TS/2 Warp: Turian Sentinel without Overload
The warp/incendiary ammo bug has a long and storied history on the Turian Sentinel starting with Sp3c7er's Firebase Condor solo gold, which is where I learned about it. With peddroelmz study of the bug and Bioware's confirmation, it looks like its days are numbered. Before it's gone, I want to share my preferred way to abuse the bug.
Build: Graal Turian Sentinel w/Incendiary III/IV
Tech Armor: I consider hitting 2100 effective health (enough to take an Atlas Rocket to the face and keep your gate) to be a key survivability threshold for non-dodge classes. This means taking durability over recharge. I also opt for melee damage over power damage. You're only using warp and that only for debuffing and the Turian heavy melee is REALLY good. It's only 25 base damage lower than a Krogan and it hits about as fast as a Drell (though the follow through animation is longer).
Warp/Overload: Warp is standard. It's useful for the debuff on bosses and useful to stagger/force a dodge so you can line up headshots. Overload is good for AR/SMG variants but not really great for shotgun builds. In the case of a Graal, a headshot (and usually body shot) on anything you could usefully overload will kill it outright. With a Claymore, you just need a body shot.
Turian Veteran: As this is a weapon damage build, I opt for straight weapon damage. The headshot bonus, in particular, is worth noting since it's 10% higher than normal and gets multiplied by the Graal's 3x headshot modifier.
Fitness: I opt for Melee Synergy because I melee quite a bit and because it's a 30% weapon damage buff. Once you hit the 2100 shields threshold, the biggest factor in survivability is how fast you get your shields back, thus the shield recharge.
Gear/Equipment: The shield recharge is what keeps you alive. I use the SPC II because I have a lot of them and don't use them elsewhere. With the TA damage reduction and stacked shield recharge, you can take a surprising amount of punishment. It's not Krogan Vanguard toughness but it's enough that you can stand in front of the group and normally not have to take cover. I opt for a Juggernaut Shield and SPC III when I put an omni-blade on the Graal.
Graal: For people who keep track of builds, using the Graal over the Claymore will be the most surprising thing about this build. The main reason to use the Graal is that charging the Graal increases ammo damage as well so a fully charged shot really is 75% of a Claymore shot. You can follow that up with a double tap (hold trigger for a split second, release and tap immediately) for substantial damage. The only weapon burst I know of that's higher is the Raider three shots off host and Claymore AR. If you lead with warp, it's enough to drop a gold brute with Incendiary III. Aside from charge weapon tricks, I like Graal's accuracy, it usualy staggers bosses on headshots, the reduced weight is nice, and having several shots in a clip is convenient. If you'd rather not deal with off-host projectile bugs and the travel delay, take a Claymore.
The Incendiary III/IV is an important part of the build. I run this build without it on occasion but the results are nowhere near as good. Incendiary III is my preference because IV feels like cheating.
This isn't a particularly unique build but it's not listed in the BBLoB and I like it.
Posted Nov 17, 2012, 5:47 PM UTC · edited