Human Freight Train – by Shapowza

Build Title: Human Freight Train

Class: Human Soldier

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

Power Evolutions:
Adrenaline Rush: (4) Hardening, (5) Duration, (6) Shield Boost
Concussive Shot: N/A
Frag Grenades: Damage (4), Max Grenades (5), Armour Damage (6)
Alliance Training: (4) Weapon Damage, (5) Power Damage, (6) Weapon Damage
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
N7 Typhoon (or a similar high-capacity weapon like the revenant). Secondaries are not necessary, but can be useful if you find yourself away for ammo crates all too often.

Gear:
The War Fighter package works well here, but Thermal Clip capacity is useful because of the typhoons high rate of fire.

 

Strategy:
This soldier-build dishes out a surprising amount of damage and although not being a Destroyer, it is very capable weapons build for Gold runs. The main strategy here is relatively simple, but there are some finer points to understand regarding the choice of powers and the human soldier in general.
Firstly, this is a machine gun class, meaning that its main source of damage will be its weapon. It is based on the underestimated Human Soldier, and can also be built with the Battlefield 3 Soldier. I’ve chosen the N7 Typhoon as the primary because of its high damage, rate of fire and slight penetration capability, which helps to deal with enemies hiding from your sightline, taking down armoured units and dealing with Guardians. You will find a secondary redundant here, as frequent trips to ammo crates are necessary for your frag grenades too.
Adrenaline rush is speced out to make the soldier very durable, and to give a very strong damage bonus to weapon and power damage. An often underused part of the ability is that as it is activated, your entire magazine will be replenished. The N7 Typhoon benefits greatly from this, and enables you to send a continuous hail of bullets down range. The typhoons major drawback it’s wind up time, which resets when you go in and out of cover. Having the added toughness of adrenaline rush active reduces the need for cover and lets you continue to deal damage to the current wave. This toughness can also help in the revival of squadmates.
Frag grenades will soon become your best friend, sometimes eclipsing the capabilities of the Typhoon. When armour is around, these grenades can easily do more than 1500 points of damage to hard targets, helping your squad bring down Primes, Brutes, Ravagers, Scions, Praetorians, Banshees and Atlases much more quickly. Since you have 5 of these, frequent trips to ammo boxes and thermal clip packs become necessary for their sustained use. They can also be used for room clearing.
The rest of the build is pretty standard, with weapon damage, power damage for your grenade damage and shields to keep that Typhoon shooting. I’ve used this class many times before, and it has never let me down. I was surprised at the power a human soldier could exert, and how hard to kill he/she is. The combat roll that humans have isn’t bad either ;)
I highly recommend using this build, and hope you enjoy mowing down everything in your paths.

 

N00b Rating:
3.5 – With only a few skills to master, this build is relatively easy to use effectively

 

Edits by CoreyImperia

GD Star Rating
loading...
Share

Dragon’s Teeth – by Atlas 117 B

Build Title: Dragon’s Teeth

Class: Human Soldier

Power Evolutions:
Adrenaline Rush: (4) Weapon Damage, (5) Duration, (6) Shield Boost
Concussive Shot: N/A
Frag Grenade: (4) Damage, (5) Max Grenades, (6) Shield Overload
Alliance Training: (4) Weapon Damage, (5) Power Damage, (6) Weapon Damage
Fitness: (4) Melee Damage, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
M-300 Claymore with Smart Choke and High Caliber Barrel or Cerberus Harrier with Stability Dampner and Extended Barrel. It depends on where you like to be on the battlefield. The M-300 Claymore is suited to Medium to Close range while the Cerberus Harrier is the better option for all ranges but deals less of a payload in the same ranges as the Claymore.

 

Gear:
Either the Warfighter Package, Shock Trooper Upgrade, Vulnerability VI or Stronghold Package.

 

Strategy:
Use your M-300 Claymore at Close to Medium ranges. Locate Cannon Fodder, throw 1-2 grenades and use Claymore to pick off anyone remaining. If the enemy has shields (bronze) get at medium range and keep their head at the top of the reticule circle so you score Head Shot damage and some Body Damage, one shot should kill them. Harder levels (Silver, Gold) fire once at med-long range then hit Adrenaline Rush and fire a second time. It will waste ANY boss enemy in a few hits. If you really want to destroy everything add an Armor Piercing Ammo Pack, Guardians will go down at med-long range.
Use your Cerberus Harrier at any range. Locate bad guys, throw 1 grenade and use Harrier to pick off anyone remaining. ALWAYS AIM AT THE FACE. Low level enemies may go down with 3-5 rounds. If the enemy has shields/barriers aim at their face, less than one magazine should kill them. Stronger enemies (Silver, Gold) fire until empty then hit Adrenalin Rush and fire until everything is dead. Make sure you’re always by the Ammo Crates because it goes through them like shit through a goose. It will waste any boss enemy in a few clips.
You will not find a single enemy you can’t wipe out. You will need the extra Melee in case you run out of ammo or are in between reloads. I picked the Shield Overload for my grenades otherwise shielded targets such as Atlases or Primes take 4-5 shots. Keep in mind that Shield Overload only gives a damage bonus versus shields and not barriers also. I’ve killed Brutes on Gold in two clips/shots and a Melee. And I always top the scoreboard with this guy
On the downside, both weapons have very limited ammo. Harrier has a small clip size (20) but it’s okay because you should kill 2-3 guys in a clip. The Claymore has only one shot but you have grenades and melee to back you up. You have to think on your feet and use Adrenaline Rush if your shields are low.

 

N00b Rating:
2 – You are going to need Luck to get either weapon. The M-300 Claymore is a Rare weapon and the Cerberus Harrier is black-listed (Ultra-Rare). On top of that you need to aim at everyone’s face for the Harrier to really chew through people. It can be nerve racking to stand in front of 5 Cannibals with the Claymore’s one shot and need to reload, but that’s why you held back 2 grenades. You did keep 2, right?

 

Edits by CoreyImperia

GD Star Rating
loading...
Share

The Riot Police – by KilltheDJ

Build Title: The Riot Police – by KilltheDJ

Class: Human Soldier

Power Evolutions:                                                                                                 Adrenaline Rush: (3) Refer to Notes                                                                      Concussive Shot: (4)  Radius , (5) Recharge Speed, (6) Hammer                                  Frag Grenade: (4) Radius, (5) Capacity, (6) Armor Piercing                                       Alliance Training: (4) Damage and Capacity, (5) Power Damage, (6) Refer to Notes   Fitness: (4) Durability, (5) Shield Recharge, (6) Refer to Notes

Notes:                                                                                                                                    A) Go for Alliance Training and Improve your Weapon Damage or Decrease  Weapon weights to carry additional weapons or improve your Power Recharge Time.                    B) Go for Fitness and get the additional Shield Bonus                                                         C) Use a Power Reset and maximize both. This build is just for kicks , so I don’t think a lot of players will do this. Hence using the last 5 points to bring Adrenaline Rush to a meager level. (We won’t use it much anyway)

Weapons:                                                                                                                       Striker Assault Rifle (Rate of Fire Bonus will not be maximized due to low level of Adrenaline Rush) or M-37 Falcon (The bouncing effect is effective for corners and getting shots into cover. It just needs some amount to get used to)

If you’re more of a weapons buff and got Alliance Training maxed, you could even throw in Submachine Pistol or Heavy Pistol. But the fun element of this build is making use of the the Grenade Rifles  which might prove to be a challenge without the use of Adrenaline Rush

Gear: N/A

Strategy:                                                                                                                            This build is generally a crowd control unit, suitable for mid to long range. Both weapons and powers are designed to dish out splash damage in varying radiuses. (With Frag Grenades, having the widest area of effect) It can stagger the advance of enemy groups (both light and heavy) and kill organics in a snap. A good knowledge of spawning points and choke points the real weapon of this build, as with any other build. Set up ambushes and keep enemies under constant pressure. (For Reapers, Cannibal feasts are a dead give-away for kills)

For the considerations with the guns, the one factor would be the kind of shooting you will be doing. The Striker is pretty much a straight shooter, effectively covering long distances. The M-37 can cover good distances as well, but its true beauty is the ability to ricochet shots, taking out targets in blind corners and those targets that refuse to come out of cover. Both guns need not be shot directly on an enemy to be set off – shooting floors or walls may prove to be better in some instances.

 As for powers, you have to note that you don’t have Adrenaline Rush at its finest with this build. Use cover, it’s your friend. Moreover, the Rifles for this build work better fired from cover. Adrenaline Rush, for the most of it, is  a cheap damage boost for the most obvious of situations. Use it when you can but don’t rely on it to save your life, as it usually does. In its place we get a fully evolved Concussive Shot for offensive utility – use it to deal with targets that stray off from the groups, shake off Snipers from cover, and further ruin the advance of nimbler targets.
With Amplification, CS becomes an instant Status Condition Hammer. Depending on the Ammo you carry, it can become your 2-second answer to heavy armor units. In a team scenario, it can be your way to contribute to Power Combos. If not to be lethal, CS increases you’re flexibility on the field compared to just relying on your Frags, which often than not, takes long to restock without cost.
Speaking of Ammo – they also take advantage of the Splash Damage of you’re Rifles. One noted combination is the Striker and Cryo Rounds..
Finally, Frag Grenades. Try not to rely on them too much. Even if you get the Capacity Upgrade, it can’t always be your answer.
N00b Rating:
 2 – 2.5 It’s just getting used to the weapon that’s going to be a challenge for this one, and the fact that you can’t go Rambo because you don’t have Adrenaline Rush.
GD Star Rating
loading...
Share

Agent Texas – by NikkoJT

Build Title: 
Agent Texas

Class:
Human Female Soldier

Power evolutions:
Adrenaline Rush: N/A
Concussive Shot: Force & Damage (4), Recharge Speed (5), Shredder (6)
Frag Grenade: Radius (4), Bleed Damage (5), Armour Piercing (6)
Alliance Training: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)
Fitness: Melee Damage (4), Shield Recharge (5), Fitness Expert (6)

Weapons:
Primary: Avenger AR [Stability mod + Damage or Ammo mod]
Secondary: Katana shotgun [any mods]

Strategy:
Fire full-auto. Mow down everything that gets close, with liberal application of Concussive Shot, and you shouldn’t have to worry too much about silly things like “cover” and “dying”. Switch to the shotgun if you’re about to enter an enclosed area that you can’t see into, but you know enemies are in (i.e. going up a ladder into one of the rooms on Firebase Giant).

Incidental tip: Concussive Shot can hit cloaked Geth Hunters. Spotted them creeping towards you, cloaked? Decloak and stagger them with a CC, then follow up with an AR barrage or a couple of shotgun blasts to the face.

Noob rating: (scale 1-5, 1 is easy for everybody!)
2. The only real skill needed is knowing when you need to get back and let your shields recharge.

Appearance: This build is best played with an all-black HFS with a dark blue Highlight Colour.

-edits by Lucien Midnight

GD Star Rating
loading...
Share

I Have to Win. – by Jeff

Build Title:

I Have to Win. – by Jeff

Overview

The Alliance Soldier is not powerful like the krogan, not graceful like the asari, not cunning like the salarians, not stealthy like the drell, not technologically savvy like the quarians, and not as disciplined as the turians. But the humans that enlist in the Alliance Navy know that they have to get the job done. Considering what they have had to face since the start of the Mass Effect series, he/she needs to be ready to face anything. Humanity is still considered young and fledgling amongst the other species in the galactic community. And acting like they do, many have their eyes on them. That is why each soldier needs to push him/herself on the battlefield. Every shot, every manuever, every thought is looked at under a microscope. That soldier has to win at the end of the day. With humanity under a microscope, every action counts. With all the different threats humanity faces as it struggles to find its place on the galactic stage, they need to be ready for anything. They have to win.

Power Evolutions:
Adrenaline Rush: Damage (4), Power Duration (5), Shield Boost (6)
-This way, you can hit hard when you’re ready and you won’t get ripped apart right away if you step out of cover. Simple, yet effective. The Soldier isn’t meant to be fantastic with fancy tech/biotic powers. He’s paid to shoot and kill the enemy. I find myself not relying on it that much, and more so on Concussive Shot. But it’s great when you require concentrated fire.
Concussive Shot: Level 3
-You only need to knock the enemy on his ass (or be a cheapskate with your ammo). Even if you stagger the enemy, it keeps him in place for you to pulverize him with your shotgun or your assault rifle depending on how close you are. Every second counts. Outside of Frag Grenade, this is your primary power that you’ll be using.
Frag Grenade: Damage (4), Max Grenades (5), Armor Piercing (6)
-I find the Frag Grenade to be the staple of my attack. Drawing the enemy into a chokepoint and throwing a grenade can cripple if not kill several mooks at once even without the radius bonus. Once you learn how to throw the frag grenade, you will be a threat in many forms. The Armor-Piercing ability will help against Ravagers, Brutes, and anything else that lost its shields/barriers.
Alliance Training: Weapon Damage (4), Headshots (5), Weapon Damage (6)
-This is all about what the Soldier does best, gunning down the enemy and nothing more. Even with basic weapons, you can do quite the amount of damage. If you’re feeling lucky and skillful, swap the shotgun with a sniper rifle and really take advantage of the headshot bonus. Otherwise, use mods that boost your accuracy and aiming abilities and the Avenger will do the job.
Fitness: Durability (4), Shield Recharge (5)
-The Melee bonus you get at Level 3 will be all you need. You’ll be meleeing mooks and crippled lieutenants. Anything else at close range gets shotgun treatment before or after your heavy melee attack. This is tantamount to the Soldier’s need to win, not to look fantastic. Who cares if you’re ‘boring’. No soldier complains about boredom on the battlefield. He/she is happy to be able to walk off the battlefield at the end of the day.

Weapons:
Primary: M-8 Avenger: Your bread and butter. Easy to use, surprisingly effective with power and accuracy. If you get a Phaeston, use that instead with scope and damage output.
Secondary: M-27 Scimitar: Not extremely powerful, but effective for the frantic one with an enemy in his face. If you miss, you can quickly fire again and hope you hit your mark.

Strategy: 
While effective at long range, you will do best at medium range even with the shotgun. If using the assault rifle, take advantage of choke points. With the scope, you can easily line up several shots and unload. If the enemy gets close, switch to the Scimitar. If the enemy is too close, use the Heavy Melee. If the enemy survives, blast him with the Scimitar. If the enemy is bunched up, Frag them.
The Soldier will run into problems though against advanced enemies such as Phantoms and Brutes. While not weak to them, the Soldier will have trouble combatting them. Ally with someone who will compensate for your offensive weaknesses as the build tries to be strong but inches closer to defense rather than offense. You will want an Adept or Engineer in your team to supplement your weaknesses. In return, you protect them with your undying resilience.
You can opt the sniper rifle in over the shotgun, but you’ll be fighting from further away as your close quarter encounters will be hazardous (Husks, Phantoms, Geth Hunters). If you do come across a Phantom/Hunter, use your Concussive shot, then frantically fire the Scimitar and pray it kills them.

There’s a war out there. A big one. The war of all wars. And you HAVE to win.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

1.5. I’m going to say the newb (I have faith in newbies) rating is a 1.5. Very easy build to use for the person just getting started in ME3′s Multiplayer.

 

-edits by Lucien Midnight

GD Star Rating
loading...
Share