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Salarian Infiltrator Gold/Plat build (updated)


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#1
rlro

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I decided to make this little build guide in order to help those who are willing to play one of my favorites classes in this game: Salarian Infiltrator.

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 .


#2
longgamma

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Hi, I use this build and with a black widow or javelin, and a power amp kit, you can easily bypass shield gate. I get a 81 pc cooldown with a bw 6 and talon with ulm, which is more than enough for happy sniping. Also operative package gear bonus is a great kit for him as it boosts both ED and the sniper damage.

#3
dumdum2

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I was about to ask why you even put any points in fitness on that class, but you explained it quite well in the end.

Personally, I don't put any points in fitness on my SI for gold and platinum runs, don't need it. My build is always 6/6/6/6/0 with that one. Almost never die on gold with it but can die a few times on platinum if not careful.

So you should make a build for people who know how to survive without fitness as well ;)

Modifié par dumdum2, 22 août 2012 - 03:59 .


#4
friedricethem0n

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 I don't see the point of recharge speed evolution on tactical cloak. Actually, I don't see the point of taking it past rank 4 - damage increase. Tactical cloak cool down is tied directly to how long you spent in cloak. With a 5 second cloak, I don't think you will be spending much time in it.

I prefer a 4/6/6/6/4 build myself with tactical cloak and fitness up to rank 4. It's a solid build for Gold. As for Platinum, there is no such thing as a platinum build as in platinum, high DPS weapons (pirahna) will trump powers anyday. In other words, there is no such thing as a sure fire platinum build. There are optimal gold builds though.

#5
PeskySquirrel

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Tactical cloak should be taken either to 4 or 6. Theres a minimum 3 second cooldown if you cloak and shoot right away regardless of your total weight. While it does help for doing objectives, it's better to place that point to maxing out your proxy mines instead since you'll be using proxy mines more often. Likewise since weight isnt an issue on infiltrators, I think it's better to go for weapon damage instead of damage and capacity on Salarian Operative.

#6
Pedactor

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I run power-based.

Tactical Cloak: 6 (Duration, Recharge, Sniper Rifle dmg)
Proximity Mine: 5 (Radius and damage debuff)
Energy Drain: 6
Passive: 6 (weapon/power/weapon)
Fitness: 3 (there's no reason to spec higher than three on a class that can refill their shields almost constantly)

Indra with Clip and Barrel
Scorpion with ULM and Barrel

AP Ammo III or IV for Platinum, I or II for Gold

Highly effective guy, great team complement, surprisingly tanky due to Energy Drain, especially against Geth or when you have a Prime to just keep leeching off.

Modifié par Pedactor, 22 août 2012 - 04:23 .


#7
frankles

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Love the sniper build, I shall build to your specs when I next promote my SI. I usually stick to my valiant in silver, but adding the scorpion in gold games is an excellent idea.

#8
rlro

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longgamma wrote...

Hi, I use this build and with a black widow or javelin, and a power amp kit, you can easily bypass shield gate. I get a 81 pc cooldown with a bw 6 and talon with ulm, which is more than enough for happy sniping. Also operative package gear bonus is a great kit for him as it boosts both ED and the sniper damage.


Yes, I forgot to add gear information, but just included it. Thanks for reminding me.

I think SI is the best class to use the Javelin because of energy drain, but I still prefer Black Widow.

#9
atum

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The reason to take R5 recharge on TC is because not every time you cloak is just for a mere second. There are times you will cloak and your target has moved and you need to re-align the shot. Or try to cloak to revive a teammate. Or cloak just before popping out from cover.

No one cloaks exactly perfectly every time. This is an "on paper" fallacy, like saying encumbrance doesn't matter or cloak has no drawbacks.

Salarians arent gonna melee #$%^ anyways, heh.



Also, the reason to take fitness is because otherwise a single Marauder can easily down you. And with TC stopping shield recharge, there are situations where you going to want to be more sturdy.

This might not apply to a GI with HM though, since they have better situational awareness. But a sniper SI, who will be in an out of super-zoom-scope, will want some fitness.

#10
atum

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BTW those are solid builds OP, nice job.

I would say they QMI is one that can actually forgo TC rank 5, since cooldown matters less because of 'nades.

#11
longgamma

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Energy Drain+ black widow + power amps + incendiary ammo = #winning

#12
rlro

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atum wrote...
The reason to take R5 recharge on TC is because not every time you cloak is just for a mere second. There are times you will cloak and your target has moved and you need to re-align the shot. Or try to cloak to revive a teammate. Or cloak just before popping out from cover.

No one cloaks exactly perfectly every time. This is an "on paper"
fallacy, like saying encumbrance doesn't matter or cloak has no
drawbacks.


Exactly. When I play the SI I always put myself into the role of healer / objective-man. So it is very useful to have a quick cooldown.

Also, as I stated, I consider Proximity Mines more important in terms of debuff than in terms of damage. So I think TC 5 evolution is more important than Proximity Mines 6.

atum wrote...
Also, the reason to take fitness is because otherwise a single Marauder can easily down you. And with TC stopping shield recharge, there are situations where you going to want to be more sturdy.

This might not apply to a GI with HM though, since they have better situational awareness. But a sniper SI, who will be in an out of super-zoom-scope, will want some fitness.


Yes, that's the reason. With zero fitness you usually don't have time to react to the first shots (specially from behind) and simply die, unless you are really good, but again, that's not my case (and not the case of most players) :unsure:

#13
Crimson Vanguard

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My build is pretty much a gun nuts, small sidearm is for little girl. 6/6/6/6/0 with Valiant + Reegar or 4/6/6/6/4 with Saber + Reegar

#14
MagicThoughts

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For the shotgun build, you don't need recharge speed for cloak and the armor/dmg boost on energy drain. leave cloak at 4 and energy drain at 5, just use it when your shield is down. and put the rest into your fitness. I find it working much much better especially on platinum. increased health/shield is always better.

#15
rlro

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MagicThoughts wrote...

For the shotgun build, you don't need recharge speed for cloak and the armor/dmg boost on energy drain. leave cloak at 4 and energy drain at 5, just use it when your shield is down. and put the rest into your fitness. I find it working much much better especially on platinum. increased health/shield is always better.


Yes, good point. It looks like a strong build too. In fact I personally use only the sniper build for my SI, because I prefer to use GI as my shotgun infiltrator.

#16
OmegaRex

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dumdum2 wrote...



So you should make a build for people who know how to survive without fitness as well ;)


notsureifsrs

why would he make a build when he can't even do it himself?

#17
FlashAK

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The SI is my choice when I want to snipe (followed closely by a QMI with a Saber).

I used to run something fairly similar to your shotgun/ar build, but this is what I run with these days: narida.pytalhost.com/me3/classes/#41POPIDf1p9DE@@R4Q4Z4I4

I must say that charging up the Acolyte, cloaking and then firing the Acolyte quickly followed up by a PM is really fun. The Acolyte will strip the shield and the PM will send them flying in the air, killing most enemies in the process.

If I just want to murder things from both range and CQ, I swap the Acolyte for my Claymore X and go to town.

#18
david_demos484

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I once heard that if you use a widow (any 1 shot sniper) with the salarian infiltrator you can get two shots out at once somehow. Does anyone know about this and if so how is it done?

#19
rlro

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david_demos484 wrote...

I once heard that if you use a widow (any 1 shot sniper) with the salarian infiltrator you can get two shots out at once somehow. Does anyone know about this and if so how is it done?


A couple of times, out of hundreds, when reload canceling the Black Widow using the cloak with the SI, I ended up with a 4 shots magazine :blink:

This is certainly a glitch and I have no idea how to reproduce it, whether the glitch is specific to the SI and if it happens with a single shot sniper, but I think it may be possible. I wouldn't recommend you trying to exploit it, in any case.

#20
robarcool

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My build:
TC: rank 6. Damage, recharge, bonus power
PM: rank 6. Damage, debuff, damage
ED: rank 6: Damage, shield drain, damage
Training: rank 6. Power and capacity, power damage, weapon damage.
Hits like a boss.

#21
Beerfish

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Tips on using proximity mines? I have not tried the class on higher levels but even though i have it spec'd I don't seem to use it that much and feel I am wasting it's potential.

#22
rlro

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Beerfish wrote...

Tips on using proximity mines? I have not tried the class on higher levels but even though i have it spec'd I don't seem to use it that much and feel I am wasting it's potential.


I use them as a debuff, which means I cloak, select a target, release the mine and start shooting right after that. It is possible to use them as "real" proximity mines, by putting them on the floor, but I don't use them this way.

Try to kill a boss without using the proximity mines and the same boss another time using them and you'll the huge difference they make.

#23
SavagelyEpic

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Between a QFI (sabotage specced for backfire) with an Indra and a SI with a Widow/Black Widow, which would you say is the better class in your opinion?

#24
Crimson Vanguard

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4/6/6/6/4 with Saber and Reegar. Both sniping and shotgunning

#25
Osmethne

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Run an Indra with AP/Barrel, Sniper III rail, and AP ammo - hilarity ensues.