Infiltrator Efficient Build help (Health issues)
#1
Posté 02 avril 2011 - 07:57
Even back on normal (my NG playthrough) I had trouble keeping my health, let alone my shields up in any way. I played alot of the game with the vein tendrils covering some aspect of my screen. I always survived but my Shepard was definitly aching. Now on Hardcore, I am not given alot of time to react before the tendrils cover the whole screen and that was on freedom's progress.
After alot topics talking about how easy/fun Infiltraitor is at killing people on higher levels, I feel like I am doing something wrong. I feel weak compared to the other infiltraitors mentioned on the boards. This feeling was proven further when I survived the Arrival wave 1 battle for all of 10 seconds. :/
I have just claimed command of the Normandy and here is my load out. Excuse the lack of variety of weapons since the game just started, and go ahed and suggest them anyways (barring the Heavy weapons, I have all of them) PLEASE make suggestions to change any aspect here:
Level 30
HVY Disruptor Ammo.
Enhanced Cloack ( This WILL be changed to Assassination Cloak asap because of the bonus damage)
Assassin Operative
Incinerate Blast
HVY Warp Ammo
1 point on AI Hacking.
Armor- N7 Helmet Health 5%
Aegis Vest- Health 5%
Amplifier Plates-5% Power Damage
Stabilization Gauntlets-Weapons Damge
Kesler Power Pack- Shields 8%
Weapons:
Widow
Tempest
M-5 Phalanx
Arc Projector.
Also I am quite open to suggestions for Squad mates. I have read somewhere that some characters with certain weapons (Garrus+Incisor???) are OP and will give you the edge.
Any help would be much appreciated.
#2
Posté 02 avril 2011 - 08:11
That, and bring along teammates that can sue the incisor. They make very short work of enemies.
#3
Posté 02 avril 2011 - 08:13
#4
Posté 02 avril 2011 - 08:35
Modifié par swn32, 02 avril 2011 - 08:36 .
#5
Posté 02 avril 2011 - 08:39
Modifié par Kronner, 02 avril 2011 - 08:39 .
#6
Posté 02 avril 2011 - 08:44
I think you just gotta get accustomed to Hardcore difficulty. You might want to try the Locust over the Tempest - just so you can stay further away from your enemies.
GL dude, you should be fine.
#7
Posté 02 avril 2011 - 08:50
Would probably make more sense for one of those to be Squad rather than Heavy, if your using those two then i'd say Squad Disrupter whilst you use Heavy Warp. Personally though, I don't think a biotic power should be on a tech character at all!
Modifié par Irrepressible, 02 avril 2011 - 08:51 .
#8
Posté 02 avril 2011 - 09:02
NG+ Hardcore is probably a lot more difficult than a NG insanity. The reason is upgrades ; The game's difficulty is set on your level (30) but doesn't factor in the upgrades you currently have , "Skin weaves" , "Harden shields" , "Increased headshot damage" and so on , that you would have acquired in a regular game at 30. Essentially you have to get those back but you're facing an enemy difficulty that reflects a fully upgraded 30 character.
Weapon damage and health (shield) protection take a big hit when going for a NG+ , classes that are dependent on those , combat classes: Infiltrators , Vanguards , Soldiers ... are more difficult to play (in my opinion) because of that. While biotic heavy builds tend to do better since they have an edge in controlling the battle field with the game's physics. As a side note , even if the sentinel is shield centric , the tech armour bonus to powers(at lev.30) compensates more than handsomely for this discrepancy.
Its the game turned on its head. On a first run go , Biotic heavy classes are perceived as weak until the "Extra weapon" bonus. On an NG+ , combat classes are weaker until they get the correct upgrades; Shield & Shotgun for vanguards, Sniper & Tech powers for infiltrators , Weapons upgrades for soldiers and so on.
Edit: NG+ really shows that the game isn't about builds , weapons or armour , its all about uprades. Taking 60% more damage because you don't have shields upgrades really matters , even on Freedom's progress. And thats not taking into account , "harden shields" and "redundant shields generators"
Modifié par Saaziel, 02 avril 2011 - 09:08 .
#9
Posté 02 avril 2011 - 09:03
I personally go with squad ammo powers, but for the widow build a lot of people go with the heavy ammo powers. Neither variation drastically affects the play of this type of Infiltrator.
#10
Posté 02 avril 2011 - 09:05
Also I agree with you on Disruptor, will change that.
Alright, since armor bonus is negligible, I will go back to kestrel chest plate for aesthetic reasons.
And of course Tempest to Locust, that gun was fantastic. I'm off to Kasumi's mission.
#11
Posté 02 avril 2011 - 09:14
Incineration Blast
Assasination Cloak
Assasin
1 point AI Hacking
10 stasis/heavy energy drain/ area reave
#12
Posté 02 avril 2011 - 09:15
Locutus_of_BORG wrote...
Warp ammo is neither tech or biotic, it's a combat power, and the Infiltrator is hybrid combat/tech class.
^This... Just to expand a little, Warp ammo has an extra buff when used against targets affected by biotics.
Otherwise, it's a good all-around ammo that does damage to protection, armor, and health unlike the other ammo's that are specialized to a specific protection or effect.
If you're really having problems with health/shields, then I'd suggest doing a few things. Take points out of Disruptor ammo and put them into Energy Drain (bonus power). This will allow you to keep your shields up most of the time as on Hardcore/Insanity the majority of targets will have shields you can strip.
For those missions that you feel need disruptor ammo, take Zaeed with squad-disruptor ammo.
Finally, ensure that you are using cloak (when used for the damage bonus) in a location that provides for immediate cover so if need be you can hide for a bit while health and shields go back up. Or, get the medi-gel bonuses and their unlocks so you can use medi-gel to get your shep back to optimum quickly.
#13
Posté 02 avril 2011 - 09:44
Oh an to elaborate further on guy above's post, in my opinion you are much better off taking an actual power rather than ammo for a bonus, and just using your squad for ammo powers. Garrus is with me constantly for his AP ammo.
Modifié par Irrepressible, 02 avril 2011 - 09:45 .
#14
Posté 02 avril 2011 - 10:28
DrRedrum wrote...
I played alot of the game with the vein tendrils covering some aspect of my screen.
Funny, this is the reason I play vanguards almost exclusively. It's pretty much just how the higher difficulties are - no matter how good you are, certain mistakes/errors in judgement can have you in the red, or reloading, very quickly. Either you can max out your character with all the powers/weapons/gear that are typically viewed as overpowered (which you are perfectly welcome to do, of course) and play through cautiously, never poking out of cover when your shields are below 50% - or you can embrace the fact that your character is more fragile than "the leading competitor" in a paper towel commercial, and start learning to predict and control the flow of ME2's combat, improve your reaction time, etc.
As for a few specific tips to increase survivability (It's been a few months since I've played an infiltrator, so please, please correct me if I'm leading him astray):
-Start thinking of combat more as stripping defenses, rather than just "shooting bad guys" - if you have shield damage upgrades/bonuses for one weapon type but not another, use that weapon if it will save a notable amount of time
-As Kronner said, armor effects are pretty negligible, but in the early game that little boost is still better than nothing until you get a few more upgrades. Since you have Kestrel Armor anyway, I'd say throw on more of those pieces. Kestrel is the best "base" armor for the infiltrator/vanguard/soldier (in my opinion), so just swap out Kestrel pieces for your specific needs (probably Stimulator Conduits for an Infiltrator, and maybe replace that damn FLIR pod helmet, if you're as vain as I am).
-Rather than just using Cloak as a damage boost for one shot (like Assassination in ME1), use it tactically to maneuver the battlefield. It has plenty of applications beyond "sit back and snipe," and allows you to move out of potentially bad situations, relocate to a more advantageous position, flank the enemy, or use it as a panic button if you get flanked/overrun. And don't forget that it pauses the health/shield regen timer, so try to get those back to full when you have the opportunity.
-I'm not sure if it's as great on infiltrators as on vanguards/soldiers, but I would definitely give Squad Cryo Ammo a shot. I'm surprised I didn't see this mentioned yet in the thread, so maybe I'm horribly wrong and it's not as useful for Infiltrators. But it is an excellent crowd control (and anti-husk) ammo power, and will make your squadmates useful for more than just stripping protections, whoring around in their outfits, and turning every mission into their own personal suicide mission.
-If I'm wrong about squad cryo, don't neglect Mordin and Kasumi like so many players do. Both have fantastic crowd control abilities, can save your life in otherwise sure-death situations, and have above-average survivability, so you can actually make use of their abilities instead of dragging their corpse around with you.
There's plenty more advice I could prattle off, but you'll pick most of it up as you get more hardcore/insanity hours clocked. Just keep playing/practicing, it'll get easier as you get more used to it. Again, please don't hesitate to flame me for wrong advice, I'm by no means an expert on infiltrators, and I'd much rather correct/remove it than misinform.
Modifié par Iodine, 02 avril 2011 - 10:31 .
#15
Posté 03 avril 2011 - 12:04
The Infiltrator I like the most looks like this:
10 Disruptor Ammo (Heavy)
10 Cryo Ammo (Squad)
10 Tactical Cloak (Assassination)
1 Incinerate
0 AI Hacking
10 Operative (Assassin)
10 Energy Drain (Area)
Head: Kuwashii Visor (10% Headshot Damage)
Shoulders: N7 (3% Weapon Damage)
Chest: Capacitor (10% faster Shield Regeneration)
Arms: Stabilization Gauntlets (5% Weapon Damage)
Legs: Stimulator Conduits (10% Storm Speed)
Weapons: Widow / Tempest / Phalanx / No Heavy Weapon
I usually open a battle with Area Drain to boost my shields and stripping enemy defenses thus leaving them vulnerable to Cryo Ammo. I use Cryo Ammo for my Squad and on my Tempest and Phalanx. Heavy Disruptor Ammo is only used on the Widow to penetrate shields of enemies that didn't get targeted by my Area Drain. The difference between Squad Disruptor and Heavy Disruptor in terms of damage is marginal but I did some testing and found out that I wasn't able to one-shot some tougher enemies with full shields when using Squad Disruptor but did kill them with Heavy Disruptor. It's not something to argue about a lot but since I use Squad Cryo anyways there is no need for Squad Disruptor - it's even bad because I want some enemies to have shields so I can drain them. And since I need to invest 3 points in Disruptor to unlock Cryo I can't fully evolve Incinerate so I might as well run with Heavy Disruptor for those situations when it does one-shot a fully shielded enemy and a less damaging Disruptor Ammo does not.
I use the Tempest because I tend to get close and flank enemies a lot and shoot them at point blank range (or from further away with the Widow and Phalanx). The Shuriken is also nice because it seems to have a higher chance of freezing enemies (and higher damage). The small clip is a big minus though so I prefer the Tempest. Also the Tempest sounds better. Stimulator Conduits come in handy when I flank enemies or retreat, the rest of the equipment should be self-explanatory except maybe the Capacitor Armor. I don't know if the shields acutally regenerate faster but I just like the look of it for the Infiltrator and roleplaying-wise it fits the "shield drainer" image of this build. Kestrel is probably better but I use that on my Sentinels and Vanguards already and don't like its looks very much. Edit: talking about Insanity mode btw
Modifié par Korjyan, 03 avril 2011 - 12:05 .
#16
Posté 03 avril 2011 - 03:18
Irrepressible wrote...
Warp Ammo may technically be an ammo/combat power, but it actively involves absorbing biotic energy (re: the ingame description)...
But, that's not your shep's biotic energy. It's the target's biotic energy. That could be an enemy vanguard's barrier. Or, a target currently affected by pull, singularity, etc.
That's a perfectly viable option for a Shep that has no biotic abillity.
A soldier without biotic talents, implants and no training using something like reave or stasis would naturally not be a viable option.
Since Shep is not made of fire or ice, should you avoid using cryo or inferno ammo as well?
#17
Posté 03 avril 2011 - 08:39
#18
Posté 04 avril 2011 - 04:50
Korjyan wrote...
There's nothing wrong with your build except maybe the lack of a CC ammo power for your squad. This can decrease the ammount of incoming bullets and thus keeping you alive longer. In my personal experience from playing a lot of Infiltrators (or any class for that matter and playing ME2 a lot... way too much actually) you should play aggressively. This may sound weird but in my opinion you usually survive fights better this way (by killing enemies faster, maybe stopping some respawn points and thus facing less enemies overall...).
The Infiltrator I like the most looks like this:
10 Disruptor Ammo (Heavy)
10 Cryo Ammo (Squad)
10 Tactical Cloak (Assassination)
1 Incinerate
0 AI Hacking
10 Operative (Assassin)
10 Energy Drain (Area)
Head: Kuwashii Visor (10% Headshot Damage)
Shoulders: N7 (3% Weapon Damage)
Chest: Capacitor (10% faster Shield Regeneration)
Arms: Stabilization Gauntlets (5% Weapon Damage)
Legs: Stimulator Conduits (10% Storm Speed)
Weapons: Widow / Tempest / Phalanx / No Heavy Weapon
I usually open a battle with Area Drain to boost my shields and stripping enemy defenses thus leaving them vulnerable to Cryo Ammo. I use Cryo Ammo for my Squad and on my Tempest and Phalanx. Heavy Disruptor Ammo is only used on the Widow to penetrate shields of enemies that didn't get targeted by my Area Drain. The difference between Squad Disruptor and Heavy Disruptor in terms of damage is marginal but I did some testing and found out that I wasn't able to one-shot some tougher enemies with full shields when using Squad Disruptor but did kill them with Heavy Disruptor. It's not something to argue about a lot but since I use Squad Cryo anyways there is no need for Squad Disruptor - it's even bad because I want some enemies to have shields so I can drain them. And since I need to invest 3 points in Disruptor to unlock Cryo I can't fully evolve Incinerate so I might as well run with Heavy Disruptor for those situations when it does one-shot a fully shielded enemy and a less damaging Disruptor Ammo does not.
I use the Tempest because I tend to get close and flank enemies a lot and shoot them at point blank range (or from further away with the Widow and Phalanx). The Shuriken is also nice because it seems to have a higher chance of freezing enemies (and higher damage). The small clip is a big minus though so I prefer the Tempest. Also the Tempest sounds better. Stimulator Conduits come in handy when I flank enemies or retreat, the rest of the equipment should be self-explanatory except maybe the Capacitor Armor. I don't know if the shields acutally regenerate faster but I just like the look of it for the Infiltrator and roleplaying-wise it fits the "shield drainer" image of this build. Kestrel is probably better but I use that on my Sentinels and Vanguards already and don't like its looks very much. Edit: talking about Insanity mode btw
I actually like this build. The thing I'm torn on is if I use Area Drain off the bat, I have to wait to use Tactical Cloak. Usually I allocate those points into Heavy Incinerate to preserve ammo. That said, I use for gear:
Kuwashii Visor - 10% Headshot damage
Kestrel Torso Sheath - Increases melee damage by 10%, Increases weapon damage by 5%, Increases shield strength by 3%
N7 Shoulder Guards - Increases weapon damage by 3%
Stabilization Guantlets - Increases weapon damage by 5%
Life Support Webbing - 10% health
With Heavy Disruptor Ammo, I am for the OHKO right off the bat. The gear boosts my weapon damage as high as possible. That said, I may give Area Drain a try instead of Incinerate.
#19
Posté 04 avril 2011 - 05:14
RGFrog wrote...
Irrepressible wrote...
Warp Ammo may technically be an ammo/combat power, but it actively involves absorbing biotic energy (re: the ingame description)...
But, that's not your shep's biotic energy. It's the target's biotic energy. That could be an enemy vanguard's barrier. Or, a target currently affected by pull, singularity, etc.
Besides, for sniping it's just very nice to have. Warp against enemies with armor/barriers (particularly Collectors), and Disruptor against shielded enemies. You could have had something like AP Ammo instead of Warp Ammo, but then you have no ammo power that can help you one-shot Collectors and biotics.
I guess that's also the point in Heavy instead of Squad Disruptor. I don't know exactly when you can start one-shotting mooks outside of Cloak, but it's a pretty good ability to have.
In my build I have Squad Cryo instead of Incinerate. I don't really have much of a problem against armor anyway, and then I get a nice squad ammo power.
Anyway that build works nicely for me on insanity. You just need to realize that it's very risky to use Cloak on every cooldown. If you do you are going to have to be VERY careful with your health, or you should start using some medi-gel perhaps (I mostly forget about this ability, but it's so useful for infiltrators).
#20
Posté 24 avril 2011 - 02:40





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