Aller au contenu

Photo

Advice for new Sentinel, I'm confused by power selection...


  • Ce sujet est fermé Ce sujet est fermé
21 réponses à ce sujet

#1
HMWA-X

HMWA-X
  • Members
  • 3 messages
I started my first ME2 playhrough with my imported ME1 Vanguard. I really liked the class in ME1, but in ME2 I don't enjoy it as much anymore.

I'm thinking of starting a Sentinel instead, but during character creation I am able to choose one bonus power from loyal squadmembers.

My current choices are Slam, Fortification and Neural Shock.

I was thinking of following some suggestions given to other players on the forums and get Warp Ammo or Reave to combine with the Tech/Power Armor. I will also get Energy Drain from Tali, but I gather it comes pretty late in the game.

Would it be better for me to lower the difficulty on my current Vanguard playthrough (I'm currently in the derelict alien vessel) and play on until I unlock Warp Ammo or Reave? And create my new Sentinel after that and keep playing until I can choose Energy Drain via Advanced Training...

I'd really appreciate any suggestions regarding power managament on a Sentinel.

I've allready played 32h on my Vanguard and don't wanna spend another 30+ just to discover I choose the wrong powers :P

#2
Kronner

Kronner
  • Members
  • 6 249 messages
You can always change your bonus power and reallocate all points for some eezo, so do not worry about picking "wrong" powers :)

#3
HMWA-X

HMWA-X
  • Members
  • 3 messages
What... You mean I can change all the bonus powers during the game, even the ones I chose during character creation?

#4
Kronner

Kronner
  • Members
  • 6 249 messages

HMWA-X wrote...

What... You mean I can change all the bonus powers during the game, even the ones I chose during character creation?


You can only have one bonus power. Every class has 6 talents/skills by default and you can add a bonus talent..so in total you have 7 talents. The bonus talent can be changed at any time after Horizon mission (in Research ugrades panel in Mordin's lab) and you can also retrain your character.

Example:
You have this build:
Throw Field 10
Assault Armor 10
Heavy Warp 10
Raider 10
Overload 1
Cryo 0
Heavy Warp ammo (Bonus talent) 10

you can change it to anything, example:

Throw 3
Power Armor 10
Heavy Warp 10
Guardian 10
Area Overload 10
Cryo 1
Reave 6

etc.

Modifié par Kronner, 04 août 2010 - 09:05 .


#5
Tlazolteotl

Tlazolteotl
  • Members
  • 1 824 messages
The bonus power you select at character creation is the same as the one you get when you finish your first loyalty mission.

So ... the only thing you can't change about your character's build is the bonus weapon training.

#6
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

Kronner wrote...

HMWA-X wrote...

What... You mean I can change all the bonus powers during the game, even the ones I chose during character creation?


You can only have one bonus power. Every class has 6 talents/skills by default and you can add a bonus talent..so in total you have 7 talents. The bonus talent can be changed at any time after Horizon mission (in Research ugrades panel in Mordin's lab) and you can also retrain your character.


You can change bonus power the moment Mordin joins the crew - you can relocate all skill points after Horizon (Retrain Powers)

#7
Kronner

Kronner
  • Members
  • 6 249 messages

Bozorgmehr wrote...

Kronner wrote...

HMWA-X wrote...

What... You mean I can change all the bonus powers during the game, even the ones I chose during character creation?


You can only have one bonus power. Every class has 6 talents/skills by default and you can add a bonus talent..so in total you have 7 talents. The bonus talent can be changed at any time after Horizon mission (in Research ugrades panel in Mordin's lab) and you can also retrain your character.


You can change bonus power the moment Mordin joins the crew - you can relocate all skill points after Horizon (Retrain Powers)


Yeah, forgot about that :)

#8
OniGanon

OniGanon
  • Members
  • 4 829 messages
Energy Drain, Reave or Warp Ammo. Until you have the one you want available... 1pt Slam, so you can set up Warp bombs.

#9
HMWA-X

HMWA-X
  • Members
  • 3 messages

Tlazolteotl wrote...

The bonus power you select at character creation is the same as the one you get when you finish your first loyalty mission.
So ... the only thing you can't change about your character's build is the bonus weapon training.



Aha ok I see... I think :P


So what would be a good weapon choice for Sentinel with a huge amount of armor and Energy Drain?

(hijacking my own thread, he he)

I read some people like Sniper Rifles for one shoot-one kill, but I'm a more of a machinegun-kinda-guy :P

Closeup shotgun isn't my cup of tea :unsure:

#10
mosor

mosor
  • Members
  • 1 372 messages

HMWA-X wrote...

Closeup shotgun isn't my cup of tea :unsure:


Should be. The shotty is the best on a sentinel. Strip defense, sprint to the enemy, let your assault armor knock em down when it explodes. Recharge shields.  Punch and shoot the enemies to death. Rinse and repeat.

If you have kasumi, the locust acts too much like an assault rifle to bother picking it as a bonus power. The viper is nice. I love that gun, but having the scope pop up every time you use your power is annoying. Try using the predator (not the hand cannon) for armored distance targets. When you get the heavy pistol critical upgrade, it's DPS isn't too far off from the viper.

#11
lazuli

lazuli
  • Members
  • 3 995 messages

OniGanon wrote...

Energy Drain, Reave or Warp Ammo. Until you have the one you want available... 1pt Slam, so you can set up Warp bombs.


Take an ammo power.  Sentinels already have access to Warp and Overload, so they don't get as much out of Reave or Energy Drain.

#12
Simbacca

Simbacca
  • Members
  • 861 messages

lazuli wrote...

OniGanon wrote...

Energy Drain, Reave or Warp Ammo. Until you have the one you want available... 1pt Slam, so you can set up Warp bombs.


Take an ammo power.  Sentinels already have access to Warp and Overload, so they don't get as much out of Reave or Energy Drain.


Actually they do. 

Area Reave can strip the barriers and armor off multiple enemies, something no evolution of Warp can do alone.  It can also leech back health to keep an in-their-face Assault Sentinel alive.  Finally, it doesn't require rank 2 Throw, so if one wanted to max Cryo Blast and Reave, they could.

Energy Drain can recharge shields to keep an in-their-face Assault Sentinel alive.  This shield recharge can also be used to help keep Assault Armor up while closing the distance to enemies, as to not waste the knockback blast prematurely and die.  

Still, I do agree that Heavy Warp Ammo or Tungsten Ammo are also great Sentinel bonus powers.

#13
PrinceLionheart

PrinceLionheart
  • Members
  • 2 597 messages
I'm a big fan of using reave, and just forgoing Warp all together. When it comes to Ammo powers, my belief is just bring a squad member like Jacob or Grunt with you, especially since Incendiary Ammo is arguably the best ammo type for CQC.

#14
lazuli

lazuli
  • Members
  • 3 995 messages

Simbacca wrote...


Area Reave can strip the barriers and armor off multiple enemies, something no evolution of Warp can do alone.  It can also leech back health to keep an in-their-face Assault Sentinel alive.  Finally, it doesn't require rank 2 Throw, so if one wanted to max Cryo Blast and Reave, they could.

Energy Drain can recharge shields to keep an in-their-face Assault Sentinel alive.  This shield recharge can also be used to help keep Assault Armor up while closing the distance to enemies, as to not waste the knockback blast prematurely and die.  

Still, I do agree that Heavy Warp Ammo or Tungsten Ammo are also great Sentinel bonus powers.


I am well aware of how Energy Drain and Reave are almost always superior to Overload and Warp respectively.  But when choosing bonus powers, I find it best to choose something that the class I'm playing normally can't do- a philosophy we seem to share.

I'm curious about Slam though.  I've never tried it.

#15
Arhka

Arhka
  • Members
  • 842 messages

lazuli wrote...

Simbacca wrote...


Area Reave can strip the barriers and armor off multiple enemies, something no evolution of Warp can do alone.  It can also leech back health to keep an in-their-face Assault Sentinel alive.  Finally, it doesn't require rank 2 Throw, so if one wanted to max Cryo Blast and Reave, they could.

Energy Drain can recharge shields to keep an in-their-face Assault Sentinel alive.  This shield recharge can also be used to help keep Assault Armor up while closing the distance to enemies, as to not waste the knockback blast prematurely and die.  

Still, I do agree that Heavy Warp Ammo or Tungsten Ammo are also great Sentinel bonus powers.


I am well aware of how Energy Drain and Reave are almost always superior to Overload and Warp respectively.  But when choosing bonus powers, I find it best to choose something that the class I'm playing normally can't do- a philosophy we seem to share.

I'm curious about Slam though.  I've never tried it.


Slam is a like Throw trying to be Lift. It's slower than Throw, but can deal a little bit more damage. You can definitely do without Energy Drain if you have Assault Armor, and that goes for all classes. To me, the Sentinel is all about utility and staying power. It just needs to lend support to the team while surviving.

#16
numotsbane

numotsbane
  • Members
  • 523 messages
You could take Warp ammo if you think you wont use another active bonus power. I've been having great success with Flashbang (see my sig) on my sentinel. Slam could also be good, but to my mind throw provides just as good crowd control on unarmoured opponents.

I tend to think a sentinel could take any bonus weapon, but casting when you have a sniper euipped will auto-zoom, and thats a pain in the ass.

#17
JockBuster

JockBuster
  • Members
  • 459 messages

OniGanon wrote...

Energy Drain, Reave or Warp Ammo. Until you have the one you want available... 1pt Slam, so you can set up Warp bombs.

Energy drain is GREAT, strips shields/blows up Mechs and boosts your shields, I saw 900+ @ one point. Sentinel is a LOT of fun, Power Armor + Gardian, fast recharge, throw every 2 seconds, warp bombs in 4. Heavy warp does a real number on Possessed Harbinger, Scons & Pretorians; saves on thermal clips too. Warp or AP ammo depends on mission; warp ammo VS biotics (collectors & Eclipse), AP vs mechs (or anything else & Base assault). I always do the squad version, let the squadies add to the carnage.

#18
Miss Yuna of Atlanta

Miss Yuna of Atlanta
  • Members
  • 409 messages
I personally take assault rifles on my Sentinel. The Vindicator is a really good all-purpose weapon. I hear the Matlock is similar.

#19
Simbacca

Simbacca
  • Members
  • 861 messages

lazuli wrote...

Simbacca wrote...

Area Reave can strip the barriers and armor off multiple enemies, something no evolution of Warp can do alone.  It can also leech back health to keep an in-their-face Assault Sentinel alive.  Finally, it doesn't require rank 2 Throw, so if one wanted to max Cryo Blast and Reave, they could.

Energy Drain can recharge shields to keep an in-their-face Assault Sentinel alive.  This shield recharge can also be used to help keep Assault Armor up while closing the distance to enemies, as to not waste the knockback blast prematurely and die.  

Still, I do agree that Heavy Warp Ammo or Tungsten Ammo are also great Sentinel bonus powers.


I am well aware of how Energy Drain and Reave are almost always superior to Overload and Warp respectively.  But when choosing bonus powers, I find it best to choose something that the class I'm playing normally can't do- a philosophy we seem to share.

I'm curious about Slam though.  I've never tried it.


Not on a Sentinel, but I have used Crippling Slam on a Vanguard.  A lot of fun, and works well enough to.  It's funny when you get a Geth Prime down to health and just Slam him over and over again till it dies :P.  It's also great when you bring a Thane or Miranda along for warplosions.  Of course with a Sentinel you'd probably already be bring someone along with Pull to use with your own Throw and Warp.  I guess Slam on a Sentinel basically gives you the flexibility to be whatever part of the combo equation you want.

You know what I've always wanted to try on a Sentinel that I've never seen done?  Dominate.  It be like a biotic Engineer :wizard:.  Both have Overload, but the Sentinel would have Dominate instead of Hacking, Warp instead of Incinerate, Tech Armor instead of Combat Drone, and would have points in Throw instead of Cryo Blast.  Would switch between Dominate and Cryo Blast for organic and synthetic missions respectively, just as some Engineers switch between Neural Shock and Hacking.

Modifié par Simbacca, 05 août 2010 - 04:27 .


#20
PrinceLionheart

PrinceLionheart
  • Members
  • 2 597 messages
Just put the Mattock on my Sentinel. God, that AR is a beast. I decided to use the Tempest for CQC.

#21
MrDudley

MrDudley
  • Members
  • 203 messages
Warp ammo is good but you don't have any DOT or Biotic CC to benefit from the 100percent damage bonus to afflicted targets.

I'm going
Heavy Throw - 4
Warp -1
Heavy Overload - 4
Cryo Blast - 0
Assault Armor - 4
Guardian - 4
Warp Ammo - 4


Throw is good as a finisher and flings back stripped-down opponents that get too close. It has an extremely short cooldown. You can pop one out and have your tech armor back on without much of a hitch.

Warp ammo is a good alternative to warp. It helps chop down barriers faster.

Overload still does some damage on barriers and even armored organic targets.  It will overheat the weapons of unprotected enemies. It's instant, too. Overload will do damage on organics as long as they hold weapons, I believe.  I've seen Blue Suns take damage to their armor from Overload.

Assault Armor - armor goes down often. The assault armor pulse does 200% more damage and a has 150% more powerful push on target. You get the regular "tech" damage and the gravity damage from the collision between the target and the ground/walls.


There are many good builds for a sentinel but Reave is probably prefered over Energy Drain. Reave is a good alternative to Warp, as Warp is expensive since it requires 3 points in Throw.


Caster sentinels will probably find shotguns more useful. You can target from behind cover and pop out to shoot anything that gets too close. You will mostly rely on your spells for ranged attacks. As a caster anything that gets close is dangerous. Caster sentinels will want to preserve their tech armor for the damage boost to their spells. Popping out to fire will make you waste your cooldowns on refreshing your armor.  Shoot, hide, cycle/pump, shoot. 

Modifié par MrDudley, 05 août 2010 - 07:49 .


#22
Arhka

Arhka
  • Members
  • 842 messages
Well, all I have to say about the sentinel is in my sig below(under Sentinel Guide.)