N7 Enforcer – by JayneCobb88

Build Title:
N7 Enforcer – by JayneCobb88

Class:
N7 Slayer Vanguard

Power Evolutions:
Biotic Charge

(4) Radius

(5) Power Synergy

(6) Barrier Recharge

Phase Disruptor

(4) Damage

(5) Efficient Blast

(6) Shield Damage

Biotic Slash

(4) Damage

(5) Detonate

(6) Damage

N7 Slayer

First 3 passives only

Fitness

(4) Durability

(5) Shield Recharge

Weapons:
Primary – Carnifex, Paladin or Talon with armor piercing and extra damage

Secondary – SMG of your choice or no weapon. Keep the recharge above +150%

Gear:
Mental Focuser or Adaptive War Amp, whichever is higher. Inferno Ammo to prime fire explosions to be set off by your phase disruptor. Shield Power Cells to get your phase disruptor back into the fight sooner.

Strategy:
For the most part, keep the enemy at a distance and lay waste with the phase disruptor (PD). Do not biotic charge (BC) into general melee, especially not without first dropping enemy shields using the PD. BC’s effect on unshielded mooks is far better than PD’s 5th level stagger effect. Once enemies start coming into range, smack them around with the biotic slash (BS). And if you must charge into a group of enemies for some reason, use light melee to stay alive. With 2 taps of light melee the Slayer is immune to damage during those animation frames which allows the time needed to recharge BC. Don’t ever use the full 3 tap light melee chain because the slayer is vulnerable during the 3rd chain and also leaves him stationary for a hot second. For banshees and other heavily shielded enemies, fire off all available PD, BC to recharge and immediately dodge backward to restart the cycle. Switch to BS once the shields are gone. Unless you really KNOW what you are doing never use heavy melee despite how tempting and sweet it is, as leaves you hanging in the wind.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4 – Takes a lot of skill and timing to get this right, same as any vanguard build. Difference is this guy can stand toe to toe with any opponent on the battlefield. Also, his ability to jump through walls is best used by someone with solid knowledge of the maps.

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Ritual Homicide – by CoreyImperia

Build Title: Ritual Homicide

Class: N7 Slayer

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

Power Evolutions:
Biotic Charge: (4) Radius, (5) Power Synergy, (6) Barrier
Phase Disruptor: (4) Damage, (5) Efficient Blast, (6) Shield Damage
Biotic Slash: N/A*
N7 Slayer: (4) Damage & Capacity, (5) Power Damage, (6) Weapon Damage*
Fitness: (4) Melee Damage, (5) Martial Artist, (6) Power Synergy

 

*Dropping rank 6 of N7 Slayer and getting rank 3 of Biotic Slash is also viable. This could assist you in getting the Biotic Slash Challenge; as well as detonate Biotic Explosions set up by your teammates. Personally, I prefer the extra weapon damage.

 

Weapons:
Use the M-358 Talon. Close range pistol, which is where the Slayer will usually be. It also does amazing against all types of protection. Put on Pistol High Caliber Barrel and Melee Stunner. If you have the M-358 Talon at level X, use the new Pistol Heavy Barrel instead of the High Caliber Barrel for more damage when using the Talon.

 

Gear:
Use either Disruptor or Incendiary Rounds, what people never used to realise was that Phase Disruptor is not a Biotic Power, it is a Combat Power. It is also one of the best detonators of Tech Burst/Fire Explosions. Apply Shield Power Cells to quicken the pause between your barriers recharging for optimum Phase Disruptor abuse. Use Strength Enhancer for weapon bonus as the melee for the Slayer is godly. Finally, use Multicapacitor, Stronghold Package or Juggernaut Shield for gear. Multicapacitor optimises Phase Disruptor abuse further, Stronghold Package does that and increases Shield Strength and Juggernaut Shield boasts the same shield bonus as Stronghold Package but with Melee damage instead of Shield Recharge. Use your preference but do not use Martial Biotic Amp, because Phase Disruptor as aforementioned is not a Biotic Power.

 

Strategy:
Your basic strategy is Charge, shoot, Phase Disruptor, Charge, Light Melee. Charge gets you where you need to be, Talon with Incendiary/Disruptor ammo primes targets for Fire Explosions/Tech Bursts, Phase Disruptor detonates the Talon shot, Charge restores your barriers again and if it’s still alive, light melee it to death and gain the Power Synergy passive from Fitness. I’ll go over the powers, then the gameplay against the factions and then the troubles this class and build face.
Biotic Charge is pretty standard. You should always go for Radius because with the recent buffs and passive power increases, Biotic Charge can stagger Phantoms with the Radius evolution. Power Synergy is more suited for this build as Phase Disruptor and Biotic Charge will receive a 40% damage bonus for 10 seconds. You can pull off a few Phase Disruptor blasts and a Biotic Charge in that time. If you were to use a weapon like the Reegar Carbine, Weapon Synergy on Biotic Charge is better. Finally, go for Barrier. Despite the fact that Bonus Power is now a 50% chance, you don’t want to take the risk considering you need those shields for close-quarters. I ignore Biotic Slash because it’s animation in my opinion is far too clunky and takes too long. On top of this, there is no invulnerability frame like Nova. Phase Disruptor does not need anymore Radius, nor does it need to knock enemies down when Efficient Blast is a better option. Efficient Blast allows you to pop-off 5 Phase Disruptor instead of 3 without sacrificing damage output. The last evolution is preference really, but I prefer to get the shields and barriers gone so the Talon or Biotic Charge or melee can take care of it. Banshee’s go into their Banshee-Ball Throwing Stage when you get rid of their barriers and they cannot sync-kill you until they send out the scream and start charging again.
Melee often; you want to keep Power Synergy active and the light melee of the Slayer is impressive. Only use Heavy Melee to activate Martial Artist and Power Synergy as the light melee comes with a massive Damage Reduction if timed correctly. Ravagers can be taken out on Gold with light melee quickly and without losing more than 50% of your barriers. You can melee all trooper level enemies from all factions though I do not recommend it for Collectors and especially on Gold or Platinum as the Collectors come with a powerful, staggering melee. Trooper-tier enemies will cause you little trouble if you use the basic strategy listed in the first paragraph. But hordes of Marauders or Rocket Troopers will pose a little trouble if you cannot get away or you’ve got no barriers and are constantly being staggered.
I do not recommend using melee against bosses (Altas, Geth Prime, Scion, Praetorian), as they’ll most likely stagger you and then sync-kill you. Banshees are different because as mentioned above, they can’t sync-kill you in their second stage so feel free to melee them to shreds. Phase Disruptor their shields/barriers and then try for your tech bursts etc. Biotic Charge at your own risk. But time it right so it is before their melee. If using it against an Altas, time it so you use Charge at the same time the Altas launches its missile. If done correct, Biotic Charge will not have a cooldown allowing you to use it twice in a row before it needs to cooldown.
Take special precautions against Phantoms, as their melee can interrupt yours and also activate their sync-kill animation. Dragoons whips can stagger and hit hard but as long as you aren’t overwhelmed by 3 or more of them, your powers and melee techniques can rid of them. Geth Hunters pose less issues now that they’ve been nerfed but their staggering Geth Plasma Shotguns could be fatal if you’re also surrounded. Geth Pyros are just a pain with their freakish flamethrower range so Charge in to stagger them or shoot and Phase Disruptor, it should weaken it enough to finish it with melee and the Damage Reduction should stop the flamethrower from downing you as well as the original stagger on the melee. Use your tech bursts or fire explosions to rid Brutes, it’s too risky for a melee but still Charge them for the stagger.
The only major limitation for the Slayer is the lack of health and barriers. Frail at 625/625, you need to be careful. Charging into a group of bosses and using your melee is ridiculously stupid and you’d be incredibly lucky to survive. To counteract your poor protection, use the Slayer’s dodge manoeuvre to teleport into other rooms or use your light melee in suitable situations for the damage reduction and use Biotic Charge smartly to regain your barriers. Beware of Banshees waiting on the other side of walls or those that teleport through the walls you do.

 

N00b Rating:
4 – While not difficult to succeed with this class, it is difficult to play it correctly. On Bronze and Silver you should have no trouble, you can even get away with killing boss-tier foes with melee. But you will always need to think about the smartest choice for where you are. Surrounded by Pyros; use the Talon and Phase Disruptor. Don’t Biotic Charge groups of bosses or strong trooper-level opponents. You get the idea. The build is suitable for Unknown/Unknown, but be wary of Collectors as they are unrivaled in melee range.
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Big Brother – by TeaNinedy

Build Title:
Big Brother – by TeaNinedy

Class:
N7 Slayer Vanguard

Power Evolutions:
Biotic charge: Damage and force(4), Power synergy(5), Barrier(6)
Phase disruptor: Damage(4), Efficient blast(5), Armor damage(6)
Biotic slash: (1), (2), (3)
N7 slayer: Damage and capacity(4), Power damage(5)
Fitness: Durability(4), Martial artist(5), Melee synergy(6)

Weapons:
Anything that hits hard, keeps the cooldown bonus close to 200%, and has a melee damage mod (pistols, shotguns, and assault rifles). The M-358 Talon modified with ultralight pistol materials and the meele stunner is excellent for this build.

Gear:
This build uses the Slayers barrier as a resource, so dps relates directly to barrier strength and recharge rate. It is highly recommended to use either shield booster or the stronghold package. For this build, the extra damage offered on most gear doesn’t stack as well as the bonuses offered by the shield booster and the stronghold package.

Strategy:
There are few things more gratifying in this game than the heavy melee this build brings to the table. It hits very hard, same base damage as the Krogan heavy melee, and with martial artist active, you can use it to teleport though a wall and one shot a fully shielded nemesis.

The heavy melee takes time to master because of four main factors. Firstly, the targeting is very touchy, and downright frustrating at times. It only hits enemies in a target window from approx 5 to 10m from the player. You can however target enemies through walls, and on higher or lower levels in certain places. Secondly, the teleporting animation gets stuck on some ground features and is particularly glitchy on ramps. Thirdly, this ability uses a small amount of barriers to activate, and if you don’t have any, it uses health. You can commit suicide by using it at the wrong time. Lastly, the Slayer leaves his sword hanging after a strike. The activation animation is very quick, but after you slice the enemy with a crisp swing of your sword, the animation takes a moderate amount of time to reset. This leaves the Slayer exposed to fire at a bad time. These are the main challenges on the learning curve towards mastering the heavy melee.

The best strategy to increase survivability it to pick away at enemies on the flanks, or stragglers, while using charge and shooting between melee attacks. It is very risky to use the heavy melee twice in a row. The charge, shoot, heavy melee combo is fairly safe, and will kill any enemy (less bosses and ravagers) even without martial artist active. The charge power evolution 6 (barrier), ables the Slayer to sustain this for a while; however, he is not a tank, so be sure to take cover and re-asses your surrounding after having killed a few enemies.

Although the melee attack is by far the most appealing aspect of this build, the Slayer is far from a one hit wonder.

The charge can only one shot husks, but will stagger everything except a shielded atlas or banshee, and downright launch a Cerberus trooper in to outer space. As stated above, this power is also your life line to restore shields. Use it often; however, use it wisely… If you are being pinned down by fire, forget the charge, just be patient and let your barrier recharge. If you are killing something that can one shot you, immediately backwards teleport out of melee range after the charge, but this practice should only be used when cover isn’t a viable option.

Use phase disruptor on armor and targets out of your weapon range. The damage of phase disruptor is great, even higher after a charge or melee kill, and it’s AoE. It will kill a brute or ravager in about six well placed shots. It’s a targeted power, and not diminished by range. It can be used as a biotic sniper rifle in the hands of a good shooter. This is another power that uses the Slayers barriers. With power evolution Efficient blast (5) the Slayer can fire up to 3 shots before his barriers are consumed. If taking fire, be sure to only fire 1 or 2 before taking cover again, else you risk dipping in to your precious health bar. Pair this power with a charge to a close enemy, finish it off with your weapon, then quickly fire off another 3 round salvo to that ravager in the distance.

Biotic slash is a great skill with just 3 ranks. Its use is situational with this build, mainly to kill numerous enemies though a wall. The main drawback to this power, it cannot be used from under cover, and it has a long activation animation, so you’re best to only use it when no enemies have you in their line of sight.

Enemy shields and barriers on bosses are a problem for this build but it doesn’t feel like a problem in game. One easy way out is to equip disruptor ammo because the Talon’s base damage against shields is fair, with the ammo mod the damage is pretty good. Another option, is to go with the Disciple shotgun and Acolyte pistol weapon combo, which maintains a 200% cooldown at rank X. The damage and range of the Disciple is less than the M-358 Talon, but is good enough to be the Slayers go to weapon. Switch to the Acolyte pistol to quickly make short work of a banshee barrier or atlas shield. Last option, let your teammates do it. There are so many classes and weapons that strip shields, it rare to be in a group without one.

Mobility on the battlefield is great. The quick strafe is a medium range teleport, works in all four directions, and blinks through cover and walls. This ability also uses the Slayers barriers as a resource, so it’s safest to use after a charge or prior to taking fire.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4. This build is fragile, and the powers and melee attacks are hard to master. There are vulnerability issues with the animations and in the Slayers barriers being used as a resource for the heavy melee, phase disruptor, and his quick strafe teleport. You have to take cover and be very aware of your health bar and surroundings before engaging in a teleporting, sword wielding, killing frenzy… but oh boy, do those moments ever feel good when timed properly. This build is completely viable for silver and gold missions in the hands of the right player. I have not tested this build on platinum.

Appearance:
Orange camo – it matches the Slayers sword and his M-358 Talon.
A16 B4 C16 3:B3 C1

-edits by Lucien Midnight

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Hack and Slash – by G. J.

Build Title:
Hack and Slash – by G. J.

Class:
N7 Slayer Vanguard

Power Evolutions:
Biotic charge: (1), (2), (3)
Phase disruptor: Damage(4), Knockdown(5), Armour damage(6)
Biotic slash: Radius(4), Detonate(5), Damage(6)
N7 slayer: Damage and capacity(4), Power damage(5)
Fitness: Durability(4), Shield recharge(5), Fitness expert(6)

Weapons:
Anything that keeps a cooldown close to 200% (you could even go with a
weapon that keeps it above 150%, but ideally try and be as close to
200%). i usually use a paladin, talon, wraith, katana, or disciple,
depending on the mood.

Gear:
Since i usually use a heavy pistol, i use the commando package, but
you could also go with the mental focuser package, that works well
enough.

Strategy:
This is the first class that i truly feel that doesnt need to rely on
biotic charge. the biotic slash is extremely powerful, has a good
range (20m, 30m with evolution), hits like a truck (1180 approx with
my skill tree ^) and goes through walls. the only downside is the
slightly long windup time, but if you’re behind cover its a non issue
anyway. by the looks of it, the slash hits any targets in front of it,
so isnt limited to the total number of enemies it will affect, which
is amazing to just stunlock/kill groups of enemies at a time.

The slayer cannot setup biotic explosions,. but can detonate them
using both the disruptor and biotic slash, which does a tonne of
damage. the phase disruptor is the kind of power whether you like it
or you dont. It’s very useful that it does alot of damage, (explodes
in a 7m radius) and can be useful to stunlock/knockdown enemies if you
get overwhelmed

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4. This build requires a bit of experimentation and a
bit of experience to pull off, and alot of situational awareness. the
long windup time of the biotic slash does not have any invincibility
frames, so you CAN be shot down before you can do it. as you’re a
human as well, you’re pretty weak compared to some other classes, so
cover is your best friend here. small maps with cover would be best
for this class, and can even be used as a detonating gold farmer
character (be the host).

-edits by Lucien Midnight

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