Brink multiplayer character classes guide

Character builds

Brink’s character customization system allows for a massive number of different combinations. Here are a handful of our favorite builds.

Defensive Medic build

Type: Heavy
Class: Medic
Primary Weapon: Chiznor MG (high-capacity magazine)
Secondary Weapon: Mossington Shotgun (adjusted iron sights, speed sling)
Abilities: Supply Max Increase, Battle Hardened, Resupply Rate Increase, Increase Supplies, Improved Life Buff, Self Ressurection, Lazarus Grenade

This build comes in handy when the match hinges around a static objective, like defending a point. He has enough defense and weaponry to stand right in the middle of the firefight, but also has the full range of medic abilities to support the team as they’re being bombarded. Increased supply abilities are essential if you want to remain useful without constantly running back to a command post to re-arm .

Nimble Medic build

Type: Light
Class: Medic
Primary Weapon: Carb-9 SMG (front grip, SMG drum magazine)
Secondary Weapon: Belgo MP (silencer, high-capacity magazine, speed holster)
Abilities: Supply Max Increase, Sprinting Reload, Resupply Rate Increase, Increase Supplies, Improved Life Buff, Self Ressurection, Lazarus Grenade

Movement is essential to this build. The nimble medic should be dashing around the map at full speed trying to revive anyone in need and buffing anyone in sight. Engaging enemies should be a secondary priority only. If you’ve got somewhere to be but there’s a foe in your way, use the running slide to knock him down and keep moving.

Sniper build

Type: Light
Class: Operative or Engineer
Primary Weapon: Barnett Light Rifle (silencer, snoop-r scope, speed sling)
Secondary Weapon: Belgo MP (silencer, high-capacity magazine, speed holster)
Abilities: Combat Intuition, Silent Running, EMP Grenade, Improved Weapon Buff

This sniper should be fully utilizing the S.M.A.R.T. system to get to high places, move frequently, and escape from danger when needed. The weapon silencers and silent running ability will ensure you’ll remain off enemy radar (in most cases). As an operative, you can use disguises to move into prime positions and cause some mischief with your EMP grenades. As an engineer, you can buff your damage, making each shot from your rifle more deadly.

Ghost build

Type: Light
Class: Operative
Primary Weapon: Carb-9 SMG (front grip, SMG drum magazine)
Secondary Weapon: Belgo MP (silencer, high-capacity magazine, speed holster)
Abilities: Silent Running, Sticky Bomb, Firewall Command Post, Hack Turret, Cortex Bomb, EMP Grenade

The ultimate infiltrator/disruptor. Your goal as a ghost is to accomplish side objectives, capture command posts, and sabotage enemy turrets. Remember that when you have a pistol equipped, you have a much stronger knife-based melee attack. If you’re in disguise, you can walk up to an enemy and quickly melee. Your cover will be blown, but it won’t matter.

Hurt Locker build

Type: Heavy
Class: Soldier/Engineer
Primary Weapon: EZ-Nade AGL
Secondary Weapon: Euston AR (AR Drum Magazine, Adjusted Iron Sights, Underslung Grenade Launcher)
Abilities: Kevlar Vest, Frag Blast, Grenade Damage, Scavenge, Grenade Mastery, Improved Weapon Buff

This build is designed purely to absorb punishment and deal maximum damage while standing in harms way. No subtlety here - just kevlar, grenades, and big guns. As a soldier, you’ll never run out of ammo for your six-shot grenade launcher. As an engineer, you can buff your damage to make each shot more deadly.

Gordan Freeman build

Type: Medium
Class: Engineer
Primary Weapon: Euston AR (AR Drum Magazine, Front Grip, COGA Scope, High-Capacity Magazine)
Secondary Weapon: Carb-9 SMG (front grip, SMG drum magazine)
Abilities: Battle Hardened, Gear Head, Extra Kevlar, Improved Weapon Buff, Extra Landmine, Gatling Turret

Gordan Freeman has always been equal parts intellegence and badassedness. This build allows for a versatile engineer-based character that can more than hold his own in battle.

May 26th, 2011