For some reason I don't see a lot of Asari Vanguards. I guess it's because people don't know how to play them effectively. But since Bioware decided to buff grenades, which was an interesting balance choice, I thought it would be relevant to post a grenade character. Here's a link to the September 25 balance changes if you're interested. Anyway, I have two different builds that I have been using. The Grenadier plays more like a soldier class, relying on weapons and grenades for offense. The Commando is the more "traditional" Vanguard, using a mix of biotics, weapons, and grenades. It's up to you to choose which one suits your play style.
Asari Vanguard Grenadier
Biotic Charge: 4-radius, 5-power synergy, 6-barrier
Stasis: N/A
Lift Grenade: 4-damage, 5-max grenades, 6-damage & radius
Asari Adept: 4-damage & capacity, 5-power damage, 6-weapon damage
Fitness: 4-durability, 5-shield recharge, 6-fitness expert
The most important thing for using the Grenadier build is the Grenade Capacity mod. I would recommend at least level III. At level V, you'll be holding a max of 9 grenades, which is really good.
If you've read my Vanguard guides, then you already know what Biotic Charge can do. Just to review it, you can stagger enemies, including Phantoms, by charging them. Very useful. Power synergy gives you a whopping 40% power damage & force bonus for 10 seconds, which is also very useful. Finally, it restores your barriers, in case you didn't realize that.
Another important tip is to use Biotic Charge before throwing a grenade to get the power synergy bonus. Considering all the damage bonuses, your Lift Grenades will be doing upwards of 2500 damage in a 6.5m radius. Not too shabby. You can even get a Killstreak medal with them. Nice! For Phantoms, I have read that they will not use their hand of denial if they are not targeted when you throw your grenade. In that case, throw it on the ground or ricochet if off a wall. Or you could initiate the throw off to the side and then quickly aim back at them just before the grenade leaves your hand.
I max out power damage for this build to make the grenades even more powerful. Then I pick weapon damage for evolution 6 because I don't need the weight reduction since I have the Talon IX, which gives me 197% power recharge speed. Weapons are optional with this build, I just like to have a 190%+ recharge speed for Biotic Charge.
Asari Vanguard Commando
Biotic Charge: 4-radius, 5-power synergy, 6-barrier
Stasis: 4-stasis strength*, 5-bonus power, 6-vulnerability*
Lift Grenade: 4-damage, 5-max grenades, 6-damage & radius
Asari Adept: 4-damage & capacity
Fitness: 4-durability
*Stasis evolutions are optional. Duration/bubble offers very good crowd control and a greater margin of error. Stasis strength/vulnerability is excellent for headshots. However, I find bonus power to be more advantageous than recharge speed.
Your weapon depends on your play style. I use a headshot build since I have the Paladin X and more than enough Targeting VI consumables, but I have seen people use the Cerberus Harrier on this build with great success. Again, up to you.
The only difference between this build and the Grenadier is that you have Stasis. I would recommend playing somewhat more cautiously since you don't have as much offense or defense. Stasis really helps with your survival, so use it against any and all unarmored enemies. Try to take on enemies one or two at a time using Stasis, and use your Lift Grenades for groups of enemies.
Here's a video by Stardusk. Not a guide video, but some gameplay nonetheless.
Well, there's not much more I can say about this build. I haven't found an appropriate video guide yet, and hopefully this guide isn't too unfocused. I've been somewhat occupied lately and I don't have any holidays in the near future, but that's neither here nor there. As usual, I appreciate your readership and support. Stay tuned and take care.
-MACave11i
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