I'm currently using this, it works great but he seems to die as soon as I stop using cyclonic 4. I don't play him a lot, so I figure I'd be lazy and ask you guise about this
.
Geth Engineer build
#1
Posté 10 mars 2015 - 11:04
#4
Posté 10 mars 2015 - 11:20
I like at least 4 evos in his fitness tree, I also use a weapon with more range and a turret set up for full healing.
I really like the CSMG with Incendiary rounds on him .. I imagine something like the Sabre would also work well
#5
Posté 10 mars 2015 - 11:23
I only put 3 ranks in the turret for occasional shield boost and as an enemy compass, and 5 in fitness for shield recharge. The turret isn't really reliable for anything else.
Pick a nice stagger stick that applies ammo powers consistently. Chain Zap Zap all the things for ammo 'splosions!!!
#7
Posté 10 mars 2015 - 11:25
#9
Posté 10 mars 2015 - 11:31
^ I would suggest using a sniper amp with the Indra however lol
#10
Posté 10 mars 2015 - 11:36
^ I would suggest using a sniper amp with the Indra however lol
You would think so, but based on some of the pugs I've played with... ![]()
Anyway fixed.
#12
Posté 10 mars 2015 - 11:47
I'll give you the Geth Support build, but don't expect a reply in 48 hours.
I'm sorry.
(just so you know I didn't edit it afterwards; I submitted the thread with the strike through. Not sure what I was going for besides making me look like an Ahole)
#14
Posté 10 mars 2015 - 11:57
I prefer to spec the turret a full six and ignore fitness completely. Usually, with additional range and faster healing, the turret can heal me up to full almost immediately on taking damage, working almost as well as a cyclonic. Geth turrets aren't so good for damage, but they can stagger conveniently at the right moment. Really handy as an all-around support tool, for you or for allies that are in trouble.
This is what I use. Works pretty well all around; the turret lets you support allies or yourself, and with the extra healing you basically double your effective shields. Not quite as good as a cyclonic, but saves you that cyclonic too. Overload for shields, detonations, and phantoms, and the shotgun handles tricky enemies well. Incindiary ammo for armor. Since you don't have a multiple-target primer, no need for the chain evolution. Find your firing zone, toss in the turret, fire on the way in, shields get recharged, overload the primed targets, melee a few times if anything's still left alive. Still, he's lightly shielded so it can be tricky.
Even if you do go down though, the turret's still there if you threw it right. Anyone coming to res you will have free shields as they do it, and you'll get recharged as you come up, as well. Works pretty well for everyone.
#15
Posté 11 mars 2015 - 12:33
I can't justify maxing the Turret so I normally put just 3 ranks into it. I find it useful for a distraction or canceling DoT but not much more. The RoF and accuracy bonuses from Hunter Mode are greatly beneficial for the Saber, which I find a little lacking otherwise.
- q5tyhj aime ceci
#16
Posté 11 mars 2015 - 01:37
Here is my favorite build.He also happens to be my favorite character.
Toss a turret in the direction of enemies,get close,cast double chain overload,and grab the free headshots.The healing turret will keep you off the floor,and thus helping you tank with him.
That is exactly what I used before I respec'd. My intention on not maxing geth turret in my current build is that since I get such high cdr (using only hurricane) I can simply redeploy a second turret if I need 2 shield repairs in a row. Its probably still faster than 1 turret with 6b (not sure how fast they recharges)
#17
Posté 11 mars 2015 - 01:42
I use this. I also find that 3 ranks in the turret are enough. The choice of the GPS is partially lore related but this weapon has also the advantage of priming for fire explosions in one shot (charged if needed) all low-mid units of the game . And with all the bonus to weapon damage in this build, the GPS is a very decent boss killer.
#18
Posté 11 mars 2015 - 03:50
This is what I use, and it serves me pretty damn good.
You can drop the power amp and equip a cyclonic/adrenaline as you see fit, except against cerberus where the power amp is needed.
You can also split 3 turret/5 fitness if you prefer. Actually, it might be better but I can't be arsed to respec.
- q5tyhj aime ceci
#19
Posté 11 mars 2015 - 04:19
This is what I use, and it serves me pretty damn good.
You can drop the power amp and equip a cyclonic/adrenaline as you see fit, except against cerberus where the power amp is needed.
You can also split 3 turret/5 fitness if you prefer. Actually, it might be better but I can't be arsed to respec.
This is the build I use, and I usually go Power Amp with Survivor Loadout, for super juicy Overloads and extra Ops packs for squishiness. Prefer Saber, Arc Pistol or Lancer for weapon, though.
#20
Posté 11 mars 2015 - 04:23
This is the build I use, and I usually go Power Amp with Survivor Loadout, for super juicy Overloads and extra Ops packs for squishiness. Prefer Saber, Arc Pistol or Lancer for weapon, though.
The ones you mentioned are all solid choices, of course. But the talon on a geth becomes... Something else. Since I almost never use it on the GI, I enjoy it on his little brother
Oh, I should have also mentioned that the gear slot can be changed too. Survivor loadout is another great choice, or just go with an amp for your gun. Assoult loadout must be my favorite tho...
#23
Posté 11 mars 2015 - 05:24
There's always the Hunter Mode -less build, but it's a disgusting Geth abomination...
Yep, that's how I play him. Disgusting? Check. Geth? Check. Abomination? Check, check.
- PHOEN1XK1NG aime ceci
#24
Posté 11 mars 2015 - 06:05
shouldn't you have gone for power dmg for training and Hunter mode if you want turret to do dmg?
You might be right... i just wanted to get the saber working well
will have to test it, but honestly, the turret doesn't do that much damage, compared to the saber, so i figured its better to buff that and keep the turret for distraction/healing/ priming(almost never works - to short of a window, i think).
Might try it in training, but im not giving up rate of fire.
#25
Posté 11 mars 2015 - 06:59
Overload for shields, detonations, and phantoms, and the shotgun handles tricky enemies well. Incindiary ammo for armor. Since you don't have a multiple-target primer, no need for the chain evolution.
The turret specced for flamethrower will reliably prime multiple targets for fire explosions, which can be spectacular when you go full chain overload. Not putting 6 levels into turret is missing out on the GE's main unique power synergy.
I've tried speccing the turret for max shield restore and for max damage. I see very little difference in practice between the amount of shield restoration. What mostly counts is the initial boost that one gets straight after tossing it out.





Retour en haut







