Jack Of All – by Geiger
Marksman: Firing Rate (4), Headshots (5), Accuracy and Firing Rate (6)
Concussive Shot: (1), (2), (3)
Proximity Mine: Damage (4), Damage Taken (5)
Turian Veteran: Damage and Stability (4), Headshots (5), Damage and Stability (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)
Primary – Avenger, Phaeston, Revenant*
mods: Piercing and Thermal Clip/Scope
Secondary – any SMG (Hornet and Locust** are my favorites)
mods: Thermal Clip and Heatsink/Scope
[I do not use Barrel mods as the damage increase in low damage, high rate of fire weapons is negligible]
Try to keep your recharge rate at or above +100%, as it makes for quicker recovery after using Marksman or Proximity Mine.
*best weapon for any Turian, and absolutely amazing with this build
**with a scope, the Locust is incredibly accurate at long range. something to think about when choosing a loadout
The concept is simple: Activate Marksman, shoot something (preferably in the head). Marksman should be active whenever you’re unloading a clip into an enemy. With the Piercing Mod you can shoot through some enemies, this is very effective if they’re bunched up. You can also shoot through the Guardian’s shield, or shoot through cover to flush an enemy out (or just end up killing it).
With this build you can either hang back and act as support or charge forward guns a-blazing. When going with support style, you’d want to make more use of the Proxy Mines and Concussive Shot to aid your teammates. If you opt to play more aggressively, you’re primarily going to live with Marksman up and your finger holding down the trigger.
Marksman is the defining skill of the Turian Soldier. It makes every weapon that sucks amazing, and turns the already good ones godly. If you’re not that good at headshots, take the Duration evolution instead. Just be aware that the Headshots evo will boost your damage significantly.
Concussive Shot is taken to 3 points because it is a very good tool to have, but this is not a “Concussive Shot spam build”, so it’s not taken further. More often than not the stagger from it can save you or an ally. It can also be used to fire around corners/cover to flush out enemies. Save your ammo and use it to take out Husks or finish off near-death enemies (unless you really want the weapon kill medals). Also great for those pesky Phantoms.
Proximity Mine is another great skill that this class has. With the Damage Taken evolution, this can help your team take down Armored targets much quicker. It is only taken to 5 points because that is all you need. The extra 200 damage from rank 6 isn’t worth much if you’re constantly waiting on this cooldown (by not taking Concussive Shot, as with other builds) to use Marksman.
The mine can be used both offensively and defensively. Most commonly it’s used at choke points where you can predict enemies will come through at, or at a spawn point where enemies are guaranteed to hit it. Offensively, you can fire it just ahead of targets so that they will walk into it. You can also shoot it directly at large targets (such as an Atlas, Geth Prime, or Brute) or large clusters of smaller enemies and it will detonate upon impact.
With the points spent into Turian Veteran and Fitness, this spec is meant to be constantly firing. No hiding behind a rock like a pansy! Go out and shoot something in the face. Your shields can take it. If you ever run out of ammo either switch to your sidearm or hit up an ammo box. Sometimes it’s wise to use the SMG often, and save the assault rifle (with the piercing mod) for Armored targets.
N00b Rating: (scale is 1-5, 1 means the build is easy for anyone to use)
3. Soldiers are harder to play than the power classes, especially when they knock around the target you’re trying to headshot. Until you max out Marksman and Turian Veteran, your damage be very weak. Take at least 1 point in Concussive Shot and 2 points of Fitness early.
-edits by Lucien Midnight