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Multiplayer Guide


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denarius15

denarius15
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 Mass Effect 3 Multiplayer Guide

This is my personal attempt to make a guide that includes information that can take time to research or learn through experience.  I did some searches on the Forums trying to find similar information but was never personally able to find anything in one location that was very comprehensive or ordered.  Many of the guides available from other sources on the net were lacking similarly.
Unfortunately the guide is long.  It was never my original intent to provide much of what is included.  However, a friend of mine pointed out certain areas in which new players often are sorely lacking an understanding, so....  
 
Multiplayer in Mass Effect 3 is a cooperative game.  Meaning, you and three teammates form a group with the express goal of accomplishing three sets of objectives and surviving to be extracted from the mission.  While this part of the game was designed to be multiplayer it is possible to do these missions solo.

*** I Table of Contents ***

II N7 Rating
III Difficulties
IV Objectives
V Extraction
VI Mission Scores
VII Consumables
VIII Guns
IX classes
X Team Setups
XI Maps
XII Becoming a good player
XIII Resources
XIV Summary
XV Glossary

*** II N7 Rating ***

An N7 Rating is reflective of how many times someone has promoted their classes.  To increase your rating you need only get a class type to 20 and then promote them on the selection screen. Each such progression for a given class grants you 30 points to your N7 rating.

  1. N7 Rating = 120: This is the first rating of interest.  It indicated a given player has played all the different class types up to level 20.

  2. N7 Rating < 200 or 250:  These are generally people new to the multiplayer aspect of the game.  I mention this because, if said person didn't have guidance they usually haven't figured things out yet.  They also haven't generally accrued the better gear.  In either case they don't normally belong in gold or platinum difficulties unless someone is intending to carry them.

  3. N7 Rating > 250: A very high rating does not imply skill on the part of the player or even a high degree of knowledge.  It implies, at least, a passing understanding of the game. It also implies a fair amount of gear.  But mostly it implies a willingness to promote their characters for whatever reason.

  4. In other words you'll find that not everyone with a low N7 rating is out of their depth in gold and platinum difficulties.  You'll also find that people with very high N7 ratings aren't necessarily the best players around.  When considering someones N7 rating (at least in a non-competitive fashion) it's only useful as a guide rather than a rule.

*** III Difficulties ***

  1. Bronze     
     a. A strong bronze player “can” finish off a bronze wave should their party members get killed.  This level of player can support some number of teammates whose skill sets are not very strong yet.
     b. Generally tactics aren't needed here, though they certainly can help accomplish a mission.

  2. Silver
     a. A strong silver player is likely able to solo a bronze mission and “can” finish off a silver wave should their party members get killed.  This level of player can support some number of teammates whose skill sets are perhaps not up to par for silver.
     b. A full team of bronze accomplished players can certainly do a silver match with good teamwork and tactics.

  3. Gold
     a. A strong gold level player is likely able to solo a silver mission and “can” finish off a gold wave should their party members get killed.  This level of player can support some number of teammates whose skill sets are perhaps not up to par for gold.
     b. A full team of silver accomplished players can certain do a gold match with good teamwork and tactics.
     c. Most people who run gold and platinum games do so with friends.  They will pick up a random to fill out spots they might be short on.  However, they will almost always look at the random players N7 rating, choice of class,  gun selection, and equipment they are outfitted with.  Having a low N7 rating coupled with a strange or incorrect set of guns/equipment for the class isn't going to bolster their faith in you, and often will get you kicked from such a group.

  4. Platinum
     a. A strong platinum player is likely able to solo a gold mission and “can” finish off a wave should their party members get killed.
     b. While in many of the other levels one or more strong players can carry a member or three of less ability this isn't so true on platinum.  Generally speaking a person  shouldn't be attempting this difficulty unless they are at least somewhat comfortable with gold.
     c. There are a few elite players that can solo platinum.  Currently this is fairly rare and as implied previously involves a certain element of luck.

*** IV Objectives ***

These are the waves in which you earn your money.  One does not need to finish off these waves (or even the mission) in order to earn the credits for the wave, merely finish the task.  With all of the objectives, bonus credits are awarded based on the speed of its completion.  A time limit of 1 minute 30 seconds is granted to earn these.  The bonus you get is proportional to how much of it is left by the time of completion.  Be aware that you can't kill all the enemies on an objective wave until its been completed.  Any enemies that are killed will respawn.
Note that a new feature has been added which gives an additional 10% bonus to a given player for successful extraction.

  1. Devices
     a. You are required to enable or disable four devices in a sequence.  A set amount of time is allocated to accomplish this.
     b. An infiltrator spec'd for duration in their cloak is the most suitable for this task.
     c. Two people working on a device doesn't make it happen faster.  When the first person who started completes, it's done.
     d. No more than one person should ever be at a device if it can be helped.
     e. Someone should be mid-ranged to the person performing the action in order to lend support.
        1) This person is responsible for immediately killing anything able or about to stagger/kill the person working on the device.  If the person lending support isn't able to do this via a power or weapon it should be done with rockets.
      f. All other teammates should be elsewhere on the map drawing the enemy away from the two working on the device.
     g. If the device is in the bad place, as sometimes happens, the entire party should move as far away as possible from the device and draw the enemy towards them.  In other words “kite them”.  Note that I said “draw”, not kill.  Once clear or relatively clear the two assigned to the device should skirt around the enemy without drawing attention and take care of the it.

  2. Assassination
     a. The objective is to kill four indicated targets.  A period of time is allocated for doing this and upon each kill that time is extended.
     b. When first receiving this objective the target will be a boss enemy.  If one can simultaneously kill him and one other different type of enemy the subsequent three “targets” will be lesser enemies.  Thus, it is recommended that the first target received be rocketed and surrounding spawn be killed if possible.
     c. Dependent on the availability of missiles within the group often all targets are rocketed making this the fastest objective possible to complete.

  3. Retrieval
     a. This objective entails picking up a device and carrying it to some designated location. Often termed “pizza delivery” by many players.
     b. When getting this objective one or more party members should be behind the person carrying in order to protect them from fire.  Another one or more scouts ahead and clears the path of the person.
     c. Being aware of where the enemy is located is especially important for this task.  The path of least resistance is the best to take.
     d. Some abilities do not work while engaged in such activity.  Or rather will work, but cause the person to drop the object (cloaking, and charging).
     e. One can't run while carrying or they will drop the object.  Oddly enough though, walking sideways or backwards is faster than walking forwards.  In consideration however, walking backwards to a drop zone that's occupied by the enemy isn't the best idea.
     f. Also oddly enough certain classes light and heavy melees that move you forward will make the trip go along faster (such as by a Krogan).

  3. Escort
     a. The objective here is to escort a drone from a given starting to some ending location.  A certain period of time is given in order to complete this objective.
     b. The more people within the circle of influence the faster the drone will move.
     c. Team members should be directing fire mainly towards the direction that the drone is moving, but also taking out any enemy firing upon them, either from the rear or flank positions.
         1) Try not to kill enemies that aren't an immediate threat unless you know where their replacements are going to spawn.
     d. Generally all the team members should be by the drone unless engaging the enemy as a distraction, but only as long as a distraction is necessary.  The best class at doing this is the Krogan Vanguard.
     e. When moving through very open areas, cover should be taken as needed.  You don't need to actually be moving with the drone, you need only be within its circle.  Thus, one can leap frog between various cover and still keep it moving.
     f. The drone will loose track of a party member if they are cloaked.  This will slow down its speed.  Thus infiltrators should try to remain uncloaked if possible during the escort.
     g. Sometimes no matter how good the party or easy the difficulty, a group can be overwhelmed.  It is completely appropriate for the entire group to run off to the furthest point of the map drawing the enemy with them so they can circle back around (kiting). 

  4. Hacking
     a. This objective is to stay within a certain area for a period of time.  It also happens to be the most dreaded objective one can get.  Many times the “hack” will be in a location with little or no cover and enemies coming from multiple directions.
     b. The more party members within the location the faster the hack goes.  However, it is not always advisable to have everyone located in the hack for several reasons.
        1) A ravenger or two, a grenade, one or more phantoms, one or more banshees can easily make short work of the entire team given the right circumstances.  Especially if you are in a tight space.
        2) For these instances having one or more party members outside the hack drawing the enemy away is one of the best ways to handle things.  Generally this is best accomplished by a Krogan Vanguard, and/or the highest damage dealing class in the group.  It also leaves one or two people alive to either raise fallen members or continue on without them should the worst happen.
     c. Sometimes the only way to finish a hack is for everyone to leave and again run to the furthest distance possible drawing the enemy away.  Once done the members of the team can move back into position again (kiting).
        1) Again drawing the enemy away.  If you kill them they will just respawn, probably back at the location of the hack.

*** V Extraction ***

  1. Making it all the way through extraction can be very difficult or very easy depending on how it's approached.  I've seen groups set up in the extraction zone and have to handle swarms of enemies, and multiple bosses.  They use up whatever they have left of their medigel, rockets, Ops packs, and still don't get full extraction.  If done correctly, it can be easier than the previous ten waves.
     a. Do not camp at the extraction zone.
         1) That is unless your trying to challenge yourselves.  I've been on teams where we've done it on purpose.
     b. This trick involves something called “kiting”.  Basically you shoot at (without being too serious about killing) the enemy and slowly retreat in a circular pattern to end up exactly where you wanted to be by the end of the countdown.  It takes some timing and a bit of practice, but if done correctly you end up at the extraction zone with little or no effort.
   2. Note that a new feature has been added which gives an additional 10% bonus to a given player for successful extraction.

*** VI Mission Scores ***

After the completion of a mission members of a team will be awarded scores.  These scores are used to calculate the amount of XP earned from the mission.  Therefore, for leveling, the higher scores the better.  Medals are also awarded that show how each individual participated and to what extent.

  1. High scores
     a. Can indicate a given players skill level
     b. Can indicate the strength of a given build (Geth Infiltrator, N7 Destroyer)
     c. Can indicate non-cooperative behavior
        1) There are those who will risk life, limb, and the teams welfare just for the express purpose of being at the top of a list that doesn't mean much.

  2. Low scores
     a. Can indicate the person is a leecher
     b. Can indicate the use of a class in a support role
     c. Can indicate a person that is doing something wrong
        1) Can mean the person is still learning how to play that class
        2) Can mean the person has selected the wrong set of powers
        3) Can mean that the person using either their powers or gun incorrectly
           a) The solution may be resetting the character and choosing a different setup, choosing a different gun, or just practicing a more.

  3. The actual expected scores are different based on difficulty level.  As you play the game you'll learn to spot and see what is low.

*** VII Consumables ***

  1. Never go into a gold or platinum match unless you have enough consumables for the mission.
     a. The only exception to this being if you've apprised your team mates and they are ok with it.

  2. Medigel – This consumable restores your life, as it were.  There are valid times to use it and valid times not to.
     a. When to use one:
        1) You're about to expire early in a given wave and no one can get to you
        2) You're about to get stomped early in a wave
        3) You're some distance from your group and it's an objective wave
        4) Two or more of your teammates are also dead.  This assumes a full party of four.  In a party of three, even one other person being dead is enough.  A group of two is a special case and both of you should be in constant verbal contact.
        5) Note: Even if one or more enemy that can insta-kill is right on top of you....if your team could fail from not using the medigel, use it.  The enemy will probably get you, but....they might not.  If you dodge/move/rocket (or some combination thereof) fast enough you may get away from them.  If it means you finish the wave then it was worth it.  If you get killed, it only cost you a medigel which can be replaced easily.
     b. When not to use one:
        1) The wave is nearly done and some number of your teammates are still alive and capable of finishing.
        2) You've just been killed, are under no threat of being stomped, and still have plenty of time for someone to get you (barring the exceptions noted above).

  3. Thermal Clip Pack – These will instantly refill the clip in your gun, spare clips, and grenades.
     a. It is common to use these during an objective wave, especially during hacks.
     b. Some maps have less available ammo than others.  For instance, FB Condor and FB Reactor will not immediately replenish whereas ammo boxes on FB Giant and FB Ghost do.
        1) As you increase in difficulty the amount of ammo and grenades one can get from an ammo box decreases.
        2) Because of this one might use a Thermal Clip Pack if they or their teammates are in a dangerous position and time can't be afforded to run to one or more ammo boxes.
     c. You will receive a +100% bonus to your weapons damage for 10 seconds after the use of one.

  4. Missile Launchers – These should be generally held in reserve.  There are circumstances when it is best to use them however.
     a. The first target for an assassination wave, if not for all of them
     b. On spawns
     c. When you or your teammates get overrun
     d. It is recommended however that people take turns in their usage in order to permit for emergency situations.  Always try to call them out, ahead of time if possible rather than at the moment of its use.
     e. Never aim at the target itself.  If there is any lag between you and the host, you will probably miss.  You want to aim it at the ground, or in rooms/corridors the ceiling or wall.
      f. Try to always take out as many targets as possible when using them.
     g. Missiles do a great deal of damage, enough so that it will kill any target on any difficulty.  However, it appears that the further away (from the point of impact) a target is the less damage it does.  Therefore one might notice after firing a given missile while some targets may be damaged they are not dead.  It is interesting to note that certain powers or ability can and will increase this damage, e.g. cloak.

  5. Ops Survival Pack – This consumable can be used to bring your health and shields back to their maximum.
     a. You would want to use one of these generally during an objective wave or if you dying is going to cause a problem for the team.  It is better to use a survival pack than a medigel if no one is close to you.
     b. Grants 1 second of immunity after consumption.

  6. Ammo types

     a. Armor Piercing
        1) Does additional damage to armored targets.
        2) Allows your ammo to penetrate, which can mean shoot through a guardians shield, a barrier, walls, floors, or even an enemy to hit the one behind.  A powerful weapon with piercing abilities can kill multiple opponents with one shot.
        3) If your weapon is not equipped with a piercing mod this is generally the best ammo type to select.

     b. Cryo
        1) Slows down the enemy, and makes armored targets take more damage from your weapons.
        2) This type of ammo may be used to prime a cryo explosion.
           a) It doesn't always prime.  The higher the level of cryo you equip the higher this chance becomes.
           B) You'll know when the target is primed because it will fall over in a frozen state.
           c) Note that the Scorpion has the ability to always prime if the target his directly hit.
        3) Equipping this type of ammo on an explosive gun such as the Acolyte, Falcon, Striker, and Scorpion will cause all targets in the radius to be affected by the cryo effects.

     c. Disruptor
       1) Does extra damage to synthetics and shields.
       2) If you are setting up a biotic team make sure no one equips this type of ammo.  Otherwise you'll find not only does it disrupt the enemy, but also any biotic explosions your trying to pull off.
       3) If you are setting up a tech team this is the best type of ammo to equip.
       4) This type of ammo may be used to prime a tech burst.
           a) It doesn't always prime.  The higher the level of cryo you equip the higher this chance becomes.
           B) You'll know when it does as the target will bend over backwards and electrical arcs appear to be dancing over them.
           c) Note that the Scorpion has the ability to always prime if the target his directly hit.
        5) Equipping this type of ammo on an explosive gun such as the Acolyte, Falcon, Striker, and Scorpion will cause all targets in the radius to be affected by disruption effects.

     d. Incendiary
        1) Causes DOT (Damage Over Time) to targets.
        2) Useful in regards to armored targets.
        3) Since any targets hit with this ammo begins to glow reddish orange phantoms can't turn completely invisible on you.
        4) This type of ammo may be used to prime a fire explosion.
        5) Equipping this type of ammo on an explosive gun such as the Acolyte, Falcon, Striker, and Scorpion will cause all targets in the radius to be affected by incindiary effects.
        6) This just happens to be probably the best ammo type to use in conjunction with the Particle Rifle.

     e. Warp
        1) While all the ammo types have their uses warp ammo does the most damage to health and armor.

*** VIII Guns ***

There are a great many guns out there.  All of them are viable in bronze, silver, and dependent on player skill gold difficulties.    Many are not very effective in platinum, or if the player isn't top notch, gold.  If you haven't acquired some of the better weapons it it best to hold off on attempting gold or platinum difficulties.
  1. Before choosing a certain gun one needs to ask themselves, “How important are my powers? “   I don't mean passive powers that are turned and left on, or grenades, but specifically the active ones.
     a. The answer will be the basis for your selection of a gun.  For simplicity, rate it on a scale of 1-10.
        1) 7-10: Your going to want a cool down of 150% or higher.  The more you intend on using your powers rather than your gun the higher you should be going for.
        2) 4-7: Try to go for a cool down around 100%.
        3) 1-3: Don't worry about the cool down.
  2. Here is a short list guns better suited for a gold/platinum match:
      a. Assault Rifles: Cerberus Harrier, Mattock,  Particle Rifle
     b. Pistols: Acolyte, Carnifex, Talon
     c. Shotguns: Claymore, Geth Plasma Shotgun, Piranha, Reegar Carbine
     d. SMGs (Small Machine Guns): Hornet, Hurricane
     e. Sniper Rifles: Black Widow, Javelin, Raptor, Valiant, Widow
     This list is not meant to be exhaustive, rather short as stated.  There are builds where many other guns are definite options as well.

*** IX classes ***

  1. Powers
     http://masseffect.wi...Category:Powers

      a. Active       
        1) Basically any of the number of powers that are actively used against an enemy target, e.g. Ballistic Blades, Throw, Warp, etc.  The more frequently you'll be using these powers, the more important your cool down becomes (thus weight).
        2) A target doesn't necessarily have to be highlighted (in red) in order for the power to hit them.  For instance warp throws out a ball forward if nothing is targeted.  If you line it up right it will hit an enemy that is too far to target.  The same is true of overload though no projectile is involved.
        3) Powers that have an area of affect are often better used targeting the ground, such as with Phase Disruptor.

     b. Passive
        1) Armors: Barrier, Blade, Fortification, Tech Armor
           a) They give increased protection from damage, at the cost of a higher cool down on powers.
               - With classes having infrequent power usage these are turned on and left that way.  They are sometimes turned off during emergencies (for the detonations some can cause) and then turned back on.
               - In classes with high power usage they are normally left off and only turned on at times of increased danger.
        2) Bloodlust, Devastator Mode, Hunter Mode, Missile Launcher
           a) These each come with some sort of penalty for using and are sometimes turned off (depending on circumstances) for a span of time.  Regardless, these powers are on more often than not.

     c. Grenades
        1) Grenades do a significant amount of damage.  The advent of the new gear increasing grenade count has made them a much more viable option than previously.  Using them means your forever running to ammo boxes to resupply but they grant a vastly higher DPS.  Grenades may be used as a primer or detonator for various power combinations.
           a) As you increase in difficulty less grenades can be had from a given ammo box. Until only one may be gotten from a given ammo box in a certain period of time (with the exception of certain maps).  For some reason there are ammo boxes that will give you two even on the harder difficulties.
              - Grenade supply information
                http://social.biowar.../index/12352798
           B) Before picking a class where you've spec'd in grenades look at the other members of your party.  If more than two are using grenades, someone is going to have a hard time finding them (even with two it becomes difficult).
           c) Grenades are considered a power and thus benefit from the various evolutions that increase power damage.
           d) Grenades are the only kind of power that don't have cool down time.
           e) Types
              - Arc: will prime a tech burst
              - Cluster: will not prime any combos, but it can be used to detonate up to three biotic explosions
              - Frag, & Multi Frag: will not prime any combos
              - Homing: will prime a fire explosion
              - Inferno: will prime a fire explosion, but unlike the other grenade types will not detonate any other type of explosions
              - Lift: will prime a biotic combo, it can be used to detonate biotic explosions
              -  Sticky: Appears to have some ability to prime explosions according to the equipped ammo type.
              - All grenades (expect inferno) can set off tech bursts, as well as fire/cryo explosions.

     d. Other
        1) Combat Drone, Decoy, Geth Turret, Sentry Turret, Supply Pylon, Biotic Sphere
           a) These results of these powers  last a fairly long length of time, until destroyed, or reused.  However, in many cases will typically end up getting refreshed quite often.
           B) As of patch 4 melee types will completely ignore "pets" (drone, decoy, turrets).  In other words brute, and husks aren't going to get hung up on them and thus making camping strategies harder to pull off with them.

     e. Power Combinations
         http://masseffect.wi...ki/Power_Combos
         1) Certain powers (including some ammo types) when used in combination have the ability to set of explosions of various types.  In all of these cases in order for them to be achieved a target must be primed, and subsequently detonated.  What is used as a primer and what can be used as a detonator varies depending on the combination one is trying to achieve.
        2) These types of combinations are very powerful and many times an entire team will be chosen and set up for maximizing the output of them.
        3) There are four types of explosions that can be created: biotic explosion, tech burst, cryo explosion, and a fire explosion.

  2. Adepts

     a. Asari
        1) Sample Build
           a) Stasis: 1-3, 4b, 5a, 6a
              - Only affects health-based enemies
           B) Warp: 1-3, 4b, 5b, 6a
           c) Throw: 1-3, 4b, 5a, 6a
           e) Asari Justicar: 1-3, 4b, 5a
           f) Fitness: 1-3
           g) You're mainly about setting off biotic explosions as often as possible by alternating warp and throw.  During wait periods the pistol is fired mainly going for head shots.  Stasis is immediately used to target phantoms upon appearance, or in choke points to set up a trap for the enemy.
        2) Gun: You'll want a very high cool down for this build.  Carnifex X equipped with piercing and damage mods.  Alternatively an Eagle, Phalanx, or Predator may be used a substitute.

     b. Asari Justicar
        1) Sample Build
           a) Biotic Sphere: 1-3, 4b, 5b, 6b
           B) Reave: 1-3, 4b, 5a, 6b
              - Only grants damage protection when used on organic enemies
           c) Pull: 1-3
           d) Asari Justicar: 1-3, 4a, 5a
              -  5a choice v4 patch
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Play style entails setting up biotic spheres near or in the path of enemies so that it can be used to set off biotic explosions.  You may also wish to set it up for entrenched positions or in places where an objective is being done for the protection it gives.  Reave is cast non-stop to cause DOT, for damage protection, to set up (and detonate) biotic explosions.  Pull is used periodically for crowd control, and to set up additional biotic explosions.  The gun is fired anytime a power isn't being used.
              - This build requires practice because there is a lot of power management going on.
              - Pull
                -- The actual "pull" effect only works on unshielded health-based enemies.
                -- However a stagger affect will be applied to shielded health-based enemies, as well as Atlases.
                -- It may also be used to remove the shield from a guardian, which can be subsequently targeted for the “pull” effect.
                -- It is possible to control the direction that a target is pulled.  Most protectile power will curve slightly in order to hit a targetted enemy.  The angle from which it is curving in, is the direction in which the target will be pulled.  If you want them to fly straight up curve it from above their head.
        2) Gun: Mattock with piercing and damage mods.

     c. Drell
        1) Sample Build
           a) Reave: 1-3, 4b, 5a, 6b
           B) Pull: 1-3, 4b, 5a, 6a (see notes on Pull under Asari Justicar)
           c) Cluster Grenade: 1-3
           d) Drell Assassin: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) There are typically three cycles one can use here.  Unshielded health-based enemies: pull then reave for a biotic detonation.  Shielded health-based enemies: Acolyte, pull, then reave for a detonation.  One should always try to have reave going for the DOT and protection it offers.  Cluster grenades should be used on grouped targets after a reave has been cast to potentially set off up to three biotic explosions.  The Acolyte is also used to remove shields on all enemies and the Hornet for any armored targets.
              - Light melee: The light melee from a Drell will stagger targets.  This can be used to great advantage for enemies that can kill you in short order.
                -- Besides which, who wouldn't want to be able to do spinning kick on an enemy.  To date they are the only class that can do martial arts attacks.
              - Heavy melee: While not one of the most powerful they have the fastest heavy melee of any class.
              - This build requires a lot of practice, not only because Drells are very squishy, but because there is a lot of power management going on.
        2) Gun: Hornet with piercing and heat sink mods.  An Acolyte with capacity and damage mods.
           - You should be running or using your powers while charging the Acolyte.

     d. Human
        1) Sample Build
           a) Singularity: 1-3
              - Only affect unshielded health-based enemies
           B) Warp: 1-3, 4b, 5b, 6a
           c) Shockwave: 1-3, 4b, 5b, 6b
           d) Alliance Training: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) There are typically three cycles one can use here.  Unshielded health-based enemies: singularity then shockwave for a biotic detonation.  Shielded health-based enemies: Acolyte, singularity, then shockwave for a detonation.  Armored targets: Warp followed by shockwave for a detonation.  The Acolyte is also used to remove shields on all enemies, and the Hornet for armored targets.
              - This build requires practice because there is a lot of power management going on.
        2) Gun: Hornet with piercing and heat sink mods.  An Acolyte with capacity and damage mods.You should be running or using your powers while charging the Acolyte.

     e. N7 Fury
        1) Sample Build
           a) Annihilation Field: 1-3, 4b, 5a, 6b
           B) Dark Channel: 1-3
           c) Throw: 1-3, 4b, 5a, 6a
           d) N7 Fury: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) The idea here is to run up to lesser enemies so they can be affected by your Annihilation Field and then using Throw on them for a biotic detonation.  Dark Channel alternated with Throw may be used for biotic detonations on the more dangerous enemies such as bosses.  Or one could hit them with Dark Channel for the DOT target lesser enemies.  Generally the gun will be fired during wait periods when performing the latter, rather than the former.  The gun will also be used when running into Guardians, specifically targeting head shots.
              - This style of play is hard to learn and the process is going to come with a lot of deaths.  The up close and personal style of this build on a fairly squishy class almost guarantees it.  At least until you get good at staying alive.  Done correctly this build can set off more biotic explosions and than other single class, as many as two of some classes working together.
        2) Gun: A 200% cool down is required for this build.  Carnifex X equipped with piercing and damage mods.  Alternatively an Eagle, Phalanx, or Predator may be used a substitute.
           a) One may also select an Acolyte with capacity and damage mods for its stagger ability.

     f. Phoenix
        1) Sample Build
           a) Singularity: none
           B) Smash: 1-3, 4a, 5a, 6a
           c) Lash: 1-3, 4b, 5a, 6b
           d) Phoenix Training: 1-3, 4b, 5a, 6a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Generally entails alternating smash and lash for biotic explosions.  If working with another biotic lash can be used for more distant tarets or they may be snipe (head shots) with the gun.  The gun of course would be used during cool downs.
              - Smash will go through walls.  Therefore it's safer if you can place a wall or some object between you and the target.
               - Lash can be used on shielded targets and thus is especially useful for phantoms and nemeses.  It will also remove the shield from a guardian.
                -- It is possible to control the direction that a target is pulled.  Most protectile powers will curve slightly in order to hit a targetted enemy.  The angle from which it is curving in, is the direction in which the target will be pulled.  If you want them to fly up, curve it in from above their head. 
         2) Gun: Talon or Carnifex with piercing and damage mods.

  3. Engineers

     a. Geth
        1) Sample Build
           a) Geth Turret: 1-3, 4b, 5b, 6b
           B) Hunter Mode: none
           c) Overload: 1-3, 4a, 5a, 6b
           d) Networked AI: 1-3, 4b, 5a, 6b
           e) Advanced Hardware: 1-3, 4b, 5b, 6b
           f) You'll be using the turret to keep yourself and your teammates alive. Overload is used to delay enemies or strip shields as appropriate and the gun should be fired anytime not actively using a power.  For this setup your going to want to stay in the back of your party.  You aren't likely to score the highest, but you are going to help keep everyone alive. Your turret should be placed....
              - By the forward most member of your team
              - By any teammate in danger
              - By anyone engaged in an objective
              - To locate the enemy
              - Into a room you are planning on entering
               - Often the turret is used to delay or damage the enemy, but on a difficulty like platinum they are destroyed very quickly.
               - Note that turrets may be bounced into locations out of your line of sight.
        2) Gun: GPS (Geth Plasma Shotgun) with capacity and damage mods
           a) You should be running or using your powers while charging the GPS.

     b. Human
        1) Sample Build
           a) Combat Drone: 1-3, 4b, 5a, 6b
           B) Incinerate: 1-3
           c) Overload: 1-3, 4a, 5a, 6b
           d) Alliance Training: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Send out the drone in order to harry or delay the enemy.  It can also effectively force an enemy out of cover at a distance.  I say at a distance because it's generally better to go for a grab if they are close.  Overload is used to delay the enemy and strip shields.  Incinerate is generally reserved for targets after their shields have been removed.  Anytime not actively engaged in using a power one should be firing their gun.
              - This is one of the few classes with the ability to set off tech bursts without the need for disruptor ammo or by using grenades.  If your cool down is low enough, you can easily get a tech burst with Overload and then Incinerate.
        2) Gun: Raptor or Mattock with piercing and damage mods.

     c. N7 Demolisher
        1) Sample Build
           a) Supply Pylon: 1-3, 4a, 5b, 6a
           B) Arc Grenade: 1-3, 4a, 5b, 6b
           c) Homing Grenade: 1-3, 4a, 5b, 6a
           d) N7 Demolisher: 1-3, 4b, 5a
           e) Fitness: 1-3
           f) Throw grenades as often as possible and fire your gun when not doing so.  You will want to recreate your supply pylon as often as you can when it is safe to do so.  This will allow you to keep up your supply of grenades and ammo.  Grenades should be used on massed troops, boss level enemies, or to keep either yourself or a teammate alive.  If there is another grenade user in your group leave the ammo box resupplies for them if you can.  Be sure to call out extra grenades or ammo that your not going to use or to recreate your pylon for your teammates if your full.  If you're the other person you typically want to leave the supplies at the pylon for the Demolisher unless they either aren't around or you know they are full up.
              - If you lob an arc grenade and follow up with a homing grenade you will set up a tech burst and cause even further damage.  Should you lob a homing grenade and then a arc grenade (resulting in the death of the target) you've set off a fire explosion.
              - Try to communicate to your team what your pylon has been spec'd for, in this case power damage.
        2) Gun: Harrier with piercing and damage mods, or a Reegar Carbine with piercing and damage mods.
           a) Since you are able to resupply nearly at will ammo issues aren't a concern for this class.  Having more than one gun will slow down your ability to recreate the pylon and thus have a negative effect on your grenade output.

     d. Quarian Female
        1) Sample Build
           a) Sentry Turret: 1-3
           B) Incinerate: 1-3, 4a, 5a, 6a
           c) Cryo Blast: 1-3, 4b, 5b, 6b
           d) Quarian Defender: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Play style entails using cryo blast on enemies as often as possible.  This is used as crowd control, but also to debuff bosses.  Incinerate can be used as a follow up, most especially on boss level enemies.  The sentry turret is used to either locate, delay, or inflict minor damage on the enemy.  Your gun is fired anytime you are not actively using a power.
              - Turrets may be bounced into locations out of your line of sight.
        2) Gun: Raptor or Mattock with piercing and damage mods.  Alternatively a Talon with capacity and damage or piercing mods may be selected.

     e. Quarian Male
        1) Sample Build
           a) Tactical Scan: 1-3
           B) Incinerate: 1-3, 4b, 5a, 6b
           c) Arc Grenade: 1-3, 4a, 4b, 6b
           d) Quarian Defender: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Play style entails using arc grenades to strip shields off bosses or at massed groupings of enemies.  Tactical scan is applied to boss enemies.  Incinerate can be spammed but should definitely be used on armored targets.  Anytime a power isn't being used your gun should be firing.
              - After lobbing a grenade one should always follow up with incinerate for a  tech burst.  Should you reverse the order and the grenade kills the targets you will have a fire explosion.  One might use the pattern, grenade, incinerate, grenade to try for both on a massed group of targets.
        2) Gun: Raptor or Mattock with piercing and damage mods.

     f. Salarian
        1) Sample Build
           a) Energy Drain: 1-3, 4b, 5a, 6a
           B) Decoy: 1-3
           c) Incinerate: 1-3, 4a, 5a, 6b
           d) Salarian Operative: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Play style entails the use of energy drain to: strip enemies of shields, delay enemies, or recover your shields (this only works on shielded enemies). Incinerate can and should be used on armored targets. Decoy is placed to delay and confuse the enemy.  Your gun should be fired anytime you aren't actively using a power.
              - This is one of the few classes with the ability to set off tech bursts without the need for disruptor ammo or by using grenades.  If your cool down is low enough, you can easily get a tech burst with energy drain and then Incinerate.
        2) Gun: Raptor or Mattock with piercing and damage mods.

  4. Infiltrators

     a. Geth
        1) Sample Build
           a) Tactical Cloak: 1-3, 4b, 5a, 6a
           B) Proximity Mine: 1-3, 4b, 5a
           c) Hunter Mode: 1-3, 4b, 5b, 6b
           d) Networked AI: 1-3, 4a, 5a, 6b
           e) Advanced Hardware: 1-3
           f) One of the easier classes to play, one needs to only repeat the following pattern: cloak, proxy mine, fire.  Since he has bonus power selected you can and should act as a field medic.
        2) Gun: Piranha with smart choke and damage mods.  You'll want to use ammo piercing with that setup.  If you have none then choose the the smart choke and the piercing mods and equip warp ammo.

     b. Human
        1) Sample Build
           a) Tactical Cloak: 1-3, 4b, 5a, 6a
           B) Cryo Blast: 1-3, 4b, 5b, 6b
           c) Sticky Grenade: none
           d) Alliance Training: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) To play this all one needs to do is repeat a certain pattern.  Specifically cloak, cryo blast, fire.  Since he/she has bonus power selected you can and should act as a field medic.
        2) Gun: Claymore with smart choke and damage mods.  You'll want to use ammo piercing with that setup.  If you have none then choose the the smart choke and the piercing mods and equip warp ammo.

     c. N7 Shadow
        1) Sample Build
           a) Tactical Cloak: 1-3, 4a, 5b, 6a
           B) Electric Slash: 1-3
              - While this skill has a radius to it, it only travels horizontally.  As it travels through objects and walls it may be used in safety away from the enemy.
           c) Shadow Strike: 1-3, 4a, 5a, 6b
           d) N7 Shadow: 1-3, 4b, 5a
           e) Sword Mastery: 1-3, 4a, 5b, 6b
           f) Playing build generally entails cycling through cloak and shadow strike.  A second shadow strike can be done if it won't leave you in a dangerous position, and may even be followed up with a heavy melee.  Electric slash is used to remove shields or sent into areas where it's too dangerous to go.  It may also be used to detonate tech bursts (not as well as someone fully spec'd in the skill).  Your gun will only typically be used against guardians or during cool downs.  Because of the selection of choices in cloak you can and should be doing objectives involving devices and acting as a field medic.
        2) Gun: A 200% cool down is required for this build.  Carnifex X equipped with piercing and melee mods.  Alternatively an Eagle, Phalanx, or Predator may be used a substitute.

     d. Quarian Female
        1) Sample Build
           a) Tactical Cloak: 1-3, 4b, 5a, 6a
           B) Sticky Grenade: 1-3, 4a, 5b
           c) Sabotage: 1-3, 4b, 5a, 6b
           d) Quarian Defender: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3
           f) Use one of the two cycles repeatedly.  Cycle one: cloak, sticky grenade, sabotage (which will set off a tech burst), and fire.  Cycle two: cloak, sabotage, and fire.  The first pattern should be revered for massed troops, and boss enemies.  Since she has bonus power selected you can and should act as a field medic.
        2) Gun: Talon with capacity and damage mods.  You'll want to use ammo piercing with that setup.  If you have none then choose the the capacity and piercing mods and equip warp ammo.

     e. Quarian Male
        1) Sample Build
           a) Tactical Cloak: 1-3, 4a, 5a, 6a
           B) Tactical Scan: none
           c) Arc Grenade: 1-3, 4a, 5b, 6b
           d) Quarian Defender: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) The main purpose for this build is to strip shields off the enemy.  Make sure to use cloak before either firing or lobbing grenades as it will increase your damage.  Since this infiltrator is spec'd for duration and bonus power you should be acting as both a field medic and handling devices on the appropriate objectives.
        2) Gun: Harrier with ammo capacity and damage mods.  You'll want to use disruptor ammo for the tech bursts.

     f. Salarian
        1) Sample Build
           a) Tactical Cloak: 1-3, 4b, 5a, 6a
           B) Proximity Mine: 1-3, 4b, 5a
           c) Energy Drain: 1-3, 4b, 5a, 6a
           d) Salarian Operative: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3
           f) Use one of the two possible cycles repeatedly.  Cycle one: cloak, energy drain, fire.  Cycle two: cloak, proxy mine, fire.  Cycle one is used for shielded or trooper level enemies.  Cycle two is used for massed enemies and armored targets.
        2) Gun: Claymore with smart choke and damage mods.  You'll want to use ammo piercing with that setup.  If you have none then choose the smart choke and the piercing mods and equip warp ammo.

Edited by denarius15, 02 October 2012 - 03:24 PM.

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najzere

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FearTheCompany

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Try Hard...

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denarius15

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   5. Sentinels

     a. Batarian
        1) Sample Build
           a) Blade Armor: 1-3
           B) Shockwave: 1-3, 4b, 5b
           c) Submission Net: 1-3, 4b, 5b, 6b
           d) Batarian Enforcer: 1-3, 4b, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) When working with a biotic team, set off detonations with shockwave.  Submission net may be used to set up your own tech bursts if followed by a shockwave.  It may also be used to pin down any health-based targets, namely Geth Hunters, and Phantoms.  You'll be using your two powers as often as possible and firing your gun when not doing so.
          Note: Now less susceptible to stagger effects than most classes.
        2) Gun: Piranha or Talon, you'll want a 190%+ cool down for this build.

      c. Krogan
        1) Sample Build
           a) Tech Armor: 1-3, 4b, 5a, 5b
           B) Incinerate: none
           c) Lift Grenade: 1-3, 4a, 5b, 6b
           d) Krogan Berserker: 1-3, 4a, 5a, 6b
           e) Rage: 1-3, 4b, 5b, 6b
           f) This is a non-powers build, as there are no cool downs one may equip the heaviest of weapons.  Grenades as always should be reserved for massed troops and boss level enemies.  This type of grenade can be used to set off biotic detonations on targets that may have been primed by teammates. 
              - Krogans have a special ability called rage.  If you kill two (must be trained) or three melee kills within 30 seconds you will go into a rage for 30 seconds time.  This may be kept up with additional melee kills.  When in enraged you receive a bonus to your melee, but more importantly damage protection.  Enraged Krogans are much harder to kill and able to act as tanks for the rest of the team.  This doesn't mean your invulnerable, just harder to kill.  Melee attacks aren't recommended on higher difficulties unless used on the weakest enemies, e.g. husks, or troopers. While it's great, don't become so enamored of getting into a rage mode at the cost of becoming a liability to the team.
          Note: Now less susceptible to stagger effects than most classes.
        2) Gun: Widow or Black Widow with piercing and damage mods.  Secondary weapon of Reegar Carbine with piercing and damage mods.  

     d. N7 Paladin
        1) Sample Build
           a) Energy Drain: 1-3, 4b, 5a, 6b
           B) Incinerate: none
           c) Snap Freeze: 1-3, 4b, 5b, 6a
           d) N7 Paladin: 1-3, 4a, 5a, 6b
           e) Shield Mastery: 1-3, 4b, 5b, 6b
           f) This build is meant to debuff enemies.  Snap freeze is used to debuff an enemy.  It should be used to slow them down and outright killed weak or weakened enemies (swarmers for instance).  Alternatively, a light melee can also be used to debuff an enemy.  Energy drain is used to strip shields (and recharge your own).  Your gun as always is fired when not using a melee or a power.
              - Heavy melee: Put up your shield in a defensive stance.
                -- Protects you from all incoming damage from directly in front of the shield.  Certain attacks, specifically “sync kills” will still take effect however.
                -- Things hitting the shield will damage themselves.
              - Light melee: A very fast shield bash.
                -- During the shield bash you are invulnerable so it is a good way to avoid warp attacks from banshee's.
                -- Will stagger shielded opponents (including phantoms)
                -- Will knock any unshielded health-based target off their feet (including phantoms)
              - He can set off a tech burst by using energy drain then snap freeze.
        2) Gun: What gun you select depends on how you want to play your character.  If you want the tech bursts choose a Hornet, or Talon.  If your not concerned with them you might use a Harrier instead.

     e. Turian
        1) Sample Build
           a) Tech Armor: 1-3, 4b, 5a, 6b
           B) Warp: 1-3, 4b, 5b, 6a
           c) Overload: none
           d) Turian Veteran: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) This build is created to to survive, and take out boss enemies.  When confronted with one, warp and then fire your gun.  Your cool down will not be so great thus you won't want to use it on the lesser enemies.  Overload is nice, and if you wish to be a little more well rounded you might lose the last evolution of warp and take 3 ranks in overload instead.
        2) Gun: Claymore

     f. Vorcha
        1) Sample Build
           a) Bloodlust: 1-3, 4b, 5a, 6b
           B) Flamer: 1-3, 4a, 5a, 6a
           c) Cluster Grenade: none
           d) Vorcha Resilience: 1-3, 4b, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Bloodlust regenerates health, because of this and the lack of power usage turn it on and leave it on.  His regenerative abilities generally make swarmers and warps irrelevant.  In fact you should jump in front of such and take them for your teammates because of this.  Flamer is a nifty ability that can be used at the same time as the Reegar.  Unfortunately, you have to be fairly close to use this technique.  You'll need to learn when and how to dodge in order to prevent dying often.  The close combat nature of this build means getting close to things that can kill you easily even with your regeneration abilities.
              - It takes a bit to learn the timing for the Reegar/Flamer combo.  Fire the gun, then right after initiate your flamer ability.
              - When your Reegar runs out of ammo it will automatically reload while the flamer is still active.  You can use reload cancel to speed up the process. Generally the flamer will last partway through the second clip.
               - The DPS this creates is extremely high, enough so that it will take out a banshee on gold by the end of the second clip.
               - As of patch 4 this shouldn't work anymore, unfortunately.
        2) Gun: Reegar Carbine with piercing and damage mods.

  6. Soldiers

     a. Batarian
        1) Sample Build
           a) Ballistic Blades: 1-3, 4a, 5a, 6b
           B) Blade Armor: 1-3, 4a, 5a, 6b
           c) Inferno Grenade: none
           d) Batarian Enforcer: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Pretty simple, point and shoot.  Fire your ballistic blades as you can.  The Batarian Enforcer skill tree has the ability to increase your ammo.  Thus many guns where capacity is a problem becomes much less so when used on one.
              - If your cool down is high then you'll want to conserve the use of Ballistic  Blades somewhat and it is best to use them when...
                -- Confronted by a phantom, as it will stagger them
                -- Right before reloading or as a reload cancel for your gun
                -- As an attack for a secondary foe.  In other words, fire them at one foe and shoot at a different one.
                 -- Groups of enemies
          Note: Now less susceptible to stagger effects than most classes.
        2) Gun: Harrier or Piranha

     b. Human
        1) Sample Build
           a) Adrenaline Rush: 1-3, 4a, 5b, 6a
           B) Concussive Shot: 1-3, 4a, 5b, 6a
           c) Frag Grenade: none
           d) Alliance Training: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) This is a bronze/silver/gold (iffy, and depends on your skill, but definitely not platinum) build opposed to the others which I've given.  It is meant to be a fun build, and specializes in crowd control.  Fire your Falcon and use concussive shot as often as possible.  It will slow them down and stagger non boss enemies (including phantoms).  This build allows you to keep your teammates alive so they can kill the enemy.  Adrenaline Rush is used to recharge your shields when needed.  There is a slight delay though so take that into account.
        2) Gun: Falcon with capacity and damage mods.  Talon with capacity and piercing mods.  Equip cryo ammo for this build.
           a) The Falcon fires grenades that explode when they get near a target.  You can and should be bouncing the grenades off objects, walls, ceilings, whatever to get around corners, cover, or guardian shields.

     c. Krogan
        1) Sample Build
           a) Fortification: 1-3, 4b, 5b, 6b
           B) Carnage: none
           c) Inferno Grenade: 1-3, 4a, 5b, 6a
           d) Krogan Berserker: 1-3, 4b, 5a, 6b
           e) Rage: 1-3, 4b, 5a, 6a
           f) This is a melee build and thus not recommended for gold (mostly this depends on your skill) or platinum.  It's pretty simple, just run around and melee everything.  Running an all Krogan melee team is fun, and always worth a laugh for everyone.  Your gun is mostly there to hold the blade attachment.  Though you might fire it at enemies across the map.
              - Note that it is customary for your team to headbutt each other in between waves.  That's part of the fun.
          Note: Now less susceptible to stagger effects than most classes.
        2) Gun: GPS (Geth Pulse Shotgun) with melee and damage mods.

     d. N7 Destroyer
       1) Sample Build
           a) Devastator Mode: 1-3, 4b, 5b, 6b
           B) Missile Launcher: none
           c) Multi-Frag Grenade: 1-3, 4a, 5b, 6a
           d) T5-V Battlesuit: 1-3, 4a, 5a, 6b
           e) T5-V Internal Systems: 1-3, 4b, 5b, 6b
           f) The Destroyer is one of the highest DPS classes in the game.  He is capable of putting out an immense amount of weapons fire.  However, even though his shields are very high he can die pretty easily.  This is partially due to a low health amount, but also because of his slow movement speed when Devastator Mode is engaged.  When in an entrenched position few other classes can match him.  When running around he become less of an asset and dies much more often.  Point and shoot is the general use of this guy as with most soldier classes. The Multi-Frag grenades should typically be used in emergencies and on massed troops.  These grenades are one of the highest damaging in the game. However, they have quite a spread to them.  They are most effective when used in a room or an enclosed space.
              - Be sure to turn off Devastator Mode if engaged in carrying a package.  One might get in the habit of turning it off when running in general.
              - The Destroyer can't be staggered while Devastator Mode is on.  This makes them a good choice to work on devices for the appropriate objective wave, or even reviving team mates.
              - There is a bug which can sometimes happen with this class where you are unable to fire your weapon or use a power.  If this happens do a melee and it should clear it up.
        2) Gun: Particle Rifle with capacity and piercing mods (use incendiary ammo if you choose this), Typhoon with capacity and damage mods (use warp ammo if this is your choice), or a Harrier with capacity and damage mods (use armor piercing if this is your choice).  Since he has not timed powers also equip a Piranha (choke and damage with armor piercing ammo) or Reegar Carbine (piercing and damage with warp ammo) as a backup weapon.

     e. Turian
        1) Sample Build
           a) Marksman: 1-3, 4a, 5a, 6a
           B) Concussive Shot: 1-3, 4a, 5b, 6a
           c) Proximity Mine: none
           d) Turian Veteran: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) Of all the classes the Turian soldier is best able to make the most use out of a given weapon.  Weapons that aren't viable on most classes such as the Revenant become so with this class when using the Marksman skill.  Weapons such as the Piranha (which are already good) become much more so.  In ME3 Multi-player he reigns supreme as getting the most out of a given weapon.  The Turian soldier isn't the highest DPS class there is, but he ranks up there.
        2) Gun: Since so many guns become more viable here's a list of possibilities....
           a) Revenant, Harrier, Typhoon, Hornet, Hurricane, and the Piranha
           B) Generally to make the most out of marksman you'll want to choose fully automatic weapons for him.

     f. Vorcha
        1) Sample Build
           a) Bloodlust: 1-3, 4b, 5b, 6b
           B) Flamer: none
           c) Carnage: 1-3, 4b, 5b, 6b
           d) Vorcha Resilience: 1-3, 4a, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) This particular build is not quite as powerful as the Vorcha Sentinel build provided earlier.  However, the claymore makes it a strong build.  You just fire your gun and use carnage whenever you can.  See the Vorcha Sentinel above for information regarding Bloodlust.
        2) Gun: Claymore with choke and damage mods.

  7. Vanguards

     a. Charging: Anyone wishing to use a vanguard needs to learn how to charge responsibly. Charging off to the other side of a map from your teammates and getting killed consistently makes unnecessary work for your teammates.  They aren't likely to appreciate repeated instances of this.  Should you bleed out or get insta-killed they are a man down for the rest of the wave.  Look before you leap, or charge as it were.  Do not charge into areas that you can't completely see.  Do not charge enemies that can instantly kill you unless you know what you're doing.  Be prepared to dodge immediately after a charge (unless you're a Krogan).
        1) Travel by charge is one of the fastest ways to get around a map.  You might use it to  quickly get to a teammate for a revive or to an objective.  Bear in mind you can charge anything, which includes swarmers.

     b. Vanguard Glitch: All vanguards are susceptible to a bug called the vanguard glitch.  If you manage to press charge at the exact moment of your death the game will get confused about your exact location.  Initially, you'll start bouncing around, this prevents you from reviving your teammates and doing objectives.  But you'll be able to fire your weapons, use powers and consumables.  Eventually, you'll end up flying up in the air, or beneath the floor of the map your on, unable to do anything.  At best you're a distraction the rest of the team can use.  At worst they are a man down for the rest of the match.  Playing a vanguard as host minimizes the possibility of this happening.  So it is recommended you not play this class unless you are hosting the match.

     c. Asari
        1) Sample Build
           a) Biotic Charge: 1-3, 4b, 5a, 6b
           B) Stasis: 1-3, 4b, 5b, 6a
           c) Lift Grenade: 1-3
           d) Asari Justicar: 1-3, 4b, 5a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) This class is one of the more versatile of the vanguards in general.  The stasis power is used to either lock down health-based enemies (especially phantoms) or to set up traps in a choke point.  Stasis may also be used to lock down enemies so they may be sniped (Carnifex targeting head shots).  Lift grenade is used against massed troops, and boss enemies.  If used on a primed target a biotic explosion will ensue.  If it causes a target to be lifted, that target may be charged for a biotic explosion.  A great combination is a charge and then to immediately fire your weapon, generally going for head shots.  This has a better effect when a shotgun (such as the Disciple) is used however.  Always be prepared to run/dodge/charge at all times with this class.
        2) Gun: Hornet or Hurricane with heat sink and piercing mods.  Carnifex with damage and piercing mods.
           a) You'll want a very high recharge speed for this build.  So bear that in mind when selecting weapons and mods.  Try to keep it 190-200% if possible.

     d. Drell
        1) Sample Build
           a) Biotic Charge: 1-3, 4b, 5a, 6b
           B) Pull: none
           c) Cluster Grenade: 1-3, 4a, 5b, 6a
           d) Drell Assassin: 1-3, 4b, 5a, 6b
           e) Fitness: 1-3, 4b, 5b, 6b
           f) This is an aggressive build and thus needs a bit of practice to keep from dying often.  Choosing a Talon over a Disciple will give you some range to stand further back for times when charging isn't an option.  Basically you charge and follow up with several possible options.  That could be popping off a head shot or two, tossing a grenade point blank, using either a heavy or light melee, or some combination of thereof.  Regardless, unless the enemy is dead and alone you should be prepared to run/dodge/charge immediately thereafter.  Try to reserve the grenades for massed troops, or on boss enemies.
              - Review the melee information about Drell's in the Adept section.
        2) Gun: Disciple with melee and piercing mods, or a Talon with melee and piercing mods.

     e. Human
        1) Sample Build
           a) Biotic Charge: 1-3, 4b, 5b, 6b
           B) Shockwave: none
           c) Nova: 1-3, 4a, 5b, 6a
           d) Alliance Training: 1-3, 4b, 5a, 6a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) When choosing to play what's known as a nova-guard one should be conscious of being considerate to your teammates.  On lower difficulties it is easy to dominate over almost any other class.  Allowing you literally to kill almost anything and everything before you teammates even arrive.  However, killing 90% of the enemies on a map and/or getting yourself killed many times in so doing isn't going to earn you points with your teammates.  Here are some guidelines on vanguard etiquette.
              - Try to stay close to your teammates so it doesn't inconvenience them reviving you
              - Make sure you charge and kill enemies that are a direct threat to them.  Try to keep things approaching from the rear or flanks of the group.
              - Don't go crazy and kill off all or even most of the enemies, leave some for your teammates.
           g) Using a nova-guard is easy enough: charge, nova, follow up with a heavy melee or a head shot with your gun, then repeatedly dodge away until your cool down allows for you to repeat the process.  One could alter the pattern slightly in another pattern depending on the circumstances, just by switching the first two, Nova, then Charge.  It's learning when and where to charge that is the difficult part of using this class.
              - Tanking
                -- A vanguard set up in this fashion can do something called nova canceling.  Basically, when performing either a charge or a nova they are invulnerable.  So the idea is to do a nova and before it actually finishes  the animation, perform a dodge.  This will grant you a period of time when you can't be hurt.  If performed on a ramp this type of vanguard can effectively tank even boss enemies.
        2) Gun: Anything that allows a 200% recharge.  Disciple with melee and piercing mods.

     f. N7 Slayer
        1) Sample Build
           a) Biotic Charge: 1-3, 4b, 5b, 6b
           B) Phase Disruptor: 1-3, 4a, 5b, 6a
           c) Biotic Slash: 1-3
              - While this skill has a radius to it, it only travels horizontally.  As it travels through objects and walls it may be used in safety away from the enemy.
           d) N7 Slayer: 1-3, 4b, 5a
           e) Fitness: 1-3, 4a, 5b, 6a
           f) The pattern used for this guy is phase disruptor 3x followed by a charge to recharge ones shields.  Biotic slash is used for setting off biotic detonations from team members, or crowd control on lesser enemies.  The gun is mostly there to hold your stunner and shoot guardians.  Though certainly it can be used at a distance where it's dangerous to charge or in combination with biotic slash for boss enemies when a ramp isn't available.
              - Tanking
                -- There is a debate on whether a Slayer is invulnerable or just has a great deal of damage resistance when performing his light melee.  Whichever is the case he appears to take little to no damage when doing so.  This can be taken advantage of.  If done on a ramp, allows one to even tank boss enemies.  The pattern for it is: light melee x3, press a directional button, charge.  So for clarification you press 5 buttons in order specifically on a PC:  F, F, F, W, 1.  It takes a bit of practice to get down but should be learned.
        2) Gun: Carnifex with melee and piercing mods.

     g. Krogan
        1) Sample Build
           a) Biotic Charge: 1-3, 4b, 5a, 6b
           B) Carnage: none
           c) Barrier: 1-3, 4b, 5b, 6b
           d) Krogan Battlemaster: 1-3, 4b, 5a, 6a
           e) Rage: 1-3, 4b, 5b, 6b
           f) The job of this class is to tank.  No other class is as good at it.  If played correctly it is very hard to die.  Playing one is simple, charge and fire your gun.  If your shields get low, charge again, and repeat the process until the enemy is dead.  Because of your ability to charge and absorb damage you should become the primary field medic on the team as well.  When an objective is in progress such as a hack or an escort try to stay with the team but you and them come under heavy fire charge into the thick of it and get that fire off your team so they can finish.  Should that group of enemies be killed and the team is not under additional direct fire return to the hack or escort.
              - The easiest way to die when playing this class are bosses (those with an insta-kill ability).  Most classes are not able to stand toe to toe with a boss enemy even in a situation where the insta-kill isn't an option.  But you'll be able to, if you can lure them on a ramp.  Because of the height difference they will not be able to perform those moves allowing you to take them out.
          Note: Now less susceptible to stagger effects than most classes.
        2) Gun: Reegar Carbine with piercing and damage mods.

     h. Phoenix
        1) Sample Build
           a) Biotic Charge: 1-3, 4b, 5b, 6b
           B) Smash: 1-3, 4a, 5a, 6b
           c) Lash: none
           d) Phoenix Training: 1-3,4b, 5a, 6a
           e) Fitness: 1-3, 4b, 5b, 6b
           f) This build is mostly about the use of the power Smash.  It should be used from mid to close range.  One the enemy is at close range alternate it with a heavy melee.  Make sure to try and keep a wall or an object between you and the enemy if possible to avoid fire.  The Disciple should generally be equipped for any use of your melee.  This allows you to follow up with a heavy melee in addition or as an option to a head shot after any given charge.  The Carnifex is used at distance for head shots.
        2) Gun: Disciple with piercing and melee mods.  Carnifex with piercing and damage.

*** X Team setups ***

  1. Team setups come in various types

     a. Biotic team
        1) Wherein all members of the team select biotic classes to create synergy with each other.  The goal being the ability to set off as many biotic explosions as possible.
           a) There are two things to know about biotic explosions that many are not aware of.
              - Certain tech skills, namely Energy Drain, and Overload will cause a problem with the combination.  For example, if I warp a target, and someone Overloads it, my subsequent throw will not detonate the initial warp.
                 -- People trying to create synergy with their team mates should be aware of this when running tech and biotic classes within the same group.
                -- However, biotics should be aware that it's unrealistic to expect this never to happen to them.  Energy Drain for instance is used quite often to keep the player using it alive.  And generally both Energy Drain and Overload are spec'd for area and thus will effect multiple targets.
           B) Even if someone has in fact used one of these powers on your target you could in the above example use Throw twice and still get your desired affect.  The first would remove the affects of said power, the second would initiate the biotic explosion you were originally going for.
              - Actually this situation if taken advantage of is even better, your first throw will set off a tech burst, the second will set off the biotic explosion.  It's a twofer.
        2) Skills
           a) Typical skills included in such groups would be Reave (spec'd for area), Warp, Throw, and Annihilation Field.
           B) Many such teams will also include a detonator.  These might include someone with either shockwave and/or biotic slash.

     b. Tech team
         Wherein part of all of the members of the team are set up to create the various types of “tech” explosions.
        1) Tech bursts are by far the easiest of these to set up and thus generally what most teams will do.
         2) Skills
           a) Generally most such groups will include team members having overload, energy drain, arc grenades, and/or electric slash.

     c. Weapon DPS 
        A group that is set up to do the highest damage per second possible.
        1) Such a group would include classes that would have the highest weapon DPS possible, and be inevitably be partially if not entirely comprised some combination of classes like the Geth Infiltrator, the Quarian Male Infiltrator, and the N7 Destroyer.
        2) Debuffs
           a) Including members with the ability to debuff the enemy make this type of team very powerful.  Such powers would include warp (with Expose), proximity mine (with Damage Taken), Snap Freeze (with Damage & Weakness), Cryo Blast (with Frozen Vulnerability), and Shield Mastery (with Cryo Shield).
              - There are other debuffing powers but they don't either don't apply to bosses or weapons damage.
              - Debuffs are generally applied to “boss” enemies along with concentrated fire in order to take them out quickly.
              - Two or more of the same debuff do not stack.  A given enemy for instance can only be under the influence of one proximity mine debuff.  If a second one is cast at the target it only refreshes the time the debuff will last.
     d. Misc
        There are of course team makeups that can be varied and include support members in addition to whatever makeup they start out as.  Such support members can make a mission much easier for the team.
        1) Some of the more useful support classes include the: N7 Demolisher (supply pylon), the Asari Justicar (biotic sphere), the Geth Engineer (geth turret), the Salarian Engineer (decoy), and the Krogan Vanguard (tanking).

*** XI Maps ***

http://masseffect.wi...ry:Multiplayer 

  1. Camping
     Right off, I'll say that many of the better players in ME3 Multiplayer are generally not interested in camping.  Yes, it's easier, yes it's safer, yes it's boring.  Most of them want to run and gun, either as a team or individually (coming together as needed).  However, it is a valid tactic when either presented with a difficult map, or when the party is made up of people who haven't developed their skills yet.  Be it a lack of native ability, or a lack of time (interest) to develop the necessary skill, they just don't have it.  Camping in one of the more secure locations is a viable way to accomplish a mission.  Each map has multiple possible locations to set up camp.  The better the players, the bigger these can be on some maps.
     a. Be aware that many of the suggested locations have ammo issues.  So quite often in order to set up in said location a Demolisher or two will be required.
     b. Generally camping locations with only one or two entrances should be selected.  The tactics used are fairly simple though.
        1) One entrance
           a) Point your guns forward, shoot anything that moves
        2) Two entrances
           a) Two people assigned per entrance.  One person per side can act as a float when things get heavier for the other team.  Should a boss enemy walk in, namely a banshee, everyone stops and focuses fire.
        3) Three entrances
           a) One person is assigned per entrance with the fourth acting as a floater.  People stick with assigned locations unless help is called or something like a banshee walks in.
        4) Four or more entrances
           a) Ummm....no, find another spot.  Well, unless you were looking for a challenge.

  2. FB Dagger
     a. Camping Location: the array control

  3. FB Condor
     a. Camping Location: the landing zone, behind the camp

  4. FB Ghost
     a. Camping Location: building #7

  5. FB Giant
     a. Camping Location: the landing zone, next to the bunker
     b. Bug: Certain powers don't work in the exterior (the upper courtyard).  Namely objects that need to hit the floor.  This includes turrets, and grenades.  They can work just don't target the ground in this location.

  6. FB Glacier
     a. Camping Location: The lower basement, or in the small room just above it.

  7. FB Goddess
     a. Camping Location: the lab

  8. FB Hydra
     a. Camping Location: Operations
     b. Bug 2: Some powers don't work in portions of the map.  For instance charge doesn't work between the catwalks and traffic control (the landing zone location).  Others as well from where I hear.

  9. FB Jade
     a. Camping Location: the burning lab

  10 FB Reactor
     a. Camping Location: the Overlook

  11 FB Rio
     a. Camping Location: the extraction zone side of the map

  12 FB White
     a. Camping Location: the interior

*** XII Becoming a good player ***

  1. Maps
     a. Know where the ammo boxes are.
     b. Know where the enemy is going spawn in relation to the teams location
        1) https://docs.google....QlE&output=html
        2) http://social.biowar...index/10037557 
     c. Know where the more defensible locations are if you or your entire party needs to fall back for some reason.
     d. Know where your entire team can sit and hold with plenty of cover for the non-objective waves (otherwise known as camping).  Ammo boxes must be considered when deciding this.  Well, unless you've got one or more Demolishers.

  2. classes
     a. Whether you chose to play a given class or not you should be familiar with them all.
     b. You need to know what every team member is capable of, what the powers they may be using do, what they look and sound like, and when they are likely to use them.
        1) http://masseffect.wi...Category:Powers
     c. Know how to play your own class.  Some classes are more difficult to use than others.
        1) The biotic classes are generally the most difficult type of class to play as it entails a great deal of power management.  Whereas a soldier class is simple in comparison as there are few to no powers to manage.
        2) Know exactly what your powers do and what types of enemies they will effect.
     d. Have a solid build for the higher difficulties.
        1) This means you've either gotten a specific setup of powers from some location or have created it yourself.
           a) A build is created with a certain idea or objective in mind.  The guns you intend on using with the build should be factored into this process.
        2) This also means you've tested it out and found it viable on the lower difficulties.

  3. Guns
     a. Know how your gun works.  You need to be familiar with the particulars of it.
          http://masseffect.wi...ategory:Weapons
         1) Not every mod is appropriate for every gun, for instance you don't place a smart choke on a Reegar Carbine.
        2) Not every gun can be effectively used on every class.
           a) This can be for weight reasons or because of specifics involved with the gun.
           B) For instance, there are very few classes that can effectively use a Revenant....the Turian Soldier, and the Destroyer.  Some might include the Turian Sentinel, but I wouldn't personally.
     b. Know the effective range of your gun.
        1) A Black Widow is generally not very effective if the target is standing next to you.  A Revanant is generally not effective at distance.
      c. Know how to use your gun.
         1) Practice with it.  Some guns are more difficult to use than others, in particular the ones that fire projectiles, e.g. Geth Plasma Shotgun, Acolyte, Kishock, Graal.
     d. Learn how to “reload cancel”.  This is extremely important to advanced game play.
        1) Every gun has an animation created for it's reloading.  However, the gun is actually reloaded about halfway through the animation.  The latter half may be canceled for a faster reload.  This results in more time shooting and less time reloading.  On a gun like a Phaeston this might not be noticeable given the portion of shooting time versus reload time.  But on a gun like the Claymore it becomes very noticeable.
         2) You may cancel the back half of the animation by any number of methods.
           a) Dodge (it doesn't matter if your playing a class that can't dodge, such as a Turian, it still works)
           B) Go into or come out of cover
           c) Use powers (I'm unsure if every power will trigger this, but most will), even if said power is in the middle of a cool down process it will still work.
           d) Use medigel
              - Since you're not dead it doesn't do anything, but it does register and this is enough to do the reload cancel.
              - If you opt for this method you can on the PC remap the 7 key to something like “capslock”, or perhaps a middle mouse button, making it much easier to do.
              - Your going to accidentally use medigel sometimes after dying if the timing is right.  Basically your fingers were going for the reload cancel just as you died.  It's unfortunate, but works well at all other times.
     e. Learn how to “quick scope”.  This is also very important to advanced game play.
        1) Aiming in or scoping in (right click on the PC) and lining up a shot takes time as opposed to shooting from the hip (not aiming with the right click).  If one does not “aim in” the resultant fire will do less damage (Raptor, and Kishock being exceptions).  However, one may actually aim without going into the “aiming” animation (right clicking).  Then aim in in briefly to fire the bullet for the greater damage, not to line up the target.  That concept is known as “quick scoping”.  It can't be done on all guns.  It generally applies to single shot, un-scoped guns.
     f. Get used to not using a scope on any gun that doesn't already come with one.  Using up one of the two mod slots on your gun for a scope is ill advised.  Unless you are specifically trying to tighten bullet spread.
     g. Some guns should only be used by host players.  Using a Falcon or Striker while not acting as host will result in misfires, dependent on the lag many of them.

  4. Environment
     a. Listen to the sounds around you.  You are usually able to hear the enemy, your teammates, and the activities of both.
     b. Look around you, having tunnel vision is going to get you killed.
     c. You should always try to be aware of where the enemy and your teammates are in relation to you.
     d. Those most guilty of not paying attention to their environment are people using scopes and people in cover.  If you are doing either make a conscious effort to stop firing now and again and look around your position.

  5. Enemies
     a. Know the enemy and their particulars.      
         http://masseffect.wi..._(Mass_Effect_3)
        1) A banshee can only teleport while it's glowing.
        2) Ravengers, and nemeses will not fire upon someone in close proximity to them.
     b. Some enemies should be dealt with sooner than others.
        1) Because of their abilities most people tend to focus on bosses.  This focus results in more deaths to second tier enemies than any other, e.g. marauders, rocket troopers, geth hunters, and centurions.  Do not ignore these troops.
        2) Geth Prime turrets can be set up behind you.  If you are taking fire anywhere near a Prime and in a safe or relatively safe position there is likely a turret near you.  Spot them and take them out.  Because they tend to be unobtrusive they tend to be ignored, many a player can attest to a death from them as a result.
        3) Ravengers are a top priority target.  At worst they set up a barrage that can kill multiple people in one salvo.  At best they lock you down in a given position where other troops such as banshees can subsequently and easily get to you.  They should be killed quickly any time they have line of sight on you.
        4) Boss enemies often should be left alone in order to clear out lesser enemies that are generally more of a danger.  That is to say, boss enemies that are distant and not a danger due to proximity.

  6. Cover
     a. Make use of cover
     b. Some people have been using terms such as soft and hard cover.  But the term soft cover doesn't apply to this game.  It means something that will hide you from sight, but not from a bullet, e.g. a bush, or hung up laundry.  Though I suppose one could apply it to an infiltrator using cloak.  Anyhow, all forms of cover that can be used are hard cover (noting the cloaking exception).
     c. Hard Cover
        1) You can go “into cover”.  It might be a wall, it might be a box, a barrier, or the side of a ramp.  It involves putting your back to an object, sometimes in a crouched position.
           a) When you are not in this form of cover enemy weapons fire becomes more damaging.
        2) Low forms of cover still allow you to be fired upon, especially from a height.  However they are the only location from where you can get a “grab”.
        3) Grabs
           a) Look for and use instances of enemies going into cover or enemies approaching your cover to do a grab.
           B) Be aware that while you may in fact be in cover, it can be partial.  Thus sitting there and waiting for a pryo who's flaming to get close enough for a grab can often result in your death.
              - In other words don't get so enamored of going into cover and waiting for just an instance.  You'll end up dead fairly often.  Rather take advantage of opportunities as they arise.
           c) If an enemy hops over your cover before you can grab them, it's a neat trick to quickly hop to the other side yourself and get the grab anyhow.
              - Be sure you're aware of what else might be on that side though.
     d. LOS (Line Of Sight) cover:  Placing an obstacle between you and the enemy.  This could include all of the above, and even the rise of a ramp.  You are effectively preventing LOS so that they may not shoot you.  It doesn't entail actually going into cover as in the previous sense.
        1) If your gun is able to pierce you can still shoot them from such a position at times. Allowing you a safe firing position.  Corners can be used often for this purpose.
        2) An Atlas fires from it's right arm.  If you can prevent LOS between that specific part of it and you, you can fire upon it with complete safety.  The corner or edge of something can easily accomplish this.
        3) A Prime shoots from it's upper body.  If you can prevent LOS between you and that part, again you're safe.  Generally this can most easily be done by use of a ramp, or some height difference.
     e. LOS cover “tends” to be better than the other form as it doesn't lock down your position.  Or as often is the case, lock down your environmental awareness.  Hard cover has its situational advantages, but as a whole LOS cover has more.  Often a given situation will dictate which one might be of more benefit.

  7. Teams
     a. Get a microphone, and talk to your team.
     b. Shared tactical information is vital.
     c. Many of the better players will not offer suggestions for various reasons.  The unfortunate end result is that in the higher difficulty matches if you haven't done something right your likely to get kicked from the group.  However, they are generally willing to explain things if asked.
     d. Reviving
        1) Revive your team mates.  Four people fighting in a wave is much easier than one.  It generally results in less of use your consumables as well, specifically medigel and survival packs.
        2) Before reviving a given team mate it is often best to assess the situation.  What and where is the enemy that killed them?  Will said enemy kill you or your team mate during or after the process?  In most cases it's better to kill the enemy before doing a revive.  If there isn't time or it can't be done without significant risk this should be communicated to them and they should use medigel.
        3) When performing a revive one should look for a convenient way to prevent LOS from enemies.  It is possible to do a revive from around a corner, on the other side of an object, or from different heights where the enemy can't target you.

  8. Teamwork
     Teamwork of course can be more easily obtained by those who can and do communicate with each other via microphones.  Examples of good teamwork and how to approach things have been given throughout this guide.  While it's true that a group of players who can each solo the difficulty level they are playing probably don't need much of it, everyone else does.  And even  that kind of team can benefit from it.

*** XIII Resources ***

There are a great number of resources for those inclined to learn more or get additional details on matters I specifically avoided.  I really didn't want to end up with a book, it's long enough as it is.  Here are some locations where you can get that information.

  1. Information on most all aspects of the game including guns, classes, powers, enemies, mods, and guides.
     a. http://masseffect.wi...i/Mass_Effect_3

  2. The Multiplayer Manifest – this allows you to see all of your gear.  When used with the browser add on, calculate DPS of various setups.
     a. http://go.bioware.co...anifest/adbadge
        1) Add-on for several browsers giving detailed stats on anything listed in your manifest
           http://social.biowar...ndex/12853771/1

  3. Video (youtube) Guides
     a. Guides on guns, builds, general tips and tactics.
        1) http://www.youtube.c...mpinProductions
            This is where I've gotten most of my builds personally.  You can see game play examples of how to use many of them.
        2) http://www.youtube.c...CokaNostradamus
         3) http://www.youtube.com/user/N7SPECOPS
         4) http://www.youtube.com/user/StarduskLP

  4. Build creation
     a. Allows you to choose powers and see what the resulting build will look like.
        http://narida.pytalh...@0@A@@@0@0@0@0 

  5. Detailed numerical information on various things
     a. Objective waves
       http://social.biowar...5086/3#13925848
     b. Weapon stats including DPS
        https://docs.google....Ync&output=html
      c. Consumables and gear
        https://docs.google....2c&output=html 

*** XIV Summary ***

Hopefully the information I've given helps some folks out.  I tried to compile as much useful information from a variety of sources as possible without breaking into numbers.  Some of it is from my own knowledge, but much of it is not.  I don't claim to be accurate in everything, though I did put some time into verifying most things.  I also don't claim to say my suggestions are the only way to go about things.  I am not claiming to necessarily be the author of any of the provided sample builds.  In point of fact I stated otherwise for most of them.  This is  merely a guideline from which some players may wish to start.  This guide is meant for those without much knowledge of the game, in the hope of making their multiplayer experience as enjoyable as possible as soon as possible.  Those already familiar with the game may find some useful information, but will already know most if not all the information I've provided.  Special thanks to a variety of people for their input and assistance: jovialmonk, PyroByte, shhegart, superphoresis, vironblood, VladImpalerIII, & YoSesca.
Chris / denarius15

*** XV Glossary ***

  1. Armored Targets: A type of target that is based on armor as opposed to health.  Note that while all guns will affect armor some are more effective than others.  For instance, the Geth Plasma Shotgun, and the Javelin.  Many powers will not affect armored targets (Stasis being an example).  There are some which are particularly effective against such targets though, such as Incinerate and Flamer.

  2. Build: A specific setup of powers on a particular class.

  3. DPS: An abbreviation for Damage Per Second

  4. Farming: Generally a very repetitive series of actions engendered to maximize the amount of credits one can earn.

  5. Camping: A type of tactic performed wherein the team or some part of the team remains in a given location.  This tactic can be used under a few circumstances.
     a. When there are lower class level members on the team
     b. The team includes one or more less skilled players
     c. The circumstances (e.g. the difficulty/map/enemy) necessitate it.

  6. Debuffs: Certain powers have the ability to make an enemy easier to kill.

  7. DOT: Damage Over Time

  8. DR: Damage Reduction.  This is a percentage of how much i

Edited by denarius15, 02 October 2012 - 03:19 PM.


#6
MikeSlackenerny

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There's a wiki on the information that has been made available on the forum, you should see if you can put this there.

Link here

Edited by MikeSlackenerny, 17 September 2012 - 07:53 PM.


#7
denarius15

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  9. Griefer: A person who delights in malicious behavior.  Some examples might be.... A person who purposefully does not revive team mates without legitimate reason, a person who repeatedly ”kill steals” for the express purpose of denying a team mate the kill.  Generally anyone engaged in similar antisocial behavior  for malicious or selfish reasons.  That noted, these type of people, as well as those who become argumentative or even threatening because of perceived intent, tend to not be very team oriented.  Their focus is too much on “me” rather than “we” for a cooperative game.

  10 Health-based Targets: A type of target that is based on health as opposed to armor.  Note that many class powers will only work or only provide certain benefits on health-based targets.  For instance Stasis or Pull only affect health-based targets.  The damage protection of Reave is only obtained when applied to a health-based target.

11 Kill stealing: The term applies to people who kill a target that a person feels is rightfully theirs. A person might feel this because they've spent the last 5 seconds lining up a shot, or perhaps hit it with either stasis or submission net. Unfortunately, I don't know that anyone can really claim ownership on the death of a given enemy. The entire idea is a bit silly. Moreover, when playing on Gold and especially on Platinum there are so many targets coming at you so fast, it doesn't matter who kills them. What matters is that someone does. Thus, the enemy doesn't kill you or your team, costing you a successful mission, and the subsequent money/XP that is awarded.
   a. For many players (especially gold and platinum level players) this is learned behavior. It is done for the success of the mission and does not come from some social disorder as one might expect with the griefers.
   b. Having someone key in off your powers such as stasis or submission net is actually a sign of good teamwork. Two or more people working together to achieve power combos is much more effective that one person working them solo.
   c. Many classes depend on an enemy for various reasons. A vanguard might might to recharge their shields. A Salarian engineer might need a targets shields for the same reason. Things can get pretty chaotic to expect a team mate to read your mind and know you needed that target. This is when team work and communication come to mind.

12 Kiting: Tactically, this would be considered an ordered retreat as opposed to a rout. It basically means retreating in an ordered fashion before an enemy. This can mean walking backwards (if the map is well known) and/or running from one cover location to another away from the enemy. The idea is to gather up all your enemies into a pack and lead them, rather than creating a situation where multiple enemies are in different positions and able to set up a crossfire.
   a. One may go in a clockwise or counter clockwise fashion on the outskirts of a given map.
   b. Attention should be given to any enemies outside of the controlled group. Regardless of your intent (see below) these should be killed.
   c. This can be used for two situations
       1) Your intent is not necessarily to kill them such as during an objective or extraction wave. But rather to pull them away from your point of interest. In this case your fire or use of powers is desultory, more to grab interest than to rack up kills.
       2) Your intent is to survive. Often the survival method use when soloing or after having been reduced to one surviving member of a team on a given wave. In this instance you are trying to kill them, but are creating a situation where the majority if not all of them are coming in from one controlled direction.

13 Leecher: A person who joins a mission for the express purpose of earning the XP or credits without participating to the mission. It isn't skill or ability that they may lack, rather a willingness to participate.

14 Run & Gun: A tactic where all of the players separately, together, or in pairs roam freely throughout the map during game play. This tactic requires a higher degree of skill outside of bronze/silver matches. It is generally only performed by the most advanced or skilled players on gold/platinum difficulties.

15 Shielded Targets: This would include barriers which are a biotic form of shield. Many forms of enemies have shields as do the players themselves which must be removed before core damage can be applied to the target. Some guns which can be used are more effective against shields than others, e.g. the Reegar Carbine, and the Acolyte.

16 Spawns: The location(s) where an enemy will appear on a map.

17 Spec'd: This means how a character was set up, specifically which powers and evolutions were selected in making the character.

18 Speed Runs: A more advanced form of farming. Generally the players (or at least one among them) is very knowledgeable regarding the map in question. They will know where the enemies will spawn based on player locations. It entails for the most part running to said spawn locations, and rocketing large groups of enemies in order to speed up time spent on a given wave.

19 Squishy: The class in question has low health, low shields or both, and generally dies very easily from enemy fire.

20 Sync kills: Certain enemies have the ability to kill you in a single melee attack. These are banshees, brutes, atlases, and phantoms. Often due to lag between you and the hosting player it can happen even when your some distance from the enemy in question. Thus the common term “magnet hands”.

21 Tanking: Certain classes because of their powers, base health, and/or base shield are better able to take weapons fire or the targeted abilities of the enemy with less risk of death than others. Such people actively engaged in drawing the enemies attention (also known as getting aggro, short for aggression) towards themselves rather than their teammates are “tanking”. Here's a list of classes (numbers are calculated based on the builds listed in this guide) that can tank roughly in order of effectiveness.
  a. Krogan Vanguard – The best tank class by far.
      Health (1850), Shields (1850), DR (barrier 40% + enraged 30% = 70% total)
  b. Human Vanguard (using nova cancel)
      Health (825), Shields (825)
  c. N7 Slayer (using melee/charge)
      Health (825), Shields (825)
  d. N7 Paladin (using light or heavy melee)
      Health (700), Shields (1050), DR (Energy Drain 40%), Shield Health (3000)
  e. Krogan Sentinel
      Health (1387.5), Shields (1850), DR (tech armor 50% + enraged 30% = 80% total)
  f. Batarian Soldier
     Health (1425), Shields (1425), DR (blade armor 40%)
 g. Batarian Sentinel
     Health (1425), Shields (1425), DR (blade armor 25%)
  h. Krogan Soldier
      Health (1162.5), Shields (1550), DR (fortification 35% + enraged 25% = 60% total)
  i. Vorcha Sentinel/Soldier
     Health (1312.5), Shields (437.5), Health Regen 140

Edited by denarius15, 19 September 2012 - 07:03 PM.


#8
Superphoresis

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Terrific amount of effort and a very interesting read, with some useful tips and interesting ideas especially for the characters I've shied away from playing.

Thank you :)

#9
DS Monkfish

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That's a lot of effort you've put in there! I'd like to have seen something like this when I started ME3 mp, nicely done. Thank you!

#10
O______O

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Can somebody describe to me how the Raptor makes a good Gold weapon? Like i'm honestly wondering this.

2. Here is a short list guns better suited for a gold/platinum match:
e. Sniper Rifles: Black Widow, Javelin, Raptor, Valiant, Widow
This list is not meant to be exhaustive, rather short as stated. There are builds where many other guns are definite options as well.


I feel like this gun fits somewhere in multiplayer. just no idea where.

Edited by O______O, 17 September 2012 - 09:41 PM.


#11
david_demos484

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good job OP

#12
Chaoswind

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O______O wrote...

Can somebody describe to me how the Raptor makes a good Gold weapon? Like i'm honestly wondering this.

2. Here is a short list guns better suited for a gold/platinum match:
e. Sniper Rifles: Black Widow, Javelin, Raptor, Valiant, Widow
This list is not meant to be exhaustive, rather short as stated. There are builds where many other guns are definite options as well.


I feel like this gun fits somewhere in multiplayer. just no idea where.


Hip fire penalty is minimal, is easy to use, etc

#13
gilgamesh v9

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awwww....i've been outdone....

#14
gilgamesh v9

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Double Post <_<

Edited by gilgamesh v9, 18 September 2012 - 12:36 AM.


#15
Lunch Box1912

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This is definitely helpful, for new comers but isn’t that what Bronze and Silver are for? Learning how all these things work on our own… That’s how I learned and you as well I can see.

Well…. maybe now we’ll get less of the Asari Adept with a sniper rifle and a shotgun joining up in a gold match…. OK this is a good Idea.Posted Image

Edited by Lunch Box1912, 18 September 2012 - 01:04 AM.


#16
xassantex

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thanks for that wrap up . I did learn a few details i had no idea about.

One thing: in the weapons suited for Gold/Platinum you didn't mention the Wraith. It's a super SG at level X , esp on a GI or Destroyer with faster RoF .

#17
kmmd60

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Good effort

+1

#18
KJoker61

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Wait, thermal clip packs give a 100% weapon damage bonus?

#19
Pyth the Bull

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I had to scroll for 2 minutes straight just to post this.

#20
jaydubs67

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I didn't read it all because it's super long and I know most of this stuff already.  

But, the parts I did read were right on the money.  This would've been extremely useful when I first started out.  Newcomers are encouraged to read it and use it as a starting point for their knowledge base.  

Good job.  I'll be linking this to any newbies I come across.  :)  

#21
fallen_acolyte

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bunmping

#22
An D

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I though device objectives were given a 5 minute time limit without extensions.

#23
Ina_srn

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Aaargh, you use "nova cancel" term in glossary without actually explaining what it is :(

#24
denarius15

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O______O wrote...

Can somebody describe to me how the Raptor makes a good Gold weapon? Like i'm honestly wondering this.

2. Here is a short list guns better suited for a gold/platinum match:
e. Sniper Rifles: Black Widow, Javelin, Raptor, Valiant, Widow
This list is not meant to be exhaustive, rather short as stated. There are builds where many other guns are definite options as well.


I feel like this gun fits somewhere in multiplayer. just no idea where.



Raptor
Reload Canceled DPS = 386.7

Black Widow (Reload Canceled DPS =  335.7)
Javalin (Reload Canceled DPS =  349.1)
Valiant (Reload Canceled DPS =  391.1)
Widow (Reload Canceled DPS = 353.6)

If one wasn't looking at just those numbers....
- Fast reload
- Built in scope
- Hip fire ability
- Decent weight, as such good choice for engineers
- Along with the Mattock are probably the best silver/uncommon weapons.  Thus more likely to be owned by newer players.

Edited by denarius15, 18 September 2012 - 06:18 PM.


#25
denarius15

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Ina_srn wrote...

Aaargh, you use "nova cancel" term in glossary without actually explaining what it is :(



The details for it  are in the section regarding Human Vanguard.  The melee/charge in the section for N7 Slayer