
Table of Contents:
• About
• Why play as Geth Juggernaut Soldier?
• Hex Shield
• Siege Pulse
• Geth Turret
• Melee Attacks
• The Build: The Living Fortress
• Using the Living Fortress
• The Arsenal
• Performance (Enemies)
• Performance (Allies)
• Tips and Tricks
• Final Considerations
____________________________
• About
The Geth Juggernaut Soldier is the latest addition in the Multiplayer, and the final Soldier class to be released. There are few different ways to play this class and explore its potential, and I'm gonna take note on that.
• Why play as Geth Juggernaut Soldier?
The Juggernaut is the bulkiest character in the game. With highest base health and shields in the game (1000/2000), he's hard to take down and his power pack a punch. Playing with this Geth feels just like having your own Geth Prime.
Let's evaluate the pros and cons:
• Pros
- Can achieve over 8000 shields with the right evolutions plus gear and consumable equipment.
- With proper evolutions and gear/equipment, Siege Pulse can cause over 2000 damage to shields/barriers/armor.
- Can get 40% bonus damage protection with the proper evolutions of Siege Pulse.
- Can drain energy of enemies with shields/
barriers and synthetics to restore its own shields.
- Highest hitstun resistance in the game, being almost impossible to stun.
- Immune to sync-kills.
- Very large, being able to serve as meat-shield/bullet sponge for the rest of the squad.
- Keeps the same walking speed during Retrieve Missions and while using the Geth Spitfire.
- Has all three kinds of power: defensive (Hex Shield), offensive (Siege Pulse) and support (Geth Turret).
• Cons
- Can't run, and has slow walking speed.
- Can't use cover/vault.
- Very large, easy target.
- Can't deal with enemy flanking attacks due the fact it can't run or hide.
- Suffer a bit to keep up in teams with mobile characters and/or classes with hit-and-run tactics.
- Hex Shield can sometimes block the view and performance of other classes. Also, it blocks the allies firing and powers.
• Hex Shield
Remember those annoying shields the Geth deployed in the first Mass Effect? This power is exactly that. The Hex Shield is large enough to protect most characters from all incoming damage. The downside is that characters will have their powers and fire blocked by it as well.
Hex Shield true power lies in blocking doors to prevent the squad from being flanked. Deploying it on choking points and doorways is a great way to protect allies from one side while focusing fire on another side. This makes the Juggernaut the best character for the especific missions, such as Device and Hacking.
If evolved for Shock, Hex Shield primes oponents for Tech Combos, being very useful in tight situations where hordes of enemies pass through the Shield.
• Siege Pulse
This power functions exactly like Geth Primes shots, even having the same distinct sound. Siege Pulse is the only offensive power of the Juggernaut, and it's one of the most powerful powers that inflict direct damage in the game, with base damage 510 on level 1, being able to reach over 1000 and almost 2000 damage with proper evolutions.
Evolving it for Damage Protection will give 10% damage protection from all sources for each charge, making it a very useful power to mitigate more damage and make the Juggernaut even more durable.
• Geth Turret
I'm not a huge fan of Geth Turret for this class, but can be useful due the shield restore and to track nearby enemies, however I don't advise maximing it, since you'll have to sacrifice more reliable powers in order to do so.
• Melee Attacks
Unlike other Geth characters, the Juggernaut has his own set of Melee Attacks, both very useful in different situations.
- Regular Melee: the Juggernaut extends his right hand forward and launches a small pulse of energy from his omni-tool, that hits enemies in a small arc. Most normal enemies will be staggered, allowing the Juggernaut to deal with ganking and multiple enemies. Useful to follow up with a Heavy Melee.
- Heavy Melee: the Juggernaut raises his hand upwards with his fist clenched and drains the energy of his oponent with electrical pulses, who will be lifted in the air, incapacitated for the duration of the attack (as long the melee button is held and until the duration expires). Can only be usable when within the range of the enemy. If that enemy is has shields/barriers and/or is a synthetic, a percentage of this damage will be converted into the Juggernaut's shields. This attack cannot stun armored enemies.
• The Build: Living Fortress
This build revolves around damage protection from Siege Pulse and maximum health/shields, giving focus to bonus shield drain from Heavy Melee. With this, the Juggernaut will restore shields faster than while taking damage, even when being ganked. As long there is a single enemy to drain shields from, he will be virtually invincible.
[Build in numbers here]
Power Evolutions
• Hex Shield: Pulse (4), Shock (5), Large Shield (6)
• Siege Pulse: Damage (4), Damage Protection (5), Resistance Damage (6)
• Geth Turret: (0)*
• Geth Juggernaut: Weapon Damage (4), Stability and Ammo (5), Weapon Damage (6)
• Hardened Platform: Durability (4), Shield Recharge (5), Power Transfer (6)
* In case you really want Geth Turret, I recommend dropping Weapon Damage from "Geth Juggernaut" and invest on Geth Turret.
• Using the Living Fortress
The strategy is really simple:
1) Activate Siege Pulse and keep it up, using it only to deal with large crowds and/or big armored enemies.
2) Deploy the Hex Shield strategically so your squad can be protected while being able fire without any problems.
3) Make sure to stand above the party and draw enemy fire to yourself while walking towards the enemy: you'll be eating all the incoming damage like a sponge while the others deal the heavy damage.
The idea here is to act like a Geth Prime, slowly advancing and dominating the space surrounding you. Your focus shall be the dangerous enemies (Phantoms, Atlases, Geth Hunters, Geth Primes, Brutes, Ravagers, Banshees, Scions and Praetorians). Since you can't be sync-killed or stunned, simply stack with and drain their shields with Heavy Melee, deploying Hex Shield over them to prime Tech Combos and firing Siege Pulse for severe damage.
• The Arsenal
There are many weapons that suit the Juggernaut, but without any doubt the best weapon for him is the Geth Spitfire Assault Rifle, for many reasons:
• This weapon drastically reduce the movement speed of the player while equipped (and it is the heaviest weapon in the Multiplayer), however the Geth Juggernaut is the only class not affected by this penalty.
• Good anti-shield weapon, having a 1.75 multiplier against shields and barriers.
• Benefits from armor piercing mods and ammo, turning it into a weapon capable of dealing with any kind of enemy very fast.
• Benefits from increased Geth Weapon damage from the Geth Juggernaut's talent.
• Very large clip size and reserve ammo, allowing the Juggernaut to burn down ammo to its heart content.
Given that, there's not even a need for a backup weapon, as this weapon was designed in the multiplayer solely for the Juggernaut, though can work fine with other classes that don't depend on mobility or cooldowns, such as N7 Destroyer and N7 Demolisher. In case you don't have this weapon (since it's an Ultra Rare), these are the ones you can use instead:
• Geth Plasma Shotgun: with powerful charged and semi-sniping capacities, it's an all round weapon useful to deal with any enemy.
• Reegar Carbine: good when getting personal (which is what you'll do most of the time), however is not very good to deal with armor since only causes 50% damage.
• N7 Piranha: having the highest damage per second of all shotguns, can cause serious damage on close range, especially if equipped with armor piercing mods.
• Venom Shotgun: has a nice synergy with Siege Pulse since its charged shot features an area of effect damage, launching a pellet that divides itself into 5 bomblets, useful to take down large crowds.
• Adas Anti-Synthetic Rifle: as the name implies, it's very useful against the Geth, Cerberus Turrets and Atlases. With its semi-area of effect damage, it causes splash damage useful for crowd-control. It also has a high stun rate, being able to easily stun most normal enemies.
Aside weapons, gear is always important:
• Assault Rifle Amp / Shotgun Amp: for obvious reasons.
• Densified Ammunition: extra damage for all weapons.
• Geth Scanner: works like the scanner from Hunter Mode.
• Shield Booster: To increase the already stupidly high shield of the Juggernaut.
• Stronghold Package: similar to the Shield Booster, but reduces a bit the shield bonus in favor for more shield recharge delay bonus.
As for the consumable equipments, Cyclonic Modulator/Adrenaline Module and Armor Piercing/Drill Rounds/Incendiary/Explosive Ammo are recommended.
• Performance (Enemies)
VS Cerberus
• Watch out for Turrets and groups of Phantoms + Dragoons. Even with the high shields they can still kill you if you're alone. The slow movement speed of the Juggernaut make difficult to avoid fast hitting enemies like those.
• Before the Juggernaut, Atlases are nothing. Simply stack and shield drain.
VS Geth
• The stunning capacities of Geth are useless against the Juggernaut, however watch out for groups with Pyros + Hunters, as they can take you down if they surround you. Regular Melee can play a good role here as its arc-damaging range can stun them.
• Before the Juggernaut, Geth Primes are nothing. Simply stack and shield drain.
VS Reapers
• Brutes and Ravagers are possibly the only enemies that can effectively take the Juggernaut down. Brutes attack fast and viciously while the 3 hit firing from Ravagers are very powerful. And since they don't have shields to drain, surviving is slight harder.
VS Collectors
• Scions can be extremelly hard or easy to deal with it; all is dependent on range. At close range, they're easy to deal with it if the player moves back and forth to avoid their cannon swings.
• Praetorians should be fought at long range using large walls as cover. On close range they attack viciously fast, being hard to deal with it even if they still have barriers.
• Regular Melee is useful to pull away Abominations.
• Swarmers are hard to dodge when they explode due the slow movement speed of the Juggernaut.
• Performance (Allies)
The Juggernaut works fine with almost any class of any type and race, since he can either play by stationary camping or by mobile assaults. However, Vanguards and other hit and run classes are not so good to use with it since they excel at moving fast, leaving the Juggernaut all alone by himself.
Having a Volus pocket healer (the Mercenary Sentinel is specially useful since it can provide support fire and distractions with the Combat Drone and Decoy) will make the Juggernaut completely invincible (not to mention is extremely hilarious seeing the smallest character in the game next to the tallest one).
• Tips and Tricks
• Always make use of the reload-cancel glitch. It'll increase your DPS by a lot.
• Always be aware of the space surrounding you: the Juggernaut is a very zoning-oriented character, meaning it has to dominate the area for maximum effectiveness.
• Always plant a Hex Shield whenever you go. Since you can't use cover or vault, it's always good to have somewhere to protect yourself against enemies too far away.
• Time well your cooldowns. Siege Pulse has a very high cooldown, and this interval can make a huge difference for you to drop Hex Shield in times of desperation.
• Make sure you don't get too far away from the squad, and vice-versa. Although the Juggernaut is perfect capable of holding groups of enemies on his own, his true potential lies in providing support and tanking.
• Final Considerations:
The Juggernaut is a very neat character, and in the hands of a skilled player he can lead any team to victory. While he's a bit hard to use due being so slow and large, with the right teamplay he can provide great support and tank any opponent, no matter the numbers.
Any comments/critics/suggestions are welcome, as long you keep the politeness. =)
Thank you kindly for the attention, and I hope you enjoyed. Have fun with the Juggernaut!
Modifié par Valhalen, 28 février 2013 - 11:16 .





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