A basic rule of thumb for the higher difficulties is to get some defense skills in place on Shepard, whether it's armor, immunity or barrier. This can save your life. After you have defenses, focus on a gun skill. Remember master marksman pistol has the highest dps in the game and is not to be under estimated.
In the early going let your companions carry a lot of the fights. If they die, you can either use unity to get them back on their feet, or just finish the fight and they'll get back up. If Shep dies, it's time for a reload.
Don't autolevel your team mates. The autoleveling doesn't really do a good job of distributing points. Keep an eye on where skills break from basic to advanced and to master.
Set squad mate power useage to defensive. That way that lift you wanted to use on the collosus isn't on cooldown because Liara used it on a trooper.
On the UNC missions, if a fight is inside, you can leave the building to heal up and get your followers back on their feet. Don't be afraid to retreat.
Make a hard save before you land on a planet. That way if it turns out to be more than you can handle, you can reload the save, go level some more and come try again later.
Don't sabotage the krogan. It will just get you charged.
Tailor your choice of squadmates to the situation. If you know you're going to be facing a lot of inorganics, grab Tali and Garrus, AI hacking is fun. If you're facing lots of organics, Liara and Kaiden mean many floating enemies, or if you just want a tank to soak fire, Ash or Wrex with master immunity for the win.
Remember that you get more xp if you make your kills outside of the Mako.
Keep one set of Devlon Industries armor. It will negate those level one enviromental hazards. You only need one set on your currently active team.
You don't need more than 9 points in decryption/electronics. That will give you master level and will open any and all crates.
For drones, turrets, armatures and collosi remember sabotage turns off their guns. While the only biotics that work on drones are warp and stasis.
Master throw will knock down armatures for a couple of seconds. Master lift will completely disable them.
Neural shock, throw or stasis the charging krogan, you know the one that accidently got caught in the sabotage.
Oh and for playing around with builds, here is the talent point calculator.
http://masseffect.ma...Calculator.aspx
Modifié par The Grey Ranger, 02 septembre 2010 - 06:00 .