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The Specialist: A Soldier That Can Cloak(Derivative Infiltrator build)


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#1
Miss Yuna of Atlanta

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This is a bit of a read, so I'm sorry for the wall of text.
TonyGunslinger's 'Agent' Infiltrator inspired me to create a similar build. While his build focuses on disabling enemies through clever use of his and his squad's powers as a means of indirect combat(brilliant, by the way), mine is more direct. I call this build "Specialist" because it specializes in weapon use and positioning, as well as team synergy.

I. Overview
THE SPECIALIST
10 Squad Disruptor Ammo
0 Cryo Ammo
10 Enhanced Cloak
10 Incineration Blast
1 AI Hacking
10 Agent
10 Tungsten Ammo

Reccommended Loadout: M-96 Mattock, M-97 Viper, M-9 Tempest, M-3 Predator, M-100 Grenade Launcher

II: In-Depth Analysis
Gameplay veterans will see right away what I'm trying to do. This isn't an Infiltrator so much as a Soldier that swapped out Adrenaline Rush for Tactical Cloak and somehow threw Incinerate into the mix. You will be doing almost all of your damage with your weapons. The reasoning for my power evolutions and weapon choices is as follows.

Ten points in Squad Disruptor Ammo: This should be fairly self-explanatory. Shielded and synthetic enemies will be ripped to shreds by a team of three with Disruptor Ammo active. Often, your squad mates will strip shields for you, leaving you free to do other things.
Zero points in Cryo Ammo: I don't like the cryo mechanic. I never have. This is mostly a personal preference, as I usually have to go out of my way to use cryo attacks under any circumstances.
Ten points in Enhanced Cloak: This is a choice that will probably confuse a lot of people or just make them laugh. Assassination Cloak is widely regarded as the better evolution, largely because in almost any circumstance, it is. However, my build is centered entirely around the idea of keeping Tactical Cloak active for as long as possible. It allows the player to cross entire battlefields and gain an immensely advantageous position. A good example would be on Grunt's recruitment mission. I've used Enhanced Cloak multiple times to run past huge swaths of Blue Suns, decimate the Heavies in the back row, then have me and my squad catch enemies in inescapable crossfires. I chose Enhanced Cloak because it's not about the damage you can do. It's about positioning.
Ten points in Incineration Blast: Originally, I used Heavy Incinerate as a means of stripping armor from foes. However, I found that the Mattock is much more effective in this endeavor, and switched to Incineration Blast with the interest of panicking multiple foes. Incineration Blast also quickly strips the armor from Husks, allowing an application of Improved Flashbang Grenade(Kasumi), Throw Field(Thane), Pull Field(Jacob), or Area Reave(Samara) to quickly dispose of large groups of the creatures once I've torched their armor off.
One point in AI Hacking: I'll admit it. This is a gimmick. However, it's a gimmick that has saved my butt multiple times, allowing me precious seconds to heal when I throw my fat into the fire by mistake. Any synthetic, when hacked, makes your life easier, but this is most apparent when used on one of a group. LOKI Mechs are common. Another cute little thing you can do with this is when a YMIR Mech is down to nothing but health and there are no enemies left but it, hack it for six seconds of free headshots. As I said, it's a gimmick, but it's a fun gimmick.
Ten points in Agent: Choosing power duration over power damage further enhances Enhanced Cloak. Add this to the tech duration bonus, and Tactical Cloak stays active for almost twelve seconds. You might not always need those twelve seconds, but I've had multiple occasions where I sat in cover and let enemies stroll past me. When Cloak fades, their goose is cooked.
Ten points in Tungsten Ammo: This build's main weapons are the Mattock and the Viper. Tungsten Ammo was chosen to maximize their strengths rather than cover their weaknesses. Armored enemies stand absolutely no chance in hell against the Specialist because of this. Krogan are especially trivialized; it's as simple as ripping off their armor with   Viper barrage, then burning them and letting them flail about as you reload. Rinse and repeat.
M-96 Mattock: This assault rifle is a shorter-range version of the Viper with a bit more punch. However, it is still extremely accurate, and it works fantastically in tandem with Cloak, allowing the Specialist to line up the perfect first shot of a deadly barrage. In addition, while it excels against armor, it is also effective against shields and barriers, meaning that Disruptor Ammo is very effective, as is Warp Ammo if Jack is chosen to accompany the Specialist into combat(which, in my case, she often is). This is the Specialist's go-to weapon. It is optimal in almost any circumstance.
M-97 Viper: I don't think I even need to explain this. I chose assault rifles over the Widow, so the sky-high DPS of the Viper is on the other side of my heavy weapon from the Mattock. It isn't as widespread as the Mattock, but sniping is sniping, and the Infiltrator class is good at it.
M-9 Tempest: This weapon was put in place specifically to deal with shielded enemies. Flanking geth or the aforementioned Blue Suns will result in close-quarters combat more often than not, and while the Mattock is a better option for, say, vorcha, the Tempest absolutely annihilates shields and biotic barriers at short range. As an added bonus, stripping the shields of two Heavies, then killing them both typically requires no reloading, as the Tempest holds a staggering fifty rounds per clip. This build doesn't prioritize close-quarters combat; if it did, I would have chosen shotguns, not assault rifles. However, the Tempest is the best submachine gun at point blank.
M-3 Predator: I don't use this weapon often, as the Mattock, Viper, and Tempest are all better options for whatever situations the Specialist encounters. The absolute worst-case scenario sees the Specialist using this pistol as a 'Mattock lite' when both the Mattock and Viper are out of ammunition, but a good Specialist would never allow that to happen. I also use it in the situation I described above in which a hacked YMIR Mech is the only remaining enemy. I slap Tungsten Ammo on my Predator and bombard its face over and over. What else am I going to shoot with my pistol?
M-100 Grenade Launcher: Large hordes of enemies are best dealt with using this. Scatter them all, then either let your squad mates clean up or pull out your Mattock and go to work. It's one of the most basic heavy weapons in the game, but it's also one of the best. A side note, though, is that I personally replace it with the Cain on the mission to attack the derelict Reaper. I absolutely bloody hate the fight against the Reaper Core and its army of irritating husks, so I prefer to just skip it.

III: Squad Mate Analysis
This section details each of the game's twelve squad mates(screw Morinth) as it pertains to synergy with the Specialist. Squad mates are presented in recruitment order(for me personally) and assigned a letter grade appropriate to their effective synergy with this build. The highest grade is A+, and the lowest is F. I'll tell you right away that no squad mate is an F, but a couple might come damn close to it.

Jacob Taylor
Recommended Build: Pull Field(10), Squad Incendiary Ammo(10), Cerberus Specialist(10)
Alternate Recommended Build: Pull(1), Squad Incendiary Ammo(10), Cerberus Specialist(10), Heavy Barrier(10)
Many of the game's earlier missions practically force Jacob's presence. It could be worse(the game could be forcing me to bring the utterly worthless Morinth), but Jacob is still not the best choice for the Specialist. His weapon damage is below average and his mismatched powers don't lend themselves well to anybody(except for the Adept or Sentinel, maybe). That said, he can work well in tandem with Miranda or Thane, using Pull to set up deadly Warp explosions, and Squad Incendiary Ammo allows him to lend a valuable hand against organic foes, which are never challenging for the Specialist. Overall, he is usually disregarded in favor of a character who provides more synergy, but the alternate build mentioned above allows him to perform well as a slightly more cautious Grunt equivalent.
Letter Grade: C+

Miranda Lawson
Recommended Build: Unstable Warp(10), Area Overload(10), Cerberus Leader(10), Slam(1)
Her powers compliment the intent behind her creation; Miranda really is perfect, or at least damn near it. The Specialist will learn to love Miss Lawson, as her squad-wide damage buff and duo of immensely useful powers ensure that she is never a bad decision. She works well with almost anyone, but she especially shines when she is accompanied by the Specialist and Samara, as the justicar covers any bases Miranda does not while also providing a valuable Pull for her Warp.
Letter Grade: A+


Zaeed Massani
Recommended Build: Heavy Concussive Shot(10), Mercenary Warlord(10), Inferno Blast Grenade(10)
 Zaeed's biggest draw is his absurdly high weapon damage, topping every other squad mate except Thane, with whom he ties. However, his second-biggest draw is being the only recruitable squad mate with Disruptor Ammo. The Specialist has that base covered, which severely limits Zaeed's usefulness in the long run. Heavy Concussive Shot allows him to decimate biotic barriers(not to be overlooked!) and, as stated earlier, his weapon damage is sky-high. Inferno Grenade also has occasional utility against Husks and vorcha. He is not a terrible choice, but the Specialist does what he does, and does it better.
Letter Grade: B-


Mordin Solus
Recommended Build: Heavy Incinerate(10), Salarian Savant(10), Neural Shockwave(10)
Mordin is a man of extremes. He was designed to do one thing and one thing only, and that one thing is to kill a lot of krogan. His two most powerful powers(in my opinion) are Incinerate and Neural Shock, and while Neural Shock is very effective against organic targets, his hyper-powered Incinerate is his biggest draw. While the Specialist already boasts Incinerate, it does not have the oomph that Mordin's has, and that increased damage is a lifesaver against charging krogan. On any mission that does not feature krogan or vorcha, Mordin's usefulness is limited to nonexistent. Without regenerations to halt, he becomes a Neural Shock dispenser, and Neural Shock does not merit a squad mate slot by itself. On any mission that does feature krogan or vorcha, however, he is an almighty godsend.
Letter Grade: B


Garrus Vakarian
Recommended Build: Heavy Concussive Shot(10), Area Overload(10), Turian Renegade(10)
Functionally, Garrus is an altered Miranda. Warp has been traded for Concussive Shot(not nearly as useful), but Garrus's Overload outstrips Miranda's by a considerable degree, making him excellent at taking down shielded enemies such as Blue Suns. Against shielded enemies and geth, there are few better choices, and Garrus also brings solid weapon damage to the party. The Specialist grants him Disruptor Ammo as well, increasing his role as something of a mini-Specialist. He doesn't have Miranda's versatility, but there will be many situations where he outshines her...and everyone else.
Letter Grade: B+

Kasumi Goto
Recommended Build: Rapid Shadow Strike(10), Area Overload(10), Improved Flashbang Grenade(10)
One of the most unique party members, Kasumi is one of only two squad mates with three powers that will see frequent use(the other being Samara). Shadow Strike, when fully evolved into Rapid Shadow Strike, makes Kasumi excellent at finishing off enemies whose protections are gone or softening up hardier foes. Shadow Strike is also a valuable distraction aid, and one that rarely costs Kasumi her consciousness(and, by proxy, the Specialist one unit of medi-gel). Overload is Overload. Nothing to say about it. Flashbang Grenade is one of the best powers in the game, and on missions where the Specialist will face Collectors, Kasumi is possibly the most valuable companion because of it. Constantly nullifying Harbinger means that Miss Goto more than earns her keep, allowing the Specialist to focus on the ever-present swaths of more important opponents. The tradeoff for such high utility is that Kasumi's weapon damage is poor, and her useless passive talent makes her the squishiest squad mate in the game. In addition, Shadow Strike causes her to abandon prior directions re her location, and she will continue to flit about as she pleases, which could end her very quickly. If her high upkeep isn't too much of a deterrent, the Specialist will see great things from this master thief, but she may be a little too high-maintanence for a lot of people.
Letter Grade: A-

Jack
Recommended Build: Shockwave(3), Pull(6), Primal Adept(10), Squad Warp Ammo(10)
I've tried very hard on multiple occasions to make Jack work due to my fondness for her character. At first, the best I could say about Jack is that she makes fights against Collectors much easier due to Squad Warp Ammo and Pull. Further investigation revealed that she also works very well alongside Thane when any protections the squad encounters can be easily stripped by the Specialist. Due to her Warp Ammo, both biotic barriers and shields are trivialized by barrages from the Tempest and Mattock, and armor was never an issue for the Specialist. Therefore, Jack is a reliable Pull bot, possibly an even better one than Samara, but at the end of the day, a Pull bot is still a Pull bot. The Specialist can do both better and much worse.
Letter Grade: B


Grunt
Recommended Build: Heavy Concussive Shot(10), Krogan Pureblood(10), Heavy Fortification(10)
Grunt is not hard to figure out. He's a damage-soaking thickie, and on certain missions, that works really well. Soldiers are distracted. Husks are slapped aside like flies at the hands of his mighty shotgun. However, with no truly viable powers, he is useless at range, and that hurts him more than it does anybody else. If Grunt can get up-close and personal then he can wreck shop. Luckily for him, the odds are rarely stacked against him, and his utility is universal. The Specialist loves him for that.
Letter Grade: B+

Samara
Recommended Build: Throw(3), Pull(6), Sapiens Justicar(10), Area Reave(10)
When the Specialist first recruits her, she is a Pull bot and interchangable with Jack. However, completion of her loyalty mission grants Samara the absolutely stellar Reave, allowing her to shatter armor and decimate biotic barriers. This creates a whirlwind of endless utility for the justicar. Collector barriers and krogan armor are both ripped to shreds by Reave, or perhaps they're stripped by the Specialist, allowing Samara to Pull an enemy and set them up for a Warp explosion from Miranda or Thane. Pull bots are good enough on their own, but Reave turns Samara into a goddess. No one is safe.
Letter Grade: A


Thane Krios
Recommended Build: Throw Field(10), Unstable Warp(10), Drell Marksman(10)
Yes please and thank you. The highest weapon damage in the game and the presence of Warp solidify Thane's utility on the spot. Another excellent choice for Collectors, but a force to be reckoned with almost anywhere, Thane is one of the very best companions for the Specialist. In addition, Throw Field grants him surprising prowess at Husk elimination, to the point where he is adept at creating lovely smear paintings on the wall with green pulp that once groaned obnoxiously.
Letter Grade: A+


Tali'Zorah vas Normandy
Recommended Build: Attack Drone(10), Quarian Mechanic(10), Area Drain(10)
 I'll be up-front about this. I never use Tali outside of her loyalty mission. I didn't ever use her in the first game either. That said, her utility against shielded enemies is almost as strong as Garrus's due to Energy Drain, and the added bonus of Combat Drone makes her just as good as Garrus at what he does, just in different areas. Her weapon damage isn't seeing his anytime soon, but Combat Drone provides an incredibly valuable distraction, allowing the Specialist to recuperate if Enhanced Cloak is down. Her awful health and low weapon damage hamper her a bit, but all in all, Tali is a very justifiable choice for those Specialists that have fallen in love with her.
Letter Grade: B+


Legion
Recommended Build: AI Hacking(3), Combat Drone(6), Geth Assassin(10), Improved Geth Shield Boost(10)
 As endearing as Legion's character is, it is acquired too late in the game to be reliable, and its talents are too thinly spread to be useful. I use it exactly twice: on its loyalty mission, then to fight the Oculus. It is of no use against Collectors(the only opponents I fight after acquiring it), and even against synthetic foes, Tali or Garrus would be better choices. I like Legion a lot, but the Specialist has no use for it in combat. Its only saving graces are the utility of Combat Drone and slightly above-average weapon damage.
Letter Grade: D





I've been trying to work out video footage for ages now, but my computer illiteracy is the bane of my existence, as FRAPS makes videos so bloody massive that I can't put them up onto YouTube. However, I wanted to post this build up anyway along with basic strategies so that I could show everyone what Tony inspired me to do.

Modifié par Miss Yuna of Atlanta, 17 décembre 2010 - 08:44 .


#2
Zombie Chow

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Very interesting.  I'm planning my next ME2 playthrough, so this is highly relevant to my interests.  I've some follow-up questions if you don't mind.

What difficulty level - What difficulty level is this build optimal for?  For example, Adepts are awesome for Veteran and below.  Sentinels shine at Hardcore or above.  Soldiers are pretty consistent at any difficulty.  Where do you think the Specialist is best suited for please?

Tungsten Ammo vs. Warp Ammo - I've noticed how you favoured Miranda and Samara for their Warp and Reave, probably to overcome Barriers, so that Shepard can specialise in Armour.  Is that vastly superior to Warp Ammo for this build, as that can allow for a greater flexibility with Squad Mates?

Comparing with Soldier - I know this is meant to replace Soldier's Adrenaline Rush with Cloak, but how effective is that please?  I found Heightened's very effective for re-positioning as well.

Comparing with Vanguard - on that note, how does this compare with a Vanguard?  They're also quite good at re-positioning.  Strangely, sometimes I use my Heightened Rush Soldier as the stereotypical Vanguard Shotgun Charge, running in with an Eviscerator or Scimitar.

I'm very open to ideas, especially interesting ones like this, but I do want to have a particularly effective build.  Like above, I sometimes played a Soldier almost like a Vanguard, by using Rush as a form of Charge, but found the Soldier more useful overall.  Here, you're using an Infiltrator almost like a Soldier, by using Cloak as a form or Rush, but is that more effective?  Thanks in advance for your thoughts.

#3
Zombie Chow

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Double-post, sorry.

Modifié par Zombie Chow, 18 décembre 2010 - 02:23 .


#4
Miss Yuna of Atlanta

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Zombie Chow wrote...

What difficulty level - What difficulty level is this build optimal for?  For example, Adepts are awesome for Veteran and below.  Sentinels shine at Hardcore or above.  Soldiers are pretty consistent at any difficulty.  Where do you think the Specialist is best suited for please?


I've only played this build on Insanity.


Zombie Chow wrote...

Tungsten Ammo vs. Warp Ammo - I've noticed how you favoured Miranda and Samara for their Warp and Reave, probably to overcome Barriers, so that Shepard can specialise in Armour.  Is that vastly superior to Warp Ammo for this build, as that can allow for a greater flexibility with Squad Mates?


I favor Miranda and Samara because they work well anywhere. I could take those two on any mission in the game and never struggle. I have Tungsten Ammo as opposed to Warp Ammo because this build augments the strengths of the weapons it uses, rather than covering their weaknesses. Additionally, barriers are not common enough to waste a Bonus Talent just on disposing of them. Armor is.

Zombie Chow wrote...

Comparing with Soldier - I know this is meant to replace Soldier's Adrenaline Rush with Cloak, but how effective is that please?  I found Heightened's very effective for re-positioning as well.


Adrenaline Rush does not allow you to cross entire battlefields without detection. Tactical Cloak does. That should speak for itself.

Zombie Chow wrote...

Comparing with Vanguard - on that note, how does this compare with a Vanguard?  They're also quite good at re-positioning.  Strangely, sometimes I use my Heightened Rush Soldier as the stereotypical Vanguard Shotgun Charge, running in with an Eviscerator or Scimitar.


I wouldn't know. I don't play Vanguard. Don't plan on it either. If I had to make a guess, I'd say that this isn't as aggressive as a Vanguard because Cloak is much more passive.

Zombie Chow wrote...

Here, you're using an Infiltrator almost like a Soldier, by using Cloak as a form or Rush, but is that more effective? 


Adrenaline Rush and Tactical Cloak are not applicable to the same situations. When I said that this build was a Soldier that swapped out one for the other, I was expressing this build's heavy emphasis on weapon damage, particularly with an assault rifle, which is the archetypal approach of the Soldier class. Adrenaline Rush is typically used aggressively as a means to increase damage output, while Tactical Cloak(particularly the way I've set it up) is used passively to gain a positional advantage over an enemy. Sometimes I use it to skip fights altogether.

#5
Bozorgmehr

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Miss Yuna of Atlanta wrote...

However, my build is centered entirely around the idea of keeping Tactical Cloak active for as long as possible. It allows the player to cross entire battlefields and gain an immensely advantageous position. A good example would be on Grunt's recruitment mission. I've used Enhanced Cloak multiple times to run past huge swaths of Blue Suns, decimate the Heavies in the back row, then have me and my squad catch enemies in inescapable crossfires. I chose Enhanced Cloak because it's not about the damage you can do. It's about positioning.


This build basically uses Cloak to gain superior position - and then unleashes Soldier-like hell on his/her opponents, right? Looks tactically challenging and Enhanced Cloak provides that little extra flexibility to pick the best spot. If think the Specialist will be a little behind in weapon damage, but access to Incinerate and AI Hacking provide CC Soldiers can only dream about.

Tungsten Ammo provides nice damage boost, but I would go with Warp Ammo I think, more flexibility.

I've been trying to work out video footage for ages now, but my computer illiteracy is the bane of my existence, as FRAPS makes videos so bloody massive that I can't put them up onto YouTube. However, I wanted to post this build up anyway along with basic strategies so that I could show everyone what Tony inspired me to do.


You can use VirualDub, it's free, easy to use and powerful. Just open your huge fraps files, select video compression (xVid and H.264 codecs are nice) and save. You'll get excellent quality and manageable file size (a roughly 100 MB/minute @720p video looks great on YT)

#6
Miss Yuna of Atlanta

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Bozorgmehr wrote...

You can use VirualDub, it's free, easy to use and powerful. Just open your huge fraps files, select video compression (xVid and H.264 codecs are nice) and save. You'll get excellent quality and manageable file size (a roughly 100 MB/minute @720p video looks great on YT)


I've had some trouble installing the xVid codec. I'm not sure what it is I'm doing wrong. VirtualDub doesn't seem to acknowledge it.

Bozorgmehr wrote...

Tungsten Ammo provides nice damage boost, but I would go with Warp Ammo I think, more flexibility.


You think so? Do it, bud. I don't own the build or anything, I just want to give people ideas.

Modifié par Miss Yuna of Atlanta, 18 décembre 2010 - 01:43 .


#7
ezrafetch

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I'll cast my vote here for Tungsten Ammo, actually. Using the Tempest (as suggested by the guide, which I wholeheartedly support) sort of trivializes the need for Warp Ammo because its ROF, well, trivializes Barriers to begin with. And if/when you slap Tungsten onto the Tempest, you basically have a monster on your hands that has extra damage vs. all protections. I don't see the need for Barrier-conquering at all ranges here for this class, really. I feel like this build is a slight derivative of CQC Infiltrators, so you're not going to be sniping the majority of the time, which makes the need to deal with Barriers on all your weapons less necessary especially with the Tempest already doing a fine job at it. Most of the targets you'd want to engage at Mattock/Viper range probably stock more Armor than anything else, meaning that Warp is less effective than Tungsten.



Overall it seems like a Soldier with a lot less brute force and a lot more finesse...more risk, more reward. Soldiers, with AR, are an especially forgiving class since you can mess up a lot and still make it out. The time dilation also makes n00bs look good (been there, done that). The build here has very little when it comes to safety nets, but if played well, looks to be awesome. My only suggestion would perhaps be to run Squad Cryo over Incineration Blast, but as you said you have a disdain for Cryo so I see your choice. But overall I think for this build you'd be better off with multiple non-cooldown-timer'd applications of freeze rather than a single cooldown-triggering application of burn/stagger. Especially since I get the feeling that you'll be spamming Enhanced Cloak like a Soldier spams AR.

#8
Miss Yuna of Atlanta

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I use Incineration Blast mostly to murder Husks. Incineration Blast from me, there goes their armor. Throw Field from Thane, there goes their skeletal structure. Rinse and repeat. Makes things so much easier on so many missions. It's why I bring Thane on any mission that has Husks in it. Usually, it's him and Jacob.

#9
Tony Gunslinger

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Nice work, Miss Yuna. I briefly played a build similar to this before I settled with FB and Cyro Ammo. I loved using the Viper with that setup to kill a lot of things. Your squadmate analysis is great, Infiltrators like this requires the right team to handle each mission effectively. You're basically placing yourself at the optimum position for the kill, while you use your squadmates mostly for tanking and CC'ing, which is the opposite of what I do. It explains why I used Thane and Jacob the least, while I used Garrus and Mordin a lot.

#10
Bozorgmehr

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Miss Yuna of Atlanta wrote...

I've had some trouble installing the xVid codec. I'm not sure what it is I'm doing wrong. VirtualDub doesn't seem to acknowledge it.


Are you sure you installed the right one? I had similar issue with another codec, I installed the 64-bit version instead of the 32-bit (or was it the other way around?).

Modifié par Bozorgmehr, 18 décembre 2010 - 07:04 .


#11
hong

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This was the build I used on my last infiltrator playthroughs, and it was great. The only difference is that I used the Locust instead of the Tempest, because the muzzle climb on the latter annoys me. It still works fine for shield stripping due to the bonus that all SMGs get.

I would quibble with assigning Legion a D, though. You do get him very late, but his abilities can be very handy in the final mission. The Widow does plenty of damage, and the drone is excellent for keeping Harbinger off your back.

I also setup Samara with area pull instead of area reave. You already have incinerate for defense stripping, so you might as well spec her for instakilling husks.

Modifié par hong, 19 décembre 2010 - 02:24 .


#12
JaegerBane

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I'm intrigued to see you've combined the Tempest, Viper and Mattock together while leaving out Cryo ammo - this was something I'd intended to do in my upcoming Infiltrator run that never happened (thankyou xmas shopping....)



I'm interested to see how that worked out.

#13
jwalker

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Miss Yuna of Atlanta wrote...


Bozorgmehr wrote...

Tungsten Ammo provides nice damage boost, but I would go with Warp Ammo I think, more flexibility.


You think so? Do it, bud. I don't own the build or anything, I just want to give people ideas.


With Disruptor ammo and Warp ammo, you can have a damage boost against everything it appears in the game.
With Tungsteen ammo, you have nothing special against barriers.

#14
Simbacca

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jwalker wrote...

Miss Yuna of Atlanta wrote...

Bozorgmehr wrote...

Tungsten Ammo provides nice damage boost, but I would go with Warp Ammo I think, more flexibility.


You think so? Do it, bud. I don't own the build or anything, I just want to give people ideas.


With Disruptor ammo and Warp ammo, you can have a damage boost against everything it appears in the game.
With Tungsteen ammo, you have nothing special against barriers.


My guess would be she either doesn't like the idea of a biotic ammo on a non-biotic class and/or, as she already stated in the OP, likes to bring Jack along on Collector missions anyway.  The choice, it would seem, is either a) have a 50% weapon damage boost against barriers and armor and have the freedom not to bring Jack along on Collector missions or B) have a 35% weapon damage boost against barriers from Jack on Collector missions and have a 70% damage boost against armor (including high armor foes like the krogan, the thresher maw, gunships, and the terminator).  The TC obviously prefers choice B).  I would guess in her experience with the build, she would say the 35% damage boost was sufficient enough against barriers to allow for the greatest damage boost against armor to quicken the more tedious fights.

So this just this falls under 'player preference' modifications of the build.

Modifié par Simbacca, 20 décembre 2010 - 07:30 .


#15
Miss Yuna of Atlanta

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JaegerBane wrote...

I'm intrigued to see you've combined the Tempest, Viper and Mattock together while leaving out Cryo ammo - this was something I'd intended to do in my upcoming Infiltrator run that never happened (thankyou xmas shopping....)

I'm interested to see how that worked out.


Well, let me put it this way.
I'd never played on Insanity before making this character, and I can count the number of times I died on one hand.

Four.
Because screw enemy Engineers.

#16
hong

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IME the sheer DPS value of the Mattock is enough to deal with collectors, without having to worry about warp ammo; enemies with barriers aren't that frequently encountered otherwise (save for Eclipse vanguards). Besides, you can always respec for those specific missions.

#17
jkruse05

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This is actually almost identical to how I built my Infiltrator in the first playthrough. I wasn't even really thinking about a 'build', it just seemed to work.

#18
azerSheppard

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jkruse05 wrote...

This is actually almost identical to how I built my Infiltrator in the first playthrough. I wasn't even really thinking about a 'build', it just seemed to work.


thats how build are "created", you play for a while and automatically adjust to a style that seems to work, then you start building up on that idea untill you make a post about it:whistle:

Anyway, will try this on the xbox, happened to have a ME1 infiltrator which i would like to make my "canon" shepard, would be fun to try a different playstyle.:P

#19
Miss Yuna of Atlanta

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I'm glad so many people are enjoying the idea I have. I think this game is really great with its versatility. It's fun to find new ways to play, isn't it?

#20
Sparrow44

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Gotta say I'm amazed at the number of Infiltrator builds that have been posted here in the last couple of months and they sound pretty cool. The best thing is that it is a VERY versatile class.
Nice walkthrough for your build Yuna, something which was fun to read and is clear you put much thought into your build, so kudos!
I'm thinking of trying my own build for Infiltrator next:

10 Enhanced Cloak
10 Incineration Blast
10 Improved AI Hacking
10 Agent
10 (Area) Energy Drain

Weapons: Eviscirator, Viper, Locust and the Predator

Sound good, anyone?

Modifié par Sparroww, 22 décembre 2010 - 02:22 .


#21
Miss Yuna of Atlanta

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Improved AI Hacking? Really?

#22
Sparrow44

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Any mission involving synthetics in any way makes it a handy power; a hacked and fully shielded LOKI can cause some chaos on the battlefield believe it or not. ED and Incinerate are primarily to cast to remove any defenses at once then finish off with Cloak and a shotgun to the face.

Pretty much sounds like the opposite to your build I'd say, but I'm gonna try it out either way.

#23
Simbacca

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Sparroww wrote...

Gotta say I'm amazed at the number of Infiltrator builds that have been posted here in the last couple of months and they sound pretty cool. The best thing is that it is a VERY versatile class.
Nice walkthrough for your build Yuna, something which was fun to read and is clear you put much thought into your build, so kudos!
I'm thinking of trying my own build for Infiltrator next:

10 Enhanced Cloak
10 Incineration Blast
10 Improved AI Hacking
10 Agent
10 (Area) Energy Drain

Weapons: Eviscirator, Viper, Locust and the Predator

Sound good, anyone?


Does sound good, but I'd say go with Squad Disruptor Ammo and leave AI Hacking at 1.  This way you'll have a default ammo power for any mission you decide not to bring an ammo power teammate and an ammo power that helps against both synthetics and shielded organics.  In fact it will help against most all organics since Squad Disruptor Ammo can control most enemy types with it's weapon overheating effect.  Improved AI Hacking wouldn't be used much anyway because it will already be competing with both Area Drain and Enhanced Cloak for your cooldowns on synthetic missions (and in most of those situations, you are going to want to cast Drain anyway).  Besides you'll still have AI Hack as a quick distract and synthetic finisher.  AI Hacking is a way better one point wonder than Disruptor Ammo.

Modifié par Simbacca, 22 décembre 2010 - 03:33 .


#24
Bozorgmehr

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Simbacca wrote...

Does sound good, but I'd say go with Squad Disruptor Ammo and leave AI Hacking at 1.  This way you'll have a default ammo power for any mission you decide not to bring an ammo power teammate and an ammo power that helps against both synthetics and shielded organics.  In fact it will help against most all organics since Squad Disruptor Ammo can control most enemy types with it's weapon overheating effect.  Improved AI Hacking wouldn't be used much anyway because it will already be competing with both Area Drain and Enhanced Cloak for your cooldowns on synthetic missions (and in most of those situations, you are going to want to cast Drain anyway).  Besides you'll still have AI Hack as a quick distract and synthetic finisher.  AI Hacking is a way better one point wonder than Disruptor Ammo.


Improved AI Hacking is best CC power in ME2; hacking one (well positioned) enemy will win the fight - no other power even comes close. All Geth missions are a joke; you can in fact get through them without ever being hit at all - the Geth will butcher each other; no assistance needed, Shepard Commander :)

All missions with Loki/Fenris mechs are a joke too. Those mechs are usually positioned in the middle of enemy squads; hacking em will have the whole squad turn and fight hacked mech; plus Loki/Fenris mechs have a nasty and powerful CQC attack (with AoE) - one such attack will remove shields (and armor/barrier) of all nearby enemies very fast.

AI Hacking rank 1 doesn't add shield to target; they'll die too quickly - nothing more than a simple short-lived distraction (still a useful power however). Higher ranks increase duration making it viable to hack powerful enemies and the shield bonus makes targets very durable.
With upgrade and passive Infiltrators can hack every ~4 s; Improved has 12 s duration - you can hack up to 3 enemies simultaneous and hacked enemies will never shoot Shep('s team); they always attack nearest enemy (which can be hacked also).

At least 2/3 of all missions have either Geth or mechs involved; missions in which AI Hacking shines. It's useless on other missions, but being OPed during most (missions) easily compensates imho. I'll take AI Hacking instead of Disruptor Ammo any day; Disruptor Ammo is very powerful against synthetics and its CC effect against unprotected enemies is nice, but AI Hacking is in a league of its own - almost every mission Disruptor Ammo is used/useful has synthetics involved > AI Hacking territory :)

#25
Simbacca

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Bozorgmehr wrote...

Simbacca wrote...

Does sound good, but I'd say go with Squad Disruptor Ammo and leave AI Hacking at 1.  This way you'll have a default ammo power for any mission you decide not to bring an ammo power teammate and an ammo power that helps against both synthetics and shielded organics.  In fact it will help against most all organics since Squad Disruptor Ammo can control most enemy types with it's weapon overheating effect.  Improved AI Hacking wouldn't be used much anyway because it will already be competing with both Area Drain and Enhanced Cloak for your cooldowns on synthetic missions (and in most of those situations, you are going to want to cast Drain anyway).  Besides you'll still have AI Hack as a quick distract and synthetic finisher.  AI Hacking is a way better one point wonder than Disruptor Ammo.


Improved AI Hacking is best CC power in ME2; hacking one (well positioned) enemy will win the fight - no other power even comes close. All Geth missions are a joke; you can in fact get through them without ever being hit at all - the Geth will butcher each other; no assistance needed, Shepard Commander :)

All missions with Loki/Fenris mechs are a joke too. Those mechs are usually positioned in the middle of enemy squads; hacking em will have the whole squad turn and fight hacked mech; plus Loki/Fenris mechs have a nasty and powerful CQC attack (with AoE) - one such attack will remove shields (and armor/barrier) of all nearby enemies very fast.

AI Hacking rank 1 doesn't add shield to target; they'll die too quickly - nothing more than a simple short-lived distraction (still a useful power however). Higher ranks increase duration making it viable to hack powerful enemies and the shield bonus makes targets very durable.
With upgrade and passive Infiltrators can hack every ~4 s; Improved has 12 s duration - you can hack up to 3 enemies simultaneous and hacked enemies will never shoot Shep('s team); they always attack nearest enemy (which can be hacked also).

At least 2/3 of all missions have either Geth or mechs involved; missions in which AI Hacking shines. It's useless on other missions, but being OPed during most (missions) easily compensates imho. I'll take AI Hacking instead of Disruptor Ammo any day; Disruptor Ammo is very powerful against synthetics and its CC effect against unprotected enemies is nice, but AI Hacking is in a league of its own - almost every mission Disruptor Ammo is used/useful has synthetics involved > AI Hacking territory :)


I think you overestimate the number of situations where Loki Mechs help all that much, or are even at all dangerous.  Don't get me wrong, I've used Improved AI Hacking before and enjoyed it, but in his build it is another base 6 second cooldown power that  already has to compete with 3 other base 6 second cooldown powers in Enhanced Cloak, Incineration Blast, and Area Drain.  On any Geth missions, you almost always going to want to be casting Area Drain over and over as it will allow you to just steamroll through.  On missions with Loki Mechs, strip them with Incineration Blast, then during the cooldown shoot them with Disruptor powered weapons to quickly disable and kill them.  Sure Loki Mechs appear in many mainly organic enemy missions, but only a couple times throughout most of those missions.  Don't get me wrong, either build can work and Improved AI Hacking can be used effectively, but I personally don't like 4 powers with such long cooldowns all competing for use at the same time when there's a more universally useful ammo power available.

Modifié par Simbacca, 22 décembre 2010 - 05:59 .