Sunday, August 26, 2012

August View Count (for historical purposes)

We are at 1000+ views for the month of August, which is really awesome (to me, at least). Let's keep it up!

Thursday, August 23, 2012

ME3 Character Guide: N7 Shadow

I'm probably too late with these builds, since they've probably all been done before. It's been a good month since the Earth DLC came out, so all the builds are basically established already. Hopefully my guides aren't too redundant. I know a lot of new players are coming in still, so hopefully they find them useful. At the same time, a lot of veteran players are leaving the game, whether out of boredom or frustration with the community and/or Bioware. Such is the lifecycle of video games, I suppose.

But I have to admit, I am at that point where unlocking new stuff comes down to a matter of luck. Too many times I've had to grind through Platinum games just to amass enough credits to unlock one or two new things.  I do understand that this is Bioware's first multiplayer project, so I hope that their next outing will learn from the flaws of this one *cough* RNG store *cough*. But it is boring. Platinum is more challenging than Gold in a sense, but it's more of a farm-fest than an actual game. Not because of the community, but the poor game design. You can use any character on Gold and do well. On Platinum, you have to have a boss-killer class to get through in a reasonable time, which is why Platinum is so often criticized as being a gimmick.

Unless you enjoy hour-long games, you will not be using the N7 Shadow on Platinum. It's fine on Gold though. My current build:

Edited: 10/6/12

N7 Shadow
Tactical Cloak: 4-duration, 5-melee damage, 6-bonus power
Electric Slash: N/A
Shadow Strike: 4-damage, 5-electric damage, 6-shield drain
N7 Shadow: 4-damage & capacity, 5-power damage, 6-weapon damage
Sword Mastery: 4-sword damage, 5-shield recharge & speed, 6-shield damage

This build isn't as flexible as the others, as each power evolution has a specific utility. I wouldn't recommend altering this build, unless I am overlooking something. To clarify, I wouldn't alter this build for this specific playstyle. However, if you want to make a Reaper killer, for example, you would pick armor damage. The point is that this build is very good despite its weakness against armor, and it is part of the plan.

When choosing your weapon, pick something mid-to-lightweight that is effective against armor and has a melee attachment, e.g. Carnifex, Paladin, Talon, Piranha, and even the Eviscerator/Wraith could work. Whatever you pick, remember that your gun will cover for your weakness against armored enemies.

Now I will explain the evolutions and why they aren't really optional for this build, starting with Tactical Cloak. Duration allows you to stay cloaked for 11.2 seconds rather than 5.2 seconds, which is crucial with this build. Not only can you remain cloaked for the entirety of a hack objective, but you have more time to find cover after using Shadow Strike. Melee damage is crucial as well, since Shadow Strike benefits from melee damage buffs. All of these evolutions are important, but bonus power may be the most important because it lets you use Shadow Strike without being seen. Without this evolution, enemies track you even as you teleport behind them, often resulting in death.

Electric Slash isn't a bad power (it's actually quite good), but I find that it doesn't synergize well with Shadow Strike, which is your primary weapon for this build.

Shadow Strike is awesome. It's like Biotic Charge for ninjas. Use Tactical Cloak first, then use Shadow Strike on human-sized enemies for massive damage. Avoid larger enemies. For evolution 4, I take damage because if you have bonus power, you'll still be invisible well after you use Shadow Strike, so the damage reduction isn't necessary. For evolution 5, recharge speed is pointless since you will only use Shadow Strike after Tactical Cloak, rendering your cooldown irrelevant. Also, the extra damage over time helps finish off tougher enemies if you didn't kill them with your sword. Finally, the most important part is shield drain. This helps keep you alive, so don't underestimate it. Since your shields don't recharge when in tactical cloak, you can simply use Shadow Strike to drain enemy shields while still cloaked. Also, the brief 15% speed boost is nice for your getaway.

You might wonder why the passive branch is spec'd for power damage, since we're not using Electric Slash. And Bioware even said that Shadow Strike is considered a melee attack. But this is only partially true, whether by design or bug, Shadow Strike benefits from both melee and power damage buffs. As you can see on the build link, the damage stack is impressive.

For Sword Mastery (Fitness), I take sword damage since I already have shield drain as my lifeline. Evolution 5 is debatable, but in the end I choose the extra movement speed since you can escape and carry packages faster. Along with your 15% speed bonus from shield drain, you are the fastest character in the game. It's all about utility. Finally, I choose shield damage for Phantoms, which is really good since they don't usually block Shadow Strike. You don't want to get close to most armored enemies anyway. That's what your gun is for. Though I have to admit, the flaming sword is cool.

So the general strategy is to use Tactical Cloak/Shadow Strike on human-sized targets, and your gun on bosses. Cloak/Strike/escape/repeat. Try to target shielded enemies first, such as Marauders, Centurions, Geth Rocket Troopers, Phantoms, etc. You can use Shadow Strike twice in one Cloak cycle, but remember that you will be out of cloak after the second Strike, so only do this when it is clear. It is safer to Strike once and find cover while you are still cloaked. Take responsibility for hack and delivery objectives, since you have Cloak duration and great movement speed.

Now for a convoluted math feature for Shadow Strike:
Base damage: 600
+20% (120) Shadow Strike 3
+30% (180) SS 4
+5% (30) passive 1
+5% (30) passive 2
+10% (60) passive 4
+15% (90) passive 5
+15% (90) Sword Mastery 1
+20% (120) SM 3
+30% (180) SM 4
Total Base Damage: 1500

With consumables:
+100% (600) Strength Enhancer III
+10% (60) Juggernaut Shield V
Total Base Damage With Consumables: 2160

With Tactical Cloak Active:
+40% (240) Tactical Cloak base damage bonus
+50% (300) Tactical Cloak: melee damage
Total Base Damage Without Consumables: 2040
Total Base Damage With Consumables: 2700

With Electric damage over time:
+40% (240) Shadow Strike: Electric Damage
Total Base Damage Over Time W/out Consumables: 2280
Total Base Damage Over Time W/ Consumables: 2940

With Shield Damage bonus:
+50% (300) Sword Mastery: Shield Damage
Total Base Damage Against Shields W/out Consumables: 2580
Total Base Damage Against Shields W/ Consumables: 3240

Phew. Correct me if I made any mistakes.

Mandatory video guide by Stardusk.


That concludes my unofficial series of guides on the N7 characters. Now I get to do guides for the old characters. Sweet. B)

Anyway, thanks for reading. You, the reader, are the reason this blog is alive and well. We're on Google, people! I think that's pretty awesome. So stay tuned, and remember to comment or share this guide or something. Peace.

Wednesday, August 22, 2012

N7 Paladin Sentinel: Master Level

Greetings, esteemed readers. This is an updated guide to the N7 Paladin Sentinel. I have noticed that the Paladin is seeing something of a rebirth as what some BSN-ites might call a "hipster" character (I have seen posts where people claim that they liked the Paladin before it was cool, whatever that means). The reason that I have decided to remake this guide is because a) several critical details about the Paladin have recently come to my attention, b) I have been using the Earth characters as of late, and c) the Paladin is still one of my most-viewed guides, and I assume that this is because he remains an enigmatic character in the mainstream.

N7 Paladin
Energy Drain: 4-damage, 5-drain, 6-armor boost
Incinerate: 4-damage, 5-burning damage, 6-freeze combo
Snap Freeze: 4-reach, 5-cryo explosion, 6-damage & weakness
N7 Paladin: 4-damage & capacity*
Shield Mastery: 4-durability*

*N7 Paladin training can be skipped and replaced with shield recharge and fire shield, as explained later in the guide.

I recommend using elemental ammo for more tech explosions. Just about any lightweight weapon will do. I would aim for a 150%+ recharge speed.

Despite having some of the most advanced omni-tool technology -- the omni-shield -- the Paladin isn't a durable character. He's much more similar to an Engineer than his tankier Sentinel counterparts. For this reason, I recommend taking Energy Drain to give your durability a boost. I take damage to make it somewhat useful against heavily-shielded enemies. Next I take drain to fully restore my shields. I don't know why you would take recharge speed anyway. Finally, I take the controversial armor boost evolution. Supposedly, the damage reduction does work off-host, even though the visual effect doesn't. I have heard both sides saying that it does or doesn't work. If you have doubts, you can always just host when you want to use this build.

For Incinerate, I would have liked radius if it could trigger multiple tech explosions, but it cannot, so I go with damage. For evolution 5, I can actually justify both evolutions. Burning damage will give you better damage against hard targets, which is good on higher difficulties. But if you prime a group of enemies with Snap Freeze, having recharge speed will allow you to trigger each cryo explosion faster (since you have to trigger each individually). Seeing that recharge speed evolution has a rather insignificant effect on the total recharge speed, I would generally go with burning damage. Finally, I take freeze combo since the Snap Freeze-Incinerate combo is this build's signature move.

Speaking of that combo, let's move on to Snap Freeze. I take reach to give it some extra range, and the 15m range is actually greater than the animation would have you think. I take cryo explosion because the debuff is useful against all enemies, and because I make liberal use of Snap Freeze with this build so duration is unnecessary. Finally, I take damage & weakness, but there's a catch. Tech combo is what you're really looking for with this build because Snap Freeze primes shielded, armored, and unprotected targets for Cryo Explosions (unlike Cryo Blast which only primes unprotected targets). You'll be chaining Cryo Explosions like crazy, and so the extra 100% damage seems like the natural choice. However, this extra 100% damage is inherent to Snap Freeze, likely the result of a glitch. Basically, you get both evolution 6 perks with this build, allowing you to debuff armor and create powerful tech explosions.

This build works extremely well with a Novaguard or a Slayer. Have the host play as one of these Vanguards while one or more players use the Paladin and spam Snap Freeze. The Vanguard can use Biotic Charge, Nova, and/or Phase Disruptor to trigger Cryo explosions. If done correctly, you'll unleash an endless chain of Cryo explosions on your enemies.

The main purpose of your passive abilities is capacity, since a good cooldown is key to this build. However, you can choose to mix and match a little if you prefer. For Shield Mastery, I take durability as the obvious choice. If you think you need the extra shield recharge speed, swap out rank 4 of your passive. If you want to take Fire Shield for melee tech combos, which is actually quite viable, then you can completely forgo N7 Paladin training.

The great thing about having fire shield is that your shield bash will prime the target for a fire explosion that can be immediately triggered with one of your powers (preferably Incinerate or Energy Drain, as Snap Freeze will cause the Fire Explosion to detonate on your character). Think of this combo like the Fury's Annihilation Field-Throw combo. Fire shield has no priming cooldown, so if you have a teammate triggering your fire explosions, just keep bashing the target and watch the fireworks.

I have heard about a lot of bugs surrounding this character, and so Tech combos may not always work as intended. For example, any tech combo triggered by Snap Freeze will detonate on your character because of the game mechanics (the explosion detonates on you because Snap Freeze is centered from your character). For the record, cryo shield does not weaken enemy armor as intended. However, it can freeze Phantoms solid. That could potentially be fun. Pro-tip: your heavy and light melee can block damage. Try timing your light melee against a Banshee warp if you want to feel like a total badass.


Completely outdated, unnecessary, and tasteless quote from the old guide:
"With the Snap Freeze/cryo shield combo, even the toughest of armored enemies are stripped of their protection and left naked and whimpering in the harsh cold. The Paladin is so cold that he makes Miranda (a.k.a. Ice Queen Bitch) look hotter than a swimsuit model in the tropics... Although she is known for wearing swimwear into battle. Hm... it made sense when I first came up with it. All of a sudden this paragraph looks somewhat risqué."

That's about it for the build. Try it out and if you like it, consider leaving a 'like' in the box below. If you really like it, think about subscribing to your favorite site for ME3 multiplayer guides (shameless self-flattery). Thank for reading and have fun with the build.

Platinum gameplay brought to you by INVADERONE.



Gameplay by Stentron.

Monday, August 20, 2012

N7 Fury Adept: Master Level

Hello esteemed readers. This is an updated guide to the N7 Fury, which may be my favorite Adept in the game right now. I have played this build pretty extensively since the Earth DLC came out, so I though that I would share my experience. The Fury is much more aggressive than most other Adepts, but this allows her to do much more damage in a short period of time. She is a master of biotic explosions and spawn-nuking in the hands of a knowledgeable and skilled player. Also, the Fury is just a fun character to use. But for Shepard's sake, if you want to play this character aggressively, make sure you're host. You'll face significant lag when playing this character off-host, and you'll be effectively handicapped.

N7 Fury Adept
Annihilation Field: 4-radius, 5-damage taken, 6-drain
Dark Channel: 4-damage, 5-slow, 6-pierce
Throw: 4-radius, 5-detonate, 6-force & damage
N7 Fury: 4-damage & capacity
Fitness: 4-durability

You may consider speccing out of Dark Channel and maxing your passives and fitness. If you do this, you will be more reliant on weapons to deal with boss enemies.

Recommended ammo: Warp, and to a lesser extent, Incendiary
Recommended weapons: Always bring an Acolyte, which was made for casters like the Fury. Your secondary weapon should be relatively lightweight and do good damage per second. I like to use the Piranha, Wraith, and Hurricane with this build. I could also see the Collector SMG, Hornet, and Tempest as alternatives. You don't need a 200% recharge speed, but I recommend keeping it around 100%.

The strategy for this build is to get close to enemies and destroy them with biotic explosions, stunning and draining the shields of weaker enemies with the Acolyte. Against bosses, you can use repeated BEs by backing up after the first BE, then closing in again to reapply Annihilation Field followed by Throw.

The key to the Fury's power is Annihilation Field. The radius evolution gives you insane crowd control because weaker enemies panic when they are in the AF, so you can incapacitate them from further away. The damage taken evolution debuffs enemies within AF, which sets them up for BEs and your weapon. You can take movement speed if you prefer. It's pretty fun. Finally, the drain evolution increases your survivability against mid-level enemies like Marauders. When you run into crowds of enemies your shields won't last long on their own, but drain lets you absorb their shields, giving you the chance to set off your BEs. You're not invincible, nor are you a tank, but like the Vorcha you are very durable. And if you're ever backed into a corner by Phantoms, for whatever reason, you can detonate AF for massive damage and teleport out of there.

Speaking of the Fury's dodge move, you can teleport up and down ladders and even through some walls. Your heavy melee also functions as a teleport, if needed. On Firebase Glacier, try teleporting from the main room to the landing pad, or vice-versa.

If I take Dark Channel (sometimes I spec out of it), I use it for Phantoms, Banshees, and the like. It's an instant cast, so they can't dodge it. Sure, you can get up close and personal with the AF/Throw combo, but that's not always the safest way to go. Dark Channel/Throw is slower, but you don't have to be at close range to use it. Remember that detonating Dark Channel doesn't cancel the damage over time, but it can prime a close-by target for a BE. I take the slow evolution because it's very useful against things like Dragoons and Phantoms. Pierce is also very useful against mid-to-boss level enemies. I wouldn't rely on the damage over time to kill the enemy though, unless you don't mind slow games. If you're using Warp ammo, prime enemies with Dark Channel first to deal even greater weapon damage.

It's crucial to have Throw maxed out to make the most of you BEs, since higher-level biotics make more powerful explosions. Detonate is the most important evolution for the same reason. I like to take radius because it gives you slightly better crowd control. It can't detonate more than one BE, but it can hit multiple targets. I definitely prefer to take force & damage at the end because it makes Throw pretty good by itself against lesser enemies. Also, recharge speed is basically useless. If you're using an elemental ammo type, use Throw to trigger tech explosions.

For the passives, take damage & capacity to give you slightly better cooldown so you can hold two weapons. The extra power and weapon damage could be useful, but they don't affect your BEs. Yes, in case you didn't know, power damage bonuses do not affect BE damage. Finally, I take durability for slightly better survivability, which is a must when you're running through spawn zones. A Cyclonic Modulator helps too. Or consider an Adrenaline Module for better mobility.

That's about it for the guide. Try it out and see how you like it. If you do, consider checking the 'like' box below. If you don't, maybe leave an degrading comment and tell me how much of a n00b I am. So thanks for reading. Take care.

-Grun7mas7er

(Edit: N7 Link has since deleted his Fury videos)

Saturday, August 18, 2012

N7 Slayer: Master Level

Hello esteemed readers. Today I thought I'd write an updated guide to the N7 Slayer since his unforeseen and unnecessary buff that happened today. But hey, I'm not complaining. Balance changes are as follows:

Phase Disruptor (Slayer)
Lowered the base barrier drained for Phase Disruptor from 50% to 40%
-Evolution 4 increases the reduction of Phase Disruptor from 25% to 50%

What this means is that you can now shoot up to five Phase blasts in one shield cycle. While many people on the forums have prematurely cried OP, I'm not yet opposed to the buff. For one, Phase Disruptor is much slower off host, and I feel like this is Bioware's way of compensating for that until they can patch it. The other thing is that any shield-draining power is going to be risky on higher difficulties. When your shields are getting dropped instantaneously, Phase Disruptor is suddenly useless. Anyway, those are my thoughts. Now onto the build.

Biotic Charge: 4-radius, 5-power synergy, 6-barrier
Biotic Slash: 3*
Phase Disruptor: 4-damage, 5-efficient blast, 6-armor damage
N7 Slayer: 4-damage & capacity, 5-power damage
Fitness: 4-durability, 5-shield recharge*, 6-fitness expert*


*You can replace Biotic Slash for rank 6 of N7 Slayer.

*Alternatively, you can take a melee build with martial artist and melee synergy, as explained later in the guide.

An important note: like many characters, the N7 Slayer suffers under suboptimal network conditions. Phase Disruptor's refire speed doubles off-host, reducing your damage output. I highly recommend hosting with this build.

This character works well with Incendiary ammo because you can detonate your own Fire Explosions. It's a very effective way to play.

Your weapon needs to be first and foremost lightweight. You need to have Biotic Charge at the ready if you're going to be spamming Phase Disruptor all the time, which is what this build is all about.

I use the standard Biotic Charge with this build. Radius lets you hit more targets, which is good for charging into groups of enemies. Power synergy is very important because it increases the damage of Phase Disruptor. Biotic Charge + PD is your main combo for this build. The last evolution of Biotic Charge is pretty standard but very important on this character since it recharges your barriers for PD.

Biotic Slash can be useful as a secondary power since it has good range and damage without using your shields up. It's nice when you need to fight from a defensive position. It's actually quite good if you max it out but that's not for this build. If you prefer weapon damage then don't spec into Biotic Slash and take passive evolution 6.

Since the buff, the damage/efficient blast combo is now even more of an obvious choice. Knockdown doesn't work for most enemies on higher difficulties, and even then you'll probably kill them before knockdown takes effect anyway. So it really boils down to shield vs. armor damage. I take armor damage since those types of enemies tend to be harder to deal with using the other weapons at your disposal (melee or gun). This way you can take on a range of enemies effectively.

For the passive take all power damage bonuses, of course. If you like weapon damage you can take that in place of Biotic Slash. Lastly, feel free to mix and match Fitness to your liking. For melee builds, I like to take durability, martial artist, and melee synergy. That last evolution is nice for even more power damage. However, this relies on your heavy melee, which is somewhat hard to use. For Platinum, I wouldn't bother with melee, just max shields and health.

The trick with your light melee is that it gives you damage reduction bonuses. On top of the Biotic Charge DR, you're almost invincible with this combo. Charge an enemy and chain light melees during your cooldown. You can even charge a Cerberus Turret on Gold using this combo and emerge unscathed. Just make sure to look for your next target as you do the combo. Your heavy melee attack can be used to hit targets around corners, over cover, and even through some walls. Similarly, your dodge move can be used to teleport through objects and walls. Try it out sometime.

Well, that's about all I have to say about the Slayer. I found some gameplay videos for good measure. Make sure to check those out. So thanks for reading and stay tuned for more multiplayer guides.

-Grun7mas7er

Slayer guide by Vic7im.


Sirian demonstrates power synergy with the Slayer.

Friday, August 10, 2012

Efficient Platinum Farming

Edit: As you may have noticed, recent developments in the ME3 multiplayer arena have rendered this strategy less effective, and in some ways impossible to replicate (the computer room in Glacier is blocked off). As such, this post is now more of a relic than a guide.

In this post, I would like to share one of Stardusk's Youtube videos because I found it to be concise and similar to my preferred strategy (and in my opinion, he makes some of the best ME3 guides on Youtube). Aside from that, I think it is necessary to share this strategy because of the state of the ME3 multiplayer community (in my experience, anyway). What I mean by this is that the overwhelming majority of public games on Platinum are on FBW, and to a lesser extent, Glacier. In this video, Stardusk compares FBW to Glacier, concluding that Glacier is the most efficient map (for the more competent players, anyway).

The other reason is that so many random players that I assume to be farming use power-based classes, and bring things like Eagles to Platinum. I don't have a problem with using caster classes or light weapons, but if you're playing on White or Glacier you're probably farming, and if you're farming then why not farm efficiently?





That's about it. I hope this helps everyone out there. Thanks for reading.

-Makavelli

Friday, August 3, 2012

N7 Destroyer Master Level + Typhoon & PPR Discussion

Greetings everyone. This is a (long overdo) updated guide to the N7 Destroyer. The reason I've been hesitant to update this guide was because the nerfs he got were just overkill. I was so disgruntled by them that I just put the Destroyer on the shelf altogether for a while. He was just a shadow of his former self. But some time later, as I was perusing the BSN forums, I came across one thread that made an attempt to eliminate any doubts about the Typhoon/Destroyer. Though I wasn't totally convinced, I though it fair to give the combo another chance.

I did. I have not changed my opinion that the Typhoon and Destroyer nerfs together rendered the build half as effective as before. But to be fair, the Destroyer remains a very good soldier if not necessarily a great one. The problem stems from mobility issues. The Destroyer is comparable to a Krogan. He's slower and has less health, but his weapon capabilities are much greater and he doesn't stagger with Devastator Mode on. The idea was to make this guy a human turret: more or less immobile but capable of putting heavy fire down range.

I propose that this characteristic be build upon and then we can end this balance debate once and for all. The Destroyer/Typhoon needs to be buffed one way or another. Some have suggested increasing the multiplier from 1.5x to 1.75x, which sounds reasonable. Another thing that could improve the "flavor", or the character playstyle, would be to make the Typhoon provide additional damage reduction from cover like it implies in the description (though technically it only says the face shield is to "protect the shooter from headshots"). This would reward players for playing to the supposed strengths of the Typhoon Destroyer: staying behind cover and essentially being a turret gunner. Even though he doesn't stagger and the Typhoon gets recoil and accuracy bonuses while in cover, it's not enough. The Destroyer simply isn't tanky enough to sit in cover and sustain fire when facing multiple enemies. The additional damage reduction in cover would solve this.

As it is now, you're generally better off using a Particle Rifle and soft cover playstyle because a) the PPR is perfectly accurate with no recoil, and b) you're generally less exposed in soft cover, making hard cover unnecessary. I say 'generally' because they each have their own strengths/weaknesses, and so I'm posting two builds for the time being.

Typhoon N7 Destroyer
Devastator Mode: 4-weapon accuracy, 5-rate of fire, 6-damage bonus
Hawk Missile Launcher: N/A
Multi-Frag Grenade: 4-force & damage, 5-force & damage, 6-grenade count
T5-V Battlesuit: 4-weapon damage, 5-headshots, 6-weapon damage
T5-V Internal Systems: 4-durability, 5-shield recharge, 6-fitness expert

PPR N7 Destroyer
Devastator Mode: 4-shield recharge, 5-magazine size, 6-damage bonus
(same)

First, let's cover the weapons and ammo mods because they are paramount to an effective build. The Typhoon has an inherent armor-piercing capability of 25cm, as well as a 50% multiplier against armor, shields, and barriers. One might be misled to think that armor-piercing ammo or mods are redundant, when in fact they are critical to effective 'phooning. Let's put it this way: the Typhoon does relatively low damage per bullet, and armor reduces the damage of each bullet by a set amount. Even with the 50% multiplier, the damage is pitiful against armor.

There are a few ways to set up your Typhoon or PPR, but always take the magazine upgrade. Against Cerberus, try extended barrel with armor piercing rounds. For heavily shielded enemies like Geth, I recommend the high velocity barrel with Disruptor or Phasic rounds (I like to save my Phasic rounds for sniping, though). Finally for Reapers and Collectors, try the high velocity barrel with Warp rounds to strip their barriers. Of course these are not prescriptive, so feel free to mix and match as you see fit.

Depending on which weapon you prefer, you're going to change Devastator Mode around to suit that weapon. If you have a high level PPR, then use that. If you don't, then the Typhoon may work better. If you have neither of these weapons, then the Revenant is the next best thing (spec for accuracy, rate of fire, and the same mods as you would for the other two). The Typhoon benefits greatly from the accuracy bonus, whereas the PPR doesn't. Also, rate of fire is a waste on the PPR because it doesn't make it ramp up faster -- it only wastes more ammo before it ramps up, meaning less superbeam time. When in doubt, you can't go wrong with magazine size.

Marshmallow launcher. They buffed it, so if you like you may opt for them and skip multi-frags. They do have great synergy with sustained fire weapons, but I personally have only used them once or twice. I can't really comment on what's the best way to spec them. But I can comment on the best way to not spec them: don't spec them.

Multi-frag grenades. Damage damage damage. Need I say more? It's great for crowd control, but you probably won't end up using them much, which is why I say that it's fine if you prefer Marshmallow launcher.

For Battlesuit Galactica, go for all weapon damage. I admit it would be interesting to see a caster build with all missiles and power damage but that's for another day. Then Internal Systems for all shields/health to make you as durable as a YMIR mech from ME2 (you wish). Ah, ME2 on insanity. Those were the good ol' days. Atlases are way easier than YMIR mechs, by the way. On insanity they could survive a direct blast from an M-920 CAIN. Atlases on platinum die from a cobra missile. That's weak.

Thanks for reading everyone. Like, subscribe, blah blah blah... and above all, stay classy folks.

- Grun7mas7er

Oh, and just for some perspective, here is a video of the Typhoon Destroyer pre-nerf on Platinum by Sp3c7eR.



And here is a video of the Typhoon Destroyer post-nerf on Gold, by Feneckus.

Wednesday, August 1, 2012

URL change in effect (for historical purposes)

This is in an effort to make the blog more search engine friendly, as I'm sure there are people that are looking for more in-depth tips for ME3 but only find the usual popular gaming sites. In this way, I hope to be able to provide tips to more people, whether they are new players looking for basic tips or advanced players looking for new insight and strategies. I may consider promoting this blog on the Bioware forums, but I'm not sure if that would be a good thing (I frequently read through the forums, but rarely participate as much of the conversation revolves around nerf wars and such).

As a result of the name change, I think it would be inappropriate to post guides for other games in this blog, so I may start others in the future. For now, I will continue with ME3 guides. Thanks for reading.