Archive for the Turian Soldier Category

Turian Support Gunner – by DarkKnightCuron

Posted in MULTIPLAYER BUILDS, SOLDIER, Turian Soldier with tags , , , , , , , on March 14, 2012 by Lucien Midnight

Build Title:

Turian Support Gunner – by DarkKnightCuron
Power Evolutions:
Marksman: Firing Rate (4), Duration (5), Accuracy & Firing Rate (6)

Concussive Shot: N/A

Proximity Mine: Damage (4), Damage Taken (5), Damage (6)

Turian Veteran: Damage & Stability (4), Power Damage (5), Damage & Stability (6)

Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:
Primary:

Revenant + Assault Rifle Stability Dampener + Assault Rifle Extended Barrel
Alternate 1 Revenant + Assault Rifle Stability Dampener + Assault Rifle Magazine Upgrade
Alternate 2 Phaeston + Assault Rifle Extended Barrel + Assault Rifle Magazine Upgrade
Alternate 3 Raptor + Sniper Rifle Extended Barrel + Sniper Rifle Spare Thermal Clip

Secondary:

Weapon M-9 Tempest + SMG Heat Sink + SMG Ultralight Materials

Strategy:

The Support Gunnery relies on practically every advantage one can obtain for stability, accuracy, and firing rate. Focusing primarily on the Revenant Machine Gun, this build emphasizes on volume of firepower in order to suppress enemies and draw attention while allowing the rest of the squad to move and reposition unchallenged.

The Support Gunner is probably at its forte in defensive positions and situations. For instance, during missions where hacking only a single terminal for a set amount of time allows the Support Gunner to choose an optimal defensive position and start unloading flak at incoming enemies. This class is also very good in situations where the enemy can only advance in one or two directions, and/or if there is a significant choke point.

The point of this class isn’t to get all the enemy kills, but rather, it’s to support your teammates by doing some bits of damage to a large group of enemies, effectively drawing their attention immediately. While the Revenant cannot kill enemies very quickly (unless at close range), its engagement abilities are superb against large groups of enemies, and the Revenant tends to shine against large targets (Atlas, Primes, Banshees, Brutes). It can lay down a sustained volley of fire against a group (especially when taking the Magazine upgrade as opposed to the Extended Barrel), whittling down health, barriers, shields, and armor.

However, that’s not to say this configuration is ineffective up close. At close quarters, the Revenant truly proves that quantity beats quality (with a few exceptions, such as the Spike Thrower or the Widow) as it chews through enemies like a lawn-mower. Slap on an ‘Assault Rifle Rail Amp’ temporary upgrade and some sort of alternate ammunition, and the Revenant becomes downright scary.

Armor-Piercing Rounds: Becomes VERY effective against the bigger targets, as well as Pyros and Guardians. Also enhances its ability to mow down waves of enemies.

Cryo Rounds: With its dispersal effect, the Revenant armed with Cryo rounds has the potential to freeze a lot of enemies, leaving them open for follow up shots.

Disruptor Rounds: What shields?

Incendiary Rounds: As with Armor-Piercing rounds, except more effective against regular targets.

The variant weapons allow for changes in playstyle. The Raptor and Phaeston allow the Support Gunnery to be more of a Medium-Range marksman, not quite to the surgical effectiveness of, say, an accuracy focused Turian or an Infiltrator, but it performs very well.

Why max out fitness?: As the Support Gunner, you’re going to be drawing a lot of attention. A LOT of it. As such, you’ll be required to keep your head above cover to lay down long bursts of suppressing fire against the enemy, so you’ll have to be able to take some punishment. In addition, the health and shields allow you to perform a secondary task: Team medic. Due to your shields and health, you have a better chance of rushing towards danger to revive a teammate, where an Infiltrator or Adept might get butchered alive.

Why Proximity Mine?: As a Support Gunnery, unless you have someone constantly watching your back, you’ll typically be VERY focused on a particular 90-degree window. As such, you’ll be vulnerable to flanking attacks and rear attacks. The Proximity Mine allows you to, at the very least, leave a small surprise and warning system for enemies that try to flank you.

Why not Concussive Shot?: Concussive shot is nice and useful, however, Proximity Mine performs largely the exact same function, just at a higher recharge rate. Proximity mine does more damage, and it is also a LOT more effective against Guardians and groups of enemies (since you can just fire it at an enemy’s feet, causing it to explode, doing damage directly to the Guardian and his buddies) instead of the Concussive shot (which will largely just stun the Guardian). Proximity Mine is also a lot more effective in damaging enemies around corners and behind cover.

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

3.

-edits by Lucien Midnight

Turian Specialist – by Drummernate

Posted in MULTIPLAYER BUILDS, SOLDIER, Turian Soldier with tags , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Turian Specialist – by Drummernate

Powers:

Marksman: Firing Rate (4), Headshots (5), Accuracy and Firing Rate (6)
Concussive Shot: N/A
Proximity Mine: N/A
Turian Veteran: Damage & Stability (4), Headshots (5), Damage & Stability (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:
Primary: A fast firing, high capacity assault rifle such as the Geth Rifle, or Phaeston

Secondary: A slow, hard hitting sidearm like the Carnifex or Paladin.

Strategy:

Headshots are vital to this class, and you have to be an excellent shot, but the high difficulty is rewarded if a headshot is achieved with the Carnifex. Usually a one-shot kill will follow if a headshot finds its mark on any non-shielded target. Use the assault rifle as a backup for when you run out of pistol, and against any large enemies such as the Atlas or Geth Primes as it takes down the shields very quickly. Switch to the pistol and activate Marksman when the shields go down, and aim for the head! This will dispatch a Geth Prime in one 10 round magainze of Carnifex if all shots hit the head.

If there is a corridor of 5 + infantry you can clear the whole thing in about 4 seconds if you can land all the shots. Works great on any difficulty, and gets you the gold headshot medal every game, guaranteed!

The Geth Rifle and Phaseton work great as well because they already have high accuracy, combined with increased fire rate means that you can get all of the shots as critical hits!

N00b rating:  (scale of 1-5, 1 is easy for everyone!)

5. Most people have a hard time getting consistent headshots on moving targets, but master it and Gold seems like a cake-walk!

-edits by Lucien Midnight

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