Infiltrator Guide (Mass Effect 2)

Infiltrators are tech and combat specialists and the only class able to cloak themselves from detection. They are deadly at any range, with a wide variety of weapons, equipment, and powers that can take down even the most fortified of defenses. With their training in Sniper Rifles, Infiltrators can eliminate foes from safety before moving in. Additionally, with a combination of ammo types at their disposal Infiltrators can handle both organic and synthetic enemies with ease.

When combat gets heated, Infiltrators are able to deploy a Tactical Cloak and evade enemies before rejoining the battle and disposing of any remaining opposition.

Overview
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 from sniper rifles. Sniper rifles provide opportunities to eliminate groups of targets at extreme range presenting very little risk to the rest of the party. The available tech skills allow you to deal with shielded, armored and regenerating enemies, leaving barriers as the only defense you'll need NPC aid to counter easily. The Infiltrator is the quintessential sniper class, and an expert at guerrilla warfare.

Tactical Cloak
This is the Infiltrator's bread and butter. Tactical Cloak gives the Infiltrator many options. It can be used for flanking, backstabbing, escaping, sniping, etc. It has a great synergy with the SMG, pistol, and, most importantly, the sniper rifle. This power allows you to move around and get position on an enemy before taking them out. Like the Vanguard's Charge ability, looking before you leap when using Tactical Cloak to flank and/or get closer to an enemy can mean the difference between life and death. Make sure there is adequate cover near your target, lest you get mowed down when your cloak drops. Tactical Cloak's specilizations are Enhanced and Assassination Cloak. Enhanced extends the duration to 8 seconds, while Assassination adds a whopping 35% extra damage up to 75% bonus damage. Assassination Cloak is best used by snipers or long range Infiltrators to give some breathing room while lining up shots while Enhanced Cloak is best used by Infiltrators who enjoy flanking their enemies.

Incinerate
Unlocks with Tactical Cloak at level 2

One of the most useful damage powers in Mass Effect 2, Incinerate burns through armor and health very quickly. This power can be arced around many pieces of cover and is decently effective even against shields and barriers. On the other hand, this power slightly overlaps with the sniper rifle. A sniper with the AP Sniper Rifle research upgrade is very effective against armor, especially when combined with the bonus damage of Tactical Cloak.

AI Hacking
Unlocks with Incinerate at level 2

This is a very situational skill. It is useless against organic enemies, and it cannot affect mechs that have shields up. This includes any attempts to reapply a hack to enemies shielded by from the last hack you performed. While it is useless in many missions, it can be a better choice for your final squad point than Cryo Ammo. It has some utility as a delaying tactic and distraction, affording you several seconds of shooting without taking enemy fire.

Disruptor Ammo
Disruptor Ammo is very effective against shields and synthetics. When upgraded, the percentage of weapon damage is increased and the duration of overheating and disabling an enemy is also increased. Sniper rifles tend to be weaker against shields, but Disruptor Ammo goes a long way to correcting that deficit. Synthetics are disabled only when their shield are down, similarly you can only overload enemy weapons if they have no special defenses. This type of ammo has no bonus against biotic barriers which constitute as a separate type of defense. Use this ammo type primarily against the geth and Mechs. Disruptor Ammo is a much better investment than Cryo Ammo because it can be used in more situations.

Cryo Ammo
Unlocks when Disruptor Ammo at level 2

Cryo Ammo gives a chance for a player to freeze the enemy. As good as it sounds, its inability to freeze enemies protected with armor, shields or barriers dramatically reduces its effectiveness. You'll often want a different ammo type to burn through the protection, and switching weapons/ammo just to finish off the health is usually not worthwhile. On the other hand when coupled with the semiautomatic Viper Sniper Rifle, it provides unrivaled battle field control against enemies without special defenses. Since these type of enemies attack en masse and sometimes in confined spaces, it is a useful ammo type to have in your arsenal. Another great benefit of this ammo type is that you will be able to conserve ammo when fighting mobs since you can just freeze enemies with a single shot and order your squad mates to finish them off. This ammo type loses its edge on Hardcore and Insanity difficulties since every enemy you will face thereafter will have some type of special defense preventing you from freezing them with a single shot.

Operative
This is the class power for the Infiltrator in Mass Effect 2. The class skill provides the usual bonuses to health, power cooldown, and Paragon/Renegade bonuses. In addition this power provides a Sniper Time slowdown and a bonus to its duration. This allows you to use the Infiltrator's signature weapon more effectively. For specializations, Agent reduces skill cooldown, increases health, and increases Paragon and Renegade points. Assassin, on the other hand, grants more weapon damage, and more sniper slowdown while scoped. Assassin would be the better option because of all the investment into ammo abilities because they work off the modifier for weapon damage (and the additional 6% works off of that). Choose Agent if you want to be able to access Paragon or Renegade options earlier, feel the need to get 5% more health over the weapon damage or if you prefer to rely on more frequent uses of Tactical Cloak for damage.

Geth Shield Boost
Geth Shield Boost, the tech based variant of the three defensive powers, is the obvious choice for the Infiltrator. Its improved version is unique in that it offers a 10% damage bonus instead of a longer duration, offering a bonus to defense and offense at the same time, making it a good idea to always have it active. It offers good synergy with native ammo powers, or those offered by allies, as it is an additional bonus. Extremely effective at increasing survivability, though it has some issues with Tactical Cloak, as it has a a relatively long cooldown. With some care, it can easily be used with cloak, creating almost unparalleled survivability.

Warp Ammo
The Infiltrator naturally lacks abilities that are good against barriers. Warp Ammo helps mend this hole, being effective against barriers, armor and health, gaining an additional bonus to enemies already affected by biotic abilities. This would be a good investment if you are going up against multiple enemies with biotic barriers, especially on higher difficulties.

Armor Piercing Ammo
While Armor Piercing Ammo does give a higher damage bonus than Warp Ammo when maxed, it only applies to armor and health. Armor Piercing Ammo makes sniper rifles even more effective versus armor and health, and with Incinerate, it can help punch through the heavy armor of bosses and YMIR Mechs.

Reave
Yet another way to compensate the Infiltrators lack of effectiveness against biotic barriers. If you go along this path, you can forgo Incinerate and have a packed up skill that can damage both armor and barriers. This power additionally grants temporary health regeneration when used against unprotected organic enemies. With this build in mind you can also invest in AI Hacking and/or Cryo Ammo to produce an effective battle controller rather than pure damage dealer. On the downside, Warp Ammo, the other method of dealing with barriers, has better synergy with the class skill Tactical Cloak. Although this method of stripping enemy from its armor is effective, you already have Incinerate as a base power, making it slightly redundant. A nice side benefit is that when the Reave makes the target jerk upright, it usually makes them an easy target for a quick headshot, as it will likely force them out of cover.

Neural Shock
An alternative, especially on lower difficulty settings. Depending on your party composition and/or ammo powers, the stun effect from Neural Shock can be invaluable for disabling an enemy long enough to land a headshot, once they are vulnerable. As a form of crowd control it is useful in stopping charging krogan or varren. However this power is completely useless against inorganic opponents.

Dominate
Only available if you recruit Morinth, this is the organic equivalent of AI Hacking. It seems very useful as a bonus skill, allowing you to control the battle from both sides.

Heavy Pistols
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. Pistols are more effective against armored enemies than against enemies with shields or barriers. The major disadvantage of the upgraded pistol is its extremely small ammo capacity. It cannot be used in an extended firefight, so it is difficult to rely on a heavy pistol as a primary weapon. On the other hand, it is also fairly accurate and packs a decent punch, so it can be used as a poor man's sniper, in case you run out of thermal clips for your rifle. The Firepower Pack adds a third pistol, the M-5 Phalanx, which is an extremely powerful pistol. The Phalanx is a good at the ranges the others are, and provides a little more punch than the other two.

Sniper Rifles
Sniper rifles are the single most damaging means of attack for an Infiltrator. Sniper Rifles, like the pistols, are very effective against armored enemies but weak against those with shields or barriers. This is the Infiltrator's signature weapon, and should be used accordingly. Your best bet to use this weapon effectively is to put your squadmates ahead of you to draw out enemies, then use your rifle to pick them off. Sniper rifles are the best long-range weapon, so use them accordingly. If you have the Aegis Pack, then you have access to the M-29 Incisor. The Incisor has 15 shots per thermal clip, but it fires in 3-shot bursts. Although the damage per hit is much lower than the Mantis, it can prove quite useful in heavily populated areas, even taking down 2 or 3 enemies at once. Due to a slight delay between the three shots in the burst, it is possible to fire each shot in a slightly different way, making the burst a unique strategy for a sniper.

Submachine Guns
SMGs are rapid fire weapons that can be used in close range combat. Very effective against enemies' barriers and shields, SMGs have limited accuracy which tends to restricts their effective range. 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. Especially useful against Praetorians and heavy mechs, it takes down their shields faster then any other weapon, giving the ability to follow-up with a sniper barrage. Note this can be improved with an upgrade for SMGs that causes a passive 50% extra damage to shields. 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. However the weapon is good at taking down shields and is accurate, so it is a good choice. The M-9 Tempest is also a good SMG, as it covers mid to close-range, so either SMG would be a good side weapon.

M-100 Grenade Launcher
The M-100 is the first heavy weapon available, obtained during Prologue: Awakening, is an average heavy weapon for the Infiltrator. Because the Infiltrator specializes in long range combat, it can be a good asset in combat. Once you learn how to handle the weapon that is. Because the Infiltrator lacks any real crowd control abilities, the M-100's knockdown ability can help offset that, and provide some breathing room if needed. Even with its low ammo capacity, it is still a good heavy weapon when no other one will do.

ML-77 Missile Launcher
The ML-77 is also a good weapon because it, like the M-100 can be used in just about any situation. Because of its high ammo capacity, if you are going on a long mission, then this might be a good weapon to grab as you leave the ship. The weapon locks on to its enemies, so that can help reach out and touch some of them, but it may not lock on to the one you want so watch where you shoot it.

M-622 Avalanche
The M-622 is probably one of the least useful weapons to the Infiltrator, mainly due to the Cryo Ammo power. It is also almost useless on higher difficulties because it can only affect unprotected enemies. Because Husks die when they are frozen, on lower difficulties, it may be useful in missions that have a lot of them. Because the Infiltrator has Cryo Ammo, this is probably a weapon that might be better left at home.

M-920 Cain
The Cain is a great heavy weapon, if you only have one objective and only plan to use it once. Because the weapon can really only be used once, maybe twice on a mission, this is useful only if you plan on that. The Cain is powerful however its lack of ammo, makes it another of weapons that is probably best left on the ship. Because the Infiltrator is better at range, if you properly plan for it, then this may be good, but the ammo problem always rears its head.

Collector Particle Beam
Good at range, accurate, and has ammo, though it eats it, makes this a good weapon for an Infiltrator. Because it is good against Collectors and most of the enemies you will run across, once you pick this up on Horizon, it might be a good weapon to keep around for a while. While you are using it, just be careful how much ammo you go though as the weapon does tend to eat though your stock quickly.

M-490 Blackstorm
The Blackstorm is a good weapon for the Infiltrator, if you like to get close. While it does help in crowd control, it does have its limitations, mainly in range and ammo capacity. Again the Blackstorm can be very useful when you need crowd control abilities, but apart from that, the weapon really doesn't have much use. However 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.

M-451 Firestorm
Unless you are the Infiltrator that prefers close combat, then the Firestorm isn't the weapon for you. Because of the extremely limited range of the weapon, and because of the Infiltrator's speciality in long range combat, getting up close should be a last resort. While it does have ammo, you do have to get close to your targets in order to use the weapon effectively. For the most part, unless you are the close up Infiltrator, it might be best to select another weapon.

Arc Projector
If you are going up against a lot of synthetics, then grabbing the Arc Projector before leaving the Normandy might be a good idea. This weapon is great against synthetic enemies and at destroying shields. The Arc Projector also works relatively well at range, so you don't have to get to close, you just have to stick your head out. The weapon has a 2 second charge time before it fires, so make sure your own shields are up, and fully charged before sticking your head out. A good weapon for Infiltrators as it helps with shielding and synthetics. Like with the Cain, charging the Arc Projector does not disengage Tactical Cloak, so you could cloak first, then line up the perfect shot in relative safety, then take cover after you fire and the cloak is deactivated.

Advanced Weapons Training
During the mission aboard the Collector Cruiser, there will be the option of training in the usage of assault rifles, shotguns, or the M-98 Widow.

Assault Rifles
Assault rifles are a good choice if you want to avoid getting too close to your targets. You get access to the M-8 Avenger, the M-15 Vindicator, and on Hardcore and Insanity difficulties, the Geth Pulse Rifle. Each of these weapons are good at keeping enemies at a distance, and still leaving your sniper rifle as a viable weapon. If you like distance, then picking assault rifle training would not be a bad decision. The Firepower Pack also adds the M-96 Mattock semi-auto rifle, which fits well with the other Infiltrator weapons. Overall assault rifles are good weapons, and wouldn't go to waste.

Shotguns
Because an Infiltrator specializes in range, picking up shotguns, to deal with enemies when they get to close might not be a bad idea. You also get access to two, or three shotguns if you have the Cerberus Weapon and Armor DLC pack, and all are effective at close to mid range, then this might not be a bad idea. Because shotguns up close are good at crowd control, that is another reason to pick them up. 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. 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. The Firepower Pack also adds the Geth Plasma Shotgun, a mid-range extremely powerful shotgun. The Geth Plasma Shotgun is a good weapon against small groups and can devastate enemies that just happen to be alone. The GPS also has good synergy with Tactical Cloak, especially the Assassination varient. Begin charging the weapon, cloak (it will not interrupt the charge), maneuver towards the intended target(s), and let go of the trigger. This is capable of devestating the toughest of enemies, even on the harder difficulties. Just make sure that there is adequate cover to get behind before attempting this. Shotguns help to fill the gap of close range weapons that the Infiltrator can only cover with pistols and SMGs.

M-98 Widow
The M-98 is the most powerful sniper rifle in the game, and shares some features with the M-92 Mantis, mainly its lack of ammo and one shot per thermal clip. However the Widow can usually drop enemies in one hit, so it can be a valuable asset to a good sniper. With the addition of Disruptor Ammo, the Widow is capable of tearing through shields and destroying enemies. 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. If you aren't a good sniper or you have trouble keeping enemies at range, however, then selecting one of the two training options might be a better idea. Infiltrators who find that they are good at the "one shot, one kill" style with the Mantis, and are comfortable using SMGs or Pistols to cover anything that gets too close should strongly consider the Widow, as it only improves upon the Mantis.

Combat Guide
Combat with the Infiltrator should be done at range, keeping enemies at a distance, and covering your squadmates. Use the Infiltrator's weapons to stay at a distance and drop enemies from afar. Send in your squadmates first and then find a spot, and use your sniper rifle to cover them. If your enemies get closer, then switch to your SMG or pistol to deal with that situation. Many enemies stay behind cover, so you many have to invest in some shield upgrades because if you plan to snipe, especially if you get close, then you might have to keep your head out a while to get the target in your crosshairs.

Using the Infiltrator against synthetics means putting a few points into the Disruptor Ammo. This power can be invaluable during protracted engagements against the geth and shielded enemies, so putting a few points there wouldn't be a bad idea. The AI Hacking in very situational power, so it is better not to spend valuable points for few missions. Better to use Tali. The Tactical Cloak also has a lot of potential if it is upgraded. The ability to cloak, then be able to shoot, then get back into cover, can be invaluable during engagements when you need to get a level up on your enemies. If you are on higher difficulties, then leveling up Incinerate to level 4 couldn't go to waste as you need to blast through armor, and it can be very useful against organic enemies as well. If you are on lower difficulties, putting a few points all around wouldn't waste the Infiltrator's abilities.

Squad Members
Because the Infiltrator has no real abilities to deal with biotic barriers, bringing along Miranda would be a solid choice. Because she can also deal with enemy shields, she compliments the Infiltrator nicely. Concussive Shot can also be useful against barriers, so consider bringing a squadmate with it.

The Infiltrator is well rounded and therefore almost any combination of squad members, as long as you have a biotic, would be a good combination. For a biotic squadmate, Thane adds another sniper rifle, but also has Warp and Throw, two powerful biotic abilities. Another bitoic choice is Samara, because she has Throw and Pull, can use an assault rifle, and once Reave is unlocked, useful against barriers. Jack's abilities are also worth considering. She has a shotgun, so useful against close up enemies, and Shockwave, which is very good at crowd control.

Overall the Infiltrator is good at range and dealing with shields, armor, and synthetics. So bring along squadmates that can provide crowd control abilities, biotics, and some combat abilities would make a good squad for just about every situation. 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.