T-1000 – by JayneCobb

Build Title: T-1000

 

Class: Alliance Infiltration Unit Infiltrator

 

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

 

Power Evolutions:
Tactical Cloak: (4) Damage, (5) Melee Damage, (6) Shotgun Damage
Snap Freeze: (4) Damage, (5) Cryo Explosion
Repair Matrix: (4) Survivability, (5) Duration, (6) Enhanced Repair Matrix
Unshackled AI: (1), (2), (3)
Fitness Module: (4) Melee Damage, (5) Martial Artist, (6) Melee Synergy

 

Weapons:
Primary: A lightweight and “accurate” shotgun with Blade Attachment and High-Velocity Barrel. The best is the Wraith but the Eviscerator and Disciple also work.
Secondary: Acolyte with Ultralight Materials and High Caliber Barrel

 

Gear:
Use Shock Trooper gear if it gives you 2 grenade slots, otherwise use Grenade Capacity.

 

Strategy:
The Alliance Infiltration Unit is the consummate close quarters specialist. Tac Cloak is useful as it always is but provides extra shotgun damage instead of sniper damage. Snap Freeze sets up cryo explosions, staggers across a wide area, provides 10% vulnerability and weakens armor 25%. That last one is a big one especially coupled with High-Velocity Barrel. The damage of every shot against an armored target is reduced by 50 so for shotguns which spread their damage over 8 pellets, that’s 400 damage resisted per shot by armored targets. But with 25% weakening and 65% piercing, only 40 damage is shrugged off by armored targets. Repair Matrix almost feels like cheating. The increased movement speed paired with the acrobatic dodges (which reduce damage taken by 50%) means you simply don’t get hit. So when you get hit, Repair Matrix reduced damage taken by 40% and if you’re hit in the middle of a dodge then that’s 90% damage ignored. That measly 10% is quickly repaired by the 235 shield points regenerating per second. And should you go down for some reason, you get back up with full health and enough invulnerability time to activate another repair matrix, cloak, and side flip to safety. Activating Repair Matrix has no animation which means doing so is instantaneous so long as you aren’t staggered and being a grenade power, using it will not cause you to decloak.
The T-1000’s offense is an extremely fast rotation mixing cloak, Snap Freeze, heavy melee and shotgun blasts. The Wraith’s only shortfall is the time delay between shots. The Infiltration Unit’s heavy melee is both powerful and crazy fast. This speed allows heavy melee to be used to cancel the last second of Snap Freeze that does nothing but slow down the attack and to fill the space in between shots from the Wraith to maintain a continuous assault. Also, once an enemy is killed by heavy melee the T-1000  gains 25% weapon damage for 20 seconds which is equivalent to maxing out Unshackled AI for weapon damage. An assault run looks something like this; Cloak, close distance to enemy, Snap Freeze, cancel to Heavy Melee, Shotgun blast, Heavy Melee, Shotgun, cloak, side-flip, reload, repeat.
Most enemies die with or before the first shotgun blast and only Brutes or higher survive the second shotgun blast. This assault rotation is so fast that only the last shotgun attack doesn’t receive Tac Cloak’s damage bonus.
A few last words on Repair Matrix. With a duration of 12 seconds and Shock Trooper IV or V, the T-1000 has the potential for a full minute and a half of invulnerability. And with that said, Repair Matrix does not need to be active all the time. When facing down one or two enemies, leave it off unless your shields go down. And when attacking groups just form a plan, pick a target and then activate Repair Matrix. This kind of use minimizes trips to the ammo boxes which I make a policy to do whenever I only have 1 Matrix left. Repair Matrix will also stop the damage over time effects from banshees and scions. So in summary only use Repair Matrix before fighting groups, when shields are dropped or being drained and always have one on hand.

 

N00b Rating:
2 – Super effective, super fun and Repair Matrix keeps even inexperienced players in the game. Sync kills will still make you super dead, Repair Matrix won’t reactivate you.
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Avatar of Vengeance – by JayneCobb88

Build Title: Avatar of Vengeance

Class: Awakened Collector Adept

Map Difficulty Rating: This build has the potential for Platinum Gameplay.

Power Evolutions:
Dark Sphere: (4) Explosion Damage, (5) Recharge Speed, (6) Unstable Dark Sphere
Seeker Swarm: (4) Recharge Speed, (5) Damage Reduction
Dark Channel: (1), (2), (3)
Vengeful Ancient: (4) Damage & Capacity, (5) Power Damage, (6) Collector/Prothean Weapon Damage
Ancient Warrior: (4) Ascension Damage Bonus, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
Prothean Particle Rifle with Extended Barrel and Magazine Upgrade or Collector Sniper Rifle with Extended Barrel and Piercing Mod. The Prothean Rifle has the advantage for boss killing and the Collector Sniper Rifle is better at shwacking mooks. As well as the Acolyte with Ultralight HP Materials and Power Magnifier for trashing boss barriers/shields. It’s not necessary to carry the Acolyte when using the Particle Rifle except when facing Phantoms.

 

Gear:
Warp Ammo is a MUST and anything that increases Assault/Sniper Rifle damage, shield strength or power recharge also help.

 

Strategy:
The Avatar of Vengeance deals his damage not by spamming Dark Sphere for its explosions but for its biotic priming and following up with warp enhanced particle beams and Seeker Swam biotic explosions. That’s the strategy in a nutshell.
The complex version is this:
Dark Sphere operates in two stages. Stage One is casting in which the sphere is tossed out and sticks to walls without causing a cool-down. Once stuck to a wall the dissipation timer starts which is equal to the DOT duration, 7 sec for this build. At the end of that time the sphere is gone and another can be cast without triggering a cooldown. The Dark Sphere will cause DOT damage and bioticly prime enemies within a radius equal to the detonation radius, 7 meters for this build. Stage Two is initiated by casting the power a second time before the sphere has dissipated, setting off a large blast, causing massive damage and triggering the power’s cool-down. This means the player can use this power without ever triggering its horrendously long cool-down. The downside is no big blast. The upside is that right after throwing a Dark Sphere down a hall the player can immediately cast Dark Channel. Unfortunately, Dark Sphere is NOT a detonating power so a blast from Dark Sphere will not trigger a biotic explosion , only prime them. This leaves Seeker Swarms as the Collector Adept’s sole method of detonating biotic explosions. Rarely have I found myself tossing out more than 2 swarms and while 3 can happen, 4 almost never did. Additionally the total health gained is greater from Fitness Expert (6) than from an extra seeker 10% damage
reduction. The swarms also prime biotic explosions for the duration that they slow down the target, 4 sec with this build.
Since all abilities prime biotic explosions the collector is a natural team player for any other adept or vanguard. Collector dodges are similar to Turian jump jets which mean they can be used effectively for both dodging and locomotion. Ascension mode is an awesome tool but situational so not worth investing fully in. The Avatar of Vengeance is fast and has decent but not amazing shields so use this to your advantage by staying in cover to shoot and use dodges to reach new cover. Staying in cover provides 40% damage reduction and the Seeker Swarms brings that total to a beefy 70%. Using particle weapons frees the Avatar from having to make ammo runs. Lateral dodges can be used to cancel the Seeker Swarm animation.
Specific Tactics:
Single trooper – Dark Channel to stagger and start shooting with particle rifle/collector sniper rifle, if need be, toss a swarm to detonate the biotic explosions and stagger a second time if it doesn’t kill the enemy outright.
Single boss – Dark Channel, unload your weapon into them and watch ‘em melt. Do not detonate the Dark Channel with a Seeker Swarm before shooting. Doing so eliminates the biotic priming, preventing the warp ammo from doing “extra damage vs lifted target”
Multiple troopers – Dark Sphere into group, immediately cast Dark Channel, Ascension Mode heavy melee, detonate Dark Sphere if you wish, detonate biotic explosions with swarms, sprinkle weapons fire through out the process.
Multiple bosses – Ascension Mode heavy melee, Dark Channel, melt with weapon, Dark Channel and shoot next target.
Rushed by many enemies – Dark Sphere and immediately detonate to stagger, use forewing dodges to egress. If desired, turn and detonate biotic explosions with swarms.
Phantoms – Dark Sphere aimed at where the targets will be, hit one phantom with Dark Channel, shoot another with acolyte, detonate Dark Sphere to kill one phantom and drop the barriers of the second. Leave and let the combined DOTs do their thing.
Dragoons – Launching a Seeker Swarm is the fastest power that will both stagger and bioticly prime Dragoons, setting up follow on weapons fire.

 

N00b Rating:
3.5 – Takes some getting used to and requires some rare equipment but quickly melting through both bosses and crowds is just amazing. The hardest thing about Vengeance is knowing when it’s a good idea/safe to detonate Dark Sphere and suffer the recharge.
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Fun with Poison Strike! – by GreenFalcon13

Build Title: Fun with Poison Strike!

 

Class: Turian Cabal Vanguard

 

Map Difficulty Rating: This build has the potential for Silver gameplay, Gold gameplay possible albeit less effective.

 

Power Evolutions:
Poison Strike: (4) Range, (5) Poison Duration, (6) Double Dash
Nightshade Blades: (4) Damage, (5) Poison Duration, (6) Enhanced Blades
Biotic Focus: (4) Damage Taken, (5) Duration, (6) Biotic Shield
Turian Veteran: (4) Damage & Capacity, (5) Power Damage
Venom Gauntlets: (1), (2), (3)

 

Weapons:
Automatic Assault Rifles and/or Pistols. You want to equip only one and have something that shoots fast. Yeah I know SMG’s do work, but unfortunately they don’t have a melee attachment. I like to use a pistols as their lightweight, and you can attach the Power Amplifier and Melee Stunner, onto them. The assault rifle omi-blade is necessary if you are going for a melee/AR build, as it doesn’t have the draw-back on the Shotgun omi-blade which will increase your weapon weight, but a shotgun itself is also viable.
Recommendations for Assault Rifles: M-7 Lancer, M-15 Vindicator, Geth Pulse Rifle, Particle Rifle
Recommendations for Heavy Pistols: M-11 Supressor, N7 Eagle, Acolyte, M-358 Talon

 

Gear:
Incendiary Rounds or Drill Rounds, Strength Enhancers, Adrenaline Modules or Cyclonic Modulators, and Grenade Capacity or Warfighter Package.

 

Strategy:
The first thing I noticed with the Cabal is that essentially Biotic Charge was split in three separate abilities for her. Or maybe I’m over thinking this.
-The teleporting detonating charge part, Poison Strike.
-The stunning damaging part, Nightshade Blades.
-The shield restoring part, Biotic Focus (Only with full leveled upgrade)
This split of the vanguards core ability lead to a very unorthodox play style.

 

The first build is a very basic build built for Poison Strike and those who like it. While a cool name and animation are what we get, I do find it somewhat of a lackluster ability. Poison/Acid does not prime targets, it’s a strict DoT (Damage over Time), although Poison Strike does detonate biotic explosions as well cause biotic damage. I personally like the Poison Strike ability, but it is a hazard when using it directly on enemies on Gold and Platinum. The strike can teleport you through enemies and walls, but only a short distance. Unlike Biotic Charge, it doesn’t have unlimited range and it doesn’t stagger enemies, that’s what Nightshade Blades are for, but we’ll get into that. Base range of Poison Strike is 12 meters, which is a little over (I think 4 meters more than) the dodge range of a Turian (THE ONES THAT DO DODGE!) Range is selected (+40%) in the powers to compensate for Double Dash taking away 40% of the range. Thus we are still left with 12 meters with the added addition of a second dash. This allows us to cover 24 meters, rather than just 17. Not really a big deal or game changer, as taking the other options will just up the DoT on poison strike. Although worth nothing is with incendiary ammo equipped stacked with the poison effects you will get a very nice melting bar of health. Nightshade blades is just like ballistics blades, except poison, stacked with incendiary ammo and a Poison Strike for even further DoT. They also stun, which brings me back to that point on Biotic Charge. Strike and Blade, and dash away!
Unfortunately, you need a high sensitivity or quick thumbs to turn around after your strike, as your back is turned to still living enemies, who on higher difficulties are already looking at you by that time… That’s why you use Biotic Focus before and after the strike. This is an awesome ability, similar to Stim Packs except they don’t consume a grenade. On the down side, it only restores 40% of your barriers, which is less then Biotic Charges based 50%. But is also ups movement speed, which is what we want for this basic class.
The Passives are totally up to the preference of the player here. Fitness rank four doesn’t make an impact on the health, so I went to rank 5 in power damage of Turain Veteran instead. Rank 4 of Turain Veteran, is up to what gun your using.

 

N00b Rating:
3.5 – Shines better on Silver but works on Gold. More of a build for players who are after additional agility over damage output. Fun to play, but harder than my other submission (Poison Strike-less Cabal).
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Poison Strike-less Cabal by GreenFalcon13

Build Title: Poison Strike-less Cabal

Class: Turian Cabal Vanguard

Map Difficulty Rating: This build has the potential for Gold gameplay, Platinum will require perseverance and a strong team.

Power Evolutions:
Poison Strike: N/A*
Nightshade Blades: (4) Damage, (5) Poison Duration, (6) Enhanced Blades
Biotic Focus: (4) Damage Taken, (5) Melee Damage Bonus, (6) Biotic Shield
Turian Veteran: (4) Damage & Capacity, (5) Power Damage*, (6) Damage & Stability*
Venom Gauntlets: (4) Durability, (5) Martial Artist, (6) Melee Synergy

 

*If you struggle with difference in mobility by not having Poison Strike, trade the last two ranks of Turian Veteran for the first four in Poison Strike (Range).

 

Weapons:
Automatic Assault Rifles or Pistols. You want to equip only one and have something that shoots fast. Yeah I know SMG’s do work, but unfortunately they don’t have a melee attachment. I like to use a pistols as their lightweight, and you can attach the Power Amplifier and Melee Stunner, onto them. The assault rifle omi-blade is necessary if you are going for a melee/AR build, as it doesn’t have the draw-back on the Shotgun omi-blade which will increase your weapon weight, but a shotgun itself is also viable.
Recommendations for Assault Rifles: M-7 Lancer, M-15 Vindicator, Geth Pulse Rifle, Particle Rifle
Recommendations for Heavy Pistols: M-11 Supressor, N7 Eagle, Acolyte, M-358 Talon

 

Gear:
Incendiary Rounds or Drill Rounds, Strength Enhancers, Adrenaline Modules or Cyclonic Modulators, and Grenade Capacity or Warfighter Package.

 

Strategy:
Built more as a weapons platform and melee build. Nightshade blades also reaches about 2700 damage without added equipment. Nightshade Blades can be customized to your preference, you could take (4) Capacity, (5) Reach, and (6) Explosives Blades instead, which up it damages even more. Once a target is under DoT from Nightshade Blades (and/or incendiary ammo) just activate Biotic Focus and go to town, punching the living hell outta your foes. While one’s are getting slapped around the others are having their health melted away. Try to always have Warfighter Package or Grenade Capacity Gear equipped: you want as many Blades on you at all times. Since Poison Strike is not here to get yourself outta a sticky situation, her dodge does allow her to teleport which is plenty enough to race back around a corner. So players are still nimble enough to weaving in and out of crowds and around sync-killing bosses. Adrenaline boosters also help with this.

 

N00b Rating:
2.5 – More of a damage build tailored for higher difficults. Your sturdier and deal more damage at the expense of some mobility. Easier to use than my other submission (Fun with Poison Strike).
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THAT Time of the Month – by CoreyImperia

Build Title: THAT Time of the Month

Class: Human Female Adept

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

Power Evolutions:
Singularity: (1), (2), (3)
Warp: (4) Detonate, (5) Expose, (6) Pierce
Shockwave: (4) Radius, (5) Detonate, (6) Recharge Speed
Alliance Training: (4) Damage & Capacity, (5) Power Damage
Fitness: (4) Melee Damage, (5) Martial Artist, (6) Weapon Synergy

 

Weapons:
You’ll want to take the N7 Hurricane with SMG Recoil Systems and High-Velocity Barrel and the Acolyte with Melee Stunner and High Caliber Barrel (Heavy Barrel if you have a high-leved Hurricane). You’ll be using the Acolyte constantly and falling back on the Hurricane for armored targets.

 

Gear:
In terms of gear: Incendiary, Warp or Armor-Piercing would be the way to go with this build. Incendiary primes Fire Explosions, Warp weakens armor and synergizes with biotics and Armor-Piercing deals extra damage to armor. Use Strength Enhancer for weapon bonus and Cyclonic Modulator for armor bonus. You could choose either Martial Biotic Amp for extra biotic damage and melee damage or Juggernaut Shield for extra melee damage and shields for your gear bonus.

 

Strategy:
All hail the mighty Human Female Melee Adept! This is one of the most unique and fun spins on the base human adept you could ever create, but by no means is it easy to use. Useable on Gold, this humble character uses the Human Adept Melee (which is really good) and biotics to draw things in, weaken them, knock them back and explode ‘em.
Leave Singularity at rank 3, while it is really good since the patch you are only using it to catch weaker enemies so you can keep your Melee Synergy going. Warp is a standard evolution; Detonate for stronger explosions, Expose for target weakening, and Pierce for boss damage. Shockwave is also pretty standard; Radius for a better chance to hit (because that extra 60cm is actually worth it), Detonate for incredible explosions and Recharge Speed for stagger spamming. You need full melee for the build’s Fitness. For the passive, take Damage & Capacity at Rank 4, this is to give faster recharge times since you’re carrying two weapons. Then more Power Damage.
You need to play this character in a certain way, as the difficulty rises her effectiveness lowers because melee is harder to pull off on Gold and very difficult on Platinum. You’ll find yourself using you melee up to wave six or seven and only against infantry (the except will be of course, Banshee’s or Primes on low armor). The thing that makes the Human Adept heavy melee awesome is that it does more damage against Shields, Barriers and Armour then Health, not many other characters can do that. Singularity is how you catch Abominations, Husks, Cannibals, Geth Troopers, Assault Troopers and Collector Troopers to begin your melee synergy. Your synergy enhances weapon damage, which we capitalize by using the Hurricane against bosses. Your Acolyte strips the shields of Maruaders, Collector Captains, Geth Hunters, Geth Rocket Troopers, Nemeses, Phantoms, Centurions and Combat Engineers so you can heavy melee them, or catch them with Singualrity and follow with Shockwave. Use Shockwave often to stagger enemies, its a lifeline and a comodity to the class.
Bosses require more… finesse. Heavy Melee attacks aren’t the best approach, even though yours does bonus damage, try to only use it as a finisher. Your explosions will get you through them (Warp and Shockwave). You can afford to finish Geth Pyros with heavy melee but avoid Ravagers in particular as their goo will shred you low shields and health. Brutes and Scions (and Ravagers) will succumb to explosions, but it is sometimes risky to use the heavy melee as a finisher. If you have a Weapon Synergy running, therefore the Hurricane should dispose of them quickly. The same goes for Altases, Primes, Banshees and Praetorians. You should be able to finish Banshees and Primes (as long as the Banshee is in its second stage (when it is throwing the warp-balls)) with heavy melee. Otherwise, stick with Hurricane and Explosions. Use the Acolyte to strip the Shields/Barriers first, then they should fall quickly.
This class is risky to say the least. Adepts often find themselves in close combat but this builds requires it at all times. She has Singularity to guard herself during objectives and can hold her own as long as you play carefully. She works well in teams of biotic users. The team can use explosions to stagger bigger enemies for her to finish off. You are very vulnerable, even with Cyclonics which at III bolster your shields to 1125 which is very low for Gold. You’re powerful, but fragile. So play it aggressive, but don’t throw yourself into the deep end without a exit strategy.

 

N00b Rating:
4.5 – Highly risky, and complicated. You need to know when to fight and when to flee, just because of your durability. You have weapons, biotics and melee to throw out at your enemies, it’s learning the right combination and when to use each. The risk factor increases when you play with randoms, and she works a lot better if worked into a team. Aside from that, she is an incredibly fun class to play, you can send Cannibals flying further than a Krogan Vanguard can!
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