Archive for the VANGUARD Category

Biotic Ninja – by Collin

Posted in Drell Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , , , , on March 18, 2012 by Lucien Midnight

Build Title:

Biotic Ninja

Power Evoultions:

Charge:  Radius (4)

Pull:  Radius (4), Expose (5), Duration and Combo (6)

Cluster Grenade:  Radius (4), Max Grenades (5), Force & Damage (6)

Drell Assassin:  Damage & Capacity (4), Power Damage (5), Pistols (6)

Fitness: (1), (2), (3)


I’m of two minds here.  If you use my above build, I would say go with the Carnifex.  The capacity and pistols modifiers should keep you light.  If you want to play more conservatively (my preference) I would change out the final evolution from Pistols to Weapon Damage and rock an SMG.


There are actually two strategies with this build.  The primary function is to serve and a mobile, close range biotic assassin.  You would set up your initial attack preferably from a flank and fire off a Pull, followed up by Charge to trigger the biotic explosion.  The pull evolutions should enable you to decimate a tightly clumped group of enemies within one attack.  If there are still enemies standing, end them with a point blank cluster grenade.  Speaking of grenades, use these liberally.  You have more movement speed than any other race and you should exploit this.  Use grenades as long range novas and use them on protected enemies.  A charge + grenade can do some serious damage to a Banshee or Phantom.

The other strategy is a bit more conservative.  As I alluded to in my weapons brief, if you want to play more conservatively, instead of pistols for Drell Assassin, take damage and use an SMG.  Just as in previous games, SMGs are high rate of fire guns that are ideal for stripping shields and barriers if you lack an overload-like ability.  Once you’ve dropped their shields/barriers, follow through with your Pull > Charge > Grenade combo.  For this, I’d run with a Locust.

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

5, no question.  This is a close range vanguard for optimum damage.  You have the grenades for a mid to close range nova but let’s be frank, Drell are squishy.  Learn to dodge, ESPECIALLY backwards.  Once you’ve fired off your combo DO NOT CHARGE AGAIN, backflip out of there and duck into cover.  You MUST capitalize on hit and run tactics, you can’t ‘tank’ like a human vanguard or asari.

-edits by Lucien Midnight

Color Scheme:

Be a stylish ninja, I like this color scheme:

PrimaryColor – A 16

HighlightColor – B 9

By using black (A 16) as the primary color, any highlight colors will show up much darker.  This will net you a nice dark red, perfect for the blood you will spill (hopefully more of your enemy’s!)

Cash Money – by Lucien Midnight

Posted in Drell Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , on March 16, 2012 by Lucien Midnight

Build Title:

Cash Money – by Lucien Midnight

Power Evolutions:

Biotic Charge: Radius (4), Power Synergy (5), Barrier (6)
Pull: Radius (4), Expose (5), Duration & Combo (6)
Cluster Grenade: N/A
Drell Assassin: Damage & Capacity (4), Power Damage(5), Pistols (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)


Use your favorite pistol. I like the Carnifex which is why i’ve selected Pistols (6) for the final rank in Drell Assassin. If you use a lighter pistol you could most likely afford to drop that evolution and spend the point on the first three ranks of Cluster Grenade for some backup damage in case you get stuck with your shields down. This class can also be spec’d to use a shotgun such as the Katana but perhaps i’ll add that build later. ;)


First you need to find group of enemies that are within 2 meters of each other. This happens most frequently when enemies first begin to spawn at the beginning of each wave, at certain choke points created by the map or your teammates, and in small rooms where hack objectives are located. When you see such a scenario it’s time for you to make that money…

I’ve spec’d pull and biotic charge to affect multiple enemies. The combination of these powers causes a biotic explosion, so hit multiple enemies with pull, then those same enemies with your biotic charge and viola! You’ve bio-blasted the crap out of them. This is very difficult to achieve, so make sure you aim and time your powers carefully. Don’t charge in, for example, on a good looking group of troopers if they are in front of two engineers, a turret, and an Atlas. You will certainly perish.

The Carnifex is excellent for headshots, but more importantly, it will help you remove shields from enemies. If you have a ton of ammo power upgrades, I’d definitely recommend disruptor ammo. Shoot at the head, take down those shields, pull, charge, BOOM. You will seriously mess up some enemies if you do it right.

N00B Rating: (scale 1-5, 1 is easy for everybody)

5. I’ve maxed out fitness to give the Drell a slightly better chance but his shields are only at 450 even with the upgrades. This class can do massive damage but you’ll probably end up bleeding out on the floor as a hot mess of guts quite often. Please post here and let me know if it’s even possible to use this class on a Gold run. Enjoy!


A8 A16 (Green Primary, Black Highlight)

-Lucien Midnight

Safety Dance – by uchimura

Posted in Human Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:
Safety Dance – by uchimura

Power Evolutions:
Biotic Charge: Radius(4), Power Synergy(5), Barrier(6)
Shockwave: N/A
Nova: Force & Damage (4), Half Blast (5), Pierce (6)
Alliance Training: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Anything that can keep your cooldowns at 180+ bonus is good, 200 is great. The Predator or Katana standard weapons work fine.

This build offers the most defense while maintaining a strong offense. It allows you to use nova twice in a row, but the main idea is that after the first nova, you’ll still have barriers left to keep from getting killed instantly in dire situations. You don’t necessarily need a weapon, as you’ll be hitting 1 and 3 almost nonstop, but in case a charge or nova doesn’t kill something, you can finish it off quickly with something like a Predator or Katana. It’s also good to have a weapon just for situations where going in might get you stomped. Approach banshees with caution, use nova while moving away from them, save your charge for regaining your barrier. Atlas and Brutes are moderately safe–roll backward after charging them to keep a safe distance. You can destroy Phantoms, but be aware of what they’re doing in case you don’t stagger them.

Skill Breakdown:
Biotic Charge
-Barrier- Increases your survivability and your ability to cast nova
-Radius- I took this for the sake of lessening risk by twitching more enemies
-Power Synergy- Buffs damage of your nova and biotic charge
-Half Blast- The most important for Nova, increases your survivability and damage output (by not being dead)
-Force & Damage- Chose this over Radius, because Nova’s radius is actually quite large already
-Pierce- Increases damage potential on armor/barrier/etc. Makes Nova a good
opener on strong and shielded opponents. If I’m nearby, I’ll Nova, then Charge something a foot away and
then Nova again.
Alliance Training
-Weapon Damage- Over Weapon Weight, because you really don’t need anything much stronger than standard weapons, but this is ultimately up to you.
-Why no shockwave? In order to get good reach on Shockwave, you need to sacrifice damage points. It’s better instead to just get used to maneuvering with nova.

Gold Tip - by banthracis: Basically for gold, you don’t really want to completely blow up your barriers with 2 nova’s in a row, instead, start the animation for the second nova and then roll right when you’re at the apex of the jump. This prevents the ability from activating and allows you to keep half your barriers while still giving you the full invincibility frames. This plus right spec and 180% + cd and you can just charge+ nova+nova cancel all day nonstop.

This does tend to upset your teammates though…
N00b Rating: (scale 1-5, 1 is easy for anyone!)
1. This build is easily approachable, but that doesn’t mean there isn’t room for finesse.

-edits by Lucien Midnight

Asari Assault Sniper – by JerZeyCJ2

Posted in Asari Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Asari Assault Sniper – by JerZeyCJ2

Power Evolutions:

Biotic Charge: Force and Damage (4), Weapon Synergy (5), Barrier (6)
Stasis: Stasis Strength (4), Bonus Power (5), Bubble (6)
Lift Grenade: N/A
Asari Justicar: Damage & Capacity (4), Either (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)


M-99 Saber with a damage increase mod and capacity increase mod.
Alternativley, the M-99 can be substituted with a high powered pistol(ex. Carnifex or Paladin) for a decrease in weight. If choosing a pistol, substitute the Asari Justicar: Pistols (6) instead of Weapon Damage (6).


Use stasis to trap enemies and then use either the M-99 or your hand cannon to pull of a headshot. Certain targets may take more than one shot. While a sniper could be used, the M-99 is just as good at taking targets out at a distance(hits exactly where you aim it if you’re in cover) and can still be used up close. The m-99 also has a 8(11+ with mod) round clip and a fast reload time, while snipers have smaller clips and longer reloads. If when you stasis a target and your Bonus Power perk kicks in, Charge in for a biotic combo, provided it is safe to do so(nobody likes a vanguard who charges into a group of enemies and gets downed) if not, just go for a headshot.

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

3. Just because the M-99 or a high powered pistol are rare weapons.

-edits by Lucien Midnight

Don’t Tase Me Bro! – by Lucien Midnight

Posted in Asari Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Don’t Tase Me Bro! – by Lucien Midnight

[ Asari AOE Melee Build]


Biotic Charge: Radius (4), Power Synergy (5), Barrier (6)
Stasis: Stasis Strength (4), Recharge Speed (5), Bubble (6)
Lift Grenade: N/A
Asari Justicar: Damage & Capacity (4), Power Damage (5), Pistols (6)
Fitness:  Melee Damage (4), Martial Artist (5), Fitness Expert (6)


Your favorite pistol will work great with this class. I like to use the Carnifax for easy stasis headshots. With the Justicar Rank 6 Pistols you should get a 200% cool down bonus which is crucial for this class’s success. Also, make sure to use the melee stunner upgrade if you have it! It’ll boost your overall melee damage even more.

Strategy: The idea is to use the Asari’s AoE (area of effect, a.k.a. splash damage) melee attack just like the human vanguard’s nova power. The Asari’s melee is buffed by passive fitness ranks and will do massive damage once you get the multiplier going. Based on this build, the melee attack will do extra damage once one enemy is killed by it. So this class is great to use to help out your team in smaller rooms or at choke points where enemies are tightly concentrated and distracted by crossfire.

The biotic charge can, of course, be used defensively in order to regain your shields. Figuring out how to do this effectively is crucial to your survival on difficulties higher than bronze. If you are playing on the xbox 360 I’d recommend going into your pause menu and switching your controller sensitivity to high. This will allow you to spin around faster after your melee animation ends and seek out a target for biotic charge, regaining your shield and starting the charge/melee combo over again.

Never melee any enemy that can insta-kill you! Unless you are absolutely certain you will destroy it with the damage from your attack. The ending animation of the Asari’s melee leaves you vulnerable for a few dangerous moments and a phantom/banshee/brute/etc. would love to grab you and eat your face off/run a sword through your bowels/etc.

Basically, don’t play as the type of Vanguard who goes off on his or her own and tries to dominate the map like Rambo. Play with your team and protect them from close range attacks from enemies like husks, geth hunters, and other basic enemies.

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

4.5. This class is extremely delicate to begin with and you won’t have some of the basic shield upgrades so this build is definitely not recommended for Gold. The Asari’s melee leaves you vulnerable for a few moments after detonation so strategic timing is crucial. In the hands of a skilled player and a decent team this class is a blast on Silver and you will easily lead your team on Bronze. Enjoy!


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