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* The Regeneration and Berserker evolutions on the krogan passive skill tree. Regeneration allows the character to fully recover health while raging (instead of capping health recovery at 50% like normal) while Berserker switches it so that it only takes two melee kills within 30 seconds to trigger Rage ''and'' causes Rage to automatically trigger any time the character's health falls below 33%. At that point, only sync kills or large mobs concentrating their fire represent a threat.

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* The Regeneration and Berserker evolutions on the krogan passive skill tree. Regeneration allows the character to fully recover health while raging (instead of capping health recovery at 50% like normal) while Berserker switches it so that it only takes two melee kills within 30 seconds to trigger Rage ''and'' causes Rage to automatically trigger any time the character's health falls below 33%. At that point, only sync kills or large mobs concentrating their fire represent a threat. The 1.08 patch replaced the Regeneration evolution with the Unstoppable evolution, which replaced the health regen with a 2 second boost to damage resistance every time a melee kill is made, removing this combo from the game.
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** The Fusion Mod of Adrenaline is in a class of its own. In exchange for increasing all power recharge speeds by 50%, you gain the ability to reset all power cooldowns everytime you kill an enemy. You'll essentially be able to spam Biotic/Tech/Fire/Cold combos without worry for cooldowns and wipe out entire camps of mooks like they're nothing.
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* Weapons
** The angaran Isharay SniperRifle is an absolute beast that puts even the old favorite M-98 Widow to shame, by being lighter but doing a sixth more damage. It's supposed to be balanced by its extremely low amount of spare ammo and long reload (base of 14 shots), but add in a Vintage Heat Sink mod, and you can run around battlefields just scopin' and droppin' everything in sight, without worrying about ammo. The VHS even speeds up its effective fire rate by cutting out the default reload animation.
** The [[CoolSword Asari Huntress Sword]]. It has the highest damage of any melee weapon, and its attack is essentially a short-range Biotic Charge with no cool-down, allowing you to melee attack targets from much further away and are much less likely to miss. Its sole weakness is a longer attack animation than the others, but that's hardly any trouble at all.
** The N7 Piranha, an Ultra Rare fully automatic shotgun. Its damage output from a single magazine allows Ryder to mow down any enemy at close-to-mid range, and it’s reload speed is pretty good for a shotgun as well.
** The Talon pistol is a very handy weapon to have in this game, as it is basically a shotgun masquerading as a pistol. Although, it has a pistol's weight, it has the damage of a shotgun, making it particularly useful for a Ryder that switches between profiles. Since the Talon's weight is low, it has a minimized effect on cool downs, allowing Ryder to also bring along say a SniperRifle and/or an assault rifle. Ryder can now switch to a Vanguard profile and murderize enemies up close and personal, from any other profile, without a significant cool down penalty. Want to combine being an Infiltrator and Vanguard? Now, with this Talon you can!! The Plasma Charge and Seeking Plasma augs, which are normally [[ScrappyWeapon found in the scrap heap]], really shine with this pistol, as the seeking plasma ensures that all pellets ''will'' strike your target, doing more damage, while the plasma charge lets you operate this pistol as a plasma grenade launcher that does increased damage.
** Remember the Particle Rifle from ''3''? It's back. It's called the Particle Accelerator Weapon and it's Remnant instead of [[spoiler:Prothean]], but it works the same as its Milky Way counterpart did: a continuous beam delivering face-melting amounts of damage with pinpoint accuracy, even at long range. This means that, even before Weapon Mods are added, it's once again versatile enough to be carried as Ryder's only weapon, especially if our Pathfinder has opted for a power-heavy build and doesn't want to exceed weight limits. The P.A.W.'s only downside compared to the Particle Rifle is that it lacks the "do more damage the longer you've fired" thing, but let's face it, none of us ever went into battle thinking, "But it's the fact that my gun is a [[VideoGame/StarCraftII miniature Void Ray]] that will ''really'' trounce the Reapers."
* Biotic Powers
** Who needs aim when you have Singularity? Just lob one of these into a crowd of enemies and then detonate an enemy with another power...and ''another'', if available. If they have Barriers or Shields, this almost certainly strips them and leaves unarmored foes floating helplessly. Then pop the bubble itself for even more damage with its final evolution.
** Charge is as broken as ever, allowing a Pathfinder to go from far away to up close and personal. It can be used to detonate abilities (like Singularity, since you can now use BOTH), recharges Shields (to full if that evolution is picked) and can even increase melee abilities after use. Even better, if your other abilities are Annihilation and Nova, you become a walking Biotic Detonator.
* Tech Powers
** Once you invest enough points to max both of them out, the Assault Turret and the [[spoiler: Remnant VI, an Observer combat drone that fights for you]], become a truly devastating combo, that makes it feel like you have two more squadmates. The Assault Turret can be turned into a hovering flamethrower that primes enemies, while the [[spoiler: Remnant VI fires missiles]] to detonate them. By spamming these two, you can just sit back and [[PassThePopcorn enjoy the slaughter]].
** Cryo Beam and Flamethrower not only deal serious damage to enemies, but they also cause them to panic or freeze, giving Ryder time for a free detonation. Enemies that are immune to those effects (such as ones with armor) will have their defenses severely weakened for several seconds after either power is used. One of the best methods for taking out Fiends, in fact, is to order both squadmates to attack them while alternating between Flamethrower and Cyro Beam. By the time one has finished firing, the other's {{cooldown}} will be almost finished if not completely. While both abilities are slightly hindered by their limited range and necessity to stay out of cover for the duration, they are so powerful in their specific niches that it's worth keeping one Profile with both of them at the ready, with either Energy Drain or Biotic Charge as the third ability to both detonate a combo and restore shields if necessary.
** The Life Support upgrade for the Team Support passive. Regenerating health every time you use a tech power is an enormous boost to survivability, especially on Insanity Mode, and combining it with the Team Drain upgrade on Energy Drain essentially allows the player to create their own version of Shield Boost, the very power that makes Cora so useful, that sacrifices a bit of power for the ability to use it at will while dealing with the enemy's shields and possibly priming Tech Combos.
** The Cobra RPG, a consumable power that is not unlike the heavy weapons from ''3''. Launched from the omni-tool with next to no priming time, they're a one-hit-kill on most enemies with incredible splash damage, and heavily damaging to things like [[HumongousMecha Remnant Architects]] and all those larger forms of wildlife you'll run into. A vendor on Aya will sell five at a time, so a player that visits frequently (or just saves and loads a game to refresh the vendor's inventory) can stock up enough to use them like candy. They're expensive, but considering the amount of VendorTrash an average player will drop off over the course of a single planet it's very easy to build up a reserve. The only other downside is that they take up a slot in your consumables list, so early on you may have to choose between that and a special ammo type or shield capacitors.
* Squad members
** Cora, by virtue of being TheMedic ''and'' an extremely powerful LightningBruiser to boot. As long as you don't have serious issues with her personality, chances are good you'll never go into battle without her. She's very resilient thanks to her high health and shield pools - it takes concentrated boss-level firepower to even have a chance at downing her in combat. Her Shield Boost makes both her and the rest of the squad (including Ryder) next to unkillable and can be upgraded to have a ridiculously short cooldown, so it can be active almost constantly; depending on upgrades, it can even regenerate health. To top it off, her offensive abilities are among the strongest of any squad mate you have, what with being a full-fledged Vanguard with all the game-breaking biotic powers that entails. Also, since she tends to fight at melee distance, a lot of enemies will be focusing fire on her instead of you much of the time. If you're exploring and fighting without Cora, you must be desperate for that extra bit of challenge.
** Drack continues the trend of Krogan being nigh unstoppable monsters on the battle field. Between a massive health/shield pool, the best damage resistance in the squad, and Blood Rage making him literally unkillable for its duration, practically nothing can actually stop him. With Unstoppable, even if he does somehow go down he'll get back up on his own, meaning so long as Ryder lives Drack will ''never'' stop fighting. His Incendiary Ammo upgrade also means every shot he fires can Prime targets for combos. Incinerate can both prime ''and'' detonate combos with proper upgrades which makes him perfect for setting up lots of fiery explosions. Bring him and Cora together and your squad will roll through all but the toughest encounters with ease.
* Augments/Mods
** Vintage Heat Sink brings back the original ''Mass Effect'' cooldown mechanics for guns. Popping this into one of the overpowered weapons, like the Isharay, N7 Piranha, or Black Widow, will turn Ryder into a death-dealing juggernaut who will never run out of ammunition.
** When using the infiltrator profile (which lets you see the silhouette of enemies when scoped, even if they're behind walls) the mods which increase penetration are '''completely''' unfair. Whenever your enemy takes cover, they become sitting ducks for you to just shoot ''through'' said cover, especially with an Isharay to kill them with one shot. You can even penetrate the normally invulnerable forward-facing barrier on Nullifiers.


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* The Angaran Insurgent possesses Trip Mines--explosive devices that go off whenever an opponent steps on it or trips the laser sights. It not only does major damage, but can either prime or detonate combo powers depending on which evolution is taken. He also has Shield Boost, which makes them the CombatMedic of the group, if his teammates stay in range. This kit makes him the ultimate camping character: if your team needs to defend an area during a Hack or tense HoldTheLine standoff, the Insurgent is perfect.
* The Human Kineticist has one of the most devastating kits in the game, with a SuperMode that allows her to deal more damage, take more damage, and bypass {{Cooldown}}s. Plus, the lack of Cooldown means she can be outfitted with ‘’obscenely’’ powerful weapons and bypass the NecessaryDrawback every other biotic has. The one weakness is that her powers become CastFromHitpoints while Ascended, but investing in points in shields, and using the right Boosters and Equipment makes this a non-issue. Also, she has ''amazing'' synergy with the aforementioned Angaran Insurgent; not only can she Pull or Throw enemies over his Trip Mines (which can create Combo Detonations), but his Shield Boost is just what she needs to stay at peak fighting performance and spam her attacks without fear of losing SuperMode.
* The Regeneration and Berserker evolutions on the krogan passive skill tree. Regeneration allows the character to fully recover health while raging (instead of capping health recovery at 50% like normal) while Berserker switches it so that it only takes two melee kills within 30 seconds to trigger Rage ''and'' causes Rage to automatically trigger any time the character's health falls below 33%. At that point, only sync kills or large mobs concentrating their fire represent a threat.
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[[folder:Mass Effect Andromeda]]
[[/folder]]
[[folder:Mass Effect Andromeda - Multiplayer]]
* Early on it was discovered that a bug allowed players to equip two boosters from the same category, Ammo, Weapon, XP etc. For practicality, it meant people could use two different ammo types at once and utterly dominate a lobby, even on Gold, to the point it became the best way to farm credits for a good portion of time. Bioware eventually realized and patched the bug, preventing boosters of the same class to be equipped.
[[/folder]]
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*** A Soldier, using their ammo powers and an armor set that improves weapon damage (like the Hahne-Kedar pieces), using the M-7 becomes a true one-man destructive force, capable of shredding enemies to pieces without needing to retrieve any additional thermal clips.
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* On the companion side of things, Wrex. Between his massive passive health regeneration, access to Immunity, Barrier, Combat Armour, his natural bulk, and access to Heavy Armour, Wrex is one tough son of a bitch, to the point where he can be sent in alone against waves of enemies on all but the highest difficulties and come out no worse for wear. He's no slouch in the offense department either, packing the aforementioned shotguns, while still being handy with an assault rifle for those occasions where a shotgun isn't enough, and ''still'' having a couple of Biotic trump cards up his sleeve, including Stasis and Warp, the latter of which plays almost ''too'' well with Wrex's affinity for close-quarters combat, leading to many instances of a freshly softened enemy decorating a nearby wall with their innards following a point blank Carnage-boosted shotgun blast.
** On the other end of the spectrum, Tali is a devastating GlassCannon in this game, due to the Geth making up a large portion of the enemy encounters. While she shares most of her abilities with Garrus, she has one particularly nasty ace in the hole with her AI Hacking ability, which she shares only with an Engineer Shepard, allowing her to force Geth units to attack their allies. While the basic level of Hacking works against most Geth rank and file, she's able to turn even Juggernauts, Armatures and their mounted turrets against the enemy for up to 30 seconds once she's maxxed out the skill. While this is not only an easy way to clear out encounters with one "miniboss" Geth and a platoon of Mooks, it also tends to draw a large portion of the enemy fire away from the squad even in more mundane firefights. Oftentimes, the hacked units will be the last ones standing, making it easy to execute them in their weakened state and move forward.
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** The Geth Inflitrator toting an N7 Piranha is agreed by many to be the best multiplayer character. The already overpowered Piranha loses its spread thanks to accuracy bonuses, becoming viable at range, and its already high damage is amped up by cloak, hunter mode and (optionally) proximity mine debuffs.

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** The Geth Inflitrator Infiltrator toting an N7 Piranha is agreed by many to be the best multiplayer character. The already overpowered Piranha loses its spread thanks to accuracy bonuses, becoming viable at range, and its already high damage is amped up by cloak, hunter mode and (optionally) proximity mine debuffs.
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* The humble pistol is the weapon of choice for most people, even beyond several of the weapons found later in the game. It has the best accuracy, damage, rate of fire and was available from the beginning of the game. With a little tweaking, you can turn it into a good long range killing machine (without bothering to use a sniper rifle). The pistol's Marksman ability, at maximum, will also out-shoot assault rifles easily - more rounds, more damage, less heat and more accuracy. With the Infiltrator class, specializing in Commando, as well as a Medical Exoskeleton, it can speed up the recharge on Marksman to the point where you can have the skill enabled permanently.

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* The humble pistol is the weapon of choice for most people, even beyond several of the weapons found later in the game. It has the best accuracy, damage, rate of fire and was it's available from the beginning of the game.game for all classes. With a little tweaking, you can turn it into a good long range killing machine (without bothering to use a sniper rifle). The pistol's Marksman ability, at maximum, will also out-shoot assault rifles easily - more rounds, more damage, less heat and more accuracy. With the Infiltrator class, specializing in Commando, as well as a Medical Exoskeleton, it can speed up the recharge on Marksman to the point where you can have the skill enabled permanently.
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* Frictionless Material weapon mods, the high level variant of the early game Heat Sink mods, reduce the heat buildup of any weapon to such a degree that they basically get infinite ammo. And in most cases you only need to equip one, leaving your higher tier weapons free for another non-ammo mod.
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spell fix, see http://masseffect.wikia.com/wiki/Javelin for confirmation


** Even in the vanilla game, there are a few things that stand out as impressively broken. The Javalin sniper rifle has a scope that highlights enemies behind cover, is virtually as powerful as the Widow, and has innate cover penetration. Combine this with Armor Piercing Ammo and a high-level Piercing modification, and the Javalin can pierce multiple consecutive layers of cover and still be lethal. It is entirely possible to kill enemies several rooms away, or from such a huge distance that their A.I routines don't even trigger a response to the multiple heads exploding around them.

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** Even in the vanilla game, there are a few things that stand out as impressively broken. The Javalin Javelin sniper rifle has a scope that highlights enemies behind cover, is virtually as powerful as the Widow, and has innate cover penetration. Combine this with Armor Piercing Ammo and a high-level Piercing modification, and the Javalin Javelin can pierce multiple consecutive layers of cover and still be lethal. It is entirely possible to kill enemies several rooms away, or from such a huge distance that their A.I routines don't even trigger a response to the multiple heads exploding around them.
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Works should always be described in present tense, not past tense. The game doesn\'t cease to exist when it\'s not being played.


* The humble Pistol was the weapon of choice for most people, even beyond several of the weapons found later in the game. It had the best accuracy, damage, rate of fire and was available from the beginning of the game. With a little tweaking, you could turn it into a good long range killing machine (without bothering to use the Sniper Rifle). The pistol's Marksman ability, at maximum, will also out-shoot Assault Rifles easily - more rounds, more damage, less heat and more accuracy. With the Infiltrator class, specializing in Commando, as well as a Medical Exoskeleton, it can speed up the recharge on Marksman to the point where you can have the skill enabled permanently.
** Now combine Pistol's Marksman with the Immunity ability (i.e. as a Soldier or Infiltrator). You can basically stand still right in front of a pack of six enemies who all have guns blazing on you and methodically take them all down one by one before Immunity wears out. This will work on ''any'' game difficulty! The only enemies you'll have trouble with are biotics who can knock you down on the floor repeatedly, but there are only a handful of those kinds of enemies in the whole game, and [[DemonicSpiders they're trouble for everyone, not just pistol-users]].
* ''[=ME1=]'' shotguns do have very tight pellet groupings that grant considerable range. With the right shotgun stats and equipment, you have a nonscoped sniper rifle in your hands. Add to that high force upon hits and the ability to equip shotguns with specialized ammunition that increases impact force even further and the only thing you can't tie down to the ground are Krogan. And those still die fast enough, even on Insanity if you can hit them before they cast Immunity.
* An Adept's skills, when set up properly, lasted longer than it took for them to recharge. On top of that, they could have the ability to make anything in a Stasis field damageable, which ''normally'' renders things invincible for the duration in return for it being unable to fight back. This ability works on the final boss.
* Biotics in general are deliciously overpowered in the first game, not simply because of how effective they are but also because nothing could counter them. Even if Shepard lacks any biotics themselves, taking along Kaidan and Liara (the two weakest squadmates combat-wise) both with marginally upgraded Lift and Throw makes all of the side missions and even some of the main story missions laughably easy, and that's before considering Barrier (fully upgraded it makes you almost indestructible to anything except [[ThatOneAttack poison attacks]]), Singularity (renders whole groups of enemies harmless ''and'' draws them together for easy shooting), and Stasis (target a single powerful enemy to completely immobilize them, and as mentioned Sentinels and Adepts can take a PrestigeClass to allow enemies to be damaged while immobilized).
* Adrenaline Rush. Unlike the later games, each power in [=ME1=] had its own cooldown, independent of all the others. What Adrenaline Rush does is reset the cooldowns of all your powers so you can use them again instantly. In the hands of a Vanguard, this essentially amounts to dual-casting Lift, Throw, and Barrier, with a side of Marksman/Carnage for good measure. And by the time all those run out, you'll probably be ready for another Adrenaline Rush. Oh, and since you've got a bio-amp anyway, Vanguards are ideal for using a biotic bonus power like Singularity for even more chaos. And in case you're worried that tech powers were left out of the fun, Garrus also packs Adrenaline Rush for all your rapid-fire-Overload/Sabotage needs. Enjoy.
* A simple method to clear any exploration planet's outdoors in even the highest difficulty would be fire on enemies at a distance that is so far, their health bar and name info will not pop up upon being engaged. [[ArtificialStupidity The AI will bug]], holding down their triggers to return fire against you but staying completely still to maintain a range that almost every enemy will have no hope to hit you at anyway. With just about every exploration planet's outdoors being ridiculously open and spacious, this is pretty much always possible to do on all of them against every enemy - just take out any snipers they have first with a sniper rifle (just about the only weapon capable of hitting anything reliably from so far), keep an eye out for any rocket or large energy ball projectiles they might fire to easily dodge by moving to one side, and you can kill everything outdoors on a planet assuredly (if slowly).

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* The humble Pistol was pistol is the weapon of choice for most people, even beyond several of the weapons found later in the game. It had has the best accuracy, damage, rate of fire and was available from the beginning of the game. With a little tweaking, you could can turn it into a good long range killing machine (without bothering to use the Sniper Rifle). a sniper rifle). The pistol's Marksman ability, at maximum, will also out-shoot Assault Rifles assault rifles easily - more rounds, more damage, less heat and more accuracy. With the Infiltrator class, specializing in Commando, as well as a Medical Exoskeleton, it can speed up the recharge on Marksman to the point where you can have the skill enabled permanently.
** * Now combine Pistol's Marksman with the Immunity ability (i.e. as a Soldier or Infiltrator). You can basically stand still right in front of a pack of six enemies who all have guns blazing on you and methodically take them all down one by one before Immunity wears out. This will work on ''any'' game difficulty! The only enemies you'll have trouble with are biotics who can knock you down on the floor repeatedly, but there are only a handful of those kinds of enemies in the whole game, and [[DemonicSpiders they're trouble for everyone, not just pistol-users]].
* ''[=ME1=]'' shotguns do have very tight pellet groupings that grant considerable range. With the right shotgun stats and equipment, you have a nonscoped sniper rifle in your hands. Add to that high force upon hits and the ability to equip shotguns with specialized ammunition that increases impact force even further and the only thing you can't tie down to the ground are Krogan.krogan. And those still die fast enough, even on Insanity if you can hit them before they cast Immunity.
* An Adept's skills, when set up properly, lasted last longer than it took takes for them to recharge. On top of that, they could can have the ability to make anything in a Stasis field damageable, which ''normally'' renders things invincible for the duration in return for it being unable to fight back. This ability works on the final boss.
* Biotics in general are deliciously overpowered in the first game, not simply because of how effective they are but also because nothing could can counter them. Even if Shepard lacks any biotics themselves, taking along Kaidan and Liara (the two weakest squadmates combat-wise) both with marginally upgraded Lift and Throw makes all of the side missions and even some of the main story missions laughably easy, and that's before considering Barrier (fully upgraded upgraded, it makes you almost indestructible to anything except [[ThatOneAttack poison attacks]]), Singularity (renders whole groups of enemies harmless ''and'' draws them together for easy shooting), and Stasis (target (targets a single powerful enemy to completely immobilize them, and as mentioned Sentinels and Adepts can take a PrestigeClass to allow enemies to be damaged while immobilized).
* Adrenaline Rush. Unlike the later games, each power in [=ME1=] had has its own cooldown, independent of all the others. What Adrenaline Rush does is reset the cooldowns of all your powers so you can use them again instantly. In the hands of a Vanguard, this essentially amounts to dual-casting Lift, Throw, and Barrier, with a side of Marksman/Carnage for good measure. And by the time all those run out, you'll probably be ready for another Adrenaline Rush. Oh, and since you've got a bio-amp anyway, Vanguards are ideal for using a biotic bonus power like Singularity for even more chaos. And in case you're worried that tech powers were left out of the fun, Garrus also packs Adrenaline Rush for all your rapid-fire-Overload/Sabotage needs. Enjoy.
* A simple method to clear any exploration planet's outdoors in even the highest difficulty would be is to fire on enemies at a distance that is so far, far away, their health bar and name info will not pop up upon being engaged. [[ArtificialStupidity The AI will bug]], holding down their triggers to return fire against you but staying completely still to maintain a range that almost every enemy will have no hope to hit you at anyway. With just about every exploration planet's outdoors being ridiculously open and spacious, this is pretty much always possible to do on all of them against every enemy - just enemy--just take out any snipers they have first with a sniper rifle (just about the only weapon capable of hitting anything reliably from so far), keep an eye out for any rocket or large energy ball projectiles they might fire to easily dodge by moving to one side, and you can kill everything outdoors on a planet assuredly (if slowly).



* Soldiers and Infiltrators both could get Master Immunity and a specialization to reduce its recharge time to be faster than its duration. This ability made the player virtually invincible and could be reused before it even wore off. It completely negated the need for cover, which is supposed to be a major defensive component. It also negated the benefits of taking defensive bonus talents, which were pretty logical choices for a Soldier if you didn't realize how effective Master Immunity was.
* [[InfinityPlusOneSword The Spectre Master weapons]], gained by amassing a million credits and buying them from the C-Sec/Normandy requisitions officer (and can be done very early on, if you save enough). Every other gun pales in comparison, though [[HarderThanHard in the Insanity difficulty]] they are merely what you need to survive.
* The Mako can be this at times, just about every outside fight is meant to be fought from within the Mako, but if you manage to find one that isn't and still got the Mako there? Well then you have what's essentially a sniper rifle with the ability to kill anything meant to be fought from the ground in ''one'' shot. Goodbye difficulty! Although this does significantly decrease the XP received from kills, nothing prevents you from damaging enemies down to a sliver of health and then [[CherryTapping Cherry Tapping]] an enemy to death- which you could also do with any fight you use the Mako in, allowing you to net more xp than any fight in the Mako was intended to give you.

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* Soldiers and Infiltrators can both could get Master Immunity and a specialization to reduce its recharge time to be faster than its duration. This ability made makes the player virtually invincible and could can be reused before it even wore wears off. It completely negated negates the need for cover, which is supposed to be a major defensive component. It also negated negates the benefits of taking defensive bonus talents, which were are otherwise pretty logical choices for a Soldier if you didn't don't realize how effective Master Immunity was.
* [[InfinityPlusOneSword The Spectre Master weapons]], gained by amassing a million credits and buying them from the C-Sec/Normandy requisitions officer (and can be done very early on, if you save enough). Every other gun pales in comparison, though [[HarderThanHard in the Insanity difficulty]] they are merely what you need to survive.
* The Mako can be this at times, times; just about every outside fight is meant to be fought from within the Mako, but if you manage to find one that isn't and still got the Mako there? Well Well, then you have what's essentially a sniper rifle with the ability to kill anything meant to be fought from the ground in ''one'' shot. Goodbye difficulty! Although this does significantly decrease the XP received from kills, nothing prevents you from damaging enemies down to a sliver of health and then [[CherryTapping Cherry Tapping]] CherryTapping an enemy to death- which death--which you could can also do with any fight you use the Mako in, allowing you to net more xp XP than any fight in the Mako was is intended to give you.
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** Garrus has the highest weapon damage of all of Shepard's squadmates. With the right evolotions in his passive ability and Armor-Piercing Ammo, as well as an outfit that improves weapon damage, his damage per shot is roughly ''tripled'' against armor and health, and is still more than doubled against shield's and barriers, which are easily removed with his Overload. If Proximity Mine is evolved to reduce the target's damage resistance, Garrus's already insane damage output is pushed even higher, as is the rest of the party's.

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** Garrus has the highest weapon damage of all of Shepard's squadmates. With the right evolotions evolutions in his passive ability and Armor-Piercing Ammo, as well as an outfit that improves weapon damage, his damage per shot is roughly ''tripled'' against armor and health, and is still more than doubled against shield's and barriers, which are easily removed with his Overload. If Proximity Mine is evolved to reduce the target's damage resistance, Garrus's already insane damage output is pushed even higher, as is the rest of the party's.

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** As far as squadmates go, Liara is by far the most useful on Insanity. Her Singularity and Stasis powers let her lock down large groups of mooks at once, leaving you to either blast them with a biotic explosion or ignore them in favor of priority targets. Warp is also useful as a general damage-dealer, and with a Paladin she can be entirely reasonable at gunplay as well.
** Slam is subject to some... interesting interactions with the physics engine. A properly timed combination of Slam to lift a target, followed instantly by warp as the target begins to rise off the ground will result int them being launched dozens of meters into the air before slamming back down at tremendous velocity. Absolutely no Slam-vulnerability enemy in the game will survive this combo, even on Insanity. Mixing in Overload/Energy Drain to strip shields off priority targets essentially translates to any humanoid opponent dead in a single fast-recharging combination attack. While not much use against larger reaper enemies, missions against Cerberus become a series of 'who can bounce the highest' contests, as only Atlas mechs cannot be Slammed.

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** As far as squadmates go, Liara is by far the most useful on Insanity. Her Singularity and Stasis powers let her lock down large groups of mooks at once, leaving you to either blast them with a biotic explosion or ignore them in favor of priority targets. Warp is also useful as a general damage-dealer, and with a Paladin she can be entirely reasonable at gunplay as well.
**
* Slam is subject to some... interesting interactions with the physics engine. A properly timed combination of Slam to lift a target, followed instantly by warp as the target begins to rise off the ground will result int them being launched dozens of meters into the air before slamming back down at tremendous velocity. Absolutely no Slam-vulnerability enemy in the game will survive this combo, even on Insanity. Mixing in Overload/Energy Drain to strip shields off priority targets essentially translates to any humanoid opponent dead in a single fast-recharging combination attack. While not much use against larger reaper enemies, missions against Cerberus become a series of 'who can bounce the highest' contests, as only Atlas mechs cannot be Slammed.Slammed.
* Several of Shepard's squadmates can be gamebreakers in the right hands.
** Kaidan is the king of power combos. He can set up three, something no other character can do outside the ''Citadel'' arena, and detonate all four. As long as there is another biotic in the team, Reave and Overload ensure that there is literally no situation that Kaidan can not prime a power combo that will wreck the enemy's day. The combination of [[BarrierWarrior Barrier and Reave]] also gives Kaidan utility as a damage sponge that surpasses the squad's designated tank even with his significantly lower health, and his ability to use both pistols and assault rifles let's him keep his damage up. If evolved properly, Barrier's cooldown penalty can be nearly negated by Kaidan's default outfit.
** Ashley has the squad's second highest base weapon damage. Later patches ruined her [[MoreDakka Marksman]] ability, but gave her some other deadly tools to work with due to the fact that, out of her remaining three powers, Concussive Shot is the only one with a cooldown. Ashley can blast an enemy for a bit while empowered by Disruptor Ammo, then throw an Inferno Grenade to trigger a Tech Burst and wipe out her target's shields, then immediately follow up with a Concussive Shot to trigger a Fire Explosion that will heavily damage health or armor. Combined with her high weapon damage, Ashley can mow through large numbers of enemies with no help from Shepard or the third squadmate.
** Garrus has the highest weapon damage of all of Shepard's squadmates. With the right evolotions in his passive ability and Armor-Piercing Ammo, as well as an outfit that improves weapon damage, his damage per shot is roughly ''tripled'' against armor and health, and is still more than doubled against shield's and barriers, which are easily removed with his Overload. If Proximity Mine is evolved to reduce the target's damage resistance, Garrus's already insane damage output is pushed even higher, as is the rest of the party's.
** Liara's Singularity and Stasis powers let her lock down large groups of mooks at once, leaving you to either blast them with a biotic explosion or ignore them in favor of priority targets. Warp is also useful as a general damage-dealer and biotic detonator, and with a Paladin she can be entirely reasonable at gunplay as well.
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** The Krogan Warlord Sentinel is what Shepard would be if s/he had four testicles and a hammer large enough to kill a small elephant with. He finds the concept of guns and keeping distance from a fight quaint, launching into the fray with a biotically- or electrically-charged hammer that can kill lesser foes in one shot, and demolish bigger ones with a few more. He gains strength from the ludicrous amounts of enemies he can kill, and has tech armour to replace shields. Which probably won't be needed, since he regains shields and health at an ungodly rate. He does have two particular weaknesses: He is still vulnerable to sync-kills, so he shouldn't just run up to a Banshee or an Atlas head on, and must either come from the side or back, or exploit whatever precious little range his hammer gives him. At higher difficulties this can become a CripplingOverspecialization, as enemies will use sync-kills at every opportunity, and the Battlemaster has no long-range powers, but that doesn't mean he can't equip a gun. His other weakness is a complete inability to take cover or dodge, but this can be mitigated by finding big enough things to hide behind. His MightyGlacier speed (his walking pace is roughly half that of human characters) is offset once he enters the Krogan Rage, which is triggered by killing two or, with the right upgrade, just one enemy in melee in a relatively generous period and upgrades your weapon and melee damage output and resistance and health regen and movement speed. Considering enemies tend to come in clusters, it's easy to stay in Rage for an entire game, only possibly slipping out due to the time between waves.

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** The Krogan Warlord Sentinel is what Shepard would be if s/he had four testicles and a hammer large enough to kill a small elephant with. He finds the concept of guns and keeping distance from a fight quaint, launching into the fray with a biotically- or electrically-charged hammer that can kill lesser foes in one shot, and demolish bigger ones with a few more. He gains strength from the ludicrous amounts of enemies he can kill, and has tech armour to replace shields. Which probably won't be needed, since he regains shields and health at an ungodly rate. He does have two particular weaknesses: He is still vulnerable to sync-kills, so he shouldn't just run up to a Banshee or an Atlas head on, and must either come from the side or back, or exploit whatever precious little range his hammer gives him. At higher difficulties this can become a CripplingOverspecialization, as enemies will use sync-kills at every opportunity, and the Battlemaster has no long-range powers, but that doesn't mean he can't equip a gun. In fact, his powers being limited to recharging the effects on his hammer and applying and detonating his tech armor mean that players can load up on the heaviest weapons they like with minimal drawbacks. Getting swarmed by enemies where you would want to detonate tech armor simply means he can use the hammer more. His other weakness is a complete inability to take cover or dodge, but this can be mitigated by finding big enough things to hide behind. His MightyGlacier speed (his walking pace is roughly half that of human characters) is offset once he enters the Krogan Rage, which is triggered by killing two or, with the right upgrade, just one enemy in melee in a relatively generous period and upgrades your weapon and melee damage output and resistance and health regen and movement speed. Considering enemies tend to come in clusters, it's easy to stay in Rage for an entire game, only possibly slipping out due to the time between waves.
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* Biotics in general are deliciously overpowered in the first game, not simply because of how effective they are but also because nothing could counter them. Even if Shepard lacks any biotics themselves, taking along Kaiden and Liara (the two weakest squadmates combat-wise) both with marginally upgraded Lift and Throw makes all of the side missions and even some of the main story missions laughably easy, and that's before considering Barrier (fully upgraded it makes you almost indestructible to anything except [[ThatOneAttack poison attacks]]), Singularity (renders whole groups of enemies harmless ''and'' draws them together for easy shooting), and Stasis (target a single powerful enemy to completely immobilize them, and as mentioned Sentinels and Adepts can take a PrestigeClass to allow enemies to be damaged while immobilized).

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* Biotics in general are deliciously overpowered in the first game, not simply because of how effective they are but also because nothing could counter them. Even if Shepard lacks any biotics themselves, taking along Kaiden Kaidan and Liara (the two weakest squadmates combat-wise) both with marginally upgraded Lift and Throw makes all of the side missions and even some of the main story missions laughably easy, and that's before considering Barrier (fully upgraded it makes you almost indestructible to anything except [[ThatOneAttack poison attacks]]), Singularity (renders whole groups of enemies harmless ''and'' draws them together for easy shooting), and Stasis (target a single powerful enemy to completely immobilize them, and as mentioned Sentinels and Adepts can take a PrestigeClass to allow enemies to be damaged while immobilized).
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** Oh, and it sets off pre-existing biotic primers, such as Reave, Warp, Singularity, and a few others. Double explosions FTW!

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** Oh, and it sets off pre-existing biotic primers, such as Reave, Warp, Singularity, and a few others. Double explosions FTW!FTW! And it can be upgraded to make Biotic explosions more powerful. And it's the only Biotic power in the entire game that's highly effective vs Shields. Properly built, it's entirely possible for Shepard to go an entire game never doing anything but chucking a Biotic primer power and Flare at everything they come across.



** The Krogan Warlord Sentinel is what Shepard would be if s/he had four testicles and a hammer large enough to kill a small elephant with. He finds the concept of guns and keeping distance from a fight quaint, launching into the fray with a biotically- or electrically-charged hammer that can kill lesser foes in one shot, and demolish bigger ones with a few more. He gains strength from the ludicrous amounts of enemies he can kill, and has tech armour to replace shields. Which probably won't be needed, since he regains shields and health at an ungodly rate. He does have two particular weaknesses: He is still vulnerable to sync-kills, so he shouldn't just run up to a Banshee or an Atlas head on, and must either come from the side or back, or exploit whatever precious little range his hammer gives him. At higher difficulties this can become a CripplingOverspecialization, as enemies will use sync-kills at every opportunity, and the Battlemaster has no long-range powers, but that doesn't mean he can't equip a gun. His other weakness is a complete inability to take cover or dodge, but this can be mitigated by finding big enough things to hide behind. His MightyGlacier speed (his walking pace is roughly half that of human characters) is offset once he enters the Krogan Rage, which is triggered by killing two or three enemies in melee in a relatively generous period and upgrades your weapon and melee damage output and resistance and movement speed. Considering enemies tend to come in clusters, it's easy to stay in Rage for an entire game, only possibly slipping out due to the time between waves.

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** The Krogan Warlord Sentinel is what Shepard would be if s/he had four testicles and a hammer large enough to kill a small elephant with. He finds the concept of guns and keeping distance from a fight quaint, launching into the fray with a biotically- or electrically-charged hammer that can kill lesser foes in one shot, and demolish bigger ones with a few more. He gains strength from the ludicrous amounts of enemies he can kill, and has tech armour to replace shields. Which probably won't be needed, since he regains shields and health at an ungodly rate. He does have two particular weaknesses: He is still vulnerable to sync-kills, so he shouldn't just run up to a Banshee or an Atlas head on, and must either come from the side or back, or exploit whatever precious little range his hammer gives him. At higher difficulties this can become a CripplingOverspecialization, as enemies will use sync-kills at every opportunity, and the Battlemaster has no long-range powers, but that doesn't mean he can't equip a gun. His other weakness is a complete inability to take cover or dodge, but this can be mitigated by finding big enough things to hide behind. His MightyGlacier speed (his walking pace is roughly half that of human characters) is offset once he enters the Krogan Rage, which is triggered by killing two or three enemies or, with the right upgrade, just one enemy in melee in a relatively generous period and upgrades your weapon and melee damage output and resistance and health regen and movement speed. Considering enemies tend to come in clusters, it's easy to stay in Rage for an entire game, only possibly slipping out due to the time between waves.

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* Shotguns, fullstop. [=ME1=] shotguns do have very tight pellet groupings that grant considerable range. With the right shotgun stats and equipment, you have a nonscoped sniper rifle in your hands. Add to that high force upon hits and the ability to equip shotguns with specialized ammunition that increases impact force even further and the only thing you can't tie down to the ground are Krogan. And those still die fast enough, even on Insanity if you can hit them before they cast Immunity. If they managed to, well, biotics are instant win abilities.

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* Shotguns, fullstop. [=ME1=] ''[=ME1=]'' shotguns do have very tight pellet groupings that grant considerable range. With the right shotgun stats and equipment, you have a nonscoped sniper rifle in your hands. Add to that high force upon hits and the ability to equip shotguns with specialized ammunition that increases impact force even further and the only thing you can't tie down to the ground are Krogan. And those still die fast enough, even on Insanity if you can hit them before they cast Immunity. If they managed to, well, biotics are instant win abilities.



* Biotics in general are deliciously overpowered in the first game, not simply because of how effective they are but also because nothing could counter them. Even if Shepard lacks any biotics themselves, taking along Kaiden and Liara (the two weakest squadmates combat-wise) both with marginally upgraded Lift and Throw makes all of the side missions and even some of the main story missions laughably easy, and that's before considering Barrier (fully upgraded it makes you almost indestructible to anything except [[ThatOneAttack poison attacks]]), Singularity (renders whole groups of enemies harmless ''and'' draws them together for easy shooting), and Stasis (target a single powerful enemy to completely immobilize them, and as mentioned Sentinels and Adepts can take a PrestigeClass to allow enemies to be damaged while immobilized).



* [[InfinityPlusOneSword The Spectre Master weapons]], gained by amassing a million credits and buying them from the C-Sec/Normandy requisitions officer (and can be done very early on, if you save enough). Every other gun pales in comparison.
** Though [[HarderThanHard in the Insanity difficulty]], they are merely what you need to survive.

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* [[InfinityPlusOneSword The Spectre Master weapons]], gained by amassing a million credits and buying them from the C-Sec/Normandy requisitions officer (and can be done very early on, if you save enough). Every other gun pales in comparison.
** Though
comparison, though [[HarderThanHard in the Insanity difficulty]], difficulty]] they are merely what you need to survive.
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* The M-98 Widow Sniper Rifle, for Soldiers and Infiltrators. Damage-wise, the only non-heavy weapon that does more damage is the Claymore, except the Claymore becomes useless at more than a few feet from the enemy, while the Widow can take down enemies from half-way across the map. Add in its Anti-Armor bonus, Headshot Damage upgrade and the bonus damage given by Adrenaline Rush/Tactical Cloak, and you've got a long-range death-dealer with damage second only to the ''Cain''.
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Actually, taking the specialization makes the cooldown faster than the expiration of the power.


* Soldiers and Infiltrators both could get Master Immunity and a specialization to reduce its recharge time to be identical to its duration. This ability made the player virtually invincible and could be reused as soon as it wore off. It completely negated the need for cover, which is supposed to be a major defensive component. It also negated the benefits of taking defensive bonus talents, which were pretty logical choices for a Soldier if you didn't realize how effective Master Immunity was.

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* Soldiers and Infiltrators both could get Master Immunity and a specialization to reduce its recharge time to be identical to faster than its duration. This ability made the player virtually invincible and could be reused as soon as before it even wore off. It completely negated the need for cover, which is supposed to be a major defensive component. It also negated the benefits of taking defensive bonus talents, which were pretty logical choices for a Soldier if you didn't realize how effective Master Immunity was.
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** The Venom Shotgun from the ''Groundside Resistance Pack'' DLC is described, even on the ME wiki, as having all the benefits of a heavy weapon from the [[VideoGame/MassEffect2 previous game]], minus the ammo issues. Like the Geth Plasma Shotgun, it can charge for added damage, but the similarities end there. Whilst the Geth shotgun can empty its magazine with one fully charged shot, the Venom only uses one shot for each fully charged shot, allowing for four high power blasts before it needs to cool down. With maxed-out upgrades, an extended barrel and incendiary ammo (which is fairly easy to accomplish early on), the Venom becomes a beast that can one-shot Brutes and Phantoms, and take down Geth Primes, Banshees and Atlases (some of the hardest enemies in the game) in three-four shots. Aside from weight issues, it makes any difficulty up to and including Insanity a complete joke.

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** The Venom Shotgun from the ''Groundside Resistance Pack'' DLC is described, even on the ME wiki, as having all the benefits of a heavy weapon from the [[VideoGame/MassEffect2 previous game]], minus the ammo issues. It fires high power grenades, rather than shotgun blasts. Like the Geth Plasma Shotgun, it can charge for added damage, but the similarities end there. Whilst the Geth shotgun can empty its magazine with one fully charged shot, the Venom only uses one shot for each fully charged shot, attack, allowing for four high power blasts before it needs to cool down. With maxed-out upgrades, an extended barrel and incendiary ammo (which is fairly easy to accomplish early on), the Venom becomes a beast that can one-shot Brutes and Phantoms, and take down Geth Primes, Banshees and Atlases (some of the hardest enemies in the game) in three-four shots. Aside from weight issues, it makes any difficulty up to and including Insanity a complete joke.
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** The Venom Shotgun from the ''Groundside Resistance Pack'' DLC is described, even on the ME wiki, as having all the benefits of a heavy weapon from the [[VideoGame/MassEffect2 previous game]], minus the ammo issues. With maxed-out upgrades, an extended barrel and incendiary ammo (which is fairly easy to accomplish early on), the Venom becomes a beast that can one-shot Brutes and Phantoms, and take down Geth Primes, Banshees and Atlases (some of the hardest enemies in the game) in three-four shots. Aside from weight issues, it makes any difficulty up to and including Insanity a complete joke.

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** The Venom Shotgun from the ''Groundside Resistance Pack'' DLC is described, even on the ME wiki, as having all the benefits of a heavy weapon from the [[VideoGame/MassEffect2 previous game]], minus the ammo issues. Like the Geth Plasma Shotgun, it can charge for added damage, but the similarities end there. Whilst the Geth shotgun can empty its magazine with one fully charged shot, the Venom only uses one shot for each fully charged shot, allowing for four high power blasts before it needs to cool down. With maxed-out upgrades, an extended barrel and incendiary ammo (which is fairly easy to accomplish early on), the Venom becomes a beast that can one-shot Brutes and Phantoms, and take down Geth Primes, Banshees and Atlases (some of the hardest enemies in the game) in three-four shots. Aside from weight issues, it makes any difficulty up to and including Insanity a complete joke.
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* The Sentinel class goes from the bottom of the heap in ME1 to nigh-unbeatable status here. The variety of available powers and the short cooldown time means you can run through the game without firing a single shot, and Tech Armour lets you restore your shields whenever you want on your own time as well as knocking back and stunning anyone nearby whenever they go down. A properly-prepared Sentinel can stroll casually through the entire game tossing power combos left and right while ignoring enemy fire and his/her own guns.
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indentation


* The Geth Trooper Soldier can deal obscene amounts of damage against armor and health using its flamer ability. While the class has no abilities effective against shields, this can be counteracted by equipping it with an anti shield/barrier weapon such as the Acolyte or Reegar shotgun while still maintaining a relatively low cooldown period. To top this all off, the Trooper has 1000 base shield which can be further upgraded using its class ability with damage reduction added on by Fortification. And of course the Trooper has access to Hunter Mode. At the cost of slightly reduced durability, the Trooper can see through walls and deal even more damage from weapon and ability alike. And unlike most "tank" classes, the Trooper still maintains its agility

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* ** The Geth Trooper Soldier can deal obscene amounts of damage against armor and health using its flamer ability. While the class has no abilities effective against shields, this can be counteracted by equipping it with an anti shield/barrier weapon such as the Acolyte or Reegar shotgun while still maintaining a relatively low cooldown period. To top this all off, the Trooper has 1000 base shield which can be further upgraded using its class ability with damage reduction added on by Fortification. And of course the Trooper has access to Hunter Mode. At the cost of slightly reduced durability, the Trooper can see through walls and deal even more damage from weapon and ability alike. And unlike most "tank" classes, the Trooper still maintains its agility

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Duplicate entry.


** The M-90 Indra from the Firefight Pack is a fully automatic sniper rifle. With an obscenely large 25-round magazine to start with, the weapon has hilariously low recoil and is the second-lightest sniper rifle available, making it very friendly to power-heavy classes. This, plus the rapid rate of fire, means that any class could fold together the assault rifle and sniper rifle and save on weight.



** The M-90 Indra (formerly a PreOrderBonus) is handed to Shepard by Liara after completing the "Shore Leave" mission. It's basically a full auto sniper rifle that might not have the punch of, say, the Widow, but add ons and upgrades fix that. Throw in special talents like cloak or the ability to slow down time when aiming and you could take down Harvesters. Unaided.

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** The M-90 Indra (formerly a PreOrderBonus) is handed to Shepard by Liara after completing the "Shore Leave" mission. It's basically a full auto sniper rifle that might not have the punch of, say, the Widow, but add ons add-ons and upgrades fix that. Throw in special talents like cloak or the ability to slow down time when aiming and you could take down Harvesters. Unaided.
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** The N7 Typhoon is the most obscenely powerful weapon in the series. It has a damage bonus against all types of protections on top of its already considerable base damage. Once it reaches its maximum firing rate, it's damage doubles. When used by Shepard or in multiplayer, it's balanced by being extremely heavy and having horrible stability. What breaks the game is that Shepard's squadmates are completely unaffected by weapon weight and have perfect stability no matter what. It is a testament to the power of the Typhoon that even Kaidan and Javik, who need to rely on other squadmates for ammo powers and potentially have no weapon damage bonuses at all, are capable of easily melting the toughest enemies. Ashley's Marksman ability, James' Incendiary Ammo that was mentioned above, or Garrus' extreme weapon damage bonuses break it even more. Some players eventually stopped giving their squadmates Typhoons because the game became ''too'' easy.

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** The N7 Typhoon is the most obscenely powerful weapon in the series. It has a damage bonus against all types of protections on top of its already considerable base damage. Once it reaches its maximum firing rate, it's its damage doubles. When used by Shepard or in multiplayer, it's balanced by being extremely heavy and having horrible stability. What breaks the game is that Shepard's squadmates are completely unaffected by weapon weight and have perfect stability no matter what. It is a testament to the power of the Typhoon that even Kaidan and Javik, who need to rely on other squadmates for ammo powers and potentially have no weapon damage bonuses at all, are capable of easily melting the toughest enemies. Ashley's Marksman ability, James' Incendiary Ammo that was mentioned above, or Garrus' extreme weapon damage bonuses break it even more. Some players eventually stopped giving their squadmates Typhoons because the game became ''too'' easy.
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** Now combine Pistol's Marksman with the Immunity ability. You can basically stand still right in front of a pack of six enemies who all have guns blazing on you and methodically take them all down one by one before Immunity wears out. This will work on ''any'' game difficulty! The only enemies you'll have trouble with are biotics who can knock you down on the floor repeatedly, but there are only a handful of those kinds of enemies in the whole game, and [[DemonicSpiders they're trouble for everyone, not just Infiltrators]].

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** Now combine Pistol's Marksman with the Immunity ability.ability (i.e. as a Soldier or Infiltrator). You can basically stand still right in front of a pack of six enemies who all have guns blazing on you and methodically take them all down one by one before Immunity wears out. This will work on ''any'' game difficulty! The only enemies you'll have trouble with are biotics who can knock you down on the floor repeatedly, but there are only a handful of those kinds of enemies in the whole game, and [[DemonicSpiders they're trouble for everyone, not just Infiltrators]].pistol-users]].
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** Now combine Pistol's Marksman with the Immunity ability. You can basically stand still right in front of a pack of six enemies who all have guns blazing on you and methodically take them all down one by one before Immunity wears out. This will work on ''any'' game difficulty! The only problem with this is the presence of an enemy biotic who can knock you down on the floor repeatedly, but there is only two or three of those specific instances in the whole game.

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** Now combine Pistol's Marksman with the Immunity ability. You can basically stand still right in front of a pack of six enemies who all have guns blazing on you and methodically take them all down one by one before Immunity wears out. This will work on ''any'' game difficulty! The only problem enemies you'll have trouble with this is the presence of an enemy biotic are biotics who can knock you down on the floor repeatedly, but there is are only two or three a handful of those specific instances kinds of enemies in the whole game.game, and [[DemonicSpiders they're trouble for everyone, not just Infiltrators]].
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** The Krogan Warlord Sentinel is what Shepard would be if s/he had four testicles and a hammer large enough to kill a small elephant with. He finds the concept of guns and keeping distance from a fight quaint, launching into the fray with a biotically- or electrically-charged hammer that can kill lesser foes in one shot, and demolish bigger ones with a few more. He gains strength from the ludicrous amounts of enemies he can kill, and has tech armour to replace shields. Which probably won't be needed, since he regains shields and health at an ungodly rate. He does have a singular weakness: He is still vulnerable to sync-kills, so he shouldn't just run up to a Banshee or an Atlas head on, and must either come from the side or back, or exploit whatever precious little range his hammer gives him. At higher difficulties this can become a CripplingOverspecialization, as enemies will use sync-kills at every opportunity, and the Battlemaster has no long-range powers, but that doesn't mean he can't equip a gun. His MightyGlacier speed (his walking pace is roughly half that of human characters) is offset once he enters the Krogan Rage, which is triggered by killing two or three enemies in melee in a relatively generous period and upgrades your weapon and melee damage output and resistance and movement speed. Considering enemies tend to come in clusters, it's easy to stay in Rage for an entire game, only possibly slipping out due to the time between waves.

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** The Krogan Warlord Sentinel is what Shepard would be if s/he had four testicles and a hammer large enough to kill a small elephant with. He finds the concept of guns and keeping distance from a fight quaint, launching into the fray with a biotically- or electrically-charged hammer that can kill lesser foes in one shot, and demolish bigger ones with a few more. He gains strength from the ludicrous amounts of enemies he can kill, and has tech armour to replace shields. Which probably won't be needed, since he regains shields and health at an ungodly rate. He does have a singular weakness: two particular weaknesses: He is still vulnerable to sync-kills, so he shouldn't just run up to a Banshee or an Atlas head on, and must either come from the side or back, or exploit whatever precious little range his hammer gives him. At higher difficulties this can become a CripplingOverspecialization, as enemies will use sync-kills at every opportunity, and the Battlemaster has no long-range powers, but that doesn't mean he can't equip a gun. His other weakness is a complete inability to take cover or dodge, but this can be mitigated by finding big enough things to hide behind. His MightyGlacier speed (his walking pace is roughly half that of human characters) is offset once he enters the Krogan Rage, which is triggered by killing two or three enemies in melee in a relatively generous period and upgrades your weapon and melee damage output and resistance and movement speed. Considering enemies tend to come in clusters, it's easy to stay in Rage for an entire game, only possibly slipping out due to the time between waves.
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** The M-90 Indra from the Firefight Pack is a fully automatic sniper rifle. With an obscenely large 25-round magazine to start with, the weapon has hilariously low recoil and is the second-lightest sniper rifle available, making it very friendly to power-heavy classes. This, plus the rapid rate of fire, means that any class could fold together the assault rifle and sniper rifle and save on weight.
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* Surprisingly enough, the humble Concussive Shot. Exclusive to the Soldier class, it was really only useful against barriers and unshielded husks in ''2'', but its final rank allows it to have the effects of the active ammo power applied to it, allowing it to burn, freeze, disrupt, warp, or pierce armor. Mind you that the Soldier has three different ammo powers just to start, and can pick up the remaining two as bonus powers, allowing them to set up combos of their choice at will. Selecting the right weapons can give the Soldier a maxed-out power recharge rate, allowing you to chain combos and buzz-saw through enemies with little resistance even on Insanity.

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