Operative, Tactical Cloak and Cryo are the only ones I would max on a consistent basis. The other powers you can freely mock up however you want depending on the mission/assignments.
So lets say the next mission has lots of mechs/geth. If its lots of Loki/Fenris mechs I'd probably take Area Reave as a bonus power and put at least 1 point in AI Hacking. If its a serious butt tonne of mechs I'd put a few more points into hacking but you don't always need to max it and its one of few skills that sometimes works better if you don't max it. The point is to have a single minion that draws fire like a Combat Drone but dies when the fight is over or nearly over so you don't need to waste too much ammo killing it yourself.
Worst case scenario when you max it, evolve it to Area AI Hacking and you don't need to? You end up finishing a fight with 2 or 3 minions that have massive shields that just stand around waiting for the hacking duration to run out. You can speed things along by shooting them down yourself but they got so many shields it takes ages and wastes ammo. For missions/assignments with no mechs theres no point putting anything in AI Hacking.
Incinerate is something I use interchangeably with Reave and Energy Drain. When I start Insanity+ I like to have at least one point in Energy Drain and AI Hacking since that makes Freedom's Progress a total cinche. After that I'll want Mordin to get my upgrades and his recruitment mission has tonnes of armour (Vorcha/Krogan mainly) so you get more mileage by pumping Heavy Incinerate for Krogan armour. Vorcha die in pretty much one headshot no matter what.
For Collector missions and late game mixed organic/armour/barrier, I'll usually replace Incinerate entirely with Reave because its insane once you get all the bio amp upgrades and its function is too similar to Incinerate to have them both on the quickbar. Synthetic heavy missions like Haestrom? Oh god, Area Energy Drain all the way and a couple of points in AI Hacking. No need to max Incinerate or even really put any points in it.
My ideal Collector mission squad would be Samara/Miranda since then you can have double Reave and Area Pull/Warp Explosions. Samara's innate power confers a cooldown reduction bonus so you can spam area pull faster than Jacob which is always nice.
Close second would be Jack/Miranda but mostly I like having a second Reave because its just so insanely ridiculously powerful against armour/barrier/organics.
Just make sure you have all your quickslots mapped to easy access mouse buttons and keys. I don't use 5 to 8 keys because my little finger can't reach 5 let alone 6, 7 or 8 so these are generally mapped to mouse buttons and my f key is set to unity (just like first aid in ME1

). That way you can combo powers real fast like Reave/Pull/Warp, EDrain/Hack or Reave/Hack.
Also, use your squadmate target fire keys. With squad cryo you can use squadmate target fire to select which enemies get turned into slush puppies. I like using powers to strip armour/shields quick on multiple enemies, set my squaddies to targetfire different enemies now down to health and then go kill something else. That way theres a whole 2 baddies not shooting you in the face and a 3rd about to kiss the dirt.
One last thing. Pure long range and CQC are kind of strange ways to think about Infiltrator play. I'm a sniper monkey going back to the the Counter-Strike betas when AWP killed with a toe shot but in ME2 you still need to use SMGs otherwise you will run out of ammo or you'll get into a bad flow where you waste Widow ammo on fights where its not necessary and run low when you do need it.
Modifié par Besetment, 28 août 2010 - 12:40 .