Mass Effect Andromeda Build Guide - Soldier Profile
Mass Effect Andromeda is a big game with a whole lot going on. It’s complex enough without worrying how you’re going to be build your character. Sometimes you just need a little help with that.
These guides are intended to give new players, or veterans looking to try something different, a helping hand when it comes to kitting out a new profile for their Ryder. They go over the basic strengths and weaknesses of the class, a few sample builds, including what upgrades to take at ranks four, five and six. Along with this are other bits and pieces of information such as recommended party members to take along to compliment the playstyle, as well as some weapons to consider.
As always, these guides are not intended to be the “perfect” most over-powered thing you can do with any of Mass Effect Andromeda’s classes. Instead they’re intended as a helpful guide and stepping stone which you can tweak and customise to your own preferred playstyle, and, hopefully, they make playing the game more fun.Needless to say if you have any improvements or suggestions of your own don’t hesitate to leave a comment down below. That way, we can all benefit from any new strategies you have discovered.
The Soldier profile is perhaps the most straightforward of Mass Effect Andromeda’s seven different profiles. On the surface its goal is simple: kill things with guns. The Marksman’s Focus skill means that Ryder deals more and more damage with each enemy s/he kills over the course of a firefight.
Alongside this offensive potential, with skills like Combat Fitness and Barricade you have plenty defensive capabilities to ensure you don’t get hurt too much.
The biggest change from the earlier Mass Effect games is the addition of the power cell system. This is unique to the Soldier’s skill tree and allows Ryder access to additional abilities without any need for cooldowns. This is incredibly synergistic for the Soldier, considering you’ll be carrying around more weapons, you’ll have a higher weight capacity so skills that get avoid long cooldowns are always valuable. The trade-off for this is that the abilities, such as Trip Mine and Omni Grenade, use up a power cell each time they’re used, and must be restocked much like ammunition.
The Soldier’s biggest strength is that, for a non-hybrid class, it remains incredibly versatile. The ability to wield assault rifles, shotguns and sniper rifles with ease, and have them deal plenty of damage makes for a dependable class, and one that’s easy for beginners to pick up.
The biggest problem for the class however is that it can be inflexible. Whilst the different guns provide an adaptive playstyle, the aim of the game is always the same; deal tons of damage. The class comes with relatively few ways to take advantage of combos, and must deal with shields and armored enemies in the same ways it deals with everything else: by simply shooting them to death.
Build 1 - Fun With Guns
Ability 1 – Turbocharge - (Duration/Damage and Force/Supercharge)
Ability 2 – Barricade - (Duration/Weapon Feedback/Regeneration)
Ability 3 – Omni Grenade - (Frag Grenade/Grenade Capacity/Anti-Armor)
Passive Ability 1 - Assault Rifle – (Weight/Clip Size/Shatter Defenses)
Passive Ability 2 - Shotgun – (Weight/Clip Size/Damage and Force)
Passive Ability 2 - Sniper Rifle – (Weight/Reload/Damage and Force)
Passive Ability 3 – Combat Fitness – (Regeneration/Extra Holster/In The Trenches)
- Cyclone Assault Rifle
- Hesh Shotgun/Disciple Shotgun/Dhan Shotgun
- Black Widow Sniper Rifle
This is the “classic” take on the traditional Soldier playstyle. With Combat Fitness, you’ll be able to lug around plenty of weapons, so investing in Assault Rifles and either Shotguns or Sniper Rifles is a must. Whilst your guns will be doing most of the damage, Omni Grenade provides you with a bit of area-of-effect damage when the need arises and, once fully upgraded, is a decent tool against enemy armor.
Barricade meanwhile, is a spiffy little ability that provides you with some cover on-demand whenever it’s required. It’s good to pop down when you’ve found a decent firing position but also can act as a life-saver once it’s fully upgraded, boosting your recovery and getting you back into the fight faster.
Turbocharge might seem like an odd choice for a class packing so much weight, but the ability is so absurd that it’s foolish to ignore it. The synergy with a rapid-firing assault rifle alone is good enough to include it. It’s not going to be a skill you can use all the time, but it’ll give you some extra firepower and oomph should you find yourself up against something more troublesome.
Build 2 - Sergeant Gadget
Ability 1 – Concussive Shot – (Repeat Concussion/Damage and Force/Anti-Shield)
Ability 2 – Trip Mine – (Power Cells/Damage and Force/EMP)
Ability 3 – Omni Grenade – (Frag Grenade/Grenade Capacity/Anti-Armor)
Ability 3 – Flak Cannon – (Power Cells/Stunning/Flak)
Passive Ability 1 – Combat Fitness (Regeneration/Heavy Lifting/In The Trenches)
Passive Ability 2 – Assault Rifle (Spare Ammo/Clip Size/Shattered Defenses)
Passive Ability 3 – Shotgun (Spare Ammo/Clip Size/Damage and Force)
Passive Ability 3 – Sniper Rifle (Spare Ammo/Reload/Damage and Force)
- Cyclone Assault Rifle
- Hesh Shotgun/Disciple Shotgun
- Black Widow Sniper Rifle
This build takes advantage of the Soldier’s array of tools to make a versatile kit that can do a little bit of everything. The biggest bonus to this set-up is the addition of a combo between the Trip Mine’s EMP upgrade and the Concussive Shot acting as a detonator. Between all of these abilities and the weapons you have available, this build has a surprising amount of control over any battlefield, with the Trip Mines and Concussive Shot combo, and the Omni Grenade or Flak Cannon, providing plenty of area-of-effect coverage.
Once you’ve picked up the most important skills for this build, don’t forget to check out the “Detonator” perks in the Combat Tools skill tree. That skill tree as a whole is rather forgettable but bonuses to your combos is worth considering.
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