a_mouse's ME2 Insanity CQC Combat Guide
Feb 11, 2021 11:49:33 GMT
KrrKs, RedCaesar97, and 2 more like this
Post by a_mouse on Feb 11, 2021 11:49:33 GMT
a_mouse's ME2 Insanity CQC Combat Guide
Why Another Combat Guide for Mass Effect 2?
The purpose of this guide is to help players interested in close-quarter combat (CQC) in Mass Effect 2. Although there have been a number of guides for shotgun-oriented builds, these tend to be very character-class specific. This guide seeks to consolidate some of this collective wisdom in a single place, and organize it in a general way that can be applied to any character class in ME2, while also highlighting the strengths and weaknesses of the various classes and powers for CQC-oriented builds. ANY class (not just Vanguards!) can be extremely fun and effective up close and personal with a shotgun, even on the Insanity difficulty level!
What is CQC?
Although opinions may vary, this guide defines Close Quarters Combat (CQC) as a style of combat in which the player seeks to maximize their mobility, close quickly on individual or small groups of enemies, and immobilize/eliminate them at close range with overwhelming force (usually involving a shotgun and melee). CQC is essentially a style of offensive assault, but the techniques involved can also be applied in defensive situations such as holding a chokepoint or fending off an enemy rush.
CQC differs from a ranged combat (RC) approach, which seeks to avoid the tactical hazards of close contact with enemies - instead eliminating enemies from mid to long range before acquiring their territory (clearing), or establishing a defensible position in good cover and eliminating incoming threats before they can get in range to do significant damage. Sniper builds, for example, take the RC approach to its logical extreme. Although RC can be a very effective way to approach insanity in ME2 (especially for some classes), it can get a bit stale just picking off targets from cover. It’s also generally slower and more reactive. By its nature, CQC tends to be more proactive.
Note that CQC does not mean just running around haphazardly in the open and gunning everything down with a shotgun, while taking a lot of enemy fire! In fact, the goal is often to avoid enemy fire entirely using various tactics (flanking, control, distraction) to close on enemies before they can react.
Tactical Benefits of CQC over RC
In many engagements in ME2, the enemy holds a position, and your job is to eliminate them. With a RC approach, the usual strategy is to spread out in good cover, and focus fire on enemies who occupy a weaker position. Once they are cleared, you take their territory, lather, rinse, and repeat. Besides being slower, a major drawback of this approach is that it can be easily disrupted by heavy suppressing fire (e.g. YMIR mechs, scions, rocket launchers), and cover-breaking units that rush your position (husks, varren, fenris, loki, Krogan) before you can clear the area you are trying to take.
In a CQC approach, the idea is to set your squad in easily-defended cover, where they can lay down suppressing fire, distract enemies, and/or draw fire away from you (hopefully without dying). Then, using natural cover, enhanced protection, and/or control powers, you rush vulnerable enemy positions and overwhelm them at point blank range. Often this allows you to achieve a tactically superior position, such as a flanking maneuver that puts the enemy under cross fire, or eliminating an artillery threat that is suppressing your squad’s weapons and mobility. In this way CQC often creates new opportunities for both favorable RC and further CQC:
Another benefit of a CQC build is that it is usually very robust to an enemy rush. With its focus on mobility and short range weapons, you can more easily ambush enemies at choke points as they approach, or bypass incoming units to attack their flank or rear, quickly turning the tables on overextended enemies:
Although short range weapons are an important aspect of CQC, most of the SMGs and shotguns available to Shepard in ME2 can be configured to do a lot of damage at short range. Thus your choice of weapon is not the most critical element. Rather, a good CQC build relies on two key aspects: 1) maintaining high mobility and 2) immobilizing enemies.
Note that in many video game forums the term "crowd control" (abbr. CC) is used to describe the act of juggling large number of enemies using methods that control, distract, or immobilize them, while powers that facilitate this are called "crowd control powers." Indeed, crowd control powers may play a key role in maintaining mobility and immobilizing enemies! However, in my mind CC is a more general concept that applies across many aspects of both RC and CQC. For this reason I am avoiding using that term in this guide, preferring to highlight more specific aspects of CC that are relevant to CQC.
Maintaining High Mobility
A key element of CQC is maintaining a very high level of mobility and adaptability to chaining events so as to maintain the initiative. Accomplishing this task often requires traversing portion of the map through a zone of potentially withering enemy fire. Thus any successful CQC build will try to incorporate powers that aid this mobility.
For the Soldier hybrid classes (Vanguard, Soldier, Infiltrator), the main character-class power is a mobility power. Heavy Charge (Vanguard) is the most iconic. However, Heightened Adrenaline Rush (Soldier) and Enhanced Cloak (Infiltrator) are nearly as effective as Charge in allowing Shepard to move around the map and engage enemies at close range. I can’t tell you how many ME2 gameplay videos I’ve watched where a Soldier or Infiltrator just sits in cover, spamming Adrenaline Rush or Cloak, simply for the damage bonus in ranged combat. What a waste!
The power classes (Adept, Sentinel, and Engineer) have no explicit mobility power, but can often achieve a similar level of mobility through a combination of powers that control or distract protected enemies, suppressing their fire long enough to maneuver (Singularity, Stasis, Combat Drone, AI Hacking, Dominate) and/or powers that provide enhanced protection so you can move under fire (Tech Armor, Barrier, Geth Shield Boost).
Mobility Powers:
Heavy Charge (Vanguard). Teleports you directly into point blank range of an enemy, while simultaneously inflicting direct damage, staggering the enemy, refilling your barrier, boosting your weapon damage, and slowing time to allow perfectly aimed shots. Heavy Charge is usually better than Area Charge because tackling a single, heavily protected target is usually more useful, and avoids scattering enemies that you actually want to keep in one place while taking them down. Charge is the favorite mobility power of many skilled players – and for good reason:
Enhanced Cloak (Infiltrator). You become invisible for 8+ seconds, allowing you to move unmolested around the battlefield, with a large weapon damage bonus when you finally break cloak. Enhanced Cloak is much more flexible than Charge because it does not require a target, and has very long duration, allowing you to approach a wider array of enemies from any angle. Also, because enemies can’t see you, they often break defensive position to advance, and becoming badly overextended, allowing you to ambush them at close range. The one drawback is a lack of defensive buffs. Enhanced Cloak is better than Assassination Cloak for CQC due to significantly longer duration. Cloak is by far the best mobility power for sneak attacks and ambushing enemies:
Heightened Adrenaline Rush (Soldier). HAR slows time by a factor of ~3x for 5+ seconds, massively increases weapon damage, and reduces incoming health damage. HAR can be used in a similar way to Charge, but is often more forgiving because the time dilation is not limited to a small window of opportunity. As a Soldier you are also more durable health-wise if you miscalculate. The Heightened evolution is better than Hardened for CQC because it extends your range and exposes you to less fire when rushing enemies (extra weapon damage is less important at point blank range). HAR is probably the best mobility power for newer players on Insanity, and taking down enemies with a shotgun in bullet time is always incredibly satisfying!
Powers for Controlling or Distracting Protected Enemies:
Heavy Singularity (Adept, Liara on LotSB). Singularity creates a small black hole that pins one or more enemies in a small radius, preventing them from moving or firing weapons, and doing small damage over time. Unprotected enemies become suspended in the field, and can be detonated by Warp for extra damage. Singularity works on many protected enemies including Harbinger (a few odd exceptions: Geth Primes, klixen, varren, FENRIS, and YMIR Mechs). The Heavy evolution is better than Wide for CQC because it is better at pinning heavily protected enemies (the most frequent use case). Singularity is probably the most powerful and versatile control tool for CQC:
Rank 1 Stasis (any class, Liara on LotSB). Stasis completely immobilizes one fully protected enemy (including heavy units like Scions and YMIR Mechs) for 5 seconds. Enemies in Stasis cannot take damage, but they suffer massive extra damage for a brief moment when Stasis ends. This may not sound like much, but the utility of completely immobilizing one fully protected enemy while you deal with another cannot be overstated! Most experienced players prefer Rank 1 because longer durations can be a liability for timing. It also allows you to save 9 squad points for something else! When combined with Singularity on an Adept, Shepard becomes nearly omnipotent vs. two fully protected enemies at close range:
Attack Drone (Engineer, Tali, Legion). This power spawns a drone that moves in and harasses one primary target, as well as drawing the attention of other nearby enemies. Due to the very short cooldown on Shepard, Drone can be spammed to keep enemies busy while you move in on them. Unfortunately Tali’s and Legion’s drone have a much longer cooldowns, so not nearly as useful. I prefer the Attack Drone evolution because it does more immediate damage to shields and barriers (as a secondary benefit). The Drone can be combined with Stasis for lockdown of 2 fully-protected enemies:
Improved AI Hacking/Enhanced Dominate (Engineer, Infiltrator). Both these powers do similar things to synthetics and organics, respectively. Like a Drone, these powers turn one unprotected enemy into an ally for 12+ seconds, badly distracting nearby protected enemies, allowing you to maneuver. The long duration evolution of these powers are far superior to the area effect versions, since the effect lasts longer, and only one thrall is needed to draw the attention of an entire group anyway. AI Hacking is also available to Engineers and Infiltrators (and Dominate is available to any class as a bonus power). But Engineer provides maximum synergy because you can combine with Attack Drone for a trifecta of enemy distraction and dysfunction. Add Tali and Legion (rigged for drones) for up to 5 simultaneous thralls. Not the fastest way to go, but very entertaining!
Honorable Mention: Flashbang Grenade (any class, Kasumi). Flashbangs can be tossed like a real grenades to stagger and disable some protected enemies within its blast radius, notably Harbinger. However, I have always found it to be only situationally useful, and thus hard to build around for CQC.
Powers for Enhanced Protection:
Assault Armor (Sentinel). This power creates a secondary layer of shields, allowing Shepard much greater freedom to maneuver under fire. When the armor breaks, it does damage and staggers surrounding enemies, and replenishes 50% of Shepard’s regular shields. Even more important than the shield boost is an additional shield gate (which grants brief immunity to damage when the shields go down). Recasting Shepard’s armor also instantly recharges all squadmate powers, often negating the opportunity cost of its cooldown. The Assault evolution is best for CQC due to the shield restoration and greater AOE damage and radius. Without question this is the best power for a true “run and gun” play style, requiring the least tactical coordination to pull off:
Barrier, Geth Shield Boost, Fortification (any class). These three bonus powers are all somewhat similar, providing a substantial boost to regular shields or barrier until broken. They also have no activation animation, so can be recast without interrupting anything else Shepard is doing. Unfortunately they are not nearly as good for CQC as Sentinel’s Tech Armor, but they do allow some aspects of that play style in other classes.
Energy Drain, Reave (any class). These powers buff your shields or health (respectively), allowing extended mobility under fire. Energy Drain requires a shielded or unprotected synthetic target to boost your shields. Reave requires an unprotected organic target to boost your health. When it works, it’s fantastic! But in practice I find this approach very hit and miss, requiring an extra cooldown to prepare the buff, or unavailable at a critical moment due to lack of a target, or because Shepard is already on cooldown.
Immobilizing Enemies
The other key element of CQC in ME2 is having ways to immobilize enemies. In general, enemies remain a threat until they die or are incapacitated. If you just shoot them, it can ages to strip off all their layers of protection (shields, barriers, armor), and then whittle their health pool all the way down to zero. All this time they are shooting back at you, and flanking or rushing your position. On Insanity difficulty such a fair trade of weapon fire with numerous enemies will quickly end in Critical Mission Failure!
However, once an enemy is down to its red health bar, it can be immobilized, stopping its advance and damage output. Thus most good build strategies for ME2 (CQC or otherwise) generally focus on 1) quickly stripping enemies of protection, and then 2) immobilizing them at nearly full health. The time required (and the damage you take) doing this is a small fraction of what would be needed to kill them outright. Once immobilized, enemies become tactically irrelevant, or an asset you can exploit. For example, casting Overload on a Pyro or Abomination causes it to detonate, damaging nearby enemies. Likewise a warp bomb on a pulled or slammed enemy spreads devastation everywhere, creating more red bars, allowing you to immobilize more enemies, etc. Good builds in ME2 try to take advantage of these kinds of tactical synergies.
With CQC, Shepard’s cooldown is often tied up with achieving mobility (see above). Thus protection-stripping is best achieved with weapons and/or squad mate powers rather than relying on Shepard’s powers (even on Insanity). This is the opposite of the situation in RC, where builds often focus on the strength and diversity of Shepard’s own stripping powers. Thus when you construct your squad, you want to pick squadmates which (each) have weapons and at least one power dedicated to stripping protections off enemies of the type you will be facing on that mission.
Once an enemy’s defenses are down, there are a variety of ways to immobilize them. However, it’s important that this task doesn't consume too much of Shepard’s cooldowns, so his powers can focus on staying mobile. Thus effective CQC builds will often include an immobilizing ammo power (Disruptor, Incendiary, Cryo) on Shepard’s close-range weapon, as well as immobilization powers with very short cool downs distributed amongst the whole team (Slam, Pull, Throw, Cryo Blast, Neural Shock, Singularity). In my builds I typically try have at least 3 independent ways of immobilizing unprotected enemies, with at least two of them not tied to Shepard’s own cooldown (e.g. Cryo Ammo + Shepard Pull + squadmate Pull). Also, Shepard himself needs one power on short cool down to immobilize unprotected enemies when squad mates become unavailable. For classes that lack this natively, low ranks of Slam or Neural Shock fill this role nicely.
Stripping Protections with Weapons:
There are numerous forums dedicated to ME2 weapons, so I will not try to repeat all of that information here. In brief, most weapons in ME2 are specialized, with particular weapons being better than others at particular ranges, and for stripping particular kinds of protections.
For CQC builds I recommend that Shepard caries a shotgun (available to Soldiers and Vanguards, and other classes starting with the Collector Ship Mission) due to the very high damage at short range, and the high probability of triggering immobilizing ammo power effects (which are calculated by individual pellet). The shoguns in ME2 vary in damage vs. firing rate, and in general are well-balanced, with only subtle difference in the amount of damage they do to different types of protection after being fully upgraded. I personally prefer the M-22 Eviscerator due to it’s high damage per shot, balanced damage to shields, barriers, and armor, and moderate firing rate that synergizes well with melee.
Prior to the Collector Ship Mission, classes other than Soldiers and Vanguard need an alternate short range weapon for Shepard. The next best thing is a SMG, which can do a lot of damage at short range, especially the M-9 Tempest. SMGs are great at ripping through shields and biotic barriers, especially when fully upgraded, and are good with immobilizing ammo powers due to the rapid firing rate. Their weakness is armor. But all classes have access to a M-6 Carnifex heavy pistol, which fills this gap well.
Shepard also needs a midrange utility weapon. Logically this would be an assault rifle. But in ME2 only soldiers get one. The closest approximation is the M-12 Locust, available early game via Kasumi’s loyalty mission. Although technically a SMG, The M-12 is surprisingly accurate at moderate range, does balanced damage to all protections, and is ammo efficient. In the vast majority of situations I just go back and forth between the M-12 and a shotgun, occasionally switching to heavy pistol for big armored targets or husks.
With CQC you are in the enemy’s face most of the time, so you don’t want to spend a lot of time micromanaging squad mates. It is best to plant them in well-protected areas with good lines of site where they can lay down a lot of protection-stripping suppressing fire. If enemies drop behind cover, great – they are suppressed. If not, they get a blast of protection stripping from your squad mates. So it’s win-win. By default, I will usually set squamates to SMGs for stripping shields/barriers, occasionally switching them to M-6 pistols if facing a lot of armor. Soldier hybrid squadmates like Samara, Thane, Grunt, Garrus, Zaeed have access to assault and/or sniper rifles, which on squadmates strip armor faster.
Numerous posts in online forums extol the virtues of various ammo powers for enhanced damage against health or different kinds of protection (Shredder, Armor Piercing, Warp, Incendiary, Disruptor). However, please be aware that as weapons and classes become fully upgraded, the damage boost from ammo powers become marginal. For CQC, squad points are better invested in stripping powers, immobilizing powers with short cool downs, or squad ammo types with an immobilization benefit. As discussed below, these include (only) Disruptor, Incendiary, and (especially) Cryo Ammo.
Best Squad Powers for Stripping Enemy Protections:
Unstable Warp (Miranda, Thane, Liara). Warp instantly strips barriers and armor, and has a secondary benefit of detonating unprotected enemies floating in Singularity, Pull, or Slam for massive area damage that can also toss enemies out of play. It is usually best to level squad mates to Unstable Warp for larger AOE. Adepts and Sentinels also have Warp, but evolving it on Shepard is lower priority due to cooldown conflicts with other powers. I usually evolve Shepard to Heavy Warp to enhance Warp detonations, and help with larger armored targets.
Area/Heavy Reave (Samara). Like Warp, Reave can instantly strips barriers and armor, so a decent substitute for Warp if you bring Samara for Pull. However, be aware that on Insanity Reave damage suffers a duration penalty such that at level 30 the Area evolution falls just shy of the damage needed to fully strip protections off of some enemies, requiring a switch to Heavy Reave in NG+ (losing the larger AOE). If used as a bonus power on Shepard, I usually level to Heavy Reave to help with larger armored targets.
Deadly Shadow Strike (Kasumi). Kasumi cloaks, and performs a surprise attack on a single remote target, returning undamaged to her original location. Although slow, this attack is remarkably good at damaging shields, barriers, and armor, and knocks down unprotected enemies. It also distracts protected enemies (including scions and Harbinger) for several seconds, so is very synergistic with a distraction-oriented build.
Incineration Blast (Mordin, Amanda). Incinerate absolutely tears through armor, and has a secondary benefit of staggering, stunning, or panicking some enemies, suppressing them for a short duration. Engineers and Infiltrators also have Incinerate, but evolving it on Shepard is lower priority due to cooldown conflicts with other powers. I usually evolve Shepard to Heavy Incinerate to help with larger armored targets.
Area Overload (Miranda, Kasumi, Garrus, Amanda). Overload rips through shields like nobody’s business, and briefly stuns or disables the weapons of unprotected enemies. It also does massive damage to synthetics, and detonates enemies with flamethrowers. Engineers and Sentinels also have Overload, but evolving on Shepard is lower priority due to cooldown conflicts with other powers.
Area Drain (Tali). Functionally similar to Overload, Energy Drain does heavy damage to shields and synthetic enemies, as well as boosting the caster’s shields/barrier. If used as a bonus power on Shepard, I usually level to Area Drain for the shield boosting benefit.
Below are some examples of squadmate stripping powers in action:
Samara and Kasumi use Reave and Overload to remove shields and armor, allowing Shepard to freeze and control enemies:
Mordin and Miranda strip armor with Incineration Blast and Unstable Warp, so Shepard can get in with a shotgun (and some biotics!):
Samara and Kasumi double up on Asari Vanguard barriers with Reave and Deadly Shadow Strike, paving the way for Shepard’s lockdown:
Samara sets up deadly triple combos using Area Reave, followed by Shepard’s Pull Field and Miranda’s Unstable Warp:
Best Powers for Immobilizing Unprotected Enemies:
Area Pull [Adept, Vanguard, Jacob, Jack, Samara, Morinth). Pull lifts unprotected enemies of any size (with a red health bar) off their feet, leaving them helplessly dangling for 9+ seconds, often out of cover, and kills husks outright. Enemies caught in the field take extra damage, and can be explosively detonated with Warp, damaging and knocking back other enemies in a radius around them. After upgrades the cooldown on Shepard's Pull is less than 2 seconds, and can be cast in an arc, allowing enemies behind cover to be immobilized even when not in direct line of sight. The Area version is especially good in close quarters with clustered enemies. This is my personal favorite immobilizing power for CQC, such that I almost always have at least one squadmate with Pull and another with Warp. If playing as an Adept, I level Shepard to Pull Field as quickly as possible. If playing as Vanguard I leave at Rank 1 until late game in order to level Cryo Ammo first.
Rank 1 Slam (any class, Miranda). Slam lifts and then bashes unprotected enemies forcefully to the ground, doing damage and immobilizing them for a few seconds. Often described as “poor man’s Pull”, Slam plays a similar role as Pull in the build, with short cool down and ability to set up Warp detonations. Slam’s one tactical advantage over Pull is that it travels instantly to the target. The drawbacks are that the effect is shorter, Warp detonation timing is more difficult, you can’t arc around cover, and it lacks an AOE evolution. But for Soldiers and Infiltrators (which lack a native short cool-down power for immobilizing enemies), Slam fills a key weakness for only one skill point. Also useful at Rank 1 on Miranda for supplemental immobilization.
Rank X Throw (Adept, Sentinel, Thane, Samara, Morinth). Throw forcefully punches unprotected enemies, doing modest damage and knocking them to the ground or out of play (a bit like a remote melee). It pairs well with Pull and cryo effects, allowing you to smash or catapult enemies that are frozen or levitated by Pull (or both) right off the map, which, let’s face it, is just incredibly fun! Due to the short (< 2 second) cool down on Shepard, it can be spammed on enemies to keep them under control (and gives Thane something to do beside blow things up with Warp). A highly underrated power for CQC! I usually leave at Rank 2 (as required to unlock other powers) or Rank 1 (Adepts) until late game, unless specifically seeking to catapult enemies for entertainment value.
Full Cryo Blast (Engineer, Sentinel, Mordin). Freezes unprotected enemies for 3~7 seconds, depending on rank, leaving them vulnerable to melee and weapon damage. Cryo Blast plays a similar role as Pull: immobilizing enemies completely until they can be dealt with later. Unfortunately it’s not quite as good as Pull due to 50% longer cooldown and inability to detonate with Warp. But it’s a decent substitute for Sentinels and Engineers, or on missions with heavily-armored enemies (when Mordin is along for Incinerate anyway).
Squad Cryo Ammo (Soldier, Infiltrator, Vanguard). Unprotected enemies freeze for 5+ seconds when hit by weapons fire. Although this effect has a finite probability, it is almost guaranteed with a shotgun or rapid fire weapon. Thus as soon as an enemy’s protection is breached, it becomes immobilized. The benefit of this for CQC cannot be overstated! You can wade into a pack of 3+ enemies, freezing them in sequence before they can do enough damage to stop you, then shatter them with melee at your leisure. Best of all, as a passive ammo power, Cryo Ammo does not compete with Shepard’s cooldowns, so is very synergistic with mobility and control powers. Most experienced players recommend evolving to Squad Cryo so the whole team can help with battlefield lockdown. But here's Shepard going solo with Improved Cryo for the extra freeze duration:
Incendiary or Disruptor Ammo (Soldier, Infiltrator, Vanguard, Grunt, Jacob, Zaeed). Both these types of Ammo have immobilization effects on unprotected targets. Incendiary Ammo sets organic enemies on fire, causing them to panic for a few seconds, and retards enemy health generation of Vorcha and Krogan. Disruptor Ammo temporarily disables synthetics and briefly jams weapons of organics. In my opinion neither of these effects are as good as freezing enemies with Cryo Ammo. However, unlike Cryo, they are available via squadmates. If evolved to Squad Ammo, they become available on Shepard’s weapons as well as the rest of the team. Also, they provide a slight boost in damage to protection (Disruptor vs. shields/barriers, Incendiary vs armor), so in some scenarios may edge out Cryo. In particular, Incendiary Ammo is a favorite choice for Vanguards using a Claymore:
Honorable Mentions: Neural Shock, Shockwave. These powers are situationally useful for temporarily disabling groups of unprotected enemies. However, Neural Shock is limited to organic targets only, and Shockwave requires enemies to be geometrically aligned. These use restrictions make them harder to build around. Also, on the particular classes and squadmates that have them available, there are better options: Slam (as a bonus power), Pull (Vanguard, Adept, Jack), and Cryo Blast (Mordin). However, these powers get honorable mention because in the situations that they do apply, they are totally awesome!
a_mouse’s Favorite Builds for CQC (all classes)
(click on titles for a full playlist of videos)
Cryo Vanguard:
Incendiary Ammo: 6
Squad Cryo Ammo: 10
Heavy Charge: 10
Shockwave: 3
Pull Field: 10
Champion: 10
Stasis: 1
CQC Infiltrator:
Disruptor Ammo: 3
Squad Cryo Ammo: 10
Enhanced Cloak: 10
Incineration Blast: 10
AI Hacking: 6
Agent: 10
Slam: 1
Shotgun Soldier:
Heightened Adrenaline Rush: 10
Concussive Shot: 0
Squad Disruptor Ammo: 10
Squad Incendiary Ammo: 10
Squad Cryo Ammo: 10
Shock Trooper: 10
Slam: 1
Shotgun Adept:
Heavy Warp: 10
Heavy Throw: 10
Heavy Singularity: 10
Pull Field: 10
Shockwave: 0
Bastion: 10
Stasis: 1
Lockdown Sentinel:
Throw: 6
Heavy Warp: 10
Assault Armor: 10
Overload: 3
Full Cryo Blast: 10
Guardian: 10
Stasis: 1
Puppet Master Engineer:
Overload: 1
Incinerate: 0
Combat Drone: 10
Full Cryo Blast: 10
Improved AI Hacking: 10
Mechanic: 10
Enhanced Dominate: 10