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.
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.
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.
3.5 – It takes experience to effectively use the Biotic Annihilator effectively.
Map Difficulty Rating: This build has the potential for Platinum gameplay
Tactical Cloak: Duration (4), Melee Damage (5), Bonus Power (6)
Dark Channel: Damage (4)
Warp: Detonate (4), Expose (5), Pierce (6)
Asari Adept: Damage & Capacity (4)
Fitness: Melee Damage (4), Martial Artist (5), Power Synergy (6)
Primary: Reegar Carbine with Omni-Blade and Shredder Mod
Secondary: SMG with Ultalight Materials and other mod
Hurricane – Heat Sink, Collector SMG – Extended Mag, other SMG – your mod choice
This build is all about the Incendiary Ammo, even if all you have is level I, use that. Hydraulic Joints, Juggernaut Shield or Berserker Package are all solid choices. Don’t bother with a shotgun amp, the Reegar does plenty of damage for our purposes.
As the name implies, Three Trick Pony has three distinctly different ways to attack.
Trick #1: Cloak, close the distance to the target, Warp, Reegar. This attack gets you within the Reegar’s 10m range safely and allows Warp to nearly always hit. Warp will do several things for this attack plan; stagger the target, increase weapon damage by 15%, reduce armor effectiveness by half and along with the Shredder Mod negates armor reduction entirely. The best thing though is an exploit of Warp’s DOT mechanic. Warp’s DOT damage is registered by the game as incendiary ammo damage. This means shooting the target with incendiary ammo will stack the ammo damage to Warp’s DOT which turns into tens of thousands of damage done to the target over the next 5 seconds that the incendiary ammo does its DOT. And the more times the ammo damage is applied, the more extreme the damage becomes. Simply put, Warp + Incendiary Ammo allows the Reegar to melt armor in addition to health, shields and barriers. Your SMG sidearm is great for situations in which you want to keep your distance while still using the same Warp + Incendiary Ammo tactic.
Trick #2: When necessary the Pony can play it safe by cloaking and hitting a target with Dark Channel. The player can let the DOT do its thing or launch a Warp while still cloaked for a powerful BE. It’s a little counter intuitive but both the Huntress and N7 Shadow can do more damage reliably with Tactical Cloak duration + bonus power than with Tac Cloak damage. Taking duration also allows for better utility for objectives, reviving teammates and running to safety for shield recovery. A longer duration also allows for a heavier weapon load out since there is more time to attack cancel out of cloak and take the automatic 3 second cool down. Also of note, the Huntress’
Tactical Cloak damage bonus only applies to melee and power attacks, which relieves the mental pressure to fire your weapon while cloaked and makes taking cloak duration over damage less of a loss than it is on other classes.
Trick #3: The asari heavy melee when used correctly can utterly wreck crowds. First off, the good qualities; the asari heavy biotic blast is area of attack, does respectable damage to health and receives a 50% increase vs shields, barriers and armor. Now the bad qualities; slow to execute, won’t hit through walls and has a one second recovery period. Counter the first two problems by cloaking a good distance away from your targets and carefully choosing your point of attack. Counter the one second recovery time by making sure you’ve already got a heavy melee kill within the past 30 seconds before attacking a shielded foe, ensuring their death in one blow. You can also hit them with Dark Channel or Warp either on approach or just before the melee.
2 – Since the Three Trick Pony has so many different ways to attack she is adaptable to any situation or any enemy and is an awesome team player with her cloak built for utility. And having so many ways to attack just makes her a blast to play.
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).
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.
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
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.
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
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.
*You may switch rank 5 and 6 on Fitness for Expose and Pierce on Warp. Totally your preference between bulkiness or stronger explosions.
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.
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.
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.
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.
You’ll want to take the N7 Hurricane with SMG Recoil Systems and High-Velocity Barrel and the Acolyte with Melee Stunner and High Caliber Barrel (Heavy Barrel if you have a high-leved Hurricane). You’ll be using the Acolyte constantly and falling back on the Hurricane for armored targets.
In terms of gear: Incendiary, Warp or Armor-Piercing would be the way to go with this build. Incendiary primes Fire Explosions, Warp weakens armor and synergizes with biotics and Armor-Piercing deals extra damage to armor. Use Strength Enhancer for weapon bonus and Cyclonic Modulator for armor bonus. You could choose either Martial Biotic Amp for extra biotic damage and melee damage or Juggernaut Shield for extra melee damage and shields for your gear bonus.
All hail the mighty Human Female Melee Adept! This is one of the most unique and fun spins on the base human adept you could ever create, but by no means is it easy to use. Useable on Gold, this humble character uses the Human Adept Melee (which is really good) and biotics to draw things in, weaken them, knock them back and explode ‘em.
Leave Singularity at rank 3, while it is really good since the patch you are only using it to catch weaker enemies so you can keep your Melee Synergy going. Warp is a standard evolution; Detonate for stronger explosions, Expose for target weakening, and Pierce for boss damage. Shockwave is also pretty standard; Radius for a better chance to hit (because that extra 60cm is actually worth it), Detonate for incredible explosions and Recharge Speed for stagger spamming. You need full melee for the build’s Fitness. For the passive, take Damage & Capacity at Rank 4, this is to give faster recharge times since you’re carrying two weapons. Then more Power Damage.
You need to play this character in a certain way, as the difficulty rises her effectiveness lowers because melee is harder to pull off on Gold and very difficult on Platinum. You’ll find yourself using you melee up to wave six or seven and only against infantry (the except will be of course, Banshee’s or Primes on low armor). The thing that makes the Human Adept heavy melee awesome is that it does more damage against Shields, Barriers and Armour then Health, not many other characters can do that. Singularity is how you catch Abominations, Husks, Cannibals, Geth Troopers, Assault Troopers and Collector Troopers to begin your melee synergy. Your synergy enhances weapon damage, which we capitalize by using the Hurricane against bosses. Your Acolyte strips the shields of Maruaders, Collector Captains, Geth Hunters, Geth Rocket Troopers, Nemeses, Phantoms, Centurions and Combat Engineers so you can heavy melee them, or catch them with Singualrity and follow with Shockwave. Use Shockwave often to stagger enemies, its a lifeline and a comodity to the class.
Bosses require more… finesse. Heavy Melee attacks aren’t the best approach, even though yours does bonus damage, try to only use it as a finisher. Your explosions will get you through them (Warp and Shockwave). You can afford to finish Geth Pyros with heavy melee but avoid Ravagers in particular as their goo will shred you low shields and health. Brutes and Scions (and Ravagers) will succumb to explosions, but it is sometimes risky to use the heavy melee as a finisher. If you have a Weapon Synergy running, therefore the Hurricane should dispose of them quickly. The same goes for Altases, Primes, Banshees and Praetorians. You should be able to finish Banshees and Primes (as long as the Banshee is in its second stage (when it is throwing the warp-balls)) with heavy melee. Otherwise, stick with Hurricane and Explosions. Use the Acolyte to strip the Shields/Barriers first, then they should fall quickly.
This class is risky to say the least. Adepts often find themselves in close combat but this builds requires it at all times. She has Singularity to guard herself during objectives and can hold her own as long as you play carefully. She works well in teams of biotic users. The team can use explosions to stagger bigger enemies for her to finish off. You are very vulnerable, even with Cyclonics which at III bolster your shields to 1125 which is very low for Gold. You’re powerful, but fragile. So play it aggressive, but don’t throw yourself into the deep end without a exit strategy.
4.5 – Highly risky, and complicated. You need to know when to fight and when to flee, just because of your durability. You have weapons, biotics and melee to throw out at your enemies, it’s learning the right combination and when to use each. The risk factor increases when you play with randoms, and she works a lot better if worked into a team. Aside from that, she is an incredibly fun class to play, you can send Cannibals flying further than a Krogan Vanguard can!