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Mass Effect 3 Multiplayer/Character Customization/Engineer

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A support specialist focusing on setting up ambushes and providing support fire, the Engineer can also destroy enemy tech.

Engineers tend to place an emphasis on power usage and the creation of tech combos. Most Engineers can either plant mines to create lethal traps for enemies, or distract them with various drones, decoys, and turrets.

Human Engineer Edit

Human Male Engineer MP

Humans joined the galactic community after discovering a Prothean data cache on Mars in 2148. Their devotion to understanding and adapting to modern warfare left the staid Council races stunned. Humanity's persistence and unflappable spirit has taken them further than anyone in the galaxy could have imagined.

Human engineers are support specialists that set up ambushes, provide fire support, and destroy enemy tech. Their value is not lost on an ally when a battlefield is cleared of turrets.

Abilities Edit



Heavy Melee and Dodge Edit

  • Incendiary Omni-Blade - The Human Engineer strikes with an omni-blade charged with incendiary energy.
  • Combat Roll - The Human Engineer rolls to quickly evade incoming attacks.

Player Notes Edit

General Notes
  • The Combat Drone is useful for its ability to draw fire away from teammates (even if only for a brief period) and causing a little stress in the enemies' ranks, even on Gold/Platinum difficulties. If there is nothing to target or it's the end of a wave, the drone is the sort of power you might as well use since it will move toward enemies and your power cooldowns will finish before the next wave of enemies arrive.
    • The Human Engineer has lower shields than other Engineers, so the Combat Drone is a valuable distraction to draw enemy fire away.
    • At lower difficulties, keep in mind the role you want the drone to have on the battlefield: damage or distraction. With the Rocket upgrade (Rank 6), your drone will deal heavy damage at range; however, it will always back away from the target, making it much less effective at distraction. However, the drone may frequently try to shoot rockets through walls, making this less useful in multiplayer.
    • For Gold/Platinum difficulties, anything other than a Detonate-evolved drone may prove to be of limited use, due to immense enemy damage and health. Detonate is also the only way a drone can set off power combos, and this can be a useful way to both temporarily distract and severely damage powerful enemies (Geth Primes, Atlases, etc).
  • On the other hand, it may be wise to skip Combat Drone altogether to focus on maxing the Overload, Incinerate, Fitness, and Alliance Training powers. By doing this, one can get 20% extra weapon damage, and 35% power damage, as well as a few extra capacity points. This tactic allows Incinerate to devastate armour and health, while Overload fills in the gap of dealing with shields and barriers. Combined together, a Human Engineer can be very versatile and capable of taking on almost any enemy single-handedly.
  • Because Engineers are a power-focused class, one should keep their loadout as light as possible. At 200% recharge speed, you can potentially fire off Overload and Incinerate every 2 seconds, causing utter havoc against enemies of any kind. A good weapon combination to equip is a Carnifex and either a Disciple or Hornet. This combination with power damage and capacity maxed out, gives 160-165% recharge speed or even 200% when using the "Weapon Weight" rank 6 evolution in Alliance Training. Then outfit the Piercing and Barrel mods with the Carnifex, and you can eliminate the Engineer's biggest problem: armor-plated Reaper enemies, or Cerberus Guardians. Combine the powers with this and you have a character with pretty much all bases covered.
    • If you prefer an assault rifle, the Geth Pulse Rifle and M-8 Avenger at level X are both light enough to give the Human Engineer a 200% recharge speed if the rank 4 "Damage & Capacity" evolution in Alliance Training is chosen.
  • When equipped with Disruptor Rounds, the Human Engineer can spam a barrage of tech bursts by simply shooting the enemies before unleashing Overload (or vice versa).
  • An additional option the Human Engineer has is to become a full support character. By evolving Alliance Training for cooldown, Fitness for durability and both Overload and Combat Drone for stunning, you can rapidly volley multiple shocks into groups of targets, keeping many enemies stunned and taking continuous, low damage attacks. Pairing up with other characters with tech powers makes for a potentially very powerful set-up, allowing for continuous creation of tech explosions.
Cerberus
  • When dealing with a Guardian, release a Combat Drone behind him. The Guardian will turn towards the new threat, showing his sensitive side to your sights. Should you have the Neural Shock evolution of Overload, unleash it on the distracted Guardian to make him drop his shield.
  • High levels of Overload can wipe out Phantom barriers quickly, making them much easier to take out. If they are doing acrobatics, wait for them to stop before you fire an Overload on them; otherwise it will do less damage.
  • A weapon equipped with a Piercing Mod is recommended so that you can take on Guardians regardless of their shields, and deal more damage to Atlases and Dragoons alike.
Reapers
  • Because most enemies are armored or have only health, Incinerate is extremely useful here. Overload can expose Banshees and Marauders to a burning from Incinerate. All in all, this can be a Human Engineer's best enemy to engage due to the enemies' weakness to Incinerate.
  • Combat Drones are exceptionally useful at halting the advance of Brutes and Banshees. If one is destroyed, simply deploy another and the enemy will continue trying to fight it rather than you.
  • The rank 4 evolution Incineration Blast is very useful against the groups of Cannibals that frequently gather to devour their fallen comrades.
Geth
  • Overload is indispensable against geth troops as all foes other than the basic Geth Trooper have shields, and many geth (being synthetics) take full damage from Overload otherwise. Geth Troopers and man-sized geth that have had their shields removed can also be stunned for a short while.
  • Overload or Incinerate on a Geth Pyro with a damaged tank will detonate the tank immediately.
  • Overload followed by Incinerate will devastate shielding via a tech burst: this is a deadly combo when used on Geth Primes since a single burst can strip most of a Prime's shields in one go, even on Gold. This is also a great combo for Pyros: there is a good chance of their exploding by fire explosion, tech burst or tank explosion.
Collectors
  • Since the Combat Drone appears behind an enemy, it is best used against Scions to distract them and make them turn around, exposing their back, which is a confirmed weak spot of the enemy.
  • Because Overload is more effective against barriers, the Human Engineer is very proficient at taking down possessed enemies, along with Praetorians and Collector Captains barriers.
  • With the recent update, death is not required to trigger Fire Explosions, so the Engineer can be useful for crowd control.
  • The only risk involving using this character is that the Engineer has no close quarters abilities, so equipping a light shotgun, like the Disciple (which has useful staggering effect) would be a good choice.

Quarian Engineer Edit

Quarian MP

Quarians have spent centuries at perpetual salvage and ship repair--the survival of their species depends on this technical expertise.

Quarian engineers are elite support specialists with a talent for setting up ambushes and providing cover fire through the use of turrets. Their technical wizardry makes them crucial contributors on the battlefield.

Abilities Edit



Heavy Melee and Dodge Edit

  • Incendiary Omni-Blade - The Quarian Engineer strikes with an omni-blade charged with incendiary energy.
  • Combat Leap - The Quarian Engineer jumps out of the way incoming attacks.

Player Notes Edit

General Notes
  • Quarian Engineers are a little more focused on dealing with armored and unprotected foes. They are less effective against barriers and shields, but this can be ameliorated by using a weapon effective against shielding such as an Acolyte. If using the Sentry Turret, it's best to focus on damage per second abilities, i.e. the "Flamethrower", "Armor-Piercing Ammo", and "Shields & Damage" evolutions. If you find the turret to be a little too fragile, weak, or just useless, consider maxing the other four skills. By combining Cryo Blast with Incinerate (and the "Frozen Damage" evolution at rank 6 on Incinerate), you can inflict huge damage to frozen enemies and armoured enemies. It's also possible to sometimes create cryo and fire explosions
  • Thanks to the turret, the quarian excels at holding chokepoints. Find a well-enclosed spot with some cover, deploy the turret and, when possible, let the enemies come to you. However, don't let the turret do all the work; keep up the gunfire help mow them down.
  • It's worth noting the turret will target cloaked enemies. If you're defending an enclosed area, the "Flamethrower" evolution becomes a warning system and ally against these enemies.
Cerberus
  • Cerberus enemies are mostly shielded, but Cryo Blast will still slow enemies down by 15% or 35%. It also makes them vulnerable to taking double damage from Incinerate with the Rank 6 evolution "Freeze Damage", as with all enemies. Those that are shielded should ideally be tackled with a team mate with Overload, Energy Drain, or a powerful anti-shields/barrier weapon like the Reegar Carbine.
  • Against Atlases the Cryo Blast-Incinerate combo is extremely deadly since it allows for over 1000 damage to be inflicted with just one Incinerate. The turret is a simple fire, forget, and hope it kills as many as possible strategy. On higher difficulties, this is very difficult.
Reapers
  • Reapers are the ideal enemy for Quarian Engineers. With only two enemies with extra layers of protection (Marauders and Banshees) it is very easy to snap-freeze the unprotected, or chill and slow the others. Because the enemies cannot dodge (except for Marauders) Cryo Blast is very effective. Incinerate is also deadly on its own, but together they pretty much lock enemies down in a more permanent fashion.
  • Only Banshees are a real nuisance because they are heavily protected by barriers, and a very high amount of armour. Their teleport ability also acts as dodging tactic for your bullets and powers, causing a great deal of stress, but if you pair up with somebody with shield-draining powers, the barriers can be brought down quickly, to expose the Armor to Incinerate.
  • Brutes are a pain, but are slow, cannot dodge attacks, and are highly vulnerable to Incinerate and powerful-but-slow weapons.
Geth
  • Geth are possibly the most difficult of all the forces, since every enemy (with the exception of the Geth Trooper) has some kind of shielding, preventing snap-freezing. Since most geth are shielded, it would be highly recommended to either bring the Acolyte, or abandon the Quarian Engineer and instead go for one of the other types of Engineer.
  • While Cryo Blast does slow enemies down and can be combined with Incinerate, the amount of times you will be stunned outside of cover by geth makes it very difficult to fire off powers against them.
  • The only enemies that Incinerate is effective against are Geth Pyros and Geth Primes, but they need their shields stripped first.
Collectors
  • Collectors are a challenge for Quarian Engineers, since all enemies can gain barriers through possession, but otherwise A Quarian Engineer can take on the Collectors fairly easily. A high rate-of-fire weapon, like the Tempest is very useful. The Acolyte also works here.
  • Cryo Explosions are ultra effective against crowds of enemies, freezing unprotected enemies, and chilling the rest, potentially heightening Incinerates damage (if Freeze Combo evolution was chosen), and Fire Explosions are achieved by deploying the Sentry Turret (with Flamethrower evolution) and using Incinerate to detonate. All are great for crowd control.
  • Use of cover is largely unnecessary since you will be evading multiple aggressors at once most of the time.

Salarian Engineer Edit

Salarian MP

Salarians have a high-speed metabolism that allows them to function on just one hour of sleep a day. They also process information much faster than other sentient races.

Salarian engineers specialize in providing long-range cover fire and debuffing targets. These agile combatants are deadly and difficult to detect on the battlefield, particularly once they bring their decoy ability into play.

Abilities Edit



Heavy Melee and Dodge Edit

  • Incendiary Omni-Blade - The Salarian Engineer strikes with an omni-blade charged with incendiary energy.
  • Combat Leap - The Salarian Engineer jumps out of the way incoming attacks.

Player Notes Edit

General Notes
  • The main strength of Salarian Engineers is their ability to draw enemy fire. Their Decoys are capable of withstanding huge amounts of damage, often allowing their squad to take care of business.
  • Energy Drain makes a Salarian Engineer even more difficult to kill, allowing them to siphon the shields and barriers of organic enemies or drain the energy from synthetics.
  • If Incinerate is also invested in, it also provides a very good means of destroying armor and health too. However, considering many armored units are synthetic, Energy Drain may often be of better use. It may be wiser to forego Incinerate to allow an investment into durability and weapon damage.
  • The Salarian Engineer and Geth Engineer are a good combo. While the Decoy distracts the enemy, the Geth Engineer can spam Overload and heal with the Geth Turret, while the Salarian Engineer damages with Incinerate and Energy Drain. The combination of the different tech powers can result in numerous tech bursts and even fire explosions.
  • By ignoring the last Salarian Operative rank, you can upgrade your Decoy to rank 3: you still get the maximum out of your powers and have use of the Decoy.
  • Put a Piercing Mod on a powerful sidearm like the Carnifex, and the Salarian Engineer is set.
  • By using a heavy hitting close range weapon with a medium to high magazine size and strafing sideways, the Salarian Engineer can distract a group of enemies and then shoot them down quickly to some effect.
  • Keep in mind that Energy Drain will not provide damage reduction and shield restoration when used on organics without shields or barriers. It also cannot detonate power combos when used on unshielded/unbarriered organics, though it can prime them for Tech Bursts.
  • With Fitness and Energy Drain both maxed out and evolved for durability, the Salarian Engineer can take a considerable amount of damage over prolonged periods. While other "tank" classes have higher health, shields, or damage reduction, most cannot restore their shields as easily and quickly as the Salarian Engineer with Energy Drain.
Cerberus
  • Most enemies have shielding. This provides an ample opportunity to leech off enemies like a vampire. With a low weight loadout a Salarian Engineer is almost invincible: with 40% damage reduction and 50-100% shields for nearly every use, he could be used almost like a charging krogan.
  • If Incinerate is employed, it should be used against enemies that are unprotected or Atlases.
Reapers
  • Reapers are a real pain for Salarian Engineers. Since they are more geared for dealing with shielded enemies, it is almost impossible to use anything other than the Decoy effectively. However, even the Decoy is limited: it will be destroyed very quickly due to the aggressive nature of the Reapers.
  • Incinerate can be used to great effect, but considering its usefulness is outweighed by Energy Drain more often than not, it is recommended to avoid this type of Engineer and consider a quarian or human instead.
  • Decoy no longer draws in melee attackers. As such, its usefulness against Reaper forces is significantly reduced.
Geth
  • The Salarian Engineer is ideal for facing geth. Energy Drain affects geth regardless of their protection, health, armor or shielding. This makes geth extremely vulnerable to both Salarian Engineers and Infiltrators.
  • Decoy will deter the enemy from firing openly on them while they continue to sap away the geth's energy. A little caution never hurts though, since most geth are capable of stunning their foes on attack. The stuns will disrupt all actions including rolling or taking cover, so stay in cover to negate this effect.
Collectors
  • Salarian Engineers are not as useful as Human Engineers when it comes to distracting enemies and dealing damage. Since Decoy does not appear behind the target, enemies will most likely be facing in the same direction you are in.
  • Though not as powerful, Energy Drain can be used to replenish shields when getting bombarded by gunfire, which is useful since every enemy can potentially have barriers.

Geth Engineer Edit

Geth Engineer MP

The geth are a humanoid race of networked AIs that were created by the quarians 300 years ago as tools of labor and war. Having since won their freedom from their creators, the geth have proven they are able to reason, analyze situations, and deploy tactics as well as any organic race so long as they remain networked with other geth.

Geth engineers are elite support specialists. Unique perception systems give geth an unsurpassed understanding of the battlefield.

Abilities Edit



Heavy Melee and Dodge Edit

  • Shield Pulse - The Geth Engineer generates pulses of damaging energy at the expense of shield strength.
  • Geth Hop - The Geth Engineer jumps out of the way incoming attacks.

Player Notes Edit

General Notes
  • Geth Engineers are very fragile when stripped of shields or during Hunter Mode, but used correctly, are extremely lethal against enemies with shields/barriers or other geth.
    • The Geth turret can be used to compensate the reduction in shield strength.
  • Overload can inflict over 800 damage per use to shields/barriers or synthetics. Hunter Mode makes it even more powerful: Overload can be spammed at break-neck speeds with over 900 damage. This is especially apparent when combined with the Hunter Mode's rank 4 "Power Recharge" and rank 5 "Power Damage" evolutions. Damage can be pushed even higher using gear and/or power amplifiers, allowing for over 1300 damage to be inflicted in one use. This makes the Geth Engineer unmatched for tech power damage.
  • The geth's light melee strike is actually slower in execution than the heavy melee shield pulse. The heavy melee also affects a larger radius and inflicts more damage. It is generally better to use the shield pulse.
    • Note that holding down the melee button will cause you to continuously send out pulses until you run out of shields.
  • The Geth Engineer can use the Geth Turret as a support tool rather than offensive weapon due to its ability to replenish shields.
  • When paired with the Salarian Engineer, both characters can easily coordinate tech bursts.
  • Because you can't do Power Combos alone, it's best to choose "Chain Overload" evolutions for Overload in order to crowd control.
  • The last rank of Networked AI can reduce the weight of assault rifles AND sniper rifles, if you prefer those weapons.
  • Equipping the flamethrower evolution on your geth turret allows you the ability to trigger rapid fire explosions if you also gave points to overload. This can be incredibly handy when facing armored enemies or multiple enemies clustered together.
  • Equipping weapons with anti-armor mods is strongly recommended since the Geth Engineer has no powers effective against armored non-synthetic enemies.
Cerberus
  • Overload is extremely powerful against the shielding of Cerberus troops. Against Atlases multiple Overloads are required, but the shields can be stripped at an unbelievable rate, with only the Reegar Carbine beating its rate of draining.
    • It deals full damage to turret and Atlas armor, since they are synthetic.
Reapers
  • Geth Engineers suffer against Reapers. Lacking any real anti-armor/health powers like Incinerate or Cryo Blast, one would be best using guns, especially those suited to dealing with armor.
  • It is recommended to choose the "Flamethrower" evolution for the Geth Turret to provide a better chance against armored targets and to provide a distraction against the aggressive enemy style.
  • Overload is, nonetheless, good against Marauders and especially Banshees, whose barriers are very strong. Despite this, it may be better to opt for a Human or Quarian Engineer instead.
  • The weakness of Overload against Reapers can be mitigated by taking the "Neural Shock" and one or both of the "Chain" evolutions, which makes it useful as a crowd control power against unarmored enemies.
Geth
  • Geth Engineers are deadly against geth. Since geth are synthetic and all enemies have shielding (except basic troopers), Overload works absolute miracles here. Being able to destroy the strongest of shields in just 1 or 2 Overloads, even Prime shielding will quickly deteriorate. Combine that with an anti-armor weapon, and you have the ultimate Geth hunting combo.
  • If one needs a second anti-shield option, the Reegar Carbine fills that role and a close-quarters role very nicely.
Collectors
  • Armored enemies pose a serious threat to the Geth Engineer, since it lacks anti-armor powers besides a Geth Turret with Flamethrower.
  • Overload is still quite effective, since all enemies gain barriers when possessed. With "Neural Shock", it is also decently powerful against unarmored enemies, and especially useful for slowing down Abominations.

Quarian Male Engineer Edit

Quarian Male MP

Quarians have spent centuries at perpetual salvage and ship repair--the survival of their species depends on this technical expertise.

Quarian engineers are elite support specialists with a talent for setting up ambushes and providing cover fire through the use of turrets. Their technical wizardry makes them crucial contributors on the battlefield.

Abilities Edit


Heavy Melee and Dodge Edit

  • Incendiary Omni-Blade - The Quarian Male Engineer strikes with an omni-blade charged with incendiary energy.
  • Combat Leap - The Quarian Male Engineer jumps out of the way incoming attacks.

Player Notes Edit

General Notes
  • Quarian Male Engineers are more directly suited for dealing with shields than their female counterparts due to their Arc Grenades.
  • Grenades do not operate on a cooldown, so anywhere from 1-9 Arc Grenades can be thrown at once. Due to this and the power's general versatility, Arc Grenades may eliminate the need to use Incinerate in favor of a heavy weapon, though this the possibility of devastating combos. Still, with good headshots, one can equip a powerful but heavy weapon such as a Revenant, (Black) Widow, or Claymore and be very effective.
    • Alternatively, taking Incinerate with a light loadout will enable the Quarian Male Engineer to deal significant extra damage through Tech Bursts and Fire Explosions.
    • Because Arc Grenade already deals double damage to shields and barriers, the Armor Damage evolution may be a better rank 6 choice, as it makes the grenade a similarly viable option for dealing with Banshees, Geth Primes, Pyros, and Brutes.
  • The Quarian Male Engineer can reliably set up Fire Explosions and Tech Bursts on its own when using area evolutions of Incinerate and Arc Grenade. Using Incinerate, then throwing an Arc Grenade detonates any Fire Explosions, and leaves whatever enemies that are left susceptible to a second Incinerate for a Tech Burst.
  • The Quarian Male Engineer can be a very potent support character when using the Movement Speed and the Area Scan evolutions. Area Scan will reveal all enemies within a very large radius of the enemy scanned, which can reveal cloaked enemies like Phantoms and Hunters. It can also be used "blind", where one does not target an enemy (though only with the Area Scan evolution). This can be useful if a smokescreen is set up.
  • Equipping a Falcon with Disruptor Ammo is a reliable way to prime and detonate Tech Bursts when throwing Arc Grenades, especially if the Electrical Damage evolution is taken. The area-of-effect damage that the Falcon deals will help set up and trigger Tech Bursts across multiple enemies.
  • In fact, with a Cryo-Ammo Falcon or equivalent explosive weapon, the Quarian Male Engineer is capable of setting up and detonating powerful Tech, Fire and Cryo Explosions in succession with Electrical Damage Arc Grenades and a high rank Incinerate. Shooting an enemy primes a Cryo Explosion detonated by Arc Grenades, which set up a Tech Burst detonated by Incinerate, which sets up a Fire Explosion detonated by Arc Grenades, which sets up a Tech Burst... ad infinitum. With Area Evolutions and Grenade Capacity, the Engineer can reduce huge groups of enemies and bosses to frozen electrified flaming rubble in seconds.
Cerberus
  • Grenades will very quickly tear through initial enemies or drastically weaken Atlas Mechs. Tactical scans can weaken Atlases even further and make them even more vulnerable to a pounding. This also works with Phantoms, which can greatly decrease their movement speed which is their main trait. Combine that with Cryo Ammo, or Cryo Blast from other players, it can bring Phantoms to an almost complete stand-still.
Reapers
  • There is little need to spam Grenades against basic troops since most of them will die in just one shot from a more powerful gun. Against Banshees, let rip with the Grenades and the Barriers will fall in seconds.
  • A combination of Tactical Scan and Incinerate can drastically weaken Ravagers, Brutes, and Banshees, especially if you've evolved the scan to decrease movement speed.
  • Incinerate is highly useful for Reaper forces regardless of Tactical Scan, since all but Marauders are either unprotected or armored.
Geth
  • Spam grenades: geth are extremely susceptible to Arc Grenades and one can take out entire armies of geth single-handedly, especially when combined with Incinerate to create Power Combos. The only real threats are as always the Geth Primes and Geth Hunters. When out of grenades, try to restock when you can, otherwise use your weapons to take out the stragglers or other enemies.
Collectors
  • Arc Grenades with the electrical damage evolution and Incinerate can work wonders against the Collectors. With proper power evolutions, one can pull of 2-9 tech bursts in a matter of seconds, devastating barriers and weakening armor.
  • Tactical Scan, followed by anti-armor powers, is a very useful combination against Praetorians and Scions.

N7 Demolisher Engineer Edit

N7 Demolisher Engineer MP

These soldiers are the go-anywhere, fight-anything special forces of the Alliance that were trained at the Interplanetary Combatives Academy in Rio de Janeiro, Brazil. They had to survive combat situations "in an admirable and effective fashion" to receive the N7 rank. Many N7s now train other species in anti-Reaper asymmetric warfare.

The Demolisher uses grenades to attack at range and to terrorize the battlefield. Demolishers can also create a supply pylon that stocks allies with an unending reserve of grenades and thermal reloads.

Abilities Edit


Heavy Melee and Dodge Edit

  • Explosive Omni-Tool - The N7 Demolisher Engineer punches with an omni-tool that explodes on impact, knocking enemies away.
  • Combat Roll - The N7 Demolisher Engineer rolls to quickly evade incoming attacks.

Player Notes Edit

General Notes
  • The Demolisher has two grenade powers, but they both draw from the same pool. Using a Homing Grenade will also deplete your supply of Arc Grenades, and vice versa. Remember to resupply frequently.
    • A maximum of 13 Grenades can be carried: the Demolisher benefits immensely from Gear Packs that increase the number of grenades that a player can carry, in addition to choosing all available Extra Grenade evolution.
    • This also applies to your grenade count bonuses from powers. For instance, having both grenade powers at rank 2 will give you two extra grenades. Along with the Demolisher passive skill, extra grenades from equipment should not be necessary. However if one does go for said equipment, one can throw dozens of grenades within 15-20 seconds, allowing for total obliteration of frontal forces, and significant or even fatal damage to the ones behind too.
    • Homing Grenades travel relatively slowly, so they should be used mostly on tougher enemies that aren't likely to be killed before it can arrive.
    • On a general comparison, Homing Grenades have a small impact radius but deal more damage than Arc Grenades, which cover a wider area.
    • With the Electrical Damage evolution, Arc Grenades can set up a Tech Burst. Homing Grenade can then detonate the burst.
    • Conversely, the Fire Damage effect available to the Homing Grenade cannot be detonated into a Fire Explosion by Arc Grenade or any other power.
  • Supply Pylon is the Demolisher's only rechargeable power. The base charge time is relatively long, and the power does not usually need to be used repeatedly. This allows for the use of heavier weapons with few ill effects.
    • Alternatively, aiming for minimal weight is also effective. Since the Supply Pylon immediately drops ammo and grenades when deployed and it is possible to reduce the cooldown to less time than it takes to deploy a grenade drop, a low-weight build can produce greater quantities of ammo and grenades by deploying a new Supply Pylon immediately after grenades are dropped.
    • Supply Pylon can be recast to instantly grant grenades and thermal clips.
    • The Supply Pylon can be used as a pseudo-mine on lower difficulties, and on higher ones in a pinch. When redeployed, the pylon explodes, dealing damage to any enemies withing a roughly 3 meter radius. On higher difficulties, the damage is negligible, but will stun most basic infantry units, allowing for escape or, if planned properly, time to kill them with guns or grenades.
  • Having a sniper rifle or a heavy pistol/assault rifle with a scope mod can allow a player to "ammo-dump-camp;" throwing grenades from a safe distance and refilling them reliably while sniping enemies.
    • Weapons with small clip capacity (like the Cerberus Harrier or the Reegar Carbine) can be used to great effect since the Supply Pylon negates the faults of these weapons.
    • M-98 Widow is exceptionally useful in the hands of the N7 Demolisher class, who does not require low cooldown times. The shield-breaking qualities of the Demolisher's Arc Grenade (especially if the "Shield Overload" evolution is chosen at Rank 6) help overcome the shield gate seen on higher difficulties, allowing the player to dispatch most, if not all infantry-class enemies with a single headshot (the Extended Barrel is recommended to make sure the player inflicts the most possible damage with the Widow's one-shot clip). In addition, the Demolisher's signature power, the Supply Pylon, remedies another weakness of the Widow: low ammo capacity. This frees up a weapon slot that would otherwise be occupied with the Spare Thermal Clip mod, leaving room for another, more useful mod. The Piercing Mod is generally preferable to the Enhanced Scope, unless Cerberus smoke grenades pose a challenge, at which point the Demolisher could simply proceed to spam grenades into the smoke cloud.
  • The Demolisher's heavy melee is a blunt omni-tool punch which explodes on contact. While this attack is relatively weak, it is capable of knocking down enemies and push them away slightly, acting much like a Concussive Shot.
Cerberus
  • Homing Grenades can be quite effective against phantoms, as they might still be in the explosion radius after dodging.
  • They also prove rather effective against Guardians, as they tend to drop down from above and bypass the shield entirely.
Reapers
  • Clearing out Cannibals should be your number one job with the Demolisher. Use your gun or grenades to kill a Cannibal, and wait for the rest to begin feeding on it. Dropping a Homing Grenade on this pile will eliminate most, if not all, of them.
  • Arc Grenades are very effective at clearing out swarms of husks or swarmers.
  • Homing Grenades are also effective against the slow-moving Ravagers, with the added bonus of wiping out recently spawned swarmers as well.
Geth
  • Geth, and other synthetics, are weak to Arc Grenades. A wise move would be to set up a supply pylon in a defensible well-covered position with an ammo box right by it, and keep up a steady stream of grenades. A damage-optimized grenade will kill Geth Troopers in one hit, and if the grenades don't kill Hunters and Rocket Troopers outright, they'll be severely damaged and easy to finish off. Clearing out the weaker enemies single-handedly will leave the rest of the squad free to bring down the more durable Pyros and Primes. It is advisable to use Disruptor Ammo on your weapon, as this will increase your chances of setting off a tech burst.
  • Be warned that because Arc Grenades are highly effective against geth, using a large number of them over a short period will make the Demolisher their highest-priority target. This can make it dangerous to unleash a salvo of Arc Grenades without good cover to hide behind; conversely, it can also be a useful distraction tactic if the Demolisher is in a position to survive the fire of a lot of enemies at once.
Collectors
  • The Demolisher may have a hard time being effective here. Collectors are close-quarters specialists that will rush/flank players and push them out of cover; camping is not recommended. For this reason, a reliable and easy to use shotgun is a good choice for a backup weapon when the Collectors start invading your personal space.
  • Keep a light weight load. Because Supply Pylon cannot be moved around, you may find yourself doing one of two things; running back and forth from ammo drops to get grenades you have just used, or, using up all of your Thermal Clip Pack consumables before wave 5, which is definitely ineffective. Be prepared to continually drop new Supply Pylons.
  • On the bright side, being hit by a Seeker Swarm has little impact on the Demolisher as they don't affect Grenade Powers.
  • Heavy Melee won't kill Abominations in most situations, but throws them away from the player and nearby allies, making it safer to finish them off conventionally.

Volus Engineer Edit

ME3 Volus Engineer

The volus homeworld, Irune, has a high-pressure atmosphere that supports an ammonia-based biochemistry. To survive on other planets, the volus must wear pressure suits and breathers or, when facing combat, specially sealed armor.

Volus are cagey support specialists that use the most technologically advanced power armor credits can buy. Not to be underestimated, the diminutive volus engineer more than makes up for its size with cutting-edge gadgetry.

Abilities Edit



Heavy Melee and Dodge Edit

  • Defensive Stance - The Volus Engineer cloaks to avoid enemies, or while stationary generates a protective shield sphere that damages nearby enemies.
  • Combat Roll - The Volus Engineer rolls to quickly evade incoming attacks.

Player Notes Edit

General Notes
  • A key part of Volus strategy is that the Volus cannot utilize cover and vault at all, relying instead on his diminutive stature to keep him protected. This works acceptably, except that explosives tend to be fired just high enough to him, and he cannot snap to cover to get out of enemy fire. On the plus side, because he cannot interact with cover, the Volus does not experience issues with context sensitivity for running and dodging versus cover. This proves to be extremely useful when resurrecting fallen squadmates.
  • All Volus classes have the Shield Boost ability, which is vital for their defense, as they are incredibly fragile, and it functions as a massive defense boost on a several-seconds cooldown.
  • It's advisable for Volus characters to put all fitness upgrades into shields and health, as the volus heavy melee is the only means of dealing melee damage; This form of damage is relatively weak even with bonuses.
  • The Volus' standard melee is a low level version of Tactical Cloak that isn't broken by firing your weapons or using powers, allowing them to use hit and run tactics. Keep in mind that this cloak has a cooldown of a few seconds (though it is independent of your power cooldown). Lasts around 5 seconds. While the Cloak is in effect, you cannot use your heavy melee.
  • The Volus' heavy melee puts up a small white sphere around the Volus which will damage enemies who touch it, as well as restore shields over time. This will noticeably slow a Praetorian's progress on slaying the Volus on Silver difficulty, and severely reduces the ability of smaller enemies to kill the player, but has a severe lag when the player is coming out of it, leaving them rather vulnerable.
    • Using this to overcome situations where Shield Boost can't be used is recommended. For example, if one is hit by a Seeker Swarms or if the player has recently fired a different ability, using the shield to defend yourself until the cooldown comes off may be wise. The shield can also stagger and inflict damage to enemies trying to use their melee (and even kill attacking Husks), most notably Dragoons. The shield cannot be used together with the tactical cloak.
    • The shield barrier can be cancelled by pressing the melee button again, cancelling part of the ending lag. This allows the Volus to quickly shield himself but still run/roll when needed without compromising his movement too much.
  • Utilizing a weapon that is precise and light is recommended, such as a single Heavy Pistol or SMG. The majority of a Volus engineer's combat ability comes from his abilities, so adversely affecting your cooldown times is not recommended, as their weight capacity is lower than other classes, even with the proper evolutions.
  • Far and away the more powerful move for the Volus is the Recon Mine. Launching it into a high traffic area (such as choke points or enemy spawning areas) or setting it in advance of a point you must defend is wise. Attempting to use it actively against enemies who are any faster than an Atlas or Brute is difficult and ill advised. Fast enemies are better served by using the Proximity Mine, which does respectable damage, stuns, and allows the Volus to press his attack.
  • The effects of Recon Mine's Rank 6 "Invasive Scan" evolution and Proximity Mine's Rank 5 "Damage Taken" or "Slow" evolutions stack. One can lure enemies through Proximity Mines and into the Recon Mine's scan area to combine the effects of the debuffs, allowing for a maximum +45% enemy damage taken.
    • Launching a Proximity Mine at a target as it enters the scan radius of the Recon Mine will apply the Invasive Scan's damage increase, then Recon Mine can be detonated while the Proximity Mine's Damage Taken debuff is active.
  • The Scorpion is a good choice for a Volus Engineer, as it can be used to compliment their mine powers. For maximum effect if you've evolved your mine powers to increase the damage enemies take, position your mines so that enemies will be under the effect of both debuffs when they trigger the Scorpion rounds.
  • The Volus is an invaluable team member on Gold. With a 200% cooldown, their Shield Boost can be spammed effectively every few seconds, granting a massive buff to all nearby team members. Because of their fragile nature, the Volus should try to stay close to a more durable team member. This arrangement works well for both parties: the Volus can buff the teammates, allowing them to shrug off damage; and the teammates can prevent the diminutive Volus from being overwhelmed by enemies. Furthermore, the Volus is an absolute lifesaver on Gold for completing Hacking or Escort objectives, since the whole team will be close enough to benefit from the Shield Boost.
  • If you know the map you are playing on well enough, you probably have an approximate idea of where enemies can spawn. When a round ends, it can be highly effective to place a Recon Mine in a potential spawn spot, then move away and wait to see if enemies spawn there. If they don't, simply detonate the mine and plant another one somewhere else. Hitting an entire group of spawning enemies can significantly weaken the stronger foes, and kill the weaker ones outright.
  • The Volus has significant techniques to start fire explosions and tech bursts. Starting with a placed Recon Mine and throwing a Proximity Mine exactly at spot. Luring enemies to area of the mine, be very quick and accurate at exploding the Recon Mine at exact time enemies step on the Proximity Mine.
Cerberus
  • Recon Mine is particularly useful for killing Guardians; you can place the mine in front of them, and when they walk past it you can detonate it to avoid their shields completely.
  • Both the Recon Mine and Proximity Mine are useful for stopping the advances of groups of Phantoms and Dragoons. With the Rank 6 "Armor Damage" evolution, a single Recon Mine can drastically weaken Dragoons.
Geth
Reapers
  • The Volus Engineer proves invaluable against the Reaper forces. With Proximity Mine, the Volus can slow down enemies, and Shield Boost will recharge allies' shields in a tight situation.
  • Banshees are a Volus' biggest problem here. Their unpredictable biotic jumps can quickly overtake the relatively slow Volus. If a Banshee is coming toward you, it is highly advised to cloak and sprint in the opposite direction.
  • Recon Mine is ideal for dealing with advancing Brutes and Ravagers. Unless the Brute is charging, it is usually slow enough that the Volus can set up a Mine in front of it, and detonate it when the Brute gets close. Ravagers are a cinch: simply place the Mine and wait for the slow-moving Ravager to move near it. Furthermore, Recon Mine will clear out tightly knit swarms of husks in no time.
Collectors
  • Avoid Seeker Swarms at all costs, as the loss of ability to use Shield Boost can quickly spell death.
  • The Volus is remarkably effective for tanking Scions and Praetorians if you see their attacks coming. Tagging your teammates with the Shield Boost and then covering yourself with Volus' melee shield will allow your team to make remarkable progress.
  • The Volus is adept at clearing weaker enemies like Abominations, Seeker Swarms, Collector Troopers , and Collector Captains, as non-possessed variants will die in one blast of the Recon Mine on Silver, and many of the possessed ones as well. Further, the stun and knockback of Proximity Mine and the Shield Boost will help the Volus deal with possessed Abominations and straggling Troopers respectively.
  • Using combos to deal with Scions and Praetorians is recommended for choice. Applying Recon and Proximity Mine at the same time could deal high damage. But, be careful at range of the instant kill attacks.

Turian Saboteur Engineer Edit

ME3 Turian Saboteur

Turians adhere to a strict moral code: "The needs of the group outweigh that of the individual." Discipline is the foundation of turian society. A turian line never collapses; its troops fall back in order, setting ambushes as they go. You will only see a turian's back when they're dead.

Turians receive the best military training in the galaxy. Their proficiency with a wide range of weapons, as well as their unmatched focus and determination, make up for their lack of speed and agility. They are a redoubtable ally on any battlefield.

Abilities Edit



Heavy Melee and Dodge Edit

  • Dual Omni-Blades - The Turian Saboteur Engineer jets towards an enemy and slams the ground with dual omni-blades.
  • Propulsion Packs - The Turian Saboteur Engineer jets a short distance to evade incoming attacks.

Player Notes Edit

General
  • With only Homing Grenade being the power capable of inflicting reliable direct damage (as well being limited), the Turian Saboteur relies mostly on defensive tactics and weapon damage. Because of that, he doesn't suffer much carrying heavier weaponry since his other two powers are more situational.
    • However, being equipped with propulsion packs, the Saboteur has a lot of mobility, able to effectively switch between camping points.
  • Since the Saboteur lacks powers to deal with shields, anti-shield weapons (such as the Acolyte) and/or ammo equipment are advised.
  • The Saboteur's heavy melee attack actually deals Tech damage. Coupled with the melee's decent range, combining it with Sabotage's Tech Vulnerability upgrade can kill Centurions and Marauders in one shot.
Cerberus
  • All enemies can be affected by Sabotage's overheating, and additionally Turrets and Atlases can be hacked.
  • Sentry Turret, specially if evolved with the Flamethrower, can delay the charges of groups with Phantoms and Dragoons.
Geth
  • The Saboteur has advantage over the geth. Being equipped with Sabotage and Sentry Turret, he can quickly dispose of dangerous enemies like Geth Bombers and Geth Hunters before they pose a threat to the squad, while Homing Grenade can deal with Geth Pyros and Geth Primes with high efficiency.
  • All enemies but Geth Troopers are protected by shields, so the Acolyte is recommended.
Reapers
  • Sentry Turret is useful as it can delay and dispose of groups with weaker enemies, such as Swarmers, Husks and Cannibals.
  • Sabotage is less useful, since only Cannibals and Marauders can be affected.
Collectors
  • Sentry Turret is useful as it can delay the movement of Abominations, being especially useful when they're possessed.
  • Sabotage is less useful, since only Troopers and Captains can be affected.

Vorcha Hunter Engineer Edit

ME3 Vorcha Hunter

Vorcha are considered vermin by other species inhabiting Citadel space, but their unique physiology and innate aggressiveness make them shockingly durable combatants.

A vorcha's resilience and malleable DNA allow them to evolve and adapt to any situation, making them formidable opponents on the battlefield. Their lightning-quick pounce is a direct result of their societally ingrained bloodlust.

Abilities Edit



Heavy Melee and Dodge Edit

  • Vorcha Pounce - The Vorcha Hunter Engineer leaps toward an enemy and slashes with omni-tool claws.
  • Vorcha Pounce - The Vorcha Hunter Engineer leaps away from incoming attacks on all fours.

Player Notes Edit

General Notes
  • This character is capable of setting off his own tech bursts by first using Submission Net and following it up with Incinerate.
  • People finding themselves missing their target often with Submission Net may find it easier to get closer to the target with this character. Due to his Bloodlust, this can be easily accomplished without much risk to yourself on lower difficulties. Some caution should be advised on higher difficulties however since the enemy will be more likely to counter the health regeneration.
  • Submission Net can be used to immobilize non-armored targets and render them easy prey for a melee-focused Vorcha. This can be a great help against targets such as Phantoms who would otherwise be dangerous at melee range.
  • Weapons that do not instantly hit their target can be paired with Submission Net in a weapons-focused Vorcha Hunter to offset their travel time.
Cerberus
  • With the use of Submission Net's Rank 5 Damage/Slow evolution and the Vorcha's mobility, you can easily outmaneuver Dragoons, or slow or even grip Phantoms to prevent them from reaching you, or from moving at all so you can land easy headshots.
  • Incinerate is not as powerful as a long, concentrated blast that the Flamer power can yield, but it has range and can curve round corners, or arc over cover to hit targets. It can also be used with Submission Net to detonate Tech explosions. This will prevent you from being at a disadvantage if you like to use said powers.
    • Incinerate will also make very light work of Dragoons and unshielded Atlas mechs or infantry and cause Fire Explosions.
  • Submission Net can be used to disrupt Phantoms and their cloaking ability, albeit only within 6 metres. Still, it's a nice last resort for when you think the enemy is going to get away, or you know where they are as it may also hold them in place.
Reapers
  • You will have a distinct advantage over the Reapers since this class has the Incinerate power to combat health or armor. Marauders and Banshees are the only problem, with the former making nuisances of themselves, while the latter is much more endurable than the other forces. The former can be netted, but the latter cannot, however Incinerate will have more effect on the latter when they are unshielded.
  • With the use of Submission Net's Rank 5 Damage/Slow evolution and the Vorcha's mobility, the player can easily outmaneuver Brutes.
  • Submission net isn't as useful against the Reapers as Cerberus, but it can help eliminate the 'pop-shotters' of the Reaper forces and help to keep your team from being shot to death by Marauders or Cannibals.
    • It can also set up Tech Bursts for you to detonate, and this will mitigate the only advantage Banshees and Marauders have on you.
Geth
  • You will struggle against the geth unless you utilise the Acolyte since Vorcha have yet to have any powers geared towards anti-shield duty. But with the Acolyte, you can burn through core systems, and the armor of Pyros, Bombers, and Primes with Incinerate when their shields are down from said weapon.
  • Geth are "hard-hitting" specialists, and as such they will very easily strip you of what little shielding you have, and then all your health and then subsequently down you if you are not careful. Stick by your team to prevent yourself from being executed and to help get you back up quickly when downed.
  • Submission net can be used as a sort of hazard power, dealing damage over a 6 metre area when evolved with the Electric Field Evolution. As long as said power is used regularly, it can either inflict low-moderate damage on foes, and/or it can help highlight Geth Hunters, which will more often than not be your bane. This will reduce the likelihood of you and your team being killed as a result, as well as set them up for Tech Bursts.
Collectors
  • You will have some benefit against collectors: Submission Net will do very well here, with Abominations being the first - and most obvious target with even more obvious benefits. Being able to stop an Abomination before it reaches you will save you from no end of trouble, and can also be used against Captains to prevent them from summoning Seeker Swarms or Plagues after you and your team. Finally, it can be used to set up some Tech Bursts which will help you out if the Collector forces become possessed at any point in time.
  • Incinerate will work wonders against the Seeker Swarms, unshielded targets, or armored foes, and will as such deal with the Praetorians, Scions, and Abominations more than adequately. Much like the Submission Net, you can also use this to help set up Fire Explosions, which will do even more damage on said enemies.
  • Just remember to stay alert for the Seeker Swarms. They will prove a detriment to your power usage and cause you untold amounts of grief if left unchecked.

Talon Mercenary Engineer Edit

ME3 Talon Mercenary Engineer
Talon Mercenaries bring a shady reputation to the battlefield. These hard-bitten warriors typically take jobs from crooked organizations, but today find employment with the Alliance, who are desperate for skilled fighters in the war against the Reapers. Some find this troubling, but times are troubled.

Talon Mercenaries are feared for their deadly accuracy with the omni-bow, making their presence in the Alliance a necessary evil in the fight against the Reapers.

Abilities Edit



Heavy Melee and Dodge Edit

  • Omni-Bow - The Talon Mercenary Engineer fires five bolts from his Omni-Bow in a spread (light melee), or to auto-track on a single target (heavy melee).
  • Combat Roll - The Talon Mercenary Engineer rolls to quickly evade incoming attacks.

Player Notes Edit

General Notes
  • The Talon is a long-range and zoning grenadier specialist that focus on dominating the battlefield, being able to fight either one or multiple enemies.
  • The Talon's powers revolve around good use of the Omni-Bow. Equipping a power will consume a grenade and give its effect to the next few volleys fired from the bow, until the power is cancelled or switched for another one. Volleys left of the effect are displayed by number of arrows on right arm.
  • All of the Talon's powers are grenade-based. The Talon will regenerate grenades at a rate dependent on weapon weight, which can be further boosted with the Rank 6 Charge Generation evolution of Elite Mercenary.
  • The Talon is unable to refill his stock with Thermal Clips. This is a bug that is being investigated (now fixed).[1]
  • Leveling the Talon to maximize grenade quantity and selecting the Grenade Capacity as armor equipment bonus will still lock Talon's ability to use Thermal Clips. To prevent that, and still get a good demolitions expert in the field, simply leave out one of the omni-bow powers, preferably the AP Arrows.
  • The omni-bow is considered a "melee" attack and as such gains damage bonuses from melee damage increases. Armor-Piercing Arrows and Concussive Arrows are based upon power damage and stacks with omni-bow damage.
    • The Shotgun Omni-Blade maximizes damage, since melee mods increase damage multiplicatively, as opposed to mods that increase power damage, which do so additively. [2]
    • Despite being considered a "melee" attack omni-bow damage does not count towards the melee damage portion of Combat Mastery.
  • With investments in melee damage, the Talon's omni-bow can eliminate the need for a longer-range weapon, allowing the Talon to maximize close-range firepower or minimize weight for optimal charge regeneration speed.
  • The Cain Trip Mine can be used to set up traps for enemies at chokepoints and spawn areas. Up to three can be active on the map. They are best deployed on walls, so that the beam reaches out from the wall rather than straight up into the ceiling.
  • As with the Demolisher, grenade capacity and usage are shared across grenade-using powers. As such, the Talon can carry 6 grenades just by evolving each power to level 2.
  • The Talon has a maximum capacity of 14 grenades if all capacity evolutions are chosen for their powers—this requires evolving both arrow powers to Rank 6 and Cain Trip Mine to at least Rank 5. Their capacity can be further increased by equipping Gear that increases grenade capacity, up to a maximum of 16 grenades with the Shock Trooper or Warfighter packages or 19 with the Grenade Capacity Gear.
  • The armor-piercing shots will take out the shields of almost any shielded enemy, especially if you are using the two arrows at a time combo and do some damage. Follow up with concussion arrow, or a weapon and it makes for a lethal combination.
  • The Talon will sometimes perform a light melee attack instead of an over-cover grab--be sure to hold down the melee button and have targeting outline on the enemy to be grabbed.
  • Weapons with regenerating ammo serve the Talon Mercenary well, since their ammo can be allowed to regenerate while the Talon is using the omni-bow. The M-7 Lancer and Collector SMG are excellent choices, as their low weight will not impair charge regeneration.
  • The Cain Trip Mine is capable of inflicting massive amounts of damage, especially to armor with the Rank 5 Armor Damage evolution. Multiple Mines and/or damage taken debuffs can be used to quickly obliterate armor on higher difficulties.
  • Concussion Arrows will not only do additional damage and strip shields and barriers, they will also send the enemy flying. A few shots to Centurions, Collector Captains, and Geth Rocket Troopers will potentially strip their shields with the first few arrows in a burst and send them bowling away and barely alive with the remaining. You can potentially knock them clear out of the level with as much concussive force as you can bring against them!
  • Try to get a good idea of where enemy spawn points are in levels. Between waves, run out and drop a few Cain Trip Mines at choke points between an enemy spawn point and where the bulk of your team is. You will be almost guaranteed a few free kills near the beginning of the wave. If you are lucky, your mines will catch more than one enemy at once when they all move out as a group.
  • If configured with power evolutions and equippables to maximize melee damage, most unarmored basic enemies will go down in a single burst from a Heavy shot with the Omni-Bow. Shielded or Barrier minor enemies will require two or three such hits, armored ones will require three or four. Concussive and Armor-Piercing Arrows, respectively, will help reduce the number of shots required.
  • Since the Talon regenerates grenades at a steady rate, the only way you can "waste" them is to let yourself fill up on them and not use them. Be sure to use one of your abilities when you reach your maximum grenade quantity. Cain Trip Mines do not disappear until detonated, and Omni-Tool special arrows do not expire until fired, so there is no sense sitting on a full stock of grenades and not using them to prepare for the next encounter.
Cerberus
  • Be aware of Phantoms - due to their biotic barrier and the ability to dodge (which almost negates damage and any effects, i.e. stagger or knockback) it is very hard to score an effective hit with your bow.
    • The Falcon Assault Rifle with a blade attachment can be used to overcome this problem. The Falcon can reliably stagger phantoms who would then be unable to dodge or use biotic barrier, leaving them wide open to attacks from the omnibow. The Falcon can be used to ensure hits on other non boss enemies as well.
  • The average trooper with the concussion effect on your bow will go down in a single shot.
    • Centurions will go down from one Heavy Omni-Bow barrage when Concussive Arrows are equipped, or at least be very wounded.
  • Mines are very effective against an Atlas. One mine will totally destroy full shields instantly. A sound tactic would be to deploy the mines directly below the Atlas' feet. A cluster of mines deployed in such a way will deal very heavy damage against them, if they do not destroy them outright.
  • Omni-Bow attacks do nearly nothing against Guardians, though Concussive Arrows will stagger them a bit, potentially opening them up to a follow up from your gun or a teammate. However, their slow and relatively predictable movement makes them easy fodder for Cain Trip Mines.
  • With Armor-Piercing Arrows active, Dragoons will go down to the Omni-Bow as quickly as Basic Troopers.
Geth
  • Geth Bombers are near invulnerable to trip mines since they can pass over the laser. However, they will detonate the mines if they are set high enough on walls or door frames.
  • Be careful aiming your Omni-Bow here. It auto-tracks targets, but the Geth present a slight challenge to that here. Geth Bombers, with their tiny size and spastic motions, can cause the auto-aim to divert if they wave in front of it. Arrows can hit cloaked Geth Hunters, but will not auto-aim onto them while cloaked; if another enemy is nearby, the Omni-Bow might aim for them instead.
Reapers
  • Concussive Arrows are very useful for keeping husks at bay
  • The Banshee's biotic charge allows them to pass through Cain Trip Mines without setting them off, making it very hard to damage Banshees this way.
  • Brutes predictably keep moving in the shortest path to their target, and are well-armored, making them perfect targets for Cain Trip Mines.
  • Ravagers are likewise easy targets for Cain Trip Mines. They move so slowly that a mine can be placed almost right in front of them and it will be armed by the time they move past it.
  • Armor-Piercing Arrows will make short work of Brutes and Ravagers, killing them in two or three shots depending on difficulty, where you hit them, and your power evolution and kit. Use this to quickly remove them from the field and protect your teammates.
  • Banshees are vulnerable to Armor-Piercing Arrows once their Barriers are down. However, they are still highly resistant to all damage while they are "charged". Hold the fire from your Omni-Bow until a Banshee stops emitting light (usually just after launching a Nova blast) then put as many Armor-Piercing Arrows into her as possible during this window. It should not take more than two or three Heavy Omni-Bow attacks to down her if you time it well.
    • When a Banshee is "charged", she will block all powers used against her. Since Armor-Piercing Arrows counts as a power, its effects will be blocked; however, shots fired without a grenade power active count as melee attacks, and will deal damage normally.
Collectors
  • Seeker Swarms have no effect since the Talon has no cooldown-based powers.
  • Concussive Arrows are very useful for keeping Abominations at bay.
  • When deploying Cain Trip Mines against Praetorians, be sure not to place them too low against a wall. Praetorians are tall units and likely to hit even a highly placed Cain Trip Mine, but their ability to fly might take them over a low one. If a Praetorian is firing its beams but not in your direction, consider launching a Cain Trip Mine right underneath it. They are immobile while firing, and the Cain Trip Mine will likely be armed and triggered before they can get moving again.
    • Praetorians also have a "charged" mode. Similar to Banshees, they will deploy a shield that negates all power- and melée-based attacks. However, they will only deploy it when they get attacked by a power while flying, so it is a good idea to only use arrows when it is on the ground.
  • Armor-Piercing Arrows are ideal at taking out Scions, only requiring a few launches from your Omni-Bow to take down. Even if they are currently firing at you, time your shots between their own three-round bursts. As always, beware their clusters of grenades though.

References Edit

  1. http://social.bioware.com/forum/1/topic/343/index/16075348/1#16075348
  2. http://social.bioware.com/forum/1/topic/343/index/16075348#16076249

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