Xbox 360 Mass Effect 3. Class Guide: Engineer.

Sawerin

Contributor
Joined
Oct 25, 2012
Messages
75
Karma
2
Mass Effect 3. Class Guide: Engineer.


mass-effect-3-class-power-guide.jpg
At the very beginning of Mass Effect 3 you will be offered to choose a warrior class. All of them offer different abilities, tactical maneuvers, strategy tricks and specials. Each class has a corresponding class talent which improves abilities important to that class. Some of class talents will be at your service from the very beginning, others have to be unlocked while you progress through the game. Here’s the list of available classes in Mass Effect 3:
1. Adept;
2. Engineer;
3. Infiltrator;
4. Soldier;
5. Sentinel;
6. Vanguard.

Engineer
Engineers is the most effective class at disabling the defense of the toughest enemies, proving covering or distracting fire with the help of their special abilities. Engineers are tech specialists and know about mechanics more than anybody else. Also, if compared with Mass Effect and Mass Effect 2, their capacity and range have been vastly expanded. The classy Combat Drone power will always back you up by distracting enemies while Sentry Turret will be perfect for providing covering fire. In the list of Engineer’s powers you are also going to find a great number of new and refreshed abilities that will turn Mass Effect 3 gameplay in strategically advanced RPG game. The Engineer can be played to dish out a great deal of damage or you can play it safe by controlling enemies with constant power usage and leave the killing part to your teammates.

Powers

Class powers

Incinerate
Incinerate is the most important power for the Engineer. Its main feature is eliminating enemy's regeneration due to its damage over time. It also can be used to make your enemies panic and deal heavy damage to their armor. Incinerate can be used on the Combat Drones spawned by Geth Primes to create Fire Explosions. This will kill them instantly. Incinerate is also highly effective against Reapers and if you decide to upgrade it up to Rank 6 Evolution armor damage, you can expect to add 50% of extra damage to Cannibals and creatures alike. It opens an opportunity of causing 1000 damage to the poor things. Also, if you choose Radius evolution, it will cause multiple Cerberus troopers to panic turning them into pretty vulnerable targets.

Incinerate: Power Ranks

Rank 1: Incinerate
Burn your opponents and incinerate their armor.
Heavy damage to health and armor.
Make an enemy panic, stopping health regeneration.
Recharge Speed: 8 sec
Damage: 300 (330 Multiplayer)

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec
Damage: 300 (330 Multiplayer)

Rank 3: Damage
Increases damage by 20%.
Recharge Speed: 6.40 sec
Damage: 360 (396 Multiplayer)

Rank 4: Damage/Radius
Damage: increases damage by 30%.
Recharge Speed: 6.40 sec
Damage: 450 (495 Multiplayer)
Radius: increases impact radius by 1.5 meters.

Rank 5: Burning Damage/Recharge Speed
Burning Damage: increases damage by an additional 40% (50% multiplayer) over 8 seconds.
Recharge Speed: increases recharge speed by 25%.
Recharge Speed: 5.33 sec
Damage:
Radius: 360 (396 Multiplayer)
Damage: 450 (495 Multiplayer)

Rank 6: Freeze Combo/Armor Damage
Freeze Combo: increases damage to frozen and chilled targets by an additional 100%.
Armor Damage: increases damage to armored targets by 50%.

Overload
Overload is one of a few powers in Mass Effect 3 that can both initiate and detonate Power Combos. Overload can be used to stun enemies but its main feature is to fight with shields or barriers of the approaching enemies. However, the “stun” feature can be obtained only if rank 5 "Neural Shock" evolution is chosen. Unlike some other powers (Cryo Blast in particular) that come in form of projectile, Incinerate strikes its target immediately. Unfortunately, it is not able to arc around the corner and hit enemies from behind the cover. While Overload is very effective against shields or barriers, you can use it to fight with unprotected enemies as well. But in this case you will get only half of its regular damage. With the Rank 6 Shield Damage evolution is a lot better than Warp because it can deal twice of its damage and that is why Human Engineer with his Overload and Incinerate is the best multiplayer character in its class. Well, if I’ve touched the multiplayer mode, I believe that it is important to mention that when fully upgraded, Overload is highly effective as a crowd control power. When upgraded to Rank 6 Shield damage evolution, you will receive additional 100% shields and barriers damage. Together with the impressive 300% damage modifier this will turn your Overload into a real devastator. By the way – if you are playing as Geth Engineer, you can use power evolutions in Hunter Mode to increase recharge speed and damage of Overload and make it extremely powerful and fast.

Overload: Power Ranks

Rank 1: Overload
Overload electronics with this power surge, stunning your enemy.
Effective against shields, barriers, and synthetics. Not as effective against organics.
Recharge Speed: 8 sec
Damage: 220

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec

Rank 3: Damage
Increases damage by 20%.
Damage: 264

Rank 4: Chain Overload/Damage
Chain Overload: hit 1 additional target within 8 meters with 60% less damage.
Chain-hit Damage: 105.60
Damage: increases damage by 30%.
Damage: 330

Rank 5: Neural Shock/Recharge Speed
Neural Shock: incapacitates weaker organic enemies for a short duration.
Recharge Speed: increases recharge speed by 25%.
Recharge Speed: 5.33 sec

Rank 6: Chain Overload/Shield Damage
Chain Overload: increases damage by 15%.
Hit 1 additional target within 8 meters with 60% less damage.
Damage: 297 (Chain Overload), 363 (Damage)
Chain-hit Damage: 118.80 (Chain Overload), 145.20 (Damage)

Cryo Blast
Cryo Blast is a super-cooled subatomic particle capable of snap-freezing targets within a certain radius. However, even with its amazing features, Cryo Blast is often underestimated. The power mentioned if very effective against un-shielded and unarmored targets. It snap-freezes and immobilizes enemies and makes them more vulnerable to your further attacks. If the enemy is frozen partially (aka “chilled”), instead of being immobilized, targets are slowed down but keep receiving extra damage from attacks. This ability also weakens armor to subsequent damage. Cryo Blast can start Cryo Explosions but in order to get there you will have to kill the enemy by the detonating power. While being more than just effective, Cryo Blast does not increase damage against targets protected by armor: Atlases, Ravagers or Geth Pyros. But, at the same time it is going to decrease the damage reduction offered by armor plates protecting enemies: Brutes, Cannibals (after they devour a corpse), or Cannibals and Husks (after they are given armor by a Marauder). But in general Cryo Blast is still very effective against Cannibals, Husks, Geth Troopers and Cerberus Troopers as far as they approach without any protection (shields). This gives you an amazing opportunity to freeze them immediately. Cryo blast is an amazing power for easy headshots: freeze the enemy and send a bullet in his head while he is not moving. In this state even weaker rifles will be effective. On the Rank 5 with “Speed Reduction” evolution, Cryo Blast will turn Brutes, Atlas mechs, Scions and enemies alike into a standstill figures. This is especially useful in multiplayer where the speed reduction is much higher.

Cryo Blast Power Ranks

Rank 1: Cryo Blast
Flash-freeze and shatter unprotected enemies. Slow down the rest.
Weaken armor. Frozen targets won't regenerate health.
Recharge Speed: 6 sec (5 sec multiplayer)
Freeze Duration: 3 sec (4 sec multiplayer)
Movement Speed: -15%

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration: 3 sec (4 sec multiplayer)
Movement Speed: -15%

Rank 3: Duration
Increases duration by 40%.
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration: 4.20 sec (5.60 sec multiplayer)
Movement Speed: -15%

Rank 4: Duration/Radius
Duration: increases duration by 60%.
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration: 6 sec (8 sec multiplayer)
Movement Speed: -15%
Radius: increases impact radius by 2 meters.

Rank 5: Speed Reduction/Cryo Explosion
Speed Reduction: decreases movement speed of chilled targets by an additional 20%. (30% multiplayer)
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration:
Duration: 6 sec (8 sec multiplayer)
Radius: 4.20 sec (5.60 sec multiplayer)
Movement Speed: -35% (-45% multiplayer)
Cryo Explosion:
Increases damage to chilled and frozen targets by 10%.

Rank 6: Recharge Speed/Frozen Vulnerability
Recharge Speed: increases recharge speed by 50%. (100% multiplayer)
Recharge Speed: 3.43 sec (2.22 sec multiplayer)
Freeze Duration:
Duration: 6 sec (8 sec multiplayer)
Radius: 4.20 sec (5.60 sec multiplayer)
Movement Speed:
Speed Reduction: -35% (-45% multiplayer)
Cryo Explosion: -15%
Frozen Vulnerability: increases damage to frozen and chilled targets by 15%. Weaken armored targets by an additional 25%.

Combat Drone
Combat Drone is an exclusive Engineer’s power that spawns a tech drone on the battlefield. This drone is pretty effective against enemies and draws their fire on itself. Also, it can electronically stun targets while damaging their shields. However, you won’t be able to set more than one drone at a time but you can increase its duration as well as the level of damage if you decide to specialize as Mechanic. In addition to attacking enemies, drones also act as a distraction for certain enemies, especially Husks, Atlas, Banshees and Cerberus Guardians. Husks and Brutes reaction to Drones is kind of interesting: they attempt to grab and kill them instantly. As for Banshees – they will cycle their shockwave scream attack until the drone is destroyed. In Mass Effect 3 Drones no longer have a specific duration and instead they last until combat ceases or they are destroyed by enemy fire.

Combat Drone: Power Ranks

Rank 1: Combat Drone
Deploy this attack drone to stun targets and draw enemy fire.
Recharge Speed: 5 sec
Drone Damage: 40
Drone Shields: 500

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 4 sec

Rank 3: Shields & Damage
Increases drone's damage by 30%.
Increases drone's shields by 30%.
Drone Damage: 52
Drone Shields: 650

Rank 4: Shields & Damage/Detonate
Shields & Damage:
Increases drone's damage by 40%.
Increases drone's shields by 40%.
Drone Damage: 68
Drone Shields: 850
Detonate: drone explodes when destroyed, dealing 400 points of damage across a 5 meter radius.

Rank 5: Shock/Shields & Damage
Shock: upgrades drone's short-range attack to deal 130 points of damage across a 5 meter radius.
Drone stuns enemies for a short duration.
Shields & Damage:
Increase drone's damage by 50%.
Increase drone's shields by 50%.
Drone Damage: 88 (Rank 4 Shields & Damage), 72 (Detonate)
Drone Shields: 1100 (Rank 4 Shields & Damage), 900 (Detonate)

Rank 6: Rockets/Chain Lightning
Rockets: upgrades drone with long-range rockets that deal 195 (325 multiplayer) points of damage across a 1.50 (2.5 multiplayer) meter radius.
Chain Lightning: upgrades drone's electrical pulse to jump and hit 3 additional targets.

Sentry Turret
Unlike the Combat Drone that is primarily oriented on distracting enemies, the Sentry Turret has a bit more different orientation. It plays the best role as a defensive tool and is perfect for setting up at choke point or for guarding flanks. The Sentry Turrets are deployed like mines, which means you can place it at the very same places you would place a mine (right around the corner will be just fine). If deployed at the right place, the turret can also serve as a distraction fighting with enemies and giving you time to do something else. By the way, here’s an important note: the turret can block your own gunfire. So, do not try to shoot through it. Upgrading your Turret to Rank 6 won’t replace the turret's original attack. Just on the contrary – it will add the turret additional functions.

Sentry Turret: Power Ranks

Rank 1: Sentry Turret
Deploy this heavy weapon turret for cover fire.
Recharge Speed: 5 sec
Turret Damage: 25 (75 multiplayer)
Turret Shields: 500 (1000 multiplayer)

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 4 sec
Turret Damage: 25 (75 multiplayer)
Turret Shields: 500 (1000 multiplayer)

Rank 3: Shields & Damage
Increases turret's shields by 30%. Increase turret's damage by 30%.
Recharge Speed: 4 sec
Turret Damage: 32.50 (97.50 multiplayer)
Turret Shields: 650 (1300 multiplayer)

Rank 4: Shields & Damage/Shock
Shields & Damage: increases turret's shields by 40%. Increase turret's damage by 40%.
Recharge Speed: 4 sec
Turret Damage: 42.50 (127.50 multiplayer)
Turret Shields: 850 (1700 multiplayer)
Shock: upgrades turret with shock attack to stun enemies.

Rank 5: Cryo Ammo/Armor-Piercing Ammo
Cryo Ammo: upgrades turret with cryo ammo, giving it a chance to freeze enemies for 3 seconds.
Armor-Piercing Ammo: upgrade turret with armor-piercing ammo, giving it a 100% damage bonus against armor.

Rank 6: Rockets/Flamethrower
Rockets: upgrades turret with long-range rockets that deal 150 (390 multiplayer) points of damage across a 1.50 (2.50 multiplayer) meter radius
Flamethrower: upgrades turret with a close-range flamethrower that deals 84.50 points of damage per second.

Sabotage
Sabotage is a very interesting power that either overheats enemy’s weapons or hacks synthetics to fight by your side for a time. When sabotaging the weapons, it will deal damage to the enemy and will prevent him from shooting nonstop. When sabotaging the synthetics, it makes the poor thing fight on your side by attacking the closest warriors to him. By the way – synthetics sabotage also works on shielded enemies and even Geth Primes are not able to resist this trick. Sabotage is also very useful against Cerberus Atlas and Cerberus Turrets. However, if you plan on using Sabotage constantly, it might spoil all the fun because the more often you do that, the harder it will be to sabotage your enemy the next time. At a certain moment your enemies might get immune to your trickery. When playing in a team, your teammates will differentiate a sabotaged enemy by the orange glowing. At Rank 1 you can hack 2 enemies simultaneously (only 1 when playing online).

Sabotage Power Ranks

Rank 1: Sabotage
Sabotage weapons and hack synthetics.
Compromised synthetics fight on your side.
Affected weapons overheat.
Recharge Speed: 8 sec (10 multiplayer)
Hack duration: 12 sec (10 multiplayer)
Radius: 2.5m
Backfire: 150 (250 multiplayer)

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.4 sec (8 multiplayer)
Hack duration: 12 sec (10 multiplayer)
Radius: 2.5m
Backfire: 150 (250 multiplayer)

Rank 3: Radius
Increases impact radius by 30%.
Recharge Speed: 6.4 sec (8 multiplayer)
Hack duration: 12 sec (10 multiplayer)
Radius: 3.25m
Backfire: 150 (250 multiplayer)

Rank 4: Duration/Backfire
Duration: increases power duration by 50%.
Recharge Speed: 6.4 sec (8 multiplayer)
Hack duration: 18 sec (15 multiplayer)
Radius: 3.25m
Backfire: 150 (250 multiplayer)
Backfire: increases damage taken by 30% (60% multiplayer) when enemy weapons overheat.
Recharge Speed: 6.4 sec (8 multiplayer)
Hack duration: 12 sec (10 multiplayer)
Radius: 3.25m
Backfire: 195 (400 multiplayer)

Rank 5: Explosive Hack/Recharge Speed
Explosive Hack: synthetics explode when destroyed, dealing 350 points of damage across a 4 meter radius.
Recharge Speed: increases recharge speed by 25% (35% multiplayer).
Recharge Speed: 5.33 sec (6.25 multiplayer)
Hack duration:
Duration: 18 sec (15 multiplayer)
Backfire: 12 sec (10 multiplayer)
Radius: 3.25m
Backfire:
Duration: 150 (250 multiplayer)
Backfire: 195 (400 multiplayer)

Rank 6: Berserk/Tech Vulnerability
Berserk: hacked synthetics fighting on your side move faster and do 100% (50% multiplayer) more damage.
Tech Vulnerability: increases all tech power damage done to target by 100% (50% multiplayer) for 10 seconds.

Fitness
Fitness is a power that increases shields, health and melee attack effectiveness. When upgraded to Rank 6, the Engineer is going to receive a Power Damage bonus. But if you plan on using this power, you will have to wait until level 3. The power itself is not that vital for the Engineer which means you should concentrate on upgrading something else. Spending a few points is OK (for example – three points to get a 25% health and shield boost) but more than that is usually not that great idea. Try to pay more attention to the powers like Tech Mastery, Overload, Incinerate, Sentry Turret and Combat Drone.

Fitness: Power Ranks

Rank 1: Fitness
Put on some muscle and become fearless in close-quarters combat.
Health & Shield Bonus: +15%
Melee Damage Bonus: +15%

Rank 2: Durability
Increases health and shield bonuses by 10%.
Health & Shield Bonus: +25%

Rank 3: Melee Damage
Increases melee damage by 20%.
Melee Damage Bonus: +35%

Rank 4: Melee Damage/Durability
Melee Damage: increases melee damage bonus by 30%.
Melee Damage Bonus: +65%
Durability: increases Health and shield bonuses by 15%.
Health & Shield Bonus: +40%

Rank 5: Melee Spree/Shield Recharge
Melee Spree: increases melee damage by 75% for 30 seconds when an enemy is killed by heavy melee.
Shield Recharge: decreases shield-recharge delay by 15%.

Rank 6: Melee Synergy/Durability
Melee Synergy:
Increases melee damage bonus by 30%.
Increases power damage by 30% for 20 seconds after an enemy is killed by heavy melee.
Melee Damage Bonus: +95% (Melee Damage), +65% (Durability)
Durability: increases health and shield bonuses by 25%.
Health & Shield Bonus: +65% (Durability), +50% (Melee Damage)

Tech Mastery
Tech Mastery is Engineer’s passive power that focuses mainly on increasing the character's health and providing a bonus to Paragon and Renegade points. Tech Mastery and reduces the cost of research projects and upgrades player's power recharge time. As a result, you can carry a bigger gun without major sacrifices. It is not a “must have” power but at certain moments it might be very useful.

Tech Mastery: Power Ranks

Rank 1: Tech Mastery
Be an expert on and off the battlefield.
Faster and stronger tech powers. More dexterity. More charisma.
Reputation Bonus: 4%
Power Damage Bonus: 10%
Weight Capacity Bonus: 10

Rank 2: Influence & Capacity
Increases weight capacity bonus by 20 points. Increase reputation bonus by 4%.
Reputation Bonus: 8%
Weight Capacity Bonus: 30

Rank 3: Influence & Damage
Increases power damage bonus by 10%. Increase reputation bonus by 4%.
Reputation Bonus: 12%
Power Damage Bonus: 20%

Rank 4: Power Damage/Influence & Duration
Power Damage: increases power damage bonus by 15%.
Influence & Duration: increases duration of all powers by 25%.
Increase reputation bonus by 8%.

Rank 5: Squad Bonus/Damage & Capacity
Squad Bonus: increases the force and damage of squadmate powers by 30%.
Damage & Capacity: increases power damage bonus by 10%.
Increases weight capacity bonus by 20 points.

Rank 6: Drone Mastery/Power Mastery
Drone Mastery:
Increases Combat Drone and Sentry Turret's shields by 100%.
Increases Combat Drone and Sentry Turret's damage by 50%.
Power Mastery:
Increases power damage bonus by 25%.
Increases power duration by 25%.

Bonus Powers

Defense Matrix
Defense Matrix is one of the most important defensive options for the Engineer. Starting with Rank 1 and until Rank 4 Defense Matrix provides a defensive boost at the cost of a 60% recharge reduction. Well, if you plan to use your power for something else, it is highly recommended to use the Defense Matrix as less as possible and/or invest skill points in increasing your power abilities. Purging Defense Matrix will restore 50-100% of your shields depending on the Rank and how you develop it. There is an interesting but very useful tactics on using Defense Matrix and it’s called “Double-Tap.” It works like this: you activate your Defense Matrix power and then immediately deactivate it with another tap. It will restore your shields and will keep you alive for a lot longer time. With the higher ranks you will obtain bonuses that will reduce the cool down time allowing you to restore your shields even faster. Rank 5, for example, offers a 25% damage boost and Rank 6 lowers your recharge penalty to 30%.

Defense Matrix: Power Ranks

Rank 1: Defense Matrix
Reinforce armor with protective foucault currents. Purge the currents to restore shields.
Slows power use by 60%.
Recharge Speed: 10 sec
Damage Reduction: 15%
Shields Restored: 50%

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 8 sec

Rank 3: Shield Bonus
Increases shield restoration by 20% when purging armor.
Shields Restored: 70%

Rank 4: Durability/Shield Bonus
Durability: increases damage protection by 5%.
Damage Reduction: 20%
Shield Bonus: increases shield restoration by 30% when purging armor.
Shields Restored: 100%

Rank 5: Shield Recharge/Power Synergy
Shield Recharge: decreases shield-recharge delay by 15%
Power Synergy: increases tech power damage by 25% while Defense Matrix is active.

Rank 6: Power Recharge/Durability
Power Recharge: reduces power speed penalty by 30%.
Power Speed Penalty: 30%
Durability: increases damage protection by 10%.
Damage Reduction: +10%

Warp Ammo
Warp Ammo is the ammunition capacity boost and only applies on the active ammo power. It is amazingly effective against biotic barriers, armor and health and doubles the damage bonus when used against enemies who are being affected by biotic powers. However, it has no bonus damage against shields. Warp Ammo power will raise your damage without distracting you from your existing powers. When used against Atlases, Ravagers or Geth Pyros, this power reduces the effectiveness of armor in direct proportion to the decrease in armor effectiveness chosen. Unfortunately, it has no penetration possibilities against armor plates used by Brutes, Cannibals and Husks. If combined with the Rank 6 Amplification evolution of Concussive Shot, it will allow Concussive Shot to detonate Biotic Explosions.

Warp Ammo: Power Ranks

Rank 1: Warp Ammo
Blast vulnerable opponents already lifted by biotics for a damage bonus and weaken the armor of grounded targets.
More weapon damage. More damage to barriers and armor.
Health Damage Bonus: 15%
Armor Damage Bonus: 15%
Barrier Damage: 30%
Armor Weakening: -25%
Lifted Target Damage: 50%

Rank 2: Biotic Combo
Increases damage to lifted targets by 25%.
Health Damage Bonus: 15%
Armor Damage Bonus: 15%
Barrier Damage: 30%
Armor Weakening: -25%
Lifted Target Damage: 75%

Rank 3: Damage
Increases health and armor damage by 5%.
Increases barrier damage by 10%.
Health Damage Bonus: 20%
Armor Damage Bonus: 20%
Barrier Damage: 40%
Armor Weakening: -25%
Lifted Target Damage: 75%

Rank 4: Damage/Squad Bonus
Damage:
Increases health and armor damage by 7.50%.
Increases barrier damage by 15%.
Health Damage Bonus: 27.50%
Armor Damage Bonus: 27.50%
Barrier Damage: 55%
Armor Weakening: -25%
Lifted Target Damage: 75%
Squad Bonus: squadmates gain Warp Ammo at 50% effectiveness.

Rank 5: Ammo Capacity/Headshots
Ammo Capacity: increases ammo capacity by 30%.
Headshots: increases headshot damage by 25%.

Rank 6: Damage/Enhanced Warp
Damage: increases health and armor damage by 12.50%.
Increases barrier damage by 25%.
Health Damage Bonus: 40% (Damage), 32.50% (Squad Bonus)
Armor Damage Bonus: 40% (Damage), 32.50% (Squad Bonus)
Barrier Damage: 80% (Damage), 65% (Squad Bonus)
Armor Weakening: -25%
Lifted Target Damage: 75%
Enhanced Warp:
Increases damage to lifted targets by 50%.
Weakens armored targets by an additional 25%.
Health Damage Bonus: 27.50% (Damage), 20% (Squad Bonus)
Armor Damage Bonus: 27.5% (Damage), 20% (Squad Bonus)
Barrier Damage: 55% (Damage), 40% (Squad Bonus)
Armor Weakening: -50%
Lifted Target Damage: 125%

Inferno Grenade
Inferno Grenade is effective against armor by doing twice the damage, though it can also harm your squadmates, so make sure that they are not standing near the explosion. Inferno Grenade also deals damage even to the shielded enemies but is not that effective. If you plan to invest a certain amount of skill points in this power, it is highly recommended to choose the branch that expands its radius. This should help you to take control of a lot bigger groups of enemies. Also, enemies set on fire by Inferno Grenade can be detonated with a power to cause a Fire Explosion. The good thing about grenades in Mass Effect 3 is that they no longer have a recharge time meaning that you can use this power constantly (as long as grenades are available).

Inferno Grenade: Power Ranks

Rank 1: Inferno Grenade
Cluster-bomb a small area with incendiary munitions.
Damage Per Second: 100 (150 multiplayer)
Duration: 8 seconds
Radius: 5 m

Rank 2: Max Grenades
Increases grenade capacity by 1.

Rank 3: Damage
Increases damage by 20%.
Damage Per Second: 120 (180 multiplayer)

Rank 4: Damage/Radius
Damage: increases damage by 30%.
Damage Per Second: 150 (225 multiplayer)
Radius: increases impact radius by 30%.
Radius: 6.5 m

Rank 5: Max Grenades/Damage
Max Grenades: increases grenade capacity by 2.
Damage: increases damage by 40%.
Damage Per Second: 190 (285 multiplayer) (Damage), 160 (195 multiplayer) (Radius)

Rank 6: Armor Damage/Radius & Shrapnel
Armor Damage: increases damage to armor by 50%.
Radius & Shrapnel: increases impact radius by 40% (50% multiplayer). Increase shrapnel by 1 fragments [sic].
Radius: 8.5 m (9 multiplayer) (Radius), 7 m (7.5 multiplayer) (Damage)

Dominate
Unlike Sabotage that is good for controlling Geth, Turrets and Shielded Atlas, Dominate is capable of controlling organic enemies. In simpler words – you can control almost any enemy in the game with this power and turn him into your allies that can be very handy. One of the most important and useful differences between Mass Effect 2 and Mass Effect 3 Domination is that in the last you can use domination on armored, shielded and barrier-protected organics (the only exceptions are Banshees, Harvesters and Adjutants). However, now it does not produce a biotic barrier to protect the controlled enemy. This is not vital but leaves the enemy unprotected. Dominate is very useful against enemies like Cannibals or Assault Troopers. Also, Phantoms, Ravagers and Brutes are very good targets for Dominate. They might be harder to break but as far as they are strong enemies, their effectiveness is rather high. And, if you are afraid of losing the controlled target from your sight, don’t worry: it can be easily identified by the white glowing. Dominate is a bonus power and is available only with the Mass Effect 3: Leviathan DLC pack and only after you complete it.

Dominate: Power Ranks

Rank 1: Dominate
Disrupt the synaptic harmonics of an organic brain so it can't differentiate between friend and foe. A single affected target will fight on your side for a short time. Targets grow resistant to the power over time.
Recharge Speed: 12 sec
Duration: 10 sec

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 9.60 sec

Rank 3: Duration
Increases duration by 30%.
Duration: 13 sec

Rank 4: Recharge Speed/Duration
Recharge Speed: increases recharge speed by 30%.
Recharge Speed: 7.74 sec
Duration: increases duration by 40%.
Duration: 17 sec

Rank 5: Lasting Damage/Frenzy
Damage: inflicts massive nerve damage to the target, doing 50 points of damage per second.
Frenzy: while under the effect of the power, the target does 40% more weapon damage.

Rank 6: Vulnerability/Rage
Vulnerability: the target takes 30% more damage from all sources.
Rage: while under the effect of the power, the target does 60% more weapon damage and takes 50% less damage.
Weapons damage: 100% (Frenzy), 60% (Damage)

Weapons of Choice

Engineers are amazing defending fighter and should be used to protect objects, secure passages and stuff like that. Unlike Soldiers, Engineers are very dependent on power and are not good for carrying heavy weapons. That is why you should concentrate on something light but deadly enough to deal with enemies. Usually Engineers work from middle range distances and, of course, they are expected to be equipped with something that works great at the range mentioned. The main concern of an Engineer is to keep recharge speed high in order to remain effective at the battlefield.

Assault Rifles
Engineers are less universal than soldiers and it means that they are not able to use all the weapons Soldiers are using. However, they compensate the reduced variety of guns available with a great number of powers. Do I need to mention Turrets, Grenades and Drones that all by themselves can cope with enemies pretty good? It is kind of hard to recommend something in particular because, after all, assault rifle is not Engineer’s primary weapon. However, if you have a possibility to purchase the Firefight DLC pack and get the Cerberus Harrier, you will be more than just satisfied with its possibilities. In addition to Engineers heavy tech attacks, Cerberus Harrier will provide some heavy firepower. Probably, the only downside of this assault rifles is its limited ammunition.

Heavy Pistols
Heavy Pistol is one of the priority guns every Engineer has to keep in his arsenal. Also, thanks to the major update in this category, you can really take advantage of some great titles. And as far as it is important to have something light in hands in order to be powers and reduce the recharging time, Heavy Pistol with Ultralight Materials mod might make a difference. So, if you plan to face enemies from the close distance, I would recommend choosing M-358 Talon. For shooting enemies from the distance there is nothing better than Executioner Pistol. M-77 Paladin is not bad either but its small magazine might be a serious issue.

Shotguns
By all means, if you plan to play tough and shoot enemies at short range, shotgun is exactly what you need. But, as far as Engineers is a power-oriented class, I would recommend sticking to the lighter guns and upgrade them with Ultralight Materials to make things work right. Disciple, Katana or Scimitar will serve you good and Eviscerator is not bad either. Also, if you do not mind longer recharge time, I would recommend to consider the Crusader. It is pretty heavy but at the same it deals the insane damage.

Sniper Rifles
Sniper rifle is not exactly what Engineers prefer to operate with but if you really want to, The Raptor or Indra are going to be perfect for whatever you plan to do. First of all – they both have very fast rates of fire. Secondly – they are not exactly sniper rifles and happen to be closer to assault rifles with pretty long enough fire range.

Submachine Guns
Submachine gun is THE kind of weapon a regular Engineer should run with. First of all – SMGs are lighter than other guns but at the same time can offer you great fire rates, pretty decent damage levels and accuracy. Engineers is a power oriented class and lightweight weapons are almost always ideal for any form of engagement which makes almost any Submachine Gun a perfect choice. I personally enjoyed M-12 Locust and Blood Pack Punisher. But for the second one you will have to get the Firefight Pack first.
 
Last edited:
Back
Top