Map Difficulty Rating: This build has the potential for Platinum gameplay
Tactical Cloak: Duration (4), Melee Damage (5), Bonus Power (6)
Dark Channel: Damage (4)
Warp: Detonate (4), Expose (5), Pierce (6)
Asari Adept: Damage & Capacity (4)
Fitness: Melee Damage (4), Martial Artist (5), Power Synergy (6)
Primary: Reegar Carbine with Omni-Blade and Shredder Mod
Secondary: SMG with Ultalight Materials and other mod
Hurricane – Heat Sink, Collector SMG – Extended Mag, other SMG – your mod choice
This build is all about the Incendiary Ammo, even if all you have is level I, use that. Hydraulic Joints, Juggernaut Shield or Berserker Package are all solid choices. Don’t bother with a shotgun amp, the Reegar does plenty of damage for our purposes.
As the name implies, Three Trick Pony has three distinctly different ways to attack.
Trick #1: Cloak, close the distance to the target, Warp, Reegar. This attack gets you within the Reegar’s 10m range safely and allows Warp to nearly always hit. Warp will do several things for this attack plan; stagger the target, increase weapon damage by 15%, reduce armor effectiveness by half and along with the Shredder Mod negates armor reduction entirely. The best thing though is an exploit of Warp’s DOT mechanic. Warp’s DOT damage is registered by the game as incendiary ammo damage. This means shooting the target with incendiary ammo will stack the ammo damage to Warp’s DOT which turns into tens of thousands of damage done to the target over the next 5 seconds that the incendiary ammo does its DOT. And the more times the ammo damage is applied, the more extreme the damage becomes. Simply put, Warp + Incendiary Ammo allows the Reegar to melt armor in addition to health, shields and barriers. Your SMG sidearm is great for situations in which you want to keep your distance while still using the same Warp + Incendiary Ammo tactic.
Trick #2: When necessary the Pony can play it safe by cloaking and hitting a target with Dark Channel. The player can let the DOT do its thing or launch a Warp while still cloaked for a powerful BE. It’s a little counter intuitive but both the Huntress and N7 Shadow can do more damage reliably with Tactical Cloak duration + bonus power than with Tac Cloak damage. Taking duration also allows for better utility for objectives, reviving teammates and running to safety for shield recovery. A longer duration also allows for a heavier weapon load out since there is more time to attack cancel out of cloak and take the automatic 3 second cool down. Also of note, the Huntress’
Tactical Cloak damage bonus only applies to melee and power attacks, which relieves the mental pressure to fire your weapon while cloaked and makes taking cloak duration over damage less of a loss than it is on other classes.
Trick #3: The asari heavy melee when used correctly can utterly wreck crowds. First off, the good qualities; the asari heavy biotic blast is area of attack, does respectable damage to health and receives a 50% increase vs shields, barriers and armor. Now the bad qualities; slow to execute, won’t hit through walls and has a one second recovery period. Counter the first two problems by cloaking a good distance away from your targets and carefully choosing your point of attack. Counter the one second recovery time by making sure you’ve already got a heavy melee kill within the past 30 seconds before attacking a shielded foe, ensuring their death in one blow. You can also hit them with Dark Channel or Warp either on approach or just before the melee.
2 – Since the Three Trick Pony has so many different ways to attack she is adaptable to any situation or any enemy and is an awesome team player with her cloak built for utility. And having so many ways to attack just makes her a blast to play.
Any pistol, the harder hitting the better but you want to keep your recharge at 200%. Mods for the pistol should be the Power magnifier and (insert your preferred upgrade here, I use the High Caliber Barrel, just because).
For the gear itself, Adaptive War Amp or anything that offers Biotic Power Damage or Power Damage. While not mandatory Warp Ammo will boost your damage significantly. You’re only using pistols so a Pistol Rail Amp for the weapon bonus, and either Cyclonic Modulators or Power Amplifier Modules for armor bonus.
Think of yourself as fast aggressive fire support, your big damage comes from your buffed detonations know your spawn points and pick a hiding spot with a clear view. you want to open each new mob with a shot from your pistol (with warp ammo) to soften them up, then warp-pistol or manoeuvre for CD, then pistol-throw to detonate. For smaller fare, pistol/throw kills anything without shields. You won’t be using Stasis a lot, it is more of an escape tool than attack or a tool for crowd control. also handy to stop that Phantom from wriggling about so you can shoot it in the face
the basic idea is you’re reasonably sturdy, so you don’t get one-shot killed by big ranged baddies, or if your jumped from behind (barring the usual sync-kill) you also stand a fair chance of actually getting out of the dog pile that inevitably converges on you when downed and on the bigger game found in Gold you can put out a good bit of damage.
Just remember; you can be quite aggressive with this build but cover is still your friend, try to keep a reasonable distance, keep moving and groove to your new Dubstep track generator.
Light unit (health only): chiko SHWWUORRRE shwerer or chiko SHUDOM shwerer or SHUDOM
Medium shielded target: chiko SHWWUORRRE shwerer shwerer chiko SHUDOMBBOOEE
Phantom or other slippery target: SHOwreeee chiko chiko chiko chiko SHUDOMBBOOEE chiko SHWWUORRRE chiko chiko SHUDOMBBOOEE
Heavily armoured unit / Heavily shielded unit: chiko SHWWUORRRE shwerer chiko chiko chiko SHUDOMBBOOEE shwerer (insert short running bursts then repeat as required)
Chaining together kills should get you some pretty phat beats
N00b Rating: 3.5 – Just for the fact you need to know when to back off and keep on the move while still being able to shoot-cast dodge/turn sprint spin-shoot-cast retain cover etc, can get a bit disorientating, especially if you start snapping to walls etc.
*You may switch rank 5 and 6 on Fitness for Expose and Pierce on Warp. Totally your preference between bulkiness or stronger explosions.
Here’s one of the reasons why this build is called Thunder and Lightning, the weapon we’re going to use is the Reegar Carbine. That weapon is one of the deadliest there is at close range and will take down shields and barriers in no time. Try to level its rank since it is not the lightest shotgun available. Give it a spare thermal clip and a shredder mods (armors are the Reegar’s weakness and it helps to deal with Cerberus Guardians) and you’re ready for any kind of target.
The Tech armor provides a nice damage mitigation but since you are a front line fighter and will have to stay close to the ennemy in order to keep them within your field’s radius a Stronghold Pacakge, a Shield Booster or a Survivor loadout are reasonable Gear Bonus choices to improve your survivability. Don’t bother taking power damage boosters: Biotic detonations ignore them and you’ll only be using Warp for detonations. Armor Piercing is the best way to counter the Reegar’s Carbine weakness against armored enemies, Drill and Warp ammos are a reasonnable second choice and a Shotgun Rail Amp of course for the weapon bonus. For the Armor bonus in Silver runs you can pick up an Adrenaline Module for increased mobility or a Power Efficiency module if you want a shorter cooldown on Warp, and for Gold runs a Cyclonic Modulator will drastically improve the amount of punishment you can withsand.
This build is called Thunder and Lightning because Biotic detonations will be your thunder and the Reegar Carbine your lightning strikes. It differs from the N7 Fury and the others usual Valkyrie builds in a sense that you will be less counting on a super fast Warp recharge time for Biotic Combos spamming, you carry a heavy weapon and you’ll be using it as much as Warp in order to deal damage. You are a close range combat specialist, you have a rather high defense, you can take a decent amount of punishment before going down thanks to the Tech Armor, the Annihilation Field’s drain ability and your maxed Fitness (and the Cyclonic Modulator if you’re using one) but you are not nearly as resilient as a Krogan Vanguard so you must plan your strikes before charging head first. The reckless behaviour works well in Bronze but the game will become much more punishing in higher difficulties. The typical attack patern will be: spot a small group, close the gap using cover as much as possible, get in fast and open hostilities with a biotic explsion (warp on an enemy within your field’s reach) that will deal heavy damage to your target and stagger everyone else around, then finish the survivors with a Reegar Carbine blast. The Reegar shines in close combat situations killing infantry at an amazing rate, shields and barriers will go down instantly and the shredder mod combined with biotic detonations (+ the ammo bonus if you took one) will make short work of mid armored ennemies like Cerberus Dragoons or Reaper Ravagers. You can also intentionnally decide to kill shieled/barrier ennemies only at the end of your attack in order to restore your own barrier (in that case make sure your haven’t taken their shield down with your opening biotic explosion).
Like any other close range fighter you have to trade carefully with sync-kill monsters, Banshee, Atlas and Praetorians especially. Wear their shield/barrier down with your Reegar and stay away from them as far as your Annihilation Field’s radius allows it when you want to set up a biotic detonation. Always try engage them from the side or better, from behind. Don’t try anything stupid while a Banshee is teleporting, wait for her to stop before wearing down her barrier with your Reegar or damage her armor with a biotic explosion. Scions can also be very tricky to take down, a frontal approach can be deadly for you as they will try to gun you down with their nasty 3 shots snipe attack, so be smart use cover and circle around them. Phantoms are not so much of a big deal, the Reegar Carbine will take down their barrier almost instantly and hurt them bad even through their shield, just don’t let them get too close and be ready to evade in case your Warp misses.
Geths can be a tricky encounter, there are good news and a bad one. For the good news: a lot of shields to drain and no grab/insta-kill moves. The bad news is: they all have a melee stun move which can put you in a very delicate position and leave you open for a lethal counter attack. Plan your strikes carefully when you decide to engage Geth infantry, you don’t want to be left stunned in the middle of a group of troopers. Also be careful with Pyros, while the Reegar Carbine will make short work of their shields, their armor will last longer leaving you vulnerable to their flame thrower with no means to bring back your barrier. The strategy against Primes is quite similar to the one with Scions, use cover when you approach them their snipe attack is very painful, don’t stand in front, circle around them keep them at the maximum reach of your annihilation field and alternate warp explosions and Reegar blasts. Against collectors remember to avoid Possessed Abominations like the plague, your annihilation field will turn against you by helping triggering their deadly self destruction!
Thunder and Lightning Valkyries work great with a melee Krogan specialist teammate, charge the ennemy right behind him, he’ll take the alpha strike while you decimate the enemy with your detonations and Reegar blasts, sparing him a potential nasty counter attack. This is particularly true with Geth. A Volus engineer/sentiel is also a precious companion, his shield boost ability, if properly evolved, can raise your damage mitigation up to 90% turning your Valkyrie into a tank able to pierce through thick ennemy ranks and deal tremendous amounts of damage with only minimal punishement in return (just keep in mind that you are still vulnerable to insta-kill moves and that your survival depends on your Volus friend’s health). With the help of an Asari Adept Justicar you can also turn a specific spot into a real stronghold, your field and her bubble synergize very well. You will also give your team plenty of opportunities for biotic explosions and weaken for them any ennemy within your field’s range.
3 – This build is very easy to use in Bronze, dealing tremendous amount of
damage with little punishment in return (especially in close combat favoring maps like Firebase Glacier or Firebase White), and can be hard to play in Gold on an unfriendly map (i.e. with few cover options like Firebase Hydra) if your team can’t make up for your lack of long range abilities, if you behave like a Krogan Battlemaster. You are a terror at close range but totally ineffective at long because of the Reegar Carbine’s short reach so you will constantly have to find a safe way to close the gap with your targets. You have to learn when you can charge and when it is better to wait/turn around for a better openning, have eyes everywhere, being shot in the back or caught in a cross fire is lethal in Gold. You can play agressive but not reckless, this is a high risk/high reward build, learn where the limit stands and don’t forget that your annihilation field is as much a weapon as a great support tool for your team.
Map Difficulty Rating: This build has the potential for Gold gameplay, but shines better on Silver.
Tech Armor: (4) Durability, (5) Power Damage
Warp: (4) Detonate, (5) Expose, (6) Pierce
Annihilation Field: (4) Impact Radius, (5) Movement Speed, (6) Drain
Asari Valkyrie: (4) Damage & Capacity, (5) Power Damage, (6) Weapon Damage
Fitness: (1), (2), (3)
Disciple with the High Caliber or High Velocity Barrels and Smart Choke and N7 Hurricane with the SMG Ultralight Materials and SMG High-Velocity Barrel.
With weapon load outs you need to keep it light. A +200% Cool Down bonus is a must since there’s no extra investment in Power Recharge.
Personally I like the Disciple as it is light and staggers at close range. Which is ideal because for the most part the Biotic Explosion will not instantly kill anything above a trooper class.
As far as side arms go I prefer the N7 Hurricane. The damage out put is awesome and mine’s only at level 2. A lot of people complain about the accuracy but it is for the most part to be used here as a backup weapon at close range. Besides if you can keep reasonable control of it then that’s all the better. The other use for the Hurricane is to debuff larger targets.
Adaptive War Amp or another gear that increases Biotic damage.
On Gold, use consumables like Power Amplifier Modules or Cyclonic Modulators or Adrenaline Modules, Shotgun Rail Amps and your choice of ammo power.
This build relies on high mobility, agressive game play. By that I mean you are always on the move and in the enemy’s face.
Your main damage output comes from the Biotic Explosion, so it’s cruical that you keep tabs on how long your Annihilation Field has been running. If you have a spare second when nothing is shooting at you get into the habit of detonating it and powering it up again. Very rarely do I detonate the field as an offensive weapon.
Apart from obviously letting you detonate any primed target, the Annihilation Field also stops most things from immediately stomping you if you go down.
The easiest way to get the Biotic Explosion going in the throw Warp and move your Annihilation Field onto the primed target. Timing is important here as there’s only a fraction of a second window for detontation. Even with the extended Annihilation Field if you fire Warp too early it will not detonate. If you fire Warp late when the enemy is well inside the Annihilation Field, it also may not detonate. If you get it right then all you should hear for most the the game is boom, boom, bang.
Tech Armor should be turned on and off as the need arises. For example when you lose sheilds or are running for your life. The extra Durability and Power Damage should help you get out of sticky situations. Or turn it on when you’re up against a boss type enemy.
In this build Tech Armor has limited use as an offensive weapon but that doesn’t mean you shouldn’t detonate it to stagger a group of enemies that have surrounded you. Though it’s best done if you can see a way out and not just because you’re hoping it will save you.
The investment in Movement Speed lets you get in close to your enemy quickly. But you must be aware of your enemies and keep moving at all times. To this end you may not be able to dentonate Warp on all of your intended targets. As long as you’ve hit them with the Annihilation Field, just keep moving. The choice of speed over durabilty in the Annihilation Field tree means this build is a bit squishy and particularly vunerable to cross fire, so be wary of charging at enemies over open ground. That’s the downside to that.
Taking Movement Speed means that you can move faster. Yes I realise the Duh! factor in this statement. So with that said circle strafe is your friend. It’s fun slaming a boss in the face with a Biotic Explosion, circle strafing around to the back with the Hurricane and setting off another explosion. That’s assuming you do have enough room to dance.
The critical thing to learn is when to just run away. Do not hestate and mull over your chances. Just run. Expecially if the Disciple’s empty and you need to reload. Remember that the Biotic Explosion is your main offensive weapon and as long as you have Warp charged and the Annihilation Field running you will be moving fast enough and have enough fire power to make it to a safe place most of the time.
Didn’t I hear you extolling the virtues of the N7 Hurricane you may ask. Why not just swap weapons if the Disciple’s empty? To that I’d answer, when you’re panicked the Hurricane is not your friend. Especially with it’s abilty to exhaust a thermal clip in under 2 seconds. Just run like buggery.
Finally, remember that because of her squishy-ness this build is best kept with team mates or near where thay can easily get to you.
Below are some specific tactics that may help you:
Against Ravages – Get in close. Close enough that their missile system can’t fire. Biotic Explosion. Circle strafe with Hurricane while going backwards. ie. you’re widening your circle as you move around the Ravager (just enough to avoid it’s blood when it explodes). Try not to circle around to it’s front again. Hit with another Biotic Explosion if needed.
Against Cerbrus Turrents - Get in close. Biotic Explosion. Circle strafe with Disciple. Make sure the turrent doesn’t catch up with you. Hit with another Biotic Explosion if needed. You will most likely take slash damage when the turrent explodes but I feel it’s worth it. I’d rather sacrifice some shields / health than accuracy by staying in close . If you are too wide there’s a good chance the turrent will catch up with you and you will die.
Against Brutes, Primes – Get in close. Biotic Explosion. Circle strafe with Disciple. Biotic Explosion.
Against Praetorions – Get in close. Circle strafe with Hurricane (to strip some barrier or shields). Biotic Explosion. Circle strafe with Hurricane. Biotic Explosion.
You get the idea. There are a couple of exceptions.
Against Phantons – Get close enough to set off a Biotic Explosion. Pepper it with shots from the Desciple while moving backwards. Make it chase you. Biotic Explosion.
Apparently in Norse mythology the robin was a storm cloud bird and sacred to Thor the god of thunder. If you get her sussed she will flitter here and there causing no end of thunder.
3 – Should be easy enough for most people to pick up.
Asari Huntress: (4) Damage & Capacity, (5) Power Damage
Fitness: (1), (2), (3)
Anything that will keep you at or near 200%. You probably don’t want to dip any lower than 180%. I prefer the Phalanx with the pierce and extended clip mods or the Hurricane with heat sink and stability.
Commando and Expert Packages are the two obvious choices, due to their weapon/biotic bonuses. Ammo: Warp is great for the biotic damage boost, and Disruptor helps fight down those pesky shields. Armor: Power Amplifiers or Efficiency Modules are no-brainers.
First, let me talk about the powers, then we’ll get right down to it. Despite this being an Infiltrator class, its powers and design are what we’ve come to expect from Adepts: the final level of Huntress can even decrease the weight of heavy pistols. The mindset of the Huntress is more Adept with a Cloak than an Infiltrator with Biotics. Cloak, rather than building up the Huntress’s firepower, is perfect for maximizing her Biotic power. I took Bonus Power at (6) so I could cast Dark Channel and Warp with Cloak’s bonus damage for optimum output. For Dark Channel: I took damage over duration because the base duration is 30s and the cooldown is a measly 2.22 at 200%. At 6, I chose Pierce because +75% Damage to Armor AND Barriers is a no-brainer. Since this setup uses Warp to detonate rather than set, I chose Lasting Damage and Detonate, and went with Pierce to maximize Armor damage. Huntress boosts power damage. Fitness is self-explanatory.
You play like a power-spamming Adept. You set with Dark Channel, then detonate with Warp. The beauty of Dark Channel is that detonating it does NOT remove its effects, meaning it continues to damage the victim and will jump to another enemy when the first dies, provided a second is near enough. Only one enemy can be Channeled at any given time, but the ability’s base duration is a whopping twenty seconds! More than enough time to kill a few baddies. So in-game strategy becomes simple: Channel an enemy, Warp-detonate, and finish them off with a few rounds. Just one cycle will kill your standard troopers, Nemesis, Rocket troops, and even a Phantom (!!!) provided you can put the shots down range quick enough. Otherwise throw on another Dark Channel and it’ll put her down. For your boss- and special-type enemies, it’s just a matter of repetition: Cloak, Channel, Warp.
To maximize efficiency, however, this class needs to coordinate with teammates. The idea is simple, really: shoot the glowy guy. With all guns- and biotics- trained on this foe, they will fall in the blink of an eye. Then it’s on to the next glowing goon, and his imminent demise. Just recast Channel after every biotic explosion so your enemies are ready to explode again! It’s really that simple. As with all Adepts, take cover with bullets are flying, and remember you have Cloak to worm your way out of sticky situations. And remember to have fun, because it’s still just a game.
Normally I’m not too concerned with score so long as I’m making my medals and being a help rather than a hindrance. That said, I was AMAZED at how high I consistently scored, and I was simply astounded at how often my DC or Warp-detonation scored boss kills. Even when I didn’t score the kill, my assists were usually 1200-1600 depending on the boss/special, so I don’t think score-hounds will be disappointed.
2 or 2.5 - It’s powerful in its own right, but mastery comes with learning to coordinate with your team to truly channel the darkness (see what I did there?).