[Build] Lvl 20 X Gold Turian Agent: The WMD
May 14, 2017 13:32:10 GMT
cato, VictusKeld, and 1 more like this
Post by lethalconcept on May 14, 2017 13:32:10 GMT
lvl 20 Gold Turian Agent: WMD. The Weapon of Mass Dhanstruction
I make group of guides aimed at the all classes, designed to show how I play them at gold viability at lvl 20.
Going a ways back to ME:3 MP, Drell Assassin was my most favorite class with the wall hack Recon Mine, the immense stagger, move speed and Tactical Cloak. It came back in the form of the Turian Agent and this is now my most favorite class
Your damage potential is insane. You can deal with group mops, you can “snipe” targets wherever you see fit, you can demolish single targets, you can crowd control and debuff. This has got to be one of the strongest if not the strongest build I have in terms of what it can do and the amount of utility it has
Video Guide:
Recon Visor 4a, 5b, 6a| Range | Damage | Recharge Speed | Duration | Extend Duration
Tactical Cloak 4b, 5a, 6a| Recharge Speed | Duration | Damage Bonus | Duration | Escape Artist
Flamethrower 4a, 5a, 6b| Recharge Speed | Damage | Damage | Reach | Blinding Heat
Apex Training 1 Pointer| N/A | N/A | N/A | N/A | N/A
Support Systems 4a, 5a, 6b| Defense Systems | Melee | Tech Duration | Tactical Evasion | Tech Sabotage
** Recon Visor:** Recharge Speed over Accuracy and Stability because your two main weapons, Dhan and Ushior are pretty accurate by themselves and benefit little to non from the Accuracy and Stability while Recharge Speed means you can wallhack more often and hit 100% penetration more often.
Duration over Augmented Range. This can be a bit of a personal preference but Duration “fits” better with Extend Duration since you get that little bit of extra time to get kills and extend your duration, while Augmented Range IS nice, I feel that if the target is THAT far away for Augmented Range to pick up, they pretty much wont be a real threat to you, which means they will move closer to your standard range anyways.
Extend Duration over Shatter Armor. Now this I have done quite a bit of playtesting. Shatter Armor actually is pretty nice and I was really pretty much on the fence about this. However from this thread/testing: www.reddit.com/r/MECoOp/comments/6arcc8/caution_turian_visor_6b_debuff/
Where the debuff immediately wears off after Visor ends it helped push me for Extend Duration. Make no mistake its not necessarily an inferior choice as you can EASILY get up to 20s+ on Tac Visor
**Tactical Cloak:** Damage Bonus over Recharge Speed. This again may be a bit more of a personal preference to some people. So if you want to know why I picked the upgrades here as I did, another section below will be labelled “Tactical Cloak Upgrade Discussion” where I go a bit more indepth into the discussion of it as is pretty lengthy
**Flamethrower:** Damage over Recharge Speed, after playtesting I don’t really feel the need for Recharge Speed. This really boils down to personal preference but you will see in my video gameplay I use my weapon a lot and only use Flamethrower in a specific way. This will be in a section below called “Flamethrower Use and Discussion”. Reach over Lingering Burn, this again pretty much is tailored to the way I use Flamethrower which will be discussed in the section below
Blinding Heat over Anti-Armor. From my testing it appears to stack with Tech Sabotage from your Support Systems making your Flamethrower an incredible (and disgusting) CC/Debuff power. This is great for mobs and superior to Anti-Armor in every way besides damage.
**Apex Training:** 1 Pointer
**Support Systems:** Tech Duration over Melee. You don’t really use Melee plus the Duration is so good for your debuffs (Tech Sabotage and Blinding Heat). Tactical Evasion over Tactical Revive. I REALLY like the health, I pretty much ALWAYS pick health/shields upgrade in the passives whenever possible ESPECIALLY if you have no form of Damage Reduction (like Tech Armor) or any way to regenerate/restore shields.
Tech Sabotage over Shield Reset is obvious. Tech Sabotage combined with Blinding Heat from Flamethrower which can hit multiple enemies is a disgusting combo. Also 10s to fully recharge shields is an incredibly long time considering how fast paced this game is.
What to Level up First:
- Rank 3 Tactical Cloak
- Rank 5 Recon Visor
- Rank 5 Support Systems
- 1 Pointer Apex Training
- Personal Preference of which to max first between Recon and Cloak.
- Max the other in the above
- Max Support Systems
- Max Flamethrower
Videos of Gameplay:
Vs Remnant:
Vs Outlaw:
Vs Kett:
UR Consumable (Shotgun + Universal damage amps) vs Kett, Starts at wave 3:
Weapons, Mods, Consumables and Equipment:
Primary: Dhan
Secondary: Ushior
I have tried an INCREDIBLE number of weapons. From the Halberd to the Ushior. From Shadow to Hornet. Crusader, Dhan, Piranha. I have finally settled on the Dhan. Now the reason I went to the Dhan is because its “accurate” in the sense that not pellet based but a single plasma projectile. This allows you to forgo Smartchoke mod (doesn’t even allow you it anyways because it’s a single projectile weapon) which allows you to use the two mods that make this build, Barrel + Receiver. Maximum damage with maximum penetration. Also because I really enjoy the reload and it feels better to me than the reloads of the other high powered weapons.
The Ushior is mainly a backup “vanquisher” pistol when you run out of ammo for the Dhan or a target is incredibly far away for the Dhan to be useful.
For Mods I am obviously using Barrel (damage) and Receiver (penetration). For the Ushior I am using Barrel (damage) and Magazine (increase magazine capacity)
For Consumables I am using Shotgun Rail Amp (increase shotgun damage) and Universal Power Amp (increase all damage) to maximize your damage output. In the videos In most of the videos except for the one listed I am using Silver Amps as obviously UR ones are hard to come by BUT I do have the one video listed where I am trying out both the UR versions to see the damage output.
For equipment I am using the Thermal Clip Storage to boost my reserve ammo for the Dhan.
Tactical Cloak Upgrade Discussion:
So now to discuss why I chose Damage Bonus over Recharge Speed, Duration over Speed and Escape Artist over Combat Cloak. From earlier testing here:
[Breaking cloak early with Escape Artist](https://www.youtube.com/watch?v=aj1-gmxWBUs)
[Breaking cloak early with Damage Cloak](https://www.youtube.com/watch?v=KQdbLJ-No3E)
You see the recharge on cloak goes insanely fast if you instantly break it with Escape Artist. Now don’t 100% quote me on this however I have read some snippits that suggest that the upgrade from Damage Cloak (2s after breaking cloak) STILL APPLIES in Escape Artist. The only thing Damage Cloak actually gives is the “invisible effect”
www.reddit.com/r/MECoOp/comments/67mhyg/numerical_damage_tests/
Specifically this comment: “Wouldn't be surprised if cloak 1 is bugged and not supposed to have a 2 second damage bonus” Now i WILL say it may or may NOT be true anymore. However that doesnt change my pick regardless.
Also in general I just like Escape Artist more because it allows you to regenerate shields while stealth since that is your only “get-out-of-jail-free-card” and you STILL do an immense amount of damage without having to use Cloak specifically for the damage. So adding a bit of utility is very nice.
Flamethrower Use and Discussion:
Now I don’t go around using Flamethrower as my main source of damage. I use it for its insane utility. So I will outline the very specific uses that I use Flamethrower for.
- Group of “fire staggerable enemies” like unshielded unarmored standard size mooks or standard sized armored elites. For these groups I will tend to use Flamethrower longer
- Group of unstaggerable and dangerous mobs. For these I tend do spray Flamethrower but not keep channeling it and just do a “fast and quick spray”
- Run out of ammo on a staggerable mob, use Flamethrower until they are staggered then use the time they are staggered to Reload the Dhan and finish them off.
- Finishing off a low health enemy, quickly tapping the Flamethrower recovers the recharge incredibly fast just like breaking Cloak early refunds cooldown faster
One can argue about Damage over Recharge, but because I often find myself “breaking” my Flamethrower use early, it refunds the cooldown insanely fast just like breaking Tactical Cloak early. I find myself having no situation where I go “I really wish it was up right now from Recharge Speed”
This it is MUCH more beneficial to my playstyle to have “Reach” along with “Blinding Heat” to hit as many targets as possible for the debuff + possible fire stagger animations. This is the reason for my upgrades as they are.
Hope you enjoy!
I make group of guides aimed at the all classes, designed to show how I play them at gold viability at lvl 20.
Going a ways back to ME:3 MP, Drell Assassin was my most favorite class with the wall hack Recon Mine, the immense stagger, move speed and Tactical Cloak. It came back in the form of the Turian Agent and this is now my most favorite class
Your damage potential is insane. You can deal with group mops, you can “snipe” targets wherever you see fit, you can demolish single targets, you can crowd control and debuff. This has got to be one of the strongest if not the strongest build I have in terms of what it can do and the amount of utility it has
Video Guide:
Recon Visor 4a, 5b, 6a| Range | Damage | Recharge Speed | Duration | Extend Duration
Tactical Cloak 4b, 5a, 6a| Recharge Speed | Duration | Damage Bonus | Duration | Escape Artist
Flamethrower 4a, 5a, 6b| Recharge Speed | Damage | Damage | Reach | Blinding Heat
Apex Training 1 Pointer| N/A | N/A | N/A | N/A | N/A
Support Systems 4a, 5a, 6b| Defense Systems | Melee | Tech Duration | Tactical Evasion | Tech Sabotage
** Recon Visor:** Recharge Speed over Accuracy and Stability because your two main weapons, Dhan and Ushior are pretty accurate by themselves and benefit little to non from the Accuracy and Stability while Recharge Speed means you can wallhack more often and hit 100% penetration more often.
Duration over Augmented Range. This can be a bit of a personal preference but Duration “fits” better with Extend Duration since you get that little bit of extra time to get kills and extend your duration, while Augmented Range IS nice, I feel that if the target is THAT far away for Augmented Range to pick up, they pretty much wont be a real threat to you, which means they will move closer to your standard range anyways.
Extend Duration over Shatter Armor. Now this I have done quite a bit of playtesting. Shatter Armor actually is pretty nice and I was really pretty much on the fence about this. However from this thread/testing: www.reddit.com/r/MECoOp/comments/6arcc8/caution_turian_visor_6b_debuff/
Where the debuff immediately wears off after Visor ends it helped push me for Extend Duration. Make no mistake its not necessarily an inferior choice as you can EASILY get up to 20s+ on Tac Visor
**Tactical Cloak:** Damage Bonus over Recharge Speed. This again may be a bit more of a personal preference to some people. So if you want to know why I picked the upgrades here as I did, another section below will be labelled “Tactical Cloak Upgrade Discussion” where I go a bit more indepth into the discussion of it as is pretty lengthy
**Flamethrower:** Damage over Recharge Speed, after playtesting I don’t really feel the need for Recharge Speed. This really boils down to personal preference but you will see in my video gameplay I use my weapon a lot and only use Flamethrower in a specific way. This will be in a section below called “Flamethrower Use and Discussion”. Reach over Lingering Burn, this again pretty much is tailored to the way I use Flamethrower which will be discussed in the section below
Blinding Heat over Anti-Armor. From my testing it appears to stack with Tech Sabotage from your Support Systems making your Flamethrower an incredible (and disgusting) CC/Debuff power. This is great for mobs and superior to Anti-Armor in every way besides damage.
**Apex Training:** 1 Pointer
**Support Systems:** Tech Duration over Melee. You don’t really use Melee plus the Duration is so good for your debuffs (Tech Sabotage and Blinding Heat). Tactical Evasion over Tactical Revive. I REALLY like the health, I pretty much ALWAYS pick health/shields upgrade in the passives whenever possible ESPECIALLY if you have no form of Damage Reduction (like Tech Armor) or any way to regenerate/restore shields.
Tech Sabotage over Shield Reset is obvious. Tech Sabotage combined with Blinding Heat from Flamethrower which can hit multiple enemies is a disgusting combo. Also 10s to fully recharge shields is an incredibly long time considering how fast paced this game is.
What to Level up First:
- Rank 3 Tactical Cloak
- Rank 5 Recon Visor
- Rank 5 Support Systems
- 1 Pointer Apex Training
- Personal Preference of which to max first between Recon and Cloak.
- Max the other in the above
- Max Support Systems
- Max Flamethrower
Videos of Gameplay:
Vs Remnant:
Vs Outlaw:
Vs Kett:
UR Consumable (Shotgun + Universal damage amps) vs Kett, Starts at wave 3:
Weapons, Mods, Consumables and Equipment:
Primary: Dhan
Secondary: Ushior
I have tried an INCREDIBLE number of weapons. From the Halberd to the Ushior. From Shadow to Hornet. Crusader, Dhan, Piranha. I have finally settled on the Dhan. Now the reason I went to the Dhan is because its “accurate” in the sense that not pellet based but a single plasma projectile. This allows you to forgo Smartchoke mod (doesn’t even allow you it anyways because it’s a single projectile weapon) which allows you to use the two mods that make this build, Barrel + Receiver. Maximum damage with maximum penetration. Also because I really enjoy the reload and it feels better to me than the reloads of the other high powered weapons.
The Ushior is mainly a backup “vanquisher” pistol when you run out of ammo for the Dhan or a target is incredibly far away for the Dhan to be useful.
For Mods I am obviously using Barrel (damage) and Receiver (penetration). For the Ushior I am using Barrel (damage) and Magazine (increase magazine capacity)
For Consumables I am using Shotgun Rail Amp (increase shotgun damage) and Universal Power Amp (increase all damage) to maximize your damage output. In the videos In most of the videos except for the one listed I am using Silver Amps as obviously UR ones are hard to come by BUT I do have the one video listed where I am trying out both the UR versions to see the damage output.
For equipment I am using the Thermal Clip Storage to boost my reserve ammo for the Dhan.
Tactical Cloak Upgrade Discussion:
So now to discuss why I chose Damage Bonus over Recharge Speed, Duration over Speed and Escape Artist over Combat Cloak. From earlier testing here:
[Breaking cloak early with Escape Artist](https://www.youtube.com/watch?v=aj1-gmxWBUs)
[Breaking cloak early with Damage Cloak](https://www.youtube.com/watch?v=KQdbLJ-No3E)
You see the recharge on cloak goes insanely fast if you instantly break it with Escape Artist. Now don’t 100% quote me on this however I have read some snippits that suggest that the upgrade from Damage Cloak (2s after breaking cloak) STILL APPLIES in Escape Artist. The only thing Damage Cloak actually gives is the “invisible effect”
www.reddit.com/r/MECoOp/comments/67mhyg/numerical_damage_tests/
Specifically this comment: “Wouldn't be surprised if cloak 1 is bugged and not supposed to have a 2 second damage bonus” Now i WILL say it may or may NOT be true anymore. However that doesnt change my pick regardless.
Also in general I just like Escape Artist more because it allows you to regenerate shields while stealth since that is your only “get-out-of-jail-free-card” and you STILL do an immense amount of damage without having to use Cloak specifically for the damage. So adding a bit of utility is very nice.
Flamethrower Use and Discussion:
Now I don’t go around using Flamethrower as my main source of damage. I use it for its insane utility. So I will outline the very specific uses that I use Flamethrower for.
- Group of “fire staggerable enemies” like unshielded unarmored standard size mooks or standard sized armored elites. For these groups I will tend to use Flamethrower longer
- Group of unstaggerable and dangerous mobs. For these I tend do spray Flamethrower but not keep channeling it and just do a “fast and quick spray”
- Run out of ammo on a staggerable mob, use Flamethrower until they are staggered then use the time they are staggered to Reload the Dhan and finish them off.
- Finishing off a low health enemy, quickly tapping the Flamethrower recovers the recharge incredibly fast just like breaking Cloak early refunds cooldown faster
One can argue about Damage over Recharge, but because I often find myself “breaking” my Flamethrower use early, it refunds the cooldown insanely fast just like breaking Tactical Cloak early. I find myself having no situation where I go “I really wish it was up right now from Recharge Speed”
This it is MUCH more beneficial to my playstyle to have “Reach” along with “Blinding Heat” to hit as many targets as possible for the debuff + possible fire stagger animations. This is the reason for my upgrades as they are.
Hope you enjoy!