Pyro Unit – Ultima Ratio Regis

Pyro Unit – by Ultima Ratio Regis

Class:
Geth Trooper Soldier

Power Evolutions:

Flamer: Reach (4), Damage (5), Armor Damage (6)
Fortification: Durability (4), Power synergy (5), Durability (6)
Hunter Mode: N/A
Networked AI: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)
Advanced Hardware: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:

This is a flamer build. Flamer is a beast against armor and health, but it’s not very good at stripping shields, so you have to search a weapon to overcome that weakness. I would strongly recommend the acolyte, but as of today, the acolyte seems to be in a nerf process from Bioware, so I don’t know if the acolyte will work as good as is working right now. If you are going to use the acolyte, go for the heavy barrel and the magazine upgrade.

Anyhow, a weapon that doesn’t weight too much is your best option, any cool down below 100% is GOOD. An SMG for finishing enemies can be a good idea. If you have the hurricane that’s your best option, the harrier could work fine, the falcon to slow enemies or the geth plasma shotgun (remember you have 5% more damage with it since it’s a geth weapon) that can stagger enemies very easily. That’s probably the key, have the ability to staggers enemies with certain ease.

Just remember that, although this is a power focused build you will use your weapon a lot. You have no grenades or any other power besides the flamer, and the flamer can only go in one direction and has a limited radius and will not save you if you get surrounded.

Gear:

Fortification gives you 40% damage reduction, and, because this is a flamer build, you will be in very close contact with the enemy, so, if you are going in higher difficulties you must use some kind of shield booster. Anyone that fits your style is good, Shield Booster or Survivor. If you are playing lower difficulties, go for Omni-Capacitors, that will give you extra recharge speed and more flamer damage. For the rest, you can use the same tactic, higher difficulties more shield boost, and lower ones, more power damage.

I would recommend cryo ammo, it’s a great armor debuffer and it also slowdowns enemies, disruptor can work fine also since it staggers enemies very quickly and it’s extremely effective against geth.

Strategy:

You have three advantages, you are quick and agile, your flamer is VERY powerful and you have tons of shields (similar to the ones of a Krogan Soldier), but you have a very LOW health (only 412), so any tactic you use, you must be aware of this limitation and this advantage.

Your best option is to go for pure weapon damage (you did bring a DECENT weapon, right?) until the boss units appear, although this a flamer build, you still have 15% more weapon damage without counting any gears for the weapon, ammo or if you brought a geth weapon. If it’s a brute, just flame it until it’s either dead or is going to charge at you, same thing goes to ANY unit with armor (pyros, ravingers, dragoons, etc). A big problem will be the dragoons, that will act worst than brain hungry zombies and will not stop even if you are cooking them, that’s why you brought a decent weapon to stagger or slow them, scions can also be a pain due to their non stop grenade launching and cannon of death in very close range. Remember than once your shields are down, you are almost dead. Take cover or get away fast.

Flamer does not require a high learning curve, but you can use it in two different ways, one way is to use the flamer in short bursts, mainly to kill or stagger mooks, they will get panic and you can finish them off with your decent weapon, this will make flamer to recharge A LOT faster and since we spec-ed the flamer for radius we have an effective radius of around 15 meters. If you are lucky enough you may have even someone that can detonate fire explosions (overload, arc grenades, etc), this works great on spawns of earlier waves of gold and in almost any wave in silver and bronze, I can’t vouch for platinum since I haven’t try this in plat. If you decide to use the flamer all the way until the power runs out, make sure you do it for a GOOD reason, if your cool down is not very good you will not get your flamer back in six to ten seconds (a typhoon X gives six seconds cool down), but remember that a constant stream of fire will stop almost inmediately husks, abominations and almost every mook. For bosses like the Phantom or Banshee or Atlas you must strip their shields or barriers first, otherwise, you will not do a lot of damage. A Banshee in gold and in the right conditions can’t withstand more than two full rounds with your flamer, Phantoms will go down very very easily once their barriers are down, and Atlas will not withstand more than two rounds. Just take your necessary precautions to not get insta-killed or palm blasted to death.

If the acolyte is still working when you are reading this and you brought your cryo ammo, enemies will be slowed down and will get lots of debuff for their armor. Acolyte is probably your best partner, but don’t count on it for too long.

Otherwise, enjoy this magnificent character. I really do.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3. You are a front line trooper, so you will be in almost every battle and in very close contact to the enemy. This can be stressful and very very dangerous. But once you master it, is easily one of the most powerful characters in the game.

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The Pulse – by SciFiDownBeat

Build Title:
The Pulse – by SciFiDownBeat

Class:
Human Sentinel

Power Evolutions:
Tech Armor: Damage & Radius (4), Power Damage (5), Power Recharge (6)
Warp: Detonate (4), Expose (5), Pierce (6)
Throw: Force (4), Detonate (5), Force & Damage (6)
Alliance Training: Damage & Capacity (4), Power Damage (5)
Fitness: (1), (2), (3)

Weapons:
Anything that allows 200% Power Recharge, or as close to that as possible. That means SMGs and pistols only. Personally I find the Predator or the Phalanx pistols to suit my needs well, but if you don’t mind lowering your power recharge percentage, go ahead and use the Carnifex or the Paladin.

If you wanna go ballsy, reallocate your Fitness points to Weapon Weight (6) for Alliance Training and equip heavier guns, but this is not recommended unless you’re sure you’ll never get hit.

Strategy:
For those of you who claim that the Human Sentinel’s Tech Armor is absolute garbage, this is the answer. The idea behind this build is to sacrifice a little health and power recharge for another power, more power damage, and bigger biotic explosions.

You know the drill for the Human Sentinel: Warp, Throw, rinse, repeat. Aim for crowds, stick to cover, et cetera. The emphasis on this build is not just simply Thwarp, however. If you learn to use the Tech Armor well, it becomes a valuable resource in sticky situations.

One of the issues with the Human Sentinel is its glassiness of its glass-cannon quality. The Caster build (respec’ed with no Tech Armor) has 825/825 health/shields, which is certainly respectable. This build technically only has 625/625 h/s, but with the 25% damage reduction you get from Tech Armor, you get an effective h/s of 780/780, which is only a difference of 45 points (for a total of 90) between The Caster and The Pulse.

However, what happens when enemies approach you from where you can’t grab them? This is where The Pulse shines. The Caster can make a quick throw (which doesn’t save you from a swarm of enemies) and run, or try to set up a biotic detonation (which can take up a few precious seconds) and book it. Both of these things require you to peek from behind cover and expose yourself.

The Pulse can do both these things, but can also detonate Tech Armor. Detonating Tech Armor will save you when you need to make a quick getaway, and you don’t need to leave cover when you detonate. In fact, if you have low weapon weight, you can keep spamming the detonation and do reasonable damage and knockback, all without ever leaving cover.

In review:
- Warp-Throw to set up biotic explosions (aim for crowds)
- Stick to cover (!!!), and bring enemies out of it with Thwarp
- If you get swarmed, detonate Tech Armor behind cover

Remember, Tech Armor can be your friend if you let it. Get used to the split-second delay between Warp and Throw and you’ll have a ball.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3.5. You must consistently be getting off the Warp-Throw combos, and you must know when and when not to detonate your Tech Armor. As long as you play smart and keep aware of your surroundings, you should do fine.

Appearance:
A9 B9 A13 1:A16 C2

-edits by Lucien Midnight

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