Well, this is my build for her. Not very original, I know... but an absolute menace vs. Geth and doing quite well against anything else. I like to line up 2-3 targets so I can kill them with one shot. Sticky Grenades are more for emergencies and special occasions.
Quarian female Infiltrator builds.
#26
Posté 29 avril 2015 - 02:33
#27
Posté 29 avril 2015 - 03:12
But I think you get the damage boost if you have a sniper rifle and you throw one while looking down range through the sights. Also I'm not sure what the boost is. Shine the Cyonan signal.
The bonus damage is equal to the ammo damage that you would get from one "pellet" of your currently equipped weapon (e.g., 50% damage over 3 sec if you have Incendiary Ammo equipped). So for a shotgun, it's the ammo damage of a single pellet. For a single-slug gun, it's the ammo damage of the entire shot. And for a Sniper Rifle, the hipfire damage penalty applies to the bonus damage (but not the damage of the Sticky itself).
- GruntKitterhand et Lucky aiment ceci
#28
Posté 29 avril 2015 - 03:14
Well, this is my build for her. Not very original, I know... but an absolute menace vs. Geth and doing quite well against anything else. I like to line up 2-3 targets so I can kill them with one shot. Sticky Grenades are more for emergencies and special occasions.
This is pretty much the exact same build I use. I take both penetration mods on the Widow and the Extended Mag instead of ULM on the Hurricane, but otherwise pretty identical.
#29
Posté 29 avril 2015 - 03:20
This is pretty much the exact same build I use. I take both penetration mods on the Widow and the Extended Mag instead of ULM on the Hurricane, but otherwise pretty identical.
I love my Thermal Scope, it's my replacement Geth Scanner. Especially useful vs. Cerberus... all that smoke would make sniping too slow otherwise. I don't actually -need- the Hurricane but sometimes it's nice to have a backup weapon.
#30
Posté 29 avril 2015 - 03:47
Okay well first of all I wish there was some sort of search on there forms so I didn't have to make a new thread asking about builds or questions that have been asked 100 times.
Second, I actually tried a couple of builds out on my own before making this thread, which was so hard it almost killed me, because I AINT GOT TIME FOR THAT. It was has hard as trying to not drink, or not watch some Remy and hula hoop action.
Well I came up with this build and after a few games I quite like it. I just wish all races got bonuses for using their own weapons.
http://kalence.drupa...34O52364!5GEA5K
What are your builds or what would you do differently. I never play her that much so yeah.
Deuces.
L2B
#31
Posté 29 avril 2015 - 04:21
Inb4QMR.
And until she gets out of bed or where/what ever, I'll point you to some (imho) useful posts:
It's nice to know that I've made so many quarian shitposts that people now quote them as if they aren't rants.
Your spec is great for a grenade/sabotage combo build, and the Arc Pistol gets lore friendly style points in addition to the fact that it gets a free shot and doesn't break your cloak, leaving you free to follow up with grenades, sabotage and eventually more shots. I only disagree with the radius specs. They are generally a better choice on most powers, but on stickies they leave too much damage on the table in exchange for a mere 1.6m boost in radius IMO. Your fire explosions or tech bursts will already have a 6m+ radius as is, but its not as if going either way is particularly disadvantageous. I wouldn't rely on the proximity trap, though it occasionally produces lulz if you toss the grenade in a doorway for a chasing phantom or goon to mindlessly charge into.
I actually like going this route, because it is versatile and combines some aspects of the grenade and sniper builds so I needn't burn respec cards or promote incessantly to play the kit in different ways: http://kalence.drupa...34O55364!G0EA.K
Kishock is great with the grenade build for the same reasons as the Arc Pistol, but it actually applies even more ammo damage to the stickies and benefits from sniper cloak at the same time, while ignoring shieldgate and thus leaving you free to employ incendiaries and still kill all the things with one shot.
If I want to just do a pure sniper, or don't like using the Kishock off host simply swap the Kishock for a Widow/Javelin/BW and the incendiary ammo for disruptor, along with swapping some gear around.
http://kalence.drupa...13N55334!G0EA.K
Mooks still die in one headshot (some take 2 with BW), and I have grenades and their sabotage buffed tech bursts for crowds and armor. I also take the melee in cloak because even with no points in fitness, a cloaked heavy melee with sabotage will still kill most gold mooks, which is nice for if you get caught between reloads or derp a close range quickscope, and IMO this limited utility is better than the functionally useless cloak recharge speed due to its duration mechanics. I wouldn't for a second suggest skipping grenades, as they are great for reload hiding and essentially a free 3-5000 armor damage or so every few seconds without even factoring in their CC abilities. Scanner for shooting things in the face through 3 meters of wall, and AM3 so you can get to the next group of killable things and replenish your limited grenades faster.
I don't find fitness to be of any real use in any build except for the melee build due to the fact that I believe all the powers and passives should be maxed, so I don't even bother respeccing to remove sniper cloak when I use other weapons. You've a cloak, don't get shot.
As an aside, you shouldn't really worry too much about which weapon you equip for the tech vulnerability grenade specs. Lots of people recommend the Crusader and discourage sniper rifles due to the mechanics (grenades apply 1 non-charge shot projectile's worth of ammo damage upon impact, subject to hipfire penalties), but it is really an insignificant amount of damage. Crusader will give 394 ammo damage per grenade to the single target that it sticks to, which is nothing when bosses have thousands of shield and armor points. If you are really THAT worried about the ammo damage, a Javelin will give more than twice that amount at 966. Even if you choose to take the hipfire penalty, you are still doing much more ammo damage per grenade than the Crusader. Widow, Mantis and BW give a similar story. The Kishock has no hipfire penalty and will add 696 points of damage to each grenade, so it is also better than the Crusader in that regard. Again not that it really matters when the grenades are doing like 7000+ single target damage each, either way.
Others have already posted the melee build, which is great fun. You go at least 5 ranks in cloak with damage at 4 and 5, full sabotage and full melee fitness. Cloak>sabotage> backhand things to death. Whether you use bonus power for more survivability and how you do grenades and passives is pretty much up to you. I've been using this most recently: http://kalence.drupa...13J56364!C0E38K
Yeah, I use incendiary LolReegar and grenades because sync kill bosses are tedious to punch to death from full health, especially when you don't have a ramp. Git mad BSN.
- GruntKitterhand, frank_is_crank et nat in the hat aiment ceci
#32
Posté 29 avril 2015 - 04:31
It's nice to know that I've made so many quarian shitposts that people now quote them as if they aren't rants.
Your spec is great for a grenade/sabotage combo build, and the Arc Pistol gets lore friendly style points in addition to the fact that it gets a free shot and doesn't break your cloak, leaving you free to follow up with grenades, sabotage and eventually more shots. I only disagree with the radius specs. They are generally a better choice on most powers, but on stickies they leave too much damage on the table in exchange for a mere 1.6m boost in radius IMO. Your fire explosions or tech bursts will already have a 6m+ radius as is, but its not as if going either way is particularly disadvantageous. I wouldn't rely on the proximity trap, though it occasionally produces lulz if you toss the grenade in a doorway for a chasing phantom or goon to mindlessly charge into.
I actually like going this route, because it is versatile and combines some aspects of the grenade and sniper builds so I needn't burn respec cards or promote incessantly to play the kit in different ways: http://kalence.drupa...34O55364!G0EA.K
Kishock is great with the grenade build for the same reasons as the Arc Pistol, but it actually applies even more ammo damage to the stickies and benefits from sniper cloak at the same time, while ignoring shieldgate and thus leaving you free to employ incendiaries and still kill all the things with one shot.
If I want to just do a pure sniper, or don't like using the Kishock off host simply swap the Kishock for a Widow/Javelin/BW and the incendiary ammo for disruptor, along with swapping some gear around.
http://kalence.drupa...13N55334!G0EA.K
Mooks still die in one headshot (some take 2 with BW), and I have grenades and their sabotage buffed tech bursts for crowds and armor. I also take the melee in cloak because even with no points in fitness, a cloaked heavy melee with sabotage will still kill most gold mooks, which is nice for if you get caught between reloads or derp a close range quickscope, and IMO this limited utility is better than the functionally useless cloak recharge speed due to its duration mechanics. I wouldn't for a second suggest skipping grenades, as they are great for reload hiding and essentially a free 3-5000 armor damage or so every few seconds without even factoring in their CC abilities. Scanner for shooting things in the face through 3 meters of wall, and AM3 so you can get to the next group of killable things and replenish your limited grenades faster.
I don't find fitness to be of any real use in any build except for the melee build due to the fact that I believe all the powers and passives should be maxed, so I don't even bother respeccing to remove sniper cloak when I use other weapons. You've a cloak, don't get shot.
As an aside, you shouldn't really worry too much about which weapon you equip for the tech vulnerability grenade specs. Lots of people recommend the Crusader and discourage sniper rifles due to the mechanics (grenades apply 1 non-charge shot projectile's worth of ammo damage upon impact, subject to hipfire penalties), but it is really an insignificant amount of damage. Crusader will give 394 ammo damage per grenade to the single target that it sticks to, which is nothing when bosses have thousands of shield and armor points. If you are really THAT worried about the ammo damage, a Javelin will give more than twice that amount at 966. Even if you choose to take the hipfire penalty, you are still doing much more ammo damage per grenade than the Crusader. Widow, Mantis and BW give a similar story. The Kishock has no hipfire penalty and will add 696 points of damage to each grenade, so it is also better than the Crusader in that regard. Again not that it really matters when the grenades are doing like 7000+ single target damage each, either way.
Others have already posted the melee build, which is great fun. You go at least 5 ranks in cloak with damage at 4 and 5, full sabotage and full melee fitness. Cloak>sabotage> backhand things to death. Whether you use bonus power for more survivability and how you do grenades and passives is pretty much up to you. I've been using this most recently: http://kalence.drupa...13J56364!C0E38K
Yeah, I use incendiary LolReegar and grenades because sync kill bosses are tedious to punch to death from full health, especially when you don't have a ramp. Git mad BSN.
Well Im a scrub and need fitness. So no radius nades and no proxy trap. Was the sab the right way to build it?
- acicm2 aime ceci
#33
Posté 29 avril 2015 - 04:36
Well Im a scrub and need fitness. So no radius nades and no proxy trap. Was the sab the right way to build it?
yeah. 4b, 5a, 6b is pretty much the only way to build it on her. Backfire is better than hack duration unless fighting exclusively geth, recharge speed is redundant when you're hiding the cooldown with cloak anyway (and explosive hack is actually good enough against geth to be more useful on its own), and tech vulnerability is way more useful than berserk because it works against all enemies, and hacked enemies are mostly retarded as is.
On the Quarksman or Sabotuer, 5b has some merit because of the long cooldown, but otherwise I would do the same there too.
- nat in the hat aime ceci
#34
Posté 29 avril 2015 - 04:37
I spec Sabotage for Geth. Because I fought Geth a lot in my day.
It's not optimal, but I like it.
- Quarian Master Race aime ceci
#35
Posté 29 avril 2015 - 04:46
I spec Sabotage for Geth. Because I fought Geth a lot in my day.
It's not optimal, but I like it.
Like'd for Claymoar. Armor consumable on her is such a difficult choice between AM3 and Power Amp
But that goes for pretty much every quarian kit that isn't the Marksman
#36
Posté 29 avril 2015 - 05:15
Did you post your Neela Vas Brutepuncher build?
- Quarian Master Race aime ceci
#37
Posté 29 avril 2015 - 05:22
QMR, we should do a few all Quarian games soon. ^^
#38
Posté 29 avril 2015 - 05:25
Did you post your Neela Vas Brutepuncher build?
yes.
Thanks for not reading the opinionated yet objective shitpost that I worked super hard on, jerk.
- DaemionMoadrin aime ceci
#39
Posté 29 avril 2015 - 05:42
What are your builds
"Mel'Kayviem", in my sig. Scrub-friendly full-fitness compromise sniper build. Works for me.
When I'm out of sniper amps (which is most of the time), I play a "designated markswoman" variant with a scoped Mattock.
#40
Posté 29 avril 2015 - 06:07
yes.
Thanks for not reading the opinionated yet objective shitpost that I worked super hard on, jerk.
Hey I'm on limited time here, ok?
- GruntKitterhand et Quarian Master Race aiment ceci
#41
Posté 29 avril 2015 - 09:43
Pretty solid. I never put 6 ranks in Sabotage though, and ignore the first radius option on the nades.
Roundtine, pls. Sabo goes to 6.
Here's the deal with sabotage: Tech vulnerability's 50% bonus is a global -- i.e. multiplicative -- boost to all tech damage and melee. As others have mentioned, this means her heavy melee maxes out around 6000 (4500 vs armor). She also gets a solid boost to her tech combos including 1x6 fire explosions which is nice vs armor. Lastly, TV applies to sabotages own backfire damage for >3k possible damage to shields. Kalence calculates this incorrectly as additive to the base damage of the power.
The sticky issue is not the easiest thing to explain, but I'll try. Stickies have a player friendly bug which causes them to apply ammo effect damage equivalent to the damage applied by a single round of your gun. This has nothing to do with the eventual explosion damage from the grenade itself. But, if you were carrying a crusader and disruptor ammo IV, then the sticky would do 788 shield damage when it touched a maurader or centurion, etc -- and prime a tech burst just like if you shot it with a round from the crusader. The exploding grenade would then detonate the 1x6 tech burst for another 1k of damage.
- Question: what's this about a scope penalty on my sticky grenades? Well nat, if you equipped the black widow, that 788 would bump up to 944. But you'd get that full damage only if you're scoped in when the grenade contacts the target. If you're not scoped in then that value will be reduced to 85% just as if you'd hipfired a round from your weapon.
Lastly, with respect to general QFI gameplay. Sabotage is one of the best sniper setup powers in the game. Initial application causes most mooks to stand up straight with minimal stagger. The delayed backfire damage also causes a very predictable response from the target. Easy headshots.
- DaemionMoadrin, Lucky, path0geN7 et 3 autres aiment ceci
#42
Posté 29 avril 2015 - 09:48
Roundtine, pls. Sabo goes to 6.
Here's the deal with sabotage: Tech vulnerability's 50% bonus is a global -- i.e. multiplicative -- boost to all tech damage and melee. As others have mentioned, this means her heavy melee maxes out around 6000 (4500 vs armor). She also gets a solid boost to her tech combos including 1x6 fire explosions which is nice vs armor. Lastly, TV applies to sabotages own backfire damage for >3k possible damage to shields. Kalence calculates this incorrectly as additive to the base damage of the power.
The sticky issue is not the easiest thing to explain, but I'll try. Stickies have a player friendly bug which causes them to apply ammo effect damage equivalent to the damage applied by a single round of your gun. This has nothing to do with the eventual explosion damage from the grenade itself. But, if you were carrying a crusader and disruptor ammo IV, then the sticky would do 788 shield damage when it touched a maurader or centurion, etc -- and prime a tech burst just like if you shot it with a round from the crusader. The exploding grenade would then detonate the 1x6 tech burst for another 1k of damage.
- Question: what's this about a scope penalty on my sticky grenades? Well nat, if you equipped the black widow, that 788 would bump up to 944. But you'd get that full damage only if you're scoped in when the grenade contacts the target. If you're not scoped in then that value will be reduced to 85% just as if you'd hipfired a round from your weapon.
Lastly, with respect to general QFI gameplay. Sabotage is one of the best sniper setup powers in the game. Initial application causes most mooks to stand up straight with minimal stagger. The delayed backfire damage also causes a very predictable response from the target. Easy headshots.
I still dont like you because you are a Patriots fan. **** Tom Brady
#43
Posté 29 avril 2015 - 10:03
Roundtine, pls. Sabo goes to 6.
Here's the deal with sabotage: Tech vulnerability's 50% bonus is a global -- i.e. multiplicative -- boost to all tech damage and melee. As others have mentioned, this means her heavy melee maxes out around 6000 (4500 vs armor). She also gets a solid boost to her tech combos including 1x6 fire explosions which is nice vs armor. Lastly, TV applies to sabotages own backfire damage for >3k possible damage to shields. Kalence calculates this incorrectly as additive to the base damage of the power.
AP ammo mostly, so a bonus to FEs and TBs is useless, and I'm not too bothered by additional backfire damage. All I need it for is the stagger. Not a melee fan either.
#44
Posté 29 avril 2015 - 10:16
AP ammo mostly, so a bonus to FEs and TBs is useless, and I'm not too bothered by additional backfire damage. All I need it for is the stagger. Not a melee fan either.
C'mon b00g13. Don't think of Tech Vulnerability as helping your team. Think of it as a means to melt all the enemies more quickly before your team has a chance to get ANY points off of them from assists.
#45
Posté 29 avril 2015 - 10:18
I have my QFI specced as 5 in tactical cloak, 3 in Sabotage, 6 in Sticky Grenade, 6 in Weapon damage and 6 in Fitness.
It works for me, even if it isn't the most effective build ever.
#46
Posté 29 avril 2015 - 10:37
Roundtine, pls. Sabo goes to 6.
Here's the deal with sabotage: Tech vulnerability's 50% bonus is a global -- i.e. multiplicative -- boost to all tech damage and melee. As others have mentioned, this means her heavy melee maxes out around 6000 (4500 vs armor). She also gets a solid boost to her tech combos including 1x6 fire explosions which is nice vs armor. Lastly, TV applies to sabotages own backfire damage for >3k possible damage to shields. Kalence calculates this incorrectly as additive to the base damage of the power.
The sticky issue is not the easiest thing to explain, but I'll try. Stickies have a player friendly bug which causes them to apply ammo effect damage equivalent to the damage applied by a single round of your gun. This has nothing to do with the eventual explosion damage from the grenade itself. But, if you were carrying a crusader and disruptor ammo IV, then the sticky would do 788 shield damage when it touched a maurader or centurion, etc -- and prime a tech burst just like if you shot it with a round from the crusader. The exploding grenade would then detonate the 1x6 tech burst for another 1k of damage.
- Question: what's this about a scope penalty on my sticky grenades? Well nat, if you equipped the black widow, that 788 would bump up to 944. But you'd get that full damage only if you're scoped in when the grenade contacts the target. If you're not scoped in then that value will be reduced to 85% just as if you'd hipfired a round from your weapon.
Lastly, with respect to general QFI gameplay. Sabotage is one of the best sniper setup powers in the game. Initial application causes most mooks to stand up straight with minimal stagger. The delayed backfire damage also causes a very predictable response from the target. Easy headshots.
Thanks for explaining the sticky ammo application mechanics. I did so a little but my explanation lacked brevity and conciseness.
Why do you use a cyclonic on your melee build, though? Testing both of them I've found the AM3 to feel superior in most circumstances, as long as you don't charge headlong into about 4 phantoms with no cover to put between you and the ones that aren't currently being bitchslapped to death.
#47
Posté 29 avril 2015 - 10:38
Thanks for explaining the sticky ammo application mechanics. I did so a little but my explanation lacked brevity and conciseness.
Why do you use a cyclonic on your melee build, though? Testing both of them I've found the AM3 to feel superior in most circumstances, as long as you don't charge headlong into about 4 phantoms with no cover to put between you and the ones that aren't currently being bitchslapped to death.
Or you could just venom and ****** slap away.
#48
Posté 29 avril 2015 - 10:49
Or you could just venom and ****** slap away.

Mercifully, I completed its challenge and will never again defile the good names of any of my quarians with it.
If I need stagger, I'll take an Adas or a Graal, but I don't, because my melee QFI runs a Reegar like a good quarian.
#49
Posté 29 avril 2015 - 11:06
Thanks for explaining the sticky ammo application mechanics. I did so a little but my explanation lacked brevity and conciseness.
Why do you use a cyclonic on your melee build, though? Testing both of them I've found the AM3 to feel superior in most circumstances, as long as you don't charge headlong into about 4 phantoms with no cover to put between you and the ones that aren't currently being bitchslapped to death.
It's an old post. AM3 is probably best. Or Power Amp IV. Meanwhile...

I still dont like you because you are a Patriots fan. **** Tom Brady
I can live with that. Meanwhile...

- path0geN7 aime ceci
#50
Posté 30 avril 2015 - 11:42
Sabotage will also stop Husks, Abominations, and Possessed Abominations in their tracks for a few seconds. The latter can save your life!





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