C-C-C-COMBO BREAKER – by Chris

Build Title: C-C-C-COMBO BREAKER

 

Class: Geth Juggernaut Soldier

 

Map Difficulty Rating: This build has the potential for Gold gameplay, Platinum gameplay is plausible with the right team

 

Power Evolutions:
Hex Shield: (4) Shield Strength, (5) Duration, (6) Large Shield
Siege Pulse: (4) Damage, (5) Damage Protection, (6) Number of Shots
Geth Turret: N/A
Geth Juggernaut: (4) Weapon Damage, (5) Stability and Ammo, (6) Weapon Damage
Hardened Platform: (4) Durability, (5) Shield Recharge, (6) Power Transfer

 

Weapons:
Claymore has given best results against all enemies. Shotgun Shredder Mod and Smart Choke as the attachments.

 

Gear:
Gear: Juggernaut Shield preferred, personally. Berserker Package, Omni-Capacitors, Shotgun Amp, Stronghold Package, or Survivor Loadout could be used based on your experience.
Ammo: Incendiary or Disruptor to prime tech bursts.
Armor: Highest Adrenaline Module you have.
Weapon: Shotgun Rail Amp

 

Strategy:
Prime tech combos with your Claymore and detonate with Siege Pulse, alternating between the two. Being unable to dodge or take cover means you can easily reload-cancel your Claymore by hitting ‘A’ just as the ammo count changes. With a Claymore X, you will have 40 shots; I’ve never had to hit an ammo crate during a wave when playing with others. Defensively, you may choose to keep your four Siege Pulse rounds on you to add a 40% damage reduction. However, in my experience so far, using them for assault lets you make quicker work of your enemies. You should have a +95% cooldown with a Claymore X; using reload cancel, you will fire your fourth Siege Pulse round as your cooldown completes (given the base equipment above).
Use your Hex Shield primarily to block projectiles from missile enemies (Scions, Ravagers, Primes, Atlases, and Rocket Troopers) while you are engaged in close combat. Secondary, use it to block rounds from the soldier classes while you’re engaged with boss-level enemies. I’ve found that it’s fire from outside the close range fights that downs this build, so using your Hex Shield that way along with good timing with your heavy melee will increase your survivability GREATLY. Keep in mind that splash damage will still come through, so back off of your hex shield as soon as you place it. Use your heavy melee to recharge your shields when they get to around 33%.
Keep an eye on your Siege Pulse rounds. If you’re running low and need to place your Hex Shield, do it BEFORE reloading your Siege Pulse, which has a ~10s cooldown time.
The Adrenaline Module is a MUST for any spread-out map (Hydra and Vancouver come to mind) and reduces frustration on mid- to small-sized maps. You can’t take or vault cover, so you’ll have to go around commonly vaulted barriers in places like London and Giant. If you find yourself surrounded by smaller enemies, your regular melee will stagger. If you’re surrounded by boss enemies and your shield drops a bit too quickly for comfort when going on the attack, just tank with your heavy melee and call for backup while maneuvering gradually out of the dogpile.
On all objectives, use your Hex Shield the same way you normally do (place in the path of missiles first, rifles second). For the activation objectives, you will probably be able to distract enough enemies to make 1-3 a piece of cake for your team. Work your way back to 4 to defend whoever is activating.
For platinum, I would play with a Demolisher, an Infiltrator who can prime or detonate tech bursts, and another defensive Juggernaut for the fourth. On Gold-Glacier-Reapers with two Brutes and three Banshees on the rear incline, I (using this build and strategy) and a Demolisher took the whole lot of them out before they got to the top. This class is EXCELLENT at distracting large numbers of enemies, so keep the Infiltrator around to revive, prime tech bursts, and complete objectives. Keep the Demolisher close to you and the other Juggernaut, place the pylons to help with shields and keep the grenades flowing, and you’ll be sitting pretty.

 

N00b Rating:
3 – Though this is a tank of a class, you do need to get the timing down for the attack strategy and have a well-developed situational awareness to effectively defend you and your teammates.
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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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Turret Destroyer – by TheyCallMeKurt

Build Title:

Turret Destroyer – by TheyCallMeKurt

Class:

N7 Destroyer Soldier

Power Evolutions:

Devastator Mode:
(4) Shield Recharge Delay
(5) Rate of Fire
(6) Max Shields

Missile Launcher: N/A. People like to look at this and go “Missiles? Awesome!” and ignore the 50% shield loss. You can’t afford to lose any shield power. And, the missiles don’t fly straight at them, so if you’re in a tight spot, then half your shield capacity just flew into a wall. It’s just not worth it.

MultiFrag Grenade:
(4) Force and Damage
(5) Max Grenades
(6) Force and Damage

T5-V BattleSuit:
(4) Weapon Damage
(5) Headshots
(6) Weapon Damage

T5-V Internal Systems:
(4) Durability
(5) Shield Recharge
(6) Fitness Expert

Weapons:

I would use at two. The choice is yours, honestly, this class is fairly flexible, but here are some good options.
Pistols: I don’t feel like Pistols should be used, being you’re going to want to be tankish. However, if you feel it’s needed, or just prefer pistols, guns like the Talon w/ Barrel and magazine mod, or a Carnifex/Paladin with a Barrel and Scope mod would be good choices.
Sub-Machine Guns: I really don’t recommend anything for these except the Geth Plasma SMG for it’s already crazy rate of fire, and the fact that headshots are good things to do.
Assault Rifles: I like most of them. The Phaeston is my favorite, because it has a pretty good clip size and I can headshot well. Otherwise, guns like the Falcon are really fun to use. Add magazine and scope mods and you’ll have a good day.
Shotguns: I’ve been messing around with these because I feel like they should be used, but I’m not sure what to go with. I like the Geth Plasma Shotgun so far. The Pirahna is highly suggested by most people, but I don’t feel like it does a lot. Whatever you choose, be sure to add a magazine clip/Barrel/Shredder mod. I don’t suggest the barrel if you’re going to use a shotgun with crazy high power already.
Snipers: I haven’t really tried to use a sniper rifle for this class yet, but If I did, it would have to be the Raptor.

Gear:

I personally have been using the war fighter package, because it increases grenade capacity and assault rifle damage. I would use consumables that involve increasing assault rifle damage because it’ll probably be your main weapon, and ammo upgrades like disruptor ammo

Strategy:

You know how devastator mode’s description says you can be like a turret? Well turrets sit there, wait for enemies to come into line of fire, and then they win. A lot of people like to look at their high health and armor and think that they can rambo into anything they want, and it’s really just not the case. The best thing for you to do is stay behind cover, and wait. Some classes can fight any kind of enemy and that’s not this guy. Stay by your team, stay on a small map, and stay behind cover. For human-sized enemies, pop out of cover, aim for the head. The disruptor ammo will usually stagger them, and you can have fun from there. For groups of enemies, throw a grenade or two (you’ll have at least 5 if you use a capacity mod) and finish them with the Phaeston. For bigger enemies, just relax and take your time. Hopefully you’ll notice them from a distance, and everything will be fine. Throw a grenade, disrupt the heck out of them, reload. You’ll be by teamates, so no worries.

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

3. This class takes getting use to. On Bronze or Silver, you can probably get away with being a little reckless, but on Gold and Platinum, you’re going to have a hard time. It’s easier to stay behind cover and pick them off. For maps, I would go with either glacier or white, and for enemies, probably Geth is the best way to go. Just know where your ammo boxes are, stay close to your teammates, and you’ll be fine. You might not get the highest score in the group, but you’ll know you helped, and you’ll enjoy that 60,000 credits and the end of the game.

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Golddigger’s heaven- by Frozenballz

Build Title:
Golddigger’s heaven- by Frozenballz

Class:
Phoenix Adept

Power Evolutions:

Singularity: N/A
Smash: (1), (2), (3), Electrical damage(4), Force and damage(5),
Impact radius(6)
Lash: (1), (2), (3), Detonate(4), Damage over time(5), Shield penetration(6)
Phoenix training: (1), (2), (3), Damage and capacity(4), Power damage(5)
Fitness: (1), (2), (3), Durability(4), Shield recharge(5), Fitness expert(6)

Weapons:
The newly released Acolyte (preferably at rank X, but any will do) is the best choice to use for this class for farming Geth on Gold.

Gear:
I would suggest Mental Focuser V, that 12% bonus to power damage is good

Strategy:

This build is designed specifically for people who like to farm gold against geth.

It’s quite straightforward. You use the Acolyte to deshield everything. It staggers (short amounts but it helps), completely decimates shields (will take out a prime’s shield in 3-4 hits on gold after charged shots, everything else is instantly deshielded when hit by the acolyte shot), and thus is a very good weapon for stripping away the shields of before you lay on the hurt on those primes. Once the shield is down, you keep hitting the enemies through the walls
with the smash. the electrical evolution for smash will allow for tech burst spam, and will work well with other tech based characters as well (instead of conflicting between biotics and tech, thus interrupting each other’s combos), and smash in general does -alot- of damage as well, and can be spammed very quickly. Smash can travel through walls to hit enemies, so make use of that to always remain in cover but hitting them hard and fast. The key to this build is
utilizing those small spaces to lay on as much damage as you can in the shortest amount of time, or as Kirrahe says “Hold. The. Line.” You can also throw in the heavy melee to cancel smash, but quite franklyyou wont even need to do that, smash will kill everything off so fast.
Dont forget, smash can affect targets at higher/lower levels as well, so you can use that to your advantage to hit enemies that are say, one floor above/below you. Ideally, you want one person to use this build, the rest can be whatever they wish to be to cover the other bigger area- multiple people using this in the same area will result in
blocking, and thus you’d either get each other killed, or waste time and energy otherwise. and as always, good communication is key.

This build can single-handedly take on 2-3 primes at a time and kill them fast, and can hold a choke point solo while your team-mates watch your back from the other entrance.

Here is a video of a gold pug run i did with this build for you to give you an idea what i mean.

N00b Rating: (scale 1-5, 1 is easy for everybody!) 3.5
This build isnt that hard to use, but initially it will take some getting used to. make sure you always know where your enemies are, and know how far your smash can reach out to (that way you can hit them through walls etc). Ensure you always have a way back out (aka, your team-mates are watching your back) and help them out if they get overwhelmed, but dont forget to cover your point as well.

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