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Hit and Run: The Obscure Infiltrator Build


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#1
Crepe100

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 Note: Please go easy on me this is my first guide, so if it seems lacking just tell me and I will update it, if it is necessary.

Introduction

When I first started playing Mass Effect 2 I found it easy to stick to the soldier, very easy, and I loved it, I could easily decimate enemy ranks while not even having to care about losing health, with my Adrenaline Rush maxed out, I felt invincible. Then I started playing the infiltrator, and I was terrible. I tried so many builds, an agent build, assassin build, even a crowd control technician, but none of them suited my style of gameplay. So I thought, why not mix the soldier's style with the infiltrators, and thus the Hit and Run Infiltrator was born. It's mechanics rely on using the cloak to easily flank the enemy, while using your squad mates to create a deadly crossfire once you reappear. Once you reappear, that is when your generously; replicate hell, shock and awe. Use your squad mates and your own powers to occupy, control and pick off your weaker enemies, while using the crossfire to take out the more important enemies.

Build Overview

Hit and Run Tactician
Disrupter Ammo - 6
Cryo Ammo - 10 (Squad Cryo Ammo)
Cloak - 10 (Enhanced Cloak)
Incinerate - 10 (Incineration Blast)
AI Hacking - 1
Operative - 10 (Agent)
Geth Shield Boost - 3

Weapons: 
Assault Rifle (Collector Ship): M-96 Mattock
Sniper Rifle: M-97 Viper
Sub-Machine Gun: M-12 Locust
Handgun: M-3 Predator
Heavy Weapon: M-100 Grenade Launcher or M-920 Cain (For missions with lots of big bad guys, such as SM)

Analysis

Disrupter Ammo:
I only put six points into this power as it is rather situational, albeit very useful when it comes to shields and synthetics. But the six points comes in handy when flanking synthetics, and allows you to easily gain a one up when on the offense.
Situation: Use against Synthetics and Shielded enemies

Squad Cryo Ammo:
The squad cryo ammo is very useful in most if not all situations, especially when the enemy out-numbers you. Once you come out of hiding, in-between you and your squadmates, the weaker enemies will start freezing up, and after that you can easily pick them off, or move onto more difficult targets.
Situation: Use whenever your squad doesn't encounter an enemy one of their or your other ammo powers can't handle; very handy against husks.

Enhanced Cloak:
It's really quite simple, all Infiltrators should have 10 points invested in this power anyhow. Agent was chosen as it allows you to easily flank the rear of the enemy with enough time left (usually) to open up a devastating attack. If you ever find yourself in a sticky situation and you are pretty sure your squad-mates can handle the enemy, you can easily pop another cloak to find yourself some cover.
Situation: Use in every major fight to flank the enemy

Incineration Blast:
Once you release yourself from the binds of the cloak, you can fire off an incinerate at the bulk of the enemies. Usually this would only hurt the main target, and slightly hurt nearby enemies, but the blast allows you to take advantage of enemy grouping by damaging most of the surrounding enemies as well, allowing you to control the pace of the battle as well. This also allows you to force yourself upon the burning masses as part of the 'shock and awe' technique.
Situation: Use against armoured enemies and unprotected organics (preferably bunched together, could be mixed with a squad members 'pull' ability to set alight multiple targets in the air).

AI Hacking:
This power is extremely situational, but the 1 point can come in extremely handy when you want to reveal yourself to synthetic enemies such as the Geth in Legion's loyalty mission. If you flank the synthetics then hack one of the unprotected enemies, this will distract the enemy as you light them up with the Disrupter Ammo.
Situation: Synthetics.

Agent:
The added power duration allows you more time to flank the enemy, and partnered with other tech duration bonuses, you have a large amount of time to gain the tactical advantage over the enemy, just hope that your suqad-mates are capable enough to hold the line while you are gone.

Geth Shield Boost:
I only put 3 points in this bonus power, because it can be rather handy, but it isn't the most useful power, although it is hardly the worst. If you are over-powered because if wrong judgement of flanking, or the enemy is outnumbering you, but you want to continue the fight instead of give up momentum (via cloak), you can just pop a shield boost then fly to nearby cover.
Situation: When you find yourself in the heat of battle and have a lack of shields; use when you don't want to lose your momentum.

Squad Member Use
I'm going to do this in a set-up to show which squad-members are best for which enemy types.

Synthetics:-

Miranda: Miranda is useful in almost all situations, but with synthetics before you break you cloak, you can use Miranda's Slam to loosen up the enemy's defences, and then when the battle is well on it's way you can use Overload to take out an enemy that is pestering you (or preferably if you can re-do you teams points via Shadow Broker, you can give Miranda area overload for synthetic heavy missions).
Tali: Tali although rather useful against synthetic enemies, generally only uses that when you have broken cloak. Once you have broken your cloak you can use her Combat Drone to occupy mutliple enemy synthetics, or she can use her AI hacking abilities to give you another squad member for a short amount of the fight, this will also distract your enemies and allow you to give them a few shots in the back. Tali can easily become overwhelmed though when you have cloaked, so her loyalty power, Energy Drain, can come in useful for her if you activate it on a shielded enemy.

Mercenaries: Blood Pack:-
Grunt: When enounctering Blood Pack mercenaries, if you disable Squad Cryo Ammo, and activate Grunt's Incendiary Ammo ability, Grunt literally becomes a walking, talking, Blood Pack killing machine. His high resistance to damage allows him to cut swathes through enemy Vorcha lines as their regenerative health get's stopped by his ammo, and when he encounters Krogan, the Concussive Shot ability combined with the Incendiary Ammo power allows him to easily take them down a notch. If he becomes overpowered (unlikely), you can activate his Fortification loyalty power which allows him to keep on going. When breaking your cloak it is advised you send Grunt forward into the thick of things while you take out the enemies rear, a movement which easily dissipates the enemy.
Mordin: While Grunt charges ahead, and you fire off into the flank. Mordin should hang behind, preferably in cover. While Grunt is taking the heat, you can Mordin can clear the enemies regerenative abilities and armour by popping incineration blasts. His cryo blast ability allows him to control the enemy if they ever leak past Grunt's vanguard, and his Neural Shock loyalty power gives him the edge when combined with Grunt against Krogans, Grunt staggering the enemy with Concussive Shot, while stopping his armour and regenaration with Incendiary Ammo, whislt Mordin cuts down the Krogan's armour with Incinerate and staggers them with Neural Shock.

Mercenaries: Blue Suns:-
Miranda: When encountering Blue Suns, I noted that they usually use shields as their main form of protection. So not only are they organic (which gives Miranda help when using her biotics), but they have shields that can be torn apart by Overload. When flanking the enemy I suggest Overload the more powerful enemies shields, or you could use Slam to occupy the weaker enemies. Warp i'm indifferent to, it is only useful in the circumstances that you will be facing an unprotected enemy, but I suggest you only use it when there isn't amny enemies, Slam causes damage as well as occupies one enemy, Warp only causes the damage.
Zaeed: When the enemy has noticed you, you can use Zaeed's concussive shot to stagger (or kill) one of the weaker enemies to disrupt the enemy formation, and activate Zaeed's Disrupter Ammo powers to easily dissipate the enemy shields (although I advise sticking to Squad Cryo Ammo when not in the prescence of enemy shielding). Inferno Grenades can be used to easily make the weaker enemies panick causing them to break formation even more, giving you a larger tactical advantage.

Mercenaries: Eclipse:-
Miranda: Once again Miranda comes in rather handy here. Eclipse usually use Barriers and Shields instead of Armour, as well as generous use of synthetics. So Miranda's Overload and Warp abilites come in pretty handy when encountering Eclipse mercs. When flanking enemies I advise using Warp to take down enemy Barriers first, then if you have enough time afterwards, use Overload to take out enemy shields. The reasoning for this, is I have noticed Eclipse enemies using Barriers most of than not tend to be rather dangerous (Commandos etc.), so stripping away one layer of defence allows you to easily take them out when you open up the crossfire.
Samara (I have never unlocked Morinth by the way): With area Reave, if Samara aims for an area with enemy biotics as well as conventional enemies, she will not only recieve a boost in health, but it will also severely knockback the enemy, disabling the biotic's barrier, and staggering the unprotected organics, leaving you able to mop the floor with them. He pull and throw abilites are extremely useful for crowd-control, so if you ever find yourself overpowered by the enemy, she can use either of these abilities (area specialised preferably) to scatter the enemy allowing you to regroup yourself.

Huskified Enemies:-
Mordin: If Mordin is held back behind cover, he can easily use his Cryo Blast to freeze multiple normal Husks, allowing you to regain your concentration and aim for the more powerful and dangerous targets such as Abominations, Scions and Praetorians. His ability Incinerate (blast preferably) allows him to take out Scion's armour as well, so that these pests do not hassle you for too long, and if blast is procured it can also affect the Scion's nearby vanguard of husks quite well.
Samara: Samara's two crowd control abilites, pull and throw when specialised into the area tree, allow her to take care of main husk threats when they charge you. If she is placed nearby, but in front of Mordin, she can allow him to pull off his more powerful antin-husk abilites, as well as allowing you to pull off some great shots on bigger enemy threats.

Collectors:-
Miranda: By now you are probably sick of hearing her name. Against Collector's, she can use her Warp ability to cause trouble to their barrier protections, and she can also use her Slam to occupy some of the weaker Collecotr enemies while you pick them off in her stead.
Thane: Thane's warp ability allows him the to also strip away the enemy biotic defences, so that when you reveal yourself, you have the luxury of being able to clear up to two enemy defences, giving you a large advantage over the enemy. His throw power allows him to occupy one of the weaker enemies while you take care of the other enemies that are not currently occupied by your squadmates.

#2
capn233

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Hmmm.

I disagree with a few things. Will address them in mostly in order.

Weapons:
Viper is viable with the Infiltrator I suppose, but it does somewhat overlap with your choice in AR, or really any AR. Not that this is terrible, as there will be overlap anyway (taking Shotgun overlaps with SMG to an extent). Since you are hitting and running it would seem to me that you would want a high burst damage weapon like the Widow. This is coming from a Viper lover. This is nearly a minor nitpick though, and may be somewhat countered by a point I reference later.

The next two are not. Why the Locust? Especially when you have the Vipers and Mattock? You have mid and long range more than covered with the pistol, Mattock and Viper. You have armor covered with those guns and Incinerate. Take the Shuriken or Tempest for more anti-shield/barrier and better close range punch. Additionally both of those are better with Cryo ammo.

As for the Predator, maybe this is debatable, but you have more than enough precision at range and personally I think the Carnifex is the choice as you also have more than enough thermal clips between your weapons for any encounter. Carnifex will one shot freeze a husk after its armor is gone.

Powers:
You do not need maxed cloak in all situations. Partly because this is one of the weaker signature powers in the entire game. This is due to the mechanics of the game and how the AI reacts as well as the nature of shared cooldowns. For a pure damage boost many times it is better to power-reload with Incinerate rather than bother cloaking. And as for flanking, it is quite possible to do that with less than maxed cloak or no cloak. The other issue is that you have chosen Enhanced. There are hardly any situations where the extra time is useful, except really for cheese. At least from an efficiency standpoint. However, if you like the extra time for fun that is ok.

Ammo powers are situational. Cryo is game changing on a few missions, but it is not a significant boost for most missions to warrant the waste of points in Disruptor required to unlock it. In fact I prefer Disruptor for the majority of the missions in the game because it gives you more points to place elsewhere. Where you want Squad Cryo is on the Derelict Reaper, Tuchanka, husks or melee creature side quests, and then perhaps Collector storyline missions. Otherwise it is about a wash. You do have a couple good weapons for Cryo so that will help, but you should switch SMG and Pistol if you are trying to freeze everything.

As for AI Hacking, I do not bother putting points in it except on synthetic heavy missions, which all occur after Horizon (where you gain the ability to respec). But for a place to park an extra point it isn't terrible. For the Geth missions though you should drop Cryo and switch to Improved AI Hacking.

Incinerate is the best power a vanilla infiltrator has. I agree with the Blast evolution. Use it against shields and barriers and it will still be relatively useful. That is why I do not drop incinerate during synthetic missions.

I don't notice a whole lot of difference between the two passive evolutions. With the Viper I would probably lean towards Agent, but it isn't a game breaking difference either way.

I absolutely disagree with GSB though. Cooldown is way too long. You could use Energy Drain or Reave, even though I don't particularly care for those on an Infiltrator either. Neural Shock is the hot ticket with a fast cooldown and organic stun. Great at 1pt. It's a tech power so it goes with Infiltrator. Would compliment hit and run attacks well. However, it is somewhat redundant if you are set on Cryo for every mission. Still usable of course, but you would need to avoid using it on freezing targets as that is a waste of a C/D. There are of course the ammo powers, but that is more like a bonus to get to not really have a bonus power at all.

Squad:
You are on the right track here. However I am disappointed that you did not include your good buddy Garrus. Especially for Synthetic missions or even Blue Suns / Eclipse. Garrus has the hands down best squad member Overload. I pair him with Miranda for Haestrom for Overloads galore. I usually take him on Tali and Legion's missions as well. Hell, I take him nearly everywhere, but I admit that is not because he is necessarily the best on the other missions, just that he is cool. That does not change the fact that he is great against Synthetics and Shielded enemies though. Plus he can take the Viper which is good at freezing with Cryo, or an AR which is decent.

If you have the Kasumi DLC then she is also quite good on nearly every mission. Improved Flashbang is one of the best squad powers. It instakills unprotected husks, stuns organics, ragdolls unprotected organics, and is somewhat broken against Harbi (lasts 50s for some reason). And she can equip the Tempest, which is probably the best squaddie weapon for Cryo Ammo.

Jack is decent as well, She has rapid Pull Field. Shockwave is ok, somewhat situational, but it isn't the greatest in combo with Cryo. All in all perhaps Samara is a little better with your build so I can understand why she might not get a mention.

As for Tali, I do not use her except for old time's sake. Her drone is ok, but it is a long C/D. You have hacking so not necessary to use hers. And shotguns are terrible on the squad unless you have the GPS. If you do, then fine, but I would rather replace her with Garrus or Legion, or even a biotic.

So I typed a lot, but consider it some minor criticism and mostly suggestions. The build you have will of course work.

Modifié par capn233, 03 mars 2012 - 10:01 .


#3
Fortack

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Good Guide OP. It's not the Infiltrator I would play, but it should be quite effective and fun :)

However,

Crepe100 wrote...

AI Hacking:
This power is extremely situational, but the 1 point can come in extremely handy when you want to reveal yourself to synthetic enemies such as the Geth in Legion's loyalty mission. If you flank the synthetics then hack one of the unprotected enemies, this will distract the enemy as you light them up with the Disrupter Ammo.
Situation: Synthetics.


AI Hacking is the most powerful ability in ME2, and not situational at all. There is nothing that can get close to its power - both in terms of effectiveness and awesomeness! Hacking one enemy at the right time and right place will win entire fights. You'll be playing in godmode while it lasts ;)

capn233 wrote...

As for AI Hacking, I do not bother putting points in it except on synthetic heavy missions, which all occur after Horizon (where you gain the ability to respec). But for a place to park an extra point it isn't terrible. For the Geth missions though you should drop Cryo and switch to Improved AI Hacking.


Geth missions are obvious, but the single most important thing about this power is on whom you're going to use it - not all Geth are good targets. ME2 has roughly two types of enemy behavior: Those that understand the concept of cover; and those who don't. The former are (potentiall) bad targets, the latter are perfect. I'll explain:

Geth Troopers use cover, and hacking one can (and frequently will) make them come to you to find a cover spot nearby to attack their former pals. You don't want that. When the hack ends they will be in perfect backstab position which is very bad news. Furthermore, everyone who uses cover will not draw enemy fire while they're hiding. The one thing that makes AI Hacking so insanely powerful is that you can have something that will soak up all enemy fire. But to accomplish that you need the target to be between you and the enemy AND out in the open.

The Geth you do want to hack are the Primes (rare though); Hunters; and, best of all, Destroyers (they will inflict huge damage). These Geth do not use cover. They will advance towards the enemy which pretty much ensures they are going to be closer to the enemy (lines) than Shep and his/her pals are. The AI will always attack the closest enemy in sight, hence why all enemies will target the Prime, Hunter, and/or Destroyer.

This leads to the thing most people seem to overlook - mechs. All mechs are perfect hacking targets. LOKI, FENRIS, and YMIR mechs don't understand cover either. They, like the Geth mentioned above, will always move towards the enemy thus draw all aggro and take all enemy fire. Having a (hacked) mech between you and the enemy means you'll have a (synthetic) "meat" shield - they will soak up all damage! They are glorious ;)

Mechs can be found in nearly all missions: Intro; recruiting Garrus, Jack, Grunt, Thane, and Samara; plus when gaining the loyalty of Miranda, Jacob, Kasumi, Zaeed, and Garrus; plus nearly all N7 Assignments, LotSB, Overlord, and Arrival. The times when AI Hacking is not useful (useless actually) are rare - AI Hacking is anything but a situational power.

This topic might give you some idea how good AI Hacking can be : social.bioware.com/forum/1/topic/261/index/5743362/1

^_^

#4
goofyomnivore

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AI hacking is wonderful on three or four missions. I wouldn't call it one of the best powers though. The only time I've felt needed to hack a YMIR mech was at the end of Garrus's loyalty mission.

This is a good built Miss Yuna of Atlanta did a Infiltrator build like this, but they didn't take Cryo they bonus powered Armor Pierecing Ammo.

#5
capn233

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There is a difference between useless and having less utility than a point spent in another power. You don't have 51pts the entire game unless you started NG+. Sure there are many missions that may have a Loki or 2, but that absolutely does not mean that AI Hacking is somehow the greatest power. Especially considering the utility of Incinerate in every single mission of the game.

Perhaps if you avoid the ammo powers altogether then make sure there is an AI Hacking point, but usually mechs are easily enough to dispatch with something to strip their armor and disruptor ammo OR a power to ragdoll them.

#6
Ekemeister

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I agree with Fortack: good guide. However, I prefer the "finger of god" assassin infiltrator, because let's face it, the M-98 widow is a heavy weapon that runs on thermal clips. Your hit and run infiltrator is practially invisible due to enh cloak's extremely low cd. The build works well for what it was designed for. I disagree with you about disruptor ammo. Disruptor ammo wrecks synthetics and annihilates shields. SMGs also destroy barriers, and if sentinels step to you, express order a concussive shot and heavy warp. Afterwards, proceed to make sure that their mistake is a fatal one.
On the other hand, cryo ammo feels woefully underpowered against most enemy groups due to cryo ammo does nothing against enemy defenses and does not slow down fire-rates either. (ME1 snowblind rounds; I miss you T_T). The best use that I found for squad Cryo rounds was against trash mob mechs or unarmored krogan which only have health. However I played with squad cryo on my first few ME2 playthroughs, nothing is more beautiful than a hailstorm induced by team crossfire.

My "finger of God" build:
-Squad Disruptor Ammo
-Heavy Incinerate
-Assassin's Cloak
-Tungsten Ammo
-Infiltrator: Assassin Spec
-1 point in AI hacking

Also get the the M-98 widow. I put squad disruptor on my smg, which wrecks synthetics and shields, and I apply AP ammo to sniper rifle. Tungsten adds a wooping 70% instant weapon damage against all Armor & Health. Switching between these two weapons basically takes care of every almost defense in the game. If you wish to conserve sniper rifle ammo, heavy incinerate and heavy pistol are nice alternatives to the good ol' M-98 elephant gun. Heavy incinerate, tempest, and the locust are also super effective for morphing trash mobs into raw chili or freshly blent metal. Additionally, Heavy incinerate makes pyros and volatile cannisters explode on impact. Lastly since the assassin's cloak will have about a 4 sec cd with the class spec, feel free to use it liberally. That's what cloak is for.

For armor suit choices, the main idea is to get as many armor pieces that add more headshot damage, weapon damage, ammo, and mobility. The previous list is in order of priority from greatest to least. I recommend the n7 ammo pack gloves for a total of 13 rounds on the M98, the visor for headshot damage, and stimulator greaves for faster sprints since position is kinda important. The idea is to effectively turn the Mantis and widow into heavy weapons through sheer power and make sure shepard can pull off the shot from cloak.

So, basically find a target, pop cloak, headshot, then profit. For bosses I'd suggest ridding them of their silly shields/barriers first, then pull out the big gun and drop them. If you encounter anything that you don't feel like one shotting after a few overloads or warps, then just slap them with a round from the "Nuke Launcher". Then finish the job if they got lucky.

OP, I've honestly considered trying the build you posted (with the above listed ammo powers), the thing is I tried this build first and fell in love with it. Now,:lol: I can't pull myself away from it. I even hit unkillable status during the reaper artifact scene in Arrival. The artifact had to pulse so the soldiers could capture me.

As a last note: if I may be so bold, i'd suggest using the viper rifle in your hit-and-run build since it shoots like a mattock with a scope and makes use of the time dilation. Then if anything looks like it might reach mid or short range, switch to assault rifle and make it a bad day for them. Lastly, I'd sincerely recommend trying Tungsten ammo and another defense stripping ammo power (i suggest squad disruptor since it's already there ;)). I was originally also a skeptic since I absolutely loved snowblind rounds from ME1, but I tried it and didn't want to go back.

#7
capn233

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You should run Disruptor on your Widow if you are fighting shielded enemies though :)