Soldier Guide (Mass Effect 2)

Soldiers are outfitted with an ocular synaptic processor allowing them to fire with heightened focus at their targets. Whether they are picking off Geth at long range, or disposing of a pack of Vorcha up close with a shotgun, Soldiers can overcome any obstacle with sheer firepower. They are the only class capable of wielding assault rifles, and are masters of all other forms of weaponry and ammunition types. When Soldiers utilize their Adrenaline Rush ability, they seemingly slow down time around them giving them precious moments to eliminate foes with lethal accuracy. Additionally when battles get heated, Soldiers can deploy an explosive concussive shot to knock down multiple enemies.

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 tasks being to absorb and deal out damage. Also like in Mass Effect, most of the new powers available to the class to complement the new combat system, but combat flow remains largely unchanged. Because the soldier lacks any biotics or tech abilities, you are going to have to bring along squadmates that have those abilities, and you will need them.

Damage largely comes from the class-specific assault rifle, while the sniper rifle can be used to lock down enemy snipers and heavy weapons. The soldier is the only class that doesn't have access to Submachine Guns, but since they have access to every other weapon class, you shouldn't miss them that much.

Adrenaline Rush
This power slows down your surroundings by 50% and lasts for five seconds. Damage percentage increases for the duration to compensate for slowed rate of fire. It is best used when popping out of cover, in order to line up shots and chip away at enemy health while taking less damage from weapons fire for the duration. It is particularly effective when used with the M-92 Mantis or the M-98 Widow and the Kuwashii Visor, both to deal tremendous damage for a single shot, but also to line up an easy headshot. This tactic also works well with the M-6 Carnifex and the M-15 Vindicator. Reloading is also made 50%/70% faster, allowing someone with decent sniping abilities to line up a headshot and reload in the 6 seconds. Be sure to check that your weapon has a fresh thermal clip, as it is still a few wasted seconds. Rush is also useful if you find yourself flanked, as it allows you to hastily retreat for better cover.

Concussive Shot
Unlocked with adrenaline rush at level 2

Fires a high-impact shot that can stun enemies and damage biotic barriers. It is ineffective against shields and armor and cannot knock enemies with shields or armor down. This power can be used together with pull to toss enemies over railings or into walls for more damage. Concussive shot is most useful for knocking down charging enemies, such as krogans and husks. Damage is moderate, but can be used to finish off weakened enemies. The stronger force from heavy concussive shot is probably better, but either evolution will be useful. Concussive shot is often compared with warp and incinerate, but note that it does not use the same targeting mechanics. A concussive shot is always launched directly at the enemy you have bracketed and will track them if they move, but cannot be intentionally arced around corners. This limits its usefulness against enemies ducking behind cover.

Disruptor Ammo
Increases damage against synthetics and shields. Adds the ability to disable synthetics and overheat weapons with added squad points. Arguably the best non-bonus ammo power, it is useful for its ability to take down the many enemy shields found in the game. 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.

Incendiary Ammo
Unlocks with disruptor ammo at level 2

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 throughout the game. Evolving the power allows you to choose between increasing the burning effect and damage, or sharing the effects with your squad.

Cryo Ammo
Unlocks with incendiary ammo at level 2

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. Despite this, cryo ammo is the least recommended ammo power, as it still requires sustained fire on one target in order to freeze them. Using Sniper Rifles and/or Heavy Pistols may guarantee freezing; however, this power becomes even less useful at higher difficulty levels due to each enemy having some sort of higher protection. For those reasons, its value as a crowd controller is weak. Evolution involves sharing the effects of the ammo with your squad or increasing the chance of freezing targets.

Combat Mastery
This is the class power for the soldier and provides boosts to several elements. The power provides a boost to health, storm speed, and paragon and renegade scores. The power evolves into either the 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. So if you are going for the damage aspect of soldiers, then commando would be your choice. If you prefer to stay a little further back, use powers more frequently and have them last longer, and finally pass some of those hard conversation options, then shock trooper is for you.

Battier/Fortiifcation/Geth Shield Boost
Erects a barrier/shield that effectively increases your shield power for its duration. If you're a soldier veteran from Mass Effect, who misses the days of immunity tanking, then these powers are for you. With them, a soldier can close the distance and take down enemy defenses and your squad can finish them off. Barrier and fortification are pretty much the same, barrier creates biotic barriers, while fortification creates armor. These can be upgraded for better protection or longer duration. Geth shield boost is very similar, but instead of a duration evolution, a +10% damage bonus can be chosen, which may appeal to run-and-gun players. On higher difficulties however, the cooldown time of Barrier/Fortification/Geth Shield Boost hinders the use of adrenaline rush, which often becomes the primary skill used in combat, making other bonus talents more useful.

Warp Ammo
Warp Ammo is a slightly misleading power, as its effect is not simply warp in ammo form. This ammo power will provide a damage boost against armor, biotic barriers, and health. To compensate for this broad type coverage, warp ammo deals less additional damage than other ammunitions. However, it is well worth it, as the versatility keeps the soldier well prepared for any mission scenario, and will allow you to sustain your assault rifle fire on the enemy without interrupting to switch ammo types. Used alongside Disruptor ammo, these two ammunitions can take down every type of enemy health bar with ease.

Armor Piercing Ammo
Armor piercing ammo provides a large, (the second largest bonus of any ammo power,) damage boost to armor and health. Since almost every enemy has a health bar, and armor is a common defense type, this is highly effective on almost every enemy in the game. It does not provide a bonus against barriers, but barriers can be dealt with by weapon fire or defense stripping powers by your squadmates. Since barriers are always the first line of defense for enemies using them, it's quite likely that your team will have dealt significant damage by the time you have engaged.

Reave
Valuable for reasons similar to warp ammo, reave deals double damage against armor and barriers, while stunning unprotected organics. Reave also restores health when used on organics. Offers less DPS than warp ammo, but grants more survivability and tactical variability.

Inferno Grenade
Even though the DPS for the inferno grenade is pretty low, it can set multiple enemies on fire, which gives you time to get out of cover to maneuver or shoot while they panic. The grenades don't ignite shielded or armored enemies: the idea is to set the unprotected henchmen on fire to lessen the barrage of incoming shots. It can also be used to flush enemies out of cover. Another reason to consider this skill is its effectiveness with husks, especially the fully upgraded heavy inferno grenade which can burn them to death within a second.

Flashbang Grenade
While the flashbang grenade does negligible damage, it has a very wide blast radius. Coupled with strong disorientation, the ability to overheat enemy weapons, and disrupt the tech and biotic abilities of enemies, it makes a powerful crowd control ability for the soldier's arsenal, which the soldier severly lacks. However, even fully upgraded for duration, the flashbang will only incapacitate enemies for the length of the power's cooldown, making the soldier unable to follow up with other skills without some sort of cooldown upgrade.

Assault Rifles
The signature weapon of the soldier, and one of the main reasons to choose this class. 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. Be sure to pick up all the assault rifle upgrades throughout the missions and assignments. Because the soldier doesn't have access to SMGs, assault rifles are going to be your main weapon, which they are very good at. Just remember that assault rifles are good at mid to long-range, so be sure to switch weapons when necessary. The Firepower Pack adds another rifle, the M-96 Mattock, which is comparable to the Vindicator but with a slightly more forgiving learning curve. Its semi-auto fire rate makes it better for medium-to-long range fights, and very weak in close range fights or against melee attackers. However no assault rifles are good at that range.

Heavy Pistols
While the pistol may seem redundant, it can actually be very useful to a soldier when no other weapon will do, or you need to or want to save clips. However, soldiers can also use pistols for enemies that stick their heads out at mid-range distances because both pistols are accurate, even if they don't do that much damage. Pistols are a great backup weapon when no other weapon will do. The Firepower pack also addes the M-5 Phalanx, which is very powerful. The Phalanx is a good weapon for a pistol as it does a lot of damage and is accurate.

Shotguns
Only reliable at close range. The shotgun fires too slowly to be of any use in a heavy firefight. However, it is very useful for picking off stragglers and against YMIR Mechs when combined with adrenaline rush around cover. Also useful against krogan or Husks that get too close. The M-22 Eviscerator, freely available through the Cerberus Network, adds significant punch to the soldier class in close quarters combat, mostly due to its receiving a damage bonus against armour - something which is absent from both the M-23 Katana and the M-27 Scimitar. Overall shotguns are only effective at close range, so use them accordingly. The Firepower Pack further adds the Geth Plasma Shotgun, which is more accurate at mid-range, than the other four shotguns. The Plasma Shotgun is also devistating against single enemies, or small groups.

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 since it can allow the soldier to return fire and thin enemy ranks while minimizing time spent out of cover. Sniper rifles are often best used in conjunction with adrenaline rush both to increase damage and to ensure accuracy. Sniper rifles are also good at keeping enemies heads down until either you or your squadmates can close the distance. The Aegis Pack adds the M-29 Incisor, which can help the soldier rip through enemy shields, and coupled with one of the ammo powers, can be a very powerful weapon.

M-100 Grenade Launcher
The M-100 Grenade Launcher is the first heavy weapon to be acquired during the Prologue: Awakening mission. The weapon is decent against groups of enemies, which the soldier has few powers for crowd control. Picking this weapon, while it may have a disadvantage in ammo capacity, can help you deal a lot of damage and it does have a splash radius, which helps with crowd control. The M-100 can be a good weapon to use in just about any situation, especially if no one fits.

ML-77 Missile Launcher
The ML-77 Missile Launcher is a very good weapon that well rounded weapon that has the ability to lock on and track enemies. While lacking the knockdown power of toerh heavy weapons, it ability to track enemies is a bonus that allows you to hit enemies at a distance and sometimes behind cover. To outweigh the lower damage of the other heavy weapons, hte ML-77 has a higher ammo capacity, which does make it very useful on long missions or assignments. Overall, the ML-77 is similar to the M-100 in that it will fit just about any situation, especially if no other one will fit.

M-622 Avalanche
For a soldier the M-622 is a decent weapon that shines more on lower difficulties when enemies don't have armor, shields, and barriers. Because this weapon can also insta-kill Husks, it is useful in missions that have a lot of them, or in areas with them. However, on higher difficulties losses its effectiveness quickly. Because enemies do have protection, there is much less of a chance of freezing them. Because the soldier also has cryo ammo, this weapon may also seem redundant because of that. On higher difficulties this weapon may be best left on the Normandy.

M-920 Cain
The M-920 Cain is a powerful weapon to say the least, but unless the weapon has 100% ammo or more, the weapon will not fire. At most, the Cain can only fire once, maybe twice, during a mission. If you don't plan for it in advance, you can get overwhelmed quickly. Basically, either plan to use this weapon in advance, or leave it behind.

Collector Particle Beam
Acquired during the mission on Horizon, this weapon can be useful to a soldier. A soldier has many ways to combat enemies, but fewer powers to deal directly with barriers. Disruptor Ammo and Incendiary Ammo are good against shields and armor, and synthetics and organics, respectively. However the Particle beam is good against barriers and at range, while the soldier does have the sniper rifle and assault rifles, having a weapon that is good against barriers and at range can't hurt. While the Particle beam does eat ammo, it does have a large capacity so bringing it along after you pick it up, won't be detrimental to your mission.

M-451 Firestorm
The Firestorm, or flamethrower, is an excellent weapon for soldiers who like to get up close an personal. Because soldiers also have access to higher amounts of health than other classes, it isn't a bad selection. However because of its limited range, if you are the soldier who like to shoot from the back with a sniper rifle, pistol, or assault rifle, then it may not be a good choice. Also because the soldier has access to shotguns, then it might be a good idea to leave this behind, unless you are the up close and personal type.

M-490 Blackstorm
If you have access to the Blackstorm, then it would be a good weapon for a soldier, especially because the soldier lacks any crowd control abilities. On higher difficulties it does lose some effectiveness but not as much as the Avalanche. The Blackstorm is capable of pulling enemies out of cover, and using them as a shield from enemies who are behind them. The Blackstorm does have a low ammo capacity, but its effects if used correctly, then you only need a few shots to accomplish what you need it to.

Arc Projector
Because the soldier has disruptor ammo, which is effective against shields and synthetics and turns any weapon into a synthetic's nightmare, the Arc Projector seems a little redundant. However because the weapon is effective against multiple enemies, it can still be effective, especially on those longer missions where you may start running out of ammo for your favorite assault rifle or other weapon. No matter the difficulties, this weapon can be effective on missions where you will encounter a lot of synthetics, or on higher difficulties, you can use it against shielded enemies.

Advanced Weapons Training
During the mission aboard the Collector Cruiser, there will be the option of training in the usage of M-76 Revenant, M-300 Claymore, or M-98 Widow.

M-76 Revenant
The Revenant is a light machine gun, and has the accuracy to match. However the Revenant is useful because of the amount of shots it can put out, and its large amount of reserve ammo. In the hands of an expert however, the Revenant can be deadly. The Revenant is also the most well-rounded of the three weapons that you can select from because it is good at almost all ranges, and usually the closer, the better. When coupled with on the of Soldier's numerous ammo powers, the Revenant can be even more effective.

M-300 Claymore
The claymore is one of the most powerful shotguns in the game, and great for a soldier who likes to be in the thick of it, mixing it up. However the Claymore does have some drawbacks, in that it's single shot and only effective at close-range. It loses its effectiveness as the range increases and the damage it does as the pellets spread out. However for the soldier who likes to be up close and personal, then the Claymore is the best choice.

M-98 Widow
The Widow is perfect for those soldiers who like to keep their distance and put large holes in their enemies. The Widow is the most powerful sniper rifle in the game, and is also good at stopping enemies. The Widow may have to reload after every shot, but if you are a good sniper, then you know how to line it up for maximum damage. However if you aren't a good sniper, then selecting one of the other weapons might be a better idea.

Combat Guide
The soldier's powers are mostly ammo powers, which can be of good use in many situations, however the concussion shot, is the only real offensive power, and adrenaline rush is useful for taking out enemies quickly. However the soldier's main ability to inflict damage is via their weapons, not their powers. So picking a bonus power is really more up to personal taste, damage, defense, or another ammo power. The ammo powers the soldier has access to, which is the most, should be used at every opportunity and changed if necessary to fit the situation. Picking the right ammo power is crutial to a soldier's success because they can make or break a fight. Since the soldier has access to almost all weapons, except SMGs, make sure to put ammo powers on all of your weapons.

When it comes to weapons, the soldier has access to every weapon class except Submachine Guns, but they have access to every other weapon class, so use them. Assault rifles are the bread and butter of the soldiers because of the lack of SMGs, but because SMGs function at different ranges than assault rifles, you must take note of that. A soldier typically has to switch weapons about the same as other classes, because assault rifles can function the same as SMGs, but when they get closer, you will have to switch to shotguns. Also because the soldier has sniper rifles, make use of them to cover squadmates and take out enemies before they get a chance to get near. Overall a soldier must rely more on their weapons and their squadmate powers than their own powers.

Squad Members
Because a soldier is completely lacking in crowd control, tech, or biotic powers, picking squadmates with them is a must. Keep in mind, however, that there are no party members that are strictly better than other members. A team needs to be built according to the mission profile and what enemies you will encounter. Learn each party member's strengths and weaknesses, and build a team around what bases you need covered.

Jack is a good squadmate because of her shockwave ability, which can be very useful on any difficulty because even if it doesn't knock enemies on their backs, it does stun them for a second. Any squadmate with throw can also be useful and probably in more situations, but this again must be picked on the mission and the situation you will be facing. If you are facing a lot of biotics, then bring along squadmates with warp for use against their barriers. Miranda or Thane are useful because they have access to crowd control, Thane's throw, and the ability to deal with barriers, with both squad members having access to warp.

Tech powers must also be chosen based on the mission. A mission with a lot of synthetics, Miranda or Garrus will be good because of their overload ability, which is extremely effective against them. If you need general tech powers, then Mordin might be a good choice because of his Cryo Blast and Incinerate powers. Tali and Legion have virtually identical power sets, besides their loyalty power, so choose one based on preference. However, because Legion has access to an assault rifle, he might be a better choice, but he is also acquired late in the game. Their Combat Drones are extremely effective no matter what evolution is chosen as enemies usually target the drones first.

Overall, a soldier is great at taking damage and inflecting it with weapons, but they lack in tech and biotic abilities, so picking squad members with those powers is a must. However, each squad must be chosen based on the mission that you are embarking on, and what enemies you will be facing.