UPDATED - Infiltrator - Insanity guide/tips/concerns
#51
Posté 14 septembre 2010 - 01:32
10 Squad Cryo Ammo
10 Assassination Cloak
10 Heavy Incinerate
3 AI Hacking
10 Agent
1 Neural Shock
This is my INF build. I'd like to know what weapons you guys would recommend for me, keeping in mind that I prefer middle-to-close-range combat. I'm particularly unsure as to whether I should bring the Locust or the Tempest.
#52
Posté 14 septembre 2010 - 09:51
Now once you fire from cloak you have 2 seconds with that DMG Boost, with the Locust fire rate that's 18 rounds, or bit over 450 dmg with the cloaks bonus dmg timer. 480+ with Shuriken, 420+ with Tempest (all with in that 2 second time span). So Locust is 'middle' of the road damage wise, but has the best accuracy - you can put all of that into somethings head at medium range easy. Also has a more even ended damage bonus split then the other 2. 1.25 vs armor/shield/barrier instead of 1.5 vs barrier/shield, 1.0 for armor.
Keep in mind all of the dmg totals I put out there are with out accounting for defense bars, upgrades or the %dmg from Cloak - that is BASE damage. Lots of modifiers, it only goes up from that point basically. Me personally though? I'm a bit of a CQC nut with a mild penchant for long range shots so im gonna nab the shotgun and use the Evi and Viper. Keep Locust as backup for low ammo situations or if I just want a change of pace.
-edit-
I realize it was at least 5 months ago since it was stated cloak should get more damage then AR. But I'd like to point out that AR %DMG is there to keep your DPS from dropping drastically. The Dilation effects your guns just as much as it effects everyone elses. So you get slowed by 50% that (just random number) 500 DPS you where doing just got cut down to 250. So 100% dmg brings it back up to 500. Ultimately you have no actual damage gain over the course of a fight using it. Heightend actually lowers your overall DPS with automatic weapons. 70% dilation and only 40% more dmg as compensation doesn't really match up as nicely.
This stays true with snipers though it does definitly allow for a hell of a massive shot from the Widow. It, however makes it also a horrible follow up shot as that .5 seconds you wait around before you can reload and then 1.5 more seconds to reload take up most of the AR (4 seconds). Hieghtend would take up pretty much the whole thing.
The Mattock on the other hand is outside of that. All the Semi-auto guns up to that one have a refire rate slower then the speed at which a human can actually pull the trigger rapidly. Mattocks is about double that, so going into AR litterally lets you double your fire rate 'and' gives you a massive damage bonus - its crazyness really. Anyways back to my point...
Cloak %dmg is with in the normal speed ranges for 2 seconds. 2 seconds of 75% dmg with Assassination. AR that would be 4 seconds of straight fire, and they'd have to up the %dmg to compensate (for non Widow/Mantis based fire).
Modifié par Adhin, 14 septembre 2010 - 10:30 .
#53
Posté 14 septembre 2010 - 02:16
Miss Yuna of Atlanta wrote...
6 Disruptor Ammo
10 Squad Cryo Ammo
10 Assassination Cloak
10 Heavy Incinerate
3 AI Hacking
10 Agent
1 Neural Shock
This is my INF build. I'd like to know what weapons you guys would recommend for me, keeping in mind that I prefer middle-to-close-range combat. I'm particularly unsure as to whether I should bring the Locust or the Tempest.
I say go with the Tempest. It has more stopping power than the Locust, and it is more usefull in CQC. Also i found that when having squad cryo AI Hack becomes less usefull (and i love AI hack on infiltrator....).
I played through NG+ game with this build:
6 Disruptor Ammo
6 Cryo Ammo
10 Assassination Cloak
10 Heavy incinerate
6 AI Hack
3 AP ammo/Warp Ammo
Could not decide between Tempest/Locust so used both, and there isn't really much diffirence. Tempest feels more intense somehow, and i feel like i have to aim a little, while with Locust it's just some point and shoot, in a pew-pew-pew nintendo sidescroller kind of way. It's like a default gun. with it it you don't really need other weapons, neither sniper rifle nor heavy pistol, just pew-pew-pew all the way, and you you'll never run out. (and that's bad in my books)
As for the bonus power it's gets complicated... First of, I'm all for role playing the infiltrator, and that means no biotics on a tech/combat class.... but..
Took wrap ammo only because NG+ early game got me a bit worried about horizon mission, and decided it would even out my weakness against the barriers. That was my second playthrough, right after the first on the veteran difficulty, i was still learning to play, so took some heavy beating on omega, especcially on archangels recruitment... (that last door battle in the garage drove me crazy, but i'm patient...)
But then, after i learned to play, I think wrap ammo is pretty useless.... cryo is way better, and the tempest/locust just shredds through the barriers anyway.
As for the AP ammo.... I've seen a lot of discussion on this forum how it is redundant on the infiltrator, and that is a waste... maybe. But i know 1 100% sure way to use it and get benefit of it - Boss Fights. When you use AP ammo on your Widow to kill bosses - that's when it shines. Forget the CAIN. Threshermaw, human ripper, Overlord, gunships and such - all become a minor nuesance. Widow with AP ammo (even 3 points in it) - on insanity i s MUCH more powerfull then ANY heavy weapon, and renders most them obsolete. (with the exclusion of Avalance, Arc Projector, Firestorm, and perhaps Grenade Launcher, cause all of them offer crowd control, and firestorm is great in CQC).
Now i've respected my character a bit, to try out Energy Drain:
That's the build i've come up with (i call it the Overkill build):
6 Disruptor Ammo
6 Squad Cryo
10 Assassination cloak
10 Heavy Incinerate
6 AI Hack
3 Energy Drain
I tried it on the overlord mission - and felt like a kid in candy store (hence the overkill
I noticed 4 interesting things.
1: Energy Drain allows you to play even more agressive, then before, but in works the best with squad cryo for obvious reasons...it kind of demads it...
2: With the addition of squad cryo, i cannot use AI Hack with the same effect, as i used to. So no more need to put more then 3 points in it...(if any, sadly, but you have those 3 spare points anyway)
3: 10 in incinerate seem to much. 6 can do the job of stripping armor just as fine.
4: I really missed AP ammo power when dealing with the end boss. It took 4-5 fight sequences instead of just 2.
So i modified it a bit.
6 Disrupror
10 Squad Cryo
10 assasination Cloak
6 Incinerate
3 AI Hack
10 Agent
6 Energy Drain
Worked great on LofSB in post game.
I feel that this build should work fine through most of the game, and even on the collector missions. So not much need to rescpec every time. (if only to swap ED to the AP ammo, and respec out of AI Hack and DA, but you'll have 2 spare points then...and why? so you can kill harbinger faster? or to nail the preatorian? Maybe. But you can do it anyway, and cryo is just more fun)
P.S. If anyone thinks i'm a ED fanboy - that's not true. It just happens to be the bonus power i'm getting the most fun of now, cause it alters my infiltrator playstyle a bit.
I feel that infiltrator is very well built , and doesn't really need that bonus power. but if it is there - might as well have fun with it. ))
Modifié par demersel, 14 septembre 2010 - 07:11 .
#54
Posté 14 septembre 2010 - 06:38
demersel wrote...
P.S. If anyone thinks i'm a ED fanboy - that's not true. It just happens to be the bonus power i'm getting the most fun of now, cause it alters my infiltrator playstyle a bit.
I feel that infiltrator is very well built , and doesn't really need that bonus power. but if it is there - might as well have fun with it. ))
This thread is a real blast from the past. I've done an about turn on AP ammo but more importantly I would tend to agree that Energy Drain is a great bonus power for Infiltrator - especially in the first half of the game.
I'm big on Reave too but prior to Horizon you can only get 1x bio amp upgrade. You can get 5x tech upgrades before Horizon (3x damage, 1x cooldown, 1x duration) and you can get them early.
Freedom's Progress
Archangel's Base
Korlus
Purgatory
Kasumi DLC
Overlord DLC
all have an abundance of blue shields. The only proper mission you will do pre Horizon that doesn't is Omega Slums. Immediately after recruiting Mordin I'd recommend 1 point in Energy Drain whilst building up Cryo and Operative because it does fantastic damage to shields and synthetics and the shield boost you get can be used to save you from death whilst charging enemies down. It helps you to play super aggressive in a way thats not possible without it.
Post Horizon, once you've got the levels or in NG+ I start to swap it out with Reave which can be used as a full replacement for Incinerate provided you don't need AI hacking. I'm thinking of the later Collector missions where 4/6 bio amp Area Reave will 100% strip Collector barriers on Insanity+ and where there are no mechs to warrant points in AI hacking (and its prerequisite points in Incinerate).
#55
Posté 14 septembre 2010 - 07:09
Modifié par demersel, 14 septembre 2010 - 07:12 .
#56
Posté 10 août 2011 - 09:26
#57
Posté 11 août 2011 - 01:20
10 Disruptor Ammo (sometimes squad, sometimes heavy)
10 Cryo Ammo (Squad)
10 Assassination Cloak
0 Incinerate
0 AI Hacking
10 Assassin
10 Stasis (Deep)or Dominate (singular)
I personally feel Cryo is terribly underestimated...it's all in the way it's used...I do not use Cryo to kill, I use it to line the mooks up for my team to kill...one head shot with the Widow if it doesn't kill the mook is most often enough to freeze them...clears a field quickly and effectively.
Stasis: makes flying drones and YMIR's redundant....A well placed head shot on a YMIR coming out of Stasis will cause it to explode immediantly, no shield stripping needed.....I also often use it to take a a more difficult mook out of action whilst dealing with lesser mooks, such as a Scion/Krogan while dealing with Collectors/Vorcha.....etc....Stasis is very versatile with a number of applications.
Dominate: Perfect for a four way flank...I use this mostly when running a full Sniper team in larger areas....setting my team and Shep in a west, south, east formation....then casting Dominate on the far north mook...the whole field then becomes an easy turkey shoot....Though in any situation Dominating the far rear mook, flushes a number of mooks out of cover and greatly reduces the fire on Shep and his team.
My points choice is mostly for effectiveness, but also very much due to my RP elements...that explains having no points in 'Incinerate'...'Incinerate' is a very effective option....though I role play a Shep intent on reducing trauma and so I relinquish this option.
Armor: Kestral with Harriots Visor.
I don't feel Armor qualities make enough of a difference to really be concerned about the qualities available, aside from the Visor.
Weapons: Widow, Phalnanx, Locust.
The Widow is my primary weapon, the Phalnanx being the primary back up choice (with its beam also allows for sniping...mid range)....And Locust only used in tight situations.
Heavy Weapon: Arc Projector
Squad Members:
Garrus....Equipped with Sniper Rifle (Incisor) and use of 'Overload' and 'Concussive Blast'
Thane....Equipped with Sniper Rifle (Insisor) and use of 'Warp'
Kasumi....Maxed out 'Shadow Strike' and 'Flash Bang'
Legion....Equipped with Sniper Rifle (Widow) and 'Attack Drone'
As I am primarily a ranged combatant, I find a mix of this team works to my greatest advantage....with very limited need for medi gel....Kasumi's Flash Bangs are also a blessing in swarm situations...such as the final room on the Reaper (IFF mission)...her Flash Bangs stagger mooks on Insanity....they also mess with mook weapons much like Disruptor does.
#58
Posté 11 août 2011 - 05:19
Golden Owl wrote...
Insanity Build....
10 Disruptor Ammo (sometimes squad, sometimes heavy)
10 Cryo Ammo (Squad)
10 Assassination Cloak
0 Incinerate
0 AI Hacking
10 Assassin
10 Stasis (Deep)or Dominate (singular)
I personally feel Cryo is terribly underestimated...it's all in the way it's used...I do not use Cryo to kill, I use it to line the mooks up for my team to kill...one head shot with the Widow if it doesn't kill the mook is most often enough to freeze them...clears a field quickly and effectively.
Stasis: makes flying drones and YMIR's redundant....A well placed head shot on a YMIR coming out of Stasis will cause it to explode immediantly, no shield stripping needed.....I also often use it to take a a more difficult mook out of action whilst dealing with lesser mooks, such as a Scion/Krogan while dealing with Collectors/Vorcha.....etc....Stasis is very versatile with a number of applications.
Dominate: Perfect for a four way flank...I use this mostly when running a full Sniper team in larger areas....setting my team and Shep in a west, south, east formation....then casting Dominate on the far north mook...the whole field then becomes an easy turkey shoot....Though in any situation Dominating the far rear mook, flushes a number of mooks out of cover and greatly reduces the fire on Shep and his team.
My points choice is mostly for effectiveness, but also very much due to my RP elements...that explains having no points in 'Incinerate'...'Incinerate' is a very effective option....though I role play a Shep intent on reducing trauma and so I relinquish this option.
Armor: Kestral with Harriots Visor.
I don't feel Armor qualities make enough of a difference to really be concerned about the qualities available, aside from the Visor.
Weapons: Widow, Phalnanx, Locust.
The Widow is my primary weapon, the Phalnanx being the primary back up choice (with its beam also allows for sniping...mid range)....And Locust only used in tight situations.
Heavy Weapon: Arc Projector
Squad Members:
Garrus....Equipped with Sniper Rifle (Incisor) and use of 'Overload' and 'Concussive Blast'
Thane....Equipped with Sniper Rifle (Insisor) and use of 'Warp'
Kasumi....Maxed out 'Shadow Strike' and 'Flash Bang'
Legion....Equipped with Sniper Rifle (Widow) and 'Attack Drone'
As I am primarily a ranged combatant, I find a mix of this team works to my greatest advantage....with very limited need for medi gel....Kasumi's Flash Bangs are also a blessing in swarm situations...such as the final room on the Reaper (IFF mission)...her Flash Bangs stagger mooks on Insanity....they also mess with mook weapons much like Disruptor does.
I think maybe an infiltrator guru could discuss most of this build, and hopefully somebody will ( I usually play vanguard or soldier ). But I notice that you left off two of the best squadmates in the game ( Miranda and Grunt ). The ones you do list are great. Grunt is good because when you cloak teammates get focus and Grunt is a tank. Miranda has that 15% squad weapon damage bonus for her passive that helps gun orientated builds. I also agree with you about cryo ammo, I always use squad cryo on both Vanguard and soldier classes.
Also, I would never put cryo ammo on the widow. If the target is down to health then you will ( almost for sure ) outright kill it. If it has even one drop of protection ( barrier, shield, armor ) then the cryo will do nothing. If the enemy is freezing it is because a squadmate hit them after you removed the protection.
#59
Posté 11 août 2011 - 08:51
ryoldschool wrote...
I think maybe an infiltrator guru could discuss most of this build, and hopefully somebody will ( I usually play vanguard or soldier ). But I notice that you left off two of the best squadmates in the game ( Miranda and Grunt ). The ones you do list are great. Grunt is good because when you cloak teammates get focus and Grunt is a tank. Miranda has that 15% squad weapon damage bonus for her passive that helps gun orientated builds. I also agree with you about cryo ammo, I always use squad cryo on both Vanguard and soldier classes.
Also, I would never put cryo ammo on the widow. If the target is down to health then you will ( almost for sure ) outright kill it. If it has even one drop of protection ( barrier, shield, armor ) then the cryo will do nothing. If the enemy is freezing it is because a squadmate hit them after you removed the protection.
If the mook has two layers of shielding...the shield and barrier...yes, dead right, the Widow Cryo hit won't freeze them...but just a singular layer, yes it can freeze them....though I also fully upgrade the Widow asap in my games, giving it that extra enough punch to strip and freeze with the singular shot.
Yes, Grunt and Miranda....I know a lot of people like them, but they don't work very well for me...I am not very apt at placing CQC squaddies or how to work them...their pretty much not much more than medi gel sponges for me...Kasumi works for me whilst sniping, as I position her beside my Shep and then just let her free roam her powers...after Shadow Striking she returns to her position instead of staying out on the field....as I can keep her ranged in that way, I can keep her alive....have also become quite adept at picking her intended targets, giving me the opportunity to harass mooks dangerously close to her target.
Modifié par Golden Owl, 11 août 2011 - 08:52 .
#60
Posté 11 août 2011 - 12:49
Golden Owl wrote...
ryoldschool wrote...
I think maybe an infiltrator guru could discuss most of this build, and hopefully somebody will ( I usually play vanguard or soldier ). But I notice that you left off two of the best squadmates in the game ( Miranda and Grunt ). The ones you do list are great. Grunt is good because when you cloak teammates get focus and Grunt is a tank. Miranda has that 15% squad weapon damage bonus for her passive that helps gun orientated builds. I also agree with you about cryo ammo, I always use squad cryo on both Vanguard and soldier classes.
Also, I would never put cryo ammo on the widow. If the target is down to health then you will ( almost for sure ) outright kill it. If it has even one drop of protection ( barrier, shield, armor ) then the cryo will do nothing. If the enemy is freezing it is because a squadmate hit them after you removed the protection.
If the mook has two layers of shielding...the shield and barrier...yes, dead right, the Widow Cryo hit won't freeze them...but just a singular layer, yes it can freeze them....though I also fully upgrade the Widow asap in my games, giving it that extra enough punch to strip and freeze with the singular shot.
Yes, Grunt and Miranda....I know a lot of people like them, but they don't work very well for me...I am not very apt at placing CQC squaddies or how to work them...their pretty much not much more than medi gel sponges for me...Kasumi works for me whilst sniping, as I position her beside my Shep and then just let her free roam her powers...after Shadow Striking she returns to her position instead of staying out on the field....as I can keep her ranged in that way, I can keep her alive....have also become quite adept at picking her intended targets, giving me the opportunity to harass mooks dangerously close to her target.
I agree that Kasumi is a great squadmate. As far as the ammo processing on cryo, they made it clear that the effects don't work thru protection.
After this paragraph is from the sticky for gameplay. Notice that all the calculations for ammo effects happen BEFORE the initial weapon damage call - meaning that for cryo if there is any protection present then the cryo effect is zero. ( The italics on before below is my the author ). I used to put cryo on my widow sometimes, but stopped after we discovered how the ammo powers work.
------[ from the gameplay sticky ]------------------------------------------------
Ammo Powers
Ammo powers make a single, separate damage call before the initial weapon damage call, and they use their own damage multipliers on resistances and health, as Christina mentions above.
Example:
If the initial regular weapon damage is 100 against a target with shields, then:
With Disruptor Ammo rank 1, you do an additional 20 damage to shields. If any of this damage passes through to health, it is negated (unless hitting a synthetic enemy) since this ammo power does nothing to health.
With Incendiary Ammo rank 1, you do no extra damage since this ammo type does nothing to shields.
Because the ammo power does the damage call before the weapon does its regular damage, using an ammo power against the wrong resistance type can totally negate its damage. For example, if you use Armor Piercing Ammo or Incendiary Ammo against an enemy that has a single point of energy shields, your ammo power's damage will have no effect, even though your weapon's regular damage will take down the shields afterward. Ammo powers do not make 2 damage calls.
If the ammo power does go through the first resistance, like Armor Piercing Ammo hitting armor, and there is damage left, it passes through to the next defense.
Additional effects like Disruptor Ammo's "stun robots" or "overheat weapons" only apply if the target no longer has resistances. So even if you are using Disruptor Ammo against energy shields, the shields must be completely off before the target can be stunned or overheated.
Modifié par ryoldschool, 11 août 2011 - 12:50 .
#61
Posté 11 août 2011 - 07:30
After playing through insanity with two Infiltrators, respeccing numerous times to try out all combinations, my favorite builds for each type are:
Widow / Shuriken
4 Heavy Disruptor Ammo (Squad for Geth missions)
0 Cryo Ammo
4 Assassination Cloak
4 Incineration Blast
1 AI Hacking
4 Assassin
4 Heavy Warp Ammo (Tungsten for Bloodpack/IFF if preferred)
I like being able to one-shot Trooper enemies outside of Cloak, hence the heavy ammo types. This way I can take out two enemies before they can even shoot me; headshot trooper, earning everyone's attention, Cloak, headshot next trooper (or an elite to take advantage of Assassination Cloak's damage bonus).
Incineration Blast is just a great, powerful, and multi-facated ability. Anytime Shepard can have it, he should in my opinion. Finishing off mooks to converse Widow ammo, panicking groups of organics, and/or stripping a group of Husks of their armor are all very useful functions. On top of that Shepard's cooldown for Incineration Blast is much quicker than Mordin's, allowing him to more often utilize his quick to cooldown power in Full Cryo Blast as well as take Heavy Incinerate along with his omni-tool upgrade for big armor/organic target damage.
As much of a fan of Squad Cryo Ammo as I am, I just don't find it useful enough for the Widow Infiltrator player. The build is focused on taking out enemies in one-shot or one tactical Cloak strike (I still get in for plenty of CQC with my Shuriken). I hate wasting Widow ammo to shatter something frozen, not to mention distant frozen enemies can often fall behind cover. I generally run this build with teammates that have at least one crowd control ability each, which is enough to contain the few stray enemies that don't die in one attack (not to mention Incineration Blast or AI Hack as potential finishers).
There is plenty of eezo for respeccing, Squad Disruptor being better for Geth (not only so the whole squad can get in on the fun but also so the Geth don't blow up in your face) and Tungsten if you'd like a little more firepower on Bloodpack/IFF missions.
Scimitar / Viper
2 Disruptor Ammo
4 Squad Cryo Ammo
4 Assassination Cloak
4 Incineration Blast
3 AI Hacking
4 Agent
1 Neural Shock
Where my Widow Infiltrator focuses on precise one-strike kills, this Scimitar / Viper Infiltrator uses rapid bullet barrages to quickly disable any enemy, leaving them ripe for the kill. Honestly, even compared to my beloved Engineer, this has felt like one of the best control builds I've played, having just the right balance of powers and guns, cooldowns and durations, power and tactics.
As good (or cheesy depending on your perspective) as the GPS is, I'd rather use the Scimitar on my Shotgun Infiltrator. Assassination Cloak + Squad Cryo Ammo + 2 rapid Scimitar shots freeze most enemies, then all it takes is a melee to shatter. The Scimitar's quick RoF and 8 pellet spread makes better use of Cryo Ammo than the GPS can. It's also easy to freeze foes at a distant with the rapid fire Viper.
Incineration Blast makes a return in this build, for all the same great utility detailed above with the Widow build.
Originally I had feared Neural Shock and Squad Cryo Ammo on the same build would be redundant but my fears were quickly dispelled. Even in this build I've found Neural Shock to still have many uses, and even combo well with Cryo Ammo. See an enemy running perpendicular to you, no matter whether he's protected or not, Neural Shock for a speedy stun or stagger. Even if just a stagger, it stops them in their tracks long enough to unload a barrage of rounds, then freezing them in place for the easy kill. Lastly the fact is I needed a bonus power with a quick 3 second base cooldown since both Cloak and Incineration Blast already have a relatively high 6 second base cooldowns.
Lvl 3 AI Hacking on Shepard is strong enough to ensure you'll always have a synthetic pet taking the heat. Though it's duration is longer enough to continually rehack the same Mech/Geth, it is far better to Hack whichever unprotected enemy has the highest health the moment you're off cooldown. Once you get a hack chain circling around like that, all the enemies will be crippled before you know it, leading to easy cleanup. And on synthetic filled missions, like the Geth, lvl 2 Disruptor Ammo is plenty enough. Lvl 2 Disruptor is high enough to stun synthetic enemies, keeping in theme with this build that can disable anything, while also still providing enough power alongside the already shield devastating Shotguns. Between the Lvl 2 Disruptor Ammo powered Scimitar and the Lvl 3 AI Hack, you can just blast your way through Geth missions.
Modifié par Simbacca, 15 février 2012 - 04:10 .
#62
Posté 11 août 2011 - 09:25
*Heavy Disrupter-4
*Cryo-0
Assassin Cloak-4
Heavy Incinerate-4
**AI Hacking-1
***Assassin-4
****Heavy Warp Ammo-4
1-If on lower difficulties put this at 2 and get squad cryo instead and sac the final stage of incinerate to get the points needed.
2-On higher difficulties, put the extra point into hacking instead of cryo because hacking is more useful then cryo 1.
3-This may be just my preference but I prefer one shot one kill and that's easier to pull of with the assassin bonus.
4-I prefer this to tungsten ammo because this does damage to more types of protection then tungsten ammo and is more useful because of it.
Squad Preference
Miranda- Can take out 3 types of armor and give you bonus weapon damage.
Legion- Can use incisor and widow and has shield boost and drone. Not only does he provide for a distraction, but he also can deal decent damage too.
Zaeed- Squad disrupter and inferno grenade are very usefull against defenses and he can use the incisor.
Grunt- Squad incendiary can be helpful on blood pack level and his charging with fortification makes him a valuable distraction, not to mention his regeneration.
Weapon Preference
Widow- Obviously.
Tempest- Takes a bit to get good with but once you have it down it's all good.
Predator- Would use the Phalanx but I lack the DLC.
Heavy Weapons- Either Arc Projector or Cain. Arc hit's multiple targets and the cain is almost always a one shot kill and can turn pain in ass enemies into something manageable.
Modifié par -Tentei-, 11 août 2011 - 09:27 .
#63
Posté 13 août 2011 - 03:15
#64
Posté 16 août 2011 - 12:25
Simbacca wrote...
Widow / Shuriken
4 Heavy/Squad Disruptor Ammo
0 Cryo Ammo
4 Assassination Cloak
4 Incineration Blast
1 AI Hacking
4 Assassin
4 Heavy Warp Ammo/Tungsten Ammo
I like being able to one-shot Trooper enemies outside of Cloak, hence the heavy ammo types. This way I can take out two enemies before they can even shoot me; headshot trooper, earning everyone's attention, Cloak, headshot next trooper (or an elite to take advantage of Assassination Cloak's damage bonus).
It has been a while since I played a Widow Infiltrator and I deleted that one playthrough. Is Disruptor Ammo needed to one-shot shielded organics outside of cloak? I know that it can overheat weapons starting at rank 3, but it provides a damage bonus only to synthetic health, not organic health. So against shielded organics, it does not appear that you would gain the increased shield damage provided by Disruptor Ammo since it would not damage the organic health. Or do you gain the shield damage increase anyway since it can disrupt enemy weapons?
#65
Posté 16 août 2011 - 01:05
#66
Posté 16 août 2011 - 02:31
I haven't played Widow Infiltrator on Insanity, but I think Mi-Chan is right about how damage is resolved. Disruptor should give you more damage vs. a fully shielded target... whether it's totally necessary on Insanity, I don't know.
Modifié par Locutus_of_BORG, 16 août 2011 - 02:32 .
#67
Posté 16 août 2011 - 02:35
This is all speaking from memory since it's been god knows how long since I played a traditional sniper. Shotguns are too good to pass up.
#68
Posté 16 août 2011 - 03:37
ExactlyMi-Chan wrote...
This is all speaking from memory since it's been god knows how long since I played a traditional sniper. Shotguns are too good to pass up.
#69
Posté 16 août 2011 - 04:04
Mi-Chan wrote...
The damage is calculated when you hit defenses, and since the sniper rifle is bolt-action it will ALWAYS hit defenses first. So Disruptor/Warp is very valuable here.
Okay, I misread the gameplay data about ammo powers (http://social.biowar...1143264#1144251). I was under the impression that Disruptor Ammo shield damage bonus would be negated if the resulting damage was greater than the enemy's shields.
Agreed.Mi-Chan wrote...
Shotguns are too good to pass up. [smilie]http://social.bioware.com/images/forum/emoticons/lol.png[/smilie]
Modifié par RedCaesar97, 16 août 2011 - 04:09 .
#70
Posté 16 août 2011 - 05:52
Locutus_of_BORG wrote...
ExactlyMi-Chan wrote...
This is all speaking from memory since it's been god knows how long since I played a traditional sniper. Shotguns are too good to pass up.
And I blame the strategy forums!
#71
Posté 16 août 2011 - 06:08
Mi-Chan wrote...
Locutus_of_BORG wrote...
ExactlyMi-Chan wrote...
This is all speaking from memory since it's been god knows how long since I played a traditional sniper. Shotguns are too good to pass up.
And I blame the strategy forums!
#72
Posté 16 août 2011 - 06:14
Locutus_of_BORG wrote...
Looking back, I find it hilarious that I picked the widow and stayed as far away as humanly possible in my first few run-throughs...
#73
Posté 16 août 2011 - 08:37
#74
Posté 16 août 2011 - 08:49
#75
Posté 17 août 2011 - 07:06
Dominate works too, but my build is a bit weak when fights get close, so I took NS for faster cc.
Modifié par Locutus_of_BORG, 17 août 2011 - 07:08 .





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