Archive for defense

I Have to Win. – by Jeff

Posted in Human Soldier, MULTIPLAYER BUILDS, SOLDIER with tags , , , , , , on March 18, 2012 by Lucien Midnight

Build Title:

I Have to Win. – by Jeff

Overview

The Alliance Soldier is not powerful like the krogan, not graceful like the asari, not cunning like the salarians, not stealthy like the drell, not technologically savvy like the quarians, and not as disciplined as the turians. But the humans that enlist in the Alliance Navy know that they have to get the job done. Considering what they have had to face since the start of the Mass Effect series, he/she needs to be ready to face anything. Humanity is still considered young and fledgling amongst the other species in the galactic community. And acting like they do, many have their eyes on them. That is why each soldier needs to push him/herself on the battlefield. Every shot, every manuever, every thought is looked at under a microscope. That soldier has to win at the end of the day. With humanity under a microscope, every action counts. With all the different threats humanity faces as it struggles to find its place on the galactic stage, they need to be ready for anything. They have to win.

Power Evolutions:
Adrenaline Rush: Damage (4), Power Duration (5), Shield Boost (6)
-This way, you can hit hard when you’re ready and you won’t get ripped apart right away if you step out of cover. Simple, yet effective. The Soldier isn’t meant to be fantastic with fancy tech/biotic powers. He’s paid to shoot and kill the enemy. I find myself not relying on it that much, and more so on Concussive Shot. But it’s great when you require concentrated fire.
Concussive Shot: Level 3
-You only need to knock the enemy on his ass (or be a cheapskate with your ammo). Even if you stagger the enemy, it keeps him in place for you to pulverize him with your shotgun or your assault rifle depending on how close you are. Every second counts. Outside of Frag Grenade, this is your primary power that you’ll be using.
Frag Grenade: Damage (4), Max Grenades (5), Armor Piercing (6)
-I find the Frag Grenade to be the staple of my attack. Drawing the enemy into a chokepoint and throwing a grenade can cripple if not kill several mooks at once even without the radius bonus. Once you learn how to throw the frag grenade, you will be a threat in many forms. The Armor-Piercing ability will help against Ravagers, Brutes, and anything else that lost its shields/barriers.
Alliance Training: Weapon Damage (4), Headshots (5), Weapon Damage (6)
-This is all about what the Soldier does best, gunning down the enemy and nothing more. Even with basic weapons, you can do quite the amount of damage. If you’re feeling lucky and skillful, swap the shotgun with a sniper rifle and really take advantage of the headshot bonus. Otherwise, use mods that boost your accuracy and aiming abilities and the Avenger will do the job.
Fitness: Durability (4), Shield Recharge (5)
-The Melee bonus you get at Level 3 will be all you need. You’ll be meleeing mooks and crippled lieutenants. Anything else at close range gets shotgun treatment before or after your heavy melee attack. This is tantamount to the Soldier’s need to win, not to look fantastic. Who cares if you’re ‘boring’. No soldier complains about boredom on the battlefield. He/she is happy to be able to walk off the battlefield at the end of the day.

Weapons:
Primary: M-8 Avenger: Your bread and butter. Easy to use, surprisingly effective with power and accuracy. If you get a Phaeston, use that instead with scope and damage output.
Secondary: M-27 Scimitar: Not extremely powerful, but effective for the frantic one with an enemy in his face. If you miss, you can quickly fire again and hope you hit your mark.

Strategy: 
While effective at long range, you will do best at medium range even with the shotgun. If using the assault rifle, take advantage of choke points. With the scope, you can easily line up several shots and unload. If the enemy gets close, switch to the Scimitar. If the enemy is too close, use the Heavy Melee. If the enemy survives, blast him with the Scimitar. If the enemy is bunched up, Frag them.
The Soldier will run into problems though against advanced enemies such as Phantoms and Brutes. While not weak to them, the Soldier will have trouble combatting them. Ally with someone who will compensate for your offensive weaknesses as the build tries to be strong but inches closer to defense rather than offense. You will want an Adept or Engineer in your team to supplement your weaknesses. In return, you protect them with your undying resilience.
You can opt the sniper rifle in over the shotgun, but you’ll be fighting from further away as your close quarter encounters will be hazardous (Husks, Phantoms, Geth Hunters). If you do come across a Phantom/Hunter, use your Concussive shot, then frantically fire the Scimitar and pray it kills them.

There’s a war out there. A big one. The war of all wars. And you HAVE to win.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

1.5. I’m going to say the newb (I have faith in newbies) rating is a 1.5. Very easy build to use for the person just getting started in ME3′s Multiplayer.

 

-edits by Lucien Midnight

Invisi-Sniper – by Cookiegobbler

Posted in Human Infiltrator, INFILTRATOR, MULTIPLAYER BUILDS with tags , , , , , , , , , , on March 18, 2012 by Lucien Midnight

Build Title: 
Invisi-Sniper – by Cookiegobbler
 
Power Evolutions:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Cryo Blast: (1), (2), (3)
Sticky Grenade: Radius (4), Armor Piercing (5)
Alliance Training: Weapon Damage (4), Headshots (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5), Durability (6)

 
Weapons:
Any one-hit-kill weapon. Preferably of the highest level to minimize cooldowns combined with the Sniper Rifle Extended Barrel for extra damage.


M-92 Mantis
Your starter weapon. Any level will do since it already has a low weight value. I would recommend putting the Piercing Module on it till you get one of the better weapons so you can deal with enemies in cover and Cerberus Guardians.
 
M-98 Widow X
I recommend not using it till it is upgraded to level “X”. The reason for that will be explained in the strategy section below. Since this gun can pierce through cover and Cerberus Guardians, I would suggest using an Enhanced Scope for when you need to deal with fog while fighting Cerberus.
 
Black Widow X (Extremely rare!)
The Black Widow only improves upon the M-98 Widow. Although it has a lower damage rate (which is compensated by the Sniper Rifle Extended Barrel), it does have 3 bullets per clip. It is likely you can get all 3 shots off before the cloak “buff” wear off.
 
Javelin X (Extremely rare!)
I use this gun personally cause it’s just superior to all the other in terms of usefulness. It’s not the most damaging, but it does have the most perks. Not only can the Javelin pierce through cover, it also has a build in Enhanced Scope. Meaning that with this gun you can (theoretically) have ALL the modules on one Sniper Rifle.
 
Strategy:
The strategy is based around being a durable and devastating sniper and is build utilizing Cloak to maximize your damage done. You will want to do the most amount of damage possible in a single shot while being cloaked ~50% of the match, that’s why it’s wise to use the weapon that’s the most upgraded. 
 
Being a sniper also means you’ll want to keep your distance, but don’t worry you have a nifty CC ability in hand just in case. Use your Cryo Blast when an enemy tries to get close. Rank 3 should suffice.
 
When the enemy is grouped up, use your Sticky Grenade. The Sticky Grenade is the most accurate of all the nades since you can throw it against a wall near you enemy and it’ll stick (obviously), so even if you miss you can still hit (instead of bouncing of the wall and landing 700 miles away from him -_-).
 
N00b Rating: (scale 1-5, 1 being the easiest.)
Newcomers: 3
The sniper’s learning curve takes time to get used to, especially if you’re a newcomer to shooters. Best thing to do is to disable Enhanced Pointer Precision in the Windows Mouse Configurations menu, disable in-game Mouse Dampening and disable in-game Mouse Smoothing(*). Play around with the in-game Mouse Sensitivity until you’re satisfied. Your sensitivity should be low enough to be able to “track” your opponent while also be high enough for you to be able to turn 180° quickly. Mine for example is set to 15.
 
Experienced Player: 2
Knowing when to use and how to combine your abilities is crucial!
For example; If your cloaked and you throw a Sticky Grenade, it’ll do more damage.
 
Javelin Users: 3-4
3. If you’re an experienced player. The reason for this being is that the Javelin “builds up” it’s shot. Meaning when you press the mouse button you need to keep it pressed for ~0.5 seconds before the gun actually fires, this can cause enemies to jump away/turn around cover/suddenly change direction resulting in you missing the shot.
4. If you’re a newcomer. Since this gun “Builds up” it’s shots it has a steeper learning curve then the other Sniper Rifles. It’s crucial that you know how to “track” your enemy till the gun actually fires.
 
 
Appearance:
Infiltrator, Female Human C10 A16 A16 3:A16 C1 
(this makes for an awesome looking Digital Camouflage look)
 
(*) IMPORTANT! (for the tentative reader)
Enhanced Pointer Precision is a build-in windows feature that makes the mouse pointer react to the speed of the mouse. Meaning a slight, quick jab with your hand will result in the mouse pointer being from one end of the screen to the other. Now in Windows or an RTS game that doesn’t sound like that big of a deal. In a shooter however it can screw with your sensitivity. In a shooter, you want consistent aiming!
 
Mouse Dampening is a feature in Mass Effect 3 that’s basically the opposite of Enhanced Pointer Precision. What it does is lower your sensitivity the slower you move your mouse, the slower your camera movement will be. Meaning if you’re trying to track your enemy he can actually move faster than you move your reticule. This feature can seriously screw with your aiming. In a shooter, you want consistent aiming!
 
Mouse Smoothing is a feature that is present in most games that makes the mouse sensitivity react to your computer’s performance. What it does is it actively adjusts your in-game mouse sensitivity on the fly based on your current FPS (Frames Per Second) rating. Meaning the lower your Framerate, the higher the sensitivity and because framerates change constantly that also means your sensitivity will change constantly. This is a very, very bad feature to have on if you’re looking to improve your aiming skills. However the only way to disable this in Mass Effect 3 is to use the Coalesced.Bin editing tool and change its value from “True” to “False”.

My Ex-Girlfriend – by P4NCH0theD0G

Posted in ADEPT, Human Adept, MULTIPLAYER BUILDS with tags , , , , , , , , , on March 16, 2012 by Lucien Midnight

Build Title:

My Ex-Girlfriend – by P4NCH0theD0G

Power Evolutions:

Singularity: Duration (4), Recharge Speed (5)
Warp: Detonate (4), Lasting Damage (5), Recharge Speed (6)
Shockwave: Radius (4), Reach (5), Lifting (6)
Alliance Training: Damage & Capacity. (4)
Fitness: Melee Damage (4), Shield Recharge (5)

Weapon: 
Locust with Heavy Barrel and Clip Extension; Recharge Speed: +194%

Strategy:
Role: Support, Crowd Control, Biotic Boom, Let ‘em Fly.
Offense:

  • On unshielded enemies (especially crowds): short to medium distance: Singularity + Shockwave: Biotic Boom; + any non-dead enemies will hang helpless in the air for a second or two.
  • On unshielded enemies (especially crowds): long distance: Singularity + Warp: Biotic Boom.
  • On shielded/armored enemies: Warp + Shockwave: Biotic Boom; with weapon fire in between.
  • Going Solo on shielded/armored enemies (Nemesis, Centurion, Marauder):Warp+Heavy Melee+Shockwave: Biotic Boom
  • On Big Enemies (Atlas, Brute, Banshee, Prime, Ravager): Warp+Weapon Fire+Shockwave: Biotic Boom and Stagger from Shockwave
  • To Show Off: Unshielded Enemy: Shockwave+Heavy Melee: Shockwave leaves them hanging in the air, Melee knocks them out of the ballpark (or just kills them with a Melee Upgrade) – but you need to look/aim at them before melee-ing.

The Radius and Reach upgrades for Shockwave make it easier to hit even distant warped or floating targets, the Lasting Damage on Warp gives you more DPS and more time to trigger Biotic Boom. The Locust is basically an assault rifle, just smaller with less weight and does a decent job against everything, preferably at a distance.

Support:

  • Singularity+Shockwave for Crowd Control
  • Shockwave to Stagger the Big Enemies
  • Shockwave to give a second for revives or stop stompers
  • Shockwave to open up guardians
  • Singularity BEHIND a guardian for easy kills
  • Biotic Booms to take down shields, Big Enemies and for the AoE effect
  • Warp against Barriers and Armor
  • Setup or detonate Combos for Teammates

Generally engage from medium to long distance, make smart use of Biotic Booms (that’s why the Recharge Speed Upgrades) and support your team. Close Quarters is possible, but not advisable against more than two enemies.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

1. You have a power for almost any situation and can spam in a pinch!

-edits by Lucien Midnight

Decoy Tank – by Systmfalur

Posted in ENGINEER, MULTIPLAYER BUILDS, Salarian Engineer with tags , , , , , , , , , , , on March 14, 2012 by Lucien Midnight

Build Title:

Decoy Tank – by Systmfalur

Power Evolutions:

Energy Drain: Radius (4), Drain (5), Damage (6)
Decoy: Durability (4), Shock (5), Exploding Decoy(6)
Incinerate: Damage (4), Burning Damage (5)
Salarian Operative: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)
Fitness: (1), (2), (3)

Weapons: 

Primary: 
Heavy pistol with Scope and Damage Mod.
Carnifex > Paladin > Phalanx > Predator
*Scorpion is an excellent choice and would be ranked the same as a Carnifex.. but it’s a black unlock.

Low weight shotgun with Accuracy and Damage Mod.
Disciple > Katana > Scimitar > Eviscerator > Wraith

Secondary: 
*Optional slot

SMG with SMG Ultralight Mod and Damage
Locust > Hornet > Tempest > Shuriken

Strategy:

The idea is to take this build into gold Geth farming runs. You use decoy on main chokepoints to funnel geth. Any geth that gets too close to decoy will start to get spam shocked by decoy. You will have to maintain a close proximity of decoy preferaby around a corner and out of LoS (Line of Sight) and spam decoy every 10 – 15s to refresh it and keep it up. while sneak peeking around corners and spamming energy drain for the AoE (Area Of Effect, a.k.a. splash) damage. Incinerate the tougher armored mobs. Decoy for some reason allows most damage to pass through it and will survive much longer than expected even though it has shielding. Direct rocket hits will impact it and can kill it. It also appears to be melee and flame thrower resistant. The energy drain and spam shocking decoy can keep most enemies in a constant state of semi-stuns which is incredible so your teammates can back you up and kill the enemies quickly.

Noob rating: (scale 1-5, 1 is easy for everybody!)

4.5 This is not for the faint of heart. If matched with a good Quarian Infiltrator and team can make Gold seem like an easy farm. However, on quick matches with everyone doing their own thing like John Rambo it can be frustrating due to the lack of coordination.

-edits by Lucien Midnight

Turian Support Gunner – by DarkKnightCuron

Posted in MULTIPLAYER BUILDS, SOLDIER, Turian Soldier with tags , , , , , , , on March 14, 2012 by Lucien Midnight

Build Title:

Turian Support Gunner – by DarkKnightCuron
Power Evolutions:
Marksman: Firing Rate (4), Duration (5), Accuracy & Firing Rate (6)

Concussive Shot: N/A

Proximity Mine: Damage (4), Damage Taken (5), Damage (6)

Turian Veteran: Damage & Stability (4), Power Damage (5), Damage & Stability (6)

Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:
Primary:

Revenant + Assault Rifle Stability Dampener + Assault Rifle Extended Barrel
Alternate 1 Revenant + Assault Rifle Stability Dampener + Assault Rifle Magazine Upgrade
Alternate 2 Phaeston + Assault Rifle Extended Barrel + Assault Rifle Magazine Upgrade
Alternate 3 Raptor + Sniper Rifle Extended Barrel + Sniper Rifle Spare Thermal Clip

Secondary:

Weapon M-9 Tempest + SMG Heat Sink + SMG Ultralight Materials

Strategy:

The Support Gunnery relies on practically every advantage one can obtain for stability, accuracy, and firing rate. Focusing primarily on the Revenant Machine Gun, this build emphasizes on volume of firepower in order to suppress enemies and draw attention while allowing the rest of the squad to move and reposition unchallenged.

The Support Gunner is probably at its forte in defensive positions and situations. For instance, during missions where hacking only a single terminal for a set amount of time allows the Support Gunner to choose an optimal defensive position and start unloading flak at incoming enemies. This class is also very good in situations where the enemy can only advance in one or two directions, and/or if there is a significant choke point.

The point of this class isn’t to get all the enemy kills, but rather, it’s to support your teammates by doing some bits of damage to a large group of enemies, effectively drawing their attention immediately. While the Revenant cannot kill enemies very quickly (unless at close range), its engagement abilities are superb against large groups of enemies, and the Revenant tends to shine against large targets (Atlas, Primes, Banshees, Brutes). It can lay down a sustained volley of fire against a group (especially when taking the Magazine upgrade as opposed to the Extended Barrel), whittling down health, barriers, shields, and armor.

However, that’s not to say this configuration is ineffective up close. At close quarters, the Revenant truly proves that quantity beats quality (with a few exceptions, such as the Spike Thrower or the Widow) as it chews through enemies like a lawn-mower. Slap on an ‘Assault Rifle Rail Amp’ temporary upgrade and some sort of alternate ammunition, and the Revenant becomes downright scary.

Armor-Piercing Rounds: Becomes VERY effective against the bigger targets, as well as Pyros and Guardians. Also enhances its ability to mow down waves of enemies.

Cryo Rounds: With its dispersal effect, the Revenant armed with Cryo rounds has the potential to freeze a lot of enemies, leaving them open for follow up shots.

Disruptor Rounds: What shields?

Incendiary Rounds: As with Armor-Piercing rounds, except more effective against regular targets.

The variant weapons allow for changes in playstyle. The Raptor and Phaeston allow the Support Gunnery to be more of a Medium-Range marksman, not quite to the surgical effectiveness of, say, an accuracy focused Turian or an Infiltrator, but it performs very well.

Why max out fitness?: As the Support Gunner, you’re going to be drawing a lot of attention. A LOT of it. As such, you’ll be required to keep your head above cover to lay down long bursts of suppressing fire against the enemy, so you’ll have to be able to take some punishment. In addition, the health and shields allow you to perform a secondary task: Team medic. Due to your shields and health, you have a better chance of rushing towards danger to revive a teammate, where an Infiltrator or Adept might get butchered alive.

Why Proximity Mine?: As a Support Gunnery, unless you have someone constantly watching your back, you’ll typically be VERY focused on a particular 90-degree window. As such, you’ll be vulnerable to flanking attacks and rear attacks. The Proximity Mine allows you to, at the very least, leave a small surprise and warning system for enemies that try to flank you.

Why not Concussive Shot?: Concussive shot is nice and useful, however, Proximity Mine performs largely the exact same function, just at a higher recharge rate. Proximity mine does more damage, and it is also a LOT more effective against Guardians and groups of enemies (since you can just fire it at an enemy’s feet, causing it to explode, doing damage directly to the Guardian and his buddies) instead of the Concussive shot (which will largely just stun the Guardian). Proximity Mine is also a lot more effective in damaging enemies around corners and behind cover.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

3.

-edits by Lucien Midnight

Flotilla Pyro – by N2narcosis

Posted in ENGINEER, MULTIPLAYER BUILDS, Quarian Engineer with tags , , , , , , on March 14, 2012 by Lucien Midnight

Build Title: 
Flotilla Pyro – by N2narcosis

Power Evolutions:

Turret: Damage & Shields (4), AP (5), Flamthrower (6)
Incinerate: Damage (4), Burning Damage (5), Armor Damage (6)
Cryo Blast: N/A *
Quarian Defender: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)*
Fitness: Durability (4), Shield Recharge (5), Durability (6)

* Alt. build: skip rank 6 defender for the first three ranks of cryo.

Weapons:
To taste with a 200% recharge bonus. I use Avenger X.

Strategy:

Turret position is key, with the flamethrower and AP upgrades it provides respectable damage soloing a cerb turret. Spam incinerate from cover on “heavy” targets, while letting your turret mop up the “weaklings”. One should always have the turret up, using it as almost a grenade.

N00b Rating: (scale 1-5, 1 is easy for anyone!)
2.5. Turret positing can take a while to get used to, also the lack of an effective shield removal skill make reliance on teammate paramount. However, the ability to lockdown an area and destroy armor makes up for this.

-edits by Lucien Midnight

Warlord – by Baerdface

Posted in Krogan Soldier, MULTIPLAYER BUILDS, SOLDIER with tags , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Warlord – by Baerdface

Power Evolutions:

Fortification: Durability (4), Synergy (5), Durability (6)
Carnage: Radius (4), Incapacitate (5), Damage (6)
Inferno Grenade: N/A (had it maxed out on first roll, but didn’t find all that useful)
Krogan Berserker: Weapon Damage (4), Power Damage (5), Weapon Damage (6)
Rage: Melee Damage (4), Martial Artist (5), Fitness Expert (6)

Weapons:

Prefered shotgun is Geth Plasma shotty (any rare shotty you prefer, actually), since it has decent range. Got Carnifex with melee attachment as backup aswell. Or might use the lightest assault rifle I have as backup.  Katana is fine instead of plasma shotty, but then an assault rifle is must-have (again, if you have something rare that might work well with it, use it).

Strategy:

Build might seem silly, but I’ve never died with it on Silver, and doing fine when played carefully on Gold.  The tactic is to stick to your team and melee everything, especially stuff that gets close to them. Use carnage on groups of weaker enemies, Geth Plasma shotty on shielded ones and finish them off with melee.

Didn’t go for full survivability (durability, martial artist, fitness expert), cause 15% boost to health isn’t as much as 30% boost to nonrage melee and 30% to rage.

Noob rating: (scale 1-5, 1 is easy for everybody!)

2.5. If got enough credits to unlock enough spectre packs to get Krogan Soldier, I don’t think you’re much of a noob anymore. But anyway, it would be like 2-3, cause all you need is half a braincell to realize that you shouldn’t charge off alone. This krogan has quite a bit of HP/shields to stay alive.

-edits by Lucien Midnight

Safety Dance – by uchimura

Posted in Human Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:
Safety Dance – by uchimura

Power Evolutions:
Biotic Charge: Radius(4), Power Synergy(5), Barrier(6)
Shockwave: N/A
Nova: Force & Damage (4), Half Blast (5), Pierce (6)
Alliance Training: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:
Anything that can keep your cooldowns at 180+ bonus is good, 200 is great. The Predator or Katana standard weapons work fine.

Strategy:
This build offers the most defense while maintaining a strong offense. It allows you to use nova twice in a row, but the main idea is that after the first nova, you’ll still have barriers left to keep from getting killed instantly in dire situations. You don’t necessarily need a weapon, as you’ll be hitting 1 and 3 almost nonstop, but in case a charge or nova doesn’t kill something, you can finish it off quickly with something like a Predator or Katana. It’s also good to have a weapon just for situations where going in might get you stomped. Approach banshees with caution, use nova while moving away from them, save your charge for regaining your barrier. Atlas and Brutes are moderately safe–roll backward after charging them to keep a safe distance. You can destroy Phantoms, but be aware of what they’re doing in case you don’t stagger them.

Skill Breakdown:
Biotic Charge
-Barrier- Increases your survivability and your ability to cast nova
-Radius- I took this for the sake of lessening risk by twitching more enemies
-Power Synergy- Buffs damage of your nova and biotic charge
Nova
-Half Blast- The most important for Nova, increases your survivability and damage output (by not being dead)
-Force & Damage- Chose this over Radius, because Nova’s radius is actually quite large already
-Pierce- Increases damage potential on armor/barrier/etc. Makes Nova a good
opener on strong and shielded opponents. If I’m nearby, I’ll Nova, then Charge something a foot away and
then Nova again.
Alliance Training
-Weapon Damage- Over Weapon Weight, because you really don’t need anything much stronger than standard weapons, but this is ultimately up to you.
Shockwave
-Why no shockwave? In order to get good reach on Shockwave, you need to sacrifice damage points. It’s better instead to just get used to maneuvering with nova.

Gold Tip - by banthracis: Basically for gold, you don’t really want to completely blow up your barriers with 2 nova’s in a row, instead, start the animation for the second nova and then roll right when you’re at the apex of the jump. This prevents the ability from activating and allows you to keep half your barriers while still giving you the full invincibility frames. This plus right spec and 180% + cd and you can just charge+ nova+nova cancel all day nonstop.

This does tend to upset your teammates though…
N00b Rating: (scale 1-5, 1 is easy for anyone!)
1. This build is easily approachable, but that doesn’t mean there isn’t room for finesse.

-edits by Lucien Midnight

Salarian Widowmaker – by banthracis

Posted in INFILTRATOR, MULTIPLAYER BUILDS, Salarian Infiltrator with tags , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Salarian Widowmaker – by banthracis

Power Evolutions: 
Tactical cloak: Damage (4), recharge (5), bonus power (6)
Energy Drain: Damage (4), drain (5), damage (6)
Proximity Mine: N/A
Salarian Operative: Damage & capacity (4), headshot (5), sniper rifle (6)
Fitness: Durability (4), shield recharge (5), fitness expert (6)

Weapons:

Widow or black widow. Mantis if you lack either.

Strategy:

Build is based around widow mainly. Cloak, energy drain t then body shot will kill anything except geth prime, ravager, brute, banshee, atlas and phantom. If you use warp ammo, you can 1 shot phantoms after an energy drain (not sure if bug or working as intended as this is the only ammo power that lets yo do this).

Black Widow is also a great alternative. If you’re good with headshots, you can still 1 shot kill most enemies, but it requires headshots rather than just body shots. FYI, the cloak bonus to shot dmg buff lasts for ~1.5 seconds after the first shot. Depending on lag, you can get 2 or even all 3 shots off with the bonus still applied.

If you’re good , this build really dominates play, and gives asari adepts a run for their money in terms of damage. Plus you have the added benefit of cloak, a ton more hp/shields and an ability that instantly recharges all your shields while doing massive damage and stunning the enemy.

N00b Rating:

2. With Widow based play. Pretty simple honestly, very easy to cloak, energy drain and body shot. Just don’t get tunnel visioned and have a geth pryo or something sneak up and kill you. However, each missed shot you make is a bit error, so does take some practice to be fast.
4. With Black Widow based play. Harder to do headshots, and even harder to line up a second headshot and get if off in <1.5 secs after the first shot. A ton easier if you have an asari with stasis bubble around though.

-edits by Lucien Midnight

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