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The Super Easy Way to Beat Insanity (Infiltrator Style)


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#1
Mostowizard

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Although there are a bunch of good infiltrator guides already, they go into a lot of depth and, to be honest, conflict with one another on issues such as agent vs assasin, bonus powers, and such. It is my intention in this short guide to give you a fairly easy way to beat this game on its highest difficulty, whether it be for achievements or simply for the challenge.

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 .


#2
Super ._. Shepard

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thats some good info

#3
Besetment

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I still don't get why people write guides that espouse the use of a single build and bonus power when Infiltrator benefits more than most classes from tailoring their specs to the next mission. For a start theres more than enough Eezo in the game to let you respec before every single mission as soon as the option to do so becomes available for you (after Horizon). You can respec bonus powers from the Normandy onwards so take advantage of it.

These I would regard more as permanent fixtures. You will probably be sinking 10 points in all of these 90% to 100% of the time:

Operative - These days I like to go Agent for the cooldown bonus but the difference is not big. I juggle hotkeys alot so any small advantage there is something I'll take. I generally never have problems with damage dealing on an Infiltrator in the sense that with Widow, there are very very few situations where all the cumulative damage bonuses result in me killing stuff one shot faster. If it helps you to kill a shot faster than go for it but I never noticed the difference. SMG is trickier but is highly dependent on range multiplier. So you can collect damage upgrades like crazy but if you burst fire at medium range with Tempest its all a bit of a waste since Tempest only really does mega damage when you are pretty close to point blank.

Tactical Cloak - This tends to vary depending on playstyle. I normally like to use Assassination Cloak because I sometimes I use it for the damage boost only or as a get out of jail card and I tend not to use it so much to push forward. Some folks like Thisisme8 used to play heavily with SMG and would use Enhanced Cloak because he kept pushing forwards (often past enemies) to get into good positions to take advantage of the range modifier on SMG. So I wouldn't say theres a right or wrong choice to make here - it really depends on whether you are reliant more on SMG or more on Snipers.

Cryo Ammo - This is the ammo power that everyone who isn't a Soldier or an Infiltrator wants but can't get. Works particularly well if you evolve it to Squad Cryo. Its hard to describe why Cryo rules so hard because you just have to play it. Heres an old video I made to show how much it owns:

www.youtube.com/watch

That vid is pretty old but it can be done alot faster with the Locust and at least 1 point in AI Hacking. When using Squad Cryo theres little point to using it on the Widow so switch to SMG, arm Squad Cryo so you get it on your SMG and your squaddies get it, switch to Widow and arm Disruptor or whatever. It remembers whats what so everytime you switch back to SMG you have your rapid fire freeze machine and everytime you switch to sniper you have your one hit shield/armour breaking machine.

Whatever weapon you are using, you can literally go around area e-draining shields, area reaving/warping armour and barriers and let your squadmates apply the freeze with SMGs. They have fast rate of fire, they are incredibly accurate, they freeze everything leaving them wide open for +100% damage. I would be using Squad Cryo on most missions with very few exceptions.

Specialist skills:

AI Hacking - This obviously doesn't have much use in missions where you do not anticipate fighting any synthetics whatsoever so for those missions, don't even waste 1 point on it. But there are a suprising number of missions with lots of mechs like Haestrom/Freedom's Progress/Hahne Kehdar factory. And theres plenty more mixed ones like Dantius Tower/Miranda Loyalty etc.

AI Hacking does one thing that is truly amazing and that is when you hack a minion, all other enemies just whip round and start attacking your minion. At 1 point, its fairly common for your minion to get blitzed quickly but thats ok because you didn't waste any bullets. Treat it like a free kill and a get out of jail free card for a few seconds.

At 10 points (Improved AI Hacking) you give your minion so much shields that they are quite difficult to kill and I have to rehack multiple times because the duration frequently wears out. I actually found it a pain to kill everything on the screen and find that my minion was still alive because I would usually have to wait for hacking to wear off or just gun it down there and then. Which takes ages and uses lots of ammo because of how many shields they got.

For Engineers, Combat Drone is better than AI Hacking for taking gunfire away from you but hey. Infiltrator can't take all the Engineer's cards (like it practically did in ME1). I prefer Improved AI Hacking over the area version for the reasons mentioned above. I like my minions to draw fire and die in the process. I don't like ending fights having 3x minions with +400 shields each standing around with 8 seconds of hack time left to go.

Energy Drain (Bonus Power) - This power is actually pretty good on Insanity NG+ despite shields being dropped in microseconds. Some of the mechanics of how this power works has been documented in this thread but broadly it works like a no stun/no overheat version of Overload, it benefits from tech damage/cooldown upgrades, it can increase your maximum shields by a loooong way and the effect lasts a long time. I was skeptical until I tried it and on some missions, pacing e-drain can make you almost indestructible. On the Blue Suns/Mech/Geth missions I would swap whatever bonus power you have for this because you can literally play with impunity. You can run up and melee into a cluster of geth, e-drain then hit AI hacking. You get massive shields back, get saved from imminent death and nobody is shooting at you anymore so you can literally go all out with Tempest at point blank range for +100% extra damage (range multiplier). Without e-drain thats the type of tactic which will get you killed on Insanity+ in about 3 seconds.

Reave (Bonus Power) - This is pretty amazing anti barrier and anti armour provided you are keeping up with biotic damage upgrades. With Miranda Warp its hard to think of anything better for Collector missions (including Warp Ammo which I was surprisingly disappointed with). Mass Reave/Freeze is better at stopping Harbinger spawns and at around 4/6 biotic damage upgrades, a single Area Reave will strip away 100% Collector barrier making it real easy to use squadmate target fire to apply the freeze everywhere. The stun effect is somewhat useful too. I would always respec to Reave on collector missions but I would also time the previous mission so it has the biotic damage upgrades. The sooner you make it to 3 or 4 upgrades, the easier those missions are.

Incinerate - This is definitely a staple early on and for armour heavy missions (Tuchanka/Omega) but on Collector missions I tend to drop it entirely for Reave and on very shield heavy missions I'll drop it for Energy Drain.

Disruptor Ammo - Definitely another staple early on where shields aplenty on Freedom's Progress but rapidly loses once you start picking up levels and get the Cryo machine rolling. It remains useful on some key assignments with tonnes of mechs (like the 140 loki mission and HK Factory)  since you can mass trigger critical overloads and let the explosions do half the work but most of the time, I'd rather have the squad packing Cryo. I usually have a couple of leftover points in Disruptor anyway so you can put it on your sniper rifle if you don't have a bonus ammo power.

Modifié par Besetment, 28 août 2010 - 11:51 .


#4
mcsupersport

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Just a quick note, on all warp companions you don't want to have heavy because it has a longer cooldown, by 3 seconds I believe. If you take unstable Warp you get a little less damage per shot, but with the faster cooldown, you can actually use it more, thus doing more damage.




#5
Mostowizard

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Besetment wrote...

I still don't get why people write guides that espouse the use of a single build and bonus power when Infiltrator benefits more than most classes from tailoring their specs to the next mission. For a start theres more than enough Eezo in the game to let you respec before every single mission as soon as the option to do so becomes available for you (after Horizon). You can respec bonus powers from the Normandy onwards so take advantage of it.

These I would regard more as permanent fixtures. You will probably be sinking 10 points in all of these 90% to 100% of the time:

Operative - These days I like to go Agent for the cooldown bonus but the difference is not big. I juggle hotkeys alot so any small advantage there is something I'll take. I generally never have problems with damage dealing on an Infiltrator in the sense that with Widow, there are very very few situations where all the cumulative damage bonuses result in me killing stuff one shot faster. If it helps you to kill a shot faster than go for it but I never noticed the difference. SMG is trickier but is highly dependent on range multiplier. So you can collect damage upgrades like crazy but if you burst fire at medium range with Tempest its all a bit of a waste since Tempest only really does mega damage when you are pretty close to point blank.

Tactical Cloak - This tends to vary depending on playstyle. I normally like to use Assassination Cloak because I sometimes I use it for the damage boost only or as a get out of jail card and I tend not to use it so much to push forward. Some folks like Thisisme8 used to play heavily with SMG and would use Enhanced Cloak because he kept pushing forwards (often past enemies) to get into good positions to take advantage of the range modifier on SMG. So I wouldn't say theres a right or wrong choice to make here - it really depends on whether you are reliant more on SMG or more on Snipers.

Cryo Ammo - This is the ammo power that everyone who isn't a Soldier or an Infiltrator wants but can't get. Works particularly well if you evolve it to Squad Cryo. Its hard to describe why Cryo rules so hard because you just have to play it. Heres an old video I made to show how much it owns:

www.youtube.com/watch

That vid is pretty old but it can be done alot faster with the Locust and at least 1 point in AI Hacking. When using Squad Cryo theres little point to using it on the Widow so switch to SMG, arm Squad Cryo so you get it on your SMG and your squaddies get it, switch to Widow and arm Disruptor or whatever. It remembers whats what so everytime you switch back to SMG you have your rapid fire freeze machine and everytime you switch to sniper you have your one hit shield/armour breaking machine.

Whatever weapon you are using, you can literally go around area e-draining shields, area reaving/warping armour and barriers and let your squadmates apply the freeze with SMGs. They have fast rate of fire, they are incredibly accurate, they freeze everything leaving them wide open for +100% damage. I would be using Squad Cryo on most missions with very few exceptions.

Specialist skills:

AI Hacking - This obviously doesn't have much use in missions where you do not anticipate fighting any synthetics whatsoever so for those missions, don't even waste 1 point on it. But there are a suprising number of missions with lots of mechs like Haestrom/Freedom's Progress/Hahne Kehdar factory. And theres plenty more mixed ones like Dantius Tower/Miranda Loyalty etc.

AI Hacking does one thing that is truly amazing and that is when you hack a minion, all other enemies just whip round and start attacking your minion. At 1 point, its fairly common for your minion to get blitzed quickly but thats ok because you didn't waste any bullets. Treat it like a free kill and a get out of jail free card for a few seconds.

At 10 points (Improved AI Hacking) you give your minion so much shields that they are quite difficult to kill and I have to rehack multiple times because the duration frequently wears out. I actually found it a pain to kill everything on the screen and find that my minion was still alive because I would usually have to wait for hacking to wear off or just gun it down there and then. Which takes ages and uses lots of ammo because of how many shields they got.

For Engineers, Combat Drone is better than AI Hacking for taking gunfire away from you but hey. Infiltrator can't take all the Engineer's cards (like it practically did in ME1). I prefer Improved AI Hacking over the area version for the reasons mentioned above. I like my minions to draw fire and die in the process. I don't like ending fights having 3x minions with +400 shields each standing around with 8 seconds of hack time left to go.

Energy Drain (Bonus Power) - This power is actually pretty good on Insanity NG+ despite shields being dropped in microseconds. Some of the mechanics of how this power works has been documented in this thread but broadly it works like a no stun/no overheat version of Overload, it benefits from tech damage/cooldown upgrades, it can increase your maximum shields by a loooong way and the effect lasts a long time. I was skeptical until I tried it and on some missions, pacing e-drain can make you almost indestructible. On the Blue Suns/Mech/Geth missions I would swap whatever bonus power you have for this because you can literally play with impunity. You can run up and melee into a cluster of geth, e-drain then hit AI hacking. You get massive shields back, get saved from imminent death and nobody is shooting at you anymore so you can literally go all out with Tempest at point blank range for +100% extra damage (range multiplier). Without e-drain thats the type of tactic which will get you killed on Insanity+ in about 3 seconds.

Reave (Bonus Power) - This is pretty amazing anti barrier and anti armour provided you are keeping up with biotic damage upgrades. With Miranda Warp its hard to think of anything better for Collector missions (including Warp Ammo which I was surprisingly disappointed with). Mass Reave/Freeze is better at stopping Harbinger spawns and at around 4/6 biotic damage upgrades, a single Area Reave will strip away 100% Collector barrier making it real easy to use squadmate target fire to apply the freeze everywhere. The stun effect is somewhat useful too. I would always respec to Reave on collector missions but I would also time the previous mission so it has the biotic damage upgrades. The sooner you make it to 3 or 4 upgrades, the easier those missions are.

Incinerate - This is definitely a staple early on and for armour heavy missions (Tuchanka/Omega) but on Collector missions I tend to drop it entirely for Reave and on very shield heavy missions I'll drop it for Energy Drain.

Disruptor Ammo - Definitely another staple early on where shields aplenty on Freedom's Progress but rapidly loses once you start picking up levels and get the Cryo machine rolling. It remains useful on some key assignments with tonnes of mechs (like the 140 loki mission and HK Factory)  since you can mass trigger critical overloads and let the explosions do half the work but most of the time, I'd rather have the squad packing Cryo. I usually have a couple of leftover points in Disruptor anyway so you can put it on your sniper rifle if you don't have a bonus ammo power.


Yes, respeccing can be useful, but the build I present can deal with every enemy type in the game, and because a respec means a change in playstyle, it is EASIER to become familiar with a build and just use it. That being said, you are right that on some missions it is better to drop one of the two ammo powers in favor of squad cryo for the extra CC, but, in my opinion, you should pretty much never have cryo on your own weapon. As previously stated, it is better for the infiltrator to simply kill an enemy down to health rather than attempt to control it. The infiltrator is a BURST damage class, therefore your damage should be coming in spikes.

That being said, against husk-heavy missions, against the geth (Lookin at you Haestrom), or against missions with primarily a bunch of mechs, it is probably worth shuffling the points around so that you have 1 warp, squad cryo, and
heavy disruptor.

As I said, there are better builds for more skilled players out there, but Assassin/Assassin is simply EASIER to use.

#6
IMNWME

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Interesting. I prefer to take the Shotgun on the Infiltrator for the Cloaked backstab, although the Widow is freaking awesome.



For a CQC Infiltrator, I'd suggest the following build:



Disruptor Ammo 3

Squad Cryo Ammo

Assassination Cloak (+75% damage = one-shots with Shotgun while cloaked)

Incinerate 2

AI Hack 1

Agent (the extra 1s duration helps with Cloak way more than the small power damage boost and extra time dilation does)

Heavy Warp Ammo



I just realized, this build would work for the Widow Infiltrator too. I think for the Infiltrator, I'm of the 1 shot/1 kill mentality, whether I'm using the Shotgun or the Widow. Incinerate is mostly used just to finish enemies off... I try not to spam it because it eats into Cloak time. Squad Cryo Ammo works as excellent CC.



Early priorities are Cloak 3 (40% damage boost/6s duration) and Passive 3 (50% time dilation when sniping). I leave ammo powers alone early game, although Disruptor 2, Cryo Ammo 1 helps a lot with the Husks on Horizon.



Respeccing is expensive. Advanced Training (5000 eezo) + Retrain Powers (2500 eezo) = 7500 eezo every time you change up your build. That eats up eezo FAST. If you respec for certain missions, and then have to spec back, that's 15,000 eezo, and you only get 50,000 on NG+ Insanity. I'd only respec for Geth missions, honestly.

#7
Besetment

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You get 50,000 right at the start and then you can planet scan quite alot more, plus you get free eezo from time time in missions. I didn't do very much planet scanning at all on my last playthrough and whilst I didn't respec after every mission (not even close) I still had over 100,000 eezo spare when the game ended. So this time around I'ma spend it!

Modifié par Besetment, 29 août 2010 - 12:56 .