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)

5 comments:

  1. You should recommend what team-ups work best for a platinum game on classes as well. I know you were talking about the combination the Demolisher had with weapon specialists, something as simple as that on each class would be cool. Because I am teh noob status and need to know these things in case everybody on the team is one class and they're trying to lone wolf it and I don't realize it because I don't know the class.

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  3. My favorite weapon with the N7 Fury is the N7 Eagle pistol with warp ammo. Simply prime a boss with DC and fire away as it eats through shield and armor with surprising speed. There hasn't been a boss yet I haven't been able to take down with it.

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