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MerrickG 01-24-2011 07:31 PM

Icemage,

I am a little confused as to the advantages one gets going with a Sentinel over a soldier.

Can you elaborate?

If you are willing, could you also provide examples as to when sentinel powers provide its biggest example?

Thanks.

GLaDOS 01-24-2011 07:41 PM

Quote:

Originally Posted by Dark Moses (Post 4299271)
YOU don't make sense!!:mad:

Oh, now you mad, bro? :rotfl:

Mr. J 01-24-2011 08:13 PM

Personally, I think that for an Insanity run through, Soldier is best. The best thing that the Sentinel Class has going for it is the Tech Armor. With Soldier, you get all the guns, Heavy Weapons etc. Hardened Adrenaline Rush together with Geth Shield Boost will beat Sentinel everytime. But thats just my opinion. People have beaten Insanity will all the classes...you just have to find one that you're comfortable with. I can beat Insanity with Adept no problem.....Soldier is just easier.

But for Mass Effect new comers trying to go through Insanity, Soldier would be the best option.

Mr. J 01-24-2011 08:29 PM

Also, not saying that anything is wrong with Sentinel as its one of my favorite classes, but I would think that Soldier would be a class that anyone could pick up on fairly easy and go through Insanity with.

Every class can pass through Insanity.....I've heard that Adept was one of the toughest classes for an Insanity run through, but it was one of my favorites and I just so happen to know how to use it well. So an Insanity playthrough with Adept was not so difficult for me.....

Bageara 01-24-2011 08:34 PM

Quote:

Originally Posted by Icemage (Post 4299486)
Ok, another quite large spoiler for those who aren't sure which weapons do what. I'll list all of the heavy weapons in the game, in roughly the order you'll "probably" acquire them, and list their uses and weaknesses:

(NOTE: Heavy weapon ammo freely "converts" from one weapon to another, so if you have 8/10 (80%) ammo left on one weapon and switch to another heavy weapon at the Weapon Loadout interface, it will convert that remaining ammo proportionally. If the new weapon you select has a max of 20 ammo capacity, you'll have 80% of it, or 16/20.)

NOTE 2: Modifiers to ammo capacity affect the base ammo capacity, so 2 +15% upgrades and a +10% armor give you +40% of your original ammo capacity. A 10-capacity weapon with that combination becomes a 14-capacity weapon.

HEAVY SPOILER WARNING:
[Show spoiler]
M-100 Grenade Launcher: 10 ammo, 500 damage, *** rating
This is a basic line-of-sight explosive weapon. It does large amounts of damage and can be fired moderately quickly. The explosion covers several meters, so you don't have to be terribly accurate, and you can catch a large number of enemies with it if they're clustered together.


ML-77 Missile Launcher: 15 ammo, 350 damage, *** rating
This is a heatseeking missile launcher. It doesn't boast quite as much damage, or the explosive range of the M-100 Grande Launcher, but it also has twice as much ammunition. Against single targets, the ML-77 Missile Launcher does more overall damage than the M-100 Grenade Launcher.

M-622 Avalanche: 20 ammo, ** rating
This is a rapid-fire ice-blaster. It does impressive amounts of damage against shields and armor (almost as much as the ML-77 Missile Launcher per shot), but does truly pitiful damage against Health once they are unprotected. However, with that said, a hit on an unprotected target also produces a large freezing cloud that will snap-freeze all unprotected enemies within range for a LONG time (~15 seconds?). A difficult heavy weapon to use, not recommended.

M-490 Blackstorm: 5 ammo, *** rating
A portable black hole generator. It sucks in unprotected targets then explodes in a radius similar to the M-100 grenade launcher for similar amounts of damage, but it has half the ammo capacity of the M-100. Mostly useful for dragging unprotected enemies out of cover, but if you're having problems of this nature, you're probably better off using biotic powers like Singularity or Shockwave, or using Pull or Throw around a corner as Shephard. This weapon upgrades to ***** on lower-than-Hardcore difficulty, as it just mows down unarmored Husks and pulls them away from you. On the higher difficulties, they have armor, and this weapon becomes ineffective.


M-451 Firestorm: 500 ammo, * rating
This is your standard run-of-the-mill flamethrower. It has a rapid fire rate and large ammo capacity, but short range and only moderate damage. Completely forgettable on the higher difficulties - chances are, if it's close enough to hit with this weapon, it's close enough to kill you dead. The only good feature of this weapon is that it gets more ammo per pickup than any other heavy weapon (250, or 50% of base ammo). Switch to this if you've run out of heavy weapon ammo and don't think you'll need any on the next mission. It will save you some resources.

Arc Projector: 10 ammo, **** rating
The Arc Projector is like a taser on steroids. It fires a shot at your target; if it hits (better make sure it does, it has a 2 second charge time, so don't miss!), it will "chain" the electricity to nearby targets - enemies, explosive canisters, and the chained targets can then chain to other targets, etc. The chain jumping can cause the area of effect to be quite large if enemies are all densely packed (i.e. husks chasing you in a swarm). Very useful in any mission where you're likely to get swarmed. Also note that the Arc Projector will not harm you or your allies, so using it in close quarters defensively is a valid tactic.

Collector Particle Beam, 500 ammo, ***** rating
This is that nasty energy-beam type weapon that the Collector Assassins use against you. It boasts incredibly fast rapid-fire, and does +50% damage against shields/barriers (but not armor). It also has a tremendously large ammo capacity. Overall, it is the most damage-efficient heavy weapon in the game, assuming you have good aim.

M-920 Cain, 500 ammo, ***** rating
The M-920 is a tactical nuke, more or less, complete with mushroom cloud. It takes several seconds to charge before firing. It does absurd amounts of damage in a tremendously huge blast radius. Only the toughest, largest enemies will not go down in a single hit.

NOTE 1: Do not fire the Cain in an enclosed space. You will likely be in the blast radius, and it will instantly kill you.

NOTE 2: It takes all 500 base ammo to fire the Cain, so unless you have every Heavy Weapon upgrade possible, you only ever get ONE shot with it, so make it count! It is possible to get enough Heavy Weapon ammo upgrades to get to 1000 ammo and thus get a 2nd shot, but you need to equip armor that will get you that last +10% (the other 90% comes from tech upgrades)

NOTE 3: The Cain is tremendously useful against the final boss, assuming you don't need another heavy weapon to get to him.

Awesome. thanks icemage;)

Icemage 01-24-2011 09:26 PM

Quote:

Originally Posted by merrick97 (Post 4299517)
Icemage,

I am a little confused as to the advantages one gets going with a Sentinel over a soldier.

Can you elaborate?

If you are willing, could you also provide examples as to when sentinel powers provide its biggest example?

Thanks.

Sentinels get Tech Armor, which lets you recharge your shield at any time, very, very frequently. The armor explodes when "broken", damaging and stunning enemies nearby. This makes them very, very resilient to mistakes.

Sentinels also have much better power sets. Throw can be used both defensively and offensively. It can be used to toss a charging enemy away from you after you've stripped their defenses. You can also "curve" it around cover to knock unprotected enemies out of cover to finish them off, and even if they're protected, you can slowly chip away at their defenses with it if they just refuse to move into view.

Warp can be used to take down armor and barriers, or detonate an enemy already under the effect of Pulll or Singularity.

Overload takes down shields and stuns synthetic enemies, and also overheats enemy weaponry.

In short, Sentinels have the ability to strip the defenses off of any enemy (Overload for shields, Warp for barriers and armor), then get them away if they've closed (Throw). Tech Armor keeps them alive if a mistake is made.

Their only problem is low damage output. You need to be good at scoring headshots, as you have limited amounts of ammo, and only two weapons (submachine gun, heavy pistol). If you're pressed in combat and have to constantly use Tech Armor, you can't switch gears into offense by using your powers - but this is where bonus powers like Dominate come in extremely handy, and there's always the option of heavy weapons.

Soldiers have more Health than Sentinels, and deal a lot more damage faster, however they go down a LOT faster because you have no options if you make a mistake and get caught in the open. They're better than Sentinels on a few of the tougher missions where you need fast burst damage, however they're weaker on battles where there are extended fights and there's little cover.

Overall, I find Sentinel to be more tedious in combat, but much more flexible and much, much more survivable. I'm dying noticeably more using Soldier than as Sentinel on Insanity.

Denoku 01-24-2011 10:43 PM

Just a quick question. Hopefully I get this tomorrow:shiftyeyes:

When you go through Insanity do you have to import your character from your first playthrough or can you just start fresh? I want to use Biotics but I hear that's not so good for Insanity. Just don't want to screw myself over. I'm pretty sure you can start fresh but just wanted to clarify. Thanks.

Icemage 01-24-2011 11:00 PM

Quote:

Originally Posted by Dark Moses (Post 4300387)
Just a quick question. Hopefully I get this tomorrow:shiftyeyes:

When you go through Insanity do you have to import your character from your first playthrough or can you just start fresh? I want to use Biotics but I hear that's not so good for Insanity. Just don't want to screw myself over. I'm pretty sure you can start fresh but just wanted to clarify. Thanks.

Insanity difficulty is unlocked from the beginning. You don't have to beat the game/import to access it, and yes, that means you can get all trophies in one playthrough if you're diligent and smart.

Adepts are at a distinct disadvantage on Insanity. Biotic powers do not work against armored/shielded targets, and every enemy on Insanity has armor and/or barriers and/or shields. You'll need to quickly raise Zaaed and Jacob's ammo powers to level 4 Squad Ammo ASAP to supplement your damage, then earn the Convicts loyalty in the 2nd half of the game to access Squad Warp Ammo as soon as you can (save points for this!).

Adepts are a lot weaker in ME2 than they were in ME1, if only because they've lost the native Barrier ability, which is now exclusive to Jacob. Of course, you could borrow Jacob's Barrier ability as your bonus power once you earn his loyalty (not actually a terrible idea for an Adept since you'd get massive cooldown bonuses so you can use it quite often).

jsteinhauer 01-24-2011 11:32 PM

Quote:

Originally Posted by thaima1shu (Post 4298703)
You really don't have to read the codex entries if you don't want to. They add a great layer of depth to the game, but it certainly isn't required.

Agree, but without it, it's just a shooter with conversations. The codex contains all of the lore. Perhaps more important for us who have not played ME1. I can't believe the guy quoted below read everything.:p I think there's 55 hours of text alone.

Quote:

Originally Posted by Bageara (Post 4299015)
Got the game on Thursday, finished it last night, clocked up 55 hours in 3 and half days:eek: my wife hates me:rolleyes: Awesome game:rock: right up there with the Uncharteds as my favourites this gen:D

Started my insanity playthrough today....jeez its tough so far. I never know which Heavy weapon to take into battle, which is best?


Snicket 01-24-2011 11:47 PM

Just finished the game today, loved it but the ending did not make much sense to me, I haven't played ME 1 so perhaps that has something to do with it. It seemed anti-climatic though.

Phoenix Theory 01-24-2011 11:57 PM

this game is like crack im 15 hours in dont want it to end.

MerrickG 01-25-2011 12:07 AM

Quote:

Originally Posted by Icemage (Post 4300090)
Sentinels get Tech Armor, which lets you recharge your shield at any time, very, very frequently. The armor explodes when "broken", damaging and stunning enemies nearby. This makes them very, very resilient to mistakes.

Sentinels also have much better power sets. Throw can be used both defensively and offensively. It can be used to toss a charging enemy away from you after you've stripped their defenses. You can also "curve" it around cover to knock unprotected enemies out of cover to finish them off, and even if they're protected, you can slowly chip away at their defenses with it if they just refuse to move into view.

Warp can be used to take down armor and barriers, or detonate an enemy already under the effect of Pulll or Singularity.

Overload takes down shields and stuns synthetic enemies, and also overheats enemy weaponry.

In short, Sentinels have the ability to strip the defenses off of any enemy (Overload for shields, Warp for barriers and armor), then get them away if they've closed (Throw). Tech Armor keeps them alive if a mistake is made.

Their only problem is low damage output. You need to be good at scoring headshots, as you have limited amounts of ammo, and only two weapons (submachine gun, heavy pistol). If you're pressed in combat and have to constantly use Tech Armor, you can't switch gears into offense by using your powers - but this is where bonus powers like Dominate come in extremely handy, and there's always the option of heavy weapons.

Soldiers have more Health than Sentinels, and deal a lot more damage faster, however they go down a LOT faster because you have no options if you make a mistake and get caught in the open. They're better than Sentinels on a few of the tougher missions where you need fast burst damage, however they're weaker on battles where there are extended fights and there's little cover.

Overall, I find Sentinel to be more tedious in combat, but much more flexible and much, much more survivable. I'm dying noticeably more using Soldier than as Sentinel on Insanity.

I think this is my last question regarding Insanity. I am currently beginning my first Normal playthrough, so I am hardly in a bind.

What are the powers that I need to have maxed by the time I start my Insanity playthrough.

It sounds like the armor and Domination are the most important powers to have.

What powers do you best feel I should keep and

ratandjmt 01-25-2011 12:07 AM

Quote:

Originally Posted by xphoenix23 (Post 4300684)
this game is like crack im 15 hours in dont want it to end.

I know what you mean. I am at 20 and loving every minute.

Mr. J 01-25-2011 12:28 AM

I said it before but you guys who are importing your ME2 character for an Insanity playthorugh are making a big mistake. It would be better to just start off fresh with a new character? PLEASE KEEP IN MIND that your enemies start off where you are. So if you start an Insanity playthrough with a maxed out character import, then your enemies will be at those same levels. And not only that, you start off with a maxed out character with no upgrades. So the game will be more difficult that way.

It is best to do an Insanity playthrough with a new character, not an imported ME2 character.

kdn1221 01-25-2011 12:33 AM

Big disclaimer before I start (there are spoilers if you have not played through once):

I have played this game (ME2) and its predecessor (ME1) on the XBOX360 and the information that I'm providing are based on my experience on the 360 version. I have played both games using all character classes. I have also completed both games at the Insanity level. I'm assuming that the PS3 version is similar enough. Also, what is being stated here was what worked for me, if you have a different approach use it.

Having said that, I would suggest as a first playthrough go with the lower difficulty settings. This would allow you to get used to the game and see how the story plays out as well as where your potential challenges are.

General note: You can use Warp or Fire powers on any enemy. You will want team members with these abilities on your squad for the missions. Equip your weapons with Warp or Fire ammo as well. If you or a squad member have squad ammo ability, activate it. If you are an Engineer or have attack drones capability, deploy the drone as a distraction. Also, be sure to purchase and upgrade your armor as necessary. If a character is killed in ME2, that character won't be imported in ME3.

Character classes:
- Soldier - expert in weaponry and ammo enhancements (default class)
- Adept - primarily a biotic superhuman with all sorts of kinetic powers
- Engineer - can deploy drones to help as temporary 4th team member/distraction. Can hack enemy after their shields are down to make them fight their allies.
- Vanguard - a blend of the Adept and Engineer classes with more emphasis on the biotic side. Has the biotic charge ability to bulldoze the enemy by "charging" him from a distance. However, this places the vanguard in harm's way. Use with caution.
- Sentinel - like the Vanguard class, a blend of the Adept and Engineer classes with more emphasis on the tech side. Has tech armor to be used as additional layer of shielding.
- Infiltrator - specialized class of soldier that uses stealth to accomplish goals, expert with the sniper rifle, can activate tactical cloak (health does not regenerate while cloaked).

Allies that you can recruit and where -
[Show spoiler]those that can be potential love interests are in blue text (of these Garrus and Tali were characters from ME1, don't know if the PS3 version would allow romance possibilities with these two)

Miranda Lawson - available at start of game
Jacob Taylor - available at start of game
Mordin Solus - on Omega (should be recruited first to open up the research lab to develop technology and enhancements)
[Show spoiler]Garrus Vakarian/
Archangel
- on Omega
[Show spoiler]Jack/
Subject Zero
- on Purgatory
Grunt - on Korlus

Note: Mordin, Archangel, Subject Zero, and Grunt can be recruited in any order (recommendation is Mordin first to open the research lab on the Normandy 2). Before recruiting the last of the 4 characters, try to complete as many loyalty mission for the other characters as possible. Shortly after the 4th character is recruited, the game will force the Horizon mission to happen.

Tali'Zorah - on Haestrom
Samara
[Show spoiler]or Morinth
- on Illium
Thane Krios - on Illium

Note: Tali, Samara, and Thane can be recruited in any order. Before recruiting the last of the 3 characters, try to complete as many loyalty mission for the other characters as possible. Shortly after the 3rd character is recruited, the game will force the Collector ship mission to happen.

[Show spoiler]Legion
- on derelict Reaper

Note: You should complete
[Show spoiler]Legion
's loyalty mission as soon as possible after recruiting him. Events leading to the need to start the Suicide mission will happen shortly after the IFF is acquired.


Kasumi Goto - additional character from XBOX 360 DLC (can complete loyalty mission any time)
Zaeed Massani - additional character from XBOX 360 DLC (can complete loyalty mission any time)

Note: General side missions should also be completed as much as possible. These are easier missions that will allow you to gain experience for powering up.

Main Story Missions - quick tips on certain challenges (this is not meant to be a step-by-step go here or there and kill this or that)
[Show spoiler]01 - Save Joker/Awakening - pretty standard mission to get you familiarize with the controls, no major enemies or difficulty. This mission is just to establish some of the backgrounds and allow you to build your character. I like the way they set up the prologue leading to customizing your version of Shepherd.

02 - Freedom's Progress - again, fairly manageable mission. Final battle involves a YMIR mech. As soon as possible, run into the modular bungalow on the left. From inside the bungalow you can take your time wearing down the mech before destroying it.

03 - The Professor -
Turning the fan on - this part of the mission requires you to install the cure and turning the circulation fans on. After installing the cure, take out all of the Blood Packs attacking you. Go to one side and coax the Blood Pack there to come after you. Position your teammates along the guard rails above the stairs and take them out. Repeat the same tactic on the opposite side. After this is done, go to either fan control and activate it. The fan control is in a dead end location so you are cornered, fight your way out focusing on the pyro and Krogan Blood Packs (pyro Blood Pack has a flame thrower and the Krogan will charge at you if he gets close). After this you should be able to activate the other fan on the other side.

04 - Archangel -
Eclipse Assault - after meeting up with Garrus, Jaroth and the Eclipse will be mounting their attack. If you had sabotaged the YMIR mech earlier, it would help in the fight. You are cornered in the building and you need to protect Garrus. If he gets killed, the mission is over.

Fighting off invading Blood Pack - I recommend leaving a teammate to help Garrus before heading down to the basement. Close the shutters as quickly as possible. Go for the center shutter first, then go to the entry way on the left fighting off any Blood Packs along the way and close the shutter there. Come back to the entry on the right. This is an open area with oncoming Krogans, Varrens, and Vorchas. Work through them as quickly as possible and close that shutter and return to the base where it's being swarmed by more Blood Packs. Try to take out the Krogans first especially Garm and get to Garrus to help defend him. Finish off the rest of the Blood Packs.

Blue Suns final fight - After the Blood Pack, the Blue Suns will be dropping in. Take them out as they show up. Use Warp or Fire powers/ammos against the gunship and eventually you'll beat it. The gunship would be more manageable if you stopped Cathka from finishing the repairs earlier.

05 - The Convict - most of this mission is straight forward. You go from section to section fighting off prison guards. At one point, you'll encounter a YMIR mech. It will keep coming. One of the best place to kill it is near the entrance to the area. You can get it to follow you there and take your time picking it off. At the end, you'll face Warden Kuril. You'll need to take down the shield generators protecting him as well as other Blue Sun mercenaries. The mercenaries will continue to come at you, take down the generator in front of you first. Then, destroy the one on the right. To do this, look for an opening in the fighting when going right and blow it up. Afterwards, proceed to the generator on the left and work your way forward behind the pop up barriers. At this point, take out the remaining Blue Suns and then get Kuril.

06 - The Warlord - this is also pretty straight forward until the final battle with Jedore. For this battle, you'll face several Krogans, a YMIR mech, and Jedore. Ignore Jedore until the end. Get over behind the breeding tanks and be ready to take out the Krogans. Don't let them get close. The YMIR mech should be on the other side of the tanks the whole time, as long as you stay out of the line of fire, you'll be fine. After the Krogans, use Warp or Fire powers to take out the mech. It should be easy to get Jedore after this.

07 - Horizon - the biggest challenge here is the final fight when you have to defend the gun tower waiting for EDI to power it up. You'll be attacked by a lot of husks and 2 scions initially. Stay on the move and target the husks. You can gun them down or use your melee attack but do this on the move while keeping your distance from the scions. Just don't let the husks surround you. Once you've eliminated the husks, attack the scions from a distance while avoiding their shockwave attacks. The next wave will be of more husks and collectors. Do the same thing with the husks but take cover from the collectors. Focus on Harbinger and snipers first. Finally, after this wave, a Praetorian shows up. Keep your distance and use the Collector Particle Beam on it as much as possible. This weapon can work through the shield and barrier quickly. When its defenses are down it will slam to the ground to regenate. The Collector Particle Beam minimizes the number of times that this can happen. Repeat the process until it's destroyed.

08 The Engineer -
Find demo charges - Go to each location where the demo charges are at targeting the Geth Primes, Hunters, and Destroyers first and clear out the rest of the geths. The difficulty here is that you are cornered and have to fight your way out.

Get to Tali - you are now in an open area swarming with geths along with a colossus. I find that taking the route to the left is the best even though it's still a rough fight. Work your way to the concrete platform the colossus is at. Take out the geths the you run into along the way. If possible, use the Singularity Projector on the colossus. Make sure that you have team coverage because it takes a few seconds for the Singularity Projector to charge up and discharge. Fire at the colossus a little bit before all of its shieldings are gone. Otherwise, the colossus will attempt to repair itself. If successful, it should do a lot of damage to the colossus and destroy any geths in the area. Open up on the colossus while it's caught in the giant singularity and clean up any remaining geths.

09 The Justicar - this is also a straight forward mission. The biggest challenge is facing the gunship. When it shows up find cover at the exit of the building you came from. Use Warp and Fire powers repeatedly to defeat the gunship.

10 The Assassin - this is another straight forward mission. The main concern are the rocket drones on the bridge between the Dantius Towers. Target the drones with your Warp, Fire, Overload powers and clean out the Eclipse mercs.

11 Collector Ship -
It's a trap - the first of 2 biggest fights here is on the floating platforms because you have limited space with Harbinger, snipers, other collectors and 2 scions. Target Harbinger as much as possible and avoid the shockwave attacks from the scions. Use Push and Pull powers on the regular collectors. These power recharge quickly. The more collector you eliminate the less chance that Harbinger can take them over. After all the collectors are gone, use Warp or Fire powers on the scions.

Escape the Collector Ship - the second big fight is near the end of your escape. You will encounter husks, collectors, and a Praetorian in the last chamber in the Collector Ship. Take out the husks and collectors as quickly as possible and keep your distance from the Praetorian. If you are an Infiltrator, use your tactical cloak for attack and avoidance as much as possible. Just remember that you can't regenerate while the cloak is active. If you are a Sentinel, activate the tech armor to add shielding. Stay under cover as much as possible at a distance. Use the Collector Particle Beam if you have it and hammer away at the Praetorian. After you've clear the chamber, eliminate the husks, scions, and Harbinger on your way to your ship.

12 Derelict Reaper - you'll spend this mission in a lot of confined space fighting husks and scions. Use Push, Pull, Warp, Fire powers against the husks and abominations. Avoid getting close to the husks/abominations since there is limited room to move. Use Warp and Fire powers on the scions. After you've worked your way to the Reaper Core, you will be trapped in that room with lots of husks attacking. Keep on the move and attack them to thin them out. After you clear out the wave of husks and abominations, empty your weapon at the exposed core until it shuts again keeping an eye for the next wave of husks. Repeat this process until the core is destroyed.

Note: Shortly after acquiring the reaper IFF, the Normandy will be boarded and her crew kidnapped. The suicide mission should be launched as quickly as possible. If there is a long enough delay, the Normandy will be killed on the Collector Station.

13 Collector Station -
Note: Use Tali, Mordin, and Samara/Morinth. These characters have the best chance of surviving their assignments. I've use some other characters resulting in their deaths.

Disable Valves - Use Tali for the tech specialist. There are 8 valves to open and you will have to fight your way through to get them open for the tech specialist. Clear out all the collectors that you encounter on the way to each valve concentrating on Harbingers, snipers, and other collectors. Keep an eye on the health of the tech specialist. If you clear out one area quickly, don't open the valve just yet. Continue to the next area and start thinning it out. Backtrack and open the earlier closed valve(s) before the tech specialist health meter runs out. The health meter will regenerate and give you time to proceed. Repeat this process until all the collectors are taken care of and all valves are opened.

Escort Biotic Specialist - Use Mordin to escort the kidnapped Normandy crew back to the ship.

The Long Walk - Use Samara/Morinth to maintain the biotic shield. Take out the collectors using the same earlier strategy. At one point you will run into husks/abominations and a scion. Take them out as quickly as possible. This is difficult because the safe zone is within the biotic bubble that is being maintained by the biotic specialist. Make sure that you have Warp and Fire power/ammo capability in your current squad to better take out the scion.

Reaper-Human Larva - Destroy the support tubes supporting the reaper larva. There will be waves of collectors between each destroyed tube. If your aim is good, you may be able to take 2 of them out in one attack. After the cut-scene the larva comes back along with more collectors. Keep an eye on Harbinger and take him out as quickly as possible staying behind cover to avoid the reaper attack. Position yourself in front of the reaper and target the weak spots on the reaper. If you are playing as an Infiltrator, use the sniper rifle. Target a weak spot and fire quickly as many time as possible. This will do a lot of damage to the reaper.


Again, what I've stated are from my actual play of the XBOX360 version of ME2. It is, by no mean, the only way to complete the game. This was what worked for me. If you find this useful, use the tip. If not, play the game any way you like.

Terjyn 01-25-2011 12:57 AM

You should throw that whole thing behind a spoiler tag. Good info, but there's no "may" be spoilers about it...

It may not be obvious to you but even things like the identity of Archangel are spoilers if you haven't played through the game.

kdn1221 01-25-2011 12:59 AM

Quote:

Originally Posted by Mr. J (Post 4300775)
I said it before but you guys who are importing your ME2 character for an Insanity playthorugh are making a big mistake. It would be better to just start off fresh with a new character? PLEASE KEEP IN MIND that your enemies start off where you are. So if you start an Insanity playthrough with a maxed out character import, then your enemies will be at those same levels. And not only that, you start off with a maxed out character with no upgrades. So the game will be more difficult that way.

It is best to do an Insanity playthrough with a new character, not an imported ME2 character.

Reusing an imported character allow you to gain experience at a 25% percent faster rate. This is what I saw on the XBOX 360 version. I don't know if this is the same on the PS3 version.

Icemage 01-25-2011 01:09 AM

@kdn1221 Your post desperately needs spoiler tags all over it, not just the major spoiler bits. Many of the people reading this thread have never played the game before.

Also, there are major omissions and factual errors all over your post.

Icemage 01-25-2011 01:26 AM

Quote:

Originally Posted by merrick97 (Post 4300713)
What are the powers that I need to have maxed by the time I start my Insanity playthrough.

It sounds like the armor and Domination are the most important powers to have.

What powers do you best feel I should keep and

You should always be flexible, but by the end of the game I like to have:

[Show spoiler]
Defender/Guardian level 4 (10 points): The Guardian specialization makes you able to use Tech Armor more often and gives you extra Health.

Assault Tech Armor level 4 (10 points): This upgrade gives you not only the rechargeable exploding shield, but the shield resets AGAIN at 50% after being taken down.

Warp level 1 (1 point): Not much need to upgrade this. It gains a little more stunning power against harder targets at higher levels, and some more damage, but not enough to be worth the extra investment in points.

Throw level 2 (3 points): At least 2 levels here because you need level 2 to unlock Overload. It's not a bad idea to upgrade this all the way to level 4 for Area Throw, but it's not critical.

Area Overload level 4 (10 points): This makes taking down shields very, very easy. Reassign these points for the final mission, as nothing there uses shields. You could choose to move those points into Warp, as it sees more use there.

Bonus Power:
Group Dominate Level 4 (10 points): This power instantly kills un-armored Husks in droves, which would make it incredibly useful all on its own. The fact that you can turn Collectors, mercs, and Blood Pack on one another is just icing on the cake.

You'll probably have several points left over even after these (51 total skill points at level 30) - spend them however you want.

kdn1221 01-25-2011 01:31 AM

Quote:

Originally Posted by Snicket (Post 4300660)
Just finished the game today, loved it but the ending did not make much sense to me, I haven't played ME 1 so perhaps that has something to do with it. It seemed anti-climatic though.

This is like the Empire Strikes Back of the Mass Effect trilogy.
[Show spoiler]Humans are the youngest species that discovered interstellar travel over 20 years ago from a Protean mass effect device that was discovered. Mankind found out that there is this conglomeration of alien species that have cooperated together for centuries/millenia. This "federation" is governed by the Citadel Council rule by an Asari, a Salarian, and a Turian.

The humans were viewed as arrogant and impulsive especially since they wanted to join the Council in such a short time. ME1 was about Commander Shepherd, an Alliance soldier, who became the first human Spectre. The Spectres are special covert operatives working for the Citadel Council but have wide ranging discretion. They answer to no one other than the Council.

ME1 started as a shakedown run to test the new Turian/Human design ship, the SSV Normandy. It was also an evaluation of Shepherd as a Spectre candidate. As it turned out, Eden Prime, their destination was being attacked by a giant ship. The Spectre assign to the mission was murdered by another rogue Spectre agent named Saren. Shepherd discovered the plot and was named Spectre with the assignment of tracking down and capturing Saren.

As the story unfolds, Saren, along with an Asari Matriarch, Benezia, mother of Liara T'soni were working together with a mechanical race called the geths. The geths were following Sovereign, a Reaper, the same giant ship that attack Eden Prime. Saren and Benezia were unwitting pawns of Sovereign.

Along the way, Shepherd discovered that the Reaper was a sentient machine, a part of a race of sentient machines that have repeatedly wiped out organic life in the galaxy in regular cycles (approx. 50,000 years). The last time that this happened, the Proteans were destroyed but they managed to put a safeguard in place to prevent the next occurrence. Sovereign was supposed to be the vanguard that will summon the reapers for the next invasion.

When the plan was discovered, Sovereign attempted to attack and destroy the Citadel. Shepherd was able to retrieve the necessary information from the Protean planet Ilos to prevent this. He and the Normandy came back to defend the Citadel and destroy both Saren and Sovereign. After this, Shepherd continues his search for ways to stop the coming reaper invasion.

At the opening of ME2, you see Shepherd and the Normandy continuing their mission when the sudden attack from the Collectors happened. The Citadel Council decided to hide the truth about the reapers from the public choosing to blame the geth for the Citadel attack. Since Shepherd was missing, presumed dead, there were no opposition. When Shepherd resurfaced in the company of Ceberus, an organization that is opposed by the Council, he was forced to work outside of the "legal" channels. This is why ME2 is about Shepherd building a team of misfits working with Ceberus.


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