Character Guide Library - Updated With Reckoning Kits.
#176
Posté 22 février 2013 - 08:02
#177
Posté 22 février 2013 - 01:19
#178
Posté 26 février 2013 - 07:49
#179
Posté 26 février 2013 - 07:53
NyxStele wrote...
Come on new Reckoning character guides!
#180
Posté 27 février 2013 - 02:48
#181
Posté 28 février 2013 - 02:47
#182
Posté 28 février 2013 - 02:50
I really want to see Awakened Collector and Cabal guides!
#183
Posté 28 février 2013 - 03:29
narida.pytalhost.com/me3/classes/#Infiltrator/Geth/IORLD/NPiranha10AO5AP5////ShotgunAmp5/
GI Piranha Speedrun build (better Hunter Mode):
narida.pytalhost.com/me3/classes/#Infiltrator/Geth/IOQLD/NPiranha10AO5AP5//ShotgunRailAmp3/CyclonicModulator4/ShotgunAmp5/
Shadow melee build (owesome pyro/dragoon oneshotting):
narida.pytalhost.com/me3/classes/#Infiltrator/NShadow/MDKOG/ReegarCarbine10AL5AO5//StrengthEnhancer3/PowerAmplifierModule3/JuggernautShield4/
Drell Assasin sniper build:
narida.pytalhost.com/me3/classes/#Infiltrator/DrellAssassin/PMRNA/BlackWidow10AQ5AR5//SniperRifleRailAmp3/PowerEfficiencyModule4/OperativePackage5/
Standard Kroguard build:
narida.pytalhost.com/me3/classes/#Vanguard/KroganBattlemaster/PAPPR/ReegarCarbine10AL5AO5//ShotgunRailAmp2/CyclonicModulator3/StrongholdPackage5/
Kroguard melee build:
narida.pytalhost.com/me3/classes/#Vanguard/KroganBattlemaster/RARPK/GethPulseRifle10BD5AF5//StrengthEnhancer3/PowerAmplifierModule3/HydraulicJoints5/
GI Sniper build:
narida.pytalhost.com/me3/classes/#Infiltrator/Geth/PMRNA/BlackWidow3AR5AT5//SniperRifleRailAmp3/PowerEfficiencyModule3/SniperRifleAmp5/
AJA Offensive bubble build:
narida.pytalhost.com/me3/classes/#Adept/AsariJusticar/RLDOJ/CerberusHarrier6AD5AE5//AssaultRifleRailAmp3/CyclonicModulator4/AdaptiveWarAmp5/
Volus engineer debuffer build:
narida.pytalhost.com/me3/classes/#Engineer/Volus/PPRAR/Falcon10AE5AD5//AssaultRifleRailAmp3/CyclonicModulator4/OmniCapacitors5/
I havent updated some of those in a while so inaccuracies (in equipment mostly) are to be expected!
#184
Posté 28 février 2013 - 03:37
there is one for collector alreadyX-Frame wrote...
Micah had a Juggernaut guide made yesterday, that is the only one I have seen so far.
I really want to see Awakened Collector and Cabal guides!
#185
Posté 01 mars 2013 - 09:19
Hey Crimson here's my first impression on the cabal vanguard as a power or melee based character which will be updated as I get more play time and submissions from readers
Cheers
andy
Modifié par Andyruler10, 01 mars 2013 - 09:23 .
#186
Posté 01 mars 2013 - 10:19
#187
Posté 02 mars 2013 - 01:01
#188
Posté 02 mars 2013 - 02:47
Heres one. Repair matrix evo 4 is a matter of preference (either way is good) and evo 6 lasting matrix is missing description in the website im afraid. No need for snap freeze. Piranha is indeed the go to weapon. Wraith is a good choice also. narida.pytalhost.com/me3/classes/#Infiltrator/AllianceInfiltrationUnit/PNANR/NPiranha10AO5AP5//ShotgunRailAmp3/CyclonicModulator4/ShockTrooperUpgrade5/shazo wrote...
Any build tips for the Alliance Infiltration Unit? Not sure how I want to build her and I'm looking for ideas. Right now I'm just playing around and the one game I played using her wasn't bad. Came in round 2 and was using the N7 Piranha and ended up with 10k points less than the person at the top and 10k points more than the third person. Still not sure how to play her or even how I want to build her.
#189
Posté 02 mars 2013 - 05:06
#190
Posté 02 mars 2013 - 06:04
Powers
Singularity : radius/recharge speed/detonate.
Smash: biotic combo/ force and damage/ armor damage
Phoenix Training: power/power/weapon damage
Fitness: durability/recharge/fitness expert
Weapons:
Acolyte, to quickly dispose of shield and barrier of phantoms, marauders, geth pyros.
Equipments: For gold I just equip Commando or Shield Booster. For Platinum, Power Efficiency/Power Amplifier, Cryo Ammo and Pistol Amp.
If you see a Phantom chasing you, just shoot the acolyte and then Singularity. This will trap her, leaving her completely vulnerable.
Smash can one hit kill two or more Abominations, Husks, Cannibals, and combined with Acolyte, it can quickly dispose of Geth Bombers, Pyros, Hunters and other annoying enemies. But it really shines against armored enemies, such as Brutes and Ravagers.
Against larger targets, use Singularity first, then detonate it with Smash, creating a powerful BE. Then use Smash again. The biotic combo will prime enemies for another BE, which will happen when Singularity detonates. Singularity lasts for 8 seconds and if you keep your recharge as close to 200% as possible, this is enough time to perform Smash twice before Singularity detonates. This will probably kill a Brute in a matter of seconds on Gold.
Phoenix adept is particularly good in maps like White, You can fire singularity at the ground and use Smash behind a wall, without exposing yourself to enemy fire. But be careful with Primes, as they have the habit of spamming turrets behind you.
With reckoning, I'm seeing a lot of Geth Juggernauts who have the habit of letting themselves be surrounded by enemies, especially Banshees, so stick around and spam Singularity/Smash combo near the Juggernaut.
Modifié par Tosun01, 02 mars 2013 - 06:08 .
#191
Posté 02 mars 2013 - 06:13

Armor-Piercing Arrows: Grenade Capacity, Armor Damage, Grenade Capacity
Cain Trip Mine: Damage, Your Choice, Damage
Elite Mercenary: Power Damage, Power Damage, Charge Regeneration
Omni-Bow Mastery: Durability, Shield Recharge, Fitness Expert
Ideal Equipment: Disruptor Ammo, Warfighter Package
Ideal Map: Firebase Reactor
Ideal Mindset: Fortify, Fight, Survive
Ideal Weapon: Cerberus Harrier
Lot of people have been hating on the new Talon Mercenary. I'm here to lay those comments to rest. The Talon Mercenary is really an amazing character, but only if you spec him right. In my opinion, the Talon is a great combat engineer. With the right specializations, the Talon can wreck bosses and large groups and is in my opinion, a great guy to have if you're uploading intel or holding down a fort.
The Cain Trip Mine is the Talon Sapper's bread and butter. It's his signature move and you'll get familiar with it in no-time flat with this build. Now the Cain Trip Mine as I set up is specialized towards damage; the reason why is because maps like Firebase Reactor have very tight corridors and choke points, so range is almost redundant. Damage is what you want. You can absolutely annihilate mobs with a single Trip Mine, especially if you place it near a spawn point. A single mine can destroy Brutes on Silver and you don't even need equipment. Just lay a mine down and forget. But take caution about laying your mines! You can only have three at a time, aren't that great in a pinch and are best laid with the laser going horizontally. Otherwise you'll have a rough time killing your enemies.
Now, I have several reasons to spec into Armor-Piercing Arrows. One, two of its evolutions can boost your overall Grenade Capacity so that means you can lay down more mines and shoot more arrows without restocking. Two, the Arrows can be used to debuff bosses... the Armor Damage perk lowers the enemy's armor resistance by 50% to any and all weapons, allowing you and your teammates to lay down the hurt on the bad guys.
But the Sapper's powers only go so far. Even with this build, he comes up short against shields and barriers when it comes to powers. Fortunately, you can compensate for this using weapons and equipment. The Cerberus Harrier is a high-damaging Assault Rifle that not only benefits from the Warfighter Package but since it has Disruptor Ammo on it, you can strip shields away from your enemies. The Harrier is also best used against enemies who slip through your mines but don't try to use it as your main source of DPS. The Cain Trip Mine's already got you covered on that.
The Sapper lives by three words: Fortify, Fight and Survive. Since the Talon's one of the more flimsy characters in Reckoning, you can't play the guy like he's Rambo. He has to stay hunkered down for the most part and wait for the enemies to come to him, but this doesn't make him any less powerful. In fact, the Talon's got some ridiculous stopping power; you just have to be patient. Lay down mines across the choke points and wait for the enemy to cross them. Anybody who doesn't die in the explosion is a boss, which means you'll have to spray its shields down with your Harrier, debuff it with an APA, and get your friends to join in on the fun.
#192
Posté 02 mars 2013 - 10:59
#193
Posté 02 mars 2013 - 11:34
#194
Posté 05 mars 2013 - 10:03
#195
Posté 12 mars 2013 - 04:34
#196
Posté 12 mars 2013 - 05:32
http://narida.pytalh...rus/KLRID////// link for the build.
Singularity 6(Duration, Lift Damage, Damage)
Specd for duration and damage, all the way. setting it up in a corridor or a corner that you are holding damages all units, disables unshielded and unarmored units, and sets up biotic charges for detonation on all targets it doesnt kill. lasts for 20 seconds so you do not have to refresh it often for this purpose(though on larger targets that move like banshees, may be necessary). This ability can be used to help take out anything armored, dont think its useless against targets that dont fly in the air.
Smash 6 (Force/Damage, Force/Damage, Radius)
Main ability, being able to set off many biotic explosions if used after singularity, or many times over where you have singularity placed. Combine this with singularity against armored targets for maximum effectiveness. Smash is usable through walls and all forms of cover, so use this to your advantage and select cover perhaps a little differently than you would in most classes. Having singularity specd for duration also helps in the regard, so you may not have to come around in the open to refresh it as much.
Lash 6(Detonate, Dot, Shield Penetration)
Detonate and the damage over time effect seem kind of straight forward. The shield penetration makes it really helpul for getting certain shieled targets out of your way(or anyone else if you need a quick disabling cooldown without getting refreshing singularity. Lash will NOT set off a biotic explosion if it is an armored target that it hits, thats what smash is for. Great for Phantoms.
Pheonix Training 5(Power Damage and Weight, Power Damage)
Extra Power damage, need I say more?
Fitness 3
Many people may argue this, he is a little soft on the health and shields but makes up for it in power. This is enough to take a banshee warp from a platinum without downing shields and taking 1 whole bar of health, so it has that.
Weapons
Anything that keeps you 160% or higher, but I would HIGHLY reccomend the Acolyte pistol(Extended barrel and Power Magnifier). This pistol increases the effectiveness of this class incredibly if used properly. The Acolyte can take out many shields almost instantly, then light infantry can become ragdolls to your abilities.
Overall
This class is a high damage but is most effective on targets withing 15 metres. This class is very effective against all types of health(armor,shields, barrier, health). If you have a partner thats a bigger class to take some hits(ex. Geth Juggernaught) you can absolutely destroy things, getting over 200k in platinum games potentially.
If you like throwing enemy bodies into the air and having a fiesta of biotic explosions, then you will have fun with this class.
#197
Posté 12 mars 2013 - 06:47
Awakened Collector: narida.pytalhost.com/me3/classes/#Adept/AwakenedCollector/MANKR/MSuppressor10AI5BP5//PistolRailAmp3/PowerAmplifierModule4/CommandoPackage5/
This a bit of unorthodox build as i've skipped Seeker Swarms completely. This means he can not self detonate things. The reason i skipped SW is because the cooldown after using all of them was rather long and it blocked my use of DS and DC. This also meant that i had to sacrifice either weapon/power damage or DC. Both of wich are useful.
So the DS is specced for explosion damage and not for lasting damage. 4500 damage from the explosion is also nothing to be ashamed as it even staggers atlases when theyre about to fire a rocket at you. And when cast to spawn...well it just melts ordinary mooks.
I play on platinum 90% of the time so hes even better on lower difficulties. The M-11 is a logical choice because DC (staggers)-->Headshot (kills) means that ordinary mooks are no problem (Exept for fastmoving Dragoons). And DS is for bosses then allowing you to keep your distance and cover.
This character is good against any faction on any map and does not depend on teammates altough teammate with Warp ability would be useful allowing for DC>Warp biotic explosions.
Krogan Warlord:
narida.pytalhost.com/me3/classes/#Sentinel/KroganWarlord/RNEFP/ReegarCarbine10AL5BG5//ShotgunRailAmp3/CyclonicModulator4/BerserkerPackage5/
This is mostly a melee build specced for Armor damage although hes pretty good agains shields and barriers too. Skipped last two evos on Krogan Warlord as Power Damage only boost Tech Armor explosion a little (and you will be detonating it...well almost never). And with reegar theres no point on headshot damage.
Evo 6 weapon damage is also useless as your main weapon is melee. Evo 6 shotgun weight is somewhat useful but not enough to warrant the extra points.
Instead those extra points go to Electrical Hammer. You wont be using EH too much tho because reegar is the best weapon agains shields/barriers anyway, but its nice to have it just in case.
Biotic Hammer will be your main melee. Havent quite figured out what does more damage - if you put the hammer to ground or if you swing it. I thing ground does more damage but its awsome to swing the hammer too.
Tech Armor is specced for 50% overall damage reduction and extra melee damage. Fitness is specced for Health Regeneration and melee damage as opposed to melee and pure rage.
Reegar is obviosly the go to weapon and synergizes well with armor melee.
This character is not Platinum viable on his own tho. Mainly because hes unable to take cover and because hes prime target (no pun intended) for sync kills. Experienced this myself. This guy gets grabbed all the time. Not to mention that Platinum is not the best difficulty to roll out you melee characters (Especially against Collectors).
But he can be useful if paired with Geth Juggernaut. The juggernaut is un-sync-killable and thus acts like a blocker. While atlases and banshees focus on him you can melee away at them with ease without the fear of being grabbed. Together this duo can survive just about anything on any difficulty against any faction. If youre playing him without a juggernaut buddy tho i strongly suggest Geth as the main faction (less banshees and atlases) and a map with a lot of stairs (enemies cant sync kill you on stairs) and not much open field such as glacier. This ensures that you can tank banshees and atlases without being grabbed and on glacier it creates a nice bottlenech on the long stair that leads to the basement area. Then your teammates can decimate that bottleneck with grenades and stuff.
Well thats it. Another wall of text but hopefully you picked up some useful tips.
#198
Posté 15 mars 2013 - 10:33
#199
Posté 16 mars 2013 - 08:19
Soldier: Battlefield 3 (Won't accept Carnage-less build or else he would just be another Human Soldier), Vorcha, Quarian Marksman.
Engineer: Turian Saboteur.
Sentinel: Volus Mercenary.
Infiltrator: Human, Turian Ghost, Asari Huntress, Sexbot.
Vanguard: Krogan Battlemaster.
Modifié par Crimson Vanguard, 16 mars 2013 - 08:20 .
#200
Posté 16 mars 2013 - 08:31





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