Tuesday, December 11, 2012

First Impressions: Turian Saboteur Engineer

So I tried out the Saboteur today. Right now I don't have enough experience to make a build or a complete guide yet. I didn't have a lot of time to play today, so these are just my first impressions.

For my initial build, I took all powers, no fitness, as I sometimes do with new characters. I mainly wanted to test the synergy between his powers. I found some decent combos unintentionally, but for the most part I think that the Saboteur will be a combat engineer. That is, he will be using powers more for utility than for damage. Though I specced my powers for damage, I found that my gun was doing most of the work. Turians are weapon specialists, after all.

I took the shock evolution for Sentry Turret. I found this was mostly killing Swarmers and stunning Husks. Not a big deal, but I think it stuns most other enemies, including Phantoms. Again, not sure about this, I'll verify it in when I finish the guide. Would then take AP ammo and flamethrower evolutions.

For Homing Grenades, I took damage and max grenades. I had intended on taking armor damage but didn't have enough points as I had recently promoted. This would have been useful for quickly taking down armored targets. Also, I'm probably going to go with fire damage.

One unintentional combo I found was to launch a Homing Grenade at a group of enemies and then use Sabotage to stun them all in place. More often than not, the Homing Grenade hit multiple targets thanks to this.

For Sabotage, I took backfire and recharge speed. I didn't have the points to put into Tech Vulnerability. But apparently, this doesn't have much effect on the TSE anyway. Proof. To reiterate, Tech Vulnerability does not affect Homing Grenades, Sentry Turret, or TSE light melee. However, it does affect TSE heavy melee and tech combos (i.e. tech bursts, fire explosions, etc).

I didn't notice backfire all that much, but Sabotage is very effective against mid-tier enemies (Marauders, Centurions, Collector Captains, and obviously Geth). It staggers them when hit and shocks them when they fire their weapon.

I took all weapon & stability bonuses. I used the Piranha as a trial weapon because it does good damage, is useful in many situations, and benefits from stability bonuses. I used a low level cyclonic modulator and Shock Trooper V gear.

That's my brief first impression of the Saboteur. I'll get a full guide up later, hopefully in the near future. Thanks for reading. Stay tuned.

Update: Lord Narida added the Saboturian to the site. So here's the build:

Turian Saboteur
Sabotage: 4-backfire, 5-recharge speed, 6-tech vulnerability
Sentry Turret: 4-shock, 5-armor-piercing ammo, 6-flamethrower
Homing Grenade: 4-damage, 5-fire damage, 6-armor damage
Armiger Legion: 4-damage & capacity, 5-power damage, 6-damage & stability
Fitness: N/A

Think 'tech bursts and fire explosions' when playing this build. Sabotage + Homing Grenade = tech burst, plus the tech burst and the grenade do 50% more damage with the tech vulnerability evolution. Throw your Sentry Turret into groups of enemies to stun and flame them, then zap them with Sabotage, then launch a grenade at them. Bam. Fire explosions for everyone. For big bosses, zap them with Sabotage and launch a grenade at them. Use your gun as necessary. This combo works especially well against Primes and Atlases. Not as effective against Banshees and Praetorians. But that's why you carry a good gun.

I will continue to update this post as necessary.

-MACave11i

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