Archive for melee

Biotic Ninja – by Collin

Posted in Drell Vanguard, MULTIPLAYER BUILDS, VANGUARD with tags , , , , , , , , , , on March 18, 2012 by Lucien Midnight

Build Title:

Biotic Ninja

Power Evoultions:

Charge:  Radius (4)

Pull:  Radius (4), Expose (5), Duration and Combo (6)

Cluster Grenade:  Radius (4), Max Grenades (5), Force & Damage (6)

Drell Assassin:  Damage & Capacity (4), Power Damage (5), Pistols (6)

Fitness: (1), (2), (3)

Weapons:

I’m of two minds here.  If you use my above build, I would say go with the Carnifex.  The capacity and pistols modifiers should keep you light.  If you want to play more conservatively (my preference) I would change out the final evolution from Pistols to Weapon Damage and rock an SMG.

Strategy:

There are actually two strategies with this build.  The primary function is to serve and a mobile, close range biotic assassin.  You would set up your initial attack preferably from a flank and fire off a Pull, followed up by Charge to trigger the biotic explosion.  The pull evolutions should enable you to decimate a tightly clumped group of enemies within one attack.  If there are still enemies standing, end them with a point blank cluster grenade.  Speaking of grenades, use these liberally.  You have more movement speed than any other race and you should exploit this.  Use grenades as long range novas and use them on protected enemies.  A charge + grenade can do some serious damage to a Banshee or Phantom.

The other strategy is a bit more conservative.  As I alluded to in my weapons brief, if you want to play more conservatively, instead of pistols for Drell Assassin, take damage and use an SMG.  Just as in previous games, SMGs are high rate of fire guns that are ideal for stripping shields and barriers if you lack an overload-like ability.  Once you’ve dropped their shields/barriers, follow through with your Pull > Charge > Grenade combo.  For this, I’d run with a Locust.


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

5, no question.  This is a close range vanguard for optimum damage.  You have the grenades for a mid to close range nova but let’s be frank, Drell are squishy.  Learn to dodge, ESPECIALLY backwards.  Once you’ve fired off your combo DO NOT CHARGE AGAIN, backflip out of there and duck into cover.  You MUST capitalize on hit and run tactics, you can’t ‘tank’ like a human vanguard or asari.


-edits by Lucien Midnight


Color Scheme:

Be a stylish ninja, I like this color scheme:

PrimaryColor – A 16

HighlightColor – B 9

By using black (A 16) as the primary color, any highlight colors will show up much darker.  This will net you a nice dark red, perfect for the blood you will spill (hopefully more of your enemy’s!)

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

Don’t Tase Me Bro! – by Lucien Midnight

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

Build Title:

Don’t Tase Me Bro! – by Lucien Midnight

[ Asari AOE Melee Build]

Powers:

Biotic Charge: Radius (4), Power Synergy (5), Barrier (6)
Stasis: Stasis Strength (4), Recharge Speed (5), Bubble (6)
Lift Grenade: N/A
Asari Justicar: Damage & Capacity (4), Power Damage (5), Pistols (6)
Fitness:  Melee Damage (4), Martial Artist (5), Fitness Expert (6)

Weapons:

Your favorite pistol will work great with this class. I like to use the Carnifax for easy stasis headshots. With the Justicar Rank 6 Pistols you should get a 200% cool down bonus which is crucial for this class’s success. Also, make sure to use the melee stunner upgrade if you have it! It’ll boost your overall melee damage even more.

Strategy: The idea is to use the Asari’s AoE (area of effect, a.k.a. splash damage) melee attack just like the human vanguard’s nova power. The Asari’s melee is buffed by passive fitness ranks and will do massive damage once you get the multiplier going. Based on this build, the melee attack will do extra damage once one enemy is killed by it. So this class is great to use to help out your team in smaller rooms or at choke points where enemies are tightly concentrated and distracted by crossfire.

The biotic charge can, of course, be used defensively in order to regain your shields. Figuring out how to do this effectively is crucial to your survival on difficulties higher than bronze. If you are playing on the xbox 360 I’d recommend going into your pause menu and switching your controller sensitivity to high. This will allow you to spin around faster after your melee animation ends and seek out a target for biotic charge, regaining your shield and starting the charge/melee combo over again.

Never melee any enemy that can insta-kill you! Unless you are absolutely certain you will destroy it with the damage from your attack. The ending animation of the Asari’s melee leaves you vulnerable for a few dangerous moments and a phantom/banshee/brute/etc. would love to grab you and eat your face off/run a sword through your bowels/etc.

Basically, don’t play as the type of Vanguard who goes off on his or her own and tries to dominate the map like Rambo. Play with your team and protect them from close range attacks from enemies like husks, geth hunters, and other basic enemies.

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

4.5. This class is extremely delicate to begin with and you won’t have some of the basic shield upgrades so this build is definitely not recommended for Gold. The Asari’s melee leaves you vulnerable for a few moments after detonation so strategic timing is crucial. In the hands of a skilled player and a decent team this class is a blast on Silver and you will easily lead your team on Bronze. Enjoy!

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