I've seen already many different build suggestions for this character, that I don't consider optimal: some skip fitness entirely (which makes him really hard to play on gold/platinum) while others skip proximity mines, which I consider very important when dealing with bosses.
I've been playing him for quite a while and I've used several reset power cards in order to get what I consider the more viable build for gold/platinum (which includes a mix of survivability and damage) and that can be used effectively with sniper rifles or shotguns. I'm not saying that this is the only viable build, but for me it is the one that works best.
Sniper Build:
Tactical Cloak - 6 - Damage, Recharge Speed, Sniper Damager
Proximity Mine - 5 - Radius, Damage Taken
Energy Drain - 6 - Damage, Drain, Damage
Salarian Operative - 5 - Damage & Capacity, Power Damage
Fitness - 4 - Durability
Main weapon: Any sniper rifle - I personally use the Black Widow + Extended Barrel + Piercing Mod
Side weapon: Scorpion ULM + high caliber barrel (useful when fighting phantoms or dealing with several low level enemies)
Gear: Operative Package
Shotgun/AR Build (updated to reflect the suggestions made by Miniditka77):
Tactical Cloak - 5 - Damage, Recharge Speed
Proximity Mine - 5 - Radius, Damage Taken
Energy Drain - 6 - Radius, Drain, Armor Boost
Salarian Operative - 6 - Damage & Capacity, Power Damage, Weapon Damage
Fitness - 4 - Durability
Main weapon: Saber / Piranha / Claymore / Harrier
Side weapon: Scorpion ULM + high caliber barrel (useful when fighting phantoms or dealing with several low level enemies)
Gear: Densified Ammunition / Shotgun Amp / Assault Rifle Amp / Omni-Capacitors / Engineering kit
Explanations of the powers:
Tactical Cloak: this is an infiltrator's most important power since it provides invisibility and a huge damage bonus. Since this is a non melee character, I chose recharge speed as evolution 5. Evolution 6 Sniper Damage is mandatory if you are going to use a sniper rifle, otherwise just skip it and add a 6th point to Salarian Operative.
Proximity Mine: you don't need 6 levels here, because the most important evolution and the one that justifies it is evolution 5 Damage Taken, which gives a a huge 20% multiplicative bonus of all damage against the target that receives the impact. This bonus, together with the TC bonus makes the destruction of an Atlas, for instance, very quick. Since the debuff is more important than the damage itself, it is better to select Radius as evolution 4.
Energy Drain: it is very important because of two aspects: it strips the shields of enemies and recharges yours. For the sniper build, the reason for damage in evolutions 4 and 6 is that with them you can strip the entire shield of Nemesis, Centurions, Engineers and Marauders on gold without any consumable - if damage is not chose on both, there will be a bar left on a Nemesis shield. For the shotgun build, since shield gate is not a problem and you'll be more exposed, it's better to choose Radius and Armor Boost, in order to have a better chance to recharge your shields and also because of the damage resistance it grants (thanks Miniditka77). Evolution 5 basically allows you to restore 100% of your shields after a drain - a great bonus to survivability.
Salarian Operative: evolution 4 damage and capacity is good because of cooldown bonus and also because it increases the damage of Proximity Mines and Energy drain. This same is true for evolution 5 and that's the reason I chose it instead of Headshots bonus. It may sound contradictory for a sniper, but by using Black Widow X, I can already with one headshot kill all lower level enemies (Guardians, Nemesis, Centurions, Engineers, Marauders, Cannibals, etc) and since the headshot bonus does not apply to bosses, I find it useless. It may help those using Indra, for instance, so you may take it. Evolution 6 weapon damage is very good for those using non sniper rifles, but for the later, Tactical Cloak evolution 6 is far better.
Fitness: some skip it entirely, but I find it very difficult not to die on gold or platinum with a zero fitness character. While I bet there are some who can, I'm not among them. 4 levels here is a balance between zero and full fitness and I found it to be a good trade-off.
How to play it:
Cloak + Energy Drain + Fire - when dealing with low level shielded enemies
Cloak + Proximity Mine + Fire - when dealing with bosses and unshielded enemies
Modifié par rlro, 24 août 2012 - 01:16 .





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