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Starting my sentinel playthrough, what powers should i concentrate on first and whaich squadmates are the most useful?


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#1
tommyt_1994

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Im starting my Caster Sentinel playthrough and i'd like your guys opinions on the above ideas. Should I max out my passive first? Or mabye Tech Armor? Im thinking passive is the most important for the cooldowns. Also, whic squadmates are most useful? Im thinking Jacob may prove to be inavluable early on actually. I need an ammo power, and with his Squad Incendiary ammo, he should be very useful. Add that to the fact that he cant set up warp explosions. Mabye pair him with Miranda?(my LI for this run) Me/Miranda stip shields using overload, Jacob gets 'em up in ther air and the the person who didnt use overload can detonate? Thats just one of many tactics however.

#2
Tlazolteotl

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What difficulty level are you playing on?

I have a habit of assuming people play insanity, and I've consequently made mistakes in the past.

Personally, I find that the passive's cooldown suffers from diminishing returns unless you have high powered powers to use your cooldown with.

I went with aiming for warp 3 and overload 3, while putting a single point in the passive.

I max out tech armour next, followed up by the passive ... the idea was to get maxed tech armour by horizon. However, if you can find the points, having a better passive is nice.

#3
lazuli

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It depends on the difficulty level. Get Warp quickly though.



I think you've got the right idea with bringing along someone with Pull. But Samara or even Jack would be better than Jacob. Once loyal, Jacob has the nasty habit of using his Barrier ability when you least want him to, putting him on cooldown for an undesirable length of time. Such a pity.




#4
tommyt_1994

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I do play on insanity btw. Sorry about that, it's the only difficulty I play on so I always forgot to throw that in.

#5
Tlazolteotl

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Also, another important factor is whether you have Kasumi or not.

I know, paid DLC determining playstyle is bad, but having her = tech cooldown bonus before horizon, and not having her = tech cooldown after collector ship.

It's a significant factor if you're going to rely on tech armour.

#6
tommyt_1994

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Tlazolteotl wrote...

Also, another important factor is whether you have Kasumi or not.
I know, paid DLC determining playstyle is bad, but having her = tech cooldown bonus before horizon, and not having her = tech cooldown after collector ship.
It's a significant factor if you're going to rely on tech armour.

I do have Kasumi, and I will be doing her mission right after I get the Normandy and finish the FireWalker missions. Im thinking about maxing out the passive, then tech armor, then everything else. The 12 sec cooldown for tech armor is wayyyy to long early on and tech armor is important. I do not know the specific cooldown reductions after maxing out the passive, is it 15 or 20%? And then after I recruit Garrus, Mordin, and finishing Kasmui's loyalty, I will be able to have 3 tech damage upgrades and the duration and cooldown upgrades. The +30% damage and minus 35-40% cooldowns should be very helpful.

#7
Tlazolteotl

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It's a choice between 20% or 30%. Yes, sentinels have the best cooldowns.

Hmm. Either way, I'd recommend getting warp 3 quickly as an all-purpose damage power. I guess you can get by without overload at all.

If you're getting Garrus early, you'll have SMG shield piercing anyway ... making short work of those shields.

#8
tommyt_1994

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Tlazolteotl wrote...

It's a choice between 20% or 30%. Yes, sentinels have the best cooldowns.
Hmm. Either way, I'd recommend getting warp 3 quickly as an all-purpose damage power. I guess you can get by without overload at all.
If you're getting Garrus early, you'll have SMG shield piercing anyway ... making short work of those shields.

One of the passive's has a 30% cooldown reduction? Holy s***. Add that to the minus 20% cooldown upgrade and tech armor will be down to a 6 sec cooldown. And I will be recruiting Garrus pretty early on. I think it will go like this: Firewalker, Kasumi, Garrus, Mordin. By that time, I should be very well upgraded and be a level 11 actually.

Modifié par tommyt_1994, 01 mai 2010 - 06:54 .


#9
FoFoZem

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For a Caster Sentinel first of all do the 4 missions required in the Firewalker DLC to get the Biotic Damage upgrade do kasumi's mission early as well

You might want to go Raider and Power Armor early, but it is good to have two points in Throw, Warp and Overload before you max anything out, in my opinion.
Guardian won't be necessary as you want to use your armor solely as a damage buffer. I think of it as that and nothing else. The shield bonus, in my way of thinking, is to compensate for the necessity to keep the Armor on at all times.

So you won't be spamming Armor often and the extra 10% cooldown reduction is not as important, seeing as you can get the Tech Cooldown bonus very early on in the game with Kasumi DLC

A good setup is:
Heavy Throw - 4
Heavy Warp - 4
Power Armor - 4
Area Overload - 4
Cryo Blast - 1
Raider - 4
Bonus - 0

However, I use Jacob on every mission with a Caster Sentinel so I take Unstable Warp. In my opinion, Jacob is the best squad mate for a Sentinel. I honestly don't see the gripe people have with his AI; he tends to die far less in my game than any other squad mate once he has Barrier.  And his Incendiary ammo is nice.

But, of course, with Heavy Warp you can do obscene amounts of damage. With Blood Dragon Armor, Raider, Power Armor and 6/6 Biotic Damage upgrades, you can do +105% damage with Warp and Overload.

This means Heavy Warp can do over 800 damage against Armor and if used for Warp explosions (I believe). 820 damage is the exact number I believe. so it's DPS, after cooldown reductions [6-(1-0.4)] is 158.85. It's good.

And I also take Shotgun. Even though you are a caster, Shotgun is useful for those encounters where enemies get too close and it is a generally very good weapon to have just in case.

Sniper zoom gets annoying with power-oriented classes.

But if you don't have Kasumi, I would consider taking Assault Rifles and use the Vindicator


And also as a note, Caster Sentinel is fun but the gameplay does become monotonous when played too long as battles get a routine.

I recommend playing a Caster Sentinel along with a different class just for when the Sentinel starts to lose its flavor. Having a Vanguard playthrough to mess around with is a nice change of pace from constant debuffing.

But it's fun, still. Have fun.

Edited for cleanliness*

And Edited a bunch more

Modifié par FoFoZem, 01 mai 2010 - 07:05 .


#10
tommyt_1994

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FoFoZem wrote...

For a Caster Sentinel first of all do the 4 missions required in the Firewalker DLC to get the Biotic Damage upgrade and if you have Kasumi do her mission early as well.

You might want to go Raider and Power Armor early, but it is good to have two points in Throw, Warp and Overload before you max anything out, in my opinion.
Guardian won't be necessary as you want to use your armor solely as a damage buffer. I think of it as that and nothing else. The shield bonus, in my way of thinking, is to compensate for the necessity to keep the Armor on at all times.

So you won't be spamming Armor often and the extra 10% cooldown reduction is not as important, seeing as you can get the Tech Cooldown bonus very early on in the game if you have Kasumi.

Usually a good setup is:
Heavy Throw - 4
Heavy Warp - 4
Power Armor - 4
Area Overload - 4
Cryo Blast - 1
Raider - 4
Bonus - 0

However, I use Jacob on every mission with a Caster Sentinel so I take Unstable Warp. In my opinion, Jacob is the best squad mate for a Sentinel. I honestly don't see the gripe people have with his AI; he tends to die far less in my game than any other squad mate once he has Barrier. 

And I also take Shotgun. Even though you are a caster, Shotgun is useful for those encounters where enemies get too close and it is a generally very good weapon to have just in case.

Sniper zoom gets annoying with power-oriented classes.

But if you don't have Kasumi, I would consider taking Assault Rifles and use the Vindicator


And also as a note, Caster Sentinel is fun but the gameplay does become monotonous when played too long as battles get a routine.

I recommend playing a Caster Sentinel along with a different class just for when the Sentinel starts to lose its flavor. Having a Vanguard playthrough to mess around with is a nice change of pace from constant debuffing.

But it's fun, still. Have fun.

Edited for cleanliness*

Do you mean two points or 2 levels in warp and overload? I'll be maxing out Miranda's overload ASAP for shields. And can you explain, if you know, the exacts of the Raider and Guardian bonuses?

#11
Tlazolteotl

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Sniper zoom can be annoying, yes ... but it only happens when casting if you're actually taking cover.

Tee hee ... I did that with my engineer ... just stand around and snipe while drone distracts.

#12
Tlazolteotl

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Raider +15% health, +70% negotiation, -20% cooldown, +15% power damage.

Guardian +20% health, +100% negotiation, -30% cooldown.

#13
tommyt_1994

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Tlazolteotl wrote...

Raider +15% health, +70% negotiation, -20% cooldown, +15% power damage.
Guardian +20% health, +100% negotiation, -30% cooldown.

Thanks a lot. I think I may be going with the Raider. For extra power damage: Blood Dragon Armor + Raider + upgrades + Power Armor. Thats, well lets think it out loud lol: Blood Dragon Armor 15% + 15% while Power Armor is up + 15% from Raider + 60% tech/biotic damage from upgrades. Wow. I just now really thought that out. Do the bonuses really add up like that? If so, thats + 105% biotic/tech damage after all upgrades. wow. That cant be right. Is it?

#14
FoFoZem

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tommyt_1994 wrote...

Do you mean two points or 2 levels in warp and overload? I'll be maxing out Miranda's overload ASAP for shields. And can you explain, if you know, the exacts of the Raider and Guardian bonuses?


Sorry I should have specified. I meant two levels. You should be fine with level two everything until you get Raider. Then I go Power Armor. And then I actually worry about Heavy Throw next then Heavy/Unstable Warp and lastly Overload.

This works best for me and, in my opinion, the Caster Sentinel in general. I have a mental block about maxing Overload early because of personal reasons regarding health carry-over damage. It does good damage already at rank two, and, like you said, Miranda can handle shields.

That's the best part of the Sentinel. It is so versatile that your squad make-up doesn't even really matter all that much. I go Grunt for tanking and Jacob for setting up Pull+Throw/Warp insta-kills and his Incendiary Ammo. This means I can give Grunt Inferno Ammo.

Raider really is the undeniably best choice for a caster Sentinel.

#15
FoFoZem

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tommyt_1994 wrote...


 thats + 105% biotic/tech damage after all upgrades. wow. That cant be right. Is it?


It's right. I just edited my first post with the speicifics. I think Heavy Warp's DPS can reach nearly 160

#16
Tlazolteotl

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Yes, that is right ... but remember that those damage bonuses go off your power's base damage ..

So if your warp is doing:

Base 120, +100% = 240

Base 160, + 75% = 280

That's why I recommend getting warp 3 asap ... and why heavy warp on a sentinel is ridiculous.

#17
tommyt_1994

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Tlazolteotl wrote...

Yes, that is right ... but remember that those damage bonuses go off your power's base damage ..
So if your warp is doing:
Base 120, +100% = 240
Base 160, + 75% = 280
That's why I recommend getting warp 3 asap ... and why heavy warp on a sentinel is ridiculous.

Wow. I never realized how good a Sentinel can be. Heavy Warp, with all of the mentioned upgrades, will be doing 410 damage and recharging in 3.6 seconds. Heavy Warp does 200 base damage , then add in the damage/cooldown bonuses, and wow. No wonder why a lot of people warp spam. I am really looking forward to this playthrough. Right now my powers are like this:

Throw lvl2
Warp lvl1
Tech Armor lvl2
Overload lvl1
Defender lvl1
and my bonus, which I will not use is flashbang at level 1.

Im going to freedoms progress now and I have 3 unused points. Suggestions? Theres a lot of powers I want to level up quickly lol.

Modifié par tommyt_1994, 01 mai 2010 - 07:30 .


#18
Guest_gmartin40_*

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If playing on Xbox save your points and do this glitch to get all your powers up. To get the Infinite Squad Points, you will need at least 4 available points and a power ready to be evolved to its 4th level. Go to the Squad Menu and instead of pressing A to evolve a power, press X + A. This evolves the power, while "undoing" points transfer at the same time, leaving you with having both results. Now, repeat. NOTE: to get maximized results, make sure you have 10 available points so you can repeat the whole thing over and over again in one single session without leveling up your character. This allows you to upgrade all skills. Should you make a mistake, first press B to cancel the evolution then press X calmly to remove the points you added and retry. Also it is posible to regain previosly spent points with this method. For example, if you have a level 3 ability and 4 unused squad points, you can regain the points spent on the 3rd level skill and get 7 points in total. This happens randomly, or the exact method is yet to be revealed

#19
Tlazolteotl

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Oh, on a sidenote ... I'd like to recommend Mordin. Seriously.

Incinerate does well against shields (I think simply as a tech power, it gets a 1.5x multiplier), and obviously devastating against armour. Plus, his omni-tool research adds +20% damage.

It also staggers targets with defenses remaining, as well as doing damage to health after bypassing defenses.

I find mordin's incinerate the equivalent of miranda's overload vs. shields. Can't one-shot them, but with the staggering aspect can help set up combos.

#20
tommyt_1994

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gmartin40 wrote...

If playing on Xbox save your points and do this glitch to get all your powers up. To get the Infinite Squad Points, you will need at least 4 available points and a power ready to be evolved to its 4th level. Go to the Squad Menu and instead of pressing A to evolve a power, press X + A. This evolves the power, while "undoing" points transfer at the same time, leaving you with having both results. Now, repeat. NOTE: to get maximized results, make sure you have 10 available points so you can repeat the whole thing over and over again in one single session without leveling up your character. This allows you to upgrade all skills. Should you make a mistake, first press B to cancel the evolution then press X calmly to remove the points you added and retry. Also it is posible to regain previosly spent points with this method. For example, if you have a level 3 ability and 4 unused squad points, you can regain the points spent on the 3rd level skill and get 7 points in total. This happens randomly, or the exact method is yet to be revealed

Thanks for trying to help, but I've know about that glitch for a while now but I just dont want to do it, I dont really like that glitch. I think it would make this game wayyyy to easy from the start as well. A little challenge is fun. Thanks though

@General: I think I will be taking the shotgun bonus training btw. I really like the Locuast and it is great at rnage, so no need for AR training. And I hate how it scopes in with the sniper while using powers. On top of that, Shotguns also work very well with tech armor

@Tlazolteotl: Thanks, I planned on him being one of my main 3 squadmates. As a sentinel, I dont have a power that can strip the armor of multiple enemies with one cast like Mordin's incinerate

Modifié par tommyt_1994, 01 mai 2010 - 07:51 .


#21
tommyt_1994

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edited to consolidate

Modifié par tommyt_1994, 01 mai 2010 - 07:48 .


#22
tommyt_1994

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edited to consolidate

Modifié par tommyt_1994, 01 mai 2010 - 07:47 .


#23
ekwhite

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 I would definitely max Tech Armor first - it greatly enhances your survivability.

#24
t3HPrO

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For my femShep Sentinel(I have 2,but w/e I played them the same),I maxed out my passive first,then went with warp,then tech armor.I picked Tali's energy drain as my bonus power,so I didn't spend anything on overload.

#25
cruc1al

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Power damage per second is higher for a Guardian than for a Raider because -10% cooldown benefits you more than +15% power damage.

For example, with blood dragon, power armor, 6 upgrades, cooldown upgrade and heavy warp, a raider gets
(200 * 2.05) / (6 sec * 0.6) = 113.9 DPS

But a guardian gets
(200 * 1.90) / (6 sec * 0.5) = 126.67 DPS

That's 11% more.

If you have just level 3 (or unstable) warp, 3 biotic upgrades, cooldown upgrade and no power armor or blood dragon, raider gets
(160 * 1.45) / (6 sec * 0.6) = 64.4 DPS

And guardian gets
(160 * 1.3) / (6 sec * 0.5) = 69.3 DPS

That's still 8% more.

My point is that since most enemies' defenses are one-shotted without raider anyway (and those that aren't probably wouldn't be), it's better to get guardian. You do more damage over time with warp, overload and throw, and you use cooldowns for other powers too (especially the -1.2 seconds off from tech armor cooldown is great for a caster, since you get to shoot warp sooner after putting up power armor).

Modifié par cruc1al, 01 mai 2010 - 04:17 .