Biotic Annihilator – by x-Lee_666-x

Build Title: Biotic Annihilator by x-Lee_666-x

 

Class: Asari Valkyrie Sentinel

 

Map Difficulty Rating: This build has the potential for Platinum Gameplay

 

Power Evolution:
Tech Armor: (4) Durability, (5) Power Damage, (6) Durability
Annihilation Field: (4) Impact Radius, (5) Movement Speed, (6) Drain
Warp: (4) Detonate
Asari Valkyrie: (4) Damage & Capacity
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
N7 Piranha shotgun with Extended Barrel mod and Shotgun Shredder Mod. This works for both Gold and Platinum, as my Piranha is level X. Alternatives would include any powerful and lightweight weapon. I optimize for close range only with this build.

 

Gear:
Bronze/Silver/Gold: Structural Ergonomics V Gear mod. This is to counterbalance the weight of the Piranha, reducing cooldowns by 15%. Platinum: Structural Ergonomics V Gear mod, Cyclonic Modulator III Armor mod or Adrenaline Module III Armor mod, Warp Ammo IV Ammo mod, Shotgun Rail Amp III Weapon mod. This will be explained later.

 

Strategy:
Across all difficulty levels, the basic strategy with this character is to devastate enemies at close range. Activate Tech Armor, activate Annihilation Field, then run in close to enemies, hit them with Warp, parry with the Piranha, and repeat. This class is good for crowd control, and excels greatly in one-on-one close range combat. The Tech Armor is only to give the Biotic Annihilator an added 50% damage reduction bonus, essentially making your character twice as hard to kill. Because of this, the Tech Armor is really what makes Annihilation field usable, and is the basis of effectiveness with this character. I will have this on for the whole match, as the detonation of the Tech Armor is not very powerful, being ranked for damage reduction. The Tech Armor also slows power use, so rank six of the power can really go either way, I just prefer the added damage reduction over the alternative of increased power recharge time. To mitigate the added cooldown time of the Biotic Annihilator‘s powers, I always use the Structural Ergonomics V Gear mod. The Warp power does not need to be ranked too high, as it is only needed to detonate the biotic primer from Annihilation Field. I have Warp ranked to level 4 to get the 50% bonus to force and damage of biotic explosions. Annihilation Field is ranked to: have a larger radius, give the Biotic Annihilator added movement speed, have increased duration (90 seconds), drain the shields of enemies to replenish your own. Annihilation
Field’s increased movement speed will let you get enemies in and out of the Field’s enhanced radius quicker, for more biotic explosions, and plus, everyone likes to run faster. Having Tech Armor and Annihilation Field ranked this way adds to the durability of the Biotic Annihilator, making you much harder to kill due to damage reduction(Tech Armor) and quick shield regeneration(Annihilation Field). The increased radius also can set up more enemies for biotic explosions that are best detonated with a teammate with Shockwave. In general, the larger Field also makes priming BE easier. The equipment mods listed for Platinum difficulty are mainly to increase the effectiveness of the Piranha shotgun. The Shotgun Rail Amp III, and Warp Ammo IV make the Piranha much more powerful. Also, the added damage bonus from Warp Ammo will be in effect when firing on nearby enemies affected by the Annihilation Field. The Piranha is also used to fill the lengthened recharge speed of Warp after a Biotic Explosion. Step by step example: Lone Geth Pyro. With Tech Armor and Annihilation Field active, sprint over to the Pyro. Get close enough for Annihilation Field to take effect, and hit the Pyro with Warp. After the Biotic Explosion, move away so the Pyro is out of the Annihilation Field’s radius, and then move back in while bullying and stunning the Pyro with the Piranha until Warp recharges/magazine is empty. Finish off the Pyro with another Biotic Explosion or more Piranha shots. Only use melee to stun a single enemy when the Piranha needs to be reloaded. For a group of enemies, do the same thing as you would with a single enemy. The only difference would be to retreat when necessary to allow your shields to recharge. The Biotic Explosion will stun nearby enemies, making them all vulnerable to the Piranha, and depending on the amount of enemies in the group, you might not even need to move back and forth for the Annihilation Field to take effect, as you only lose the priming effect on the enemy detonated. This build is effective on all enemy types and all enemy characters, but is most effective against the Geth, as there is no risk of being sync-killed (except if you play on Platinum). Caution should be taken when playing Collector, because as a close range specialist, Praetorians and Possessed Abominations are dangerous and numerous. You could solo Gold with this build, but Platinum would be very difficult. The Biotic Annihilator is best used as the spearhead of a two man group, with your teammate covering you from nearby. This build is a driving force on Gold. The best support for the Biotic Annihilator would be a team of a Batarian Slasher, a Drell Vanguard or Adept, and character with throw or another Biotic Annihilator. If you can, avoid teammates with Tech Burst primer powers, as these can be a major troll on your flow, since tech powers take priority of detonation over biotic primers, causing you to waste Warp on a relatively weak Tech Burst instead of a powerful Biotic Explosion, potentially getting you killed. Seriously, Tech powers ccan get you killed! With the Biotic Annihilator, it is important to remember to be aggressive, but to be smart. DO NOT take on too many enemies or risk getting cornered or downed. Only experience can help you gauge the situation and the tactics needed with this character.

 

N00b Rating:
3.5 – It takes experience to effectively use the Biotic Annihilator effectively.
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Thunder and Lightning by Fogia

Build Title: Thunder and Lightning

 

Class: Asari Valkyrie Sentinel

 

Map Difficulty Rating: This build has the potential for Gold gameplay

 

Power Evolutions:
Tech Armor: (4) Durability, (5) Power Damage, (6) Durability
Warp: (4) Detonate*
Annihilation Field: (4) Radius, (5) Damage Taken, (6) Drain
Asari Valkyrie: (4) Damage & Capacity
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert*

 

*You may switch rank 5 and 6 on Fitness for Expose and Pierce on Warp. Totally your preference between bulkiness or stronger explosions.

 

Weapons:
Here’s one of the reasons why this build is called Thunder and Lightning, the weapon we’re going to use is the Reegar Carbine. That weapon is one  of the deadliest there is at close range and will take down shields and barriers in no time. Try to level its rank since it is not the lightest shotgun available. Give it a spare thermal clip and a shredder mods (armors are the Reegar’s weakness and it helps to deal with Cerberus Guardians) and you’re ready for any kind of target.

 

Gear:
The Tech armor provides a nice damage mitigation but since you are a front line fighter and will have to stay close to the ennemy in order to keep them within your field’s radius a Stronghold Pacakge, a Shield Booster or a Survivor loadout are reasonable Gear Bonus choices to improve your survivability. Don’t bother taking power damage boosters: Biotic detonations ignore them and you’ll only be using Warp for detonations. Armor Piercing is the best way to counter the Reegar’s Carbine weakness against armored enemies, Drill and Warp ammos are a reasonnable second choice and a Shotgun Rail Amp of course for the weapon bonus. For the Armor bonus in Silver runs you can pick up an Adrenaline Module for increased mobility or a Power Efficiency module if you want a shorter cooldown on Warp, and for Gold runs a Cyclonic Modulator will drastically improve the amount of punishment you can withsand.

 

Strategy:
This build is called Thunder and Lightning because Biotic detonations will be your thunder and the Reegar Carbine your lightning strikes. It differs from the N7 Fury and the others usual Valkyrie builds in a sense that you will be less counting on a super fast Warp recharge time for Biotic Combos spamming, you carry a heavy weapon and you’ll be using it as much as Warp in order to deal damage. You are a close range combat specialist, you have a rather high defense, you can take a decent amount of punishment before going down thanks to the Tech Armor, the Annihilation Field’s drain ability and your maxed Fitness (and the Cyclonic Modulator if you’re using one) but you are not nearly as resilient as a Krogan Vanguard so you must plan your strikes before charging head first. The reckless behaviour works well in Bronze but the game will become much more punishing in higher difficulties. The typical attack patern will be: spot a small group, close the gap using cover as much as possible, get in fast and open hostilities with a biotic explsion (warp on an enemy within your field’s reach) that will deal heavy damage to your target and stagger everyone else around, then finish the survivors with a Reegar Carbine blast. The Reegar shines in close combat situations  killing infantry at an amazing rate, shields and barriers will go down instantly and the shredder mod combined with biotic detonations (+ the ammo bonus if you took one) will make short work of mid armored ennemies like Cerberus Dragoons or Reaper Ravagers. You can also intentionnally decide to kill shieled/barrier ennemies only at the end of your attack in order to restore your own barrier (in that case make sure your haven’t taken their shield down with your opening biotic explosion).
Like any other close range fighter you have to trade carefully with sync-kill monsters,  Banshee, Atlas and Praetorians especially. Wear their shield/barrier down with your Reegar and stay away from them as far as your Annihilation Field’s radius allows it when you want to set up a biotic detonation. Always try engage them from the side or better, from behind. Don’t try anything stupid while a Banshee is teleporting, wait for her to stop before wearing down her barrier with your Reegar or damage her armor with a biotic explosion. Scions can also be very tricky to take down, a frontal approach can be deadly for you as they will try to gun you down with their nasty 3 shots snipe attack, so be smart use cover and circle around them. Phantoms are not so much of a big deal, the Reegar Carbine will take down their barrier almost instantly and hurt them bad even through their shield, just don’t let them get too close and be ready to evade in case your Warp misses.
Geths can  be a tricky encounter, there are good news and a bad one. For the good news: a lot of shields to drain and no grab/insta-kill moves. The bad news is: they all have a melee stun move which can put you in a very delicate position and leave you open for a lethal counter attack. Plan your strikes carefully when you decide to engage Geth infantry, you don’t want to be left stunned in the middle of a group of troopers.  Also be careful with Pyros, while the Reegar Carbine will make short work of their shields, their armor will last longer leaving you vulnerable to their flame thrower with no means to bring back your barrier. The strategy against Primes is quite similar to the one with Scions, use cover when you approach them their snipe attack is very painful, don’t stand in front, circle around them keep them at the maximum reach of  your annihilation field and alternate warp explosions and Reegar blasts. Against collectors remember to avoid Possessed Abominations like the plague, your annihilation field will turn against you by helping triggering their deadly self destruction!
Thunder and Lightning Valkyries work great with a melee Krogan specialist teammate, charge the ennemy right behind him, he’ll take the alpha strike while you decimate the enemy with your detonations and Reegar blasts, sparing him a potential nasty counter attack. This is particularly true with Geth. A Volus engineer/sentiel is also a precious companion, his shield boost ability, if properly evolved, can raise your damage mitigation up to 90% turning your Valkyrie into a tank able to pierce through thick ennemy ranks and deal tremendous amounts of damage with only minimal punishement in return (just keep in mind that you are still vulnerable to insta-kill moves and that your survival depends on your Volus friend’s health). With the help of an Asari Adept Justicar you can also turn a specific  spot into a real stronghold, your field and her bubble synergize very well. You will also give your team plenty of opportunities for biotic explosions and weaken for them any ennemy within your field’s range.

 

N00b Rating:
3 – This build is very easy to use in Bronze, dealing tremendous amount of
damage with little punishment in return (especially in close combat favoring maps like Firebase Glacier or Firebase White), and  can be hard to play in Gold on an unfriendly map (i.e. with few cover options like Firebase Hydra) if your team can’t make up for your lack of long range abilities, if you behave like a Krogan Battlemaster. You are a terror at close range but totally ineffective at long because of the Reegar Carbine’s short reach so you will constantly have to find a safe way to close the gap with your targets. You have to learn when you can charge and when it is better to wait/turn around for a better openning, have eyes everywhere, being shot in the back or caught in a cross fire is lethal in Gold. You can play agressive but not reckless, this is a high risk/high reward build, learn where the limit stands and don’t forget that your annihilation field is as much a weapon as a great support tool for your team.
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The Robin – by Mister_Onion

Build Title: The Robin

Class: Asari Valkyrie Sentinel

Map Difficulty Rating: This build has the potential for Gold gameplay, but shines better on Silver.

 

Power Evolutions:
Tech Armor: (4) Durability, (5) Power Damage
Warp: (4) Detonate, (5) Expose, (6) Pierce
Annihilation Field: (4) Impact Radius, (5) Movement Speed, (6) Drain
Asari Valkyrie: (4) Damage & Capacity, (5) Power Damage, (6) Weapon Damage
Fitness: (1), (2), (3)

 

Weapons:
Disciple with the High Caliber or High Velocity Barrels and Smart Choke and N7 Hurricane with the SMG Ultralight Materials and SMG High-Velocity Barrel.
With weapon load outs you need to keep it light. A +200% Cool Down bonus is a must since there’s no extra investment in Power Recharge.
Personally I like the Disciple as it is light and staggers at close range. Which is ideal because for the most part the Biotic Explosion will not instantly kill anything above a trooper class.
As far as side arms go I prefer the N7 Hurricane. The damage out put is awesome and mine’s only at level 2. A lot of people complain about the accuracy but it is for the most part to be used here as a backup weapon at close range. Besides if you can keep reasonable control of it then that’s all the better. The other use for the Hurricane is to debuff larger targets.

 

Gear:
Adaptive War Amp or another gear that increases Biotic damage.
On Gold, use consumables like Power Amplifier Modules or Cyclonic Modulators or Adrenaline Modules, Shotgun Rail Amps and your choice of ammo power.

 

Strategy:
This build relies on high mobility, agressive game play. By that I mean you are always on the move and in the enemy’s face.
Your main damage output comes from the Biotic Explosion, so it’s cruical that you keep tabs on how long your Annihilation Field has been running. If you have a spare second when nothing is shooting at you get into the habit of detonating it and powering it up again. Very rarely do I detonate the field as an offensive weapon.
Apart from obviously letting you detonate any primed target, the Annihilation Field also stops most things  from immediately stomping you if you go down.
The easiest way to get the Biotic Explosion going in the throw Warp and move your Annihilation Field onto the primed target. Timing is important here as there’s only a fraction of a second window for detontation. Even with the extended Annihilation Field if you fire Warp too early it will not detonate. If you fire Warp late when the enemy is well inside the Annihilation Field, it also may not detonate.  If you get it right then all you should hear for most the the game is boom, boom, bang.
Tech Armor should be turned on and off as the need arises. For example when you lose sheilds or are running for your life. The extra Durability and Power Damage should  help you get out of sticky situations. Or turn it on when you’re up against a boss type enemy.
In this build Tech Armor has limited use as an offensive weapon but that doesn’t mean you shouldn’t detonate it to stagger a group of enemies that have surrounded you. Though it’s best done if you can see a way out and not just because you’re hoping it will save you.
The investment in Movement Speed lets you get in close to your enemy quickly. But you must be aware of your enemies and keep moving at all times. To this end you may not be able to dentonate Warp on all of your intended targets. As long as you’ve hit them with the Annihilation Field, just keep moving. The choice of speed over durabilty in  the Annihilation Field tree means this build is a bit squishy and particularly vunerable to cross fire, so be wary of charging at enemies over open ground. That’s the downside to that.
Taking Movement Speed means that you can move faster. Yes I realise the Duh! factor in this statement. So with that said circle strafe is your friend. It’s fun slaming a boss in the face with a Biotic Explosion, circle strafing around to the back with the Hurricane and setting off another explosion. That’s assuming you do have enough room to dance.
The critical thing to learn is when to just run away. Do not hestate and mull over your chances. Just run. Expecially if the Disciple’s empty and you need to reload. Remember that the Biotic Explosion is your main offensive weapon and as long as you have Warp charged and the Annihilation Field running you will be moving fast enough and have enough fire power  to make it to a safe place most of the time.
Didn’t I hear you extolling the virtues of the N7 Hurricane you may ask. Why not just swap weapons if the Disciple’s empty? To that I’d answer, when you’re panicked the Hurricane is not your friend. Especially with it’s abilty to exhaust a thermal clip in under 2 seconds. Just run like buggery.
Finally, remember that because of her squishy-ness this build is best kept with team mates or near where thay can easily get to you.
Below are some specific tactics that may help you:
Against Ravages – Get in close. Close enough that their missile system can’t fire. Biotic Explosion. Circle strafe with Hurricane while going backwards. ie. you’re widening your circle as you move around the Ravager (just enough to avoid it’s blood when it explodes). Try not to circle around to it’s front again. Hit with another Biotic Explosion if needed.
Against Cerbrus Turrents -  Get in close. Biotic Explosion. Circle strafe with Disciple. Make sure the turrent doesn’t catch up with you. Hit with another Biotic Explosion if needed. You will most likely take slash damage when the turrent explodes but I feel it’s worth it. I’d rather sacrifice some shields / health than accuracy by staying in close . If you are too wide there’s a good chance the turrent will catch up with you and you will die.
Against Brutes, Primes – Get in close. Biotic Explosion. Circle strafe with Disciple. Biotic Explosion.
Against Praetorions – Get in close. Circle strafe with Hurricane (to strip some barrier or shields). Biotic Explosion. Circle strafe with Hurricane. Biotic Explosion.
You get the idea. There are a couple of exceptions.
Against Phantons – Get close enough to set off a Biotic Explosion. Pepper it with shots from the Desciple while moving backwards. Make it chase you. Biotic Explosion.
Apparently in Norse mythology the robin was a storm cloud bird and sacred to Thor  the  god of thunder. If you get her sussed she will flitter here and there causing no end of thunder.

 

N00b Rating:
3 – Should be easy enough for most people to pick up.

 

Appearance:
A16, B16, A1; all I’ve unlocked so far.
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Asari Valkyrie Martyr – by Sharlak Gurel

Build Title:
Asari Valkyrie Martyr – by Sharlak Gurek

Class:
Asari Valkyrie Sentinel

Power Evolutions:
Tech Armor: Damage and Radius (4), Power Damage (5), Power Recharge (6)
Warp: Detonate (4), Expose (5), Recharge Speed (6)
Annihilation Field: Damage (4), Damage Taken (5), Drain (6)
Asari Valkyrie: Damage and Capacity (4),
Fitness: Durability (4)

Weapons:
Try to keep cooldowns above 150% and stick to either high-DPS weapons like the Talon/Carnifex or utility weapons like the Acolyte/Scorpion. I personally switch between the acolyte and Talon, sometimes with the Locust or Geth SMG for large groups of enemies. The acolyte is great at activating ammo bonuses and stripping shields, while the DPS of the Talon whittles away the pesky extra bars of the enemies that survive biotic explosions.You can also use the Disciple Shotgun to stagger and stun enemies while waiting for Warp’s cooldown to end, allowing you to finish off enemies with a second explosion.

Gear:
You live and die by your cooldowns, so try and get the recharge rate higher with mods if you have any. I’d GREATLY recommend using the Medi-Gel Transmitter gear bonus, though, as this is a reckless build with a steep learning curve, and many teammates are likely to die trying to rescue you.

Strategy:
At the beginning of every round, dispel and reset Annihilation field. For smaller enemies, run up to them, hit them with warp while the annihilation field is primed, finish them off with your weapon if they still alive, and find cover if there are more enemies nearby. For boss characters, run up to them so that they are primed with AF, use warp to trigger and explosion, dash away, dash back in to re-prime them, and repeat. Once you get the hang of this you will spam explosions like spitfire. unlike the N7 Fury, however, you are a bit less likely to die in five seconds for being reckless. NEVER approach an enemy capable of sync kills from the front; a close combat build like this is especially susceptible to them. If you’re surrounded by mooks, detonate the Tech Armor and AF while making your escape to cover.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4. Reckless build, you will die a lot before you can master it.

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Virulent Plague – by CoreyImperia

Build Title: Virulent Plague

Class: Asari Valkyrie Sentinel

Map Difficulty Rating: This build has the potential for Platinum gameplay

Power Evolutions:
Tech Armor: (4) Durability, (5) Power Damage, (6) Durability*
Warp: (4) Detonate, (5) Expose, (6) Pierce
Annihilation Field: (4) Radius, (5) Damage Taken, (6) Drain
Asari Valkyrie: (4) Damage & Capacity, (5) Power Damage
Fitness: (1), (2), (3)

 

*For Rank 6 Tech Armor I prefer Durability. In saying that, I have the M-11 Wraith and Acolyte at level X so I don’t need the Recharge Speed. If you feel you need it, spec Tech Armour for Recharge Speed instead. The only issue here is you miss out on that nice extra Damage Protection boost.

 

Weapons:
The recommendation will be either the M-11 Wraith or both the M-11 Wraith and Acolyte.If you don’t have the M-11 Wraith, the M-22 Eviscerator is an okay substitute. It is better to just take the Wraith if you do not have it above Level IV or have the Acolyte above Level VIII. You need a rather quick recharge but it does not need to be 200%. You also only need to Acolyte if you plan to achieve countless Fire Explosions (which of course can be done with the just the Wraith but at lesser degree). I prefer to just take the M-11 Wraith, a boss-buster weapon that is a lighter, slightly-weaker, two-shot Claymore. If just using the M-11 Wraith, use Smart Choke and High Velocity Barrel (or High Caliber Barrel if Wraith is low level). If using the M-11 Wraith and Acolyte, use Smart Choke and High Caliber Barrel, and High Caliber Barrel and Extended Magazine respectively.

 

Gear:
You will always want Incendiary Rounds. Damage-over-time from Warp, Annihilation Field and Incendiary Rounds combined is deadly. Shotgun Rail Amp if using the M-11 Wraith only or Pistol Rail Amp if using both, as your main strategy is Acolyte from troopers and Wraith for bosses. Cyclonic Modulator to give you a little more shields (500 if you use Cyclonic Modulator III and 750 if using Cyclonic Modulator IV). For gear bonus, you’ll benefit from Adaptive War Amp to superpower your biotics. If you feel too weak defence wise, use Stronghold Package instead but the former is the better option.

 

Strategy:
The Asari Valkyrie is one of the best-off classes in the game. It can’t set up explosions as fast as the N7 Fury, nor are they as powerful but it has the bulk which the N7 Fury lacked. Personally, my second-favourite Sentinel. I’ll give insight to the power evolutions, go over strategy against the faction’s enemies and list some problems the build faces.
The Tech Armor evolutions are different from how I would spec other Sentinels. The Valkyrie needs to keep Tech Armor on at all times, unless in danger from a Phantom, so Durability is the most important. Since you aren’t a Melee build, Melee Damage is useless on Tech Armor, best to make Annihilation Field and Warp stronger with Power Damage. As mentioned above, the last evolution depends on the player. I have no need for Power Recharge so Durability is my choice, and it is nice having that extra damage reduction keeping you alive longer. Annihilation Field is also different from how I spec out the Fury. Radius increases the Radius of the Field, so it is better than Damage. While I would take Movement Speed for the N7 Fury, I take Damage Taken on the Valkyrie as this stacks with both Warp and Incendiary Rounds. Finally, Drain is always necessary on Annihilation Field. Warp is evolved the only way it should be, maximizing debuffing and DoT. The reason Fitness only has 3 ranks is that it’s better to have that extra Power Damage from the passive skill than the extra Shields that Cyclonic Modulator and Tech Armor already supply you with.
The Asari Valkyrie can handle herself around all trooper-tier enemies; using biotic explosions and your weapon of choice (M-11 Wraith/Acolyte). Drain evolved Annihilation Field will begin recharging your Shields so close-quarters combat is not as complicated. The only worrying enemies are Phantoms and Collector Captains. Detonate Tech Armor to stun them and make sure you can give them a biotic explosion. Against armored troopers (Dragoons, Pyros, Bombers, Ravagers even), shoot and then Warp. This should create a Fire Explosion as long as your gun triggers Incendiary Round’s effect. Warp is an incredible detonator, being able to detonate all types of explosions (Biotic, Cyro, Fire and Tech).
The bigger foes, Brutes and Scions, will need the same tactic as the armored troopers. Against Brutes, it is easier to run up for a Biotic Explosion. Against Scions, it’s a little tougher as there is no Barrier to restore your own (unless possessed) and that Arm Cannon is deadly. For bosses: Atases, Banshees, Primes, Praetorians; you want to use Biotic Explosions. This is dangerous but you have the amazing Asari Dodge manoeuvre to get out of the way. You should be using Warp and your Incendiary-powered weapon on them also, creating a massive weakened target for you to support your team in taking out. Having this dodge to use gives you a lesser chance to be sync-killed; but be wary of Banshees that are in the Biotic Charge type stage (the only stage they can sync-kill you in; the glow with a wispy biotic barrier, not the one they pull up to block powers) and Praetorians in general. Praetorians can jump huge gaps and once stagger by their melee, a sync-kill is almost certain.
This class does not have much trouble against enemies, but she isn’t the best at doing objectives. To be effective in the Upload/Hack objective, the enemies need to be close (somewhat mitigated by Smart Choke Wraith). She doesn’t have the speed to do the Recovery objectives nor the stealth for the Devices. The Escort will be her niche as she is best against enemies when the are closes. Apart from difficulty with objectives, her main draw back is there isn’t enough points to go around. Fitness at Rank 3 gives her 625/625, which is bumped up to 1125/625 or 1375/625 with Cyclonic III or Cyclonic IV respectively. While this is quite a bit and you have the Damage Reduction from Tech Armor, if those Barriers are gone, she is incredibly frail. Pray an enemy has a Shield/Barrier nearby, use an Ops Pack or try your best to slide away (but be cautious of this, the dodge manoeuvre resets the Barrier Recharge Time).

 

N00b Rating:
2 – This class is a tanky N7 Fury and is played in a very similar manner. You are mainly in close-quarters so you need to be careful but your survivability should be stellar because of Tech Armor’s boosts and the Cyclonic Modulator (that should be being used). You are not invincible and if you make poor decisions, like running into a Praetorian and getting sync-killed, you’ll go down. This class is an asset to any team with its debuffing prowess and offensive expertise and is a dangerous comodity to lose.
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