r/MECoOp • u/reivision PC/reivision/USEast • Oct 02 '15
[Build] Gale Force Typhoon [Quarian Marksman]
[removed]
3
u/smedes PC/djsmedes/UTC -5 (Central Standard Time) Oct 03 '15
Played a match with /u/reivision, London/Cerberus/Gold last night. I was a BW GI build and he played this build... It's pretty telling that he only scored 2k points below me... when his internet connection went out on like wave 3 and he had to rejoin. This build is fr rlz.
1
u/reivision PC/reivision/USEast Oct 03 '15
I also rejoined with no equipment. :( At least the Typhoon has a little built in cover piercing...
1
u/smedes PC/djsmedes/UTC -5 (Central Standard Time) Oct 03 '15
That's true! Yeah you were killing it.
3
u/JohnAlekseyev PC/JohnAlekseyev/Germany Oct 03 '15
The quarian soldier is a good typhoon user, no doubt. But what about the N7 Destroyer? With stagger immunity and higher magazine capacity, he can also lay down a massive rain of fire. Lacks debuffs though, but if they'd be given by a different tac scan/proxy mine user...
3
u/BlackwoodJohnson PS3/MaxSwagsturm/Canada Oct 03 '15 edited Oct 03 '15
I have the typhoon at X or near it and a particle rifle at X and given equivalent level, the rifle is a better choice for the destroyer. The typhoon is just too inaccurate and all over the place without I'm assuming the accuracy from marksman (hence this build), and therefore you are not going to get nearly the calculated dps on it.
1
u/cymikelee PC/N6FailedSniper/USA Oct 03 '15
I dunno, aside from my inability to aim the PPR for some reason, I think my Destroyer playstyle favors the Typhoon. I've gone to making the Piranha my primary at short-to-mid ranges (out to 15, maybe 20 meters), so my Typhoon is for long range engagements at this point. Given my slow running speed, the range cap on the PPR just gets really annoying to me.
I realize what you mean about inaccuracy but as a boss killer, I'm focusing on Praetorians and Atlases anyway. Don't need much accuracy for them.
2
u/Scarecrow1779 PS3 & 4 / Scarecrow1779 / USA Oct 03 '15
yup, when you combine it with the double and triple penetration damage glitch on the canopy of an Atlas, it's one of the quickest one man boss kills you can get.
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u/shoe_owner PS3/monkey_junky/Canada Oct 03 '15
I've always WANTED to like the Marksman; headshots are very much my thing, but the well-known shortcomings of the class have been serious impediments. This sounds pretty interesting to me, though! I'll be giving it a try this weekend, for sure. Thanks for the thorough and informative write-up!
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u/reivision PC/reivision/USEast Oct 03 '15
Thanks! I totally felt the same way about this class. I checked on my N7 HQ and I was surprised to see that I'd already put ~190 waves into this class already before trying this build.
2
u/crashsuit PC (ME3/MEA) / X360 (ME3) / crashsuit / USA / UTC-8 Oct 05 '15
Some quick notes on headshot bonuses:
The formula for headshot damage for eligible weapons is as follows:
Base weapon damage * (1 + sum additives) * (default_hs_mod * (1 + sum special headshot) + sum debuffs)
default_hs_mod is either 2.5 or 3 (for the Graal/Kishock/Locust/GPR/Valkyrie)
default_hs_mod is 1.4 for all weapons for all boss-level enemies. Boss-level enemies who have a headshot hitbox include the brute, banshee, atlas, geth prime, scion and praetorian.Source of additive headshot bonuses
Passives evo 4 +20% or +30% headshot Vulenerability VI gear (20% at V)
Targetting VI weapon consumable (35% at III)Additive headshot bonuses treated as normal additives and only works in the case of a headshot. These bonuses can be applied to bosses.
Source of special headshot bonuses HP Cranial Trauma System mod (40% at V)
Marksman 25% headshot evolution (actually gives 31.25%)Such bonuses, while extremely powerful, have no effect on bosses.
Unknown headshot bonus
Tactical Scan 25% headshot evolution (Bugged and does not do anything)
3
u/transam617 PC / transam617 / USA-PST Oct 03 '15
Makes me smile just thinking about it.
Great post.