Geth Juggernaut Build
#1
Posté 01 mars 2013 - 07:22
#2
Posté 01 mars 2013 - 07:28
Siege 4-damage, 5 damage protection
Hex shield -4 pulse, 5 shock, 6 large shield
Geth turret -lvl 3
Juggernaut - 4-damage & capacity, 5 Stability and ammo, 6 weapon damage
hardened platform- 4 melee damage, 5 speed boost, 6 power transfer
I use PPR and CSMG, because you never have to go to the ammo boxes. Plus HVB on PPR will go through the hex shield.
#3
Posté 01 mars 2013 - 07:35
PPR - Particle Rifle
CSMG - Cerberus Harrier or Collectors SMG?
HVB - Heavy Barrel
#4
Posté 01 mars 2013 - 07:36
#5
Posté 01 mars 2013 - 07:37
It's a lot more useful then hex shield and allows you to support your teamates from range.
#6
Posté 01 mars 2013 - 07:40
#7
Posté 01 mars 2013 - 07:41
narida.pytalhost.com/me3/classes/#Soldier/GethJuggernaut/DKQGK/ParticleRifle10AA1AA1/ReegarCarbine10AA1AA1///ShieldBooster5/
I throw up the hex shield if i find incoming fire is heavy or enemies are too far to drain. PPR as main with switching to Reegar when enemies come swarming. Geth turret is thrown to the side so i'm slightly in front and to the side of the turret. Aggro will more likely go to me than to the turret when doing this allowing the flamer to do its work. Siege bolt not much used unless detonating.
Modifié par Computron2000, 01 mars 2013 - 07:42 .
#8
Posté 01 mars 2013 - 07:43
Tried new more offensive based build for him. I ditched the turret, got full Hex Shield with offensive effects on it and some shield strength. Got full Siege Pulse, made it effective vs armor and barrers, etc... Put my points to health and shield regen and then took one of those weapon damage boosting talents and -20% reduced weight of all weapons.
I don't know how this build will hold on gold... but works fine with my playstyle. And in tandem with my Hurricane and Eagle.
Hex Shield is really useful when you want to cover one entrance of enemy fire. Shame that Ravager shots seem to just go trough it. They should fix the Hex Shield and Paladin Shield of this effect.
Modifié par Arppis, 01 mars 2013 - 07:44 .
#9
Posté 01 mars 2013 - 07:47
Hex - Pulse/shock/large
Turret - nothing
Jug - Weapon/stability/weapon
Platform - Durability / speed/power transfer
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I prefer hex over turret though if I had the turret I would use it ten times as much as hex, hex is my emergency cover button and hallway supressor, dropping it might get in the way of others but its saved my ass from nasty incomming fire long enough to get to real cover, and I can always just redeploy it to remove it from the in-the-way spot. Its shock effect is fun too, though bit unreliable.
I use a claymore and reload cancel with siege pulse to devestating effect, heavy melee and claymoring for easy kills or heavy melee to regen shields in an emergency. Prefered gear is berzerker, juggernaught or geth sensor.
#10
Posté 01 mars 2013 - 07:48
#11
Posté 01 mars 2013 - 08:03
HEX SHIELD -- (4) Shock; (5) Shock [sets up tech bursts]; (6) Large [fixes buggyness]
The thing with Hex Shield is that its Shield Strength goes up with your fitness, so rank 4 is kind of redundant, and only gives 600 more to it. The Duration is ok, but it has a low recharge anyways. The shock damage to enemies walking through it primes targets for Tech Bursts. Pluse can detonate, same with teammates.
SIEGE PULSE -- (4) Damage; (5) Damage Reduction; (6) Damage to Defences (but could go either way)
Radius is a thought, but it's kind of small. Just go with damage. Always take Damage Reduction. Rank 6 can go either way. Siege Pulse is great, no matter how you use it.
GETH TURRET -- I spec out of it for a couple of reasons. The first is that the shield restoration is nearly negligible. The Heavy Melee restores your shields MUCH faster. And if you think you're teammates are smart enough to stay near your Turret for healing, you're wrong 95% of the time. The Flamethrower has it's use as a long-range primer, but it's inconsistent.
The thing with the Prime is that everything closes in on you because you are the target that isn't hiding behind soft cover. You get the action, in spite of his slow movement peed. As a result, your Turret will be used for Flamethrowing in close proximity, where the Hex Shield would be a better option. The thing is, both of these powers are 6 ranks or bust in my opinion.
An option is to go 6/6/3/5/6, but it's pretty pointless IMO.
JUGGERNAUT passives -- (4) Power and Capacity; (5) Power Damage; (6) Weapon Damage
My first impressions of the Juggernaut were misguided. I thought he'd be a great weapons platform. What I didn't expect was how much you have to rely on your shield regen Heavy Melee. As a result, I resorted to spamming powers during my breaks, rather than firing weapons. Rank 4 is still optional, because I do still use my weapon enough. I found that the 20% capacity was the deal breaker, as meek as it is. Rank 5 is obvious. Ammo and Stability? No thanks. Tank power damage.
HARDENED PLATFORM fitness -- (4) Shields; (5) Movement Speed; (6) Shields
Play to the Geth Prime's strengths: drawing fire. Rank 4 is obvious in this case, as the shield restoration is a huge factor. Rank 5 was an initial oversight of mine, because I didn't understand the character on my first go. GO WITH MOVEMENT SPEED. Your shields will never naturally recharge enough to justify a slight reduction in delay. You WILL be killing with your Heavy Melee, and that 15% Movement Speed is a good help.
Rank 6 is the only real one in question. As I said, play to your strengths. Keep in mind that buffing your allies' damage within a radius of you is stupid. Who is going to stand beside a Juggernaut under fire? That 15% damage penalty on Rank 6 isn't a big deal. The extra shields and restoration are a much bigger factor in my opinion.
As for equipment, I use Geth Plasma Shotgun. It can charge up between Pulses, and Pulse while it's charging. Makes full use of downtime. I hear the Lancer is good, but I've only JUST unlocked it. Must try
Keep your CDT above 100%. This guy is NOT a no-powers heavy weapons character. Although, I don't understand why his carrying capacity isn't very high compared to a measly Drell Vanguard o.O
Use Adrenaline Mods, and Melee Mods. Juggernaut Shields gear. With an adequate weapon, use primer Ammo powers like Incendiary or Disruptor. Pulse to detonate.
Don't under estimate how much you will be using Heavy Melee, especially on Gold/Plat.
#12
Posté 01 mars 2013 - 08:16
Paulie2510 wrote...
Looks like a good build! Thank youJust to make everything clear:
PPR - Particle Rifle
CSMG - Cerberus Harrier or Collectors SMG?
HVB - Heavy Barrel
Yes, and collector smg. Neither of them need trips to the ammo box
#13
Posté 01 mars 2013 - 08:19
Edit - its level 18 at the moment, but heres what i'll be rolling with:
Hex Shield: 3
Turret: 4b, 5b
Siege Pulse: 4a, 5a, 6a
Geth Jugg: 4a, 5b, 6b
Fitness: 4b, 5b, 6b
Modifié par ABjerre, 01 mars 2013 - 08:25 .
#14
Posté 01 mars 2013 - 08:25
#15
Posté 01 mars 2013 - 08:27
#16
Posté 01 mars 2013 - 08:27
#17
Posté 01 mars 2013 - 08:30
Mostly my build is this guide. I go for the large shield though.
http://social.biowar.../index/16058042
On gold I use the juggernaught gear, Adrenaline III and Strength III. On platinum (I've only played one platinum game with him) I switched out the Adrenaline consumable for Cyclonic IV.
Modifié par Grumpy Old Wizard, 01 mars 2013 - 08:32 .
#18
Posté 01 mars 2013 - 08:32
Hex shield for quickly deploying as flank cover. Also handy when back pedaling or to throw up as rear cover when moving to revive.
Siege pulse - primarily for the 40% DR - but spam blasts to targets at range when safe to do so.
Flamer / healing turret - when heavy meleeing a target, the concurrent flaming of the target kills it THAT much faster. Also if holding a position, a well hidden turret does provide a much needed shield boost for the team. Turret is also deployable at range to quickly assist team who might be far away - possibly giving reprieve before the juggernaut eventually arrives. Launching a turret over someone who has just gone down, or is about to go down might buy a few extra seconds.
Full health/shield passives, and movement speed bonus from heavy melee (which is used a lot).
Weapon - really your preference, but I like the Claymore with omniblade and HVB. ULM hurricane can be handy as a secondary weapon, depending on strategy.
edit: added link for URL
Modifié par DoubleHell, 01 mars 2013 - 08:36 .
#19
Guest_Heri_*
Posté 01 mars 2013 - 08:32
Guest_Heri_*
#20
Posté 01 mars 2013 - 08:38
PPR with hvy barrel and extended mag
4 siege pulses with damage reduction.
Flamer turret
At first I always kept up the pulses for DR but eventually began using them to soften large targets or blow up smaller ones. When nasty stuff appeared I'd sheild, pulse four times and lay into it with an extended mag PPR stream.
The turret help with projection as I throw it places I am too slow to get to.
#21
Posté 01 mars 2013 - 08:38
Ledgend1221 wrote...
I'd actually advise just skipping Hex shield and speccing an offensive turret.
It's a lot more useful then hex shield and allows you to support your teamates from range.
I did the same, I first played him a few games in gold and found I either wasn't using the shield or vs Collectors it was a nighmare, so I rebuilt him, build is in sig.
Personally only use him on Platinum and he is the team support, front line take out the enemies that sync kill, turret keeps me alive when under full attack, also helps the team with objectives, it makes a tremendous difference when we get those objectives from hell.
Have tried quite a few weapons on him, generally I run the Typhoon, the BW works great also but I am more of an AR guy. I carry the Hurricane as a 2nd but rarely need it.
#22
Posté 01 mars 2013 - 10:01
#23
Posté 02 mars 2013 - 05:28
Grumpy Old Wizard wrote...
(snip)
On gold I use the juggernaught gear, Adrenaline III and Strength III. On platinum (I've only played one platinum game with him) I switched out the Adrenaline consumable for Cyclonic IV.
I thought about trying Adrenaline with the Jugg, but didn't want to waste it. Does it actually increase his movement speed significantly?
#24
Posté 02 mars 2013 - 05:33
Modifié par LisuPL, 02 mars 2013 - 05:33 .
#25
Posté 02 mars 2013 - 05:44
6/6/6/0/6
Hex - Shock, Shock, Larger Shield
Siege Pulse - damage, DR, extra shot
Geth turret - damage/shields, damage/shields, flamethrower
Geth Juggernaut - Nothing.
Hardened Platform - 4b, 5a, Power transfer
The build is focused on tanking and slowly wearing down the enemy. Thats where the Hex shield and Geth turret come in.
If you throw the turret slightly away from your position it will light up everything near you and occasionally restore a portion of your shields.
The Hex Shield adds a little damage and in my case blocks a lot of long range fire for me and the turret.
I drop the passives because I rely on my heavy melee and the weapons i use are good enough to stand on their own merits and dont kill my cooldowns. This is not an efficiently-kill-everything build, this is an endurance build and your enemy is the entire wave, killing with a thousand cuts is better than dying.





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