Wednesday, May 8, 2013

PUG Chronicles, Vol. 1

Just posting some screenshots from past games. The following post may be elitist, chest-thumping dramatization. 

***$$$Pickup games: four players enter. Three babies cry$$$***

Geth Infiltrator with Arc Pistol, Giant/Geth/Gold
Nerf the GI and Arc Pistol!


Female Human Sentinel with CSMG/Acolyte, Vancouver/Collector/Platinum
TGI u aint got nothin on mah FemSent


Grunt: Asari Adept with CSMG/Acolyte, Pat: Batarian Slasher, Reactor Hazard/Cerberus/Platinum
PUGing with my friend Pat. Stasis all the things!


 Grunt: Collector Adept with CSMG, Pat: Krogan Shaman, Giant/Reaper/Platinum
PUGing with Pat. Biosplosions errywhere!!!

N7 Slayer with Acolyte, Ghost Hazard/Geth/Gold
They all quit!!!

Grunt: Human Vanguard with Talon, Pat: Krogan Vanguard, Giant/Reaper/Platinum

PUGing with Pat. Outscored by a random?!!! That's OUTRAGEOUS!!!

Human Vanguard with Talon, London/Cerberus/Gold
I've had games where everyone quit because of the constant Novascream. AAAARG!!!

Come at me bread if you think you man enough. 

Tuesday, May 7, 2013

The Fagnan Speaketh: Recent Gameplay Stats

The Fagnan speaketh! Check out these recent stats from the past 3 months of Mass Effect 3 multiplayer. 


[quote]Eric Fagnan wrote...

I just thought I would share some interesting stats. These stats are from the last 3 months of play time. Stay tuned because I will add more stats when I have time.

15 Most Played Kits (All Difficulties)

1. Geth Juggernaut (7.53%)
2. N7 Destroyer (3.97%)
3. Human Soldier (male and female combined) (3.20%)
4. Human Engineer (male and female combined) (2.97%)
5. Krogan Warlord (2.94%)
6. Alliance Infiltration Unit (2.86%)
7. N7 Shadow (2.78%)
8. Human Vanguard (male and female combined) (2.75%)
9. Talon Mercenary (2.73%)
10. Collector Adept (2.56%)
11. N7 Fury (2.43%)
12. Turian Ghost (2.41%)
13. Geth Trooper (2.34%)
14. N7 Slayer (2.33%)
15. Human Adept (male and female combined) (2.34%)

15 Most Played Kits (Gold & Platinum Only)

1. Geth Juggernaut (11.81%)
2. N7 Destroyer (5.47%)
3. Turian Ghost (4.38%)
4. Alliance Infiltration Unit (4.28%)
5. Geth Trooper (4.11%)
6. Krogan Warlord (3.01%)
7. N7 Paladin (2.83%)
8. Collector Adept (2.74%)
9. N7 Fury (2.67%)
10. N7 Shadow (2.63%)
11. Geth Infiltrator (2.62%)
12. Talon Mercenary (2.52%)
13. N7 Demolisher (2.24%)
14. Asari Huntress (1.99%)
15. N7 Slayer (1.98%)

10 Least Played Kits (All Difficulties)

1. Volus Protector Vanguard (0.40%)
2. Volus Mercenary Sentinel (0.44%)
3. Drell Vanguard (0.59%)
4. Batarian Slasher Adept (0.61%)
5. Male Quarian Marksman Soldier (0.61%)
6. Vorcha Hunter Engineer (0.67%)
7. Volus Adept (0.70%)
8. Volus Engineer (0.81%)
9. Male Quarian Engineer (0.81%)
10. Batarian Brawler Vanguard (0.82%)

10 Least Played Kits (Gold & Platinum Only)

1. Drell Vanguard (0.31%)
2. Battlefield 3 Soldier (0.36%)
3. Volus Protector Vanguard (0.40%)
4. Volus Mercenary Sentinel (0.50%)
5. Vorcha Hunter Engineer (0.53%)
6. Male Quarian Marksman Soldier (0.57%)
7. Human Sentinel (male and female combined) (0.60%)
8. Batarian Slasher Adept (0.62%)
9. Volus Adept (0.65%)
10. Human Infiltrator (male and female combined) (0.74%)

Breakdown by class (All Difficulties)

1. Soldier 28.3%
2. Engineer 16.7%
3. Sentinel 15.8%
4. Infiltrator 14.1%
5. Adept 13.1%
6. Vanguard 12.0%

Breakdown by class (Gold & Platinum Only)

1. Soldier 31.9%
2. Infiltrator 16.0%
3. Sentinel 15.3%
4. Engineer 15.0%
5. Adept 13.8%
6. Vanguard 8.0%

15 Most Used Weapons (All Difficulties)

1. Avenger Assault Rifle (5.29%)
2. Hurricane SMG (4.65%)
3. Harrier Assault Rifle (3.95%)
4. Eagle Pistol (3.16%)
5. Predator Pistol (3.13%)
6. Mantis Sniper Rifle (3.08%)
7. Reegar Shotgun (3.02%)
8. Phaeston Assault Rifle (2.76%)
9. Acolyte Pistol (2.71%)
10. Shuriken SMG (2.53%)
11. Locust SMG (2.47%)
12. Geth Pulse Rifle (2.39%)
13. Geth SMG (2.33%)
14. Phalanx Pistol (2.19%)
15. Mattock Assault Rifle (2.15%)

15 Most Used Weapons (Gold & Platinum Only)

1. Hurricane SMG (6.95%)
2. Harrier Assault Rifle (6.71%)
3. Acolyte Pistol (6.45%)
4. Reegar Shotgun (6.04%)
5. Piranha Shotgun (2.80%)
6. Geth Shotgun (2.62%)
7. Black Widow Sniper Rifle (2.62%)
8. Eagle Pistol (2.59%)
9. Geth SMG (2.46%)
10. Lancer Assault Rifle (2.33%)
11. Adas Assault Rifle (2.26%)
12. Talon Pistol (2.22%)
13. Wraith Shotgun (2.14%)
14. Collector SMG (2.01%)
15. Scorpion Pistol (1.88%)

[b]10 Least Used Weapons (All Difficulties)
[/b]
1. Venom Shotgun (0.35%)
2. Incisor Sniper Rifle (0.46%)
3. Collector Sniper Rifle (0.51%)
4. Falcon Assault Rifle (0.58%)
5. Kishock Sniper Rifle (0.60%)
6. Raider Shotgun (0.60%)
7. Krysae Sniper Rifle (0.66%)
8. Javelin Sniper Rifle (0.66%)
9. Scimitar Shotgun (0.68%)
10. Spitfire Assault Rifle (0.72%)

10 Least Used Weapons (Gold & Platinum Only[/b][b][b][/b][b])
[/b]
1. Incisor Sniper Rifle (0.23%)
2. Viper Sniper Rifle (0.32%)
3. Scimitar Shotgun (0.36%)
4. Vindicator Assault Rifle (0.39%)
5. Raptor Sniper Rifle (0.43%)
6. Venom Shotgun (0.46%)
7. Falcon Assault Rifle (0.47%)
8. Collector Sniper Rifle (0.54%)
9. Krysae Sniper Rifle (0.57%)
10. Argus Assault Rifle (0.61%)

Breakdown by difficulty

Bronze (46%)
Silver (33%)
Gold (18%)
Platinum (3%)

5 Most Played Maps (All Difficulties)

1. Firebase Dagger (13%)
2. Firebase White (13%)
3. Firebase Glacier (12%)
4. Firebase Giant (11%)
5. Firebase Hydra (6%)

5 Most Played Maps (Gold & Platinum Only)

1. Firebase Glacier (15%)
2. Firebase White (15%)
3. Firebase Giant (13%)
4. Firebase Dagger (9%)
5. Firebase Rio (5%)

Some other interesting map statistics

- On Platinum difficulty, Firebase Rio is currently played 11% of the time (3rd place overall after Firebase Glacier and Firebase Giant)
- At its height, Firebase White was played 50% of the time on all difficulties, and 70% of the time on Gold and Platinum.

[b]Completion Rate Per Faction & Difficulty
[/b]
Out of all successful extractions against a given faction, the % of matches per difficulty.

- Cerberus: Bronze (47.0%), Silver (36.3%), Gold (13.3%), Platinum (3.2%)
- Geth: Bronze (37.4%), Silver (38.0%), Gold (22.2%), Platinum (2.4%)
- Reapers: Bronze (38.3%), Silver (35.7%), Gold (17.6%), Platinum (8.4%)
- Collectors: Bronze (43.9%), Silver (44.8%), Gold (8.7%), Platinum (2.6%)

Enemy Popularity (All Difficulties)

1. Cerberus (40.0%)
2. Reapers (28.0%)
3. Geth (27.0%)
4. Collectors (5.0%)

Enemy Popularity (Gold & Platinum)

1. Reapers (38.0%)
2. Geth (29.0%)
3. Cerberus (28.0%)
4. Collectors (5.0%)

Enemy Popularity (Platinum Only)

1. Reapers (52.0%)
2. Cerberus (21.0%)
3. Geth (15.0%)
4. Collectors (12.0%)


[/quote]


Link: http://social.bioware.com/forum/1/topic/343/index/16654720/1#16654720

Saturday, May 4, 2013

How To Deal With Bosses

Notorious BSN Elitist Ashen Earth said that this post wouldn't reach the intended audience. So I'm posting it here so that maybe at least a few people will read this and learn something from it.

How to Deal with Bosses Tutorial by Professor Original Stikman
http://social.bioware.com/forum/1/topic/343/index/16628194/1#16628194











ME3 Character Guide: Talon Mercenary Engineer

Hello readers. Been a while since I put up a real guide, so let's take a second look at the Talon Mercenary. While not my favorite, he is easily a contender for best engineer when you're talking about sheer damage output. A lot of people will even argue that he's overpowered because of Cain Trip Mines. Fair enough, but look. The two engineers that preceded him were the Vorcha Hunter and Turian Saboteur. I don't care what anyone says, they're nothing special, and it's time we got an engineer that does damage.

So the Talon was a nice "farewell engineer" from Bioware. Would've been nice to see a Salarian, but whatever. I'll give you a rundown of my general-purpose (non-speedrun) build.

Talon Mercenary
Cain Trip Mine: 4-radius, 5-armor damage, 6-radius
Concussive Arrows: N/A
Armor-Piercing Arrows: 4-damage, 5-shred, 6-arrow count
Elite Mercenary: 4-power damage, 5-power damage, 6-charge generation
Omni-Bow Mastery: 4-omni-bow damage, 5-killing spree, 6-omni-bow damage

For your weapon, I highly recommend the Geth Plasma Shotgun with the omni-blade attachment. Not only does the GPS have amazing synergy with your omni-bow, but the omni-blade increases your melee damage.

I like to use Disruptor ammo for this build. It gives you an edge against enemy shields. Also, it can stun human-sized enemies, which is great for two reasons: they can't shoot you or dodge your arrows while stunned. Cryo ammo can slow, but not stun, so it is not as useful in this case.

Finally, I recommend taking the Grenade Capacity mod. At level V, you'll be able to carry a total of 10 grenades. Since Thermal Clip packs restore up to 10 grenades, this works out perfectly. You will likely burn through Cain Mines, so using Thermal Clips to refill your grenades is a must.

Cain Trip Mine: In general terms, it's the most powerful grenade out there (that's not the same as saying it's the best, however). It gets an inherent 50% damage bonus to shields, barriers, and armor. Add the armor damage evolution and it does 225% damage against armor, upwards of 5000 damage a pop. If you've seen any Cain Mine speedrun videos, you already know what it does. If not, try spamming them at an enemy spawn and see what happens.

I take radius because it already does a lot of damage, but you want it to hit as many enemies as possible so you can wipe out spawns faster. But on Platinum, especially when doing speed runs, it doesn't hurt to take one or more of the damage evolutions.

Concussive Arrows: they knock small enemies down and not much else. So they're the obvious choice to skip over.

Armor-Piercing Arrows: This is your bread-and-butter power, since you won't always be spamming Cain Mines. They do very reliable damage, especially against armor. In conjunction with your Geth Plasma Shotgun, you will be able to "one-shot" virtually any human-sized enemy on Gold. I'll explain the strategy further along.

For the passive bonus, you want all grenade-related evolutions for obvious reasons. Additionally, you want all melee damage bonuses in your Fitness tree.

Strategy: This is a melee build, and you will be using your charged omni-bow against most enemies. Omni-bow has the unique feature of snapping your camera to the target while charging it up. Aimbot? Sort of. Keep your GPS charged up, find a target, charge your omni-bow, then release the bow and the GPS at the same time. Both attacks usually hit right on target. The GPS should take care of shields and your AP arrows take care of the rest. Sometimes you have to release the shotgun as you charge the bow in order to stagger the enemy first (Phantoms, Nemeses).

Against unprotected mooks, one GPS/bow combo will usually do the trick, and the same for most shielded mooks.

Against armor block - I'll call them "bricks" - like Dragoons, Brutes, Scions, and Ravagers, simply use your AP arrows. On Gold and below, you should be able to kill a Brute with one grenade, which is three shots from your bow. So these brick enemies are very much trivialized, except for Dragoon swarms, but that's where Trip Mines come into play. Have a fallback point protected by trip mines in case you need to retreat.

Shield/armor enemies like Pyros and Bombers can be taken down in one or two GPS/bow combos. I don't find it necessary to shoot before launching the AP arrows, but maybe I'm being lazy.

Any enemies that can block your powers -- Phantoms, Banshees, and Praetorians -- require you to be more tactical with your omni-bow. When facing Phantoms, as I said above, release your GPS before your arrows. Hopefully they will stagger and will be unable to block your arrows.

Aside from your arrows, you can spam your Cain Mines. This is very effective against spawns, but also allows you to quickly take down bosses that don't block powers (Atlases and Primes), as well as the brick enemies listed above. Considering the massive damage that your mines do to armor, taking them out is merely a question of resources, not a question of capability. If you're having trouble soloing a Geth Prime on Gold, try using the Talon Merc.  BSN reference. Reported.

I feel like I'm forgetting something...  but isn't there always more to be said. I'll leave it at that. Thanks for reading. Stay classy, folks. Grunt out.

-Grun7mas7er

Thursday, April 25, 2013

I Never Thought I'd See This Day... Maxed Manifest

That day has come. I've maxed my manifest after about 700 hours, which I understand is pretty average, though some of my friends have played over 1000 hours and still haven't maxed their URs. biower plz.

Now to unlock that Best of the Best banner. LOL who needs it? 











Friday, April 19, 2013

By The Claymore! 100,000 Pageviews!

Well, we just passed 100,000 views today. Now you all know I'm just some regular gamer with a blog. I don't write for a living. I don't do this for my health. I'm doing this to help out the ME3 community because I was once a newbie myself and I realize that there's a lot of learning involved. So the fact that people are reading this blog and coming back to read more is just great. It's great to know that I'm not just writing to thin air. It's great to know that maybe I'm helping some people step up their game.

So with that, I want to thank all the readers, all the regulars and subscribers. I wouldn't be doing this without you all. Stay classy.

-Grun7mas7er
Celebrate!

Monday, April 15, 2013

ME3 Character Guide: Ex-Cerberus Phoenix Vanguard

Greetings, readers. This weekend I was playing with all kinds of different builds (taking a break from the Geth Infiltrator LOL). One of them was the Phoenix Vanguard (aka The Smashguard). I was never much of a fan of the Ex-Cerberus characters, and in my opinion the Phoenix Adept is still one of the weaker characters in the game. That said, I watched a Smashguard platinum solo one day that changed my perspective on the character. I tried it out for myself and it is pretty good, so I'm giving it Grunt's Stamp of Approval and sharing it here.

I used to use a melee build since the whips are pretty good/cool, and for the sake of variety I wouldn't rule out that build, but I've had much more success with the following:

Ex-Cerberus Vanguard
Biotic Charge: 4-radius, 5-power synergy, 6-barrier
Lash: N/A
Smash: 4-biotic combo, 5-force & damage, 6-armor damage
Phoenix Training: 4-damage & capacity, 5-power damage, 6-pistols & shotguns
Fitness: 4-durability, 5-shield recharge, 6-fitness expert

Acolyte: the key to this character, as with any caster, is weapon choice. Finding a complementary weapon isn't hard, just examine the strengths/weaknesses of your character and select an appropriate weapon. Also, look for potential combos. In this case, the Acolyte does both; it mitigates the Smashguard's weakness against shields and it applies ammo effects reliably. If you prefer, the Talon is also a good weapon for this guy. As with any Vanguard, Incendiary ammo goes a long way.

I take a Hurricane with ULM and HVB just as a sidearm for Guardians. Anything lightweight and armor piercing will do, though.

Biotic Charge: an excellent biotic/tech combo trigger, but not so great against shields. Acolyte solves this problem. Take radius for better crowd control. Then take power synergy to amp up Biotic Charge and Smash. Finally, I don't think bonus power is necessary because the Acolyte-Biotic Charge combo has a good rhythm without it. Barrier doesn't make a huge difference though, so I suppose it's up to you.

Lash: skiiiiiiip.

Smash: I take biotic combo to prime biotic explosions, and force & damage for more direct damage. Then I take armor damage. Smash has an inherent bonus of 150% against armor, shields, and barriers. With the armor damage evolution, that bonus increases to 262.5% damage against armor and barriers. With all those stacking power damage bonuses, you're looking at well over 5000 damage against armor and barriers per cast. That's not insignificant.

Phoenix Training: You want all power damage bonuses to boost your powers even more. This is very much a power-centric build. I take pistols & shotguns for the final evolution so that I can carry a heavy barrel Acolyte, a lightweight sidearm, and still keep a 200% cooldown bonus. The 10% weapon damage bonus isn't much anyway.

Fitness: all bottom row for maximum durability.

Strategy: I rate this character mostly for Gold, though he can be used well on Platinum.

Use Biotic Charge on unshielded mooks. Dead.

Keep your Acolyte charged. When you come across a shielded mook (Marauder, Centurion, etc.), release the shot to drain their shields and prime them with Incendiary ammo. Charge and boom. Fire explosion. Dead.

Same strategy for Phantoms, except they are tougher and may or may not need a follow-up shot or Charge or Smash. Whichever you prefer. Dead.

For Pyros, Acolyte for shields, Smash for armor. Fire explosion. Dead.

Same for Dragoons. Acolyte to prime for fire explosion, then Smash. Dead.

Against Brutes, hit them with Incendiary ammo, Smash for the fire explosion, Smash again (always keep cover between you and the Brute if possible, so it won't charge at you) until it's down to one or two bars of armor, then Charge for the biotic explosion. Dead.

Ravagers are tricky because if you Charge, you get covered in Swarmers. Smash only hits up to two targets, so it's possible that it will only hit the Swarmers. So use your Acolyte to mop them up and prime the Ravager for a fire explosion, then Smash until it's dead.

You have enough force to Charge bosses and stagger them, but don't continuously Charge them. After their melee animation, they can sync-kill you, so be cautious. Smash from behind cover, if possible.

Yeah... that's about it. So thanks for reading, have fun with the build. Stay classy.

-Grun7mas7er

Check out some gameplay by Master Reefa.

Saturday, April 6, 2013

ME3: The Best Team for Platinum + Speedrun Tactics

Hello readers. In the wake of rampant missile glitching that's been going on recently, I'm going to attempt to explain Platinum speedrun strategy. This strategy is just about as effective as missile glitching but it won't get you banned.

I understand the need for farming because you need a ridiculous amount of credits to buy premium spectre packs or arsenal packs, and you need a ridiculous amount of those to unlock an ultra-rare card, and there are 21 ultra-rare weapons. That's 210 ultra-rare cards, not including characters. If you have decent luck you'll get about 1 ultra-rare card out of 14 rare cards. That's 7 premium spectre packs, which costs 693,000 credits. Now multiply that by 210, you get 145,530,000 credits. Obviously this is an over-simplified calculation, but you get the point.

Despite this, people shouldn't missile glitch to achieve this sum. Not only can you get banned, but it ruins the game for the people who just want to play. Speedrunning, however, is 100% legal. It gets you the same amount of credits in the same amount of time. The only thing is that it still requires some degree of player skill, team coordination, and equipment (guns, gear, consumables).

Here is a video by HardcoreSalmon that demonstrates the general idea of the speedrun.



Now that you've seen the video, let's look at the tactics and team play.

Obviously, you'll want to play on Firebase Glacier for the fastest time, since it is the smallest map. I recommend choosing Cerberus as the enemy because of their spawn patterns. Atlases are easier to take down than Primes and Banshees.

The first character is optional but preferably an N7 Demolisher Engineer. As the Demolisher, your job is to set up a Supply Pylon in the Hallway to resupply the Talon's Trip Mines. Also, you are responsible for blocking the spawns on the Landing Pad and the Balcony by standing on the Balcony and looking towards the Talon in the Hallway (as seen in the first video). Have your missile at the ready in case a Banshee or Phantom slips through the Talon's defenses. Also be prepared to help clean up near the end of each wave after the objective is completed and/or the enemies stop respawning.

Note that on objective waves, enemies will continue to respawn until the credits pop up on your screen. If possible, save your missiles until you see the credits, then clean up the stragglers. However, don't be afraid to use a missile to clear the hack circle even if it is 3/4 of the way finished. Better to use a missile than to fail the wave.

It is required to have two Talon Mercenary Engineers on the team. One of the Talons is responsible for blocking off the Dark Room spawn and shooting Trip Mines down the stairs into the Basement. He will not see as much action as the Talon in the Hallway, whose strategy is highlighted in the video below. Basically, the other Talon's job is to stand in the Hallway overlooking the Basement and spam Trip Mines into the Basement, clearing out the majority of spawning enemies. When you run out of Trip Mines, use a Thermal Clip pack to replenish your supply. If a Banshee slips past you, call it out and have the Demolisher cover your back.



In case the Talon in the Hallway runs out of Thermal Clip packs, usually after Wave 5, then the two Talons should switch posts after the Wave 6 Objective. Don't forget to call it out!

In theory, a no Fitness Talon with the Assault Loadout for extra Thermal Clip packs would have the best grenade capacity. However, with a Demolisher on your team supplying extra grenades, you have the flexibility to max Fitness instead of Concussive Arrows and compensate with a Grenade Capacity mod. Thermal Clip packs only resupply up to 10 grenades, so you don't gain much from maxing your capacity above 12.

Finally, you want one Drell Assassin Infiltrator, though a Volus Engineer can do the job in a pinch. This guy's job is to set up a Recon Mine in the Basement to debuff and slow down all the enemies as they spawn down there. He is responsible for blocking The Nook, which is the cavity in the wall between the Balcony and the Dark Room. He needs to be able to move quickly around the map to help clean up stragglers near the end of each wave, using missiles if necessary, and run back to his post before the next wave. He is also responsible for delivery objectives, especially if he is using an adrenaline module to boost his speed even more.

I hope that covers everything. So if you were missile glitching or thinking of missile glitching, consider this as an alternative and find a team to do speedruns with. There are even speedrun groups on BSN for all platforms, so if you need teammates you can always join one of those groups.

Good luck everyone, and may the RNG store smile upon you.

-Grun7mas7er

Saturday, March 30, 2013

ME3 Character Guide: Drell Vanguard

What's up everyone? I've been trying out the Drell Vanguard recently and thought I'd get a guide out there. I don't know if the Drellguard, or 'Drellgod' as some call it, is considered a hipster character or what. But in the later stage of ME3 multiplayer since the Drell buffs, it has seen a revival and is in fact considered by some to be one of the best characters in the game. The Drellguard, who used to be one of the worst characters in the game, has come a long way.

Drell Vanguard
Biotic Charge: 4-radius, 5-power synergy, 6-barrier*
Pull: N/A
Cluster Grenade: 4-radius, 5-max grenades, 6-shrapnel
Drell Assassin: 4-damage & capacity, 5-power damage, 6-weapon damage
Fitness: 4-durability, 5-shield recharge, 6-fitness expert

What weapon best suits the Drellguard? The Talon. Why is it the perfect Drellguard weapon? For one, it is a shotgun in terms of behavior. Its spread makes it excellent in close-quarters combat and for applying ammo effects, preferably Incendiary ammo. However, since it is classified as a pistol, it benefits from the Heavy Barrel and Power Magnifier mods. With this combination, it is as light as a pistol, as powerful as a shotgun, and you get the power damage bonus on top of that.

So you know you want Incendiary ammo for fire explosions. What about your other gear? Definitely go for the Grenade Capacity mod, giving you up to 9 grenades. I also recommend a Power Amplifier mod as apposed to a Cyclonic Modulator. Sure the Drellguard is squishy, but a Cyclonic Modulator IV only gives you 375 extra shields, which is a complete waste of your gear. Power Amp, on the other hand, buffs your Biotic Charge and your grenades. It's a no-brainer.

I'll talk a little bit about the powers. Biotic Charge is pretty standard here. Radius is for crowd control, power synergy is to buff Biotic Charge and Cluster Grenades. Evolution 6 is really up to you, as Barrier really doesn't make a huge difference with the Drellguard. Bonus power would be a bit of a gamble but I think the reward is worth the trading, what, 225 shields? Like I said, the last one is not prescriptive.

Pull is lame. Biotic Charge can kill mooks outright anyway, so skip it.

Cluster Grenade is the 'secret ingredient', if you will, to a well-played Drellguard. For evolution 4, I actually take radius since they are hard to aim. That extra area of effect comes in handy, and you have so many power damage buffs between power synergy, your passive, the power magnifier mod, and any power amplifier you might be using. Do you really need a paltry 30% bonus? Then I take max grenades because unless you are consistently working with a biotic team, your Cluster Grenades will not get that biotic bonus. Finally I take shrapnel, since each individual grenade can trigger a tech/biotic explosion, so the more the better.

I recommend all power damage bonuses for your passive. Max it out with weapon damage for good measure, though this is your last priority. For Fitness, you definitely want all the movement speed bonuses you can get; they boost your survivability far more than any Cyclonic Modulator.

Onto strategy.

For unshielded mooks, Biotic Charge should do the job for up to three targets. For larger groups, try shooting one with Incendiary ammo, Biotic Charge for the fire explosion, then backflip and lob your Cluster Grenades at the survivors. Usually this only happens at spawn points.

Husks and Swarmers are your friends! They are plentiful on the battlefield and basically are a free shield recharge. Maybe that's part of the reason why the Drellguard does well against Reapers.

For shielded mooks, shoot once or twice to take down their shields, charge for the fire explosion, then shoot or heavy melee to seal the deal. By the way, your heavy melee knocks down unprotected enemies and staggers human-sized enemies. Use this in a pinch, such as when you are caught off guard during cooldown and/or reloading. Don't forget about it.

Against Ravagers, shoot and pop the egg sac first, then charge for the fire explosion. Otherwise when you charge, the Ravager will burst its sac and break your shields and the Swarmers will be all over you. Then after you charge, backflip if necessary and lob your Cluster Grenades.

Against Brutes, shoot and lob Cluster Grenades to trigger fire explosions. I don't recommend charging them head-on, at least until you've worn them down to their last few bars of health.

Phantoms, as always, are one of the trickiest enemies. You can charge her since you have enough force to stagger, but be wary after she swings her sword, which is a signal that she is primed to sync-kill. If you're crafty enough with your Cluster Grenades, you can bounce them off of a wall or the ground so that the Phantom doesn't use her bubble shield.

Banshees are surprisingly harmless against a well-played Drellguard. As she teleports at you, shoot at her and when she gets close enough, throw your Cluster Grenades to take down her barriers. Once she takes enough damage and stops teleporting, she is unable to sync-kill you for a while and is virtually harmless. At this time, shoot at her but don't charge or throw your grenades yet, or she will block your powers with her bubble shield. Instead, wait until she throws a Warp and then charge, blocking the Warp damage and setting off the fire explosion. If you are in close quarters and she tries to melee you, lob Cluster Grenades at her during the animation. Boom. Keep an eye out for these windows of opportunity.

Atlases are more dangerous than Banshees as their sync-kill is never disabled, and they can grab you off a charge at virtually any time. Also, their missiles are not as easy to dodge, and you risk being sync-killed by charging them. With all the power buffs, you should be able to stagger them with Biotic Charge. Not so sure, though, I have to test this.

You know come to think of it, I don't think I've played the Drellguard much against Collectors or Geth. I suppose I'll have to write about that later...

Thanks for reading and stay classy.

-Grun7mas7er

Sunday, March 24, 2013

ME3 Character Guide: Quarian Male Engineer

What's up everyone? It's been a while since I posted something, so sorry for the delay (I had midterms). I'm going to share the build for one of my favorite Engineers, maybe my absolute favorite, but don't tell that to the Geth Engie. Lord of the Fire Explosions: the Quarian Male Engineer.

Quarian Male Engineer
Arc Grenade: 4-damage, 5-electrical damage, 6-shield overload
Incinerate: 4-radius, 5-burning damage, 6-armor damage
Tactical Scan: 4-weapon damage
Quarian Defender: 4-damage & capacity, 5-power damage, 6-weapon damage
Fitness: 4-durability

So let's go over the weapons first. I recommend Incendiary rounds on this build. You definitely want a weapon that can reliably apply your ammo effects. Cooldown isn't much of an issue, since Arc Grenades don't have a cooldown and Tactical Scan recharges quickly. You will be using Incinerate a lot, however, so keep that in mind. Personally, I find the Lancer and Collector SMG to be very effective as both are great caster weapons. The Wraith and Harrier also work, that goes without saying.

I realize that not everyone has all these fancy ultra-rare guns, so let's dip into the non-pay-to-win pool. The Falcon is a good alternative as it staggers enemies and applies ammo effects well. The Collector assault rifle is a decent all-around assault rifle. The Adas is a Quarian weapon, does good shield damage, and staggers. The Arc Pistol, also a Quarian weapon, can be used effectively. Finally, the Graal, GPSG, and Claymore are great choices as always. The Mattock is nice, the Tempest is good, and if you have none of those you can always use the Avenger and pretend it's a Lancer.

Your main strategy is to create as many fire explosions as possible. Arc Grenade is a great trigger since it doesn't have a cooldown, and it's also great for crowd control and breaking shields.

Incinerate is a primer and a trigger. Also good for staggering lesser enemies. Normally I take damage, but I chose radius for alternative crowd control for mooks like Swarmers or in case I run out of grenades. You don't need recharge speed, burning damage is obviously better. Then go for armor damage because you don't have a freezing power.

For Tactical Scan go for weapon damage. You don't really need the other ranks. Mostly use this on bosses since mooks die fast enough.

Passive: go for power damage and finally weapon damage. You're left with enough points for four ranks in Fitness.

Elaboration on the fire explosion strategy: let's go over what combos to use and what enemies to use them on. On your average joe unshielded mooks, shoot with Incendiary rounds then use Incinerate. Boom, fire explosion. Marauders, Centurions, and other shielded lieutenants just take a little bit more gunfire to shoot down their shields, then use the same combo as the mooks. On groups of shielded guys, use an Arc Grenade to soften them up, Incinerate for a tech burst, then shoot at the rest.

Phantoms are tricky because they block your powers. Fake her out by not highlighting her when you throw your Arc Grenade -- the radius is large enough that you'll still hit her. Now that her shields are stripped and she's playing hard to get, make her lay down with Incinerate. Ooh dat's hawt.

For Dragoons, use the same strategy as for mooks: shoot and Incinerate. For groups of them, or in a panic situation, give 'em the one-two combo -- Incinerate and Arc Grenade -- to get rid of them quick.

For other armored enemies like Ravagers and Brutes, you can use Incinerate-shoot-Incinerate or if you're feeling generous, shoot-Incinerate-Arc Grenade.

For shield-armor captains like Geth Bombers and Pyros, use an Arc Grenade to soften them up and follow with Incinerate for the tech burst. Shoot if necessary.

And when facing bosses, debuff them with Tactical Scan and whittle them down with what you have: Arc Grenades for shields, fire explosions for armor. Highlighting bosses with Tac Scan will hopefully draw support from your teammates as well. This will make life much easier for you and your teammates.

Don't be stingy! Use your Thermal Clip packs to instantly refill your ammo, including your grenade pool, as well as to get a 100% weapon damage bonus for 10 seconds.

Thanks for reading everyone. Stay classy.

-Grun7mas7er