Jack Of All – by Geiger

Build Title:
Jack Of All – by Geiger

Class:
Turian Soldier

Power Evolutions:
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)

Weapons:
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

Strategy:
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

GD Star Rating
loading...
Share

Trench Soldier – by Yralyn

Build Title:
Trench Soldier – by Yralyn

Class:
Turian Soldier

Power Evolutions:
Marksman: N/A
Concussive Shot: Force & Damage (4), Recharge Speed (5), Shredder (6)
Proximity Mine: Damage (4), [see below] (5), Damage (6)

Slow (5) – take it if you want to be more of a ’’front line’’ soldier. It is useful for slowing enemies when your team has problems with defending one position. Especially effective on Phantoms and other quick moving enemies.
[or]
Damage Taken (5) – take this if you want to kill enemies at faster rate. Useful on strong armored enemies. It is most effective when you talk with your teammates – just tell them to concentrate their fire on affected enemy to bring it down quickly.

Turian Veteran: Damage & Stability (4), Power Damage (5), Assault Rifles (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:
Always carry only one weapon – assault rifle of your choice. I list some preferable rifles. Carry one of these according to your personal preference:

M-8 Avenger – probably the best choice. Be sure to upgrade it to X (it’s basic weapon, so Recruit Packs will be more than enough). With this weapon, you get desired +200% power recharge rate, great fire rate but low damage and accuracy.

M-15 Vindicator – this weapon has better statistics than Avenger (more damage and accuracy), but it fires in three-round bursts. Fully automatic weapon like Avenger is better in this case, because you need to concentrate on using your Concussive Shot (CS). It is also not better at suppressive fire. Easy to upgrade.

Geth Pulse Rifle – if you want to play more defensive role, you can use this rifle. It has really good fire rate and capacity, but low damage – useful for spraying groups of enemies to cover your teammates. It’s hardest to upgrade (Rare weapon) and it’s also heaviest of these three (but that doesn’t matter if you have Rank 6 in Turian Veteran).

Strategy:
You can play two main roles with this character which are defensive and offensive.

Offensive – best for bronze & silver difficulties. You have a lot of Shields and Health, quick fire rate and good power (CS) with incredible recharge rate (only 1.4 seconds) which staggers most of the enemies. If you play carefully, you can easily hold the line and save your teammates when they die. Fire from your rifle while your CS is recharging. Biggest disadvantage is your lack of movement (side rolls and such), but your sturdiness can account for that. Be especially aware of grenades and turrets!

Defensive – best for gold difficulty. You should never run around the map on this difficulty. It is best to take same good defensible position and keep it. Main power for this style of play is Proximity Mine (PM). You can place it in corridor and enemies surely won’t get through it without you noticing (they won’t kill you from back). If you use it properly, enemies shouldn’t be able to flank you easily. Use CS to finish enemies who get through your Proximity Mines.

CS staggers enemies who have normal Health + Shields. It sends them flying when they don’t have shields. It’s also powerful on Armored enemies. Your biggest weakness are probably Barriers and strong Shields on strong enemies.

Ammo Bonuses
Cryo Rounds – due to high rate of fire, your opponents will be easily frozen and then burned by CS.

Disruptor Rounds (important) – use these on Geth and Cerberus. They destroy shields quickly and easily.

Warp Rounds (important) – use these on Reapers. Effective on Barriers and Armor.

Weapon Bonuses
Assault Rifle Rail Amp – self explanation.

Armor Bonuses
Cyclonic Modulator – use this on Gold difficulty for stronger shields.
Power Amplifier Module / Power Efficiency Module – use this on any difficulty, preferably Silver.

Weapon Upgrades
Always use Assault Rifle Stability Damper and Assault Rifle Magazine Upgrade.

Combos
CS and PM triggers every combo / explosion (Cryo Explosion, Tech Burst, Flame Explosion) aside from Biotic Explosions. So have fun with annoying your teammates.

Enemy Strategies
Here goes the strategy specifically on every enemy you can meet in Multiplayer with their difficulty.

Cerberus (hardest)

Assault Trooper – easy, hit them with CS, watch them fly and laugh maniacally.
Centurion – stagger them with CS while you destroy their Shields with rifle.
Combat Engineer – same as Centurion. They are mostly harmless. Kill them before they deploy Turret.
Turret – use PM and always find a cover. Spam CS as soon as their shields are down.
Nemesis – you will miss them a lot with your CS. It’s probably best to approach them and use heavy melee, but be careful when you do this. PM is also helpful.
Phantom – real problem. It is hard for you to destroy their sturdy barrier. Let someone else do it (Warp Rounds are useful). Without barrier, they are easy target for your CS.
Atlas – don’t even try to bring down its shields. After you deal with them, spam CS and PM to destroy them (does a lot of damage to Armor).

Geth (mild)

Geth Trooper – same as Cerberus Assault Trooper.
Geth Hunter – use your CS to slow them down and destroy its shields as fast as you can. Never approach them for melee.
Geth Rocket Trooper – Turians can’t use combat side rolls. They will mostly hit you with their rockets. Use same strategy as on Centurion.
Geth Pyro – even more dangerous than Geth Hunters. Keep your distance and destroy their vulnerable armor with CS and PM.
Geth Prime – same strategy as for Atlas. Watch out for their mini turrets and combat drones.

Reapers (easiest)

Cannibal – just have fun with CS.
Husk – have even more fun with CS.
Marauder – same approach as Centurions.
Ravager – spam CS on them and move around so they won’t be able to target you. Watch out for Swarmers and acid goo.
Brute – same as for Ravager, but keep distance and never get under their claws.
Banshee – same as for Phantom. When her barrier is down, spam CS.

N00b Rating: (scale is 1-5, 1 means the build is easy for anyone to use)

3. You just keep spamming Concussive Shot and fire from your rifle – it’s easy, effective, helpful and so much fun!

Appearance:
Urban Camouflage: A16, A16, C16, Camouflage pattern, C16, B3

-edits by Lucien Midnight

GD Star Rating
loading...
Share

Turian Support Gunner – by DarkKnightCuron

Build Title:
Turian Support Gunner – by DarkKnightCuron

Class:
Turian Soldier

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

GD Star Rating
loading...
Share

Turian Specialist – by Drummernate

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

GD Star Rating
loading...
Share