Post by kaind on Mar 28, 2017 12:33:54 GMT
Build summary:
Not a starter build.
This build is all about getting in enemies faces up close and personal and has enough survivability to keep cover use to bare minimum and also rocks super high damage output for a very fast clear. Build is mostly based around amplifying weapon damage to insane degrees rocking a constant 70-100% damage amplifier to weapon damage and also 40% degen power amplifier.
Interested?
Build in depth:
Build weapon:
Shotgun of choice - good choices are Piranha ( best choice imo ), Disciple, Reegar.
For shotgun you NEED the vintage heatsink, because it will recharge your weapon while you are casting your powers and you will never have to waste time to reload.
Build armor:
Heleus Armor with +50% shields -50% health power up.
It adds everything we like:
Weapon damage
Power damage
Damage resistance
Active powers:
Charge:
Evo 4 - Up to you, not particularly relevant.
Evo 5b - Weapon synergy. ( Constant weapon damage amp. )
Evo 6b - Bastion. ( Very important survival tool for the build. )
Annihilation:
Evo 4a - Radius. ( Our cooldowns will be low enough that we can take radius, and it is pretty important as this radius will be enough to go to the edge of the flamethrower and generally make it easier to keep enemies in the field. )
Evo 5a - Damage attractor. ( Very important, constant 20% damage bonus to everything that is inside the field. )
Evo 6a - Draining field. ( Second survivability tool besides charge. )
Flamethrower:
Evo 4a - Damage. ( Our cooldowns are low enough that we don't need extra recharge. )
Evo 5b - Lingering burn ( We don't need to reach anything that is outside of our Annihilation, so we don't need the Reach, and we get more damage )
Evo 6 - Up to you, I personally go for more damage to armor, but if you are struggling to survive you can take the damage debuff for the enemies.
Passive powers:
Biotic:
Barrier:
Evo 4a - Unyielding barrier. ( Just more barrier )
Evo 5a - Biotic link. ( Even more barrier while atleast one enemy is inside of your Annihilation. )
Evo 6b - Saving barrier. ( This will save you from sink kills when they happen, since you will constantly be near all the big bosses. )
Offensive Biotics:
Evo 4b - Alacrity ( Charge more often )
Evo 5a - Exploitation ( Another 20% damage bonus from all sources to everything that Annihilation touches. )
Evo 6b - Biotic warrior ( Another constant weapon damage amp )
Containment:
Evo 4a - Radius for your Annihilation.
Evo 5 - up to you, I went with shield detonation. This build is not about detonations, but constant damage, so it's not super relevant. Once in a while you charge at enemies that are primed though.
Evo 6b - Even more radius for your Annihilation.
Tech:
Team Support:
Evo 4 - up to you.
Evo 5 - up to you.
Evo 6a - Defence grid ( we just want more damage resistance. )
Offensive Tech:
Evo 4 - up to you, this will affect your flamethrower damage.
Evo 5 - up to you, this is irrelevant.
Evo 6b - Technical rounds ( Super important constant weapon damage boost. )
Auxiliary Systems:
Evo 4 - up to you.
Evo 5a - Enduring tech ( longer burn damage from the flamethrower )
Evo 6 - up to you. Wether you want to recharge your Charge faster or get shields once in a while.
Combat:
Shotguns:
Evo 4a - Weight ( we are using vintage heatsink so spare ammo is irrelevant. )
Evo 5b - Clip size ( We want to fire more shots before we need the weapon to cooldown, we don't reload )
Evo 6a - We want more shotgun damage, melee is kinda weak on highest difficulty.
Fitness:
Evo 4 - up to you, I like the consumables.
Evo 5 - up to you
Evo 6a - hold the line. ( We don't use much cover in this build. )
Combat tools:
Evo 4a - Hover. ( we want this to fight flying enemies. )
Evo 5 - up to you, irrelevant.
Evo 6a - Arial combat. ( with this and Evo 4 we can actually non-stop hover from charge to charge, this way we can charge at observers and Architect legs/mouth and then hover near their face, keep them in the annihilation field and shoot them and use flamethrower while in the air and charge again without touching the ground, we also get that hover damage reduction, while doing this. )
Profile:
Explorer:
Weapon Damage - We like this, great synergy.
Damage Resistance - We like this, great synergy.
Tech Recharge Speed - Removes the Annihilation recharge penalty from Flamethower.
Biotic Power Damage - Charge damage is very weak and irrelevant, but the Annihilation ticks actually hurt.
Power Restoration & Defense - This will restore more shields for us from kills inside the annihilation field.
Biotic Blink: Evades allow you to quickly traverse a short distance, even seemingly passing through solid matter.
The blink is cool, allows to move around though walls, very useful.
Playstyle:
So we charge in, and we get the 30% weapon damage bonus for using charge, and then the enemy is inside our annihilation field and we get 40% more damage against them, then we tap the flamethrower for just a second and let the burning ticks that are amplified by 40% to do the damage while we get another 30% weapon damage from using a tech power. So the enemy is now taking 100% more damage from our shotgun, and is under annihilation field and flamethrower damage ticks while we shoot them in the face while we have that damage reduction from charge going, when we run out of ammo, we can flame them one more time and charge again and while we do this our shotgun recharges and we are ready to shoot again, with refreshed damage bonuses.
Rince, repeat. Just remember to not fire the last shot from the ''clip'' so that shotgun doesn't go on a long recharge. Also if you really want a bit of extra punch once in a while you can use your charge to detonate your annihilation field and to detonate your flamethrower or anything else that was primed by your squad.
It all works perfectly fine on Insanity ( where's on Hardcore you almost feel invincible. ) just be a bit more careful and consider your surroundings.
Have fun and tell me what you think.
Not a starter build.
This build is all about getting in enemies faces up close and personal and has enough survivability to keep cover use to bare minimum and also rocks super high damage output for a very fast clear. Build is mostly based around amplifying weapon damage to insane degrees rocking a constant 70-100% damage amplifier to weapon damage and also 40% degen power amplifier.
Interested?
Build in depth:
Build weapon:
Shotgun of choice - good choices are Piranha ( best choice imo ), Disciple, Reegar.
For shotgun you NEED the vintage heatsink, because it will recharge your weapon while you are casting your powers and you will never have to waste time to reload.
Build armor:
Heleus Armor with +50% shields -50% health power up.
It adds everything we like:
Weapon damage
Power damage
Damage resistance
Active powers:
Charge:
Evo 4 - Up to you, not particularly relevant.
Evo 5b - Weapon synergy. ( Constant weapon damage amp. )
Evo 6b - Bastion. ( Very important survival tool for the build. )
Annihilation:
Evo 4a - Radius. ( Our cooldowns will be low enough that we can take radius, and it is pretty important as this radius will be enough to go to the edge of the flamethrower and generally make it easier to keep enemies in the field. )
Evo 5a - Damage attractor. ( Very important, constant 20% damage bonus to everything that is inside the field. )
Evo 6a - Draining field. ( Second survivability tool besides charge. )
Flamethrower:
Evo 4a - Damage. ( Our cooldowns are low enough that we don't need extra recharge. )
Evo 5b - Lingering burn ( We don't need to reach anything that is outside of our Annihilation, so we don't need the Reach, and we get more damage )
Evo 6 - Up to you, I personally go for more damage to armor, but if you are struggling to survive you can take the damage debuff for the enemies.
Passive powers:
Biotic:
Barrier:
Evo 4a - Unyielding barrier. ( Just more barrier )
Evo 5a - Biotic link. ( Even more barrier while atleast one enemy is inside of your Annihilation. )
Evo 6b - Saving barrier. ( This will save you from sink kills when they happen, since you will constantly be near all the big bosses. )
Offensive Biotics:
Evo 4b - Alacrity ( Charge more often )
Evo 5a - Exploitation ( Another 20% damage bonus from all sources to everything that Annihilation touches. )
Evo 6b - Biotic warrior ( Another constant weapon damage amp )
Containment:
Evo 4a - Radius for your Annihilation.
Evo 5 - up to you, I went with shield detonation. This build is not about detonations, but constant damage, so it's not super relevant. Once in a while you charge at enemies that are primed though.
Evo 6b - Even more radius for your Annihilation.
Tech:
Team Support:
Evo 4 - up to you.
Evo 5 - up to you.
Evo 6a - Defence grid ( we just want more damage resistance. )
Offensive Tech:
Evo 4 - up to you, this will affect your flamethrower damage.
Evo 5 - up to you, this is irrelevant.
Evo 6b - Technical rounds ( Super important constant weapon damage boost. )
Auxiliary Systems:
Evo 4 - up to you.
Evo 5a - Enduring tech ( longer burn damage from the flamethrower )
Evo 6 - up to you. Wether you want to recharge your Charge faster or get shields once in a while.
Combat:
Shotguns:
Evo 4a - Weight ( we are using vintage heatsink so spare ammo is irrelevant. )
Evo 5b - Clip size ( We want to fire more shots before we need the weapon to cooldown, we don't reload )
Evo 6a - We want more shotgun damage, melee is kinda weak on highest difficulty.
Fitness:
Evo 4 - up to you, I like the consumables.
Evo 5 - up to you
Evo 6a - hold the line. ( We don't use much cover in this build. )
Combat tools:
Evo 4a - Hover. ( we want this to fight flying enemies. )
Evo 5 - up to you, irrelevant.
Evo 6a - Arial combat. ( with this and Evo 4 we can actually non-stop hover from charge to charge, this way we can charge at observers and Architect legs/mouth and then hover near their face, keep them in the annihilation field and shoot them and use flamethrower while in the air and charge again without touching the ground, we also get that hover damage reduction, while doing this. )
Profile:
Explorer:
Weapon Damage - We like this, great synergy.
Damage Resistance - We like this, great synergy.
Tech Recharge Speed - Removes the Annihilation recharge penalty from Flamethower.
Biotic Power Damage - Charge damage is very weak and irrelevant, but the Annihilation ticks actually hurt.
Power Restoration & Defense - This will restore more shields for us from kills inside the annihilation field.
Biotic Blink: Evades allow you to quickly traverse a short distance, even seemingly passing through solid matter.
The blink is cool, allows to move around though walls, very useful.
Playstyle:
So we charge in, and we get the 30% weapon damage bonus for using charge, and then the enemy is inside our annihilation field and we get 40% more damage against them, then we tap the flamethrower for just a second and let the burning ticks that are amplified by 40% to do the damage while we get another 30% weapon damage from using a tech power. So the enemy is now taking 100% more damage from our shotgun, and is under annihilation field and flamethrower damage ticks while we shoot them in the face while we have that damage reduction from charge going, when we run out of ammo, we can flame them one more time and charge again and while we do this our shotgun recharges and we are ready to shoot again, with refreshed damage bonuses.
Rince, repeat. Just remember to not fire the last shot from the ''clip'' so that shotgun doesn't go on a long recharge. Also if you really want a bit of extra punch once in a while you can use your charge to detonate your annihilation field and to detonate your flamethrower or anything else that was primed by your squad.
It all works perfectly fine on Insanity ( where's on Hardcore you almost feel invincible. ) just be a bit more careful and consider your surroundings.
Have fun and tell me what you think.