Volus Engineer Build?
#1
Posté 10 octobre 2012 - 01:38
#2
Posté 10 octobre 2012 - 01:40
..its a work in progress.
Just dont forget about the free tactical cloak lol.
#3
Posté 10 octobre 2012 - 01:42
RM: (4) Radius, (5) Damage, (6) Invasive scan
Shieldboost: (4) Radius, (5) Recharge speed, (6) DR
Passives: (4) Power damage and Weight, (5) Power damage
Fitness: (4) Health and Shields
I use a Hurricane with stability mod and the scope atm*, but I can't really decide which gun to take.
*The reason for these mods is simple: Lay down a Recon Mine, cast PM from a distance and then shoot the highlighted and stunned enemies' heads. I like to add an ammo type with piercing, drill rounds seem to be quite good for that. They won't even know what hit them.
Nanostronghold wrote...
Just dont forget about the free tactical cloak lol.
Has anybody tested what it actually does yet?
Modifié par spudspot, 10 octobre 2012 - 01:46 .
#4
Posté 10 octobre 2012 - 01:43
#5
Posté 10 octobre 2012 - 01:49
Recon - Radius/Recharge/Debuff - Recharge lets you detonate more often, catch more enemies in its explosion/slow/debuff and reduces the time for you to return to shield boosting after throwing it out. The radius + slow combination lets you catch more enemies in your field, and the slow makes them bunch up together so you get more when you detonate it.
Prox - Impact Radius/Damage debuff - Self explanatory, last level is not really needed. Always drop these in the middle of your recon mine for the double debuff and spam it as a weapon unless shield boosting is needed. Drop this at an enemies feet and aim for their head and no mook level enemy is a threat.
Shield boost - Radius/Recharge/Damage Reduction - Makes your team basically invincible while you're around. The radius means you don't have to exit soft cover as often and the damage reduction is essential against some enemies. Spam it near a krogan for huge laughs and alwas drop it after a revive so your team is right back in the action. Games start off with people being suspicious of you, but 2-3 rounds in and you're the little guy they all revive first.
Volus training - Power Damage/Shield boost buff - Maxes the volus carrying capacity (30 cap no matter how far you go), increases the damage of your recon and prox and makes your shield regen ability stronger to make up for the radius/recharge choices in its own tree. (Much more effective way to increase shield boost ability than choosing its own tree options).
Fitness - Durability - No point taking 5 unless you go 6 since 15% shield delay time is useless on this character. I always use a stronghold package with this class just to take away some squishiness so your shields should be reasonably high anyway.
This gives you a fully specced shield buff and scout mine, lets you debuff and stun enemies with the proximity mine for a maximum possible 45% extra damage taken, maxes your carrying capacity and gives a little fitness too.
Drop your Recon mine in a good place, put a prox right in the middle and watch things melt.
I can't see any other build matching it.
Modifié par Cheesylover, 10 octobre 2012 - 01:55 .
#6
Posté 10 octobre 2012 - 01:54
#7
Posté 10 octobre 2012 - 02:03
Cheesylover wrote...
6/5/6/5/4
Recon - Radius/Recharge/Debuff - Recharge lets you detonate more often, catch more enemies in its explosion/slow/debuff and reduces the time for you to return to shield boosting after throwing it out. The radius + slow combination lets you catch more enemies in your field, and the slow makes them bunch up together so you get more when you detonate it.
Prox - Impact Radius/Damage debuff - Self explanatory, last level is not really needed. Always drop these in the middle of your recon mine for the double debuff and spam it as a weapon unless shield boosting is needed. Drop this at an enemies feet and aim for their head and no mook level enemy is a threat.
Shield boost - Radius/Recharge/Damage Reduction - Makes your team basically invincible while you're around. The radius means you don't have to exit soft cover as often and the damage reduction is essential against some enemies. Spam it near a krogan for huge laughs and alwas drop it after a revive so your team is right back in the action. Games start off with people being suspicious of you, but 2-3 rounds in and you're the little guy they all revive first.
Volus training - Power Damage/Shield boost buff - Maxes the volus carrying capacity (30 cap no matter how far you go), increases the damage of your recon and prox and makes your shield regen ability stronger to make up for the radius/recharge choices in its own tree. (Much more effective way to increase shield boost ability than choosing its own tree options).
Fitness - Durability - No point taking 5 unless you go 6 since 15% shield delay time is useless on this character. I always use a stronghold package with this class just to take away some squishiness so your shields should be reasonably high anyway.
This gives you a fully specced shield buff and scout mine, lets you debuff and stun enemies with the proximity mine for a maximum possible 45% extra damage taken, maxes your carrying capacity and gives a little fitness too.
Drop your Recon mine in a good place, put a prox right in the middle and watch things melt.
I can't see any other build matching it.
Weapon(s)?
#8
Posté 10 octobre 2012 - 03:05
I run the same build and use a mattock. Hits hard and is light enough.xBl4ck0p5x wrote...
Cheesylover wrote...
6/5/6/5/4
Recon - Radius/Recharge/Debuff - Recharge lets you detonate more often, catch more enemies in its explosion/slow/debuff and reduces the time for you to return to shield boosting after throwing it out. The radius + slow combination lets you catch more enemies in your field, and the slow makes them bunch up together so you get more when you detonate it.
Prox - Impact Radius/Damage debuff - Self explanatory, last level is not really needed. Always drop these in the middle of your recon mine for the double debuff and spam it as a weapon unless shield boosting is needed. Drop this at an enemies feet and aim for their head and no mook level enemy is a threat.
Shield boost - Radius/Recharge/Damage Reduction - Makes your team basically invincible while you're around. The radius means you don't have to exit soft cover as often and the damage reduction is essential against some enemies. Spam it near a krogan for huge laughs and alwas drop it after a revive so your team is right back in the action. Games start off with people being suspicious of you, but 2-3 rounds in and you're the little guy they all revive first.
Volus training - Power Damage/Shield boost buff - Maxes the volus carrying capacity (30 cap no matter how far you go), increases the damage of your recon and prox and makes your shield regen ability stronger to make up for the radius/recharge choices in its own tree. (Much more effective way to increase shield boost ability than choosing its own tree options).
Fitness - Durability - No point taking 5 unless you go 6 since 15% shield delay time is useless on this character. I always use a stronghold package with this class just to take away some squishiness so your shields should be reasonably high anyway.
This gives you a fully specced shield buff and scout mine, lets you debuff and stun enemies with the proximity mine for a maximum possible 45% extra damage taken, maxes your carrying capacity and gives a little fitness too.
Drop your Recon mine in a good place, put a prox right in the middle and watch things melt.
I can't see any other build matching it.
Weapon(s)?
#9
Posté 10 octobre 2012 - 03:06
xBl4ck0p5x wrote...
Cheesylover wrote...
6/5/6/5/4
Recon - Radius/Recharge/Debuff - Recharge lets you detonate more often, catch more enemies in its explosion/slow/debuff and reduces the time for you to return to shield boosting after throwing it out. The radius + slow combination lets you catch more enemies in your field, and the slow makes them bunch up together so you get more when you detonate it.
Prox - Impact Radius/Damage debuff - Self explanatory, last level is not really needed. Always drop these in the middle of your recon mine for the double debuff and spam it as a weapon unless shield boosting is needed. Drop this at an enemies feet and aim for their head and no mook level enemy is a threat.
Shield boost - Radius/Recharge/Damage Reduction - Makes your team basically invincible while you're around. The radius means you don't have to exit soft cover as often and the damage reduction is essential against some enemies. Spam it near a krogan for huge laughs and alwas drop it after a revive so your team is right back in the action. Games start off with people being suspicious of you, but 2-3 rounds in and you're the little guy they all revive first.
Volus training - Power Damage/Shield boost buff - Maxes the volus carrying capacity (30 cap no matter how far you go), increases the damage of your recon and prox and makes your shield regen ability stronger to make up for the radius/recharge choices in its own tree. (Much more effective way to increase shield boost ability than choosing its own tree options).
Fitness - Durability - No point taking 5 unless you go 6 since 15% shield delay time is useless on this character. I always use a stronghold package with this class just to take away some squishiness so your shields should be reasonably high anyway.
This gives you a fully specced shield buff and scout mine, lets you debuff and stun enemies with the proximity mine for a maximum possible 45% extra damage taken, maxes your carrying capacity and gives a little fitness too.
Drop your Recon mine in a good place, put a prox right in the middle and watch things melt.
I can't see any other build matching it.
Weapon(s)?
Any smg and pistol combination. I tend to go with a hurricane + a scoped carnifex, but I've done well with the locust also as you can get decent headshots while they're stunned from your prox mine. The main thing is make sure you keep 200% cooldown so you can keep the shield going.
If you find yourself swamped, hit light melee to cloak, detonate your prox mine and set up another little zone of death around the corner.
Modifié par Cheesylover, 10 octobre 2012 - 03:07 .
#10
Posté 10 octobre 2012 - 03:12
This. He needs all of his abilities. Thankfully, proxy mine is generous enough to not need rank 6 to be awesome, which allows for some points to be allocated to shore up his health. Weapon damage isn't a huge concern either, as long as you've got something relatively light so you can just spam the shield recharge.Cheesylover wrote...
6/5/6/5/4
Recon - Radius/Recharge/Debuff - Recharge lets you detonate more often, catch more enemies in its explosion/slow/debuff and reduces the time for you to return to shield boosting after throwing it out. The radius + slow combination lets you catch more enemies in your field, and the slow makes them bunch up together so you get more when you detonate it.
Prox - Impact Radius/Damage debuff - Self explanatory, last level is not really needed. Always drop these in the middle of your recon mine for the double debuff and spam it as a weapon unless shield boosting is needed. Drop this at an enemies feet and aim for their head and no mook level enemy is a threat.
Shield boost - Radius/Recharge/Damage Reduction - Makes your team basically invincible while you're around. The radius means you don't have to exit soft cover as often and the damage reduction is essential against some enemies. Spam it near a krogan for huge laughs and alwas drop it after a revive so your team is right back in the action. Games start off with people being suspicious of you, but 2-3 rounds in and you're the little guy they all revive first.
Volus training - Power Damage/Shield boost buff - Maxes the volus carrying capacity (30 cap no matter how far you go), increases the damage of your recon and prox and makes your shield regen ability stronger to make up for the radius/recharge choices in its own tree. (Much more effective way to increase shield boost ability than choosing its own tree options).
Fitness - Durability - No point taking 5 unless you go 6 since 15% shield delay time is useless on this character. I always use a stronghold package with this class just to take away some squishiness so your shields should be reasonably high anyway.
This gives you a fully specced shield buff and scout mine, lets you debuff and stun enemies with the proximity mine for a maximum possible 45% extra damage taken, maxes your carrying capacity and gives a little fitness too.
Drop your Recon mine in a good place, put a prox right in the middle and watch things melt.
I can't see any other build matching it.
Personally, for weapons, I'm enjoying hornet w/ stability+damage mod and talon + armor piercing and barrell. Gives the ability to support at any range while not gibbing his recharge. But, as mentioned, any smg/pistol combo can work, such as aforementioned hurricane + carnifex. Mainly just have something that handles short range and long range and you're golden.
Modifié par seireikhaan, 10 octobre 2012 - 03:14 .
#11
Posté 10 octobre 2012 - 03:14
Cheesylover wrote...
6/5/6/5/4
~build snip~
This is what I use exactly. I haven't played it a ton so far but it's been great so far. I run with ULM modded Scorpion and Tempest, keeps cooldowns reasonable and lets you augment the staggering effect of your mines with plentiful grenades.
#12
Posté 10 octobre 2012 - 03:18
#13
Posté 10 octobre 2012 - 03:19
#14
Guest_Flies_by_Handles_*
Posté 10 octobre 2012 - 03:21
Guest_Flies_by_Handles_*
At the moment I'm trying out the Indra x and Acolyte X. I can strip away shields and use the Indra for longer distanced shots as I follow my teammates around like a short and fat guardian angel.
This character has a lot of potential. It's fun to just quickly cloak and drop a recon mine into a group of enemies.
Modifié par Flies_by_Handles, 10 octobre 2012 - 03:23 .
#15
Posté 10 octobre 2012 - 03:25
I figured 50% damage buff on proxy would be a bit better than 15% to all... Still unsure about this
For weapons I've tried the talon or paladin with ULM for 199% with some success. Also the scorpion was very good. Hurricane to some extent was good but i really wanted to stay in the back. I want to use only pistols or smgs cause anything else looks funky. To be honest most my kills are dat recon mine lol.
Played a lot of golf duo with my friend and always got wave 10 money lol, few extractions. We would just start getting overwhelmed and i'd explode everything and we'd run to a new hold. Very exciting! Tried against all 4 races.
Blogit!
#16
Posté 10 octobre 2012 - 06:47
#17
Posté 12 octobre 2012 - 06:13
#18
Posté 12 octobre 2012 - 06:17
#19
Posté 12 octobre 2012 - 06:25
The Recon Mine helps to scan to see where enemy spawn points are. If you happen to get lucky and guess right then shoot a proxy mine into the fray and debuff them by 20% and then BOOM them with the Recon for a double whammy. More then likely you'll wipe the entire spawn point of low level mooks and weaken bosses and mid-tiers significantly. Helping your teammates and yourself mop up what's left.
Modifié par Hyperglide, 12 octobre 2012 - 06:25 .
#20
Posté 12 octobre 2012 - 06:26
#21
Posté 12 octobre 2012 - 06:32
spudspot wrote...
PM: (4) Radius, (5) Damage taken
RM: (4) Radius, (5) Damage, (6) Invasive scan
Shieldboost: (4) Radius, (5) Recharge speed, (6) DR
Passives: (4) Power damage and Weight, (5) Power damage
Fitness: (4) Health and Shields
I use a Hurricane with stability mod and the scope atm*, but I can't really decide which gun to take.
*The reason for these mods is simple: Lay down a Recon Mine, cast PM from a distance and then shoot the highlighted and stunned enemies' heads. I like to add an ammo type with piercing, drill rounds seem to be quite good for that. They won't even know what hit them.Nanostronghold wrote...
Just dont forget about the free tactical cloak lol.
Has anybody tested what it actually does yet?
That's my build to a T. Also I didn't know what weapon to take until I took the Mattock. The Mattock has been and will always be my fave AR. It's perfect for the Volus as it keeps the cooldowns pretty low and he can land headshots with it easier then a full Automatic AR I find. I was getting a lot of AR kills with the Mattock in Silver PUG's. Have you tried the Mattock yet? It's great for killing mooks weakened by your mines and teammates.
#22
Posté 12 octobre 2012 - 06:32
as for weapons, I take a scorpion to complement all the mines and a locust for bosses. take cryo ammo and literally stagger/chill all troops with PM, shoot ur scorpion, and for the remaing scum explode ur recon mine, and walk away like a true engineering god
#23
Posté 12 octobre 2012 - 06:43
Recon Mine - Radius/Damage/Invasive Scan
I currently have it specced for armor damage, but I'm going to change that after I respec it.
Proxy Mine - Radius/Damage Taken
Self explanatory.
Shield Boost - Shields/Recharge/Protection
The extra radius is not needed I've found since I've never had trouble getting teammates without it. Recharge speed is nice for spamming when necessary to keep putting our shield gates back up. And Protection because DR is amazing.
Passives - Capacity/Power Damage
I thought about the Shield Boost buff for evo 5, but restoring the gates is more important than the shield number - and it's not worth the damage you lose for Recon Mines.
Fitness - Durability
The Acolyte is amazing at taking down shields and barriers, and I think synergizes well with the build.
#24
Posté 12 octobre 2012 - 06:45
Then I do 4 for shield boost 4 for Volus training and 6 in fitness because you need every last point of HP you can get if you are going to play anything higher than bronze
Gun - Canifex with a scope and barrel. You don't ever want to get close to the enemy.
Modifié par donnyrides, 12 octobre 2012 - 06:47 .
#25
Posté 12 octobre 2012 - 06:55
6/5/6/5/4
R.Mine- Radius, Damage,Scan
P.Mine- Radius, Debuff
S.Boost-Shield, Recharge, Protection
Hornet + Acolyte = 180% CD





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