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Moby's Complete Compendium of Character Builds


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Moby

Moby
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Me again.  Wanted to make a thread containing all the builds for every character in the game that I use (So really, every character in the game).  Feel free to try them.  Or don't.  I will include a few silly setups for anyone brave enough to try, but for the most part they'll just be setups that I've settled on and use in whatever difficulty I'm playing.  Some of them are carbon copies that other people have suggested to me also, or variations of them that I've changed to my preference.  Bottom line, all of them work for me.  You're more than welcome to tweak to your own liking.
Hope you find something you like.  :wizard:


     -     To navigate, just scroll, I did my best to make it easy
     -     This post contains Adepts, Soldiers, and Engineers, the second contains Sentinels, Infiltrators, and Vanguards
     -  There's a few setups listed here that I don't use any more or have not used in a long time, either because I've moved on and changed the playstyle entirely or I did some tweaking and found something I like a little better, please keep that in mind as well
     -     The reason for doing this is to have a brief summation of effective ways to play every character, which anyone with any or no experience in this game can use as a stepping stone for a new character or even a new playstyle for a character
     -   Not looking for approval, just posting stuff for people to try, these work for me






>>>>>>>>>>====================   ADEPTS   ====================<<<<<<<<<<


Human
I have two separate ones for each gender.

Male
Singularity - 6 (Radius, Recharge Speed, Detonate)
Warp - 0
Shockwave - 6 (Force & Damage, Detonate, Recharge Speed)
Alliance Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Female
Singularity - 6 (Radius, Recharge Speed, Detonate)
Warp - 6 (Detonate, Expose, Pierce)
Shockwave - 0
Alliance Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Arc Pistol (Piercing Mod, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Commando Package
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Warp Rounds

Playstyle
Obviously I play these both as biotic combo users, and I like to use them in biotic squads.  Both setups synergize incredibly well this way.  Singularity is a fantastic primer and if I forget to cast it, the old one explodes.  Warp and Shockwave are also great detonators.  I play the male a little more aggressively since Shockwave has very limited range, but I try to be able to detonate multiple combos as often as possible or just stagger baddies for crowd control.  The female I play a bit more defensively, I hang back and let baddies come to me and my teammates.  With her I often just cast a Warp to debuff a mook and power up Warp Ammo, then blow their head off with a charged Arc Pistol shot.  Singularity powers up Warp Ammo on multiple targets very nicely.  Heavy melee is great to stagger a rushing baddy back, or knock an unshielded Abomination away.

Other Options
M-77 Paladin (Magazine Upgrade, Power Magnifier), M-6 Carnifex (Piercing Mod, Power Magnifier), Executioner Pistol (Piercing Mod, Power Magnifier), Drill Rounds, Power Amplifier Mod, Targeting VI, Adaptive War Amp, Pistol Amp (Gear), Vulnerability VI


Asari

Powers
Stasis - 6 (Stasis Strength, Recharge Speed, Bubble)
Warp - 6 (Detonate, Expose, Pierce)
Throw - 6 (Radius, Detonate, Force & Damage)
Asari Justicar - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 0

Equipment
Weapon - M-77 Paladin (Magazine Upgrade, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Commando Package
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Warp Rounds

Playstyle
Old classic from the demo days.  Warp, Throw, kaboom.  I'll Stasis something dangerous to neutralize it immediately, Phantoms, Collector Captains, Geth Hunters, whatever.  I mostly shoot after I've Warped a big armoured target, or to mop up a couple mooks.  I use hard cover a lot with this character when I'm just zapping out powers to combo.

Other Options
M-6 Carnifex (Piercing Mod, Power Magnifier), Power Amplifier Mod, Cyclonic Module, Shield Power Cells, Pistol Amp (Gear), Adaptive War Amp, Stasis Rank 5 Evo (Bonus Power)


Drell

Powers
Reave - 6 (Radius, Damage Protection, Damage & Duration)
Pull - 3
Cluster Grenade - 6 (Force & Damage, Damage Combo, Shrapnel)
Drell Assassin - 5 (Damage & Capacity, Power Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - M-77 Paladin (Magazine Upgrade, Power Magnifier)
Weapon Bonus - Strength Enhancer
Gear Bonus - Grenade Capacity
Armour Bonus - Adrenaline Module
Ammo Bonus - Warp Rounds

Playstyle
I always love moving at ludicrous speeds.  This guy is a total powerhouse, I'll simply Reave a boss or group and throw a grenade, Reave, grenade... I'll shoot my weapon in between executing those of course.  Pull is for a quick stagger on a rushing Marauder or Collector Captain, and I also use it on unshielded enemies to neutralize them quickly.  A follow-up Reave should take care of most Pulled mooks as well.  I always take the pizza with this guy.  Lots of side stepping and dodges help me stay alive.

Other Options
M-6 Carnifex (Piercing Mod, Power Magnifier), Executioner Pistol (Piercing Mod, Power Magnifier), Drill Rounds, Pistol Rail Amp


Asari Justicar (Tanky B*tch)

Powers
Biotic Sphere - 6 (Shield Regeneration, Damage Reduction, Allied Protection)
Reave - 6 (Radius, Damage Reduction, Damage & Duration)
Pull - 3
Asari Justicar - 5 (Duration & Capacity, Power Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - M-7 Lancer (Magazine Upgrade, Piercing Mod)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Stronghold Package
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Warp Rounds

Playstyle
This setup can take an absolute beating.  High shields plus very high damage reduction in the bubble lets me stand around and shoot all day.  I simply use the bubble on the cover I want to utilize, Reave some baddies to power up my Warp ammo, then shoot everything in sight.  Pull is a great oh sh*t button and it lets me create some combos at range.  Biotic Sphere still detonates primed enemies this way so long as I'm close enough when I cast it.

Other Options
Particle Rifle (Magazine Upgrade, Piercing Mod), Collector SMG (Magazine Upgrade, High Velocity Barrel), M-90 Indra (Extended Barrel, Enhanced Scope), Collector Sniper Rifle (Extended Barrel, Piercing Mod), M-11 Wraith (Smart Choke, High Velocity Barrel), Incendiary Rounds, Sniper Rifle Rail Amp, Shotgun Rail Amp


Asari Justicar (Mean B*tch)

Powers
Biotic Sphere - 0
Reave - 6 (Radius, Damage Reduction, Barriers & Armour)
Pull - 6 (Radius, Lift Damage, Duration & Combo)
Asari Justicar - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Collector SMG (Magazine Upgrade, Power Magnifier)
Weapon Bonus - SMG Rail Amp
Gear Bonus - Expert Package
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Warp Rounds

Playstyle
Another Justicar setup I use, again dropping one of her powers.  This one is more for offensive purposes.  I Reave everything, and anything that can be Pulled I Pull it and make it explode.  The Collector SMG does good damage with powered up Warp ammo, Reave's DOT is quite good at helping take down armour as well.  I like not having to visit ammo boxes.

Other Options
M-11 Wraith (Smart Choke, High Velocity Barrel), Reegar Carbine (Shredder Mod, High Caliber Barrel), M-90 Indra (Piercing Mod, Enhanced Scope), M-77 Paladin (Magazine Upgrade, Power Magnifier), Arc Pistol (Piercing Mod, Power Magnifier), M-6 Carnifex (Piercing Mod, Magazine Upgrade), Drill Rounds, Shield Power Cells, Power Efficiency Mod, Adrenaline Module, Adaptive War Amp


Phoenix

Powers
Singularity - 6 (Radius, Recharge Speed, Detonate)
Smash - 6 (Biotic Combo, Force & Damage, Armour Damage)
Lash - 6 (Detonate, Damage Over Time, Shield Penetration)
Phoenix Training - 5 (Damage & Capacity, Power Damage)
Fitness - 3

Equipment
Weapon - M-77 Paladin (Magazine Upgrade, Power Magnifier)
Weapon Bonus - Strength Enhancer
Gear Bonus - Adaptive War Amp
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Warp Rounds

Playstyle
All three of these powers prime for Biotic Explosions though only Singularity followed by Smash will detonate on armour.  Lash also applies DOT to any target.  Smash does insane damage set up this way, it's my primary anti-armour attack.  With shields I typically use Singularity to prime my Warp ammo, and combine Lash DOT with weapon shots to take down big boss shields.  Practically any pistol or SMG with the Power Magnifier can be used, Blood Pack Punisher with Recoil System is great additional anti-armour.  Melee is strong enough to give me some breathing room.

Other Options
Drill Rounds, Armour Piercing Rounds, Power Efficiency Mod, Martial Biotic Amp, Geth Scanner, Hydraulic Joints, Pistol Rail Amp, SMG Rail Amp


N7 Fury

Powers
Annihilation Field - 6 (Impact Radius, DamageTaken, Drain)
Dark Channel - 6 (Damage, Slow, Pierce)
Throw - 6 (Radius, Detonate, Force & Damage)
N7 Fury - 0
Fitness - 6 (Melee Damage, Martial Artist, Power Synergy)

Equipment
Weapon - Scorpion (Melee Stunner, Power Magnifier)
Weapon Bonus - Strength Enhancer
Gear Bonus - Hydraulic Joints
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Disruptor Rounds

Playstyle
Yes, Disruptor ammo on a biotic.  Blow me.  I knew going into using the Fury I wanted to utilize her great melee.  The heavy melee has good AOE and nice damage (multipliers too), and the light melee does the same damage to a single target with crazy fast hits.  Typically I can attack a group by using a heavy melee to get in the middle of things, and immediately cast Throw on something affected by Annihilation Field for a good sized biotic combo.  The Disruptor Rounds are great when I hit a target with the Scorpion for a little tech burst, helps me take down shields at a distance.  Often prepping to attack a mob with a Dark Channel and some pre-placed Scorpion shots on the floor really save my ass.  Best way to refine this setup is just take it for a spin.  I often punch and kick Primes to death once I have them down to armour.

Other Options
Shield Power Cells, Adrenaline Module, Martial Biotic Amp, Geth Scanner


Volus (Support Freezer)

Powers, Equipment, Playstyle
See Video

Other Options
N7 Eagle (Magazine Upgrade, Piercing Mod)


Volus (Rambo Style)

Powers
Stasis - 3
Biotic Orbs - 6 (Damage, Damage, Expose)
Shield Boost - 5 (Radius, Recharge Speed)
Volus Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - N7 Hurricane (Magazine Upgrade, Power Magnifier)
Weapon Bonus - SMG Rail Amp
Gear Bonus - Expert Package
Armour Bonus - Stabilization Module
Ammo Bonus - Armour Piercing Rounds

Playstyle
Bit more newbie-friendly volus setup for killing things.  Stasis does what I need it to do at three ranks, which is neutralize Marauders, Collector Captains, and most importantly Phantoms.  Follow up with an Orb, boom, an explosion plus a debuff on whatever was in Stasis.  I constantly refresh the orbs as often as possible, which eats up my cooldowns a lot so I'm mostly just using Shield Boost for self-regeneration when I can.  Orbs are great for debuffing and actually do moderate damage this way as well.  To stay alive I use Defensive Stance a crapton for some minor shield regen and I-frames.  Shield Boost's Rank 4 evo is personal choice.

Other Options
N7 Eagle (Magazine Upgrade, Power Magnifier), Pistol Rail Amp, Pistol Amp (Gear)


Volus (Chuck Norris Method)

Powers
Stasis - 6 (Stasis Strength, Bonus Power, Vulnerability)
Biotic Orbs - 6 (Damage, Damage, Expose)
Shield Boost - 6 (Radius, Recharge Speed, Protection)
Volus Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 0

Equipment
Weapon - N7 Hurricane (Magazine Upgrade, Power Magnifier)
Weapon Bonus - SMG Rail Amp
Gear Bonus - Barrage Upgrade
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Armour Piercing Rounds

Playstyle
Aggressive volus for the more experienced volus user.  Zero Fitness means some finesse, cooldown management, and proper ability use.  Plays the same as the newbie-friendly Rambo Style.  Both Stasis and Orbs have debuff effects, which not only make it easy to kill things myself but also helps teammates drop baddies as well.  Phantoms are a joke with a Stasis, followed by an Orb, then a few bullets from the Hurricane.  Defensive Stance maintains survival with i-frames and damage reduction, which can be stacked with Shield Boost.

Other Options
N7 Eagle (Magazine Upgrade, Power Magnifier), Pistol Rail Amp, Pistol Amp (Gear), Expert Package, Stabilization Module


Krogan Shaman

Powers
Barrier - 4 (Blast Effect)
Warp - 6 (Detonate, Expose, Pierce)
Shockwave - 5 (Radius, Detonate)
Krogan Berserker - 5 (Damage & Capacity, Power Damage)
Rage - 6 (Melee Damage, Martial Artist, Pure Rage)

Equipment
Weapon - N7 Piranha (Shredder Mod, Blade Attachment)
Weapon Bonus - Strength Enhancer
Gear Bonus - Hydraulic Joints
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Warp Rounds

Playstyle
I leave Barrier turned off.  I have this guy arranged to dish out punishment in a variety of ways - I can Warp and Shockwave for short ranged but very powerful Biotic Explosions, I can melee, I can get close to a boss and Warp and shoot it, and I can tap the Barrier button twice to quickly turn it on and immediately detonate.  I keep Barrier off because I have no reason to keep it on, I want my cooldowns kept decent and I can instantly detonate Barrier by doubletapping the appropriate button.  This is a pretty effective all-rounder setup that I've grown to like over a very short period of time.

Other Options
Reegar Carbine (Shredder Mod, Blade Attachment), Incendiary Rounds, Martial Biotic Amp, Shotgun Rail Amp


Batarian Slasher

Powers
Lash - 6 (Detonate, Damage Over Time, Shield Penetration)
Warp - 6 (Detonate, Expose, Pierce)
Cluster Grenade - 6 (Force & Damage, Damage Combo, Force & Damage)
Batarian Enforcer - 4 (Damage & Capacity)
Fitness - 4 (Durability)

Equipment
Weapon - Venom Shotgun (Spare Thermal Clip, High Caliber Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier
Ammo Bonus - Warp Rounds

Playstyle
Cookie-cutter suggestion from Megabeast37215.  Warp and shoot, Cluster Grenade.  Generally how it goes.  Lash is awesome against dangerous mooks or a very close Phantom.

Other Options
Cyclonic Modulator, Shield Power Cells, Shock Trooper Upgrade


Awakened Collector (Captain Peepee Arr)

Powers
Note: If I go 6 in Dark Sphere, I have 0 in Dark Channel, and vice versa.
Dark Sphere - 0 or 6 (Damage, Recharge Speed, Dark Matter)
Seeker Swarm - 6 (Recharge Speed, Damage Reduction, Swarm Count)
Dark Channel - 0 or 6 (Damage, Slow, Pierce)
Vengeful Ancient - 6 (Weapon Damage, Power Damage, Collector/Prothean Weapon Damage)
Ancient Warrior - 6 (Ascension Damage Bonus, Ascension Recharge Speed, Ascension Mastery)

Equipment
Weapon - Particle Rifle (Magazine Upgrade, High Velocity Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Assault Rifle Amp
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Warp Rounds

Playstyle
Should be pretty obvious what's done here, prime something with Dark Sphere or Dark Channel then blast it away with the PPR.  I'm always reactivating Ascension Stance to maintain maximum damage output.  Seeker Swarms I keep on for constant damage reduction.

Other Options
Cyclonic Modulator



>>>>>>>====================   SOLDIERS   ====================<<<<<<<


Human (Cerberus w/ Talon)

Powers
Adrenaline Rush - 4 (Damage)
Concussive Shot - 4 (Radius)
Frag Grenade - 6 (Damage, Bleed Damage, Armour Piercing)
Alliance Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - M-358 Talon (Heavy Barrel, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Grenade Capacity
Armour Bonus - Shield Power Cells
Ammo Bonus - Armour Piercing Rounds

Playstyle
Made this real quick for my buddy Kocka007, to partake in a challenge he's doing for GameFAQs.  Plays pretty simple, soften up spawns with grenades then go in with the Talon to mop up.  Typically I'll shoot a full four-shot Talon magazine, then pop Adrenaline Rush for an instant reload and damage bonus.  AP Ammo lets me shred armour real nicely.  Concussive Shot is great for crowd control and a good oh sh*t button, especially with the extra Radius.

Other Options
Disruptor Rounds, Incendiary Rounds, Power Amplifier Mod, Cyclonic Modulator, Adrenaline Module


Human (Rush'n'Melee)

Powers
Adrenaline Rush - 6 (Hardening, Melee Damage, Shield Boost)
Concussive Shot - 6 (Radius, Recharge Speed, Hammer)
Frag Grenade - 6 (Damage, Max Grenades, Armour Piercing)
Alliance Training - 0
Fitness - 6 (Melee Damage, Martial Artist, Melee Synergy)

Equipment
Weapon - Acolyte (Melee Stunner, Power Magnifier)
Weapon Bonus - Strength Enhancer
Gear Bonus - Hydraulic Joints
Armour Bonus - Adrenaline Module
Ammo Bonus - Disruptor Rounds

Playstyle
Stab stuff.  This was a difficult setup for me at first, I did it initially to goof around with some friends and it went horribly.  I stuck with it, did some tweaking, got my timing down and eventually could use this reliably on Gold when I wanted a fun time.  I try to single out lone targets, but if there's a group then a grenade or two, some Acolyte shots, and Concussive Shot Tech Burst detonations really softens them up.  At that point I charge in, power up my melee with Adrenaline Rush, and stab stuff.

Other Options
Cyclonic Modulator, Shield Power Cells, Juggernaut Shield


Krogan (Fire 'Sploder)

Powers
Fortification - 0
Carnage - 6 (Damage, Recharge Speed, Damage)
Inferno Grenades - 6 (Radius, Max Grenades, Radius & Shrapnel)
Krogan Berserker - 6 (Damage & Capacity, Power Damage, Shotguns)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Venom Shotgun (Blade Attachment, High Caliber Barrel)
Weapon Bonus - Strength Enhancer
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Incendiary Rounds

Playstyle
I mostly focus on Fire Explosion combos with Grenades and Carnage, or shooting and Carnage.  However there's enough melee damage bonuses where I can go punch stuff adequately, and I do so frequently to knock away Abominations and stagger Phantoms.  Dragoons and Phantoms are absolutely neutered with this setup, as the power combos, the Venom, and melee wreak havoc on them.  Bosses die at a moderate pace with grenade spam.  Fitness can be change for pure melee.

Other Options
M-37 Falcon (Extended Barrel, Omni-Blade), Adas Anti-Synthetic Rifle (Extended Barrel, Omni-Blade), Cyclonic Modulator, Adrenaline Module, Warfighter Package, Shock Trooper Upgrade


Turian

Powers
Marksman - 6 (Firing Rate, Headshots, Accuracy and Firing Rate)
Concussive Shot - 3
Proximity Mine - 5 (Radius, Damage Taken)
Turian Veteran - 6 (Damage & Stability, Headshots, Damage & Stability)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - N7 Typhoon (Magazine Upgrade, Extended Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Barrage Upgrade
Armour Bonus - Stabilization Module
Ammo Bonus - Armour Piercing Rounds

Playstyle
I play this guy pretty straightforward, sometimes shoot a Proximity Mine to debuff a group or a boss then mow 'em down with the Brophoon.  Concussive Shot is great for quick tech detonations and crowd control.  Not much else to it.  I stack extra stability in case the passive stability doesn't work off host.  There's a crapload of weapons that can be used on this setup, listed below.

Other Options
M-7 Lancer (Magazine Upgrade, Extended Barrel), M-99 Saber (Magazine Upgrade, Extended Barrel), M-96 Mattock (Magazine Upgrade, Extended Barrel), Phaeston (Magazine Upgrade, Extended Barrel), Geth Pulse Rifle (Magazine Upgrade, Extended Barrel), Collector Rifle (Magazine Upgrade, Extended Barrel), N7 Eagle (Magazine Upgrade, Heavy Barrel), M-358 Talon (Magazine Upgrade, Heavy Barrel), Scorpion (Magazine Upgrade, Heavy Barrel), N7 Hurricane (Magazine Upgrade, Heat Sink), M-9 Tempest (Magazine Upgrade, Heat Sink), Blood Pack Punisher (Magazine Upgrade, Heat Sink), Geth Plasma SMG (Magazine Upgrade, Heat Sink), M-12 Locust (Magazine Upgrade, Heat Sink), N7 Piranha (Smart Choke, High Velocity Barrel), M-27 Scimitar (Smart Choke, High Velocity Barrel), Cyclonic Modulator, Shotgun Rail Amp, Pistol Rail Amp, SMG Rail Amp


Battlefield 3 (Wallhacker)

Powers
Adrenaline Rush - 6 (Hardening, Melee Damage, Shield Boost)
Carnage - 0
Frag Grenade - 6 (Damage, Max Grenades, Armour Piercing)
Alliance Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - N7 Crusader (Shotgun Shredder Mod, High Velocity Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Geth Scanner
Armour Bonus - Shield Power Cells
Ammo Bonus - Drill Rounds

Playstyle
With this setup I can shoot through about four meters of solid objects and still hit my target, with zero damage loss.  It's nothing short of awesome, and a little cheap.  Geth Scanner is required for precise wallhack kills, though some enemies can be too far away but still show up on the targeting reticule.  Frag Grenades are the crowd control power here, and can be tossed to soften up or kill most of a spawn.  Training rank five is my personal preference, however the Power Damage option only increases Frag damage by about 130 points so headshots is definitely an option.  Adrenaline Rush rank four is also my preference, the Damage option increases the per-shot damage of the Crusader by about 160 points so combining that plus extra headshot damage from passives can definitely pay off.  The Crusader can take a little getting used to off host, but it can be as quick as one game to ease into.  A lot of weapons can be used in this fashion, mostly Sniper Rifles, Assault Rifles, and Shotguns since they can equip both penetration mods as required (which give the ability to not suffer damage loss from firing through walls).  Due to the nature of Adrenaline Rush I also recommend burst or semi-auto weapons.

Other Options
M-90 Indra (Piercing Mod, High Velocity Barrel), N7 Valiant (Piercing Mod, High Velocity Barrel), M-97 Viper (Piercing Mod, High Velocity Barrel), M-300 Claymore (Shotgun Shredder Mod, High Velocity Barrel), M-11 Wraith (Shotgun Shredder Mod, High Velocity Barrel), M-22 Eviscerator (Shotgun Shredder Mod, High Velocity Barrel), M-99 Saber (Piercing Mod, High Velocity Barrel), M-96 Mattock (Piercing Mod, High Velocity Barrel), N7 Valkyrie (Piercing Mod, High Velocity Barrel), Assault Rifle Rail Amp, Sniper Rifle Rail Amp


Batarian

Powers
Ballistic Blades - 6 (Cone Spread, Range, Explosive Blades)
Blade Armour - 0
Inferno Grenade - 6 (Damage, Max Grenades, Armour Damage)
Batarian Enforcer - 6 (Weapon Damage, Power Damage, Damage & Ammo)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Venom Shotgun (Spare Thermal Clip, High Caliber Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Disruptor Rounds

Playstyle
CQC powerhouse, props to Megabeast37215 for suggesting I drop Blade Armour entirely.  Ballistic Blades and shooting the Venom will stagger or stun pretty much any mook in the game.  With Grenade Capacity I have lots of grenades and I throw them at everything.  Both the Grenades and the Blades also do very good damage with all the power damage boosters.  Lots of shotguns can be used.

Other Options
M-11 Wraith (Smart Choke, High Velocity Barrel), AT-12 Raider (Smart Choke, High Velocity Barrel), Graal Spike Thrower (Spare Thermal Clip, High Caliber Barrel), Incendiary Rounds, Cyclonic Modulator, Shield Power Cells, Power Efficiency Mod, Shock Trooper Upgrade


Vorcha

Powers
Bloodlust - 6 (Health Regeneration, Power Damage, Health Regeneration)
Flamer - 6 (Reach, Damage, Armour Damage)
Carnage - 6 (Damage, Recharge Speed, Damage)
Vorcha Resilience - 4 (Damage & Capacity)
Fitness - 4 (Durability)

Equipment
Weapon - Arc Pistol (Pistol Melee Stunner, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Pistol Amp
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Incendiary Rounds

Playstyle
I go for repeated Fire Explosions with this setup, whether they're primed by Flamer or the ammo I try to detonate with Carnage.  The Efficiency Mod helps with Carnage's recharge speed, as with Bloodlust on I find it's incredibly slow on its own.  Melee boosters can help me change up the playstyle a little bit, using heavy melee to finish off a lot of mooks.  Pretty much any pistol with the Melee Stunner and Power Magnifier can be used, preferably ones with range.  I put the extra point in Fitness for some additional health as this guy's individual powers are not what I rely on for damage, but the combos themselves.  Plus he's the squish.

Other Options
Power Amplifier Mod, Hydraulic Joints, Strength Enhancer


N7 Destroyer

Powers
Devastator Mode - 6 (Shield Recharge Delay, Magazine Size, Max Shields)
Hawk Missile Launcher - 6 (Shield Penalty, Armour Damage, Hydra Missile)
Multi Frag Grenade - 0
T5-V Battlesuit - 6 (Weapon Damage, Headshots, Weapon Damage)
T5-V Internal Systems - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Particle Rifle (Magazine Upgrade, High Velocity Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Assault Rifle Amp
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Incendiary Rounds

Playstyle
Doesn't need an explanation here.  Super tanky this way, too.  I still tweak here and there a lot with this character.

Other Options
Warp Rounds, Stronghold Package


Turian Havoc

Powers
Havoc Strike - 6 (Force & Damage, Melee Damage, Force & Damage)
Stimulant Pack - 6 (Damage, Pack Capacity, Survival)
Cryo Blast - 0
Armiger Legion - 6 (Damage & Stability, Power Damage, Damage & Stability)
Fitness - 6 (Melee Damage, Martial Artist, Melee Synergy)

Equipment
Weapon - Venom Shotgun (Blade Attachment, High Caliber Barrel)
Weapon Bonus - Strength Enhancer
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Disruptor Rounds

Playstyle
Pretty much any shotgun, assault rifle, or pistol with appropriate melee and power booster mods could work.  I try to dual strike where possible but I've only ever gotten the short-ranged one to work (Havoc Strike first, interrupt with heavy melee).  So anything within heavy melee range gets dual striked.  Farther targets get a Havoc Strike melee chain for a bit.  I like the Venom with Disruptor for stunning on top of stagger.  Stim Packs boost all damage and give a big melee boost, and with seven I have enough for survival.

Other Options
Incendiary Rounds


Geth Trooper

Powers
Flamer - 6 (Reach, Damage, Armour Damage)
Fortification - 5 (Durability, Power Synergy)
Hunter Mode - 6 (Power Recharge, Power Damage, Damage)
Networked AI - 6 (Weapon Damage, Power Damage, Weapon Damage)
Advanced Hardware - 3

Equipment
Weapon - Particle Rifle (Magazine Upgrade, High Velocity Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Engineering Kit
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Drill Rounds

Playstyle
This is a flammenwerfer.  It werfs flammen.  I consider this setup the deadliest setup with a Practical Rifle in the game, as it's arranged for maximum possible damage output.  When I'm not shooting, I'm Flaming.  When I'm not Flaming, I'm shooting.  Before I start firing the first mag of the PPR I shoot out a quick burp of the Flamer to apply DOT to anything in reach.  Drill Rounds lets me shoot through walls.  The listed equipment is a more durable setup, personally I prefer a Power Amplifier Mod and Stronghold Package.

Other Options
N7 Typhoon (Magazine Upgrade, High Velocity Barrel), M-7 Lancer (Magazine Upgrade, High Velocity Barrel), Geth Spitfire (Stability Damper, High Velocity Barrel), Incendiary Rounds, Power Amplifier Mod, Stabilization Module, Stronghold Package


Quarian Marksman

Powers
Marksman - 6 (Firing Rate, Headshots, Accuracy and Firing Rate)
Tactical Scan - 6 (Weapon Damage, Movement Speed, Damage)
Sabotage - 0
Quarian Defender - 6 (Weapon Damage, Headshots, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - N7 Valkyrie (Magazine Upgrade, Extended Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Assault Rifle Amp
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Armour Piercing Rounds

Playstyle
Made a thread about this one.  Focused this character all around the N7 Valkyrie, works very nicely.  Kills all enemies quickly with consistent headshots.  All bosses get Scanned before popping Marksman, which initially took some getting used to (the Infiltrator is Cloak then Scan, this guy other way around).  It's plausible to drop Fitness to five or even four ranks in order to put points in Sabotage for a stagger power, but I almost never used it when I had it myself.  Targeting VI helps mooks die real fast.

Other Options
Adas Anti-Synthetic Rifle (Magazine Upgrade, Extended Barrel), Disruptor Rounds, Vulnerability VI, Targeting VI


Geth Juggernaut (Scumbag Prime)

Powers
Hex Shield - 4 (Pulse)
Siege Pulse - 6 (Damage, Recharge Speed, Resistance Damage)
Geth Turret - 6 (Shield Restore, Restore Range, Restore Frequency)
Geth Juggernaut - 5 (Damage & Capacity, Power Damage)
Hardened Platform - 5 (Durability, Shield Recharge)

Equipment
Weapon - Collector SMG (Magazine Upgrade, Power Magnifier), Scorpion (Magazine Upgrade, High Caliber Barrel)
Weapon Bonus - SMG Rail Amp
Gear Bonus - Stronghold Package
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Incendiary Rounds

Playstyle
I hate Scumbag Primes, so naturally I enjoy playing as a Scumbag Prime.  This setup and the N7 Slayer are the only two I avoid playing off host.  Before jumping into the fray, I get my Siege Pulses ready.  Once I size up where the baddies are, I put down a quick Turret nearby to restore my shields and pop a Hex Shield to cover my flank.  Beyond that, it's shooting the Collector SMG at anything that moves to prime then blowing it away with Siege Pulse.  The Scorpion is for on host Phantoms and end-of-wave mook rushes.  When necessary, I'll heavy melee something close to regenerate.  Most of the time, I get close to a Phantom then pick her up for a moment with heavy melee.  When I drop her she's easy pickings for Siege Pulse.

Other Options
Disruptor Rounds, Omni-Capacitors



>>>>>>>====================   ENGINEERS   ====================<<<<<<<


Human (Combonator)

Powers
Combat Drone - 0
Incinerate - 6 (Radius, Burning Damage, Armour Damage)
Overload - 6 (Chain Overload, Neural Shock, Chain Overload)
Alliance Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Arc Pistol (Piercing Mod, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Omni-Capacitors
Armour Bonus - Adrenaline Module
Ammo Bonus - Disruptor Ammo

Playstyle
I whip this out to detonate someone's Flamer Fire Explosions or Snap Freeze Cryo Explosions.  Practically all I do the entire game is follow whoever has these powers and hit a group with Overload once the enemies are primed.  Incinerate is mostly for lone targets or armoured enemies, but I still use it to detonate.  Arc Pistol shots between power use helps to kill all the things.  Both powers and shots can stagger or stun a harassing mook.

Other Options
M-6 Carnifex (Piercing Mod, Power Magnifier), M-11 Suppressor (Piercing Mod, Power Magnifier), Incendiary Rounds, Engineering Kit, Structural Ergonomics


Quarian Female

Powers
Sentry Turret - 6 (Shields & Damage, Armour Piercing Ammo, Flamethrower)
Incinerate - 6 (Radius, Burning Damage, Freeze Combo)
Cryo Blast - 6 (Radius, Speed Reduction, Frozen Vulnerability)
Quarian Defender - 5 (Damage & Capacity, Power Damage)
Fitness - 3

Equipment
Weapon - Arc Pistol (Piercing Mod, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Engineering Kit
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Cryo Rounds

Playstyle
Another classic since the demo, she's still my favourite Engi.  I utilize Cryo Blast and Incinerate combos on absolutely everything.  The Speed Reduction in Cryo Blast as well as Cryo Ammo stack nicely to reduce speed of things such as Phantoms and Praetorians significantly.  Usually I'll throw a Sentry Turret down somewhere useful before I start shooting and slinging other powers so I get some extra damage in.  The Turret will also prime for Fire Explosions.  Getting used to her lets me be able to single-handedly take down anything.  Any frozen mook on Gold will die from Incinerate's DOT after a moment.  Cryo Rounds often snap-freezes enemies for me so I can immediately Incinerate to kill.  Solid character.

Other Options
M-6 Carnifex (Piercing Mod, Power Magnifier), M-77 Paladin (Magazine Upgrade, Power Magnifier), M-358 Talon (Piercing Mod, Power Magnifier), M-11 Suppressor (Piercing Mod, Power Magnifier), N7 Hurricane (Magazine Upgrade, Power Magnifier), Collector SMG (Magazine Upgrade, Power Magnifier), Disruptor Rounds, Incendiary Rounds, Power Efficiency Mod, Stabilization Module, Omni-Capacitors, Expert Package, SMG Rail Amp


Salarian

Powers
Energy Drain - 5 (Radius, Drain)
Decoy - 6 (Duration, Shock, Exploding Decoy)
Incinerate - 6 (Radius, Burning Damage, Armour Damage)
Salarian Operative - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 3

Equipment
Weapon - Collector Sniper Rifle (Extended Barrel, Piercing Mod)
Weapon Bonus - Sniper Rifle Rail Amp
Gear Bonus - Operative Package
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Incendiary Rounds

Playstyle
He's pretty squishy so it created a bit of a conundrum.  I try to hang back but the CSR has limited range, so I try to stay just inside that range when attacking.  Preemptive Decoys draw aggro away.  Shielded mooks I typically Energy Drain first then shoot a mag into their head.  Once I have bosses down to armour, I start to Incinerate them and shoot.

Other Options
M-90 Indra (Extended Barrel, Enhanced Scope), Warp Rounds, Power Amplifier Mod, Omni-Capacitors, Engineering Kit


Geth

Powers
Geth Turret - 6 (Shields & Damage, Armour Damage, Flamethrower)
Hunter Mode - 0
Overload - 6 (Chain Overload, Neural Shock, Chain Overload)
Networked AI - 6 (Weapon Damage, Headshots, Weapon Damage)
Advanced Hardware - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - M-90 Indra (Enhanced Scope, High Velocity Barrel)
Weapon Bonus - Sniper Rifle Rail Amp
Gear Bonus - Geth Scanner
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Incendiary Rounds

Playstyle
I mess with this guy a bit but I last settled on this offensive setup without Hunter Mode.  The Indra lets me sit back and mow down stuff that's stunned from Overload, and repeated Overloads set off the ammo-applied combos.  I'll use the Turret for healing even though it's not fully set up for it, because it still gets the job done.  Preemptive Turret helps with my overall damage output.  Usually I whip this guy out for a tech squad with no good combo detonators.

Other Options
Collector Sniper Rifle (Extended Barrel, Piercing Mod), M-7 Lancer (Magazine Upgrade, Piercing Mod), Particle Rifle (Magazine Upgrade, High Velocity Barrel), Disruptor Rounds, Armour Piercing Rounds, Power Efficiency Mod,
Omni-Capacitors, Operative Package, Assault Rifle Rail Amp


Quarian Male

Powers
Tactical Scan - 6 (Weapon Damage, Movement Speed, Damage)
Incinerate - 4 (Radius)
Arc Grenade - 6 (Damage, Max Grenades, Shield Overload)
Quarian Defender - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 4 (Durability)

Equipment
Weapon - M-77 Paladin (Piercing Mod, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Disruptor Rounds

Playstyle
Tech combos for everyone!  I size up a group quickly before attacking and Scan the toughest or most dangerous baddy, typically a boss or sub-boss if one is present.  After that I start a cycle by shooting, using Incinerate to create a Tech Burst, then throwing an Arc Grenade for a Fire Explosion.  Good AOE and overall damage.  I'll repeat as necessary but usually after that first strike I resolve to mostly shooting and casting Incinerate, and only use an Arc Grenade or two for cleanup.  Sometimes I'll Arc Grenade a spawn before I have line of sight to weaken shields and barriers, but only if I know the grenade toss.

Other Options
M-6 Carnifex (Piercing Mod, Power Magnifier), M-11 Suppressor (Piercing Mod, Power Magnifier), Incendiary Rounds


N7 Demolisher

Powers
Supply Pylon - 6 (Radius, Weapon Damage, Max Shields)
Arc Grenade - 6 (Damage, Electrical Damage, Shield Overload)
Homing Grenade - 6 (Damage, Fire Damage, Armour Damage)
N7 Demolisher - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 0

Equipment
Weapon - Collector Sniper Rifle (Extended Barrel, Piercing Mod)
Weapon Bonus - Sniper Rifle Rail Amp
Gear Bonus - Grenade Capacity
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Incendiary Rounds

Playstyle
Not an atypical Demolisher method, clearly, but works fine for me.  I have a grenade type for dropping shields and barriers quick, and another type for hitting armour hard and debuffing it.  The Pylon's just there to help me hold my chokepoints.  This is one setup I'll camp hard with even on Gold.  I like holding chokepoints that are right next to or very close to ammo boxes to help me restock grenades where necessary.

Other Options
M-90 Indra (Piercing Mod, Enhanced Scope), M-7 Lancer (Magazine Upgrade, Piercing Mod, Armour Piercing Rounds, Power Amplifier Mod, Shield Power Cells, Warfighter Package, Assault Rifle Rail Amp


Volus (Support Debuffer)

Powers, Equipment, Playstyle
See Video

Other Options
N7 Eagle (Magazine Upgrade, Piercing Mod)


Volus (Rambo Style)

Powers
Recon Mine - 6 (Radius, Recharge Speed, Invasive Scan)
Proximity Mine - 5 (Radius, Damage Taken)
Shield Boost - 3
Volus Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - N7 Eagle (Magazine Upgrade, Heavy Barrel)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Omni-Capacitors
Armour Bonus - Power Amplifier
Ammo Bonus - Armour Piercing Rounds

Playstyle
Another more newb-friendly volus for killing.  Once again I keep Shield Boost low since the Mines take up most of my cooldowns.  Defensive Stance can keep me alive for the most part but occasionally I need a Shield Boost to recharge all my shields immediately.  Plays pretty similar to ToLazy4Name's method, drop a Recon Mine and start pooping out Proxy Mines and I'm instantly doing 45% more damage.  Lets me mow down entire spawns without reloading.  Weaker armour such as Scions can be one-mag'd.  Recon Mine can be detonated for cleanup, best to hit enemies in Recon Mine with a Proxy just before detonating though.

Other Options
Incendiary Rounds, Power Efficiency Mod, Pistol Amp (Gear)


Volus (Chuck Norris Method)

Powers
Recon Mine - 6 (Radius, Recharge Speed, Invasive Scan)
Proximity Mine - 6 (Radius, Damage Taken, Recharge Speed)
Shield Boost - 6 (Radius, Recharge Speed, Protection)
Volus Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 0

Equipment
Weapon - N7 Eagle (Magazine Upgrade, Heavy Barrel)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Omni-Capacitors
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Armour Piercing Rounds

Playstyle
Zero Fitness aggressor for the veteran volus.  Plays the same as Rambo Style.  Recon Mine coupled with Proximity Mine causes big debuffs in a wide area, allowing me to cut down all sorts of baddies with the Eagle.  Recon Mine does decent damage when detonated as well, so it's good for cleaning up a few loners from a spawn or finishing off tougher armoured opponents that have been severely damaged.  Shield Boost and Defensive Stance maintain i-frames and damage reduction, and cloaking during Recon Mine cooldowns can help keep enemies off my back while I wait to use a Proximity Mine.

Other Options
Incendiary Rounds, Power Amplifier Mod


Turian Saboteur (Staggermucker)

Powers
Sentry Turret - 4 (Shock)
Sabotage - 6 (Backfire, Explosive Hack, Berserk)
Homing Grenade - 6 (Damage, Fire Damage, Armour Damage)
Armiger Legion - 6 (Damage & Stability, Power Damage, Damage & Stability)
Fitness - 4 (Durability)

Equipment
Weapon - M-7 Lancer (Magazine Upgrade, Extended Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Warfighter Package
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Armour Piercing Rounds

Playstyle
Currently I have Tech Vuln on Sabotage, I wanted to give it a try.  The premise remains the same, all of this guy's powers cause good stagger.  The Turret can hold off mooks in a chokepoint or doorway with the Shock evo.  Sabotage is an awesome hitscan stagger.  Homing Grenade hits hard and debuffs armour.  The Lancer works fantastic on this setup.

Other Options
Any Assault Rifle, Grenade Capacity


Vorcha Hunter

Powers, Equipment, Playstyle
See Thread
Cookie-cutter setup from Stikman.  Don't have him set up this way right now, think I did RNG Game last time I played him and got a Mattock.

Other Options
M-358 Talon (Melee Stunner, Power Magnifier)


Talon Mercenary

Powers
Cain Trip Mine - 6 (Damage, Armour Damage, Damage)
Concussive Arrows - 0
Armour Piercing Arrows - 6 (Damage, Armour Damage, Arrow Count)
Elite Mercenary - 6 (Power Damage, Power Damage, Charge Generation)
Omni Bow Mastery - 6 (Omni-Bow Damage, Killing Spree, Omni-Bow Damage)

Equipment
Weapon - Arc Pistol (Melee Stunner, Power Magnifier)
Weapon Bonus - Strength Enhancer
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Drill Rounds

Playstyle
Cain Mines get spammed against groups or tough baddies, the AP Arrows are good for armour cleanup and mooks.  Against mooks I keep the Arc Pistol charged, lock on with arrows, then right as the arrows fire I release the trigger so the Arc Pistol fires.  When the bow locks on it's pointing right at a mook's head, so the Arc Pistol shoots them in the head.  Durability is low, so it's always a struggle.  This way is for maximum damage.

Other Options
Armour Piercing Rounds, Cyclonic Modulator






Sentinels, Infiltrators, and Vanguards continue in the next post.

Edited by MofuggerX, 08 December 2013 - 07:05 PM.

  • LuckyStarr and Duc Man like this

#2
Moby

Moby
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>>>>>>>====================  SENTINELS   ====================<<<<<<<


Human

Powers
Tech Armour - 6 (Damage & Radius, Power Damage, Power Recharge)
Warp - 6 (Detonate, Expose, Pierce)
Throw - 6 (Radius, Detonate, Force & Damage)
Alliance Training - 4 (Damage & Capacity)
Fitness - 4 (Durability)

Equipment
Weapon - M-90 Indra (Extended Barrel, Enhanced Scope)
Weapon Bonus - Sniper Rifle Rail Amp
Gear Bonus - Stronghold Package
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Warp Rounds

Playstyle
When I play this setup, I rotate between long-range shooting and mobile biotic combos.  Sitting back, I can Warp an enemy to power up my ammo and debuff them, dump the Indra's magazine, and if the Warped baddy is still alive detonate with Throw.  Rinse repeat.  Running around I can create powerful Biotic Explosions with Warp and Throw combos.  Detonating Tech Armour keeps pesky Phantoms and sometimes Hunters away.  Nothing spectacular about this setup, but it synergizes quite well with a biotic team.  It's also very open to tweaking.

Other Options
Collector Sniper Rifle (Extended Barrel, Piercing Mod), M-7 Lancer (Magazine Upgrade, Piercing Mod), N7 Hurricane (Magazine Upgrade, High-Velocity Barrel), N7 Eagle (Magazine Upgrade, Piercing Mod), Incendiary Rounds, Assault Rifle Amp, SMG Amp, Stabilization Module, Power Amplifier Mod, Cyclonic Modulator, Shield Power Cells


Turian

Powers
Tech Armour - 6 (Durability, Melee Damage, Durability)
Warp - 6 (Detonate, Expose, Pierce)
Overload - 0
Turian Veteran - 6 (Damage & Stability, Headshots, Damage & Stability)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Particle Rifle (Magazine Upgrade, High Velocity Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Assault Rifle Amp
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Warp Rounds

Playstyle
This is one of my tryhard pants setups because it's so tanky and such a DPS powerhouse.  Warp to debuff and power up Warp ammo, then melt faces with the Practical Rifle.  Tech Armour detonations can get Phantoms and Geth Hunters off my butt.  For tweaking, I'd recommend putting four in Overload and four in Fitness, or only three in Overload and five in Fitness.  I've personally never needed Overload and prefer not having it.  I often grab pizza since I'm really durable with this setup.  Getting staggered is an issue so I use right hand advantage religiously.

Other Options
Black Widow (Spare Thermal Clip, High Velocity Barrel), N7 Typhoon (Magazine Upgrade, High Velocity Barrel), Incendiary Rounds, Adrenaline Module, Shield Power Cells, Stronghold Package


Krogan

Powers
Tech Armour - 5 (Damage & Radius, Power Damage)
Incinerate - 4 (Radius)
Lift Grenade - 6 (Damage, Max Grenades, Damage & Radius)
Krogan Berserker - 5 (Damage & Capacity, Power Damage)
Rage - 6 (Melee Damage, Martial Artist, Pure Rage)

Equipment
Weapon - Arc Pistol (Melee Stunner, Power Magnifier), Blood Pack Punisher (Recoil System, High Velocity Barrel)
Weapon Bonus - Strength Enhancer
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Disruptor Rounds

Playstyle
There's a lot I can do with this setup.  I can shoot charged Arc Pistol shots, and detonate Tech Bursts from afar with Incinerate.  Lift Grenades do big damage in a good area, great for softening spawns or cleaning up.  I can melee a few mooks in a row when I want to save grenades or ammo.  The Punisher helps me take down big armour fairly quickly, but I mostly keep the Arc Pistol out for the melee and power boosters.  Tech Armour detonations keep stupid Phantoms off me.

Other Options
M-77 Paladin (Melee Stunner, Power Magnifier), M-6 Carnifex (Melee Stunner, Power Magnifier), Collector SMG (Magazine Upgrade, High Velocity Barrel), Incendiary Rounds, Cyclonic Modulator, SMG Rail Amp


Batarian

Powers
Blade Armour - 6 (Melee Damage, Damage Returned, Power Recharge)
Shockwave - 6 (Force & Damage, Detonate, Lifting Shockwave)
Submission Net - 3
Batarian Enforcer - 6 (Weapon Damage, Power Damage, Damage & Ammo)
Fitness - 5 (Durability, Shield Recharge)

Equipment
Weapon - Venom Shotgun (Blade Attachment, High Caliber Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Hydraulic Joints
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Incendiary Rounds

Playstyle
I mess around with this guy a lot.  Usually I'll just shoot whatever gun I have at baddies to prime for Fire Explosions or Tech Bursts and detonate them with Shockwave.  With the Venom, lots of shooting and Shockwaves keeps most small stuff at bay.  Submission Net is great to neutralize a Phantom or whatever else I feel like.  Melee is powerful enough for a punch in the face to finish off most things.  Against bosses I typically just keep shooting and detonating combos with Shockwave.  I'll often equip the M-27 Scimitar to unleash my inner CNevarezN.

Other Options
M-27 Scimitar (Smart Choke, High Velocity Barrel), N7 Piranha (Smart Choke, Shredder Mod), AT-12 Raider (Smart Choke, Shredder Mod), Disruptor Rounds, Cyclonic Modulator


Vorcha

Powers
Bloodlust - 6 (Health Regeneration, Power Damage, Health Regeneration)
Flamer - 6 (Reach, Damage, Armour Damage)
Cluster Grenade - 6 (Radius, Max Grenades, Shrapnel)
Vorcha Resilience - 5 (Damage & Capacity, Power Damage)
Fitness - 3

Equipment
Weapon - M-358 Talon (Piercing Mod, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Incendiary Rounds

Playstyle
I can't believe this powerhouse isn't played more, he devastates armour and groups.  I'll run up to a group or a lone boss and shoot Flamer in a quick burp, only for about one second.  Once a baddy is primed, I'll throw Cluster Grenade straight  into them to detonate the Fire Explosion.  Repeated as necessary.  Even with the health regeneration I can't stand up to big cannon blasts very well, but machine gun fire isn't as deadly.  Still a squishy guy, lots of side dodging and soft cover keeps me alive.

Other Options
Strength Enhancer


N7 Paladin

Powers
Energy Drain - 6 (Radius, Drain, Armour Boost)
Incinerate - 6 (Radius, Burning Damage, Armour Damage)
Snap Freeze - 4 (Reach)
N7 Paladin - 4 (Damage & Capacity)
Shield Mastery - 6 (Melee Damage, Shield Recharge, Fire Shield)

Equipment
Weapon - Arc Pistol (Piercing Mod, Power Magnifier)
Weapon Bonus - Strength Enhancer
Gear Bonus - Omni-Capacitors
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Disruptor Rounds

Playstyle
Snap Freeze does what I need it to do at four ranks; prime and explode tech combos.  I can shoot and Incinerate or Energy Drain at a distance for tech bursts, or use Incinerate and Energy Drain for fire explosions.  Snap Freeze will detonate fire explosions on stuff that I hit with the shield.  Basically there's a crapton of methods to combo and I just chain them in whatever fashion suits the situation.

Other Options
M-77 Paladin (Magazine Upgrade, Piercing Mod), Incendiary Rounds, Cryo Rounds, Shield Power Cells, Engineering Kit, Pistol Rail Amp


Volus Mercenary (Support Stunlocker)

Powers, Equipment, Playstyle
See video

Other Options
N7 Eagle (Magazine Upgrade, Piercing Mod)


Volus Mercenary (Rambo Style)

Powers
Decoy - 6 (Duration, Shock, Exploding Decoy)
Combat Drone - 6 (Detonate, Shock, Chain Lightning)
Shield Boost - 3
Volus Training - 6 (Weapon Damage, Shield Boost, Weapon Damage)
Fitness - 5 (Durability, Shield Recharge Speed)

Equipment
Weapon - Particle Rifle (Magazine Upgrade, High Velocity Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Assault Rifle Amp
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Warp Rounds

Playstyle
Fairly tanky weapon user, more newbie-friendly for those inexperienced with playing volus aggressively.  The Particle Rifle coordinates very well with the stagger-inducing Drones and Decoys, and invincibility frames from Shield Boost and Defensive Stance let me take quite a few hits between power use and weapon recharge.  Not many other weapons are feasible due to weight.

Other Options
Incendiary Rounds, Shield Power Cells, Power Efficiency Mod


Volus Mercenary (Chuck Norris Method)

Powers
Decoy - 6 (Duration, Shock, Exploding Decoy)
Combat Drone - 6 (Detonate, Shock, Chain Lightning)
Shield Boost - 6 (Radius, Recharge Speed, Protection)
Volus Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 0

Equipment
Weapon - Particle Rifle (Magazine Upgrade, High Velocity Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Assault Rifle Amp
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Warp Rounds

Playstyle
No Fitness aggressor for those with time under their belts playing volus.  Plays identical to Rambo Style.  All three powers have very low cooldowns especially Drone and Decoy, so heavier weapons are more feasible.  I prefer the Particle Rifle because it's accurate, has a decent weight, and is nothing short of deadly.

Other Options
Drill Rounds, Shield Power Cells, Geth Scanner


Asari Valkyrie (Full Cheese)

Powers
Tech Armour - 4 (Durability)
Warp - 6 (Detonate, Expose, Pierce)
Annihilation Field - 6 (Impact Radius, Damage Taken, Drain)
Asari Valkyrie - 6 (Weapon Damage, Headshots, Weapon Damage)
Fitness - 4 (Durability)

Equipment
Weapon - Reegar Carbine (Shredder Mod, High Caliber Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Stronghold Package
Armour Bonus - Adrenaline Module
Ammo Bonus - Warp Rounds

Playstyle
I don't use her too often because she's just so damn good.  Simple and familiar way I play her, run in to prime a baddy with Annihilation Field then detonate with Warp.  Then I get in close and melt what's left with the Reegar.  Anything still alive, I pull back to reload and repeat.

Other Options
Incendiary Rounds, Cyclonic Modulator, Shield Power Cells, Power Efficiency Mod


Krogan Warlord

Powers
Note: If I go 6 in Biotic Hammer, I have 0 in Electric Hammer, and vice versa.
Tech Armour - 6 (Durability, Melee Damage, Durability)
Biotic Hammer - 0 or 6 (Damage & Force, Armour Damage, Number of Charges)
Electric Hammer - 0 or 6 (Shields & Barrier, Fire Damage, Radius & Combo)
Krogan Warlord - 6 (Damage & Capacity, Power Damage, Shotguns)
Warlord Rage - 6 (Melee Damage, Martial Artist, Pure Rage)

Equipment
Weapon - Venom Shotgun (Spare Thermal Clip, Omni-Blade)
Weapon Bonus - Strength Enhancer
Gear Bonus - Hydraulic Joints
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Warp Rounds

Playstyle
Tech Armour is full durability so I turn it on and mostly leave it on - rarely I'll detonate for an annoying Phantom.  For the most part it's just bash people's heads in, takes some time to get used to not being sync-killed with this guy.  Banshees need to be weakened to armour and walking before I'll go in and start swingin'.  Biotic Hammer on this setup will do absolutely huge amounts of damage, and the Electric Hammer has incredible crowd control with all its damage as well.  Rank Five Tech Armour evolution is personal preference.

Other Options
Any shotgun with the Omni-Blade, Cyclonic Modulator, Martial Biotic Amp, Geth Scanner, Engineering Kit



>>>>>>>====================   INFILTRATORS   ====================<<<<<<<


Human (Cerberus w/ Talon)

Powers
Tactical Cloak - 4 (Damage)
Cryo Blast - 6 (Radius, Cryo Explosion, Frozen Vulnerability)
Sticky Grenade - 6 (Damage, Armour Piercing, Damage)
Alliance Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 4 (Durability)

Equipment
Weapon - M-358 Talon
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Pistol Amp
Armour Bonus - Adrenaline Module
Ammo Bonus - Warp Rounds

Playstyle
Another setup I quickly put together for Kocka007 and the themed GameFAQs challenge.  I squeezed as much power out of the Talon as possible for big damage shots to help take down big baddies fast.  I use Cryo Blast prior to my first two shots after cloaking to debuff, and Sticky Grenades are for some crowd control or cleanup.  Not much else to it.

Other Options
Incendiary Rounds, Power Amplifier Module, Shield Power Cells, Grenade Capacity


Salarian (Sniper Killer)

Powers
Tactical Cloak - 6 (Damage, Melee Damage, Sniper Damage)
Proximity Mine - 5 (Radius, Damage Taken)
Energy Drain - 6 (Radius, Drain, Damage)
Salarian Operative - 6 (Weapon Damage, Headshots, Weapon Damage)
Fitness - 3

Equipment
Weapon - Black Widow (Spare Thermal Clip, High Velocity Barrel)
Weapon Bonus - Sniper Rifle Rail Amp
Gear Bonus - Operative Package
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Phasic Rounds

Playstyle
Simple Black Widow sniper.  Energy Drain staggers mooks fairly well, and Proximity Mine is great for debuffing bosses.  Drain also keeps me alive when I'm in trouble or getting shot at.

Other Options
Javelin (Spare Thermal Clip, High Velocity Barrel), M-98 Widow (Spare Thermal Clip, High Velocity Barrel), Kishock Harpoon Gun (Spare Thermal Clip, Extended Barrel), Adrenaline Module


Salarian (Device Guy)

Powers
Tactical Cloak - 6 (Duration, Melee Damage, Bonus Power)
Proximity Mine - 0
Energy Drain - 6 (Radius, Drain, Armour Boost)
Salarian Operative - 6 (Weapon Damage, Headshots, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Black Widow (Spare Thermal Clip, High Velocity Barrel)
Weapon Bonus - Sniper Rifle Rail Amp
Gear Bonus - Operative Package
Armour Bonus - Adrenaline Module
Ammo Bonus - Phasic Rounds

Playstyle
Sniper Infiltrator I use specifically to do the team's four devices objectives.  Very evasive character this way, as I can cloak and Energy Drain to restore shields and get some damage reduction while still cloaked.  I'll always do the devices.

Other Options
N7 Valiant (Extended Barrel, Piercing Mod), M-97 Viper (Spare Thermal Clip, High Velocity Barrel), Collector Sniper Rifle (Extended Barrel, Piercing Mod), N7 Hurricane (Magazine Upgrade, High Velocity Barrel), Warp Rounds, Power Amplifier Mod, Stabilization Module, Omni-Capacitors, Engineering Kit, SMG Rail Amp


Quarian Female

Powers
Tactical Cloak - 6 (Damage, Melee Damage, Sniper Damage)
Sticky Grenade - 0
Sabotage - 6 (Backfire, Explosive Hack, Tech Vulnerability)
Quarian Defender - 6 (Weapon Damage, Headshots, Weapon Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Javelin (Spare Thermal Clip, High Velocity Barrel)
Weapon Bonus - Sniper Rifle Rail Amp
Gear Bonus - Sniper Amp
Armour Bonus - Adrenaline Module
Ammo Bonus - Phasic Rounds

Playstyle
My dedicated Javelin sniper.  Sabotage staggers mooks like no other, plus it's hitscan, so it's very easy to line up a clean headshot.  Even a Possessed Captain will die when I aim for the face.  I try to hang back a bit from the action, but when stuff gets in my face I'm not afraid to hipfire a few times.  Speed lets me relocate quickly, and I always carry the pizza.  Works great with any sniper rifle, just gotta use the appropriate ammo types.

Other Options
Kishock Harpoon Gun (Enhanced Scope, High Velocity Barrel), M-98 Widow (Spare Thermal Clip, High Velocity Barrel), Collector Sniper Rifle (Piercing Mod, Extended Barrel), M-90 Indra (Extended Barrel, Enhanced Scope), Incendiary Rounds, Armour Piercing Rounds


Geth

Powers
Tactical Cloak - 4 (Damage)
Proximity Mine - 5 (Radius, Damage Taken)
Hunter Mode - 6 (Weapon Accuracy, Rate of Fire, Damage)
Networked AI - 6 (Weapon Damage, Headshots, Weapon Damage)
Advanced Hardware - 5 (Durability, Shield Recharge)

Equipment
Weapon - M-11 Wraith (Smart Choke, High Velocity Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Stronghold Package
Armour Bonus - Adrenaline Module
Ammo Bonus - Warp Rounds

Playstyle
Old faithful, it's set up so I can dish out lots of damage while still maintaining a good deal of durability.  The shield recharge speed is very quick with a Stronghold Package.  Cloak, Proximity Mine, shoot.  Most of the time I don't bother debuffing mooks because cloaked headshots from the Wraith drop 'em nicely.  Changing Hunter Mode rank six is definitely feasible and up to personal preference.  Almost any weapon can be used on this setup.

Other Options
M-300 Claymore (Smart Choke, High Velocity Barrel), Venom Shotgun (Spare Thermal Clip, High Velocity Barrel), N7 Piranha (Smart Choke, High Velocity Barrel), Graal Spike Thrower (Spare Thermal Clip, High Velocity Barrel), AT-12 Raider (Smart Choke, High Velocity Barrel), N7 Hurricane (Magazine Upgrade, Heat Sink), Particle Rifle (Magazine Upgrade, High Velocity Barrel), Disruptor Rounds, Armour Piercing Rounds, Drill Rounds, Shield Power Cells, SMG Rail Amp


Quarian Male

Powers
Tactical Cloak - 4 (Damage)
Tactical Scan - 6 (Weapon Damage, Movement Speed, Damage)
Arc Grenade - 6 (Damage, Electrical Damage, Shield Overload)
Quarian Defender - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 4 (Durability)

Equipment
Weapon - AT-12 Raider (Smart Choke, High Velocity Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Shock Trooper Upgrade
Armour Bonus - Adrenaline Module
Ammo Bonus - Incendiary Rounds

Playstyle
This setup is a very powerful hit-and-run attacker.  I usually single out big bosses as much as possible as I can take them down quickly.  When I engage one, I first Cloak and immediately Scan it, then shoot twice and throw an Arc Grenade to get some DOT stacked up.  Afterwards it's shoot twice again, then next cloak cycle shoot twice and throw another Arc Grenade.  Doesn't take many cycles like this before whatever I'm fighting is dead.  Groups still get attacked in the same fashion, but after my first Grenade I typically just shoot the mooks while they're stunned by it.

Other Options
Reegar Carbine (Spare Thermal Clip, High Velocity Barrel), N7 Piranha (Smart Choke, High Velocity Barrel), Power Amplifier Mod, Grenade Capacity


N7 Shadow (Sniper Focus)

Powers
Tactical Cloak - 6 (Damage, Melee Damage, Sniper Damage)
Electric Slash - 0
Shadow Strike - 6 (Damage, Electric Damage, Damage)
N7 Shadow - 6 (Weapon Damage, Headshots, Weapon Damage)
Sword Mastery - 6 (Sword Damage, Shield Recharge & Speed, Shield Damage)

Equipment
Weapon - Black Widow (Spare Thermal Clip, High Velocity Barrel)
Weapon Bonus - Strength Enhancer
Gear Bonus - Hydraulic Joints
Armour Bonus - Adrenaline Module
Ammo Bonus - Phasic Rounds

Playstyle
Tactical Cloak gives the Black Widow enough punch for me to deal with mooks at range and take down bosses decently enough.  Shadow Strike set up this way with extra equipment lets me deal with dangerous mooks one by one, or outright kill a Phantom in one hit due to DOT.  I always grab pizza since I'm pretty bloody fast.

Other Options
Warp Rounds, Shield Power Cells, Juggernaut Shield


Turian Ghost (Objectives Dude)

Powers
Tactical Cloak - 6 (Duration, Melee Damage, Assault Rifle Damage)
Stimulant Pack - 6 (Max Shields, Duration, Survival)
Overload - 0
Armiger Legion - 6 (Damage & Stability, Headshots, Damage & Stability)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - M-99 Saber (Magazine Upgrade, Extended Barrel)
Weapon Bonus - Assault Rifle Rail Amp
Gear Bonus - Warfighter Package
Armour Bonus - Adrenaline Module
Ammo Bonus - Armour Piercing Rounds

Playstyle
I rarely play this character, but I set him up to be the best candidate for pizza delivery and four devices.  For a device, a Stim Pack keeps my shields huge while I'm cloaked.  Plus I have some extra speed for pizza and Stim Packs keep me alive since I can't cloak.  He's the TGI, so damage output is still very good even with overall damage cuts.  With all the survivability I have I've never needed Overload.

Other Options
M-7 Lancer (Magazine Upgrade, Extended Barrel), Cerberus Harrier (Magazine Upgrade, Extended Barrel)


Drell Assassin

Powers
Tactical Cloak - 4 (Damage)
Homing Grenade - 6 (Damage, Fire Damage, Armour Damage)
Recon Mine - 6 (Damage, Damage, Armour Damage)
Drell Assassin - 4 (Damage & Capacity)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - AT-12 Raider (Smart Choke, High Velocity Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Shock Trooper Upgrade
Armour Bonus - Adrenaline Module
Ammo Bonus - Incendiary Rounds

Playstyle
I try to Cloak and plant a preemptive Recon Mine predicting a spawn, or predicting enemies to move into it since the radius isn't upgraded.  When attacking mooks, I'll cloak and shoot twice, reload cancel and shoot twice again.  Second cloak cycle I detonate Recon Mine then use the next two shots to clean up.  Big armour gets a Homing Grenade after the first two shots, which will also set off a Fire Explosion.  Detonating Recon Mine on big armour that I've already shot will create another Fire Explosion.  I always grab pizza.

Other Options
M-300 Claymore (Smart Choke, High Velocity Barrel), M-11 Wraith (Smart Choke, High Velocity Barrel), N7 Piranha (Smart Choke, High Velocity Barrel), Venom Shotgun (Spare Thermal Clip, High Caliber Barrel)


Asari Huntress

Powers
Tactical Cloak - 6 (Damage, Melee Damage, Power Damage)
Dark Channel - 6 (Damage, Slow, Pierce)
Warp - 6 (Detonate, Expose, Pierce)
Asari Huntress - 5 (Damage & Capacity, Power Damage)
Fitness - 3

Equipment
Weapon - N7 Hurricane (Magazine Upgrade, Power Magnifier)
Weapon Bonus - SMG Rail Amp
Gear Bonus - Adaptive War Amp
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Armour Piercing Rounds

Playstyle
Another popular character I don't use too often, but I like it.  Mostly I just Cloak and apply Dark Channel to something to start up some big DoT damage, mow down stuff with a Hurricane magazine.  Once I've reloaded I'll Cloak again and detonate whatever's Dark Channeled with Warp, then mow down with the Hurricane again.  I find survivability isn't much of an issue with "Tactical Win".

Other Options
Blood Pack Punisher (Recoil System, Power Magnifier), Warp Rounds, Cyclonic Modulator, Shield Power Cells, Stronghold Package


Alliance Infiltration Unit

Powers
Tactical Cloak - 6 (Damage, Melee Damage, Shotgun Damage)
Snap Freeze - 0
Repair Matrix - 6 (Survivability, Duration, Enhanced Repair Matrix)
Unshackled AI - 6 (Weapon Damage, Headshots, Weapon Damage)
Fitness Module - 6 (Melee Damage, Martial Artist, Melee Synergy)

Equipment
Weapon - AT-12 Raider (Smart Choke, High Velocity Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Shock Trooper Upgrade
Armour Bonus - Adrenaline Module
Ammo Bonus - Warp Rounds

Playstyle
Simple and obvious, Raider all the things.  It does big damage from cloak this way, as does melee.  I'll try to finish off a mook with a heavy melee as often as possible to maintain the damage bonus gained from Melee Synergy, this way the Raider does pretty insane damage from cloak... for 20 seconds.  I like it.  I run from ammo box to ammo box so I can keep Repair Matrices DR and movement bonuses mostly.  No Snap Freeze to maintain full damage output.

Other Options
Any shotgun with appropriate mods, Incendiary Rounds, Shield Power Cells, Berserker Package, Grenade Capacity, Hydraulic Joints, Strength Enhancer



>>>>>>>====================   VANGUARDS   ====================<<<<<<<


Human

Powers
Biotic Charge - 6 (Radius, Power Synergy, Barrier)
Shockwave - 3
Nova - 6 (Force & Damage, Half Blast, Pierce)
Alliance Training - 5 (Damage & Capacity, Power Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - Executioner Pistol (High Caliber Barrel, Power Magnifier)
Weapon Bonus - Pistol Rail Amp
Gear Bonus - Adaptive War Amp
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Drill Rounds

Playstyle
Should be pretty obvious how I play this one... Charge, Nova, Nova, Charge... blah blah blah.  I use Shockwave for crowd control where necessary or as a wallhack combo detonator.  I like the Executioner being able to finish off a lot of weakened mooks in one shot, but I take a second to really line up the shot.  I don't want to miss.

Other Options
Any Pistol or SMG (Power Magnifier)


Drell

Powers
Biotic Charge - 6 (Radius, Weapon Synergy, Barrier)
Pull - 3
Cluster Grenade - 6 (Force & Damage, Max Grenades, Shrapnel)
Drell Assassin - 5 (Damage & Capacity, Power Damage)
Fitness - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - M-11 Wraith (Smart Choke, High Velocity Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Shock Trooper Upgrade
Armour Bonus - Adrenaline Module
Ammo Bonus - Disruptor Rounds

Playstyle
I've been kicked from lobbies for having this guy pre-selected before joining, but I love using him and I've used him a lot.  I never settled on the common "Charge in and use grenades" method, instead preferring to utilize everything at my disposal as best I can.  I almost always shoot the gun first to prime for a Tech Burst, that helps me take down shields and barriers quickly.  I also Charge a lot to maintain the damage bonus from Weapon Synergy as much as possible.  Groups and armour get to eat a few tasty grenades.  There's only a small bonus in melee damage, but the drell have a high base attack damage on their melee so I use it to finish off a lone mook all the time.  I always carry the pizza.  First finesse character I improved with.

Other Options
M-300 Claymore (Smart Choke, High Velocity Barrel), AT-12 Raider (Smart Choke, Piercing Mod), Venom Shotgun (Spare Thermal Clip, High Caliber Barrel), Incendiary Rounds, Grenade Capacity, Strength Enhancer


Asari

Powers
Biotic Charge - 6 (Radius, Power Synergy, Bonus Power)
Stasis - 6 (Stasis Strength, Bonus Power, Bubble)
Lift Grenade - 6 (Damage, Max Grenades, Damage & Radius)
Asari Justicar - 4 (Damage & Capacity)
Fitness - 4 (Durability)

Equipment
Weapon - Executioner Pistol (Melee Stunner, Power Magnifier)
Weapon Bonus - Strength Enhancer
Gear Bonus - Grenade Capacity
Armour Bonus - Power Amplifier Mod
Ammo Bonus - Drill Rounds

Playstyle
Against mooks I try to combo multiple times rapidly, using Stasis and Biotic Charge.  Having Bonus Power on both has let me combo three seperate times in five seconds, it doesn't happen often but when it does it's awesome.  Lift Grenades are great for softening up groups or bosses, or cleaning up a spawn.  I use a couple melee boosters as I also use her Heavy Melee if I didn't get a cooldown-free Biotic Charge sometimes.  Executioner is great for that one-shot final kill.

Other Options
Shield Power Cells, Martial Biotic Amp, Hydraulic Joints, Adaptive War Amp


Krogan Battlemaster

Powers
Biotic Charge - 6 (Radius, Weapon Synergy, Barrier)
Carnage - 3
Barrier - 6 (Barrier Strength, Shield Recharge, Barrier Strength)
Krogan Battlemaster - 6 (Damage & Capacity, Power Damage)
Rage - 6 (Durability, Shield Recharge, Fitness Expert)

Equipment
Weapon - N7 Piranha (Blade Attachment, Smart Choke)
Weapon Bonus - Strength Enhancer
Gear Bonus - Stronghold Package
Armour Bonus - Cyclonic Modulator
Ammo Bonus - Armour Piercing Rounds

Playstyle
I haven't used him in a while but it's an old classic kind of.  Typically I just find a ramp to sit around tanking big bosses while I unload with my weapon, and while others help me drop them too.  I often use Carnage on a boss at range first to apply some DOT for a bit.  I keep Barrier on for additional durability on this guy.  Charge is obviously for replenishing my barriers.  The melee is strong enough for crushing mooks, and Carnage is a good stagger or finisher.  A variety of weapons can be used on this setup.

Other Options
Venom Shotgun (Blade Attachment, High Caliber Barrel), AT-12 Raider (Blade Attachment, Smart Choke), Reegar Carbine (Shredder Mod, High Caliber Barrel), M-7 Lancer (Magazine Upgrade, Omni-Blade), Incendiary Rounds, Drill Rounds, Warp Rounds, Shotgun Rail Amp, Assault Rifle Rail Amp


Phoenix

Powers, Equipment, Playstyle
See thread
I regularly use Incendiary ammo so I can prime Fire Explosions on mooks and detonate with Lash.

Other Options
Scorpion (Pistol Melee Stunner, Power Magnifier)


N7 Slayer (Mega Beastly)

Powers, Equipment, Playstyle
See Video
Pretty much the only setup where I stick with the Acolyte in the entire game.  I often use Disruptor ammo because an Acolyte shot followed by a Biotic Charge still kills Phantoms on Gold.  I use Biotic Slash just as much as I palm blast, it's extremely handy to have and helps me synergize with biotic teammates.

Other Options
Disruptor Rounds


Volus Protector (Support Detonator)

Powers, Equipment, Playstyle
See Video

Other Options
N7 Eagle (Magazine Upgrade, Piercing Mod)


Volus Protector (Rambo Style)

Powers
Biotic Charge - 6 (Radius, Weapon Synergy, Bonus Power)
Shield Boost - 3
Biotic Orbs - 6 (Damage, Damage, Expose)
Volus Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 5 (Durability, Shield Recharge Speed)

Equipment
Weapon - Reegar Carbine (Shotgun Shredder Mod, High Caliber Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Structural Ergonomics
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Incendiary Rounds

Playstyle
Newbie-friendly method of playing the volus Vanguard for killing, but it's oh-so-fun and ridiciulously effective.  Refreshing Orbs as much as possible, I can cast one on a target to debuff it and immediately Charge in to stagger but also boost weapon damage an additional twenty-five percent.  This gives me a theoretical 40% damage boost with the Reegar Carbine for a few seconds, more than enough time to dump the magazine and kill any non-boss or severely weaken a boss.  Bonus Charge helps me deal with long cooldowns by having the Reegar equipped, hence the equipment to try and better cooldown times.  Shield Boost is for personal restoration where needed.

Other Options
N7 Piranha (Shotgun Shredder Mod, Smart Choke), Warp Rounds


Volus Protector (Chuck Norris Method)

Powers
Biotic Charge - 6 (Radius, Weapon Synergy, Bonus Power)
Shield Boost - 6 (Radius, Recharge Speed, Protection)
Biotic Orbs - 6 (Damage, Damage, Expose)
Volus Training - 6 (Weapon Damage, Power Damage, Weapon Damage)
Fitness - 0

Equipment
Weapon - Reegar Carbine (Shotgun Shredder Mod, High Caliber Barrel)
Weapon Bonus - Shotgun Rail Amp
Gear Bonus - Structural Ergonomics
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Incendiary Rounds

Playstyle
Aggressive volus Vanguard setup for the volus pro.  This one has to be played more like a hit-and-run attacker, due to long cooldowns and low hit points but it still kills things incredibly fast.  Even with Shield Boost and Defensive Stance it's extremely difficult to stay in a firefight for a prolonged period of time against multiple enemies.  Safest bet is to only engage a baddie or group when they can for sure be killed in one or two Reegar Carbine magazines, otherwise it's best to have an escape plan after dumping the first magazine.  Attacking is identical to Rambo Style, hit a target with an Orb then Charge in for an additional damage boost and stuff dies fast with the Reegar.  Bonus Power helps with the long cooldown issues.

Other Options
N7 Piranha (Smart Choke, Shotgun Shredder Mod), Warp Rounds, Geth Scanner


Batarian Brawler

Powers
Biotic Charge - 6 (Radius, Weapon Synergy, Barrier)
Lash 6 (Detonate, Recharge Speed, Shield Penetration)
Blade Armour - 4 (Melee Damage)
Batarian Enforcer - 4 (Weapon Damage)
Fitness - 6 (Melee Damage, Shield Recharge, Melee Synergy)

Equipment
Weapon - Venom Shotgun (Spare Thermal Clip, High Caliber Barrel)
Weapon Bonus - Strength Enhancer
Gear Bonus - Hydraulic Joints
Armour Bonus - Power Efficiency Mod
Ammo Bonus - Disruptor Rounds

Playstyle
I don't play this guy very much, but he's okay in my books I suppose.  On the lower end of the "fun" and "effective" spectrums.  Venom shots should stagger or stun with Doucheruptor ammo, Charge will net a Tech Burst, and obviously melee for a follow up.  Lash and Charge are great for crowd control combos or neutralizing dangerous mooks.

Other Options
Power Amplifier Mod, Shield Power Cells, Berserker Package, Martial Biotic Amp, Shotgun Rail Amp


Cabal (Old Method)

Powers, Equipment, Playstyle
See thread
This is one setup I go back to, my current one has way better melee damage output plus some minor changes.

Other Options
Geth Scanner




I will no longer be updating this.  I'd rather be playing.
Cheers, BSN.

Edited by MofuggerX, 08 December 2013 - 07:09 PM.

  • Duc Man likes this

#3
Guest_TchOktChoky_*

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Creates a thread to help out others, what a scrub :D


... Nice man! :)

#4
Grun7mas7er

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Mobius Y: Best Build Contributor BSN.

#5
Moby

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Grun7mas7er wrote...

Mobius Y: Best Build Contributor BSN.


Oh, hush.

#6
mybudgee

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Ah .. What is this? So damn POSITIVE!!

#7
chcknwng

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 What? Builds? Don't we all use 9/9/9/9/9 Polish Adept build?

#8
HoochieHamiltoe

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Where are the Volus builds?

I am disappoint Mo!!!

#9
Moby

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HoochieHamiltoe wrote...

Where are the Volus builds?

I am disappoint Mo!!!


I said I'd start with some vanilla humans... I'll get to the volus.  It'll just take a while.  I'm covering every character, ya know...  ;)

#10
DHKany

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Mobypls.

#11
Dr. Tim Whatley

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You should probably make it clear these don't work above silver j/k.

#12
Moby

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b00g13man wrote...

You should probably make it clear these don't work above silver j/k.


Yeah, yeah...  :P

#13
didacuscarr

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No Venom no bang. :P

Seriously, I might try some. :)

#14
Moby

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N7didacus wrote...

No Venom no bang. :P

Seriously, I might try some. :)


Aw f*ck I forgot to mention the Venom in a few of 'em, thanks for reminding me.

There's a couple that I've settled on using the Venom with full-time... I just haven't posted them yet.  :)

#15
didacuscarr

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MofuggerX wrote...

N7didacus wrote...

No Venom no bang. :P

Seriously, I might try some. :)


Aw f*ck I forgot to mention the Venom in a few of 'em, thanks for reminding me.

There's a couple that I've settled on using the Venom with full-time... I just haven't posted them yet.  :)

I'd use a Venom with everything, if you ask me. :wub:

Edited by N7didacus, 12 July 2013 - 04:02 PM.


#16
Jeremiah12LGeek

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I'm going to try that Human Sentinel setup.

It's not too much different from what I'm currently doing, although I'd have to play a little smarter giving up the Cyclonic in favour of Power Efficiency.

Why the enhanced scope on the Indra?

Edited by Jeremiah12LGeek, 12 July 2013 - 04:08 PM.


#17
DHKany

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Raider Drell Infiltrator?

*high fives*

#18
Moby

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Jeremiah12LGeek wrote...

Why the enhanced scope on the Indra?


Several reasons.  Without either scope I find the Indra bounces around too much for me to land consistent headshots with the magazine.  I like to be able to see through smoke, but I honestly despise the thermal scope and its zoom-in reticule.

DHKany wrote...

Raider Drell Infiltrator?

*high fives*


-High fives-  :D

Edited by MofuggerX, 12 July 2013 - 04:11 PM.


#19
Jeremiah12LGeek

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MofuggerX wrote...

Jeremiah12LGeek wrote...

Why the enhanced scope on the Indra?


Several reasons.  Without either scope I find the Indra bounces around too much for me to land consistent headshots with the magazine.  I like to be able to see through smoke, but I honestly despise the thermal scope and its zoom-in reticule.


I'll try it.

I'm about halfway through the Indra Challenge Points. I've been using Extended barrel and the AP mod, but I'm curious to see if I'll prefer the accuracy bonus.

#20
DHKany

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On another note, would you mind if I took your DI build and put it into my Raider Guide? (Properly quoted of course).

#21
Moby

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DHKany wrote...

On another note, would you mind if I took your DI build and put it into my Raider Guide? (Properly quoted of course).


Not at all.

#22
Moby

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Taking a break, but I've added a fair bit this morning... will do more later today.

I'll take a minute to clean up the paragraphs while I wait for friends to finish their game.

#23
Modius Prime

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Interesting...

#24
INVADERONE

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Nice. I have been thinking of doing something like this too as I have at least 4 builds per kit and doing a video on each is just....time consuming. Very cool sharing Moby

#25
KingJablesV

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I'm definitely going to try that Justicar build