Move up to Hardcore or directly to Insanity (Sentinel)?
#1
Posté 13 mai 2010 - 01:43
I won't be going Infiltrator this time - it was fun but really I think it actually doesn't suit my tastes compared to the original Mass Effect. I actually had a bit more fun swapping in various squad mates to play with their powers, though I had a good bit of fun with Incinerate and AI Hacking at various points. Maybe it's the new cooldown system, but I find I enjoy hitting powers even more than the rampant headshots. I thought about switching classes but figured I might as well stick it out and experience the story while picking up the XP/credits/minerals bonuses for my next plays.
After looking back at things, I think I would enjoy the Sentinel - they seem to be able to get extremely short cooldowns on power usage (which will satisfy my nerd fetish for this game's Throw ability), and the Tech Armor seems pretty damn amazing from some of the videos I've seen of it.
My main questions for you folks are:
- Would you recommend playing through once on Hardcore before moving up to Insanity, or should I just jump directly to it? Veteran was a complete snooze-fest for challenge, though I'm sure the Infiltrator paired up with the Widow (and nearly a couple decades of being an FPS nut) had a lot to do with that. How big is the jump between the two? I'll be making a class change so if it's a big jump from Hardcore to Insanity I may do one on Hardcore to get used to the Sentinel class first.
- Do you folks have any Sentinel build (and especially squad build) advice for the higher difficulties? Max Cryo and Heavy Throw may wind up in my build regardless if only for the hilarity (seriously if you've never hit a frozen enemy with Heavy Throw you are missing out), but I'm interested to hear some of the more "optimized" setups. I probably won't take a bonus power for the Sentinel just because they seem very busy in the power usage and squad points as it is and will let my teammates supply the squad ammo variants.
- AR or Shotgun? My guess is with the Locust being available the Shotgun path is the smarter choice? Also, when you pick a new weapon class like this (my Infiltrator did not get to do this because I picked the Widow) you do get access to the entire weapon class, right? You do not have to pick a specific AR or Shotgun from within that class?
#2
Posté 13 mai 2010 - 01:54
Things like throw, pull, ect dont' work until you've removed the defences, and every body has them, even the varren wear armour. Once you play on it though you'll never go back.
#3
Posté 13 mai 2010 - 02:32
For insanity, the big change is you really can't just stand around and let things dps on you. Plus the heavily layered defenses and larger health pools enemies present mean their tactical offensive moves which you laughed at on Veteren, actually threaten you for Insanity.
Modifié par kiltysue, 13 mai 2010 - 02:38 .
#4
Posté 13 mai 2010 - 02:50
Hardcore is great because it keeps you on your toes.
#5
Posté 13 mai 2010 - 02:53
If you want to be strictly caster, then take the power armor because it gives you 15% power damage and take guardian. Lots of people like reave, but I personally like warp better and take someone on your squad with the pull ability. Jacob is good because he also gives squad incendiary which is great against organics. For geth missions make sure you take Zaeed for his squad disruptor ammo.
There is a thread called: The sentinel, the turnip that will bleed for you. Search it, lots of good advice.
Also go insanity. It really isn't much harder than hardcore. Don't be frustrated with the early missions. Once you get your tech cooldown after doing mordin's kasumi, and garrus' recruitment plus buying that upgrade at the citadel, you'll be pretty unstoppable.
Modifié par mosor, 13 mai 2010 - 02:54 .
#6
Posté 13 mai 2010 - 03:08
#7
Posté 13 mai 2010 - 03:18
Id of Ith wrote...
One other thing: since there doesn't appear to actually be an option for me to pass on the bonus power (seriously? wtf Bioware?), would you recommend AP or Warp Ammo? I suppose I'm stuck with one of them until I get to the point where I can respec Shepard.
You can change your bonus power after you get mordin. AP ammo does more damage but Warp ammo is better against collectors and their barrier. Personally I don't use either and stick with the squad incendiary on orgainics. Paniced enemies don't shoot back and I can spend more points on useful abilities like tech armor, my passive, warp and overload.
#8
Posté 13 mai 2010 - 03:28
So for figuring out insanity, they're probably the ideal choice.
On the subject of bonus power, I doubt you'll be maxing it before horizon ... and since you intend to respec afterwards, I recommend choosing something that benefits you most with a single point.
If you must choose a passive power, you'll probably get more mileage from AP ammo .. since there's hardly anyone with barriers before horizon. Personally, I took slam just for the once-in-a-blue-moon option of using it to set up Miranda's warp bomb.
#9
Posté 13 mai 2010 - 04:16
I think I will take AP Ammo just to make Freedom's Progress and some of the Omega missions a little easier until I can get that point moved into one of the Sentinel baseline abilities.
Still a bit torn on the Defender evolution - 15% cooldown vs 15% power damage is a tough choice. I am leaning towards cooldown at the moment just because of the vicious cooldown Tech Armor has (which interferes with my entertainment of Throw spam).
#10
Posté 13 mai 2010 - 06:07
#11
Posté 13 mai 2010 - 06:56
I don't like Cryo Blast as a talent in comparison to the others that the Sentinel brings to the table. I prefer levelling Warp Ammo or Armor Piercing Ammo to boost the Sentinel damage.
I've heard Sentinel is a viable close-range class with a Shotgun and Assault Armor, but I wouldn't ever do it myself. I prefer a ranged Sentinel, using those wonderful ranged damage abilities. Along those lines, I'd actually recommend A-Rs for those who do not have the Locust, and Sniper Rifles for those who do.
Heavy Warp (4)
Heavy Warp Ammo or Tungsten Ammo (4)
Power Armor (4)
Guardian (4)
Area Throw (4) or Area Overload (1)
As for teammates, my favourite combo was, and still is, Grunt and Miranda. Grunt can give your team Incendiary Ammo should you choose to, takes a fair chunk of damage, and acts as a solid distraction. Miranda helps boost your weapon damage even if she is incapacitated, and has useful abilities that stack with yours. This makes them useful despite my personal feelings that teammates are only good for their abilities and as a distraction.
Modifié par MarshalMeLee, 13 mai 2010 - 06:59 .
#12
Posté 13 mai 2010 - 06:57
Id of Ith wrote...
Thanks for the advice fellas. I will probably jump straight into Insanity - I went up through Freedom's Progress on Hardcore and it feels like I might as well go for broke. I didn't die or anything and it doesn't sound like Insanity is a huge step up from that.
I think I will take AP Ammo just to make Freedom's Progress and some of the Omega missions a little easier until I can get that point moved into one of the Sentinel baseline abilities.
Still a bit torn on the Defender evolution - 15% cooldown vs 15% power damage is a tough choice. I am leaning towards cooldown at the moment just because of the vicious cooldown Tech Armor has (which interferes with my entertainment of Throw spam).
Go for the cooldown. You shoot warps more often and your tech armor comes up faster that way. Once you get the tech cooldown upgrade, you should be able to spam tech armor every 6 seconds as opposed to every 7.2 seconds if you took the raider passive. DPS wise in regards to powers, you're better off with the cooldown as well.
#13
Posté 13 mai 2010 - 08:26
#14
Posté 14 mai 2010 - 05:38
#15
Posté 14 mai 2010 - 05:45
#16
Posté 14 mai 2010 - 10:22
#17
Posté 15 mai 2010 - 01:52
#18
Posté 15 mai 2010 - 01:55
Try hardcore first with an engineer, vanguard, or adept. Then move on to insanity
#19
Posté 15 mai 2010 - 04:15
McBeath wrote...
While I have no insight into the Sentinel, I would recommend playing through on Hardcore. Insanity requires a different touch. The biggest thing I run into(I almost always play as a soldier or infiltrator) is the need to remove defenses. Squadmates like Miranda are essential for this as she can deal with all types of defense.
.
Why in the world miranda should be essential for a sentinel???
#20
Posté 15 mai 2010 - 11:24
mosor wrote...
If you have the archon visor then use it. 0.6 second reduction cooldown for your tech armor is worth it. Save the blood dragon armor for missions where you have to wear a helmet on like the collector ship, tali and legions mission.
Wait, are you saying if there is a mission that requires breather helm usage that you don't keep your selected helm's benefits? That's pretty lame if true... can someone confirm this?
Aside from that, I started my Sentinel playthrough on Insanity and it's going very well so far. No deaths yet through the Mordin or Garrus recruitment quests. This class fits me like a glove - even though I'm playing it a bit more range-heavy than some of the "Assault Sentinel" videos I've seen I think I will probably pick up the shotgun rather than the AR advanced training. Once I grab the Locust I just think it will be better to have something that really covers the close-range game in case things manage to get hairy (and something that is very capable against armor should I feel like charging a YMIR or two).
I still stand by the statement that throwing cryo'd enemies is the most entertaining thing in this game. God bless the Sentinel.
#21
Posté 18 mai 2010 - 06:00
Id of Ith wrote...
mosor wrote...
If you have the archon visor then use it. 0.6 second reduction cooldown for your tech armor is worth it. Save the blood dragon armor for missions where you have to wear a helmet on like the collector ship, tali and legions mission.
Wait, are you saying if there is a mission that requires breather helm usage that you don't keep your selected helm's benefits? That's pretty lame if true... can someone confirm this?
Bumping this in case someone knows for certain that this is true (breather helmet missions enforce the actual breather helm bonus rather than your selected helm bonus).
#22
Posté 18 mai 2010 - 03:28
Id of Ith wrote...
Id of Ith wrote...
mosor wrote...
If you have the archon visor then use it. 0.6 second reduction cooldown for your tech armor is worth it. Save the blood dragon armor for missions where you have to wear a helmet on like the collector ship, tali and legions mission.
Wait, are you saying if there is a mission that requires breather helm usage that you don't keep your selected helm's benefits? That's pretty lame if true... can someone confirm this?
Bumping this in case someone knows for certain that this is true (breather helmet missions enforce the actual breather helm bonus rather than your selected helm bonus).
I always assumed that the breather helmet on forced missions was just aesthetic. It wouldn't be that hard to test.
Edit- I just tested it. I wore the 10% headshot visor and landed on an N7 world that didn't need a helmet and I had 340 health. I then loaded the same game before landing and went to an N7 world that required the breather helmet and I had 350 health. Miranda was not in my party either time, so her passive bonus wasn't a factor.
The breather helm does overwrite your selected helm it seems.
Modifié par Gravbh, 18 mai 2010 - 03:36 .
#23
Posté 18 mai 2010 - 04:55
#24
Posté 21 mai 2010 - 01:53
This class is powerful, and I have a good time Throwing stuff. I've found myself very frustrated though because - as arrogant as this sounds - I am very, very good at aiming/sniping and I get so little out of it playing a Sentinel. I'm about 8 hours in now and it's really made me realize just how much I miss being able to put that skill to use on my Infiltrator paired with the Widow. Both classes seem to be able to play very aggressive in the close-range game, but I guess I just don't enjoy the powers and stuff at longer ranges compared to my trusty sniper.
I think I'm going to run back my first Insanity play through with the Infiltrator, or maybe a Soldier to get my aggressive "always move forward" kicks while still being able to empty some skulls at range when the mood strikes me.
Thanks to everyone who posted in this thread for the advice, it is very much appreciated.




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