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Thinking about making a Sentinel


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#26
JaegerBane

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Cerberus Operative Ashley Williams wrote...

Cancer Puppet wrote...

I'm in the middle of a Sentinel run now, and I can't say that I'm enjoying it. Tech armor is not very good IMO.


hmmm it's actually ridiculously good. Sentinel was the first class I beat insanity with.  Personally, I found the class to be OP but incredibly boring to play.


Assault armour is good. I didn't find power armour all that great, but hey, it works, and it boosts your power damage.

I think what he meant was Tech Armour doesn't really work like the other signature abilities. I don't know about you, but I got a bit sick of having to do the human-flashbang thing just to get some use out of it as oppose to one of the loyalty shield powers.

I agree, though - it does get boring. Once you get over the novelty of handling all defences yourself, it begins to feel a bit limp. Cryo Blast is good, but it is no Pull...

#27
Hiero Glyph

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The Power Armor/Assault Armor choice actually depends mostly on your playing style. If you use Power Armor the idea is to avoid direct fights and keep the armor up at all times to boost your other abilities. Using Assault Armor allows you to get in the middle of the fight, similar to a Vanguard, and play more of a debuff class with weapons as offense.

Both of the Defender evolutions can benefit the Sentinel so that is a much more difficult choice. Ideally you want Guardian for Assault Armor and Raider for Power Armor as the additional 10% cooldown bonus is needed to replace the Tech Armor when using Assault. The power damage bonus from Raider also stacks with the Power Armor damage bonus and as you should not be recasting your Tech Armor often the cooldown bonus is not needed as much.

You other powers should revolve around these perivous two choices as well so a Power Armor/Raider build should use the most damaging abilities possible (Heavy Warp/Overload, etc.) while the Assault Armor/Guardian build would rely more upon area debuffs (Area Overload, Full Cryo Blast, etc.). In the end you can mix and match abilities as needed but if you want to optimize your build you will follow its greatest strength. Thankfully a Sentinel is so well-rounded that it really has no weaknesses so once you make your choice it only affects your playing style.

As for bonus abilities I would suggest Geth Shield Boost for Power Armor/Raider so you can keep your armor up at all times and possibly gain a small weapon damage bonus (which can be further strengthened by your squad's ammo skills). For the Assault Armor/Guardian build an ammo type will give you the most damage from your weapons and allow you to keep your cooldown free for replacing your Tech Armor or area debuffing. Since the Sentinel cannot easily ragdoll or hold an enemy using Biotics, Warp Ammo is less than useful. Ideally you want Armor Piercing Ammo as the bonus damage is much higher and barriers are not very frequent.

Hope this helps but always remember that the Sentinel is the jack-of-all-trades class so feel free to try out new things and see what works for you.

EDIT:  For the weapon training I would use a Shotgun or Assault Rifle for the Assault Armor/Guardian build (Locust/Eviscerator or Tempest/Vindicator) and the Assault or Sniper Rifle for the Power Armor/Raider build (Tempest/Vindicator or Locust/Viper or Mantis).  The idea is to stay in combat with one and away from combat with the other.

Modifié par Hiero Glyph, 16 juillet 2010 - 04:14 .


#28
I Tsunayoshi I

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Cerberus Operative Ashley Williams wrote...

Cancer Puppet wrote...

I'm in the middle of a Sentinel run now, and I can't say that I'm enjoying it. Tech armor is not very good IMO.


hmmm it's actually ridiculously good. Sentinel was the first class I beat insanity with.  Personally, I found the class to be OP but incredibly boring to play.


I think Sentinel is a bit OP as well since you pretty much have a full toolbox for screwing over a mob. Warp for armor and barrier stripping, Overload for raping synthetics and shields. Cryo for CC. Throw for lols and throwing out some combo hits or taking advantage of terrain.

Right now though I am trying to consider where to put my last 8 points for a Casual run.

3pts Throw
6pts Warp
10pts Tech Power Armor
6pts Overload
0 Cryo
10pts Defender/Guardian
6pts AP Ammo


Right now I am considering putting in for max out Warp and Overload for max damage and leaving AP hanging dry since I cant move enough points around to max out for Tungsten thanks to having to put at least 3 into Throw for access to Warp. Dont need really think I need Cryo for Causal or Normal since I can pick off enemies with Warp or Overload and finish what I started with a quick burst from my Locust.

#29
numotsbane

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Sora Kitano wrote...

Right now I am considering putting in for max out Warp and Overload for max damage and leaving AP hanging dry since I cant move enough points around to max out for Tungsten thanks to having to put at least 3 into Throw for access to Warp. Dont need really think I need Cryo for Causal or Normal since I can pick off enemies with Warp or Overload and finish what I started with a quick burst from my Locust.


if you're playing on normal or casual, I'd actually recommend a shatter sentinel, with throw and cryo, because you should take advantage of ot having to strip defenses often. with the points you have, maybe go:



6pts Throw

6pts Warp

10pts Assault Armor

3pts Overload

6pts Cryo

10pts passive

no bonus (the sentinel doesn't need it that badly...)



spam cryo and throw, because they both have teeny tiny cooldowns - also, a thrown frozen person often explodes into shards, or comically bounces off walls. use squadmates for pull and ammo powers, and when you get to level 30 upgrade warp and cryo to their AOE equivalents.



ahhh... I love the sentinel...

#30
I Tsunayoshi I

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numotsbane wrote...

Sora Kitano wrote...
Right now I am considering putting in for max out Warp and Overload for max damage and leaving AP hanging dry since I cant move enough points around to max out for Tungsten thanks to having to put at least 3 into Throw for access to Warp. Dont need really think I need Cryo for Causal or Normal since I can pick off enemies with Warp or Overload and finish what I started with a quick burst from my Locust.

if you're playing on normal or casual, I'd actually recommend a shatter sentinel, with throw and cryo, because you should take advantage of ot having to strip defenses often. with the points you have, maybe go:

6pts Throw
6pts Warp
10pts Assault Armor
3pts Overload
6pts Cryo
10pts passive
no bonus (the sentinel doesn't need it that badly...)

spam cryo and throw, because they both have teeny tiny cooldowns - also, a thrown frozen person often explodes into shards, or comically bounces off walls. use squadmates for pull and ammo powers, and when you get to level 30 upgrade warp and cryo to their AOE equivalents.

ahhh... I love the sentinel...


Cryo seems pretty useless since anything that I toss a power and isnt using protection dies next to instantly from Warp. After reading through the thread I am considering respecing into Raider, even though I would rather prefer the 100% boost to alignment that is superficial at best.

I tend to stick back more and spec in Sniper on the side for fights I dont want to be close to because of whats staring at me, like Scions when they appear.

#31
numotsbane

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well in that case, roll with:

3pts Throw

10pts Warp

10pts Assault Armor

0pts Overload

0pts Cryo

10pts passive

6pts energy drain



energy drain will help with survivability if you're worried about it. I always use assault armour anyway, just in case enemies get close to me - the knock-back can be a lifesaver. also, you can't stay away from enemies on every map.

so sit back, spam warp and ED, and snipe. thats how I played my first sentinel run, though admittedly that was on insanity...

#32
I Tsunayoshi I

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numotsbane wrote...

well in that case, roll with:
3pts Throw
10pts Warp
10pts Assault Armor
0pts Overload
0pts Cryo
10pts passive
6pts energy drain

energy drain will help with survivability if you're worried about it. I always use assault armour anyway, just in case enemies get close to me - the knock-back can be a lifesaver. also, you can't stay away from enemies on every map. so sit back, spam warp and ED, and snipe. thats how I played my first sentinel run, though admittedly that was on insanity...



That is the plan for me. I am considering keeping my AP ammo since tend to leave most of my work to powers and short bursts from whatever is in hand. Throw seems like its almost as good as having a rapid fire weapon since I just sat back on the collector ship and plowed the entire Husk mob with just Throw. Power Armor is more of a benefit for me since I let my team have some free usage of their powers instead of strict control since they tend to prioritize just a tad different than me, though Harbingers still get all the hate when they show up. Double/Triple Warp is devistating to the bastards when they are dead in the air. Especially since two heavy warps on avg almost kill them and a third doesnt give them a chance to hit the ground.

Current build with tweaks

6 Throw
10 Heavy Warp
10 Power Armor
0 Overload
0 Cryo
10 Guardian - I dont really see the extra 15% being worth giving up on cooldown reduction
6 AP Ammo

New plan with the now 5 remaining points coming in and 3 in reserve is to spend on maxing out  Throw and Tungsten. 9/10 times, I am going to have 2 Overloads in my party (Garrus or Kasumi + Miranda and see little need of it myself when I will almost always have someone else to use it for me and save me a cooldown I dont need. It will also let me max it out on other characters and have the same effect as a strip and kill coming from myself.

Modifié par Sora Kitano, 16 juillet 2010 - 08:23 .


#33
thetruefreemo

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I would go with an ammo power and the sniper rifle.

#34
I Tsunayoshi I

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thetruefreemo wrote...

I would go with an ammo power and the sniper rifle.


Long done and done. Only thing I have left to do on my build is max out for Tungsten and spend the random point into Overload if I have anything left.

#35
Hiero Glyph

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Sora Kitano wrote...
10 Guardian - I dont really see the extra 15% being worth giving up on cooldown reduction


That 15% of 200 (Heavy Warp/Overload) adds up quickly.  So Warp gets a x2 modifier against armor and barriers and Overload get x2 against shields.  Now that 15% goes from 30 to 60 and then you have the 15% already from Power Armor so that 60 becomes 120.  Then you can boost power damage even further from armor bonuses.  Then don't forget about research so you can Tech/Biotic damage even more (+50%; +60% with DLC).  Sure 15% may not seem like much but when you factor everything together it leads to some serious damage, all for giving up 10% cooldown.

10% of 3, 4.5, 6, or 12 seconds is not a whole lot in most cases and you do get a 20% cooldown bonus already, so it's 40% versus 50%.  Even with Tech Armor that is 6 seconds with Guardian or 7.2 seconds with Raider.  For the others it is even less and spam skills like Warp and Overload are 3 seconds versus a 3.6 second cooldown.  The point is that with Power Armor you get an extra 25% shield strength so you should not have to recast Tech Armor as often and the lost cooldown can be spent casting offensive powers (using the increased power damage) instead of replacing your Assualt Armor constantly.

#36
I Tsunayoshi I

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Hiero Glyph wrote...

Sora Kitano wrote...
10 Guardian - I dont really see the extra 15% being worth giving up on cooldown reduction


That 15% of 200 (Heavy Warp/Overload) adds up quickly.  So Warp gets a x2 modifier against armor and barriers and Overload get x2 against shields.  Now that 15% goes from 30 to 60 and then you have the 15% already from Power Armor so that 60 becomes 120.  Then you can boost power damage even further from armor bonuses.  Then don't forget about research so you can Tech/Biotic damage even more (+50%; +60% with DLC).  Sure 15% may not seem like much but when you factor everything together it leads to some serious damage, all for giving up 10% cooldown.

10% of 3, 4.5, 6, or 12 seconds is not a whole lot in most cases and you do get a 20% cooldown bonus already, so it's 40% versus 50%.  Even with Tech Armor that is 6 seconds with Guardian or 7.2 seconds with Raider.  For the others it is even less and spam skills like Warp and Overload are 3 seconds versus a 3.6 second cooldown.  The point is that with Power Armor you get an extra 25% shield strength so you should not have to recast Tech Armor as often and the lost cooldown can be spent casting offensive powers (using the increased power damage) instead of replacing your Assualt Armor constantly.


I can see where the 15% would matter on a higher level, but I stick mostly to causal and normal and punting people with Throw and Warp with Tungsten hate since I had to have a special ability with this character since getting all of the loyalty skills.

#37
mosor

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Personally I love playing the sentinel because I like close quarters combat, and I find that the sentinel is best at it.

Here are my recommendations.


1. Max your assault armor and guardian as quickly as possible.
2. Get Mordin's Garrus's and Kasumi's mission out of the way as quickly as possible, so you get the 50% cooldown for you assault armor.
3. Don't invest more than 1 point in overload to blow up flammethowers. Invest in energy drain until the last mission before horizon. Don't bother putting any points in warp until just before horizon either.
4. Take Jacob and Miranda as squadmates. They are the best team for an assault sentinel. Max Jacob's squad incendiary and upgrade Miranda to Area overload quickly, then work on her warp. Don't bother with her passive until the warp and overload are filled.

Tactics.
Other than Mordin's and a part of garrus' mission. All pre horizon missions will have shielded enemies. (If you want to do with mordin's mission first, you can take reave instead of energy drain, and switch to energy drain once you recruit mordin)

That being said, enegry drain one of your enemies, have miranda overload the other. Run to the stripped enemy and let your assault armor knock them down as you run to them. As you run, reboot your assault armor, and shoot them with your SMG loaded with incendiary ammo and it should be a quick kill. Don't be afraid to punch enemies to death, especially on earlier levels and melee will quickly kill most enemies other than krogan.

Do all the N7 and DLC you can before horizon. If you started at level 5 and have all the DLC, you should be level 17 by horizon. After you recruit your last squadmate before horizon (For me it's usually grunt, because you only get the sniper and krogan vitality upgrade, which isn't very useful to me), reset your bonus power. If you put points into energy drain, you can free up all those points. Take what you like, but I usually take energy drain again because post horizon mission will be mostly shields anyway. However with the free points, you can throw them into warp, which is useful on horizon.

On horizon, be sure not to use the carnifex hand cannon on scions. A predator pistol with jacobs incendiary is a superior weapon with higher DPS and more ammo. It will take out scions fast. Almost as fast as if you had a viper.

After Horizon the game is a cakewalk.
My final build is:

4 area throw (great for clearing out husks if you use area reave or mordins area incenerate)
4 Heavy Warp
4 assault armor
1 overload (to kill flammers)
4 guardian
4 Area Reave (The suicide mission has no shields, and its good to have an area effect power, especially for swarming husks) As I said above I usually have Area Energy drain.

Miranda I usually have it as 4 Area Energy drain
4 heavy warp (You want to destroy barriers for low level collectos in one shot)
4. Cerberus leader ( you don't need the health boost on a sentinel)
1. Slam


I once posted a vid of an assault sentinel in action. I'll post it again if you are interested. I took the shotgun, I love it, but in the vid, I used the weak katana. An assault sentinel can do just as well without it, but you're better off with it.


www.youtube.com/watch

Modifié par mosor, 18 juillet 2010 - 07:15 .


#38
I Tsunayoshi I

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That is my my build with exceptions to evos. I prefer keeping AP Ammo for myself since it isnt that bad for me and I dont have to even shoot that much considering my bumpered powers are throw and Warp for either killing outright or making space and jack and the box shenanigans on husks later on.



Beat the game with this:

4 Heavy Throw

4 Heavy Warp

4 Power Armor

1 Overload

4 Guardian

4 Tungsten Ammo

#39
Arhka

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See Sentinel Guide in my sig.

#40
I Tsunayoshi I

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Arhka wrote...

See Sentinel Guide in my sig.


I am thinking shotgun if I re import my ME1 char again. snipercater zooms annoy me to no end and I can mid range well with the Locust anyway.

#41
mosor

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Sora Kitano wrote...

Arhka wrote...

See Sentinel Guide in my sig.


I am thinking shotgun if I re import my ME1 char again. snipercater zooms annoy me to no end and I can mid range well with the Locust anyway.


Yeah shotty is the best with the assault sentinel. You got the locust for accurate rapid fire for shielded enemies, and the upgraded predator ( not the hand cannon) has really high dps against armored enemies. I usually don't bother with the tungsten though. Squad incendiary has 20% less damage, but you got the skills to strip a lot of defences beforehand and a shotgun will rip apart the primary defence for most enemies even if you don't manage that. Once down to health, incindiary has a nice panic feature which makes killing enemies easier.

#42
I Tsunayoshi I

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mosor wrote...

Sora Kitano wrote...

Arhka wrote...

See Sentinel Guide in my sig.


I am thinking shotgun if I re import my ME1 char again. snipercater zooms annoy me to no end and I can mid range well with the Locust anyway.


Yeah shotty is the best with the assault sentinel. You got the locust for accurate rapid fire for shielded enemies, and the upgraded predator ( not the hand cannon) has really high dps against armored enemies. I usually don't bother with the tungsten though. Squad incendiary has 20% less damage, but you got the skills to strip a lot of defences beforehand and a shotgun will rip apart the primary defence for most enemies even if you don't manage that. Once down to health, incindiary has a nice panic feature which makes killing enemies easier.


I used to abuse Inferno with my soldier but then I got Warp which beat it out and then AP took over after that. Plus I dont really need to make them panic when a well used Throw or Warp will finish whatever I started with stripping.

Main thing I do is cast like mad for the most part. I dont really worry about stripping with Overload since Warp hits almost as hard and I can still finish the job with a burst or Throw since having biotics almost let me negate the meaning of cover with the radical arcing that is possible now.

#43
Spartas Husky

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Good I found this topic.



I just created a Sentinel, and currently on jack's Mission. Got Mordin and Garrus.. Zaeed and kasumi as well.



My concern is regarding the power for sentinels "guardian" the recharge time bonus, affects other powers already used a stopwatched and did a bit wee math to calculate approximate decreased times and all fall within my averages.



BUt my bonus powers dont seem to be affected by the 15%, 20% or 30% decrease in power cool down bonus, in any major way.



take for example. Tech Armor. takes 12 secs recharge with 30% less is around...3.5, 3.6?? so is around 8.+ secs. Which it does. But My Biotic Barrier, Geth Shield BOost, and Fortification, seem to take 10+ secs recharging.



Is there a penalty I dont know regarding sentinel recharge bonus when it comes to bonus powers??