The Krogan Blitz by Jonathan

Build Title: The Krogan Blitz

Class: Krogan Warlord Sentinel

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

Power Evolutions:
Tech Armor: (4) Durability, (5) Melee Damage, (6) Durability
Biotic Hammer: (4) Damage & Force, (5) Armor Damage, (6) Number of Charges
Electrical Hammer: (4) Shields & Barriers, (5) Chill, (6) Number of Charges*
Krogan Warlord: N/A
Warlord Rage: Durability** (4), Martial Artist (5), Fitness Expert** (6)

 

*Depending on your style you could switch this for the Radius and combo evolution.  However, I prefer having the 4 charges this evolution provides so I can go to town on shielded enemies as needed.

 

**I prefer turning the warlord into a damage sponge.  However, either the Durability or Fitness Expert can be exchanged for their alternate melee damage evolution, but not both.  Remember, the Krogan Warlord can’t take cover or dodge, and he moves slowly if not sprinting.

 

Weapons:
The important thing here is to keep your cooldown bonus above 90% and chose the weapon class with your highest melee bonus mod. For Shotguns, I recommend the Geth Plasma Shotgun, Graal Spike Thrower or the N7 Crusader in that order. All of the Krogan Warlord’s abilities are based within melee range so it is a good idea to cover your bases and carry something for the medium to long range. If your Assault Rifle Omni-blade is higher than your shotgun blade attachment, the only ones that are too heavy are the Geth Spitfire and the N7 Typhoon, so choose your favorite.

 

Gear:
The Juggernaut Shield is my personal favorite. Since this is a melee build Hydraulic Joints would work well too, but I like the slight addition to durability from Juggernaut Shields. You really don’t need much else, but the Strength Enhancer weapon equipment and disruptor or phasic rounds would work well.

 

Strategy:
Say hello to the Krogan Warlord. He is big, loud and the giant ball of destruction every Krogan should be. As previously stated, he is a damage sponge. With no gear his health and shields are at 1700 and 2125, second only to the Geth Juggernaut.  However, with both Tech armor and Rage mode active, he gains an 80% damage reduction with a 200 health regeneration bonus. Built to take a beating and dish it out, the electrical hammer and biotic hammer abilities augment the Krogan’s melee capabilities and aren’t instant activation. The charges generated by these abilities are only used up when you execute a heavy melee or finish a three-hit melee combo. I prefer to have the Electrical Hammer charges active at most times since the heavy melee has more of an AoE than biotic hammer, it chills target that aren’t killed by the damage, and it has more charges than Biotic Hammer. However, Biotic Hammer is your power house move. The damage it deals is massive and shreds through armor with ease with this build. I can one-shot a phantom that has full health and barriers with a Heavy Melee. Rage mode activates fairly easily for the Krogan Warlord already, which is why I skipped the Pure Rage evolution of Warlord Rage for Fitness Expert.
Now that you know some of the positive attributes, let’s cover the weaknesses. The Krogan Warlord is even less maneuverable than other Krogan. He cannot use low cover, either as protection or vaulting it when it gets in his way. He has limited use of high cover. You cannot put your back to a corner and fire at enemies while having most of your body protected. You can still use high cover, but you need to position yourself manually. His walking speed is very slow, but he can still sprint, which is pretty much how you should move across the map at all times. Tech armor and rage may provide a massive damage resistance along with health regeneration to bolster his already high durability, but enemies with high DPS like Cerberus turrets and Geth Pyros can overcome this, especially if you have to deal with more than one.  Finally, the biggest danger with this build is the fact that you should be spending most of your time in melee range. This is not a bad thing until you have to face the sync-killers (Brute, Banshee, Atlas, Phantom, Praetorian, and Scion). I didn’t even realize a Brute could sync-kill you until I played the Krogan Warlord. You only need to really worry about Phantoms if they sneak up on you or attack in packs since one Biotic Hammer Heavy melee can take them out with ease. The standard tactic I take is to flank a sync-kill enemy while they are preoccupied with another teammate (preferably a Geth Juggernaut) and just start using heavy melees. If the sync-killer agro’s you, start back pedaling and unloading your weapon of choice until their health is low enough and you can take them out in one heavy melee.
One of the first things you should do in a wave if you aren’t already in Rage mode is to find a trooper level enemy and Heavy melee it to death to get the martial artist boost to melee damage. Unless you want to waste a biotic hammer charge on this mook, your best bet is to weaken it with your gun first, then start in with a heavy melee when you are a couple of meters away. The Krogan Warlord’s heavy melee does have a limited lock-on feature that helps you close distance and make sure you hit the highlighted enemy, even if it moves. After smashing the first mook to death, find another one nearby to trigger Rage. From here on out, you should be able to kill most troopers with a single standard melee attack. Use Electrical Hammer charged heavy melees on shielded mooks to both keep your martial artist bonus going and chill the enemies in the surrounding area. Keeping Rage mode and the martial artist boost going should not be difficult once you get the ball rolling. Remember, only the third strike of a standard melee combo or a heavy melee will expend a charge. So, if you can, try to minimize the number of charges you use. You can cancel out of the charging animation into a heavy melee, but being caught in the middle of a group of enemies and suddenly having to recharge is annoying. You can use the blast from tech armor if you so choose, but your electrical hammer heavy melee attacks will do more damage over a wider radius without leaving you exposed.

 

N00b Rating:
2 – There are a few quirks of the Krogan Warlord build to get used to, and learning that sometimes it is better to back pedal and use your gun when facing sync-killers.  But overall this build is fairly simple.

 

Appearance:
Personally, I prefer the appearance he comes standard with. No specialized paint-jobs, just a big, red, angry Krogan running around crushing things. What could be cooler than that?
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Guerilla Warfighter – by JayneCobb88

Build Title: Guerilla Warfighter

Class: Drell Assassin Infiltrator

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

 

Power Evolutions:
Tactical Cloak: Damage (4)
Homing Grenade: Damage (4), Fire Damage (5), Armor Damage (6)
Recon Mine: Radius (4), Damage (5), Invasive Scan (6)
Drell Assassin: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)
Fitness: Durability (4)

 

Weapons:
Geth Plasma Shotgun with High Caliber Barrel and Spare Thermal Clip mods

 

Gear:
Shock Trooper Gear is best. Grenade Capacity, Omni-Capacitors and Engineering Kit all work well too.

 

Strategy:
This guy is king of the ambush. Recon mine affords the player the situational awareness to dominate and choose the precise time to attack, Tac Cloak gives freedom of movement across the battlefield and Homing Grenade provides massive spike damage. And should the odds look a little stacked against you simply detonate the Recon Mine for some softening damage and move to a more advantageous ambush site.
A quick discussion on the power evolutions: Drell remain alive through strict adherence to the wise words “don’t get shot”. Other drell NEED that last 10% movement speed at the end of Fitness but as this guy can ghost about the battlefield he has no need. Tac Cloak never seems to need faster recharge since I’m always attack cancelling out of it and this ain’t no melee build either. One would think that leaves sniper damage and power usage as the only viable choices. But I’ve found the targeting for Recon Mine to be rather wonky in a sniper scope and as this is our main damager, that’s a no go. Which only leaves power usage and the drell assassin has a way around that too. Homing Grenades are not an active power; they are a consumable, which means no decloaking during their use. And since Recon Mine is a time-delay ability, it too doesn’t drop you from cloak, neither deploying it nor detonating it. The drell assassin gets all of his power use during cloak for free. Add to the mix the charge mechanic of the geth plasma shotgun and you can get a free shot off by charging the weapon before cloaking.
There are two types of ambushes this guy can pull off depending upon how much time you have. The first hasty ambush works around the Recon Mine’s arming mechanic. 3 seconds after it’s fired, the mine can be detonated. Conveniently enough, Tac Cloak’s duration is a little over 5 seconds. A rapid cloak/deploy ensures the 3 second timer is complete during Tac Cloak and the Recon Mine can be detonated for a whopping 2600 damage over a 9 meter radius and the player can fire off a couple shots to down survivors while still retaining the cloaked damage bonus. The power cool down timer also now follows Tac Cloak instead of Recon Mine.
The prepared ambush comes into play when you have anticipated the enemy advance and already have a Recon Mine in place. Start by taking a shot at one or two shielded enemies, cloak, detonate the Recon Mine (weakened shields die along with unshielded), deploy another Recon Mine, fire a Homing Grenade, start shooting, detonate the new Recon Mine and get out while any remaining enemies are staggered and you probably need to recharge shields. Between the two Recon Mines and Homing Grenade one armored target can take 9100 damage and the rest can take 4100, not including weapon damage. Depending upon how fast you are this can be done in 8-10 seconds.
It’s also worth nothing that the Homing Grenades debuff armor and set up Fire Explosions while the Recon Mine’s invasive scan debuffs all enemies for your buddies. For some added umph! swap Recon Mine’s 4th and 6th evolutions.

 

N00b Rating:
3.5 – It’s really not that hard. The only people that have trouble are those that play every character like a tank.
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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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Volus exploder – by redjohn

Build Title:
Volus exploder – by redjohn

Class:
Volus Engineer

Power Evolutions:
Proximity Mine: Radius (4), Damage taken (5), Radius (6)
Shield Boost: Shields (4)
Recon Mine: Radius (4), Damage (5), Armor Damage (6)
Volus Training: Damage & Capacity (4), Power damage (5), Weapon damage (6)
Fitness: Durability (4)

Weapons:
Geth Plasma Shotgun X if I will play in a big map, if not, I use Claymore.

Gear:
Free build, but I would recommend to use shields hardener. This is a very weak character.

Strategy:
What I do is use incendiary ammo III on the GPS, for the simple reason that I put my recon mine in a strategic point where I know the mooks will come in, then, couple of meters of the Recon mine, I put the proximity mine.

When the mooks appear, I shot to couple of them to set them in fire, if I don’t kill them, and when the first of them explodes, then I use prox mine, then I detonate the Recon mine causing a massive series of fire explosions, as a Result if this is well done you can even have killstreaks ( you know, depending on the number of enemies and the type )

Strategies like this one works great on maps like Hydra, Reactor, Rio, London, Condor, etc.

Also a great strategy is to put together the prox mine and recon mine for debuff if you want to kill an specific enemy.

Now, in small maps I take Claymore or even harrier, but i prefer the claymore, because if something gets closer 1 shot will be enough to kill it, at least, in the mayority of cases.

I use claymore with AP ammo III or IV because in that way I can use the Recon mine as wallhack, in that way I can calculate a fast way to scape or kill them all, or even shot trough walls/cover/whatever to kill them.

In maps like Glacier, what I do is put the recon mine where I think the enemies will come from, and the prox mine in the other side covering my back OR, very close to the recon mine to have a higher change to eliminate a higher amount of enemies, I also use Recon mine in small maps to give me time to run or reload the claymore.

Now some of you might be asking “why claymore on small maps instead of GPS?” simple, because Claymore is instant hit nad for some reason my accuracy is so good with claymore. But if in your case you consider that your aiming is not good enough to handle claymore to kill all enemies, then I suggest you to use Wraith if you like shotguns or Talon if you like pistols.

If you like AR’s I would take Harrier, but i don’t recomend it, because you can get distracted easier with an assault rifle than when you are using a shotgun because with the AR you have to stay focused more time, with the shotgun if you are good is just point and shot. ( or couse, everything is relative to your playstyle )

ALSO, if you are planning some duo or having fun with teammates or just teaming up to support each other.

Some of the crazy combinations are.

Krogan Soldier with Incendiary Granades + Recon mine.
If you have a good friend for try this please, do it and you won’t be dissapointed, mainly if that teammate throws 1 or 2 incendiary granades when the enemies are in the Recon mine’s area and after 2 seconds you detonate the mine…… is just BEAUTIFUL, after that, it will be easy to kill the remaining ones ( AKA strong bosses ).

Also this works with the Batarian soldier too, mainly if the guy run the spot and spam BB’s couple of times after the big explosion, everything die.

But the most beautiful is when you fight collectors and you have 2 possessed abominations and the mook inside the recon mine radious and your Krogan mate decide to throw a granade to them, and then you detonate your mine…….. i don’t have even to talk about the results……

N00b Rating: (scale 1-5, 1 is easy for everybody!)
5. Playing a volus is never easy, and you have to be extra careful, be ready for a quick exit and don’t take more than you can handle and support your team mates.

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Chernobly – by tater1031

Build Title: Chernobly – by tater1031

Class: Geth Infiltrator

Power Evolutions:                                                                                                      Tactical Cloak: Duration/Damage (4), Melee (5), Bonus Power (6)
Proximity Mine: Damage (4), Damage Taken (5), Damage (6)
Hunter Mode:  Recharge (4)
Networked AI: Weight Reduction (4)
Advanced Hardware: Melee (4), Martial Artist (5), Melee (6)

Weapons: Primary: Geth Plasma Shotgun with blade and barrel.  Alternate would be the Claymore with blade/barrel and shredder.
Secondary: Geth SMG with lightweight materials and barrel/scope.

Gear: Shotgun amp

Strategy: The general idea with this guy is to do as much damage as possible while cloaked, then hit with a heavy melee.  If using the GPS, you’ll want to charge a shot and cloak.  Then depending on the situation you can either fire/proxy/melee or proxy/fire/proxy/melee.  I like the GPS for this because you can fire a shot while cloaked and you get the Geth weapon bonus, but the Claymore is very effective as well.  With either weapon, make use of reload cancels as much as possible.
You’ll want to pretty much leave Hunter Mode on all the time, unless you get in a sticky situation and need what little shields you have.  This guy is VERY squishy, so situational awareness is key.  You can easily take out a group of 5 to 6 lighter enemies with this guy, but make sure you have a plan of retreat after your melee attack or you’ll be eating the floor.  It takes some trial and error to learn what you can and, more importantly, cannot get away with.  You can easily go in for a melee on boss level enemies, just know when you might need to back off.  A Banshee or Brute with 3 bars is no problem, but sometimes you can get away with going in when they still have half their health.  Usually I just hold the melee and let it pulse, but if they have more health, you may want to hit, roll back, fire, and then hit again.  I would suggest practicing for a while on bronze/silver before taking him into gold.
If you can have a teammate play with the Geth Engineer as your support, it’s even better because the Geth turret will replenish your shields after a heavy melee.
While getting used to this class you will go down, a LOT.  If you don’t have a Geth Engineer supporting you, try to stay kind of close to your teammates.  The last thing you want to do is be “that guy” that keeps going down on the other side of the map.  Once you have this guy mastered though, you’ll be an extremely effective killing machine.

N00b Rating: 4.5 This takes a lot of getting used to, mainly through trial and error.  Having good situational awareness is crucial.  You need to have good aim with a shotgun as well.  The Geth plasma shotgun is a little more forgiving than the Claymore, but require good aim to be the most effective.

Appearance: A16,C16,B16

-Edits by Bryan

 

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