How to trivialize Insanity Difficulty as a Vanguard (Best weapon in the game inside!)
Apr 3, 2017 14:43:59 GMT
smellycatbutts likes this
Post by peligrad on Apr 3, 2017 14:43:59 GMT
How to trivialize Insanity Difficulty as a Vanguard
Definition Vanguard: A character that uses both biotics and gunplay to kill enemies. Traditionally uses Charge for positioning and defense and, shotguns and melees to kill his enemies.
This guide holds to that definition of vanguard in its entirety.
Hey all, I’ve been seeing a lot of complaining about how “Vanguard is too squishy for insanity”
I’ve developed a build that not only succeeds at conquering the insanity difficulty, but does it with incredible ease at a very low level.
This guide is to help you complete a full play through on insanity mode starting at level 1.
Before you start: Preparation is key!
A very small amount of preparation goes a long way when starting a new game on insanity. Having just a small amount of extra resources is the difference between breezing through the early game and having a rough time.
Strike Team Rewards:
Before starting your insanity play-through I’d recommend stockpiling some “strike team” rewards for a couple days. This will give you a solid base of credits, resources, and research points to help you better equip your character during the critical early levels.
Space Exploration:
Space Exploration isn’t fun, but it is very effective for giving you a sizable edge against your foes. Space exploration is a great way to gather resources, and most importantly it grants you an appreciable amount of experience. Like most RPGs, Andromeda has a reverse difficulty curve. The most difficult part of the Insanity play-through is levels 1-10 (if you use your resources wisely). Space exploration is a great way to knock out 2-3 of these most difficult levels effortlessly.
Non-Combat Fetch Quests:
Just like Space Exploration, this is a very easy way to get easy XP in the early game without directly facing foes. Make sure you knock out all the easy fetch quests on the Nexus, Tempest, and Eos as soon as you can. That will easily give you 3-4 levels of experience.
Combat!
Levels 1-4:
Use the vanguard profile. This is the best profile in the really early levels until you get decent guns. It makes your powerful melee even more powerful through increased melee damage and siphoning strikes and it also increases your shield capacity to make you more survivable.
There is no way around doing some combat in the early game with un-modded, bad guns, and un-improved skills. But here are some ways to make it easier.
A good skill load out really helps:
Personally, I started with “Charge” level 1 just to not waste any skill points.
Upon level 2 I immediately invested 1 point in “Backlash” and one point into “Pull”. Level up charge as much as possible to get it to level 6 as soon as possible.
Backlash is a great way to give your character easy survivability and a little damage as well. Use it to get back into cover after making an aggressive move to finish an enemy.
Pull is a great, safe ranged harass. It also primes the target for charge to get a biotic combo.
Abuse Melee:
Your early game weapons are pathetically weak.
Your melee is by far the highest DPS option available. Melee is a good way to deal with mobs with shields that otherwise tend to escape and recover. It also is a great way to zero out the weaker mobs quickly. Pick the most isolated enemy and gun him as much as possible. When your shields reach 50% charge him and melee him down. Then put up backlash as you get back into cover. Rinse and repeat. Use pull to either prime your charge or to get a weaker or weakened mob up where he can be shot while you are still in cover.
Pull can also be used near edges to make your enemies fall to their doom. Charged enemies after pull will launch them a long ways and can be a useful tool for knocking foes off the map.
Anointed are your mini-bosses in the early game (level 1-4) so here are some special notes about them:
1) They can either shoot or move. Not both.
Use this to your advantage and put bullets into them while they try to position. Make them come to you rather than pressing them at least until you get their shields down.
2) A well timed charge will negate almost an entire burst.
If you get caught by one in the open, when your shields get to 50% charge them and the invincibility frames of charge will negate a lot of damage as well as the shield regen.
3) If you charge them go for broke if your pull is off CD. Retreat if not unless there is no cover. If there is no cover then backlash his next barrage and then melee him down.
You can easily finish an Anointed if your pull is off CD. Melee him if he isn't firing. Backlash if he is. Then melee him when he stops. Once his shields are down you can use pull to interrupt his next barrage and it should be over for him at that point.
Level 5 to 20:
Switch to the “Soldier” profile as soon as you craft a good gun. This is the profile you will use for the rest of the game and IMO is by far the strongest profile in the game. It increases your gun damage, damage resistance, clip size, and gives you a stacking attack buff each time you kill an enemy. No other profile comes close to giving you as much value as this profile on insanity difficulty.
BEST WEAPON IN THE GAME!!!!!1!!
Yup, this weapon is worth the obnoxious “all-caps”.
The weapon is a Piranha shotgun but with special mods. You can get a fully effective and properly setup Piranha as early as level 5 but you may opt to wait until level 10 to make yours a Piranha III if you haven’t prepared enough to have resources to make one every 5 levels.
In addition to researching at least a Piranha II you also need to research the “Bio-Converter” and “Tracking Plasma” augmentations.
Note: Piranha I does not have augmentation slots and hence is not worth crafting. Wait until level 5 and unlock the Piranha II or wait until level 10 and unlock the Piranha III.
The bio-converter will automatically reload your weapon after a short delay. Use your biotics to keep yourself alive using your weapon opportunistically when you get an opening. Even more importantly, this augment gives you infinite ammo. So you only need to carry this one gun from now on.
If you do find yourself low on hp. You can manually reload your weapon without taking a health penalty, consuming some ammo out of your normal pool.
Note: if you prefer, the vintage thermal clip also works. It will limit your ammo clip size -65% and put your gun on overheat, but won't cost you hp. It's the better option if you can't afford to craft a Carfalon or if you want a more conservative build that doesn't leech your hp bar.
Note 2: Bio-converter has a known bug (this bug happened to me on both my play-throughs). There are many recorded incidents where when you research bio-converter, it doesn't give you a copy of the augment. If that happens, don't panic. Just research vintage thermal clip and keep playing. Chances are that you'll find a copy of bio-converter in your loot at some period. At which point you can craft a new shotgun with the bio-converter augment. I'd recommend researching bio-converter early on even if you don't have current plans for it in order to increase chances of having a copy by the end game.
The tracking plasma gives your gun infinite range and allows you to point your weapon rather than aim it. You can now just focus on positioning and surviving while pumping massive seeking death down field when your weapon is cooled down. You can literally out snipe snipers with this shotgun with this setup.
You’ll also want to put your best barrel and receiver on the gun to give you more damage and cover penetration.
Here are some video clips of what this monster can do. (Videos taken in Mid-game around level 30)
You'll also want a Kett Carfalon. This weapon will give you health back with every melee hit. Basically you can "reload" your health bar whenever you get an isolated evemy that you can afford to melee. It also can keep you healthy if you bite off more than you wanted to and get your health bar chunked.
Skills:
You’ll want to focus on leveling your “Charge” ability to level 6. I’d recommend “Damage + Force” for level 4, “Gun and Melee Damage” on level 5, and “75 damage reduction, 30% damage, and full shield” for level 6. The level 6 is game changing. It will greatly improve your survivability and thus this is by far your highest priority ability to level.
Put 1 point into “Singularity” it is superior to pull in almost every way but you can’t get it until you have 9 points invested into biotics so you can’t get it at level 2.
After getting to level 6 in Charge, level up your “Shotgun” tree in the Combat category. Get “Reduced weight”, “Increased Clip size” and “+20% damage” for level 6. Now that you have a game-breaking shotgun, just focus on increasing the value of that shotgun. Your skills will give you the defense you need, your shotgun will give you the bulk of your damage with some supplemented damage from your biotics and melees weaved in when convenient.
After that, it is really just preference. I’d recommend getting the important passives from both biotics and combat trees and fully improving all your biotic skills. The moment you have that sweet shotgun in your hands the hardest part of the game is behind you. The rest of the game is just collecting resources and upgrading your gear.
Personally, I'd recommend leveling up "Backlash" third. Focus on improving the durability of the backlash, it is really all that matters. The tier 6 will give you a sizable amplifier to your shotgun damage after using backlash. Which gives you a good way to survive and come back with even more damage when your shotgun is cooled down. If your backlash has enough hp then it won't break and the cool down to use it again is much shorter. You can pretty easily get to the point where you can go back and forth between backlash invincibility and shotgunning people indefinitely. With the ability to recharge your shield with "charge" whenever you want. I would recommend against the increased reflect damage, personally. The damage is honestly inappreciable either way compared with damage that your shotgun and even melee are dealing. You'll be better off if you have enough durability on your backlash to pull it back up and give yourself another amp'd volley from your shotgun. Most enemies will stop shooting you when you pull your backlash up anyway. You'll very rarely deal more than trivial damage with your backlash either way, you might as well have better durability. There is also a pretty nice boost for backlash's durability to be had in "containment" for a modest 3 points.
Additional things to craft and research:
There are a handful of other things that are very good to research.
Kett Carfalon: This IMO is the best melee weapon for insanity mode. It has mediocre damage and a kind of slow attack animation but this weapon’s defensive utility is insane. It will heal your health by a large portion. It will greatly improve your survivability. This is especially true when you invest into biotics and gain the +100% shields when your hp drops to 25%, because each time you melee you will get your hp above that threshold and it will retrigger that effect. I’d recommend “Kinetic recoils” for augments. You'll use this sword opportunistically to self heal during lulls in combat or when you just need a subtle amount of damage to finish a target. You don't need it to deal piles of damage since it has such great utility. You have piles of damage already in your amp'd shotgun.
N7 Chest piece: I really like the N7 over the other crafted armors because of the shield strength that it gives me and the biotic cooldown reduction. You should craft a chest piece rather than buy one because of the extremely powerful augment that grants you 25% of your shield every time you kill an enemy, which you should research. This chest piece is also bugged, you can craft the tier X version of it and wear it at any level when it is a level 80 chest piece.
Crafted legs: You should also craft your legs (which ever ones you want). The augment that increases your jump melee damage 50% and adds an element is awesome. I’d recommend the Ice element because of the CC it grants. This will give your kit AoE CC with a large damage spike. It’s really nice when coupled with singularity when you have a bunch of enemies caught in it. Really, full crafted gear is worthwhile just because of the defensive prowess they can potentially have when you get extra augments slots from cryo points combined with kinectic recoils to give you damage resistance. Combine that with your hp and shield % increases from armor, combat, and biotic sources and the ability to self heal and recharge your shield and you will be very very sturdy, even at this highest difficulty level.
End Game:
Once you get your shotgun, charge, and backlash to level 6 along with the essential passives from both biotic and combat trees, it is helpful to get your soldier profile leveled up.
Singularity's CC utility and damage really starts to fade as soon as you get to the point where you could just as easily straight out kill people as CC them. And the combo detonation damage also starts becoming un-appreciable since you haven't invested into the biotic combo stat (and it isn't worth doing so to be honest).
Turbocharge is a very solid choice once it is fully upgraded. And you'll want to spend points in the combat tree anyway to improve your soldier profile. Personally I'd recommend replacing singularity once you get to the point where the red bar mobs no longer are a threat to you which should be around level 20 or so when you get to the point where you can get powerful armor upgrades and augments and have the cryo points to make those augments more powerful.
Character setup overview:
Charge: Fully recharges shields, grants 75 damage resistance for 5 seconds, increases melee and gun damage for 3 seconds
Backlash: Reflects incoming damage back at your target and keeps you healthy and safe while your shotgun is overheated. Grants 35% bonus gun damage, 30% melee damage, and 30% biotic damage for 3 seconds after it is released. Cool-down is very short if unbroken and is healthy enough where it rarely should get broken. 75 damage resist against attacks that can't be reflected.
Turbocharge: Greatly increases gun damage and clip size while active.
Shotgun (combat tree): Increases shotgun damage based on your combat tree investment, increases clips size, reduces shotgun weight and improves shotgun accuracy/reduces pellet spread.
Combat fitness: Increases health and shield strength based on your combat tree investment.
Offensive biotics: Increased gun damage and melee damage for 3 seconds after using a biotic skill. Reduces biotic cooldowns by 15% (nice for charge)
Biotic Shield: Grants full shield when critical hp is reached (25% hp), increases your shield strength based on biotic tree investment.
"Seeking Plasma, Bio-converter (or vintage thermal clip), Piranha" (A.K.A. "Peli's Piranha"): Piranha's low ammo capacity is overcome by bio-converter/vintage thermal clip. Piranha's short effective range is overcome by seeking plasma munitions. The result is the perfect and best weapon in the entire game. You'll squeal with delight the first time you melt a fiend with it in about 6 seconds.
Kett Carfalon: (full kinetic recoils) Good damage output but great utility. Makes melees heal hp and allows for unlimited biotic shield triggers.
Hyperion legguards: Increases hps and shield strength, increases damage resistance via kinetic coils, your jump attacks deal 50% more damage and add ice elemental. Allows for strong AoE crowd control and shatter combos with charge or your shotgun. Very effective against mobs of unshielded enemies such as Adhi.
Definition Vanguard: A character that uses both biotics and gunplay to kill enemies. Traditionally uses Charge for positioning and defense and, shotguns and melees to kill his enemies.
This guide holds to that definition of vanguard in its entirety.
Hey all, I’ve been seeing a lot of complaining about how “Vanguard is too squishy for insanity”
I’ve developed a build that not only succeeds at conquering the insanity difficulty, but does it with incredible ease at a very low level.
This guide is to help you complete a full play through on insanity mode starting at level 1.
Before you start: Preparation is key!
A very small amount of preparation goes a long way when starting a new game on insanity. Having just a small amount of extra resources is the difference between breezing through the early game and having a rough time.
Strike Team Rewards:
Before starting your insanity play-through I’d recommend stockpiling some “strike team” rewards for a couple days. This will give you a solid base of credits, resources, and research points to help you better equip your character during the critical early levels.
Space Exploration:
Space Exploration isn’t fun, but it is very effective for giving you a sizable edge against your foes. Space exploration is a great way to gather resources, and most importantly it grants you an appreciable amount of experience. Like most RPGs, Andromeda has a reverse difficulty curve. The most difficult part of the Insanity play-through is levels 1-10 (if you use your resources wisely). Space exploration is a great way to knock out 2-3 of these most difficult levels effortlessly.
Non-Combat Fetch Quests:
Just like Space Exploration, this is a very easy way to get easy XP in the early game without directly facing foes. Make sure you knock out all the easy fetch quests on the Nexus, Tempest, and Eos as soon as you can. That will easily give you 3-4 levels of experience.
Combat!
Levels 1-4:
Use the vanguard profile. This is the best profile in the really early levels until you get decent guns. It makes your powerful melee even more powerful through increased melee damage and siphoning strikes and it also increases your shield capacity to make you more survivable.
There is no way around doing some combat in the early game with un-modded, bad guns, and un-improved skills. But here are some ways to make it easier.
A good skill load out really helps:
Personally, I started with “Charge” level 1 just to not waste any skill points.
Upon level 2 I immediately invested 1 point in “Backlash” and one point into “Pull”. Level up charge as much as possible to get it to level 6 as soon as possible.
Backlash is a great way to give your character easy survivability and a little damage as well. Use it to get back into cover after making an aggressive move to finish an enemy.
Pull is a great, safe ranged harass. It also primes the target for charge to get a biotic combo.
Abuse Melee:
Your early game weapons are pathetically weak.
Your melee is by far the highest DPS option available. Melee is a good way to deal with mobs with shields that otherwise tend to escape and recover. It also is a great way to zero out the weaker mobs quickly. Pick the most isolated enemy and gun him as much as possible. When your shields reach 50% charge him and melee him down. Then put up backlash as you get back into cover. Rinse and repeat. Use pull to either prime your charge or to get a weaker or weakened mob up where he can be shot while you are still in cover.
Pull can also be used near edges to make your enemies fall to their doom. Charged enemies after pull will launch them a long ways and can be a useful tool for knocking foes off the map.
Anointed are your mini-bosses in the early game (level 1-4) so here are some special notes about them:
1) They can either shoot or move. Not both.
Use this to your advantage and put bullets into them while they try to position. Make them come to you rather than pressing them at least until you get their shields down.
2) A well timed charge will negate almost an entire burst.
If you get caught by one in the open, when your shields get to 50% charge them and the invincibility frames of charge will negate a lot of damage as well as the shield regen.
3) If you charge them go for broke if your pull is off CD. Retreat if not unless there is no cover. If there is no cover then backlash his next barrage and then melee him down.
You can easily finish an Anointed if your pull is off CD. Melee him if he isn't firing. Backlash if he is. Then melee him when he stops. Once his shields are down you can use pull to interrupt his next barrage and it should be over for him at that point.
Level 5 to 20:
Switch to the “Soldier” profile as soon as you craft a good gun. This is the profile you will use for the rest of the game and IMO is by far the strongest profile in the game. It increases your gun damage, damage resistance, clip size, and gives you a stacking attack buff each time you kill an enemy. No other profile comes close to giving you as much value as this profile on insanity difficulty.
BEST WEAPON IN THE GAME!!!!!1!!
Yup, this weapon is worth the obnoxious “all-caps”.
The weapon is a Piranha shotgun but with special mods. You can get a fully effective and properly setup Piranha as early as level 5 but you may opt to wait until level 10 to make yours a Piranha III if you haven’t prepared enough to have resources to make one every 5 levels.
In addition to researching at least a Piranha II you also need to research the “Bio-Converter” and “Tracking Plasma” augmentations.
Note: Piranha I does not have augmentation slots and hence is not worth crafting. Wait until level 5 and unlock the Piranha II or wait until level 10 and unlock the Piranha III.
The bio-converter will automatically reload your weapon after a short delay. Use your biotics to keep yourself alive using your weapon opportunistically when you get an opening. Even more importantly, this augment gives you infinite ammo. So you only need to carry this one gun from now on.
If you do find yourself low on hp. You can manually reload your weapon without taking a health penalty, consuming some ammo out of your normal pool.
Note: if you prefer, the vintage thermal clip also works. It will limit your ammo clip size -65% and put your gun on overheat, but won't cost you hp. It's the better option if you can't afford to craft a Carfalon or if you want a more conservative build that doesn't leech your hp bar.
Note 2: Bio-converter has a known bug (this bug happened to me on both my play-throughs). There are many recorded incidents where when you research bio-converter, it doesn't give you a copy of the augment. If that happens, don't panic. Just research vintage thermal clip and keep playing. Chances are that you'll find a copy of bio-converter in your loot at some period. At which point you can craft a new shotgun with the bio-converter augment. I'd recommend researching bio-converter early on even if you don't have current plans for it in order to increase chances of having a copy by the end game.
The tracking plasma gives your gun infinite range and allows you to point your weapon rather than aim it. You can now just focus on positioning and surviving while pumping massive seeking death down field when your weapon is cooled down. You can literally out snipe snipers with this shotgun with this setup.
You’ll also want to put your best barrel and receiver on the gun to give you more damage and cover penetration.
Here are some video clips of what this monster can do. (Videos taken in Mid-game around level 30)
You'll also want a Kett Carfalon. This weapon will give you health back with every melee hit. Basically you can "reload" your health bar whenever you get an isolated evemy that you can afford to melee. It also can keep you healthy if you bite off more than you wanted to and get your health bar chunked.
Skills:
You’ll want to focus on leveling your “Charge” ability to level 6. I’d recommend “Damage + Force” for level 4, “Gun and Melee Damage” on level 5, and “75 damage reduction, 30% damage, and full shield” for level 6. The level 6 is game changing. It will greatly improve your survivability and thus this is by far your highest priority ability to level.
Put 1 point into “Singularity” it is superior to pull in almost every way but you can’t get it until you have 9 points invested into biotics so you can’t get it at level 2.
After getting to level 6 in Charge, level up your “Shotgun” tree in the Combat category. Get “Reduced weight”, “Increased Clip size” and “+20% damage” for level 6. Now that you have a game-breaking shotgun, just focus on increasing the value of that shotgun. Your skills will give you the defense you need, your shotgun will give you the bulk of your damage with some supplemented damage from your biotics and melees weaved in when convenient.
After that, it is really just preference. I’d recommend getting the important passives from both biotics and combat trees and fully improving all your biotic skills. The moment you have that sweet shotgun in your hands the hardest part of the game is behind you. The rest of the game is just collecting resources and upgrading your gear.
Personally, I'd recommend leveling up "Backlash" third. Focus on improving the durability of the backlash, it is really all that matters. The tier 6 will give you a sizable amplifier to your shotgun damage after using backlash. Which gives you a good way to survive and come back with even more damage when your shotgun is cooled down. If your backlash has enough hp then it won't break and the cool down to use it again is much shorter. You can pretty easily get to the point where you can go back and forth between backlash invincibility and shotgunning people indefinitely. With the ability to recharge your shield with "charge" whenever you want. I would recommend against the increased reflect damage, personally. The damage is honestly inappreciable either way compared with damage that your shotgun and even melee are dealing. You'll be better off if you have enough durability on your backlash to pull it back up and give yourself another amp'd volley from your shotgun. Most enemies will stop shooting you when you pull your backlash up anyway. You'll very rarely deal more than trivial damage with your backlash either way, you might as well have better durability. There is also a pretty nice boost for backlash's durability to be had in "containment" for a modest 3 points.
Additional things to craft and research:
There are a handful of other things that are very good to research.
Kett Carfalon: This IMO is the best melee weapon for insanity mode. It has mediocre damage and a kind of slow attack animation but this weapon’s defensive utility is insane. It will heal your health by a large portion. It will greatly improve your survivability. This is especially true when you invest into biotics and gain the +100% shields when your hp drops to 25%, because each time you melee you will get your hp above that threshold and it will retrigger that effect. I’d recommend “Kinetic recoils” for augments. You'll use this sword opportunistically to self heal during lulls in combat or when you just need a subtle amount of damage to finish a target. You don't need it to deal piles of damage since it has such great utility. You have piles of damage already in your amp'd shotgun.
N7 Chest piece: I really like the N7 over the other crafted armors because of the shield strength that it gives me and the biotic cooldown reduction. You should craft a chest piece rather than buy one because of the extremely powerful augment that grants you 25% of your shield every time you kill an enemy, which you should research. This chest piece is also bugged, you can craft the tier X version of it and wear it at any level when it is a level 80 chest piece.
Crafted legs: You should also craft your legs (which ever ones you want). The augment that increases your jump melee damage 50% and adds an element is awesome. I’d recommend the Ice element because of the CC it grants. This will give your kit AoE CC with a large damage spike. It’s really nice when coupled with singularity when you have a bunch of enemies caught in it. Really, full crafted gear is worthwhile just because of the defensive prowess they can potentially have when you get extra augments slots from cryo points combined with kinectic recoils to give you damage resistance. Combine that with your hp and shield % increases from armor, combat, and biotic sources and the ability to self heal and recharge your shield and you will be very very sturdy, even at this highest difficulty level.
End Game:
Once you get your shotgun, charge, and backlash to level 6 along with the essential passives from both biotic and combat trees, it is helpful to get your soldier profile leveled up.
Singularity's CC utility and damage really starts to fade as soon as you get to the point where you could just as easily straight out kill people as CC them. And the combo detonation damage also starts becoming un-appreciable since you haven't invested into the biotic combo stat (and it isn't worth doing so to be honest).
Turbocharge is a very solid choice once it is fully upgraded. And you'll want to spend points in the combat tree anyway to improve your soldier profile. Personally I'd recommend replacing singularity once you get to the point where the red bar mobs no longer are a threat to you which should be around level 20 or so when you get to the point where you can get powerful armor upgrades and augments and have the cryo points to make those augments more powerful.
Character setup overview:
Charge: Fully recharges shields, grants 75 damage resistance for 5 seconds, increases melee and gun damage for 3 seconds
Backlash: Reflects incoming damage back at your target and keeps you healthy and safe while your shotgun is overheated. Grants 35% bonus gun damage, 30% melee damage, and 30% biotic damage for 3 seconds after it is released. Cool-down is very short if unbroken and is healthy enough where it rarely should get broken. 75 damage resist against attacks that can't be reflected.
Turbocharge: Greatly increases gun damage and clip size while active.
Shotgun (combat tree): Increases shotgun damage based on your combat tree investment, increases clips size, reduces shotgun weight and improves shotgun accuracy/reduces pellet spread.
Combat fitness: Increases health and shield strength based on your combat tree investment.
Offensive biotics: Increased gun damage and melee damage for 3 seconds after using a biotic skill. Reduces biotic cooldowns by 15% (nice for charge)
Biotic Shield: Grants full shield when critical hp is reached (25% hp), increases your shield strength based on biotic tree investment.
"Seeking Plasma, Bio-converter (or vintage thermal clip), Piranha" (A.K.A. "Peli's Piranha"): Piranha's low ammo capacity is overcome by bio-converter/vintage thermal clip. Piranha's short effective range is overcome by seeking plasma munitions. The result is the perfect and best weapon in the entire game. You'll squeal with delight the first time you melt a fiend with it in about 6 seconds.
Kett Carfalon: (full kinetic recoils) Good damage output but great utility. Makes melees heal hp and allows for unlimited biotic shield triggers.
Hyperion legguards: Increases hps and shield strength, increases damage resistance via kinetic coils, your jump attacks deal 50% more damage and add ice elemental. Allows for strong AoE crowd control and shatter combos with charge or your shotgun. Very effective against mobs of unshielded enemies such as Adhi.