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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Combat Software – by CoreyImperia

Build Title: Combat Software

Class: Geth Trooper Soldier

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

Power Evolutions:
Fortification: (4) Durability, (5) Power Synergy
Flamer: (4) Reach, (5) Damage, (6) Shield Damage
Hunter Mode: (4) Weapon Accuracy, (5) Power Damage, (6) Damage
Networked AI: (4) Damage & Capacity, (5) Power Damage
Advanced Hardware: (4) Durability

 

Weapons:
My recommendations are the N7 Hurricane or the Geth Plasma Shotgun. I myself take the Hurricane, but if you do, you may need to bring the Scorpion with you to deal with Phantoms in particular. The Geth Plasma Shotgun staggers so it doesn’t need a sidearm. Use SMG Recoil Systems and High Velocity Barrel for the Hurricane, Extended Magazine/Ultralight Pistol Materials and High Caliber Barrel for the Scorpion and High Caliber Barrel and Spare Thermal Clip for the Geth Plasma Shotgun. Recharge Speed isn’t a necessity on this class, as canceling Flamer early has a quick recharge but you still don’t want anything too low or negative.

 

Gear:
I recommend Warp, Incendiary or Armor-Piercing Rounds unless you are facing Geth, to which I recommend Disruptor. If you use the Geth Plasma Shotgun, do not use Armor-Piercing Rounds as it already ignores armor. Use the respective rail amp to which weapon you are using as a Primary Weapon (SMG Rail Amp or Shotgun Rail Amp). I would suggest Cyclonic Modulator unless you are confident with Geth, then Power Amplifier Module to boost Flamer. And for the gear bonus, I suggest SMG Amp or Shotgun Amp for more damage, or Stronghold Package if you feel too squishy.

 

Strategy:
I was very excited to hear of a new Geth character being released, and after seeing his powers I couldn’t wait for BioWare to release him. A Geth that finally has Flamer! It also is a bit more tanky than other Geth… well, from first glance, but we’ll talk about that later. It is a powerful class, able to succeed at all difficulties.
For its powers, You want Durability and Power Synergy from Fortification. I’m sure many players will see Fortification and think “Melee Build!” immediately. But no, the Geth have one of the weakest heavy melee in the game, dealing 375 damage at base and it drains their shields, which is a double sin for a Geth using Hunter Mode. Having 4 ranks in Advanced Hardware provides more protection in my opinion that Durability at rank 6 of Fortification. If you disagree, only put 3 in Advanced Hardware and test it out. For Flamer, you want Reach. You’ll be close, but not 10 meters close always. The extra 5 meters is handy, especially if your enemies are on lower-ground beneath you. I get Damage at rank 5 because I hardly ever have Flamer constantly going for 5 seconds and I’d never have it going for 8 seconds. That in my opinion, is too much vulnerability on Gold and Platinum. You’ll be cancelling Flamer lots so your load-out is a little more forgiving. Finally, Shield Damage to take out minions. If you want to be more of a boss killer, go for Armor Damage but as it is a Fire power, it does 50% less damage to Shields/Barriers. But if you want Flamer to be more versatile, go for Shield Damage. As for Hunter Mode, take Weapon Accuracy at rank 4. This is more so to help with the N7 Hurricane. But considering you’ll be cancelling Flamer early often, you don’t need Power Recharge either way unless you are carrying a very heavy shotgun with you (the Geth Plasma Shotgun is not heavy nor is it inaccurate). At Rank 5, you don’t need Rate of Fire because the Hurricane shoots fast anyhow. Rate of Fire is nice on the Geth Plasma Shotgun, but you get more out of that +15% Power Damage. Finally, the Damage. You’re Flamer is insanely powerful and so will whichever weapon you carry with you. Lastly for the passive you want maximum Power Damage. This is what makes the Geth Trooper so deadly, an unsurpassed Flamer.
Remember that Hunter Mode gives its penalty from your base shields, meaning the Geth Trooper loses 500 shields. He gains 400 with Rank 4 Advanced Hardware, as that is also off of base shields. Which gives him a total of 900 shields. This isn’t too squishy if you are a confident and consistent Gold/Platinum player. If not, use Cyclonic Modulators and the Stronghold Package. Cyclonic Modulator II yields 1,000 bonus shiels, Cyclonic IV gives 1,500 shields and Stronghold Package V gives 200 extra shields. For those who are fine with 900 or 1,100 if using Stronghold Package V, use the Power Amplifier Module. You putting an extra 10%/20%/30%/50% damage on Flamer! This build really shines on those higher difficulties.
Your main strategy is run off to find enemies and burn them with Flamer. Shields also shouldn’t be an issue with Shield Damage Flamer. If playing with a friend, make sure they or someone on your team has Overload to detonate your Fire Explosions. And Flamer is best detonated with Overload.
With Shield Damage on Flamer, all trooper-level enemies are easy prey. If anything gives you grief, shoot. Phantoms, Nemeses and other slippery troopers can be disposed of easily with the Scorpion if need be. If you chose to take the Geth Plasma Shotgun with you, use that instead as it reliably staggers most targets. For those pesky Guardians which block your Flamer, if taking the Hurricane, they should fall pretty quickly. Dragoons and Pyros and Bombers shouldn’t cause too much trouble either, especially with Flamer. But don’t try and beat a Pyro in a Firefight, their flamethrowers cheat. Shoot them, and Flamer if you feel it’s safe enough.
Ravagers, Brutes and Scions don’t like Flamer either. It’ll burn through a Ravager and any Swarmers they spawn, you can also take them out from afar with the Hurricane, and as long as you use Incendiary/Armor-Piercing/Warp Rounds, it won’t take long at all. You can shoot Brutes from afar and Flamer when they get close. You can also hop out of the way of their charges in the middle of your Flamer animation; this also cancels Flamer, shortening its Recharge to a minimum of a second or so. That extra 5m on Flamer will help you against Scions. You don’t want to get too close to them so they can smack your head into the pavement but you don’t want to be too far away from them so they can rail you with their Geth Prime accurate cannon that strips your shields and slows their recharge. Aim for their tumours, it lowers the armor and its effectiveness.
For the bosses, shoot them. If applicable, Flamer them from a relatively safe distance. You have little defence against their sync-kill animations if you have the Hurricane (aside from the Scorpion, but it takes time to switch weapons). The Geth Trooper will better at boss killing with a teammate or two, unless you chose Armor Damage for Flamer (which compromises its effectiveness against the minions). But can still kill them single handely with a powerful weapon. Using Flamer to strip the shields, you can then combine it with your Hurricane to tear through armor.
This build is tailored to killing enemies. As for objectives, the Geth Trooper lacks Tactical Cloak and Geth Turret to do the 4-Device objective, but still can do the others. While it isn’t as frail as other Geth, it isn’t tanky, so be aware of its shields at all times; if they go down and you’re in the open, good luck to you.

 

N00b Rating:
3.5 – The Geth Trooper is a powerful class, but he is frail like any other Hunter Mode Geth. He may have more shields, but this yields a bigger Hunter Mode penalty. Abuse Flamer as much as possible as it is your best feature and your team’s saving grace. Play him like you would other Geth, but remeber you lack Tactical Cloak or Geth Turret to get you out of sticky situations, so you need to play just as intelligently, making smart decisions. This class, like other Geth, has little room for error.
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Kill it with Fire – by Beleghost

Build Title:

Kill it with Fire – by Beleghost

Class:

Vorcha Sentinel

Power Evolutions:

BloodLust: (4) Health Regeneration, (5) Power Damage, (6) Health Regeneration
Flamer: reach (4), damage (5), armor damage (6)
Cluster Grenade: (3)
Vorcha Resilience: (4) Damage and Capacity, (5) Power Damage
Fitness: (4) Durability, (5) Melee, (6) Fitness Expert

Weapons:

Reegar Carbine higher than III is recommended. You may use any secondary you wish depending on how much you value your regen rate. If you carry a secondary, a high damage, medium RoF weapon is recommended. The Harrier is my personal favorite with Carnifex as a close second.

Gear:

Anything that provides bonuses to Shield Total/Recharge Speed and/or Melee damage (especially melee damage mods on the shotty).

Strategy:

This is one of the simplest and IMO O-P builds in the game, especially after the recent flamer buff. Just run around spraying your reegar and flamer whip out groups of smaller enemies to get bloodlust going. Make sure you play some silver to get used to the dodging capabilities of the Vorcha as this is you method of survival. Every time I’ve ever died it was because I didn’t dodge an attack soon enough.

Avoid rockets, ravengers (ravengers can’t shoot you at point-blank for get right in their faces), and anything with higher instantaneous damage. If you much engage do so at very close range to avoid getting downed. You will not have to worry about low damage high DPS guys like geth pyros if you’ve built up enough bloodlust.

Avoid meleeing, leave that to the Krogan. You will notice that I did tell you to spec for melee and this simply because the Vorcha has utterly not need for shield buffs. They’re totally wasted on him.

Properly executed I’ve seen Vorcha literally carry their team on gold matches and are invaluable on Platinum. If you’re as tired of the N7’s as me, I highly recommend this guy.

Cluster Grenades is speced and why I prefer the Sentinel over the Soldier. It’s basically your “oh ****” response when overwhelming and in need of a quick stagger. Don’t use this frivolously. It’s the same reason they gave the soldier carnage. If you find you never use these, then just spec in weapon damage rank 6 on Resilience.

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

I’d give this a 2.5 as the Vorcha is an amazing character but is very squishy at the opening of each wave when bloodlust disappears. Practice, practice, practice and practice your dodge on silver until you can do it in your sleep! The Reegar and Vorcha aren’t hard to get although if you have trouble, consult others about ways to farm credits.

Appearance: Black tattoos and red lights. Beyond that is irrelevant. The Vorcha is scary as hell to me. I definitely can relate to his crazy blood cry when I’m dealing with work drama.

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Disco Inferno

Build Title:
Disco Inferno

Class:
Vorcha Sentinel

Power Evolutions:
Bloodlust: Health Regeneration (4), Power Damage (5), Health Regeneration (6)
Flamer: Reach (4), Damage (5), Armour Damage (6)
Cluster Grenade: Force & Damage (4), Max Grenades (5), Force & Damage (6)
Vorcha Resilience: Damage & Capacity (4), Power Damage (5), Shotguns and Assault Rifles (6)
Fitness: n/a

Weapons:
Reegar Carbine or Piranha. Disruptor ammo if you have any spare.

Gear:
Engineering Kit

Strategy:

This build is made around flamer, which is a very underestimated power. It staggers, it has a great damage and it absolutely shreds armour. There are a few important factors you need to take advantage of:

· Take the reach upgrade at 4. That extra 5m doesn’t seem like much until you actually use it, then you realise just how many enemies hang out at the 12-14m mark. It’s a lot.

· You destroy health and armour but you’re useless against shields. Take a weapon that lets you strip them easily, like the reegar.

· There’s a pretty solid DoT that gets painted on targets after you’ve stopped flaming. My guess is 500 damage over about 8 seconds.

· If you cancel flamer partway through, it will recharge more quickly. Never use more than you need. Use the stagger to make a getaway and let the DoT finish targets off.

You want to get bloodlust going as quickly as possible. Spawns are the best target; throw a cluster grenade and follow up with a flamer, then run off and let the burning finish them. The trick is in the timing: you want them to die just as you hit the next group, to best keep bloodlust rolling.*

You’re an ambush class. The regeneration stops an isolated shot from being a death sentence but you still won’t hold up to concentrated fire. Flamer, stagger, run away before they’ve put themselves out.

It should come as no surprise that this class isn’t a long-range monster, though flamer with the reach upgrade actually lets you work at medium range. Use the burning to stagger, then use the stagger to close. You’ll do less damage to targets further away but they’ll always do the burny dance. Use that.

If you need to do a major damage dump, remember that flamer + cluster grenade will set off a fire explosion. FEs will only detonate if the target is killed, so it’s best to use against bosses with trash enemies hanging around near them. Both powers have decent area of effect, so prioritise the trash but if possible, hit both. Fire explosions [i]hurt[/i].

If there’s an N7 Paladin on the squad, stick to them like glue. Snap Freeze and Flamer is just about the best short-range power pair around: they’ve got about the same range and recharge and the number of fire and cryo explosions you’ll set off is mindblowing.

Remember to keep killing. Without the bloodlust stack, you’re pretty much powerless. If everyone is focussing on a boss, don’t be afraid to shoot off for a second and hit up a group of troopers to keep the pain train rolling.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
5. You’re incredibly lightweight and don’t really deal your damage upfront so you need to be constantly on your toes, staying close enough to do damage and bugging out the second enemies get you in their sights. If you can get beyond that, your potential for causing carnage is amazing.

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There Will Be Bloodlust – by Elan D.

Build Title:
There Will Be Bloodlust – by Elan D.  Credit to No Snakes Alive

Class:
Vorcha Sentinel

Power Evolutions:
Bloodlust: Regeneration (4), Power (5), Regeneration (6)
Flamer: Damage (4), Damage (5), Armor (6)
Cluster Grenades: Damage (4)
Resilience: Damage and Capacity (4), Power and Force (5)

Fitness: Health and Shields (4), Martial Artist (5)

Weapons:

I only feel that one weapon truly fits with this build, and that is the wonderful Reegar Carbine. Any other heavy shotgun would work as well. What this means is that while you won’t have a lot of long-distance viability, you’ll rip in CQC. And, as an additional bonus, being in range to use the Reegar means you are also in range to use Flamer, which is really what makes the Vorcha Sentinel rip at a whole new level, as you can shred shields and barriers with the Reegar and then immediately melt armor with Flamer. This advantage is compounded by outfitting the Reeger with the Shredder mod, which will literally rip through guardians.

If you want a bit more versatility, I’ve had good results with a scoped high-level Carnifex.

Strategy:

This build has a real close-quarters survivability that few can match. Basically, the strategy is to get your three stacked kills right away, which usually mean running up and heavy meleeing some enemies you can kill in one hit. Husks are best. Once you’ve got that one kill, your heavy melee can take out any level 1 enemies in a single shot (geth troopers, assault troopers, cannibals). You can blast anything with a shield (centurions, marauders, rocket troopers) with the Reeger to nearly instantly drain their shields, and then to save that precious ammo, just heavy melee them for the kill.

As far as upper level and boss enemies go, they don’t stand a chance. Flamer can take out Ravagers in less than 3 seconds, Brutes in just a second more. A single Reegar clip will de-barrier a Banshee, and then it’s just a matter of staying in that sweet spot beyond her reach but where you can still hit her. Atlases take a bit more, but if you can hop out from a corner, blast with Reegar or Flamer, and dive back, and you’ll be just fine.

The only thing you CAN’T handle with this build is burst damage, such as several Ravagers firing on you at once. It doesn’t matter how awesome your health regeneration is if all your health gets wiped in a second.

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

3. The build has amazing survivability, but you really have to know how far you can be from enemies to hit, especially when eating armor with Flamer, it’s VERY easy to get caught in a Brute’s path, or to have a Banshee teleport behind you and grab you up. The Vorcha’s dodge gives you all the tools you need to stay out of the line of fire, so learn to use them well and you’ll be tearing things up in no time!

-edits by PunxsatownyPhil

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