Killabkilledb's Build Guides --Kineticist first...
Jun 13, 2017 21:06:09 GMT
Qui-Gon GlenN7, akots, and 7 more like this
Post by killabkilledb on Jun 13, 2017 21:06:09 GMT
Disclaimer: I am going to put all my builds in this thread, hopefully in this OP in spoilers. These are not all original builds. I read forums, watch youtube videos and share builds over mic in game. These are simply how I am currently playing these builds to have fun (1st priority as it’s a game) and put out maximal dps (2nd priority as I like to win). So I am not trying to pawn off anyone else’s builds as my own creations. Some of these are original, some are amalgamations of other builds and some are straight copies of builds I’ve seen and tried and forgot the source of. These builds are also for characters at X and level 20. Not interested in sharing gimped builds like the redditors but if you want to know what I would prioritize or cut if missing skill points, just ask.
Human Kineticist:
Kineticist Gameplay: tough game. I am off host and using a Dhan. Notice my struggles with it and the choppy lag. The PAW/Hurricane would have been much better for me but I forgot to change it before the game. Also had one random that did very little, one teammate that was middle of the road and one that was solid. Used all my consumables and dropped 28K in game. Gives you an idea how to play her. I didn't go bowling as much as I normally would which is why I took so much damage. Was kind of racing Darxtryder who also used a kineticist so its full throttle gameplay...
Weakened Assault Team vs Kett:
Kinetics vs Remnant on an Open Map
Camping and Carrying two complete new players vs outlaw with disruptor ammon in one life to live:
Three Human Soldier Builds
Soldier Build Gameplay: The action gets fun and intense wave four on...pretty meh until about 5 minutes in...you can see a few fiends get melted and my chaotic gameplay. Full octane all the way.
.
Anger Insurgent Build
Three Builds: one with mines for stun, one with mines for detonation and one for platinum shield boost spam
Standard(?) Stun Build:
Turret: to 1 Not worth the points on this build
Trip Mine to 6 | Sensor Radius | Damage and Force| Stun |
Shoot trip mines into groups of enemies and finish them with smg or shotgun. Sensor radius is needed so more of them go off.
Shield Boost | Restoration | Recharge |Extended Duration |
Extended duration synergizes well with rank 6 of Offensive tech. You are considered an ally and benefit as well.
Offensive Tech to 6 | Power Enhancement | Anti Armor|Weapon Damage |
Shielded enemies die too quick so increase armor damage and weapon damage works well with Shield boost.
Bioelectric Defense to 6 | Regeneration or Evasion |Capacity |Bioelectric Ward |
Movement speed is nice, so is extra regeneration in rank 4. Its optional.
Gear: Shotgun Amp or Enhanced Munitions
Weapon: Reegar and Rozerad.Other guns (e.g. Hurricane, Piranha, Hesh) work but I like variety in my builds.
Consumable: Power Capacity Mod and Weapon Amp Or Cyclonic Mod. Build Two:
Gameplay: Run up to groups of enemies and shoot a trip mine at their feet. It will stun them and you should finish off anything that doesn't die with a strong shotgun or smg pistol. Larger targets or groups can be trip mine spammed. Constantly hit yourself with shield boost as you are an ally and benefit from the 20% weapon damage and the extended shields restored makes you more survivable. You can set trip mines in door ways and trafficked areas at the end of rounds if you are controlling spawns.
Build #2 Detonating Trip Mines
Spec everything the same as the first build but use a hurricane for priming and set Offensive Tech Rank 4 to increase detonation damage and the trip mines to detonate rather than stun. Prime enemies and shoot trip mines at them. This just reverses the play style. In build one you trip-mine stun then shoot, in this one you shoot then trip mine and get GLORIOUS fire explosions if using incendiary ammo. You can lure a fiend to you priming it and dropping trip mines as it comes and walks into them. A trip mine already does a lot of damage on its own so when you get a combo with bonus combo damage and an armor multiplier of 1.5 (for fire combos) these things put out LOTS of damage. You can play this very aggressively or you can choose an area of the map that sees a bit of traffic and create a mine field where you prime enemies that enter it. This is a fun and alternative way to play the standard stun build. The stun build is better at soloing but with teamamtes priming, for locking down an area as a group, the detonations work better as things do not live as long and often don’t require 2 seconds of stun. This requires more map/spawn awareness and smarter gameplay and reward you with amazing fire combo. The stun build is kind of easy button spam mode since the stun is just that good when you have a high DPS weapon.
Build #3: Shield Boost Omni link Super Campers Build
This is an obscure build but it will work if you are basically bad at gold and camping with other bad players. Run turret to 5 for omni-link giving your shield boost extra cool down speed. Sit in a room and spam shield boost over and over again. You will have your shields constantly restored and it synergies with with Rank 6 of the offensive tree as you and all your allies do 20% more damage with extended duration shield boost. If you skip ranks 6 of turret and 5-6 of the fitness passive you can spec come points into trip mine. I dislike this build but it would probably be viable on platinum for campers as you do get some trip mines to go with it.
Video of Stun Build (easy mode in zero). I want to post a detonation one as well eventually since i feel this build is underutilized. Just need to play one and use him again.
Human Engineer Snap Freeze Build
Video of 7 quick kills that shows exactly how to play this:
Krogan Gladiator
Preview Video of Gold GamePlay: weakened Assault team:
Full Gold Video Gameplay: weakened assault team:
Killing two berserkers on gold with a fire barrel:
Human Kineticist:
By far my favorite character in the game. She can kill things in so many fun and exhilarating ways. The best thing about MEA is the Kineticist in my opinion.
Putting points into lance is a mistake.
Pull to 6: |Radius | Expose |Biotic Drain |
Radius allows you to pull multiple enemis and biotic drain keeps your shields up when you hold pull to go bowling with enemies. Kinetics bowling is a fun way to strip shields.
Throw to 6 | Radius | Recharge | Double Throw |
The combo damage in rank 6 is not needed as you will kill redbars with your pull to throw combos. The extra recharge speed is not needed as you have ascension mode. Double throw gives you potential double detonations and recharge is the best option for rank 5 for when you are getting into Biotic Ascension. (thx to Darxtryder for double throw suggestion)
Lance to 1:
Pull to lance still kills redbars and double throw is too good especially since it now does full combo damage post patch 1.08.
Biotic Ascension | Power | Combo Detonation | Efficient Ascension |
The cornerstone of this UR. You can just tap pull throw continuously or pull enemies and throw them into other enemies at will.
Barrier to 6 | Unyielding Barrier | Biotic Link | Active Barrier ]
Maximized for survivability. Forget saving barrier. With pull-radius and double throw you will be killing things so fast with biotic powers the goal is to keep your shields up and stay in ascension mode.
Gear: Biotic Amp
Boosters: Disruptor Ammo and Cyclonic Mod or a Biotic Amp
The disruptor ammo is NOT used for combos as tech combos are weak though I may occasional set one off. It is for stripping shields more efficiently and may be used for weaker combos on really big armored targets. You can strip an annointed’s shields quicker with disruptor ammo. Incendiary or even cryo will also work for priming and detonating, however and do more damage against armored targets (1.5x combo multiplier). Priming ammo is not necessary but this character can benefit immensely from it.
Weapon: Paw or Hurricane.
I want a shield stripping weapon. Dhan works but off host the paw or hurricane is more forgiving when you miss. I also use priming ammo so the Paw or Hurricane is my choice as there isn’t anything better for her gameplay. Per recent updates and never having to reload or go to ammo boxes, I like the paw on her.
Gameplay: Tapping pull with radius and then following it with double throw (double detonation!) is amazing especially if you hit spawns. A lot of aiming is not required. Kineticist bowling is also fun where you pull 1-2 enemies and throw them into other enemies and repeat until none remain. This also helps keep your shields up and you to stay in ascension mode. I also sometimes just repeatedly smash enemies into walls or launch them off the map. You can also throw fire barrels at heavy armored targets (fiends, hydras, berserkers) essentially OHKing them. You can use priming ammo and just detonate it from afar (e.g. battling a fiend). I prefer disruptor on a paw because I want to be able to strip shields quickly and tap pull throw or hold pull on enemies to restore shields and smash them into other enemies.
So I am not priming from afar with ammo and lancing. Be aggressive and run into groups of enemies tapping pull then throw. Shielded enemies will take collateral damage and from there you can strip their shields rather easily and repeat the process.
Putting points into lance is a mistake.
Pull to 6: |Radius | Expose |Biotic Drain |
Radius allows you to pull multiple enemis and biotic drain keeps your shields up when you hold pull to go bowling with enemies. Kinetics bowling is a fun way to strip shields.
Throw to 6 | Radius | Recharge | Double Throw |
The combo damage in rank 6 is not needed as you will kill redbars with your pull to throw combos. The extra recharge speed is not needed as you have ascension mode. Double throw gives you potential double detonations and recharge is the best option for rank 5 for when you are getting into Biotic Ascension. (thx to Darxtryder for double throw suggestion)
Lance to 1:
Pull to lance still kills redbars and double throw is too good especially since it now does full combo damage post patch 1.08.
Biotic Ascension | Power | Combo Detonation | Efficient Ascension |
The cornerstone of this UR. You can just tap pull throw continuously or pull enemies and throw them into other enemies at will.
Barrier to 6 | Unyielding Barrier | Biotic Link | Active Barrier ]
Maximized for survivability. Forget saving barrier. With pull-radius and double throw you will be killing things so fast with biotic powers the goal is to keep your shields up and stay in ascension mode.
Gear: Biotic Amp
Boosters: Disruptor Ammo and Cyclonic Mod or a Biotic Amp
The disruptor ammo is NOT used for combos as tech combos are weak though I may occasional set one off. It is for stripping shields more efficiently and may be used for weaker combos on really big armored targets. You can strip an annointed’s shields quicker with disruptor ammo. Incendiary or even cryo will also work for priming and detonating, however and do more damage against armored targets (1.5x combo multiplier). Priming ammo is not necessary but this character can benefit immensely from it.
Weapon: Paw or Hurricane.
I want a shield stripping weapon. Dhan works but off host the paw or hurricane is more forgiving when you miss. I also use priming ammo so the Paw or Hurricane is my choice as there isn’t anything better for her gameplay. Per recent updates and never having to reload or go to ammo boxes, I like the paw on her.
Gameplay: Tapping pull with radius and then following it with double throw (double detonation!) is amazing especially if you hit spawns. A lot of aiming is not required. Kineticist bowling is also fun where you pull 1-2 enemies and throw them into other enemies and repeat until none remain. This also helps keep your shields up and you to stay in ascension mode. I also sometimes just repeatedly smash enemies into walls or launch them off the map. You can also throw fire barrels at heavy armored targets (fiends, hydras, berserkers) essentially OHKing them. You can use priming ammo and just detonate it from afar (e.g. battling a fiend). I prefer disruptor on a paw because I want to be able to strip shields quickly and tap pull throw or hold pull on enemies to restore shields and smash them into other enemies.
So I am not priming from afar with ammo and lancing. Be aggressive and run into groups of enemies tapping pull then throw. Shielded enemies will take collateral damage and from there you can strip their shields rather easily and repeat the process.
Kineticist Gameplay: tough game. I am off host and using a Dhan. Notice my struggles with it and the choppy lag. The PAW/Hurricane would have been much better for me but I forgot to change it before the game. Also had one random that did very little, one teammate that was middle of the road and one that was solid. Used all my consumables and dropped 28K in game. Gives you an idea how to play her. I didn't go bowling as much as I normally would which is why I took so much damage. Was kind of racing Darxtryder who also used a kineticist so its full throttle gameplay...
Weakened Assault Team vs Kett:
Kinetics vs Remnant on an Open Map
Camping and Carrying two complete new players vs outlaw with disruptor ammon in one life to live:
Three Human Soldier Builds
Three builds here. First is my fun, aggressive turbocharge-less combo build and the other two are weapons platforms, one for slow ROF high damage weapons and one for high ROF weapons.
Build 1: What Armored Target?
Turbo Charge: 1pt
A great ability but works with one point on this build.
Concussive Shot to 6| Repeat Concussion | Damage and Force | Anti Armor ]
Cell spam is really useful in rank 4. Can kill things quick or detonate targets as fast as they are primed.
Frag Grenade to 6 | Damage| Grenade Capacity| Anti Armor |
Spam these at hydras/fiends/berserkers and big crowds of enemies
Munitions Training to 6 | Powers and Melee | Weapon Efficiency | Sustained Fire |
The extra cell and 20% damage to both my power cells is worth it over the 8% weapon damage and sustained fire is just super strong with a high ROF weapon and or shotgun like the piranha (each pellet counts).
Combat Fitness | Health and Shields |Defensive Positioning |Hold the Line|
Maximized for survivability…200DR at low health is really good, but not what it was pre patch 1.08. Given that I am moving and dashing and playing this super aggressively, I think Aerial Evasion is viable in Rank 5 as well. Needs more testing.
Gear: Shotgun Amp (if using Piranha + the powercell) otherwise Enhanced Munitions to increase nade/concussive shot damage or possibly an AR/Pistol Amp
Boosters: Power Cell Capacity (ups both grenades and concussive shots) and Elemental Ammo for priming (Incendiary!)
Weapon: hurricane 1st or Paw. You may use a piranha if there are primers in game as its not going to prime well).
Gameplay: a high ROF weapon activates sustained fire for you and your teammates. Armored targets are easy for you to deal with with grenade and concussive spam set for increased armor damage and you have fire combo potential with a 1.5x armor damage bonus. The incendiary ammo allows you to detonate fire combos as fast as you can prime with a hurricane/paw with concussive shot. I am coming into games with 8 concussive shots and 7 grenades with power capacity II on. Spam grenades, concussive shots, prime and detonate fast and hit ammo boxes. Use your ammo packs round 3 on for a quick refill of supplies. If you see a Turian Agent, put on this class and follow him around and detonate everything he burns with concussive shot. This leads to really fast gold games. Hit anything primed or prime it yourself with elemental ammo. Use your turbo charge at will as even rank one gives you more DPS.
Build 2: Turbo Charge Slow ROF Weapon
For a high damage, slow ROF weapon. Turbo charge gives you a free reload and much larger clip. Sustained fire is avoided because the weapon has a slow ROF.
Turbo Charge | Duration or Recharge works | Damage and Force | Dump Heat|
Empty lanat/ushior/dhan/black widow/valiant/Viper S/Inferno etc., into enemies then turbocharge and kill more.
Concussive Shot to Stagger or kill small to medium enemies in your face or when reloading or to detonate what others prime. Alternatively, you could grenade spam larger targets/groups. It is optional here. I prefer the ability to stagger a pair of annointed on a mostly high DPS weapon platform so use concussive shot. Shields or armor work as does a mix of concussive shot and grenades (spec each to 4).
Combat Fitness: | Health and Shields |Defensive Positioning |Hold the Line|
Maximal survivability. If sniping 5A will be extra useful as you will use cover.
Munitions Training | Weapon Training | Weapon Efficiency | Precision|
Maximize weapon damage. Slow ROF weopon means precision > sustained fire.
Nade: 1 pt
Gear/Boosters: Whatever weopon you are using and Cyclonic Mod.
Gameplay:
Step 1: Shoot at enemies until clip is empty.
Step 2: Use turbo charge as free reload with a larger magazine and repeat step 1.
Makes the Dhan X and similar weopons stupid strong.
Build 3: Turbo Charge for a Fast ROF Weapon
This works for your Shadow/Hurricane/Piranha/Reegar Type Weapons:
Do all the same stuff as build 2 except take sustained fire in munitions training. Rank 6 of turbo charge is also debatable but you should go with the 80% magazine upgrade for the shadow for sure. I would also take rank 5B of turbo charge for the hurricane/piranha but not the shadow. Gameplay is roughly the same, run up to stuff and melt it with your weapon. You can play this like the first build with elemental ammo as well, priming and detonating things with concussive shot. My first build is just meant to make armored targets die more easily as most redbars and shielded enemies die fast enough with rank 1 of turbo charge and concussive spam. This makes you more of a weapons platform than more of a power cell platform.
YOU HAVE TWO SOLIDERS, THERE IS LITTLE POINT IN SETTING THEM UP AND PLAYING THEM THE SAME WAY!
Build 1: What Armored Target?
Turbo Charge: 1pt
A great ability but works with one point on this build.
Concussive Shot to 6| Repeat Concussion | Damage and Force | Anti Armor ]
Cell spam is really useful in rank 4. Can kill things quick or detonate targets as fast as they are primed.
Frag Grenade to 6 | Damage| Grenade Capacity| Anti Armor |
Spam these at hydras/fiends/berserkers and big crowds of enemies
Munitions Training to 6 | Powers and Melee | Weapon Efficiency | Sustained Fire |
The extra cell and 20% damage to both my power cells is worth it over the 8% weapon damage and sustained fire is just super strong with a high ROF weapon and or shotgun like the piranha (each pellet counts).
Combat Fitness | Health and Shields |Defensive Positioning |Hold the Line|
Maximized for survivability…200DR at low health is really good, but not what it was pre patch 1.08. Given that I am moving and dashing and playing this super aggressively, I think Aerial Evasion is viable in Rank 5 as well. Needs more testing.
Gear: Shotgun Amp (if using Piranha + the powercell) otherwise Enhanced Munitions to increase nade/concussive shot damage or possibly an AR/Pistol Amp
Boosters: Power Cell Capacity (ups both grenades and concussive shots) and Elemental Ammo for priming (Incendiary!)
Weapon: hurricane 1st or Paw. You may use a piranha if there are primers in game as its not going to prime well).
Gameplay: a high ROF weapon activates sustained fire for you and your teammates. Armored targets are easy for you to deal with with grenade and concussive spam set for increased armor damage and you have fire combo potential with a 1.5x armor damage bonus. The incendiary ammo allows you to detonate fire combos as fast as you can prime with a hurricane/paw with concussive shot. I am coming into games with 8 concussive shots and 7 grenades with power capacity II on. Spam grenades, concussive shots, prime and detonate fast and hit ammo boxes. Use your ammo packs round 3 on for a quick refill of supplies. If you see a Turian Agent, put on this class and follow him around and detonate everything he burns with concussive shot. This leads to really fast gold games. Hit anything primed or prime it yourself with elemental ammo. Use your turbo charge at will as even rank one gives you more DPS.
Build 2: Turbo Charge Slow ROF Weapon
For a high damage, slow ROF weapon. Turbo charge gives you a free reload and much larger clip. Sustained fire is avoided because the weapon has a slow ROF.
Turbo Charge | Duration or Recharge works | Damage and Force | Dump Heat|
Empty lanat/ushior/dhan/black widow/valiant/Viper S/Inferno etc., into enemies then turbocharge and kill more.
Concussive Shot to Stagger or kill small to medium enemies in your face or when reloading or to detonate what others prime. Alternatively, you could grenade spam larger targets/groups. It is optional here. I prefer the ability to stagger a pair of annointed on a mostly high DPS weapon platform so use concussive shot. Shields or armor work as does a mix of concussive shot and grenades (spec each to 4).
Combat Fitness: | Health and Shields |Defensive Positioning |Hold the Line|
Maximal survivability. If sniping 5A will be extra useful as you will use cover.
Munitions Training | Weapon Training | Weapon Efficiency | Precision|
Maximize weapon damage. Slow ROF weopon means precision > sustained fire.
Nade: 1 pt
Gear/Boosters: Whatever weopon you are using and Cyclonic Mod.
Gameplay:
Step 1: Shoot at enemies until clip is empty.
Step 2: Use turbo charge as free reload with a larger magazine and repeat step 1.
Makes the Dhan X and similar weopons stupid strong.
Build 3: Turbo Charge for a Fast ROF Weapon
This works for your Shadow/Hurricane/Piranha/Reegar Type Weapons:
Do all the same stuff as build 2 except take sustained fire in munitions training. Rank 6 of turbo charge is also debatable but you should go with the 80% magazine upgrade for the shadow for sure. I would also take rank 5B of turbo charge for the hurricane/piranha but not the shadow. Gameplay is roughly the same, run up to stuff and melt it with your weapon. You can play this like the first build with elemental ammo as well, priming and detonating things with concussive shot. My first build is just meant to make armored targets die more easily as most redbars and shielded enemies die fast enough with rank 1 of turbo charge and concussive spam. This makes you more of a weapons platform than more of a power cell platform.
YOU HAVE TWO SOLIDERS, THERE IS LITTLE POINT IN SETTING THEM UP AND PLAYING THEM THE SAME WAY!
Soldier Build Gameplay: The action gets fun and intense wave four on...pretty meh until about 5 minutes in...you can see a few fiends get melted and my chaotic gameplay. Full octane all the way.
.
Anger Insurgent Build
Three Builds: one with mines for stun, one with mines for detonation and one for platinum shield boost spam
Standard(?) Stun Build:
Turret: to 1 Not worth the points on this build
Trip Mine to 6 | Sensor Radius | Damage and Force| Stun |
Shoot trip mines into groups of enemies and finish them with smg or shotgun. Sensor radius is needed so more of them go off.
Shield Boost | Restoration | Recharge |Extended Duration |
Extended duration synergizes well with rank 6 of Offensive tech. You are considered an ally and benefit as well.
Offensive Tech to 6 | Power Enhancement | Anti Armor|Weapon Damage |
Shielded enemies die too quick so increase armor damage and weapon damage works well with Shield boost.
Bioelectric Defense to 6 | Regeneration or Evasion |Capacity |Bioelectric Ward |
Movement speed is nice, so is extra regeneration in rank 4. Its optional.
Gear: Shotgun Amp or Enhanced Munitions
Weapon: Reegar and Rozerad.Other guns (e.g. Hurricane, Piranha, Hesh) work but I like variety in my builds.
Consumable: Power Capacity Mod and Weapon Amp Or Cyclonic Mod. Build Two:
Gameplay: Run up to groups of enemies and shoot a trip mine at their feet. It will stun them and you should finish off anything that doesn't die with a strong shotgun or smg pistol. Larger targets or groups can be trip mine spammed. Constantly hit yourself with shield boost as you are an ally and benefit from the 20% weapon damage and the extended shields restored makes you more survivable. You can set trip mines in door ways and trafficked areas at the end of rounds if you are controlling spawns.
Build #2 Detonating Trip Mines
Spec everything the same as the first build but use a hurricane for priming and set Offensive Tech Rank 4 to increase detonation damage and the trip mines to detonate rather than stun. Prime enemies and shoot trip mines at them. This just reverses the play style. In build one you trip-mine stun then shoot, in this one you shoot then trip mine and get GLORIOUS fire explosions if using incendiary ammo. You can lure a fiend to you priming it and dropping trip mines as it comes and walks into them. A trip mine already does a lot of damage on its own so when you get a combo with bonus combo damage and an armor multiplier of 1.5 (for fire combos) these things put out LOTS of damage. You can play this very aggressively or you can choose an area of the map that sees a bit of traffic and create a mine field where you prime enemies that enter it. This is a fun and alternative way to play the standard stun build. The stun build is better at soloing but with teamamtes priming, for locking down an area as a group, the detonations work better as things do not live as long and often don’t require 2 seconds of stun. This requires more map/spawn awareness and smarter gameplay and reward you with amazing fire combo. The stun build is kind of easy button spam mode since the stun is just that good when you have a high DPS weapon.
Build #3: Shield Boost Omni link Super Campers Build
This is an obscure build but it will work if you are basically bad at gold and camping with other bad players. Run turret to 5 for omni-link giving your shield boost extra cool down speed. Sit in a room and spam shield boost over and over again. You will have your shields constantly restored and it synergies with with Rank 6 of the offensive tree as you and all your allies do 20% more damage with extended duration shield boost. If you skip ranks 6 of turret and 5-6 of the fitness passive you can spec come points into trip mine. I dislike this build but it would probably be viable on platinum for campers as you do get some trip mines to go with it.
Video of Stun Build (easy mode in zero). I want to post a detonation one as well eventually since i feel this build is underutilized. Just need to play one and use him again.
Human Engineer Snap Freeze Build
Cryobeam to 6 | Damage or Recharge | Radius| Snap Freeze |
Brittle freeze is nice for armor but chaining cry kills seems easier with radius. Snap freeze is mandatory. Freeze things after overloading.
Assault Turret to 1
Too slow for this build.
Overload to 6 |Damage or Recharge | Anti Shield | EMP |
Strip shields and stun enemies first as snap freeze exposes
Offensive Tech to 6: | Power Enhancement | Anti Armor |Elemental Tech |
Elemental tech is really really good and synergies perfectly with cryo beam and cryo ammo.
Support Systems to 6:| Tech Radius | Advanced Construction | Tech Sabotage or Shield Reset |
Shield reset for more survivability and Tech Sabotage for more points from the debuff.
Weapon: Rozerad and Reegar (or anything that kills things fast)
Gear: Enhanced Munitions or Weapon Amp
Consumables: Cryo Ammo and Cyclonic or whatever you want.
Gameplay: hit enemies with overload to stun them (and strip shields) and then use snap freeze to freeze them. Kill the frozen targets and you may get multi-kill feeds from shatter damage or frozen targets shattering and chaining and freezing new targets. Cryo ammo keeps elemental tech going so use it. Overload sets it off for 1.8s buy cryo beam sets it off for 8 seconds giving you 35% more damage with your gun if using elemental ammo. It is a really simple build and strategy and it works wonders. You can get large kill feeds with this character as the short video will show.
Brittle freeze is nice for armor but chaining cry kills seems easier with radius. Snap freeze is mandatory. Freeze things after overloading.
Assault Turret to 1
Too slow for this build.
Overload to 6 |Damage or Recharge | Anti Shield | EMP |
Strip shields and stun enemies first as snap freeze exposes
Offensive Tech to 6: | Power Enhancement | Anti Armor |Elemental Tech |
Elemental tech is really really good and synergies perfectly with cryo beam and cryo ammo.
Support Systems to 6:| Tech Radius | Advanced Construction | Tech Sabotage or Shield Reset |
Shield reset for more survivability and Tech Sabotage for more points from the debuff.
Weapon: Rozerad and Reegar (or anything that kills things fast)
Gear: Enhanced Munitions or Weapon Amp
Consumables: Cryo Ammo and Cyclonic or whatever you want.
Gameplay: hit enemies with overload to stun them (and strip shields) and then use snap freeze to freeze them. Kill the frozen targets and you may get multi-kill feeds from shatter damage or frozen targets shattering and chaining and freezing new targets. Cryo ammo keeps elemental tech going so use it. Overload sets it off for 1.8s buy cryo beam sets it off for 8 seconds giving you 35% more damage with your gun if using elemental ammo. It is a really simple build and strategy and it works wonders. You can get large kill feeds with this character as the short video will show.
Video of 7 quick kills that shows exactly how to play this:
Krogan Gladiator
Build Here:Pull to 6 | Radius | Expose | Biotic Drain |
Expose is useless except for hammering ascendants as anything you can pull will i.e. regardless. Biotic drain keeps you alive as you go to hammer dudes into other dudes.
Annihilation to 6 |Recharge or Radius| Damage Attractor | Draining Fiels or Vortex |
We won't use it except for in emergencies (e.g. the team wipes or you are getting over-run in a hack/upload). Since its for emergencies, Radius is viable now if you have teammates helping you, but I'd go recharge still. Draining feel is my preference as its for emergencies but vortex is not bad by enemy means. I prefer the shields restored in sticky situations as redbars are not a concern of the gladiator.
Nova to 1:
A situational annihilation field I really ever use is better than this 21point extra dhan shot (with an iframe).
Offensive Biotic to 6: | Power Efficiency | Weapon Specialist | Biotic Warrior |
Weapon specialist makes sense with annihilation turned off. Most of the game I'd prefer my gun to do 10% more damage then spec into something I am not using. Obviously, exposure is preferred for annihilation builds.
Rage to 6 | Resilience Unstoppable | Berserker |
You can go a mix of melee an health in ranks 4 and 5 but I prefer all health. Anything you can pull will die with a melee without them (except ascendants) but you could try a ramping melee build with annihilation where you OHK lots of redbars without using pull. That is not this build so we maximize for survivability and health as our annihilation is off 90% of the time.
Weapon: Dhan/Hurricane/Paw
Need to strip shields and kill things between the pull--> hammering.
Gear: Juggernaut Shield (not what it once was) but given its nerf you can use a weapon mod too...
Consumables: strength enhancer and a cyclonic mod/power efficiency or weapon mod or even disruptor ammo to help with shield stripping.
Gameplay: Pull redbars and hammer them. Turning annihilation off allows you to pull and hammer at a much more frantic pace (~4s vs 6s which is very noticeable in game). The annihilation field simply isn't needed and slows you down. Build is best on small CQ maps vs kett but it will work and score lots of points on any map vs any faction if you play smart and adjust accordingly. Try it on zero/pradox and derelict first. Use pull to grab fire barrels to kill big armored targets, use pull to melee dudes into other dudes. You get a big bonus to pull-melee with a big AOE damage. Strip shields with weapon and pull --> hammer. just keep repeating at a fast pace. Turn on annexation field if you are getting overrun, need to solo, etc....you can even use an occasional nova as an iframe/finsiher when needing to reload or wait for pull to return.
Expose is useless except for hammering ascendants as anything you can pull will i.e. regardless. Biotic drain keeps you alive as you go to hammer dudes into other dudes.
Annihilation to 6 |Recharge or Radius| Damage Attractor | Draining Fiels or Vortex |
We won't use it except for in emergencies (e.g. the team wipes or you are getting over-run in a hack/upload). Since its for emergencies, Radius is viable now if you have teammates helping you, but I'd go recharge still. Draining feel is my preference as its for emergencies but vortex is not bad by enemy means. I prefer the shields restored in sticky situations as redbars are not a concern of the gladiator.
Nova to 1:
A situational annihilation field I really ever use is better than this 21point extra dhan shot (with an iframe).
Offensive Biotic to 6: | Power Efficiency | Weapon Specialist | Biotic Warrior |
Weapon specialist makes sense with annihilation turned off. Most of the game I'd prefer my gun to do 10% more damage then spec into something I am not using. Obviously, exposure is preferred for annihilation builds.
Rage to 6 | Resilience Unstoppable | Berserker |
You can go a mix of melee an health in ranks 4 and 5 but I prefer all health. Anything you can pull will die with a melee without them (except ascendants) but you could try a ramping melee build with annihilation where you OHK lots of redbars without using pull. That is not this build so we maximize for survivability and health as our annihilation is off 90% of the time.
Weapon: Dhan/Hurricane/Paw
Need to strip shields and kill things between the pull--> hammering.
Gear: Juggernaut Shield (not what it once was) but given its nerf you can use a weapon mod too...
Consumables: strength enhancer and a cyclonic mod/power efficiency or weapon mod or even disruptor ammo to help with shield stripping.
Gameplay: Pull redbars and hammer them. Turning annihilation off allows you to pull and hammer at a much more frantic pace (~4s vs 6s which is very noticeable in game). The annihilation field simply isn't needed and slows you down. Build is best on small CQ maps vs kett but it will work and score lots of points on any map vs any faction if you play smart and adjust accordingly. Try it on zero/pradox and derelict first. Use pull to grab fire barrels to kill big armored targets, use pull to melee dudes into other dudes. You get a big bonus to pull-melee with a big AOE damage. Strip shields with weapon and pull --> hammer. just keep repeating at a fast pace. Turn on annexation field if you are getting overrun, need to solo, etc....you can even use an occasional nova as an iframe/finsiher when needing to reload or wait for pull to return.
Preview Video of Gold GamePlay: weakened Assault team:
Full Gold Video Gameplay: weakened assault team:
Killing two berserkers on gold with a fire barrel: