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Death from the Shadows - Infiltrator Guide


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#126
Koralis

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Frosty Ananth wrote...

I currently have a problem finding a class that is close to as fun as the Infiltrator. Can anyone suggest a good match for someone who really craves that mix of both control and aggressive play?

Maybe the Engineer...




Adepts can be a lot of fun if you grab the right teammates to strip out defenses quickly.  Garrus/Miranda + Mordin = Overload + Incinerate -> Singularity + Heavy Warp.     BOOM!

Modifié par Koralis, 10 mars 2010 - 03:48 .


#127
Leon Zweihander

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On the second playthrough I changed my tactics slightly. Each member including myself will focus on an area power that strips a specific defense. Incinerate for myself since it deals 3x as much on armor, and Overload on Miranda for shields and synthetics. This leaves a 3rd spot that focuses on barrier. Personally I chose Grunt for a few reasons:

1. Between Garrus, Samara and Grunt he had the highest chance for survivability based on his health regen.

2. Out of all three Grunt is the only one that has access to any Collector weapon.

3. I like to have someone with crowd control and Grunt seems to have a slightly better edge over the other two. Where Grunt has Incendiary ammo for single targets and Concussive shot for groups, Miranda and Garrus only have the area powers of Throw and Concussive shot respectively.



Garrus does have versatility going for him, but Grunt just has too much of an advantage over him based on my power setups and team members.

#128
Besetment

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I find it hard to beat biotic squaddies, especially when you start clawing back the biotic damage upgrades. Pull Field is outstanding. Unstable Warp is outstanding. Detonations just seal the deal.

Concussive Shot is nice but Throw can fill in for it. Samara and Thane in the late game give you that and half of the Warp Detonation combo.

I like Grunt because his comments are hilarious and when you get Fortification and Krogan Vitality 2/2 he does have some insane amount of health (like, over 600) and strong defense so he does have some staying power but not as much as you might think on Insanity. If you don't waypoint him properly and he ducks on the wrong side of a crate, Harbinger will still eat him for breakfast in less than 4 seconds. Incendiary ammo was also a pain in the butt. Like most squaddies packing ammo powers, he overrides your squad Cryo/Disruptor all the time.

Modifié par Besetment, 10 mars 2010 - 08:17 .


#129
Grilled Trout

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I just beat Insanity, starting fresh from level 1 with an ME1 character import with an infiltrator. And I used exactly the same power setup as GiroX did.

Lot of people here seem to love cryo ammo. Personally, I found it rather dull. It doesn't work with any enemies that have any sort of protection. By the time you get those protections off, it is much better for me to simply incinerate them, use cloak damage bonus and/or snipe, or use my squadmates' powers to finish them off. Seriously, every single enemies in Insanity had some sort of protection, and until that protection wears off, cryo ammo is useless.

And why do some people even neglect the disruptor ammo? There are plenty of missions where there are either synthetics or enemies with shields. In my opinion, it is better to have a maxed out disruptor ammo than taking an active power like energy drain. Since active powers work on a global cooldown, I would rather use my incenerate or cloaking and let the disruptor ammo do the talking when dealing with shields or synthetics. Besides that, having an heavy ammo of any type on Shepard does so much more damage than relying on a squad ammo power given through your teammate. And finally, on most playthroughs, my Shepard usually ends up killing about 90% of the enemies, so having higher damage potential on my Shepard alone is more preferable.

By having disruptor and warp ammo maxed out, there really is no need to tinker around and retrain powers because you now have answer to all of the enemy protection types. I think ammo powers are generally better than active powers because of the global cooldown, and you almost always have the need to use your default active powers instead of using the bonus active power in its place.

Modifié par Grilled Trout, 11 mars 2010 - 05:58 .


#130
siccore

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i play insanity with lvl 30 atm - and the only problem is that my teammates die. nothing else.
i go with garrus and miranda - they both have the AE Overload - just to support me.
i'm with tusken ammo, ae inci, assasin cloak.
i noticed, when i put them into cover far away from the battlefield, the power always hits the target. when they are by my side - there are some misses (the overload hits the enemys cover)

my mates rip the shields of the enemy and i headshot them one by one OR if there is a group covering behind something, i burn them with AE inci after the shields are down and take them out with the handcannon. (takes 2-3 headshots).
thats all - it's alot of covering and waiting and scoping and runnning - but it's effectiv.

but i must say, playing vanguard is still more fun - just because of the action u get when u charge

Modifié par siccore, 11 mars 2010 - 08:01 .


#131
Atmosfear3

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Grilled Trout wrote...

I just beat Insanity, starting fresh from level 1 with an ME1 character import with an infiltrator. And I used exactly the same power setup as GiroX did.

Lot of people here seem to love cryo ammo. Personally, I found it rather dull. It doesn't work with any enemies that have any sort of protection. By the time you get those protections off, it is much better for me to simply incinerate them, use cloak damage bonus and/or snipe, or use my squadmates' powers to finish them off. Seriously, every single enemies in Insanity had some sort of protection, and until that protection wears off, cryo ammo is useless.

And why do some people even neglect the disruptor ammo? There are plenty of missions where there are either synthetics or enemies with shields. In my opinion, it is better to have a maxed out disruptor ammo than taking an active power like energy drain. Since active powers work on a global cooldown, I would rather use my incenerate or cloaking and let the disruptor ammo do the talking when dealing with shields or synthetics. Besides that, having an heavy ammo of any type on Shepard does so much more damage than relying on a squad ammo power given through your teammate. And finally, on most playthroughs, my Shepard usually ends up killing about 90% of the enemies, so having higher damage potential on my Shepard alone is more preferable.

By having disruptor and warp ammo maxed out, there really is no need to tinker around and retrain powers because you now have answer to all of the enemy protection types. I think ammo powers are generally better than active powers because of the global cooldown, and you almost always have the need to use your default active powers instead of using the bonus active power in its place.


Squad cryo is amazing for battlefield control.

Also, bonus powers aren't necessary.  Having maxed disruptor and warp ammo just means you're not flexible. Retraining for certain missions is not costly.  In fact its safe to say you would probably have enough eezo to retrain for every major mission in the game and still have enough for upgrades.

#132
Grilled Trout

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I don't know what makes maxing disruptor and warp ammo not flexible. By having these, you have answers to all types of defenses. With the right duo of teammates and incinerate, I can crowd control just as well without taking cyro and AI hacking. It just seems redundant to me to respec in and out.


#133
Besetment

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Enough theorycrafting.

This is why Squad Cryo rules:

www.youtube.com/watch

Modifié par Besetment, 13 mars 2010 - 12:54 .


#134
mi55ter

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Great! Thank u!

Modifié par mi55ter, 24 avril 2010 - 09:23 .


#135
Selej

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Does no one use Geth shields?

#136
capn233

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Some people used it so you could get another 10% weapon damage if you want the ultimate Widow shot.

I think Neural Shock is probably the best all around bonus for an Infiltrator. Makes you much more well rounded.

#137
RenegonSQ

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I know this is an old thread but I have a question.


When I choose operative Agent, it says it's supposed to reduce my recharge time by 15%, but all my powers still take 6 seconds to recharge. Is it just me?

#138
DecayWolf

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A little late to reply (5 years late.) but since I'm starting to play ME 2 I couldn't reply earlier.

 

I'm doing my first plathough as infiltrator on insanity playthough (I'm used to play games on this settings.), I already done the collector ship trap, currently doing loyality missions + recruiting.

I was just looking how things work, before really 'make a move' about optimal build.

 

The thing that I've noticed is, if you're not going for squad cryo, then level 1 is enough, since 3 seconds it good enough to instant killing the target or disabling it while you wipe out the remaining enemies.

 

Since I started thinking about how to make things better, I'll quickly comment about your three builds.

 

1 - This one seems pretty bad, honestly. My suggestion would be:

 

Disruptor Ammo: 4
Assassin's Cloak: 4
Heavy Incinerate: 4
AI Hacking: 1
Assassin: 4

Warp Ammo: 4

 

Assassin and cloak are the primary skills in here, disruptor is good against syntectics and shield, while warp covers armor, health and barrier, making you a perfect assassin in any circustance.

Incendiary because there's not other choice, at least the few seconds disable on organic enemies and some armor melting is pretty userful. AI hacking because there's one free point, so why not?

 

Also I would recommend the following squad members.

 

1 - Grunt or Jacobs, since a tanker which will suck damage is very important for this class. Jacobs is the second best tanker with biotics, and grunt is versatile between close and medium range, to not mention the best tanker.

2 - Legion or Kasumi or Garrus or Zaeed.

 

Build two: This one sounds really good actually, I personally would only change heavy cryo to squad, since it does trigger very often and the extra seconds are pointless. (better to do it more often with extra squad members and against more foes.)

 

However since this build CC mainly based on cryo ammo, I would suggest squad members with incineration or/and overload.

Also smg/assault rifles users are very valuable.

 

Build three: Sounds very good too, however it's cleary the hardest one to master, not only because it might needs a relocation of points and adaption, but mainly because it will be the hardest one to use properly and master what it can really do. So in sume, it will depends entirely on how well the player will absorb it's true potential adopting on a unique playstyle.

 

Also there's a need to adapt with squad members affinity as well.

 

So in short, build 2 and 3 sounds solid (3 being the hardest to master), build 1 however, does not.