A note before we begin: There are better, albeit harder to use builds. There are better players than me (by a lot). There might even be a better class. But as I previously stated, this guide focuses on EASE above anything else.
Why an Infiltrator:
- Cloak is an incredibly useful defensive AND offensive tool, and although every class gets an awesome class ability, in my opinion the cloak requires the least skill to use.
- They don't really require DLC items if you are min/maxing. For an Adept/Power Sentinel Blood Dragon is king. For Soldiers, the Mattock is awesome. For Vanguards, the Collector armor pwns. Most classes benefit from the Dr. Pepper Helmets. Not so with the Infiltrator. Use the 10% headshot damage Visor, the Capacitor Chest (that reduces the time before shields regen by 10%), and the spare ammo packs. Everything else is up to you, and won't really affect the game that much.
- They are incredibly versatile when played right; they can deal with any enemy except for those with barriers, but thats what a bonus talent is for. Check out this video (not by me):
- They are cool. I mean, one shot kills = awesome, snipers = awesome, stealth = awesome. Basically Chuck Norris + Randy Jackson + A Barrett .50 Cal = the Infiltrator
What you need:
- The ability to constantly score headshots. This might mean that you either play through the game once on hardcore to increase your skills, or die alot. Don't worry TOO much though, a big part of the infiltrator is making it EASIER to snipe kids.
- Either a NG+ infiltrator or a ME1 save at at least level 50 (PC gamers can just download saves). The hardest part of insanity is the early stages, where you don't have most of your abilities and none of your upgrades to compensate. Starting at an advanced level makes it a LOT easier.
- Time. If you are new to ME2, you will die on insanity. Alot. It can't be avoided.
The Build:
People will tell you that there is wiggle room in every build, and to some extent they would be correct. The build I present to you here is simply easy to use, and simple to make.
Rank 4 (Heavy) Disruptor ammo.
Makes shields and synthetics easy to deal with.
Rank 0 (or 1) Cryo ammo.
The last point you earn isn't necessary in my build, put it in cryo ammo or in AI hacking. On insanity, neither ability will affect almost every target in the game as most enemies have protection and the abilities only work on health. Once an enemy is down that far you are better off finishing him for good with a headshot. AI hacking MIGHT be a bit better though, because cryo-ing someone means you need to actually shoot him, which is kind of a waste considering you are better off shooting it with a different ammo power that will actually kill it.
Rank 4 (Assasin) Cloak
Gives you a whopping 75% damage bonus. Your bread and butter skill. Some people think enhanced cloak is the bees knees, but seriously, they are wrong. 35% damage vs 2 extra seconds? Are you kidding me? The cloak ends when you shoot anyway!
Rank 4 (Heavy) Incinerate
Although you won't be using this ability as much as Cloak, it has its moments that make it invaluable to an infiltrator (such as fighting the Praetorian, or the multitude of annoying blood pack enemies).
Rank 0 (or 1) AI Hacking
See Cryo ammo for reasoning.
Rank 4 (Assassin) Operative
Although Senojones makes a great argument for agent in his in-depth infiltrator guide (http://social.biowar...8/index/1194129), the long and the short of it is that Assassin's extra slowdown makes this specialization EASIER to use.
Bonus Power:
Rank 4 (Heavy) Warp Ammo
Lots of bonus powers to choose from. Some people like AP ammo. Again, see Senojones' guide for an argument as to why warp is better, but basically it affects more enemies. Some people swear by Energy Drain or Reave, but those take up a long cooldown that I believe is better used on a cloak or incinerate. Warp ammo enhances an already powerful armor damage boost whilest covering the Infiltrator's weakness when up against biotic barriers.
As far as the order of points goes, you should have one point in each ammo power, then max out Cloak, put a point in Incinerate, max out Operative, max out ammo powers simultaneously, then incinerate.
Squad:
For pretty much the whole game, you are going to want to roll with Miranda. This is because she has both Overload and Warp (Take Area Overload and Heavy Warp). Also, max out her passive and take Cerberus Leader for an extra 15% weapon damage. Use her two skills liberally to demolish enemy defenses to further your chances of getting a one shot kill.
When you aren't doing Loyalty missions, it is probably best to take Grunt. This man is a beast. Have him max out Krogan Warlord for weapon damage, and Squad Incendiary ammo for himself and Miranda. The reason for this is that it will set organics on fire, which is not only awesome but provides crowd control.The last Grunt skill is really up to you. I find myself neglecting Concussive shot most of the time, but its not like Grunt dies alot which can diminish the effectiveness of Fortification. Grunt is a very useful ally if you really don't want to think too much while you play. Put Miranda in cover away from you if you wish, but keep Grunt + Shotgun close by and you don't have to worry about flankers/chargers as he will charge them himself. Grunt is also an absolute beast against Husks, which can seriously rain on a sniper's parade.
On some missions, it may be worth taking someone with an engineering drone for some extra CC. Tali is probably better, because Legion will steal some of your sniper rifle kills and ruin your self esteem.
Strategies:
If there is one problem the infiltrator faces, it is that ammo for the Widow (which you should take with this build, hands down. Look, I know assault rifles are cool, but the Widow is flippin amazing) runs out REALLY quickly. To combat this, you need to use both the SMG and the pistol whenever an enemy is in the gun's appropriate range. Having Kasumi's DLC for the Locust helps alot as an infiltrator, but the Tempest will suffice.
So earlier you may have been thinking "What the hay? Why take two Ammo powers to heavy?" The reason is that with those two powers, you can fight any enemy in the game. Throw Warp ammo on your pistol, and Disruptor on your SMG, and then change the power on your SR depending on what you fight. Don't be afraid to switch in combat either. The cooldown on Ammo powers is really short.
Essentially, combat should work like this: You find a cool sniping spot, you park Grunt right beside you (using his assault rifle). You send Miranda a bit forwards. Right away you pop the appropriate one of Miranda's powers on an enemy and try to one shot kill him using Assassin cloak. Essentially, when safe, you want to be popping up to headshot the enemy at range quickly, then get back into cover, using Assassin cloak and Miranda's abilities as much as possible. If and when the enemies start to get close, switch Grunt to the Shotgun and yourself to either the pistol or the SMG depending on the enemy you are facing. Not only will this save ammo for your sniper, but it is quite an effective tactic. From Cloak, a Warp Ammo-ed Pistol can usually 2-3 shot an enemy that the Widow could One shot. This means that a pistol can kill TWO enemies with one clip but the Widow can only kill one. When the enemy starts to get TOO close for comfort, use cloak defensively. Remember: You are an infiltrator. You may "have a quad," but trying to play like a Vanguard and fighting in melee range is an awesome way to get destroyed (heck, even a vanguard who plays like a vanguard can have some trouble on insanity). Pop cloak and run away, but leave Grunt where he is for the time being. He will tear !@$! up at close range with his awesome krogan-ness.
If an enemy is being a whiny lil !@#$#$ and camping behind cover, or you are running low on sniper rounds at range, curve an Incineration around the cover at him. That is Incineration's main use: curving around stuff.
The enemies that usually give the Infiltrator trouble are the YMIR Mech, Vanguard-type enemies, and meleers (Varren, Huskes, FENRIS mechs, etc). Against YMIR Mechs the key is to switch ammo powers once his shields are down, and switch to the pistol when in range, but ONLY fire out of cloak. Against this type of enemy, it is useful to put your squad in a triangle shape. What this does is quite simple: the mech will focus on you (behind cover). When you cloak, its focus will jump to one of your squadmates. Unload on him. Get back in cover. Rinse and Repeat.
Vanguard-type enemies are the ones with barriers who rush at you with a shotgun (like those found on Thane's Recruitment mission). Against these enemies, it is important to use cloak extremely liberally and defensively. If they get too close, you die. Continually warp them, and let your squadmates kill them while you take out their friends.
Meleers can be pretty much negated by using Grunt beside you, but on missions without him, they can be a pain. Try to snipe them before they reach you if possible, and make sure you know where they are at all times. If they sneak up on you whilest you are trying to kill something it can hurt. Alot.
Things to remember:
- Infiltrators have three weapons for a reason. Don't neglect anything without a scope.
- Experiment with Heavy Weapons. They are fun! Not really necessary, but fun! And the Cain can trivialize an otherwise difficult boss fight.
- You are not a Vanguard: A meleeing infiltrator is probably a dead infiltrator.
- Switching ammo powers is NOT hard! It doesn't take long at all, and is well worth it in a fight.
- Take your TIME! Don't rush out of cover without a plan, and usually only when cloaked. Cloak's cooldown isn't that bad. Wasting a sniper round on a powerful enemy and not killing him is a waste of 10% of your ammo, so usually fire when cloaked
- Have FUN! This is a game! Talk to NPCs, listen to their conversations, learn about the Mass Effect Universe.
- Especially when you start, the Infiltrator is going to be a harder class to play than say, the Sentinel or the Soldier. But, in my opinion, overall, the Infiltrator has an easier time with more encounters than any other class in the game. Don't get frustrated if you die over and over again on Freedom's Progress, Horizon, or the Collector Ship. Those missions are, in my opinion, harder than the Suicide mission with a leveling character
Credit needs to go to Senojones for his awesome guide, which I have sort of used in making mine.
Let me know if I have missed anything important/Give me feedback please!
Modifié par Mostowizard, 28 août 2010 - 08:45 .





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