fessels
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Post by fessels on Feb 20, 2017 17:46:58 GMT
Okay, first of all ... and this may or may not be liked by some hardcore ME players, but I still did it. I hat no interest to first play through ME1 with a FemShep so I downloaded a savegame that I liked and Imported it into ME2, ( Now let the Boo and Hiss rounds begin. ) So I decided to start a second character next to my male Shepard Sentinel. I was interested in the Infiltrator, so I made my FemShep one when I started her game yesterday. Now I did try to look around for some info on Infiltrators and at the moment I came up with this build ... Squad Disruptor Ammo (4)
Cryo Ammo (0)
Assassination Cloak (4)
Incineration Blast (4)
AI Hacking (1)
GSB Heavy ( 4 ) I was at first planning to pick Warp Ammo but for some reason, I thought that because she already has Disruptor Ammo and Incinerate, plus I play on normal that Warp Ammo would not be needed. ( Besides I could change that later in the game if I have to anyway. ) So in the end, I decided to take GSB as the bonus power. How do others here think of this build?
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Post by capn233 on Feb 20, 2017 19:52:44 GMT
My preference is to avoid the defense powers since the cooldowns are so long. For GSB specifically I would probably take the Improved if I were to run it for the bonus weapon damage.
Rest of the build is a solid core build and what I would choose for the evolutions of those powers.
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fessels
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Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by fessels on Feb 20, 2017 20:21:05 GMT
Thank you for the tip for Improved GSB and for confirming the build. And should I later decide to switch bonus powers would it be better to take Warp ammo as I first intended? ( Or perhaps Armour piercing/Shredder/Neural Shock? ) Since the Infiltrator is a tech build, I am not so sure it would benefit from a Biotic power? ( Seem like a waste on the Infiltrator to me. )
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Post by brad2240 on Feb 20, 2017 22:57:06 GMT
I hate the defense powers (Barrier, etc) in ME 2, due to the overly long CD. It will cripple your cloaking or casting. There are 2 bonus powers I like best for Infiltrators:
1) Neural Shock. Lots of fun, gives the Infiltrator some good CC, very short cooldown and is effective with only 1 point invested in it. For Normal or Veteran difficulty it's probably worth maxing to Neural Shockwave for the AOE.
2) AP Ammo. There's a good build posted here called "the Specialist" that I've played a couple times and really enjoy it.
As for Warp Ammo, I believe people like it so they can one-shot Collector through their barriers on higher difficulties. Never taken it myself, I don't usually add biotic powers to non-biotic classes. If you're interested in Reave, look up the build called "The Reaver" It seems interesting but I haven't tried it personally.
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fessels
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Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Posts: 423 Likes: 441
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Post by fessels on Feb 21, 2017 10:54:14 GMT
I hate the defense powers (Barrier, etc) in ME 2, due to the overly long CD. It will cripple your cloaking or casting. There are 2 bonus powers I like best for Infiltrators: 1) Neural Shock. Lots of fun, gives the Infiltrator some good CC, very short cooldown and is effective with only 1 point invested in it. For Normal or Veteran difficulty it's probably worth maxing to Neural Shockwave for the AOE. 2) AP Ammo. There's a good build posted here called "the Specialist" that I've played a couple times and really enjoy it. As for Warp Ammo, I believe people like it so they can one-shot Collector through their barriers on higher difficulties. Never taken it myself, I don't usually add biotic powers to non-biotic classes. If you're interested in Reave, look up the build called "The Reaver" It seems interesting but I haven't tried it personally.When I did When I did the mission to get Mordin I noticed what you and capn233 mentioned about the cooldown being too long. GSB is handy in what it can do, but those 12 seconds are too much indeed. So once I was back on the Normandy I used the advanced training and switched to Neural Shock. And I share your thoughts on Biotics on a Tech character if the class does not have it. ( And vice versa as well of course. )
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Post by capn233 on Feb 22, 2017 2:19:31 GMT
I like Neural Shock early on an infiltrator as well, since it is a very rapid cooldown organic CC power. It overlaps a bit with Incinerate, since both will CC organics, but Incinerate has a longer cooldown and of course deals real damage.
Slam fulfills a similar role with a similar cooldown, but it can prime warp explosions. Window is small at rank 1 though.
Stasis is a good CC power for mini-bosses, and there is a glitch where targets take extra damage when hit as they fall out of it. Also fairly uncommonly enemies will fall through the ground or just outright be killed by it.
I don't tend to take the ammo bonus powers on Infiltrator, but AP or Warp aren't too bad. Ammo power damage is calculated off of weapon base damage before weapon upgrade bonuses (for every weapon class except assault rifles), so in effect the ammo damage gets weaker as the game goes on and you pick up upgrades. Level scaling in this game makes theorycrafting a bit of a pain, and I can't remember specifically what level Warp Ammo vs what level upgrades or cloak you need for specific Collectors. Essentially every basic enemy has 150 points of protections (be it shields, armor, or barrier) on Insanity, but their damage taken is scaled by level from 1 to 30.
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