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Mass Effect 2 Teammate Combat Profile: Garrus Vakarian
Posted on Thursday, February 17 2011 @ 10:08:32 Eastern

Name: Garrus Vakarian

Becomes available to player: Omega- Archangel Recruitment Mission

Gender: Male

Race: Turian

Weapon of Choice:

Assault Rifle: Garrus might CARRY an AR, but I never let him use it. Why not? Because the Sniper Rifle is a much better squadmate weapon in pretty much every situation. For the way the AI fights, the Sniper Rifle is just far deadlier. This is especially true for Garrus, who is PURE POISON with a long rifle.

With that in mind, I COULD simply suggest which AR I think looks best on Garrus' back and move on. I won't, though, because who knows? He might ACCIDENTALLY equip the thing himself...and you can't have him using an inferior AR...

If you've got the appropriate DLC, I recommend you equip Garrus with the Mattock Heavy Rifle. It's the closest thing to a Sniper Rifle, so you might as well give it to him. In the absence of that option, I recommend the Vindicator Battle Rifle. Its burst-fire is nice, especially in the hands of a squadmate as accurate as Garrus.

Sniper Rifle: This weapon is Garrus' bread and butter. I'm not sure why, but Garrus just seems to be much better with it than any of your team's other sniper characters. As such, you should make sure that Garrus is using the Sniper Rifle at all times.

I don't care what you run into...husks...krogan...angry space hamsters....don't give in to the temptation to switch Garrus to the AR. Remember- unlike you, Garrus can effectively use a Sniper Rifle at close range, while moving. This means that the added punch of the gun is NEVER wasted.  Garrus is one of the best gunfighters in the game, and his exceptional skill with the Sniper Rifle is the primary reason for this.

Which Sniper Rifle should Garrus be carrying? Well, again, if you've got access to the appropriate DLC pack, I highly recommend the Incisor Sniper Rifle. Its burst-fire makes it better against Shields without sacrificing really any damage to anything else, and it's even better at close range than the other two options.

Once you GET the Viper, however, you're okay switching Garrus to that if you want to. I don't like it as well as the Incisor, but in Garrus' hands, its semi-auto fire is STILL extremely deadly.

Powers:

Concussive Shot: I love this power. It's highly effective against enemy Barriers, and if you've dropped their defenses, it can send them flying. Concussive Shot makes Garrus a beast against charging enemies; but it's highly effective against just about everything that can be knocked back.

This should be the first power you max out for Garrus. Once it's all the way leveled up, I strongly suggest you choose the Concussive Blast option. This gives Garrus the ability to drop the hammer on a whole group of enemies (provided you can drop their defenses).

Overload: Another solid power. It's really only good against Shields and Synthetics; but since you'll be facing plenty of Synthetic and Shielded enemies all throughout the game, it's still worth the points. Until you get Tali, Garrus is your BEST option against Geth and Mechs, and Overload is the reason why.

I'd put several points into Overload, but I wouldn't max it out all the way. Area Overload is nice, but not really a necessity. Most of the time when you're facing Shielded enemies, you'll be just fine dropping one Shield at a time. The times that you encounter a larger number of Shielded foes are few and far between in this game. Therefore, upgrade this power to its third rank and leave it.

Turian Rebel: Turian Rebel is Garrus' class power, and with each rank, it grants significant percentage bonuses to Health, Weapon Damage, and Power Damage. All three of these help Garrus immensely, so I suggest you advance this power to at least level three. If it had the Holy Grail of class bonuses (Power Recharge Time) I'd insist on maxing it out entirely. Since it does not, however, then I won't. Level three should be just fine for this power.

Armor Piercing Ammo: This power isn't a whole lot different from Incendiary Ammo. I'm guessing it's even more effective against Armor while doing nothing extra against exposed flesh/metal. This is fine, however, as there are plenty of Armored enemies in almost every mission (especially on Hardcore and Insanity). AP Ammo effectively gives Garrus an option against the only defense he wasn't previously equipped to deal with...Armor.

This is a good power, but it should probably take lowest priority when it comes to assigning skill points. Put as many points into it as possible, but that will probably only be one or two ranks if you've maxed out Concussive Blast and put significant points into Garrus' other two powers.

Organic-killing: Garrus can rock the crap out of most organic foes. His Sniping Skills are unmatched by any other squadmate, and Concussive Blast is effective against any red health bar, Organic or otherwise. Basically, if you can find a good vantage point from which Garrus can rain hot lead, then he'll be a tremendous asset against any Organic foe.

Garrus IS a bit of a glass cannon, though, so I'd keep him out of any point-blank slugging contests. Garrus is great, but he works best when you can keep the enemy off his back.

Synthetic-killing: Garrus' Sniper Rifle is just as good against Synthetics, and Overload gives him the ability to lay waste to Shields. As such, he's a great option against Synthetic foes, as well. Again, you don't want to send him toe-to-toe with a Geth Destroyer; but if you can protect Garrus, he'll help you toast just about any robot.

Giant-killing: Provided you've got a way to deal with the Armor part, Garrus is a great option against boss-type enemies. Concussive Shot works terrifically against Barriers, and Overload is the BEST power against Shields. That only leaves Armor, and if you've got a way to get past that, then you're good.

Against bosses, place Garrus in a good cover spot and let him rain down the powers and high caliber bullets.

Overall: Like Miranda, Garrus is a fine choice for pretty much anything you'll face in Mass Effect 2. He has SOME trouble staying upright, but if you can place him in good cover and protect him, Garrus will make the enemy pay.

Late.
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