Archive for Turian

Turian Blademaster – by PD ORTA

Posted in MULTIPLAYER BUILDS, SENTINEL, Turian Sentinel with tags , , , , , , on March 21, 2012 by Lucien Midnight

Turian Blademaster  - by PD ORTA

Power Evolutions:
Tech Armor:(4)Durability, (5)Melee Damage, (6)Durability
Overload:(4)Chain, (5)Recharge, (6)Shield Damage
Turian Veteran:(4)Damage+Capacity, (5)Headshots, (6)Fitness Expert
Fitness:(4)Melee Damage, (5)Martial Artist, (6)Fitness Expert

Since you’ll be upclose and personal alot of the time a shotgun is probably your best choice of weapon. While this is a Melee class, use of overload is important for dropping shields/barriers for quick Melee kills, so staying reasonably light is a good thing. The Disciple or Katana are good choices for this class, you can also add a blade to strengthen your melee even more.
As a back-up and so you can fight at all distances, go with a scoped heavy pistol (with the headshot bonus enemies go down quick).

Basically you’re the tank for the team. But don’t go “Full Krogan” and charge into a group of enemies solo Melee’ing away, while you may get out in one piece… you probably won’t. With a team backing you, you’re the spearhead destroying everything with your Overload, Shotgun and Twin blades (make sure to get a melee kill in early so the bonus kicks in).

Play the way your team does if you’re on an offensive team, lead from the front and take advantage of your close range abilties. If you’re on a defensive team hang back and use your pistol and wait for the enemy to come to you. Once they’re in range break out the shotgun and melee away. If you get swarmed by enemies and need to make a run for it explode your tech armor, it may buy you the time you need to escape.

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

2.5. This class is as easy or as hard as you make. It’s all about about knowing when to fight and when to take flight.

Turian Support Gunner – by DarkKnightCuron

Posted in MULTIPLAYER BUILDS, SOLDIER, Turian Soldier with tags , , , , , , , on March 14, 2012 by Lucien Midnight

Build Title:

Turian Support Gunner – by DarkKnightCuron
Power Evolutions:
Marksman: Firing Rate (4), Duration (5), Accuracy & Firing Rate (6)

Concussive Shot: N/A

Proximity Mine: Damage (4), Damage Taken (5), Damage (6)

Turian Veteran: Damage & Stability (4), Power Damage (5), Damage & Stability (6)

Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)


Revenant + Assault Rifle Stability Dampener + Assault Rifle Extended Barrel
Alternate 1 Revenant + Assault Rifle Stability Dampener + Assault Rifle Magazine Upgrade
Alternate 2 Phaeston + Assault Rifle Extended Barrel + Assault Rifle Magazine Upgrade
Alternate 3 Raptor + Sniper Rifle Extended Barrel + Sniper Rifle Spare Thermal Clip


Weapon M-9 Tempest + SMG Heat Sink + SMG Ultralight Materials


The Support Gunnery relies on practically every advantage one can obtain for stability, accuracy, and firing rate. Focusing primarily on the Revenant Machine Gun, this build emphasizes on volume of firepower in order to suppress enemies and draw attention while allowing the rest of the squad to move and reposition unchallenged.

The Support Gunner is probably at its forte in defensive positions and situations. For instance, during missions where hacking only a single terminal for a set amount of time allows the Support Gunner to choose an optimal defensive position and start unloading flak at incoming enemies. This class is also very good in situations where the enemy can only advance in one or two directions, and/or if there is a significant choke point.

The point of this class isn’t to get all the enemy kills, but rather, it’s to support your teammates by doing some bits of damage to a large group of enemies, effectively drawing their attention immediately. While the Revenant cannot kill enemies very quickly (unless at close range), its engagement abilities are superb against large groups of enemies, and the Revenant tends to shine against large targets (Atlas, Primes, Banshees, Brutes). It can lay down a sustained volley of fire against a group (especially when taking the Magazine upgrade as opposed to the Extended Barrel), whittling down health, barriers, shields, and armor.

However, that’s not to say this configuration is ineffective up close. At close quarters, the Revenant truly proves that quantity beats quality (with a few exceptions, such as the Spike Thrower or the Widow) as it chews through enemies like a lawn-mower. Slap on an ‘Assault Rifle Rail Amp’ temporary upgrade and some sort of alternate ammunition, and the Revenant becomes downright scary.

Armor-Piercing Rounds: Becomes VERY effective against the bigger targets, as well as Pyros and Guardians. Also enhances its ability to mow down waves of enemies.

Cryo Rounds: With its dispersal effect, the Revenant armed with Cryo rounds has the potential to freeze a lot of enemies, leaving them open for follow up shots.

Disruptor Rounds: What shields?

Incendiary Rounds: As with Armor-Piercing rounds, except more effective against regular targets.

The variant weapons allow for changes in playstyle. The Raptor and Phaeston allow the Support Gunnery to be more of a Medium-Range marksman, not quite to the surgical effectiveness of, say, an accuracy focused Turian or an Infiltrator, but it performs very well.

Why max out fitness?: As the Support Gunner, you’re going to be drawing a lot of attention. A LOT of it. As such, you’ll be required to keep your head above cover to lay down long bursts of suppressing fire against the enemy, so you’ll have to be able to take some punishment. In addition, the health and shields allow you to perform a secondary task: Team medic. Due to your shields and health, you have a better chance of rushing towards danger to revive a teammate, where an Infiltrator or Adept might get butchered alive.

Why Proximity Mine?: As a Support Gunnery, unless you have someone constantly watching your back, you’ll typically be VERY focused on a particular 90-degree window. As such, you’ll be vulnerable to flanking attacks and rear attacks. The Proximity Mine allows you to, at the very least, leave a small surprise and warning system for enemies that try to flank you.

Why not Concussive Shot?: Concussive shot is nice and useful, however, Proximity Mine performs largely the exact same function, just at a higher recharge rate. Proximity mine does more damage, and it is also a LOT more effective against Guardians and groups of enemies (since you can just fire it at an enemy’s feet, causing it to explode, doing damage directly to the Guardian and his buddies) instead of the Concussive shot (which will largely just stun the Guardian). Proximity Mine is also a lot more effective in damaging enemies around corners and behind cover.

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


-edits by Lucien Midnight

Turian Immobilizer – by elecbender

Posted in MULTIPLAYER BUILDS, SENTINEL, Turian Sentinel with tags , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Turian Immobilizer by elecbender

Power Evolutions:

Tech Armor: N/A
Warp: Damage (4), Expose (5), Pierce (6)
Overload: Chain Overload (4), Neural Shock (5), Chain Overload (6)
Turian Veteran: Damage and Capacity (4), Power Damage (5), Assault Rifles (6)
Fitness: Durability (4), Shield Recharge (5)


A high level Falcon is recommended for reduced cooldown but not required as you can use a power recharge bonus equipment.


The Falcon’s grenades stuns most enemies and this combined with Overload’s neural shock evolution basically makes most enemies not able to even shoot back. It also has the benefit of reducing the amount of grenades needed to kill an enemy such as Centurions, Phantoms, or Geth Rocket Troopers. Warp is there for a single target but most enemies may dodge the first Warp. If you see enemies, use Overload and just spam the Falcon. When the cooldown resets or you need to reload, use Overload again.

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

2. This build is extremely friendly but works best with the Falcon which is a rare unlock.

-edits by Lucien Midnight

Popular Turian Sentinel

Posted in MULTIPLAYER BUILDS, SENTINEL, Turian Sentinel with tags , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Popular Turian Sentinel

Power Evolutions: 

Tech Armor: Durability (4), Power Damage (5), Durability (6)
Warp: N/A
Overload: Chain Overload (4), Recharge Speed (5), Chain Overload (6)
Turian Veteran: Damage & Capacity (4), Power Damage (5), Damage & Stability (6)
Fitness: Durability (4), Shield Recharge (5), Durability (6)


Vindicator is the normal weapon for this build.


A decent rank Vindicator gives you the 200% recharge speed, and you more or less wander the map headshotting mobs and throwing out overload to stun a fair sized portion of the wave. The bonus damage reduction and shield size makes it pretty easy for you to get away from mobs and get to people that need to be rez’ed. Warp would be nice, but the people that are going to use the biotic explosions (Vanguards and Adepts) are going to have higher ranks of warp/stasis than you. Well, assuming you don’t gimp your survivability.

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

2. You can take a lot of hits before something kills you, and the stun on overload lets you escape pretty easily.

- Thanks to Varthun for the write up!

-Edited by Lucien Midnight

Turian Specialist – by Drummernate

Posted in MULTIPLAYER BUILDS, SOLDIER, Turian Soldier with tags , , , , , , , , on March 13, 2012 by Lucien Midnight

Build Title:

Turian Specialist – by Drummernate


Marksman: Firing Rate (4), Headshots (5), Accuracy and Firing Rate (6)
Concussive Shot: N/A
Proximity Mine: N/A
Turian Veteran: Damage & Stability (4), Headshots (5), Damage & Stability (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Primary: A fast firing, high capacity assault rifle such as the Geth Rifle, or Phaeston

Secondary: A slow, hard hitting sidearm like the Carnifex or Paladin.


Headshots are vital to this class, and you have to be an excellent shot, but the high difficulty is rewarded if a headshot is achieved with the Carnifex. Usually a one-shot kill will follow if a headshot finds its mark on any non-shielded target. Use the assault rifle as a backup for when you run out of pistol, and against any large enemies such as the Atlas or Geth Primes as it takes down the shields very quickly. Switch to the pistol and activate Marksman when the shields go down, and aim for the head! This will dispatch a Geth Prime in one 10 round magainze of Carnifex if all shots hit the head.

If there is a corridor of 5 + infantry you can clear the whole thing in about 4 seconds if you can land all the shots. Works great on any difficulty, and gets you the gold headshot medal every game, guaranteed!

The Geth Rifle and Phaseton work great as well because they already have high accuracy, combined with increased fire rate means that you can get all of the shots as critical hits!

N00b rating:  (scale of 1-5, 1 is easy for everyone!)

5. Most people have a hard time getting consistent headshots on moving targets, but master it and Gold seems like a cake-walk!

-edits by Lucien Midnight


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