Map Difficulty Rating: This build has the potential for Gold gameplay, Platinum gameplay is plausible with the right team
Hex Shield: (4) Shield Strength, (5) Duration, (6) Large Shield
Siege Pulse: (4) Damage, (5) Damage Protection, (6) Number of Shots
Geth Turret: N/A
Geth Juggernaut: (4) Weapon Damage, (5) Stability and Ammo, (6) Weapon Damage
Hardened Platform: (4) Durability, (5) Shield Recharge, (6) Power Transfer
Claymore has given best results against all enemies. Shotgun Shredder Mod and Smart Choke as the attachments.
Gear: Juggernaut Shield preferred, personally. Berserker Package, Omni-Capacitors, Shotgun Amp, Stronghold Package, or Survivor Loadout could be used based on your experience.
Ammo: Incendiary or Disruptor to prime tech bursts.
Armor: Highest Adrenaline Module you have.
Weapon: Shotgun Rail Amp
Prime tech combos with your Claymore and detonate with Siege Pulse, alternating between the two. Being unable to dodge or take cover means you can easily reload-cancel your Claymore by hitting ‘A’ just as the ammo count changes. With a Claymore X, you will have 40 shots; I’ve never had to hit an ammo crate during a wave when playing with others. Defensively, you may choose to keep your four Siege Pulse rounds on you to add a 40% damage reduction. However, in my experience so far, using them for assault lets you make quicker work of your enemies. You should have a +95% cooldown with a Claymore X; using reload cancel, you will fire your fourth Siege Pulse round as your cooldown completes (given the base equipment above).
Use your Hex Shield primarily to block projectiles from missile enemies (Scions, Ravagers, Primes, Atlases, and Rocket Troopers) while you are engaged in close combat. Secondary, use it to block rounds from the soldier classes while you’re engaged with boss-level enemies. I’ve found that it’s fire from outside the close range fights that downs this build, so using your Hex Shield that way along with good timing with your heavy melee will increase your survivability GREATLY. Keep in mind that splash damage will still come through, so back off of your hex shield as soon as you place it. Use your heavy melee to recharge your shields when they get to around 33%.
Keep an eye on your Siege Pulse rounds. If you’re running low and need to place your Hex Shield, do it BEFORE reloading your Siege Pulse, which has a ~10s cooldown time.
The Adrenaline Module is a MUST for any spread-out map (Hydra and Vancouver come to mind) and reduces frustration on mid- to small-sized maps. You can’t take or vault cover, so you’ll have to go around commonly vaulted barriers in places like London and Giant. If you find yourself surrounded by smaller enemies, your regular melee will stagger. If you’re surrounded by boss enemies and your shield drops a bit too quickly for comfort when going on the attack, just tank with your heavy melee and call for backup while maneuvering gradually out of the dogpile.
On all objectives, use your Hex Shield the same way you normally do (place in the path of missiles first, rifles second). For the activation objectives, you will probably be able to distract enough enemies to make 1-3 a piece of cake for your team. Work your way back to 4 to defend whoever is activating.
For platinum, I would play with a Demolisher, an Infiltrator who can prime or detonate tech bursts, and another defensive Juggernaut for the fourth. On Gold-Glacier-Reapers with two Brutes and three Banshees on the rear incline, I (using this build and strategy) and a Demolisher took the whole lot of them out before they got to the top. This class is EXCELLENT at distracting large numbers of enemies, so keep the Infiltrator around to revive, prime tech bursts, and complete objectives. Keep the Demolisher close to you and the other Juggernaut, place the pylons to help with shields and keep the grenades flowing, and you’ll be sitting pretty.
3 – Though this is a tank of a class, you do need to get the timing down for the attack strategy and have a well-developed situational awareness to effectively defend you and your teammates.
*Personal preference, I went with Power Damage to strengthen Snap Freeze
Any shotgun that keeps your recharge speed at least 100% is ideal as you’ll want to be cloaking a lot to maximize your damage outputs. I prefer the Wraith with the barrel attachment as I feel it’s the most versatile; it’s essentially a lightweight Claymore at this point with an extra shot in the clip (see below). Other options include the Disciple and the Eviscerator, also with damage mods. A thermal clip or accuracy mod is recommended, but not imperative.
If you prefer to go for higher damage at the expense of longer cooldowns, then go with the Graal Spike Thrower, AT-12 Raider, N7 Crusader, or M-300 Claymore. Do keep in mind that both the Crusader and Claymore have little room for error, with the former being insanely precise and the latter having only one shot per clip.
For the Weapon bonus, roll with a rail amp. Shotguns, of course.
For permanent gear, use either the Shotgun Amp, or the Shock Trooper Upgrade. I personally recommend the Shotgun Amp as you get a better damage bonus. I’ll explain in the strategy section.
For the Ammo bonus, I’ve found Incendiary rounds work best. I’ll explain this as well in the strategy section.
For the Armor Bonus, just use whatever’s comfortable, though I would recommend the Power Efficiency Module for further reduced cooldowns.
“Query: Is there something you need killed, master?” – HK-47, Star Wars: the Knights of the Old Republic 2: the Sith Lords
Your Systems Alliance-built “huntress-killer” assassination gynoid is ready to serve. This curvy little robot may not look like much, but she packs a shotgun and is more than eager to let you know how she uses it. Just follow a few simple steps and your huntress-killer will lay waste to any meatbags (metalbags) that dare threaten the peace of the galaxy (or really anything else if you just ask, like that one doctor who stole Jacob from your FemShep ).
Now, while you *can* go balls-out and charge into the fray thanks to the extra
shields and the Repair Matrix, your huntress-killer works far better if you focus on her namesake: hunting and killing (not necessarily in that order). Break off from the rest of the group and eliminate anything that might wanna try and cause some problems. That said, the strategy is pretty simple: find an enemy, cloak, aim shotgun, spread brains or other major internal/external organs across 10-foot radius, laugh, repeat. Good times.
Of course, your damage dealing doesn’t stop there. Maybe you’d like your enemies to chill out for a bit before you start performing rather brutal surgery with your shotgun. Or maybe you’d like to light them ablaze, then shock-freeze them into millions of little pieces (hence the Incendiary rounds – they can prime a tech combo with Snap Freeze). Or maybe you’d like to reenact a few Mortal Kombat characters by cloaking then uppercutting them into oblivion? Cloaking then shotgunning will be your primary method of dealing damage, but if you’re looking for better experience gains, you certainly have plenty of options.
If you’re quick enough on the controls, you can fire your shotgun *and* Snap Freeze an enemy before the cloak physically breaks (but it has to be in that order). The timing is a little tricky to pull off, but if you can do it consistently, you’ll maximize your overall effectiveness that much more.
Keep in mind is that you don’t have a lot of time to cloak, so try to be quick with your huntress-killing to maximize your effectiveness for the rest of the sortie. Also, for objectives, be vigilant if you happen to find yourself volunteering for enabling/disabling the 4 nodes – the cloak may last just long enough to get enemies to redirect their attention, but try not to rely on that (especially the “smart” enemies like dragoons and geth bombers).
So, the offensive capabilities of this sexy little huntress-killer are all fine and dandy, right? How does the Repair Matrix fit into all this, you may (or may not) be wondering? Simple, young padawan – if your shields ever drop (and let’s be real: they WILL), just activate your matrix, flip some ways away from the gunfire and you’re good to go. And should you actually go down while your matrix is active, you’ll stand right back with full health (it still counts as a “death” however). But so long as you’re not swarmed, you’ll actually regain shields faster than you lose them (similar to the vorchas’ Bloodlust and the krogans’ Rage).
Your huntress-killer may not be the best choice for most objectives – especially enabling/disabling the 4 nodes – but one objective where she’ll be particularly effective is Object Retrieval, since you get a speed boost while the Repair Matrix is active. Find the object, grab it, activate your matrix (since this particular build almost completely negates the speed penalty), and you and your sortie will be getting paid in no time.
Another thing that’s great about the Repair Matrix is that it functions a bit like a grenade. That means that it’s impervious to certain “breakdown” attacks like getting hit by a seeker swarm; so long as you’re not in hit-stun or preoccupied with an objective (the aforementioned 4 nodes, to be specific), you can activate your matrix at almost any time. Also, when active, the Repair Matrix overrides the “recharge penalty” from cloaking, so that’ll be one less thing you’ll have to worry about.
If/when you get up from the repair algorithms doing their repair algorithms, remember that there’s a slight delay before active control of your huntress-killer is given back to you. So before you start drumming that button trying to activate your matrices to restore your shields, nothing will actually happen until your character is up and able to move freely. Also, the Repair Matrix doesn’t revive you from insta-kills.
Now… remember when I said that if you so chose, you could forgo the Shotgun Amp for the Shock Trooper Upgrade? Here’s why: the Shock Trooper Upgrade gives you a shotgun damage boost in addition to *extra grenades*. Extra grenades means *extra charges for your Repair Matrix*. The trade off with this is that you end taking a slight hit in shotgun damage (+12% shotgun damage at max level vs +15% shotgun damage from the Shotgun Amp). It’s entirely up to you how you wanna go about your huntress-killing.
Since the Repair Matrix qualifies as a grenade, you can go with a Grenade Capacity mod to expand your repair charge count, if you feel so inclined. I don’t recommend that however – you’ll be forgoing extra shotgun damage in favor of a couple of extra charges you may not even need.
3 – As mentioned before, you won’t have a lot of time to cloak, so you have be quick on you huntress-killing. But if you stick to whittling down the enemy meatbags (or metalbags), things become easier for everyone involved, and everyone gets paid.
“It is my primary function to burn holes through meatbags that you wish removed.”
You’ll want to utilize the M-300 Claymore, M-11 Wraith or the AT-12 Raider. For each of them, you’ll want High Velocity Barrel and Smart Choke. Recharge Speeds aren’t a pressing concern on this character. My personal favourite is the M-300 Claymore, but any are acceptable. The M-22 Eviscerator is a suitable substitute provided you don’t have any of these weapons.
Armor-Piercing or Warp Rounds for your ammo bonus. Both apply high damage and either ignore or weaken armor. Shotgun Rail Amp for weapon bonus, Adrenaline Module or Cyclonic Modulator for armor bonus. Use Grenade Capacity or Shock Trooper Upgrade for gear. The choice comes down to how many Repair Matrices you think you’ll need.
I wasn’t impressed with EDI in the single player mode… but this Alliance Infiltration Unit is incredible. Finally! An infiltrator tailored to shotguns! This makes her so unbelievably powerful but we have to skip out on Fitness because of her talents. Fortunately, with Repair Matrix, she has so high survivability that a lack of fitness is normally not an issue, but you still shouldn’t be careless. She isn’t a Geth Juggernaut after all. I’ll go over the powers, then the enemies and then some issues you may experience.
I adore her Tactical Cloak; we final have Shotgun Damage which skyrockets her damage output. With Shotgun Rail Amp III, M-300 Claymore X with High Velocity Barrel V and a cloaked point-blank shot, you’ll cause a massive 6,081.12 damage! Rank 4 for Damage, recharge at 5 to mitigate the lack of weight and Shotgun Damage at rank 6. If you PuG a lot, perhaps Duration is better but without Damage you’ll deal 40.00% less damage. This is how I normally use Snap Freeze, it’s basically just for weakening targets. So many people argue about whether or not Tech Combo is bugged so I play it safe and choose Damage & Weakness at Rank 6 which, I swear is better. Especially since you’re focusing on weakening and not explosons. Reach allows you to maintain some distance (and your shotgun will still deal high damage due to Smart Choke), and Cryo Explosion weakens enemies you have used Snap Freeze on. Win and win. Repair Matrix is like Stimulant Pack, but in my personal opinion, much better. In addition to massive and constant shield regeneration, if you’re down while it’s active, it’ll revive you too! Survivability at rank 4 is handier than the shield option, as it gives you a chance to flee with the movement speed bonus and that damage reduction is great as long as you can keep those shields up during it. Duration is superior at rank 5 as security in case you get downed and Enhanced Repair Matrix gives you better bonuses in this case because you’re not focusing on it being a second medi-gel, you’re focusing on not going down when it’s attack. Standard weapon’s platform spec for the class passive and no points for fitness.
The class itself has little trouble against any faction because the strategy doesn’t change regardless. Snap Freeze is your tool for disabling annoy minions like abominations, husks, cannibals, collector troopers and so on. It’s other utilization is armor weakening which is specifically for any boss-tier enemy. Tactical Cloak is your key to getting around undetected and skyrockets the damage of your weapon. If you’re quick, you can pull of a Snap Freeze and a shotgun shot during the second it takes Tactical Cloak to fade. Repair Matrix is your backup, use it generously but remember to keep stock. If possible, play grenade maps. On Hazard Ghost, Repair Matrix will completely mitigate the damage from the acid rain. She has the most difficulty with minions and flanking, so don’t bite of more than you can chew. In saying this, her cloaked shotgun strike should kill most minions, usually including Phantoms or armored minions (Pyros or Dragoons) and bosses will take only a few shots. Be cautious of sync-kills also, that’s why we’ve got Smart Choke so you can maintain some distance and still be effective.
The Alliance Infiltration Unit is tailored to killing, not objectives. Her functionality with Escorts and Uploads improves as long as you can keep Defence Matrix up just purely because she is frail. Her better objectives are Devices because of Tactical Cloak and Delivery because of the movement speed bonus Repair Matrix supplies. The only issues you may face are been surrounded by umpteen Mauraders so the damage output is strong enough to overcome Repair Matrix, and having Repair Matrix revive you, only to be sync-killed a second later (trust me, Phantoms are evil). Take care to ensure her health stays high, as Repair Matrix won’t save you from much if you’re surrounded on low shields and low health. Overall she is a powerful and versatile class but if she’s caught in the wrong place at the wrong time or you bite of more than you can chew, she will go down and its then you’ll hope you’ve got Repair Matrix. After all, this is no Geth Juggernaut.
2.5 – This character has an intense amount of survivability especially with the way Repair Matrix is evolved. Her shields restore at an insane pace and the bonuses to movement speed coupled with Adrenaline Module means she can fire her Claymore right in someones face and run off before any of the other enemies realise she’s been there. In saying all this, she is vulnerable to stagger and is weak defensively which is why you can’t be stingy with your Repair Matrices. If you learn the tricks, you can get through gold games easily without using any medi-gel or ops packs.
*The alternative spec involves sacrificing both Ranks 5 and 6 in Tactical Scan for Rank 4 in Fitness (Durability). I only recommend this if you’re having difficulty with the class without Fitness and using it without the aid of Cyclonic Modulators. On Gold and Platnium, you should be using Cyclonic Modulators however and therefore can forego the extra Fitness. Personally, I like the build without Fitness better–there just isn’t enought points to go around.
**Movement Speed is to slow down those bosses, Headshots is also a viable option. Your preference really, but getting headshots consistently with the Claymore isn’t always easy. Especially if you have screen shake.
A high-leveled M-300 Claymore; not the hardest thing in the world to get but the store in the Multiplayer can be quite unkind. Use the Smart Choke on it; without it the Claymore’s effectiveness degenerates to just close-range. WIth it, you can practically snipe with it (sort of, aim for the head). I recommend High Velocity Barrel, for extra damage and armor ignore. Currently, there is a bug where if you put one of the Retaliation DLC mods onto a non-DLC weapon (weapons available before any DLC) like the M-300 Claymore, it adds no weight but still gives the bonuses. So, M-300 Claymore with Smart Choke and High Velocity Barrel. If you don’t have the High Velocity Barrel, just use High Caliber.
You’ll want to use the best of the best for this guy. Armor-Piercing rounds for ammo, this compliments Arc Grenades well. You’ll use Arc Grenades to remove shields and the Claymore to kill everything else. You can substitute for Warp Rounds but I must say it works better with Armor-Piercing, as Warp Rounds is more team-based, as the debuff to armor is exploitable by all of your squad. Armor-Piercing for Randoms, and Warp Rounds if you’re short of AP or playing with a strong team. Shotgun Rail Amps for weapon bonus and Cyclonic Modulators when it comes to armor bonus. You’ll want to use Grenade Capacity for this guy, having seven Arc Grenades makes a big difference, and you’ll want that more than an extra 12% Claymore damage in the long run (no matter how tempted you may be).
The Quarian Males are both powerful characters because they have two powerful abilities: Arc Grenade and Tactical Scan. If you skip out on either, you’re doing it wrong. Both Quarian Males have 3 really good powers that work well together but unfortunately, this means his Fitness suffers. I’ll hit the powers, then the enemies and then the limitations.
Tactical Cloak has been evolved for damage. Without taking into account the damage bonus from Armo-Piercing Ammo, a cloaked Claymore shot with Shotgun Rail Amp III and High Velocity Barrel deals 4243.6 damage to a target. A headshot will deal 250% more damage to minions and 40% more damage to bosses (this includes Phantoms, Pyros and Dragoons). Arc Grenades also receive the 80% damage bonus, dealing 940 damage to Health and Armor, 1880 damage to Barriers and 3290 damage to Shields. Recharge Speed helps mitigate the damage to your cooldown the Claymore causes and Bonus Power allows you to set of Tactical Scan in cloak and then shoot or throw grenades. Tactical Scan is used effectively in cloak because it has a higher cooldown than normal due to the Claymore. For it, you want Weapon Damage because of the Claymore, Movement Speed because it slows bosses by 30% and Damage Taken so it becomes a constant Proximity Mine (25% damage taken). Arc Grenade is evolved for max damage to shields because you have the Claymore for Armor. You want Radius because 10.8m is massive! You could clear out a whole room of shields in one or two or three grenades nearly every time. Electrical Damage gives Arc Grenade the chance to set up tech bursts for your team to detonate. You want Weapon Damage and Power Damage and Weapon Damage for the passive. This gives the Claymore 22.5% more damage and gives Arc Grenades 35% more damage.
The Quarian Male Infiltrator is viable for Unknown/Unknown (Gold, I wouldn’t do Unknown/Unknown Platinum–you’re better to plan that to your team’s strengths) because he is effective against all factions. He has more difficuty with Reapers and Collectors because they have more armored targets but you have the Claymore for that. He shines best against Geth but will suffer greatly if stunlocked. He is all-round good against Cerberus.
Minions will lose their shields really quickly, it’ll only take a few grenades if that to remove their shields and a cloaked Claymore X shot with the suggested gear (III at least) will one shot most minions. Phantoms aren’t very difficult because you have Arc Grenades to stun or prime their barrier. Either will leave them in place long enough to kill it with the Claymore. Be aware you must learn how to reload cancel for this build to be effective; on consoles you can cancel reloads during the animation by trying to activate a power that’s cooling down or by activating a power. If timed right, it’ll reload instantly. Hunters will only cause grief if you miss your shots, stay on target or Arc Grenade them away. Big Armored targets like Ravagers, Scions and Brutes will suffer from Cloaked Claymore shots, especially if Tactical Scan is on them. Armor-Piercing Claymores munch through them. Even the big bosses aren’t tough. Two-Three Grenades will take down the Barriers/Shields of them (Four-Five for Possessed Praetorians) and it only takes 3-4 shots to kill Geth Primes on Gold/Platinum with Armor-Piercing rounds IV, Shotgun Rail Amp III, M-300 Claymore X with Smart Choke V and High Velocity Barrel V. It does more damage the closer, but still does good damage at mid-range.
The only limitations of this build are his frailty and his Tactical Cloak. 500 Health and 600 Shields isn’t much to be taking into Gold/Platinum, and Cyclonic III only bumps that to 1200 so you still need to be careful, even with Cyclonic IV its only 1500, so play smartly and don’t move into situations that will leave you killed in 2 seconds. You aren’t invincible, just powerful. The only reason I say Tactical Cloak is a limitation is because he cannot do Device objectives efficiently with it as it runs out half way through, its the cost you pay–damage or team play. But taking Duration instead weakens the Claymore by 40%, and that’s a lot of damage to miss out on, especially on this weapon.
3 - Getting him and the Claymore is probably harder than playing this character. He deals massive amounts of damage, especially against… Well any faction really. Be aware your shields are 600 at base, which means you have 1200 with Cyclonic III or 1500 with Cylonic IV. You’re more of a glass cannon, but a really, really big and powerful cannon. And note that without Duration spec Cloak you only have enough cloak for just less than half of a Device Objective, but just enough time to revive teammates or set of a Tactical Scan on a boss and get of a Claymore shot or a few Arc Grenades which get the 80% damage bonus. The only other thing is Reload Cancelling, and that should come with practice.
High level M-300 Claymore with Smart Choke and High Caliber Barrel/Shredder Mod
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.
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.
4 – Learning your limits is important. Getting head shots all the time with the Claymore can also take some getting used to.