Build Title: Tower of Power
Class: Geth Juggernaut Soldier
Map Difficulty Rating: This build has the potential for Gold gameplay.
Hex Shield: N/A
Siege Pulse: (4) Damage, (5) Damage Protection, (6) Number of Shots
Geth Turret: (4) Shield Restore, (5) Restore Range, (6) Restore Frequency
Geth Juggernaut: (4) Weapon Damage, (5) Stability & Ammo, (6) Weapon Damage
Hardened Platform: (4) Durability, (5) Shield Recharge, (6) Power Transfer
The strongest shotgun you have with both a High Velocity Barrel Mod and an Omni-Blade Attachment. Lacking those two, the Shredder Mod and a Tungsten Blade. For the shotgun itself, the following have all worked admirably for me. The Wraith (decent range for a shotty), AT-12 Raider, Claymore, Reegar Carbne (for stripping shields), or the N7 Piranha (good all around).
Juggernaut Shields V (if you have it). Other good gear would be the Shield Booster V or Berserker Package V. For the consumables, I will simply list the type and leave the level to your own judgement (or availability), put a Cyclonic Modulator. Weapon Bonus slot either a
Strength Enhancer or a Shotgun Rail Amp. Ammo Bonus is entirely up to you.
Sync-kill immunity (can’t be grabbed by Banshees, Phantoms, Brutes, Atlases, Praetorians, or Scions)
Extremely high shields, even without gear
Heavy Melee restores shields
Slowest class in the game
Cannot take cover or vault cover. You can still use ladders, thankfully.
Let me get this out of the way before you start. You are NOT invincible, just extremely tough. Get ready to wear out your Melee button, because you’re going to be doing a LOT of melee. Your job is not to kill, however. You are built to Tank, and NOT to DPS. Your biggest concerns are to draw the attention of Boss enemies. Your biggest threats will be Praetorians, Turrets, and Ravagers (multiple Scions, Dragoons and Phantoms can be lethal too). The Juggernaut is highly resistant to being staggered, but not immune, keep this in mind before you wade into enemies you may not be able to handle. Turn on your Siege Pulse, and leave it on. Do not EVER fire it off if you can help it. As long as you have those 4 shots stored, you have a permanent 40% resistance to damage. Let your team do their jobs, but step in when you see things getting hairy. If multiple boss enemies start rushing in, get in their face, and start heavy meleeing. They will almost always focus on you. And while they are focused on you, your team can shred them without worry of being one-shotted. Try not to go solo, as even you can get overwhelmed by many enemies. This is where your turrent will come in handy. Toss it out to either help your team, or for yourself in between heavy melee attacks. That little bit of restoration can mean the difference between life and death. When you find yourself surrounded by multiple enemies, try to focus on the smaller ones that can do a lot of damage quickly, then move on to meleeing the big boys.
Cerberus: Atlases and Phantoms are your priority, with slightly more emphasis on Phantoms. They move faster and can cloak, whereas the Atlas does not. Dragoons can be a wonderful thing to draw the attention of as their relative high speed and damage output can be frustrating to deal with in multiples. Turrets are the biggest threat to you, and more than one turret can easily spell your doom. Beware open spaces with no cover when fighting Cerberus.
Geth: Geth are perhaps some of the hardest enemies for the Juggernaut to deal with. Multiple Primes firing on you can drain your shields faster than you may be able to restore them. Pyros, once they are in range, are actually more lethal. If you get into a cluster of enemies, targets the pyros first.
Reapers: Good news, you can’t get grabbed by the bosses, OR the husks. Banshees are your top priority. Brutes can one shot, but Banshees are faster, have barriers, and grab FAR more frequently than brutes (although, the grabbing animation for Banshees is much easier to stop, as the animation for Brutes is the fastest; equal with the Phantom). Both Banshee and Brute attacks will stagger you most of the time so be very careful with the timing of your melee. Sometimes letting a heavy melee end early and restarting it to avoid a stagger is the wiser decision. Ravagers will be your biggest threat, especially if there’s more than one pounding you while you’re tanking. Use cover, or let your team know to focus on them first before killing what you’re tanking
Collectors: This is going to be your biggest challenge. Seeker Swarms will greatly limit your power usage, and for the most part will be unavoidable. Praetorians are the most dangerous foe a Juggernaut faces. With no ability to run if things take a turn for the worse, you must be able to hold your own. The Praetorian’s melee attack is what you’ll quickly learn to hate. The rate at which he attacks is rather quick and if hit, you WILL be staggered. Whats worse, is that as soon as you’ve recovered, his next attack is landing and will keep you staggered until you can move out of range or fire off another heavy melee. A strategy I’ve found to counter this is to fire off a light melee between heavy melees, or right as the Praetorian swings at you. You cannot be staggered while performing any melee attack.Learn how he telegraphs his melees and learn to counter accordingly. Scions, as long as they are in melee range, are not a problem. However, if you find yourself getting staggered by a Praetorian while Scions range you from afar, you’ll be going down in short order. Make sure you have cover from Scions or communicate to your team that they need to focus on bringing them down.
General: Your melee is your primary weapon, but don’t be afraid to use your shotgun. If there’s little chance of you being staggered between heavy melees, use it. The Reegar works great for stripping shields to get working right on armor, and the others I listed work for quick damage bursts in between melee attacks. Since your turret will always cool off rather quick, weight isn’t an issue so long as you remember to never fire off your Siege Pulse. You can, if the situation will allow it, just remember to never be caught without charges during a cooldown. Firing a Shot off can save someone from getting stomped while down, as the Pulse will either stagger or incap most enemies capable of stomping. If you’re tanking multiple baddies and someone goes down, let your other teammates help them up. You need to keep the focus on you and keep yourself alive. If you can get them up without any real risk, then by all means do so. Remember that once start a heavy melee, you can swing your view around to get an idea of what’s surrounding you. You can use this to lock onto another enemy and begin sapping them more easily. Another thing to be aware of is that you can only use your Heavy melee if the orange targeting pips lock onto an enemy. Smoke from Centurions and Atlases can prevent this, so use caution when around smoke. Another thing to always keep in mind is that you are not very mobile, and will have a hard time rapidly repositioning to face new threats. Try not to charge in, but rather pick a spot and let the enemy come to you.
Deliver the Package: You make an excellent carrier as you are highly resistant to going down. Even if you have to wade through thick enemies, simply keep firing your turret out and refiring it as soon as it’s replenished a portion of your shields as you go. Of course, if you can draw the majority of enemy fire, then that lets someone else carry the package unmolested.
Activating the Beacons: Unless the only other teammate nearby is squishy, you’re better off letting your team activate these while you provide cover fire and distract. If you find you must be the one to activate the point, then fire your turret close enough to replenish your shields, but far enough away that an explosion won’t kill it. Keep in mind it will heal your through walls.
Escort: This objective type you are built for. Simply keep walking the drone to it’s destination. And keep firing out your turret constantly to keep you and your teammates’ shields up. If it comes down to it, don’t be afraid to stay behind to tank a lot of baddies to give your team breathing room. 3 teammates escorting because the Tank is busy is faster than the Tank escorting by himself because his team was decimated.
Enemy Targets: This one is perhaps the toughest for you to help with. Unless you or your team are willing to spare a Cobra Missile for each target, then you’ll be slow moving from target to target. Especially if your target is a slow moving type, like Atlases, Brutes, Guardians, and Scions. Even if the target is a smaller type, keep tanking the big stuff to give your team room to operate.
Hacking: This one you are again well built for. Keep your turret up, and tank anything that comes near the area. Do try to keep to the edges and keep the tough stuff out.
2 – Takes some getting used to, but isn’t terribly difficult.
Appearance (because I think it looks awesome):
Primary Color: A16
Highlight Color: B16
Secondary Color: C8
Pattern Color: C8