Reinstated CAT6 Infiltrator – by ZeroBetrayal

Inducted to the Hall of Fame on Monday 20th May, 2013
COMMUNITY SCORE: 40 / 50
EDITOR’S SCORE: 40 / 50
TOTAL SCORE: 80 / 100

 

CAT6 is a private military corporation which takes its name from “Category 6”, the term used for soldiers who are dishonorably discharged from the Systems Alliance. CAT6 members are known to have histories of extensive criminal records, alliance and mercenary training and steroid abuse.
The Reaper war has caused the Alliance to search for help wherever possible, and has offered to overlook this soldiers record and consider reinstatement if he agrees to assist the war effort. CAT6 Infiltrators have extensive weapons training, utilize smoke grenades and can summon special drones that wreak havoc on enemy shields.

 

Character: Reinstated CAT6
Class: Infiltrator
Health: 600
Shields: 600

 

Base Melee Damage: 150 / 600
Heavy Melee: Disruptor Palm; activates a light-blue colored omni-tool that is pushed into its target. The melee attack can only strike one target and has a slow animation (roughly 3.5 seconds) but has a 60% damage reduction during its execution as well as a 15% chance to stun enemies, and a 30% chance to stun synthetics (reduced to 20% for Atlases and Primes).
Light Melee: Human light melee, the quick punch.
Heavy Melee Modifier: 1.0x against Health, 1.5x against Shields and Barriers, 0.75x against Armor.

 

Dodge: Combat Roll, standard human dodge maneuver
Mobility: Can dodge and take cover, no base movement speed penalty
Base Encumbrance: 30.00%
Stagger Resistance: Normal

 

Powers: Tactical Cloak, Smoke Grenade*, Disruptor Drone*, Splinter Training, Fitness

 

Tactical Cloak: Become invisible. Gain a massive attack bonus when breaking out of cloak.
Rank 1: Recharge Speed: 8 seconds, Duration: 4 seconds, Damage Bonus: 40%
Rank 2 (Recharge Speed): Increase recharge speed by 25%.
Rank 3 (Duration): Increase duration by 30%.
Rank 4 (Duration / Damage): Increase duration by 150% or Increase damage bonus by 40%.
Rank 5 (Melee Damage / Recharge Speed): Increase melee damage by 50% while cloaked or Increase recharge speed by 35%.
Rank 6 (Bonus Power / Sniper Damage): Use 1 power and remain cloaked or Increase sniper rifle damage by 25%.

 

Smoke Grenade: Drop a smoke grenade to conceal you and your movements. You cannot fire weapons while in the grenade’s radius. Boosts movement speed and reduces detection of you by enemies. You gain thermal vision while in the smoke.
Rank 1: Duration: 5 seconds, Radius: 10.00m, Movement Speed Bonus: 10%, Detection: -40%
Rank 2 (Max Grenades): Increase grenade capacity by 1.
Rank 3 (Movement Speed): Increase movement speed bonus while within the smoke by 5%.
Rank 4 (Radius / Duration): Increase impact radius by 50% or Increase the smoke duration by 50%
Rank 5 (Detection / Max Grenades): Decrease the chance for you to be detected within the smoke by an additional 40% or Increase grenade capacity by 2.
Rank 6 (Speed Boost / Regeneration): Increase movement speed bonus while within the smoke by an additional 10% or Upgrade the Grenade to restore your shields while within the smoke, it restores 100 shields per second and has a duration equal to the duration of the grenade.

 

Disruptor Drone: Summon a suicide drone which seeks out a target, locks onto them and dives into them causing shields and barriers to overload as well as stunning other enemies. Highly Effective (2.0x) against shields and barriers. Also detonates tech combos.
Rank 1: Recharge Speed: 8 seconds, Drone Shields: 500.00, Detonation Damage: 500.00, Detonation Radius: 3.00m, Stun Duration: 3 seconds
Rank 2 (Recharge Speed): Increase recharge speed by 25%.
Rank 3 (Shields & Damage): Increase drone shields and detonation damage by 20%.
Rank 4 (Shields & Damage / Electrical Effect): Increase drone shields and detonation damage by 30% or Add an electrical effect to the target which can be detonated, additionally they take 50% damage over 5.00 seconds.
Rank 5 (Shields & Damage / Mass Overload): Increase drone shields and detonation damage by 40% or Increase damage to shields and barriers by 75%.
Rank 6 (Twin Drone / Restore Pulse): Summon an additional drone which seeks out a separate target; both drones deal equal damage but both have their shields reduced by 50% or Restore the shields of allies by 60% when they are within the drone’s detonation radius when it detonates. Increase detonation radius by 50%. This restore ability does not affect you.

 

Splinter Training: Crime and honor have crossed paths multiple times for this soldier, in addition to the Alliance Training, these hardened splinter operatives demand battlefield control. More strength. Greater weapon and power damage.
Rank 1: Weapon Damage: 5%, Power Damage: 5%, Weight Capacity: 10
Rank 2 (Weapon & Power Damage): Increase weapon damage by 2.5% and increase power damage by 2.5%.
Rank 3 (Weapon & Power Damage): Increase weapon damage by 2.5% and increase power damage by 2.5%.
Rank 4 (Weapon Damage / Damage & Capacity): Increase weapon damage by 10% or Increase power damage by 10%, increase weight capacity bonus by 20.
Rank 5 (Power Damage / Headshots): Increase power damage by 15% or Increase headshot damage by 20%.
Rank 6 (Weight Efficiency / Weapon Damage): Decrease the weight of Shotguns, Assault Rifles and Sniper Rifles by 22.5% or Increase weapon damage by 12.5%.

 

Fitness: Boost health, shields, melee damage and durability.
Rank 1: Health & Shield Bonus: +15%, Melee Damage Bonus: +15%
Rank 2 (Durability): Increase health and shield bonuses by 10%.
Rank 3 (Melee Damage): Increase melee damage by 20%.
Rank 4 (Melee Damage / Durability): Increase melee damage bonus by 30% or Increase health and shield bonuses by 15%.
Rank 5 (Martial Artist / Shield Recharge): Increase melee damage by 75% for 30 seconds when an enemy is killed by heavy melee or Decrease shield recharge delay by 15%.
Rank 6 (Melee Synergy / Fitness Expert): Increase melee damage bonus by 30%, Increase weapon damage by 25% for 25 seconds after killing an enemy with heavy melee or Increase health and shield bonuses by 25%.

 

Strategy:
The Reinstated CAT6 Infiltrator gives us a different spin on a standard Human Infiltrator; instead of cryo, we have an electrical power and we have the first grenade which does not cause damage. The increase in base health and shields is meant to be reflective of the hardened battles the CAT6 has had to face: not only in the Alliance, but as a mercenary. The original idea was to have an Infiltrator class that adopted the traits of these enemies we fought in the Citadel DLC. Because we know that an organization like this exists, it makes the idea more plausible. Additionally, the multiplayer has evidence of the Alliance requisitioning assistance from unexpected sources (the Talon Mercenary, is the example that comes to mind).
Standard Tactical Cloak applies to the infiltrator, because I didn’t see the need to change it. You could effectively place a Sniper Rifle on him (such as the Black Widow), and take the Sniper Damage evolution. This would call for a no fitness build or one lacking Disruptor Drone; the choice is between being able to capitalize on all of the builds powers and having more bulk or using the strong heavy melee but less shield damage. I’d probably prefer a Cerberus Harrier or M-300 Claymore and then take Bonus Power, allowing you to pop off a Disruptor Drone and stay hidden.
Smoke Grenade provides an additional get-away strategy. Seeing the CAT6 Specialists from Citadel use smoke grenade inspired me to create something similar. As such, you gain thermal vision while in the smoke equal to the grenade’s radius. The grenade also decreases the chance for enemies to detect you; I really had to think about how this feature would work. They need to be significantly closer to you to detect you and you’ll be able to see them coming with thermal vision (this effect does not stack with Geth Scanner gear). Smoke Grenade struggles to find use because it’s very situational, but in the right situations (like a get-away when Tactical Cloak is cooling down or shield repair if you evolve it for Regeneration at rank 6) it becomes very useful. It reminds me of Lash, which is only really helpful maxed out. But it’s a handy tool to have.
Disruptor Drone was the blue suicide drone that the CAT6 Specialists could summon, and as such it’s use is to send it out to destroy the shields of herds of enemies (like grouped Phantoms) and to weaken boss shields. It can be upgraded to cause damage to multiple targets or to restore shields of allies (which doesn’t affect you, as you can use Smoke Grenades). If evolving Disruptor Drone for Twin Drone, you’d be best to go for maximum shields and damage. If evolving for Restore Pulse, you’d be best to use it as more of a utility, setting up combos and whatnot. Either way, the drone detonates tech bursts, cryo explosions and fire explosions.
What the Reinstated CAT6 lacks in terms of powers is armor-damage capabilities. Which can be acquired by using the right weapons and equipment. The M-300 Claymore with High-Velocity Barrel and Smart Choke with Incendiary Rounds would be helpful, it pierces armor with the barrel attachment and the incendiary rounds primes for fire explosions. A Cerberus Harrier with just Armor-Piercing Rounds, Extended Magazine and Extended Barrel would be more than powerful enough to assist the class. And a Black Widow with Warp Rounds, High-Velocity Barrel and Piercing Mod would be the go-to for those who like sniping.
I believe the CAT6 Infiltrator brings a unique skill set to the battlefield, and is a plausible character for the multiplayer. It has you bread-and-butter tactical cloak, a shield stripping ability like Arc Grenades (Quarian Male Infiltrator) and Smoke Grenades, to restore shields like Energy Drain (Salarian Infiltrator) and run away.
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Asari Ardat-Yakshi Sentinel – by JayneCobb88

Inducted to the Hall of Fame on Monday 20th May, 2013
COMMUNITY SCORE: 46 / 50
EDITOR’S SCORE: 36 / 50
TOTAL SCORE: 82 / 100

 

Ever since the first encounter with the Banshees fought on the Ardat-Yakshi monastery colony Lessus, the Asari Republics have done nearly everything to deny Reaper access to Ardat-Yakshi populations. The asari have failed time and again. Their newest approach has been to train and arm the monasteries and their populaces, instructing them to exact a heavy price from reaper forces for every asari life. The Ardat-Yakshi are only too happy to indulge their darker tendencies.
The Ardat-Yakshi’s nervous system completely overpowers and dominates that of her target, causing hemorrhaging in the victim’s brain and ultimately death in extreme cases. As a result, the Ardat-Yakshi becomes smarter, stronger and deadlier after each encounter.

 

Character: Asari Ardat-Yakshi
Class: Sentinel
Health: 500
Barriers: 600

 

Base Melee Damage: 150 / 500
Heavy Melee: Heavy Biotic Blast; same Asari heavy melee
Light Melee: Same Asari light melee
Heavy Melee Modifier: 1.0x against Health, 1.5x against Shields, Barriers and Armor.

 

Dodge: Biotic Dash; standard asari dodge, reduces barriers upon use (if barriers are down, it resets the recharge time for them)
Mobility: Can dodge and take cover, no base movement speed penalty
Base Encumbrance: 30.00%
Stagger Resistance: Normal

 

Powers: Barrier, Dominate*, Reave, Ardat-Yakshi, Fitness

 

Barrier: Reinforce armor with this biotic field. Detonate the field to lift and dangle nearby targets. Reduce all forms of damage taken. Slows power use by 60%.
Rank 1: Recharge Speed: 10 seconds, Damage Reduction: 25%, Blast Damage: 500.00, Blast Radius: 3.00m
Rank 2 (Recharge Speed): Increase recharge speed after detonation by 25%, increase damage and radius by 25%
Rank 3 (Blast Effect): Increase damage, force, and radius of the detonation by 20%.
Rank 4 (Blast Effect / Durability): Increase damage, force, and radius of the detonation by 30% or Decrease damage taken by 5%.
Rank 5 (Shield Recharge / Power Synergy): Increase shield regeneration rate by 15% while Barrier is active or Increase power damage and force by 30% while Barrier is active.
Rank 6 (Power Recharge / Barrier Strength): Reduce power speed penalty by 30% or Increase damage protection by 10%.

 

Dominate: Disrupt the synaptic harmonics of an organic brain so it can’t differentiate between friend and foe. A single affected target will fight on your side for a short time. Targets grow resistant to the power over time.
Rank 1: Recharge Speed: 12 seconds, Duration: 10 seconds
Rank 2 (Recharge Speed): Increase recharge speed by 25%.
Rank 3 (Duration): Increase duration by 30%.
Rank 4 (Recharge Speed / Duration): Increase recharge speed by 30% or Increase duration by 40%.
Rank 5 (Lasting Damage / Frenzy): Inflict massive nerve damage to the target, doing 50 points of damage per second or While under the effect of the power, the target does 40% more weapon damage
Rank 6 (Vulnerability / Rage): The target takes 30% more damage from all sources or While under the effect of the power, the target does 60% more weapon damage and takes 50% less damage

 

Reave: Drain target’s health and disrupt their resistances, receiving increased damage protection while this power is in effect. Effective against barriers and armor.
Rank 1: Recharge Time: 8 seconds, Damage Per Second: 100.00, Duration: 4 seconds, Damage Reduction: 15%
Rank 2 (Recharge Speed): Increase recharge speed by 25%.
Rank 3 (Duration): Increase power duration by 35%.
Rank 4 (Duration / Radius): Increase power duration by 40% or Increase impact radius by 3 meters.
Rank 5 (Damage Reduction / Recharge Speed): Increase damage protection by 10% or Increase recharge speed by 35%.
Rank 6 (Barriers & Armor / Damage & Duration): Increase effectiveness against armor and barriers by 75% or Increase damage by 30%, Increase duration by 30%, Increase damage protection bonus by 15%

 

Ardat-Yakshi: Centuries of rigid monastery studies give the Ardat-Yakshi greater mental focus to strengthen their biotics. Longer power duration. More weapon damage. More strength.
Rank 1: Weapon Damage Bonus: 5%, Power Duration: 15%, Weight Capacity Bonus: 10
Rank 2 (Weapon Damage): Increase weapon damage bonus by 5%.
Rank 3 (Power Duration): Increase power duration by 10%.
Rank 4 (Weapon Damage / Duration & Capacity): Increase weapon damage bonus by 7.50% or Increase power duration by 25%, Increase weight capacity bonus by 20 points.
Rank 5 (Power Damage / Headshots): Increase power damage and force bonuses by 15% or Increase headshot damage bonus by 20%.
Rank 6 (Pistols / Weapons Damage): Decrease the weight of heavy pistols by 30% or Increase weapon damage bonus by 10%.

 

Fitness: Boost health, barriers, melee damage and durability.
Rank 1: Health & Barrier Bonus: +15%, Melee Damage Bonus: +15%
Rank 2 (Durability): Increase health and barrier bonuses by 10%.
Rank 3 (Melee Damage): Increase melee damage by 20%.
Rank 4 (Melee Damage / Durability): Increase melee damage bonus by 30% or Increase Health and barrier bonuses by 15%.
Rank 5 (Martial Artist / Shield Recharge): Increase melee damage by 75% for 30 seconds when an enemy is killed by heavy melee or Decrease shield recharge delay by 15%.
Rank 6 (Melee Synergy / Fitness Expert): Increase melee damage bonus by 30%, Increase Power Damage by 30% for 20 seconds after an enemy is killed by heavy melee or Increase health and barrier bonuses by 25%.

 

Strategy:
The Ardat-Yakshi is a potent blend of speed, durability, crowd control, debuffing, biotic explosions and increasing both power damage and duration. Barrier and Reave work together to add up to a maximum total of 80% damage reduction. Barrier’s 5th evolution “Power Damage” and a Power Magnifier on either an SMG or Heavy Pistol will increase Reave’s damage per second while Ardat-Yakshi passives increase the duration. In this way Reave can more than double its damage output from 800 to 1700 health damage or 1200 to 2550 armor damage or 1700 to 3450 barrier damage across a 3 meter radius. Reave can stagger infantry, setting them up for follow on weapon’s fire or teammates’ detonations.
Dominate can turn an enemy into a useful distraction and prime the target for a biotic explosion which Reave can detonate. Since Ardat-Yakshi passives increase duration, Dominate is also improved and can achieve a maximum of 21 seconds. Dominate can also be used like Tactical Scan against all enemies (organic and synthetic), namely boss types even if they don’t actually turn to fight other enemies (Primes and Atlases).
Turning Barrier on and leaving it on means the Ardat-Yakshi can use all three powers while only having to manage the cooldown between 2 powers which makes this power heavy class very user friendly to new players and ensures the best use of powers. Being power reliant and using Barrier means the Ardat-Yakshi should use light weapons to keep a high power recharge. She is incredibly weak against Geth and certain Cerberus units but if she knows her enemy an Ardat-Yakshi can simply carry bigger guns and only concern herself with Barrier and Reave.
Dominate can be evolved two different ways to compliment different play styles. Dominate can either be used to severely damage one enemy and expose it to teammate’s damage or to turn that one enemy into a temporary powerhouse, smashing back through enemy lines. Dominating a brute always yields incredible results. Being a melee unit the monster wades into crowds smashing left and right while drawing fire, supplying the perfect opportunity to detonate a biotic explosion with Reave right where it does the most damage. Scions can wreck shop in the enemy ranks with their arm cannons. Dragoons and Phantoms would stagger and scythe through entire enemy formations.
The Ardat-Yakshi can be built many ways to accommodate multiple play styles. Take a balanced approach and wreak havoc while sitting back under cover, always with a minion between you and the enemy army. Or ignore Dominate entirely and carry a heavy weapons load out and spam Reave every 7-9 seconds to keep your damage reduction going. Or switch the heavy guns for a shotgun Omni-blade attachment and use area Reave to stagger the enemies just before stepping into them and demolishing a group with the asari heavy melee biotic blast.
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Quarian Exile Adept – by Cr0nage

Inducted to the Hall of Fame on Monday 20th May, 2013
COMMUNITY SCORE: 44 / 50
EDITOR’S SCORE: 42 / 50
TOTAL SCORE: 86 / 100

 

Quarians have spent centuries at perpetual salvage and ship repair–the survival of their species depends on this technical expertise.

The Quarian Exile was removed from the Migrant Fleet for choosing to develop her biotic powers instead of taking on the task of working for the good of the Flotilla. She has trained with the biotics of the underworld and earned a set of biotic skills suited to the most violent criminals of the galaxy. Few have met the Exile in combat, and even fewer want to.

 

Character: Quarian Exile
Class: Adept
Health: 500
Barriers: 500
 
Base Melee Damage: 500 / 500
Heavy Melee: Send out a biotic shockwave that damages enemies in a cone in front of you.
Light Melee: Send out a biotic shockwave that damages enemies in a circle a short distance from you.
Heavy Melee Modifier: 1.0x against Health and Armor, 1.75x against Shields and Barriers

 

Dodge: Acrobatics; dodge animation is identical to that of the N7 Fury’s or the N7 Slayer’s, also carries the barrier penalty.
Mobility: Can take cover, can dodge and has no base movement speed penalty.
Base Encumbrance: 30.00%
Stagger Resistance: Normal

 

Powers: Throw, Shockwave Grenade*, Arc Field*, Quarian Exile, Arc Projector*

 

Throw: Toss your enemy through the air with this biotic blast.
Rank 1: Recharge Speed: 4 seconds, Force: 600.00N.
Rank 2 (Recharge Speed): Increase recharge speed by 25%.
Rank 3 (Force): Increase force by 25%.
Rank 4 (Force / Radius): Increase force by 40% or Increase impact radius by 2.00m.
Rank 5 (Detonate / Recharge Combo): Increase the force and damage of biotic detonations 50% or Reset recharge time after a biotic combo detonates.
Rank 6 (Force & Damage / Recharge Speed): Increase force by 50% and do an additional 200 damage on impact or Increase recharge speed by 60%.

 

Shockwave Grenade: Throw a grenade packed with biotic power that creates a biotic shockwave upon impact. Detonate biotic combos.
Rank 1: Damage: 900.00, Force: 700.00N, Radius: 5.00m.
Rank 2 (Max Grenades): Increase grenade capacity by 1.
Rank 3 (Force & Damage): Increase force and damage by 20%.
Rank 4 (Force & Damage / Radius): Increase force and damage by 30% or Increase radius by 35%.
Rank 5 (Max Grenades / Detonate): Increase grenade capacity by 2 or Increase force and damage of biotic detonations by 50%.
Rank 6 (Damage & Force / Radius & Lift): Increase damage and force by 40% or Increase radius by 65%, add a lifting effect which propels unprotected targets into the air for 7 seconds.

 

Arc Field: Cast a field around your target that does damage over time to all foes within range. Also creates a field around the player that does damage over time to all foes within range. Target foe and foes under the influence of either field can be detonated. Arc Field moves to a new target if target foe is killed before the field expires. Only one field may be active at a time.
Rank 1: Recharge Speed: 10 seconds, Damage Per Second: 75.00, Duration: 30 seconds, Radius: 4.00m
Rank 2 (Recharge Speed): Increase Recharge Speed by 25%.
Rank 3 (Damage): Increase Damage by 20%.
Rank 4 (Damage / Duration): Increase Damage by 30% or Increase duration by 40%.
Rank 5 (Damage Taken / Recharge & Radius): Targets caught in the field take 15% more damage from all sources or Increase recharge speed and field radius by 35%.
Rank 6 (Pierce / Drain): Increase damage to barriers and armor by 75% or Increase duration by 40% increase damage by 30%, drain 100% of the damage done to enemy shields and barriers to restore your own barriers.

 

Quarian Exile: Skills developed surviving amongst thieves and outlaws, survival at any cost. More weapon damage, more power damage and greater Strength.
Rank 1: Weapon Damage: 2.5%, Power Damage: 10%, Weight Capacity: 10.
Rank 2 (Weapon Damage): Increase weapon damage bonus by 2.5%.
Rank 3 (Power Damage): Increase power damage and force bonuses by 10%.
Rank 4 (Weapon Damage / Damage & Capacity): Increase weapon damage bonus by 7.5% or Increase power damage and force bonuses by 10%, increase weight capacity bonus by 20 points.
Rank 5 (Power Damage / Headshots): Increase power damage and force bonuses by 15% or Increase headshot damage bonus by 20%.
Rank 6 (Weapon Weight / Weapon Damage): Decrease weight of all weapons by 20% or Increase weapon damage by 10%.

 

Arc Protector: Boost health, barriers, melee damage and durability. Your melee attacks will stun unshielded enemies for 2 seconds.
Rank 1: Health & Barrier Bonus: 15%, Melee Damage Bonus: 15%.
Rank 2 (Durability): Increase Health and Barrier bonus by 10%.
Rank 3 (Melee Damage): Increase Melee damage bonus by 20%.
Rank 4 (Melee Damage / Durability): Increase melee damage bonus by 30% or Increase health and barrier bonus by 15%.
Rank 5 (Stun / Shield Recharge): Increase the stun duration by an additional second or Decrease shield recharge delay by 15%.
Rank 6 (Power Synergy / Fitness Expert): Increase melee damage bonus by 30%, increase Power Damage by 30% for 20 seconds after an enemy is killed by heavy melee or Increase health and barrier bonuses by 25%

 

Strategy:
This Quarian would be played very much like you would expect any Quarian or adept character to play. They pop up, unleash an assault, and retreat to cover to avoid taking too much damage.
Specifically for people who like roaming the shadows, but don’t want to rely on cloaks, this character could easily annihilate a group of low – mid strength enemies by casting Arc Field and flanking to detonate enemies with Throw, or use Shockwave Grenades to blow thy enemies to little bits.
Thanks to the melee ability, a player could also choose to charge head on into weaker enemies, stunning them, draining their shields, and detonating them with Throw. With the protection Arc Field can maintain, this Adept has more survivability than your average pushover biotic.
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Competition Submissions Close

Thank you to all entries to the Design a ME3 Multiplayer Competition; they’ve been received and I’ve had a look over each of them–all have the necessary requirements to be eligible for entry. Shortly, another email will be sent to each contestant, asking whether their entry is under Best Concept or Most Creative or both. Saying “under both” does not increase your chances of winning, but it allows me to gauge my voting process easier.

 

The concepts will be appearing on the site either Sunday or Monday and the community voting period begins on Monday 6th May 3.00am GMT, and closes one-week later on Monday 13th May 3.00am GMT. To vote, go to the CHARACTER COMPETITION category on the site, and select the sub-category of which class you’d like to vote on (you may vote on each submission, but only once; contestants may not vote on their own concept but can vote fairly on another contestants concept). Then, post a comment explaining what you liked or didn’t like and supplement it with a number between 1 and 5 (1 for awful, 5 for amazing) and then vote the post that number of stars.  Votes not supplemented by a comment will not count. If no votes appear on a concept, that concept immediately scores half the possible community score, which is 25.

 
Without further ado, these are your contestants!

Synthesized Human Vanguard – by justazaya (PS3)

Quarian Exile Adept [Female] – by Cr0nage (PS3)

Batarian Technician Engineer – by Reeger50211 (Xbox360)

Asari Ardat-Yakshi Sentinel – by JayneCobb88 (Xbox360)

Quarian Bounty Hunter Engineer [Male] – by LordSitriCZ (PC)

Reinstated CAT6 Infiltrator – by ZeroBetrayal (Xbox360)

Salarian Neutralizer Soldier – by Yacob360 (Xbox360)

Yahg Runaway Sentinel – by Ask4Damien (Xbox360)

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Golden Arrow – by JKF1209

Build Title: Golden Arrow

 

Class: Talon Mercenary Engineer

 

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

 

Power Evolutions:
Cain Trip Mine: (4) Damage, (5) Grenade Capacity, (6) Damage
Concussive Arrows: N/A
Armor-Piercing Arrows: (4) Damage, (5) Armor Damage, (6) Arrow Count
Elite Mercenary: (4) Power Damage, (5) Power Damage, (6) Charge Generation
Omni-Bow Mastery: (4) Omni-Bow Damage, (5) Killing Spree, (6) Omni-Bow Damage

 

Weapons:
Equip the highest Melee Boost attachment you have to a light weight weapon. Ideal would be a Disciple X with Shotgun Omni-Blade and Shredder Mod.

 

Gear:
In order of importance, go for Melee Damage, Power Damage, Grenade Count, Shield Strength

 

Strategy:
CAMP!!!! I’ll say it again in case you didn’t understand the first time. CAMP!!!!
Know where the spawns are and keep as much distance as possible between you and the enemy. Use trip mines or another player to cover your back. Watch the kill feed for your mines to tell when enemies are behind you. This character is incredibly fragile and can easily be dropped by EVERYTHING. The melee for this character is his Omni-Bow which you will spam. Think of the Omni-Bow as your primary weapon. Heavy Melee shoots 5 arrows in a quick burst, Light Melee shoots 5 arrows in a horizontal spread. The arrows home on enemies even cloaked ones and will stun most enemies. The further you are from the enemy the higher your accuracy will be. If enemies get too close, set trip mines and run away. The light melee can be used to quickly stun a close up enemy while you run or fire a heavy melee. An enemy within 2 meters is a death sentence unless you drop them instantly or run. A boss at a distance is best dealt with using Armor-Piercing Arrows (Cain Trip Mines if you’re a good shot), if close up lay mines and run away. You can be a bit more adventurous if you are good with dodge and cover mechanic’s but remember you can be dropped very easily by EVERYTHING. Shooting the bow from cover is no longer as buggy as it was, but it’s still more accurate to shoot out of it. When shooting the bow try to stay off sticky cover if it’s safe. If it helps you understand the strategy I’ve come up with an analogy. Think of yourself as an ant holding a .50 cal, loaded with homing bullets. You can kill everything but everything can kill you just as easily.
For Geth: Hunters and Pyros are the most dangerous as they can easily sneak up on you and have massive DPS. HM unless emergency then CTM or APA, either will drop them on gold. Keep as much distance as possible between you and the enemy.
Primes go down quick with Cain Trip Mines and Armor-Piercing Arrows doing massive damage to armor. The turret and drone can kill you pretty quick, I’ve noticed that even with other players around Primes will agro you, so have some cover you can hide behind.
For Reapers: Banshee’s are your biggest threat, the bow has a tendency to miss them unless your on the other side of the map, and Cain Trip Mines often don’t work because she doesn’t readily walk into them. Shoot Cain Trip Mines at her feet and keep your distance.
Ravagers aren’t a huge threat but Swarmers will kill you in a matter of seconds. Use Armor-Piercing Arrows unless a Cain Trip Mine is guaranteed to trip. Beware of the Swamers and the acid after you kill it. Brutes are not a huge threat use Armor-Piercing Arrows at a distance and Cain Trip Mines up close. Time your dodges and use cover and they cant touch you. Drop husks before they grab you, the time spent dealing with them up close will get you killed.
For Cerberus: Phantoms are you biggest concern hit them with Armor-Piercing Arrows and lure them into Cain Trip Mines. They can drop you with their pistol so beware. Atlases can be a problem with their guns but are easy targets for both Armor-Piercing Arrows and Cain Trip Mines. Get to cover when they agro to you and take pot shots with Armor-Piercing Arrows. Dragoons for obvious reasons are best dropped quick with an Armor-Piercing Arrows or two. Cain Trip Mines if they get close, they will blindly run right into them. Guardians are annoying try to get them with Cain Trip Mines. You could use your gun too. Turrets are best dealt with quickly using Armor-Piercing Arrows. Nemeses can be a problem, time your shots to hit them when they’re out of cover.
For Collectors: Praetorians are best killed with Armor-Piercing Arrows at a distance, you can hit them with a Cain Trip Mines on the ground to do good damage. Scions are easy, Armor-Piercing Arrows at a distance and it’s pretty easy to set up Cain Trip Mines in their path. Abominations are of slight concern Armor-Piercing Arrows the more powerful ones to drop them quickly.
For everything else I didn’t mention use heavy melee, or Armor-Piercing Arrows if they need to die faster. You can trick shot enemies you normally can’t hit by shooting from cover to get the arrows to curve around their cover. Works great for guardians and nemeses, can be difficult to do.

 

N00b Rating:
3.5 – To be good with this class you have to have good aim, know when to run, and how to run without getting shot in the back, I would suggest a few trial runs on bronze or silver to make you realize just how fragile this guy is.

 

Appearance: A3 B4 Just a simple gold armor.
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