Sentinel Build Help
#1
Posté 15 août 2010 - 03:14
My current build
Is
Throw - 4 (Can't decide between heavy or field)
Warp - 2
Power Armor - 4
Overload - 2
Defender - 4 (Can't decide between Raider or Guardian)
Warp Ammo - 2
Do power damage upgrades affect throw?
If it does I'll choose Raider and Heavy throw.
#2
Posté 15 août 2010 - 03:33
#3
Posté 15 août 2010 - 05:12
Warp 2?? Warp ammo??2??
Throw 2
Warp 4 Heavy
Overload 3
Assault Armor 4
defender 4
Warp ammo 4 heavy
Take shotguns for bonus weapon
or
Throw 4 area
Power armor 4
overload 4 area
Raider 4
Reave 4 area
Ar bonus
#4
Posté 15 août 2010 - 06:03
#5
Posté 15 août 2010 - 06:06
#6
Posté 15 août 2010 - 06:12
1) Assault-up close with Shotguns or AR. Damage is primarily guns and Assault armor for knockdown and shield regin.
2) Caster/long range--Usually AR or sniper rifles. Damage is powers, and Power armor for bonus to damage with powers.
Veteran makes throw workable, especially with CC because of the cool down. It will also lower the effectiveness of overload and Warp without the proper companions, because of the lack of protections on many of the enemies you would find in Hardcore and above.
Now the great question you must answer is: How do you like to play?? Up close blasting, or sitting back casting??
By proper companions I mean someone who can pull/slam an enemy for you to warp bomb them for a warp explosion, like Jack, and Jacob. Personally I think Sentinels shine the best when you do the up close and personal shotgun blasting terror, but that is just personally.
#7
Posté 15 août 2010 - 07:32
Right now I'm trying Guardian, the cooldown the Warp is pretty reasonable, if I switch to Raider will the cooldown be dramatically affected?
#8
Posté 15 août 2010 - 08:43
Assault Rifle talent is mandatory, Shotgun works well, but the Assault Rifle just meshes better.
Dont even bother with Throw, put a single point in it, and max out Reave to Heavy Reave.
Upgrade Tech Armor to Power Armor, really, its difference in play, but Power Armor alots more power to abilities, and thats really what Sentinel's are about.
Upgrade Overload to Area Overload, for an interesting reason, it overheats guns on higher levels, and when AI group together, you can essentially lock them down completely, no shields, no armor, no attacking, nothing.
Upgrade Cryo Blast to Full Cryo Blast. Sentinel's are incredibly symbiotic to teammates, effectively using a Sentinel, means effectively using and choosing your Squad for the correct needs. Full Cryo Blast is an amazing crowd control ability, while it may not be as handy as Singularity, it can really save your bacon. Mid enemies arent really affected by it... but the weaker throw away enemies, who act more as nuisance are easily dispatched by it.
I use Gaurdian personally, in conjunction with the Archon Visor, it makes cooldown times fast, and Sentinel's use abilities almost as much as Adepts do. In short, quicker cooldown times, equals more death and destruction.
To answer your question, yes, it will be quite dramatically affected if you are used to playing with Gaurdian.
#9
Posté 15 août 2010 - 08:59
Throw Field - 4
Heavy Warp - 4
Overload - 2 (Will increase when I get more points)
Power Armor - 4
Cryo Blast - 0 (Will put leftover points in this)
Guardian - 4 (Probably... the faster cooldown makes warp an option for regular use)
Warp Ammo - 2 (Will also increase)
I'm already trained in assualt rifles
#10
Posté 15 août 2010 - 09:27
Ch40sFox wrote...
To be honest, none of you are really seriously taking the Sentinel to the max with your strategies.
....
To answer your question, yes, it will be quite dramatically affected if you are used to playing with Gaurdian.
Seriously? What is Sentinel to the max? You obviously prefer caster Sentinel, but Sentinel with Assault Armor and Shotgun is much more fun to play for me. There is no "best" build out there, every single decision for all classes comes down to personal preference.
Why Reave? You already have Warp. Might as well take Heavy Warp/Tungsten ammo to increase your weapon damage significantly.
This is my build, I played on Insanity with it and rarely ever died.
Heavy Throw 10 - so much fun
Heavy Warp 10
Assault Armor 10
Guardian 10
Heavy Warp Ammo 10
Overload 1
Cryo 0
Eviscerator shotgun and Locust SMG were the only weapons I used.
@OP if you play on Veteran, all you need is Assault Armor and I think you will never ever die.
Modifié par Kronner, 15 août 2010 - 09:32 .
#11
Posté 15 août 2010 - 09:32
For the caster I did:
Throw: 4 (heavy throw)
Warp: 1 (just in case I wanted to warp-bomb something)
Overload: 4 (area overload)
Cryo: 0
Power Armor: 4
Guardian: 4
Area Reave: 4
For up close/combat versatile style:
Throw: 2
Warp: 3
Overload: 4 (area overload)
Cryo: 1
Assault Armor: 4
Guardian: 4
Squad Warp Ammo: 4
On both builds I did Assault rifle. Shotgun is all well and good, but I preferred tempest SMG for when I got up close, then used powers and assault rifles for medium/long range. The reason was because although the Locust was accurate, it's damage is rather meh. With an assault rifle (especially the new mattock) your controlled bursts may shoot less, but deal far more damage.
As a caster I ran with Grunt for his tankyness, and most often Miranda (but that was more to beef grunt up). That way Miranda and I could hang back while Grunt ran around wrecking everything. Keep in mind I had Reave so was never using warp, as such a squad mate to make warp bombs was not needed.
For my combat build I almost strictly used Samara and Garrus, and it was my favorite run ever. Samara was good full pulling/throwing/reave which allowed some CC for me to get closer, while also letting me do the occasional warp bomb. Garrus provided an additional overload or sniping ability. But they also both used the Mattock which was glorious. I only did this run on Veteran (I'm using my caster on insane), but it was an incredible amount of fun.
Modifié par fantasypisces, 15 août 2010 - 09:36 .
#12
Posté 15 août 2010 - 09:35
#13
Posté 15 août 2010 - 09:37
Jade Elf wrote...
Are you playing a modded Sentinel? Because Sentinels don't have Pull...
Yeah I edited it, my mind is off in strange places lol. I meant throw.
#14
Posté 15 août 2010 - 09:42
Throw, is that ability for Sentinels. With Throw, its impossible to pull off any sort of Biotic Combo's by yourself, which pretty much forces you to have either Miranda or Thane in your party at all times.
Pull makes more sense in the style of Sentinel's in my opinion, as it still has the same low cool time as throw, but it gets enemies from out behind cover, and sets you up for a biotic combo, or simply to throw some heavy damage on it, regardless what playstyle you would have.
Its one of my beef's I have with Bioware for ME2... alot of very odd class power choices, that really dont mesh well with the idea of the class itself.
Another example of that is why give Sentinel's Cryo Blast, instead of Incinerate. Sure its a way to get rid of health quick, an idea that meshes well with the Sentinel's class Idea of "No defense, direct damage" But honestly, why not give it full damage potential with Incinerate? Warp and Incinerate would have the same effect yes, but Warp is alot better with Barriers, and Incinerate is better with Armor.
Modifié par Ch40sFox, 15 août 2010 - 09:45 .
#15
Posté 15 août 2010 - 09:43
fantasypisces wrote...
For my combat build I almost strictly used Samara and Garrus, and it was my favorite run ever. Samara was good full pulling/throwing/reave which allowed some CC for me to get closer, while also letting me do the occasional warp bomb. Garrus provided an additional overload or sniping ability. But they also both used the Mattock which was glorious. I only did this run on Veteran (I'm using my caster on insane), but it was an incredible amount of fun.
I also use Samara and Garrus
#16
Posté 15 août 2010 - 09:47
Ch40sFox wrote...
To be honest... Throw never made sense from a class Perspective as far as Sentinel.... every class has one ability that I think did not belong and shouldve been replaced with something else.
Throw, is that ability for Sentinels. With Throw, its impossible to pull off any sort of Biotic Combo's by yourself, which pretty much forces you to have either Miranda or Thane in your party at all times.
Pull makes more sense in the style of Sentinel's in my opinion, as it still has the same low cool time as throw, but it gets enemies from out behind cover, and sets you up for a biotic combo, or simply to throw some heavy damage on it, regardless what playstyle you would have.
Its one of my beef's I have with Bioware for ME2... alot of very odd class power choices, that really dont mesh well with the idea of the class itself.
Another example of that is why give Sentinel's Cryo Blast, instead of Incinerate. Sure its a way to get rid of health quick, an idea that meshes well with the Sentinel's class Idea of "No defense, direct damage" But honestly, why not give it full damage potential with Incinerate? Warp and Incinerate would have the same effect yes, but Warp is alot better with Barriers, and Incinerate is better with Armor.
Completely agree on this. Although when you think about it, I think giving Sentinel's pull would have just made them way to strong, after a while running around I would be like "oh, I have companions!". Setting up your own powerful combos, best shields in the game, the ability to get rid of any defense, and the option for assault rifles or shotguns (if you have the locust) to make them pretty proficient at most ranges.
But I do agree.
#17
Posté 15 août 2010 - 09:51
Ch40sFox wrote...
To be honest... Throw never made sense from a class Perspective as far as Sentinel.... every class has one ability that I think did not belong and shouldve been replaced with something else.
Throw, is that ability for Sentinels. With Throw, its impossible to pull off any sort of Biotic Combo's by yourself, which pretty much forces you to have either Miranda or Thane in your party at all times.
Pull makes more sense in the style of Sentinel's in my opinion, as it still has the same low cool time as throw, but it gets enemies from out behind cover, and sets you up for a biotic combo, or simply to throw some heavy damage on it, regardless what playstyle you would have.
Its one of my beef's I have with Bioware for ME2... alot of very odd class power choices, that really dont mesh well with the idea of the class itself.
Another example of that is why give Sentinel's Cryo Blast, instead of Incinerate. Sure its a way to get rid of health quick, an idea that meshes well with the Sentinel's class Idea of "No defense, direct damage" But honestly, why not give it full damage potential with Incinerate? Warp and Incinerate would have the same effect yes, but Warp is alot better with Barriers, and Incinerate is better with Armor.
Throw is really fun to use, Overload (squad) + your Throw is hilarious. I much prefer that to biotic combos. If Sentinels had Incinerate, they would be even more overpowered. You already can't die unless you do something stupid thanks to Tech Armor (especially Assault Armor), you already have power for dealing with every type of protection out there AND you can take ammo power as a bonus talent. What more can you ask for?
#18
Posté 15 août 2010 - 10:00
#19
Posté 15 août 2010 - 10:23
Kronner wrote...
Ch40sFox wrote...
To be honest... Throw never made sense from a class Perspective as far as Sentinel.... every class has one ability that I think did not belong and shouldve been replaced with something else.
Throw, is that ability for Sentinels. With Throw, its impossible to pull off any sort of Biotic Combo's by yourself, which pretty much forces you to have either Miranda or Thane in your party at all times.
Pull makes more sense in the style of Sentinel's in my opinion, as it still has the same low cool time as throw, but it gets enemies from out behind cover, and sets you up for a biotic combo, or simply to throw some heavy damage on it, regardless what playstyle you would have.
Its one of my beef's I have with Bioware for ME2... alot of very odd class power choices, that really dont mesh well with the idea of the class itself.
Another example of that is why give Sentinel's Cryo Blast, instead of Incinerate. Sure its a way to get rid of health quick, an idea that meshes well with the Sentinel's class Idea of "No defense, direct damage" But honestly, why not give it full damage potential with Incinerate? Warp and Incinerate would have the same effect yes, but Warp is alot better with Barriers, and Incinerate is better with Armor.
Throw is really fun to use, Overload (squad) + your Throw is hilarious. I much prefer that to biotic combos. If Sentinels had Incinerate, they would be even more overpowered. You already can't die unless you do something stupid thanks to Tech Armor (especially Assault Armor), you already have power for dealing with every type of protection out there AND you can take ammo power as a bonus talent. What more can you ask for?
Pretty much this, it's what I was saying, but I think he said it better. On hardcore or lower Sentinel's mostly only die if you really mess up. Sometimes it irks me, as sentinel has always been my favorite class (ME1 and 2), but now they are soooo good that everyone is jumping on the bandwagon, no need to make them even better then what they are, which is incredibly good at any situation.
#20
Posté 15 août 2010 - 12:33
4 Heavy Throw
4 Heavy Warp
4 Power Armor
4 Guardian
4 Improved Flashbang Grenade
I completely agree that Pull would be much better than Throw. I consider it a balance issue though. If you made the Sentinel good at setting up Warp Explosions also, they'd be better than the Adept. The point of the Adept is that they have the right Biotics for Warp Explosion plus Singularity will CC through defenses.
Mainly I have Throw for fun. Spammable too.
Flashbang Grenade is probably my most used power. It's insanely powerful, particularly for a sentinel with the 30% cooldown reduction. I didn't think it would, but it completely outshines my other powers.
Adokat wrote...
If you went with power armor, I think Raider works better.
Completely disagree. Lower cooldowns > everything for a caster based class, more so now with the universal cooldown than in ME1. The fact that you have one damage upgrade doesn't mean you have to get another one.
Guardian all the way, 30% cooldown reduction is insane.
Besides, if you are not importing a character, getting 100% paragon/renegade bonus may be worth it.
#21
Posté 15 août 2010 - 02:39
Throw (level 3) - sometimes Throw Field (Warp level 3)
Heavy Warp
Assault Armor
Overload (level 2)
Full Cryo Blast
Guardian
No bonus power needed - SG training on Collector ship - favourite tactic; (Full) Cryo Blast + squadmate's Pull (Field) + Throw (Field) = one of the best combos to watch. I just love to shatter a frozen Krogan against an obstacle a hundred yards away
#22
Posté 15 août 2010 - 03:03
Bonus Weapon: Shotgun
Reave is a nice "stand still and let me shoot you" power. Cryo blast also works for this but it has travel time so enemies can move, and sometimes they fall behind their cover. I wouldn't skip Warp on an adept but you can on a sentinel, otherwise you need a squadmate to use pull to set your combos up.
#23
Posté 15 août 2010 - 05:47
However, I am playing more offensively now with Flashbang Grenade. It's different and fun, and sentinels are definitely the best at spamming grenades.





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