

Picking Offensive Tech’s Rank 6 passive Technical Round gives you +30% weapon damage after using a tech ability Picking Charge’s Rank 5 passive Weapons & Melee gives you +15% weapon damage after charging. So what i usually do is throw an incinerate, charge in for a fire combo and blast away indefinitely with the Dhan shotgun.
MASS EFFECT 1 INSTANITY CHEAT FULL
I find that with the 4 rounds in the clip on a black widow, you can fire off two clips (8 rounds) then use a tech skill to restore to full health without it canceling the regen.Īs for ability usage, I personally picked the passives that increase damage after using a tech power or biotic power. This will maximize the heal from Life Support because if you take any damage during the health regeneration, it will stop. You want to cast your tech skill when your gun’s clip is at its maximum.

Need ammo? You don’t because Bio Converter does not drain ammo from your ammo supply Need health? Cast a random tech skill Need shields? Charge at something, or wait for it to refresh. With this build you’ll never need a health station or ammo station because your pathfinder is now entirely self-sustainable.
MASS EFFECT 1 INSTANITY CHEAT HOW TO
Team Support: Support -> Team Recovery -> Life SupportĪll augments are Tech +2% Tech recharge speedįor my other skills I prioritize passives that increase weapon damage, increase maximum shields and reduce cooldowns.Ĭora with Defensive Training Rank 6 Barrier Projection passive and Shield Boost active Peebee with Survivalist Rank 5 Barrier Reinforcement passive How to Play Turbocharge: Duration -> Damage & Force -> SuperchargeĬharge: Damage & Force -> Weapons & Melee -> Shock Trooperīarrier: Unyielding Barrier -> Biotic Alacrity -> Saving Barrier Incinerate: Burning -> Impact -> Double Incinerate On Insanity it felt like I was playing on the Narrative difficulty given how fast enemies died. Along with the saving barrier passive and biotic charge’s shield restoration, you’re basically an invincible murdering machine. What you do or what you choose is completely up to long as it's fun to you is what matters.This build utilizes the bio converter gun augment along with the Life Support passive from the tech skill tree to give you insanely high and consistent DPS. The hardest fights are on the pinnacle station btw., not in story mode.ĭue to the XP limits in ME1 you cannot hit level 60 before a 3rd playthrough, even if you did 100% playthroughs twice. Keep shredder VII and AP VII ammo, or incendiary X for a top overall performance. Even a Geth Prime.Ĭolossus armor with 2x Med X significantly improves your survivability. Once that treshold is passed, the mob dies instantly. In ME1 mobs can die if lifted/thrown high enough due to a terminal height mechanic. Your abilities not only work on mobs, but on Master Level on bosses too, well except the Thresher Maw for reasons. Make good use of abilities like lift and throw, as shooting alone won't help you that much when 75% of the mobs use immunity all the time, so Warp is nice to have. Using a consecutive playthrough with a char that's already beat the game (to unlock insanity you must have done it twice already) and has access to the Spectre resources makes an insanity playthrough much more easier.Ĭombat is not hard in ME1, even on insanity, except for rachni maybe, but very tedious. The trilogy has a huge variety of possibilities play, dicover and succeed. If you aim on a complete trilogy playthrough with the same character, a doing everything in ME1, or ME2 respectively, is nice but not entirely necessary. Besides a good walkthrough playlist, ME1 is quite straightfowarded.
