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ol<br/><br/> {margin-bottom:0in;}<br/><br/>ul<br/><br/> {margin-bottom:0in;}<br/><br/>--><br/><br/></style><br/><br/><div="WordSection1" style="width:640px;"><br/><br/><p="MsoNormal">Mass Effect 3 Multiplayer guide</p><br/><br/> By Travis Hall<a name="_GoBack"></a></p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Intro</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Combat<br/><br/>Basics</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Health</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Power<br/><br/>Cooldown</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Debuffs</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Tanking</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Biotic<br/><br/>Explosions</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Tech<br/><br/>Bursts</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Fire<br/><br/>Explosions</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Cryo<br/><br/>Explosions</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Class<br/><br/>overview</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Adepts</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Soldiers</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Engineers</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Sentinels</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Infiltrators</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Vanguards</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Races</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Basic<br/><br/>Humans</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Engineer</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Infiltrator</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ex-Cerberus</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>N7</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Fury (Adept)</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Destroyer (Soldier)</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Demolisher (Engineer)</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Paladin (Sentinel)</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Shadow (Infiltrator</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Slayer (Vanguard)</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Asari</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Justicar (Adept)</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Quarians</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Female Engineer</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Male Engineer</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Female Infiltrator</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Male Infiltrator</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Turians</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Drell</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Krogan</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Battlemaster Vanguard</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Salarian</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Engineer</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Infiltrator</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Geth</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Engineer</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Infiltrator</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Batarian</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vorcha</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Enemies</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Reapers</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Husks</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Cannibals</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Marauders</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Brutes</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Ravagers</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Banshees</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Cerberus</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Assault Troopers</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Centurians</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Nemesis</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Guardians</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Combat Engineers</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Turrets</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Phantoms</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>viii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Atlas </p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Geth</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Trooper</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Rocket Trooper</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Hunter</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Pyro</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Prime</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Missions</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Hacking</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Retrieval</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Upload<br/><br/></p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Kill<br/><br/>Specific Enemy</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Escort<br/><br/>Drone</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Extraction</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Choosing<br/><br/>the Right Weapon</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Machine<br/><br/>Guns</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Caster<br/><br/>weapons</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Area<br/><br/>of Effect</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Snipers</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Close<br/><br/>Quarters Combat</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Equipment</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ammo</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Weapon<br/><br/>Bonuses</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Armor<br/><br/>Bonuses</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Gear</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Consumables</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ammo<br/><br/>Packs</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Medi-Gel</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Missile<br/><br/>Launcher</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ops<br/><br/>Survival Pack</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>General tips</p><br/><br/><p="MsoListParagraphCxSpLast"="'margin-left:1.5in'"> </p><br/><br/><p="MsoNormal"> </p><br/><br/><p="MsoNormal"> </p><br/><br/><p="MsoListParagraphCxSpFirst"> </p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Intro</p><br/><br/> This here is a general guide on how to play<br/><br/>Mass Effect 3’s multiplayer. It includes tips on how best to deal damage,<br/><br/>survive the various enemies and give an overview on ways to use classes.  </p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Combat<br/><br/>Basics</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Health</p><br/><br/> Your health is<br/><br/>broken down into shields/barriers and health. Your shields and barriers will<br/><br/>recharge after a short while of not taking damage. It is important to either<br/><br/>find good cover or kill any nearby enemies if you want your shields to<br/><br/>recharge. Health will only recharge to the nearest fifth. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Power<br/><br/>Cooldown</p><br/><br/> Every single<br/><br/>character has special powers and abilities, many of these are affected by your<br/><br/>power cooldown rate. Your power cooldown is affected by the weight of the<br/><br/>weapons you carry. Generally the more powerful the weapon the higher the weight<br/><br/>and the slower the cooldown. So if you are playing as a character who relies on<br/><br/>powers you will want to only bring a single light weapon.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Debuffs</p><br/><br/> Certain powers<br/><br/>like cryo blast or tactical scan are more useful for the effects they do to<br/><br/>enemies than for dealing damage. Effects like slowing an enemy down or making<br/><br/>them more susceptible to damage. It is generally advised to use these powers on<br/><br/>bigger enemies that have high health.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Tanking</p><br/><br/> Tanking is simply<br/><br/>when a character with high health and damage protection like a krogan, or the<br/><br/>ability to quickly regenerate shields like a vanguard intentionally draws the<br/><br/>enemies fire so that teammates who have low health can attack without fear.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Biotic<br/><br/>Explosions</p><br/><br/> Biotic explosions<br/><br/>are one of the most powerful tools in a biotics belt. Put simply when an enemy<br/><br/>is hit by a biotic attack that has a lasting effect that enemy is “primed” so<br/><br/>that when he is hit by a different biotic attack he causes an explosion which<br/><br/>deals large amounts of damage to him and all surrounding enemies. If the enemy<br/><br/>survived he can be reprimed and detonated again. One thing to note is that if<br/><br/>an enemy is primed then hit by a tech power it is no longer primed for biotic<br/><br/>attacks.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Tech<br/><br/>Bursts</p><br/><br/> Tech bursts<br/><br/>operate similarly to biotic explosions except that they are primed by tech<br/><br/>powers. They are also different in that several biotic powers can detonate<br/><br/>them.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Fire<br/><br/>Explosions</p><br/><br/> Fire explosions<br/><br/>are massive fireblasts that catch all nearby enemies on fire. They are primed<br/><br/>by any power or grenade that is incendiary in nature. Many powers both biotic<br/><br/>and tech in nature can set off a fire explosion. Unlike biotic explosions or<br/><br/>tech bursts the detonating power has to actually kill the enemy for the explosion<br/><br/>to occur. This makes fire explosions hard to pull off on stronger enemies</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Cryo<br/><br/>Explosions</p><br/><br/> Cryo explosions<br/><br/>operate similarly to fire explosions except they are primed by a cryo power.<br/><br/>They can then freeze or chill all nearby enemies. Like fire blasts the enemy<br/><br/>has to be killed by the detonating power for an explosion to occur.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Class<br/><br/>overview</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Adepts</p><br/><br/> Adepts are biotic<br/><br/>specialists, they are excellent at priming and detonating biotic explosions.<br/><br/>They can also use their powers to weaken, kill or incapacitate enemies. While<br/><br/>possessing massive offensive potential many of them have low health and can’t<br/><br/>last long in a firefight. As a very power dependent class it is recommended you<br/><br/>only use light weapons so that you have a low cooldown time.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Soldiers</p><br/><br/> Soldiers are the<br/><br/>class best suited to use weapons. Most of them get bonuses affecting weapon<br/><br/>accuracy, rate of fire or damage. A lot of their other powers are grenade based<br/><br/>which are unaffected by cooldowns. They tend to have higher health so they can<br/><br/>stand in a firefight. This is the class for people who are weapon specialists<br/><br/>and want to carry big guns.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Engineers</p><br/><br/> The tech<br/><br/>specialists. Most of them have powers designed to strip enemy shields, set up<br/><br/>tech bursts or fire/ cryo explosions. In addition to that many engineers can<br/><br/>deploy drones or turrets designed to do anything from guard a back door or draw<br/><br/>enemy fire to a decoy or regenerate allied shields. They are still a power<br/><br/>dependent class but not to the same degree as an adept so lighter weapons are<br/><br/>recommended but not mandatory.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Sentinels</p><br/><br/> The sentinel<br/><br/>class has a huge amount of variety and can fill any number of roles. Rather<br/><br/>than relate them all here I’ll cover their uses in the races section. I will<br/><br/>point out though that all sentinels can make excellent tanks with either some<br/><br/>kind of armor or health regeneration.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Infiltrators</p><br/><br/> Infiltrators<br/><br/>generally come in 2 forms, pure damage dealers who use a shotgun or sniper to<br/><br/>destroy enemies or team support specialists that go around reviving teammates<br/><br/>and accomplishing missions. Infiltrators can do that because all of them have<br/><br/>the tactical cloak power which renders them almost invisible to enemy eyes. The<br/><br/>cloak though only lets you choose either a large weapon damage increase or a<br/><br/>larger amount of time you can remain cloaked, thus giving a choice between<br/><br/>which role you want to play. It is important to note that enemies can still see<br/><br/>you if you are close to them when cloaked, they will also keep shooting at the<br/><br/>last place they saw you if they saw you cloak. Infiltrators mostly deal damage<br/><br/>through weapons instead of powers. If you cancel the cloak before during its<br/><br/>run the cooldown to use another power is less so you can carry heavier weapons<br/><br/>as an infiltrator.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Vanguards</p><br/><br/> Vanguards are the<br/><br/>frontline troops. All of them have the biotic charge ability which sends them<br/><br/>directly at the enemy and recharges their shields. With that power and shield<br/><br/>recharge ability a vanguard can stay alive while surrounded by enemies, giving<br/><br/>the rest of your team a clear shot while then enemy is focused on you. Biotic<br/><br/>charge is also a great detonator for all types of explosions. A warning though,<br/><br/>there is a bug that can incapacitate vanguards if they die while charging. This<br/><br/>bug can be avoided if they host though.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Races</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Basic<br/><br/>Humans</p><br/><br/> Humans are the<br/><br/>starting characters for everybody. They have ok health, good speed and decent<br/><br/>powers. There is no difference between the female and male versions aside from<br/><br/>appearance.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/> The human adept<br/><br/>can easily incapacitate and prime large groups of enemies with their<br/><br/>singularity power, it lifts multiple unshielded and unarmored enemies into the<br/><br/>air. They can then use shockwave to detonate large groups of enemies at once.<br/><br/>Shockwave also produces the largest biotic explosions when detonated and can<br/><br/>also stagger all enemies in front of you. Careful about where you use it since<br/><br/>shockwave will jostle snipers aim. Human adepts also get warp, which is an<br/><br/>immensely useful power that deals damage, weakens armor and both primes and<br/><br/>detonates explosions. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/> Human soldiers<br/><br/>have the adrenaline rush power which increases weapon damage and can be specced<br/><br/>to increase to increase shields or damage resistance. Adrenaline rush also<br/><br/>instantly reloads your weapon which can massively increase your damage output.<br/><br/>Soldiers also get frag grenades which can be used (with no cooldown) to clear<br/><br/>out mobs and detonate fire explosions.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Engineer</p><br/><br/> Human engineers<br/><br/>can use their combat drone to provide fire support and draw enemy fire. The<br/><br/>engineer also gets overload which is great at stripping enemy barriers and<br/><br/>shields. The engineer can also use incinerate to destroy enemy armor and panic<br/><br/>unprotected enemies. Overload and incinerate also work well together as they work<br/><br/>as priming and detonating agents for the other.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/> The human<br/><br/>sentinel is basically an adept with armor on. Tech armor, while increasing<br/><br/>cooldown massively increases defensive ability. They also get warp and throw.<br/><br/>Throw is excellent at detonating biotic explosions or for knocking weaker<br/><br/>enemies off their feet. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Infiltrator</p><br/><br/> The human<br/><br/>infiltrator can use their cryo blast to chill or freeze enemies, setting them<br/><br/>up for easy headshots. They can also use sticky grenades and stay cloaked,<br/><br/>which can be useful when you need to leave an area quickly and safely. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/> The human<br/><br/>vanguard gets nova and shockwave. Usually when you see a human vanguard they don’t<br/><br/>spec anything into shockwave and instead make sure everything else is maxed<br/><br/>out. Nova drains all of your shield energy to create an explosion. If you have<br/><br/>a low enough cooldown you can then immediately charge again to replenish your<br/><br/>barrier, creating a cycle of invulnerability and deal high damage.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ex-Cerberus</p><br/><br/> Also known as<br/><br/>phoenix they have mostly the same basic stats as their regular human<br/><br/>counterparts and can also dodge as well. They have a different heavy melee<br/><br/>which does an area damage.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/> The adept has<br/><br/>singularity, an excellent way to deal with weaker enemies. They also have lash,<br/><br/>which can detonate biotic explosions. It is more useful however to rip away a<br/><br/>guardians shield and fling weaker enemies across the map. With shield<br/><br/>penetration taken it can grab more powerful enemies and launch them behind you.<br/><br/>Remember though that just because they were flung behind you doesn’t mean they<br/><br/>died, so be sure someone makes sure that they died unless you want to be<br/><br/>attacked from behind. Smash goes through walls and cover and can always<br/><br/>detonate biotic explosions. Depending on how you evolve it smash can either set<br/><br/>up biotic attacks or tech bursts.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/> The vanguard is<br/><br/>largely the same as the adept except they have biotic charge instead of<br/><br/>singularity. With smash set up for biotic priming they can detonate their own<br/><br/>biotic explosions.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>N7</p><br/><br/> N7 forces are<br/><br/>elite, highly specialized humans. They largely have nothing in common with each<br/><br/>other except for the fact they can all dodge and are human.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Fury (Adept)</p><br/><br/> With annihilation<br/><br/>field on the fury will damage all nearby enemies, it also primes them so you<br/><br/>use throw for biotic detonations. Dark channel hits an enemy and continues<br/><br/>dealing damage for up to 42 seconds. If the affected enemy dies dark channel<br/><br/>will automatically transfer to them. This makes it a very handy priming agent.<br/><br/>The fury also can teleport through walls when they use their dodge. For their<br/><br/>heavy melee they teleport right to the target and unleash an area attack.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Destroyer (Soldier)</p><br/><br/> With high natural<br/><br/>health and large weapon bonuses from devastator mode the destroyer is almost<br/><br/>the perfect soldier. The downside is that with devastator mode engaged he is<br/><br/>very slow and loses the ability to dodge. With his other powers either a<br/><br/>grenade (multi-frag grenade) or an automatic missile launcher he is cooldown<br/><br/>immune. So combining his weapon proficiency with the heaviest weapons and he<br/><br/>can clear a room of enemies easily. The downside is that he has to since he is<br/><br/>too slow too run away. The missile launcher is not recommended as it doesn’t do<br/><br/>much damage and reduces his shields by half.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Demolisher (Engineer)</p><br/><br/> A grenade<br/><br/>specialist. They get passive bonuses to the amount of grenades they can carry,<br/><br/>can deploy supply pylons which refill their grenades and have 2 different<br/><br/>grenades to choose from, arc and homing. Both grenades draw from the same pool<br/><br/>of available grenades though. Since they are grenade centric there is nothing<br/><br/>stopping you from equipping heavy weapons.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Paladin (Sentinel)</p><br/><br/> This guy carries<br/><br/>around a very strong omnishield. When using heavy melee he plants it in the<br/><br/>ground and can protect objectives, weaker teammates or absorb the fire of every<br/><br/>enemy. After so much damage or a powerful enemies attack the shield will break<br/><br/>and you will be staggered, however once you recover you can immediately replant<br/><br/>the shield. The paladin also gets incinerate, which is always a useful power.<br/><br/>They also get snap freeze, which can chill or freeze large numbers of nearby<br/><br/>enemies. They also get energy drain, which is useful for both draining an<br/><br/>enemies shields and replenishing your own.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Shadow (Infiltrator)</p><br/><br/> This is basically<br/><br/>a ninja. You are armed with a very powerful sword and an ability that teleports<br/><br/>you right behind the enemy for a powerful sword strike. With the right upgrades<br/><br/>it is possible to cloak, do a sword strike and either run away before your<br/><br/>cloak runs out or do another strike. It’s recommended that you go lightly armed<br/><br/>as your sword is more powerful than most guns. They also get electric slash,<br/><br/>which is essentially a tech version of shockwave.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>N7 Slayer (Vanguard)</p><br/><br/> Another character<br/><br/>with a sword, although his sword is not as powerful as the shadows. He does get<br/><br/>a palm blaster that damages enemies in exchange for depleting his own shields.<br/><br/>His biotic slash is functionally the same as shockwave. Where this character<br/><br/>has an edge is his high mobility. His dodge move is a teleport which allows him<br/><br/>to go through walls and instantly climb ladders.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Asari</p><br/><br/> The asari have<br/><br/>fairly low health but a high mobility. Their dodge is a quick dash move that<br/><br/>drains a small amount of barrier but allows them to quickly escape danger. They<br/><br/>have a powerful area melee attack.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/> In addition to<br/><br/>the powerful warp/throw combo the adept can also use stasis, which completely<br/><br/>immobilizes any unarmored enemy. Enemies in stasis are then susceptible to<br/><br/>either weapons fire or can be detonated. It is highly recommended to go lightly<br/><br/>armed and rely on powers instead.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/> The vanguard has<br/><br/>the staple biotic charge but can also put enemies in stasis like her adept<br/><br/>counterpart. She also carries lift grenades which are excellent at clearing out<br/><br/>a room of weaker enemies, allowing the vanguard to engage anything more<br/><br/>powerful one on one. She can carry a more powerful weapons but a fairly light<br/><br/>loadout is still recommended.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Justicar (Adept)</p><br/><br/> The justicar has<br/><br/>higher shields than other asari, combined with the damage reduction from using<br/><br/>reave on organic enemies and the protection offered by her biotic bubble and<br/><br/>you have the toughest asari. Reave, especially with the area boost taken is<br/><br/>excellent at setting up biotic explosions. With the biotic bubble specced to<br/><br/>cause warp damage she can set up her own biotic explosions. Biotic bubble, in<br/><br/>addition to providing damage reduction for allies also staggers enemies when<br/><br/>deployed, allowing you to leave. They can also use pull to deal with single<br/><br/>enemies and set up explosions from a distance.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Quarians</p><br/><br/> Quarians have<br/><br/>decent health and the ability to dodge. All of them use tech powers.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Female Engineer</p><br/><br/> The female<br/><br/>engineer can deploy a turret to offer fire support and draw fire. With both<br/><br/>cryo blast and incinerate she can set up and detonate cryo explosions. While<br/><br/>not entirely power dependent you would still want a fairly quick cooldown.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Male Engineer</p><br/><br/> The male engineer<br/><br/>is armed with powerful arc grenades and incinerate, allowing him to set up and<br/><br/>detonate either fire explosions or tech bursts. He also has tactical scan,<br/><br/>which makes an enemy slower, more susceptible to damage and highlights him to<br/><br/>all your allies. It is immensely useful on powerful enemies. His weapon loadout<br/><br/>depends on how much you like incinerate as tactical scan should only be used on<br/><br/>the powerful enemies.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Female Infiltrator</p><br/><br/> In addition to<br/><br/>the regular powers an infiltrator has like tactical cloak and a grenade<br/><br/>(sticky, like human infiltrator) she has the immensely useful sabotage.<br/><br/>Sabotage allows you to hack enemy AI’s, including every single geth unit as<br/><br/>well as Cerberus atlas’s and turrets. When hacked they will fight for you for a<br/><br/>while. On other enemies it will cause a gun backfire. Finally on all enemies it<br/><br/>causes them to be very susceptible to tech damage.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Male Infiltrator</p><br/><br/> The Quarian male<br/><br/>infiltrator can use tactical scan to slow down targets, allowing easier<br/><br/>headshots. They also have arc grenades which are very useful in draining a<br/><br/>powerful enemies shields or clearing out weaker enemies.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Turians</p><br/><br/> Turians have<br/><br/>fairly high health and an innate stability bonus on weapons, making rapid fire<br/><br/>weapons work more effectively. Unfortunately they cannot dodge, making it more<br/><br/>important to have nearby cover.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/> The turian<br/><br/>soldier has the marksman ability, with that ability all weapons get a rate of<br/><br/>fire and accuracy burst. This is far more useful on assault rifles and smg’s.<br/><br/>They can use proximity mines to damage, slow and weaken enemies defenses, then<br/><br/>pour into them with high powered weapons. They also have concussive shot which<br/><br/>is useful for knocking down enemies. Unfortunately all these powers start the<br/><br/>cooldown meter, so it’s best to only pick two.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/> The Turian<br/><br/>sentinel is a jack of all trades type character, with the natural turian<br/><br/>passives it is good with guns, with tech armor it is good as a tank, with warp<br/><br/>it is good against armor and with overload it is good against shields. It can<br/><br/>also set up bursts for other characters but can’t detonate any of it’s own.<br/><br/>However you want to play the turian sentinel will most likely work and they can<br/><br/>fit on any team.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Drell</p><br/><br/> Very fast moving<br/><br/>and quick but very bad health. If they are caught out in the open they will<br/><br/>die, so use superior speed and a great dodge to make sure you don’t get caught<br/><br/>in the open.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Adept</p><br/><br/> The drell adept<br/><br/>can mitigate their low health with damage reduction from reave but they are<br/><br/>still not very strong. Where he excels is in reaving a group then throwing<br/><br/>cluster grenades, this will cause multiple biotic explosions and clear out a<br/><br/>room fast. They can also set up simpler explosions by using pull on unshielded<br/><br/>enemies then reaving them.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vanguard</p><br/><br/> The drell<br/><br/>vanguard has to operate differently than most vanguards since he has such weak<br/><br/>barriers. Even with spamming biotic charge there is still a good chance of him<br/><br/>going down, as such you should use biotic charge more as a cleanup or backup<br/><br/>move instead of the usual aggressive move. The drell vanguard can still use<br/><br/>pull and a combination of cluster grenades or biotic charge to set off<br/><br/>explosions that will leave an area weak enough for the drell to get in close<br/><br/>and finish off. A more powerful shotgun is recommended with this class as<br/><br/>cooldowns are not as big of an issue.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Krogan</p><br/><br/> The complete<br/><br/>opposite of drell, krogans are big, slow and heavily armored with high health.<br/><br/>Every one of them has their own form of armor and a special rage ability where<br/><br/>if they kill enough enemies with their powerful melee in a short enough<br/><br/>timespan their attack and defense rise even higher. However krogans have no<br/><br/>dodge at all.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/> The krogans armor<br/><br/>can be purged to increase their melee damage, allowing them to one hit kill<br/><br/>many enemies, however be sure to reapply it so that you can keep it’s damage<br/><br/>protection. You then have a choice of carnage, an armor destroying power or<br/><br/>inferno grenades, another armor destroying power. Keep in mind that with only<br/><br/>fortification and inferno grenades you don’t need to worry about cooldown,<br/><br/>allowing your krogan to carry the big guns he was meant to.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/> Krogan sentinels<br/><br/>are very similar to the soldier, slightly higher damage reduction, incinerate<br/><br/>instead of carnage, lift grenades instead of inferno and a constant melee boost<br/><br/>instead of needing to purge the armor.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Battlemaster Vanguard</p><br/><br/> With even higher<br/><br/>health than the other krogan and the ability to recharge it with biotic charge<br/><br/>they are arguably the strongest character in the game. While not as good at<br/><br/>meleeing as fellow krogan they are still good and can use powerful shotguns<br/><br/>instead. They do need to notice cooldown though unlike other krogan.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Salarian</p><br/><br/> Fairly quick with<br/><br/>fairly good shields, they have a capable dodge and mobility but just a standard<br/><br/>heavy melee.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Engineer</p><br/><br/> With incinerate<br/><br/>and energy drain the salarian engineer would already be a fine character to use,<br/><br/>but they are also given decoy as well. With decoy you can place a decoy that<br/><br/>draws enemy fire away from your team. This makes it far easier for your team to<br/><br/>deal with enemies and works well at stopping close range enemies from<br/><br/>approaching you where they can do their damage.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Infiltrator</p><br/><br/> The salarian<br/><br/>infiltrator has a very good ability to use energy drain while cloaked, this<br/><br/>allows him to recover his shields and maintain his cloak, unlike most<br/><br/>infiltrators who have to run away, break their cloak and wait for their shields<br/><br/>to recover. It also allows them to drain an enemies shields making it easier to<br/><br/>snipe them.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Geth</p><br/><br/> High shields and<br/><br/>low health. Fair mobility with the ability to dodge. Their heavy melee deals<br/><br/>good damage over an area but also drains your shields. The geth also get a<br/><br/>bonus when using geth weapons.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Engineer</p><br/><br/> The geth<br/><br/>engineers turret will replenish its allies shields, making it especially useful<br/><br/>when holding a position. When hunter mode is engaged (halves shields but helps<br/><br/>all offensive abilities and weapons) he can use overload very quickly and<br/><br/>powerfully. He can carve his way through geth enemies.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Infiltrator</p><br/><br/> Using hunter mode<br/><br/>can allow you to find out where every enemy on the map is, quite useful for a<br/><br/>headhunting infiltrator. With passive abilities, tactical cloak, hunter mode<br/><br/>and the debuff from proximity mines the geth infiltrator is a superb damage<br/><br/>dealer, however that will leave you very vulnerable should the enemy find you.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Batarian</p><br/><br/> Ok mobility but<br/><br/>no dodge. Pretty good shields and health. Pretty good heavy melee. They all<br/><br/>have a passive ability that lets them carry more ammo, good for some of the<br/><br/>faster shooting weapons that have a tendency to run out. They also both have<br/><br/>blade armor which in addition to damage protection also damages an enemy when<br/><br/>they try to melee you.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/> The batarian<br/><br/>soldier has the incredibly useful ballistic blades, it is essentially a<br/><br/>powerful shotgun blast that staggers most enemies and automatically reloads<br/><br/>after its cooldown. Pair it with a ranged weapon and you are functionally<br/><br/>carrying two guns that you don’t need to take the time to switch between. You<br/><br/>could also spec into inferno grenades though they aren’t mandatory.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/> The batarian<br/><br/>sentinel gets submission net and shockwave in addition to its blade armor.<br/><br/>Submission net is great at stopping close quarter focused enemies from getting<br/><br/>close. It can also be used to immobilize targets for a sniper. It also will<br/><br/>prime tech bursts which can then be detonated with shockwave.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Vorcha</p><br/><br/> Very quick, high<br/><br/>health but low shields. Very good dodge and an incredibly useful ability<br/><br/>bloodlust. When activated bloodlust regenerates health, increases speed and<br/><br/>increases melee attack, for every kill that bonus increases. If you choose to<br/><br/>spec into health regeneration you have a character that can shrug off small<br/><br/>arms fire, is unaffected by a banshees warp, laughs at swarmers and is immune<br/><br/>to ravager acid. Both vorcha also have the flamer ability, which is a<br/><br/>flamethrower that is highly effective against armor, take down an enemies<br/><br/>shields and the flamethrower can destroy even the strongest enemies.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Soldier</p><br/><br/> The soldier also<br/><br/>has the carnage power, it can be useful for setting off fire explosions but<br/><br/>isn’t required to have.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Sentinel</p><br/><br/> The only<br/><br/>difference between soldier and sentinel is that the sentinel gets cluster<br/><br/>grenades instead of carnage. Since cluster grenades can also cause fire<br/><br/>explosions and clear out weaker enemies, allowing bloodlust to stack quickly.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Enemies</p><br/><br/> There three factions you’ll face, each with<br/><br/>different strategies and weaknesses.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Reapers</p><br/><br/> Reapers general<br/><br/>philosophy is to force you out of cover. They will come at you with husks,<br/><br/>banshees and brutes to get in your cover and force you to break it. Their<br/><br/>cannibals will also throw grenades to force you to break cover. Once you’ve<br/><br/>broken cover then you’re vulnerable to fire from their cannibals, marauders,<br/><br/>ravagers and banshees ranged attacks. Generally teams with lots of biotics do<br/><br/>well against reapers, though anti armor in any form is appreciated. Be prepared<br/><br/>to have to fall back to new defensive positions multiple times, this will leave<br/><br/>their slower units behind and allow to focus more on their faster heavy<br/><br/>hitters.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Husks</p><br/><br/> The most basic<br/><br/>troops in the reapers army, they have poor health and no shields or armor, almost<br/><br/>any attack will kill them and their melee damage is more annoying than life<br/><br/>threatening. However if you ignore them they can clog up lanes and block your<br/><br/>movement. Where their real threat comes from is when they grab you you are<br/><br/>momentarily incapacitated and sustain a fair amount of damage, more importantly<br/><br/>you are left standing out of cover where other enemies can shoot you down.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Cannibals</p><br/><br/> The basic grunts<br/><br/>of the reaper forces. They attack from distance with guns and will throw<br/><br/>grenades to flush you from cover. When one of them dies the others will rush to<br/><br/>eat his corpse, which, while regenerating their health and giving them armor<br/><br/>leaves them easy targets for anyone. Their real strength lies in numbers where<br/><br/>a group can quickly bring down a guy.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Marauders</p><br/><br/> These guys deal<br/><br/>decent damage from range and are especially good at taking you down when you<br/><br/>have broken cover. They also can provide armor to cannibals and husks, while<br/><br/>they are doing this though they are left wide open to attack and can generally<br/><br/>be brought down.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Brutes</p><br/><br/> Big, heavily<br/><br/>armored melee centric creatures. They can charge from a long ways away and hit<br/><br/>with a very powerful melee attack. When close they will continue hitting with<br/><br/>powerful melee swipes or sometimes pick someone up and instantly kill them. As<br/><br/>they die they let out one last melee attack that can bring down anyone who<br/><br/>didn’t get away quick enough. Thankfully they are not that bright, when they<br/><br/>charge they can often get stopped by walls. Their size also works against them<br/><br/>as even the most inaccurate guns should be able to hit every time. They also make<br/><br/>ideal targets for multiple biotic explosions, killing anything nearby. If you<br/><br/>time your dodges to their charges you should be able to take them out one on<br/><br/>one fairly easily.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Ravagers</p><br/><br/> Long range heavy<br/><br/>hitters. They fire in bursts of three that can stagger you and kill many weaker<br/><br/>characters. They also release swarmers, tiny creatures who die when they attack<br/><br/>and primarily stop shields from regenerating, though in groups can do damage.<br/><br/>When a ravager dies it releases a pool of acid that deals damage quickly over a<br/><br/>set area. If you get close to it will release a pack of swarmers, however it<br/><br/>will not fire its main guns at nearby targets. Weaken its armor with biotics<br/><br/>and shoot at the area behind where its main sack was and you can take them down<br/><br/>fairly quickly.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Banshees</p><br/><br/> Big, massive<br/><br/>shields, very strong armor, no headshot bonus, a loud shrieking noise and many<br/><br/>different attacks. They have a type of biotic dash that allows them to quickly<br/><br/>close on a group. If they get close they can grab you for an instant kill that<br/><br/>can only be stopped if the rest of your team can deal massive damage to it<br/><br/>quickly. It can also use warp, which will curve towards you and continue to<br/><br/>damage you over time. It also has a massive area of effect attack emanating<br/><br/>from it which damages and staggers anyone not behind cover. Biotic attacks<br/><br/>don’t always prime or detonate on banshees also. The best way to deal with them<br/><br/>is concentrated team fire with biotics, debuffs and guns focusing on it. Also<br/><br/>when you hear their trademark scream be sure you have a place to evacuate to<br/><br/>because there is a good chance they will force you to break cover.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Cerberus</p><br/><br/> Cerberus is the<br/><br/>most tactical of the enemies you’ll face. Assault troopers will use grenades to<br/><br/>flush you from cover, centurians will lay down smoke grenades, guardians will<br/><br/>advance with large shields covering them, nemesis’s will snipe while engineers<br/><br/>lay down powerful turrets. In addition to that atlas’s will constantly advance<br/><br/>firing powerful weapons while phantoms close with their swords. Not to mention<br/><br/>the fact that most of them know how to use cover and they will always try to<br/><br/>flank you. The best way to beat Cerberus is with vigilance and communication. A<br/><br/>well balanced team is also helpful but the fact is most of cerberus’s forces<br/><br/>aren’t overpowering and if you watch your flanks, stop their engineers from<br/><br/>setting up turrets and call out where a phantom is you should be ok.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Assault Troopers</p><br/><br/> Basic Cerberus<br/><br/>infantry, good with guns, will melee if close and throws grenades to break you<br/><br/>out of cover. Individually they can kill if you don’t notice them but normally<br/><br/>aren’t too big a threat. Their real threat comes when a group flanks your team<br/><br/>without anyone noticing.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Centurians</p><br/><br/> Where there are<br/><br/>assault troopers there are generally centurians. Mostly the same tactics as<br/><br/>assault troopers but they have shields and better weapons. They shoot smoke<br/><br/>grenades in front of themselves to block your line of sight an advance. However<br/><br/>they do not throw actual grenades.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Nemesis</p><br/><br/> Cerberus snipers,<br/><br/>they often change their point of attack and are almost always behind cover.<br/><br/>Their sniper very rarely actually kills anyone but they are very good at<br/><br/>bringing down shields. They do have no melee attack and will run if you get<br/><br/>close. You will see and hear when they paint you with their red laser and you<br/><br/>can generally get behind cover if you’re quick. Take them out when you can but<br/><br/>these are lower priority targets.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Guardians</p><br/><br/> Guardians advance<br/><br/>behind a powerful shield while wielding a powerful handgun. If they close they<br/><br/>can deal lots of damage, however they are generally pretty easy to take out. A<br/><br/>talented sniper can shoot through a slot at their head, or any gone with<br/><br/>natural armor piercing or a penetration mod can simply shoot through the<br/><br/>shield. Several biotics can use pull or lash to rip the shield away and leave<br/><br/>them defenseless. Several other biotic attacks like biotic charge will also<br/><br/>stagger them, when staggered they drop their shield allowing you to simply<br/><br/>shoot them.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Combat Engineers</p><br/><br/> Combat engineers<br/><br/>themselves are not too dangerous, though they are armed and can take you out<br/><br/>when you are weakened. Their real threat comes from the fact that they deploy<br/><br/>turrets which can wipe out an entire team. For that reason kill combat<br/><br/>engineers on sight, when they are deploying the turret they are especially<br/><br/>vulnerable as hitting them will cause an explosion.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vi.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Turrets</p><br/><br/> These are<br/><br/>stationary gun platforms that fire in 3 second bursts, during that 3 second<br/><br/>burst all but the very strongest units will be taken down. Right after they are<br/><br/>done firing you have a window of opportunity to attack. If you have an<br/><br/>infiltrator or sniper they can deal with turrets pretty well. Also hitting them<br/><br/>with tech powers works fairly well.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>vii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Phantoms</p><br/><br/> Quick, mobile and<br/><br/>deadly from a distance as well as range. They have a palm blaster which deals<br/><br/>large amounts of damage from a distance, forcing you to take cover while they<br/><br/>close and then attack with their sword. Being hit by their sword may stagger<br/><br/>you and there is a good chance they will instakill you shortly after. Sometimes<br/><br/>they hide near a  nemesis and ambush people who come to attack the nemesis up<br/><br/>close. If you only damage but not kill they will cloak and hide and regenerate<br/><br/>their barrier. They can also deploy an ability which negates all tech and<br/><br/>biotic attacks, though leaves them vulnerable to gunfire. Be careful they don’t<br/><br/>flank you or your team will quickly be out a member. The best way to deal with<br/><br/>them is by immobilizing them with stasis or a submission net. If those aren’t<br/><br/>an option they are also vulnerable to being staggered, giving a good window to<br/><br/>attack. Failing that then debuff them so they can’t move as quick and simply<br/><br/>shoot them a lot.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>viii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Atlas </p><br/><br/> The atlas is big,<br/><br/>slow, heavily shielded and armored, with powerful guns. They have two different<br/><br/>guns, one that targets individuals and one that deals area damage. They can<br/><br/>also melee and instakill if you are close but since it is fairly easy to move<br/><br/>away from them it’s not normally a problem. You can deal with them in any<br/><br/>number of ways, debuffs, biotics, tech powers, simply shooting them a lot. The<br/><br/>key is whoever is being targeted stay behind cover and everyone else shoot<br/><br/>freely. If your team is being overwhelmed from other positions there is no<br/><br/>shame in running to a different defensive position where it will take a while<br/><br/>for the atlas to get to.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Geth</p><br/><br/> The geth’s main<br/><br/>strategy is to use your own cover against you. As every one of their units<br/><br/>deals high damage they can keep you in cover as they draw closer. Then they<br/><br/>will try to surround you, bringing you down very quickly. It is not uncommon<br/><br/>for their pyros to pin you behind cover while hunters sneak around to attack<br/><br/>you with powerful shotguns. The geth are weak against tech focused teams and<br/><br/>powers, especially overload and sabotage, which can stun or take control<br/><br/>respectively. Also most geth have high shields but low health so if you strip<br/><br/>shields quickly you can generally kill the geth before they can pin you. Biotic<br/><br/>teams can still work but most geth can dodge those attacks so you may have to<br/><br/>use the powers multiple times for an explosion.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>i.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Trooper</p><br/><br/> Basic geth<br/><br/>soldier, armed with an accurate gun that they are not shy about firing as they<br/><br/>advance. Fairly low health though so deal with them simply by shooting them.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>ii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Rocket Trooper</p><br/><br/> These guys fire<br/><br/>powerful rockets that will curve and hit you if you aren’t behind cover. They<br/><br/>commonly fire two rockets in quick succession which can bring down the unwary<br/><br/>and deal high damage to you. They then retreat to cover. Best dealt with by<br/><br/>using overload or energy drain and then shooting them, alternatively when they<br/><br/>are in cover they generally still have their head visible, making a tempting<br/><br/>target.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iii.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Hunter</p><br/><br/> The geth hunter<br/><br/>is a cloaked close range killer. Advancing under a tactical cloak they get<br/><br/>close and then attack with a shotgun. When they are staggered they can still<br/><br/>shoot so watch out for that. Even though they are cloaked you should still be<br/><br/>able to see the telltale shimmering effect around their location. Also once<br/><br/>their shields are down they cannot cloak. Since they are cloaked it is rather<br/><br/>difficult to target them with powers until they break cloak and attack. A<br/><br/>simple solution is fire at them, once they are hit with bullets their cloak<br/><br/>breaks for a very brief moment, usually enough time to get off a power. Also<br/><br/>they are fairly easy to take down at range.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>iv.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Pyro</p><br/><br/> These are armored<br/><br/>walking flamethrowers, when you are being roasted by their flamethrower your<br/><br/>screen will take on an orange sheen, quickly run, get behind cover or stagger<br/><br/>the pyros when that happens. Their flamethrower actually works at a longer<br/><br/>range than the animation shows so keep that in mind. Pyros are almost<br/><br/>defenseless at range with no ability to cover, poor dodging, no way to attack<br/><br/>you and armor/shields that is decent but not strong enough to last in a<br/><br/>firefight. Also if you can shoot the fuel tank on their back(either by sneaking<br/><br/>around them or using a weapon that can pierce armor) it turns them into a ticking<br/><br/>timebomb that can heavily damage nearby enemies. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> <br/><br/></span>v.<span="'font:7.0pt" "Times New Roman"'> <br/><br/></span>Prime</p><br/><br/> Big, strong and<br/><br/>powerful. They fire in a sequence of three shots, each shot is very strong and<br/><br/>can stagger you. It is not uncommon to be hit and staggered by the first shot,<br/><br/>then promptly hit by the next two shots and killed. They also deploy combat<br/><br/>drones and turrets around them, those have low health but are very good at<br/><br/>stopping your shields regenerating and killing you when you don’t notice them.<br/><br/>Furthermore they are sometimes spawned behind your cover. Thankfully the prime<br/><br/>has no instakill move so vanguards can feel free to charge it. While it’s<br/><br/>shields and armor are substantial they are less than the reaper or Cerberus<br/><br/>“boss” enemies. A team can take them down fairly quick and they make an excellent<br/><br/>target to detonate biotic explosions and tech bursts to take out the rest of<br/><br/>his team.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Missions</p><br/><br/> On waves 3, 6 and 10 your team is given a<br/><br/>mission they have to complete in a certain time limit, and in the final wave<br/><br/>your team has to be in an extraction circle at the end of two minutes. It is<br/><br/>important to note that enemies will not stop spawning until the mission is<br/><br/>completed. Credits are awarded for completing the missions on waves 3 6 and 10.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Hacking</p><br/><br/> For this<br/><br/>objective there are four targets generated around the map that your team must<br/><br/>go to and activate. You only see one at a time. There are a couple of ways to<br/><br/>accomplish this objective, one way is for your entire team to move to the hack<br/><br/>objective, 3 people then cover the one guy who does the actual hack. Another<br/><br/>way to do this objective is to have most of the team draw the enemies attack to<br/><br/>one location while an infiltrator sneaks around and accomplishes the objectives<br/><br/>without the enemies even knowing he’s doing that. A quick note, if you see an infiltrator<br/><br/>cloaked while doing the objective do not stand next to them, as all it will do<br/><br/>is draw enemy fire to him.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Retrieval</p><br/><br/> In retrieval a<br/><br/>package must be brought from somewhere on the map and brought to another area.<br/><br/>You then do that for the second package. When someone is carrying the package<br/><br/>back they are slower than they used to be. They also can’t dodge, use tactical<br/><br/>cloak or biotic charge without dropping the package. They can slide along walls<br/><br/>though faster than their walking speed. The person carrying the package needs<br/><br/>to choose the fastest route that won’t leave him dead. Since he’ll be too slow<br/><br/>to evade units like banshees the rest of the team either needs to be drawing<br/><br/>the enemies to a different location or be right there covering him. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Upload<br/><br/></p><br/><br/> In upload your<br/><br/>team has to go to a certain area on the map and stay in an upload circle until<br/><br/>the information is uploaded. The objective is completed quicker the more people<br/><br/>are in the circle so it is advised that the entire team go there. There is an<br/><br/>exception to that though where one member may be out of the circle if he is<br/><br/>either leading the enemies around in circles away from the rest of the team or<br/><br/>is using a superior vantage point to guard the rest of the team.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Kill<br/><br/>Specific Enemy</p><br/><br/> You will be given<br/><br/>an enemy target and have to kill it. A few basic ways to do this one. The first<br/><br/>is that your team fights your way to the enemy and kills it as a team. The next<br/><br/>is an infiltrator or a sniper sneaks behind enemy lines and assassinates the<br/><br/>target. That plan only works on lower waves or lower difficulties before the<br/><br/>target becomes a heavy hitter. Another way to get the enemy is simply bunker<br/><br/>down and wait for him to attack you, after his mission is to kill you so he<br/><br/>will come to attack, when he does kill him.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Escort<br/><br/>Drone</p><br/><br/> Similar to the<br/><br/>upload circle except the drone moves based on how many people are nearby,<br/><br/>having all people in the circle is not necessary on this one though. Generally<br/><br/>people will fall in and out of the circle depending on which direction the<br/><br/>enemy is attacking most aggressively. The drone will periodically restore your<br/><br/>shields allowing you to stay out in the open longer. If you are being<br/><br/>overwhelmed there is no reason why your team can’t simply run away and circle<br/><br/>back to the drone.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Extraction</p><br/><br/> If you make it to<br/><br/>wave 11 you get a message saying that a shuttle will arrive at two minutes to<br/><br/>pick up everyone in the extraction zone. 2 ways to do this one you can send<br/><br/>everyone to the extraction zone and try to hold it against large numbers of<br/><br/>enemy units that stand a fairly good chance of overwhelming your defenses. The<br/><br/>other way is you defend an area across the map and simply run to the extraction<br/><br/>zone before the shuttle arrives, this way is far easier and more likely to be a<br/><br/>success.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Choosing<br/><br/>the Right Weapon</p><br/><br/> When choosing your gun you should try to<br/><br/>pick one that complements your playstyle and character. If you are planning on<br/><br/>using nothing but biotic powers don’t take a heavy shotgun and assault rifle.<br/><br/>Conversely if you’re playing as a soldier you’ll probably want to carry guns<br/><br/>that work well with your passive or active weapon boosts. Remember this is just<br/><br/>a quick overview of some of the more common gun types, many guns defy proper<br/><br/>categorization like long range shotguns or fully automatic sniper rifles. Feel<br/><br/>free to experiment to find a gun that works best for you.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Machine<br/><br/>Guns</p><br/><br/> Simply guns with<br/><br/>a high rate of fire, they exist for the simple reason to put a lot of bullets<br/><br/>downfield. Most assault rifles fit into this category, as well as a few smgs<br/><br/>and snipers. They tend to have higher recoil than most other weapons, though<br/><br/>this can be offset with natural stability boosts like the turians or weapon<br/><br/>mods. Recommended for more gun oriented classes although some don’t hurt<br/><br/>cooldown too much for power dependent classes. These guns are generally more<br/><br/>effective at mid or close range, as they lack to accuracy or stability to be<br/><br/>truly effective at long range. Because of the way armor works many of these<br/><br/>guns are less effective against armor than shields.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Caster<br/><br/>weapons</p><br/><br/> Simply put these<br/><br/>are guns for characters who don’t need guns, their main priority is maintaining<br/><br/>a high cooldown, generally it is a single pistol or smg. Mostly used for<br/><br/>classes like adepts or engineers who want to simply power spam. Even if you<br/><br/>want to just power spam a gun can still be handy for firing in between powers<br/><br/>or at enemies who are resistant to your biotics or tech powers.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Area<br/><br/>of Effect</p><br/><br/> Small grenade<br/><br/>launchers essentially. While they can be used against individuals their real<br/><br/>strength lies in destroying groups of enemies. They are also very good with<br/><br/>ammo powers equipped, as they can debuff or prime an entire group of enemies<br/><br/>quickly.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Snipers</p><br/><br/> Sit far back and<br/><br/>shoot enemies before they are even in range to shoot back. These generally come<br/><br/>in single shot snipers or multishot snipers. Both have their advantages and<br/><br/>disadvantages. One shot snipers tend to have some of the strongest shots in the<br/><br/>game, but with high reload times they require you to shoot carefully. They also<br/><br/>suffer from shield gate more, which is where the bullet that takes down an<br/><br/>enemy’s shields does less damage to the rest of the enemies defenses. Multishot<br/><br/>snipers do not have that problem, though their shots tend to be weaker and<br/><br/>require you to be out in the open for longer.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Close<br/><br/>Quarters Combat</p><br/><br/> Generally<br/><br/>shotguns, though some pistols and assault rifles will also do. Generally you<br/><br/>want it to complement your melee attack or biotic charge. It is up to you<br/><br/>whether you want powerful one shot or multishot weapons to help clear out a<br/><br/>room. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Equipment</p><br/><br/> There are various pieces of equipment you<br/><br/>can put on before going into a game, these are things that provide bonuses to<br/><br/>your weapons or armor before a match. Most of them will only last for one game<br/><br/>but gear lasts forever.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ammo</p><br/><br/> These are special<br/><br/>properties you can give the ammo you shoot. With ammo powers on you could shoot<br/><br/>through armor, freeze or burn enemies or even prime them for tech bursts.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Weapon<br/><br/>Bonuses</p><br/><br/> Fairly<br/><br/>straightforward, you put one of these on your weapon and it increases its<br/><br/>damage dealt for one mission.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Armor<br/><br/>Bonuses</p><br/><br/> These can do<br/><br/>anything from increasing your shield recharge to making you run very fast.<br/><br/>These only last a mission but can really help you specialize your playstyle.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Gear</p><br/><br/> These are bonuses<br/><br/>that can be used repeatedly. For the most part they are the same as weapon or<br/><br/>armor bonuses, as well as some that provide bonuses to both.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Consumables</p><br/><br/> These are items you carry into battle that<br/><br/>can mean the difference between victory and defeat. It is generally better to<br/><br/>save these for later waves when things are more desperate though if your team<br/><br/>or you needs to don’t hesitate to use them.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ammo<br/><br/>Packs</p><br/><br/> If you run out of<br/><br/>ammo and can’t get to an ammo cache you can use these to automatically reload<br/><br/>all your clips and grenades. The ammo from these also deals a bit more damage<br/><br/>than regular ammo. Where ammo packs truly shine is in replenishing a persons<br/><br/>grenades, allowing him to quickly clear an area if he needs to.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Medi-Gel</p><br/><br/> When you go down<br/><br/>you can use medi gel to instantly get back in a fight. Remember though that a<br/><br/>lot of the time your teammates should be able to revive you so you don’t need<br/><br/>to use them immediately. Also do not use if a phantom or banshee is standing<br/><br/>right by your body, as you’ll most likely be instakilled before you can even<br/><br/>move.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Missile<br/><br/>Launcher</p><br/><br/> These are<br/><br/>powerful weapons that kill anything nearby its detonation. It is better to aim<br/><br/>at the ground by the enemy you want to kill as opposed to directly at the<br/><br/>enemy, as its damage is enough to clear out a room but if you miss the enemy<br/><br/>you might have to watch as it sails off into the horizon, hurting no one. Also<br/><br/>try to save these for tight spots when your team might get overwhelmed. Also a<br/><br/>note, there is an exploit that can grant some people unlimited rockets, if<br/><br/>someone is caught using this exploit it will result in a ban. If you are on the<br/><br/>same team as a rocket exploiter you can finish the game with them but should<br/><br/>find a different team for the next game. </p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>Ops<br/><br/>Survival Pack</p><br/><br/> These replenish<br/><br/>your health and shields, useful for when you are running from enemies or don’t<br/><br/>have time to wait for your shields to recover. Remember that it takes a short<br/><br/>while for it to take effect so you can still die even if you use one.</p><br/><br/>="'font:7.0pt" "Times New Roman"'> </span>General tips</p><br/><br/> -When picking teams, try to have some<br/><br/>balance, 4 vanguards may be able to kill most enemies quickly but are not very<br/><br/>effective against banshees.</p><br/><br/> -When reviving a teammate or hacking an<br/><br/>objective you can’t move but can look around, allowing you to line up a shot<br/><br/>for when you can attack again.</p><br/><br/> -Normally there is no major problem with<br/><br/>kill stealing, but try not to do it to krogan who are meleeing or take kills<br/><br/>from vorcha, both of those classes get powerful bonuses for killing enemies and<br/><br/>may need it to survive.</p><br/><br/> -When an enemy AI is glowing yellow that<br/><br/>means it has been sabotaged and is fighting for your side for a while, so focus<br/><br/>on other enemies unless it was a big guy who got sabotaged.</p><br/><br/> -Also when enemies are glowing blue that<br/><br/>means they are primed for biotic explosions, so attack the other ones unless it<br/><br/>is a big guy.</p><br/><br/><p="MsoListParagraphCxSpLast"="'margin-left:1.5in'"> </p><br/><br/><p="MsoNormal"> </p><br/><br/><p="MsoNormal"> </p><br/><br/><p="MsoNormal"> </p><br/><br/></div><br/><br/>©2012-07-25, IGN Entertainment, Inc. 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