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#1
Teh_Ocelot

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I'm looking to familiarize myself with my FQE and wondered what you all liked to run on her. Looking @ her powers, I'm thinking this would be a good place to start, but I know there are usually tweaks or bugs here or there I'm not aware of that you all are, so....yeah.

 

QMR, I am in need of your brilliance, sahib!



#2
DisturbedPsic0

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I foresee several Claymore builds in your future...

 

This is what I run.



#3
TheNightSlasher

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This is what I use.

 

Burning damage on incinerate rank 5 is superior to recharge evo. I'm not too convinced by sentry turret's utility past rank 4, but YMMV.

 

I use cryo adas mostly for the lulz (it's pretty decent actually) but something like paladin, wraith, arc, talon, venom with disruptor ammo should be a great choice as well.



#4
Terminator Force

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Skip Incinerate, play the weapon. It should look like this;

 

tumblr_n1ev2n9bp81tqxxzeo1_250.gif


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#5
frank_is_crank

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Here is my build.

 

I like Executioner on her. Has a decent punch and usually kills most trooper units with a headshot/incinerate combo. It's versatile against every faction.

 

I use cryo adas mostly for the lulz (it's pretty decent actually)

 

Did this yesterday against reapers - funny and relaxing.


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#6
Loufi

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Maxing Incinerate, Cryo Blast and Quarian Defender (specced for weapon damage) are the most important IMO. As for the split between Sentry Turret and Fitness, it's debatable, but the Turret isn't very useful if you don't push it at least to rank 4, to get the Shock evo. So 4/4, 5/3 or 6/0 are possible, it's up to the player to see if they benefits more from the last ranks of the Turret of from more Fitness, and eventually from the use of a cyclonic or a power amp.

 

The QFE is specialized in destroying armor, so equiping a weapon with a bonus VS shields and barriers makes sense (as Disturbed and Slasher do), as well as using disruptor rounds (which also gives the possibility to get tech bursts with Incinerate).       


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#7
Deerber

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There you go.

 

Or if you feel too squishy, split 4/4 turret and fitness.


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#8
Balbock

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And another one.

 

Graal because Claymore is already mentioned (and it works great with the FQE onhost).

 

 

The Turret is too usefull as distraction to skip it. Take it at least to rank 4 (shock evo).

Also don't fear heavy weapon loadouts. Test them before you choose your prefered weapon.



#9
Bud Halen

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Here is my build.

 

I like Executioner on her. Has a decent punch and usually kills most trooper units with a headshot/incinerate combo. It's versatile against every faction.

 

 

Did this yesterday against reapers - funny and relaxing.

 

I love her with the Executioner as well (I happen to like a LOT of characters with a scoped Executioner, in fact).  Build

Puts my pile of Targeting VIs to good use -- since I'm only going through rank 4 in her passives.

 

 

There was a recently linked QFE build/gameplay vid from a couple years ago showing how to spec her for Gold/Plat action -- using a Saber in this case.  It went 66644 with her, and I've followed suit ever since.

 

Went with a maxed out for damage turret a la Marksmad too.  Really like it as a longer-ranged sidekick pet in her case.

 

Edit:  I believe this is the original build thread.



#10
NuclearTech76

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http://kalence.drupa...!34N52334!5EG5G

 

Pretty good one IMO. ^^^^



#11
Urizen

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My QFE once I have leveled her up again: http://kalence.drupa...!!33452333!08GE

 

With a poweramp 3 I tend to equip the geth scanner on her. However, if I´m low on those, I switch the scanner for Engineering kit. Both options work quite well on her.

 

My QFE with a Claymoar: http://kalence.drupa...!!33T33333!08GE

 

She´s a force to be reckoned with either way.



#12
Teh_Ocelot

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Does it end up being more armor damage to take 6a or 6b on Incinerate? Kalence shows more taking 6b but I know it's not 100% reliable.



#13
Bud Halen

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Does it end up being more armor damage to take 6a or 6b on Incinerate? Kalence shows more taking 6b but I know it's not 100% reliable.

 

Depends on if you remember to lead with CB...which you should always do anyway since it debuffs.

The combo from 6a relies on frozen/chilled targets...and boosts the damage more (in a combo manner that Kalence doesn't account for).

 

But Inc 6b does more pure fire damage to armor by itself.



#14
Teh_Ocelot

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Depends on if you remember to lead with CB...which you should always do anyway since it debuffs.

The combo from 6a relies on frozen/chilled targets...and boosts the damage more (in a combo manner that Kalence doesn't account for).

 

But Inc 6b does more pure fire damage to armor by itself.

Ok thats what I was thinking, CB + 6a would be the way to go. Preesh.



#15
Quarian Master Race

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QMR, I am in need of your brilliance, sahib!

K, here

I gave her a Claymoar but this is a general purpose build that one can use with a lot of weapons and gears. She has great flexiblity in weapon choice because Cryoblast has a low cooldown, long DOT and a long priming duration for its combos on health (or with the freeze combo evo). AM3 or Power Amp is the preferred armor mod, the former helps survivablity and getting into range quicker, the latter increases her already substantial power DPS (including that of every attack the turret has). Scanner is obviously the best gear for her but I hate it so put omni capacitors to help a little with heavier loadouts. Incendiary and Disruptor are the only two ammo types I use on her because they are simply the most efficient in most circumstances due to the free damage from combo detonations. The former is great for heavier weapons and increasing her already substantial armor damage, the latter for shoring up her relative lack of anti shield ability or with fast recharge speeds (because TB's have no cooldown so can be spammed).

Turret I prefer shock, AP and rockets. Shock is a useful stagger tool and probably the best evo for the entire power, AP ammo doubles health and armor DPS and actually makes it do some decent damage in addition to its CC capabilities, and rockets give it long range staggering capability. Flamer's pretty useless, cryo ammo isn't all that effective on higher difficulties where nearly everything has shields or armor, and speccing the turret for damage at 4 I find to be inefficient.

Incinerate I go damage, DOT and freeze combo. I don't find radius a very useful spec because only 1.5m rarely hits anything than the target it is locked onto, thus you will do more damage over the course of the game by simply adding 30% damage. DOT evo is quite useful (and required if you plan on cheesing, which you shouldn't), but recharge could be equally useful if you plan on using heavy loadouts. I think freeze combo's 100% bonus vs armor damage's 50% is an easy choice in the former's favour, though again I'll note that the latter is better if you plan on deliberately cheesing with incendiary ammo.

Cryo blast is pretty straightforward in that you should take debuffs at ranks 5 and 6 always because they are great and the other evos are utterly terrible in comparison. Rank 4's radius vs duration is the only real choice. I like duration because it means more single target DPS with most weapons (important on plat), though radius increases CC and is better on pretty much any target that isn't a shield/barrier boss unit due to the fact that everything else will be long dead by the time 5.6 seconds is up if you know what you're doing. 

Full passives with capacity/ power damage and then weapon damage at 6, though headshots at rank 5 is equally (if not more) viable with hitscan weapons. Lolfitness, just use a cyclonic or power cells if you want shields/recharge because they give far better returns than putting points into it. If you absolutely need fitness, take it out of either turret (but don't go below rank 4) or passive (same, always take at least capacity for heavier loadouts).

Weapons I particularly like using are Claymoar, Graal, Raider, Arc Pistol, Saber and Adas/ULM hurrdurricane combo(because the former's anti shield abilites and lore friendliness). Talon is also highly effective due to its 1.5x shield/barrier multiplier, as is lolReegar(though it is effective on everything). In general, I use AM3's for heavier or shorter ranged weapons, Power Amp IV's for longer ranged ones.


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#16
Oni Changas

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http://kalence.drupa...34T53334!.8GEG5

 

My build. She has the trifecta of tech explosions at her arsenal and a powerful weapon at mid to close range. Makes short work of shields/barriers and armor with top notch cqc crowd control due to area CB. Why spec into a weak turret when you have such a powerful armor killing combo in CB->Inc? I also use the Talon, VENOM, Reegar, Arc Pistol and GPS. Easy priming, easy detonations. Dunno why people use Claymoar, a heavy shotgun when the Wraith does just as well for far less weight. Fitness is good for Quarians due to their relatively high shields. So when you get hit with an Atlas rocket or Banshee warp, you're not dropping immediately.



#17
Quarian Master Race

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Why spec into a weak turret when you have such a powerful armor killing combo in CB->Inc?

Because lots of the things you will be killing aren't armor? Most of them in fact if you aren't playing platinum. More CC and virtually cooldown free damage is always useful, especially vs mobs. The shock evo is also the kit's only really reliable means of dealing with on host phantoms, which every proper build should have an answer for. It also removes banshee HoD, which otherwise would render the QFE very gimped due to her other powers both being projectiles. What is your alternative anyway, lolfitness? You can still get 4 out of 6 points in it even if you take a shock turret.

Dunno why people use Claymoar, a heavy shotgun when the Wraith does just as well for far less weight.

Because the Claymoar is amazing on her and the Wraith is cancer on everything.

Fitness is good for Quarians due to their relatively high shields. So when you get hit with an Atlas rocket or Banshee warp, you're not dropping immediately.

Atlas rockets do 1925 damage on gold. You're getting shieldgated regardless of whether you take full fitness and a cyclonic IV or zero fitness and no cyclonic. Banshee warps on the same difficulty do 980, so using the full 21 points lets you avoid being shieldgated (not downed, mind you, which wouldn't happen with zero fitness either unless you were already below 280 health points), assuming that literally nothing else hits you in the enormous 8 second period of the DOT taking away your last 10 shields. If you want to get back into the action immediately instead of sitting around for 12 seconds, you are using an Ops pack either way. Hardly a very good return on investment, especially when a cyclonic boosts a no fitness build up to 1500 shields anyway if you are so inclined that way.

Nevermind on plat, where damn near everything demolishes your shields in one hit regardless of fitness levels. Rank 5's the only really useful evo, and it isn't all that great either unless you are willing to also take power cells which are pretty suboptimal on her.


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#18
Oni Changas

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The Wraith is my answer for phantoms, and turret is garbage on her. I'm taking my Quarian Tank Fitness. I love cooldowns too. My vanilla Krogan, Talon and Infiltrators get the Claymoar.



#19
ClydeInTheShell

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Try this cuz it's different. You could also go 66653 if you prefer additional power, which I usually do, but the first one I posted is the last build I used on her. Was fun, but other weapons may be more effective than the Valiant.



#20
stephenw32768

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"Lin'Kayviem" in my sig. It's a full-fitness compromise build that is comfortable for me, but would not be optimal for a good player.  I like the Arc Pistol on her because of lore, and because it's light, and because it's awesome.

 

I do have trouble with Phantoms, but hopefully the other three players can deal with them while I'm firesploding the Dragoons.



#21
J. Peterman

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6/6/6/4/4 Executioner with disruptor ammo. Too lazy to link.


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#22
Tantum Dic Verbo

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So, rockets aren't great for an up-close Combat Drone. Are they okay for an up-close Sentry Turret?

#23
Marksmad is waving goodbye

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...turret is garbage on her.


:lol:

#24
NuclearTech76

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So, rockets aren't great for an up-close Combat Drone. Are they okay for an up-close Sentry Turret?

Depends on your opinion of okay. Rockets really aren't for damage but CC. Turrets main gun does more damage IIRC with AP ammo. Turret's damage isn't fantastic anyways but is a decent for some trash damage, aggro dump, and crowd control.

 

And to the point of the question and my bad because ****** work interfered with a better response. Combat drone is mobile which screws some of it's powers due to them being proximity based, turret is fixed in the location you throw it so it doesn't matter as much, I do think there is alternation between the powers being choosen IE the turrret gun wont fire while rockets or flamer thrower is used. As far as pure damage I think you're better just going up to AP rounds but just turret for damage is pretty lackluster IMO where it has more intangible benefits



#25
Bud Halen

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6/6/6/4/4 Executioner with disruptor ammo. Too lazy to link.

 

I think I recall your build being fairly similar mine (my Build).  You may have a different turret spec though.

 

Since we're each going with disruptor ammo Executioner 66644 builds, I would assume this calls for a...

 

/thread


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