If you are going up against a lot of synthetics, then grabbing the Arc Projector before leaving the Normandy might be a good idea, since this weapon is great at destroying synthetic enemies and shields. Leaving the cloak at a low rank (or upgrading other powers first) is a very viable option. Heavy damage to health and armor.Make an enemy panic, stopping health regeneration. Instead use her flash bang often and shadow strike situationally. Then switch to a pistol or an SMG for the remainder of the engagement. Concussive Shot is a new power for soldier types that ragdolls a target. This is the Infiltrator's bread and butter. Note: This power travels in a straight line from the user to the target, hitting instantly. While Neural Shock is quick and perfect for keeping an exposed organic disabled, AI Hacking is great to continually recast on the remaining toughest Geth of a cluster left until they weaken each other all down to nothing. Very effective against enemies' barriers and shields, SMGs have limited accuracy which tends to restrict their effective range. Better stuff you can spend your points on in my opinion. The Locust is a little better at stripping armor than shields or barriers when compared to the other SMGs, but it is fairly accurate even at mid-range. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. I just used this one, so I'll put it down here, and hope that old gun hands at the series will post another combo as a comment below. I can't decide which one to get with Mordin. At this point, we will continue improving Mordin's passive class power. Mordin Solus is Salarian Scientist. Sniper rifles are the single most damaging means of attack for an Infiltrator. Moreover, with this build, you will be able to freeze enemies at any time. Incinerate is a damage over time power that is effective against enemies with armor, and can stop health rengeration, especially on the Krogan. For a biotic squadmate, Thane adds another sniper rifle, but also has Warp and Throw, two powerful biotic abilities. This type of ammo has no bonus against biotic barriers, armor, or the health of non-synthetic enemies. Cryo ammo in ME1 decreases the targets accuracy, letting the player take less damage from one source. You can't handle the truth. Details on every Power. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Neural Shock is also valuable in instantly stopping charging krogan or varren as well as instantly destroying unprotected husks. Incineration Blast would be nice against armored husks but Heavy. Power Training: Combat Drone, Overload, Incinerate, AI Hacking, Cryo Blast Weapon Training: Heavy Pistol, Submachine Gun Engineers are tech specialists, the only class able to employ combat drones on the battlefield. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. It remains to be seen how it balances in ME3. Incineration Blast is the better evolution for most Infiltrators, given that Incinerate does respectable damage against anything but synthetic health and will more often than not hit multiple targets. If you are a true believer in the "One Shot, One Kill" mantra and want to exploit it to its fullest, the combination of Assassination Cloak, Assassin, and the M-98 Widow rifle will ensure maximum damage per shot. Damage is dealt instantly (i.e. Only available if you recruit Morinth, this is the organic equivalent of AI Hacking. It also has a targeting laser when you zoom with it, which can be used to increase its accuracy. This 2nd Spec is specifically for missions composed of synthetic enemies, so Geth. It is perfect for keeping exposed enemies ragdolled to be finished off with your weapons. Gamestegy Founder. Either way, both SMGs would be a good choice for a side weapon. I just used this one, so I'll put it down here, and hope that old gun hands at the series will post another combo as a comment below. Unlike its Mass Effect 2 version, Incinerate no longer has an area of effect baseline, only the Rank 4 Radius evolution allows it to hit multiple grouped targets. It's also worth noting that the Incineration Blast upgrade at level 4 makes this the only damage-dealing AOE ability that an Infiltrator can naturally get. Sub optimal vs collectors, eclipse, and blood pack, but not useless. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. The Vanguard benefits from first eliminating the lower-tier enemies in an encounter, so they can devote full attention to the heavy-hitters such as YMIR Mechs and krogan. Evolves Incinerate into one of the following options: Heavy Incinerate This advanced plasma round melts or burns nearly anything it hits. Tactical Cloak's specializations are Enhanced and Assassination Cloak. Because Infiltrators normally deal with things at long range, shotguns might not be your first choice. Scan this QR code to download the app now. While Cryo Blast is the better power compared to Neural Shock, I am not willing to give up the AOE Incinerate, and I play Lair of the Shadow Broker too late in the game to be able to respec Mordin and evolve both Incinerate and Cryo Blast. Certainly though, the one ability that should always be the Heavy vs. Area is Vanguard's charge. Available after completing the mission associated with the Lair of the Shadow Broker DLC pack. Area Overload can strip an enemy squad's shields, exposing them to the panicking effects of Squad Incendiary Ammo (courtesy of Grunt or Jacob). Incinerate is already AoE. ME2 and ME3: Throw/Pull combos. Engineers are the . Warp Ammo fills the gap left by the Infiltrator's lack of biotic abilities. Because Husks die when they are frozen, on lower difficulties it can be very useful in missions that have a lot of them. In addition, this power provides a Sniper Time slowdown and a bonus to its duration, which allows you to use the Infiltrator's signature weapon more effectively. Mordin can use Submachine Guns and Heavy Pistols, and has Shields of 250 with 200 Health. He concentrates on using Tech-related skills to deal with the enemies. However, Neural Shock does not work against synthetic enemies and many squad powers are a good alternative. Garrus Concussive Shot: 2 Overload: Area Overload Turian Rebel: Turian Renegade Armor-Piercing Ammo: 3 It's effective against barriers, armor and health, gaining an additional bonus to enemies already affected by biotic abilities. Incineration Blast is nice for groups.. IMO, Heavy Incinerate is better, simply because you don't find that many groups of armored individuals together. If you aren't a good sniper or you have trouble keeping enemies at range, however, then selecting one of the other two training options might be a better idea. Great at dealing with collectors and mops the floor with blood pack. Very effective against armor. Any reason why I can't manually save anymore? I use heavy on my engineer and infiltrator. Anybody know how many planets are in the game? Sniper squadmates are all powerful choices Shotguns- the katana and scimitar suck, always equip the eviscerator or plasma shotgun, unless its Grunt, then pick the claymore Assault rifles- vindicator until you get the mattock SMGs- tempest=space P90, locust=space UMP. Note: I decided not to take Neural Shock. The reason why is because very often enemies spawn at the same exact location, and doing a bunch of area powers with your whole squad can sometimes really decimate them. Mass Effect Wiki is a FANDOM Games Community. A great damage dealer all around, but sometimes struggles against shielded and synthetic enemies since he has no hard counter to either. The Infiltrator's best approach is to use a high-damage weapon, such as the Mantis or Widow sniper rifles, in combination with all possible damage boosts, and a headshot to eliminate the tougher enemies from a distance. I want to make a post for old players to describe power combination to new players for the ME2/3 combat system. Dont forget her passive either which gives substantial health and damage buffs to the whole squad. almost anything can kill husks, and you'd be better off using cryo or group cryo ammo, or using adrenaline rush and target their feet or get head shoots, or any of the other ways to kill them. Frozen enemies can't fight back. Powers in Mass Effect 2 are a set of abilities that can be used to attack Enemies or to defend you and your squad. But I used grunts a lot. Assassin, on the other hand, grants more weapon damage, more power damage, and more sniper slowdown while scoped. If you have attained Squad Warp Ammo as your loyalty power, the combination of Grunt and Garrus is particularly lethal, as their combined weapons cover every range, and you won't need the ability to break down Barriers as much as you otherwise might. Increase damage by an additional 40% (50% Multiplayer) over 8 seconds. AI hacking is too situational to spend points on so dont, Garrus- Another S tier pick. Use it on tightly packed enemies before a push or to save yourself when a flanker closes the distance. Although the damage per hit is much lower than the Mantis, it can prove quite useful in heavily populated areas, even taking down 2 or 3 enemies at once. The CID is bananas! Because of the extremely limited range of the weapon, and because of the Infiltrator's speciality in long range combat, getting up close is likely to be a last resort. The M-98 is the most powerful sniper rifle in the game, and shares many features with the M-92 Mantis, mainly its lack of ammo and one (powerful) shot per thermal clip. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Increase damage to armored targets by 50%. Any reason why I can't manually save anymore? It is available the moment you start the second mission, and can act as a low-power sniper rifle. I also use it sometimes as a form of crowd control. Overall, the Infiltrator is good at range and dealing with shields, armor, and synthetics, so you should bring along squadmates that can provide crowd-control abilities, biotics, and some combat abilities, which would make a good squad for just about every situation. Shotguns cover close range, which, for Infiltrators, is normally covered only by SMGs and Heavy Pistols. This is can be quite useful against skittish enemies that like to hide behind cover. This ammo type loses some of its crowd-control function on Hardcore and Insanity difficulties since every enemy will have some type of special protection, preventing you from freezing them until defenses are stripped. The squad will perform much better with some hand holding (assigning other targets), since frozen enemies will often fall behind cover and the squadmates will happily fire at the cover. Copious use of Incinerate can drastically reduce ammo usage, which can be in short supply for heavy pistols and sniper rifles. Heres some general tips before I get specifics Power evolutions- always, ALWAYS pick AOE over damage, doing a little more damage is negligible compared to larger biotic explosions or being able to remove shields from multiple enemies What weapons to use?- heavy pistols- squadmates with heavy pistols should always have the carnifex. This means having offensive abilities to take down and crowd control enemies. Especially useful against Praetorians and heavy mechs, it takes down their shields faster then any other weapon, giving the ability to follow-up with a sniper barrage. This would be a good investment if you are going up against multiple enemies with biotic barriers, especially on higher difficulties. It has great synergy with all weapon types but especially sniper rifles. The Infiltrator is the quintessential sniper class, and an expert at guerrilla warfare. Privacy Policy. It can be used on enemies after the Inceration ability. --you only notice the trolls and morons (like attracts like), and my replies to them. The Engineer class comes with a unique ability - Combat Drone and AI Hacking. The difference between blast and heavy is negligible agains 90% of the enemies you fight. Weapon Training: Sniper Rifle, Heavy Pistol, Submachine Gun In 2, the cryo ammo has a chance to freeze targets solid for a small duration. Because the Infiltrator lacks any real crowd control abilities, the M-100's knockdown ability can help offset that, and provide some breathing room if needed. Heavy Warp Ammo ceredbrate 12 years ago #7 Don't know about you guys, but on Insanity, my drones are literally getting. This power overlaps with the sniper rifle with respect to armor and health damage, and can serve as a suitable solution against enemies in cover. Note that a well upgraded Incinerate will be able to destroy the weak shields or barriers of certain organic enemies and also do extra damage to their health. Dump points into that early and make sure to pick the squad ammo evolution. Avoid Moving Mordin without a cover, he will easily die as he has quite low shields and HP. Frozen enemies falling over normally fall slowly and predictably. Yet another way to compensate for the Infiltrators lack of effectiveness against biotic barriers. Headshots are usually easy to achieve. These weapons are very important for Mordin's build. I played as an Engineer through ME2 on insanity twice. Because of this it would be a good idea for ALL of your potential squadmates that you choose the wide AoE version of their offensive skills and for those with Ammo powers to upgrade them to the Squad version. Incinerate does 1.5x damage against armor, but only half damage (0.5x) against barriers and shields. Also overload will instakill Unshielded pyros and set everyone near them on fire. He is an interesting Squad member that can tear down enemy armors and set them on fire. For a dedicated sniping Infiltrator equipped with the M-98 Widow, and if you pick Warp Ammo as your bonus power and upgrade it plus Disruptor Ammo to the Heavy version you will be a one-man anti-everything monstrosity. But it is also quite powerful against all other forms of protection, and can both damage and stun multiple unprotected opponentseven organicswith one shot. If your enemies get closer, then switch to your SMG or pistol to deal with that situation. And thats it! Do you *need* to explore all the planets? 1: Always choose 'heavy' ability. Its extremely limited ammo capacity allows it only to be used once, or maybe twice on a mission with sufficient upgrades and power-cell caches. If both your squadmates are down, then Tactical Cloak will cause enemies to stand still for the duration of the ability, giving you ample time to line up the perfect headshot. Just remember that they aren't good at range, so if you pick up shotgun training, then watch your ammo and how you use these weapons. you cannot keep boosting your shields higher and higher with every use. The M-622 may be one of the least useful weapons to the Infiltrator who uses the Cryo Ammo power. The M-12 Locust SMG, available with the Kasumi DLC, can cover the same ground as Assault Rifles however, being a mid-range weapon decent against both shields and armor. Regardless, Assault Rifles are a good choice and wouldn't go to waste if chosen. The Infiltrator can peek out of cover very frequently for one or two shots (the time slowdown is renewed each time), freeze enemies and finish them off once frozen. Dont bother putting points in overload, she already has two strong abilities that nobody else gets and you have two other great squadmates with access to it. The tradeoff is you must hit enemy shields or synthetic enemies in order to boost your shields and the size of your shield boost relies on how much damage you're able to deal (so aim for the enemy with the strongest shields). This is a very situational skill. 1: Always choose 'heavy' ability. Using the Infiltrator against synthetics means putting a few points into Disruptor Ammo. Pistols can be useful in close quarters and their higher rate of fire, when compared to a sniper rifle, makes them better suited against quickly moving enemies at mid to short range. It cannot be used in an extended firefight, so it is difficult to rely on a heavy pistol as a primary weapon. Infiltrators are equipped with cloaking systems that allow them to avoid detection for short periods of time, granting a tactical advantage over enemies. Mass Effect Wiki is a FANDOM Games Community. Jack's combination of Shockwave and Shotguns makes her one of the best in the game at dealing with Husk rushes as well, though this can also be handled personally via Incineration Blast or other wide area abilities if you have need of someone other than Jack. Power Training: Tactical Cloak, Incinerate, AI Hacking Although it is far less useful against Collectors, at Rank 3 it can still overheat the weapons of unprotected enemies. With all these skills the build will be finished. Even then it is so you don't have to take another active power. Bring him when you expect blood pack mercs or husks and combo with a good crowd control character like Jack, Jacob, or Samara, Legion- unlocks pretty late so there arent too many chances to use him. Alternative to the tempest, however, has smaller multipliers against shields and barriers. Finally, you should never forget the power of the M-5 Phalanx as a long range weapon and even a targeting aid. I've been able to knock a few enemies off ledges using concussive shot. I beat ME2, on Insanity Mode, with an Infiltrator. You've met with a terrible fate, haven't you? The Radius evolution of Incinerate and the Chain evolutions of Overload enables each cast of Incinerate to prime multiple targets for Fire Explosions, and allows each cast of Overload to potentially set off 2 or even 3 such combos. For an Infiltrator that likes and is good at using sniper rifles, the benefits of getting this weapon are so great that they may want to consider doing the Collector's Ship mission as soon as possible so that they can use the Widow for as much of the game as possible, even though that mission could be quite difficult at the low level that you will likely be at the time. Mantis and Widow benefit the most from the cloak damage boost. The M-100 is the first heavy weapon available, obtained during Prologue: Awakening, and is at least an average heavy weapon for the Infiltrator. If you have the Kasumi - Stolen Memory DLC pack, then picking the M-12 Locust as your SMG, would serve as another long range weapon. 2023 GAMESPOT, A FANDOM COMPANY. 2023 GAMESPOT, A FANDOM COMPANY. As for specializations, Agent reduces the cooldown for your powers, increases health, and increases Paragon and Renegade points. Besides, area throw won't do anything to 3 shielded Geth. Try whatever comes to mind and see what you can do with the squadmates you have! Ammo Training: Cryo, Disruptor. It offers good synergy with native ammo powers, or those offered by allies, as it is an additional bonus. So feel free to use it every time you see a group of enemies with a health bar (for example Husks). Heavy concussive shot stops charging Krogans. This section will go in great detail, how you should allocate squad points and at what level interval. A quick and skilled sniper can take advantage of this to cause major havoc among the enemy before the effect wears off or the enemy is killed. The usefulness of Area Overload, Incineration Blast, and Attack Drone have already been covered above. Besides, area throw won't do anything to 3 shielded Geth. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Well I ain't telling you the truth. Samara- Same principle as Jacob regarding husks, but also her reave is effective against armor and barriers. Extremely effective at increasing survivability, though it has some issues with Tactical Cloak, as it has a relatively long cooldown. Stasis can be a very useful bonus power. Obviously use discretion in this, because sometimes it's too dangerous. For characters who lack this freezing option, like the. At Rank 2 it can disable synthetic enemies that lack armor and shields; at Rank 3 it has a chance to overheat the weapons of defenseless enemies. Infiltrators who find that they are good at the "one shot, one kill" style with the Mantis, and are comfortable using SMGs or Pistols to cover anything that gets too close should strongly consider the Widow, as it only improves upon the Mantis. These were my favorites, the last build being the most well-rounded and one I ended up sticking with the most. The good thing with Heavy Pistols is that AI is very accurate with them. Mordin is one of the early companions that will join you. Anybody know how many planets are in the game? Neural Shockwave is instant-cast and instant effect, something Shepard's Full Cyro Blast would not be, and even has a lower cooldown. This is capable of devastating the toughest of enemies, even on the harder difficulties. This power can be invaluable during protracted engagements against the geth and shielded enemies, so putting a few points there wouldn't be a bad idea. While Shepard's own powers can't be used during Tactical Cloak, it can be a great way to aim your squadmates' powers as you can leave cover to get a clear line of sight to a target. Bring Mordin along and follow up with his quick cooldown (relatively speaking for squadmate abilities) Area Cyro Blast, while having his Heavy Incinerate in reserve for the few heavily armored foes. Pistols are more effective against armored enemies than against enemies with shields or barriers. Powerful single shot weapons like the Mantis and Widow sniper rifles benefit the most and the cloak can mean the difference between killing with a single shot and not. Because of its high ammo capacity, if you are going on a long mission, then this might be a good weapon to grab as you leave the ship. New comments cannot be posted and votes cannot be cast. The SMG works as your backup weapon when your primary is out of ammo or you are conserving it for a later fight, and can also be used to take down shields at close range. The only allies that can even reasonably keep up with you in weapon-based damage output, especially if you picked up the M-98 Widow, are those that use sniper rifles, i.e. http://na.finalfantasyxiv.com/lodestone/character/12348660/. Taking the Rank 5 Burning Damage evolution does not extend the duration of the priming effect. For extra anti-armor and anti-boss fighting power, bring Garrus along with a squad-based Armor-Piercing Ammo to boost your own weapon to even stronger levels. FIRE EXPLOSION - Can be set up by: Incinerate, Carnage, Inferno Grenade, Incendiary Ammo. Armor Piercing Ammo makes sniper rifles even more effective versus armor and health, and with Incinerate, it can help punch through the heavy armor of bosses and YMIR Mechs. Heavy Incinerate it is! Tactical Cloak has many different applications. Dominate can be a very useful power if utilized correctly; hitting the right enemy will force all other enemies to shift targets and cover to adjust to the Dominated enemy, essentially throwing the enemy ranks into chaos. Due to its very short cooldown, it does not interfere with using other powers. Heavy Pistols The good thing with Heavy Pistols is that AI is very accurate with them. What's also good about Incinerate is it's very effective against Armor. Before I answer: Do you have LotSB so you can rearrange their powers, or are you stuck with what you get? The Phalanx is just as accurate at longer ranges (if not more so) than the M-3 Predator and M-6 Carnifex while still packing a better punch.