Triple Threat

Build Title: Triple Threat

Class: Salarian Infiltrator

Power Evolutions:

Tactical Cloak: Damage(4), Recharge Speed(5), Bonus Power(6)

Proximity Mine: Radius(4), Damage Taken(5), Damage(6)

Energy Drain: Damage(4), Drain(5), Armor Boost(6)

Salarian Operative: Damage and Capacity(4), Power Damage(5)

Fitness: 1,2,3.

Weapons:

Geth Plasma Shotgun X with Smart Choke and High Caliber Barrel

Gear: Engineering Kit V

Strategy:

The strategy behind this build is quite simple and works from both short to medium long range thanks to the accuracy of the GPSG. Step 1 cloak, run to a spawn and drop a proximity mine if they have not shields/barriers, then finish them off with the shotgun If they are still standing. If the spawn contains shielded enemies then you can drain them and follow with a proximity mine and moping with the shotgun. It is important not to stray too far from your team and always have a cover place after in case you encounter a mob too big for you to handle on one sequence. You are durable thanks to the energy drain but you are not immortal and this build also works from cover as the GPSG is extremely accurate at medium long range. For bosses drop your proximity mine from cloak and shoot a charged shot at them followed by a fast shot. You will take a brute out in one clip. Phantoms die in 2 shots after a shield drain and mine. Atlas and primes are a bit more durable so stay in cover when dealing with them. And lastly remember you are an infiltrator so revives and objectives are your job.

Noob Rating:

3.5 Only because you really need to know your limits when dealing with a spawn and the learning curve for the power sequence can be challenging to new players.

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Baby’s First Sniper – by CoreyImperia

Build Title: Baby’s First Sniper

Class: Salarian Infiltrator

Map Difficulty Rating: This build has the potential for Platinum gameplay

Power Evolutions:
Tactical Cloak: (4) Duration*, (5) Recharge Speed, (6) Sniper Damage
Proximity Mine: (4) Radius, (5) Damage Taken, (6) Damage
Energy Drain: (4) Damage**, (5) Drain, (6) Armor Boost**
Salarian Operative: (4) Weapon Damage, (5) Power Damage, (6) Weapon Damage
Fitness: N/A

 

*Most Sniper Rifle Infiltrators should use Damage, but even without the extra 40%, your shots are still very powerful. I evolve Tactical Cloak for Duration because I like having security for the Device objectives.

 

**Energy Drain is interesting. If you play off-host more than on, take Radius at Rank 4 and Damage at Rank 6. If you play on-host more than off, use the given evolution. This is because Armor Boost does not work off-host.

 

Weapons:
There are a few different Sniper Rifles you can use for this build, each have their positives and negatives. I recommend the Javelin, M-98 Widow, the Black Widow, or my personal favourite, the Kishock Harpoon Gun. Put Extended Barrel and Spare Thermal Clip on the Sniper you use. The two Widow snipers have innate piercing and the Kishock doesn’t need it. I believe Javelin X gives you a -0%/+0% Recharge Speed. Kishock X yields +100% Recharge Speed and M-98 Widow X yields +40%. I assume Black Widow X will give something between +40% and +70%. M-98 Widow is one, powerful shot with slow reload. Black Widow is 3 not so powerful shots with a quicker reload. Kishock is one powerful shot with DoT and a quick reload. Hence favourite. Also, even though the Javelin is amazing, it’s not the best on a power-dependant infiltrator unless it is of a high level. Remember, the M-98 Widow X is actually better than the Javelin I.

 

Gear:
Phasic Rounds. It practically negates shield gate which is the bane of all Snipers, and allows you to take the shields of a Prime down with incredible ease, two shots with the M-98 Widow X to be exact and nearly one shot with the Javelin III. Use a Sniper Rifle Rail Amp and either Cyclonic Modulator (Kishock, Black Widow, M-98 Widow) or Power Efficiency Module (Black Widow or M-98 Widow). For gear, I recommend the Operative Package. +12% Tech Power Damage and +12% Sniper Rifle Damage at V; it’s a nice addition having a supercharged Proximity Mine and a potent Energy Drain.

 

Strategy:
The Salarian Infiltrator, the best Sniper Infiltrator in the multiplayer scene in my personal opinion. It has your bread and butter Tactical Cloak, the debuffing Proximity Mine and shield-stripper, self-healer Energy Drain. It is not a hard class to play and has benefits against all factions. I’ll go over the powers, then the enemies and then the “issues” if you can call them that with the build.
Tactical Cloak is mostly standard for Sniper builds. Normally, all sniper builds should have Damage at Rank 4 but I prefer Duration just for the objectives and your damage is still stellar without the extra 40%. It’s totally your preference. There is no point in Melee Damage on Cloak, so go for Recharge. Rank 6 is tailored to sniper rifles, with a bonus of 25% damage. You could go for Bonus Power to fire off a Proximity Mine before the sniper shot but, you get 25% more damage from the Sniper Damage and only 20% debuff from the cloaked Proximity Mine. Proximity Mine is standard for most builds. Radius to increase that 20% Damage Taken’s effectiveness. Appplying that debuff on more enemies will help your whole squad. You don’t need the extra damage on Proximity Mine, but it is nice. You can opt to put 3 Ranks in Fitness instead, but you should never put less than 5 Ranks in Proximity Mine and you should always get Damage Taken. If you want to play using the Javelin however, go for Recharge Speed at Rank 6. I would only every recommend using the Javelin on a power-dependant class if it was at least a Javelin V. My Energy Drain evolution is tailored to playing on-host. You get a little extra damage on it to strip more shields, you always take the Drain at Rank 5 so it regenerates all of your shields and I take Armor Boost which gives me 40% Damage Reduction for 10 seconds. This last one only works if you play on-host so otherwise use the alternative evolution I listed above. The passive is evolved for maximum Weapon Damage with the Power Damage bonus, as you don’t necessarily need the extra 20% Headshot damage, it could be nice for bosses but you get more out of the extra damage on Energy Drain.
The Salarian Infiltrator doesn’t have a niche… Because it is amazing against each faction. Energy Drain drains the shields and barriers of your targets, Proximity Mine weakens bosses and kills weaker enemies out-right and a sniper shot while Cloaked deals massive damage. He faces little trouble against trooper-level enemies (Assault Troopers, Nemeses, Centurions, Combat Engineers, Geth Troopers, Geth Rocket Troopers, Geth Pyros, Geth Bombers, Cannibals, Husks, Marauders, Collector Troopers, Collector Captains and Abominations) as most can’t survive a cloaked sniper shot, and a prior Proximity Mine or Energy Drain should weaken them enough for a quick kill with your sniper (well… at least on Gold, as long as you have the amps, it should be the same on Platinum). Even if the enemy closes in on you, like a Geth Hunter for example. If you can see it coming, place a Proximity Mine behind you as a trap and then kill it while it’s staggered. Phantoms are a little more complicated. You’ll use Proximity Mine to pre-empt their Barrier use, which keeps them still for a few seconds. That’s enough time to pull out your sniper and give it a quick headshot which should kill it. If using the Kishock, it’s bleed effect will do this if the shot wasn’t enough itself. Dragoons will fall to the same technique, except they don’t stand still when you Proximity Mine them, you’ll most likely get a stagger out of it.
For Brutes, Ravagers and Scions, your sniper will work wonders. Especially when those enemies are under the influence of Proximity Mine. It should only take a few shots to kill them provided you aim for their weak-points (Brute’s Head or Underbelly, Scion’s Head or Tumors, Ravager’s Underbelly or Forehead…if you could call it that).
Bosses like Banshees, Altases, Geth Primes and Praetorians will fall in the same manner, using Proximity Mine to weaken them and Cloaked sniper headshots in-between (Atlas’s groin once armor is shot off or Canopy, Prime’s head, Banshee’s head, Praetorian’s jaw). Use Energy Drain only to regenerate your shields here, as the damage you and your team will deal to bosses affected by Proximity Mine will be huge. Good teamwork and synergy will make quick work of bosses.
The Salarian Infiltrator covers all the bases. He can do objectives, debuff enemies, one-shot-kill troopers and heal his own shields. His lack of defence shouldn’t really be an issue as long as you can Energy Drain when you need to. If playing as host, that Armor Boost upgrade will definitely benefit you. If you’re caught off-guard and on cooldown, you don’t have much survivability so if you don’t want to go down, pre-empt a Special Ops Pack or hope that you can use Energy Drain rather soon.

 

N00b Rating:
1.5 – This build is simple to use and simple to succeed with. The most difficult things about this character is getting it and the weapons. It is one of the many Rare character kits, but it was the last character I got before Retailation came out (I’ve got ‘em all). The Kishock and M-98 Widow are Rare and the Black Widow is oddly enough blacklisted. If you have difficulty sniping in this game, this is a great build to begin to learn. Be aware of your shields though, Energy Drain when they’re low if you can or get out of the way.
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Salarian Snake – by tater1031

Build Title: Snake – by tater1031

Class: Salarian Infiltrator

Power Evolutions:                                                                                                      Tactical Cloak: Duration (4), Recharge (5), Sniper Damage (6)
Proximity Mine: Damage (4)
Energy Drain: Damage (4), Shield Restoration (5), Damage Reduction (6)
Salarian Operative: Weight Reduction (4), Headshot Damage (5), Sniper Weight Reduction (6)
Fitness: Health and Shield (4)

Weapons: I highly recommend using the Javelin with this build, even if it’s just a level 1.  Use the barrel and extra ammo.
If you don’t have it, the Widow or Black Widow will also work.

Gear:                                                                                                                                   For the new gear slot I would use either the sniper rifle amp or shields.  For the weapon slot, you could use a sniper rail amp.
Ammo slot isn’t really necessary but disruptor ammo against Geth is pretty effective.
Armor slot you could use either Cyclonic Modulator, Power Efficiency, or Shield Power Cells

Strategy: The two main roles for this build would be the support powerhouse and objective taker.  I use this a lot for gold Geth farming, but it works well against any enemy, especially on a more open map.  The general idea for combat is to cloak, fire a power, shoot, then take cover for the reload.  An important point to note is that you ALWAYS want to fire a power before the cloak turns off.  This will greatly help your recharge speed.  Usually by the time I’ve reloaded my weapon my powers have already recharged.  Most of the time you want to use Energy Drain because it’s a faster recharge and because of the damage reduction you get from it, but for groups or bigger enemies you’ll want to use the proxy.  With Geth Primes I use Energy Drain until it’s shield is down and then hit him with proxies.

Being in a more supportive role (and being a slow firing sniper) you usually want to keep your distance from the enemy, only moving in to revive teammates or capture objectives.  The Damage (4) of Tactical Cloak is nice, but the reason I go with Duration (4) is because the extra 3.2 seconds (approx) of cloak can be a real life saver.  If you cloak right before activating an objective, you have just enough time to take it and then fire a power before cloak wears off.  It’s also great for reviving teammates.

The Javelin definitely takes some getting used to compared to other sniper rifles, largely because of the delayed firing. However, I’ve found that once you get used to it it’s great.  A lot of times I will pull the trigger and move it onto target right as it fires, which actually helps with leading a target.  Being able to cancel a shot is a big help as well.  After hitting an enemy with Energy Drain (especially Geth) you can one-shot kill just about any of the human sized targets.  If you hit a Pyro in the sweet spot, where it hits his head and tank, he’ll stagger and then blow up, doing damage to nearby enemies.                                   One more important thing to keep in mind is that you need to have good situational awareness.  Being a sniper it’s easy to get tunnel vision and have an enemy flank you, especially if you’re with a slack team.  You can use a proxy to help with this, but for me the best way to do this is to check your flanks while you’re reloading.

N00b Rating: 4:  I say a 4 because you really have to be good with the Javelin for this to work.  A missed shot will cost you dearly.  With the low amount of ammo you really need to know where your ammo crates are.  You also need to be good at moving through enemy lines undetected to revive teammates or get objectives.  This guy is kind of squishy and if you bump into an enemy when moving through a group they will kill you all kinds of dead.

Appearance: N/A

-Edits by Bryan

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Vigilance SI Elite Valiant – by VOPS

Build Title:
Vigilance SI Elite Valiant – by Vigilant Operations

Class:
Salarian Infiltrator

Weapons:
Valiant (Pierce/Barrel)

Power Evolutions:
Tactical Cloak: Damage (4), Recharge Speed (5), Sniper Damage (6)
Proximity Mine: N/A
Energy Drain: Radius (4), Drain (5), Damage (6)
Salarian Operative: Weapon Damage (4), Power Damage (5), Weapon Damage (6)
Fitness: Melee Damage (4), Martial Artist (5), Power Synergy (6)

Strategy:
Welcome to Vigilance operations. Here is the training regimen for our
veteran Salarian Infiltrators.

Expanding on the success of our SI Mantis build was hard to do, until
the advent of the Valiant, an exemplary standard of sniping greatness.
The weapon offers more than generous ammunition capacity and a
forgiving load of three rounds, with a weight and feel which solidly
rivals the Black Widow. To say it performs under pressure is a
misnomer, as a skilled sniper will experience no anxiety in operating
the weapon to its fullest potential. Once again, this is the only
weapon you need to carry into battle. To add more is to only slow you
down.

To compensate for the added weight between the Mantis and the Valiant
builds, it is recommended that you switch away from Melee Damage to
Recharge Speed at the Rank 5 Power Evolution for Tactical Cloak. You
will, however, find yourself Energy Draining and sniping from cloak
and opting to fire out of cloak for the next three rounds given the
reload speed of the Valiant. By all means, if you can handle the cloak
timing and wish to retain the Melee Damage bonus then by all means
keep it like our Vigilance SI Mantis build. We recommend Recharge
Speed to keep the firing routine smooth and transitionally transparent
to the SI Mantis user stepping up to a Vigilance SI Elite Valiant.

Energy drain is modified in this build at evolution 4, replacing
Damage with Radius to increase the likelihood that more targets will
be shield-stripped and ready for sniping. In most of our build tests,
however, as long as Energy Rank 6 selected Damage, Rank 4 was
completely open to the Infiltrator’s preference.

To compensate for the loss in damage, and the forgiving nature of the
Valiant over the SI Mantis build, the Salarian Operative power tree is
modified, changing rank 5 from Headshots to Power Damage. Take note
that Headshots is often obsolete once your unit reaches level 20
anyways, but a developing character, or a player who focuses on Silver
or Bronze will not suffer Shield Gating issues and thus Headshots can
be desirable in both situations.

Fitness remains unchanged, supporting the full Melee evolution option,
reflecting the commando attitude which has existed in all Vigilance SI
builds from prototyping to completion.

We recommend Disruptor ammunition above all else, closely followed by
Armor Piercing and Warp, with Sniper Rifle Rail Amps and Power
Amplification Module’s to accentuate the devastating power in the base
of this build.

This build is not for the timid. It requires a high degree of
situation and location awareness and a competency with sniper rifles.
The defensive fitness buff training wheels are gone here. You are an
elite killing machine worthy of the Vigilance organization.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4.

Appearance:
Vigilance colors are dominated by yellow, black, blue and
white, with tinges of violet, earthy gray, or muted green found in
some schemes. A yellow stripe pattern is the most common design
choice. Here are several color schemes used by Vigilance SI
operatives:

A9 B11 A12 1:B4 C1
A12 B10 B16 1:C16 B3
A16 A12 A16 1:C10 A3

-edits by Lucien Midnight

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Vigilance SI Elite Mantis – by Vigilance Operations

Build Title:
Vigilance SI Elite Mantis – by Vigilance Operations

Class:
Salarian Infiltrator

Weapons:
Mantis (Pierce/Barrel)

Power Evolutions:
Tactical Cloak: Damage (4), Melee Damage (5), Sniper Damage (6)
Proximity Mine: N/A
Energy Drain: Damage (4), Drain (5), Damage (6)
Salarian Operative: Weapon Damage (4), Headshots (5), Weapon Damage (6)
Fitness: Melee Damage (4), Martial Artist (5), Melee Synergy (6)

Strategy:
Welcome to Vigilance operations. Here is the training regimen for our Salarian Infiltrators.

The weapon of choice for speed and stealth is the Mantis, equipped with piercing and barrel modifications. It fires true and steady with a smooth panning action on scope which makes sweeping and striking targets more reliable than with any of the Widow variations. It is a readily available weapon with deadly power, light weight, and fair ammo capacity, making this a viable option for new recruits but with a long record of success for our veterans as well. We highly recommend you stay with the Mantis, unless you happen to acquire a Valiant, in which case see the Vigilance SI Elite Valiant document for further information.

Your Tactical Cloak duration is just long enough to maintain stealth through the activation of a device in the field. Keep this in mind. It is also acceptable to cloak a few seconds before attempting a device in order to re-cloak at the completion of your objective. You will only be exposed for a few seconds near the end of the activation with the latter strategy, which has worked fine in most situations when having to pass through heavy fire to reach a device ahead of squad teammates.

We recommend an energy drain specced to do maximum damage to the enemy. You will find that even at the default effect radius that Energy Drain does some measure of splash damage around the target unit, setting up for the immediately succeeding target.

Salarian Operatives who focus purely in weapon damage are qualified for this setup, allowing their ‘modest’ weapon to dominate over all enemies, big and small.

Your fitness training involves a complete martial arts discipline, for times when a rifle butt is needed to subdue an enemy quickly. Successful operatives under this build are more than capable of going toe to toe with a Phantom and melee striking to finish her off, either from stealth or while visible (preferably when she is focused on another player).

As is typical with this setup, you will be performing a Cloak/Drain/Snipe routine. Some units, such as Guardians, do not require an energy drain as this tends to complicate the snipe.

We recommend Disruptor ammunition above all else, closely followed by Armor Piercing and Warp, with Sniper Rifle Rail Amps and Power Amplification Module’s to accentuate the devastating power in the base of this build.

This build is not for the timid. It requires a high degree of situation and location awareness and a competency with sniper rifles. The defensive fitness buff training wheels are gone here. You are an elite killing machine worthy of the Vigilance organization.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4.

Appearance:
Vigilance colors are dominated by yellow, black, blue and white, with tinges of violet, earthy gray, or muted green found in some schemes. A yellow stripe pattern is the most common design choice. Here are several color schemes used by Vigilance SI operatives:

A9 B11 A12 1:B4 C1
A12 B10 B16 1:C16 B3
A16 A12 A16 1:C10 A3

-edits by Lucien Midnight

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