Krogan Battlemaster in an all around sort of manner.
If you don't have too many lag shenanigans, the Stim Pack twins can tank the most absurd situations though, even with 0 fitness.
Krogan Battlemaster in an all around sort of manner.
If you don't have too many lag shenanigans, the Stim Pack twins can tank the most absurd situations though, even with 0 fitness.
Not the most "durable" kit.... but the kit I die the least with is the Batarian Soldier with Adrenaline Mod III.
Novaguard is walking invincibility frames.
Novaguard is walking invincibility frames.
Batguard, for the same reason. Especially with melee build.
I don't play the novaguard because I can't stand the screaming.
I gave it a thought for a while and finally I must say Salarian infiltrator in my case.
AIU by far.
My thoughts exactly. Her repair matrix combined with a cloak and her inherent speed allow her to pull through impossibly difficult situations.
There is a reason why she is slammed constantly for being so OP....
I gave it a thought for a while and finally I must say Salarian infiltrator in my case.
I give it to the AIU... but really most infiltrators have great suitability due to the cloak's reduced argo + massive damage output, simultaneously combining great defense with great offense.
I terms of tankiness the BatGuard never ceases to surprise me. In general gameplay it's infiltrators and (because of their cloak) Volus.
Another aspect that greatly increased durability is what people call "CC" - any power capable of stagger, knockdown or stasis-like effects shine here. And because of that and their shields+DR many Krogan and the Juggy are great classes for durability, too.
"Squishy" classes can take a tool gun that staggers and take profit from dodges, so if you want to play a Human Engineer without fitness on Plat (it doesn't really matter, beside from the slightly faster pacing) they can be durable in a sense, too. And a Drell that uses his movement speed has more problems getting stuck to cover than being shot in experienced hands.
tl;dr It all comes down to gameplay style
To be fair, durability is about actually taking the hits while survivability is about not dying no matter how it's done.
An Infiltrator has high survivability if you can exploit the invisibility on the cloak well, but low durability other than the TGI and AIU.
It's admittedly more of an important distinction in other RPGs where you might run into an unavoidable attack that your high avoidance Rogue will do very poorly against due to his very low durability.
KROGANS!!!!!!
KROGANS!!!!!!
Should have been, except they carried the melee-OR-fitness dynamic over from the single player campaign and regeneration required an additional 8 month of development ( and approximately 8000 vorcha 'subjects' to perfect).
Should not have been a turian. Unrealistic. Too easy to pry off the plates off. Like eating clams. Mrarwww.
Either my hammertime Warlord, my Juggy, or my Point-defense N7 Destroyer. I almost never die with these three. All are most definitely plat worthy. ![]()
Should have been, except they carried the melee-OR-fitness dynamic over from the single player campaign and regeneration required an additional 8 month of development ( and approximately 8000 vorcha 'subjects' to perfect).
Should not have been a turian. Unrealistic. Too easy to pry off the plates off. Like eating clams. Mrarwww.
mmm. maybe some space
magic can fix that, in less time and without injured vorchas
To be fair, durability is about actually taking the hits while survivability is about not dying no matter how it's done.
An Infiltrator has high survivability if you can exploit the invisibility on the cloak well, but low durability other than the TGI and AIU.
It's admittedly more of an important distinction in other RPGs where you might run into an unavoidable attack that your high avoidance Rogue will do very poorly against due to his very low durability.
OK, survivability, then. I rate it higher than pure shields, DR and health. I like to have options. Also I genuinely enjoyed flying the Tie Fighter in - well - "Tie Fighter".
AIU by far.
Dying and standing up again until you run out of 'nades does not equal durable.
JUGGY
I don't see how the answer is anything by Juggy with 6B fitness and %40 DR Siege Pulse
Drell / asari vanguard easily. They seem to be fragile but the i-frames from the charge + dodge + stagger from grenades mean that you can lock down a full plat spawn and survive.
Close second is the havoc: charge, armiger heavy melee, light melee, stim packs, awesome dodge, cryo blast to freeze up mooks.
Third is the cabal: wallhax charge, biotic focus, dodge, heavy + light melee, NS blades.
IMO kits with raw health, shields cannot really compete because plat scions/primes/ravagers with eat up those shileds+health pretty quickly. Even a Juggy will find itself in trouble unless it can put up a hexshield and heavy melee something. Which is very static, hence vulnerable IMO.
Juggernaut can go screw himself.
I will drop my super mega shield right in front of you and you will love it!!
OT - Maybe a Slayer with Cyclonic IV on. His dodge can take you through walls out of trouble. He can charge and stagger that Geth stagger party right back. And he can charge the Scion that's across the map and force him to do his haymaker - good few seconds where he's swinging at air while you unload on him from just outside his reach. And Phase Disruptor because...Phase Disruptor.
I think some of the posters here are trying to correlate durability with a kit being able to get themselves out of a pinch. Being able to dodge through walls, or making yourself almost invisible isn't something I would ever consider a tank trait.
I mentioned this in other threads, but the Asari Justicar with full defensive bubble, reave, shield power cells III, Stronghold package (or Multicapacitor) behind hard cover is practically invulnerable against the Geth.