Geth Playmore – by Forceuser7000

Build Title: Geth Playmore

 

Class: Geth Infiltrator

Power Evolutions:
Tactical Cloak: (4) Damage, (5) Recharge Speed, (6) Bonus Power
Proximity Mine: (4) Damage, (5) Damage Taken
Hunter Mode: (4) Power Recharge, (5) Power Damage, (6) Damage
Networked AI: (4) Weapon Damage, (5) Headshots, (6) Weapon Damage
Advanced Hardware (1), (2), (3)

 

Weapons:
High level M-300 Claymore with Smart Choke and High Caliber Barrel/Shredder Mod

 

Gear:
Shotgun Amp or Vulnerability VI for gear. Shotgun Rail Amps or Targetting VIs for weapon, Armor-Piercing for ammo (don’t use Shredder if you use this) and Cyclonic for armor.

 

Strategy:
This build is designed for maximum damage on Gold runs. It has the advantage of being effective against any enemy.
I see a lot of Geth Infiltrator builds taking the melee route, but on Gold you just end up dying a lot. This build focuses on weapon damage – hence the Claymore. A high level Claymore and high level Smart Choke mod are important here. With these, the Claymore can be used effectively at medium range. I go for the Shredder mod when fighting Cerberus (for those pesky Guardian shields), otherwise the Barrel mod. If you don’t know how to already, learn to reload cancel – quite important with the Claymore.
The key with this build is learning its limits. The strategy explained here is for Gold. The boost from Hunter Mode (which should always be active) and Networked AI give you significant weapon damage straight off. This is enough to one shot kill most unshielded enemies with a head shot. If they’re at longer range you might need to cloak first.
For shielded enemies, you can usually just cloak and head shot if they’re at close range for an instant kill. Otherwise, you can cloak, fire your Proximity Mine, then head shot.
Against bosses it’s similar – cloak, Proximity Mine, head shot, and repeat. The Proximity Mine is key here. With the Damage Taken option, everyone does 20% more damage against the target.
You are quite squishy, so be careful. Stick near your team and take cover between shots. Depending on the map, you don’t actually need to be locked in cover. You can stand out of view, cloak, move out and shoot, and then move back out of view before the enemy can shoot you.
Use Tactical Cloak to move around the map, heal teammates and do objectives as necessary. Bear in mind though that without Duration (4), you don’t have that long cloaked.
If you play it right, you can easily be placing first on Gold with this build.

 

N00b Rating:
4 – Learning your limits is important. Getting head shots all the time with the Claymore can also take some getting used to.
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The Volus Infiltrator (A Volus Adept) – by segeri9

Build Title:
The Volus Infiltrator (A Volus Adept) – by segeri9

Class:
Volus Adept

Power Evolutions:
Stasis: Stasis Strength (4), Bonus Power (5), Bubble (6)
Biotic Orbs: Radius (4), Recharge Speed (5), Orb Count (6)
Shield Boost: Shields (4), Regeneration (5), Protection (6)
Volus Training: Damage & Capacity (4)
Fitness: Durability (4)

Weapons:
Bring down a heavy hitter, reegar, harrier or the valkyrie.

Gear:
You can go for Structural Ergonomics so you can have an even faster recharge speed. Although this a very free build and you can use almost everything you want.

Strategy:
Basically, you have to cloak, attack, decloak, and repeat. You can also use the stasis bubble for group kills with the reegar. Don’t forget that volus is a support character, so recharge your shields and the shields of the rest of your team constantly. Although you will not be first in the leaderboard, your team will thank you for the help.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3. Playing a volus is never easy, and you have to be extra careful, be ready for a quick exit and don’t take more than you can handle.

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Arc Champion – Ryan K

Build Title: Arc Champion

Class: Quarian Male Infiltrator

Power Evolutions:                                                                                                      Tactical Cloak: (4) Damage (5) Recharge Speed (6) Sniper Rifle Damage               Tactical Scan: N/A                                                                                                               Arc Grenade: (4) Damage (5) Max Grenades (6) Armor-Piercing                               Quarian Defender: (4) Damage & Capacity (5) Headshots (6) Weapon Damage     Fitness:  (4) Durability (5) Shield Recharge (6) Fitness Expert

Weapons: Widow, Black Widow, Kishook Harpoon Gun, Krysae Sniper Rifle w/ Spare Thermal Clip V, Extended Barrel V

Gear:                                                                                                                                 Gear Bonus: Grenade Capacity Increase, Sniper Rifle Mod, or Vulnerability VI (depending on what you have unlocked) Armor Bonus: Power Efficiency Module 2 or 3 Ammo Bonus:  Armor Piercing Ammo 3 Weapon Bonus: Sniper Rifle Amp 3

Strategy:  The standout feature of this character is the grenades. It’s essentially a form of overload but it works on a much more universal level. They are great for crowd control and make for an easy way to get a killstreak or quickly take down the barrier of a Banshee. What is the best part about the grenades? You don’t lose your invisibility when you throw them. That’s right, you can throw seven grenades in a row and you will stay cloaked. This is great for sneaking up on Phantoms or other enemies that don’t come charging at you.

This character is excellent from a distance, just like the regular Quarian Infiltrator, and it is also formidable up close. The playing strategy that works best slightly depends on the equipment you have unlocked. I personally prefer the Black Widow for its increased clip capacity, but whatever sniper you are comfortable with should be fine. In using the Black Widow and the N7 Hurricane, my power recharge is +2%, which isn’t great, but I didn’t encounter any significant problems. The power efficiency module also helps with the recharge if you’re carrying a heavier weapon.

This character works amazing against Geth. The Arc Grenades will take down packs of Pyros like there’s no tomorrow. The grenades also do a great job of seeking out those pesky Hunters. And, since the grenades are designed for both Shield and Armor penetration, they do fairly well against Geth Primes. I’ve also tested this character out on Cerberus several times. With a decent team, we took down a gold mission no problem. I ran into a little trouble against the Phantom packs, but other than that this character did great.

Alternatively, I have discovered that a shotgun also works very well with this character. If you have been fortunate enough to unlock the Reegar Carbine, you can lay waste to virtually anything in a matter of seconds. Equipped with the Shredder Mod and the increased Capacity, the Carbine can blow (literally) through Phantoms, Guardians, and Atlases. Arguably, this strategy may even work better than with the sniper. You may expose yourself more so there is slightly more risk, but it’s worth it. Being able to take down Phantoms in a matter of seconds is a huge plus! Given that this character is equipped with a shotgun instead of a sniper, you should change the powers accordingly. Instead of (6) Sniper Damage, I would recommend doing Tactical Scan to level 3. I haven’t found this power to be that useful, but it can come in handy against larger enemies, such as Atlases, Brutes, and Geth Primes.

This character is, quite discretely, a powerhouse, and it works on a universal level. Against Geth you should have no problems at all, and Cerberus shouldn’t give you too much trouble. Reapers are the only enemy I haven’t tested on Gold, so I can’t offer too much incite there. All in all, give this build a shot. You won’t regret it!

N00b Rating:   Sniper Build 2.5:  Those who have used an Infiltrator before will feel right at home with this character. The addition of grenades makes this character much easier to use while also being more of a threat.                                                                                                 Shotgun Build 3.5:  Getting up close and personal with an Infiltrator might take some getting used to, but once you’ve accommodated yourself, you will be reaping the rewards!

Appearance: A16, A7

-Edits by Bryan

 

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SlaughterBot – by Rodolfo Sclafani

Build Title: SlaughterBot

 

Class: Geth Infiltrator

 

Power Evolution:
Tactical Cloak: (4) Damage, (5) Melee Damage, (6) Sniper Damage
Proximity Mine: N/A
Hunter Mode: (4) Weapon Accuracy, (5) Rate of Fire, (6) Damage
Networked AI: (4) Weapon Damage, (5) Headshots, (6) Weapon Damage
Advanced Hardware: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
  1. Javelin with Sniper Rifle Extended Barrel and Sniper Rifle Spare Thermal Clip
  2. Geth Plasma Shotgun with Shotgun High Caliber Barrel and Shotgun Spare Thermal Clip
You’ll really only need to use these weapons, they work better at higher levels but are still powerful at level I.

 

Gear: N/A

 

Strategy:
The basic idea of this build is to maximize damage at the cost of well… everything else. That makes this build arguable the most powerful and squishiest build in the game. It is similar to the Prime Time Build with the exception that it uses both weapons, i.e the Javelin and the Geth Plasma Shotgun for diversity as each weapon has its niche.
As soon as you enter the match, activate Hunter Mode and leave it on for the duration of the match. I must emphasize that this build is very, very squishy. You only have about 400 Health and 600 Shields. It takes very little (even on Bronze) to take you down. That being said it is important to stick close to your teammates so they can revive you if you go down (which you probably will) and stay close to or in cover and watch your shields carefully. I’ve been killed by Swarmers and Husks with this build so it is imperative to be wary of your health.
Also, you may have noticed that with that weapon loadout your power weight penalty is -200% which is terrible. Frankly, this is rarely an issue for this build. This is the reason you skip on Proximity Mine; the only power you will use is Tactical Cloak and as long as you fire shortly after entering your cloak your recharge speed will be only a few seconds. Remember though, that the longer you wait before firing the longer your cloak will take to recharge. If you do end up using up the entire cloak you can expect to wait around 30 seconds before you can use your cloak again. I don’t recommend doing that unless you absolutely have to, i.e. running for your life or trying to save a teammate or trying to accomplish an objective.
Now the great part about this build is when it comes to straight damage it has no equal. This build is able to kill just about anything with laughable ease. The Javelin should be used for long range kills and bosses. You should always cloak then fire (aim for the head if you can), then rinse and repeat. With the recent Javelin buff, the damage output is frankly obscene. You’ll cause between 2500 and 4000 damage per shot with a Cloaked Headshot. With Phasic Rounds III equipped, with Cloak, and on Gold, the Javelin X can destroy a Geth Prime’s shields in one headshot, and well as take out every other Geth infantry unit (Bombers included) in one headshot. Bosses will usually die in 2 – 5 hits depending on the difficulty and whether you shoot them in the head etc. Also, note that the Javelin can fire through cover and Guardian shields.
The shotgun is your backup but you will end up using it as much, sometimes more than the Javelin. When this gun is charged with Tactical Cloak on it will do around 2000 damage, which is also obscene. The important thing to note is that you have to charge it first, then activate the cloak. If you activate the cloak first charging the shotgun will disengage the cloak. Use the shotgun at anything that gets within 20 or so meters from you (that’s roughly the range of your Hunter Vision). You can sometimes shoot enemies in cover by firing slightly outside of the cover while targeting them. The shots will curve inward and hit them. It takes a little practice to get this down but once you do you will be able to kill everything in sight.
What to do if you get backed into a corner with no way out? Heavy Melee! You just have to hope that all the enemies get caught and staggered by your initial blast wave, otherwise you will die. You’d be surprised, however, how often I’ve actually saved myself (and killed all the enemies closing in on me) by using the heavy melee. Also, if you running while cloaked (either to or away from something) and run into an enemy (or several) use the heavy melee while cloaked. You get a 50% melee damage increase ensuring that you’ll be able to continue on your way.
Both weapons work differently than other Sniper Rifles and Shotguns. The Javelin has Enhanced Vision, 1.00 meter innate Armor-Piercing and a slight delay between pressing the trigger and the shot firing. The Geth Plasma Shotgun can be used at range and has slight homing but doesn’t reap the rewards of the Shotgun Shredder mod (hence why it isn’t used) and is most effective when charged fully. Once you’ve gotten use to the feel of both weapons, things will go a little more smoothly. This build will excel even on Gold (as long as you stay in the back and in cover) and deals the obscene amounts of damage that you’d expect from the Geth Infiltrator. I consistently score the highest points with this build.

 

N00b Rating:
5 – There’s a lot to consider and think about when playing this build, being able to pull it off effectively and without consistently dying will only come with practice. You must be very aware of your surroundings ,and health and shields at all times. The weapons, may, take time to getting used to.

 

-Edits by CoreyImperia

 

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Flotilla Defender – by Invellous

Build Title:
Flotilla Defender – by Invellous

Class:
Male Quarian Infiltrator

Power Evolutions:
Tactical Cloak: (4) Damage,
Tactical Scan: (4) Weapon Damage, (5) Movement Speed, (6) Damage
Arc Grenade: (4) Radius, (5) Electrical Damage, (6) Armor-Piercing
Quarian Defender: (4) Weapon Damage, (5) Power Damage, (6) Weapon Damage)
Fitness: (4) Durability,

Weapons:
Any one of these Weapon Loadouts will compliment this Build nicely. Use the weapon you are most comfortable with. I swap between the Claymore, and Geth Plasma Shotgun. The Talon is an effective choice even at lower levels.

Claymore – High Caliber Barrel & Shredder Mod
Reegar – Shredder Mod & Spare Thermal Clip
Geth Plasma Shotgun – High Caliber Barrel & Spare Thermal Clip
Talon – Piercing Mod & Magazine Upgrade

Strategy:
This Build plays like most Shotgun Infiltrator Builds. However unlike the Geth, Salarian, and Human Infiltrators you will not be using your damage increasing Power (Tactical Scan) as often, due to the length of its animation. Instead you will be using your Arc Grenades. Their huge Radius and stunning capability will leave large groups of Enemy Units stunned, and ripe for the pickings. They also deal massive damage to armored ‘Boss’ Units. Speaking of armored ‘Boss’ Units, such as Brutes, Ravagers, Banshees, Atlases, and Primes are the units you will want to use your Tactical Scan on. Tactical Scan will increase both your damage and your Team’s damage on the target by a respectable 25%. Tactical Scan will also ‘highlight’ the target, making it visible through walls, and cover.

Make sure to keep ample amounts of Grenades on your persons as they increase your lethality. As you move about the Map make sure to hit ever Ammo Box along the way. Save your Thermal Clip Packs for when you really need them. It is unwise to waste them trying to get that last hit on a ‘Boss’ Unit. Equipping a Grenade Capacity Gear Bonus will further increase your lethality, as well as the value of your Thermal Clip Packs. Gear that increases weapon damage is worth less due to your ability to kill most enemies with ease.

When finding yourself faced with a group of enemies that you have hit with your Arc Grenades I find it is best to aim for any enemy without Shields, or Barriers. Allowing the Damage Over Time effect to takes its course on enemies without Shields, or Barriers. As well as giving other Team Mates the opportunity to hit the remaining enemies with Tech Powers to create Tech Bursts.

When it comes to using Tactical Scan if you do not want to risk getting hit during the animations you can simply get into cover, and use it. Tactical Scan does not take you out of cover, and with its short Cooldown you will not be out of the fry for very long. Again this is better used on the more durable enemies.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3. The greatest learning curve a Player will face is learning how to use their Grenades, and how to run the Map to keep their them in supply. As well how to use their weapon without the massive Damage Bonus they may be accustomed to from Playing a Geth, Salarian, and or Human Infiltrator.

Appearance:
A1, A16, A16, Stripe 2, A4, A1

-edits by Lucien Midnight

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