"Stand in the ashes of a trillion dead souls and ask if honor matters. The silence is your answer." - Javik
"We built a superweapon...but it didn't work. We fought as a united galaxy.......but it wasn't enough" - Liara
The idea that as hard as you fought, it still wasnt enough is powerful. And the idea that you lay the groundwork for the victory of future civilizations is bittersweet." -Liara
"You represent chaos. We represent order. Every organic civilization must be harvested in order to bring order to the chaos. It is inevitable." - Reaper
"I have a better idea: we destroy you and live our lives in peace." - Sheapard
"I don't want the Reapers destroyed. We can dominate them, use their power, harness their very essence to bring humanity to the apex of evolution." -IM
The child represented Shepard's regret and sorrow, the child represented Shepard's doubts and even fears, something he would hide from the others to show no weakness. The death of the child was haunting Shepard in his dreams over the course of the war. Therefore the child is something Shepard is battling against in his mind, to overcome his doubt and so forth. To put it simply the child is always at the back of Shepard's thoughts so it is logical that he would depict the Catalyst in this way.
ME3 DLC Order:
From Ashes - Best done after Palaven. Javik's dialogue makes a bit more sense if Garrus is there.
Leviathan - Meant to be played very late in the game. The final segment should be played after Thessia to prevent Shepard and Liara from looking like idiots.
Omega - Best played either right after the coup, or right after completing the Rannoch arc, due to lulls in the story at both points where a detour makes sense.
Citadel - Works best at the last shore leave, just before the final assault on Cerberus headquarters. Alternatively, main plot and aftermath just after Rannoch and save the party for the last shore leave. Playing it after beating the game and pretending it's an epilogue also works suspiciously well.
- From Ashes and Omega have to be completed in a single go.
- Citadel and Leviathan can be broken up.
Each class has distinct proficiencies in three main areas: general combat using firearms or melee strikes, tech attacks, and biotics. Classes can be further specialized to have even more intense focuses or proficiencies. In Mass Effect 3, the class works much like it does in Mass Effect 2, only now ranks 4-6 all have two different options for specialization, as do ranks 4-6 on all other available powers. However there is no unique identity "title" for any of the specializations like there is in the previous two games.
In Mass Effect 3, weapons and some equipment have weight attributes that can impact how often powers can be used; the more combat-oriented classes can generally carry heavier gear without penalty compared to the more tech/biotic oriented classes.
|| Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot.
|| Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training and can use all special ammo types.
|| Adrenaline Rush
|| Engineers are tech specialists, the most effective class at disabling the defense of the toughest enemies or incapacitating them to render them harmless. In combination with their weapons training, Engineers have the unique ability to spawn combat drones that can harass enemies or force them out of entrenched cover positions.
|| Biotic / Combat
|| Feared for their high-risk high-reward combat style, closing quickly on enemies and destroying them at close range with weapons and biotic abilities.
|| Incendiary Ammo
|| Tech / Biotic
|| In addition to complete weapons training, Sentinels are equipped with an advanced shield that makes taking cover much less necessary and rushing their enemies much more productive.
|| Tech Armor
|| Tech / Combat
|| Tech and combat specialists with the unique ability to cloak themselves from visual and technological detection. Their inventory is stacked with a wide variety of weapons, equipment, and powers. Infiltrators are deadly at any range, but particularly so with a sniper rifle.
|| Tactical Cloak