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Weapons Guide


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denarius15

denarius15
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Weapons Guide

Several people have made comments on various guns that I didn't include in my Multiplayer guide....so I thought I'd put together some information.  I've included all of the guns which I personally believe are viable on Gold and Platinum difficulties.  This information is just my personal opinion. Other people may have recommendations that differ from mine and are entirely valid. 
On a side note any DPS for the listed guns is at rank X. I might add that the Reload DPS listings are in fact theoretical.  They are provided merely as a guideline, weapons will differ in actual use.  If a weapon is used incorrectly, or shots are missed you will be quite a ways from the listing.  Following the recommendations for each of the guns should minimize this.
In some areas I differentiate setups for biotic and non-biotic classes.  To clarify when I say “biotic” I am expressly inferring those  biotic classes set up to do BE (biotic explosions).  If you have a biotic class incapable of doing a BE, or have spec'd them in such fashion then use the “non-biotic” setup.  This is not to say it couldn't be used, but doing so is an advanced technique which I'm not covering here.

General Tips: 
Head shots: Generally when shooting an enemy one "should" be going for head shots. Performing one will increase the damage done to most targets.  People often work on and develop the skill for these in Bronze and Silver.  Certain evolutions on powers and or weapon mods will further increase the damage done.  Check here for further details.
http://social.biowar.../index/14351341

class Information:  
Certain classes are better with guns than others because of the abilities they can learn. These are the pertinent skills that aren't shared with any other classes.

Adrenaline Rush:
- Increases weapons damage and instantly reloads the currently equipped weapon.

Batarian Enforcer:
- Increases a weapons damage and spare ammo. This skill does not increase the amount of ammo available in a given clip; rather the amount of ammo that is available to refill a clip.

Devastator Mode:
- Increases a weapons damage, rate of fire, and magazine size.

Hunter Mode:
- Increases a weapons damage, accuracy, and possibly rate of fire (depending on evolution choices).

Marksman:
- Increases a weapons accuracy, rate of fire, and instantly reloads your currently equipped weapon.

Turian Veteran:
- Increases a weapons damage and stability. Useful for those weapons with a kick.

Terms:
AOE (Area Of Effect): 
- AOE weapons apply ammo effects on any enemy within the blast radius.  The Scorpion is an exception see its description. 
- All AOE weapons stagger most opponents. This is especially useful for hunters and phantoms. 
- Never equip piercing mods on an AOE weapon, as it has no effect.

Armor Damage Reduction (Armor DR, or DR):
 - All armored targets receive reduced damage from a given weapons fire.  Thus your weapon is going to do less damage to them.  One may circumvent this in part or completely by the use of piercing mods and/or ammo.
http://social.biowar.../index/11500067
Note
 - All of the listed projectile weapons ignore armor damage reduction.  Thus making them especially useful for armored targets.

Beam Weapons
 - This currently includes: The Particle Rifle (Assault Rifle), the Collector Sniper Rifle, and the Collector SMG.
 - These weapons all have ammo that automatically refills.
 - These weapons have a significant reload period which can't be bypassed via reload cancel.
   –- As with any weapon one may bypass a reload by using a Thermal Clip.
 - Proper usage of these weapons is to never completely drain their magazines, and allow them to refill automatically.
 - The Assault Rifle and SMG class guns have ammo capacity mods which will increase the clip size allowing for more ammo with these guns.  For these two weapons in particular this is one of two mods which should always be used.
 - The Sniper Rifle ammo capacity mod does NOT increase clip size, and therefore is useless for the Collector Sniper Rifle.
 - The Barrage Upgrade, and Thermal Clip Storage gear do NOT increase clip size and will not benefit any of these weapons.
 - The Destroyer Devastator mode ability grants a higher clip size which is beneficial for these types of weapons.
 - Incendiary ammo is always recommended for these particular weapons.

Charged Guns:
 - Charged guns do the full damage only when charged. The display in the weapons selection screen reflects the charged state.
 - Running, melees, and using powers can be done while charging any gun capable of doing so.
   -- This can be taken advantage of. Here are two instances...
      --- During a vanguard charge (power), charge your gun and release upon impact.
      --- Start charging your gun during a melee and release upon completion.
 - Certain events will caused a charged gun to fire off.
   -- Falling, climbing ladders, or going over barriers (this doesn't cause it to fire but will restart the charge)
   -- Taking cover
   -- Reviving a team mate or working on a device (this is important as it will stop whatever your doing and you'll have to restart it). Release the charge before doing either.
   -- Being staggered
 - Charging after a cloak will remove the cloak, but one may start the charge before a cloak without a problem.

Piercing:
Piercing can come in a mod, via ammo type, or be an inherent ability of the weapon.  When used it can apply to two different things.  One being the removal of some or all of an armored targets damage reduction.  Or it can be specific to your ammo's penetration of cover (to include a Guardian's shield).

Projectile Weapons:
 - These guns fire projectiles that take time to hit a target. This must be considered when firing the gun.
 - Often one must "lead" a target in order to score a hit.
   -- Leading is a concept of aiming and firing at where the target will be as opposed to where it currently is.
 - These weapons are susceptible to lag so if your connection to the host is a bad one your going to miss a lot of shots.
 - All listed projectile weapons stagger most opponents. This is especially useful for hunters and phantoms.
 - All listed projectile weapons ignore armor damage reduction.
 - All listed projectile weapons ignore shield gate.

Shield Gate:
Shield gate is the idea where only a certain portion of damage from your weapon will get through an enemies shields (or barrier) to either hurt their armor or health (regardless of how powerful said weapon is).  The amount of damage that can get through a shield (or barrier) is reflected in a percentage that changes with difficulty level and expressed by the following formula:

X = single shot damage from the weapon
Y = shield amount left on target
Z = shield gate amount (depends on difficulty level)
If X>Y
  (X-Y)Z = resulting damage to health or armor

  This is a control method created to prevent powerful single shot weapons, like the Javelin and Widow, from being able to one shot kill nearly everything even on the higher difficulty levels.
http://social.biowar.../index/11363744
Note
 - All the listed projectile weapons ignore shield gate.  This makes these particular weapons especially useful for shielded targets.
 - Any gun that fires multiple projectiles is a special consideration in that only one of the projectiles is affected by shield gate.  The rest will do full damage if the shield has been removed.  This means nearly all of the shotguns (minus the Crusader & Reegar), and the Talon.  This exactly is the reason why the Claymore in particular can one shot kill even shielded targets on the higher difficulties.

VROF (Variable Rate Of Fire):
 - These guns all have a wind up. Meaning as one continues to fire the rate of fire will increase and thus the gun will do more damage. Due to the time it takes to wind up these guns you will be out in the open for a period of time. Be sure to take that into account.

Ammo Types
Most of these are self explanatory in their descriptions.  Three of them bear special mention however.
- Drill: I didn't list it because I don't much care for them.  It allows one to fire through thicker objects, such as walls which can be useful if one has Hunter Mode and/or a Javelin.  However, it has less DPS than the corresponding Armor Piercing ammo.  It can be a replacement for Armor Piercing if you run out.
- Explosive: I'm not a big fan of these.  Fire at one target then fire at a different target, this allows the delayed explosion to occur.  Alternating between two or three different targets maximizes its effect.
- Incendiary: The DOT (damage over time) of this ammo type stacks, but does so in about 3 second increments.  So when generally using such ammo firing bursts for 3 seconds, and then working another target maximizes the DOT DPS.
http://social.biowar...3200/1#14033200


*** Uncommon/Silver ***

M-5 Phalanx
Recommended Setup:
 - Piercing and damage mods
 - Ammo
   - Biotic: Warp
   - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Extremely light gun and thus an option for classes that require a 200% cool down.
Reload Cancel DPS: 463
Manufacturer: Human; Alliance

M-9 Tempest
Recommended Setup:
 - Mods
  - Heatsink and high-velocity barrel mods
 - Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Perhaps best used for caster classes
Reload Cancel DPS: 545
Manufacturer: Elanus Risk Control Services; produced for Eclipse mercs
Note:
 - Like all high ROF (rate of fire weapons) it is very useful for setting up tech explosions via ammo.

M-13 Raptor
Recommended Setup:
 - Mods
  - Piercing and damage mods.
 - Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Perhaps best used on some of the caster classes such as engineers where a 200% cool down isn't required.
Reload Cancel DPS: 632
Manufacturer: Human
Note(s):
 - May be hip fired with minimal damage penalty
- This is a semi-automatic weapon, so it fires as quick as you can click.  When using it at it's fastest rate of fire it can be a little tiring.

M-96 Mattock
Recommended Setup:
 - Mods
  - Piercing and damage mods.
 - Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Perhaps best used on some of the caster classes such as engineers where a 200% cool down isn't required.
Reload Cancel DPS: 739
Manufacturer: Unknown
Note(s):
 - This is a semi-automatic weapon, so it fires as quick as you can click.  When using it at it's fastest rate of fire it can be a little tiring.

Phaeston
Recommended Setup:
 - Mods
  - Piercing and damage mods.
 - Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Perhaps best used on some of the caster classes such as engineers where a 200% cool down isn't required.
Reload Cancel DPS: 462
Manufacturer: Turian
Note(s):
 - Like all high ROF (rate of fire weapons) it is very useful for setting up tech explosions via ammo.

Edited by denarius15, 12 December 2012 - 06:13 PM.

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#2
denarius15

denarius15
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*** Rare/Gold ***

Acolyte
Recommended Setup:
 - Mods
  - Capacity and damage mods
- Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Many builds can use this gun, but it is perhaps best suited to biotic classes with powers that only affect unshielded health based targets.
Reload Cancel DPS: 275
Manufacturer: Asari
Note(s):
 - The Acolyte is an AOE weapon.
- The Acolyte is a projectile weapon.
- Bouncing the bullets will cause a larger AOE than a direct shot.
- The Acolyte is best suited for damaging shields/barriers. It does more damage (500%) to them than any other gun to date.
- The ammo from this gun can be bounced into areas out of LOS (Line Of Sight).

AT-12 Raider 
Recommended Setup:
 - Mods
  - Smart choke and high-velocity barrel
- Ammo
  - Incendiary, Phasic, or Warp ammo
Recommended class(s): Turians, Destroyer, Geth Infiltrator, Geth Soldier, Quarian Soldier
Reload Cancel DPS: 1227
Manufacturer: Batarian; used by the Batarian Special Intervention Unit
Notes:
- The Raider has the second highest DPS of any gun in the game, following just after the Reegar.
- Short ranged because of bullet spread, even putting on classes with an accuracy bonus you'll want the smart choke on it.
- Semi-automatic meaning you can fire the two bullets in the clip as fast as you can click.  But a slight delay in firing is recommended due to the kick the gun has.

Collector Sniper Rifle
Recommended Setup:
 - Mods
  - Damage and piercing mods
- Ammo
  - Incendiary, or Warp ammo
Recommended class(s): Many of them, but works best with Infiltrators and the Destroyer
Reload Cancel DPS: 596
Manufacturer: Collectors
Note(s):
 - The Collector Sniper Rifle is a beam weapon.

Disciple
Recommended Setup:
 - Mods
  - Non-melee builds: Piercing and damage mods
  - Melee builds: Piercing and melee
- Ammo
  - Biotic: Phasic or Warp ammo
  - Non-biotic: Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Vanguards
Reload Cancel DPS: 437
Manufacturer: Asari
Note(s):
 - This is the lightest shotgun so it can perhaps is best used for vanguards that require a high cool down. when used on one the charge evolution of weapon synergy is useful for a head shot directly after a charge.

Geth Plasma Shotgun
Recommended Setup:
 - Mods
  - Non-melee builds: Capacity and damage mods
  - Melee builds: Damage and melee
- Ammo
  - Biotic: Phasic or Warp ammo
  - Non-biotic: Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Good choice for melee classes, but also definite options for any of the three Geth classes
Reload Cancel DPS: 532
Manufacturer: Geth
Note(s):
- Because of its many abilities this is one of the most useful and popular guns available.
- The GPS is a charged gun.
- The GPS is a projectile gun.
   -- Shots from the GPS curve (slightly) to correct for target movement, if the target was highlighted in red at the time of the shot. This somewhat alleviates the problems associated with it being a projectile gun.
- Do not equip the following mods (they will have no effect): piercing, or choke
- The GPS can't score head shots.

Geth Plasma SMG
Recommended Setup:
 - Mods
  - Heatsink and high-velocity barrel (for when AP ammo isn't selected)
  - Heatsink and capacity (use the AP ammo for this setup)
- Ammo
  - Biotic: Armor piercing, or Warp
  - Non-biotic: Armor piercing, Incendiary, or warp
Recommended class(s): Caster classes, Turian Soldier, Quarian Soldier
Reload Cancel DPS: 242
Manufacturer: Geth
Note(s):
- The Geth Plasma SMG is a VROF weapon
- This weapon gets an increase of 250% damage once it's going.  So continuous fire maximizes its DPS.
- This weapon is highly effective when combined with marksman or hunter mode.

Geth Pulse Rifle
Recommended Setup:
 - Mods
   - Piercing and damage
- Ammo
   - Biotic: Warp
   - Non-biotic: Cryo, Disruptor, or Incendiary
Recommended class(s): Caster classes
Reload Cancel DPS: 408
Manufacturer: Geth
Note(s):
- Like all high ROF (rate of fire weapons) it is very useful for setting up tech explosions via ammo.

Graal Spike Thrower
Recommended Setup:
 - Mods
  - Non-melee builds: Capacity and high-velocity barrel
  - Melee builds: Melee and high-velocity barrel
- Ammo
  - Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Perhaps best for soldier, and some sentinels
Reload Cancel DPS: 602
Manufacturer: Krogan
Note(s):
- The Graal is a charged gun.
- The Graal is a projectile weapon.
- Only requires 0.8 seconds to charge, rather than the full 2 seconds the animation takes.  Additionally, it's charged damage is not proportional to the length of time it was charged as with other guns.
- Is very accurate and may be used at distance.

Kishock Harpoon Gun
Recommended Setup:
 - Mods
  - Damage and capacity
- Ammo
  - Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Soldiers, Infiltrators, and some Sentinels
Reload Cancel DPS: 701
Manufacturer: Batarian; favored by Batarian mercs, and slavers.
Note(s):
- The Kishock is a charged gun.
- The Kishock is a projectile weapon.
- Head shots with the Kishock do +300% damage unlike other guns.
- Does not penetrate cover, equipping a mod or ammo for it is not going to change this.  There is one exception to this however.  It will go through a guardian's shield.
- Causes only part of it's damage upon impact, the rest is a DOT effect representing bleed damage
- May be hip fired without penalty

M-6 Carnifex
Recommended Setup:
 - Mods
  - Piercing and damage
- Ammo
  - Biotic: Phasic or Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Best used on caster classes where a 200% cool down isn't required.
Reload Cancel DPS: 466
Manufacturer: Unknown; favored by merc leaders, and Eclipse merc tech specialists.

M-25 Hornet
Recommended Setup:
 - Mods
  - Heat sink and high-velocity barrel
  - An alternate setup might be, high-velocity barrel and the stability mod
- Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Best used on caster classes where a high cool downs are required
Reload Cancel DPS: 632
Manufacturer: Human; Cerberus
Note(s):
 - This gun has a bit of a kick, but it can be compensated for. Unfortunately that makes it a fairly close range gun when used by anyone other than a Turian. One trick to aim at the feet of the target. Because of the kick it will generally end up doing a head shot by the time the clip is expended.
- Like all high ROF (rate of fire weapons) it is very useful for setting up tech explosions via ammo.

M-37 Falcon
Recommended Setup:
 - Mods
  - Capacity and damage
- Ammo
  - Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Many of them
Reload Cancel DPS: 228
Manufacturer: Human; Alliance
Note(s):
 - The Falcon is an AOE weapon.
- The Falcon is a projectile weapon.
- The ammo from this gun can be bounced into areas out of LOS (Line Of Sight).
- A large number of classes can make use of this weapon.  Generally because of it's low DPS this weapon would be a secondary on a weapon DPS or melee class.  For non-biotic casters it could be a primary where power and/or ammo primed combos are being used.

M-76 Revenant
Recommended Setup:
 - Mods
  - Piercing and damage
  - Alternatively one might use piercing and a scope
- Ammo
  - Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Soldiers; Turian, Destroyer, Geth, and Quarian
Reload Cancel DPS: 572
Manufacturer: Fabrication Rights Management (FRM) technology
Note(s):
- One of the higher DPS ARs (assault rifles)
- The gun is heavy and isn't a good choice for any caster class.
- Movement speed is reduced while firing. Krogans and Batarians aren't affected by this, but don't make the best choices for the gun due to bullet spread.
- The bullet spread is very wide. So unless your close range your going to miss most of your shots. This is somewhat alleviated by the recommended classes. 

M-98 Widow
Recommended Setup:
 - Mods
  - Capacity and high-velocity barrel
- Ammo
  - Phasic or Warp ammo
Recommended class(s): Soldiers, sentinels, and infiltrators
Reload Cancel DPS: 557
Manufacturer: Human
Note(s):
 - This is a high damage weapon. Not in actual DPS, but rather per shot. Because of this it is possible to take out certain enemies in one or two shots. One of the best builds to use it on is a Salarian Infiltrator in the following cycle: cloak, energy drain, fire.
- The Widow has innate penetration abilities allowing it to bypass the shield of a guardian.

M-300 Claymore
Recommended Setup:
 - Mods
  - Smart choke and high-velocity barrel
- Ammo
  - Disrupter, Incendiary, Phasic, or Warp ammo
Recommended class(s): Many of them, but due to its weight should be left off caster classes
Reload Cancel DPS: 833
Manufacturer: Human (originally used only by Krogans)
Note(s):
- This is the most damaging gun in the game on a single shot basis. It is possible to one shot many of the lower level enemies even on Gold and Platinum.
- Really shines when combined with cloak, debuffs, or adrenaline rush.

N7 Piranha
Recommended Setup:
 - Mods
  - Smart choke and damage (if armor piercing ammo is used), smart choke and piercing (if another ammo type is used)
  - Alternatively with classes that don't have weigh issues, smart choke and the high-velocity barrel.  Making it unnecessary to have AP ammo.
- Ammo
  - Armor piercing, Incendiary, or Warp ammo
Recommended class(s): Many of them
Reload Cancel DPS: 1076
Manufacturer: Human; Alliance N7 program
Note(s):
- This is the third highest DPS weapon available.
- It has a wide spread and thus is extremely close range. The choke mod will extend this somewhat to a mid range. The Destroyer, Geth, Quarian Soldier, and Turian Soldier can alleviate this to an extent extending it's range further.
- Maxed out is a fairly light gun. And can be a good choice for some of the caster classes.

Reegar Carbine
Recommended Setup:
 - Mods
  - Piercing and damage
  - Alternatively one could use Piercing and capacity
  - Another option is to use capacity and the high-velocity barrel for classes that don't have weight issues.
- Ammo
  - Incendiary
Recommended class(s): Soldiers, Sentinels, Infiltrators, Vanguards
Reload Cancel DPS: 3886
Manufacturer: Quarian
Note(s):
- Do not equip the choke mod as it will have no effect. 
- The range for this weapon is preset to 1-10 meters.  It will not hit targets any closer or further.
- Currently is the highest DPS weapon in the game.
- Movement speed is reduced while firing, though Krogans and Batarians aren't affected by this penalty.
- Does additional damage to shields/barriers in particular (200%)
- Does less damage to armor in particular (50%), thus makes the piercing mod a requirement.

Striker Assault Rifle
Recommended Setup:
 - Mods
  - Capacity and damage
- Ammo
  - Cryo, Disruptor, or Incendiary
Recommended class(s): Human Soldier, Batarian Soldier, any Turian
Reload Cancel DPS: 440
Manufacturer: Unknown, possibly Krogan
Note(s): 
- The Striker is an AOE weapon.
- The Striker is a projectile weapon.
- The Striker is a VROF weapon.
- Movement speed is reduced while firing, though Krogans and Batarians aren't affected by this penalty.
- Unfortunately this gun burns through ammo very quickly. Because of this having a human soldier (adrenaline rush), or Turian Soldier (marksman) who can instantly reload is useful.  The Batarian soldier, who has more ammo, is also a good choice.
- The gun has a kick to it, thus it makes any Turian a good choice for controlling the weapon.
- Barrage Upgrade gear might be considered when using this gun for the increase to ammo capacity and the decrease in recoil (two of the Striker's biggest problems).

Edited by denarius15, 12 December 2012 - 06:38 PM.

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#3
denarius15

denarius15
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*** Ultra-rare/Black ***

Black Widow
Recommended Setup:
 - Mods
  - Capacity and high-velocity barrel
- Ammo
  - Phasic or Warp ammo
Recommended class(s): Soldier, some Sentinels, and Infiltrators
Reload Cancel DPS: 633
Manufacturer: Human; Alliance
Note(s):
- A high powered sniper rifle. It doesn't have the same single shot ability that a Javelin or even the Widow have but generally has higher DPS due to it having 3 shots per clip.- It is used in similar fashion to how the other two reference sniper rifles: cloak, power, fire, fire, fire
- The Black Widow has innate penetration abilities allowing it to bypass the shield of a guardian.

Cerberus Harrier
Recommended Setup:
 - Mods
  - Capacity and damage
  - Capacity and damage (if armor piercing ammo is used), capacity and piercing (if another ammo type is used)
- Ammo
  - Armor piercing, cryo, disruptor, and incendiary
Recommended class(s): Batarian's, Demolisher, Ghost
Reload Cancel DPS: 909.19
Manufacturer: Human; Cerberus
Note(s):
- The highest DPS AR available, and the fourth/fifth highest DPS weapon period.  The highest three all being shotguns.  The only other gun sharing this damage level is the Hurricane which is much harder to control.
- It's a bit heavy, but can be used on many casters that don't require a 200% cool down. In many cases recharge speed evolutions should be chosen if one plans on using this weapon for them.
- Ammo, your biggest drawback. Your going to run out of it, and it's going to happen often (even under the best of circumstances).  Should decide to equip this on a class with marksman you might as well camp at an ammo box.
  -- Equipping Thermal Clip gear can help offset this.
  -- Equipping this gun on a Batarian Soldier helps alleviate this issue.
  -- An N7 Demolisher makes ammo issues incidental with her pylon.

Collector SMG
Recommended Setup:
 - Mods
  - Capacity and high-velocity barrel
- Ammo
  - Biotic: Phasic or Warp
  - Non-biotic: Cryo, Disruptor, or Incendiary
Recommended class(s): Caster classes requiring a high cool down
Reload Cancel DPS: 320.93
Manufacturer: Collectors
Note(s):
- The Collector SMG is a beam weapon
- This weapon does additional damage to armored targets.
- And you thought the Harrier had ammo issues, welcome to the one gun that has worse.  In fact the ammo issue here is so severe that it only really comes into its own at higher ranks with a rank V capacity mod.  Even then you'll want to use it on a caster that requires a high cool down.  Meaning, you spend more time casting than you do shooting.  In this particular set of circumstances the weapon is quite effective.

Javelin
Recommended Setup:
 - Mods
  - Capacity and high-velocity barrel
- Ammo
  - Phasic or Warp ammo
Recommended class(s): Soldiers, some Sentinels, and Infiltrators (Geth Infiltrator probably being the best)
Reload Cancel DPS: 622
Manufacturer: Geth
Note(s): 
- This is one of the highest damage weapons in the game. Not in terms of DPS but in regards to a single shot. The only gun that does more damage in this regard is a Claymore. Because of its damage it is possible to kill many enemies in one or two shots even on gold and platinum.
- One of the best builds to use it on is a Geth Infiltrator using the following pattern: cloak, proximity mine, fire.
- The Javelin has the ability see through objects, e.g. walls, barriers, floors, etc. Anything highlighted in purple can be shot.
  -- This gun in particular is able to kill enemies out of LOS easily.

M-11 Wraith
Recommended Setup:
 - Mods
  - Piercing and damage
- Ammo
  - Biotic: Phasic or Warp ammo
  - Non-biotic: Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Vanguards, light enough to equip on cast builds that don't require a 200% cool down.  
Reload Cancel DPS: 774
Manufacturer: Unknown; favored by mercenaries, pirates, and slavers.
Note(s):
- This a long range shotgun. Well longer range than any other in the list aside from the Crusader. It has quite a punch to it, though not near what a Claymore does. That is partially made up for by having two bullets as opposed to one in the clip. One of the best things about this gun is its weight.  It's light enough to equip on many classes without a significant impact to their cool downs.

M-77 Paladin
Recommended Setup:
- Mods
  - Piercing and damage
  - Alternatively one might use Capacity and damage with AP ammo.
- Ammo
  - Biotic: Phasic or Warp ammo
  - Non-biotic: Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Caster classes that don't require a 200% cool down
Reload Cancel DPS: 604
Manufacturer: Unknown
Note(s): 
- This is a high damage pistol and may be used at range.
- Not much ammo here, you have to make your shots count. If your a good aim this is an awesome weapon, if your not there are better choices.

M-90 Indra
Recommended Setup:
- Mods
  - Piercing and damage
- Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Many of them, light enough to equip on caster builds that don't require a 200% cool down
Reload Cancel DPS: 618
Manufacturer: Unknown
Note(s): 
- This is a fully automatic sniper rifle and has a bit of a spread to the bullets.
- This gun perhaps best works out best with the Geth Infiltrator, N7 Destroyer, Turian Soldier, and Quarian Soldier. Anyone able to tighten up the bullet spread for accuracy.
- The Infiltrators get a large bonus to the gun by use of their cloak. The bonus from a cloak cycle will last approximately 2 seconds after the cloak is gone. This is enough time to use up most of the clip on the gun.

M-99 Saber
Recommended Setup: 
- Mods
  - Piercing and damage
- Ammo
  - Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Soldiers, some sentinels, Infiltrators
Reload Cancel DPS: 584
Manufacturer: Human; Alliance
Note(s): 
- Nice solid gun, often described as the sniper rifle of the assault rifle class.
- Performs much better with any class that has an increased rate of fire, such as the Destroyer, Geth, Turian Soldier, and Quarian Soldier.

M-358 Talon
Recommended Setup: 
- Mods
  - Piercing and damage
- Ammo
  - Biotic: Phasic or Warp ammo
  - Non-biotic: Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Any, perhaps best used for caster classes though.
Reload Cancel DPS: 703
Manufacturer: Human; Cerberus
Note(s): 
- This is the highest damage pistol currently. In fact it's damage both in a single shot and in DPS considerations outstrips many other guns in all classes.
- It's fairly lightweight so when at a high enough level can be equipped on many of the caster classes.
- Unlike any other pistol the Talon doesn't shoot a single projectile, rather pellets just like a shotgun.
- It's biggest downfall is the lack of range (due to the wide pellet spread). It can be used a close to mid range, but unlike choices like the Carnifex and Paladin doesn't work well at distance.

N7 Typhoon
Recommended Setup: 
- Mods
  - Capacity and piercing
- Ammo
  - Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Soldiers, some sentinels
Reload Cancel DPS: 663
Manufacturer: Human; Alliance N7 program
Note(s): 
- The Typhoon is a VROF weapon.
- Has innate cover penetration, thus can penetrate light cover such as a guardians shield.
- Does additional damage to armor and shields/barriers, specifically 150%.
- This gun works best when used with an N7 Destroyer, Turian Soldier, or Quarian Soldier.
- This gun has a bit of a kick to it. Using it while in cover is recommended unless equipped with a stability mod or on a Turian.  Another viable option is to toss in the barrage gear.

Particle Rifle
Recommended Setup: 
- Mods
  - Capacity and piercing
- Ammo
  - Incendiary
Recommended class(s): Soldiers, some sentinels, Ghost
Reload Cancel DPS: 1001
Manufacturer: Unknown
Note(s): 
- The particle rifle is a VROF weapon. 
- The particle rifle is a beam weapon. 
- This gun in particular works very well for the Destroyer, and the Ghost

Scorpion
Recommended Setup: 
- Mods
  - Capacity and damage
- Ammo
  - Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Soldiers, some sentinels, Infiltrators
Reload Cancel DPS: 489
Manufacturer: Salarian; STG
Note(s): 
- The Scorpion is an AOE weapon.
  -- Unlike the other AOE weapons there is a very high priming chance on a direct hit even with level 1 ammo types.
  -- Also unlike the other AOE weapons the ensuing blast will not prime the target with the ammo effect.
- The Scorpion is a projectile weapon.
- This gun is very good at taking out lesser enemies including phantoms. However it lacks the DPS to be effective against boss level enemies.
- It is quite effective if fired into a spawn point and can easily take out all of the non-boss enemies in short order.
- Because of its lack of effectiveness on boss enemies I would personally recommend it be used as a side arm on a class where weight isn't very important. Unfortunately its too heavy to generally be used on classes with powers able to deal with those enemies.

*** Promotional***

N7 Crusader
Recommended Setup: 
- Mods
  - Capacity and high-velocity barrel
- Ammo
  - Cryo, Disruptor, Incendiary, Phasic, or Warp
Recommended class(s): Soldiers, some sentinels, Infiltrators
Reload Cancel DPS: 891
Manufacturer: Human; Alliance N7 program
Note(s): 
- The Crusader is unlike any other shotgun because it fires a single slug as opposed to multiple projectiles of some sort.
- The Crusader is a projectile weapon.
- The Crusader has built in piercing abilities enabling it to shoot through a guardians shields.
- It has the longest range of any shotgun enabling it to be used at distance. With the smart choke it can target things across the map.

N7 Eagle
Recommended Setup: 
- Mods
  - Non-melee builds: Piercing and damage
  - Melee builds: Piercing and melee
- Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Any, but works best with caster builds
Reload Cancel DPS: 582
Manufacturer: Human; Alliance N7 program
Note(s): 
- The Eagle is the only fully automatic pistol in the game.
- Two caster classes in particular can make use of the melee setup above, those being the Fury and Slayer.  Most other melee classes will be able to use heavier weapons with a higher DPS.
- Very light weapon
- Works best when using any class that can increase its rate of fire.
- This gun isn't as awful as many would think. There are perhaps other guns that perform better in many respects, but that doesn't mean this gun isn't decent or viable on higher difficulties.

N7 Hurricane
Recommended Setup: 
- Mods
  - Heat Sink, and high-velocity barrel
  - Alternatively one might use the high-velocity barrel and the stability mod.
  - Another possible combination is the heatsink, and capacity mods along with AP ammo.
- Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Any class that doesn't require a 200% recharge
Reload Cancel DPS: 905
Manufacturer: Human; Alliance N7 program
Note(s): 
- This gun has a higher rate of fire than any other. Because of this the various ammo’s that prime are more likely to do so. Making this probably the best gun for power combo setups from ammo.
- The Hurricane has a significant kick to it. It can be compensated for if one doesn't aim in. If one still does then they should consider equipping it on a Turian, the use of stability mods, and/or consumables.
- The Hurricane uses 2 ammo per shot.
- Certain classes namely the Destroyer (depending on evolution choices) using one will be left over with a single bullet. When this happens the gun will not automatically reload. It must be manually done.

N7 Valiant
Recommended Setup: 
- Mods
  - Piercing and damage
- Ammo
  - Biotic: Warp
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Soldiers, engineers, some Sentinels, and Infiltrators
Reload Cancel DPS: 736
Manufacturer: Human; Alliance N7 program
Note(s): 
- Quick reload
- Fast rate of fire
- Negligible kick
- This weapon is one of the lighter snipers and thus may be used on caster classes that don't require a high cool down.
- One of the highest DPS of the sniper rifle class. You won't be killing anything in one shot on the higher difficulties.  However, it does put out a lot of bullets, and that is where the DPS comes in.

N7 Valkyrie
Recommended Setup: 
- Mods
  - Piercing and damage
- Ammo
  - Biotic: Warp ammo
  - Non-biotic: Cryo, Disruptor, Incendiary, or Warp
Recommended class(s): Soldiers, some Sentinels, and Infiltrators
Reload Cancel DPS: 658
Manufacturer: Human; Alliance N7 program
Note(s): 
- Fires in 3 round bursts like a Vindicator.
- While the weapon fires its bursts very quickly it is perhaps best to have a slight delay between firing in order to realign your sites for accuracy.  Any Turian class makes making time faster as the kick is reduced.

Challenges
In the process of accomplishing weapon challenges you are going to have to use some weapons that I didn't list here.  The purpose of this guide is to help people play higher difficulties.  However, I've been convinced to put in some tips in regards to the weapon challenges.

- Geth Infiltrator: A good class for any weapon.  Best class for Geth weapons.
- Salarian Infiltrator: Probably the best class for single shot weapons.
- Turian Ghost: Best class for finishing assault rifles
- Turian Soldier: Best class for finishing any fully automatic weapon that isn't an assault rifle.

Weapons to skip....
Some of these classes have a lot of decent weapons.  The ones I choose to list were based on three factors: low DPS, difficulty of use, and unlikelihood of meeting the recommended use listing.

Shotguns: Katana, Scimitar, and Eviscerator
Assault Rifles: Argus, Avenger, Falcon, Mattock, Revenant, and Vindicator
Sniper Rifles: Mantis, Incisor, and Viper
SMGs: Shuriken, and either Locust, Collector SMG, or Tempest based on your ability and/or manifest.
Pistols: Predator

The list above accounts for weapons that are listed in multiple challenges.  Meaning I didn't include them if they were listed in multiple locations (the collector SMG being the only exception).  The above list also doesn't count weapon medals.  If you want to get the medal challenge for a given weapon type you can skip one additional weapon per type.  Just in case you get stuck having to do some of the above listed weapons here are some tips for the more difficult.

Argus - This weapon has both stability issues and a wide bullet spread.  Best used with the Ghost or Turian Soldier.
Incisor - This weapon has a wide bullet spread, best used on someone with accuracy bonuses.  Use the Geth Infiltrator for this one.
Vindicator - This weapon has stability issues.  Use the Turian Ghost to complete it.

Special Thanks
Special thanks to vironblood and superphoresis for help with this.  

Resources
Weapons Stats (reload DPS info was collected from both locations)
https://docs.google....Ync&output=html

http://social.biowar...ndex/12853771/1

General Weapon information
http://masseffect.wi...ategory:Weapons

Edited by denarius15, 12 December 2012 - 07:07 PM.

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#4
denarius15

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Updated to include the AT-12 Raider
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#5
TheAdventurer29

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Good job buddy!

#6
Cyonan

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Nice guide. A few notes:

> You should probably mention shield gate and how that interacts with slow firing weapons. Same goes for armour and faster weapons.
> The Kishock ignores shield gate

Also for taking the piercing mod over the damage mod on guns, the threshold for gold/plat is around 130 damage per shot. After this threshold the damage mod starts offering a bigger damage increase, even against armoured targets. On things like the Wraith if you're going to use smart choke, you should probably lose the shredder mod rather than the damage mod, unless your goal is to hit things in cover and Guardians.

#7
denarius15

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Cyonan wrote...

Nice guide. A few notes:

> You should probably mention shield gate and how that interacts with slow firing weapons. Same goes for armour and faster weapons.
> The Kishock ignores shield gate

Also for taking the piercing mod over the damage mod on guns, the threshold for gold/plat is around 130 damage per shot. After this threshold the damage mod starts offering a bigger damage increase, even against armoured targets. On things like the Wraith if you're going to use smart choke, you should probably lose the shredder mod rather than the damage mod, unless your goal is to hit things in cover and Guardians.


Thank you,  I added in some terms to explain shield gate and armor reduction.  In regards to the damage mod over say the shredder it was my understanding that the new patch was going to change that.  Though perhaps I misunderstood the reference.  But yes, I was generally picking piercing in most cases for utility (cover penetration and guardians).  I also added links for people to research it more fully if they are inclined.

#8
SirRooster

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Found a mistake IMO

on the Falcon:
"This is a heavy gun, it is perhaps best suited to soldier and some sentinel classes where cool down isn't important."

They changed the weight, it really is not that heavy anymore.

#9
SavagelyEpic

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Yeah, Falcon is a caster weapon.

And you should probably note that DPS stats for the Reegar and Raider are purely theoretical - you'll never achieve that kind of performance in game. Many guns have an actual DPS higher than the Raider and Reegar.

Also, where did you hear that the Raider only does half damage against armour? That's not listed in the BW damage modifiers post.

#10
Titus Thongger

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nice work denarius.

#11
Kogia

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Thanks, really excellent guide, just the sort of thing I've been hoping to see since I started playing.

I like to use different weapons for each of the characters I play, but I still want to aim to use a weapon that optimises the buld as much as possible, a guide like this helps me acheive that variety and use.

#12
Cyonan

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denarius15 wrote...

Thank you,  I added in some terms to explain shield gate and armor reduction.  In regards to the damage mod over say the shredder it was my understanding that the new patch was going to change that.  Though perhaps I misunderstood the reference.  But yes, I was generally picking piercing in most cases for utility (cover penetration and guardians).  I also added links for people to research it more fully if they are inclined.


The patch is changing the damage lost on piercing for weapons that already have piercing like the Widow.

What I was talking about is overall damage done per shot on armoured targets. At around 130+ damage per shot(or pellet) then the damage mod will do more damage against even armoured  targets than the piercing mod does(unless it's the high velocity barrel that has 90% armour ignore).

#13
Yajuu Omoi

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Good work, lots of helpful info for the new kids.

One thing, the piercing mods DO help the AoE weapons, they decrease the Armor DR for them, but thats all.

Basically, a Falcon X without the AP mod will suffer the -50 damage per shot on Gold, but WITH the AP mod will only suffer less...but not much.

#14
peddroelm

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Yajuu Omoi wrote...

Good work, lots of helpful info for the new kids.

One thing, the piercing mods DO help the AoE weapons, they decrease the Armor DR for them, but thats all.

Basically, a Falcon X without the AP mod will suffer the -50 damage per shot on Gold, but WITH the AP mod will only suffer less...but not much.

 

FALSE -
all projectile weapons (scorpion,falcon, gps,graal , acolyte, striker . kishok) ignore armor DR....AP mod useless for them ... Those weapons also ignore the 75% weapon damage reduction phantoms get when moving which makes those weapons phantom stunner-killers ...

Edited by peddroelmz, 04 October 2012 - 07:49 AM.


#15
Esther

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Great, thanks for posting this

#16
Agueybana

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Good compilation of information. Like the terms guide for new players. Might I recommend some reformatting. Possibly some bold or underlined headings and maybe color to help separate parts.

#17
Morgax_Warrior

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Bit confused about valiant i think infiltrator can one shot trooper units.
(Not that i miss it but there is Krysae missing from the list)
Nice guide hopefuly will be calibrated even more.

#18
Ramsutin

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Scorpion is AoE yet it only applies ammo on hit

#19
Ramsutin

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Agueybana wrote...

Good compilation of information. Like the terms guide for new players. Might I recommend some reformatting. Possibly some bold or underlined headings and maybe color to help separate parts.

Also this

#20
denarius15

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SirRooster wrote...

Found a mistake IMO

on the Falcon:
"This is a heavy gun, it is perhaps best suited to soldier and some sentinel classes where cool down isn't important."

They changed the weight, it really is not that heavy anymore.


Your right, I hadn't checked it on a caster class for a long time.  I've updated the listing according, thanks ;)

#21
denarius15

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SavagelyEpic wrote...

Yeah, Falcon is a caster weapon.

And you should probably note that DPS stats for the Reegar and Raider are purely theoretical - you'll never achieve that kind of performance in game. Many guns have an actual DPS higher than the Raider and Reegar.

Also, where did you hear that the Raider only does half damage against armour? That's not listed in the BW damage modifiers post.


Updated the Falcon information already.  As for the DPS info, it's to provide a guideline to work off of for the newer folks (or people who don't want to research and look things up) which IMHO  was sorely lacking.  Still I will add in a note that they are the theoretical.  
Looks like there may have been a mistake regarding the damage vs armor on the Raider.  I've removed it.
I have noticed the gun is most effectively used on a GI with proxy mine, modded with the smart choke, and damage using armor piercing ammo.  It seemed to me that it has a higher DPS than even the Piranha, but I haven't used it enough to be sure about that.  My own testing was very informal.

Edited by denarius15, 04 October 2012 - 06:50 PM.


#22
denarius15

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Ramsutin wrote...

Scorpion is AoE yet it only applies ammo on hit


You're absolutely right :) I just tested it and change that section.

#23
denarius15

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Cyonan wrote...

denarius15 wrote...

Thank you,  I added in some terms to explain shield gate and armor reduction.  In regards to the damage mod over say the shredder it was my understanding that the new patch was going to change that.  Though perhaps I misunderstood the reference.  But yes, I was generally picking piercing in most cases for utility (cover penetration and guardians).  I also added links for people to research it more fully if they are inclined.


The patch is changing the damage lost on piercing for weapons that already have piercing like the Widow.

What I was talking about is overall damage done per shot on armoured targets. At around 130+ damage per shot(or pellet) then the damage mod will do more damage against even armoured  targets than the piercing mod does(unless it's the high velocity barrel that has 90% armour ignore).




Ah, I got it, thank you for the information.

#24
denarius15

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Morgax_Warrior wrote...

Bit confused about valiant i think infiltrator can one shot trooper units.
(Not that i miss it but there is Krysae missing from the list)
Nice guide hopefuly will be calibrated even more.


Yup, looks like it can one shot some of the lower stuff.  I reworded that part of the guide.  I perhap incorrectly approached the point I was trying to make in differentiating the Valiant from guns like the Javelin or Widow.

Here's a short list of the guns I didn't list:  all of the commons, half the uncommons, the Arc Pistol, Argus, Geth Plasma SMG, and Krysae.

  Can they be made to work?  Sure.  A good player can make all kinds of things work.  I just don't think they have enough going for them to mess around with on Gold or Plat difficulties for newer/intermediate players.  Still it's just my opinion on the matter.  Experimentation is how people figure out decent builds and how to use new weapons when they come out.

#25
GaryMaple

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... this is exactly what I've been craving since I started playing. So many options... I just get paralyzed with choices and have no idea what to do sometimes.

I'd love to see a comprehensive weapon/ class/ build/ team/ strategy guide once the dust from this huge (and most likely last) extended chunk of DLC settles.