The post Mass Effect Legendary Edition Build Guide: Infiltrator (Mass Effect 1) appeared first on Fextralife.
In this Mass Effect Legendary Edition Build Guide I’m going to cover my Mass Effect 1 Infiltrator Build, which is an Infiltrator Build well-suited for mid and long-range combat. I’ll be sharing the best Talents to prioritize, what it means to choose the Commando Specialization for your Infiltrator, the optimal Weapons, Armor, and Mods to equip, and the Squadmates to take with you on Missions and Assignments. If you’ve been looking for a way to effectively play as an Infiltrator then this Guide is for you.
Mass Effect Legendary Edition Build Guide: Infiltrator (Mass Effect 1)
The Infiltrator Class specializes in shooting enemies from afar thanks to their Sniper Rifles Talent and Assassination Ability, to the point that these can guarantee one-shot kills. In cases where this Class has to approach enemies, they will have to switch to a Pistol, which performs excellently in terms of accuracy and damage dealt in mid-range encounters.
What makes the Infiltrator versatile is their capability of employing Tech Abilities, in addition to their Combat Proficiency. This Class can easily debuff enemies with Overload and Sabotage by weakening their Shields and overheating their Weapons so they won’t be able to momentarily fire with them.
The Commando Infiltrator Build pushes your versatility and power even further by increasing the damage you deal with all of your Weapons while reducing the cooldown of your Assassination Ability. This means that your chances of efficiently killing enemies increases even more.
Infiltrator Talents and Abilities (Mass Effect 1)
In this section, I’ll talk about the different Tech, Combat and Auxiliary Talents and Abilities that you should focus on to make the most out of your Commando Infiltrator Build. Note that the number of Talent Points I’ve allocated is based on reaching Level 50, although there is no level cap in Mass Effect 1 Legendary Edition.
Tech Talents and Abilities
There are 3 Tech Talents that you’ll have to put sufficient Talent Points into because these will help you hack through security systems, repair your vehicle, and provide you with Abilities to debuff enemies.
This Talent gives you the Electronics Skill to bypass security systems in order to proceed in quests and to unlock more Assignments or side quests. Hacking through these systems also lets you gather more XP so you can level up faster and efficiently allocate your Talent Points. You can also more quickly repair your Mako Vehicle’s damaged hull every time its Shields are down. In addition, this Talent strengthens your Shields, making you more resilient in combat by being able to absorb damage.
Electronics also grants you the Overload Ability, which enables you to directly inflict damage on enemy Shields and to make them susceptible to a larger number of attacks for a short period of time. Stripping Synthetics and Organics, such as the Geths and Krogans, respectively, of their Shields is very important in order to weaken and to kill them quickly. Note that even if they still have portions of their defenses available, you or your Squadmates can use any of your special Abilities to take them down. I recommend investing 9 Talent Points into Electronics so you can unlock the Master Overload Ability, and therefore maximize its function. The Damping Talent will also be made available to you at Rank 4.
This Talent and Ability increases your tech proximity mines’ explosion range. These proximity mines are set off and deal extra damage every time you use Overload, Sabotage or Damping. Damping’s best function is disabling enemies from using their Tech and Biotic Abilities, which means that they cannot debuff or employ crowd control techniques towards your Squad. You can either use Damping before or after you begin damaging enemies, with the Ability being essential either way. I recommend investing only 6 Talent Points into this Talent so you can at least unlock the Advanced Damping Ability, which will be enough to serve you well at the start of combat and in clutch moments.
This Talent grants you the Decryption Skill, which you can use to open locked containers in order to obtain Weapons, Armor, and Mods that you can equip and sell for credits. Similar to the Electronics Skill, you can gain additional XP by unlocking these containers. You can also turn unimportant Equipment into Omni-gels. Omni-gels guarantee that you’re able to decrypt secure objects if you fail to manually override them or if you prefer to automatically have access to them so having a lot of these in your inventory is handy.
This Talent also increases the Explosion Damage you deal with tech proximity mines every time you raise its ranks. Additionally, Decryption gives you access to the Sabotage Ability, which lets you overheat enemy Weapons to prevent them from using it for a period of time. Sabotage also deals damage over time by burning your enemies.
You can use this Ability when you’re about to initiate attacks to prevent from getting shot. Sabotage can also be a lifesaver especially when your Shields are down and your HP is already low because your enemies will not be able to kill you right away, giving you enough time to hide behind covers. I suggest investing 9 Talent Points into Decryption so you can unlock the Master Sabotage Ability, and therefore maximize its function. The First Aid Talent will also be made available to you at Rank 7.
Combat Talents and Abilities
There are 4 Combat Talents you’ll put the maximum number of Talent Points into, which is 12, that will make your Commando Infiltrator Build deadly and durable in mid and long-range combat encounters. These are Sniper Rifles, Pistols, Tactical Armor, and Spectre Training. I’ll explain why these are highly prioritized and how they integrate well with your Build.
This Talent increases the accuracy and damage dealt by your Sniper Rifle, making you more deadly from a distance. It’s important to keep a huge distance between yourself and your enemies when playing with this Weapon, otherwise, you’ll be overwhelmed by their attacks. Note that the best Sniper Rifles can only shoot almost twice before overheating so it’s very important to make sure that you accurately hit enemies to instantly kill them.
This Talent also grants you access to the Assassination Ability, which significantly increases the damage you deal when shooting with a Sniper Rifle. At max rank and with the Master Assassination Ability, you’ll be able to inflict +225% damage. Thanks to the improvements made to the Sniper Rifles’ stability in the Legendary Edition, it’ll be easier for you to aim and to inflict headshot damage to kill enemies more efficiently and effectively.
This Talent functions in the same way as Sniper Rifles except that the bonus accuracy and damage increases are accorded to your Pistol. You should immediately switch to your Pistol when enemies start running towards you. Ideally, you’d prefer to shoot them at mid-range, however sometimes, you’ll have to do so up close with the help of your Squadmates.
This Talent also gives you access to the Marksman Ability, which raises the accuracy and shots of your Pistol before it overheats and is rendered unusable. At max rank, you can use Master Marksman to raise your accuracy by 60% and to decrease the heat of your Weapon by 50%.
This Talent makes your character durable by increasing your survivability. What makes Tactical Armor significant to this Build is that it allows you to equip Medium Armor, which is restricted to most Classes in Mass Effect 1. With Medium Armor, the damage you receive from Weapons and Melee encounters, further decreases by 16%. Additionally, your resistance towards Tech and Biotic Abilities are also increased by 16% with Hardening. However, note that this defensive stat isn’t as useful as it should be since you’ll still be susceptible to Tech and Biotic Abilities regardless.
Tactical Armor also unlocks the Shield Boost Ability, which restores 50% of your Shields per second, letting you instantly protect yourself from damage once it has been depleted partially or completely. Lastly, the Fitness Talent becomes available to you at Rank 6.
This Talent can be unlocked after you become a Spectre when you complete a Citadel Mission within 2 hours of playing. Spectre Training makes your character stronger by raising the accuracy and damage you deal with Weapons and making your Abilities more powerful in addition to your higher max HP.
This Talent also grants you the Unity Ability, which you can make great use of to revive dead Squadmates in combat. This Ability is especially helpful in fighting bosses when the chances of dying become higher. Also at max rank, you gain access to Master Unity so you can restore 30% of your downed Squad’s HP and 100% of their Shields.
There are 2 Auxiliary Talents, which are useful to you even if you don’t allocate too many Talent Points into them. These are Fitness and First Aid.
This Talent increases your max HP and gives you access to the Immunity Ability. Immunity bumps your protection from damage, or the amount of damage you can absorb without dying, by 50%. This Ability is specifically useful when you’re peeking in and out of cover or moving to a safer area, which makes you vulnerable to attacks. I suggest investing only 4 Talent Points in order to gain access to the Immunity Ability. This should be sufficient to keep you alive in combat.
This Talent allows you to restore a portion of your Squad’s HP. I recommend increasing its rank to 4 so that you can give back 70 HP every time you use a Medi-gel.
Commando Specialization (Mass Effect 1)
In this section, I’m going to discuss the Unique Class Talent for this Build as well as its evolved form or Specialization upon completing a certain quest.
The Infiltrator Class Talent reduces the Shots Before Overheat stat for both Pistols and Sniper Rifles allowing you to shoot more with either Weapon before needing to wait for them to cooldown.
Furthermore, this Class Talent also increases the damage you deal with tech proximity mines. You can only allot a maximum of 6 Talent Points into this.
At Level 20 when you access the Galaxy Map, the Assignment UNC: Rogue VI on Luna will be given to you by Admiral Hackett. Upon completing this side quest, you will be able to choose between two Specializations, namely, Commando or Operative. Either Specialization will increase the rank of your Infiltrator Class Talent from 6 to 12. Note that the Talent Points you may have allotted to your Class Talent prior to unlocking your Specialization will carry over and you’ll be receiving the same bonuses from ranks 7 to 12.
Commando grants you bonus damage to all of your Weapons. This Specialization also vastly reduces the cooldown time of your Immunity, Assassination and Marksman Abilities by 25% when you reach Rank 12. Conversely, Operative focuses on boosting the tech proximity damage by 50, as well as the Shield and Burn Damage you inflict. Additionally, the range of your Overload and Sabotage Abilities is increased by 2 meters. Between the two Specializations however, I highly recommend taking Commando so that you can inflict greater damage with your Sniper Rifle and Pistol, and you can use their corresponding Abilities much more frequently than ever before.
Every time Shepard explores the different clusters of the Galaxy, you will be asked to select 2 Squadmates or Companions to bring with you. In Mass Effect 1: Legendary Edition, there are a total of 6 to choose from, each with their own Combat, Tech and Biotic Specialties. Remember that their levels are the same as yours even for those who are left in the Normandy Ship. Since your Squadmates’ Talents are fewer than Shepard’s, they receive lesser Talent Points every time they level up.
As a Commando Infiltrator, you specialize in dealing Tech and Combat attacks, however, you lack the Biotic Abilities necessary to employ crowd control measures. Because of this, you’re not able to immobilize enemies as often, especially those who are near you. As such, it’s best to bring Dr. Liara T’Soni who is a pure Biotic Specialist.
You can recruit her after completing the Find Liara T’Soni Mission. Liara has AoE Biotic Abilities that render enemies useless by letting them float in mid-air with Lift and hurling them across the room with Throw. She also has the Warp Ability, which weakens enemy Armor and inflicts damage over time.
Liara’s most notable Biotic Ability is Singularity as this allows her to clump enemies together in a vacuum in order to make them float. This is very useful in conjunction with Shepard’s Sabotage and Overload Abilities in order to easily hit these enemies.
Despite these powerful Biotic Abilities, Liara lacks Combat Skills, which means that she doesn’t receive bonus damage from any of her equipped Weapons. She is also not as resilient compared to the other Squadmates because she can only wear Light Armor. As a result, Liara shouldn’t be a frontliner in combat.
In order to balance your need for additional firepower, you’ll need a durable Combat Specialist, specifically, Ashley Williams. You can recruit her after completing the Find the Beacon – Continue to the Dig Site Mission within 30 minutes of playing the game.
Most of Ashley’s Talents are directly lifted from the Soldier Class of Mass Effect 1 except for Charm and Intimidate. Because she receives bonus damage in all Weapon types, Ashley is well-suited in shooting from any range. When enemies are running towards your Squad, you can make her switch to a Shotgun to shoot them at point-blank range. Additionally, Ashley can also equip Heavy Armor, making her the ideal candidate to approach enemies while withstanding their attacks.
Infiltrator Weapons and Mods (Mass Effect 1)
When it comes to Weapons, it’s important to focus on those that give you bonus damage even if you can equip and use any of them without any penalty. For the Commando Infiltrator Build, you should equip the Sniper Rifle and Pistol Spectre Gear.
To acquire these, you’ll need to unlock the “Rich Achievement” by having 1,000,000 credits and reaching Level 50, which are doable as long as you complete the majority of Assignments. If you don’t reach Level 50 but you get the Rich Achievement, you can still obtain lower versions of the Sniper Rifle and Pistol Spectre Gear, specifically HMWSR VII and HWMP VII, which are still far superior than the other Weapons in the game. You can purchase Spectre Gear from the C-Sec or Alliance Requisition Officers located in the Citadel and the Normandy, respectively.
The best Sniper Rifle in the game is the HMWSR X Spectre Gear. Both the HMWSR VII and X deal extremely good damage ranging from 278 to 336, respectively, with their excellent accuracy ratings, thereby increasing your hit chances depending on the version you can buy.
The best Pistol in the game is the HMWP X Spectre Gear. Both the HMWP VII and X deal 256 to 294 damage, which is way higher than the other Pistols you obtain in locked containers or from quests like the Karpov VII that only inflicts 240 damage. Moreover, you can fire an average of 27 shots before your Pistol overheats. This value is more than enough to kill groups of enemies.
For the Sniper Rifle and Pistol Spectre Gear, you can add 2 Weapon Mods and 1 Ammo Mod each. With Weapon Mods, I recommend the Kinetic Coil X because this increases the stability of your Sniper Rifle by 28% allowing you to easily hit enemies and it also provides extra 7% damage.
When it comes to the Pistol, Combat Optics X is a viable option to improve your line of sight in combat because enemies would often jam your radar making it tough for you to spot their positions and total number. This Mod also raises your hit accuracy by 21%.
For both Weapons, you can choose the Rail Extension VII, which boosts your damage by 29%. The only drawback is that your Weapons will overheat a bit faster. However, this shouldn’t be a problem since you can one-shot enemies with your Sniper Rifle and you don’t need to shoot too often with the Pistol to kill them most of the time.
For Ammo Mods, I suggest switching between Tungsten Rounds VII and Shredder Rounds VII, which deal an additional 40% damage to Synthetics and Organics, respectively. More often than not, you will be equipping the Tungsten Rounds since you will encounter more Synthetics as opposed to Organics.
Occasionally, you can also use Polonium Rounds VII because this lets you deal 5 damage per second on top of the extra 55% Toxic Damage you inflict.
For the Grenade Launcher Mod, I highly recommend equipping High Explosive X because this maximizes the blast radius of your grenades by an extra 140 cm. Your Blast Damage and Weapons Force, or the force by which you can knock down your enemies, also increases by 37%. You can definitely use this after Liara casts Singularity. This way, you can finish off groups of enemies who survive the effects of this Ability. Alternatively, you can equip the Incendiary Explosive X Mod, which lets you deal 51 Burn Damage for 5 seconds on all affected enemies.
Infiltrator Armor and Mods (Mass Effect 1)
When it comes to Armor, you can equip Medium Armor by leveling up your Tactical Armor Talent to Rank 7. This means that you’re more protected from receiving damage and thereby from HP reduction. The best Medium Armor to have is the Predator M X, which you can obtain by first purchasing the Armax Arsenal License from Expat in the Citadel’s Upper Markets. Next, you can buy this Armor from the Alliance Requisition Officer if your Level is 50+. Note that Predator M X appears randomly in the merchant’s stock so it’s not a guaranteed purchase unlike the Spectre Gear. Alternatively, you can acquire it from locked containers but the drop rate is low.
What’s great about Predator M X is that it has the highest Shields value at 486 of all the Armor in the game and it also has incredible Tech/Biotic Protection at 42. However, its Damage Protection is low at 42. To compensate for this, I suggest equipping 2 Energized Plating X Mods to increase your Damage Protection by 46%, which is equivalent to a total of 61 Damage Protection, rounded down. This is a well-balanced Medium Armor that increases your survivability from Combat, Tech and Biotic Attacks.
When selecting your Pre-Service History and Psychological Profile during Character Creation, note that it isn’t super important what you choose here, as these choices mostly affect dialogue, and so have no real impact on the Build. Feel free to choose whatever you like that suits the personality of the Shepard you wish to play.
As an Infiltrator, you will be equipping an Omni-tool to use your Tech Abilities. This can also grant bonuses to your Shields, Tech cooldown percentage, and Medi-gel recharging rate. You can use any high version of Omni-tool you come across.
Since you will be facing different enemy types, which are distinguishable as either Synthetics or robotic enemies and Organics or live organisms, you will have to alternate between the Tungsten Rounds VII and Shredder Rounds VII Ammo Mods, respectively, so you can effectively kill them. Make sure you do this for best results.
It’s worth noting that the Commando Infiltrator’s weakness is in dealing with enemies who are rushing towards you since you would need to maintain a certain mid-range to long-range distance in order to effectively use your Tech Abilities coupled with either your Sniper Rifle or Pistol. To counter this, you’ll have to rely on your Squadmates’ specialties. Remember that Liara’s Biotic Abilities will stop enemies in their tracks while Ashley’s Combat Abilities will shoot them dead with her Shotgun or Assault Rifle. Additionally, she can also use a Sniper Rifle in situations where you need to kill multiple enemies from a distance.
Lastly, make sure to equip higher versions of Sniper Rifles and Pistols if you don’t have access to the best Spectre Gear yet as these will still contribute to the success of your Build. The Harpoon VIII and Volkov VII as well as the Karpov VII are good alternatives to your Sniper Rifle and Pistol, respectively, because of their decent damage and accuracy ratings. The same is especially true for your Medium Armor since the Predator M X is pretty tough to obtain. A good option is the Mercenary VII, which offers acceptable Shields and Damage Protection on top of 2 mod slots.
You can get all of these in locked containers. The more efficiently you eliminate your enemies especially bosses, the better because this lessens your exposure to their attacks.
The post Mass Effect Legendary Edition Build Guide: Infiltrator (Mass Effect 1) appeared first on Fextralife.