My original spec was 6/6/6/4/4 and then I used 3/6/6/5/6 for my Platinum solo.But after some reflection I've evolved my build again. This is the current spec here:
[**5/5/6/6/4**][**Video**]**Tech Armour**Tech Armour fills two roles on this character. First it increases our effective shields with it's 40% DR, only about 30% DR out of cover, but still beneficial as we have no side step or dodge.Combined with original Turians high base shields it lets us eat a few more shots if we can't duck behind a corner or get into cover.Detonating, will also stagger most enemies and is usefull in a bind. But, it's tied to cooldown and may not always be available.
Second, and more importantly we need the 30% power damage increase for Overload.
**Warp**Warp is used for primarily debuffing bosses. The Expose evolution increases the damage done by powers and weapons which includes ammo powers.That is substantial, as Expose is multiplicative and combined with Warp Ammo's bonus to lifted targets means we can two shot Brutes and Ravagers and three shot Scions.Warp, like many other powers, can also be used to hide you reloading animation with the Claymore. It allows you to shoot, Warp, reload cancel, and shoot again.And, depending on the teammates you may score the odd Biotic Explosion and depending on the detonator will still be very powerful because of Warp's Detonate and Explosion evolutions.
**Overload**It's the penultimate shield and barrier stripping power in the game. With our evolutions we get 6x multiplier vs robots and **8x** against organics.This is critical to our survival as we haven't had Reaper tech implanted in our ankles and cannot dodge. Maximum single target damage is required to stay alive in one on one battles with Phantoms.If they slash you chances are you'll end up on the floor for the remainder of the round. To counter, stripping their barrier will put them into defensive mode or expose the low health pool.Gold Phantoms have 3075 barriers our Overload does 3168 damage to organics shields - their barriers are gone in one cast and with precision they are dead a second later.Otherwise, it will remove everything short of a Pyro's shields and bosses on Gold.
**Turian Veteran**In my opinion the owner of the best weapons passive tree in the game. And, I won't pass that up. All choices are geared to weapon damage.
**Fitness**We are allowed up to rank 4 in durabilty and that gives us a pretty high 1200 shields.
Ammo PowersI generally prefer to use Warp Ammo to leverage the bonus to lifted targets you'll get from casting Warp.Incendiary also works well with lighter weapons like the Harrier or Wraith that allow use of powers more often to detonate Tech Combos.This build is not particularly suited to Warp/Incendiary bug abuse because we do not have Pierce.
Armour SlotI prefer Adrenaline module to offset the slow base speed of Turians.Shield Power Cells, Cyclonic Modulators and Power Efficiency Modules are also good choices.
I prefer weapon amps in the gear and weapon slot. They synergize well with Expose and the more base damage you have the better Expose is.
**Loadout**I generally run the Claymore (Choke and HVB) or Harrier (AR Piercing and Magazine).Other good choices could be the Wraith, Paladin, Carnifex or PPR (better for bosses - worse for trooper class).
Take a look at the video for how I handle different enemies and factions. And, why I hate Flamer.
Modifié par AaronEh, 29 mars 2013 - 04:07 .