(I plan on creating more build guides in the future, if there is any interest. If you like the way I lay out my guide, and the amount of depth I go into as a result of my obsessive compulsion, feel free to request a guide and I'll see if I can put some time aside)
- - - THE TURIAN SABOTEUR IS AMAZING - - - ThatOddGuy's odd build guide.
I've decided to create a build guide for this character because I feel that 9/10 people have a huge misconception with this character.
I'll go right ahead and say that yea, other kits probably have powers that are better or have better synergy. In the defence of the Turian Saboteur Engineer, I'd like to point out that at least the passives are solid, and the innate traits of Armiger Turians are a huge bonus.
Now to get started: here is the build I have settled on:
Turian Saboteur Engineer
Note that while this obviously isn't an "overpowered" "optimal" "god tier" kit, this build is incredibly fun to play as, and has a lot of flavor. I was topping Gold with this build by relatively large margins. Commonly misconstrued, the Turian Saboteur is not a Combat Engineer. He is a Special Operative agent. His powers resemble fancy gadjets that he pulls out of his freakishly convenient utility belt. Or suitcase.
Basically, what I am trying to say is that the Turian Saboteur Engineer is basically like James Bond. Which is why I absolutely love the M-11 Suppressor on him.
The Hurricane also offers a great feel of the cliche Hollywood "FBI crashing in through the window and bullet-hosing everything in the room with an SMG at the hip" thing.
This build is also very unique, as it has an answer for everything. Like the Turian Sentinel, perhaps the Saboteur doesn't specialize in anything compared to certain god-tier kits. But he can do it all. He's effective against mooks, bosses, and mobs. He's very mobile, so screw you magnet hands! He's durable for his speed. He's effective at all ranges.
(6/4/6/6/4)
Sabotage -6- Backfire, Explosive Hack, Tech Vulnerability
- The main purpose of this power is to synergize with the weapon of choice (M-11 Suppressor), which I will get to later. Basically, I am a console scrub, so a power like this is necessary to land headshots at longer ranges.
- An alternative purpose of this power is to prime Tech Bursts. It is partthe reason I leveled this power up to rank 6, but not the only reason. Note that it primes for Tech Bursts 1.5 seconds after the orange "cloud" appears. You will see blue electricity wrought upon the target. This delay happens to synergize perfectly with Homing Grenades, the detonating ability.
- There are a lot of side-uses for Sabotage, but unfortunately people are foolish enough to believe they are the primary purposes of the power and thus dismiss it. In reality, these perks are simply tertiary objectives of the power in question.
-- Damage (backfire): This damage comes when the target is primed; 1.5 seconds after Sabotage hits. Between the low damage and the delay, this is why this power is not primarily for damage. Rather, this damage comes in after you pot a few shots. The most useful aspect of this portion of the power is the fact that it might save you a shot from your pistol. Sometimes this helps, sometimes one could care less.
-- Explosive Hack: it only works on hackable (synthetic) targets, so it's very situational to begin with. I'll carry on to note that the damage also doesn't mean much. What Exlposive Hack is useful for is the fact that it staggers everybody it hits. In a tight situation, a quick Sabotage -> Headshot can stun an entire mob. With the Jetpack, this can quickly net you plenty of breathing room; a godsend versus Geth.
-- Tech Vulnerability: apparently useless on this class, except it boosts your Heavy Melee damage. As minute as that sounds, it allows you to smush mooks with a Sabotage -> Heavy Melee much quicker, and with no risk of missing (Armiger Heavy Melee can be hard to hit with at times). It can also be a very useful tactic for playing aggressively, because his Heavy Melee can close in on a target very quickly, and it tosses unshielded mooks.
More importantly, Tech Vulnerability increases the damage your teammates can cause with various abilities. If you see a Vorcha roasting an Atlus, hack it! More damage, and a brief moment of safety from the Atlus's janky guns? Deal.
Sentry Turret -4- Shock
- I only put 4 Ranks into Sentry Turret. Currently I have 6 because it was the first time I spec'd it, and I have yet to change it. The Rockets are okay, and the Cryo Ammo doesn't mean much unless you have Incinerate (FQE).
- Sentry Turret is the power in this build with no synergy. Flamethrower is a real pain to detonate without hitscan powers, and even then it's unreliable. The rockets are weak where it matters (gold).
- All Sentry Turret really is good for is repelling fodder enemies (Husks, Swarmers, Abominations, Seekers) and stealing kills. You throw it out there, and you see it randomly show up on the kill feed from time to time. It has a super low cooldown, and all your sacrificing for it is ~200ish Shields.
- Rank 4 gives a Shock feature. Once in a while, it stuns stuff. Again, low cost (200 shields), low CDT, free damage. Why not?
Homing Grenade -6- Damage, Fire Damage, Armor Damage
- Homing Grenade gets a lot of flack around here, and while I can understand some quirks with the ability, it's largely undeserved. In the case of the Demolisher, it's only really good for detonating Tech Bursts and providing more Grenade capacity. However, that's largely a result of the way I see a lot of people spec'ing it.
- Homing Grenade is designed to cripple a single target. If you want more than one enemy dead as a result of your Homing Grenade, prime a target with Sabotage, first. This power is not designed to nuke spawns. This power is designed to break armor. And yes, other powers do it better. Whoopty doo.
- This power does have synergy with this kit. It synergizes with the priming delay of Sabotage, as it has travel time. It also synergizes with the weapon choice; most notably the secondary weapon (N7 Hurricane).
- Take all damage evolutions. Like I said, it's all about single targets. With the Grenade gear, you have 7 Grenades at a time; and although they have travel time, they can still be spammed relatively quickly.
- Fire Damage doesn't Prime for Fire Explosions. Most know this, many don't. Turian Saboteur couldn't detonate them if he wanted to anyways. No big loss. Take the Fire Damage anyways, however, because it provides a solid amount of damage over time, which helps even more against bosses as you pewpewpew them to death with the Hurricane.
- Most importantly, take Armor Damage and Armor Debuff for rank 6. This causes Homing Grenades to actually do some decent damage, despite not taking any power damage evolutions in the passives. In addition to the base damage, and the added fire damage, this rank gives you Armor Mitigation for 8 seconds (more than you need). This makes your Hurricane deal loads of damage to armor WITHOUT using Armor Piercing rounds. It gives you some freedom as far as Ammo Powers go, which is great.
- I see way too many people choosing Split Grenade. Don't do it. That's not what this power is for. Radius falls under the same issue. Maybe a different kit wants Homing Grenade for Crowd Control. Not this one. Homing Grenade is for Tech Burst detonation and Boss Damage and Debuffing. And it works.
The Passives -6- Weapon Damage and Stability, Headshots, Weapon Damage and Stability
- Pretty straight forward. The damage this kit outputs is through the weapons, using the Powers and their synergy to supplement this. Homing Grenade's damage is useful, but it is secondary to the weapons. Sabotage's direct damage is mostly a bonus.
- Tech Burst damage has no benefit from Power Damage, so there's no loss there. Just get both Sabotage and Homing Grenade to rank 6.
- The Stability bonus gives you a little more flexibility with the Hurricane. However, you will find that after a few rounds, you only switch to it for a few enemies.
Fitness -4- Health and Shields
- Straight forwards. You want to at least have the Turret, and rank 5 Fitness is largely useless. Rank 4 is 1050 Shields, which is plenty for a character that is so mobile.
Weapon Choice
Although yours may vary, as there are some options, I believe that what I have set for this class is optimal.
Primary Weapon: M-11 Suppressor
Mods: Magazine Upgrade + Cranial Trauma Systems
Basically, shoot heads or you're doing it wrong. I am a console scrub, so Sabotage helps save time, especially at long ranges. Saved time = more time for more dead stuff. The Suppressor, with the right amps, is capable of popping (gold) mook heads in one shot. With Sabotage, you know you can walk away from enemies who have a sliver of remaining health, as they will just die in a second.
Any mook with a head is made a fool by the Suppressor. The only enemies who will give you issues are Dragoons, as they can be hard to stagger. Once in a while, Sabotage will make them step back. Luckily, however, these dorks have Armor, so they eat more damage from Homing Grenades.
Protip for Phantoms: If no one else is shooting powers at it to prompt the Bubbke of Doom, then shoot a Homing Grenade at her. It wont do damage, but she'll stand perfectly still. Perfect time for head popping (same tactic I learned for the QFI - Javelin, using Stickies)
Anything your M-11 Suppressor can't pop from headshot damage, you can use your secondary weapon against:
Secondary Weapon: N7 Hurricane
Mods: Ultralight Materials + Magazine Upgrade
I choose Ultralights because the Hurricane is just a sidearm. Your primary focus is killing mooks. With your mobility, you can rack up points from mook kills much faster than bosses. This puts you in a support role, and the weapon of choice there is the Suppressor. Therefore, with the minimal usage this gun will see (if you're doing it right) gives ULM merit, when usually there is none. If you're okay with adding 1 second to your Sabotage Cooldown, use Extended Barrel or Armor Piercing Barrel. I found that I used this weapon so much that the extra 1 second was more valuable than anything else I would need from what the Hurricane already provided.
Magazine Upgrade is more useful on this build than Heat Sink, because between grenades and Suppressor, you will be frequently visiting the ammo box. The Armiger Jetpack's innate mobility makes this much less a problem than some other builds. I tried using Extended Barrel instead of Magazine Upgrade, but prefered more ammo.
Alternative Weapon Choices[/u][u]
If Suppressor is not your thing (or you don't have it), there are other weapons that you can choose from. The best are weapons that like headshots.
Various sniper rifles are good. Kishock is one to note, because it is relatively light and bypasses Shield Gate. Collector Sniper Rifle and Indra are always good.
Saber
Graal - Headshot bonus, no Shield Gate
Executioner - this pistol is just fun
Arc Pistol - No headshot bonus, but higher overall DPS otherwise.
Collector SMG - Might be worth using if it's a high level. Does more damage to armor, which is all the Hurricane is really used for in the first place.
(Always prone to updates)
Enjoy!
Modifié par ThatOddGuy, 21 mars 2013 - 08:59 .





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