User:Lancer1289/Sandbox/Infiltrator Guide



Infiltrator combines the versatility of tech skills with the freedom of attacking at long range from sniper rifles. Tech skills provide greater flexibility in party makeup as electronics and decryption can be PC skills, eliminating the need for a party member to fill those roles. Sniper rifles provide opportunities to eliminate groups of targets at extreme range presenting very little risk to the rest of the party.

The infiltrator is the quintessential sniper class, and an expert at guerrilla warfare. With access to pistols for short-range combat and sniper rifles for long-range and precision shots, they offer a nice variety of offensive options. Defense isn't lacking either, with armor up to medium-class (unlocked with Tactical Armor), the Shield Boost that talent offers, the Immunity ability, and the additional base shield capacity that is gained from the Electronics talent.

Talents
The selection of a character's talents can be an important choice, as there are only a limited number of skill points that may be assigned. Indeed, there are not enough points to raise every skill to its maximum, though you can raise many to that level, and a number of skills are useful at the Advanced level and don't need to be raised to their maximum.

Combat
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 can also be used to augment a sniper rifle with mods that provide debuffs such as Radioactive Rounds, Chemical / Polonium Rounds, Incendiary / Inferno Rounds, or Cryo / Snowblind Rounds. Must be taken to 5 to unlock Sniper Rifles. The long range of the rifle will not be appropriate for all situations, so in order to remain versatile, it is wise to invest into your pistol, giving both increased damage and accuracy. It is also possible to ignore Sniper Rifles entirely and rely on the pistol's Marksman ability for long-range firepower, especially at high levels and higher difficulties when the Sniper Rifle will take several shots for a kill. With sufficient investment in cooldown bonuses, a high level Infiltrator can have Marksman active continuously. Of course, if the player invests in a weapon bonus talent, then Pistols could just be taken to level 5.

Sniper Rifles: Sniper rifles are the single most damaging mode of attack for an infiltrator, however, they overheat very quickly, thus maximizing damage and accuracy is important to help insure that no shot is wasted. Increasing accuracy also increases the effective range of rifles by allowing accurate shots to be taken at greater distances, effectively boosting defense. The Master Assassination ability adds a powerful single shot bonus, quickly dispatching nearly anything with the added side-effect of stabilizing the rifle until a shot is taken or the duration expires.

Tactical Armor: Damage mitigation skill, additional points reduce damage taken which increases the chances of surviving the short bursts outside of cover that sniping will require. Tactical Armor must be taken to seven for Medium Armor, which offers significant increases in survivability. The next point also adds Advanced Shield Boost which will help survival in the early game.

Fitness: A survival skill which increases total health, reducing the need to rapidly react to damage with first aid and increases the amount of time that can be spent outside of cover. The first point of fitness adds 10% health, substantially more than additional points which range from 4% to 2% each. Immunity, a very useful defensive ability, will render the infiltrator nigh-invincible during the duration which can be used defensively, reacting to ambushes, or tactically, creating openings to burst from cover and lay down fire. The Commando talent will reduce the recharge time of Immunity making it a even more attractive investment. With the right skills and armor mods to reduce cooldown, a high level Infiltrator can keep Immunity up indefinitely.

Tech
Electronics: A very multifaceted skill, Overload at master level enables the electronics skill on hard objects, which increases opportunities for experience gain. Overload can also be used to rapidly remove enemy shields, something a sniper rifle does rather poorly, with a secondary effect of reducing damage resistance, softening targets to weapon damage. Passive bonuses increases the capacity of shields, providing temporary resistance to return sniper or small arms fire, and increases hull repair while in the Mako.

Damping: Serves three purposes, the ability provides defense and counter measures for offensive and defensive tech and biotic abilities, stuns for a short period, and deals damage. Passive bonuses increases the effectiveness of Sabotage and Overload by increasing their area of effect starting at 10% at rank 2 and capping at 30%. Advanced and master Damping deal the same damage, master offers the benefits of a larger radius, additional cooldown times to target abilities, and stunning more targets. The crowd control aspect of Damping is among the worst in the game behind most biotic abilities. Carefully consider party makeup and bonus talents before investing beyond rank 2.

Decryption: At master level the decryption skill is enabled on hard objects, which increases opportunities for experience gain. Sabotage is a powerful counter-offensive skill that simultaneously deals damage while removing the enemies ability to return fire. Passive bonuses increase the damage of tech mines starting at 10% at rank 2 and capping at 30%. Additional ranks in the tech mine increase the duration of the effects, both damage and the weapon debuff, reduce the cooldown, and increase radius and damage.

First Aid: Adds healing to each use of medigel and that is additive across the entire party, instead of just using the highest party member's skill. Each NPC party member can max First Aid so PC points are only necessary if party members points do not provide enough healing. Functionality can be effectively replaced with more defensive play or with regenerative armor upgrades.

Miscellaneous
Infiltrator: Provides flat buffs to every useful skill available to an infiltrator, should be maxed out at 6 points after unlocking all of the master level offensive abilities that are desired.

Your class talent, which will reduce heat on your pistol and rifle, as well as increase the damage of your tech abilities. These bonuses (and the base class skill) will cap out at rank 6, but before too long, you will be given the option of choosing a specialization, which will build onto this skill starting at rank 7.
 * Recommended Minimum: 12

Charm: Opens conversational options that are likely to increase Paragon points. Earning Paragon points automatically places up to 3 points into this skill and becoming a Spectre also adds a point, multiple playthroughs will add additional points eventually maxing the skill out without any talent points invested after the third play through. Paragon points primarily add bonuses to health and healing which will go largely unused by an Infiltrator.

This talent is tied to Paragon, and will allow additional conversation options (marked in blue) that will often lead to additional information, avoiding combat, bonus items, etc. This talent will also reduce the cost of items purchased in stores, starting at 2% at rank 4, and increasing to 5% and finally 8% at ranks 8 and 12, respectively. As Shepard's talent points are retained between games, and when appointed as a Spectre and as you gain Paragon points will automatically be granted, the player need not spend a single point into this talent in order to maximize its benefits.
 * Recommended Minimum: 0 (see above)

Intimidate: Opens conversational options that are likely to increase Renegade points. Earning Renegade points automatically places up to 3 points into this skill and becoming a Spectre also adds a point, multiple playthroughs will add additional points eventually maxing the skill out without any talent points invested after the third play through. Renegade points primarily add bonuses to damage and damage dealing abilities which will prove very useful to an infiltrator.

Similar to Charm, above, though linked with Renegade and offering an increase in the credits gained when selling items. These bonuses are at the same ranks and the same value as the Charm bonuses. Also, an automatic rank will be added when Shepard joins the Spectres, and points will be given as Renegade rises, so the player may likewise spend no points in this talent and still have it at rank 12, given time and patience.
 * Recommended Minimum: 0 (see above)

Spectre Training: The jack-of-all trades talent line which adds health, damage, accuracy, accuracy regeneration, and a powerful party skill. Highly useful for any play style but each point yields very small gains relative to the specialized gains offered by other skills. Should be maxed out at 12 but initially only taken to 4 for Unity and finished later after other damage buffs have been taken.

This skill offers a number of useful abilities for an infiltrator in one package. Increases the damage of all powers and attacks, gives extra health, and increases both maximum accuracy and the rate at which accuracy regenerates. All of these will see great benefits to an infiltrator in several situations. Also, this is the talent which unlocks the Unity ability. All in all, this is absolutely a must to have no matter what your path in the class.
 * Recommended Minimum: 12

Specialization
After completion of the UNC: Rogue VI assignment, you are allowed to choose a specialization that will extend your class talent, opening ranks 7 to 12 and changing its title on the talent list. (Though your base class will still be listed in the top left of the Squad screen.)

Commando
Provides additional damage bonuses to weapons, very useful if the sniper rifle is the primary mode of attack. Increases the effectiveness of Marksman and Assassination and reduces recharge time on Immunity making Immunity a more attractive talent investment. Commando should be taken from 7 to 12, mutually exclusive with Operative, pick when the sniper rifle is favored over tech.

This is a specialization that the infiltrator shares with soldiers, and will directly increase combat lethality. Damage with all weapons increases with commando training, starting at 6% and reaching 21% at rank 12. At rank 9, the recast of the Immunity ability is reduced by 25%, and at rank 12, the recast times of Marksman and Assassination are also reduced by 25%.

All of this makes the commando a very attractive choice, especially on higher difficulties where enemy tech/biotic resistances are high and the additional damage this specialization grants can mean the difference in making a kill-shot. Also, with Fitness 12 and the proper armor upgrades, the recast bonus granted to commandos makes it possible to have Immunity active constantly, giving some very high damage reduction with some of the higher-quality armors. The commando can afford several options in squad members, as this is a very well-rounded choice for both combat and field use.

Operative
Reduces the recharge time on all tech abilities, very useful if tech abilities are the primary mode of attack or if the use of tech abilities several times per firefight is desired. Also adds a very strong buff for Overload and Sabotage increasing damage and area of effect. Operative should be taken from 7 to 12, mutually exclusive with Commando, pick when tech is favored over sniper rifles.

A specialization shared with engineers, and one which increases the effectiveness of tech mines. With operative training, the recast times of the Overload, Damping, and Sabotage mines are reduced, starting at 4% and reaching a maximum of 14% at rank 12. This will also increase the Overload and Sabotage mines' radii by 2m, their damage by 50 at ranks 9 and 12, respectively. It will also increase the Overload mine's shield damage by 200 and its damage vulnerability effect by 5%. The Sabotage mine has its burn damage increased by 1 per second, and the duration of the burn effect increased by 5 sec.

Given the lack of another talent to enhance tech recasts (as Hacking is not a native to infiltrators), as well as the higher resistances seen on the advanced difficulty levels, these bonuses will likely not be as effective as the ones granted to commandos. When taken to higher difficulties, the operative will rely on squad members more often for damage, possibly taking Hacking as a bonus talent (if possible) to make the most out of your mines, as well as to turn synthetic enemies and drones against their allies.

Bonus Talent
On a new career, if you unlocked any weapon or ability achievements, you will have the option of selecting from that list a single extra talent that your class does not already possess. Your choice here will give you new strategic options, alter the play style of your class, and in general enhance the character in some way.

Combat
Assault Rifles: A good weapon, particularly late-game when you have access to more accurate rifles, but with both pistols and sniper rifles at your disposal, there is little need for new weapons, and you would be better served choosing another talent, and you can always use your assault rifle even without the talent. However, a bonus to the selection of the rifle is the fact that it is effective at long range, close quarters, and medium distance combat, allowing the player to be effective in most, if not all combat situations.

Shotguns: A complete alternative to the all-round assault rifle, the shotgun is a versatile weapon for Infiltrators to learn due to its effectiveness at close quarters. Since the class is based solely on the use of a few tech skills and long-ranged weapons, adding the closed-quartered weapon racks up the overall combat functionality of Infiltrators. Although, there is nothing saying you can't use a weapon untrained if you wish to or come into a situation where the shotgun is useful. In any event, the shotgun is going to be used in close quarters anyway, so the ability to look down the sights is a luxury, and in no sense is it vital.

Tech
Hacking: One of only two tech talents infiltrators lack, this choice will open the AI Hacking ability and lower the recast times for your Sabotage, Damping, and Overload mines. Combined with the Decryption bonus to damage, your omni-tool, and the bonuses granted to an Operative, this can be a very good choice to an infiltrator who specializes in tech.

Medicine: This talent will, along with your omni-tool, reduce the recast timer on First Aid, allowing you to use medi-gel more often. In actual use, this isn't as good an option as some others, especially since your supply of medi-gel is rather limited, even with all the available upgrades. It also grants the Neural Shock ability, which finds occasional usefulness in stopping charging krogan.

Biotics
Barrier: A very good defensive ability, but it falls short in two aspects in particular. First, and most important, is the protection offered is all shields, so it is ineffectual against attacks that bypass shields and does not increase either damage protection or hardening. Immunity provides better protection for the Infiltrator. Also, without a bio-amp, the recast will never be improved past its base without armor upgrades.

Lift: While lacking a bio-amp, this still is a viable skill for crowd control and removal of some forms of cover. It is also very effective for use on charging enemies and immobilization of solitary foes. Particularly against creatures weak to biotics (such as the rachni), and crowding enemies (such as the Thorian creepers). An especially good choice for Commandos.

Singularity: This talent pulls enemies and movable objects into a single point, immobilizing opponents and dealing damage to any objects and creatures that collide with each other. This is also a rare ability, available only to adepts (of which there are none in your squad) and Liara. Given its shorter duration and only slightly larger radius when compared to Lift, it ends up unfortunately being second-rate. If your play style lends itself to its use, however, it is still not a poor choice.

Stasis: A Defensive skill that provides a substantial boost to you or your groups defenses. This talent is best used if you go into your options menu and disable your parties offensive auto-response, helping your party stay alive and allows the "Run and Gun" strategy/style of play.

Throw: Useful for knocking enemies off of high ledges and knocking down charging enemies. The duration of knockdown is not as long as the immobilization offered by Lift or Singularity, the opportunities to knock enemies off of edges are infrequent, and weapon force will knock many opponents over. This may not be the best choice, but is far from the worst.

Warp: Dealing ongoing damage as well as lowering an enemy's damage protection, this would be a good choice for Commandos either in addition to Assassination or in combination to set up high-damage kill shots on higher difficulties. Particularly its long duration (10s at rank 4, 20s at rank 12), as well as affecting enemies within a radius, makes this a very good bonus talent.

Squad Members
An infiltrator has great advantage in selecting their squad, as they have many of the talents that are necessary to complete and excel in missions and assignments. This allows for a larger number of party combinations that can be successful. The Infiltrator should choose at least one biotic (Kaidan, Wrex, or Liara) to make up for its own lack of biotic talents. Kaidan, specializing in both biotics and tech, will not only fill the need for a biotic but allow for more crowd control and tech proximity mines to be used. Wrex will both allow the use of biotics and function very well in most combat situations, eliminating the need for a pure damage dealer such as Ashley. Liara is the only squad member with Singularity, one of the most useful biotic talents for combat, and her bonuses to First Aid will also increase survivability; however, she has no weapon or armor talents, so if used she must be placed very carefully into a support role, especially on higher difficulties. Kaidan and Wrex together will provide a good, balanced team, capable of performing excellently in combat as well as having great support options, their only major flaw the lack of Liara's Singularity.

Of the remaining members, Garrus is similar to the Infiltrator but his proficiency in assault rifles instead of pistols makes him more versatile in combat (though his lack of Fitness can lower his survivability), and his Adrenaline Burst allows for tech talents to put more pressure on the enemy and more frequent tech mines. Tali is the only squad member with AI Hacking, and her shotgun and Basic Armor talents can make her useful in close quarters combat, though other than that she does little that the Infiltrator cannot already do itself and will not add as much to the squad's strength as some other members; however, she is useful for more tech proximity mines and for using tech skills on larger crowds. Ashley is excellent in combat, however Wrex with the correct skill setup fills this role better for the Infiltrator's purposes, and Ashley is a weaker choice unless Wrex is unavailable or undesired.