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Help: What Build to use for Sentinel on Insanity


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#1
Merchant2006

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Heh, I hope someone gets to give me a hand, what with all the 'I love ___ character' threads that are on this section. I mean... why are they here?! Should be moved to off-topic if you ask me. ^^ Anyhow! Let's begin.

Now that I'm importing my Sentinel, I'm having some doubts as to who I should select as my 'squadmates'. I usually use Zaeed and Tali/Legion for the geth based missions (for disruptor ammo/AI hacking/energy drain etc) but I want some help as to what I should specify on.

So... a quick summary of what I'm asking.

Which squad mates should I use and with what powers?
What powers should I use for my Sentinel on Insanity?
What Bonus Power should I use for the Sentinel?

As a sentinel, I'm going to do the following (which I believe are essential):

Overload Lvl 4 - Area
Warp Lvl 4 - Heavy
Defender Lvl 4 - Guardian? 
Tech Armor Lvl 4 - Assault/Power? Need some help here as I wonder, Assault on Insanity with a Sentinel wouldn't be a good idea would it? I'm not looking to be a tank rush so I'm favouring the Power section of that.

I believe that leaves me with another 11 talent points, so what should I invest this in? And what about bonus powers? Should I use Warp Ammo or Armor Piercing Ammo and to what level? Should I use Jack for her Warp Ammo instead and have my sentinel boost up in another area? If I do not go for a bonus power, that would mean I would need a squadmate that would cover such bonus talents, such as Garrus/Jack for their squad based ammo powers.

And also, which squadmates? I'm thinking of using Miranda for her Cerberus Officer ability alongside her Warp and Overload, while also using Garrus/Grunt for the sake of combat.  However I am still not very sure. Should I use Miranda? Or rather Mordin. I'm looking to balance out my group so everything is equal yet I am not sure if I should go for Miranda/Mordin & Garrus/Grunt/Jack.

Any assistance would be much appreciated, thanks!


Modifié par Merchant2006, 01 juin 2010 - 07:19 .


#2
jaff00

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As a sentinel you've essentially already got all the bases covered (in the sense that you've got something for armor/shields/barriers, so you've got some flexibility as to whom you choose to bring along. I'd say Miranda never hurts (her passive is good + warp/overload), plus Zaeed for squad disruptor ammo during synthetic-heavy missions. When not facing synthetics any 2nd squaddie will do.

Since you don't favor a bull-rush playingstyle, obviously go with the Power evolution for tech armor. As for the bonus talent - heavy warp ammo for collector missions, tungsten ammo for anything else.

You basically already covered your 2nd question yourself.

#3
Pacifien

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Like any strategy or build, it all comes down to what suits your playstyle the best.



Assault vs. Power - The 50% shield boost of the Assault Armor is a lifesaver if you find yourself surrounded by a swarm of enemies. However, if you're not playing a combat Sentinel, being surrounded by enemies isn't really a good thing. This is why I think caster Sentinels lean toward Power Armor: greater shield strength means it should last longer and it gives a bonus to your power strength.

With overload covering your shields and warp covering your armor/barriers, you're pretty much set to handle any defense your enemy might have. Armor Piercing gives you a greater damage boost against health and armor than Warp Ammo, but Warp Ammo gets you a damage boost against barriers. They are a good way to get a weapon damage boost for the Sentinel, too (as opposed to power damage boost).

Slam, I personally think, is an excellent choice for a Sentinel. With Warp, you can have a squadmate set up the ragdoll effect while you set off the Warp Explosion. With Slam, you can set up the ragdoll effect while another squadmate sets off the Warp Explosion. It allows for greater squad combinations in that regard.

Miranda, Jack, Samara, and Jacob are all good counterparts to your Sentinel because they can set up the Warp Explosion for you. If you add Slam to your repertoire, you can add Thane to your Warp Explosion mayhem while Miranda is like you in that she can set up or set off the explosion.

As for what squadmates to take, this is going to depend on who your enemies are, really. Against Collectors, you want your biotics and/or your soldiers with Concussive Shot. Against your Eclipse or Blue Suns, you want your techs. Against the Blood Pack, you want to fight with fire. Mordin's neural shock is also quite handy against charging Krogan.

#4
Thompson family

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Hey, this isn't a fan thread for a character. Wow. *bump*

#5
mi55ter

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Thompson family wrote...

Hey, this isn't a fan thread for a character. Wow. *bump*

I'm actually trying to support non fan threads actively now, either whenever they appear, or digging one up and bumping it.

As for the Senti, I myself sometimes brought along a soldier with concussive blast to break enemies that I'd frozen after Miri had debuffed them. I found it visually pleasing.

#6
badkenbad

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 I typically bring along whichever squadmates I think will be best for the mission. It varies from mission to mission. If you want some Sentinel gameplay tips, you can check out my video commentary linked in my signature. I'm playing through on Hardcore, but a lot of the information and strategies apply just as well to Insanity. It just takes longer to kill things. :)

The thing that kind of sucks about Insanity is that you really can't use one of the more fun Sentinel builds--max throw and cryo blast. Nothing quite like freezing enemies and sending them flying into the ceiling. Or into their buddies. Or just throwing them off a ledge without freezing them. Because of the extra armor in Insanity, you don't get a chance to do enough freezing & throwing, so it's better to focus on Warp and Overload.

Let's have a look at the bonus powers:

(Executive Summary: The most useful bonus powers for Sentinels are Geth Shield Boost, Barrier, Armor Piercing Ammo, Energy Drain and Dominate. Which you use depends on whether you need the extra defense, or if you can effectively use Energy Drain or Dominate in the heat of battle. Squad AP Ammo is very good on Insanity, because everything has ammo.)

The Shield bonus powers (Fortification, Geth Shield Boost and Barrier) definitely help your survivability, and help your tech armor last longer. Of the three, Fortification seems the least useful because it doesn't scale with other bonuses. Geth Shield Boost scales with Tech research bonuses, and Barrier scales with Biotic research bonuses. Geth Shield Boost can give you extra weapon damage when maxed out, so it's up to you whether you spend enough time shooting to make that worthwhile. I find that my Sentinel doesn't use her guns much.

Of the Ammo bonus powers (Shredder, Warp and Armor Piercing Ammo), Shredder Ammo is the worst for an Insanity run. By the time your enemies have no shields or armor left, they're mostly dead already. A little extra bonus damage there is not going to help you much. You really don't need Warp Ammo if you develop Warp. Armor-piercing ammo does more damage than Warp ammo at each level, and they both do extra damage to EVERYTHING on Insanity, because everything has armor. If you get it, I'd recommend the squad version. With your whole squad doing extra damage, Insanity enemy armor evaporates fast.

I don't find Grenade bonus powers (Inferno, Flashbang) very useful. You might. Flashbang's stun is good, but its cooldown is so long that you can't follow it up with a power. Also, its function is somewhat duplicated by Area Overload, which overheats weapons. Inferno grenades are okay for tightly packed groups, but they don't do much damage, and the incapacitation doesn't last very long.

For Damage bonus powers, we have Slam, Neural Shock, Energy Drain, and Reave. Of these, Reave is the least useful because it does exactly the same damage as warp, but it does it over time, and it doesn't detonate biotics. The thing it does do is incapacitate organics, but it only does that when they are seriously wounded so you can finish them off. Slam is really more of a crowd control ability since it doesn't do much damage. Because you have Area Overload, you already have reasonable crowd control (disabled weapons). Neural Shock is very limited (sorry Mordin). It's also more of a crowd control thing, but when you're chaining it, you can't use any other powers. Also, it only works on unshielded organics, which you can finish off quickly in many other ways. Of these four, Energy Drain is proably the most useful for a Sentinel, because it can help you keep your Tech Armor up longer. Unfortunately, it only works on shields or synthetics, and they aren't always handy.

Dominate is a lot of fun, but it's another one of those powers that's not so great for Insanity. You can only use it on unshielded, unarmored organics. When an organic gets that damaged, they're likely to fall down soon. However, if you can time it right, Dominate can be devastating. Especially at the higher levels, where the biotic barrier strength of your victim lets them stay up longer and do more damage.

Modifié par badkenbad, 01 juin 2010 - 11:08 .


#7
RGFrog

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full up on Power armor, Raider, Throw Field, heavy warp (for 'splosions) and bonus because it can change to what I want (usually Reave does as good a job as warp for stripping but doesn't have the flight time or aiming issues.) Then a point in Overload.

I bring jack for warp ammo, Garrus for AP, Grunt for incendiary, and Zaeed for disruptor depending on the mission. Then Miranda or Mordin depending on if I need warp/overload or cryo/fire.

#8
Pacifien

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badkenbad wrote...
*snip*
For Damage bonus powers, we have Slam, Neural Shock, Energy Drain, and Reave. Of these, Reave is the least useful because it does exactly the same damage as warp, but it does it over time, and it doesn't detonate biotics. The thing it does do is incapacitate organics, but it only does that when they are seriously wounded so you can finish them off. Slam is really more of a crowd control ability since it doesn't do much damage. Because you have Area Overload, you already have reasonable crowd control (disabled weapons). Neural Shock is very limited (sorry Mordin). It's also more of a crowd control thing, but when you're chaining it, you can't use any other powers. Also, it only works on unshielded organics, which you can finish off quickly in many other ways. Of these four, Energy Drain is proably the most useful for a Sentinel, because it can help you keep your Tech Armor up longer. Unfortunately, it only works on shields or synthetics, and they aren't always handy.

Reave is incredibly powerful in that it's immediate, does double damage on armor/barriers, increases your own health, disables the enemy momentarily, and prevents enemies from healing. The only thing it can't do compared to warp is work with the warp explosion combo. However, if you're going to put points into warp, I really think reave is a bit overkill. Actually, I think reave is always overkill, which is why I never pick it for a bonus power. I can see the appeal of it, though.

Slam is more than just crowd control. As I said in my post earlier, it can be used to set up warp explosions as well. Instead of being the one to set it off, you're the one setting it up for another squadmate.

Neural Shock has an extremely short cooldown, can stop an enemy in its tracks, and if you put at least three points into it, it has the chance to impair the enemy's aim. However, this overlaps with overloads sabotage effect if you evolve that to Level 3. Also, you have Reave and Flashbang Grenade as options for stopping enemies as well. I haven't played too much with Neural Shock. It was one of my favorite powers in the first game, but I never thought to experiment with it in the second game.

Energy Drain is great, and I'll use it for any other class in a second, but it does overlap some with Overload. I wouldn't use it at the expense of Overload, but it comes in handy on replenishing shields, particularly if you don't take Assault Armor.

I had forgotten about Geth Shield Boost, which was a favorite of mine before I decided Energy Drain was where it was at. I had especially forgotten about its ability to increase weapon damage if you fully evolve it to Improved. Increasing weapon damage is a plus if you're working on a more aggressive Sentinel.

#9
numotsbane

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in regards to squadmates and bonus powers, i'd recommend this:

don't take a bonus ammo power - take grunt or zaeed and evolve they're ammo powers to squad ammo. while they may not be as powerful as the other types when you're crunching numbers, the overheating of disrupter ammo and the panic from inc. ammo are really useful.

warp ammo is good when shooting at ragdolls, but i'd say that if an enemy is in ragdoll, they're already dead.

#10
Doriath

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class Build

throw
warp
tech armor (4 ranks / assault armor)
overload (4 ranks / area overload)
cryo blast (4 ranks / full cryo blast)
defender (4 ranks / guardian)
bonus power: reave (4 ranks / area reave)

Shotgun weapons training, doesn't matter though....only need the locust.

Squadmate make up: Miranda + whatever squad member brings the squad ammo type you'll benefit from. I played every non-loyalty mission with Miranda/Garrus.

Upgrade priority: tech/bio>health/dmg reduction>SMG.

Modifié par chrisnabal, 02 juin 2010 - 04:36 .


#11
Doriath

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I'd advise against doing a sentinel with warp on insanity. Problem is that it causes you to miss out on an evolved power. Reave is right on par with it, and although it's a DOT power instead of a direct damage power, it offers more total damage and has a helpful secondary effect. The loss of detonations isn't as significant as it would seem.

Modifié par chrisnabal, 02 juin 2010 - 04:45 .


#12
FoFoZem

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I have recently been playing Assault Sentinel with a build focus on CC

Heavy Throw - 4

Warp - 1

Assault Armor - 4

Area Overload - 4

Full Cryo Blast - 4

Guardian - 4



Also do the Firewalker mission as early as possible for the Biotic damage upgrade. Also do Kasumi if you have her for the extra tech damage upgrade. Also make a trip to the Citadel early and buy the tech damage upgrade and by Horizon you will have 3 Tech damage upgrades and 1 Biotic damage upgrade.



I have never been able to fit a bonus power into the final build for a Sentinel but in the beginning I usually take Armor Piercing Ammo if I go Assault Sentinel or Waro Ammo for Caster

#13
Pacifien

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How's that cryo blast work out for you? I've never experimented with it. How's it compare to squad cryo ammo?

Modifié par Pacifien, 02 juin 2010 - 06:18 .


#14
TheContinuum

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Pacifien wrote...

How's that cryo blast work out for you? I've never experimented with it. How's it compare to squad cryo ammo?


Cryo blast is freaking awesome, esp. with a 3 sec cool-down time.  I just toy with the last enemy, freezing them and throwing them (you get 1 throw point to start).  And its really useful against reg enemies too.  Charging krogan? NOPE! Now it's target practice!  Cryo ammo is fine, but you have to do that whole 'aiming' thing.  Sentinels don't aim, that's why they have all the powers!  You only aim once they're frozen! B)

#15
Merchant2006

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So... many... responses...

Posted Image

I'm really sapping in all of this information, it's fantastic to see the different ways people play the game but one thing I've noted that's recurring in people's advice is that as for Bonus Ammo Talents, it's best to bring a squad mate for that. I shall consider this.

Also, as for Reave, it seems to be much of an overkill but the fact that it can cause damage over a period of time but not set up Warp Explosions is something that is holding me back (if partially) from using. I'm quite fond of Warp as it does help me out a lot, however going for the Cryo/Throw combo on Insanity is possible yet risks my character being exposed to a lot of gunfire, so if I am going to take that route then I suppose I should try and change my Tech Armor to Assault, as the C/T seems more offensive to me. I shall consider that aspect as well ^^ Seeing how I have covered myself with Level 4 Overload/Warp, it would seem that my Power Tech Armor would be staying as well, as I only prefer playing as a tank as a Soldier/Vanguard.

From what you've all told me, squad selection depends on what type of enemy I come across, so I'll be noting that down, I gotta get out of my "Mass Effect" mentality that I need a Tech/Biot/Soldier squad to stand a good chance, as this time around each person can specialise against another type of enemy (Mordin v Krogan/Vorcha, Tali v Mechs, Zaeed/Grunt etc for squad based ammo powers). Miranda seems like a good viable option due to her Cerberus Officer and Slam, seeing how my Sentinel will already have Overload/Warp.

Well, so far the bases I have covered are:

Overload - 4 - Area
Defender - 4 - Guardian
Cryo Blast - 4 - Full
Tech Armor - 4 - Power

As you can probably tell by now, I'm not leaning much to a CC-style Sentinel, but rather (what people call) a 'Caster'. The Guardian/Power would complimenty each other nicely, so I'll go for that. However, that leaves me with another Power that can reach Level 4 along with another power that will have to stay as Level 1. I'm considering using either Slam/Warp, yet considering the fact that I prefer a squad-mate to use Slam (such as Miranda) then I'm going to stay away from that lot. Warp is handy however I find that if I use Slam then a squadmate could blast them away with warp instantly whereas my warp needs to fly round corners or 'travel' a distance. Hmmm... decisions decisions. Then again it entirely depends on how I play, as each person has their own unique way of playing.

*Sits and itches head* 

There are so many different styles and powers to upgrade, yet I can't seem to make a final decision heh. I'm more of a fan of being the person who 'finishes' the warp-explosion by blasting them away while leaving a squadmate to set it up, as Jack/Miranda/Thane/Jacob can set it up (with their abilities to move enemies with biotics off the ground) so I think I shall go for

Warp - 4 - Heavy

And as for a bonus power (which leaves room for 1 poor point) I think I shall invest it into Throw. I am reconsidering the whole Warp/Throw issue as I could go for Slam/Reave for my final level 4 talent but I'll have to see how it goes.

But then again thanks for the information everyone, I really do appreciate it, nice to see so many people replied to give me a hand heh ^^.

Oh and before I forget, one more final question:

What weapon specialisation is a good choice? I'm thinking of using the Shotgun for my extra weapon choice as I already have the Locust SMG (From Kasumi DLC) which itself has great accuracy and damage, so I'm definately not going for the AR like I accidentally did with my Adept. Other than that, thanks for everyones help. *Gives manly bear hug*

#16
Kaylord

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Don´t forget, you need Throw 2 in order to get Warp at all.

Just an idea; fun Sentinel:

Throw 2
Warp 3
Power Armor 4
Agent 4
Overload 3
Cryoblast 3
BonusAmmo 4

Use everything at your leasure, Sentinel power bonuses make every lvl 3 power almost as strong as a level 4 power.

Modifié par Kaylord, 02 juin 2010 - 11:48 .


#17
Merchant2006

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Ah yes, how could I forget about Throw 2 *rolls eyes* and I call myself experienced with ME2 heh. Thanks for the extra info Kaylord, I'll definately also take a look at that. Perhaps maxing out everything isn't necessary although I don't think 'Agent' applies to the Sentinel ;) But thanks anyhow, that's some pretty handy tips, and I suppose the bonuses given through Power Armor and or Guardian/Raider also add to those (not to mention the upgrades available).



Thanks once again everyone! :D




#18
Pacifien

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As a caster sentinel, I would think you'd want to avoid getting up close and personal with your enemy, so a shotgun wouldn't be my choice. Since the Locust is such a very nice gun, that does make going the assault rifle route less desirable - particularly since you won't get the Revenant. I'd personally go for the sniper rifle, but again, that depends on how close you want to get to your enemy.

#19
RGFrog

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Agree with Pacifen, go with sniper and use the viper with warp or ap ammo from your squad. It's a beast and takes out baddies at long range. You know, the kind you never want to deal with up close.

Then I use tempest instead of locust as a stripper and close in, omg, i missed that, support.

Locust is nice with it's accuracy, but at 20 rounds, it just doesn't provide the punch i need. And tempest strips sheilds, etc. like no ones business without any upgrades! So, i prefer it. Tempest, pull, boom. Watch the other enemies fly around. Makes short work of the final bosses on tali and legions loyalty missions.

#20
mosor

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I play a combat style sentinel. So I went with this.

4 throw field (instant kills a few husks when you strip their armor)
4 heavy warp
4 Guardian (The 30% cooldown is better than the raider's 20%+15 damage)
4. Assault armor on insanity. Might as well get the extra protection and pulse damage since shields will go down often enough.
1 Overload
4 Either area reave or Energy drain. I switch depending on the mission. Changing a bonus power is only 5k element zero a pop and you start with 60k. I only usually use area reave in conjuction with throw field tom kill husks fast. Maybe those rachni wannabe's too.

Got the shotgun as a bonus weapon.

My main squadmates are Jacob and Miranda. Jacob gives pull, which is great with warp and he gives squad incendiary which is great on any non geth mission. Miranda helps with the squad bonus's and helps soften up enemies before you run in with your shotgun.

On geth missions, I usually take Zaeed for the squad disruptor. Preferably someone with overload, or whatever character I'm stuck with for the loyalty mission.

Reaper IFF, I usually go with Jacob and Mordin. You can inceneration blast, followed by your throw field and kill a few husks at a time. Then you can follow with your area reave and have jacob pull field and kill a few more, plus he gives you incendiary ammo for your shotgun.

Get the dlc if you don't have it. Kasumi lets you get your tech cooldown early in the game. I don't have the archon visor, but that headpiece will bring your cooldown a further 0.6sec for your assault armor. Which is pretty good.

Modifié par mosor, 02 juin 2010 - 04:45 .


#21
mosor

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RGFrog wrote...

Agree with Pacifen, go with sniper and use the viper with warp or ap ammo from your squad. It's a beast and takes out baddies at long range. You know, the kind you never want to deal with up close.
Then I use tempest instead of locust as a stripper and close in, omg, i missed that, support.
Locust is nice with it's accuracy, but at 20 rounds, it just doesn't provide the punch i need. And tempest strips sheilds, etc. like no ones business without any upgrades! So, i prefer it. Tempest, pull, boom. Watch the other enemies fly around. Makes short work of the final bosses on tali and legions loyalty missions.


I also prefer the tempest on missions where a lot of enemies get in my face over the locust until I get the shotgun. I love the viper, but I do prefer the shotgun. The canifex hand cannon does the job well enough, and with the armor and critical upgrades, the pistol is really powerul. Along with your heavy warp, it's more than enough to do the job on any big enemy.

#22
RGFrog

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I tend to forget I even have a pistol, LOL!

#23
Merchant2006

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Auuurrhhh! So many choices haha xD

I currently have the Dragon Age Blood Armour, however I'm not a huge fan of having my Shepard's face covered up :I but the bonuses that armour provided is an extra 15% to power damage along side 10% shield strength.. which is pretty good for my sentinel.

However, I'm now in a confuddled mess. Seeing how I'm going to be heading for a Caster sentinel, I'm not sure if I want to go too 'Combat Heavy', however I do like getting into nitty gritty firefights sometimes, but on Insanity I like to play it safe.

I'm still unsure as to what Bonus Power I really want. I do not want Ammo Powers as I'm leaving that for my squadmates.

Area Overload, Heavy Warp, Guardian Defender and Power Armor are currently my bread and butter but that is subject to change. I am also deciding that for a Bonus Power I shall use Reave. Yes it may be cheap but when maxxed out I think it will help.

If anyone does come with better suggestions for my Caster Sentinel then please do keep giving the very very very helpful feedback. Note: I am not looking for an Assault Sentinel but rather the opposite ^^. I have also decided that the Sniper weapon specialisation is a good choice as well, as I already have my Locust as a good SMG and/or AR replacement.

Once again, many thanks for your continued feedback. I'll repeat myself here and say that any further tips on Bonus Powers/Talents would be appreciated, as thankfully ME2 gives us the amazing option to retrain our powers (including the Bonus ones too). ^_^

Modifié par Merchant2006, 02 juin 2010 - 10:54 .


#24
jwalker

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I'm playing sentinel NG+, with a shotgun

Yet another build for you ;)

Throw - 4 (heavy)
Warp - 4 (heavy)
Assault armor - 4
Overload - 1 (just to be able to explode flamethrowers)
Cryo - 0
Guardian - 4
Energy drain - 4 (area)

Gear:

Helmet: archon visor ( 5% bonus cooldown )
Chest: shield harnest ( 5% shields )
Shoulders: Strength boost pad ( 25% meele damage )
Arms: heavy dumping guntlets ( 5% shields )
Legs: stimulator conduits (10% storm speed )

With this build (and the archon visor) tech armor has only 5.4 seconds cooldown period.

Why heavy throw and no cryo ?
First, I don't like the delay that cryo has. For a couple of seconds, the target still shoots. On the other hand, heavy throw can instantly stop a krogan charging. Could be throw field, but I wasn't sure about this. For CC, the tech armor explosion is usually enough.
Finally, throw has a shorter recharge than cryo.

Energy drain seems redundant with overload. They both have the same base damage. But I like recharging my shields when I run towards my enemies, so when the armor explodes, I'm close enough to kill them with the scimitar while they're on the floor. This is why I choose stimulator conduits and strength boost pad

Ideally, I don't shoot until I'm in melee range. First, one punch. Then I start shooting. Punching not only does a decent amount of damage, but helps aiming your shot  'cause your target won't be moving that much.

Squadmates ? I always bring one with ammo support.
Zaeed for "geth missions". Jacob or Grunt for all the others. Probably a loyal Jack for the collector vessel ( I'm not there yet). I say probably 'cause using incendiary could be a better choice for the "panicking organics" thing.

Finally, If you can, bring Kasumi to your missions too.
Tech armor explosions + flashbang granades + scimitar with incendiary ammo = total mayhem :devil:

#25
mosor

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Merchant2006 wrote...

Auuurrhhh! So many choices haha xD

I currently have the Dragon Age Blood Armour, however I'm not a huge fan of having my Shepard's face covered up :I but the bonuses that armour provided is an extra 15% to power damage along side 10% shield strength.. which is pretty good for my sentinel.

However, I'm now in a confuddled mess. Seeing how I'm going to be heading for a Caster sentinel, I'm not sure if I want to go too 'Combat Heavy', however I do like getting into nitty gritty firefights sometimes, but on Insanity I like to play it safe.

I'm still unsure as to what Bonus Power I really want. I do not want Ammo Powers as I'm leaving that for my squadmates.

Area Overload, Heavy Warp, Guardian Defender and Power Armor are currently my bread and butter and  I have pretty much come to a final decision on that. I am also deciding that for a Bonus Power I shall use Reave. Yes it may be cheap but when maxxed out I think it will help.

If anyone does come with better suggestions for my Caster Sentinel then please do keep giving the very very very helpful feedback. Note: I am not looking for an Assault Sentinel but rather the opposite ^^. I have also decided that the Sniper weapon specialisation is a good choice as well, as I already have my Locust as a good SMG and/or AR replacement.

Once again, many thanks for your continued feedback. I'll repeat myself here and say that any further tips on Bonus Powers/Talents would be appreciated, as thankfully ME2 gives us the amazing option to retrain our powers (including the Bonus ones too). ^_^


For a caster Sentinel,.

I'd chose something similar to the assault sentinel. If you're going to take the power armor for the 15% damage boost, then take energy drain as opposed to overload. Nothing sucks more than seeing your armor go down quickly. At least with energy drain, it will keep it up longer while you get out of cover to cast. You only need 1 overload to detonate flammers and explosive boxes anyway.

Still go for the guardian passive. The extra 10% cooldown is worth it. That saves 1.2 seconds on armor recharing, which is the one skill that takes the longest for you to cast. Plus you can warp or overload faster.

As for the other skills, That depends on your playstyle. Do you like warp detonations? Than take the warp and bring someone with pull. Otherwise go with reave.  Do you like freezing and shattering enemies? Take the cryo blast and the heavy throw. There are so many variations, it's hard to chose for a playstyle.

I like the locust, but it isn't the vindicator. On enemies like the geth hunter, you're not going to be able to take em out without reloading. Which costs time. The sniper can get chaotic with a caster sentinel because you'll keep looking through your scope when you cast. There is an advantage to that though. If you look through your scope, you can target with your powers enemies that are too far away to target normally.

Modifié par mosor, 02 juin 2010 - 10:07 .