Instead use her flash bang often and shadow strike situationally. Its extremely limited ammo capacity allows it only to be used once, or maybe twice on a mission with sufficient upgrades and power-cell caches. Heavy Incineration is good, though Blast is also worth it for its AoE. Most of the tactical options offered by the cloak work fine at a low rank. What's also good about Incinerate is it's very effective against Armor. Sniper squadmates are all powerful choices Shotguns- the katana and scimitar suck, always equip the eviscerator or plasma shotgun, unless its Grunt, then pick the claymore Assault rifles- vindicator until you get the mattock SMGs- tempest=space P90, locust=space UMP. For those particular squad mates your ability to respec them is not necessary, although welcomed. ALL RIGHTS RESERVED. If you go along this path, you can forgo Incinerate and have a packed up skill that can damage both armor and barriers. During this time, the target is more susceptible to damage. What are some of the recommended builds for squad mates? Combat with the Infiltrator should be done at range, keeping enemies at a distance, and covering your squadmates. This is a better option if you want your attacks to be effective against single and well armored targets. It is useless against organic enemies, and it cannot affect Mechs or geth unless their armor and shields are down. However, the cooldown from this power can interfere with usage of Tactical Cloak and as such may be moderately less useful than other bonus powers. New comments cannot be posted and votes cannot be cast. His sniper rifle and AP ammo chew through armor fast, overload kills shields, and concussive shot can take a bite out of barriers and will always stagger shielded enemies without armor. While Neural Shock is quick and perfect for keeping an exposed organic disabled, AI Hacking is great to continually recast on the remaining toughest Geth of a cluster left until they weaken each other all down to nothing. Has the highest base damage. However, keep in mind that the weapon does have a limited range, roughly 20-25 meters, so beyond that you should stick with the sniper rifle. One of the most useful damage powers in Mass Effect 2, Incinerate burns through armor and health very quickly and is somewhat effective against shields and barriers. Besides, area throw won't do anything to 3 shielded Geth. Let us move to the equipment. Earth is burning. And thats it! Increase impact radius by 2 meters. The M-98 is the most powerful sniper rifle in the game, and shares many features with the M-92 Mantis, mainly its lack of ammo and one (powerful) shot per thermal clip. Cookie Notice During those two playthroughs, I re-spec'd my Shepard often, playing around with different builds (though in keeping the Engineer a non-biotic class, I did not experiment with any biotic bonus powers). But you've got Garrus, Zaeed and Grunt for that. Any reason why I can't manually save anymore? This is prevented, however, by the presence of any protection (armor, shields, or barriers), reducing its effectiveness. While it does help in crowd control, it has its limitations, mainly in range and ammo capacity. Mass Effect 2 Heavy Incinerate vs Incineration Blast masgaming 13 years ago #1 I can't decide which one to get with Mordin. You can't handle the truth. Frees up damage. Cryo Ammo can still work extremely well on Insanity with the Viper sniper rifle, particularly when bringing a squad good at stripping defenses. ALL RIGHTS RESERVED. Then switch to a pistol or an SMG for the remainder of the engagement. Sabotage(+100% damage from tech powers)->Cryo Blast (optional)->Incinerate(if frozen +100% damage+electric combo after Sabotage)->Overload(fire explosion, if chain overload can be multiple explosions). Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage (except for the powers that are used to set up the combo). The Infiltrator's optimal approach to combat is more or less the opposite of the Vanguards. Taking the Rank 5 Burning Damage evolution does not extend the duration of the priming effect. Great at dealing with collectors and mops the floor with blood pack. Out of the 3 non-DLC sniper rifles, the Mantis is noticeably more problematic with regards to ammunition. Incinerate will also panic most unprotected organic enemies for a few seconds, allowing you to retreat to cover if under heavy fire. The Radius evolution of Incinerate and the Chain evolutions of Overload enables each cast of Incinerate to prime multiple targets for Fire Explosions, and allows each cast of Overload to potentially set off 2 or even 3 such combos. He concentrates on using Tech-related skills to deal with the enemies. Note that a well upgraded Incinerate will be able to destroy the weak shields or barriers of certain organic enemies and also do extra damage to their health. almost anything can kill husks, and you'd be better off using cryo or group cryo ammo, or using adrenaline rush and target their feet or get head shoots, or any of the other ways to kill them. But I used grunts a lot. It's situationally useful. Note this can be improved with an upgrade for SMGs that causes a passive 50% extra damage to shields. Warp Ammo also offsets the sniper rifle's inherent lack of penetrating power against barriers. Is there any benefit to scar healing beyond cosmetic. Because the DoT effect of the Rank 5 Burning Damage evolution is relatively long (8 seconds), in multiplayer especially, this evolution may only be useful against larger boss-type enemies (Atlases, Banshees, etc.) For a dedicated sniping Infiltrator equipped with the M-98 Widow, and if you pick Warp Ammo as your bonus power and upgrade it plus Disruptor Ammo to the Heavy version you will be a one-man anti-everything monstrosity. Heavy Pistols The good thing with Heavy Pistols is that AI is very accurate with them. Sniper rifles are the single most damaging means of attack for an Infiltrator. Garrus Concussive Shot: 2 Overload: Area Overload Turian Rebel: Turian Renegade Armor-Piercing Ammo: 3 The Phalanx is just as accurate at longer ranges (if not more so) than the M-3 Predator and M-6 Carnifex while still packing a better punch. I just used this one, so I'll put it down here, and hope that old gun hands at the series will post another combo as a comment below. Legendary edition reveals ME2 is the worst of the triology. Increase damage to frozen and chilled targets by an additional 100%. I beat ME2, on Insanity Mode, with an Infiltrator. But shockwave is great for staggering enemies out of cover and massacring husks. Insanity Infiltrator ME2. Besides Miranda hes the only other Squadmate who can handle all defenses reliably. Still, because the Infiltrator has Cryo Ammo, this might be a weapon better left at home. Unless you are the Infiltrator that prefers close combat, then the Firestorm isn't the weapon for you. Dominate can be a very useful power if utilized correctly; hitting the right enemy will force all other enemies to shift targets and cover to adjust to the Dominated enemy, essentially throwing the enemy ranks into chaos. One way around this is to take your shot immediately after activating the cloak - the damage bonus will still apply even though you basically were never invisible. The Infiltrator's best approach is to use a high-damage weapon, such as the Mantis or Widow sniper rifles, in combination with all possible damage boosts, and a headshot to eliminate the tougher enemies from a distance. Mass Effect Wiki is a FANDOM Games Community. Ammo Training: Cryo, Disruptor. Mass Effect Wiki is a FANDOM Games Community. 2023 GAMESPOT, A FANDOM COMPANY. Which do you all prefer? The usefulness of Area Overload, Incineration Blast, and Attack Drone have already been covered above. The Tactical Cloak also has a lot of potential if it is upgraded. Anybody know how many planets are in the game? Just make sure that there is adequate cover to get behind before attempting this. For characters who lack this freezing option, like the. B-A-N-A-N-A-S! Which is better for Hardcore/Insanity difficulty? Pistols can be useful in close quarters and their higher rate of fire, when compared to a sniper rifle, makes them better suited against quickly moving enemies at mid to short range. On the whole, this ammo power can provide a strategic advantage in a large number of missions and assignments, and is therefore a sensible investment. However the Widow can usually drop enemies in one hit, so it can be a valuable asset to a good sniper. Another important thing to note if considering using this power as a substitute for Incinerate is that it cannot be arced around cover, which can make it difficult to target certain enemies. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Will be useful against Vorcha enemies early in the game. Sub optimal vs collectors, eclipse, and blood pack, but not useless. This one is up to preference, just ditch the Shuriken ASAP, its garbage in ME2, Zaeed- the only Squadmate in ME2 with disruptor ammo. You can never go wrong with a sniper in your squad, Miranda- S tier Squadmate, you can never go wrong with her. Concussive Blast is great against hordes of husks, but that's about it. Concussive Blast is great against hordes of husks, but that's about it. Alternative to the tempest, however, has smaller multipliers against shields and barriers. Overall, this bonus power can make an Infiltrator nigh unstoppable against shielded enemies (especially on geth missions), but it has its drawbacks and is completely useless if there are no shielded or synthetic enemies to fight. See also: Engineer Guide, Engineer Guide (Mass Effect 3) Engineers can spawn combat drones to harass enemies or force them out of entrenched cover positions. Available after completing the mission associated with the Lair of the Shadow Broker DLC pack. The damage bonus against frozen enemies will more than make up for not necessarily getting the cloak damage boost (the cloak damage bonus doesn't work particularly well with the Viper anyway). Neural Shockwave is instant-cast and instant effect, something Shepard's Full Cyro Blast would not be, and even has a lower cooldown. It strikes me that new players might not figure out how special the power usage is in ME2. Feel free to add anything I missed! Her Flash bang grenade staggers enemies with protection, knocks down unprotected ones, and will disable the weapons of anyone hit regardless of protection. Improved AI Hacking is great for turning one of your enemies into a tough temporary ally, a useful distraction tool, like a more effective Drone, while flanking with a shotgun or sniping. The ammo limitation is the only real drawback of the weapon, however with different armors, or armor parts, then it can be offset a little, and if you are already effective using the Mantis despite its low ammo, with maximum upgrades, the Widow will have 13 shots to the 10 shots from the Mantis, so this shouldn't be an issue. If both your squadmates are down, then Tactical Cloak will cause enemies to stand still for the duration of the ability, giving you ample time to line up the perfect headshot. Not only does it allow you to incapacitate enemies no matter their protection, it also provides a massive damage boost for a second after it wears off, allowing for a one-hit kill headshot on most enemies. Effect: Enemies effected by any of the fire based powers, cause an AoE fire explosion, once they are killed by a . However, Neural Shock does not work against synthetic enemies and many squad powers are a good alternative. The Viper highly benefits from (ab)using the sniper rifle time slowdown and only peeking out of cover for 1 or 2 shots, each time renewing the time slowdown. Because Infiltrators normally deal with things at long range, shotguns might not be your first choice. It's worth noting that all of the toughest enemies in the game, as well as virtually every boss including the final one, have armor as their primary defense which makes this the supreme boss-killing weapon once you get all the Sniper Rifle upgrades. I played as an Engineer through ME2 on insanity twice. The M-12 Locust SMG, available with the Kasumi DLC, can cover the same ground as Assault Rifles however, being a mid-range weapon decent against both shields and armor. Because the Infiltrator specializes in long range combat, it can be a good assetonce you learn how to handle the weapon. Its freeze-effect is also prevented on higher difficulties because it can only affect unprotected enemies. That's useful. When pursuing this type of pure sniper strategy, the Terminus Armor is an often overlooked yet invaluable option, as it gives you a 10% increased ammo capacity, and the 10% increased storm speed will often make up for the 2 second shorter duration in your cloak, allowing you to reach cover either before or only slightly after your cloak wears off. If you are a dedicated sniper and are good at getting the critical shots you will likely find that you rather significantly out-damage most of your squadmates with weapons against standard enemies (barring Husk Rushes). At higher levels, a hacked synthetic can serve as an "ally", hacking an enemy again as soon as the last hack runs out, providing a great distraction. I searched around for a bit, but there never was a clear cut answer. The weapon has a two-second charge time before it fires, so make sure your own shields are up before sticking your head out. What happens if I save the workers in Zorya ? Rank 1 - You fire an electromagnetic pulse that inflicts massive damage to shields and synthetic enemies. Only available if you recruit Morinth, this is the organic equivalent of AI Hacking. The M-100 is the first heavy weapon available, obtained during Prologue: Awakening, and is at least an average heavy weapon for the Infiltrator. Engineer Build - Unshackled Controller - Mass Effect 2 (ME2) By zanuffas Last updated: 9 November 2022 1 This post covers the Best Engineer builds in Mass Effect 2 and Mass Effect 2 Legendary Edition. Even when this weapon can't drop an enemy in one hit it will still do a staggering amount of damage per shot particularly against armor. Cerberus troop just can't survive in this hell. Geth Shield Boost, the tech based variant of the three defensive powers, is the obvious choice for the Infiltrator. But it is also quite powerful against all other forms of protection, and can both damage and stun multiple unprotected opponentseven organicswith one shot. The result is that anything with just health (no shields or armor or whatnot) is assassinated instantly. This advanced plasma round melts or burns nearly anything it hits. Especially good at dealing with enemies like husks, because in ME2 once you strip their armor they die instantly to any power that gets them off their feet. 1: Always choose 'heavy' ability. However powerful, its one-use-per-mission handicap and elongated charge time makes it a weapon that is often best left on the ship. Details on every Power. Like it's been said, it's situationally useful, and it's pretty useful against charging krogan. Generally I want Grunt up front taking the impact and keeping the enemies occupied whiel I pick them off from the back. I always go area unless for example I am adept then i'd do area singularity and heavy pull, heavy pull for single enemies for the long duration. On the other hand, the Avalanche still packs quite a punch against the various forms of protection, has a high ammo capacity, and a high rate of fire. If you prefer to use an ammo power to give an edge at stripping away any protection, then Cryo Ammo will not suit your preference. . Depending on the play style, each of the sniper rifles can be effective. The SMG works as your backup weapon when your primary is out of ammo or you are conserving it for a later fight, and can also be used to take down shields at close range. The tradeoff is you must hit enemy shields or synthetic enemies in order to boost your shields and the size of your shield boost relies on how much damage you're able to deal (so aim for the enemy with the strongest shields). The Infiltrator is the most rogue-like class of Mass Effect 2, and combines the versatility of tech skills with the freedom of attacking at long range with sniper rifles. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Use the Infiltrator's weapons to stay at a distance and drop enemies from afar. Choose Agent if you want to be able to access Paragon or Renegade options earlier, want the extra health and faster cooldowns, or if you want a longer-lasting Tactical Cloak or AI Hacking. Both seem like they 'd have their own particular advantages. Cryo ammo in ME1 decreases the targets accuracy, letting the player take less damage from one source. Do you *need* to explore all the planets? In-depth Class builds for Shepard with a focus on Insanity difficulty strategies. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. With the high 2.4x damage bonus against armor, even on Insanity, Incineration Blast can fully strip armor of weaker armored enemies like vorcha and husks (slightly better than Heavy Warp damage). Assault rifles are a good choice if you want to avoid getting too close to your targets. Headshots are usually easy to achieve. Infiltrators are equipped with cloaking systems that allow them to avoid detection for short periods of time, granting a tactical advantage over enemies. Incineration Blast is nice for groups.. IMO, Heavy Incinerate is better, simply because you don't find that many groups of armored individuals together. Unprotected organic targets hit by Neural Shock will initially stand up straight and are forced to pose for headshots. The only allies that can even reasonably keep up with you in weapon-based damage output, especially if you picked up the M-98 Widow, are those that use sniper rifles, i.e. personally heavy incernate, i dont have alot of problems with husks. Gamestegy Founder. It's saved my life quite a few times, actually. With the addition of Disruptor Ammo, the Widow is capable of tearing through shields and destroying all enemies. Just remember that they aren't good at range, so if you pick up shotgun training, then watch your ammo and how you use these weapons. Obviously use discretion in this, because sometimes it's too dangerous. The Geth Plasma Shotgun is a good weapon against small groups and can devastate enemies that just happen to be alone. Heavy concussive shot stops charging Krogans. If you have attained Squad Warp Ammo as your loyalty power, the combination of Grunt and Garrus is particularly lethal, as their combined weapons cover every range, and you won't need the ability to break down Barriers as much as you otherwise might. Powerful and accurate at long range, the collector particle beam is a good weapon for an Infiltrator. If you are on lower difficulties, putting a few points all around wouldn't waste the Infiltrator's abilities. Mass Effect 2 (ME2) Wiki Tech Power Incinerate Last updated 10 July 2022 13:7 Incinerate Incinerate is a Tech Power. Squadmates with automatic weapons will often fire full continuous clips at enemies that have recently ducked behind cover, and enemies hit by weapon-fire often try to get to cover quickly afterwards barring a rush, so a fair chunk of your squadmate firepower will be wasted. Its shots do more damage than the M-97 Viper; however, it carries half the ammunition and fires more slowly. Full Cryo Blast just for the few occasion where there are multiple exposed Geth to incapacitate, but honestly it is rarely used. It has the ability to remove armor in one or two shots and can distract organics that are vulnerable while dealing a fair amount of damage. But once all the enemies are settled into cover and spread out, heavy is better, but not much, 170vs210 fire damage/3 seconds is just 40, or 20% stronger. Explosive Drone because Geth mostly only have shields anyway, and the few with armor make short work of any Drone as to rend it ineffective. Very effective against armor. While it does carry lots of ammo, you have to get close to your targets in order to use the weapon effectively. Recharge Time: 6.00 seconds (12.00 seconds for party members) Impact Radius: 1.20 meters Damage: 210.00 points over 3.00 seconds Incineration Blast gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Rank 2 AI Hacking and the 1 point wonder Neural Shock are both instant-cast and both have durations that exceed their cooldown timers. If you are going up against a lot of synthetics, then grabbing the Arc Projector before leaving the Normandy might be a good idea, since this weapon is great at destroying synthetic enemies and shields. His charge ability, which cannot be commanded by the player, is incredibly powerful and can knock most enemies to the ground, even a fully armored scion and possessed troopers. Builds for all squadmates. Range is a problem, because you get less accurate the further away you are, so using the weapon at closer range is always a better idea. If I'm fighting a lot of guys on insanity and I shot through an enemy's defenses, but I don't have time to waste on him because some annoying heavies keep launching rockets or a mob of guys are starting to rush, I knock him down with a concussive shot to temporarily disable him while I deal with the more immediate threatthough I usually use a squadmate's concussive shot for that. The Vanguard benefits from first eliminating the lower-tier enemies in an encounter, so they can devote full attention to the heavy-hitters such as YMIR Mechs and krogan. Squadmates dont shoot the viper fast enough to take advantage of its strengths, so pick the mantis because they rarely miss and it does a ton of damage. Available after completing Kasumi Goto's loyalty mission from the Kasumi - Stolen Memory DLC, Flashbang Grenade offers strong crowd control capability for the Infiltrator, with the ability to knock enemies out of cover and bypass multiple forms of protection. Dont forget her passive either which gives substantial health and damage buffs to the whole squad. In the early game, we want to have Mordin as an effective companion as soon as possible. Weapon Training: Sniper Rifle, Heavy Pistol, Submachine Gun Any reason why I can't manually save anymore? Although this method of stripping enemy from its armor is effective, you already have Incinerate as a base power, making it slightly redundant. If you aren't a good sniper or you have trouble keeping enemies at range, however, then selecting one of the other two training options might be a better idea. Although it is far less useful against Collectors, at Rank 3 it can still overheat the weapons of unprotected enemies. Also can use sniper rifles which are the best weapon squadmates can have in ME2. The Firepower Pack also adds the Geth Plasma Shotgun, a mid-range, extremely powerful shotgun. Why lose so much additional power to give it a 25% wider range when it's already only used on solo or tightly packed enemies? Due to this, you can use the most effective ones. With some care, it can easily be used with cloak, creating almost unparalleled survivability. While it is useless in missions wherein there are no Mechs or geth, it can still be a good choice for even a single squad point: a level-1 hacked enemy can at least distract others, affording you several seconds of shooting without taking enemy fire. Use it on tightly packed enemies before a push or to save yourself when a flanker closes the distance. Heavy Warp Ammo ceredbrate 12 years ago #7 Don't know about you guys, but on Insanity, my drones are literally getting. How you build your squad should ALWAYS be based on how Shepard is built, there is no optimal setup that will cover every Shepard class. The Firepower Pack adds a third pistol, the M-5 Phalanx, which is an extremely powerful pistol. Ice Blast has the lowest cooldown in the game of 4.5 seconds. Mass Effect 2 Wiki Guide. However if you like to keep your enemies at range and pick them off before they even get close, then this might be a bad option. The Rank 6 Freezing Damage gives a big payoff if the character has a method for reliably freezing or chilling enemies. Mantis and Widow benefit the most from the cloak damage boost. A quick and skilled sniper can take advantage of this to cause major havoc among the enemy before the effect wears off or the enemy is killed. Heavy damage to health and armor.Make an enemy panic, stopping health regeneration. This means having offensive abilities to take down and crowd control enemies. The Locust is a little better at stripping armor than shields or barriers when compared to the other SMGs, but it is fairly accurate even at mid-range. If you like distance, then picking assault rifle training would not be a bad decision. For more information, please see our On the other hand, when coupled with the semiautomatic M-97 Viper sniper rifle, it provides unrivaled battlefield control against enemies without special protection, especially when such enemies attack en masse or in confined spaces. I mean I know I need to adjust member accordingly, but what I planned: You want to know the truth? A good weapon for Infiltrators since it, like the Cain, does not disengage Tactical Cloak while charging it; so you could cloak first, then line up the perfect shot in relative safety, and return to cover after you fire and the cloak is deactivated. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. This type of ammo has no bonus against biotic barriers, armor, or the health of non-synthetic enemies. Like similar evolutions for other powers that bestow a DoT effect, the Rank 5 Burning Damage evolution is 40% (or 50% multiplayer) of the. Energy drain serves the same function as overload with the bonus that it restores her shields, and the drawback that it doesnt detonate flamethrowers. Warp Ammo fills the gap left by the Infiltrator's lack of biotic abilities. Note that an Infiltrator can remain cloaked while charging the Cain. Privacy Policy. Reddit and its partners use cookies and similar technologies to provide you with a better experience. For the most part, unless you're the close-encounters Infiltrator, it might be best to select another weapon. This subreddit is the unofficial forum for those who love the Mass Effect universe including the games, comics, and books! Heavy Charge restores 100% of shields versus area only restoring 75%. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Heavy incinerate. Note: This power travels in a straight line from the user to the target, hitting instantly. http://na.finalfantasyxiv.com/lodestone/character/12348660/. It is also possible to conserve ammo when fighting mobs by simply freezing individual enemies with well-placed shots and ordering squad mates to finish them off. Infiltrators are tech and combat specialists with the unique ability to cloak themselves from visual and technological detection. AI is quite effective at using this weapon and doing numerous spray shots. you cannot keep boosting your shields higher and higher with every use. This power additionally grants temporary health regeneration when used against unprotected organic enemies. Due to its very short cooldown, it does not interfere with using other powers. What can it be used for? The bread and butter, and easily most used skill for these type missions, is Energy Drain. Wear down enemies like Thresher Maws and Geth Armatures and exit the Make for the final shots to get full exp. His shotgun and charge abilities are also hard counters for melee enemies like husks and varren. and our If you have the Kasumi - Stolen Memory DLC pack, then picking the M-12 Locust as your SMG, would serve as another long range weapon. Very effective against armor. Still, a good squad for an Infiltrator is just about any combination you can think of; all you really need to worry about is tailoring it to the situation you will be facing. Stasis can be a very useful bonus power. Disruptor Ammo is very effective against shields and synthetics (the geth and Mechs).