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[Mass Effect 1] Start of the Journey: Single Playthrough Builds


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#1
Simbacca

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What do people find when they search the internet or the forums for ME1 Shepard build advice?  Quite a bit I'm sure, but one thing is always the same:  three-playthrough level 60 Shepard builds.  It's no surprise really, the min-maxer in us all sees a way to get a conversation talent maxed out for free so why not?  I'll tell you why not: 40 hours of your life, or at least your limited gaming time (i'm assuming an average 20 hours per playthrough, YMMV).  That's why this needed to be complied and posted.


The motivation?  For me personally, I came up with my own list of single playthrough builds months ago.  Since I play the series on the Xbox 360, I can't just head over to masseffectsaves.com to download a new ME1 Shepard with a new name and new choices.  And honestly, I'm getting sick of having multiple ME2 career files with the same 2 Shepard first names (since the games never once use Shepard's first name, being able to rename just like we can change class on import would have been an appreciated feature...).  That means everytime I want a new Shepard import from ME1, I actually have to playthrough ME1 again.  That in itself is not a bad thing, it's great mixing it up once in a while between which of the two I'm playing, but having been bored out of mind playing the same exact build through ME1 three times in a row once was enough.  I'm fine and happy with my future ME1 imports into ME2 starting at level 3 (importing an ME1 Shepard that was lvl 50+) instead of level 5 (importing an ME1 Shepard that was lvl 60).


The builds in this post will feature:
 

  • builds no higher than level 50

Though it is possible to get to level 56 or even 57 in one playthrough, level 50 is all that is needed to ensure an ME1 Shepard imports starts at level 3 in ME2.  In fact most of the builds that will be listed in this post will be below level 50, allowing for some wiggle room.  Cutting out a good chunk of the annoying, repetitive side missions since only level 50 is needed is priceless.
 

  • 8 points in Charm

Since these is all about one playthrough builds, these Shepards will only receive free 4 points in the conversation talent (Charm and Intimidate) of choice.  To ensure these Shepards still pass any conversation talent check, hard earned points will need to be invested.  Now I know that Intimidate can pass all check in the game at just rank 9 or 10, but Charm does need to be maxed to 12 to pass all checks (take a look at the checklist linked at the bottom of this post for how much Charm/Intimidate is needed for many, but not all, missions).  Therefore all builds should be listed with 8 points in Charm to keep them flexible enough for people to use for either their Paragon or Renegade playing needs.
 

  • a bonus talent

Most likely only the first time through ME1 would a player not have access to bonus talents for their Shepard.  This excerise in class building with a more limited talent point pool becomes a bit too easy without a bonus talent anyway.  If people want to utilize a build on a first playthrough without the bonus talent, well I think they can figure out how to redistribute any extra points the remove bonus talent would yield on their own.


And now, the some single-playthrough maxed-persuasion builds:

Lvl 46 Bastion Adept
00     Basic Armor
00     Pistols
08     Throw (Advanced)
12     Lift (Master)
07     Warp (Advanced)
12     Singularity (Master, with Assault Rifles) or 07 (Advanced, with Shotguns)
12     Barrier (Master)
06     Stasis (Advanced)
07     Assault Rifles (Basic, Frictionless Materials can replace the need for Overkill) or 12 Shotguns (Master)
12     Bastion
08     Charm (12 at the end because of the 4 free points earned during the one playthrough)
04     Spectre Training (Basic)

Lvl 49 Nemesis Adept
05     Basic Armor (unlocks Pistols)
12     Pistols (Master)
08     Throw (Advanced)
12     Lift (Master)
07     Warp (Advanced)
07     Singularity (Advacned)
07     Barrier (Advanced)
00     Stasis
09     Decryption (Master, disables the synthetics biotics can't, i.e. Rocket Drones and Turrets)
12     Nemesis
08     Charm (12 at the end because of the 4 free points earned during the one playthrough)
04     Spectre Training (Basic)

Lvl 49 Vanguard
12     Pistols (Master)
00     Shotguns
08     Assault Training (Advanced)
07     Tactical Armor (unlocks Medium Armor)
08     Throw (Advanced)
12     Lift (Master)
06     Warp (Advanced)
07     Barrier (Advanced)
07     Singularity (Advanced)
12     Shock Trooper
08     Charm (12 at the end because of the 4 free points earned during the one playthrough)
04     Spectre Training (Basic)

Lvl 47 Soldier (AR/Sniper)
03     Pistols (optional!, Basic, for the early game when rifle accuracy is too horrid to bother with)
00     Shotguns
07     Assault Rifles (Basic, Frictionless Materials can replace the need for Overkill)
12     Sniper Rifles (Master)
07     Combat Armor (unlocks Heavy Armor)
00     First Aid
12     Assault Training (Master)
12     Fitness (Master)
12     Lift (Master)
12     Commando
08     Charm (12 at the end because of the 4 free points earned during the one playthrough)
04     Spectre Training (Basic)

Lvl 50 Soldier (Pistol/Shotgun)
12     Pistols (Master)
12     Shotguns (Master)
01     Assault Rifles
00     Sniper Rifles
07     Combat Armor (unlocks Heavy Armor)
00     First Aid
12     Assault Training (Master)
12     Fitness (Master)
12     Singularity (Master)
12     Shocktrooper
08     Charm (12 at the end because of the 4 free points earned during the one playthrough)
04     Spectre Training (Basic)

Lvl 49 Infiltrator (Pistol)
12    Pistols (Master)
00    Sniper Rifles
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master)
09    Electronics (Master)
06    Damping (Advanced)
09    Decryption (Master)
00    First Aid
12    AI Hacking (Master)
12    Commando or Operative
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

Lvl 49 Infiltrator (Sniper)
05    Pistols (Basic)
12    Sniper Rifles (Master)
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master)
09    Electronics (Master)
06    Damping (Advanced)
09    Decryption (Master)
00    First Aid
07    AI Hacking (Advanced)
12    Commando
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

Lvl 42 Operative Engineer
12    Pistols (Master)
00    Basic Armor
00    First Aid
00    Medicine
09    Decryption (Master)
09    Electronics (Master)
12    AI Hacking (Master)
06    Damping (Advanced)
12    Singularity (Master) ...or Barrier (though I feel this is just a weaker version of the Operative Infiltrator)
12    Operative
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

Lvl 49 Medic Engineer
12    Pistols (Master)
00    Basic Armor
05    First Aid (unlocks Medicine)
12    Medicine (Master)
09    Decryption (Master)
09    Electronics (Master)
12    AI Hacking (Master)
00    Damping
12    Singularity or Barrier (Master)
12    Medic
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
00    Spectre Training

Lvl 45 Bastion Sentinel
08    Throw (Advanced)
12    Lift (Master)
07    Barrier (Advanced)
06    Stasis (Advanced)
09    Decryption (Master)
09    Electronics (Master)
00    First Aid
00    Medicine
12    Singularity or Weapon talent (Master)
12    Bastion
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

Lvl 47 Medic Sentinel
08    Throw (Advanced)
07    Lift (Advanced)
07    Barrier (Advanced)
00    Stasis
09    Decryption (Master)
09    Electronics (Master)
05    First Aid (unlocks Medicine)
12    Medicine (Master)
12    Singularity or AI Hacking or Weapon talent (Master)
12    Medic
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
00    Spectre Training

helpful links:
ME1 Talent Calculator (seemingly gone, never to return :( )
ME1 Galactic Checklist

 

Post about my preferred squadmate builds

Post about my last playthrough, Hardcore Shotgun Sentinel



#2
Sailears

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Excellent thread, very useful information.

It's not always fun to power it to level 60 and get bored over repeated playthroughs, and this is exactly the sort of thing that I would want to read for single playthroughs.

#3
Bozorgmehr

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Seconded. Great info, thanks for sharing Simbacca.

I'd planned a fresh ME1 playthrough but I don't like 3 runs to get to level 60 and unlock all Charm/Intimidate options for free (and I prefer ME2 combat) But I just have to do a real bad-ass run, i.e. killing all possible NPCs making ME3's universe a lonely place :P).

This info comes in handy though it doesn't help deciding what class to play - all builds look interesting B)

#4
Jade Elf

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Nice thread. I'll keep it into account when I start my new ME1 playthrough.

#5
Kronner

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The Infiltrator/Vanguard build is pretty cool.



Why go Snipers on Soldier though? Pistols are much better.

#6
masseffectexpert94

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good advice, useful if you have completed the game a few times and feel the need to start again

#7
Guest_Aotearas_*

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Eww, Infiltrator with zero points in Sniper Rifles and maximum in Fitness, ... buärgs.
My Infiltrators have always been out there for maximum damage, meaning full Pistols, full SR, full Commando and full Spectre Training. SRs are pretty useful in close quarters if you get the hang of the aiming (nonscoped!), make for decent SG substitutes (in case of doubt, any SR with High Explosive rounds and as many +Damage upgrades is reaaaally devestating up close!); Pistols for [close] bullet spamming and offensive midrange, SR for anything else where you just need the *BOOM*!

Modifié par Neofelis Nebulosa, 04 janvier 2011 - 10:20 .


#8
Tony Gunslinger

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I've been playing ME1 to redo a few characters and I wasn't very thrilled about doing replays to max my persuade points and futzing around with 527 Combat Scanners VI and VII. I was so used to powergaming in ME1 that it never occured to me to stop doing that just for once. Thanks for this, it makes my life a bit easier.

#9
tonnactus

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There is no need for 8 points in charm or intimidate.The only time this is needed is to prevent the exo geni guy shooting at you.  6 points are enough,even for the Saren suicide.(that actually only requires 9 points in eighter charm or intimidate)

Modifié par tonnactus, 04 janvier 2011 - 10:42 .


#10
lazuli

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Thanks for this. I'll consult this should I need more ME1 playthroughs, which could very well happen as details about ME3 surface.

#11
ScroguBlitzen

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Infiltrators with no points in Sniper Rifles makes baby Shepherd sad.

#12
DarkNova50

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Thanks for this. I'm actually about to start a new ME1 playthrough myself, what with my old Shepard's being stranded on my old Xbox (and me not wanting to pay $30 for a transfer cable).

#13
Cypher0020

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thanks! Forgot how ot manage ME1 stats

#14
Simbacca

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I'm glad people find this to be useful, thanks :)

Kronner wrote...

The Infiltrator/Vanguard build is pretty cool.

Why go Snipers on Soldier though? Pistols are much better.


I listed it with Snipers and Assault Rifles just to have variety.  All the other classes I listed already utilize Master Marksman with Pistols as their primary weapon.  It would certainly be simple to move those points over to Pistols if that's what anyone preferred.  Actually, I'll go ahead and add a Soldier variation that does just that.

Neofelis Nebulosa wrote...

Eww, Infiltrator with zero points in Sniper Rifles and maximum in Fitness, ... buärgs.
MyInfiltrators have always been out there for maximum damage, meaning full Pistols, full SR, full Commando and full Spectre Training. SRs are pretty useful in close quarters if you get the hang of the aiming (nonscoped!), make for decent SG substitutes (in case of doubt, any SR with High Explosive rounds and as many +Damage upgrades is reaaaally devestating up close!); Pistols for [close] bullet spamming and offensive midrange, SR for anything else where you just need the *BOOM*!

Eww, someone so uber they have to ignore the 2nd best skill in the game, ... buärgs :P

I only omitted Snipers because of the restricted pool of talent points the builds discussed in this thread feature.  If you want to share your sub-lvl 50 maxed-convo Sniper Infiltrator build, please do so!  This thread isn't only about my recommendations, it's a place for everyone to share and discuss the single-playthrough ME1 Shepard ideas.

ScroguBlitzen wrote...

Infiltrators with no points in Sniper Rifles makes baby Shepherd sad.


As I just said above, if you can figure out where to take points from to build a Sniper Infiltrator that is still sub-lvl 50 and will have one maxed convo talent, go ahead and share.

I can't speak for all the builds that will eventually be found throughout this thread but for all the ones that I share, they are more about plowing through the game to have another new Shepard ready for import into ME2 than they are about having the best class experience in ME1.  That's what all the level 60 builds floating around the webs are for.

[OT: an observation] Still I have to admit looking at the Infiltrator I listed, it does look an Engineer that traded Neural Shock and it's bonus talent for Immunity and Medium Armor.  Come to think of it, this is kind of why I never understood Operative Engineer players that take Barrier as a bonus.  Why not just build a tech focused Infiltrator instead?  The Barrier Operative Engineer is like a defensively weaker version of the Hacking Operative Infiltrator.  Better to give Engineers something that would make them feel unique as a class instead of feeling like a gimped Operative Infiltrator.

tonnactus wrote...

There is no need for 8 points in charm or intimidate.The only time this is needed is to prevent the exo geni guy shooting at you.  6 points are enough,even for the Saren suicide.(that actually only requires 9 points in eighter charm or intimidate)


If there is just one convo in the game that requires 12 Charm, then the builds discussed in this thread should all have 8 points in Charm.  It's not like players can't figure out how to adjust builds with a few extra talent points if they so choose to keep their main convo-talent low; but it would be much harder for those that may want to max one out to find points in builds that already assume without.

Modifié par Simbacca, 05 janvier 2011 - 12:25 .


#15
ScroguBlitzen

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Simbacca wrote...

ScroguBlitzen wrote...

Infiltrators with no points in Sniper Rifles makes baby Shepherd sad.


As I just said above, if you can figure out where to take points from to build a Sniper Infiltrator that is still sub-lvl 50 and will have one maxed convo talent, go ahead and share.


With 8 points in conversation and a 50 level cap I'd do this:

Lvl 50 Sniper Infiltrator
08    Pistols (Advanced)
12    Sniper Rifles (Master)
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master)
09    Electronics (Master)
06    Damping (Advanced)
05    Decryption (Advanced)
00    First Aid
07    AI Hacking (Advanced)
12    Commando
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
07    Spectre Training (Basic)

You sure we can't have 51 points? ;)

#16
Sailears

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Personally I'd just play infiltrator without a bonus talent and go for this (though I'm not dismissing the power of hacking).

#17
The Grey Ranger

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ScroguBlitzen wrote...

Simbacca wrote...

ScroguBlitzen wrote...

Infiltrators with no points in Sniper Rifles makes baby Shepherd sad.


As I just said above, if you can figure out where to take points from to build a Sniper Infiltrator that is still sub-lvl 50 and will have one maxed convo talent, go ahead and share.


With 8 points in conversation and a 50 level cap I'd do this:

Lvl 50 Sniper Infiltrator
08    Pistols (Advanced)
12    Sniper Rifles (Master)
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master)
09    Electronics (Master)
06    Damping (Advanced)
05    Decryption (Advanced)
00    First Aid
07    AI Hacking (Advanced)
12    Commando
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
07    Spectre Training (Basic)

You sure we can't have 51 points? ;)


Unless you're taking AI hacking all the way to master it's only going to affect up to like shock troopers at advanced.  I'd much rather have the extra points in decryption.  

I'd go more like

Lvl 50 Sniper Infiltrator
08    Pistols (Advanced)
12    Sniper Rifles (Master)
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master)
09    Electronics (Master)
06    Damping (Advanced)
09    Decryption (Master)
00    First Aid
05   AI Hacking (Advanced)
12    Commando
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)


That will give you master level sabotage as well as take care of your unlocking needs.  It only gives up a little damage by dropping spectre back to 4.

Modifié par The Grey Ranger, 05 janvier 2011 - 01:43 .


#18
Sparrow44

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Yes Simbacca this is very handy, trying to work out a decent Infiltrator/Engineer build for my next two playthroughs.

I imagine doing the whole story, the Citadel assignments, the Luna mission and Bring Down the Sky would get me to level 50/51-ish by the end. When I've finished the game I'll post my build too.

Cheers for doing this. XD

#19
Simbacca

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The Grey Ranger wrote...

ScroguBlitzen wrote...

With 8 points in conversation and a 50 level cap I'd do this:

Lvl 50 Sniper Infiltrator
<snip>

You sure we can't have 51 points? ;)


Unless you're taking AI hacking all the way to master it's only going to affect up to like shock troopers at advanced.  I'd much rather have the extra points in decryption.  

I'd go more like

Lvl 50 Sniper Infiltrator
<snip>


That will give you master level sabotage as well as take care of your unlocking needs.  It only gives up a little damage by dropping spectre back to 4.


Yeah ScroguBlitzen, that's works though it is level 51 ;).  The last few points would be those 3 extra in Spectre Training or those 3 extra in Pistols (heh, you wanted Snipers).

GreyRanger, that works too but you have a 5 Hacking listed as Advanced (need 7 for that).  Unless Basic was your intent, as implied by your statement.

Ok here's my stab:

Lvl 49 Sniper Infiltrator
05    Pistols (Basic)
12    Sniper Rifles (Master)
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master)
09    Electronics (Master)
06    Damping (Advanced)
09    Decryption (Master)
00    First Aid
07    AI Hacking (Advanced)
12    Commando
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

You guys wanted your Sniper, might as well focus on it :D.  I remember tons of ME1 Infiltrator players back in the day taking about how you could use Snipers at any range once you get use to it.  Besides, many ME1 Sentinel players got through the game just fine with Basic Marksman as their primary weapon skill.  Surely that can be a worthy back-up to the maxed out Sniper Rifles.

Modifié par Simbacca, 05 janvier 2011 - 04:09 .


#20
Njorls

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Here's what I'd make to play through ME1 again.

Soldier, level 50
Assault Training 12
Fitness 12
Assault Rifles 10
Pistols 12
Combat Armor 7
Warp 12 (bonus talent)
Commando 12
Charm/Intimidate 8
Spectre 7

Load Assault Rifle with Shredder ammo for organics and Pistols with Tungsten ammo for synthetics (or vice versa) and just change weapons based on what you're fighting

Warp is a bonus for added damage against bosses or against enemies with immunity.

Modifié par Njorls, 05 janvier 2011 - 04:44 .


#21
Guest_Aotearas_*

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Here comes my Glass Cannon Infiltrator:

Lvl 49 Sniper Infiltrator
08    Pistols (Advanced)
12    Sniper Rifles (Master)
08    Tactical Armor (unlocks Medium Armor+Advanced Shield Boost)
00    Fitness 
12    Electronics (Master)
06    Damping (Advanced)
09    Decryption (Master)
00    First Aid
12    AI Hacking (Master) 
12    Commando
00    Charm/Intimidation 
12    Spectre Training

+1 point left for free allocation, I tend to either max pistols or Tactical Armor

Pistols for midrange combat and close combat bullet spam, Precision Rifles for pop-out-and-pop-head aswell as shotgun substitute in close quarters (+Weapon Force upgrades/High Explosive Ammo at best).
Electronics give great shields and Advanced Shield Boost keeps them alive plus medium Armor doing the rest.
Power usage is imperative and benefits from the various boni this build offers.
I neglected Charm/Intimidation for the simple reason that if I really need those points, I am doing a full run anyway and there are still enough points left to spend on one or the other plus 3 extra points to max out either pistols or Tactical Armor (if you spent the extra point on the respective one, or to advance another talent up by four points, each their own).

This build is centred on dishing out hard shocks in combination with surpressing enemy abilities via ones own powers.

This build is squishy, but dishy, ... if you excuse the lame pun!

#22
Praetor Knight

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Soldier, Paragade Colonial War Hero, level 50

04 Pistols
11 Shotgun
07 Assault Rifles
11 Sniper
11 Combat Armor
05 Assault Training
12 Fitness
12 Shock Trooper
08 Charm
11 Spectre

Since the idea is one playthrough, there are 8 points in Charm (you can go Intimidate instead).

Also, no need to get the Master Talent except for Immunity on the other talents (on 360, so I spam one skill any way to not break combat with a Power Wheel pause).

And the Spectre Training gives an overall accuracy boost that helps the Sniper Rifle as you put more points into it.

I favor survivability, and being able to pursuade ASAP, first so I put points into Charm, Combat Armor, Assault Training,  Fitness and Soldier/Shock Trooper. Then when I get those high enough (approx 8 pts. each) I put 7 points into Assault Rifles to unlock the Sniper Rifle and max that next.

Pistols and Shotguns do not need many points early, and you could put less points into Shotgun for a Bonus also.

Assault Rifles are find but the points are to unlock points for the Sniper Rifle. With many open areas in the game you can even take on the Colossus on Vermire on foot with the Sniper Rifle.

Ammo and weapons mods to your liking. I tend to favor Sledgehammer, HE and Frictionless as soon as I can get them (also Scram Rails, if I'm using HE).

Cheers

#23
ScroguBlitzen

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Simbacca wrote...

Ok here's my stab:

Lvl 49 Sniper Infiltrator
05    Pistols (Basic)
12    Sniper Rifles (Master)
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master)
09    Electronics (Master)
06    Damping (Advanced)
09    Decryption (Master)
00    First Aid
07    AI Hacking (Advanced)
12    Commando
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

You guys wanted your Sniper, might as well focus on it :D.  I remember tons of ME1 Infiltrator players back in the day taking about how you could use Snipers at any range once you get use to it.  Besides, many ME1 Sentinel players got through the game just fine with Basic Marksman as their primary weapon skill.  Surely that can be a worthy back-up to the maxed out Sniper Rifles.


That's probably the best sub-50 infiltrator build for fun that takes 8 conversation (I would only take enough to do anoleis mission, probably just 2 points + 3 free for 5 charm  if you do that world last).

Also, you list that as 49, but I think you can reach that build at 48.  The last 3 points to 51 should definitely go in Pistol for advanced marksman.  You CAN absolutely use the Sniper rifle from any range.  later on, with accuracy upgrades and when crouched, the sniper is very accurate when not zoomed.  Sure, it SHOWS a huge targetting reticle, but the bullets fired will actually always be in the tiny center of the reticle.  You use it like a shotgun to mow down charging husks.  Good fun, and one of the sorely missed aspects in ME2.  Infiltrator CAN take pistols for short range, but I like playing Sniper Rifle Adepts who don't level any weapon except Sniper Rifle.  You don't have any choice but to get good at using it from any range.


Here is my ideal 50 or less Infiltrator build, but I only put 2 points in charm so I can do the Anoleis quest:

Lvl 50 Sniper Infiltrator (Only 1 Charm)

12 Fitness (Master)
08 Pistols (Advanced)
12 Sniper Rifles (Master)
07 Tactical Armor (unlocks Medium armor because it looks cool)
09 Decryption (Master)
09 Electronics (Master)
12 Hacking (Master)
06 Damping (Advanced)
12 Commando
05 Charm (2 + 3 free)
04 Spectre Training (Unity)

If you decide to continue this character to level 60 then you add 4 to pistols for Master and 6 to Damping for Master:

Lvl 60 Sniper Infiltrator (Only 1 Charm)

Same as above but:
12 Pistols (Master)
12 Damping (Master)

@Curunen-  Your build is fine, but instead of no bonus power, how about 1 point in Neural Shock?  The 2 extra points in Tactical Armor are mostly worthless so you can save 2 points there and have 1 left over.  That 1 point in Neural Shock may save your life when a Krogan charges you.

Edit- fixed Tactical Armor to 7

Modifié par ScroguBlitzen, 06 janvier 2011 - 07:03 .


#24
jwalker

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wow!



Really nice work, Simbacca.

Just started an Infiltrator run in ME1. This'll come in handy

#25
ScroguBlitzen

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How about this?  It loses the synergy of Hacking, but 1 point in Neural Shock is handy when a Krogans charging you.

Level 50 Infiltrator Bio Terrorist

12 Fitness (Master Immunity)
12 Pistols (Master Marksman)
12 Sniper Rifles (Master Assassination)
07 Tactical Armor (Unlocks Medium Armor)
09 Decryption (Master Sabotage)
09 Electronics (Master Overload)
06 Damping (Advanced Damping)
00 First Aid
01 Medicine (Neural Shock)
12 Commando
12 Charm (8 + 4)
04 Spectre (Unity)

Import into ME2 and choose Neural Shock bonus power.

Edit- Fixed Tactical Armor to 7

Modifié par ScroguBlitzen, 06 janvier 2011 - 06:55 .