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How to Prepare for ME3?


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#1
MANIACALx0N3

MANIACALx0N3
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So I was pretty late to discovering the Mass Effect franchise, I ended up downloading the First game like a year and a half ago when it became available for download on Xbox Live. I beat it a few times, But only managed to Beat it once for My semi-perferct playthrough. That character was a Renegade FemShep, I did all of the Missions excluding Wrex's personal side mission, And I didn't care to go and find all the Resources on all the planets. Looking back I was thinking about giving it another go this time with a Paragon Male Shep. Because I would like to be able to see how different the dialgoue is for both. And I have barely made it have way with My imported FemShep on ME2. So thats why I was thinking about starting the Male so I don't have to go back to the original game. I loved it when I got it, But after playing the second its hard to go back to the slower paced game with not so amazing graphics. =p

But I just wanted to see what everyone thinks is really needed to get the most out of the Franchise, Meaning should I be trying to get every single thing done on each game? I know for sure getting to Level 60 on each char is out of the question, I'll only max out characters from ME2 seeing how that will be what directly effects the starting Bonuses for ME3.

I also have all the DLC for ME2, But don't have it for the original game. Not sure how that will effect my experience for ME3 when it comes out.

Anyways if anyone could share some information that really helped them out that would be much appreciated.! (Example; Checklists for Missions/Morals, Detailed Guide for specific classes, Or just tips any newbie to ME should know) =]

I know there are proabably A LOT of posts exactly like this, So I'm sorry for not utilizing the search function. But I would rather get direct information instead of reading other peoples conversation when I may have different questions. 

#2
Grizzly2O

Grizzly2O
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I'll help you out here. :)

First I'll start with things from ME1 that you could do/not do that have outcomes in ME2.

Full Paragon/Renegade bar
- Paragon/Renegade points
- Childhood choice Spacer/Earthborn/Colonist
- Reputation choice Sole Survivor/War Hero/Ruthless
- Purchased Elkoss Carbine license.
Garrus recruited Yes/No
- Wrex recruited Yes/No
- Garrus is Paragon/Renegade
- Tali side quest done Yes/No
- Romanced someone Yes/No
- Romanced Ashley/Kaidan/Liara
Dr. Chloe Michel blackmailer Killed/Persuaded
- Asari Consort sidequest done Yes/No
- Should be got trinket from consort.
- Interview outcome Refused to do interview/Punch out/Apologize
- Had first conversation with The Fan (Conrad Verner) Yes/No
- The Fan last conversation outcome Paragon(Stay at home)/Renegade(Threaten)
- Harkin talked to Yes/No (tied in to Garrus recruitment)
- Accepted quest from Chorban to scan Keepers Yes/No
- Number of Keepers scanned
- Jahleed quest outcome (Chorban) Scared off/Killed
- Fist outcome Let go/Killed
- Old Friends quest (Earthborn background ONLY), talked to Finch Yes/No
- Old Friends quest (Earthborn background ONLY), Finch killed Yes/No
- Talked to your mom after talking to Lieutenant Zabaleta Yes/No (Spacer background ONLY,Citadel: Old, Unhappy, Far-Off Things)
- Citadel: Citadel: I Remember Me (Colonist background ONLY), Talitha talked down from killing herself Yes/No -?Possibly a 2nd check for Citadel: I Remember Me present, whether you Forced/Convinced Talitha to take the sedative
- Citadel: Homecoming Body returned to Samesh Yes/No -?105a "And 105a might be relating to whether or not you gave Schnells the Salarian gambler his data or gave it to the bartender." OR Citadel: Reporter's Request Handed over data to the reporter Yes/No.
- Helena Blake Alive or dead? How did you treat her?
-?The company man (Ethan Jeong, ExoGeni Corporation representative) outcome good/good+ (outcomes listed here http://masseffect.wi...iki/Ethan_Jeong, not sure which is which)
- Number of colonists killed
- Colony outcome Good+/Good/Fail/Renegade
- Possessed Asari (Shiala(Thorian plant)) Freed/Killed
Gianna Helped(evidence handed over)/Betrayed/Evidence handed over to Lorik
- Han Olar talked to Yes/No
- Rachni Queen released Yes/No
- Wrex killed by player/killed by Ashley/killed by Ashley without permission
- Geth Flyers disabled Yes/No (Captain Kirrahe saved or not)
- Psyrana dead Yes/No (Asari assistant in one of the labs let go or not inside the facility)
- Rescued Ashley/Kaidan
Old Council Saved/Killed
- Choice for new council Anderson/Udina
- Game complete Yes/No
- UNC:Hostile Takeover Accepted Money/Persuaded to disband gang
- Know about Slaver Asari quest Yes/No
- Slaver Asari quest outcome (Killed Sister) Yes/No
-?UNC: Lost Module, - the silver sphere you find on that planet that has 3 pages of text http://masseffect.wi...nia#The_Vision"
-?UNC: Cerberus Heard of Cerberus Yes/No (ie did you do UNC: Missing Marines leading to this quest or not.
-?UNC: Hades' Dogs Cerberus files found. Not sure what is tracked, probably if you returned them or gave to the Shadow Broker.
- UNC: Hostage Chairman died Yes/No
- UNC: Hostage- UNC: Dead Scientists Killed Scientist/Convinced Corporal Toombs to lower weapon
DLC (Bring Down the Sky):
- Humans rescued Yes/No

Here's a classes guide for ya'.

Soldier: So, you want to be a soldier? Well, the good news is that despite some limitations you are probably picking the easiest class to understand and play with in Mass Effect 2. Unlike the first game where it was not advisable to play as a soldier on your first play through, picking the soldier class in Mass Effect 2 will have you running and gunning around the galaxy like an intergalactic badass in no time at all.

The soldier class is also recommended for anyone that is more interested in 3rd person shooting games than in Bioware’s Role Playing Game heritage. If the series of menus and grinding that made up large portions of Bioware’s previous RPG’s have previously put you off, ME2 is the game to change your mind. Likewise, if the mention of ‘biotics’ and ‘tech’, leaves you running back to the safe familiarity of Modern Warfare, then the soldier class is the class you should set your sights on.

Soldier Starting Weapons: Assault Rifle, Shotgun, Heavy Pistol, Sniper Rifle and Heavy Weapon (i.e. Everything except the Submachine gun)

Soldier Special Ability: The Soldier class’special abilities is Adrenaline Rush. It can be described as “a boost to speed reflexes and weapon damage.” To put it more simply, and in words that Max Payne would understand, it’s Bullet Time. It allows you to slow time for long enough to pick the perfect headshot with your sniper rifle, or have time to unload half a clip (or more) of your assault rifle into your hapless victim of choice.

Adrenaline Rush evolves to either lasting for an extended period of time or works to reduce health damage when active. I found that once leveled up to level 3, that Adrenaline Rush lasted for a sufficient amount of time and opted for the reduced health option as it was a nice useful bonus. What options suits you best depends on your style of play and I will go into more detail about how I choose to use Adrenaline Rush in the following tips section.

Concussive Shot is a heavy blast capable of knocking an opponent off their feet. It is undoubtedly a useful skill, as I have seen my Krogan ally use it to good effect many times, but I chose not to put points into it from the very beginning. I have heard it said that it is a ‘vital’ skill but I think it a skill that you can do without. I would like to hear from someone that used this skill and is a big fan of it but I certainly did not feel I was missing out and it did not seem to suit the way I like to fight.

Soldier Pros and Cons

Pros:

Deals more weapon damage than any other class
Greater health and larger health increases than any other class
Access to various types of weapons means you are well equipped to deal with any situation (and keeps combat interesting)
Heavy weapons can really be a life saver.
Can access third tier weapons for the Sniper rifle, Assault Rifle and Shotgun.

Cons

No Tech abilities.
No biotic defenses and limited biotic attacks
Soldier Tips

Being a soldier means that you want to be the main part of your squad’s direct attacking force. One given tactic is to team yourself up with a biotic and a tech (I liked teaming with Jack a lot and always took Tali, Legion or Mordin with me if ever I knew I was facing Geth) However, you can be equally effective teaming up with any two heavy hitters (like Zaeed or ‘Archangel’) but my favorite team (and the one I took with me into the final battle) was Miranda and Grunt.

When you add Miranda’s squad healing abilities to supplement your own high amount of health and the Krogans regeneration abilities & Fortification skill, you end up with a formidable fighting force that is very hard to kill (I do not think I had to use Unity once while using this squad tactic)

Adrenaline Rush can be, most effectively, used in one of two ways. The first, and most obvious tactic, is to kick it off as soon as you engage the enemy, giving you plenty of time to unload into targets before they get a chance to get into cover and attack you. The other way to make use of Adrenaline Rush is to ‘save’ it for getting you out of tight spots (i.e. big motherfunking invisible Geth appearing in your face). This is the other reason that I advise going with the reduced health damage upgrade option with Adrenaline Rush.

You have three options for augmenting your ammo. Incendiary is for all round general use (it turns out nothing in the universe likes to be set on fire) and I kept these rounds in my Assault rifle 90% of the time. Disruptor rounds are great at attacking shields or synthetics and so should be used when fighting Geth or other robots. You can continually swop ammo types around but I prefer to stick with different ammo types for different guns and so keep Disruptor rounds in my sniper rifle.

The last type of rounds were Cryo rounds capable of freezing a target on impact. I deliberately completely avoided assigning any points to this skill. I may have been put off of this skill by it’s underwhelming performance from the first game and while it may have been improved it did not really fit well with my Renegade attitude (I haven’t got time for you to stand around, I want you dead already!) Again I did not miss it and I would always advise to level skills all the way up rather than spreading you points across various skills. When it comes to killing, it is better to do one thing really well than to be bad at doing many things.

When you get the opportunity to steal one of your teammates skills I chose to learn the Barrier skill. While I could have taken an offensive move, I opted for a defensive one, despite being quite defensive already. It means that with all the defensive moves I can make use of I am nearly impossible to kill. (Top tip: When using Barrier it is tempting to engage the barrier as soon as you encounter enemies, when using it as a soldier you can wait until you lose your shields and allow your shields to return while the Barrier defends you)

Soldier Weapon tips

The assault rifle is a soldier’s best friend. Accurate over medium distances, with a high rate of fire and heavy amount of damage. You should be using the assault rifle for the majority of the game, only ever choosing to switch out to the sniper when enemies are out of range and saving the heavy weapons for emergencies (if you just died, then that was probably one of those emergencies). You have no real need of the pistol (unless you run out of ammo) and the shotgun is a little underpowered. I only made use of it when low on ammo and facing husks, or those robo-dogs. Really and truly though, nothing should make it through the range of your assault rifle.

The heavy weapons is where the greatest freedom of player choice is given. While some weapons are good for certain purposes, it will mainly come down to personal preference. I did not like the [flamethrower] as I found it to be much shorter range than most of the other heavy weapons and therefore meant I would have to get much closer to dangerous enemies than I found comfortable.

The M920-Cain is the most powerful weapon in the game and is best described as a handheld nuke. The only problem being that if you want to fire it you may need to book an appointment! It takes FOREVER to fire and this is longer than most of the enemies will allow you to stick your head out. It definitely saved my butt a couple of times but there were more times when I wished it had not been the weapon I had with me, and so I stopped taking it with me.

Again showing my anti-cryo biasis, I made no use of the M-622 Avalanche (a cryo gun or freeze ray as it would have been called in the 1950′s) I took it out on one mission, did not use it and never took it out again. Leave it out in the cold, you won’t miss it.

The M-100 Grenade Launcher is fine and can come in very handy in the earlier levels but is redundant once you unlock the missile launcher. Due to it’s large ammo capacity, greater damage and ability to home in on a target, the ML-77 Missile Launcher soon became my heavy weapon of choice.

When it came to choosing a weapon specialization I went for the Assault Rifle. Could have as easily gone for the sniper rifle option but the Assault Rifle picked up here was still my number one choice by the end of the game. Again I applied the same principle to this decision as I carry through out my leveling up – don’t be a Jack-of-all-trades, be a master of one.

Collector Edition Footnote

The Collector Edition version of the game came with a Collector’s Rifle and a really ugly freaky looking Collector’s Spacesuit of armor. The rifle is better than the ones you start the game with but I actually preferred the rifle you get from choosing the assault rifle specialization. The armor is great on paper with a boost to rush, a 20% health boost and 10% health regeneration. Despite having a great practical use (keeping you alive more) I opted not to use it for the majority of the game for two reasons.

Adept: Picking the right class for your own unique play-style is very important in Mass Effect 2. If your looking to play as a character who excels at crowd control as well as possessing the strongest biotics in the game, the Adept is the class for you. The Adept cannot take as much punishment as some of the more front line classes, or excel at close range, but with the right build and squad, mid-to-late game you’ll be slaughtering everything but bosses with ease. So, read on, and I’ll tell you which biotic abilities you need and which abilities you should avoid, as well as the best ways to combine abilities for maximum affect.

Adept Starting Weapons: Heavy Weapon, Heavy Pistol and Submachine gun

Adept Special Ability: Singularity. This ability allows the Adept to throw a biotic sphere, which is basically a mini black hole, at your enemies, which are drawn towards the sphere and held helpless in the air for a time. Singularity can be leveled up to affect more enemies (2-6) and last longer (5-9 seconds) depending how high you level it up and which of the two options you choose to evolve singularity into; Heavy or Wide Singularity. It is ideal for crowd control against weaker and unshielded opponents. When used in conjunction with Warp (fire off a Singularity and then strike the enemy with a Warp blast while he is still held in the air) the effects can be devastating. Singularity will momentarily slow even a shielded opponent and it is great for throwing some of the more cannon fodder-ish enemies into the air for your squad-mates to finish off while you turn your Warp and Heavy Pistol fire on a more powerful target.

Adept Pros and Cons

Pros:

Most powerful biotic class in the game and the best(?) class at Crowd Control.
A maxed out Warp ability hammers shielded and armored foes at a fairly long distance; can detonate biotic effects.
Wide Singularity can take as many a 4 weaker enemies out of the fight and block an entire entrance.
Once Jack’s (Subject Zero) Warp Ammo is unlocked, Warp becomes significantly more deadly.

Cons

No Tech abilities.
Majority of abilities ineffective against enemies with shields/protections. Use of Warp and firepower from teammates to strip some enemy protection is usually needed.
The Shockwave ability is not very useful unless maxed out and even then it comes as the cost of points better spent elsewhere.
No need for both Push and Pull. Better off picking just one.
Adept Tips:

The Adept is one of the more difficult classes to play in Mass Effect 2. The early game on anything higher than normal can be a bit of a pain since your not capable of taking or dishing out a lot of damage yet. It takes a number of levels before your biotic abilities start to really show their potential. Everything rests on your build. Warp and Singularity are invaluable and should be the first abilities you max out.

I recommend choosing Unstable Warp as your final Warp improvement. This will allow you to do significant damage to anyone around the enemy whose biotic effect (Singularity for example) you just detonated. The other final Warp improvement option is Heavy Warp, but it only provides a small amount of extra damage (40 points), and it only affects one target. You will be detonating a lot of biotic effects; trust me, go with Unstable Warp.

Now a case can be made for either of Singularities final improvements. Heavy Singularity keeps more enemies held longer whereas Wide Singularity effects an area almost half again as big. I prefer Wide Singularity because it allows you to block entrances and bridges. While I have managed to get six enemies in the air with Heavy Singularity, it is not that common. Being able to catch four enemies over a much larger area proved more valuable to me.

Pull and Throw are both useful, but you only need one of them. Even with the ability to Pull and then Throw enemies, you never really need both, especially since you should already have Singularity pumped up. In the end I found Pull much more useful for lifting enemies into the air so that my squad mates and I could finish them off. Pull recharges faster than Singularity as well. Once you have Warp Ammo and Unstable Warp at your disposal, your bread and butter are Pull and Singularity followed up by Warp all the time. Sure Push is handy in a few places for knocking people off ledges and the like, but Pull is ideal for picking up people behind cover. Though I have seen Shockwave used to good effect, its narrow area of effect makes it less than valuable unless maximized and even then you’d probably be better served putting the points into something else.

The trick to playing an Adept is to place your squad-mates so that they can take advantage of enemies who have been hit by one of your biotic powers. Once you are locked on to an enemy, aiming just up and away should allow you to launch your biotic attacks up and over most forms of cover. Singularity can get caught or blocked by cover at times, which is why Pull is also handy to have. I played with Pull and Warp hotkeyed, with Singularity resting on the Y button as always.

Your going to want to find Jack and get to work on earning her loyalty ASAP; Warp Ammo is a must have when your playing an Adept. Grunt is a great addition to your squad and he helps offset your weak weapons and protection. Even if you don’t choose Grunt, you’re going to definitely want at least one squad member who has access to the Assault Rifle. As to your third member, you can really go one of two ways. You could choose another straight up weapon based damage dealer or choose someone with a few Tech abilities to offset your dedication to biotics. I settled on Garrus. Your not going to really need another powerful biotic in your squad, but if you want to see some real craziness, throw Samara into your squad. Next stop: biotic Armageddon!

Engineer: One great thing about Mass Effect 2 is the different classes to choose from in order to tailor the game to your liking. If you want to try something different, something a bit more tactical, choose the engineer. While the engineer is not that powerful when it comes to pure firepower, the class excels at crowd control and distracting enemies, without having to fire a single shot. That is not an exaggeration. While the other party members may still use weapons, Shephard can actually clear a room solely with the use of the powers. So, read on, and I’ll give you my Engineer pros and cons, along with the power setups that I felt worked the best throughout the game.

Engineer Starting Weapons: Heavy Pistol, Submachine Gun, and Heavy Weapon

Engineer Special Ability: Combat Drone. This ability spawns a spherical combat drone that will attack the enemies and draw fire away from your squad. The drone is able to spawn behind any enemy that Shephard can target. While only one drone can be active at a time, the cool down time is one of the shortest at 3 seconds. This allows Shephard to place the drone where the player sees fit at pretty much any point in the battle. This drone can be upgraded to one of two completely different types: the Attack Drone and the Explosive Drone. The Attack Drone will actually damage an enemy instead of just annoy it while the Explosive Drone will detonate when destroyed.

Engineer Pros and Cons

Pros:

Engineer’s powers are made to distract or control enemies through use of AI hacking, Cyro blast, and Combat Drone.
Combat Drone will distract any kind of enemy, even bosses.
The short cooldown period of the Combat Drone means that while the drone is active, you can focus your other powers on the distracted enemies.
Overload(for shields) and Incinerate(for armor) are great for stripping the defenses of any heavily fortified enemy.

Cons:

Enemy Assault Rifles and submachine guns will eat through an Engineer’s defense if facing the enemy head on.
Limited to heavy pistol and submachine gun for good majority of the game.
This class is highly tactical. Don’t expect to rush into a room of enemies and fight them head on.
Careful planning is a must.

Engineer Tips:

That little drone will be your bread and butter when it comes to fighting as an Engineer. The Engineer is weak in both shields and health, which means that it has a hard time facing an enemy head on. In order to be able to safely pick off the enemy, level up the combat drone as quickly as possible. Don’t bother with the attack drone upgrade though. Both drones have the same amount of health, however, the explosive drone will deal 100 points of damage in a 6 meter radius once destroyed. The attack drone will only deal 40 damage per 3 seconds to one enemy at a time. Practically speaking, the attack drone will not do as much damage as the explosive drone and with a 3 second cool down period, you can keep sending these suicide bombers at the enemies in unending waves. It is also wise to spawn the drone as soon as you spot an enemy. It will definitely last longer than the recharge time, which allows you to use your other powers while the drone is distracting the enemy.

For the other powers, I chose to max out the Engineer’s passive Tech Mastery(Mechanic) skill, Full Cryo Blast and Improved AI Hacking as that gave me the most crowd control options. Tech Mastery allowed me to use my powers more often, while Cryo Blast and AI Hacking allowed more crowd control options. Full Cryo Blast allowed me to freeze multiple opponents at once, and Improved AI Hacking gave me another temporary ally with a huge shield. The AI Hacking was the most useful against multiple large mechs. After whittling one down to its health and hacking it, the mech would fight the other one until they both were close to being destroyed.

The other two abilities given to the engineer are Overload and Incinerate. Overload is perfect for taking down enemy shields and disrupting synthetics. Incinerate is great against armor and organics. If you want more destruction and less control, you can level up these two instead of Cyro Blast and AI Hacking. If you want the top tier for your abilities, you will have to choose between them all. Also, if you want Incinerate or AI Hacking, you will have to commit to Overload and Cyro Blast respectively as it takes three points in them to unlock Incinerate and AI Hacking. Since you will most likely want to max out the Combat Drone and Tech Mastery, you will have to choose between the two. You should also save some points to put into the bonus ability you choose, which limits yourself to one tree.

You also get to choose one other weapon about half way through the game to use. My Specialty weapon was an easy choice. Since the Engineer did not have the shields for close combat nor for enough time to line up a sniper shot, I chose the assault rifle as my primary way to take down armor. Taking down armor was crucial in order to use Cryo Blast as enemies will only be frozen in their health state.

Throughout the game I play tested with quite a few of the party members before settling on a few that I liked. Jack is probably one of the best party members to take with an Engineer. Her warp ammo is crucial in taking out enemies with defenses. It is also nice to combo her shock wave with the Cyro Blast to shatter the enemies into pieces. My other recommended party members are Garrus, Thane, and Samara. With so many ways to distract and turn enemies against each other, I did not feel the need for a powerhouse like Grunt. Both Garrus and Thane are great options if you want a sniper on your team. However, Samara has the Reave ability, which is probably one of the best abilities in the game as it can destroy shields, armor and health, while returning health to the player. Both Garrus and Thane have ammo types as their special ability, which was already useless as a fully upgraded ammo type can be shared among party members. Since I already had Jack’s ammo ability, I found no need to have another ammo type.

Vanguard: One of the strengths of Mass Effect 2 (and it has many) is the wide range of classes you can use to complete the game. For my first play through, I went with my old favorite from the original game: the Vanguard. When people ask me what a Vanguard is like, I usually tell them it’s somewhat like being a Jedi with a Shotgun. Yes, it is that awesome. You have access to biotic powers as well as powerful conventional weapons. If you’re new to the game or trying to decide on a new character, I’ll explain the benefits and disadvantages of playing as a Vanguard, as well as more general tips for enjoying the character as much as possible. Lono will also offer his own tips for playing a Vanguard as well.

Vanguard Starting Weapons: Heavy Pistol, Shotgun, Submachine Gun

Vanguard Special Ability: Charge. Initially, charge will seem like one of the most useless powers in the game. Essentially, since you charge away from your allies and smash into your enemies, you are separating yourself from the group and leaving yourself open to attacks from multiple enemies. As the game begins, the only situation in which you should EVER use charge is to finish off the last few enemies in a wave. The other way you should use charge is for defensive purposes: if you find yourself out of position, use charge to get your butt out of there and find cover. Later, you will be able to upgrade this ability to either “heavy charge,” which actually slows time and gives you a couple of precious moments to deliver heated shotgun blasts to your enemies’ chests or “area charge,” which knocks many enemies to the ground. “Heavy charge” is recommended, since pumping hot shotgun lead into stunned enemies is a special joy.

Vanguard Pros and Cons

Pros:

Interesting combination of battle savvy and biotic powers
Wonderful for players who enjoy close combat and shotgun blasts
By using a combination of pull/shockwave and cryo/incendiary bullets, you can effectively utilize the strengths of the Vanguard
Are you telling me you don’t want to be a Jedi with a Shotgun?

Cons:

Reliance on close-combat is difficult because the maps are larger than in the original game
Biotic powers are solid, but it takes a while for charge to become a worthwhile power
Fighting synthetics is sometimes difficult because incendiary bullets are rendered useless
While shotguns are excellent against shields and barriers, they are less effective against armor and have a limited range

Sentinel: Mass Effect 2 has a number of starting classes that allow a variety of ways to play the game. In my first play through, I chose the stout Sentinel. The Sentinel is a jack-of-all trades and the closest thing you’ll get to a “Tank” class in Mass Effect 2. In this guide, we’ll give you the pros and cons of playing as the Sentinel, along with some specific recommendations to get the most out of your play through.

Sentinel Starting Weapons: Heavy Weapon, Heavy Pistol and Submachine gun

Sentinel Special Ability: Tech Armor. This ability gives the Sentinel an indefinite energy shield that can be leveled up to give protection up to 100% of their base shield. When the shield is depleted by enemy fire, the shield will explode, sending out a shockwave against all enemies in your immediate vicinity.The shockwave also increases in damage and force as you level this ability up. This is the only defensive ability in the game that is indefinite, as Barrier (biotic shield), Geth Shield Boost (energy shield) and Fortification (Armor boost) last a set amount of time.

Sentinel Pros and Cons

Pros:

Good Biotic powers such as Throw and Warp that are always useful against organics
Good Tech powers such as Tech Armor and Overload that are useful against synthetics such as robots and Geth.
Good, but not great biotic and Tech powers, are great against boss enemies that have multiple defenses and enemies on Hardcore or Insanity difficulties.
Benefits from all biotic and tech upgrades

Cons

Abilities are useful to strip away barriers, shields and armor, but the Sentinel has no powerful offensive killer such as the Engineer’s Incinerate or the Adept’s Singularity.
Very limited weapon choices such as the Heavy Pistol and Submachine gun really limits the Sentinel’s offensive capabilities
Must rely on teammates for offensive punch

Sentinel Tips:

The Sentinel is a difficult class to play with. You’ll really need to have a good offensive character with you and a character that can provide some type of ammo ability to take full advantage of the Sentinel. Bringing Mordin, Grunt, Zaheed or Jack(for her warp ammo ability) can really make the Sentinel a useful character.

When you get the option to train another weapon class, I chose the sniper rifle. With Tech Armor activated, you can sit back and go for repeated headshots without fear of getting taken out from flanking enemies, as your Tech Armor will blast any foes that disrupt your Tech Armor shield, which will give you ample warning and time to defend yourself.

The Sentinel cannot do it by himself. The Sentinel needs his teammates to help finishing off bad guys. Turn your AI’s ability to use powers to “off.” You’ll need total control to properly stack powers to make full use of the Sentinel’s ability. Example: Use Miranda’s overload on a Krogan’s shield, Sentinel’s Warp to take his armor down and Jack’s Pull to pick the Krogan up so you can all finish it off.

Infiltrator: Infiltrator Starting Weapons: Heavy Pistol, Sniper Rifle, Submachine Gun (SMG)

Infiltrator Special Ability: Invisibility cloak. Let me tell you, this one is da BOMB! It can be used as both an offensive and defensive tool, which I’ll talk about later. The Infiltrator also has Tech abilities and is a master of hacking. This class is also can obtain the third tier Sniper Rifle. So, if you like to snipe while hidden from sight (ala Solid Snake) then keep reading!

Infiltrator Pros and Cons:

Pros:

Sniper Rifle, ‘nuff said
Cryo Bullets – these bullets turn enemies into ice sculptures which buys you some free time to reposition, until they melt, or you can continue to shoot them and they’ll eventually shatter into a million pieces.
Incinerate(!)
Invisibility cloak, but if you’d just hold your horses, I’ll tell you why it’s so good here in a minute.
Dashingly good looks.

Cons:

No assault rifle :( At times I wished I just had a friggin assault rifle.
No shotgun. I have happy dreams of using the shotgun with the invisibility cloak. Was Bioware purposefully being D-bags when they did not include the ability to use a shotgun with this class?
While cloaked, you cannot heal yourself or regenerate your shield
No peeping tom ability to accompany the invisibility cloak. Maybe that’ll come in Mass Effect 3: Leisure Suit Larry edition.

Infiltrator tips: Where do I begin? Let me put it this way, the Infiltrator has a bunch of tricks up his sleeve!

Attacking: The infiltrator has two different ammo types. Cryo and Disruptor. As briefly mentioned, the cryo bullets will turn the enemy into a block of ice, which incapacitates them for around 5 seconds (time varies with upgrades applied) and allows you to shatter them by following through with a few more rounds. The enemy doesn’t freeze with every shot you take, but the less shields and armor the enemy has to protect them, the better the chances of freezing them. This works great with the sniper rifle in the areas where you can see the enemies entering from a distance.

The disruptor ammo gives you added damage bonuses when fired on synthetics and shields. This goes great with a Heavy Pistol or SMG when synthetics make their move and close in for close quartered combat.

Incinerate. This is one of the best attacks in the game! It’s a heat seeking flaming ball of fire that does damage over time! It’s amazing! I have this ability set to my left bumper, so with a quick tap of LB, someone’s going to catch fire! Oh yeah, and did I happen to mention that it’s heat seeking? If you got a baddie hiding behind a box and he refuses to pop out, you put your aiming cursor about a meter or two over his head and then launch the incinerate attack. The fireball will work its way around the box and smack your target. It sets them on fire and proceeds to damage the victim over a three second period. This ability is perfect if you’ve got to reload your weapon and you have a baddie closing in on you. Pop him with a fireball and it’ll be done with.

Invisibility cloak. This ability is amazing! It has so many different applications! First off, let’s talk about when you’re on the offensive. The Invisibility Cloak is a timed ability that lasts for about 4 seconds when you first start off. In addition to making you completely invisible, you get an attack bonus when you shoot at someone while cloaked. One obvious strategy to use with this ability is to hide behind a box, pull out your sniper rifle, cloak yourself, then pop up and take your time to aim for the perfect headshot. The second you shoot your gun, you lose your cloak, but you definitely have enough time to find your mark and unload several shots without getting too badly hurt. Another very useful strategy for this ability is to use it to flank your enemies. Cloak yourself, run to their flank and then unload on them with a submachine gun. Works like a charm!

In case you haven’t read any where else, each ability has four levels, with the fourth level allowing you to choose between two permanent bonuses for your upgrade. With the invisibility cloak, you can either increase the duration of the cloak, or to add more damage when you shoot someone while cloaked. I picked the later. So at level 4, I’m invisible for 6 seconds and have a 70% increase in damage when I shoot an enemy.

Hacking. It allows you to turn any mech against it’s own team mates. It’s great for turning an enemy mech or Geth into a bullet sponge for a few seconds while you regroup, re-cloak and reposition your sniper scope on a baddie’s forehead!

Defending: The best tool that the Infiltrator has to defend himself is the Invisibility Cloak. If you’re under some serious fire and you’re not going to make it, hit your hot key (it’s set to Y for me) to cloak yourself and find some hiding! When you’re cloaked, the bad guys will immediately turn their attention to your teammates, so it gives you time to run away and find some cover. A couple things to be aware of: you do not heal while you are cloaked! If you only have a sliver of health left, and you cloak yourself and run away, you’re still only going to have a sliver of health left when your cloak wears off. The other thing is, the second your cloak wears off and regardless of whether you’re hidden or not, the enemies attention immediately turns back to you. They magically know where you are even though they couldn’t see you. Seriously, though, this has got to be the best ability in the game, hands down.

Another defensive tactic comes from the hacking ability. For the split second that the enemy is hacked and is drawing fire from 10 other mechs, their attention is off of you. This will probably save someone once or twice somewhere out there.

#3
Golden Owl

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Personally I do make sure my transfer Shep has completed every mission, including side missions in ME1 & 2...as if these have extra story in ME3, I would like to enjoy all the content available...Cerberus is a good example of...in ME1, they are just some small side missions, but in ME2 they take center stage...if I hadn't done the side missions on ME1, I and by extension my Shep wouldn't have the background knowledge of Cerberus in ME2....Shai'ira's trinket and where it fits is from what I hear another element which will be flagged to ME3. So, I would suggest, do the grind and complete the missions, thats just me though. By the way, if you get out of the Mako and battle on foot where possible, it pushes your XP up, so level 60 can be reached in two play through's, not three. Having the 'Bring Down The Sky' DLC for ME1 helps boost the XP also, and the loot and is actually a good addition, if you prefer ME2 like myself, you will like that ME1 DLC.

#4
MANIACALx0N3

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@Grizzly2O Thanks for the wall of text, I think I'm alright on which Character I like. I plan on beating ME2 with all of em but the Soldier. Tried it My first time around when I first got ME and it was too boring.

@Golden Owl I know for sure I'll try and get everything done on ME2, But it kills me to play the first game over again. Graphics are crap, And its so slow. As for the DLC for ME1 there is only one right? Whats it about and what does it effect?

#5
Golden Owl

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MANIACALx0N3 wrote...

@Grizzly2O Thanks for the wall of text, I think I'm alright on which Character I like. I plan on beating ME2 with all of em but the Soldier. Tried it My first time around when I first got ME and it was too boring.

@Golden Owl I know for sure I'll try and get everything done on ME2, But it kills me to play the first game over again. Graphics are crap, And its so slow. As for the DLC for ME1 there is only one right? Whats it about and what does it effect?


Yes, I'm with you, I much prefer the graphics on ME2...I play ME1 in pretty much a color by numbers fashion now and can get it done pretty quick that way, plus I don't worry about playing it at a high level, lower level is faster.

There are two DLC's for ME1....'Bring Down The Sky' and 'Pinnacle Station'...I bought both, tried Pinnacle Station and gave it up as a waste of money, I have noticed a large number of people seem to feel the same way as I do about the Station...don't bother with it.....As for 'Bring Down The Sky', I found it full of win and it strikes me as having a bit of a bridging feel in game play, a bit more like ME2....A bunch of Batarian Terrorists have taken over a meteorite that a human crew has hooked thrusters to, to propel it closer to a planet humans have colonized....the Batarians have taken the crew hostage and have reset the thrusters to impact the meteorite on the planet....will kill all on planet, etc...Sheps job is to shut down all three thrusters and then head for the main base and confront the terrorist ring leader, at that point you have a major descision to make....paragon/renegade...which is flagged to email and news mention in ME2, don't know about ME3....There's a good jump in good quality items to be found in this DLC...omni tools, armor, etc...plus an XP boon....its a good run and doesn't cost that much.

Edit: Little hint, you might want a Sniper class for this DLC....:bandit:....B)

Modifié par Golden Owl, 09 juin 2011 - 07:02 .


#6
Guest_Montezuma IV_*

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Grizzly2O wrote...

I'll help you out here. :)

First I'll start with things from ME1 that you could do/not do that have outcomes in ME2.

Full Paragon/Renegade bar
- Paragon/Renegade points
- Childhood choice Spacer/Earthborn/Colonist
- Reputation choice Sole Survivor/War Hero/Ruthless
- Purchased Elkoss Carbine license.
Garrus recruited Yes/No
- Wrex recruited Yes/No
- Garrus is Paragon/Renegade
- Tali side quest done Yes/No
- Romanced someone Yes/No
- Romanced Ashley/Kaidan/Liara
Dr. Chloe Michel blackmailer Killed/Persuaded
- Asari Consort sidequest done Yes/No
- Should be got trinket from consort.
- Interview outcome Refused to do interview/Punch out/Apologize
- Had first conversation with The Fan (Conrad Verner) Yes/No
- The Fan last conversation outcome Paragon(Stay at home)/Renegade(Threaten)
- Harkin talked to Yes/No (tied in to Garrus recruitment)
- Accepted quest from Chorban to scan Keepers Yes/No
- Number of Keepers scanned
- Jahleed quest outcome (Chorban) Scared off/Killed
- Fist outcome Let go/Killed
- Old Friends quest (Earthborn background ONLY), talked to Finch Yes/No
- Old Friends quest (Earthborn background ONLY), Finch killed Yes/No
- Talked to your mom after talking to Lieutenant Zabaleta Yes/No (Spacer background ONLY,Citadel: Old, Unhappy, Far-Off Things)
- Citadel: Citadel: I Remember Me (Colonist background ONLY), Talitha talked down from killing herself Yes/No -?Possibly a 2nd check for Citadel: I Remember Me present, whether you Forced/Convinced Talitha to take the sedative
- Citadel: Homecoming Body returned to Samesh Yes/No -?105a "And 105a might be relating to whether or not you gave Schnells the Salarian gambler his data or gave it to the bartender." OR Citadel: Reporter's Request Handed over data to the reporter Yes/No.
- Helena Blake Alive or dead? How did you treat her?
-?The company man (Ethan Jeong, ExoGeni Corporation representative) outcome good/good+ (outcomes listed here http://masseffect.wi...iki/Ethan_Jeong, not sure which is which)
- Number of colonists killed
- Colony outcome Good+/Good/Fail/Renegade
- Possessed Asari (Shiala(Thorian plant)) Freed/Killed
Gianna Helped(evidence handed over)/Betrayed/Evidence handed over to Lorik
- Han Olar talked to Yes/No
- Rachni Queen released Yes/No
- Wrex killed by player/killed by Ashley/killed by Ashley without permission
- Geth Flyers disabled Yes/No (Captain Kirrahe saved or not)
- Psyrana dead Yes/No (Asari assistant in one of the labs let go or not inside the facility)
- Rescued Ashley/Kaidan
Old Council Saved/Killed
- Choice for new council Anderson/Udina
- Game complete Yes/No
- UNC:Hostile Takeover Accepted Money/Persuaded to disband gang
- Know about Slaver Asari quest Yes/No
- Slaver Asari quest outcome (Killed Sister) Yes/No
-?UNC: Lost Module, - the silver sphere you find on that planet that has 3 pages of text http://masseffect.wi...ania#The_Vision"
-?UNC: Cerberus Heard of Cerberus Yes/No (ie did you do UNC: Missing Marines leading to this quest or not.
-?UNC: Hades' Dogs Cerberus files found. Not sure what is tracked, probably if you returned them or gave to the Shadow Broker.
- UNC: Hostage Chairman died Yes/No
- UNC: Hostage- UNC: Dead Scientists Killed Scientist/Convinced Corporal Toombs to lower weapon
DLC (Bring Down the Sky):
- Humans rescued Yes/No

Here's a classes guide for ya'.

Soldier: So, you want to be a soldier? Well, the good news is that despite some limitations you are probably picking the easiest class to understand and play with in Mass Effect 2. Unlike the first game where it was not advisable to play as a soldier on your first play through, picking the soldier class in Mass Effect 2 will have you running and gunning around the galaxy like an intergalactic badass in no time at all.

The soldier class is also recommended for anyone that is more interested in 3rd person shooting games than in Bioware’s Role Playing Game heritage. If the series of menus and grinding that made up large portions of Bioware’s previous RPG’s have previously put you off, ME2 is the game to change your mind. Likewise, if the mention of ‘biotics’ and ‘tech’, leaves you running back to the safe familiarity of Modern Warfare, then the soldier class is the class you should set your sights on.

Soldier Starting Weapons: Assault Rifle, Shotgun, Heavy Pistol, Sniper Rifle and Heavy Weapon (i.e. Everything except the Submachine gun)

Soldier Special Ability: The Soldier class’special abilities is Adrenaline Rush. It can be described as “a boost to speed reflexes and weapon damage.” To put it more simply, and in words that Max Payne would understand, it’s Bullet Time. It allows you to slow time for long enough to pick the perfect headshot with your sniper rifle, or have time to unload half a clip (or more) of your assault rifle into your hapless victim of choice.

Adrenaline Rush evolves to either lasting for an extended period of time or works to reduce health damage when active. I found that once leveled up to level 3, that Adrenaline Rush lasted for a sufficient amount of time and opted for the reduced health option as it was a nice useful bonus. What options suits you best depends on your style of play and I will go into more detail about how I choose to use Adrenaline Rush in the following tips section.

Concussive Shot is a heavy blast capable of knocking an opponent off their feet. It is undoubtedly a useful skill, as I have seen my Krogan ally use it to good effect many times, but I chose not to put points into it from the very beginning. I have heard it said that it is a ‘vital’ skill but I think it a skill that you can do without. I would like to hear from someone that used this skill and is a big fan of it but I certainly did not feel I was missing out and it did not seem to suit the way I like to fight.

Soldier Pros and Cons

Pros:

Deals more weapon damage than any other class
Greater health and larger health increases than any other class
Access to various types of weapons means you are well equipped to deal with any situation (and keeps combat interesting)
Heavy weapons can really be a life saver.
Can access third tier weapons for the Sniper rifle, Assault Rifle and Shotgun.

Cons

No Tech abilities.
No biotic defenses and limited biotic attacks
Soldier Tips

Being a soldier means that you want to be the main part of your squad’s direct attacking force. One given tactic is to team yourself up with a biotic and a tech (I liked teaming with Jack a lot and always took Tali, Legion or Mordin with me if ever I knew I was facing Geth) However, you can be equally effective teaming up with any two heavy hitters (like Zaeed or ‘Archangel’) but my favorite team (and the one I took with me into the final battle) was Miranda and Grunt.

When you add Miranda’s squad healing abilities to supplement your own high amount of health and the Krogans regeneration abilities & Fortification skill, you end up with a formidable fighting force that is very hard to kill (I do not think I had to use Unity once while using this squad tactic)

Adrenaline Rush can be, most effectively, used in one of two ways. The first, and most obvious tactic, is to kick it off as soon as you engage the enemy, giving you plenty of time to unload into targets before they get a chance to get into cover and attack you. The other way to make use of Adrenaline Rush is to ‘save’ it for getting you out of tight spots (i.e. big motherfunking invisible Geth appearing in your face). This is the other reason that I advise going with the reduced health damage upgrade option with Adrenaline Rush.

You have three options for augmenting your ammo. Incendiary is for all round general use (it turns out nothing in the universe likes to be set on fire) and I kept these rounds in my Assault rifle 90% of the time. Disruptor rounds are great at attacking shields or synthetics and so should be used when fighting Geth or other robots. You can continually swop ammo types around but I prefer to stick with different ammo types for different guns and so keep Disruptor rounds in my sniper rifle.

The last type of rounds were Cryo rounds capable of freezing a target on impact. I deliberately completely avoided assigning any points to this skill. I may have been put off of this skill by it’s underwhelming performance from the first game and while it may have been improved it did not really fit well with my Renegade attitude (I haven’t got time for you to stand around, I want you dead already!) Again I did not miss it and I would always advise to level skills all the way up rather than spreading you points across various skills. When it comes to killing, it is better to do one thing really well than to be bad at doing many things.

When you get the opportunity to steal one of your teammates skills I chose to learn the Barrier skill. While I could have taken an offensive move, I opted for a defensive one, despite being quite defensive already. It means that with all the defensive moves I can make use of I am nearly impossible to kill. (Top tip: When using Barrier it is tempting to engage the barrier as soon as you encounter enemies, when using it as a soldier you can wait until you lose your shields and allow your shields to return while the Barrier defends you)

Soldier Weapon tips

The assault rifle is a soldier’s best friend. Accurate over medium distances, with a high rate of fire and heavy amount of damage. You should be using the assault rifle for the majority of the game, only ever choosing to switch out to the sniper when enemies are out of range and saving the heavy weapons for emergencies (if you just died, then that was probably one of those emergencies). You have no real need of the pistol (unless you run out of ammo) and the shotgun is a little underpowered. I only made use of it when low on ammo and facing husks, or those robo-dogs. Really and truly though, nothing should make it through the range of your assault rifle.

The heavy weapons is where the greatest freedom of player choice is given. While some weapons are good for certain purposes, it will mainly come down to personal preference. I did not like the [flamethrower] as I found it to be much shorter range than most of the other heavy weapons and therefore meant I would have to get much closer to dangerous enemies than I found comfortable.

The M920-Cain is the most powerful weapon in the game and is best described as a handheld nuke. The only problem being that if you want to fire it you may need to book an appointment! It takes FOREVER to fire and this is longer than most of the enemies will allow you to stick your head out. It definitely saved my butt a couple of times but there were more times when I wished it had not been the weapon I had with me, and so I stopped taking it with me.

Again showing my anti-cryo biasis, I made no use of the M-622 Avalanche (a cryo gun or freeze ray as it would have been called in the 1950′s) I took it out on one mission, did not use it and never took it out again. Leave it out in the cold, you won’t miss it.

The M-100 Grenade Launcher is fine and can come in very handy in the earlier levels but is redundant once you unlock the missile launcher. Due to it’s large ammo capacity, greater damage and ability to home in on a target, the ML-77 Missile Launcher soon became my heavy weapon of choice.

When it came to choosing a weapon specialization I went for the Assault Rifle. Could have as easily gone for the sniper rifle option but the Assault Rifle picked up here was still my number one choice by the end of the game. Again I applied the same principle to this decision as I carry through out my leveling up – don’t be a Jack-of-all-trades, be a master of one.

Collector Edition Footnote

The Collector Edition version of the game came with a Collector’s Rifle and a really ugly freaky looking Collector’s Spacesuit of armor. The rifle is better than the ones you start the game with but I actually preferred the rifle you get from choosing the assault rifle specialization. The armor is great on paper with a boost to rush, a 20% health boost and 10% health regeneration. Despite having a great practical use (keeping you alive more) I opted not to use it for the majority of the game for two reasons.

Adept: Picking the right class for your own unique play-style is very important in Mass Effect 2. If your looking to play as a character who excels at crowd control as well as possessing the strongest biotics in the game, the Adept is the class for you. The Adept cannot take as much punishment as some of the more front line classes, or excel at close range, but with the right build and squad, mid-to-late game you’ll be slaughtering everything but bosses with ease. So, read on, and I’ll tell you which biotic abilities you need and which abilities you should avoid, as well as the best ways to combine abilities for maximum affect.

Adept Starting Weapons: Heavy Weapon, Heavy Pistol and Submachine gun

Adept Special Ability: Singularity. This ability allows the Adept to throw a biotic sphere, which is basically a mini black hole, at your enemies, which are drawn towards the sphere and held helpless in the air for a time. Singularity can be leveled up to affect more enemies (2-6) and last longer (5-9 seconds) depending how high you level it up and which of the two options you choose to evolve singularity into; Heavy or Wide Singularity. It is ideal for crowd control against weaker and unshielded opponents. When used in conjunction with Warp (fire off a Singularity and then strike the enemy with a Warp blast while he is still held in the air) the effects can be devastating. Singularity will momentarily slow even a shielded opponent and it is great for throwing some of the more cannon fodder-ish enemies into the air for your squad-mates to finish off while you turn your Warp and Heavy Pistol fire on a more powerful target.

Adept Pros and Cons

Pros:

Most powerful biotic class in the game and the best(?) class at Crowd Control.
A maxed out Warp ability hammers shielded and armored foes at a fairly long distance; can detonate biotic effects.
Wide Singularity can take as many a 4 weaker enemies out of the fight and block an entire entrance.
Once Jack’s (Subject Zero) Warp Ammo is unlocked, Warp becomes significantly more deadly.

Cons

No Tech abilities.
Majority of abilities ineffective against enemies with shields/protections. Use of Warp and firepower from teammates to strip some enemy protection is usually needed.
The Shockwave ability is not very useful unless maxed out and even then it comes as the cost of points better spent elsewhere.
No need for both Push and Pull. Better off picking just one.
Adept Tips:

The Adept is one of the more difficult classes to play in Mass Effect 2. The early game on anything higher than normal can be a bit of a pain since your not capable of taking or dishing out a lot of damage yet. It takes a number of levels before your biotic abilities start to really show their potential. Everything rests on your build. Warp and Singularity are invaluable and should be the first abilities you max out.

I recommend choosing Unstable Warp as your final Warp improvement. This will allow you to do significant damage to anyone around the enemy whose biotic effect (Singularity for example) you just detonated. The other final Warp improvement option is Heavy Warp, but it only provides a small amount of extra damage (40 points), and it only affects one target. You will be detonating a lot of biotic effects; trust me, go with Unstable Warp.

Now a case can be made for either of Singularities final improvements. Heavy Singularity keeps more enemies held longer whereas Wide Singularity effects an area almost half again as big. I prefer Wide Singularity because it allows you to block entrances and bridges. While I have managed to get six enemies in the air with Heavy Singularity, it is not that common. Being able to catch four enemies over a much larger area proved more valuable to me.

Pull and Throw are both useful, but you only need one of them. Even with the ability to Pull and then Throw enemies, you never really need both, especially since you should already have Singularity pumped up. In the end I found Pull much more useful for lifting enemies into the air so that my squad mates and I could finish them off. Pull recharges faster than Singularity as well. Once you have Warp Ammo and Unstable Warp at your disposal, your bread and butter are Pull and Singularity followed up by Warp all the time. Sure Push is handy in a few places for knocking people off ledges and the like, but Pull is ideal for picking up people behind cover. Though I have seen Shockwave used to good effect, its narrow area of effect makes it less than valuable unless maximized and even then you’d probably be better served putting the points into something else.

The trick to playing an Adept is to place your squad-mates so that they can take advantage of enemies who have been hit by one of your biotic powers. Once you are locked on to an enemy, aiming just up and away should allow you to launch your biotic attacks up and over most forms of cover. Singularity can get caught or blocked by cover at times, which is why Pull is also handy to have. I played with Pull and Warp hotkeyed, with Singularity resting on the Y button as always.

Your going to want to find Jack and get to work on earning her loyalty ASAP; Warp Ammo is a must have when your playing an Adept. Grunt is a great addition to your squad and he helps offset your weak weapons and protection. Even if you don’t choose Grunt, you’re going to definitely want at least one squad member who has access to the Assault Rifle. As to your third member, you can really go one of two ways. You could choose another straight up weapon based damage dealer or choose someone with a few Tech abilities to offset your dedication to biotics. I settled on Garrus. Your not going to really need another powerful biotic in your squad, but if you want to see some real craziness, throw Samara into your squad. Next stop: biotic Armageddon!

Engineer: One great thing about Mass Effect 2 is the different classes to choose from in order to tailor the game to your liking. If you want to try something different, something a bit more tactical, choose the engineer. While the engineer is not that powerful when it comes to pure firepower, the class excels at crowd control and distracting enemies, without having to fire a single shot. That is not an exaggeration. While the other party members may still use weapons, Shephard can actually clear a room solely with the use of the powers. So, read on, and I’ll give you my Engineer pros and cons, along with the power setups that I felt worked the best throughout the game.

Engineer Starting Weapons: Heavy Pistol, Submachine Gun, and Heavy Weapon

Engineer Special Ability: Combat Drone. This ability spawns a spherical combat drone that will attack the enemies and draw fire away from your squad. The drone is able to spawn behind any enemy that Shephard can target. While only one drone can be active at a time, the cool down time is one of the shortest at 3 seconds. This allows Shephard to place the drone where the player sees fit at pretty much any point in the battle. This drone can be upgraded to one of two completely different types: the Attack Drone and the Explosive Drone. The Attack Drone will actually damage an enemy instead of just annoy it while the Explosive Drone will detonate when destroyed.

Engineer Pros and Cons

Pros:

Engineer’s powers are made to distract or control enemies through use of AI hacking, Cyro blast, and Combat Drone.
Combat Drone will distract any kind of enemy, even bosses.
The short cooldown period of the Combat Drone means that while the drone is active, you can focus your other powers on the distracted enemies.
Overload(for shields) and Incinerate(for armor) are great for stripping the defenses of any heavily fortified enemy.

Cons:

Enemy Assault Rifles and submachine guns will eat through an Engineer’s defense if facing the enemy head on.
Limited to heavy pistol and submachine gun for good majority of the game.
This class is highly tactical. Don’t expect to rush into a room of enemies and fight them head on.
Careful planning is a must.

Engineer Tips:

That little drone will be your bread and butter when it comes to fighting as an Engineer. The Engineer is weak in both shields and health, which means that it has a hard time facing an enemy head on. In order to be able to safely pick off the enemy, level up the combat drone as quickly as possible. Don’t bother with the attack drone upgrade though. Both drones have the same amount of health, however, the explosive drone will deal 100 points of damage in a 6 meter radius once destroyed. The attack drone will only deal 40 damage per 3 seconds to one enemy at a time. Practically speaking, the attack drone will not do as much damage as the explosive drone and with a 3 second cool down period, you can keep sending these suicide bombers at the enemies in unending waves. It is also wise to spawn the drone as soon as you spot an enemy. It will definitely last longer than the recharge time, which allows you to use your other powers while the drone is distracting the enemy.

For the other powers, I chose to max out the Engineer’s passive Tech Mastery(Mechanic) skill, Full Cryo Blast and Improved AI Hacking as that gave me the most crowd control options. Tech Mastery allowed me to use my powers more often, while Cryo Blast and AI Hacking allowed more crowd control options. Full Cryo Blast allowed me to freeze multiple opponents at once, and Improved AI Hacking gave me another temporary ally with a huge shield. The AI Hacking was the most useful against multiple large mechs. After whittling one down to its health and hacking it, the mech would fight the other one until they both were close to being destroyed.

The other two abilities given to the engineer are Overload and Incinerate. Overload is perfect for taking down enemy shields and disrupting synthetics. Incinerate is great against armor and organics. If you want more destruction and less control, you can level up these two instead of Cyro Blast and AI Hacking. If you want the top tier for your abilities, you will have to choose between them all. Also, if you want Incinerate or AI Hacking, you will have to commit to Overload and Cyro Blast respectively as it takes three points in them to unlock Incinerate and AI Hacking. Since you will most likely want to max out the Combat Drone and Tech Mastery, you will have to choose between the two. You should also save some points to put into the bonus ability you choose, which limits yourself to one tree.

You also get to choose one other weapon about half way through the game to use. My Specialty weapon was an easy choice. Since the Engineer did not have the shields for close combat nor for enough time to line up a sniper shot, I chose the assault rifle as my primary way to take down armor. Taking down armor was crucial in order to use Cryo Blast as enemies will only be frozen in their health state.

Throughout the game I play tested with quite a few of the party members before settling on a few that I liked. Jack is probably one of the best party members to take with an Engineer. Her warp ammo is crucial in taking out enemies with defenses. It is also nice to combo her shock wave with the Cyro Blast to shatter the enemies into pieces. My other recommended party members are Garrus, Thane, and Samara. With so many ways to distract and turn enemies against each other, I did not feel the need for a powerhouse like Grunt. Both Garrus and Thane are great options if you want a sniper on your team. However, Samara has the Reave ability, which is probably one of the best abilities in the game as it can destroy shields, armor and health, while returning health to the player. Both Garrus and Thane have ammo types as their special ability, which was already useless as a fully upgraded ammo type can be shared among party members. Since I already had Jack’s ammo ability, I found no need to have another ammo type.

Vanguard: One of the strengths of Mass Effect 2 (and it has many) is the wide range of classes you can use to complete the game. For my first play through, I went with my old favorite from the original game: the Vanguard. When people ask me what a Vanguard is like, I usually tell them it’s somewhat like being a Jedi with a Shotgun. Yes, it is that awesome. You have access to biotic powers as well as powerful conventional weapons. If you’re new to the game or trying to decide on a new character, I’ll explain the benefits and disadvantages of playing as a Vanguard, as well as more general tips for enjoying the character as much as possible. Lono will also offer his own tips for playing a Vanguard as well.

Vanguard Starting Weapons: Heavy Pistol, Shotgun, Submachine Gun

Vanguard Special Ability: Charge. Initially, charge will seem like one of the most useless powers in the game. Essentially, since you charge away from your allies and smash into your enemies, you are separating yourself from the group and leaving yourself open to attacks from multiple enemies. As the game begins, the only situation in which you should EVER use charge is to finish off the last few enemies in a wave. The other way you should use charge is for defensive purposes: if you find yourself out of position, use charge to get your butt out of there and find cover. Later, you will be able to upgrade this ability to either “heavy charge,” which actually slows time and gives you a couple of precious moments to deliver heated shotgun blasts to your enemies’ chests or “area charge,” which knocks many enemies to the ground. “Heavy charge” is recommended, since pumping hot shotgun lead into stunned enemies is a special joy.

Vanguard Pros and Cons

Pros:

Interesting combination of battle savvy and biotic powers
Wonderful for players who enjoy close combat and shotgun blasts
By using a combination of pull/shockwave and cryo/incendiary bullets, you can effectively utilize the strengths of the Vanguard
Are you telling me you don’t want to be a Jedi with a Shotgun?

Cons:

Reliance on close-combat is difficult because the maps are larger than in the original game
Biotic powers are solid, but it takes a while for charge to become a worthwhile power
Fighting synthetics is sometimes difficult because incendiary bullets are rendered useless
While shotguns are excellent against shields and barriers, they are less effective against armor and have a limited range

Sentinel: Mass Effect 2 has a number of starting classes that allow a variety of ways to play the game. In my first play through, I chose the stout Sentinel. The Sentinel is a jack-of-all trades and the closest thing you’ll get to a “Tank” class in Mass Effect 2. In this guide, we’ll give you the pros and cons of playing as the Sentinel, along with some specific recommendations to get the most out of your play through.

Sentinel Starting Weapons: Heavy Weapon, Heavy Pistol and Submachine gun

Sentinel Special Ability: Tech Armor. This ability gives the Sentinel an indefinite energy shield that can be leveled up to give protection up to 100% of their base shield. When the shield is depleted by enemy fire, the shield will explode, sending out a shockwave against all enemies in your immediate vicinity.The shockwave also increases in damage and force as you level this ability up. This is the only defensive ability in the game that is indefinite, as Barrier (biotic shield), Geth Shield Boost (energy shield) and Fortification (Armor boost) last a set amount of time.

Sentinel Pros and Cons

Pros:

Good Biotic powers such as Throw and Warp that are always useful against organics
Good Tech powers such as Tech Armor and Overload that are useful against synthetics such as robots and Geth.
Good, but not great biotic and Tech powers, are great against boss enemies that have multiple defenses and enemies on Hardcore or Insanity difficulties.
Benefits from all biotic and tech upgrades

Cons

Abilities are useful to strip away barriers, shields and armor, but the Sentinel has no powerful offensive killer such as the Engineer’s Incinerate or the Adept’s Singularity.
Very limited weapon choices such as the Heavy Pistol and Submachine gun really limits the Sentinel’s offensive capabilities
Must rely on teammates for offensive punch

Sentinel Tips:

The Sentinel is a difficult class to play with. You’ll really need to have a good offensive character with you and a character that can provide some type of ammo ability to take full advantage of the Sentinel. Bringing Mordin, Grunt, Zaheed or Jack(for her warp ammo ability) can really make the Sentinel a useful character.

When you get the option to train another weapon class, I chose the sniper rifle. With Tech Armor activated, you can sit back and go for repeated headshots without fear of getting taken out from flanking enemies, as your Tech Armor will blast any foes that disrupt your Tech Armor shield, which will give you ample warning and time to defend yourself.

The Sentinel cannot do it by himself. The Sentinel needs his teammates to help finishing off bad guys. Turn your AI’s ability to use powers to “off.” You’ll need total control to properly stack powers to make full use of the Sentinel’s ability. Example: Use Miranda’s overload on a Krogan’s shield, Sentinel’s Warp to take his armor down and Jack’s Pull to pick the Krogan up so you can all finish it off.

Infiltrator: Infiltrator Starting Weapons: Heavy Pistol, Sniper Rifle, Submachine Gun (SMG)

Infiltrator Special Ability: Invisibility cloak. Let me tell you, this one is da BOMB! It can be used as both an offensive and defensive tool, which I’ll talk about later. The Infiltrator also has Tech abilities and is a master of hacking. This class is also can obtain the third tier Sniper Rifle. So, if you like to snipe while hidden from sight (ala Solid Snake) then keep reading!

Infiltrator Pros and Cons:

Pros:

Sniper Rifle, ‘nuff said
Cryo Bullets – these bullets turn enemies into ice sculptures which buys you some free time to reposition, until they melt, or you can continue to shoot them and they’ll eventually shatter into a million pieces.
Incinerate(!)
Invisibility cloak, but if you’d just hold your horses, I’ll tell you why it’s so good here in a minute.
Dashingly good looks.

Cons:

No assault rifle :( At times I wished I just had a friggin assault rifle.
No shotgun. I have happy dreams of using the shotgun with the invisibility cloak. Was Bioware purposefully being D-bags when they did not include the ability to use a shotgun with this class?
While cloaked, you cannot heal yourself or regenerate your shield
No peeping tom ability to accompany the invisibility cloak. Maybe that’ll come in Mass Effect 3: Leisure Suit Larry edition.

Infiltrator tips: Where do I begin? Let me put it this way, the Infiltrator has a bunch of tricks up his sleeve!

Attacking: The infiltrator has two different ammo types. Cryo and Disruptor. As briefly mentioned, the cryo bullets will turn the enemy into a block of ice, which incapacitates them for around 5 seconds (time varies with upgrades applied) and allows you to shatter them by following through with a few more rounds. The enemy doesn’t freeze with every shot you take, but the less shields and armor the enemy has to protect them, the better the chances of freezing them. This works great with the sniper rifle in the areas where you can see the enemies entering from a distance.

The disruptor ammo gives you added damage bonuses when fired on synthetics and shields. This goes great with a Heavy Pistol or SMG when synthetics make their move and close in for close quartered combat.

Incinerate. This is one of the best attacks in the game! It’s a heat seeking flaming ball of fire that does damage over time! It’s amazing! I have this ability set to my left bumper, so with a quick tap of LB, someone’s going to catch fire! Oh yeah, and did I happen to mention that it’s heat seeking? If you got a baddie hiding behind a box and he refuses to pop out, you put your aiming cursor about a meter or two over his head and then launch the incinerate attack. The fireball will work its way around the box and smack your target. It sets them on fire and proceeds to damage the victim over a three second period. This ability is perfect if you’ve got to reload your weapon and you have a baddie closing in on you. Pop him with a fireball and it’ll be done with.

Invisibility cloak. This ability is amazing! It has so many different applications! First off, let’s talk about when you’re on the offensive. The Invisibility Cloak is a timed ability that lasts for about 4 seconds when you first start off. In addition to making you completely invisible, you get an attack bonus when you shoot at someone while cloaked. One obvious strategy to use with this ability is to hide behind a box, pull out your sniper rifle, cloak yourself, then pop up and take your time to aim for the perfect headshot. The second you shoot your gun, you lose your cloak, but you definitely have enough time to find your mark and unload several shots without getting too badly hurt. Another very useful strategy for this ability is to use it to flank your enemies. Cloak yourself, run to their flank and then unload on them with a submachine gun. Works like a charm!

In case you haven’t read any where else, each ability has four levels, with the fourth level allowing you to choose between two permanent bonuses for your upgrade. With the invisibility cloak, you can either increase the duration of the cloak, or to add more damage when you shoot someone while cloaked. I picked the later. So at level 4, I’m invisible for 6 seconds and have a 70% increase in damage when I shoot an enemy.

Hacking. It allows you to turn any mech against it’s own team mates. It’s great for turning an enemy mech or Geth into a bullet sponge for a few seconds while you regroup, re-cloak and reposition your sniper scope on a baddie’s forehead!

Defending: The best tool that the Infiltrator has to defend himself is the Invisibility Cloak. If you’re under some serious fire and you’re not going to make it, hit your hot key (it’s set to Y for me) to cloak yourself and find some hiding! When you’re cloaked, the bad guys will immediately turn their attention to your teammates, so it gives you time to run away and find some cover. A couple things to be aware of: you do not heal while you are cloaked! If you only have a sliver of health left, and you cloak yourself and run away, you’re still only going to have a sliver of health left when your cloak wears off. The other thing is, the second your cloak wears off and regardless of whether you’re hidden or not, the enemies attention immediately turns back to you. They magically know where you are even though they couldn’t see you. Seriously, though, this has got to be the best ability in the game, hands down.

Another defensive tactic comes from the hacking ability. For the split second that the enemy is hacked and is drawing fire from 10 other mechs, their attention is off of you. This will probably save someone once or twice somewhere out there.


OMGZ.....

That was fun to quote......But it kinda of turned into power descriptions so....

:\\

#7
MANIACALx0N3

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Hmm.. Another question.. If I beat the game on Hardcore for My first playthrough (Finishing everything I can) then I do the 2nd playthrough on Insanity for the Achievement, For ME3 I'd have to import the Lower level save right? =/

#8
Golden Owl

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MANIACALx0N3 wrote...

Hmm.. Another question.. If I beat the game on Hardcore for My first playthrough (Finishing everything I can) then I do the 2nd playthrough on Insanity for the Achievement, For ME3 I'd have to import the Lower level save right? =/


No, I'm more than sure not....I have done the Insanity run on ME2 and locked in the achievement, I have checked it stays locked in no matter the settings of my subsequent games....All your games will be flagged with the Insanity Achievement once you have it.

#9
MANIACALx0N3

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I mean.. I'd have to Import the Low level file if I want all my actions to go towards ME3. Seeing how if I start an Insanity run with the same Character wouldn't it overwrite it? Meaning I'd have to complete every single thing again on the Insanity playthrough..

#10
Kronner

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You get a separate file for every NG or NG+ you start. If you finish the game (file), you can import that file to ME3.

Modifié par Kronner, 09 juin 2011 - 07:34 .


#11
Golden Owl

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MANIACALx0N3 wrote...

I mean.. I'd have to Import the Low level file if I want all my actions to go towards ME3. Seeing how if I start an Insanity run with the same Character wouldn't it overwrite it? Meaning I'd have to complete every single thing again on the Insanity playthrough..


Nope, I have done exactly that and the Achievements remain locked in...it also carries over to completely new Sheps....The Achievements stay locked in.

#12
Bozorgmehr

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When you have the achievement you're done. The only thing worth noting is you need to play Tali's recruitment missions (start to finish) on either HC or Insanity to get the Geth Pulse Rifle (if you want the thing that is :)

#13
MANIACALx0N3

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Kronner wrote...

You get a separate file for every NG or NG+ you start. If you finish the game (file), you can import that file to ME3.


Then what do you recommend I do for getting My character to 30 and get all the missions done? Do I beat the game once as a rush job, Then on My 2nd playthrough I get to 30 and Complete all the side missions and everything.. And then have my 3rd run be on Insane with a Lvl 30?

I'm just trying to make it so I'll be importing a Lvl 30 character with everything done to ME3, Instead of beating the game at like 25 and missing some missions, Or getting to 30 on Insanity and having to actually beat the game for the achievement and miss out on doing missions because its too hard..

Sorry if this confuses anyone, Just try and think about what I'm saying.

#14
Bozorgmehr

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You can easily reach level 30 with a single playthrough, plus you can continue after the Suicide Mission if you want to. Every save after completing the SM can be imported into ME3.

Using a ME2 import (to play NG+) can be harder than a normal new game due to losing all upgrades while enemies do not. If you're going for the Insanity achievement, you're likely better off starting from scratch (or better, using a level 60 ME1 import).

#15
MANIACALx0N3

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Bozorgmehr wrote...

You can easily reach level 30 with a single playthrough, plus you can continue after the Suicide Mission if you want to. Every save after completing the SM can be imported into ME3.

Using a ME2 import (to play NG+) can be harder than a normal new game due to losing all upgrades while enemies do not. If you're going for the Insanity achievement, you're likely better off starting from scratch (or better, using a level 60 ME1 import).


Thanks for the info, I wasn't sure weither or not if you would be able to continue after the final mission.. So I'll still be able to go and finish whatever side missions I have left so I can import a 100% complete save file? o:

And I didn't know if you could make it to 30 with a single playthrough, Seeing how I have all the DLC I should have atleast figured all that would add up. But I heard its better to do a NG+ for the insanity run because everyone says you get murked with a fresh char.

#16
ryoldschool

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(1) If you import an ME1 char you start out at a higher level.
(2) After additional playthroughs you get a 25% bonus in experience points for each level completed, so that plus the DLC makes it easy to get to 30( imported char or not ).