More Reviews
REVIEWS Screencheat Review
The first FPS in history where looking at your friends’ screens isn’t cheating; it’s a requirement.

Natural Doctrine Review
This actually might be "your dad's" Japanese TRPG, and for those with a hankering for it, that can be a very good thing.
Release Dates
NEW RELEASES Disney Fantasia: Music Evolved
Release date: Out Now

Call of Duty: Advanced Warfare
Release date: 11/04/14

Far Cry 4
Release date: 11/18/14

Dragon Age: Inquisition
Release date: 11/18/14


LATEST FEATURES 7 Problems With Kingdom Hearts HD 2.5 ReMIX [Hands-on Preview]
For the last time, Aqua, NO I will not go out with you! (Yes, yes I will, actually.)

Xbox Downloads October 2014 - Updating Each Week
Microsoft's Xbox One console continues an Xbox Live revolution started over a decade ago. Here's hoping Summer of Arcade makes it to the platform next year.

LEADERBOARD
Read More Member Blogs
FEATURED VOXPOP oblivion437
I Don't Want to, but I Have To...
By oblivion437
Posted on 10/20/14
Well, Gamergate has spilled over into the mainstream media and the coverage appears to be nearly uniformly dreadful. Take " What is Gamergate, and What Does It Say About Gender In Video Games? " by David Konnow as an example.  It appears that the writer has done little to no...

MEMBER BLOG

spaceswords spaceswords' Blog
PROFILE
Average Blog Rating:
[ Back to All Posts ]
Mass Effect 2 Teammate Combat Profile: Mordin Solus
Posted on Monday, February 14 2011 @ 12:48:01 Eastern

Name: Mordin Solus

Becomes available to player: Omega- Mordin's Recruitment Mission

Gender: Male

Race: Salarian

Weapon of Choice:

SMG: Don't let the intellectual stereotype fool you, Dr. Solus is fully capable of holding his own with an automatic weapon. He won't win you any gunfights singlehandedly, but that's probably not what you brought him along for, anyway.

Much like Miranda, Mordin wins fights with his powers, but keeping him alive long enough to do so can be problematic. That's why I strongly recommend the SMG for Mordin in most scenarios. This way, in the rare case that he IS forced to shoot it out to survive, he's got an automatic weapon that can hold off most enemies at close range. Mordin will still get overwhelmed if you leave him alone for too long, of course, but the SMG should buy you a little more time to come flying to his aid.

As always, I recommend giving any SMG-wielding teammate the Locust or Tempest as soon as they're acquired. The Locust will give Mordin more long range firepower, while the Tempest is slightly better at holding off an advancing enemy. Which one is more effective depends on the situation, so choose accordingly.

Heavy Pistol: There's really only one scenario I can think of where Mordin should be using the Heavy Pistol; and that's against an unsupported boss. If you've got an YMIR Mech, a Scion, or a Harbinger that's facing you down all alone, you might as well switch Mordin to the Heavy Pistol for a little extra damage. It probably won't be too noticeable, but I like its chances slightly better than the SMG.

To this end, I recommend equipping Mordin with the heaviest pistol in your arsenal. If you've got the appropriate DLC, that means the Phalanx. Otherwise, go with the Hand Cannon. Since maximum damage is all that matters here, either of these pistols is a significant upgrade over the faster Predator.

Powers:

Incinerate: Incinerate is Mordin's bread and butter. It's essentially a big fireball, and armored villains everywhere lie sleepless at night in fear of the devastating effect of this terrific tech power. It's even better against armor than Warp, and while the power wheel might indicate that it doesn't work on Shields, Incinerate does, in fact, work quite nicely against Shields. Also noteworthy: Mordin is the only squadmate with access to this sweet power.

Consequently, upgrading Incinerate to its highest rank should be priority number one. Once you get there, I recommend Area Incinerate. The added damage of Heavy Incinerate can be nice, but even on the highest difficulty levels, it's often more beneficial to greatly damage the armor of several foes than to eliminate one's armor entirely.

Cryo Blast: I only have a limited amount of respect for Cryo Blast. Sure, it can be a lifesaver against charging enemies, but Incinerate just works so much better in most situations. Even against a horde of husks (the enemy which Cryo Blast was seemingly designed for), I'd rather have Mording use Incinerate than Cryo Blast.

The only possible exception to this would be if you absolutely KNEW that Incinerate would not kill a foe that you absolutely NEEDED to slow down. A charging Krogan or Geth Prime, perhaps? Then, I suppose, Cryo Blast would be the better power. But even that is debatable; as Incinerate usually WILL at least stagger an enemy.

I suppose you might as well put some points into Cryo Blast if you can spare them, but certainly not at the expense of Incinerate.

Salarian Scientist: Let's face it- when Mordin's powers are recharging, the good Dr. is a bit of a pansy. The Salarian Scientist "power" helps to shore up this weakness a little bit. With each rank, it gives him bonuses to Shields, Damage, and Health. Since Mordin's survival typically depends upon all of these factors, I recommend leveling up this power once you've leveled up Incinerate all the way.

This way, Mordin can stay alive long enough to use his featured fireball more than just once per fight.

Neural Shock: Neural Shock is Mordin's bonus power. It has somewhat the same effect as Cryo Blast; except it only works against organics. This does not bode well for it. I'm not a fan of situational powers anyway, and those that are situational AND only work against one enemy type? Yeah, not great.

That said, if you try out Neural Shock and somehow prefer it to Cryo Blast, then by all means- max it out. I strongly recommend leveling one of the two all the way and completely ignoring the other. They're sort of redundant powers, if you ask me.

Organic-killing: Mordin has Incinerate. Naturally, that means he's great against any organic enemy not using a Barrier. Provided you've got some other way to neutralize Barriers, however, Mordin can help you blaze through any organics you find quite nicely. This goes double on higher difficulty levels- where most of the organic enemies you face WILL have Armor (even Husks).

Mordin isn't useless once he's dropped the enemies' defenses, either. Cryo Blast OR Neural Shock will stop any defenseless organic in its tracks. Mordin is your anti-krogan. Keep that in mind.

Synthetic-killing: Ehhh...Mordin wouldn't be my first choice against synthetic enemies. Mechs DO tend to have Armor on the higher difficulties; so he's not useless, but I don't recommend him. Against Geth, Mordin is even less helpful, since they ALL tend to have Shields. Incinerate DOES work on Shields, but not as well as other powers.

In short- Mordin isn't defenseless against synthetics, but he isn't your best option, either. He's a fine choice if you suspect you'll be facing BOTH synthetics AND organics, however.

Giant-killing: Provided you can protect his squishy carcass, Mordin is an excellent squadmate against the game's boss-type enemies. Why? Most bosses have armor, and most bosses completely ignore cover. This means that Mordin's Incinerate will work on them pretty much every time.

Overall Combat Effectiveness: For anything but Geth, Mordin is just what the doctor ordered; IF you can protect him. If you can't protect Mordin, however, he isn't going to last long. Keep that in mind if you're not terribly keen on sending your squadmates to cover at the beginning of every single battle. There are other squadmates who are much better at surviving when you ignore them.

Late.
comments powered by Disqus

 
More On GameRevolution