Turian Veteran: (4) Damage & Capacity, (5) Power Damage
Venom Gauntlets: (1), (2), (3)
Automatic Assault Rifles and/or Pistols. You want to equip only one and have something that shoots fast. Yeah I know SMG’s do work, but unfortunately they don’t have a melee attachment. I like to use a pistols as their lightweight, and you can attach the Power Amplifier and Melee Stunner, onto them. The assault rifle omi-blade is necessary if you are going for a melee/AR build, as it doesn’t have the draw-back on the Shotgun omi-blade which will increase your weapon weight, but a shotgun itself is also viable.
-The shield restoring part, Biotic Focus (Only with full leveled upgrade)
This split of the vanguards core ability lead to a very unorthodox play style.
The first build is a very basic build built for Poison Strike and those who like it. While a cool name and animation are what we get, I do find it somewhat of a lackluster ability. Poison/Acid does not prime targets, it’s a strict DoT (Damage over Time), although Poison Strike does detonate biotic explosions as well cause biotic damage. I personally like the Poison Strike ability, but it is a hazard when using it directly on enemies on Gold and Platinum. The strike can teleport you through enemies and walls, but only a short distance. Unlike Biotic Charge, it doesn’t have unlimited range and it doesn’t stagger enemies, that’s what Nightshade Blades are for, but we’ll get into that. Base range of Poison Strike is 12 meters, which is a little over (I think 4 meters more than) the dodge range of a Turian (THE ONES THAT DO DODGE!) Range is selected (+40%) in the powers to compensate for Double Dash taking away 40% of the range. Thus we are still left with 12 meters with the added addition of a second dash. This allows us to cover 24 meters, rather than just 17. Not really a big deal or game changer, as taking the other options will just up the DoT on poison strike. Although worth nothing is with incendiary ammo equipped stacked with the poison effects you will get a very nice melting bar of health. Nightshade blades is just like ballistics blades, except poison, stacked with incendiary ammo and a Poison Strike for even further DoT. They also stun, which brings me back to that point on Biotic Charge. Strike and Blade, and dash away!
Unfortunately, you need a high sensitivity or quick thumbs to turn around after your strike, as your back is turned to still living enemies, who on higher difficulties are already looking at you by that time… That’s why you use Biotic Focus before and after the strike. This is an awesome ability, similar to Stim Packs except they don’t consume a grenade. On the down side, it only restores 40% of your barriers, which is less then Biotic Charges based 50%. But is also ups movement speed, which is what we want for this basic class.
The Passives are totally up to the preference of the player here. Fitness rank four doesn’t make an impact on the health, so I went to rank 5 in power damage of Turain Veteran instead. Rank 4 of Turain Veteran, is up to what gun your using.
3.5 – Shines better on Silver but works on Gold. More of a build for players who are after additional agility over damage output. Fun to play, but harder than my other submission (Poison Strike-less Cabal).
*If you struggle with difference in mobility by not having Poison Strike, trade the last two ranks of Turian Veteran for the first four in Poison Strike (Range).
Automatic Assault Rifles or Pistols. You want to equip only one and have something that shoots fast. Yeah I know SMG’s do work, but unfortunately they don’t have a melee attachment. I like to use a pistols as their lightweight, and you can attach the Power Amplifier and Melee Stunner, onto them. The assault rifle omi-blade is necessary if you are going for a melee/AR build, as it doesn’t have the draw-back on the Shotgun omi-blade which will increase your weapon weight, but a shotgun itself is also viable.
Recommendations for Heavy Pistols: M-11 Supressor, N7 Eagle, Acolyte, M-358 Talon
Incendiary Rounds or Drill Rounds, Strength Enhancers, Adrenaline Modules or Cyclonic Modulators, and Grenade Capacity or Warfighter Package.
Built more as a weapons platform and melee build. Nightshade blades also reaches about 2700 damage without added equipment. Nightshade Blades can be customized to your preference, you could take (4) Capacity, (5) Reach, and (6) Explosives Blades instead, which up it damages even more. Once a target is under DoT from Nightshade Blades (and/or incendiary ammo) just activate Biotic Focus and go to town, punching the living hell outta your foes. While one’s are getting slapped around the others are having their health melted away. Try to always have Warfighter Package or Grenade Capacity Gear equipped: you want as many Blades on you at all times. Since Poison Strike is not here to get yourself outta a sticky situation, her dodge does allow her to teleport which is plenty enough to race back around a corner. So players are still nimble enough to weaving in and out of crowds and around sync-killing bosses. Adrenaline boosters also help with this.
2.5 – More of a damage build tailored for higher difficults. Your sturdier and deal more damage at the expense of some mobility. Easier to use than my other submission (Fun with Poison Strike).
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.
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.
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.
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.
My favourite weapon on this class is the Particle Rifle with Piercing Mod and Extended Magazine. The Particle Rifle is excellent at triggering ammo powers so that’s why we use it. Other options include: N7 Hurricane with SMG Recoil Systems and High-Velocity Barrel; Cerberus Harrier with Extended Mazagine and Piercing Mod; M-11 Wraith with High-Velocity Barrel and Spare Thermal Clip; M-358 Talon with Pistol Heavy Barrel and Piercing Mod. You can also take the Acolyte with Pistol Heavy Barrel (or High Caliber Barrel if you don’t have it) and Ultralight Materials as a sidearm.
You’ll want Incendiary Rounds with this guy; using sustained weapon fire to prime and then detonating with Homing Grenade because that’ll be half of all your tech bursts. Use Cyclonic Modulators for armor bonus or Power Efficiency Module. You want to use Sabotage often, but it has the same base cooldown as Biotic Charge and its even longer if your weapon is low level or heavy. Use the respective weapon bonus for the weapon you’re using and use Grenade Capacity for the gear bonus.
The recent change to Sabotage has just made the Turian Saboteur all the more useable and likeable. He was pretty fun to begin with, his powers go well together but he’s a bit different to play as in regards to the other Armiger Legion Turians.
You want to skip Sentry Turret, this is because he is a bit more fragile than the other Turians, plus Sentry Turret isn’t an amazing power especially considering his other two powers are vastly superior. For Sabotage, you want Backfire. This is the gold of Sabotage, once an organic enemy is hit with Sabotage and tries to shoot, that’s when Backfire deals damage and primes the target for a Tech Burst. At Rank 5, Explosive Hack is incredibly handy for Geth, and Cerberus Turrets and Atlases. In saying that, if you don’t intend to play Geth or Cerberus with this class often then go for Recharge Speed so you can spam Sabotage for tech bursts. Tech Vulnerability is half the reason you spec into Sabotage (the other being Backfire), its 50% more tech damage to targets for 10 seconds. I believe that Homing Grenade will receive that damage bonus because it is a tech grenade. As for Homing Grenade, Radius allows Homing Grenade to stretch as wide as Sabotage. Fire Damage gives Homing Grenade a nice amount of DoT but does not set up Fire Explosions. And Armor Damage makes Homing Grenade amazing against bosses. You need to spec into Homing Grenade to get Tech Bursts out of Sabotage, as it is your only detonating power. For the passive, you want maximum Power Damage, followed by Damage and Stability at Rank 6 for improved weapon damage and control. Finally, Fitness is all shields.
The Turian Saboteur is better against Cerberus and Geth because Sabotage better against than Reapers and Collectors solely because of Sabotage. But no matter what enemy you are up against, you will need Sabotage! Between the minions and bosses, you’ll have to switch from Sabotage and Homing Grenade to gunfire and Homing Grenade. This is for the Tech Bursts and Fire Explosions. The strategy for the organic trooper enemies is to prime them with Sabotage. Because Backfire only affects organic enemies, they’ll hurt themselves a few seconds after Sabotage does its damage and that is what primes them. That’s when you launch the grenade. Geth can be mowed down with Sabotage and gunfire, with Homing Grenades for clusters of enemies and Pyros/Bombers. At mid-tier armored foes, you’re better to switch to gunfire and Homing Grenades. Sustained fire from the Particle Rifle with Incendiary Rounds III or IV should prime the target rather quickly, only to be followed up with Homing Grenade, causing massive damage because the targets are armored and doing additional damage for the Fire Explosion. Finally for our big bosses (Atlas, Prime, Banshee, Praetorian), Sabotage will hack Atlases and Primes which is a hilarious feat. And fast-fire Assault Rifles are some of the weapons against shields. Once the bosses have their shields down, abuse Fire Explosions with Incendiary ammo and Homing Grenades.
The Turian Saboteur has the least room for error in terms of every Turian in the game. The basic Sentinel has Tech Armor for enhanced Protection, the basic Soldier has Proximity Mine for staggering, and the Ghost and the Havoc have Stimulant Pack. Even after the nerf of it, it still applies a massive survivability bonus to the Turians, and not having that requires maxed shields and smarter play. He is very grenade dependant, as that is half of his damage output. He’s flawed, but wholly useable. He is the only engineer to have Sabotage which is an incredibly handy power and who doesn’t like Homing Grenade? The downside is that since the lowered the cooldown time of Sabotage, but weakening its damage in the process, it has made his Sabotage the weakest in terms of Backfire damage; but remember, we’re using it mostly for the Tech Bursts. Plus, this is all on a Turian, meaning you get the handy stability bonuses to help handle those weapons with shocking recoil.
3.5 – The Turian Saboteur is neat, has a great skill set, has Turian weapon stability and an awesome dodge. But the lack of Stimulant Pack makes him harder to use over the other two Retaliation Turian characters. Still powerful, you’ll base this one around power damage unlike the other two, but you’ll still benefit from the weapon handling. For those using the Particle Rifle, at lower levels it is quite heavy and you need to be very carefully to not run the clip dry, or you’ll suffer that tragic and deadly 3 second warm-up period. Practice makes perfect.
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.
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.
Anything that compliments your powers and enemies. Omni-Capacitors is a good choice. As is Stronghold Package.
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.
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.