Does a Sentinel need a non-ammo bonus power?
#1
Posté 26 mai 2010 - 07:05
What do you all think?
#2
Posté 26 mai 2010 - 07:25
#3
Posté 26 mai 2010 - 07:44
#4
Posté 26 mai 2010 - 08:38
#5
Posté 26 mai 2010 - 01:16
i usually go with warp ammo.
#6
Posté 26 mai 2010 - 01:28
#7
Posté 26 mai 2010 - 02:58
#8
Posté 26 mai 2010 - 03:51
Modifié par Arhka, 26 mai 2010 - 03:51 .
#9
Posté 26 mai 2010 - 08:52
On my assault sentinel my end build usually is:
10 throw field
10 heavy warp
10 assault armor
1 overload (To ignite the odd flamthrower)
10 Guardian
10 Area Energy Drain or Area reave depending on the mission.
Shotgun is obligatory.
#10
Posté 26 mai 2010 - 09:53
Stabby McGoodstab wrote...
Dominate can have its uses.
That's actually not a bad idea. Would work really well with Warp, I'd assume, too.
#11
Posté 27 mai 2010 - 02:16
JaegerBane wrote...
Stabby McGoodstab wrote...
Dominate can have its uses.
That's actually not a bad idea. Would work really well with Warp, I'd assume, too.
Why warp?
#12
Posté 27 mai 2010 - 05:36
I never used dominate since it doesn't last long enough to do anything. I'd much rather just spend a cooldown and kill said person.
#13
Posté 27 mai 2010 - 06:03
cruc1al wrote...
JaegerBane wrote...
Stabby McGoodstab wrote...
Dominate can have its uses.
That's actually not a bad idea. Would work really well with Warp, I'd assume, too.
Why warp?
Because it detonates biotic effects? I'm making an assumption Warp detonates Dominate, as I mentioned, just like any other biotic powr. But if it does, Dominating an opponent and sending him running back to kill his muchachos sounds like a great time for a Warp bomb, right as he's in the middle.
#14
Posté 27 mai 2010 - 07:37
That said, the Sentinel benefits quite a bit from choosing a bonus power in the low level area because you have a lot of points to spend before you really hit your stride. My personal preference is Energy Drain - this allows you to not spend any points in Overload at all and focus on Tech Armor and the passive while still giving you a free anti-shield power that works VERY well with Tech Armor in general. Alternatively, you could go with AP or Warp Ammo to give your weapons a bit more kick in the really early game (where the game is the most difficult for a Sentinel), but I prefer to have squadmates focus heavily on ammo powers to get their squad evolutions very early instead.
By the time you have the ability to respec Shepard's point allocation, you should have enough total points to do what you need to and drop the bonus power entirely. Once everything is unlocked with Tech Armor and Guardian maxed you really don't gain much from the bonus power so I'd stick with the base powers instead.
Don't dismiss the power of Cryo as a Sentinel. If you take the Guardian evolution (with a little more help from the Archon Visor if you have it) your power cooldowns are ridiculously short after all upgrades, particularly Throw and Cryo. If you have never experienced the joy of Heavy Throw + frozen enemies... you have no idea what you're missing.
Modifié par Id of Ith, 27 mai 2010 - 07:38 .
#15
Posté 27 mai 2010 - 09:47
#16
Posté 27 mai 2010 - 12:07
mosor wrote...
You don't really need a bonus power. I do prefer energy drain over overload, but as someone pointed out it's overkill. I pretty much stick with the squad incendiary or disruptor. Don't feel the need to use anything else.
On my assault sentinel my end build usually is:
10 throw field
10 heavy warp
10 assault armor
1 overload (To ignite the odd flamthrower)
10 Guardian
10 Area Energy Drain or Area reave depending on the mission.
Shotgun is obligatory.
For shotgun Assault Sentinel (which is my favorite) Tungsten ammo is way better as bonus power than anything else. Most of the time you use your power CD to refresh the Assault Armor, the second is for Throw. For Geth missions Energy Drain is ok instead of Tungsten armor, but Reave is something that definitelly not needed for a shotgun Assault Sentinel. IMHO, but as ususal, matter of taste, but I found Reave as suboptimal and Tungsten is way better for this style (which is avery agressive style, using Tech Armor as a weapon not as a defense).
#17
Posté 27 mai 2010 - 12:58
JaegerBane wrote...
cruc1al wrote...
JaegerBane wrote...
Stabby McGoodstab wrote...
Dominate can have its uses.
That's actually not a bad idea. Would work really well with Warp, I'd assume, too.
Why warp?
Because it detonates biotic effects? I'm making an assumption Warp detonates Dominate, as I mentioned, just like any other biotic powr. But if it does, Dominating an opponent and sending him running back to kill his muchachos sounds like a great time for a Warp bomb, right as he's in the middle.
Warp detonates only pulled and singularitied enemies. I'm pretty sure about this.
Modifié par cruc1al, 27 mai 2010 - 12:59 .
#18
Posté 27 mai 2010 - 03:39
Can also detonate Slam during the lifting phase. This one I can confirm.
#19
Posté 27 mai 2010 - 06:42
#20
Posté 28 mai 2010 - 06:14
I suggest you test it again - at the least, Slam seems to work. There isn't any reason why the barrier from Dom'd enemies just wouldn't be affected.cruc1al wrote...
Warp detonates only pulled and singularitied enemies. I'm pretty sure about this.
Modifié par JaegerBane, 28 mai 2010 - 06:15 .
#21
Posté 28 mai 2010 - 06:38
I agree, it's the only way for a Sentinel to boost weapon damage. My preference is Warp Ammo because it will do double damage to enemies affected by biotics. Will armor-piercing will do more damage against armor, warp ammo will affect both armor and barriers. For a biotic class though, with that double damage, I don't see why not to go with warp ammo.Kaylord wrote...
I think in terms of optimisation Sentinal is THE class who is making best use of a bonus AMMO power, since he does have none to start with.
Reave and Energy Drain are both good if you want to replace Warp and Overload with them. However, unless you've got other biotic squadmates to do it for you, you'll lose your ability for warp explosions. Also, Overload at level 3 will also sabotage the enemy's weapon, something Energy Drain cannot do.
The only other bonus powers I would consider are Slam, Dominate, and Flashbang Grenade. While another squadmate sets up the explosion, you can set it off with warp. Slam allows you to do the opposite. Dominate is just... fun. And Flashbang Grenade will knock an enemy out of cover, which is useful not only to, you know, shoot them, but also to get them in line of sight to use other powers on them.
#22
Posté 28 mai 2010 - 08:07
#23
Posté 28 mai 2010 - 12:24
JaegerBane wrote...
I suggest you test it again - at the least, Slam seems to work. There isn't any reason why the barrier from Dom'd enemies just wouldn't be affected.cruc1al wrote...
Warp detonates only pulled and singularitied enemies. I'm pretty sure about this.
There isn't any reason for many things in Mass Effect from a logical point of view, but from a game balance point of view, there is. I just tested warp exploding a dominated collector drone who had barrier on, and one who didn't, and it didn't happen.
Oh, and I did forget about slam. Each of slam, pull, and singularity can be detonated when the enemy is 1) affected by the biotic and 2) in rag doll mode. Dominated enemies aren't in ragdoll mode, so it could be said that's why they can't be warp exploded.
Modifié par cruc1al, 28 mai 2010 - 12:24 .
#24
Posté 28 mai 2010 - 02:56
cruc1al wrote...
JaegerBane wrote...
I suggest you test it again - at the least, Slam seems to work. There isn't any reason why the barrier from Dom'd enemies just wouldn't be affected.cruc1al wrote...
Warp detonates only pulled and singularitied enemies. I'm pretty sure about this.
There isn't any reason for many things in Mass Effect from a logical point of view, but from a game balance point of view, there is. I just tested warp exploding a dominated collector drone who had barrier on, and one who didn't, and it didn't happen.
Oh, and I did forget about slam. Each of slam, pull, and singularity can be detonated when the enemy is 1) affected by the biotic and 2) in rag doll mode. Dominated enemies aren't in ragdoll mode, so it could be said that's why they can't be warp exploded.
Gah, this is the reason why I don't like the complicated bonus powers. They don't seem to interact with the class based ones properly (does Warp actually detonate Reave? Or is that FUBAR'd? Bah, I'm off for a week, I'll try that at some point).
#25
Posté 28 mai 2010 - 03:29
JaegerBane wrote...
cruc1al wrote...
JaegerBane wrote...
I suggest you test it again - at the least, Slam seems to work. There isn't any reason why the barrier from Dom'd enemies just wouldn't be affected.cruc1al wrote...
Warp detonates only pulled and singularitied enemies. I'm pretty sure about this.
There isn't any reason for many things in Mass Effect from a logical point of view, but from a game balance point of view, there is. I just tested warp exploding a dominated collector drone who had barrier on, and one who didn't, and it didn't happen.
Oh, and I did forget about slam. Each of slam, pull, and singularity can be detonated when the enemy is 1) affected by the biotic and 2) in rag doll mode. Dominated enemies aren't in ragdoll mode, so it could be said that's why they can't be warp exploded.
Gah, this is the reason why I don't like the complicated bonus powers. They don't seem to interact with the class based ones properly (does Warp actually detonate Reave? Or is that FUBAR'd? Bah, I'm off for a week, I'll try that at some point).
I can tell you now that warp will not detonate anyone CC by reave which is a shame:(




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