Pyro-maniac – by Donald

Build Title: Pyro-maniac

Class: Human Engineer

Map Difficulty Rating: This build has the potential for Silver gameplay. Gold will require practice beforehand.

Power Evolutions:
Combat Drone: (4) Shields & Damage, (5) Shields & Damage, (6) Rockets
Incinerate: (4) Radius, (5) Burning Damage, (6) Armor Damage
Overload: (4) Damage, (5) Neural Shock
Alliance Training: (4) Damage & Capacity, (5) Power Damage
Fitness: (4) Durability

 

Weapons: 
I prefer the N7 Eagle but anything that keeps your recharge over 120% will work. On silver, having one gun will be fine, but on gold you might want to have a secondary SMG (Tempest or Hurricane) with “ultralight materials”. This build is better with a mod that allows you to shoot through cover (piercing mod is ideal).

 

Gear:
On silver, you will only need a Gear bonus, like Omni-capacitors, Expert package, or Engineering kit. But on gold bring pistol or smg weapon amp, with incendiary (best) or drills rounds. Cyclonic modulators will help on gold.

 

Strategy:
On bronze and silver this build willl be able to run around the map taking out foes left and right. First use incinerate on a target, and it will also effect nearby enemies.  Next afire off an overload on the same target, which will then set off a fire explosion.  Fire explosions do major damage to both shields and armor. This combo takes out low level troops in one blast, the blast is also an AoE and can stagger. Shoot the remaining troops or keep firing off explosions. On gold you may need to use your gun alot more though, because some low level troops tend to survive the blasts with a bar or so of health.  Use fire explosions and your gun to take out boss-types (atlases, dragoons, scions, etc.)  Be sure to keep a combat drone out, it can deaal out a good amount of damge, and it can distract the enemies. Be careful with this guy, even though he can dish out the damage, he can’t take it, so USE cover!

 

N00b Rating:
3.5 – Takes some getting used to the lack of shields and health.  Otherwise very easy to use and master.  Praetorians and phantoms are to be feared for their barriers, but with the right ammo, you can do it.  Banshees have barriers as well but if you can stay a good distance away, and fire off incinerate and overload when you can, it shouldn’t be too much of a problem.
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Turian Hellion – by Muffinator

Build: Turian Hellion

Class: Turian Ghost Infiltrator

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

Power Evolutions:
Tactical Cloak: (4) Damage, (5) Recharge Speed, (6) Assault Rifle Damage
Stimulant Pack: (4) Max Shields, (5) Duration, (6) Weapon Damage
Overload: (4) Damage, (5) Neural Shock
Armiger Legion: (4) Damage & Stability, (5) Headshots, (6) Damage & Stability
Fitness: (1), (2), (3)

 

Weapons:
Cerberus Harrier with Extended Magazine and Extended Barrel; other Assault Rifles include the M-99 Saber with Extended Magazine and Extended Barrel but the Harrier is by far the best option. Sidearms are optional.

 

Gear:
Warfighter Package for Assault Rifle Damage and Stimulant Pack Capacity (because the loosely count as “grenades”), or Grenade Capacity for additional Stimulant Packs. It depends on how many you think you’ll need.

 

Strategy:
Move over Geth Infiltrator, the new king of direct damage is in town. With a stimpack active, coming out of cloak and aiming for the head, this bad boy can deal just over 10,000 damage in a single clip; enough to completely wipe a banshee’s barrier on gold difficulty! The procedure couldn’t be simpler: stimpack, cloak, hold down the trigger until it goes click.
Stimpacks are great both as a weapon buff and a survival aid. I like to keep mine versatile but it’s really a matter of taste. I’d recommend at least one evolution put into shields- you’re paper thin for a Turian and that boost can go a long way.
Here comes the big downside- combining the harrier with stimpacks means you’re going to have to be constantly tethered to an ammo box. Cloak + jetpack movement makes reaching one easy in a pinch but be very careful not to stray too far from home without a full ammo reserve. Words can’t describe how quickly you’ll burn through it. Thankfully, the candle that burns short also burns bright- that small ammo pool equals a lot of dead enemies.
The jetpack movement can be difficult to get the hang of. Your dodges carry you much further than usual and if you’re not prepared for that, you can overshoot cover and get yourself shot. Try a bronze game or two first, just to get used to the way he moves.
Finally, overload. You all know how it works. Good for stripping shields and giving you some breathing room. If you stick disruptor ammo on the harrier, you can tech burst for some CC capability. You can choose to spec out of it but it’s nice to have another tool on hand and stimpacks mean your effective shields work out ok without dumping a huge amount into fitness.

 

N00b Rating:
3 – Much like the Geth Infiltrator, limited health/shields do a lot to offset your massive damage output. Once you’ve figured out how to negate that with stimpacks, cloaking and massive dodges, the sky’s the limit.
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Turian All-Rounder – by Forceuser7000

Build Title: Turian All-Rounder

 

Class: Turian Sentinel

Power Eolutions:
Tech Armor: (4) Durability, (5) Power Damage
Warp: (4) Damage*, (5) Lasting Damage, (6) Pierce
Overload: (4) Damage, (5) Neural Shock, (6) Chain Overload
Turian Veteran: (4) Damage & Capacity, (5) Power Damage
Fitness: (4) Durability

 

*You can opt for Detonate at Rank 4 of Warp if you’d prefer. Refer to Strategy for this option.

 

Weapons:
M-8 Avenger with Stability Dampner and Extended Barrel and the M-3 Predator with Pistol Scope and Piercing Module. This gives +200% Recharge. If you don’t mind having a slower recharge speed, you can opt for a single heavier weapon which still allows you to spam your powers.

 

Gear:
Anything that compliments your powers and enemies. Omni-Capacitors is a good choice. As is Stronghold Package.

 

Strategy:
This is one of the best all-round builds I’ve played. It does decent power damage whilst still having good defence, and also the ability to tackle any kind of enemy.
Always keep Tech Armor on and don’t ever detonate it. Shot and spam Overload.
Against armoured enemies use Warp. A lot of Turian Sentinel builds seem to skip Warp, but on Silver and Gold it really comes in handy against bosses. Warp rank 4 can be switched for Detonate for better combo detonations. You can’t set off your own combos, so you’re reliant on other Biotics in your squad to make the Detonate option worthwhile. Personally, I prefer having guaranteed extra damage every time over sometimes having stronger combo detonations.
The Avenger is the primary weapon here. It’s good for taking off the last pieces of enemy health. The Predator is there as a backup, as at rank X it doesn’t add any extra weight to this build. The Piercing mod is primarily for Guardians – the Avenger, Overload and Warp aren’t very effective against them, so you can quickly switch to the Predator to take them out.
You won’t necessarily top the scoreboard on Bronze compared to some of the more damage-oriented classes (Asari Adept, Geth Engineer, etc.), but on Silver and Gold the extra survivability of this build really make it holds its own.

 

N00b Rating:
1 – Good balance of offense and defence. Pretty hard to go wrong… As long as you remember you’ve only got 4 ranks of Fitness and can’t dodge. Stick to cover and don’t go full-rambo.

 

Edits by CoreyImperia

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Turian Renegade – by CoreyImperia

Build Title: Turian Renegade

Class: Turian Ghost Infiltrator

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

Power Evolutions:
Tactical Cloak: (4) Duration*, (5) Recharge Speed, (6) Assault Rifle Damage
Stimulant Pack: (4) Damage, (5) Duration, (6) Weapon Damage
Overload: (4) Damage, (5) Neural Shock, (6) Chain Overload
Armiger Legion: (4) Damage & Stability, (5) Power Damage, (6) Damage & Stability
Fitness: N/A

 

*I choose Duration on Cloak to help with the Objectives, but I’m a team-oriented kind of player. With Damage on Cloak, it is 100% bonus Assault Rifle Damage for a few shots which is nice, but personally, I feel that we get more out of Duration than Damage. Use your preference.

 

Weapons:
Cerberus Harrier. Hands down the best Assault Rifle in the game. Use Extended Magazine and Piercing Mod/Extended Barrel. Other substitutes for players who haven’t been blessed with the Cerberus Harrier include the Phaeston, M-96 Mattock, M-99 Saber or the M-76 Revenant all with Extended Magazine and Piercing Mod/Extended Barrel. The first two are Uncommon, the Saber is another Ultra-Rare which I prefer on the Turian Havoc and the Revenant is a Rare.

 

Gear:
The Ammo Bonus should be either Armor-Piercing or Incendiary Rounds. Armor-Piercing is for boss-killing but Incendiary allows the Ghost to do Fire Explosions with Overload (like my Geth Engineer build). Use an Assault Rifle Rail Amp and a Cyclonic Modulator for Weapon and Armor bonuses. For the gear slot, Warfighter Package or Grenade Capacity as these affect the number of Stimulant packs you can carry. 4 Stimulant Packs with Warfighter Package IV or V and 7 Stimulant Packs with Grenade Capacity V. After the recent nerf of Stimulant Pack, you’re better off taking the Grenade Capacity gear.

 

Strategy:
The Turian Ghost Infiltrator was BioWare’s answer to two questions we have been asking since the beginning: “Where is our Turian Infiltrator” and “Why isn’t there an Infiltrator with Overload”. Luckily, they’ve done it with one, an incredibly powerful character which will decimate its opponents. We’ll go over the powers, then strategy against the enemies and end with the flaws of the build and how to overcome them.
The first thing you’ll notice is their are no points in Fitness. This is common with my Infiltrator builds as with Cloak there is less need for it. You also have Ops Packs and Stimulant Packs so Shields are not necessary. On Tactical Cloak, I run all my Infiltrators with Duration, 40% additional damage is still respectable and it means I can do the objectives effectively. Since this is not a Melee build, forgo Melee Damage and go for Recharge Speed. Assault Rifle Damage on Cloak differentiates this character from then other Infiltrators, boosting that 40% to 60% and then about 6-8 more seconds of 20% Assault Rifle Damage. The Ghost gets all this extra Damage from Stimulant Packs, which are evolved for maximum damage. You get an additional 20.50% Cerberus Harrier Damage for 9 seconds, and this isn’t including the passive power yet. That’s insane! The great part is you also get 1200 shields are a result of using a Stimulant Pack, giving you that extra shielding you need in certain situations. Since the release of the Collectors, Overload should be evolved in one way. Damage, Neural Shock, Chain Overload. This way, Overload damages all enemies and stuns unarmored trooper enemies, deals maximum damage (increased by 40% when Cloaked and by 17.50% when Stimulant Packs are used) and hits another target. For Armiger Legion, Damage & Stability gives you 30% Weapon Damage and 55% Weapon Stability when you evolve it for both those options at Ranks 4 and 6. You could go for Headshots at Rank 5, but increasing Overload’s potential is a better option.
An intelligent Ghost will have no problem with trooper-tier enemies as long as he isn’t surrounded and by himself. Overload fries the Shields and Barriers of Centurions, Nemeses, Phantoms, Geth Hunters, Rocket Troopers, Geth Pyros, Geth Bombers, Marauders, Collector Captains and possessed Collectors (Abominations, Troopers, Captains). The Infiltrator can then follow up with sustained Harrier fire to annihilate the targets. You also have your Propulsion Packs to get you out of the way quickly or your Melee which staggers its target. For armoured opponents like Brutes, Ravagers, Dragoons and Scions, your weapon is where its at. You need to Cloak and fire. If you have Armor-Piercing Rounds on, you’ll shred them. If you chose Incendiary, add in an Overload and creat Fire Explosions to damage them as well. If the Scion becomes possessed, switch to Overload and then the above strategy.
Heafty boss-level targets (Atlases, Primes, Praetorians and Banshees) should not be a big issue either. Using Overload to strip their shields will work well on Atlases and Primes and Banshees but the Praetorians have that Spherical Barrier than they can bring up which heavily weakens power damage and reduces weapon damage. Switch to weapons at that moment. Once their shields are down, use the same strategy for the armored targets. Don’t get in too close to these enemies Altases and Praetorians can sync-kill you after their melee attacks, Banshees can sync-kill you if they’re in their Biotic Charge stage and Primes can stunlock you and rail you with their Pulse Cannons.
The Turian Ghost Infiltrator is a thoroughly well-rounded character, which can do the Objectives as well as destroy the enemies. His only issue is his defences and his dodge. While that dodge is useful, if it goes the wrong direction or backs you into a wall, the animation is quite long and can easily turn a dangerous situation into an even more precarious one. Be aware of your surroundings at all times. He has 750/500 in terms of defences which becomes 1950/500 with the use of Stimulant packs for 9 seconds. He is harder to play now, as BioWare nerfed Stimulant Pack but by taking more with you, you should be able to compensate. You will go down if you make silly, Bronze-forgivable decisions. Like above, be aware of your surrounds and the number of Ops Packs and Stimulant Packs you have. A Stimulant Pack won’t save you always and it doesn’t come with that 1 second Immunity that the Ops Packs do. 1 second can be all you need to get away sometimes.

 

N00b Rating:
3 - Not hard to play, not hard to succeed with but frail none the less. The difficulty comes with deciding when to use Stimulant Packs. They are evolved for maximum damage but can count as a lifeline when you’re near death. It’s safer to use an Ops Pack in that situation unless you’re sure with the Damage and Shield boost from Stimulant Pack you can survive the encounter. But do not waste all of your Ops Packs before round 3, not before round 6 even (of course, if you can only take 2 to a match, that’s an issue). Use your Stimulant Packs often, but always be wary of how many you have left.
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Turian GhostBuster – by GreenFalcon13

Build Title:
Turian GhostBuster – by GreenFalcon13

Class:
Turian Ghost Infiltrator

Power Evolutions:
Tactical Cloak: Duration (4), Recharge Speed (5), Bonus Power/ Assault Rifle Damage (6)
Stimulant Packs: Max Shields (4)
Overload: Chain Overload (4), Recharge Speed (5), Shield Damage (6)
Armiger Legion: Damage & Stability (4), Headshots (5), Damage & Stability (6)
Fitness: Durability (4)

Weapons:

M-99 Saber
-Precision Scope
-Piercing Mod

(Optional)
N7 Hurricane
-Ultra-light Materials
-*Any*

Gear:
Warfighter Package (Will provide you with two extra Stim-packs), Armor: Power Efficiency/ Shield Power Cells/ Cyclonic Mod, Weapon: Assault Rifle Amp III, Ammo: Any

Strategy:
Simple build design, as Tactical Cloak has the opportunity to increase Assault Rifle Damage. I’m torn weather to use bonus power or that. As a cloaked Overload gives you slight crowd control while remaining undetected, and still gives enough time to lay that Saber shot. Saber is a given for this build, I never used that gun until now. This single shot assault rifle works great with the Tactical Cloak, allowing to get around 1-2 shots per cloak. With Piercing Mod you get decent armor denting capabilities as well. Overload is built to maximize barrier and shield strips, which will then line up your Saber headshot. I put the N7 Hurricane as an optional side weapon, as with 55% stability on the Turian, it’s a great close-quarters gun. If you don’t have one a Locust would do fine too, (I loved the Locust before it was buffed!). Anyway, Stim-pack is an extra lifeline if you are stuck in a sticky situation. Plus you can use one, if you used Tactical Cloaked before your shields recharged, plus gain a slight damage boost, for your saber shot. Since Damage is chosen over Duration your Tactical Cloak will only last around 5 seconds, so your objective (arming) abilities will be hampered.

That’s it really, Cloak, headshot, and repeat. Overload when necessary and don’t waste your shield boost’s when you have 4 refillable Stim-packs (Gear at level V).

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3. Stim packs and tactical cloak help a lot.

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