Angara Insurgent Platinum Solo (with EMP Trip Mines)
Jan 27, 2018 1:06:40 GMT
Arkhne, snowleopard25, and 2 more like this
Post by vanelsa on Jan 27, 2018 1:06:40 GMT
The Angara Insurgent and his EMP Trip Mines stuns everything in this Platinum Solo on Firebase Sandstorm.
Objectives: Devices / Retrieval / Devices
Gameplay notes and build: goo.gl/b5Axx8
The Insurgent is not an MEA character that I have played a lot of, but I can see that he is extremely versatile. There’s really no bad way to spec him, and he can pull off a relatively stress-free Platinum solo provided you get good objectives. I altered his skillset numerous times, and this build may be less optimal than others I tried.
Assault Turret
I went with the Cryo Turret due to several failed attempts with the Boss objective. My thinking was that the turret would weaken armored targets for both my Trip Mines and my weapons. Yet, I found the chilling to be (1) inconsistent compared with the priming of the Flamethrower Turret or (2) did not last as long for my weapons/powers to benefit from the 100% armor debuff. I always specced the Turret to at least Rank 4B Recharge so I could throw it out constantly to draw aggro — like in my Krogan Engineer solo — and contribute some extra damage or armor weakening.
Trip Mines
This successful run featured the awesome 6B EMP Trip Mine for non-stop stunning of enemies throughout the match. With Grenade Capacity and a Power Capacity IV booster, my Insurgent had 10 Trip Mines, with 24 more available in Firebase Sandstorm’s 6 ammo crates. That’s a lot of stunned Kett, Outlaws and Remnant!
I also tried a 6A Detonating Mine build with either Disruptor Ammo or Incendiary Ammo and the Flamethrower Turret. The idea behind that was to strip shields and stun/fire prime the enemies before throwing out a Trip Mine. If several enemies were primed, the resulting explosion would trigger multiple tech detonations or fire explosions. The Insurgent has the capability to get really high combo damage with 6A Detonating Mine (+30%) and Offensive Tech 4B Combo Detonation (+50%). This actually worked well when I could pull it off, but it required much more thought and planning compared with dropping an EMP Trip Mine.
Offensive Tech
In Offensive Tech, many of my attempts had 5B Anti-Armor and 6A Weapon Boost chosen. You’ll note in the video that I sometimes cast Shield Boost before firing. Since I changed his skillset so many times, I forgot that I skipped over that evolution. The Insurgent only gets an extra 8% from Offensive Tech Rank 2, so the extra 20% weapon damage is useful if you don’t equip any boosters.
Bioelectric Defense
I never chose Bioelectric Ward for these attempts, seeing that the Insurgent has damage resistance while evading and Shield Boost.
Weapons
Rewatching the video, I should have aimed for weak points. As it turned out, taking down the Ascendants’ Orbs benefited the most from the Targeting VI IV booster. Since I used the Rozerad primarily throughout the match, a Pistol Rail Amp III or IV would have been more useful.
In previous attempts, I tried the Silhesh Siphon (my weapon on the failed Wave 6 Boss attempt), Hurricane Siphon, P.A.W. Concussive, Naladen Siphon, Venom Siphon, Scorpion Siphon, Scattershot Concussive, Inferno Siphon, and Shorty Siphon. I recommend having a weapon for close-combat and another for range with the Insurgent.
Ultimately, I chose the Rozerad Siphon since it’s my favorite weapon and the Piranha Siphon for dealing with the Boss objective that never came.
Objectives
On my first attempt that reached Wave 6, I actually got Devices. But, the first device was at the LZ and I was too impatient running to it from the back of the map. As a result, every enemy reached the LZ by the time I disabled it. Despite having two Revive Packs left, I couldn’t escape fast enough from the Anointed’s Soned.
After that was a long slog of matches that ended with either a Wave 4 or 6 Upload or Hack. For that failed Wave 6 Boss objective, I was unable to take down the Behemoth in time. In the heat of that battle, I should have just unloaded all of my Trip Mines (and Ammo Packs) at it like Pota Pota did in his Platinum Solo on Magma!
I was also able to pull off a Wave 2 Hack with minimal consumable usage. Unfortunately, I got another Hack on Wave 4, and I could not kite that Fiend away from the circle.
The Wave 2 and Wave 6 Devices on this run were actually quite stressful. Many of the devices were located right next to each other, which can be extremely dangerous if the enemies have converged on your first position. I still don’t know how I disabled the second device on Wave 6 without dying. It didn’t help that a Sharpshooter was camping right next to the device! When I restarted disabling the device, I had a second left when an Ascendant’s orb attack pushed me off. Three Anointed and two Berserkers were ready to finish me off when I finally disabled it. Looking back, I should have dropped my Trip Mines nearby to stun everything so that I could disable the device in peace.
Please enjoy!
Objectives: Devices / Retrieval / Devices
Gameplay notes and build: goo.gl/b5Axx8
- Shield Boost: 4B 5A 6B
- Assault Turret: 4B 5B 6A
- Trip Mine: 4A 5A 6B
- Offensive Tech: 4A
- Bioelectric Defense: 4A
- Rozerad Siphon V
- Piranha Siphon I
- Power Capacity IV
- Targeting VI IV
- Grenade Capacity
The Insurgent is not an MEA character that I have played a lot of, but I can see that he is extremely versatile. There’s really no bad way to spec him, and he can pull off a relatively stress-free Platinum solo provided you get good objectives. I altered his skillset numerous times, and this build may be less optimal than others I tried.
Assault Turret
I went with the Cryo Turret due to several failed attempts with the Boss objective. My thinking was that the turret would weaken armored targets for both my Trip Mines and my weapons. Yet, I found the chilling to be (1) inconsistent compared with the priming of the Flamethrower Turret or (2) did not last as long for my weapons/powers to benefit from the 100% armor debuff. I always specced the Turret to at least Rank 4B Recharge so I could throw it out constantly to draw aggro — like in my Krogan Engineer solo — and contribute some extra damage or armor weakening.
Trip Mines
This successful run featured the awesome 6B EMP Trip Mine for non-stop stunning of enemies throughout the match. With Grenade Capacity and a Power Capacity IV booster, my Insurgent had 10 Trip Mines, with 24 more available in Firebase Sandstorm’s 6 ammo crates. That’s a lot of stunned Kett, Outlaws and Remnant!
I also tried a 6A Detonating Mine build with either Disruptor Ammo or Incendiary Ammo and the Flamethrower Turret. The idea behind that was to strip shields and stun/fire prime the enemies before throwing out a Trip Mine. If several enemies were primed, the resulting explosion would trigger multiple tech detonations or fire explosions. The Insurgent has the capability to get really high combo damage with 6A Detonating Mine (+30%) and Offensive Tech 4B Combo Detonation (+50%). This actually worked well when I could pull it off, but it required much more thought and planning compared with dropping an EMP Trip Mine.
Offensive Tech
In Offensive Tech, many of my attempts had 5B Anti-Armor and 6A Weapon Boost chosen. You’ll note in the video that I sometimes cast Shield Boost before firing. Since I changed his skillset so many times, I forgot that I skipped over that evolution. The Insurgent only gets an extra 8% from Offensive Tech Rank 2, so the extra 20% weapon damage is useful if you don’t equip any boosters.
Bioelectric Defense
I never chose Bioelectric Ward for these attempts, seeing that the Insurgent has damage resistance while evading and Shield Boost.
Weapons
Rewatching the video, I should have aimed for weak points. As it turned out, taking down the Ascendants’ Orbs benefited the most from the Targeting VI IV booster. Since I used the Rozerad primarily throughout the match, a Pistol Rail Amp III or IV would have been more useful.
In previous attempts, I tried the Silhesh Siphon (my weapon on the failed Wave 6 Boss attempt), Hurricane Siphon, P.A.W. Concussive, Naladen Siphon, Venom Siphon, Scorpion Siphon, Scattershot Concussive, Inferno Siphon, and Shorty Siphon. I recommend having a weapon for close-combat and another for range with the Insurgent.
Ultimately, I chose the Rozerad Siphon since it’s my favorite weapon and the Piranha Siphon for dealing with the Boss objective that never came.
Objectives
On my first attempt that reached Wave 6, I actually got Devices. But, the first device was at the LZ and I was too impatient running to it from the back of the map. As a result, every enemy reached the LZ by the time I disabled it. Despite having two Revive Packs left, I couldn’t escape fast enough from the Anointed’s Soned.
After that was a long slog of matches that ended with either a Wave 4 or 6 Upload or Hack. For that failed Wave 6 Boss objective, I was unable to take down the Behemoth in time. In the heat of that battle, I should have just unloaded all of my Trip Mines (and Ammo Packs) at it like Pota Pota did in his Platinum Solo on Magma!
I was also able to pull off a Wave 2 Hack with minimal consumable usage. Unfortunately, I got another Hack on Wave 4, and I could not kite that Fiend away from the circle.
The Wave 2 and Wave 6 Devices on this run were actually quite stressful. Many of the devices were located right next to each other, which can be extremely dangerous if the enemies have converged on your first position. I still don’t know how I disabled the second device on Wave 6 without dying. It didn’t help that a Sharpshooter was camping right next to the device! When I restarted disabling the device, I had a second left when an Ascendant’s orb attack pushed me off. Three Anointed and two Berserkers were ready to finish me off when I finally disabled it. Looking back, I should have dropped my Trip Mines nearby to stun everything so that I could disable the device in peace.
Please enjoy!