Aller au contenu

Photo

How to play the Turian Havoc Soldier (NOW WITH VIDEO!)


  • Veuillez vous connecter pour répondre
68 réponses à ce sujet

#1
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages
Posted Image
Uploaded with ImageShack.us

The above match was completed with:
-Reegar X, spare ammo and piercing mods equipped
-Incendiary Ammo 4
-Headshot VI 2
-Cyclonic Modulator 4
-Grenade Capacity 5

Video (DIFFERENT GAME FROM ABOVE MATCH): 
Posted Image
I made some mistakes in this short clip (I got disconnected around wave 7) but the point of the video is really to introduce the basic idea.

A lot of people have been having difficulty playing the Turian Havoc Soldier. Namely, his Havoc Strike ability is considered underwhelming. I would welcome any sort of buff to it, but I'll lay out my playstyle and how I manage to succeed with the class.

You can check the build I am currently using here: http://narida.pytalh...9@0PEILL4K4@0@0

As for how to play the class: Basically, this class is best played like a Vanguard, except you must manually control when to regenerate your shields. The advantage this class has over other Vanguards, perhaps with the exception of the Krogan, is that he is incredibly durable with the potential to reach 5000+ shields and 50% damage reduction. You must be careful of stagger/stunlock though.

I will use the terms strike and charge interchangeably.

Gear and weapons:
As a basic rule, you very much want an ammo consumable that causes a powerful explosion when you charge enemies, and anything that increases your grenade capacity as much as possible (stim packs are treated like grenades). Preferably, use Incendiary ammo, as the explosion will deal substantial damage.

Weapon wise, use a Reegar Carbine. I think it is your best choice because it synergizes well with Incendiary Ammo and does substantial damage at close range - the distance at which you will be engaging your enemy. Otherwise, these are the criteria you should use when selecting a weapon:

1. It is lightwight (4s or less Havoc Strike recharge)
2. It deals high damage at close range
3. It reliably applies ammo effects for detonation.

You can use Cryo Ammo or Disruptor if you like, but I maintain Incendiary is the best choice.

If you want better survivability, go with a Cyclonic modulator, but if you want a riskier but more damaging playstyle go with a power amp. This will allow you to stagger and knock back heavier targets.

Skills:
I completely ignore Cryo Blast. You are going to be striking almost nonstop to detonate explosions and casting anything other than your shield recharge or strike will likely get you killed. I choose the power evolutions in my passive because 1. the Reegar has no recoil, therefore stability is meaningless and 2. You want a low cooldown charge. Charge has an invulnerability frame and grants 50% damage reduction for 4 seconds after use. You want your strike to have a cooldown under 4 seconds.

I choose radius on my strike because this allows me to detonate explosions on targets adjacent to whatever I charge. This is very useful in a fast paced fight.

The critical elements are:

1. Timing your strikes:
2. Targeting your strikes
3. Timing your shield recharges:

Timing your strikes:
When should I strike? This is the most important question. I strike a target as soon as 1.)  I have primed it for an explosion and 2.) if the target is weak enough to die in 1 explosion. Otherwise, due to the fact that Havoc Strike grants damage reduction and brief invulnerability, it is a good idea to use it as often as you can detonate an explosion and retain the ability to recharge your shields. Do not overextend. Make sure you have enough stim packs before you go into a dangerous encounter (like, 2 marauders, 2 ravagers and a brute).

Another critical thing: USE STRIKE TO RELOAD CANCEL. Time your strikes so that your weapon is ready after you hit the target.

Targeting your strikes
What should I strike? Your first priority is anything you have primed for an explosion. But aside from that, you want to kill trash in clusters first. Why? when you kill one trash mob, it will explode, damaging the ones surrounding it. Shoot them, charge, and they will all turn into a fiery mess.

When dealing with bosses, especially ones that can sync kill, the ideal strategy is to 1. get them on a ramp, so they can't sync kill you and 2. line them up so they are essentially facing you at a chokepoint. This greatly diminishes their strength and allows you to engage multiple brutes and banchees while their effective strength is halved.

Timing your shield recharges:
This is a matter of intuition. Should I use a stim pack before I charge into this group of enemies, or after? It largely depends on the strength of the enemy, whether they are supported or isolated, and whether the fight will be quick or sustained. Here is my thought process:

1.) Is the enemy strong?

2.) Does the enemy have more than 2 units nearby to support it?

3.) Will killing this (or these) target(s) take more than several seconds, or is it likely to lead to a sustained fight?

If you answer yes to 2 or more of these, use a pack before going in. Otherwise, it may not be necessary.

Use shield recharges before your shields deplete completely, between 25 and 50% depending on the damage you are taking. Otherwise you may be caught with your pants down.

Here is my assessment of the Havoc Soldier's strength against various enemies:

Collectors: If you can avoid seeker swarms, quite effective. The strike will knock back abominations a safe distance before they explode (unless they are already damaged, in which case you must be sure you have enough shields). If you get caught by a seeker swarm, you are in great danger because you lose your ability to charge and detonate explosions, which are a key source of your damage. Watch out for Scions and their staggerlock, which can prevent you from using packs.

Reapers: Extremely strong. Fire explosions absolutely devastate this faction.

Geth: If you are good, you will do OK, but the Geth can staggerlock you very easily which makes charging very dangerous. When they stagger you, you sometimes cannot use packs. The Turian Havoc is least effective against this faction.
 
Cerberus: Moderately effective. Phantoms supported by dragoon packs can be dangerous but the rest of their units are not so difficult.

If you are a PC player and would like to learn a bit more about playing this class I'd be happy to let you in on a game.

Modifié par TheKillerAngel, 10 octobre 2012 - 05:37 .


#2
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages
WOW these forums are moving fast. Bump.

#3
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages
Anyway, if Bioware decides that the Turian Havoc is indeed underwhelming, here is how I'd improve the class:

-Give the Turian Havoc some inherent stagger resistance, like the Krogans and Batarians.
-Increase the force and damage of Havoc Strike by 20-30%
-Increase the area of effect of the Havoc's and Ghost's heavy melee attack. (This attack DOES deal AoE damage)
-Give the new Turian kits the updated fitness buff.

Modifié par TheKillerAngel, 10 octobre 2012 - 07:38 .


#4
The Renegade Fem-Shep

The Renegade Fem-Shep
  • Members
  • 594 messages
Very good guide. Just bookmarked on my browser. I freakin' love this character. Its like a Vanguard but way more challenging and tactical. I tried a pirhana but didn't even think to try the reegar. I'll give it a shot tomorrow. Been using a Cerberus Harrier thus far.

Modifié par Morugatu, 10 octobre 2012 - 07:30 .


#5
SushiSquid

SushiSquid
  • Members
  • 650 messages
Impressive work to get this class to kill so well, but you still did have to expend consumables and equipment. Couldn't just about anyone with a long-range power and incendiary ammo achieve similar results while sitting safely behind cover, though?

My point is you did well due to skill and items. Havoc Strike is still quite weak.

#6
Stahlhammer

Stahlhammer
  • Members
  • 1 218 messages
Question of the day: is Havoc Strike considered a melee like SS? Does it gain only from power damage bonuses or melee ones too?

#7
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages

SushiSquid wrote...

Impressive work to get this class to kill so well, but you still did have to expend consumables and equipment. Couldn't just about anyone with a long-range power and incendiary ammo achieve similar results while sitting safely behind cover, though?

My point is you did well due to skill and items. Havoc Strike is still quite weak.


I anticipated this point. I would have done just as well if I used a Krogan Vanguard or N7 Destroyer with the same gear, but the point is that I was able to equal the damage of both of those classes (which are considered top tier). I would primarily argue that the Havoc, like the Sentinel and other classes, has a high learning curve. He could use some buffs to become more accessible but the class can be used effectively right now.

Stahlhammer wrote...

Question of the day: is Havoc Strike considered a melee like SS? Does it gain only from power damage bonuses or melee ones too?


I'm about to test. I know for certain that it benefits from power damage bonuses.

Modifié par TheKillerAngel, 10 octobre 2012 - 07:35 .


#8
darkpassenger2342

darkpassenger2342
  • Members
  • 6 944 messages
subscribed for awesomeness.

#9
SushiSquid

SushiSquid
  • Members
  • 650 messages

TheKillerAngel wrote...

I anticipated this point. I would have done just as well if I used a Krogan Vanguard or N7 Destroyer with the same gear, but the point is that I was able to equal the damage of both of those classes (which are considered top tier). I would primarily argue that the Havoc, like the Sentinel and other classes, has a high learning curve. He could use some buffs to become more accessible but the class can be used effectively right now.

Yeah, that's fair. I don't like the Drell Vanguard and feel it's been long in need of help, but it can still be used effectively and I've seen it done. Other classes are better, but that doesn't mean Drell Vanguard, or Havoc, is completely useless. You've at least shown that.

#10
Rudest

Rudest
  • Members
  • 1 035 messages
Excellent guide, thanks for sharing!

#11
Hurkaleez

Hurkaleez
  • Members
  • 716 messages
 Nice work and thanks for the post. 


Cant hurt to have a volus adept healing either.

#12
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages
Anyway, Havoc Strike does not count as a melee attack. I think it would be nice if it did and benefited from melee damage bonuses.

#13
segeri9

segeri9
  • Members
  • 468 messages
this is almost the same way i use it, but it's actually doable without the consumables anyway. just gotta know when to bug out and when to stim. really fun once you get the hang of it.

#14
RiouHotaru

RiouHotaru
  • Members
  • 4 059 messages
I realize you skipped Cryo Blast in favor of Fire Explosions, but against enemies like the Reapers or Collectors, wouldn't a Cryo Explosion potentially be more useful since there's less enemies with Armor?

#15
CarpeJugulum

CarpeJugulum
  • Members
  • 190 messages
 I haven't actually played with it yet (EU PS3 <_<) but having had a look at the evolutions is there any merit to taking recharge speed over damage and force at level 4? My reasoning is that the combo damage is your main damage output (at least thats what I got, correct me if I'm wrong) and this isn't affected by which evolution you take. So recharge speed would allow you to combo more often.

Like I said, I haven't actually played with it, so I'm just throwing ideas out there.

Edit: read again and I see staggering enemies is important. So I assume the force upgrade is more important than the (fairly small) boost to recharge speed.

Modifié par CarpeJugulum, 10 octobre 2012 - 07:58 .


#16
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages
Video coming soon.

#17
darkpassenger2342

darkpassenger2342
  • Members
  • 6 944 messages

RiouHotaru wrote...

I realize you skipped Cryo Blast in favor of Fire Explosions, but against enemies like the Reapers or Collectors, wouldn't a Cryo Explosion potentially be more useful since there's less enemies with Armor?

 
it would be much better if it didnt share a cooldown with havok strike..
for people who plan to stay moving, cryo blast would only hinder you ( i dont hate cryo blast, i max it on my human infiltrator for a debuff, who i use often lately) i just dont think it fits this guy greatly, personally.

#18
gonchan

gonchan
  • Members
  • 127 messages
what i normally do is the strike attack the hevy meely

#19
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages

CarpeJugulum wrote...

 I haven't actually played with it yet (EU PS3 <_<) but having had a look at the evolutions is there any merit to taking recharge speed over damage and force at level 4? My reasoning is that the combo damage is your main damage output (at least thats what I got, correct me if I'm wrong) and this isn't affected by which evolution you take. So recharge speed would allow you to combo more often.

Like I said, I haven't actually played with it, so I'm just throwing ideas out there.

Edit: read again and I see staggering enemies is important. So I assume the force upgrade is more important than the (fairly small) boost to recharge speed.


You can take recharge speed. It's not a bad choice but I prefer having the extra damage to knock some targets back and further.

#20
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages
OK, I just got some bull**** where I got disconnected mid match while recording.

#21
RiouHotaru

RiouHotaru
  • Members
  • 4 059 messages

darkpassenger2342 wrote...

it would be much better if it didnt share a cooldown with havok strike..
for people who plan to stay moving, cryo blast would only hinder you ( i dont hate cryo blast, i max it on my human infiltrator for a debuff, who i use often lately) i just dont think it fits this guy greatly, personally.


Point.  I guess if you did, like I plan to, take Cryo Blast, I'd blast something, wait for it to freeze, and then Havoc Strike.  I'd have to be far pickier with my targets, too.  Probably not nearly as potent damage-wise.

#22
darkpassenger2342

darkpassenger2342
  • Members
  • 6 944 messages

RiouHotaru wrote...

darkpassenger2342 wrote...

it would be much better if it didnt share a cooldown with havok strike..
for people who plan to stay moving, cryo blast would only hinder you ( i dont hate cryo blast, i max it on my human infiltrator for a debuff, who i use often lately) i just dont think it fits this guy greatly, personally.


Point.  I guess if you did, like I plan to, take Cryo Blast, I'd blast something, wait for it to freeze, and then Havoc Strike.  I'd have to be far pickier with my targets, too.  Probably not nearly as potent damage-wise.


6/6/6/4/4 is always an option if you want all 3 powers...
 the debuffs on cryo blast are really good, but only if you max it.. im sure you know..
 you can definitely make it work youll just lose some weapon damage and shields, which is never a big deal and be compensated for, but youll have to share your cooldown. a fair tradeoff for a less aggresive playstyle.

Modifié par darkpassenger2342, 10 octobre 2012 - 08:08 .


#23
TheKillerAngel

TheKillerAngel
  • Members
  • 3 608 messages

RiouHotaru wrote...

I realize you skipped Cryo Blast in favor of Fire Explosions, but against enemies like the Reapers or Collectors, wouldn't a Cryo Explosion potentially be more useful since there's less enemies with Armor?


Reapers actually have lots of enemies with armor. After the early waves, unit compositions consists primarily of Marauders, Brutes, Ravagers, and Banshees. Cryo explosions are only effective against unprotected marauders, cannibals, and husks. Against collectors, many enemies come with barrier protection.

#24
Sjrv

Sjrv
  • Members
  • 293 messages
Since cryo explosions don't require a killing blow anymore, maybe it could be an option to go Cryo Blast - Charge?

#25
RiouHotaru

RiouHotaru
  • Members
  • 4 059 messages

TheKillerAngel wrote...

Reapers actually have lots of enemies with armor. After the early waves, unit compositions consists primarily of Marauders, Brutes, Ravagers, and Banshees. Cryo explosions are only effective against unprotected marauders, cannibals, and husks. Against collectors, many enemies come with barrier protection.


A Cryo Explosion still chills though, yes?  Not that I'm refuting your point, just asking a question.