with scope mod for same effect and better cool down.  Smg would also work. 

True, but then you lose one mod slot. It's a trade-off, and since I find the Indra meshing well with my Fury (not a CQC build at all), I use that.

I agree on Slow versus Recharge. The recharge increase is neglible, whereas the slow is not.