Character Guide Library - Updated With Reckoning Kits.
#26
Posté 25 octobre 2012 - 09:41
N7 Fury Glass Cannon build.
Annihilation Field: Impact/DamageTaken/Drain
Greater radius for safer explosions
Damage taken > movement speed bonus because idk, personal preference
Drain because you need that to refill your shields in case you screw up.
Dark Channel: Damage/Slow/Pierce
Damage because it's really useful and powerful against armored/barriered targets. 30 seconds is enough
Slow because the difference between cooldowns using this build is 2.22 seconds vs 2.46 (BIG DEAL)
Pierce because it's awesome against armored/barriered targets. More on this later.
Throw: Radius/Detonate/Force and Damage
Radius: Chance to hit two unshielded targets provides a good crowd control.
Detonate: Self-explainatory
Force and Damage: Cooldown is pretty low by itself, no need to decrease it.
N7 Fury - All Power damage
Fitness: 3 ranks.
Gear,Equipment and stuff.
Ideal Gear: Adaptive War Amp / Commando Package
Consumables: Cryo ammo (cc) / Cyclonic Modulator or Adrenaline Module / Pistol Amp (not that useful)
Strategy: Run, prime with AF, detonate with throw. Dark Channel + Throw on barriered/armored targets or simply dark channel + walk away, it strips their defenses quickly while you prime and detonate lesser mooks.
Stay in movement but move wisely, don't run into spawns unless you're sure that you can nuke it on your own. Stagger foes with the scorpion first, while they're staggered run among them and detonate the AF with throw.
#27
Posté 25 octobre 2012 - 09:41
Jay_Hoxtatron wrote...
Here's the build I use at the moment for the Drell Adept
Equip this drell with a powerful pistol (Like the Talon) or a SMG like the Hurricane, or even a Harrier if you have it.
6 in reave goes without saying, Reave ALL the Things! You'll get 40% DR if you use it against Organics, so pretty much anything except Geth.
3 in pull. I mainly use Pull as a CC ability. Being able to lift an unshielded enemy can be useful if you don't want to use a grenade for a single trooper, or even a bunch of troopers.
It usually makes shielded troopers stop firing, lift unshielded enemies and can also be used as a primer.
Use Reave to detonate.
6 in Cluster Grenades, obviously. The Area Reave+Cluster Nades with Shrapnel combo is devastating on pretty much anything.
Use Incendiary Ammo for even more lulz with fire explosions+biotic explosions.
Passive is specced for Power damage mainly to go with Cluster Grenades. Use the Power amps consummables for even more Boom.
Maxed fitness for the bonus in speed. Having that speed bonus is insanely useful to get to ammoboxes first and steal ALL the grenades!
Obviously this is the build I use and have success with, it might not work with everyone. Have fun!
PS : alternatively, if you don't find much use for rank 6 in fitness, you can ditch the rank 5 shield recharge, take rank 4 radius in Pull (Even better CC), and go weapon damage on the last rank of your passive.
I run the same build! I pass on power amps and go for adrenaline mod to get to the next spawn quicker.
#28
Posté 25 octobre 2012 - 09:45
Slimjim0725 wrote...
I run the same build! I pass on power amps and go for adrenaline mod to get to the next spawn quicker.
/Drell brofist
#29
Posté 25 octobre 2012 - 09:59
good but should NEVER skip his rank 6 fitness. one is for shields but the bigger reason is of course the speed bonus. and I still run adrenaline mod on him.Jay_Hoxtatron wrote...
Here's the build I use at the moment for the Drell Adept
Equip this drell with a powerful pistol (Like the Talon) or a SMG like the Hurricane, or even a Harrier if you have it.
6 in reave goes without saying, Reave ALL the Things! You'll get 40% DR if you use it against Organics, so pretty much anything except Geth.
3 in pull. I mainly use Pull as a CC ability. Being able to lift an unshielded enemy can be useful if you don't want to use a grenade for a single trooper, or even a bunch of troopers.
It usually makes shielded troopers stop firing, lift unshielded enemies and can also be used as a primer.
Use Reave to detonate.
6 in Cluster Grenades, obviously. The Area Reave+Cluster Nades with Shrapnel combo is devastating on pretty much anything.
Use Incendiary Ammo for even more lulz with fire explosions+biotic explosions.
Passive is specced for Power damage mainly to go with Cluster Grenades. Use the Power amps consummables for even more Boom.
Maxed fitness for the bonus in speed. Having that speed bonus is insanely useful to get to ammoboxes first and steal ALL the grenades!
Obviously this is the build I use and have success with, it might not work with everyone. Have fun!
PS : alternatively, if you don't find much use for rank 6 in fitness, you can ditch the rank 5 shield recharge, take rank 4 radius in Pull (Even better CC), and go weapon damage on the last rank of your passive.
you do not need more power evo for him (rank 5 trainings)
it doesnt happen much where you need to toss out the nades without priming the enemies with reave first. maybe once every 2 matches?
even if the situation calls for, it's a difference between 100 damage. better to use those points and make an area pull. or skipping pull altogether -- however I find it useful on this character from time to time.
and falcon is a must. the training tree's main purpose for me is to equip the falcon.
http://narida.pytalh...9@0PE@CD4C4@0@0
#30
Posté 25 octobre 2012 - 10:05
Asari Justicar Tank(I think there was another thread on this build, but whatever)
6/6/0/6/6
Biotic Sphere - Shield Regeneration, Damage Reduction, Allied Protection
Reave - Radius, Damage Reduction, Damage & Duration
Asari Justicar - Damage & Capacity, Headshots, Weapon Damage
Fitness - All shields
Gear: Stronghold Package, Multicapacitor, Responder Loadout
Shield Power Cells III is a big help to this build as well(or a Cyclonic Modulator III) for equipment.
Weapon: I favour my Harrier for some damage output. Falcon would be best for survivability since it has the stagger. I try to run a bit lighter in case I get another Biotic for detonations and so I can recast Biotic Sphere/Reave as needed for DR.
Style
The basic idea of this build is to maximize your shield regeneration. If you're using equipment that's a 82-85% reduction in the delay before shields begin to regenerate, and with the dual DR from Reave + Bubble you've got 2475 effective barriers, plus one of the best dodges in the game. This build is for people who want a different style of tank. It is not the Krogan Vanguard and it is harder to play, but it can be very effective once you get it down.
The main thing to remember is barrier management. You need to take somewhat regular breaks to get your barriers back up, which requires ducking into soft cover for about a second(little bit more if you aren't using Shield Power Cells). You can take a lot of heat, but you can't actually regenerate in-combat.
In order to minimize damage taken you can do a few things. The obvious ones are to keep Reave up at all times and stay inside the bubble as much as you can, recasting the bubble as needed for mobility. Carrying a weapon that can stagger such as the Falcon helps a great deal as well at the cost of damage output. Also worth noting is that Biotic Sphere has a force component, which means it's an AoE stagger on lighter units. Remember that even though it costs you Barriers you have one of the best dodges in the game. Use it to get out of the way of rockets, CQC enemies, and to duck into soft cover when needed. I wouldn't recommend using heavy melee. A well timed light melee can stagger lighter units on occasion but that doesn't see a ton of use, either.
Pros: Mobility makes you less vulnerable to sync kill units, and Biotic Sphere is a great buffing ability for your teammates, especially on hacking circles, you have Reave which is the best BE primer in the game.
Cons: No in-combat regeneration can hurt sometimes, and you aren't quite as tough as the Krogan Vanguard is. Can be kind of tricky to play.
If you have a Volus in the group, then you basically don't ever die.
I'll post more later, after I've gotten my usual 2-3 hours of sleep.
#31
Posté 25 octobre 2012 - 10:26
#32
Posté 25 octobre 2012 - 11:06
*note* no snobbishness intended, just lazy
*edit wierd auto spacing*
Modifié par Cthulu_Cuddler, 25 octobre 2012 - 11:08 .
#34
Posté 25 octobre 2012 - 11:54
#35
Posté 25 octobre 2012 - 06:23
#36
Guest_Air Quotes_*
Posté 25 octobre 2012 - 07:51
Guest_Air Quotes_*
#37
Posté 26 octobre 2012 - 04:28
#38
Posté 26 octobre 2012 - 04:32
#40
Posté 26 octobre 2012 - 08:01
This build utilizes one of the game's fastest detonator, Concussive Shot, to set-off your own tech-burst around every 1.5 seconds. Priming involves using the Krysae w/ Disruptor Ammo.
First the build.
6/6/0/6/6
Adrenaline Rush - Damage, Melee Damage, Shield Boost
Concussive Shot - Radius, Recharge Speed, Shredder (helpful to see cloaked Phantoms)
Alliance Training - Weapon Damage, Power Damage, Weapon Damage
Fitness - All shields.
Weapon: Krysae Sniper Rifle (EB and extra-magazine mods), (GPSMG as a secondary with ULM and AP mod)
Consumables: Disruptor Ammo (essential for the Tech Bursts), Sniper Rifle Amps, Cyclonic Modulators (optional, you can go with any mod except Power Efficiency which I will get into later)
Gear: Anything to boost shields if you feel you need the extra toughness, or anything to boost weapon damage if otherwise.
Why Concussive Shot?
As I said before, it's one of the fastest detonator in the game. Unlike Frag Grenades, you can spam it all day, all night. It hits fast and hard, dealing substantial damage and stagger/knock-down to organic mob enemies. It is also the perfect reload-cancel power for the Krysae. I will get into that under the Krysae/Concussive Shot Synergy.
Why the Krysae?
Krysae is one of the best AOE stagger weapons and ammo-primer out there. This means you can stagger-lock and prime a group of enemies, such as a mob of Dragoons and Phantoms, at the same time. Yes, you can do this with the Falcon, but the Krysae is superior for a couple of reasons.
1) It does significantly more damage, especially vs armor with the 1.5X modifier.
2) It ALWAYS primes the targets for tech bursts. For some reason, the Falcon is rather inconsistent in priming for tech bursts when compared to the Krysae. The Scorpion also always primes targets for tech bursts, but it is much easier to prime with the Krysae.
Lastly, the Falcon just doesn't have the same synergy with Concussive Shot as the Krysae does.
Krysae/Concussive Shot Synergy (aka how to use this build):
By themselves, the Krysae is an ok gun and the Concussive Shot is a mediocre power. Together, however, they become a beastly pair. They each cover the other's weaknesses while optimizing their strengths.
The Krysae Sniper rifle deals good damage per round, but has a slow RoF and reload speed. So what do you do when you are waiting to shoot off the next Krysae round? You fire off a Concussive Shot. But Concussive Shot deals so little damage! Not to worry, for the first Krysae round has already set-up a tech burst for Concussive Shot to detonate. Now you're ready to shoot your second Krysae round. Due to weight of the Krysae on this Human Soldier build, by the time you fired off the second Krysae round, the CD has just finished for Concussive Shot to detonate a second tech burst. Repeat for the third and last Krysae round. Note that this whole time, you have been firing the Krysae at its maximum RoF.
Once you detonated your third Tech Burst, you'd have to reload. You can get around the long reload animation by reload-canceling with Concussive Shot. Again the weight of the Krysae makes it so that the exact moment you hear the sound of the thermal clip being inserted in, the CD from the third Concussive Shot is finished and, you are able to fire off another CS then immediately fire the first Krysae round. Your Tech Burst chain continues. (Using Power Efficiency consumable may actually mess up the timing for the reload cancel by allowing you to fire CS before the gun reloads.)
The following illustrates the pattern more concisely:
Krysae round > Concussive Shot (1st Tech Burst) > Krysae round > Concussive Shot (2nd Tech Burst) > Krysae round > Concussive Shot (3rd Tech Burst) > Reload Animation Starts > Concussive Shot (Reload cancel) > Repeat Cycle
Miscellaneous:
This build has excellent CC and is extremely effective against Cerberus and Geth. Phantoms die in two Krysae/Concussive rounds, and Tech Bursts decimates the Geth rush.
Reapers and Collectors give this build a little trouble due to the large number of high-armor bosses, but it is still doable.
Use Adrenaline Rush to keep yourself alive or deal with the high-armor bosses.
I'll add more later if I think I missed anything.
Modifié par Arctican, 26 octobre 2012 - 07:38 .
#41
Posté 26 octobre 2012 - 08:14
URL:
If you decide to include me, thanks
#42
Posté 26 octobre 2012 - 08:15
Asari Vanguard build. Gear/Equipment provided. If you're using AP ammo, you can swap out the shredder for a high-calibre barrel. Otherwise, warp ammo.
Charge -> shoot. Or Charge -> backdash -> shoot. Make full use of her evasive dodges, they're one of the best in the game. Charge everything. And I do mean everything, she can handle it. If it's a cluster of bosses and minibosses surrounded by plenty of mooks, toss in a few lift nades first to soften them up. Lift nades with this setup will kill lieutenants in 2 nades, mooks with 1.
Most importantly: MEDIGEL RELOAD CANCEL.
This is easily one of the most hilariously OP setups in the game.
Modifié par SavagelyEpic, 26 octobre 2012 - 08:17 .
#43
Posté 26 octobre 2012 - 08:50
Taking a break on the guides for at least the rest of the night. May be willing to do more later on though if needed or people are really enjoying them.
#44
Posté 26 octobre 2012 - 04:00
#45
Posté 26 octobre 2012 - 04:05
#46
Posté 26 octobre 2012 - 04:06
#47
Posté 26 octobre 2012 - 04:09
6/6/6/5/3
Energy Drain - Damage, Drain, Armor Boost
Incinerate - Damage, Burning Damage, Freeze Combo
Snap Freeze - Reach, Cryo Explosion, Tech Combo
N7 Paladin - Power Damage and Capacity, Power Damage
Fitness - First 3
Link to build here.
This guy is the king of elemental explosions. With this build, you not only get great survivability with Energy Drain, but it also detonates the explosions (on synthetic targets) and primes for tech bursts. With each detonation, the previous power used is the new primer for the next explosion.
Snap Freeze -> Incinerate (Cryo Explosion -> Energy Drain (fire explosion on shielded enemy or synthetic target).
Equip with Engineering Kit V and a lightweight weapon for 200% cooldown, such as a Talon X (if you have it) or a Hurricane, and have at it. The weapons are mainly used for suppressing fire. This character laughs at Geth.
Also, the infamous Turian Ghost:
6/6/6/6/0
Tactical Cloak - Damage, Melee Damage, AR Damage
Overload - Chain Overload, Neural Shock, Shield Overload
Stim Pack - Shields, Duration, Shields
Armiger Legion - Weapon Damage/Stability, Headshots, Weapon Damage/Stability
Fitness - 0
Build here.
Equip a Harrier with Extended Barrel + Piercing Mod and Incendiary Ammo along with Warfighter Package V and kill all the things. Use Stim packs for survival when your shields go down.
Modifié par X M3TH0D1C4L X, 26 octobre 2012 - 04:23 .
#48
Posté 26 octobre 2012 - 04:23
#49
Posté 26 octobre 2012 - 04:26
N7 Shadow 3-Shot Bomber Build (video)
FQI Sticky Bumrush Build (video)
Salarian Engineer Beasthunter (video)
N7 Paladin (humblebrag video from back when people didn't get him) I believe build is in youtube description.
Modifié par synapsefire, 26 octobre 2012 - 04:27 .
#50
Posté 26 octobre 2012 - 04:35
I'll be saving this one for sure. Thanks to all the contributors





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