From classes
Other ME2 combat notes
Adapting to ME2 combat from ME1:
- Because of the GCD system, ALL powers now come with opportunity cost. It's a question of specialist powers rather than generalisation. This makes Singularity, the most spammable class power, incredibly powerful.
- Class Mastery changes to rank 4 choice - Class Powers (rather than 6/12, also note the quadratic SP investment system)
- Warp detonations - the prequel to ME3's power combos. See the section at Biotics#Mass_Effect_2 also.
- Damage "Taken/Protection" - how to deal with armor/shields.
- Every class except soldier gets SMGs.
- List of squadmates with Ammo Powers
Misc power notes
- Incinerate is pretty inconsistent due to target multipliers.
- Unstable Warp has a 9s cooldown
- Soldier Adrenaline and Infil tac.clk don't recharge until the effect wears off, giving an effective 8s CD. Soldiers can only really spam CB and their bonus power. (Also; Team Ammo Powers seem to be better as squadmates have worse GCD anyway).





