Showing posts with label Turian. Show all posts
Showing posts with label Turian. Show all posts

Sunday, May 26, 2013

ME3 Character Guide: Cabal Vanguard

Hello everyone, welcome to another Mass Effect 3 multiplayer guide. When the Reckoning DLC came out, there were some characters that were, for the most part, pretty easy to build. Then there were some that no matter how you built them, they just didn't seem to click. For me, that was the Turian Cabal, and frankly I didn't even have the patience or willingness to test out every nuance of this amazing character.

Then I came across a Cabal build on BSN that wasn't just another weapons platform build. It was unique; it had character. I tried it out, liked it, and tweaked it to suit my own preferences. I can't say it's the "best" build, because I suppose you could slap on a Hurricane/Acolyte combo and max out Nightshade Blades and use a grenade capacity mod, but that would be boring. So without further ado, the build:

Cabal Vanguard
Poison Strike: 4-range
Nightshade Blades: 4-capacity
Biotic Focus: 4-damage taken, 5-melee damage, 6-heightened focus
Turian Veteran: 4-damage & stability, 5-headshots, 6-damage & stability
Fitness: 4-melee damage, 5-martial artist, 6-melee synergy

First of all, you really need the shotgun omni-blade attachment since this is a melee build. I've tried it on the Raider, Piranha, and Wraith on this character. My favorite is the Wraith, but any one of them would be a good selection. The main thing is that it does solid damage to bosses. On higher difficulties, you may just want to equip a Hurricane as a sidearm.

I usually go with AP ammo to help deal with bosses (and Guardian shields). I think Disruptor ammo would be great for shields and stunning mooks, but you would be sacrificing armor-piercing since you need both the smart choke and omni-blade.

Then finally, I highly recommend the Geth Scanner. Although it would be great to have the berserker package or grenade capacity, wall-hacking completely changes the experience. I said that this build is unique and has character, and that has a lot to do with Geth Scanner. So don't skip out on it.

Poison Strike: It gets you from A to B. And the invulnerability frames are nice. Other than that, there's not much to write home about. I take range for rank 4 because it makes a pretty big difference, whereas rank 5 of Nightshade Blades doesn't make that much difference to me. But the main reason you want this is to get away from sync-killers. The other important use is to tank through enemy attacks like Banshee Warp/scream, Atlas missiles, etc.

Nightshade Blades: offer limited crowd control. They do good damage, but unfortunately this build sacrifices a lot of potential damage from NBs. I mostly use them to stagger groups of mooks, especially Marauders and their elbows. It is also capable of paralyzing one unprotected enemy (I believe this includes unshielded Phantoms). It should be noted that your heavy melee has trouble tracking a paralyzed target, so go for the other enemies while one is incapacitated.

Biotic Focus: This is the power that I had the most difficulty with when choosing what to take and what to sacrifice, because all the evolutions are great. Too much Biotic Focus goodness to handle! In the end, this is a melee build, and you need to be able to deal damage up close while shrugging off enemy attacks. With that in mind, you'll want to take all the melee damage bonuses available, as well as the damage reduction bonuses. So you get enough of a speed bonus to quickly close in on enemies, nearly as much damage reduction as Tech Armor, and a significant melee damage bonus.

Sure you can't regenerate shields, but that's only useful for DOT attacks, since it doesn't necessarily recharge your shield gate. You have to use regeneration after you've taken damage, and you can still be shot down once the invulnerability wears off. With 45% damage reduction and Poison Strike invulnerability frames, you can easily tank through most attacks and get away before you've taken any real damage. With practice, you will rarely ever get into a position where you would need shield regeneration. And if you slip up, you have Ops Packs.

Turian Veteran: The Cabal gets the vanilla Turian passives, which are far superior to the Armiger Legion passives. I recommend against skipping this, especially since you need that weapon damage for bosses. Honestly, even if you maxed Nightshade Blades and used a grenade capacity mod, I don't think that it would help as much as weapon damage.

Fitness: All melee damage here. One thing that is disappointing is that the Armiger Legion melee synergy evolution is actually better because it gets a 30% weapon damage bonus instead of 25%. The Turian Veteran Fitness was buffed in the health/shields branch, but not the melee branch. I think this was probably a design oversight on Bioware's part. While it would be great if the Cabal could get a 30% or even 35% weapon damage bonus from melee synergy, no use crying over spilled milk.

With melee synergy, you get that extra weapon damage needed for boss enemies. It's not as much as Tactical Cloak, but it's a noticeable improvement on your weapon damage without melee synergy.

Strategy: (on Gold)
Husks and other unprotected troopers- heavy melee to get those succulent martial artist and melee synergy bonuses. When martial artist is active, one light melee will do.

Abominations- heavy melee to decapitate them, preventing any explosions. For possessed a-bombs, make sure that the initial melee kills them and not the poison DOT.

Marauders and other shielded troopers- shoot them to weaken their shields (the Wraith is great for this because it has good accuracy), then heavy melee if you want the bonuses. Otherwise, heavy melee followed by a light melee, or vice-versa. For crowds of troopers, use one or two Nightshade Blades and shoot. Finish off the stragglers with melee.

Phantoms- do not heavy melee unless you know it will kill her immediately. Instead, spam light melee to keep her stagger locked. Otherwise she could stagger you first and any mistake could get you sync-killed.

Dragoons- melee is less effective vs. armor but you can stagger lock them similar to Phantoms. They don't care about stagger lock during their animations though for some reason. Maybe because expert character design on Bioware's part, buggy post-release tacked-on new enemies. Looking at you, Geth Bomber.

Brutes, Ravagers, Scions- I don't recommend using melee on them, except as a finishing move if you desperately need those bonuses. Otherwise, acquire melee synergy bonus and blast with shotgun.

Bosses- These are a PITA for the Cabal because you can't melee them and you don't have enough weapon bonuses. I usually run past them and let my team handle them. But when you have to face them, make use of Poison Strike invulnerability frames. Keep your Biotic Focus active for DR. If you're impatient, you could take a Hurricane as your secondary and use it exclusively for bosses.

Or Cobra Missile.

So that's about it, I think. Be nimble and you shall be victorious. BE LIKE WATER GRASSHOPPER.

-Grun7mas7er

Gameplay by Peddroelmz.




Video guide by Caineghis and Megabeast.

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

Thursday, October 11, 2012

Turian Ghost Infiltrator: 200 Waves Edition

What's up everyone? I've had my 200 waves done for the Turian Ghost Infiltrator for a while now, as he is the perfect character for the assault rifle challenge. I'm not an anti-Infiltrator as I know many BSN-ers are, but I do prefer to give the other classes their fair share of play, so I have to consciously avoid playing Infiltrators often because otherwise I probably would. That said, we all know what happens to over-played and easily-used characters (often Infiltrator characters): they get nerfed, and the TGI was no exception. Stim Pack was nerfed pretty significantly, and a weakened Havoc was collateral damage.

For the first day or two, I was running the TGI with a Harrier, and I would agree with anyone saying that this is an 'easy button' build. If you have trouble playing Gold or Platinum with other builds, I won't demonize you for using that build, but if you're confident on higher difficulties, there's no reason to use that build when you could be using other more 'dynamic' characters. In my humble opinion.

Turian Ghost Infiltrator
Tactical Cloak: 4-damage, 5-recharge speed, 6-assault rifle damage
Stimulant Pack: 4-max shields, 5-pack capacity, 6-survival*
Overload: 4-chain overload, 5-neural shock, 6-shield damage
Armiger Legion: 4-damage & stability, 5-headshots, 6-damage & stability
Fitness: N/A*

*Alternatively, you can take 4 ranks in Stim Pack and 4 ranks in Fitness for better all-around durability.

Recommended ammo: Incendiary or Warp. AP and Disruptor work well too, depending on the enemy type. Generally you want armor-killing ammo since you have Overload.

I recommend using Grenade Capacity mod since it gives you the most additional Stim Packs, which are the key to your survival. You always want to have these in stock.

Your key weapons will be the Saber, Particle Rifle, and Harrier. The Mattock, Revenant, and Typhoon are also good. Other assault rifles could work too, but I haven't used them extensively enough to give a recommendation.

When you fire from Tactical Cloak, you're getting a brief 80% damage bonus plus a 20% multiplicative damage bonus for assault rifles. Always fire from TC when possible. Other than that, there's not much to explain.

Your Stim Packs are basically free Survival Ops Packs. Use them to regenerate your shields. Use them before going into a dangerous situation. Use them if you get hit with Warp. Use them all the time. This is why I recommend taking a Grenade Capacity mod because it lets you hold up to 8 Stim Packs at a time. This is crucial to your survival since you have no Fitness. Make sure that you coordinate with your teammates if they are using grenades or stim packs. You want to be able to reliably resupply your Stims. Consider dividing the supply boxes up between players. Since Stims were nerfed, I have chosen to take all shield-boosting evolutions. You get enough of a damage boost from TC, so there's no real need for a little more damage from Stims.

I've changed my mind on Overload from my initial build. Since the shield damage evolution is multiplicative, it gives you a massive damage boost to shields/barriers, especially while using TC. This can greatly improve your boss-killing capabilities (even more). I chose a hybrid Overload with one chain and neural shock for some crowd control. Then I took shield damage since it is much more powerful than a third chain. You can choose damage for evolution 4 if you want even more shield-draining capability. Only take recharge speed if you don't want enemies falling to the floor when you shock them. I know some people avoid neural shock simply because it messes up headshots. Either way, recharge speed is practically useless if you cast while under TC. And as always, you should always use TC prior to casting Overload. It makes a huge difference against shields/barriers.

Armiger Legion is specced for all weapon damage & stability. No surprise there. Turians will be Turians. And if you're confident in your abilities, this build works well even without Fitness, mostly thanks to Stim Packs. Cyclonic Modulators do work well for this build, however. So you can compensate somewhat.

That's it for the build. If you like these guides, I encourage you to check the 'like' box below. If you really like these guides, I invite you to subscribe. Either way, I thank you for reading and look forward to your continued readership.

-MACave11i
Grun7mas7er

The video below is not Turian Ghost gameplay, but the strategy is the same. Use TC, melt things. I just want everyone to see and understand what the TGI is capable of in the hands of a skilled player. Video is by Lord Sirian featuring Jay Hoxtatron, who was using a TGI (and I wish he posted this video from his POV).

 

Turian Havoc Soldier: 200 Waves Edition + Stim Pack Discussion

Greetings everyone. This is an updated Turian Havoc Soldier guide as well as something of a response to the Stimulant Pack nerf that happened a while ago. What happened was Bioware heard the cries of some members of the community that the Turian Ghost Infiltrator was overpowered. One source of this power was Stimulant Pack, which made him essentially invincible while dealing extra-insane amounts of damage. Why Bioware gave the Turian Ghost Stim Packs but not the Turian Saboteur is beyond me. Just that simple switch would make the TGI less powerful while giving the Saboteur a fair shot, but I'll try not to cry over spilled milk.

The balance changes were:
Simulant Pack Power
- base damage bonus decreased from 10% to 5%
- base max shield bonus decreased from 2000 to 1200
- evolution 5 weapon damage bonus decreased from 10% to 8%

Havoc Strike Power
- base cooldown reduced from 10 seconds to 8 seconds
- base damage increased from 500 to 600

So Stim Pack got nerfed which did weaken the Ghost, if only slightly, while neutering the Havoc to a much greater extent. Why? Because the Ghost has Tactical Cloak, giving him a brief 100% damage bonus for assault rifles. Do you think a 7% damage reduction to his assault rifle makes much of a difference? To compensate for the collateral damage to the Havoc, Bioware buffed Havoc Strike to a level that it probably should have been at on launch. At the end of the day the Havoc loses a potential 1600 shields from Stim Pack, which gives him the considerable durability necessary to use Havoc Strike in the first place. The Ghost, however, can still use Tactical Cloak and Stim Pack to get away from any situation unscathed more or less the same as before.

To wrap up this rant, I propose that Bioware improve the viability of Havoc Strike by doing one or both of the following: a) rebuff Stim Pack, b) buff Havoc Strike base damage & force. My vision is a Havoc that can use both Cryo Blast and Havoc Strike for massive damage bonuses and Stim Pack for survivability, plus a slight damage bonus for the cherry on top. Havoc Strike should have enough damage and force to take the Incendiary Strike evolution and still rival Biotic Charge. The player would be able to use a 6/6/6/4/4 build, having both decent passive damage and shields. However, the greatness of the build would be in the active powers.

For now, I'm using a pretty generic and non-dynamic build. Nevertheless, it's a good one and definitely Platinum worthy, if a little boring.

Turian Havoc
Stimulant Pack: 4-max shields, 5-pack capacity, 6-survival
Cryo Blast: 4-radius, 5-cryo explosion, 6-frozen vulnerability
Havoc Strike: N/A
Armiger Legion: 4-damage & stability, 5-headshots, 6-damage & stability
Fitness: 4-durabilty, 5-shield recharge, 6-fitness expert

I recommend using AP ammo with this setup. It's just the best for dealing with armored targets. Accept no substitutes!

For weapons, this guy is great with just about anything (Turian passives yo!). The reason I take the Harrier is that it has great all-around specs. It's accurate and has great DPS. It's recoil is mitigated by your stability bonuses. Then I take the Talon for shield-stripping duty and as a sidearm in case I run out of Harrier ammo. Sure you could take the Acolyte, but it's slower and not as good in general combat. It's a tradeoff. The Talon with the magazine upgrade is sort of like the new Piranha (though nothing could ever really replace our beloved Piranha). I've generally used the Talon as a lightweight weapon with decent damage, so it's cool to have a chance to use it more like an actual shotgun.

Stimulant Pack: the hallmark of the Armiger Legion Turians. Great tool for survivability and as a bonus you some get additional damage. Sort of like a mix between a Survival Ops Pack and Adrenaline Rush. For this build, I take all shield bonuses because this is just like a refillable Ops Pack. The base duration is already pretty good, and the more the better. It's a real lifesaver, especially on Platinum when you're often forced out of cover and your shields take forever to recharge. In case you didn't know, Stim Packs count as grenades in the sense that using a Grenade Capacity Mod will give you extra Stim Packs. you're the only character using grenades in the game, then use these liberally. If there's another person running around taking grenades, then you can't tank as often. Either way, it's really awesome how much fire this guy can soak up with Stim Packs.

I use the standard Cryo Blast on this character. All debuff evolutions and radius to debuff more enemies. As Garrus himself once told me, "debuff all the things". Throwing a snowball at an enemy is just about as effective as charging into them headfirst, even if it's not as spectacular.

Skip Havoc Strike until they buff it more. It does give you a brief 50% damage reduction bonus, though, so it's not totally suicidal if you decide to spec into this power. What's cool about Havoc Strike is the synergy with Cryo Blast. It does 3x force to frozen enemies, so you can see how it could be really good for decimating lesser enemies. Also, using weapon synergy on top of the debuff is a very powerful combination. This is why I have high hopes for the future of the Havoc.

For the passive power, I take all weapon damage bonuses since this is a weapons build. Cooldown isn't  really an issue with this build as long as you don't drop into a negative penalty. And lastly I take all durability evolutions for Fitness. Tankiness is the Havoc's strong suit.

Thanks for reading everyone, and don't forget to calibrate your weapons.

-Grun7mas7er

Sunday, September 16, 2012

ME3 Character Guide: Turian Sentinel

http://kalence.drupalgardens.com/me3-builder#43!1D01565!!244513!6FEE3

Hello readers. While we're on the subject of Turians, I thought I'd make a guide for the Turian Sentinel. I have to say that this was probably my favorite class at launch. It's an extremely versatile character and as such, there are many ways to build it. Because of this, I will actually be going over two different builds that seem to be popular among advanced players.

Tech Armor: 4-damage & radius*, 5-power damage, 6-durability
Warp: 4-damage, 5-expose, 6-pierce
Overload: N/A
Turian Veteran: 4-damage & capacity, 5-power damage, 6-damage & stability
Fitness: 4-durability, 5-shield recharge, 6-fitness expert

As the name suggests, this build is best against Reapers, but is also serviceable against Cerberus and Geth with a change of weapons. The general purpose of this build is to be a support class by using Warp to debuff enemies. Warp is a fantastic power because it makes any team better. It primes and triggers biotic explosions, triggers tech bursts, and weakens enemy armor for weapon classes to take down. I would not recommend skipping Warp if you are playing on higher difficulties, and same goes for the expose and pierce evolutions. 

The other strength of the Turian Sentinel is his tankiness. Not only does he have pretty good shields (thanks to the recent buff), but Tech Armor gives an extra 35%-50% damage reduction, based on how you choose to evolve it. For the Reaper Slayer build, I choose damage & radius because detonations are good for getting husks and swarmers out of your way. The extra 5% damage reduction is nice, but pretty negligible. Tech Armor also gives you a 30% power damage bonus, which is nice.

I said on the Turian Soldier guide that Turians should take advantage of weapon damage and stability evolutions but for the T. Sentinel it's acceptable to choose damage & capacity since it has a significant effect on your cooldown time. Even then you still have the same weapon damage bonus as a wimpy Salarian (no offense, Salarians).

Then you have your Fitness spec'd for shields and health. Nothing new there.

Here's a video for your enjoyment. Thanks to Stardusk for the insight.





General purpose build
Tech Armor: 4-durability, 5-power damage, 6-durability
Warp: 4-damage, 5-expose, 6-pierce
Overload: 4-chain overload, 5-recharge speed*, 6-shield damage
Turian Veteran: 4-damage & stability
Fitness: 4-durability

The strategy is basically the same except that you now have Overload to help deal with shielded targets. There is an option between recharge speed and neural shock depending on your play style. Neural shock will cause unprotected enemies to fall to the ground for a short time, which can be useful, but is a hindrance if you want to line up headshots. That's why I would choose recharge speed, personally.

Choose a good all-around weapon that can take on mobs and bosses. Weight isn't too much of an issue here since you will be using powers in between shots, rather than shooting in between powers. The Turian doesn't have a lot of power damage bonuses either, which is even more of a reason to bring a good weapon along. Use Overload to drain shields and stun weaker enemies, then finish them off with your gun. Use Warp for the big armored enemies. But above all, remember that Turians are good with guns.

Special thanks to zHHk for the gameplay footage below.




That just about wraps it up. Hopefully this guide is helpful and we'll see more Turians out on the battlefield. Thanks for reading and take care.

-MACave11i

Saturday, September 8, 2012

Turian Soldier: 200 Waves Edition

Hello everyone. I recently finished my 200 waves for the Turian Soldier, so here is an updated 200 waves guide. The Turian Soldier is still one of the best weapon characters in the game, and his skills are so versatile that he can literally carry any weapon in the game and make it better. I find his skill set best for assault rifles and SMGs, but that's just me. Specifically, I like the Typhoon, which is what I use for this build.

Turian Soldier (Typhoon)
Marksman: 4-firing rate, 5-headshots, 6-accuracy & firing rate
Concussive Shot: 4-force & damage, 5-recharge speed, 6-shredder
Proximity Mine: N/A*
Turian Veteran: 4-damage & stability, 5-headshots, 6-damage & stability
Fitness: 4-durability, 5-shield recharge, 6-fitness expert

*for lighter weapons, try skipping Concussive Shot and taking
Proximity Mine: 4-radius, 5-damage taken, 6-recharge speed

For the Typhoon, I recommend taking the magazine upgrade. The other mod depends on the enemy. Against Cerberus, try AP ammo and high caliber barrel. Against Geth, try high velocity barrel and Disruptor ammo. Against Reapers/Collectors, try Warp ammo with high velocity barrel. These are not prescriptive, so try out different combinations against different defense types.

You should tailor this build to suit the weapon that you have. For those of you new to the Turian Soldier who have no idea what weapon to choose, here is a list of preferred weapons and mods:
Assault Rifles (most work well with mag upgrade and extended barrel)
Typhoon
Revenant
Saber
Pistols (mag upgrade, heavy barrel)
Eagle
Talon
Scorpion
Shotguns (smart choke, high-velocity barrel)
Claymore
N7 Piranha
Geth Plasma Shotgun & Graal (spare thermal clip, high caliber barrel)
SMGs (mag upgrade and/or heat sink, high-velocity barrel)
Hurricane
Tempest/Locust
Sniper Rifles (spare thermal clip or piercing mod, high-caliber barrel)
Black Widow
Indra
Krysae (haven't tried this personally, but seems like rate of fire boost and recoil reduction would be good)

Generally, I spec Marksman for rate of fire and headshots because higher rof equals better DPS, better DPS means taking down enemies faster. The additional headshot bonus works well, too. Few weapons would benefit more from accuracy than rate of fire. Also, learn to reload cancel, which is basically canceling part of the reload animation, allowing you to get back to shooting things faster.

The best way I can explain this for console players is that once you see your magazine count go back to full, press any button normally reserved for an action. Doing this will cancel the reload animation. On Xbox, popular buttons are the A and Y button. However, these can cause you to dodge, take cover, or use a power that you don't want to. The A button works best on characters that don't have a dodge move, such as the Turian Soldier. You can also use the right or left bumper if they are assigned to a power. I prefer these buttons since I don't have to take my thumb off the aiming thumbstick.

If that didn't make sense, here is a video tutorial by Caineghis.


Concussive Shot is great for heavy weapon builds since it has a fast recharge speed. It's also useful against Phantoms, since it has a damage bonus against barriers and the shredder evolution allows you to target them when they're cloaked. Even if you miss, they'll either dodge or block it, giving you a chance to line up a shot.

Proximity Mine is great for light weapon builds since the recharge speed is pretty hefty. It's great for debuffing bosses as well as for limited crowd control. Whatever power you choose, it's still only secondary to your weapon.

The non-Armiger Legion Turian passives are amazing. You get 55% recoil reduction, 37.5% weapon damage bonus, and 30% headshot bonus. Best weapon passives in the game.

Fitness is self-explanatory. All shields and health. You're still fairly squishy, mostly as a result of pitiful mobility. This Turian doesn't have a dodge or jetpacks, so I recommend using an Adrenaline Module for better mobility. Hopefully you'll get sync-killed less that way.

That's really all that I can think of for this guide. Mostly it's about learning to use your weapon, and what mods and ammo types to use. Thanks for reading, and hopefully this was helpful to some people.

-Grun7mas7er

For those interested, here is a video guide by Stardusk.