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Post by auronio on Jun 9, 2017 15:15:46 GMT
Angara “Mata Hari” Avenger
Sticky Grenade: 4a/5a/6a 4a = damage over radius 5a = more grenades preferred to damage over time 6a = anti-armor as more boss/semi-boss foes are running around with armor; and the grenades are still powerful enough to take down the ascendants orb if thrown on the center circle
Stealth Grid: 4a/5a/6a 4a = more energy cells meaning more constant cloak if required 5a = longer cloak duration, the obvious one 6a = movement speed making you almost as quick as an Asari huntress when cloaked; perfect to quickly get to downed team mates or to devices or delivering pizzas
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Post by auronio on Jun 9, 2017 15:16:16 GMT
Avenger Strike: 4b/5b/6a 4b = recharge speed superior to damage as you can more often charge/melee 5b = giving you some protection when charging into a group of foes, better than higher damager per strike 6a = lets you stun the attacked foe and leaving him/her/it completely helpless giving you 5s time to take out the remaining health; and if that’s still not sufficient cloak afterwards and rest done with grenades
APEX training: 1 basis point, weapons and powers are nice but the three skills of her are so strong you don’t wanna let out a single one of them
Bioelectric Defense: 4b/5a/6a 4a = Additional shield and health regeneration more important than movement speed without cloak 5a = energy cells, weapon ammo and weight rather than melee as I run her predominantly as infiltrator looking for the max of grenades/cloaking cycles 6a = Additional resistance as charged/attacked from cloak foes will shoot back, especially crowds of them, you will need it
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Post by auronio on Jun 9, 2017 15:16:47 GMT
Health: 665 / Shield: 399 with this build, very strong especially on health, if you can hold her out of direct fire (berserkers and anointed just firing in some direction when you hit someone in cloak close to them with always a likelihood they will harm you) she can sweat it out quite long.
The build is based on a rank X level 20 character. Obviously you won't start with a rank X card hence you won't be able to distribute all 85 skill points from the very beginning even if leveled up to 20 already which is even more highly recommended. If so my recommendation is to go for stealth grid first, then grenades, finally avenger strike.
Equipment: Enhanced Munitions cause it increases all your 3 skills grenades/stealth/strike by 30%. Second best would again be Juggernaut Shield (edit patch 1.08: now the Titan Shield) in case you wanna run her more like a vanguard.
Booster: 1st choice is Power Capacity to provide you more energy cells, standard set up is with level ! booster (+1), but for Kett gold or solos I normally take at least level II if not III or IV. 2nd one depending on your preference and map/faction but strength enhancer (melee = avenger strike) or cyclonic mods (shields = more durable) are always good choices.
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Post by auronio on Jun 9, 2017 15:17:15 GMT
What makes her special? The Angara avenger I perceive as a mixture from a vanguard and an infiltrator with heavy weight on infiltrator. In my humble opinion the strongest kit so far in MEAMP! I’ve done many gold APEX missions with randoms from the community and I’m constantly using different characters, also the “weaker” ones (there are no real weak ones). Whenever I see a mission failing I normally run a second attempt with same group of people (provided they stay in the lobby) and Angara avenger and then in most cases we succeed.
What is unique about her?
First of all her avenger strike which basically already is a combination of two skills, namely charge and melee attack. But provided in one action only. Sounds strong? It is. With standard vanguards you charge and afterwards melee attack. This character does it all at once in one go. Veeeery strong! But if that wouldn’t be enough the above build (6a) let’s you even stun your victim for a few seconds after attack leaving it predisposed for the blessings of your Hurricane/Piranha/Equalizer/Charger/… or whatever weapon you prefer.
When it comes to tactical cloak/stealth grid I personally prefer the energy cell based infiltrator builds like Angara Avenger and Asari Huntress over the power recharged based like Human Infiltrator, Salarian Infiltrator and Turian Agent. Although recharging makes you independent on ammo boxes you are always prone to weapon exposure during two cloaking cycles even with the best recharge time reduction time booster (power efficiency). With energy cells you “only” need to travel between ammo boxes which sometimes can take a few attempts if they ran out of supply but in general will allow you to have much longer uninterrupted cloak times.
Finally grenades. Above build provides you with each five energy cells for grenades and cloak. Power capacity boosters will bring you up to nine if required. In addition to being able to instantaneously bridge distance to foes by combined charge/melee avenger strike and running around invisible you have a handful of grenades which can take out every enemy in the game. Just a question of number of grenades required. But as you can carry up to five ammo packs it’s easy to reload for bosses even if no ammo box is available in close distance (spare the ammo packs however for waves 5/6 if possible).
That’s basically it. Standard foes – run around, charge/jump/avenger strike them and if required finish with your weapon. Bosses taken down with a combination of cloak and grenades and maybe finishing off as well with your weapon. And don’t forget you have a few cobras at hand as well if required. Stealth grid in general used for reviving downed team mates and doing objectives – you are speed! If you would like to have only one kit in this game – most likely it would be this one. Have fun.
And please, please, please Bioware, please Michael Gamble, don’t!!! nerf the N7 characters. We/I wanna keep some fun toys.
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Post by N7Mith on Jun 9, 2017 15:57:07 GMT
You definitely have unorthodox builds not sure about avoiding the extra melee damage in Apex training, since that enhances Avenger Strike. Even fully buffed its power is a little underwhelming. And Stealth Grid is nice, but doesn't need the full 6 points imo. I was actually not planning to spec into it at all; it does everything you want it to at lvl 1.
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Post by Kenny Bania on Jun 9, 2017 16:42:26 GMT
Enhanced Munitions boosts Avenger Strike? You sure?
Also, 6 ranks in Stealth Grid feels like a waste. I've got two ranks only, and that's enough for survival.
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Post by unclemonster on Jun 9, 2017 17:00:59 GMT
Enhanced Munitions boosts Avenger Strike? You sure? Also, 6 ranks in Stealth Grid feels like a waste. I've got two ranks only, and that's enough for survival. It does not! only melee/melee mods boost Avenger Strike.
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Post by Kenny Bania on Jun 9, 2017 17:18:01 GMT
Enhanced Munitions boosts Avenger Strike? You sure? Also, 6 ranks in Stealth Grid feels like a waste. I've got two ranks only, and that's enough for survival. It does not! only melee/melee mods boost Avenger Strike. Thought so.
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Post by auronio on Jun 9, 2017 18:27:18 GMT
Too address both concerns.
The aim of this build is to stay as long as possible under cloak/stealth and throw as many grenades as possible. Rest of time jump around and put damage through avenger strike.
Stealth grid 4a gives you one more energy cell meaning another cloak cycle, 5b increasing the cloak time per cycle hence both add up to total cloak time. Finally 6a gives you higher movement speed when under cloak significantly helping on reaching targets, devices, team mates etc. quicker. Not a waste of skill points at all imho. With other words maximum cloak duration combined with maximum speed.
Enhanced Munition gear I believe the naming is misleading. It should rather read Combat Power Amp. What it does is increasing Combat Power Damage by 30% which is huge.
Although I do not know the mathematics behind the scenes and don't know whether these were/are somewhere openly revealed by Bioware - I always had the impression it's more an educated guess by players taking the displayed values and applying the multipliers, no real insight in software code available - I did my own guess.
As both sticky grenades and avenger strike are classified as combat powers I would expect to let Enhanced Munitions/Combat Power Amp both affect sticky grenades and avenger strike by 30%.
Sticky grenades base damage is 1100. Skills 3 and 4 add 20 and 30%. As the games logic is additive not mulitplicative you end up with +50% damage or 1650. I would expect Combat Power Amp to add its 30% meaning you will have +80% or 1980 damage in total.
Avenger strike has a base damage of 500. With skill tree 3 you have +25% =625. You could add up 5a giving additional +40% = 825 in total. However I prefer to go for 5b as it protects me more even if jumping into crowds of enemies and requiring a few seconds to finish the striked enemy with my weapon without any cloak. The Combat Power Amp in all fairness and applying the game's logic should add 30% to the avenger strike's base value letting ending up my build with a base damage of +55% or 775. I believe this is what is happening despite the fact that physically avenger strike is a combination of charge (biotic) and melee.
Bottom line I don't know it. It's only educated guess. Should the avenger strike = combat power = combat power enhancer logic be correct it wouldn't render my initial recommendation (use strength enhancer as 2nd booster) completely useless, it would just deploy its effect only on the base melee attack not on the avenger strike itself.
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Post by unclemonster on Jun 9, 2017 18:47:21 GMT
Not knocking the build, just trying to help out. There are a lot of things in the game that do not work as advertised. In the numerical data tests thread stickied at the top of the page, you will find all info. It is the Mass Effect Andromeda Bible of testing. THANK YOU TESTERS!
It was confirmed by the testers on here that ONLY melee mods/equipment/boosters affect Avenger Strike. Power mods do NOTHING for it.
one booster that does stand out for the Avenger that does boost grenades and strike is the Universal Power Amp. This mods increases power (grenades), melee (including Avenger Strike), and even weapon damage (basically everything on the Avenger). The strength enhancer booster will also boost Avenger Strike (as well as melee).
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Post by N7Mith on Jun 9, 2017 19:26:25 GMT
Neither stickies or strike benefit from cloaked damage bonus either. So his passives look a lot better to me than stealth grid, at least up to rank 4. Extra powercells are only useful up to 4, at least to me, and cloak and strike both ensure you won't have issues hopping to the next ammo crate. Ok, duration can be useful, but if I need it I can just activate it again. And movement speed is pretty nice, but redundant because of strike. I feel I really need extra speed when I'm under fire, which doesn't happen if you're cloaked. Unless it shows you you're cloaked when you're not, did that get fixed yet?
Props for doing your own thing, I just don't see it work for me unless both his powers get cloak bonus.
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Post by auronio on Jun 9, 2017 19:59:43 GMT
Not knocking the build, just trying to help out. There are a lot of things in the game that do not work as advertised. In the numerical data tests thread stickied at the top of the page, you will find all info. It is the Mass Effect Andromeda Bible of testing. THANK YOU TESTERS!It was confirmed by the testers on here that ONLY melee mods/equipment/boosters affect Avenger Strike. Power mods do NOTHING for it. one booster that does stand out for the Avenger that does boost grenades and strike is the Universal Power Amp. This mods increases power (grenades), melee (including Avenger Strike), and even weapon damage (basically everything on the Avenger). The strength enhancer booster will also boost Avenger Strike (as well as melee). Thanks, always willing to learn something. I will stick for the time being with the Enhanced Munition gear anyway as it's effect on grenade damage is highly tempting. Maybe to replaced with Armored Compartments later on which should deliver more energy cells. Base damage vs. number grenades. We will see...
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PSN: unclemonster
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Post by unclemonster on Jun 9, 2017 20:03:08 GMT
Not knocking the build, just trying to help out. There are a lot of things in the game that do not work as advertised. In the numerical data tests thread stickied at the top of the page, you will find all info. It is the Mass Effect Andromeda Bible of testing. THANK YOU TESTERS!It was confirmed by the testers on here that ONLY melee mods/equipment/boosters affect Avenger Strike. Power mods do NOTHING for it. one booster that does stand out for the Avenger that does boost grenades and strike is the Universal Power Amp. This mods increases power (grenades), melee (including Avenger Strike), and even weapon damage (basically everything on the Avenger). The strength enhancer booster will also boost Avenger Strike (as well as melee). Thanks, always willing to learn something. I will stick for the time being with the Enhanced Munition gear anyway as it's effect on grenade damage is highly tempting. Maybe to replaced with Armored Compartments later on which should deliver more energy cells. Base damage vs. number grenades. We will see...
Yes, I agree the grenade damage is the best to boost if choosing. download the numerical data masterbook from the thread at the top of the page. It is Amazeballs! There are alot of things that none of us would know without this or the great testers on here!
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