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The Perfect Kit/Setup


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#76
Catastrophy

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[...]

 

 

The most intense, fly by the seat of your pants action:

 

http://kalence.drupa...!13N54384!DFE.G

 

Style of play: Rush full spawn at point blank range, trigger BE and shoot, repeat until all is dead. You can re-trigger a BE every 2.5 seconds, keeping everything staggered long enough to shoot. Make liberal use of Asari dodge to get close and slide back as needed

 

:wub: She's like Testarossa Overdrive - I don't know how long my heart can sustain the beat rate but I'll keep playing that.


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#77
UKStory135

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I've been lurking here all day since I am thinking about coming out of retirement.  When I was playing heavily two years ago, this was my favorite character/build http://kalence.drupa...!24Q53334!EEF55 I called it my Paladin Pain Train. It probably isn't perfect, since he's considered more of a caster now with the bumps to cryo explosions, but I always enjoyed the rhythm of him. 


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#78
Deerber

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Alright, I'll bite. I'll only describe the builds where I feel the gun is a "perfect fit", where it fits like a glove and I wouldn't ever change it with another one.

 

 

Batarian Slasher: this guy can kill a gold Brute in less than 1 second. ... Do I really need to add anything more? This is definitely one of the contenders for the "most perfectest fit" title.

 

Human Soldier: yeah, he can use many guns effectively, but the Harrier... I have a hard time thinking of many other kits that are as good Harrier weilders as this guy. He's a pretty straightforward guy: just keep popping those heads and you're set. Adrenaline Rush damage bonus is extremely effective at reducing ammo consumption and at decreasing TTK at the same time. Even if you do the vast majority of the killing in your team, if you use your TCPs smartly and you aim for the heads you'll have zero ammo problems. And if you do, for some reason (looking at you, Condor/Hazard Dagger), then the Hurricane will be a good backup gun for that short while. Frags are very good for CC and to deal quickly with large numbers of mooks clustered together. CS is there for the odd moment when you need it, like when you need that Phantom to bubble RIGHT NAO and you have no frags left.

 

Turian Soldier: again, he can use so many guns so perfectly that it's hard to include a "perfect fit" build. I was about to leave him out, bu the Raider is just so goddamned good on him that I just couldn't. Strategy is, again, very straightforward: Marksman is your bread, butter, coffee, juice, cookies and pretty much anything else. MM is so great on this build that even when you're facing a boss, you're not really gaining much by using PM instead of it, unless there's someone else shooting it too. So you'll end up using PM once in a blue moon, and CS even less. But hey... The bright side is that you can OHK a Phantom across London, if your aim is true. MM turns your gun into a no scope penalty, pinpoint accurate, shieldgate-ignoring, hits-like-a-truck sniper rifle. It just... Feels so good. If you haven't already, try this out: you won't regret it.

 

BF3 Soldier: I'll say it plain and clean: this is not a build for the faint of heart. He's extremely squishy, and if you're used to using ARush as a defensive ability as well, you're gonna have a hard time. However... The prize is worth it. For this guy murders armor for breakfast. Pair him against reapers, and you'll be amazed by the speed at which he can whipe a whole late-waves spawn. Strategy is the good ol' double-tap claymore for mooks, with frags for clusters of them. Against big, armored targets like Brutes and Ravagers, you go Claymore -> AR -> Claymore -> hide reload in Carnage -> Claymore -> hide reload in frag grenade and... Pretty much anything in front of you is gone by now. I don't think even a Banshee could withstand the whole package. But you shouldn't be shooting Banshees anyway. Watch out for swarmers and goo. You'll really hate them after playing a round with this guy.

 

Destroyer: because a Destroyer without the Brophoon is like a Krogan who doesn't headbutts: it's just not right. Any time I see one, I die a little inside. The most convoluted tactic you'll want to employ with this guy is to use a TCP to hot reload the 'Phoon in the right occasions. As for the rest, it's just the usual "shoot the heads off". And use multi-frags on clusters of enemies. The Piranha is there for the odd time when you're out of bullets and you don't wanna waste a TCP.

 

Havoc: another contendant for the "most perfectest fit". Instead of trying to explain why with words, I guess I could just link this. The only downside is that it's very host-dependent, and sometimes can get funny even on host.

 

Geth Soldier: What? You're using a SR on a kit with Flamer? Are you nuts? Well... Yes I am, that's true, but this build kicks ass just the same. The combination of a SR and Flamer gives you very good and accurate damage output at range and hellish CC and damage output up close... Especially if you're good with those quickscope shots. A headshot from the Javelin kills any humanoid enemy in the game, and flamer takes out the bigger targets. You can hide the reload into flamer, and stop it just as you can fire again, so that your CD won't ever be too long. The flamer burst will still be long enough to do a lot of damage. You can swap the power amp for a cyclonic if you feel that you need more shields, or with an adrenaline module if you really wanna race for the fastest time possible. The downside is that it's a somewhat skill-intensive setup, as you're gonna be spending a lot of time firing your SR in CQC, which means you need to git gud with those quickscopes. If you do, though, an example of how this build works can be found here.

 

Quarian Female Engineer: Yeah, yeah, I'm playing the weapon and this girl is actually a mage with fire and ice spells. Still. This works like a wonder, but honestly I'm tired to argue with people saying it doesn't. Here is for you to judge.

 

Geth Engineer: another awesome fit. I could never get the hang of this guy, until I tried this loadout out. Talon on a kit with HM is just a completely different gun. It's lethal. Strategy is simple: overload to strip their shields, then pop their heads off. You can do so from quite a distance. Use the turret to get some shields back if you need it. Don't be afraid to pop one of your 9 TCPs to get that sweet 100% damage bonus in key situations.

 

Human Vanguard: a classic. Everyone and his mother have been using the Talon on him ever since forever, and with a good reason. Light, it packs a punch, it is plenty accurate enough for a in-your-face class like this, and, most importantly for this guy, it primes awesomely. Strategy is charge, shoot, nova, shoot, nova, shoot, rinse and repeat. If you're doing it right, you're gonna have a tech burst galore. Try not to shoot mooks in the face too much, as dead enemies can't be detonated :lol: Also, do abuse Nova to cancel it and get free I-frames. If you do everything right, you're gonna be a train of destruction. Basically the only thing that's gonna stop you is getting bs from the game. And if you manage to get your hands on a pizza... Best pizza delivery guy in town.

 

Slayer: notice any similarity? Yeah, this guy is basically a Novaguard on steroid - without the I-frames, but with teleport. Everything I said about the Novaguard applies to him too. Just replace Nova with PD, and nova-cancel with the teleport dodge. Do abuse it. Also another handy feature is that his light melee, coupled with charge, will give you roughly 98% effective damage reduction for 4 seconds (after which you need to charge again if you wanna keep it up). It' more than enough to make you pretty much invulnerable unless you get staggered. Cerberus turrets will do 0 damage because of roundings, lol. Overall, not very efficient, but a useful "oh ****!" button.

 

 

 

 

 

Aaaaaaannnnddd... I think that's pretty much all? Any question, I'm here.


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#79
ZoliCs

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Batarian Slasher: this guy can kill a gold Brute in less than 1 second. ... Do I really need to add anything more? This is definitely one of the contenders for the "most perfectest fit" title.

 

its-so-beautiful-animated-gif.gif?gs=a

 

Sorry, but gotta endorse Batarians with proper weapons.

 

Turian Soldier: again, he can use so many guns so perfectly that it's hard to include a "perfect fit" build. I was about to leave him out, bu the Raider is just so goddamned good on him that I just couldn't. Strategy is, again, very straightforward: Marksman is your bread, butter, coffee, juice, cookies and pretty much anything else. MM is so great on this build that even when you're facing a boss, you're not really gaining much by using PM instead of it, unless there's someone else shooting it too. So you'll end up using PM once in a blue moon, and CS even less. But hey... The bright side is that you can OHK a Phantom across London, if your aim is true. MM turns your gun into a no scope penalty, pinpoint accurate, shieldgate-ignoring, hits-like-a-truck sniper rifle. It just... Feels so good. If you haven't already, try this out: you won't regret it.

 

Raider + MM combo is hella good, but I was never bothered by the Raider's recoil so I use the same thing just on the Quarian Marksman. For the TSol I reserve weapons with extra kick, like the Hurrdurricane and Revenant.


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#80
GordianKnot42

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This is tough because so many of my builds are based on suggestions I've found on the forums. Even my favorite builds - BatSol, BatGuard, QFE - were born as a result of ideas here. So this neither my favorite nor my most effective build, but it's one I mostly figured out through my own trial & error. (And yeah, I'm sure this has been done before, but oh well.)

QuarMark

Whenever I compared QuarMark to TSol, TSol pretty much does everything better. The only real advantage QuarMark has is mobility (ie. the fact that he can dodge). So that means he can stand to get just a tad closer than TSol and not worry as much about getting cornered or trapped or sync-killed. The Talon is an excellent mid-range weapon. Coupled with the accuracy bonuses from Marksman makes it even more deadly. Soup it up with Pistol boosts and you're a killing machine.

I recently took a liking to the Indra as a backup SR. It's lightweight, it's solid, and again pairs nicely with accuracy & firing rate bonuses from Marksman. The fire rate of the Indra - and the Talon's scattershot - make Cryo Ammo a great choice. Freezes mooks & shields/barriers and weakens armor, both of which make up for QuarMark's lack of defense stripping. Both weapons are light enough to use the Heavy Barrel and the High-Velocity Barrel and still have a great Cooldown on MM. Tactical Scan set up for elites and enemy tagging, Cyclonics for durability (but armor mods can really be picked based on preference).

I tend to suck with weapons builds, but this one is a fun diversion.

#81
Batarian Master Race

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The BatSol with this build is capable of locking down all sorts of ranges. Close-range takes Ballistic Blades in the face, with Valky headshots to lower barriers for maximum carnage. Mid-range gets an inferno grenade or two, and long range relies solely on the gun. With fairly decent DR, Health, and Shields, the BatSol is survivable to say the least. Add in the ability to shoot two types of defenses down easily, grenades to deal with the third, and a x3 headshot modifier on the weapon, and you REALLY don't want to be on this guy's bad side.

 

Works especially nicely against Cerberus, since a hastily-tossed grenade with a bit of firing takes out turrets, their armored bosses melt under Inferno 'Nades, and Ballistic Blades staggers Phantoms.



#82
Salarian Master Race

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Somehow I've always overlooked the vanilla human soldier.  I'll give him a whirl tonight.  Those damage bonuses are almost as good as Tac Cloak.

 

UPDATE:  Joined in progress, topscored, yadda yadda yadda.  I'm really tempted to take Assault Loadout V with this kit, but Geth Scanner. :mellow:



#83
Silvershroud

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Turian Sentinel 

 

This turian is utterly and completely perfect 

 

If we want to go hard and fast I just sit back and let the turian do all the work

If we want to take it easy and go slow and gentle we can do that too with this build

 

He is fantastic in every situation, no matter who else is with us 

 

He never lets me down with a sub-par performance

I just gave that a run. (or something close to it at least - I don't have any AR amps or adrenaline modules right now - or pistol/smg amps either... so I went with cyclonic and Targeting VI instead)  Damn, that was nice!  I definitely need to use the TSent more often!


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#84
Cryos_Feron

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Alright, I'll bite. I'll only describe the builds where I feel the gun is a "perfect fit", where it fits like a glove and I wouldn't ever change it with another one.


Batarian Slasher: this guy can kill a gold Brute in less than 1 second. ... Do I really need to add anything more? This is definitely one of the contenders for the "most perfectest fit" title.

Human Soldier: yeah, he can use many guns effectively, but the Harrier... I have a hard time thinking of many other kits that are as good Harrier weilders as this guy. He's a pretty straightforward guy: just keep popping those heads and you're set. Adrenaline Rush damage bonus is extremely effective at reducing ammo consumption and at decreasing TTK at the same time. Even if you do the vast majority of the killing in your team, if you use your TCPs smartly and you aim for the heads you'll have zero ammo problems. And if you do, for some reason (looking at you, Condor/Hazard Dagger), then the Hurricane will be a good backup gun for that short while. Frags are very good for CC and to deal quickly with large numbers of mooks clustered together. CS is there for the odd moment when you need it, like when you need that Phantom to bubble RIGHT NAO and you have no frags left.

Turian Soldier: again, he can use so many guns so perfectly that it's hard to include a "perfect fit" build. I was about to leave him out, bu the Raider is just so goddamned good on him that I just couldn't. Strategy is, again, very straightforward: Marksman is your bread, butter, coffee, juice, cookies and pretty much anything else. MM is so great on this build that even when you're facing a boss, you're not really gaining much by using PM instead of it, unless there's someone else shooting it too. So you'll end up using PM once in a blue moon, and CS even less. But hey... The bright side is that you can OHK a Phantom across London, if your aim is true. MM turns your gun into a no scope penalty, pinpoint accurate, shieldgate-ignoring, hits-like-a-truck sniper rifle. It just... Feels so good. If you haven't already, try this out: you won't regret it.

BF3 Soldier: I'll say it plain and clean: this is not a build for the faint of heart. He's extremely squishy, and if you're used to using ARush as a defensive ability as well, you're gonna have a hard time. However... The prize is worth it. For this guy murders armor for breakfast. Pair him against reapers, and you'll be amazed by the speed at which he can whipe a whole late-waves spawn. Strategy is the good ol' double-tap claymore for mooks, with frags for clusters of them. Against big, armored targets like Brutes and Ravagers, you go Claymore -> AR -> Claymore -> hide reload in Carnage -> Claymore -> hide reload in frag grenade and... Pretty much anything in front of you is gone by now. I don't think even a Banshee could withstand the whole package. But you shouldn't be shooting Banshees anyway. Watch out for swarmers and goo. You'll really hate them after playing a round with this guy.

Destroyer: because a Destroyer without the Brophoon is like a Krogan who doesn't headbutts: it's just not right. Any time I see one, I die a little inside. The most convoluted tactic you'll want to employ with this guy is to use a TCP to hot reload the 'Phoon in the right occasions. As for the rest, it's just the usual "shoot the heads off". And use multi-frags on clusters of enemies. The Piranha is there for the odd time when you're out of bullets and you don't wanna waste a TCP.

Havoc: another contendant for the "most perfectest fit". Instead of trying to explain why with words, I guess I could just link this. The only downside is that it's very host-dependent, and sometimes can get funny even on host.

Geth Soldier: What? You're using a SR on a kit with Flamer? Are you nuts? Well... Yes I am, that's true, but this build kicks ass just the same. The combination of a SR and Flamer gives you very good and accurate damage output at range and hellish CC and damage output up close... Especially if you're good with those quickscope shots. A headshot from the Javelin kills any humanoid enemy in the game, and flamer takes out the bigger targets. You can hide the reload into flamer, and stop it just as you can fire again, so that your CD won't ever be too long. The flamer burst will still be long enough to do a lot of damage. You can swap the power amp for a cyclonic if you feel that you need more shields, or with an adrenaline module if you really wanna race for the fastest time possible. The downside is that it's a somewhat skill-intensive setup, as you're gonna be spending a lot of time firing your SR in CQC, which means you need to git gud with those quickscopes. If you do, though, an example of how this build works can be found here.

Quarian Female Engineer: Yeah, yeah, I'm playing the weapon and this girl is actually a mage with fire and ice spells. Still. This works like a wonder, but honestly I'm tired to argue with people saying it doesn't. Here is for you to judge.

Geth Engineer: another awesome fit. I could never get the hang of this guy, until I tried this loadout out. Talon on a kit with HM is just a completely different gun. It's lethal. Strategy is simple: overload to strip their shields, then pop their heads off. You can do so from quite a distance. Use the turret to get some shields back if you need it. Don't be afraid to pop one of your 9 TCPs to get that sweet 100% damage bonus in key situations.

Human Vanguard: a classic. Everyone and his mother have been using the Talon on him ever since forever, and with a good reason. Light, it packs a punch, it is plenty accurate enough for a in-your-face class like this, and, most importantly for this guy, it primes awesomely. Strategy is charge, shoot, nova, shoot, nova, shoot, rinse and repeat. If you're doing it right, you're gonna have a tech burst galore. Try not to shoot mooks in the face too much, as dead enemies can't be detonated :lol: Also, do abuse Nova to cancel it and get free I-frames. If you do everything right, you're gonna be a train of destruction. Basically the only thing that's gonna stop you is getting bs from the game. And if you manage to get your hands on a pizza... Best pizza delivery guy in town.

Slayer: notice any similarity? Yeah, this guy is basically a Novaguard on steroid - without the I-frames, but with teleport. Everything I said about the Novaguard applies to him too. Just replace Nova with PD, and nova-cancel with the teleport dodge. Do abuse it. Also another handy feature is that his light melee, coupled with charge, will give you roughly 98% effective damage reduction for 4 seconds (after which you need to charge again if you wanna keep it up). It' more than enough to make you pretty much invulnerable unless you get staggered. Cerberus turrets will do 0 damage because of roundings, lol. Overall, not very efficient, but a useful "oh ****!" button.





Aaaaaaannnnddd... I think that's pretty much all? Any question, I'm here.


QFE:
if you prime with incendiary ammo and try to detonate with incendiary (power), does it also produce an explosion? thought that it has to be different elements.

#85
Dovakiin_N7

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Op. He is a beast. Talon is better, but then it's Talon.

I have been trying XCals tech armour build for last couple of days. He makes it look so easy, but I had to resort to my guns just after 2 waves. But yeah, it still gets me a few tech armour kills.

I ran into troubles because at times Cannibles not going down with TA detonation. Despite power amp on my pistol and Power amplifier 3. Weird! Then they would proceed to give me the hug while Marauders would shoot me down. Probably the stupid Maraduers gave them armoured plates.

#86
Marksmad is waving goodbye

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I ran into troubles because at times Cannibles not going down with TA detonation. Despite power amp on my pistol and Power amplifier 3. Weird! Then they would proceed to give me the hug while Marauders would shoot me down. Probably the stupid Maraduers gave them armoured plates.

It sounds like there's a similar thread running on the Enemy Faction Forum :)



#87
NuclearTech76

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Perfect? Imperfect? Hell IDK but this one is a lot of fun and you can use some of those cryo rounds as well. Incendiary is better because cheese but it's still a fun little build, makes suicide drone and incinerate a little better (in terms of direct damage not considering cheese) and probably gives you more CC as well. Venom would be another good choice but it restricts you a little on being able to chain combos quickly because of the weight. 

 

The Ultimate Crowd Control Human Engineer

http://kalence.drupa...5!23N52324!E09D

 

Play style is basically, chain Acolyte shots to freeze anything infantry wise. Throw a drone out there and laugh your ass off as it electrocutes the Popsicles or one of their enemies kills it and causes it to suicide and kill all the enemies. You can incinerate armor or single enemies if you're bored of watching the drone just own their ass. You can actually 1v8 all the enemies at times because between the cryo freezing enemies or slowing them, the stunning of overload, and the confusion and chain lightning of drone along with it's suicide explosion stagger. It's not the DPS nightmare that the human engineer can be with incendiary rounds but you can almost sit back have a beer and eat a sandwich and spam buttons. Alternate tech bursts and fire explosions of heavier health point enemies.

 

Anything shielded is stripped with the Acolyte and/or Overload if there is a crowd or higher shield point enemy. If it's still shielded I launch incinerate for a tech burst which eats the shields more then overload again with some Acolyte sprinkled in which gives you a fire explosion as well as the overload damage to the shields. Dragoons if single you can incinerate then shoot in the head with the CSMG, if a pack (which generally is the case) I generally open with Overload to stagger and lock them down then incinerate after shooting them in the head. Phantoms, overload, acolyte shots until dead; at mid range you can time the acolyte shot hitting her and actually hit her with incinerate when it staggers her. Also can throw out a drone to kind of distract them if they're in a pack. Sounds complex but every packs of four of them are easily managed; just watch out for their cloaking, hiding BS when their shields are stripped.


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#88
TheNightSlasher

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QFE:
if you prime with incendiary ammo and try to detonate with incendiary (power), does it also produce an explosion? thought that it has to be different elements.

Yes, you do get a fire explosion.

 

It has to be different elemental combos when chaining explosion. 

For example, if you use incinerate to detonate a fire explosion (primed by incendiary ammo), the incinerate will not prime for a fire explosion. But, if you use incinerate to detonate a tech burst (primed by disruptor ammo), it will prime for a potential fire explosion. 


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#89
Chealec

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Let's get my utterly obvious choice out of the way first...

 

Krogan Sentinel:

http://kalence.drupa...!23J56363!A.9E8

 

You've got great 1v1 power vs Phantoms, 'goons, Marauders... basically any humanoid unit.

You can run around with the Graal fully charged and releasing the shot doesn't break your stride so you can go straight from the shot to the Krogan happy backhand. Run at Phantom, fire Graal, backhand Phantom (if she survived the Graal shot).

 

You've got great crowd control.

Run into a mob with the normal shoot > melee procedure and then you can either detonate Tech Armour to stagger everything whilst you select your next target to punch the crap out of or simply lob a load of Lift Grenades. Can even deal with Ravagers in this way; lob a Lift grenade first to clear any wandering swarmers to make sure the heavy melee targets the Ravager. Run at it, shoot it with the Graal and then Heavy melee... detonate Tech Armour right in it's face. The TA detonation will wipe out the swarmer dump so you'll take very little damage from melee-killing Ravagers (if you time it right).

 

Essentially, focus on humanoid enemies and play really, really aggressively! Suits me perfectly.

 

 

 

... and slightly less obviously:

 

Vorcha Soldier (yeah, I Blood Pack too much):

http://kalence.drupa...!13M54363!G8BB5

 

There's a knack to the VSol and oddly it enough it's to focus on humanoid enemies and play really, really aggressively...

 

Run at stuff, quick burst of Flamer to ignite your target, heavy melee to get right in it's face and stagger then lob a Carnage to the mush at point blank range for the Fire Explosion. Clean up with BPP if necessary. Rinse and repeat.

 

This is probably my favourite kit to use against Dragoons since you can do that little nifty Vorcha sidestep around the 'goons lash before toasting his butt with the flamer and finishing with the standard melee > Carnage > BPP.

 

 

 

So yeah, my preferred playstyle is to focus on humanoid enemies and play really, really aggressively (in case you hadn't guessed)... and that's why I don't really do platinum.


  • TopTrog, GruntKitterhand, Marksmad is waving goodbye et 1 autre aiment ceci

#90
Bud Halen

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Slayer: notice any similarity? Yeah, this guy is basically a Novaguard on steroid - without the I-frames, but with teleport. Everything I said about the Novaguard applies to him too. Just replace Nova with PD, and nova-cancel with the teleport dodge. Do abuse it. Also another handy feature is that his light melee, coupled with charge, will give you roughly 98% effective damage reduction for 4 seconds (after which you need to charge again if you wanna keep it up). It' more than enough to make you pretty much invulnerable unless you get staggered. Cerberus turrets will do 0 damage because of roundings, lol. Overall, not very efficient, but a useful "oh ****!" button.

 

Do you feel locked-in with your PD's 4b-Radius?  I've always taken 4a-Damage with that 5b-EB...figuring 5.2 m of radius (being spammed) handled all the area I could ask for.  Plus the 4a-Damage seems nice for a succession of direct hits on a Poss'd Scion, et al.

 

And you mentioned melee, but it doesn't seem you boost it with any mods or gear.  So you treat it as a tactical exploit...and that's that?  I suppose it'll still behead Husks & A-bombs just fine regardless.



#91
Miniditka77

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Whenever I compared QuarMark to TSol, TSol pretty much does everything better. The only real advantage QuarMark has is mobility (ie. the fact that he can dodge). So that means he can stand to get just a tad closer than TSol and not worry as much about getting cornered or trapped or sync-killed. The Talon is an excellent mid-range weapon. Coupled with the accuracy bonuses from Marksman makes it even more deadly. Soup it up with Pistol boosts and you're a killing machine.

 

I tend to see the Quarian as better against bosses (due to the quick-recharge, long-lasting Tac Scan debuff) and the TSol as better against mooks (due to the stability, extra headshot bonus, and quick recharge stagger power).  

 

And yes, I know the TSol has a good debuff too, but using it locks you out of Marksman for so long that it's often barely a net positive.



#92
Marksmad is waving goodbye

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Battlefield 3 Soldier

 

This is one of the first kits that I played when I started Gold and I feel affectionate towards him for that reason. The HSol is about ice, the BF3 is about fire. He's not about melee and tankiness like the KroSol or the BatSol, he's about spreading fire and explosions everywhere, in fast, out fast, firing bursts and combat rolling all the time.

 

Here's the build: http://kalence.drupa...!!24Z51364!80DE

 

AR gives you instant reload, ridiculous weapon damage boost,  and extra shields. Carnage lets you detonate FEs from your ammo, and prime for FEs that you can detonate with frags. Passives are focused on boosting the nades.

 

The Phaeston is light, has an ammo capacity that about matches the 6 grenades, although with AR you'll need to visit the ammo boxes regularly. Other guns work well on him too, many of them. The Claymore for one, the Hurricane (+Recoil System + HVB) for another. That said, I think the Phaeston matches his power rhythm well, and he's one of the kits that makes the best of it.

 

Shoot for shields, Carnage and frags for armor. Run in, run out, don't stay in one spot unless you have RHA and then use AR. In a tight spot, engage AR for the shield boost.

 

All those of you who've never deployed this character, I encourage you roll him out and give it a try. It makes a change from most of the other kits.



#93
Indoctornated

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^ I forget, but the Phaeston even without an Extended Mag mod should still allow for hot reloads before ammo in clip reaches zero, right? Think this is even possible with higher fire rate Marksman. As last time I used it on TSol with Marksman, I made a mental note that Extended Mag wasn't needed and that I should have went with Pierce + EB mods.

 

 

And wow, the no fitness builds moto is sure strong with BSNers. Only kit I consistently go no fitness on is the Geth Engineer. Can't spare too much Cyclonic mods (need them for close quarter & tanky kits too) + I prefer Adren Mods. It's all about distributing my consumables to keep all number very close to 255. Appeases my OCD behaviour.

 

I also have yet to try bonus power on AdrenRush. Was thinking this only for Battlefield 3 kit, but it still doesn't quite make much sense... yet still worth a try... need to start my gaming session for today already and try some of the things discussed today... NO! Must BSN a tad more.



#94
Deerber

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Sorry for the delay, guys.

 

QFE:
if you prime with incendiary ammo and try to detonate with incendiary (power), does it also produce an explosion? thought that it has to be different elements.

 

This was already answered, and the answer is clearly yes ;) You can see many FEs are detonated in the vid I provided :)

 

Do you feel locked-in with your PD's 4b-Radius?  I've always taken 4a-Damage with that 5b-EB...figuring 5.2 m of radius (being spammed) handled all the area I could ask for.  Plus the 4a-Damage seems nice for a succession of direct hits on a Poss'd Scion, et al.

 

And you mentioned melee, but it doesn't seem you boost it with any mods or gear.  So you treat it as a tactical exploit...and that's that?  I suppose it'll still behead Husks & A-bombs just fine regardless.

 

About radius... Well no, it's definitely not locked. To be honest, I can't even remember if I spec into radius or damage. Each provide its advantages. As a general rule, I tend to prefer radius over damage when given the choice, if only because there are so many ways to increase the damage and none to increase the radius. Also, remember that radius actually has a squared effect on the average chance of hitting an enemy, so say, a 30% increase in radius is actually a 69% increase in the chance to actually hit an enemy. Talking all averages here, of course, so take it with a grain of salt, but still, it's an indicator I guess. Of course, all that gets fucked up by the cap on enemies hit. Which is why I pretty much always take radius on powers without a cap (i.e: grenades), but I contemplate damage on those with a cap, especially if it's low such as PD/Nova. As a matter of fact, I'm sure I take damage on the Novaguard, just because the radius of Nova is so damn big anyway, and with such a low target cap the chances that radius is gonna make the difference between hitting something more or not is pretty slim, I think. On the Slayer... PD's radius is actually not so big, so I guess it's not so clearly cut - basically, I think either choices are perfectly fine, with reasonable pros and cons.

 

About the melee, yeah, I never use it offensively, since there are so many things you can do that are much more efficient from that point of view. I use it as an "oh ****" button, as I said. If I know I just charged into a situation that's gonna get me killed, I might have the presence to start spamming light melee and live to see another spawn. Or I might not :D Also, remember that only the light melee gives that huge DR, the heavy one gives the usual 50% listed. And its tracking is goddamn awful, and it's extremely inefficient in general, so I would strongly advice against using it offensively, even if it's against husk or an abomination. If you're afraid of the explosion, just exploit your awesome dodge, or simply charge right after the explosion to refill shields, or simply charge the abomb, that way it'll explode far away usually.


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#95
Loufi

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Vorcha Hunter. Build.

 

 

A character I very rarely see used but he's my favorite vorcha and one of my favorite engineer, so here is a little more love for him. Not a kit with an automatic "I win" button but a pretty balanced one with decent solutions to everything : dealing with shields with tech bursts (Sub Net - Incinerate sequence), fire explosions with Incinerate, a paralyzing power, the possibility to exploit the incendiary glitch and decent passives (up to 32,5% bonus to weapon damage with 5b in Bloodlust).

 

 

I equip the Wraith because I see vorcha as shotgun guys, the VH needs a weapon with a solid dps and the Sub Net cooldown is a perfect match with this gun (since the HVB doesn't add weight on the Wraith, the real cooldown for Sub Net is 2,11s, and 2,81s for Incinerate). I know there are many complaints about Sub Net but this power has some utilities : getting tech burst and so AoE damage, doing DoT and maybe more importantly making Phantoms almost a joke. With the right timing, shooting to make them flip, then launching Sub net will catch them almost always. This power is worth 3 ranks IMO.

 

 

I took incendiary rounds in the build but there isn't really a bad choice, besides explosives and cryo of course. Disruptor, Drill and AP can be top options too, depending on the enemy, the map and the use (or not) of geth scanner.

 

Since cyclonics are quite useless on vorchas, I equip shield power cells. With the health regen from Bloodlust and the shield regen from SPC, the hunter is surprisingly durable (he can easily 1 VS 2 a Dragoon squad in platinum, for instance). The player must however be careful with some powerful attacks that can "insta-kill" him, like grenades and Praetorians' laser. 

 

Reapers are probably the easiest faction to fight for him, as Banshees' warps and swarmers aren't really a threat for the vorcha engineer, but he can perfom well against all the other. 


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#96
The NightMan Cometh

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http://kalence.drupa...!24N52364!A0.EG

 

the "Don't Mind Me" Slayer build.  On Host only.   Destroys Cerberus/Reapers   ...Geth, 2much stun lock ( but still 200k scoring is possible)------Collectors..You go ahead and charge a Praetorian or a Scion ..tell me how that goes.....This build makes Phantoms and Dragoons a joke   I have never not scored below 200k with this guy...  Others say go with Power amp as opposed to Cyclonic....I say..: .Go  ahead and try both..see which one makes you die more..... I love banging heads with Brutes and Atlases with the Cyclonic and not dying.....with the Power Amp, Ravengers will end you in their 2nd shot.


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#97
Cryos_Feron

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#98
Bud Halen

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http://kalence.drupa...!24N52364!A0.EG

 

the "Don't Mind Me" Slayer build.  On Host only.   Destroys Cerberus/Reapers   ...Geth, 2much stun lock ( but still 200k scoring is possible)------Collectors..You go ahead and charge a Praetorian or a Scion ..tell me how that goes.....This build makes Phantoms and Dragoons a joke   I have never not scored below 200k with this guy...  Others say go with Power amp as opposed to Cyclonic....I say..: .Go  ahead and try both..see which one makes you die more..... I love banging heads with Brutes and Atlases with the Cyclonic and not dying.....with the Power Amp, Ravengers will end you in their 2nd shot.

 

Too bad you haven't managed 200k with him yet.  Neither have I (got in the 180k-195k range a few times though).

I'm sticking with my literal interpretation of your statement and going with it...



#99
The NightMan Cometh

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^^^ Bud, my post was meant to read as I always get at least 200k with him....the Most I have ever scored with him in a 4-person squad.. was 344k     Glacier/Reapers.


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#100
Bud Halen

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^^^ Bud, my post was meant to read as I always get at least 200k with him....the Most I have ever scored with him in a 4-person squad.. was 344k     Glacier/Reapers.

 

Oh, I know.  Just havin' a laugh...the incorrigible dumbcrap that I am.