Infiltartor CQC (Shotgun) Build - What extra power?
#1
Posté 13 février 2011 - 07:31
It's been some time that I really played through ME2 though last time, I ran as the Vanguard and, for the most part, I really enjoyed the class. The main problem I would have is that sometimes I would screw up a charge and end up getting myself killed. As such, it would really frustrate me at times and even though Vanguard is still one of my favorite classes, I really have to be in the "groove" to play it well.
So... I'm not about to start the game again as a CQC Infiltrator with the shotgun being my main weapon of choice. I was wondering though, what do you all suggest I pick up as my bonus ability? My primary objective is to be highly aggressive with this class and so something like Dominate or another CC ability probably isn't the thing for me.
Any thoughts?
Thanks!
#2
Posté 13 février 2011 - 07:38
gives you a shield boost and a damage boost when you evolve it
plus its affected by tech/omni-tool upgrades so you get more damage/duration and less cooldown a long with your normal powers such as incinerate and AI hacking
#3
Posté 13 février 2011 - 07:41
#4
Posté 13 février 2011 - 07:45
Slam or Neural Shock should work fine. Both have short cooldowns and can be used in a pinch to disable or stagger a dangerous foe. I prefer Slam because it affects all sorts of targets, but Neural Shock is highly useful too, especially when evolved to Neural Shockwave.
#5
Posté 13 février 2011 - 07:47
i have it as my current bonus skill for my infiltrator r
#6
Posté 13 février 2011 - 08:12
Shield powers basically should be avoided. There is really no benefit to them in the higher difficulties as they have painfully long cooldowns that interfere with cloaking/incinerate.
You want to be aggressive and honestly another damage skill won't help much because they interfere with the skills you already have and "need" to use. While you might not like it, a CC skill makes you able to be far more aggressive.
#7
Posté 13 février 2011 - 09:10
Neural Shock's primary advantage is it's 3-sec cooldown, allowing it to fit nicely alongside the Infiltrator's other, longer cooldown saddled abilities (Tactical Cloak, Incinerate, Hacking). OniGannon makes a great case for Neural Shockwave on an Infiltrator here. Most all the uses he lists can work for 1pt wonder Neural Shock too, incase you want to use the points in other abilties (as I did for Incineration Blast with mine).
Reave (or Energy Drain depending on the mission) can be used in a rotation with Tactical Cloak to keep you in the point black assassination businesss. ScroguBlitzen makes a great case for this type of Infiltrator here. Cloak gets you in perfect position but deactivates regeneration; Reave/Energy Drain can balance that.
#8
Posté 13 février 2011 - 09:15
#9
Posté 13 février 2011 - 11:20
#10
Posté 14 février 2011 - 12:23
#11
Posté 14 février 2011 - 12:59
Modifié par Evilsod, 14 février 2011 - 01:00 .
#12
Posté 14 février 2011 - 06:39
Flashbangs are better suited to AR Infiltrators that have more range and cover to play with.
Modifié par Locutus_of_BORG, 14 février 2011 - 06:39 .
#13
Posté 14 février 2011 - 08:16
Simbacca wrote...
Neural Shock, Reave, or Energy Drain.
Reave (or Energy Drain depending on the mission) can be used in a rotation with Tactical Cloak to keep you in the point black assassination businesss. ScroguBlitzen makes a great case for this type of Infiltrator here. Cloak gets you in perfect position but deactivates regeneration; Reave/Energy Drain can balance that.
Well, after reading over both, I went ahead and took the Reave ability as the demo almost mirros my playstyle. So far, I'm pretty excited about this build as it's pretty much just as fun as the Vanguard with a whole lot less chance of getting yourself killed by a stupid mistake. Besides, there is just something special about being stealthed with a shotgun to the head of the enemy and they don't have a clue as to what's about to happen to them.
#14
Posté 14 février 2011 - 09:22
#15
Posté 15 février 2011 - 01:36
lastpatriot wrote...
Simbacca wrote...
Neural Shock, Reave, or Energy Drain.
Reave (or Energy Drain depending on the mission) can be used in a rotation with Tactical Cloak to keep you in the point black assassination businesss. ScroguBlitzen makes a great case for this type of Infiltrator here. Cloak gets you in perfect position but deactivates regeneration; Reave/Energy Drain can balance that.
Well, after reading over both, I went ahead and took the Reave ability as the demo almost mirros my playstyle. So far, I'm pretty excited about this build as it's pretty much just as fun as the Vanguard with a whole lot less chance of getting yourself killed by a stupid mistake. Besides, there is just something special about being stealthed with a shotgun to the head of the enemy and they don't have a clue as to what's about to happen to them.
Welcome to the Dark Side, Padawan.
#16
Posté 15 février 2011 - 09:44
Simbacca wrote...
Neural Shock, Reave, or Energy Drain.
Neural Shock's primary advantage is it's 3-sec cooldown, allowing it to fit nicely alongside the Infiltrator's other, longer cooldown saddled abilities (Tactical Cloak, Incinerate, Hacking). OniGannon makes a great case for Neural Shockwave on an Infiltrator here. Most all the uses he lists can work for 1pt wonder Neural Shock too, incase you want to use the points in other abilties (as I did for Incineration Blast with mine).
Reave (or Energy Drain depending on the mission) can be used in a rotation with Tactical Cloak to keep you in the point black assassination businesss. ScroguBlitzen makes a great case for this type of Infiltrator here. Cloak gets you in perfect position but deactivates regeneration; Reave/Energy Drain can balance that.
I highly agree with Simbacca here. Those 3 powers are really as good of choices as any in my mind, for the infiltrator.
Reave and Energy Drain are pretty straightforward in their benefits and purpose, but dont overlook Neural Shock, until I tried it, I dont think I ever gave it the true appreciation it deserved, especially for CQC. Simbacca pretty much hit the nail on the head as to "why" its great, if anything I'm just adding extra confirmation to it.
If you're willing to respec/adv train, I think you can really do some major damage switching between the 3 (NS, Reave, ED), and thats how you'll get the most benefit of the bonus power.
#17
Posté 15 février 2011 - 04:38
Ares Caesar wrote...
If you're willing to respec/adv train, I think you can really do some major damage switching between the 3 (NS, Reave, ED), and thats how you'll get the most benefit of the bonus power.
I may play with it once I get the ability to change my bonus power if anything, just see what you all are talking about. I will admit though, Reave has a nice advantage for when you just run through a group of mobs while going in-and-out of stealth. The ability to shoot 1 in the head, zap the health of another to heal yourself, and then repeat is fairly impressive.
Though I loved the Vanguard, the tactical benefits that come from being able to blend into the shadows and get into the perfect position to make the shot really adds to the game.
#18
Posté 15 février 2011 - 06:40
#19
Posté 15 février 2011 - 08:04





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