Who said sentinels were boring?
#1
Posté 31 juillet 2010 - 11:02
Gameplay:
- Make minimal use of the Power/Weapon wheels, and aim to play as real-time as possible (explained below)
- Try to find an advanced position rather then sit behind cover at the back of the battlefield (makes for more intimate and tactical encounters)
- Medi-gel is just as important as Tech Armor - never forget it exists (nor Heavy Weapons)
- Try insanity mode!
Powers:*
- Heavy/AoE Throw (LV4)
- Assault Tech Armour (LV4)
- Area Overload (LV4)
- Full/Deep Cryo Blast (LV4)
- Guardian Defender (LV4)
- Warp Ammo/Armour-Piercing Ammo (LV1)
*- WHAT!? NO WARP? NO REAVE IN PLACE OF IT? HAS THE WORLD COME TO AN END? Actually, no, it hasn't. But bare with me here, Warp ammo or squad mates are just as good, plus it leaves you room to make more power shortcuts (Overload/Throw/Cryo Blast/Unity (Unless on Xbox, which you have to sacrifice one of the aformentioned powers)).
Weapons:*
- M3 Predator Heavy Pistol
- M12 Locust Submachine Gun
- M8 Avenger Assault Rifle
- M451 Firestorm Heavy Weapon
*- Of course, an Assault sentinel loves shotguns, but the low ammo count means frequent weapon changes. And to do that means opening the weapon wheel, which defeats the purpose of a real-time battle. Whilst it may seem redundant to have the Locust and the Avenger, due to their similar DPS, the reason for both is the variety of shoot'n'spray or the accurate headshots.
N7 Armour:*
- Capacitor Helmet (10% Shield Recharge)
- Capacitor Chestplate (10% Shield Recharge)
- Strength Boost Pads ( 25% Melee Damage)
- Stabilization Gauntlets (5% Weapon Damage)
- Stimulator Conduits (10% Sprint Speed)
*- This is the one down to personal preference the most, but its balanced, and isn't made redundant by the difficulty level.
Powers (explained):
- Throw and Cryo Blast: I'm not sure if you've seen this before on Youtube, or even tried it out yourself, but it really is the most awesome way to kill a Krogan. They actually go flying, and the force of the throw usually smashes the frozen enemy in a million little pieces. The extremely quick cooldown (Plus guardian/upgrades - achieved easier with Kasumi DLC) means you can do it to another enemy as soon the as the first one is killed. Also, a group of frozen enemies obviously cannot attack you, so YOU DONT NEED TO STAY IN COVER! Give 'em a punch or two, or try to curve a throw over cover if they happen to fall down.
- Overload: Pretty self-explanatory, plus has the added effect of overheating weapons and stalling mechs - a beast of a power against Geth.
- Assault Guardian: Quick cooldowns, 18m diameter shockwave and self-recharging shields when destroyed means a Shepard that's pretty much never going to die. The lack of power damage increases on passive or armour really doesn't make a difference - plus I believe the Tech Armour's shockwave can smash a frozen enemy at a close enough distance.
- LV1 Ammo Powers: It adds that little damage boost that tends to be very useful, especially if squad mates like Zaeed or Garrus aren't around. Down to personal preference wether you want Warp or AP Ammo, or even Shredder if you want (though I don't advise it).
- No Warp: It's just too slow compared to a round of Locust bullets, and requires a biotic squad mate to make the most use of it. It also makes the biotic upgrades, most of which are found late in the game, more necessary.
Weapons (explained):
- Predator: More rounds then the Carnifex, apparently has a higher total damage, and doesn't require Adrenaline Rush to set up a shot.
- Locust: The most accurate and powerful of the SMG's, which still has a high ammo and round capacity, and deals similar damage to the Avenger/GPR, if not more.
- Avenger: Not the most popular assault rifle in the game, but I feel is the most balanced, and can almost be used at any range of the battlefield against any defence. The spray of the bullets comes in handy when faced against a group of enemies huddled together as a suppressive fire weapon, or can be locked onto a merc who's just stumbled too close. Also has a very large ammo capacity.
- Firestorm: This version's shotgun. Huge ammo size, rarely runs out, and allows the assault armour to work better, without needing to reload ever. Kills Varren and Vorcha at close range.
So there you go, the 'Sentinel-that-never-gets-boring' (trademark) - between Cryo and Throw, Assault armour and the Firestorm, Overload and an ammo power that hurts armour, you become a tank that is suited to every task, and manages to find a way to not need to micromanage powers or squad mates, whilst still being FUN (which is probably the most important thing about playing video games, no?).
Feel free to voice your opinion, criticise or appreciate.
#2
Posté 01 août 2010 - 01:38
#3
Posté 01 août 2010 - 02:28

Escaping the Collector ship on insanity. Still had a Scion in that hall up ahead. Got out alive!
Modifié par Lucky Thirteen, 01 août 2010 - 02:29 .
#4
Posté 01 août 2010 - 02:33
#5
Posté 01 août 2010 - 02:38
#6
Posté 01 août 2010 - 06:43
#7
Posté 01 août 2010 - 06:55
#8
Posté 01 août 2010 - 07:02
#9
Posté 01 août 2010 - 07:05
But on normal to veteran I sometimes stay behind cover, sometimes I run up with the SMG. Although once I got assault rifle I became more a middle range fighter. On Hardcore I had to switch between hiding behind cover and not depending on fights.
But agree, Sentinel is by far my favorite class! Although I disagree about not having warp or reave in your build. My end-game warps/reaves still drop armor/barriers faster than any "round of locust bullets".
I'm going to replay another Sentinel, but this time, instead of getting the assault rifle, I think I might go for the sniper, mix it up a bit (especially because of the locust)
#10
Posté 01 août 2010 - 07:09
Dont want to be stuck taking zaeed everywhere, or just rely on overload.
#11
Posté 01 août 2010 - 01:13
@Numotsbane - Yes please, I'd like to see other sentinel builds. And you're comment about boring playstyles is spot on, which is why I think some people find the sentinel a bore to play.
@Fantasypisces - Of course there's no wrong way to play ME2, or any game for that matter (unless it's a puzzle game), but there are ways to playing games without them being slow and tedious. Everyone loves soldiers and vanguards because they get right into the action with super-powered guns and great defences. Sentinels are solid tanks, so why should they find it hard to jump into the thick of battle, guns blazing? Have you got a build that uses warp/reave with assault armour?
#12
Posté 01 août 2010 - 07:45
#13
Posté 01 août 2010 - 08:36
#14
Posté 01 août 2010 - 08:56
Timmy Ziggy wrote...
@Fantasypisces - Of course there's no wrong way to play ME2, or any game for that matter (unless it's a puzzle game), but there are ways to playing games without them being slow and tedious. Everyone loves soldiers and vanguards because they get right into the action with super-powered guns and great defences. Sentinels are solid tanks, so why should they find it hard to jump into the thick of battle, guns blazing? Have you got a build that uses warp/reave with assault armour?
Yes, and like I said, I tend to jump out into the fray on everything BUT insanity, of course I use power armor, reduced cooldowns and more armor ftw. But on insanity, it doesn't matter what class you are, poke your head out for any long length of time and you die.
#15
Posté 01 août 2010 - 11:57
Yes, and like I said, I tend to jump out into the fray on everything BUT insanity, of course I use power armor, reduced cooldowns and more armor ftw. But on insanity, it doesn't matter what class you are, poke your head out for any long length of time and you die.
I have been searching for an encounter like that for my vanguard. Do share because I was not able to find it.
#16
Posté 02 août 2010 - 01:56
#17
Posté 02 août 2010 - 08:11
#18
Posté 03 août 2010 - 06:50
Yes, and like I said, I tend to jump out into the fray on everything BUT insanity, of course I use power armor, reduced cooldowns and more armor ftw. But on insanity, it doesn't matter what class you are, poke your head out for any long length of time and you die.
Its not so much that you should just be standing around in the open as much as it is that you should keep moving. (preferably forwards). Just ran through kasumi's loyalty - and I found myself not so much taking cover as just using it to block line of sight for a few seconds. I had kasumi spec'd for area overload and the loading bay room encounter went something like:
open doors: both use overload on shields.
kasumi takes cover, I run left behind the big shipping crates to get as far into the room as I can without exposing myself to enemy fire. from the opening in the second crate, I used my flashbang and kasumi's overload to neuter some more weapons and shields.
take out the vanguard with tempest fire, melee and 2 assault armor bursts.
keep using flashbang on the eclipse troops that take cover in each of those loading bays, before moving over to the right side of the room, running around to the very back to take out the rocket troopers.
I'm not saying I don't take cover. but I take cover for the few seconds after i refresh assault armor, and i always keep moving. find isolated enemies and target them.
its also a way to exploit the enemy AI, if you reposition quickly they often spend a fair bit of time trying to find new cover.
It's not like playing safe is a bad way to play. but practice makes being out in the open much easier and more fun. anyway, it can be done. I find the best thing is to not rely overly on Warp and overload, as they both have pretty big cooldowns. basically I only use throw and flashbang on the fly, cause the effects last longer than the cooldowns.
#19
Posté 03 août 2010 - 07:23
#20
Posté 03 août 2010 - 09:09
Rip504 wrote...
Sent. H.Warp Throw field Power Armor H.Warp ammo Guardian 100%Paragon/Renagade Bring Tali for overload etc. Predator pistol Locust sub Geth pulse rifle and prothean particle beam.
Yeah I'm not sure about this build. I can tell you like tali, But Miri, Kasumi, Garrus and Zaeed all strike me as better anti-shield options. specing solely towards taking out barriers/ health/ armor... well I dunno. I'd put at least one point in overload anyway.
also, GPR/ locust probably isn't as effective as say, GPR/ tempest, or Vindi/ Tempest. if your taking an assault rifle, the locust is just overkill for mid-range enemies.
which is not to say you can't play with that build.
#21
Posté 03 août 2010 - 09:41
#22
Posté 03 août 2010 - 11:36
#23
Posté 02 mai 2012 - 12:43
Modifié par Kanaris, 02 mai 2012 - 12:44 .
#24
Posté 02 mai 2012 - 03:37
Mattock is pretty decent on most classes, pretty powerful on Vanguard, and massively overpowered under Adrenaline Rush.
Certainly is workable on a Sentinel.
They call it semi-auto because it fires once per each "trigger pull" and does not require manipulation of any action in between shots. That is semi-automatic.
#25
Posté 02 mai 2012 - 04:18
capn233 wrote...
Mattock is pretty decent on most classes, pretty powerful on Vanguard, and massively overpowered under Adrenaline Rush.
Certainly is workable on a Sentinel.
They call it semi-auto because it fires once per each "trigger pull" and does not require manipulation of any action in between shots. That is semi-automatic.
I always thought Semi auto was a three round burst like the Vindicator?
Adrenaline rush with a mattock and inferno ammo is godly you can take out flying Collectors before they even hit the ground :innocent:
P.s. The only thing I didn't like about the Mattock was its ammo capacity.
Modifié par Kanaris, 02 mai 2012 - 04:23 .





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