Biotic Annihilator – by x-Lee_666-x

Build Title: Biotic Annihilator by x-Lee_666-x

 

Class: Asari Valkyrie Sentinel

 

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

 

Power Evolution:
Tech Armor: (4) Durability, (5) Power Damage, (6) Durability
Annihilation Field: (4) Impact Radius, (5) Movement Speed, (6) Drain
Warp: (4) Detonate
Asari Valkyrie: (4) Damage & Capacity
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
N7 Piranha shotgun with Extended Barrel mod and Shotgun Shredder Mod. This works for both Gold and Platinum, as my Piranha is level X. Alternatives would include any powerful and lightweight weapon. I optimize for close range only with this build.

 

Gear:
Bronze/Silver/Gold: Structural Ergonomics V Gear mod. This is to counterbalance the weight of the Piranha, reducing cooldowns by 15%. Platinum: Structural Ergonomics V Gear mod, Cyclonic Modulator III Armor mod or Adrenaline Module III Armor mod, Warp Ammo IV Ammo mod, Shotgun Rail Amp III Weapon mod. This will be explained later.

 

Strategy:
Across all difficulty levels, the basic strategy with this character is to devastate enemies at close range. Activate Tech Armor, activate Annihilation Field, then run in close to enemies, hit them with Warp, parry with the Piranha, and repeat. This class is good for crowd control, and excels greatly in one-on-one close range combat. The Tech Armor is only to give the Biotic Annihilator an added 50% damage reduction bonus, essentially making your character twice as hard to kill. Because of this, the Tech Armor is really what makes Annihilation field usable, and is the basis of effectiveness with this character. I will have this on for the whole match, as the detonation of the Tech Armor is not very powerful, being ranked for damage reduction. The Tech Armor also slows power use, so rank six of the power can really go either way, I just prefer the added damage reduction over the alternative of increased power recharge time. To mitigate the added cooldown time of the Biotic Annihilator‘s powers, I always use the Structural Ergonomics V Gear mod. The Warp power does not need to be ranked too high, as it is only needed to detonate the biotic primer from Annihilation Field. I have Warp ranked to level 4 to get the 50% bonus to force and damage of biotic explosions. Annihilation Field is ranked to: have a larger radius, give the Biotic Annihilator added movement speed, have increased duration (90 seconds), drain the shields of enemies to replenish your own. Annihilation
Field’s increased movement speed will let you get enemies in and out of the Field’s enhanced radius quicker, for more biotic explosions, and plus, everyone likes to run faster. Having Tech Armor and Annihilation Field ranked this way adds to the durability of the Biotic Annihilator, making you much harder to kill due to damage reduction(Tech Armor) and quick shield regeneration(Annihilation Field). The increased radius also can set up more enemies for biotic explosions that are best detonated with a teammate with Shockwave. In general, the larger Field also makes priming BE easier. The equipment mods listed for Platinum difficulty are mainly to increase the effectiveness of the Piranha shotgun. The Shotgun Rail Amp III, and Warp Ammo IV make the Piranha much more powerful. Also, the added damage bonus from Warp Ammo will be in effect when firing on nearby enemies affected by the Annihilation Field. The Piranha is also used to fill the lengthened recharge speed of Warp after a Biotic Explosion. Step by step example: Lone Geth Pyro. With Tech Armor and Annihilation Field active, sprint over to the Pyro. Get close enough for Annihilation Field to take effect, and hit the Pyro with Warp. After the Biotic Explosion, move away so the Pyro is out of the Annihilation Field’s radius, and then move back in while bullying and stunning the Pyro with the Piranha until Warp recharges/magazine is empty. Finish off the Pyro with another Biotic Explosion or more Piranha shots. Only use melee to stun a single enemy when the Piranha needs to be reloaded. For a group of enemies, do the same thing as you would with a single enemy. The only difference would be to retreat when necessary to allow your shields to recharge. The Biotic Explosion will stun nearby enemies, making them all vulnerable to the Piranha, and depending on the amount of enemies in the group, you might not even need to move back and forth for the Annihilation Field to take effect, as you only lose the priming effect on the enemy detonated. This build is effective on all enemy types and all enemy characters, but is most effective against the Geth, as there is no risk of being sync-killed (except if you play on Platinum). Caution should be taken when playing Collector, because as a close range specialist, Praetorians and Possessed Abominations are dangerous and numerous. You could solo Gold with this build, but Platinum would be very difficult. The Biotic Annihilator is best used as the spearhead of a two man group, with your teammate covering you from nearby. This build is a driving force on Gold. The best support for the Biotic Annihilator would be a team of a Batarian Slasher, a Drell Vanguard or Adept, and character with throw or another Biotic Annihilator. If you can, avoid teammates with Tech Burst primer powers, as these can be a major troll on your flow, since tech powers take priority of detonation over biotic primers, causing you to waste Warp on a relatively weak Tech Burst instead of a powerful Biotic Explosion, potentially getting you killed. Seriously, Tech powers ccan get you killed! With the Biotic Annihilator, it is important to remember to be aggressive, but to be smart. DO NOT take on too many enemies or risk getting cornered or downed. Only experience can help you gauge the situation and the tactics needed with this character.

 

N00b Rating:
3.5 – It takes experience to effectively use the Biotic Annihilator effectively.
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Master of Misdirection by WadeVox

Build Title: Master of Misdirection by WadeVox

Class: Volus Mercenary Sentinel

Map Difficulty Rating: This build has the potential for Gold gameplay (Collectors can be tough because Decoy doesn’t confuse melee-based targets)

 

Power Evolutions:
Decoy: (4) Durability, (5) Shock, (6) Exploding Decoy
Combat Drone: (4) Detonate, (5) Shock, (6) Chain Lightning
Shield Boost: (4) Shields, (5) Recharge Speed, (6) Protection
Volus Training*: (4) Damage and Capacity, (5) Power Damage
Fitness*: (1), (2), (3)

 

*Alternatively, spec out of Volus Training and maximize shields on Fitness, if you feel you need the extra amount at the expense of power damage.

 

Weapons:
Anything that keeps power recharge close to200%. I like the N7 Eagle with piercing and barrel mods; use whatever you want but keep the power recharge as close to 200% as possible.

 

Gear:
For the gear bonus I use Omni-Capacitors V, I say anything that helps tech damage or power recharge. For Ammo, weapon and armor use whatever you are most comfortable with and whatever you have to use.

 

Strategy:
First a little about me, then my thoughts about the character, then the powers, then how to play him; I don’t have any friends that play this game any more so most of my builds are constructed around playing as the lone wolf on a team of randoms and surviving without relying on others to detonate my combos or deal damage after I prime something; If you want to play with me sometime my gamertag on XBOX Live is Pecos McCleod.
When I look at the character and his powers I see a guy who can’t take cover, who has a small tactical cloak to get out of trouble (with a brief cooldown, which is separate from the cooldowns of your other powers), with very little direct damage capacity, but great toys in combat drone and decoy and even greater potential for causing mayhem and distraction.  Both Decoy and Combat Drone should be built to take advantage of the shock rank and the exploding rank with the combat drone taking chain lightning at rank 6 to cause even more mayhem. These aren’t built for direct damage dealing but to slow, stun and confuse enemies while you lay down fire. When they are destroyed the explosions deal nice damage across a broad area, hopefully on stunned enemies; which then you launch another drone and place another decoy and repeat. Shield Boost is built to restore shields and provide a little damage protection. Since I find the recharge speed a little slow for my taste, and I think regeneration is not that great, I take recharge speed at rank 5 and protection at rank 6. When you pop the shield boost to help a teammate you want max recharge; and indeed since you are so frail you will be using this on yourself A LOT. As for Volus Training and Fitness I take the damage and capacity trees and only the first 3 ranks of fitness. The power damage tree gives your decoy and drone explosions a greater effect and increases their damage output and I find I can play on gold easily with this character using only the first 3 ranks of fitness. However if you like the extra security that shields give, spec out of training and max out fitness. Power damage is not super important for a character with no direct damage powers and extra health never hurts.
The strategy for him is to find enemies, whether it is one enemy or 5, launch the drone (cool down time is shorter than the decoy; it also doesn’t have to be targeted on an enemy so you can aim it at people out of range) place the decoy, then watch enemies try to target two things at once while you drop them with fire from your favorite weapon (It is hilarious to watch a Geth Prime spin in circles trying to target you, your decoy, your drone and all the people firing at him); if you trap enemies in a corridor or stairs or doorway, all the better. The shock functions won’t disable or stun the armored enemies or boss enemies, but they will spend time firing and trying to melee both drone and decoy while you pick away at shields and armor. Certain enemies will ignore both drone and decoy which means liberal use of shield recharge and evacuate the area quickly. You can be a great team player and heal and boost your squad, while launching drones and decoys; or you can be a sneaky commando on your own dropping decoys and drones to stun and surprise enemies while you mop up whatever remains. Obviously a liberal amount of shield boost is always appropriate. Remember though: YOU AREN’T A FRONT LINE FIGHTER. You are incredibly frail and will die very easily. You are best behind someone a lot stronger or sneaking around the enemy and causing mayhem. Shield boost will get you out of tight situations and always remember your light melee is a mini tactical cloak that lets you escape the area.

 

N00b Rating:
5 – This is a VERY frail class and if you aren’t careful of enemies and your surroundings you will die, a LOT. You also won’t lead your squad in score. In fact most times you will be in one of the last two spots. But if you are careful, don’t go charging into situations you can’t handle, stay with stronger characters to benefit from them drawing aggro and liberally use your decoy, drone and shield boost then you should be able to have a lot of fun.

 

Appearance: 
A16 A16 B16 3:C16 B1; A nice black and white and gray camo with red lights. ANGRY VOLUS!
Alternate design:  C8 C9 B4 1:C9 A1; The theory behind this is that there are 3 styles of clothing, those that offend the viewer, those that offend the wearer and those that offend everybody. Go for the third style, it’s only fair.
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Thunder and Lightning by Fogia

Build Title: Thunder and Lightning

 

Class: Asari Valkyrie Sentinel

 

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

 

Power Evolutions:
Tech Armor: (4) Durability, (5) Power Damage, (6) Durability
Warp: (4) Detonate*
Annihilation Field: (4) Radius, (5) Damage Taken, (6) Drain
Asari Valkyrie: (4) Damage & Capacity
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert*

 

*You may switch rank 5 and 6 on Fitness for Expose and Pierce on Warp. Totally your preference between bulkiness or stronger explosions.

 

Weapons:
Here’s one of the reasons why this build is called Thunder and Lightning, the weapon we’re going to use is the Reegar Carbine. That weapon is one  of the deadliest there is at close range and will take down shields and barriers in no time. Try to level its rank since it is not the lightest shotgun available. Give it a spare thermal clip and a shredder mods (armors are the Reegar’s weakness and it helps to deal with Cerberus Guardians) and you’re ready for any kind of target.

 

Gear:
The Tech armor provides a nice damage mitigation but since you are a front line fighter and will have to stay close to the ennemy in order to keep them within your field’s radius a Stronghold Pacakge, a Shield Booster or a Survivor loadout are reasonable Gear Bonus choices to improve your survivability. Don’t bother taking power damage boosters: Biotic detonations ignore them and you’ll only be using Warp for detonations. Armor Piercing is the best way to counter the Reegar’s Carbine weakness against armored enemies, Drill and Warp ammos are a reasonnable second choice and a Shotgun Rail Amp of course for the weapon bonus. For the Armor bonus in Silver runs you can pick up an Adrenaline Module for increased mobility or a Power Efficiency module if you want a shorter cooldown on Warp, and for Gold runs a Cyclonic Modulator will drastically improve the amount of punishment you can withsand.

 

Strategy:
This build is called Thunder and Lightning because Biotic detonations will be your thunder and the Reegar Carbine your lightning strikes. It differs from the N7 Fury and the others usual Valkyrie builds in a sense that you will be less counting on a super fast Warp recharge time for Biotic Combos spamming, you carry a heavy weapon and you’ll be using it as much as Warp in order to deal damage. You are a close range combat specialist, you have a rather high defense, you can take a decent amount of punishment before going down thanks to the Tech Armor, the Annihilation Field’s drain ability and your maxed Fitness (and the Cyclonic Modulator if you’re using one) but you are not nearly as resilient as a Krogan Vanguard so you must plan your strikes before charging head first. The reckless behaviour works well in Bronze but the game will become much more punishing in higher difficulties. The typical attack patern will be: spot a small group, close the gap using cover as much as possible, get in fast and open hostilities with a biotic explsion (warp on an enemy within your field’s reach) that will deal heavy damage to your target and stagger everyone else around, then finish the survivors with a Reegar Carbine blast. The Reegar shines in close combat situations  killing infantry at an amazing rate, shields and barriers will go down instantly and the shredder mod combined with biotic detonations (+ the ammo bonus if you took one) will make short work of mid armored ennemies like Cerberus Dragoons or Reaper Ravagers. You can also intentionnally decide to kill shieled/barrier ennemies only at the end of your attack in order to restore your own barrier (in that case make sure your haven’t taken their shield down with your opening biotic explosion).
Like any other close range fighter you have to trade carefully with sync-kill monsters,  Banshee, Atlas and Praetorians especially. Wear their shield/barrier down with your Reegar and stay away from them as far as your Annihilation Field’s radius allows it when you want to set up a biotic detonation. Always try engage them from the side or better, from behind. Don’t try anything stupid while a Banshee is teleporting, wait for her to stop before wearing down her barrier with your Reegar or damage her armor with a biotic explosion. Scions can also be very tricky to take down, a frontal approach can be deadly for you as they will try to gun you down with their nasty 3 shots snipe attack, so be smart use cover and circle around them. Phantoms are not so much of a big deal, the Reegar Carbine will take down their barrier almost instantly and hurt them bad even through their shield, just don’t let them get too close and be ready to evade in case your Warp misses.
Geths can  be a tricky encounter, there are good news and a bad one. For the good news: a lot of shields to drain and no grab/insta-kill moves. The bad news is: they all have a melee stun move which can put you in a very delicate position and leave you open for a lethal counter attack. Plan your strikes carefully when you decide to engage Geth infantry, you don’t want to be left stunned in the middle of a group of troopers.  Also be careful with Pyros, while the Reegar Carbine will make short work of their shields, their armor will last longer leaving you vulnerable to their flame thrower with no means to bring back your barrier. The strategy against Primes is quite similar to the one with Scions, use cover when you approach them their snipe attack is very painful, don’t stand in front, circle around them keep them at the maximum reach of  your annihilation field and alternate warp explosions and Reegar blasts. Against collectors remember to avoid Possessed Abominations like the plague, your annihilation field will turn against you by helping triggering their deadly self destruction!
Thunder and Lightning Valkyries work great with a melee Krogan specialist teammate, charge the ennemy right behind him, he’ll take the alpha strike while you decimate the enemy with your detonations and Reegar blasts, sparing him a potential nasty counter attack. This is particularly true with Geth. A Volus engineer/sentiel is also a precious companion, his shield boost ability, if properly evolved, can raise your damage mitigation up to 90% turning your Valkyrie into a tank able to pierce through thick ennemy ranks and deal tremendous amounts of damage with only minimal punishement in return (just keep in mind that you are still vulnerable to insta-kill moves and that your survival depends on your Volus friend’s health). With the help of an Asari Adept Justicar you can also turn a specific  spot into a real stronghold, your field and her bubble synergize very well. You will also give your team plenty of opportunities for biotic explosions and weaken for them any ennemy within your field’s range.

 

N00b Rating:
3 – This build is very easy to use in Bronze, dealing tremendous amount of
damage with little punishment in return (especially in close combat favoring maps like Firebase Glacier or Firebase White), and  can be hard to play in Gold on an unfriendly map (i.e. with few cover options like Firebase Hydra) if your team can’t make up for your lack of long range abilities, if you behave like a Krogan Battlemaster. You are a terror at close range but totally ineffective at long because of the Reegar Carbine’s short reach so you will constantly have to find a safe way to close the gap with your targets. You have to learn when you can charge and when it is better to wait/turn around for a better openning, have eyes everywhere, being shot in the back or caught in a cross fire is lethal in Gold. You can play agressive but not reckless, this is a high risk/high reward build, learn where the limit stands and don’t forget that your annihilation field is as much a weapon as a great support tool for your team.
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The Robin – by Mister_Onion

Build Title: The Robin

Class: Asari Valkyrie Sentinel

Map Difficulty Rating: This build has the potential for Gold gameplay, but shines better on Silver.

 

Power Evolutions:
Tech Armor: (4) Durability, (5) Power Damage
Warp: (4) Detonate, (5) Expose, (6) Pierce
Annihilation Field: (4) Impact Radius, (5) Movement Speed, (6) Drain
Asari Valkyrie: (4) Damage & Capacity, (5) Power Damage, (6) Weapon Damage
Fitness: (1), (2), (3)

 

Weapons:
Disciple with the High Caliber or High Velocity Barrels and Smart Choke and N7 Hurricane with the SMG Ultralight Materials and SMG High-Velocity Barrel.
With weapon load outs you need to keep it light. A +200% Cool Down bonus is a must since there’s no extra investment in Power Recharge.
Personally I like the Disciple as it is light and staggers at close range. Which is ideal because for the most part the Biotic Explosion will not instantly kill anything above a trooper class.
As far as side arms go I prefer the N7 Hurricane. The damage out put is awesome and mine’s only at level 2. A lot of people complain about the accuracy but it is for the most part to be used here as a backup weapon at close range. Besides if you can keep reasonable control of it then that’s all the better. The other use for the Hurricane is to debuff larger targets.

 

Gear:
Adaptive War Amp or another gear that increases Biotic damage.
On Gold, use consumables like Power Amplifier Modules or Cyclonic Modulators or Adrenaline Modules, Shotgun Rail Amps and your choice of ammo power.

 

Strategy:
This build relies on high mobility, agressive game play. By that I mean you are always on the move and in the enemy’s face.
Your main damage output comes from the Biotic Explosion, so it’s cruical that you keep tabs on how long your Annihilation Field has been running. If you have a spare second when nothing is shooting at you get into the habit of detonating it and powering it up again. Very rarely do I detonate the field as an offensive weapon.
Apart from obviously letting you detonate any primed target, the Annihilation Field also stops most things  from immediately stomping you if you go down.
The easiest way to get the Biotic Explosion going in the throw Warp and move your Annihilation Field onto the primed target. Timing is important here as there’s only a fraction of a second window for detontation. Even with the extended Annihilation Field if you fire Warp too early it will not detonate. If you fire Warp late when the enemy is well inside the Annihilation Field, it also may not detonate.  If you get it right then all you should hear for most the the game is boom, boom, bang.
Tech Armor should be turned on and off as the need arises. For example when you lose sheilds or are running for your life. The extra Durability and Power Damage should  help you get out of sticky situations. Or turn it on when you’re up against a boss type enemy.
In this build Tech Armor has limited use as an offensive weapon but that doesn’t mean you shouldn’t detonate it to stagger a group of enemies that have surrounded you. Though it’s best done if you can see a way out and not just because you’re hoping it will save you.
The investment in Movement Speed lets you get in close to your enemy quickly. But you must be aware of your enemies and keep moving at all times. To this end you may not be able to dentonate Warp on all of your intended targets. As long as you’ve hit them with the Annihilation Field, just keep moving. The choice of speed over durabilty in  the Annihilation Field tree means this build is a bit squishy and particularly vunerable to cross fire, so be wary of charging at enemies over open ground. That’s the downside to that.
Taking Movement Speed means that you can move faster. Yes I realise the Duh! factor in this statement. So with that said circle strafe is your friend. It’s fun slaming a boss in the face with a Biotic Explosion, circle strafing around to the back with the Hurricane and setting off another explosion. That’s assuming you do have enough room to dance.
The critical thing to learn is when to just run away. Do not hestate and mull over your chances. Just run. Expecially if the Disciple’s empty and you need to reload. Remember that the Biotic Explosion is your main offensive weapon and as long as you have Warp charged and the Annihilation Field running you will be moving fast enough and have enough fire power  to make it to a safe place most of the time.
Didn’t I hear you extolling the virtues of the N7 Hurricane you may ask. Why not just swap weapons if the Disciple’s empty? To that I’d answer, when you’re panicked the Hurricane is not your friend. Especially with it’s abilty to exhaust a thermal clip in under 2 seconds. Just run like buggery.
Finally, remember that because of her squishy-ness this build is best kept with team mates or near where thay can easily get to you.
Below are some specific tactics that may help you:
Against Ravages – Get in close. Close enough that their missile system can’t fire. Biotic Explosion. Circle strafe with Hurricane while going backwards. ie. you’re widening your circle as you move around the Ravager (just enough to avoid it’s blood when it explodes). Try not to circle around to it’s front again. Hit with another Biotic Explosion if needed.
Against Cerbrus Turrents -  Get in close. Biotic Explosion. Circle strafe with Disciple. Make sure the turrent doesn’t catch up with you. Hit with another Biotic Explosion if needed. You will most likely take slash damage when the turrent explodes but I feel it’s worth it. I’d rather sacrifice some shields / health than accuracy by staying in close . If you are too wide there’s a good chance the turrent will catch up with you and you will die.
Against Brutes, Primes – Get in close. Biotic Explosion. Circle strafe with Disciple. Biotic Explosion.
Against Praetorions – Get in close. Circle strafe with Hurricane (to strip some barrier or shields). Biotic Explosion. Circle strafe with Hurricane. Biotic Explosion.
You get the idea. There are a couple of exceptions.
Against Phantons – Get close enough to set off a Biotic Explosion. Pepper it with shots from the Desciple while moving backwards. Make it chase you. Biotic Explosion.
Apparently in Norse mythology the robin was a storm cloud bird and sacred to Thor  the  god of thunder. If you get her sussed she will flitter here and there causing no end of thunder.

 

N00b Rating:
3 – Should be easy enough for most people to pick up.

 

Appearance:
A16, B16, A1; all I’ve unlocked so far.
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Fire Santa – by IIBrannigansLaw

Build Title: Fire Santa

Class: Batarian Soldier

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

Power Evolutions:
Ballistic Blades: (4) Damage, (5) Range, (6) Explosive Blades
Blade Armor: N/A
Inferno Grenades: (4) Radius, (5) Damage, (6) Radius & Shrapnel
Batarian Enforcer: (4) Damage & Capacity, (5) Power Damage, (6) Damage & Ammo
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
The Cerberus Harrier or N7 Typhoon both complete the strategy of this build, making Fire Santa dangerous at any range. In that spirit, however, any good Assault Rifle will fill that same void. I would recommend a light backup if you choose the capacity-challenged Harrier, of course, but no matter what you do, try to keep your Power Recharge Speed as close to 200% as possible so Ballistic Blades has a short cooldown (not only ensuring that it’s almost always available, but also that the occasional combo of Ballistic Blades & Heavy Melee can be repeated eternally if necessary).

 

Gear:
Gear Bonus: Grenade Capacity or Warfighter Package

 

Strategy:
Unlike his Christian counterpart, Fire Santa comes many times a year, and instead of bringing gifts to all of the children, he brings fire to all who oppose him. If ever there was a build that makes Killstreaks easy, it’s this one; the idea is to throw Inferno Grenades into piles of enemies, spawns, etc. (saving a few for skirmishes) and watch your opponents drop, helping them along with Assault Rifle fire if they somehow survive. The Radius upgrades will ensure your grenades get maximum exposure, making it highly unlikely your tosses will miss
(making successful, trans-stage grenade chucks a very real and awesome possibility). Otherwise, the right Assault Rifle will take down any mid-range targets while Ballistic Blades will act as your infinite ammo, zero weight, personal, explosive shotgun at close-range. Although bosses don’t drop as easily, the combination of fire damage from your grenades, Ballistic Blades bleed and explosive damage, and your Assault Rifle damage should do the trick with little fuss. The weakness of this build is his need to constantly collect grenades (particularly rough when playing with other grenade users) and the Batarians’ naturally low combat agility. Also, the explosion from Ballistic Blades will not trigger a Fire Explosion, so you’ll be woefully without Tech Bursts with Fire Santa. Finally, you will need to play tactfully with strangers, unless you want your team to absolutely hate you for killing everything with the Inferno Grenades you’re lobbing everywhere (even, potentially, when you’re on the other side of the map). Although I think Fire Santa would do well on Gold with a good team, I’ve never tried for lack of a combat roll. A final point: Fire Santa is especially deadly against Cerberus; a reminder that probably goes without saying.

 

N00b Rating:
1 - The goal of Fire Santa was to make an incredibly simple character with a very, very high success rate on Silver. Ultimately, there’s no complex approach to power cooldowns, no technique with weaponry, no Tech Bursts to coordinate, and barely any thought involved overall; the radius upgrades alone will make your grenade throws obnoxiously, unfairly accurate, so this build even fosters experimentation with your tosses. The only bit of finesse comes in the completely optional, eternal chain of Hard Melee and Ballistic Blades, which is more to spice up play than anything else. Overall, just remember that you have no combat rolls and that you have to keep a careful eye on your grenade count.

 

Appearance:
C16, C16, B9, 2:B9, B1
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