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N7 Valkyrie + QMS


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#1
Moby

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So... I was itching for something to use the N7 Valkyrie on and I settled on the QMS.

And it's actually pretty nice.

So... I felt like sharing.

This is a build thread but I don't think it's necessary to be quite as long-winded or detailed as the Cabal thread I wrote up some time ago, the premise is pretty straightforward (although the post itself is still a big wall o' text).  And as usual there's options available for experimentation.  Knock yourself out.


Marksman - 6 (Firing Rate, Headshots, Accuracy & Firing Rate)
Tactical Scan - 6 (Weapon Damage, Movement Speed, Damage)
Passives - 6 (Weapon Damage, Headshots, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)
Equipment & Gear - Assault Rifle Amp, Armor-Piercing Ammo, Cyclonic Modulator, Assault Rifle Amp Gear
N7 Valkyrie - Magazine Upgrade, Extended Barrel
Narida

I prefer Sabotage at zero, otherwise you end up sacrificing survivability or (even worse) damage output.  Plus it interferes with Marksman usage and cooldowns.  However you could have Fitness at five ranks to put three ranks in Sabotage, or cap Fitness at three ranks to put five ranks into Sabotage and get a little better cooldown times or whatever.  It's the only stagger power available, as I said it's my preference to not bother with it.

Marksman
I've fiddled with taking the rank four Accuracy bonus and I didn't feel it actually made improvements.  With the Firing Rate bonus the shots are still straight down the middle with minimal accuracy loss even at range.  Plus the bursts are a wee bit faster so I was able to squeeze off a couple more shots in a single Marksman cast.  The Headshot bonus gives the gun quite a punch, and IIRC it's one of the few headshot bonuses in the game that isn't bugged.  Feel free to correct me if I'm wrong.

Tactical Scan
This is how I always set up Tactical Scan.  The debuffs are a great help to the team, and myself regardless of which male quarian I'm using.  I also don't take the Headshots bonus on Tactical Scan because, IIRC, it's either bugged and/or doesn't apply to bosses.  Again, correct me if I'm mistaken.  I also prefer cutting the movement speed on faster bosses, say Praetorians or Phantoms, making it much easier to land hits.

Passives and Fitness
Pretty straightforward.  Maximum damage output and maximum survivability.

Equipment
I have an abundance of AP IV and Cyclonic IV, so I bust 'em out.  I prefer Assault Rifle Amp for the weapon and gear slots for when I need to land body shots while backpedalling, or other such nonsense (I prefer boosting the base damage).  I personally have not used Targeting and Vulnerability VI.  A friend has and according to him it was just fine.  Take that for what you will.

N7 Valkyrie
The character is basically set up to further compliment the increased
headshot bonus the gun has over most of the other weapons in the game, as well as improve on the base damage.  The Extended Mag gives fourteen bursts (twenty-eight rounds), which can all be fired off on a boss or a group of mooks in one use of Marksman.  I also like the old Extended Barrel to give a boost to base damage, on top of the Assault Rifle amps I typically use.  This is largely why I use AP Ammo so that I have some penetration and anti-armor.  The recoil requires a little control but once I had the hang of it, I was able to land multiple bursts on the same target with every round hitting a very small area.


So, there's really nothing to it... Under Marksman, most mooks die in two or three bursts to the head including shielded ones.  It'll take about five or six bursts to the body.  Bosses are straightforward, highlight 'em with Tactical Scan then pop Marksman and unload.  Aim well.  As I said, it's pretty simple and it works.

I've rolled this in U/U/P and U/U/G several times lately and I enjoy it, it's fun, and can clean up Collectors really nicely with their big headshot hitboxes.


TL;DR, I wanted to try something new, found something that works, felt like sharing.




Additional thoughts:

Why not just use the turian Soldier?
I use him.  I've had to downplay him lately because I used to play him a lot.  I strap a lot of different weapons on him and go to town (Typhoon, BPP, Tempest, Saber...).  I like to diversify, and I hadn't come up with a dedicated QMS build.  So I just did one on the fly.
There's only two things the turian Soldier improves on with this build, passive weapon/headshot damage and shields.  The stability didn't do jack, the N7 Valkyrie still recoiled a very noticeable amount (could be off-host issues, though).  So I opted to control it.  Even with the extra weapon/headshot damage it was still two or three bursts to kill most mooks.  Plus, Tactical Scan is a much better debuffer on the quarian Soldier, as I can Scan, shoot maybe one or two bursts if I'm fast, then pop Marksman right away.  With Proximity Mine, I can dump half the magazine before getting to pop Marksman which is a lot of inaccurate shots.  And Proxy Mine either debuffs or slows targets, not both.  Concussive Shot was nice to have as an oh-sh*t stagger power, but for the most part it'd be like Sabotage with a much lower cooldown interrupting Marksman use.  I prefer dead rushing mooks over staggered rushing mooks.  That's just me though.
So in all honesty, yeah I did this setup with the turian Soldier.  I liked it.  But it felt no different.  I just didn't have dodge capabilities.

Why not just use [insert class here]?
There's a few really good or fairly popular classes that I never use (still have the "New" symbol on some...).  Namely, the Huntress, Fury, drell Infiltrator, Demolisher... I'll typically experiment with a certain class with several different builds, sometimes over a very long time, before settling on one or multiple "dedicated" setups that work for me.  I was staring at the character screen for a few moments thinking "What's a character I don't really use?"  I didn't have a "dedicated" QMS setup, so I threw one together.  I like to diversify.

Why not just use [insert weapon here]?
Chances are I do, but on a different class.  And they're not the N7 Valkyrie.  After deciding on rolling out the QMS, I was thinking "Which gun do I not use?"  N7 Valkyrie.  There's no special story behind it.

[insert weapon here] is better.
Meh.

Not everyone has an N7 Valkyrie X.
I'm sure that's quite common.

What if there's multiple bosses?
Pretty simple.  Prioritize and engage.  Just pick the most dangerous one at the time (or whichever you want to die first), Scan, and start shooting it.  Naturally it's important to have a good firing position, using right hand advantage where applicable, and ensuring the flanks are clear.  However if sh*t gets hairy or the location won't be safe for long enough, running away is often the smart thing to do.

What if there's multiple mooks?
Again, good firing position.  I didn't really say it earlier but, when I stay focused during a mook rush I can kill two or three with a few quick, well-placed bursts before having to move or whatnot.  Just like with bosses, gotta prioritize targets so that things don't go south.

What's the ammo situation like?
Well, at ten, the N7 Valkyrie has 180 spare shots.  I usually only visit ammo during a brief lull in combat or after a prolonged shooting spree.  Course, not everyone has a Valkyrie X, but it's still very manageable.  You're not going for ammo after two mags all the time (a la Harrier), and it's pretty tolerable on crap-ammo maps such as Condor and hazard Dagger.

What other weapon mods could be used?
I settled on Magazine and Barrel because it works, but for experimentation purposes or for something more comfortable, I'd imagine the Stability Mod would be okay if it cuts down on recoil.  The High-Velocity Barrel would also be workable but to compensate, might want to switch the ammo type.  Warp rounds would give a nice base damage boost.  Whatever gets changed, I don't think the Mag Up should ever be removed, else some of the Marksman time would be eaten up by a reload.

What other equipment could be used?
I dunno.  Shield Power Cells?  Stabilization Module?  Whatever works.  I don't think Power Efficiency would be useful unless there was intent to use Sabotage.

What would be a good sidearm?
Since I rarely host, I don't use sidearms myself.  Obviously I'd recommend a Scorpion or Acolyte for better Phantom control if someone's on-host, but I really can't say.  Personally I feel a sidearm would be a little too detrimental to cooldown times, but that's just me.  Do whatever.

Which factions does this work against?
All of them.  All the mooks have heads that need explodin'.  The only issue is Brutes and Ravagers being the more difficult baddies to headshot or multi-hit.  All geth units have easy heads to hit, all Collector baddies have very easy heads to hit... Cerby's humanoids have heads and the Atlas has ye olde triple-hit bug.  The Rippas have heads too.  And I play console, so console players can get head too.

WALL OF TEXT!
Yup.



Cheers, BSN.

#2
Guest_TchOktChoky_*

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Nice! I'll try this build later tonight.

You where wrecking things with that build yesterday, I couldn't keep up.

Modifié par TchockTckocky, 09 avril 2013 - 07:52 .


#3
IUsedToDieAtWaveOne

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MofuggerX wrote...

WALL OF TEXT!
Yup.


Truer words were never spoken.

And I prefer the Saber since I have it at a higher level.

#4
donasdogamma

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I have'nt used the valkyrie in a while. I'm gonna try this later

#5
kipac

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I like using Valkyrie on Justicar.

#6
R0gueSp3ctre18

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i haven't tried the Valkrie on him yet, I typically run the Harrier and Hurricane on him. I will give it a whirl this evening...

#7
lightswitch

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Pretty sure RoF does not do anything for the Valkyrie

#8
capn233

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lightswitch wrote...

Pretty sure RoF does not do anything for the Valkyrie

It increases the rate of fire... does not affect the min refire time.  So each fire cycle is shortened somewhat.  Not a whole lot since burst length is only 2 shots for this gun, but it is a little better with ROF buffs.

edit: Now with numbers, it is almost 100extra DPS at X (no other bonuses), if my math is right

Valkyrie

Marksman ROF 900

15 shots per second, 0.0667s per shot (aka 2 shot burst length)

Total fire cycle 0.3167s per burst, 3.158 bursts per second

299.8dmg per burst; 946.7dps

No marksman

ROF 600

10 shots per second, 0.1s per burst

Fire cycle 0.35s per burst, 2.857 burst per second

299.8dmg per burst; 856.6dps

Modifié par capn233, 09 avril 2013 - 08:25 .


#9
TheAshenPhoenix

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Thanks! I was actually looking for a good build to try on this guy. I'm actually like you where I experiment a whole hell of a lot with each character (especially since now I'm nearly done with N7 mastery I've had a lot of opportunities) and use multiple builds before finally figuring out the one I want to dedicate it to. But there are quite a few characters I haven't really used because I don't like them that much or enough to figure out a good build. But I've been looking for a way to try the QMS again since I tried him out before and thought he sucked.

#10
Slojack

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I started playing this combo over the weekend and have nothing bad to say. Same build and everything. Since I got two N7Valkyrie upgrades (VI VII) last night right before quitting, Im itching to get home and see what I can do now with it.

Little side note-I used the Hornet as a back up weapon, and for the first time ever I liked that gun.

Modifié par Slojack, 09 avril 2013 - 08:22 .


#11
NYG1991

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Yea I've used it on QMS. I think I actually put three ranks in sabotage just cause it's a handy stagger for mooks for extra headshots.

Valkyrie also works nice on the base human soldier. Spec concussive shot and tack on incendiary ammo and watch reapers cry.

#12
RoZh2400

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The Marksman headshot bonus only applies to non-bosses, although against mooks it's actually a 31.25% damage bonus. Yay for inaccurate tooltips!

Just an FYI.

#13
DarkseidXIII

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Great combo. My personal favorite with the Valkyrie. Don't understand why people don't like it. 3X headshot multiplyer. Awesome!

#14
Kocka007

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Nice work. I just played this build but I go 4 in fitness and 4 in sabotage for the backfire and stun. With a cyclonic 4 I didn't go down unless I lost awareness and tried to rambo out of it.

#15
StoxRegalia

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Was playing with my friend mobius y. He is usually a scrub, but he was doing pretty well with this.

#16
Moby

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Notorious P I G wrote...

Was playing with my friend mobius y. He is usually a scrub, but he was doing pretty well with this.


You're so sweet.

#17
DarkseidXIII

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MofuggerX wrote...

Notorious P I G wrote...

Was playing with my friend mobius y. He is usually a scrub, but he was doing pretty well with this.


You're so sweet.


:blink:
Isn't op Mobius? Lol! 

#18
K_Os2

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The Valkyrie still needs a clip size buff, and when side by side with the Lancer it becomes painfully obvious it needs another buff somewhere else.

Modifié par K_Os2, 09 avril 2013 - 09:31 .


#19
IUsedToDieAtWaveOne

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Oh and instead of the assault rifle amp, I use the Geth Scanner.

#20
capn233

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K_Os2 wrote...

The Valkyrie still needs a clip size buff, and when side by side with the Lancer it becomes painfully obvious it needs another buff somewhere else.

Valkyrie is basically a UR Mattock that takes slightly less trigger presses for the same result. ;)

#21
Moby

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DarkseidXIII wrote...

MofuggerX wrote...

Notorious P I G wrote...

Was playing with my friend mobius y. He is usually a scrub, but he was doing pretty well with this.


You're so sweet.


:blink:
Isn't op Mobius? Lol!


I cannot confirm nor deny these claims.

#22
K_Os2

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capn233 wrote...

K_Os2 wrote...

The Valkyrie still needs a clip size buff, and when side by side with the Lancer it becomes painfully obvious it needs another buff somewhere else.

Valkyrie is basically a UR Mattock that takes slightly less trigger presses for the same result. ;)


That's kinda my point, since it's an UR it should be better than what it is.

#23
Moby

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K_Os2 wrote...

capn233 wrote...

K_Os2 wrote...

The Valkyrie still needs a clip size buff, and when side by side with the Lancer it becomes painfully obvious it needs another buff somewhere else.

Valkyrie is basically a UR Mattock that takes slightly less trigger presses for the same result. ;)


That's kinda my point, since it's an UR it should be better than what it is.


Well you can always wait around for the next balance change.

#24
Supra_Guy

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Alright ill have to give this build a go, I havent played that character much. I usually use the Valkyrie on my basic human Sentinel in gold and more often than not I do well with it.

#25
K_Os2

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MofuggerX wrote...

K_Os2 wrote...

capn233 wrote...

K_Os2 wrote...

The Valkyrie still needs a clip size buff, and when side by side with the Lancer it becomes painfully obvious it needs another buff somewhere else.

Valkyrie is basically a UR Mattock that takes slightly less trigger presses for the same result. ;)


That's kinda my point, since it's an UR it should be better than what it is.


Well you can always wait around for the next balance change.


Guess so, the second Tuesday of every week, so have to wait much longer.