Soldier Guide (Mass Effect 2)

The Soldier is a pure combat specialist who focuses on draining enemy defenses and dealing out constant damage.

Overview
Not much has changed for the Soldier class in Mass Effect 2. It still has the widest variety of weapons available, with its only task being to deal out damage. There are new powers available to the class to complement the new combat system, but combat flow remains largely unchanged. Damage largely comes from the class-specific assault rifle, while the sniper rifle can be used to lock down enemy snipers and heavy weapons.

Powers
The player will gain a maximum of 50 Squad Points from levels 1-30. The class comes with six default powers with the ability to add one more later in the game. This means a maximum of five powers can be evolved.

Active Powers
Adrenaline Rush

This power slows down your surroundings by 50% and lasts for five seconds. It is primarily used to line up shots according to the game, but can also be used to close the distance on enemies and take them out up close. Evolving the power allows you to choose between taking less damage or increasing the slowdown to 70%. This power can save your life very often.

Concussive Shot

Fires a high-impact shot that can stun enemies and damage biotic barriers. It is ineffective against shields and armor. This power can be used together with Pull to toss enemies over railings or into walls for more damage. Its usefullness is questionable, however, as it has a relatively long recharge time for a soldier. It can be upgraded to have more power or an area of effect.

Passive Powers
Cryo Ammo

Has a chance of snap-freezing targets, leaving them more susceptible to damage with a chance of an instant kill. This is the only form of crowd control available to this class beyond bonus powers. Can be useful in close quarters and against larger groups of enemies with the assault rifle. Evolution involves sharing the effects of the ammo with your squad or increasing the chance of freezing targets.

Combat Mastery

This class can specialize in one of two areas: Commando or Shock Trooper. Commando increases weapon damage, storm speed, and damage dealt with powers. Shock Trooper increases conversation skills, health, and the duration of powers.

Shock Trooper isn't that useful with the classes only lasting power, Adrenaline Rush. The increase in duration is 15%, meaning it will last for 5.75 seconds instead of 5. Adrenaline Rush can be kept active all the time since, even at its lowest level, the recharge time is equal to its duration. Shock Trooper's duration bonus can be useful if you pick a bonus power that will benefit from it. The increase in health is negligible, and there is enough Paragon/Renegade points in the game to be able to resolve most speech checks.

Commando, on the other hand, is extremely useful to the soldier. The increase in power damage benefits all of the ammo upgrades. More weapon damage is always welcome for this weapons-heavy class. Storm speed can help to close in on enemies, or to run for cover.

Disruptor Ammo

Increases damage against synthetics and shields. Adds the ability to disable synthetics and overheat weapons with added squad points. Very useful because a lot of enemies are protected by shields. Combined with the rate of fire inherent with assault rifles, enemy shields can be taken down very quickly. Mechs are also widespread throughout the game, extending this power's usefulness. Can be evolved to extend its effects to your squad or increase its damage with a chance of overloading synthetics.

Incendiary Ammo

Increases damage against organics and armor. Prevents health regeneration and deals damage over time. This power is very useful for the same reasons as Disruptor Ammo, only against armored enemies and healing enemies like the Vorcha and Krogan. There are probably just as many enemies with armor througout the game. Evolving the power allows you to choose between increasing the burning effect or sharing the effects with your squad.

Notable Bonus Talents
Barrier

Erects a biotic barrier that effectively increases your shield power for its duration. Useful for tanking strategies against enemies. With this power a soldier can close the distance and take down enemy defenses and your squad can finish them off. Can be evolved to increase its strength or duration.

Warp Ammo

Adds the effect of biotic Warp to your ammunition, increasing damage to biotic barriers and dealing damage over time. This is the only type of power the soldier lacks. With it they can take down every type of enemy defense. Like other ammo powers, evolution increases power or shares its effects with squad.

Recommended Builds
This build is designed to debuff enemies. With the variety of ammunition upgrades, no defense is too strong and health regenerating enemies are easily locked down. Hardened Adrenaline Rush allows you to take more damage for close encounters or close calls. All around usefullness.

This build is intended to add utility to the soldier and experiment with a useful Shock Trooper. Cryo Ammo combined with Concussive Blast gives the soldier decent crowd control, while Shock Trooper and Heavy Barrier keep you protected.

Weapons
Assault Rifles

Not only is this weapon unique to this class, but it is also the most useful. Good for close- to mid-range firefights, this weapon is effective against all types of enemy defenses. Combined with the soldier's many ammo upgrades the class can be a force to be reckoned with. It is recommended that every soldier pick up the M-76 Revenant for a weapon specialization. While even less effective at longer ranges, the rate of fire, heat dissipation, and clip capacity more than makes up for. If you like to keep your distance the M-15 Vindicator is a great alternative. It is highly accurate with the accuracy upgrade and can be used in lieu of the sniper rifle. The BR does have a limited clip capacity, though, so you have to take your time and pick your shots.

Heavy Pistols

Not very useful to the soldier with other great alternatives. This trusty sidearm can be used to pick off leftover enemies if you want to save the clips on other weapons. The Carnifex Hand Cannon is very powerful and can take out a lot of enemies with just a couple of shots, defenses and all.

Shotguns

Only reliable at close range. The shotgun fires too slowly to be of any use in a heavy firefight. It is very useful against YMIR Mechs combined with Adrenaline Rush around cover, though, and for picking off stragglers.

Sniper Rifles

This will be the second-most used weapon of the class. If you're pinned down from across a room by snipers and heavy weapons, and can't take the risk of closing the distance, then this weapon is essential. Because of the utilitarian use, the M-92 or M-98 rifles are better suited for these situations. Soldiers will be looking to take out these enemies quickly in order to stay in close to deal out damage.

Party Selection
For commandos it is a good idea to take along a couple of strong biotics. The biotics will be able to take full advantage of their powers while the Commando is taking down enemy defenses. Samara and Jack are good choices. For a Shock Trooper it is a good idea to bring along effective combat-oriented characters who can eliminate enemy defenses. The Shock Trooper will be dealing ou damage to groups of enemies at a time, so debuffing will be relegated to your squad. Zaeed with Inferno Grenade and Garrus with Overload are good choices. Miranda could replace Garrus, but her lack of combat skill could be a disadvantage on the battlefield.