Map Difficulty Rating: This build has the potential for Platinum gameplay
Tactical Cloak: Duration (4), Melee Damage (5), Bonus Power (6)
Dark Channel: Damage (4)
Warp: Detonate (4), Expose (5), Pierce (6)
Asari Adept: Damage & Capacity (4)
Fitness: Melee Damage (4), Martial Artist (5), Power Synergy (6)
Primary: Reegar Carbine with Omni-Blade and Shredder Mod
Secondary: SMG with Ultalight Materials and other mod
Hurricane – Heat Sink, Collector SMG – Extended Mag, other SMG – your mod choice
This build is all about the Incendiary Ammo, even if all you have is level I, use that. Hydraulic Joints, Juggernaut Shield or Berserker Package are all solid choices. Don’t bother with a shotgun amp, the Reegar does plenty of damage for our purposes.
As the name implies, Three Trick Pony has three distinctly different ways to attack.
Trick #1: Cloak, close the distance to the target, Warp, Reegar. This attack gets you within the Reegar’s 10m range safely and allows Warp to nearly always hit. Warp will do several things for this attack plan; stagger the target, increase weapon damage by 15%, reduce armor effectiveness by half and along with the Shredder Mod negates armor reduction entirely. The best thing though is an exploit of Warp’s DOT mechanic. Warp’s DOT damage is registered by the game as incendiary ammo damage. This means shooting the target with incendiary ammo will stack the ammo damage to Warp’s DOT which turns into tens of thousands of damage done to the target over the next 5 seconds that the incendiary ammo does its DOT. And the more times the ammo damage is applied, the more extreme the damage becomes. Simply put, Warp + Incendiary Ammo allows the Reegar to melt armor in addition to health, shields and barriers. Your SMG sidearm is great for situations in which you want to keep your distance while still using the same Warp + Incendiary Ammo tactic.
Trick #2: When necessary the Pony can play it safe by cloaking and hitting a target with Dark Channel. The player can let the DOT do its thing or launch a Warp while still cloaked for a powerful BE. It’s a little counter intuitive but both the Huntress and N7 Shadow can do more damage reliably with Tactical Cloak duration + bonus power than with Tac Cloak damage. Taking duration also allows for better utility for objectives, reviving teammates and running to safety for shield recovery. A longer duration also allows for a heavier weapon load out since there is more time to attack cancel out of cloak and take the automatic 3 second cool down. Also of note, the Huntress’
Tactical Cloak damage bonus only applies to melee and power attacks, which relieves the mental pressure to fire your weapon while cloaked and makes taking cloak duration over damage less of a loss than it is on other classes.
Trick #3: The asari heavy melee when used correctly can utterly wreck crowds. First off, the good qualities; the asari heavy biotic blast is area of attack, does respectable damage to health and receives a 50% increase vs shields, barriers and armor. Now the bad qualities; slow to execute, won’t hit through walls and has a one second recovery period. Counter the first two problems by cloaking a good distance away from your targets and carefully choosing your point of attack. Counter the one second recovery time by making sure you’ve already got a heavy melee kill within the past 30 seconds before attacking a shielded foe, ensuring their death in one blow. You can also hit them with Dark Channel or Warp either on approach or just before the melee.
2 – Since the Three Trick Pony has so many different ways to attack she is adaptable to any situation or any enemy and is an awesome team player with her cloak built for utility. And having so many ways to attack just makes her a blast to play.
Asari Huntress: (4) Damage & Capacity, (5) Power Damage
Fitness: (1), (2), (3)
Anything that will keep you at or near 200%. You probably don’t want to dip any lower than 180%. I prefer the Phalanx with the pierce and extended clip mods or the Hurricane with heat sink and stability.
Commando and Expert Packages are the two obvious choices, due to their weapon/biotic bonuses. Ammo: Warp is great for the biotic damage boost, and Disruptor helps fight down those pesky shields. Armor: Power Amplifiers or Efficiency Modules are no-brainers.
First, let me talk about the powers, then we’ll get right down to it. Despite this being an Infiltrator class, its powers and design are what we’ve come to expect from Adepts: the final level of Huntress can even decrease the weight of heavy pistols. The mindset of the Huntress is more Adept with a Cloak than an Infiltrator with Biotics. Cloak, rather than building up the Huntress’s firepower, is perfect for maximizing her Biotic power. I took Bonus Power at (6) so I could cast Dark Channel and Warp with Cloak’s bonus damage for optimum output. For Dark Channel: I took damage over duration because the base duration is 30s and the cooldown is a measly 2.22 at 200%. At 6, I chose Pierce because +75% Damage to Armor AND Barriers is a no-brainer. Since this setup uses Warp to detonate rather than set, I chose Lasting Damage and Detonate, and went with Pierce to maximize Armor damage. Huntress boosts power damage. Fitness is self-explanatory.
You play like a power-spamming Adept. You set with Dark Channel, then detonate with Warp. The beauty of Dark Channel is that detonating it does NOT remove its effects, meaning it continues to damage the victim and will jump to another enemy when the first dies, provided a second is near enough. Only one enemy can be Channeled at any given time, but the ability’s base duration is a whopping twenty seconds! More than enough time to kill a few baddies. So in-game strategy becomes simple: Channel an enemy, Warp-detonate, and finish them off with a few rounds. Just one cycle will kill your standard troopers, Nemesis, Rocket troops, and even a Phantom (!!!) provided you can put the shots down range quick enough. Otherwise throw on another Dark Channel and it’ll put her down. For your boss- and special-type enemies, it’s just a matter of repetition: Cloak, Channel, Warp.
To maximize efficiency, however, this class needs to coordinate with teammates. The idea is simple, really: shoot the glowy guy. With all guns- and biotics- trained on this foe, they will fall in the blink of an eye. Then it’s on to the next glowing goon, and his imminent demise. Just recast Channel after every biotic explosion so your enemies are ready to explode again! It’s really that simple. As with all Adepts, take cover with bullets are flying, and remember you have Cloak to worm your way out of sticky situations. And remember to have fun, because it’s still just a game.
Normally I’m not too concerned with score so long as I’m making my medals and being a help rather than a hindrance. That said, I was AMAZED at how high I consistently scored, and I was simply astounded at how often my DC or Warp-detonation scored boss kills. Even when I didn’t score the kill, my assists were usually 1200-1600 depending on the boss/special, so I don’t think score-hounds will be disappointed.
2 or 2.5 - It’s powerful in its own right, but mastery comes with learning to coordinate with your team to truly channel the darkness (see what I did there?).
Map Difficulty Rating: This build has the potential for Platinum gameplay
Tactical Cloak: (4) Damage, (5) Recharge Speed, (6) Power Damage
Dark Channel: (4) Damage, (5) Slow, (6) Pierce
Warp: (4) Detonate, (5) Expose, (6) Pierce
Asari Huntress: (4) Weapon Damage, (5) Power Damage
Fitness: (1), (2), (3)
I recommend the M-11 Wraith with High-Velocity Barrel and Smart Choke. You want weapons with heavy damage but that are not too heavy themselves. Because there is that convenient bug which means non-DLC weapons like the Wraith are not affected by the weight penalty, you can get away with having a high-level Wraith with the High-Velocity Barrel. If you do not have the Wraith, use another shotgun like the Eviscerator with the same mods or the Geth Plasma Shotgun with Spare Thermal Clip and High Caliber Barrel. I’d also recommend the Cerberus Harrier with Extended Magazine and Piercing Mod, but I do prefer the Wraith on her. You might benefit from taking the Acolyte with Heavy Pistol Barrel (High Caliber Barrel if you don’t have that) and Ultralight Materials with you, but that is completely up to you.
I recommend Warp Rounds, for more damage against targets affected by Biotics and as compensation for a lack of Weapon Damage (which I’ll talk about later). For your weapon bonus you’ll want Shotgun Rail Amps (unless using the Harrier, the Assault Rifle Rail Amps) and for your armor bonus you’ll need Cyclonic Modulators or if you are feeling risky, Power Amplifier Modules. As for the gear itself, I use Adaptive War Amp for the increase in Biotic Damage.
The Asari Huntress was a very interesting character to say the least, she was an Infitrator that had biotics. This means a different playstyle. Especially because you cannot use her in the same ways you’d use other Infitrators as she is soley based around Powers. I’ll go over the build, then the factions and end with the difficulties she has.
When she was first released, we thought her Tactical Cloak was bugged because when you fired weapons in it, it did no more damage. But strangely, this is what BioWare wanted. It only affects Powers and Melee, and by taking Damage its a massive 120% Damage bonus to Powers. Recharge Speed on Tactical Cloak is better because this isn’t a melee build. At Rank 6 you have the choice between Bonus Power and Power Damage; I go for Damage because I want maximum Damage for the Powers, and this brings it to 160%. Bonus Power is definitely viable if you want to be ‘safer’ as in throw of explosions cloaked; but overall I think the extra Power Damage is better in the long run. For Dark Channel, having the Damage is overall better than the Duration: Dark Channel already lasts 30.00 seconds, and that extra damage-over-time has you thieving kills the whole match. Slow is about the best ability on Dark Channel, especially when you’ve got it on bosses, Brutes, Dragoons and Phantoms. Finally, Pierce for extra Armor and Barrier damage. On Warp it is the standard you-should-always-use spec; Detonate as it is her detonator power, Expose to weaken everything and Pierce for extra Armor and Barrier damage. On her passive, I go for Weapon Damage then Power Damage; the reason I do not take Damage & Capacity is because she doesn’t need the capacity and the power Biotic Explosions aren’t affected by any power damage bonuses you have, because you have two level 6 powers, you create a level 12 explosion. Finally, three in Fitness because she’s squishy. Still squishy, but better than 500/500.
As most biotics are, she is best against Reapers or Collectors, fairs well against Cerberus and sometimes struggles with Geth. Only because both of her biotics have a 0.5 damage multiplier against shields. This is another reason we went for maximum damage on Tactical Cloak, to help overcome this and make her more useful against other factions, hence how she can do Platinum. Troopers fall to Dark Channel, your weapon and explosions (if they survive long enough, as a Dark Channel then a Wraith shot should kill most weaker troopers). Anything armored like Geth Pyros and Dragoons sometimes stagger when hit with biotics, and Dark Channel and Warp will easily tear their armor away. Phantoms will fall pretty easily if you leave them to die to Dark Channel, but once Dark Channel is on them your weapon causes more damage to them. Explosions love Ravagers, Scions and Brutes as it annihilates them. Dark Channel has a field day on Swarmers, jumping through all of them and then into the Ravager. Scions are susceptible to Wraith shots on the tumors which greatly weaken their armor if you break them. This is hard to do without Armor-Piercing Ammo, but you have High-Velocity Barrel so you should be fine. These enemies aren’t particular tough to kill, though Ravager slime is deadly to this class (with 625 health and 625 shields I mean). As for the big bosses, Banshees and Praetorians are the easiest. Use your Biotic Explosions with Wraith shots in-between. You’ll normally find that Dark Channel will finish them off eventually if you keep shooting them or keep applying explosions. Altases and Primes resist half of your biotic damage with their shields, but take 2.25 times more damage when its down to armor, work with your team to get their shields down and then ravage them with bullets and explosions.
This class relies heavily on powers, this prevents you from taking heavy weapons which reacts poorly on your overall DPS (high DPS is essential for Platinum); but the Wraith or Harrier both compensate for that. Her cloak disguises her for 5.20 seconds, not enough for objectives and it gives no bonus to weapon damage yet that will still break cloak, so be careful. Finally, she’s frail. Even with Cyclonic Modulator IV (which gives +150% shields), she only has 1375 shields and 625 health, which isn’t much compared to other classes. So be careful and make the best decisions. Stay with your team for protection for objectives and use Cloak often to hide from harm. You also have the neat Asari dodge to use, but be aware of the fact it drains your shields and if they are drained, it resets the Shield Recharge Time.
3.5 – The Asari Huntress takes a little getting used to, and I’ve found times where I think I’m playing an Adept and totally forget about Tactical Cloak so be careful not to do that. On top of that, she is frail like most Asari you don’t Fitness spec but she has the added benefit of Tactical Cloak for quick get aways. You’ll find yourself making more Dark Channel kills and Biotic Explosion kills than anything else and because you can debuff enemy speed and armor, you’re an assest to any Gold or Platinum team. Just be aware of your awesome dodge mechanic and how it drains your shields.