Asari Dubstep by Wonder_Trunks

Build Title: Asari Dubstep

 

Class: Asari Adept

 

Map Difficulty Rating: This build has the potential for Gold Gameplay; if you’re very familiar with the Asari dodge mechanics, you could go Platinum

 

Power Evolutions:
Stasis: (1), (2), (3)
Warp: (4) Detonate, (5) Expose, (6) Pierce
Throw: (4) Force, (5) Detonate, (6) Force & Damage
Asari Justicar: (4) Damage & Capacity, (5) Power Damage
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
Any pistol, the harder hitting the better but you want to keep your recharge at 200%. Mods for the pistol should be the Power magnifier and (insert your preferred upgrade here, I use the High Caliber Barrel, just because).

 

Gear:
For the gear itself, Adaptive War Amp or anything that offers Biotic Power Damage or Power Damage. While not mandatory Warp Ammo will boost your damage significantly. You’re only using pistols so a Pistol Rail Amp for the weapon bonus, and either Cyclonic Modulators or Power Amplifier Modules for armor bonus.

 

Strategy:
Think of yourself as fast aggressive fire support, your big damage comes from your buffed detonations know your spawn points and pick a hiding spot with a clear view. you want to open each new mob with a shot from your pistol (with warp ammo) to soften them up, then warp-pistol or manoeuvre for CD, then pistol-throw to detonate. For smaller fare, pistol/throw kills anything without shields. You won’t be using Stasis a lot, it is more of an escape tool than attack or a tool for crowd control. also handy to stop that Phantom from wriggling about so you can shoot it in the face :P
the basic idea is you’re reasonably sturdy, so you don’t get one-shot killed by big ranged baddies, or if your jumped from behind (barring the usual sync-kill) you also stand a fair chance of actually getting out of the dog pile that inevitably converges on you when downed and on the bigger game found in Gold you can put out a good bit of damage.
Just remember; you can be quite aggressive with this build but cover is still your friend, try to keep a reasonable distance, keep moving and groove to your new Dubstep track generator.

 

Dubstep Sounds:
Pistol = ‘chiko’
Warp = ‘SHWWUORRRE’
Throw = ‘SHUDOM’
Stasis = ‘SHOwreeee
Detonation = ‘DOMBBOOEE’
Dodge = shwerer

Light unit (health only): chiko SHWWUORRRE shwerer or chiko SHUDOM shwerer or SHUDOM

Medium shielded target: chiko SHWWUORRRE shwerer shwerer chiko SHUDOMBBOOEE

Phantom or other slippery target: SHOwreeee chiko chiko chiko chiko SHUDOMBBOOEE chiko SHWWUORRRE chiko chiko SHUDOMBBOOEE

Heavily armoured unit / Heavily shielded unit: chiko SHWWUORRRE shwerer chiko chiko chiko SHUDOMBBOOEE shwerer (insert short running bursts then repeat as required)

Chaining together kills should get you some pretty phat beats :P

 

N00b Rating:
3.5 – Just for the fact you need to know when to back off and keep on the move while still being able to shoot-cast dodge/turn sprint spin-shoot-cast retain cover etc, can get a bit disorientating, especially if you start snapping to walls etc.

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Asari Pls

Build Title:
Asari Pls

Class:
Asari Adept

Power Evolutions:
Stasis:(4) Duration, (5) Recharge Speed, (6) Bubble
Warp: (4) Detonate, (5) Expose, (6) Pierce
Throw: (4) Force, (5) Detonate, (6) Force and Damage
Asari Justicar: (4) Damage and Capacity, (5) Power Damage, (6) Weapon Damage *
Fitness: N/A *(You could drop the last evolution of Asari Justicar in favour the first 3 in fitness)

Weapons:
Anything that gives you at least 150% recharge. The faster your recharge, the more efficient you will be. Carrying a weapon is more of a formality than a necessity. However, I do run a Carnifex X with Extended Barrel V and Piercing V. The only other useful mod would be Ultralight Materials for lower-level, heavier weapons. The Carnifex suits this build perfectly with its decent accuracy and range but still remaining effective at close range.

Gear:
For a gear bonus I tend to use Stronghold Package for some extra survivability and because I don’t run any points in fitness. However, if you place 3 points in fitness, anything that boosts your Biotic effectiveness such as Commando, Mental Focuser or Structural Ergonomics will work a charm.

As far as weapon, ammo or armour mods go, I rarely use any even on Gold but an Adrenaline Module works well as do Disrupter and Warp Rounds for enemy shields which will resist your biotic explosions.

Strategy:

Stasis: The way in which the Stasis damage calculations work are not inherently obvious. Damage done to Shields and Barriers does not count as actual damage whereas any damage done to Health does. The amount of damage an enemy can take whilst under Stasis is incredibly small so buffing it by 150% will make no difference. However, extending the duration to 10 seconds will help nullify the threat of Phantoms and Geth Hunters for a few more vital seconds. The cool-down on Stasis can also be unforgiving, especially given how easy it is to miss, thereby leaving you completely vulnerable for a few seconds. The Bubble evolution helps with this as enemies will just waltz right into its effect field, allowing you to shoot off their shields and then detonate them with a Throw. Effective use of Stasis can be a useful crowd control tool as well as making Phantoms vulnerable for sniper head-shots. Furthermore, it can be used to hold a choke-point and to stop enemies from flanking your group as well as freezing certain threats and allowing you to revive an ally. However, it is very important to remember that the more to use Stasis on the same enemy, the shorter the period it will remain frozen and the less damage it will take before the effects wear off. After using it 3 times on the same enemy, said enemy will become immune so be sure to make it count.

Warp: The evolution of Warp serves two primary purposes. First of all, to maximise your Biotic Explosion damage and the Area of Effect. By setting off Biotic Explosions, especially on Altas’, you can hold choke-points, terminate large groups of enemies and quickly deal with substantial threats such as Brutes, Ravagers, Engineers, Phantoms etc. In fact, it only takes 2 Biotic Explosions and a few shots from your gun of choice to neutralise a Brute on Gold. The second reason for the chosen Warp evolution is as a utility. The Expose and Pierce evolutions act as a de-buff and allow your team to do increased damage to large threats such as Banshee’s, Atlas’ and Geth Primes.

Throw: Throw has been maximised for damage and force, allowing you to catapult weaker enemies into the sky box, briefly stun Atlas Mechs and do incredibly high damage with Biotic Explosions. The cool down on Throw is incredibly low and investing in shortening it is unnoticeable so it is best to invest in damage.

Asari Justicar: As as AsarI Adept, you will not be using your weapon a whole lot and so it’s best to put all of your points in Power Damage. There is no need to choose the final evolution that allows for increased weight capacity because as your weapons reach a higher level, they will become lighter and the points will be wasted. If you choose to drop any points in favour of fitness, the final evolution of Justicar is by far the most expendable.

Fitness: As stated above, you can possibly spare enough points for 3 levels. The Asari Adept is incredibly fragile and is the very definition of a Glass Cannon (excuse the cliché). However, even on Gold, I have found that the frailty of the character isn’t too much of an issue. Stasis allows you to get out of sticky situations and Biotic Explosions will decimate any large groups baring down on you.

The frailty of this class means that it is best to stick with the pack and preferably play with a well coordinated team. However, teaming up with one friend, either another Adept or a Sniper, will allow you to work together to quickly and efficiently deal with large groups, “Bosses” and agile enemies such as Phantoms and Nemesis’.

The Asari Adept is very effective against all three enemies. However, the effectiveness of Stasis against Cerberus will really allow you to excel as both a top scorer and a valuable team member. With Reapers, you will rarely find cause to use Stasis given the prevalence of Armour but your Biotic Explosions can tear through every level of enemy that you will come across, even on Gold. The Geth is definitely where the Asari Adept’s effectiveness begins to wane. The Geth Pyro is your worst enemy because it can quickly kill you and its shields are resistant to your explosions and its Armour makes it immune to Stasis. However, by using Stasis on Hunters and Rocket Troopers and spamming Warp -> Throw, you can still prove to be a valuable asset to your team, clearing out whole rooms in a matter if seconds and keeping large threats off your team. Brutes and Banshees can be easily kited providing that your team is taking the rest of the heat from other enemies in the area. Kiting leaves you exposed but a good awareness of your surroundings and clever dodging and Biotic Explosions will help you smash your opponents and stop a Brute from steam rolling your team.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
5. As an Asari Adept you can expect to die a lot whilst still getting used to the finer points of this class. It will take some time to fully understand to the machinations of how it works and how to use it to its maximum potential. You will be playing a very fragile character that can really excel on Gold but getting to grips with how Stasis acts will cost you your life on more than one occasion when you misfire at a crucial moment. Furthermore, going toe to toe with Brutes, Banshees and Phantoms (which you will have to do a lot on Gold as your team may rely on you to handle them) often involves kiting rather than staying in cover, Even when you’ve mastered the class, it is still a very difficult one to use but being able to tear apart anything that stands in your way is well worth it.

Appearance: Black and Teal – A16 A10 A10 1:A11 B3

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Eclipse Mercenary – by CoreyImperia

Build Title: Eclipse Mercenary

Class: Asari Vanguard

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

Power Evolutions:
Biotic Charge: (4) Radius, (5) Power Damage, (6) Barrier
Stasis: (1), (2), (3)
Lift Grenade: (4) Damage, (5) Max Grenades, (6) Damage & Radius
Asari Justicar: (4) Damage & Capacity, (5) Power Damage
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
M-300 Claymore is your weapon of choice. You’ll need it at at least VI for the cooldown to be suitable. For those who don’t have the M-300 Claymore X (preferable) or have it lower than VI, you can use litter shotguns at the cost of damage: Disciple, M-22 Eviscerator, M-23 Katana. All of which are easier to get (except Disciple which is also Rare). Put on the High Caliber Barrel and Smart Choke mods, or if you can’t use Armor-Piercing ammo, use Shredder and Smart Shoke mods.

 

Gear:
Armor-Piercing Ammo on the Claymore spells death and it is the only one you should be using for an ammo bonus. Shotgun Rail Amp and Cyclonic Modulator for weapon and armor bonuses, and the Shock Trooper Upgrade for the gear bonus. With this combination, with a Headshot, you can one-shot Phantoms on Gold and nearly every other trooper-level enemy. Shotgun Rail Amp gives you +30% Shotgun Damage, and Shock Trooper Upgrade gives you another +12% (as well as 5 grenades at IV and V) on top of Armor-Piercing ammo’s +50% Damage bonus! Cyclonic Modulator is to give the Vanguard the shields she needs for close-quarters.

 

Strategy:
A power dependant class with the M-300 Claymore? Yes! The Asari Vanguard with a high-powered shotgun. My way of paying homage to Captain Enyala from ME2. Remember her? The one who asked Miranda if “Cerberus lets you whore around in that outfit”, to which Jack would reply “I like her, we still recruiting”. The Asari Vanguard is a great class with only a few flaws but she isn’t the easiest to play as. You’re going to need to get use to a few things.
For her powers, Biotic Charge is standard. You want Power Synergy on it because you’re buffing Lift Grenade to do the most damage possible, as that’s all Lift Grenade really can do. Barrier and Radius are standard for Biotic Charge. Unfortunately there just isn’t enough points around, and this character really needs her points in other powers so we have to leave Stasis at rank 3. It’s good at 3 because you will only really be using it on Phantoms or Nemesis or other nonarmored enemies that won’t stay in place for a headshot. As for Lift Grenade, maximum damage! The only way to effectively evolve it is Damage, Max Grenades and Damage & Radius. You don’t need the extra Radius, the Duration is useless because you’ll be focusing your grenades on bigger armored targets and because it is being used on bigger armored targets, Slam is also useless. Lift Grenade is your spawn-clearer and your distance attack against bosses, it will take time to learn how to aim them however because of their funny arc. For the passive you want maximum Power Damage to superpower Lift Grenade. A Claymore Headshot with Armor-Piercing Rounds III can one-shot a Phantom affected by Stasis on Gold. And you need maximum Fitness evolved for shields, she’s a Vanguard remember.
This Asari Vanguard is perfect for Cerberus, it is where she truly shines. She isn’t bad against the other factions but the more armor in a faction, she loses her Stasis effectiveness. Stasis does not affect armor, I’m sure most of you know this, but you’d be surprised at the number of players on XBOX Live I’ve ran into using Stasis on Turrets or Altases… Yea. Against the trooper level soldiers of all factions, use Biotic Charge to get there and then use Lift Grenade, so it gets the 40% power damage bonus. Follow up with Claymore shots and Biotic Charges. If you play XBOX360, to reload cancel, activate one of your powers while they are cooling down while reloading and it should reload instantly. This is effective with Stasis which has a 7.00 second cooldown nearly (use it wisely). Phantoms and Nemeses will require a Stasis to keep still and then a simple headshot. You can create Biotic Explosions by combining Stasis and Charge. For the armored trooper targets like Pyros, Bombers and Dragoons, you’ll use the same concept as group killing. Lift Grenade after a Biotic Charge, just practice throwing them because their strange arc can make for difficult aimming sometimes. Your Claymore should decimate them also.
Scions, Ravagers and Brutes require a Biotic Charge, a Lift Grenade, a Claymore shot and then get out of the way and either repeat or blast your Claymore. As long as you are using Armor-Piercing Rounds, they shouldn’t last long. Be wary of their Swarmers (Ravagers) or sync-kills (Scions and Brutes). Sync-kills are more likely to occur after a melee attack. As for the bigger bosses, you want to use Lift Grenade but only Biotic Charge Primes, Banshees (when not in their jumping mode, or when they are on just armor), Atlases (before a melee) and I wouldn’t recommend using it on Praetorians, in fact stay away from Praetorians, Lift Grenade them and Claymore them from a distance. If you Charge at the same time an Atlas missile will hit you, you get to use it twice in a row so abuse this. I say use Biotic Charge first because it boosts Lift Grenade for 10 seconds. Follow up with Lift Grenades and weapon shots aimming for weak-points (Prime and Banshee heads, Atlas canopies and groins and Praetorian jaws) to cause 40% more damage. Work with your team to kill these beasts.
Just always remember to use Biotic Charge before you use Lift Grenade, you do not want to miss out on that 40% extra power damage for 10 seconds. It buffs your Lift Grenade to deal a total of 1,980 without including the passive Power Damage bonuses. The only exceptions are Praetorians, Banshees in stage one and Atlases who have just meleed.
This class has a few problems; as a Vanguard, she is less effective for objective waves so make sure your team can adequately compensate for this. She is frail, having 825/825 at max shields and only having 1325/825 with Cyclonic III and 1575/825 with Cyclonic IV. This seems like a lot on paper, but compared to other close-quarters Vanguards, she just lacks. Again, you have to get use to Lift Grenade’s arc and Biotic Charge before Lift Grenade. I cannot stress the importance that 40% bonus makes. The only other issue she has is her trouble with armor-centred factions. While she is not incapable of Unknown/Unknown, her niche is Cerberus and to a lesser extent Geth because Stasis is more useable, which makes Reload Canceling a lot easier (if playing on the XBOX360).

 

N00b Rating:
3.5 – She isn’t a difficult character to play as, but you have to get use to her. Players who are familar with Vanguards more-so will find it easier, but at base this aggressive class follows very structured combat style: Charge, Grenade, Shoot with Stasis when needed. The M-300 Claymore isn’t the easiest weapon to get, nor is it as effective with this build at lower levels and you definitely need the Smart Choke, you can half-snipe with the Claymore this way, not from the same distance as snipers but still at mid-range. Just be aware of your barriers and don’t make dumb decisions. Gold viable, Unknown/Unknown viable, a good class, just practice required.

 

Appearance:
Eclipse colours are mandatory! No, not really. But if you really want to pay homage to that comical ME2 scene: A4, C4, A4, 1:C1, A3, Purple Tone. This gives her similar facial markings to Enyala. You can mix and match the yellow colours and tones, but this is just a guildline.
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Biotics Made Flesh – by Rudest

Build Title:
Biotics Made Flesh – by Rudest

Class:
Volus Adept

Power Evolutions:

Build 1: Biotic Guardian

Stasis: N/A
Biotic Orbs: Damage (4), Recharge (5), Orb Count (6)
Shield Boost: Shields (4), Recharge (5), Protection (6)
Volus Training: Capacity (4), Shield Boost (5), Weight Reduction (6)
Fitness: Health (4), Shields (5), Fitness (6)

Build 2: Biotic Overlord

Stasis: N/A
Biotic Orbs: Radius (4), Recharge (5), Expose (6)
Shield Boost: Shields (4), Regeneration (5), Protection (6)
Volus Training: Capacity (4), Shield Boost (5)
Fitness: Health (4), Shields (5), Fitness (6)

Weapons:
Wraith, Hurricaine, Collector SMG, Scorpion, Reegar, Harrier, Talon, Carnifex, Paladin. Alcolyte, Indra, Mattock, Eviscerator, Piranha, Geth Plasma Shotgun, Graal.

I feel a lighter loadout benefits the Overlord as it makes power management more simple. A heavier load out gets more mileage out of recharge stacking on the guardian with the added benefit of fewer powers to juggle.

Pick one general all purpose weapon, or two lightweight specialized weapons. The weapon selection is dependant on three things. The first, is what is available in your manifest. The second is what feels right in the hands of the player. The third of course, is the build and understanding how your loadout influences it.

Gear:

Strategy:

The Guardian is a dedicated medic and is certainly the easiest way to play the Volus Adept. The idea is to stack recharge speed from your orbs, gear, and point evolutions. After enabling your orbs you only have to worry about one power: Shield Boost. This build is platinum viable due to it’s tankyness, but is probably better suited for gold due to it’s low damage output.

The player sacrafices debuffing potential in lieu of more recharge speed translating to more shield boosting and the ability to carry a heavier weapon. You won’t be flinging your orbs, but can in a pinch if caught reloading. I don’t consider this build the most optimal way to play, but is certianly a very comfortable way and great for keeping public matches alive! Depending on your weapon of choice, weight reduction could be dropped in favor of three points in stasis or weapon damage.

The Overlord scurries betwixt his team mates, offering support where need be. Healing shields, debuffing armored targets, and dropping the occassional stasis. His multitude of roles require situational awareness and attentiveness. His adaptability makes him platinum viable. He can kill a Phantom in martial combat, easily making him worthy of his Biotic Godhood. This is probably my favorite build. Fitness can be skipped for more Stasis when one has the power juggling down better. The buffer provided by fitness is infact rather small!

Preemptive Shield Boost:
If you see that you or your squadmates are about to receive a spike of damage you can prepare for it by hitting shield boost both before and after the damage is received. This gives you damage reduction upfront and a heal over time on your shields.

Volus Infiltration?:

Your light melee provides a three second tactical cloak without a damage boost of any kind, but it isn’t interupted by actions or firing. Use this both offensively and defensively. It’s a great tool for resing fallen squad mates in the heat of battle; simply pop shield boost as soon as they stand up, giving oth of you breathing room to get the hell out of there!

Parameter Defense:
When playing, remember that you are not just a shield battery! You’re there to be where your team needs you. Contribute to DPS. Learning to juggle when to debuff, Shield Boost, ect is something that comes with practice.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3

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Versa-Utility – by CoreyImperia

Build Title: Versa-Utility

Class: Volus Adept

Map Difficulty Rating: This build has the potential for Gold gameplay, if you choose to play Platinum, make sure your team covers the bases.

 

Power Evolutions:
Stasis: (4) Stasis Strength, (5) Recharge Speed, (6) Bubble
Biotic Orbs: (4) Radius, (5) Recharge Speed, (6) Expose
Shield Boost: (4) Shields, (5) Regeneration, (6) Protection
Volus Training: (4) Damage & Capacity, (5) Shield Boost
Fitness: (1), (2), (3)

 

Weapons:
I recommend either the M-358 Talon or the N7 Hurricane. Both deal respectible damage and both allow high recharge speeds. When taking the M-358 Talon, apply High Caliber Barrel and Piercing Mod. When taking the N7 Hurricane, apply High Velocity Barrel and SMG Recoil Systems. Both hit hard against bosses and infantry. My preference is the N7 Hurricane because I just prefer something that can give a constant stream off damage, but it really doesn’t matter which you choose. If you can’t decide, use whichever one is the highest level. Both of these are difficult to get, if you have neither, use the M-12 Locust with High Velocity Barrel and Heat Sink or the M-6 Carnifex with Piercing Mod and High Caliber Barrel. Take the Acolyte with Extended Magazine and Pistol Heavy Barrel if taking an SMG.

 

Gear:
Use Warp or Cryo Rounds for this build, their armor weakening pairs excellently with Expose Biotic Orbs. For your weapon and armor bonuses, use the respective rail amp (SMG or Pistol) and Power Efficiency Module. I recommend Expert Package for your gear bonus for +12% SMG Damage and +12% Recharge Speed. If you aren’t using the Hurricane or Locust, use Structural Ergonomics for +15% Recharge Speed. Again, as with the Volus Engineer, you want to optimize Recharge Speed for this build, allowing you to use the powers quicker.

 

Strategy:
When players look at the two Volus, it’s pretty clear who the favourite of the Adept and Engineer is with the community. Personally on the XBOX360, I don’t see half as many Volus Adepts as I do Volus Engineers. Volus Adepts are harder to play and don’t have the same skill set as their Engineer counterparts but are just as effective if played right. Again, a Volus that gets 10000 points from spamming Shield Boost isn’t an asset to the team in the long-run. We’ll look at its powers, how he fares against the enemies and then look at his limitations.
For Stasis, your standard Stasis spec applies. You shouldn’t need the extra Duration on Stasis to make a kill, considering Stasis and Biotic Orbs is a biotic explosion. Bonus Power on Stasis is nice… but only when it works, you’re better off have the flat recharge increase everytime. You should always spec Stasis for Bubble, never Vulnerability. It is a crowd control ability. As for Biotic Orbs, it is evolved in a similar way to Proximity Mine. Radius allows it to affected multipe targets and Recharge Speed allows you to benefit from the Orbs when you aren’t using them for debuff, with +45%/+30%/+15% Recharge Speed with 3/2/1 Orbs on you. Expose is the money on this power, it’s like a Warp that stacks 3 times. 45% more damage for 6 seconds. Biotic Orbs also detonates Biotic Explosions and other explosions as well (pairing well with Dusruptor, Cryo and Incendiary Ammo). Shield Boost is the basic, best spec for maximum recovery and protection. Volus Training applies more damage to Biotic Orbs and empowers Shield Boost further, adding to your versatility and utility.
The Volus Adept doesn’t have a niche particularly because it’s versatile all-round. It is good against Cerberus because of Stasis but less so against Collectors or Reapers because of Stasis (too many armored units). But Expose is effective against and should be used everything, plus Stasis is just always handy for your Phantoms, Hunters, Marauders and Possessed Abominations. He works effectively at killing trooper enemies, having little trouble aside from being staggered. If the Volus Adept becomes staggered, you better hope you can use Shield Boost in the next few seconds. Stasis is effective against all troopers without armor, and Biotic Orbs will weaken Bombers, Turrets, Pyros and Dragoons so your Hurricane (or Talon, Locust, or Carnifex) can finish it off.
Smaller boss enemies like Scions, Ravagers and Brutes shouldn’t cause much trouble either. For the first two you need to be wary of their protectile attacks and if you are hit by one it is likely you’ll be hit with the others and I don’t believe the Volus can survive all three, make sure to Shield Boost if this happens. Keep a respectable distance, far enough to aim accurately. Otherwise Ravagers will down you quickly with their swarmers and Scions and Brutes both have relatively quick sync-kill techniques. Weaken them with Biotic Orbs and kill them with your team from afar.
As for the big bosses (Altases, Primes, Banshees, Praetorians), you’ll be throwing your Biotic Orbs a lot. You want to keep that Expose effect going for as long as possible while Shield Boosting inbetween when you need to. Try to make sure that you have Orbs up when you Shield Boost to make the cooldown faster. Fire shots of your Hurricane inbetween this. If you work with your team, the bosses can go down very fast; especially if you have Proximity Mine users or other debuffers on your squad. Keep a respectable distance, far enough to aim accurately but not close enough to be sync-killed. Volus have the power to make or break teams.
Do not forget about the light melee Tactical Cloak the Volus characters receive either. You need to use this often and whenever possible to keep you out of fire. Use this to your advantage for objectives and when battling in general. You can sneak around Exposing targets your team is on, particularly effective with bosses are near the ends of rounds.
The Volus Adept is a sturdy character with Shield Boost at the ready…and incredibly flimsly without it ready. With 625/188, it will die nearly immediately on Gold with no shields active. Play with your team, supporting them with Shield Boost and Biotic Orbs. You have more of a chance to survive with another player near you, providing they aren’t getting killed every 5 seconds. Unfortunately, the Volus characters got awesome powers with lengthy cooldowns. Biotic Orbs has the longest cooldown of all biotics and Stasis isn’t fast either. Shield Boost, while not as long to cooldown, doesn’t get off easily either. Use the recommended gear and supplies to counteract this. He also cannot get into cover, and on Gold, even though you don’t use cover often, it is frustrating thinking you are in cover to avoid that Praetorian Particle Beam, but then you remember you are a Volus. I also recommend not fighting Collectors with the Volus Adept. I said he is viable for all factions, which is true, but he has the most trouble with Collectors. If he is ever caught amongst them in melee range, you can expect to use a medi-gel from all the staggering going on. You’ll never “dominate” with a Volus character, but it isn’t impossible to be leading the pack. Play to your strengths, play to your team and play intelligently.

 

N00b Rating:
5 – You’re playing a Volus. That in itself is never simple. The Volus Adept doesn’t have Proximity Mine to stagger enemies at will, just Stasis which cements them in place but has a longer cooldown. You only have 625 shields and 188 health: one shot from a trooper on Gold will down you instantly. Play with your team. This Volus is versatile because it can cause havoc on its own but also support a team. If you have another biotic on your team that you stick with, your road will be easier. It’ll take time to get use to a Volus character in general, let alone one which plays aggressively and defensively.
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