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Post by killabkilledb on Jul 18, 2017 5:01:02 GMT
66661 is really good. To me this build is an absolute no brainer on gold and below. I know on platinum people want ranks 5 and 6 of fitness and I had quite a few discussions with my buddy kayb on this. We actually argued back and forth. I was running a standard build--skipping concussive shot and maxing everything else [fitness hold the line is good] but his argument was that in platinum when you get exposed fitness doesn't often save you. He was going 66644 but I could NEVER skip sustained fire. Its just too good to pass up. Extra 24% debuff for me and my whole team (snap freeze, durpicane (sustained fire triggers for 3 seconds) then flak and durpicane some more and concussive shot if still alive for the fatty cry combo)... Also, to be honest, a lot of times when I run the scrapper we are herding enemies and farming the shit out of them so revive trains are easy...
So I just decided to go with 66661 and run cyclonic mods to compensate for the lack of fitness and power combat damage boosters. Warfighter gear until +3 comes out.
Concussive Shot: Cells, RADIUS, Armor The radius gets you mini snap freeze feeds. Works well when you freeze multiple targets. Hit smaller targets or bigger targets close to dying...Damage would work as well for rank 5.
Snap Freeze: standard, radius, debuff/armor debuff
Flak Cannon: take the 3 cells in rank 4. Armor and DOT. I am always hitting a hydra, berserker, behemoth or any armored target dead center with my flak cannons. You won't miss the area damage or rank 4. We aren't spamming them on the floor in a crowd of mooks like on gold. I'm hating berserkers/hydras in the face with them. This saves you power capacity boosters and lets you run combat power amps, which I think a lot of us are probably stockpiling (we use things like capacity and efficiency first probably in most games).
Munitions Training: Extra Power Cell and Power Damage over 8% weapon damage, Larger Clip Size, Sustained Fire.
Fitness: 1 pt If its dead it can't hurt you and Concussive shells give you a lot of close quarter control and stun...not to mention timely detonations of cry combos and concussive spam speeds up the game and increases your DPS...also a cyclonic mod essentially gets your fitness to Rank 4....5 and 6 are nice but we are skipping them.
You'll come into the game with 6 concussive shots and 10flak cannons. Skipping warfighter (do you need the 10% weapon damage with all the debuts?) you could take an extra cell for each. I'd drop warfighter for the +3 cells whenever it comes out on this build (13 flaks and 9 concussive shots without any power capacity boosters). Or you could skip combat power amp and put on power capacity but all your cells hitting 30-40% harder is nice. Do you really need more? One ammo box trip gives you 14 flaks and 10 concussive shots per round... with 5 ammo packs to use how you see fit...--without the upcoming +3 gear.
Definitely a bit more squishy without Hold the line and rank 5 of fitness but the extra DPS and close quarter play concussive spam gives you compensates for this. Also, to be honest, if a blaze hydra shoots you, well its light out with or without fitness, isn't it?
Build is being used in the platinum hack below....gives you an idea of how squishy it is, using a cyclonic mod IV... and combat power amp IV...We were literally pinned down by observers....it was pretty wild, they were lighting up my screen the whole time...
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Post by Darxtryder on Jul 18, 2017 5:28:38 GMT
66661 is really good. To me this build is an absolute no brainer on gold and below. I know on platinum people want ranks 5 and 6 of fitness and I had quite a few discussions with my buddy kayb on this. We actually argued back and forth. I was running a standard build--skipping concussive shot and maxing everything else [fitness hold the line is good] but his argument was that in platinum when you get exposed fitness doesn't often save you. He was going 66644 but I could NEVER skip sustained fire. Its just too good to pass up. Extra 24% debuff for me and my whole team (snap freeze, durpicane (sustained fire triggers for 3 seconds) then flak and durpicane some more and concussive shot if still alive for the fatty cry combo)... Also, to be honest, a lot of times when I run the scrapper we are herding enemies and farming the shit out of them so revive trains are easy... So I just decided to go with 66661 and run cyclonic mods to compensate for the lack of fitness and power combat damage boosters. Warfighter gear until +3 comes out. Concussive Shot: Cells, RADIUS, Armor The radius gets you mini snap freeze feeds. Works well when you freeze multiple targets. Hit smaller targets or bigger targets close to dying...Damage would work as well for rank 5. Snap Freeze: standard, radius, debuff/armor debuff Flak Cannon: take the 3 cells in rank 4. Armor and DOT. I am always hitting a hydra, berserker, behemoth or any armored target dead center with my flak cannons. You won't miss the area damage or rank 4. We aren't spamming them on the floor in a crowd of mooks like on gold. I'm hating berserkers/hydras in the face with them. This saves you power capacity boosters and lets you run combat power amps, which I think a lot of us are probably stockpiling (we use things like capacity and efficiency first probably in most games). Munitions Training: Extra Power Cell and Power Damage over 8% weapon damage, Larger Clip Size, Sustained Fire. Fitness: 1 pt If its dead it can't hurt you and Concussive shells give you a lot of close quarter control and stun...not to mention timely detonations of cry combos and concussive spam speeds up the game and increases your DPS...also a cyclonic mod essentially gets your fitness to Rank 4....5 and 6 are nice but we are skipping them. You'll come into the game with 6 concussive shots and 10flak cannons. Skipping warfighter (do you need the 10% weapon damage with all the debuts?) you could take an extra cell for each. I'd drop warfighter for the +3 cells whenever it comes out on this build (13 flaks and 9 concussive shots without any power capacity boosters). Or you could skip combat power amp and put on power capacity but all your cells hitting 30-40% harder is nice. Do you really need more? One ammo box trip gives you 14 flaks and 10 concussive shots per round... with 5 ammo packs to use how you see fit...--without the upcoming +3 gear. Definitely a bit more squishy without Hold the line and rank 5 of fitness but the extra DPS and close quarter play concussive spam gives you compensates for this. Also, to be honest, if a blaze hydra shoots you, well its light out with or without fitness, isn't it? Build is being used in the platinum hack below....gives you an idea of how squishy it is, using a cyclonic mod IV... and combat power amp IV...We were literally pinned down by observers....it was pretty wild, they were lighting up my screen the whole time... This build can totally tank the shit out of pizza deliveries and devices, too!... So long as your friendly neighborhood blowjob pounder cloaks you with that 30% movement speed.
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Post by killabkilledb on Jul 18, 2017 5:31:33 GMT
66661 is really good. To me this build is an absolute no brainer on gold and below. I know on platinum people want ranks 5 and 6 of fitness and I had quite a few discussions with my buddy kayb on this. We actually argued back and forth. I was running a standard build--skipping concussive shot and maxing everything else [fitness hold the line is good] but his argument was that in platinum when you get exposed fitness doesn't often save you. He was going 66644 but I could NEVER skip sustained fire. Its just too good to pass up. Extra 24% debuff for me and my whole team (snap freeze, durpicane (sustained fire triggers for 3 seconds) then flak and durpicane some more and concussive shot if still alive for the fatty cry combo)... Also, to be honest, a lot of times when I run the scrapper we are herding enemies and farming the shit out of them so revive trains are easy... So I just decided to go with 66661 and run cyclonic mods to compensate for the lack of fitness and power combat damage boosters. Warfighter gear until +3 comes out. Concussive Shot: Cells, RADIUS, Armor The radius gets you mini snap freeze feeds. Works well when you freeze multiple targets. Hit smaller targets or bigger targets close to dying...Damage would work as well for rank 5. Snap Freeze: standard, radius, debuff/armor debuff Flak Cannon: take the 3 cells in rank 4. Armor and DOT. I am always hitting a hydra, berserker, behemoth or any armored target dead center with my flak cannons. You won't miss the area damage or rank 4. We aren't spamming them on the floor in a crowd of mooks like on gold. I'm hating berserkers/hydras in the face with them. This saves you power capacity boosters and lets you run combat power amps, which I think a lot of us are probably stockpiling (we use things like capacity and efficiency first probably in most games). Munitions Training: Extra Power Cell and Power Damage over 8% weapon damage, Larger Clip Size, Sustained Fire. Fitness: 1 pt If its dead it can't hurt you and Concussive shells give you a lot of close quarter control and stun...not to mention timely detonations of cry combos and concussive spam speeds up the game and increases your DPS...also a cyclonic mod essentially gets your fitness to Rank 4....5 and 6 are nice but we are skipping them. You'll come into the game with 6 concussive shots and 10flak cannons. Skipping warfighter (do you need the 10% weapon damage with all the debuts?) you could take an extra cell for each. I'd drop warfighter for the +3 cells whenever it comes out on this build (13 flaks and 9 concussive shots without any power capacity boosters). Or you could skip combat power amp and put on power capacity but all your cells hitting 30-40% harder is nice. Do you really need more? One ammo box trip gives you 14 flaks and 10 concussive shots per round... with 5 ammo packs to use how you see fit...--without the upcoming +3 gear. Definitely a bit more squishy without Hold the line and rank 5 of fitness but the extra DPS and close quarter play concussive spam gives you compensates for this. Also, to be honest, if a blaze hydra shoots you, well its light out with or without fitness, isn't it? Build is being used in the platinum hack below....gives you an idea of how squishy it is, using a cyclonic mod IV... and combat power amp IV...We were literally pinned down by observers....it was pretty wild, they were lighting up my screen the whole time... This build can totally tank the shit out of pizza deliveries and devices, too!... So long as your friendly neighborhood blowjob pounder cloaks you with that 30% movement speed. I stole 2 or 3 devices from you that round with 1 pt in fitness, roaming the map like a get juggernaut in ME3 LOL... the cloak helped a lot but I would have made it in with health packs if necessary...
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Post by laxdoc on Jul 18, 2017 12:33:55 GMT
Does detonating the snap freeze stop the debuff? Seems to me that the berserkers go down quicker if I don't detonate the snap freeze and just continue to fire my gun.
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Post by misguidedworm7 on Jul 18, 2017 12:43:03 GMT
Does detonating the snap freeze stop the debuff? Seems to me that the berserkers go down quicker if I don't detonate the snap freeze and just continue to fire my gun. yes
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Post by gib on Jul 18, 2017 12:46:14 GMT
Does detonating the snap freeze stop the debuff? Seems to me that the berserkers go down quicker if I don't detonate the snap freeze and just continue to fire my gun. I'm pretty sure he knows that. I believe he was going for the killing blow with a combo - it doesn't matter if the debuff ends, because the target is dead. For example, I myself know exactly how much armour to leave on a target to finish it with a cryo explosion, the benefit being the target dies instantly and status effects can be applied to any other enemy around the explosion.
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Post by unclemonster on Jul 18, 2017 13:06:54 GMT
very nice!
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Post by gib on Jul 18, 2017 15:11:15 GMT
Also goes to show how useful a shield boost user is for the team.
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Post by killabkilledb on Jul 18, 2017 16:17:09 GMT
Also goes to show how useful a shield boost user is for the team. Shield boost with invasion or shield boost with stun mines are both amazing if tactically loitering. Multiple angaras/infiltrators is just meh. Debuffts and offbuffs for days (snap freeze, sustained fire, invasion, insurgents 20% extra damage for the whole team in rank 6 off you take this, not sure you are ever getting much out of elemental tech for the operator though...). The best squad is a scrapper, nade throwing angara, operator (insurgent if fine too for variety) and something with a LOT of DPS (another scrapper, soldier, even a barricade if you want...could be useful if tanking hacks but I find DPS on barricade classes too low for my liking).
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Post by killabkilledb on Jul 18, 2017 16:29:14 GMT
Does detonating the snap freeze stop the debuff? Seems to me that the berserkers go down quicker if I don't detonate the snap freeze and just continue to fire my gun. Freeze berserker: pump 20 rounds of the hurricane into it really quickly (this allows the full freeze and sustained fire to activate), flak it (you are already aiming at it and get the debuff on the hit and DOT) and then spray more hurricane and it de dead. Imagine with a squad tactically loitering how fast it dies. Hydras can melt in a second or so with the right debuts on platinum and multiple people shooting at them. But you have the option of concussing low health frozen berserkers or spamming 4 at a hydra. Lots of time you freeze multiple enemies and you can shatter a few with it. They do a lot of damage when specced into them with armor bonuses, especially when sustained fire is active (for 3 seconds after you stop shooting). The thing I liked most about them is how easily I killed saboteurs. I think I find them to be the most annoying enemy in the game now. Flak is slower and you can still get stunned through it and shielded by them. Not with concussive hot. But snap freeze and flak are obviously the bread and butter. If you can't live without hold the line, skip concussive shot.
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Post by vanelsa on Jul 18, 2017 17:43:59 GMT
killabkilledb - Question for the Salarian Operator on your team. Did he spec into Tactical Revive in Fitness 5B? Currently running a 66653 build with extended duration (had max shields previously).
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Post by killabkilledb on Jul 18, 2017 17:54:08 GMT
killabkilledb - Question for the Salarian Operator on your team. Did he spec into Tactical Revive in Fitness 5B? Currently running a 66653 build with extended duration (had max shields previously). Pretty sure BigMike is taking Support systems in rank 5. He's really big on speccing into fitness. When prestiging in gold he would usually prioritize it most of the time early on in the game. He skips overload, as do I. 1pt in it is enough to stun an occasional enemy and activate elemental tech. When running a scrapper I don't think you really want to set off to many combos with him using overload. But if not team camping I'd run elemental tech and disruptor rounds and use overload (even at rank 1) every time it was up. I believe the disruptor rounds will continue the 1.8 seconds of elemental tech overload gives you until a target is dead. It worked this way with cryo beam and cryo ammo. The problem is not a lot of elemental ammo in our lobbies...and the overload window is small... and if invasion triggered ET the operator would probably just be too OP.
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Post by unclemonster on Jul 18, 2017 18:03:45 GMT
killabkilledb - Question for the Salarian Operator on your team. Did he spec into Tactical Revive in Fitness 5B? Currently running a 66653 build with extended duration (had max shields previously). Support systems rank 5 also strengthens shield boost and most importantly increases invasion's debuff. IMO you should definitely take support systems to rank 5... per pedrroelm: bsn.boards.net/thread/9439/numerical-damage-tests?q=invasion"*Invasion provides a powerful damage debuff with 15 second LONG duration - for MAIN TARGETs ONLY not for targets the "DOT" jumped after main targets died) . If is target killed during while damage ticks available and suitable host near enough - infection (damage ticks) will jump to new HOSTS but NOT THE DEBUFF. *Hits 4 times (~0.15 second delay) very fast acting DOT, last 3 hits benefit from its own debuff [sometimes hits up to 7 times with Support Systems 4a Tech Duration]. Inconsistent DOT duration observed with SS 4a Maybe RNG maybe 4a just bugs out most of the time ?. Dot tick damage = 30 * (1 + sum power bonuses) * (1 + sum debuffs on target). The damage inflicted is lackluster (can be used for kill steal but COOLDOWN..), the damage debuff applied is significant. DEBUFF AMOUNT affected by Support Systems Rank2 (support 0.2) and Rank 5a (support systems 0.3) : Invasion 0.3 || SS 2 0.3 * (1 + 0.2) = 0.36 || SS 5a 0.3 * (1 + 0.2 + 0.3) = 0.45 Invasion 5b 0.4 || SS 2 0.4 * (1 + 0.2) = 0.48 || SS 5a 0.4 * (1 + 0.2 + 0.3) = 0.6 60% AOE damage debuff with long duration is nothing to sneeze at. EDIT I did not test 5a epidemic 6a virulence and 6b sabotage yet ."
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Post by vanelsa on Jul 18, 2017 18:07:07 GMT
killabkilledb - Question for the Salarian Operator on your team. Did he spec into Tactical Revive in Fitness 5B? Currently running a 66653 build with extended duration (had max shields previously). Pretty sure BigMike is taking Support systems in rank 5. He's really big on speccing into fitness. When prestiging in gold he would usually prioritize it most of the time early on in the game. He skips overload, as do I. 1pt in it is enough to stun an occasional enemy and activate elemental tech. When running a scrapper I don't think you really want to set off to many combos with him using overload. But if not team camping I'd run elemental tech and disruptor rounds and use overload (even at rank 1) every time it was up. I believe the disruptor rounds will continue the 1.8 seconds of elemental tech overload gives you until a target is dead. It worked this way with cryo beam and cryo ammo. The problem is not a lot of elemental ammo in our lobbies...and the overload window is small... and if invasion triggered ET the operator would probably just be too OP. Thanks, my previous build has 1 point in Overload, but I was experimenting with a power build to see if I could strip shields off of more enemies reliably on Platinum. I brought the Scrapper into a few matches, and the Snap Freeze + Flak Cannon + Sustained Fire really does melt those armored enemies. I have him with Fitness 6 and I still found myself getting downed a lot. I could see your Siphon Hurricane healing you throughout your video. Must be nice to have that variant! Have the Dhan Siphon, but it's more suited for single targets than burst firing.
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Post by gib on Jul 19, 2017 1:26:31 GMT
66661 isn't as squishy as I thought it would be though. Been toying with concussive repeat radius shield.
Armour is taken car of in the usual snap > flack, and it's nice to have something to quickly deal with a shielded enemy.
Even then it takes two to strip a shield
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Post by konfeta on Jul 20, 2017 3:22:46 GMT
Anyone knows if Snap Freeze debuff is applied to concussive shot damage before it detonates to strip the debuff? I don't have this guy high enough level yet, but by my estimation, Snap Freeze into Concussive shot should instantly delete Anarchists/Agents if it does (440 * 2.85 * 2.25 * 2.2 = ~6000 + 1000 damage from Snap Freeze and Cryoxplosion).
Though killing shields in 2 concussive blasts has its own appeal.
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Post by killabkilledb on Jul 20, 2017 4:15:26 GMT
66661 isn't as squishy as I thought it would be though. Been toying with concussive repeat radius shield. Armour is taken car of in the usual snap > flack, and it's nice to have something to quickly deal with a shielded enemy. Even then it takes two to strip a shield I don't find shielded enemies that bad. Shields, aside from remnant bosses, don't take a lot of damage to wipe out.. the armor is what is harder to kill for me so I focus on it in the build. Outlaw the armor is obvious but even kett waves 5 and 6 you get 3 behemoths and 3 blaze hydras. I suppose flak with ammo is enough for them though. How is the shield variation working for you? And are you running cyclonic mods?
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Post by killabkilledb on Jul 20, 2017 4:16:10 GMT
Anyone knows if Snap Freeze debuff is applied to concussive shot damage before it detonates to strip the debuff? I don't have this guy high enough level yet, but by my estimation, Snap Freeze into Concussive shot should instantly delete Anarchists/Agents if it does (440 * 2.85 * 2.25 * 2.2 = ~6000 + 1000 damage from Snap Freeze and Cryoxplosion). Though killing shields in 2 concussive blasts has its own appeal. Not 100% but I think the power does its damage before the combo detonation so hopefully it gets the debuff before cancelling it. Why is everything multiplicative in your math? Is that how the armor debuff works??
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Post by konfeta on Jul 20, 2017 6:50:26 GMT
440 is base damage. 2.85 is +185% power damage. 2.25 is the 6A evolution, which is multiplicative vs. armor. 2.2 is being lazy, should be *2 for armor brittling, and +20% for the generic debuff from 5B on Cryoblast. Or maybe they are additive. *EDIT* They are additive as per mechanic thread, so it should be a 2.2x: bsn.boards.net/post/709153Now, I don't know for a fact that the armor cold brittle debuff is multiplicative or additive with the 6A armor bonus, but I imagine it should be...? Honestly, I don't know. Once I get scrapper to max I will try it. The cleanest way to test the armor multiplier would be to pair up an Angara Avenger (has 2x multiplier vs armor on melee) with the Scrapper to avoid muddling of the detonation. That said, looking at hte weapon damage formula: docs.google.com/spreadsheets/d/12FgX1J0dlwNks__49P-8E9pu0jyUAcwdPf0wDQ1Epno/edit#gid=2132833406The simplest test would be to just blast a saboteur on platinum with freeze->concussive and see if it dies. Could also try something similiar to a gold berzerker and see if it loses about 50% of its HP. I think it should be multiplicative since a vs. defense multiplier is its own multiplier for guns. Don't see why Bioware would code powers differently.
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