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Lagomorphic posted:Yeah and a lot of the guys with high N7's are terrible because they got there by playing nothing but silver or missile glitching. These guys also tend to vastly overestimate their ability. Ironically, he finished at the bottom of the scoreboard
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# ? Sep 20, 2012 16:30 |
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# ? Apr 26, 2024 06:11 |
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Yeah you see alot of stupid poo poo from high N7 guys because there's a decent sized subset who are dumb enough to think that the higher number means something and therefore they should get to tell everybody else what to do. My N7's actually pretty high now because I was promoting alot back when every PSP had 2 character cards. I also tend to promote all six classes when the promote goals come up.
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# ? Sep 20, 2012 16:47 |
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If I equip a melee attachment for a gun on a Slayer/Shadow, is that bonus applied to my sword attack? It would seem like an obvious yes, but you never know. With that said, is a melee attachment really even worth it?
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# ? Sep 20, 2012 16:59 |
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Yeah the regular and heavy melee attacks (B Button) always get the bonus regardless of the class or animation. The sword attack will benefit the same way the Geth energy pulse gets boosted by having a bayonet. Good gameplay beats flavor in this case. I think it will also boost Shadow Strike damage as well. On the Slayer I don't bother with the melee damage but on the Shadow it's definitely worth it. I also run my Shadow with the Acolyte and nothing else. Charge then clock and you can let go of the trigger to fire off a barrier/shield killing grenade before you go balls out with the sword. Here's the build, Shadow Strike will set up a tech burst which Electric Slash detonates. For heavys I like to us SS and then ES from cover/a safe distance. With duration and bonus power you're doing an Acolyte shot, SS and ES all in the same cloak activation.
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# ? Sep 20, 2012 17:30 |
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SurreptitiousMuffin posted:Mostly because it's ridiculously light -with ULPM III, it has +10% weight- and when I get caught at range, it's nice to have something to do. The massive force behind its shots and the AoE let it stagger small groups of enemies long enough for you to escape or close.
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# ? Sep 20, 2012 17:49 |
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Butterfly Valley posted:Surprisingly, some people exist who are good at this game who haven't paid $10 to post on an internet forum. Yes, and every last one of them is a crazy Eastern European guy. Just kidding, I love to join a random gold game in progress and have it be three 1k+ N7 guys farming geth fire base gold and then getting pissed when I don't want to stay in the stupid loving room. At least do it on plat you assholes Paracelsus posted:So how do you handle Guardians when you don't have someone else distracting them? Neither flamer nor the reeger can do much when the shield is facing towards you, so it seems like you have to pray that you can place a cluster grenade juuuuust right, which rarely seems to happen. No reason not to have the shredder V on your reegar. Guardians are toast
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# ? Sep 20, 2012 17:56 |
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Elotana posted:Someone with an N7 of 2000+ called ihateFREELOADERS tried to kick me from their Geth Gold lobby for no apparent reason (I was playing a QFI with a Black Widow VI) Heh, I think I've seen that guy. I don't believe he did terribly well in that game either.
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# ? Sep 20, 2012 18:15 |
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SurreptitiousMuffin posted:Kick rear end, take names, break fans: a short guide to vorcha sentinel I don't play Vorcha much, but this build confuses me a bit. Is an extra 30% health and 35% melee damage worth giving up for reduced shotgun weight? Seems like you would be giving up a lot of survivability and melee damage for a bit faster flamer cooldown.
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# ? Sep 20, 2012 18:30 |
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Perfectly Cromulent posted:I don't play Vorcha much, but this build confuses me a bit. Is an extra 30% health and 35% melee damage worth giving up for reduced shotgun weight? Seems like you would be giving up a lot of survivability and melee damage for a bit faster flamer cooldown. No it's really not. I actually go 4/4 between passive and fitness. The extra 50% health makes a huge difference on gold. Also if you want a more melee centric build skip the last two ranks of cluster grenades and go health/melee/melee in fitness. The great thing about Vorcha is that you're not locked into melee like you are with the Krogan. You just need one heavy melee kill every 30 seconds to be at your full melee damage, so you can pounce one guy and finish the next with the Reeger/Flamer combo. It works well on gold where you don't want to be meleeing everything.
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# ? Sep 20, 2012 18:54 |
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Nordick posted:About the upcoming op: Why the hell has no one proposed a full Batarian Spike Squad yet? I'll mostly be poopsocking Borderlands 2 this weekend, but will be down for some Batarian action. pretty sure I'm gonna Batarian it up with Trykt (hey trykt let's do this). Ballistic blades and powerfist punching everywhere. I seriously want to see a spawn suck up four people's ballistic blades and inferno grenades. WAVE 9: START *two seconds later* WAVE COMPLETE
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# ? Sep 20, 2012 19:01 |
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I really want a Batarian but I'm at a point where I keep rolling characters I already had. e: Also the only decent assault rifle I have other than my Avenger V is the Mattock. TacticalUrbanHomo fucked around with this message at 19:31 on Sep 20, 2012 |
# ? Sep 20, 2012 19:07 |
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I've been earning at least one PSP per day since they were introduced and still don't have: Any N7 class other than Shadow Any Batarian class Vorcha Sentinel Seriously, this is such a pain in the rear end.
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# ? Sep 20, 2012 19:19 |
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What difficulty are you playing at usually? You can get about 1.4 PSP's in 25 min farming platinum.
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# ? Sep 20, 2012 20:00 |
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HOW I BUILD CHARACTER M-M-MEGAPOST WALL OF loving LINKS Since this is a commonly asked question, and I'm a who plays a little bit of everything instead of having a favorite class, I figured I'd take the time to post all the builds that I use for my characters as well as brief notes on playstyle. Note: These aren't necessarily the best builds (in some cases, they're definitely not). But they're all fun, and at least capable of top-scoring gold matches. This is mainly just to give people a starting point for classes they've just unlocked. I choose my powers and weapons to maximize variety rather than efficiency, which is why my Vorcha Sentinel doesn't have Flamer, for instance. It's also why I use a different weapon on each of these builds instead of just the Piranha/Harrier/Talon for everything, and why the weaker characters tend to have the better guns. All setups use the same basic rules: Gold and below weapons at X, Black weapons at V, consumables at I, and gear at V. Adapt to your own manifest as necessary and take more power damage evolutions if your guns aren't up to snuff, or take more weapon evolutions if you have everything maxed (you rich bastard). HUMAN ADEPT Mandatory: All Detonate evolutions Character: Thanks to post-release buffs to Singularity and heavy melee, this is the best choice for a totally new player who wants to put out lots of damage without guns. (For a tanky stock human, go Vanguard.) Singularity is a universal primer now and also detonates on release, so you can get a nice constant pattern of Singularity -> Warp/Shockwave -> Warp -> (singularity explodes). It's MADNESS, I tell you. Your heavy melee is for things that get in your face while you're on cooldown. Weapon: The Carnifex used to be the best pistol but now it's merely average. It does pack a good per-shot punch for headshots and lets us skip a piercing mod even on high difficulties (your explosions will chew up armor anyway). DRELL ADEPT Mandatory: Reave 4B is mandatory always, and the others will make your life easier as a Drell Character: Reave all the things, interrupting with Pull only when there's a mook available to blow up. One grenade after a reave can decimate a spawn, chaining them with thermal clips is basically the equivalent of double missiles. The damage reduction makes you about as tough as a human but unfortunately most of it is in health, so try to keep your shield gate up. Weapon: The Collector Rifle is a decent gun, although since it just uses clips it doesn't have anything interesting to set it apart from the other rifles. Whatever gun you use with the Drell Adept, you want to make sure to pack Warp Ammo, since you'll get massive damage bonuses to Reaved targets. ASARI ADEPT Mandatory: Warp 4B and Throw 5A for combos Character: Anything without armor, stasis bubble and pop the head! Anything with armor, chunk warp -> throw combos at it until it dies! How easy is that! It's a very low-fitness build because all of your evolutions are useful, so make sure you whittle away at a distance instead of closing too fast. Weapon: The Suppressor is a gun with low base damage but a high headshot multiplier, so it requires decent aim to use, which is why I put it on a bubble stasis specialist. (I'm terrible at headshots so I only use headshot gear on characters with Stasis or Net.) Headshot multipliers are, however, fixed on bosses, so your biotic combos are a better bet there. ASARI JUSTICAR Mandatory: Reave 4B, Justicar 4B Character: You can make the case for both an offensive and defensive bubble, so I like to take the best of both worlds. For regular mooks, simply reave and pepper them with gunfire, using Pull on weakened targets to set off biotic combos, using your sphere to set up a camping point. Against bosses, reave and use your asari dodge to throw down an offensive sphere. Reave stacks to an amazing degree with the Justicar duration bonus, so spam it everywhere you can and you'll at least be effective support. Weapon: The Lancer is intended as a "caster" AR, although it's debatable how much use that is now that pistols and SMGs have power amps. It's light enough, though, and has ME1 style heatsink ammo which allows you to feather the trigger between casts and never reload. In terms of actual damage it's essentially a Phaeston but slightly better and much more rare. PHOENIX ADEPT Mandatory: Singularity 6B, Lash 4A, and Smash 4A for synergy Character: Here's another character built around Singularity as an all-purpose starter. Lash and your gun give you options for faraway targets and trash mobs. For heavy hitters you want to start breaking out the double combos with Singularity/Smash, preferably at a corner or behind a thin wall. Phoenix characters also have a useful, quick heavy melee for when you get surprised on cooldown. Weapon: The Paladin is an accurate, heavy-hitting pistol, the Black Widow to the Executioner's Widow. You don't really need a scope, nor piercing since the per-shot damage is so high, so I suggest utility mods to complement your biotics. N7 FURY ADEPT Mandatory: AF 6B is SUPER-mandatory, Dark Channel 6B moderately so, and Throw 4B & AF 5B will make your life easier off-host Character: Cast your AF at the beginning of every wave. Run through infantry mobs relying on it to prime, spamming Throw to chain explosions and refill your shields. Cast DC on something with armor every once in a while so it's always chewing stuff up in the background, but you'll have to cast it more than once if you want to chain DC+throw combos against a boss. Weapon: Not much to write home about, the Tempest is probably the first decent SMG you'll get, but it's just that, decent. Don't take it above Silver without the armor-piercing barrel or AP ammo. You'll mostly see this used as a backup gun, you can throw whatever on the Fury as long as it's -200%. The importance of max cooldowns is mostly exaggerated but in this case you have a knife-edge character. VOLUS ADEPT Mandatory: Stasis 6A, for crowd control, and Orbs 5B because they ain't for damage Character: If you like playing Medic in TF2 this is the class for you. It's designed for spamming shield boost as fast as possible so any teammate near you will get constant 50% damage reduction AND shield gate restoration every 3 seconds. Plus Stasis is a really useful utility power. Downside is your base shields are so small that it's not even worth putting anything in Fitness. Spamming boost isn't just a good idea, it's the law! Weapon: As you're not an offensive character, you get the Phalanx. It's a perfectly serviceable pistol for its tier, and also the best weapon you're likely to have for -200% cooldowns until your manifest gets close to maxed. KROGAN SHAMAN Mandatory: Both Detonate evolutions, Barrier 4B Character: Warp/Shockwave combos with both detonation evolutions are the gold standard in biotic damage, but since Warp is frequently dodged and Shockwave has a limited range, getting that combo can be tricky without a solid tank. Enter this guy, who can take a zillion hits and has the same Barrier/Rage tree advantages as his Vanguard brother. If you have considerate teammates who are priming everything, consider just spamming Shockwave to detonate their explosions instead of chaining your own. Weapon: The Executioner is a single-shot pistol that works like a ghetto sniper rifle. It does solid damage and gives you an answer at range where your powers are pretty unthreatening. You can make some hay with a scope mod but we're going with power/melee to better fit the class. BATARIAN ADEPT Mandatory: Lash 6B, plus Warp and Lash 4B Character: Lash is an underrated ability that suffers from its long cast time. Fortunately as a Batarian you're tanky enough to negate this downside. It's a dead easy class to play: you want to Lash -> Warp combo everything without armor, and Warp -> Grenade everything with armor. Keep in mind that Lash's priming window is very short, so you want to cast Warp ASAP, even if your target is still midair. You also want to, if possible, have your crosshairs ABOVE the enemy when you Lash them (while they're still your highlighted target). Do this right and they'll go flying into the air, taking physics damage that can double your Lash DPS. One combo should polish off even the shielded second-level mooks. Even though we're ignoring it for this build, your Batarian melee can still be useful in a pinch if you're on cooldown and a guy sneaks up behind you. Weapon: The Punisher has a weird firing pattern where every fifth shot does massive damage to armor and kicks up your gun. Like most SMGs, you should use this at short range and hip-fire. With piercing mods and warp ammo it'll chew through anything too big to Lash in seconds. COLLECTOR ADEPT Mandatory: Sphere 5B (5A is bugged), DC 6B (for armor) Character: Don't build the Collector Adept for combos. His only detonator is the Seeker Swarms, which have a long, helpless cast animation (you can strafe during the Sphere cast). More importantly, a 6/6 biotic combo does roughly 2000 damage to armor/barriers and half that to shields/health, while a Sphere detonation alone can push 3500 damage across the board (and through walls!) if you go for full Ascension Stance bonuses. You've also got a nasty Dark Channel for dealing with armor. I recommend throwing the Sphere at a crowd, Dark Channeling the hardest target, then detonating and immediately retreating while peppering the spawn with SMG fire. Your light melee is surprisingly useful and hits/staggers multiple targets in an arc; don't forget it for Husks and such. Weapon: An ME1-style cooldown weapon, the Collector SMG is a very average SMG that's here strictly for lore flavor and because the collector weapon bonus will make it 5% less average. You need piercing to give it any bite against armor, but you have DC for armor so it's not strictly necessary. Just feather it in between Sphere/DC casts and you should never have to experience to punishing reload time. Note: the Heat Sink mod is totally useless with this gun. Human Soldier vs Shields: Conc -> Shoot vs Armor: Shoot -> Grenade If you want a minmax build, use the N7 Soldier, this is for conc stagger funtimes Turian Soldier vs Shields: Marksman -> Shoot vs Armor: Proxy -> Shoot Ratatatatatatatatatatatatatatatatatat KROGAN SOLDIER Mandatory: Infernos 6B (the shrapnel evo is dodgy) Character: Since we already have the Kroguard and two Krosents for melee builds, our Krogan Soldier is a dedicated fire explosion specialist. Just lob a grenade into a spawn and start spamming Carnage at everything. You'll enjoy 6/6 fire explosions and Carnage by itself is actually somewhat useful on a low cooldown and with the various power bonuses available. You have a sizable tank even though we're not building for Rage here. Weapon: The Falcon doesn't do much in terms of direct damage but it is fantastic at crowd control since it staggers every normal-sized enemy. As a projectile weapon it is also guaranteed to apply ammo powers, making incendiary ammo a great choice here if you want to be able to spam fire explosions while still saving your grenades for harder targets. Batarian Soldier vs Shields: Blades -> Melee vs Armor: Grenade -> Blades -> Shoot Get up close to everything, explosive blades can interrupt sync kills VORCHA SOLDIER Mandatory: Flamer 5A, you want to use Flamer in controlled bursts and not let it rip Character: You can make the case for leaving out Carnage entirely, since fire explosions can be triggered by almost anything your teammates do. I'd only use it to detonate if you're alone. In the meantime, hit heavy things with 1-2 second licks of Flamer, while using your melee to decapitate light things. You're relying on regeneration to keep you alive, not the flat buffer bonuses of Fitness. Weapon: The Crusader is a sniper rifle in a shotgun slot. There's no reason to use the choke or either piercing mod (it's built-in). People say there's some kind of weird delay when it comes to sniping, but I've always just used it as an unusually precise normal shotgun, and screw sniping with a Vorcha. Keep in mind it's very heavy, even when fully upgraded. N7 Destroyer vs Shields: Shoot vs Armor: Grenade -> Shoot If you don't like space magic and just want to shoot stuff this is the kit for you Human Engineer vs Shields: Overload -> Shoot vs Armor: Drone -> Shoot The strength of the Drone is its ability to distract big units like Banshees and Atlases Quarian Engineer vs Shields: Shoot vs Armor: Cryo -> Shoot ~The Worst Class~ Spam sentry for distraction, use your SMG on mooks, and snipe bosses, good luck Salarian Engineer vs Literally Everything: Drain -> Shoot Disruptor ammo for hella tech bursts, and remember to toss your Decoy every 30 seconds Geth Engineer vs Shields: Overload -> Shoot vs Armor: Turret -> Shoot I like the offensive turret myself but if you like being a medic go for it QUARIAN MALE ENGINEER Mandatory: Arcs 6B, because they already have a natural shield bonus Character: This guy is broke as gently caress. He's capable of absolutely destroying spawns and I spec him out of Scan simply because things die too fast. You're essentially doing a tech version of the Fury's biotic strategy: lob an arc grenade into a spawn, then Incinerate each target for a tech burst until they all die. But since you have actual grenades instead of being a human grenade, you don't have to worry about sync kills. Put disruptor ammo on your gun so your can tech burst even when you don't have grenades. If there's armor needs busting, switch the order and Incinerate before you grenade for fire explosions. Always Be Techin' Weapon: The Hornet is the second-best SMG, which is kind of faint praise since the Hurricane is so much better. You have to click fast to get the most out of it which is kind of annoying. Don't even try to use it at a distance, it's got too much recoil even with the mod. You want to get into midrange and click away. N7 Demolisher vs Shields: Arcs -> Shoot vs Armor: Homies -> Shoot Mix 'em up for tech bursts on bosses, and don't forget to refresh your pylon at every opportunity VOLUS ENGINEER Mandatory: Recon Mine 4B, letting you debuff and xray that much more Character: Not really a pure shield booster like the Adept, the Engineer combines the shield boosting with two extremely useful debuff powers. Feeding a boss a prox mine while it's standing near your recon mine will render it vulnerable to stiff feathers. Just find the slowest, tankiest teammate and stick near them, debuffing their targets and picking off stuff they don't see. Weapon: The Viper isn't terrible, and it's the absolute lightest sniper rifle which gives it a niche for characters like this one, but that's about it as far as the niche goes. Human Sentinel vs Shields: Shoot -> Throw vs Armor: Warp -> Shoot -> Throw Best all-around starter character, since you're tough and have easy detonations TURIAN SENTINEL Mandatory: Overload 4B for crowd control and double tech bursts, Warp 6A for armor debuff Character: A jack of all trades whose two solid powers can synergize with any team. You're pretty beefy and have great passives, and that one Turian guy in the Citadel DLC is actually right, detonating Tech Armor is very useful. Since you lack a dodge, when something fast like a Phantom or a Hunter gets the jump on you, a stagger is just what the doctor orders to get the gently caress away. Weapon: The Indra is an assault rifle in a sniper rifle slot, and the Turian passives go a long way to using that built-in scope for precision targeting. You'll want to keep your distance, but I've never had the need for a backup weapon since the Indra is fairly easy to snap-fire and use at moderate long ranges. Krogan Sentinel vs Shields: Melee -> Shoot vs Armor: Shoot -> Grenade Against Cerberus, use Striker to stagger Phantoms and roll grenades behind Guardians BATARIAN SENTINEL Mandatory: Net 4B, because anything incapacitated will be dead soon enough anyway. Character: BN's built around the Submission Net power, which does massive damage to everything in this build. Even bosses will take damage and get primed for a tech burst. Shockwave is there in case you have a team of mostly biotics (or tech primers) who need a tanky detonator. It also makes a nice stagger in case you get caught point-blank and have to punch your way out. Weapon: The Kishock has a couple of things going for it: it ignores the shield gate, it can be hip-fired without penalty (treat it like a Claymore at short range). Also nets and harpoons make you look like a badass space whaler. Remember the Kishock's charge mechanic only confers a 150% bonus, not a 300% like the Graal/GPS/Arc, but it does make headshots easier when you're first learning the gun. Vorcha Sentinel vs Shields: Shooooooooot vs Armor: Grenade -> Shooooooooot Either use AP ammo on the PPR or swap the blade for piercing N7 Paladin vs Shields: Drain -> Freeze -> Shoot vs Armor: Freeze -> Melee -> Shoot Tank with Drain, shield planting is strictly for stationary stuff like hacks HUMAN INFILTRATOR Mandatory: TC 4B for sure, and Cryo 4B or everyone will dodge your poo poo Character: The stock Infiltrator holds up pretty well, both as a traditional sniper and as a debuff+shotgun maniac, which is what I'm going with here because I am a maniac. Just cloak, run up to things, cryo to break cloak, and unload. Save stickies for big targets. Burst shotguns synergize very well with cryo. It's not as much of a debuff as prox mine but the cooldown is much more forgiving. Weapon: Speaking of burst shotguns, the Claymore is arguably (Raider?) the best one. It's heavy as hell so consider taking one or both weight evos if you're not a Krogan. You can be surprisingly accurate if you aim from cover, add a choke and you can hack some moderate sniper alleys. Quarian Infiltrator vs Literally Everything: Cloak -> Sabotage -> Shoot Best hack targets: Geth Pyros, Turrets, Marauders (for stagger) SALARIAN INFILTRATOR Mandatory: Prox 5A, Drain 5A, for debuffs and survivability. Character: SI was one of the best characters at launch, and he's still great. Arguably the best sniper in the game. Break cloak with a drain against shields/barriers and a mine against armor. You can also do a shotgun build with 4 in cloak but he won't be quite as good as the other Infiltrators. Also a good choice if you want a duration-spec infiltrator to trivialize hacks. Weapon: The Collector Sniper is a great midrange rifle. It's a beam weapon like the PPR but it gets no damage bonus for a sustained beam, so I find it best to tap-fire it like a rich man's Raptor. This also makes it easier to avoid emptying the clip and suffering the endless reload time. I gave it to this guy because it has a limited range, so you'll need Drain to stay alive and mobile instead of hunkering across the map. GETH INFILTRATOR Mandatory: Cloak 4B, Prox 5A, and Hunter 4B (because we're using the GPS, which doesn't benefit from Hunter 4A) Character: The GI has been in the conversation for "best kit in the game" ever since it was released. The combination of cloak damage bonus, hunter mode bonus, and proxy debuffs means that a strategy of "cloak -> proxy -> shoot" is by itself usually enough to top-score a game even with good players. Keep your shield and health stats in mind; shield gate breaking means you cloak and you GTFO. Weapon: The GPS was also in the conversation for "best gun in the game," although it has since been surpassed by DLC power creep. It's still very good, though, with a couple of nice ancillary bonuses. It's a projectile gun, so you get no damage loss against armor (making the shredder mod useless). Its projectiles also home on the target slightly, although you won't notice this effect unless you shoot across a room. And since cloak only breaks on the actual key press, you can charge up a shot, then cloak, then release the fire button and stay cloaked. Combine that with tasty Geth weapon bonuses and this combo will serve you very well at high difficulties. Quarian Male Infiltrator vs Literally Everything: Scan -> Cloak -> Grenade -> Shoot Spam scan all the time, your teammates will thank you N7 Shadow vs Shields: Cloak -> Strike -> Strike vs Armor: Cloak -> Strike -> Melee Equip Disruptor ammo and charge a shot before you cloak for free tech bursts TURIAN GHOST Mandatory: Cloak 4B/6B for maxxx damage Character: Another really easy and effective class; you'll see a lot of people rocking this with a Harrier because it trivializes the game. Just cloak and shoot mans, using Overload to strip shields and stimming when you need to get out of trouble. I went with offensive buffs for stims here since even the minimum shield refill still gets you over 100%, and with Cloak you don't need as many shields to get away as your Havoc counterpart. He's the only infiltrator with an AR bonus so I recommend always taking Cloak to 6 since breaking cloak with Overload still gives you a healthy weapon bonus. Weapon: The Valkyrie is an "okay" gun that's outshined by many other ARs and ultra-rares, but the Ghost makes any AR into a killing machine and this is no different. With your stability bonuses the muzzle climb is practically nonexistent so you can treat it like a double-shot Mattock that taxes your clicking finger approximately half as much. BIOTIC CHARGE 4B IS MANDATORY FOR ALL VANGUARDS! STAGGERS ARE YOUR TANK! HUMAN VANGUARD Mandatory: Charge 5B and 6B because their opposing evolutions are pointless with Novaguard Character: Playing a Vanguard is unlike any other class because it turns the game from a cover shooter into some cross between a rhythm game and a fighting game (insert sperging about attack timing, invulnerability frames, damage gates, etc.) Always skip Shockwave because you already have two other detonators that do cooler things, and just Charge + Nova everything. Remember to backflip before you Nova after charging bosses, and roll-cancel your Novas if you find yourself in front of a turret. Nova 5 makes the most difference in your playstyle; half-blast is safer but slower while full-blast does more damage/stagger works better off-host. Weapon: The Locust is a hilariously underpowered SMG that we're putting here because Novaguard is one of the most weapon-independent classes. It is a very stable and accurate SMG but does gently caress all damage and is here to carry a power amplifier and little else. DRELL VANGUARD Mandatory: Pull 4B, letting you neutralize mooks even if they try to dodge Character: Fragile, so we're not going to bother with shields or even fully evolving charge, since an extra 50% barrier is bad cost-benefit for a Drell compared to his awesome passives. Instead you're just going to run, run, run. Some people like to skip Pull, I think it has utility to pick out Troopers in mobs and to quickly neutralize enemies who might be weak but not dead when you're reloading or otherwise busy. Weapon: You can throw the Hurricane on any caster class in the game and do well, but you'll especially want high DPS with Drellguard because pull and charge don't actually do that much damage on their own, and only basic troopers can be pulled for a charge combo. Your gun and grenades will do most of the work. Just get in people's faces and hip-fire to negate the recoil. I like to charge, heavy punch while staggered, then shoot until charge is ready again. ASARI VANGUARD Mandatory: Charge 5B, Lifts 5A 6B, because their opposite evolutions are drat near useless Character: I love the Asari heavy melee, and not for creepy reasons. No, it doesn't have the invulnerability frames of Nova, but Nova won't do 3000+ damage to all protection types either. You can't mindlessly kill EVERYTHING with it like the Novaguard, but the targets you do pick and choose will go down a lot faster. If melee isn't feasible, that's what your grenades are for. Be sure to buff them with a charge. Weapon: The Disciple is overshadowed by most other shotguns, but it does have a niche here because it's light enough to take our omni-blade along without trashing our cooldowns. The stagger function advertised in the description is spotty at best, but every little bit helps when you're trying to take on a mob and come out alive. Against bosses, it'll put in decent work but your grenades will be better. KROGAN BATTLEMASTER Mandatory: Rage 5A, and nothing in Carnage Character: The tankiest tank you'll ever tank, Kroguard has a slightly different charge with a greater base force but a longer cooldown (which is exacerbated wih your Barrier DR). You also don't have a whole lot in the way of offensive options: charge -> melee -> shoot is your only worthwhile attack pattern so I recommend taking every weight evolution available, allowing you to carry a nice, heavy, omni-bladed shotgun while still keeping Charge around 5 seconds. Weapon: Why not roleplay? The Graal is a heavy projectile shotgun that can be surprisingly accurate when charged. Unfortunately the laggy nature of projectile weapons means you have to host to get any appreciable range, and since you'll be hosting with this guy anyway, go ahead and spike it up. "Always Be Charging" refers here to both the character and the gun. PHOENIX VANGUARD Mandatory: Charge 6A, Smash 4A & 6B Character: Hope you like to gamble. Charging into mobs and unleashing a radius Smash is amazing, while the other 50% of the time you'll have to rely on your gun and melee while on cooldown. I also recommend priming your Charge with a Lash for particularly pesky targets (Phantoms, Hunters, Possessed Captains). Since you're not going to be getting your full barriers back anyway, he's built as a shield-gate glass cannon (not quite as extreme as the Drell). Weapon: While The Best Gun is endlessly debatable, the Talon has a cult following not unlike the Harrier or the Hurricane where some people put it on EVERYTHING no matter what, so it's at least very useful and versatile. You can also get great utility out of the scope, magnifier, and ultralights if your Talon is low-level, so the mods are really totally up to you with this build. N7 SLAYER Mandatory: Charge 5B 6B, Phase 5B, Phase IS this class so give it every buff you can Character: This guy epitomizes what the class is all about. PD is great for a lot of reasons but most importantly it will stagger drat near every non-boss in the game, letting you do all kinds of dumb things and live. Spamming light melee gives you enough damage resistance to charge Turrets and Pyros, while heavy melee is there as a finishing move, buffing charge and phase spam against your next target. Slash has utility for stationary hacks, extraction, and Geth. Weapon: The Eagle is one of those guns that exists solely to sneak one kind of weapon into another's slot. In this case it's an SMG that uses pistol amps/gear. It's also only decent, and not really worth its rarity, although it's light enough to make a passable sidearm for snipers and such even without ultralights. On the Slayer, it's just there for the mods. BATARIAN BRAWLER Mandatory: Fitness 5B, Lash 6B Character: Here's another charge -> melee specialist like the Kroguard. You lose some buffer tank but you gain a more frequent charge (which is a "tank" itself) and the ability to self-combo on unarmored targets with Lash. Blade Armor is skipped here because the damage-return mechanic is bugged above Silver, and since you'll be tanking with Biotic Charge instead of a big shield buffer, the DR from Blade Armor isn't as necessary. If you can't bear to be without it, don't go past 4 since only the melee damage bonuses will be useful. Weapon: The Wraith isn't terribly useful until you get it leveled up, since a high-level Eviscerator is arguably better for power-based kits than a heavy Wraith. Once you have it upgraded, though, it becomes the best weight-damage bargain you can make in the shotgun class, which means it's never a bad decision for any kit which needs both low cooldowns and an omni-blade for melee. TURIAN CABAL Mandatory: Focus 6A, so you can stay in the fight while slicing, plus Blades 6B for stagger Character: Cabalguard is a deconstructionist take on the Vanguard, in the literal sense. All the stuff you love about Charge has been split up and distributed to different powers. Mobility and damage went to Strike, while healing and buffs went to Focus. But the breakout star of the show is her melee, which is where you'll find your precious stagger and the ability to lock-on to a target. Couple this with low-impact, long-range teleport dodges, great Turian passives, and the blade-grenades, and you can't really go wrong building her, although there's a steep learning curve. Weapon: Like the Disciple, the Eviscerator is a serviceable but not amazing shotgun that's here because it's light enough for an omni-blade. It doesn't have the stagger gimmick but does better damage despite being an uncommon. Elotana fucked around with this message at 17:54 on Jan 3, 2014 |
# ? Sep 20, 2012 20:23 |
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Amazing, thanks for this. I've just been bookmarking every build you ever link but this is easier!
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# ? Sep 20, 2012 20:31 |
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^^^you could just hit the question mark under his avatar, duder If you're open to criticism, in general I think you're pouring way too many points into skills. You should usually try to take racial passive to 5 (for power builds) or 6 (for weapon builds). If you guys want I can post some of my min/max builds for the less customizable characters later.
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# ? Sep 20, 2012 21:12 |
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Fight Club Sandwich posted:If you're open to criticism, in general I think you're pouring way too many points into skills. You should usually try to take racial passive to 5 (for power builds) or 6 (for weapon builds)
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# ? Sep 20, 2012 21:22 |
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Fight Club Sandwich posted:If you guys want I can post some of my min/max builds for the less customizable characters later. I'd certainly like that. drat near every time we disagree I end up learning something.
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# ? Sep 20, 2012 21:23 |
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Perfectly Cromulent posted:I don't play Vorcha much, but this build confuses me a bit. Is an extra 30% health and 35% melee damage worth giving up for reduced shotgun weight? Seems like you would be giving up a lot of survivability and melee damage for a bit faster flamer cooldown. You're probably right though. I'll respecc and give it a go.
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# ? Sep 20, 2012 21:25 |
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Your Human Sentinel is interesting in that instead of a Pistol or SMG you put an Assault Rifle on. I usually go with a Carnifex with a piercing mod so I can deal with Guardians and other armor, then 5/3 on the Passive/Fitness so I can get that last bit of Power damage, and rely on Tech Armor for Damage Reduction. I guess your build is more survivable and well rounded with weapons, though.
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# ? Sep 20, 2012 21:26 |
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Vietnamwees posted:Your Human Sentinel is interesting in that instead of a Pistol or SMG you put an Assault Rifle on. I usually go with a Carnifex with a piercing mod so I can deal with Guardians and other armor, then 5/3 on the Passive/Fitness so I can get that last bit of Power damage, and rely on Tech Armor for Damage Reduction. I guess your build is more survivable and well rounded with weapons, though.
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# ? Sep 20, 2012 21:39 |
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Lagomorphic posted:No it's really not. I actually go 4/4 between passive and fitness. The extra 50% health makes a huge difference on gold. Also if you want a more melee centric build skip the last two ranks of cluster grenades and go health/melee/melee in fitness. The great thing about Vorcha is that you're not locked into melee like you are with the Krogan. You just need one heavy melee kill every 30 seconds to be at your full melee damage, so you can pounce one guy and finish the next with the Reeger/Flamer combo. It works well on gold where you don't want to be meleeing everything. Yeah, that's what I thought. Health regen is just not enough to pull you through higher levels, you've got to have buffer.
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# ? Sep 20, 2012 21:52 |
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Yeah you could probably get by without it by playing conservatively and sticking to cover as much as possible, but that's just not the way I want to play a Vorcha. Edit: So I made up a short demo of the scoped Talon in action. It's cut from a bronze solo run so it's not too impressive, I just wanted to show people how I use it. I do some of it with and without hunter mode to show the difference in spread. https://www.youtube.com/watch?v=b0XxMnCw8xM Lagomorphic fucked around with this message at 22:25 on Sep 20, 2012 |
# ? Sep 20, 2012 22:01 |
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Lagomorphic posted:Yeah you could probably get by without it by playing conservatively and sticking to cover as much as possible, but that's just not the way I want to play a Vorcha. Just had an N71 trying to join a platinum game. He sat there in the lobby for a full minute while half the team were in the store, so I'm guessing he picked it intentionally. Lvl1 human adept with the default loadout in a platinum game. Jesus, I don't even know any more.
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# ? Sep 20, 2012 23:46 |
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SurreptitiousMuffin posted:Just had an N71 trying to join a platinum game. He sat there in the lobby for a full minute while half the team were in the store, so I'm guessing he picked it intentionally. Lvl1 human adept with the default loadout in a platinum game. Jesus, I don't even know any more. I can't say how many times one of my freshly promoted characters get's dropped into a gold/platinum when I'm searching for a Bronze. He probably just didn't know what rank the mission was since he was probably searching for a Bronze.
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# ? Sep 21, 2012 00:08 |
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SurreptitiousMuffin posted:It's more about knowing where your team are and predicting enemy movement so you always come out behind or on the flank.
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# ? Sep 21, 2012 01:02 |
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More disturbing: How do you manage to not level up more than once at level 1? My first round as a freshly promoted character always takes me up several levels, including my first game ever as a human engineer. It takes almost no experience to get through the first 4 levels or so.
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# ? Sep 21, 2012 01:12 |
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Fail on wave three or so, most likely.
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# ? Sep 21, 2012 01:16 |
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Maybe his starter pack had a character card in it?
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# ? Sep 21, 2012 01:23 |
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So do geth count for this weekend's operation? I mean, they are a non-human race. I wouldn't mind building a consensus for the squad goal. Or maybe pull together a group of four Turian Sentinels. Tech bursts everywhere! TwistedLadder fucked around with this message at 01:18 on Oct 3, 2014 |
# ? Sep 21, 2012 01:35 |
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My assumption is that all of these are disallowed: default human N7 ex-Cerberus everything else is good. What I want to know is if Bioware's coded male/female Quarians to be the same for the purposes of the op.
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# ? Sep 21, 2012 01:41 |
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Paracelsus posted:Maybe his starter pack had a character card in it? Ding ding ding! The likelihood of him gaining EXACTLY enough XP to make it to level 2 and have none left over is pretty drat slim playing a match. I also rather suspect that this person is coming from a different version of the game and thinking "pfah, it's all skill, I don't actually need a way to output damage or support at all. " Either that or someone who heard how easy Glacier farming is and severely overestimated it.
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# ? Sep 21, 2012 01:55 |
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TwistedLadder posted:Not much experience with Gold but I tend to hold my own pretty well on Silver. Honestly the only way to get experience on gold is to play on gold. I you can do well on silver with pubbies find a good team and step up. Psion posted:What I want to know is if Bioware's coded male/female Quarians to be the same for the purposes of the op. Probably but I wouldn't chance it. By all means do a Quarian run but make sure you get something else done as well.
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# ? Sep 21, 2012 01:55 |
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Psion posted:My assumption is that all of these are disallowed: I try not to give it the benefit of the doubt in any possible instance since I really don't want to have to bother support for a pack or something, just because I didn't do it exactly right and the operation description was obscure. In this case I would use the exact same class just to be safe, so I wouldn't trust a Female/Male Quarian setup or even Krogan Soldier/Krogan Vanguard to work.
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# ? Sep 21, 2012 02:10 |
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For what it's worth, unlike the Cerberus or N7 humans from the DLCs which have their own "races" separate from the vanilla humans, the male quarians are under the same umbrella as the female quarians in the Coalesced files. If you're only going to play one game to meet the objective you would probably still be safer using any of the other alien races though. E: So the structure looks like this: sfxplayerclassmp/engineer/quarian/female sfxplayerclassmp/engineer/quarian/male Dr. Abysmal fucked around with this message at 02:41 on Sep 21, 2012 |
# ? Sep 21, 2012 02:37 |
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Lagomorphic posted:Honestly the only way to get experience on gold is to play on gold. I you can do well on silver with pubbies find a good team and step up. Just completed my first successful gold mission I scored second place (behind a Demolisher who was destroying all things with grenades). Played with pubbies, worked out to be a Quarian Fem Engineer, a Gethgineer, a Geth Infiltrator, and an N7 Demolisher. All the tech bursts. I mean, it was just Geth on Firebase White, but it's my first gold extraction :3
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# ? Sep 21, 2012 02:54 |
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Yeah I played a lot of FBW/Geth before I moved up to Gold proper. It's a great way to get your feet wet, also try Cerberus/Glacier. People are basically speed running that so don't worry about being a liability. Just try to keep close to a teammate, help with the objectives and be careful about getting caught by turrets in the waves when engineers spawn.
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# ? Sep 21, 2012 03:15 |
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Does anyone wanna do a 4 Salarian engineer squad? We can sit behind a wall of decoys and drain all traces of energy from everybody.
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# ? Sep 21, 2012 04:07 |
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Thor-Stryker posted:I can't say how many times one of my freshly promoted characters get's dropped into a gold/platinum when I'm searching for a Bronze. He probably just didn't know what rank the mission was since he was probably searching for a Bronze. No no, I think he meant that his N7 rating (as in, the rating of how many times you have leveled up or promoted a character) was 1. Which means that the guy's Level 1 Human Adept was the first class in MP that he activated and it was his first time playing the multiplayer, ever. It's a scary world out there...
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# ? Sep 21, 2012 06:57 |
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# ? Apr 26, 2024 06:11 |
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I am having issues setting off tech bursts/fire explosions with my Quarian male engineer. Sometimes I'll get an enemy in my sights who is clearly burning/electrified, and I'll hit him with arc grenade/incinerate and a large percentage of the time nothing seems to happen other than the normal damage associated with that attack. My first class I played as was a human adept and I never had any trouble with singularity/warp. I'm also having similar issues with Salarian engineer and energy drain/incinerate. What gives?
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# ? Sep 21, 2012 07:38 |