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Another Sentinel run


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#1
IMNWME

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My previous playthrough on Insanity with the Sentinel was... less than amazing.  I played Caster Sentinel and spent most of the game hunkering behind a crate stripping defenses while my inept allies attempted to clean up (badly).

This time around, I decided to focus on CQC through aggressive usage of Tech Armor.  Aside from one point in Throw, and one point in Slam (my bonus power), I dumped all points into Tech Armor.  The end result was that by Mordin's recruitment mission, I had one point in Defender, Slam, and Throw, and full Assault Armor.

And holy crap.  If you're not afraid to play aggressively and abuse the hell outta the shield regen, this class is just ridiculous.  Even though I only had access to Throw and Slam, I never felt gimped.  My basic strategy for both the Mordin/Archangel/Kasumi missions was: run at enemies, shoot, my Armor gets blown off, keep shooting, shields drop, reapply Armor.  If I had a cool-down available, I used Slam on enemies in health, and just kept running past to the next guy while my teammates cleaned up.  I haven't died once (Insanity difficulty).

I don't know quite how to build this Sentinel.  I do know I like the aggressive, in your face CQC style, and I'm wary of having my cool-downs sucked away by 6s powers like Warp/Overload.

Here's the build I have in mind:

Throw 2
Heavy Warp
Assault Armor
Overload 3
Deep Cryo Blast
Guardian
Slam 1

However, I also heard Energy Drain synergizes really well with Assault Armor.  I'm pondering respeccing from Slam into Energy Drain after Horizon, for the following build:

Throw Field
Heavy Warp
Assault Armor
Overload 1
Guardian
Area Drain

Here, Overload would just be used to pop pyros and canisters.  However, I do lose out on Warp explosions.

Anyone have any suggestions (or different build)?  I'm keeping Assault Armor and Guardian for sure.  The rest is up in the air.

#2
Spartas Husky

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I just hope they add universal ammo powers.... or a bonus power that is like disruptor ammo... that would make my sentinel my 100% favorite class lol.



Although I hope they go more for universal ammo powers, I dont like AP over inferno. Love watching the flames burst :P

#3
Bozorgmehr

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IMNWME wrote...

I don't know quite how to build this Sentinel.  I do know I like the aggressive, in your face CQC style, and I'm wary of having my cool-downs sucked away by 6s powers like Warp/Overload.


The best thing about Assault Armor is the shield regen when it blows - buying precious time before you'll need to get it back up again. I had similar isues with my Heavy Barrier Adept, it takes time to balance the CQC style and powers, but you can mixed them quite well. Once you're getting a feel for how long it will take before enemies are damaging your health you can use other powers half the time.

Here's the build I have in mind:

Throw 2
Heavy Warp
Assault Armor
Overload 3
Deep Cryo Blast
Guardian
Slam 1

However, I also heard Energy Drain synergizes really well with Assault Armor.  I'm pondering respeccing from Slam into Energy Drain after Horizon, for the following build:

Throw Field
Heavy Warp
Assault Armor
Overload 1
Guardian
Area Drain

Here, Overload would just be used to pop pyros and canisters.  However, I do lose out on Warp explosions.

Anyone have any suggestions (or different build)?  I'm keeping Assault Armor and Guardian for sure.  The rest is up in the air.


I think they're both solid builds, There isn't a 'perfect' Sentinel build though, I respected all the time and still ended up with some spare skill points. Just make sure to get Assault Armor asap (like you already did) and work on passive second (and get the tech and biotic upgrades asap to research cd bonusses) coz you'll want to use powers (and Armor) as much as possible.

Switch between other powers depending on mission. ED is ridiculously powerful on Geth mission and better at shield stripping (compared to Overload) - restores your shields doing so, Overload (lvl 1) to detonate Pyros and their brethen, Cryo Blast is great against Krogan, max Warp for Collectors (and bring squadmate(s) with Pull); Throw is always useful (uber short cd) and has great synergy with Assault Armor (Cryo Blast + Throw is very deadly and fun to watch) - if you take Throw, you'll don't need Slam unless you use it to setup warp explosions.

I guess I don't need to say to get the SG on Collector ship :D - have fun.

Modifié par Bozorgmehr, 16 août 2010 - 11:16 .


#4
PrinceLionheart

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Really with the Sentinel, there really is no perfect build since the powers are so diverse meaning anything can work for it well. For my CQC Sent I decided to take Reave as my bonus power so I could phase out Warp and Throw from my final build. 

The one suggestion I will definitely give is go with some form of Close Quarters CC Power live Neural Shock or Cryo Blast. It makes taking on a pack of enemies fun.

#5
termokanden

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Well I have a weapons oriented sentinel running at the moment. I use Improved Flashbang Grenade, then clean up with guns. It works better than you'd think. When you get the improved version in particular, your cooldown is shorter than the overheat duration. And THAT is overpowered.

Certainly superior to Cryo Blast if you ask me. Just have to learn how to aim it first.

For the rest, I'm skipping Overload entirely and taking Heavy Warp and Heavy Throw (the latter is just for fun really).

Modifié par termokanden, 16 août 2010 - 11:25 .


#6
InHarmsWay

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I had this build:



Throw Field - 4

Heavy Warp - 4

Overload - 1

Cryo Blast - 0

Power Armor - 4

Guardian - 4

Tungsten Rounds - 4

#7
IMNWME

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Solid advice here all-around. Yeah, Boz, I think I might respec often. I like using Slam just to set off Warp explosions, but ED sounds like a monster against Geth (and Blue Suns mercs, I'm sure). Actually, I have Advanced Training. Let me respec into ED 1 for Purgatory. Incidentally, the Guardian spec is just ridiculous. THIRTY PERCENT cooldown-reduction? Plus the 20% from Tech Cooldown bonuses, and your Tech Armor refreshes in 6 seconds by Horizon with the Kasumi DLC. I'm looking forward to Horizon after Purgatory and Korlus.



Right now, I'm Level 11, and I have Assault Armor, Guardian, Throw 1, ED 1. Even with just the Locust, I'm a monster. Can't wait 'til I get my hands on the shotty.



termo - I was also considering Flashbang Grenade 1, just as a way to ice Harby and Collector Assassins. That way, I could leave Kasumi behind, and bring Grunt and Thane. Incapacitating groups of enemies could work too, I'll try it on a few missions after Horizon.



Also, a little off-topic, but I finally saved 20/20 crates on Daratar! One Cain shot did monster damage at Level 11.

#8
termokanden

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Flashbang 1 is great against Harby. But Improved Flashbang Grenade is a beast against almost all enemies. I had to learn how to throw it first, but now I can often lock down 4-6 targets at a time. Continuously.



Problem is I had so much fun throwing grenades I completely forgot to use my other powers...

#9
IMNWME

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Haha, oh man. I had fun with Flashbang on my Engineer, but you may be right. It's an interesting power to have, and could definitely come in handy considering the Sentinel's INSANE COOL-DOWN times.



ED, though, I must say, is an amazing bonus power for the Sentinel. ED 1, Assault Armor, Guardian, Throw 1 just tore apart Purgatory. Had Zaeed and Garrus along, both with Incisor rifles, and I just ran around spraying the Locust while using ED (cools down in THREE SECONDS wtf) to keep my shields up until I wanted them to blow off. It almost felt like ME1 with Immunity. During the Boss fight, I shot off the Warden's defenses, then just used Level 1 Throw over and over again to kill him once he was in health while his cronies shot me in the back.



Definitely gonna be hard to pick a bonus talent. I like ED a LOT, but I feel like with the kind of cool-downs the Sentinel has, it's good to stock up on powers just to play around with them.



Shotgun for sure on the Collector ship. Need a lot of stopping power up-close with the way I play.

#10
mosor

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Here I made a vid of a CQC assault sentinel a while back ago. Used a katana, but generally I like the evi or the scimitar a lot better.

www.youtube.com/watch

When I built him up, I focused on getting assault armor as quickly as I could, then I went and focused on the guardian skill. Once you do mordin garrus and kasumi's missions and get that tech cooldown to go with your guardian build, you're laughing.

my final build is

4 throw field (to kill multiple husks once you strip armor)
4 heavy warp
4 assault armor
1 overload (detonate flammers)
4 guardian
4 Area energy drain (against shielded enemies to keep your armor up a little longer) or switch to area reave if enemies have primarily barrier or armor. Of course shotty is a no brainer going CQC. Use the predator for armored distance enemies and the locust for distant shielded or barrier enemies.

I never used slam on a sentinel. Seems kinda redundant since the explosion of your assault armor knocks down unarmored enemies and stuns armored ones.

Tungsten is also a good power, but I'm happy bringing along jacob for his pull to go with my throw/warp and his incendiary. Zaeed makes a fine squaddie against geth with his disruptor ammo.

Modifié par mosor, 17 août 2010 - 01:30 .


#11
termokanden

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Slam wouldn't be for the CC, but for setting up warp explosions. It only has a 3 second cooldown, which makes it awesome if you have two squadmates with warp.

Unfortunately, sentinels do not have pull. If they did, slam would be redundant.

You don't NEED slam. But you don't need energy drain either, or any bonus powers for that matter. If you like warp explosions, slam is the way to go. If you don't care about that, no point in taking slam.

For a CQC sentinel, I'd go with flashbang grenade like I said. But if you don't want that, energy drain for sure.

Modifié par termokanden, 17 août 2010 - 01:36 .


#12
mosor

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termokanden wrote...

Slam wouldn't be for the CC, but for setting up warp explosions. It only has a 3 second cooldown, which makes it awesome if you have two squadmates with warp.

Unfortunately, sentinels do not have pull. If they did, slam would be redundant.

You don't NEED slam. But you don't need energy drain either, or any bonus powers for that matter. If you like warp explosions, slam is the way to go. If you don't care about that, no point in taking slam.

For a CQC sentinel, I'd go with flashbang grenade like I said. But if you don't want that, energy drain for sure.


Well sentinels can't do their own warp explosions regardless. So either you're the set up man or the finisher. Since sentinels get warp, it makes sense for them to be the finisher, just bring someone with pull, which gives you more time it set up an explosion than slam does.A squaddie's warp has a longer cooldown than a squaddie's pull. Which is another reason to be the finisher.  Don't really do warp explosions on a CQC sentinel anyway. I'm too busy running in and killing people with the shotty and melee.

You don't need enegy drain either. However, if you have assault armor already on, energy drain will buy you an extra couple seconds of armor as you strip their defense and run to them. By the time you get close and your armor explodes and knocks enemies down, 3 seconds have passed and you can put your assault armor back on as you kill enemies.

Modifié par mosor, 17 août 2010 - 01:55 .


#13
IMNWME

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Good points. Taking Slam on a Sentinel definitely opens up biotic combos a fair bit since you can be either the set-up man or finisher. If I ever miss the Adept, I guess I can run Slam at level 1. ED definitely takes the Sentinel in its own direction, tho. I find that as an ED Assault Sentinel, I tend to ignore my teammates entirely, letting them do whatever while I run around killing things.

#14
ezrafetch

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mosor wrote...

Well sentinels can't do their own warp explosions regardless. So either you're the set up man or the finisher. Since sentinels get warp, it makes sense for them to be the finisher, just bring someone with pull, which gives you more time it set up an explosion than slam does.A squaddie's warp has a longer cooldown than a squaddie's pull. Which is another reason to be the finisher.  Don't really do warp explosions on a CQC sentinel anyway. I'm too busy running in and killing people with the shotty and melee.


It actually makes sense for the Sentinel to play setup, because Warp has a much longer cooldown.  You don't want to more time than absolutely needed dealing with power cooldown (outside of the obvious Assault Armor); any longer could be the difference between being able to put up Assault Armor or dying.  Also, since as Shepard Warp actually has a path, the timing for a Warp Explosion is much easier if you leave the Warp part (since it's direct and instantaneous) to your squadmates...it makes combat a little more smooth instead of having to pause it and place everything correctly).

I can also see Slam being pretty effective on a CQC since if you're dealing with a lot of people in close quarters, the disabling of one opponent can make engaging a group of enemies that much easier (plus, if you decide to run Crippling Slam you could, well, disable a whole group of enemies pretty quickly).  That being said, if you're looking for CC in close quarters, I still think Flashbang is likely the most reasonable solution...though Slam isn't that far behind.

Modifié par ezrafetch, 17 août 2010 - 02:15 .


#15
termokanden

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Exactly my point ezrafetch, you will be doing more warp explosions if you set them up.

However, for crowd control, flashbang is vastly superior to slam. It has a 9m radius and works through defenses. It's much more useful in the improved version by the way, so people might get disappointed with the 1 point version and give up.

Modifié par termokanden, 17 août 2010 - 02:49 .


#16
mosor

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ezrafetch wrote...

mosor wrote...

Well sentinels can't do their own warp explosions regardless. So either you're the set up man or the finisher. Since sentinels get warp, it makes sense for them to be the finisher, just bring someone with pull, which gives you more time it set up an explosion than slam does.A squaddie's warp has a longer cooldown than a squaddie's pull. Which is another reason to be the finisher.  Don't really do warp explosions on a CQC sentinel anyway. I'm too busy running in and killing people with the shotty and melee.


It actually makes sense for the Sentinel to play setup, because Warp has a much longer cooldown.  You don't want to more time than absolutely needed dealing with power cooldown (outside of the obvious Assault Armor); any longer could be the difference between being able to put up Assault Armor or dying.  Also, since as Shepard Warp actually has a path, the timing for a Warp Explosion is much easier if you leave the Warp part (since it's direct and instantaneous) to your squadmates...it makes combat a little more smooth instead of having to pause it and place everything correctly).

I can also see Slam being pretty effective on a CQC since if you're dealing with a lot of people in close quarters, the disabling of one opponent can make engaging a group of enemies that much easier (plus, if you decide to run Crippling Slam you could, well, disable a whole group of enemies pretty quickly).  That being said, if you're looking for CC in close quarters, I still think Flashbang is likely the most reasonable solution...though Slam isn't that far behind.


Dunno. Maybe if I'm behind a box, i might be able to time it so I have a squaddie use it's warp that the very top of a slam, but not in the heat of battle. The cooldown for warp on an evolved sentinel is only 3 seconds, it's nothing really to sweat.  Usually I don't even bother using my own powers for warp bombs. It's usually me stripping, jacob pulling and miranda warping, if I want to set up some explosion.  Each player their own I guess. For me, it's just not that effecient, As for CC, why use slam, when you have throw? It's just as quick, can be evolved into an area effect and they're on the ground for a while.

As for the original poster.

If you're going for the ED build. What I like to do is this.

1. Max out guardian and assault armor as soon as possible. Some people like me assault armor first, some people like guardian first (for the faster sheild recharge) and some people mix and match. Really is your preference, but these 2 skills should be most important. Throw a point in overload, to kill flammers in those early missions if you like, or you can just use miranda. It's up to you.

2. The rest of your points once you max guardian and assault armor should go to area energy drain. Put every point you can here. Don't spend points on another skill.

3. Do every quest, mission and dlc you can before you start horizon. With a level 5 start character, I usually end up level 17 before horizon by doing all the dlc and side missions available. Anyway, before you start horizon, switch your bonus power. You can keep energy drain (for missions after horizon) or take reave if you like. The point is to free up the skill points in your bonus power. If you chose to keep energy drain, throw those points into warp. If you take reave, then put points there.

4. Right after horizon, do that geth climate control mission to get the hardened shield upgrade. Once you get that you're on cruise control.

5. For the collector ship mission. Area reave is good for husk control. You strip the armor off a few husks, and have jacob kill a few with his pull field. By the time you do the reaper IFF, you should have throw field by then. There you can take mordin (I like jacob here too). Mordin area incinerate, you throw field = easy husk killing. Or you can area reave and have jacob pull field or mordin area cryo for the same effect. For the scions, a predator pistol (not the cannon) with incindiary ammo kills them fast.

Modifié par mosor, 17 août 2010 - 03:05 .


#17
IMNWME

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I think Assault Armor is more important than Guardian in the beginning. After all, it's the Assault Armor that generally defines the CQC Sentinel playstyle. Guardian should be right behind it, tho.

As of now, this is my build going into Horizon sometime tomorrow:

Assault Armor
Guardian
Throw 2
Warp 2
Slam 1

I'll re-spec back into ED after-wards. I can't just ignore the power of ED + Assault Armor. It's something you have to see to believe. I've never cleared Purgatory so quickly. It worked wonders on Korlus, too, until I decided to start testing the limits of Assault Armor and just ran into rockets. In the absence of heavy weapons and pyros, though, it's pretty hard to die, even when you recklessly rush down enemies without using cover.

Modifié par IMNWME, 17 août 2010 - 05:15 .


#18
Kronner

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My favourite Sentinel build:
Assault Armor 10
Guardian 10
Heavy Throw 10 (Throw Field might be more effective, but this is more fun!)
Heavy Warp 10
Overload 1
Cryo 0
Bonus 10

For Bonus I have either Crippling Slam (then I bring Grunt/Jacob for squad Inferno ammo), Heavy Warp Ammo or Tungsten Ammo

Sentinels rock, a true tank and so much fun to play!

Modifié par Kronner, 17 août 2010 - 06:50 .


#19
Ch40sFox

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Its what I love about the Sentinel class.... its just as handy as its original version was, if not more.



Im curious if anyone has any Sentinel Caster builds they might like to share with me.

#20
fantasypisces

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Love me a good Sentinel run! Actually finding it hard to play anything else.

Have done two so far (first one I played it out wrong in regards to my paragon/renegade and didn't do a ME1 import for him). Currently mine went assault rifle for bonus (love the mattock).



Going to do another one with shotgun.

I really want to play another class, I just like Sentinel too much.



Ch40sFox, for my caster build it was pretty much heavy-throw, 1 warp, power armor, area overload, defender, and area reave... Area Reave is really what helps make the caster sentinel. Personally I prefer a more blend type with assault armor, that way I can change things up from time to time by either hanging back and casting or charging into the fray krogan style.

But yeah, next playthrough I think I will go Kronner's build with energy drain as bonus, and take shotgun.

#21
Ch40sFox

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fantasypisces wrote...

Love me a good Sentinel run! Actually finding it hard to play anything else.
Have done two so far (first one I played it out wrong in regards to my paragon/renegade and didn't do a ME1 import for him). Currently mine went assault rifle for bonus (love the mattock).

Going to do another one with shotgun.
I really want to play another class, I just like Sentinel too much.

Ch40sFox, for my caster build it was pretty much heavy-throw, 1 warp, power armor, area overload, defender, and area reave... Area Reave is really what helps make the caster sentinel. Personally I prefer a more blend type with assault armor, that way I can change things up from time to time by either hanging back and casting or charging into the fray krogan style.
But yeah, next playthrough I think I will go Kronner's build with energy drain as bonus, and take shotgun.


I use Heavy Reave for my Sentinel, never sure why I never thought to make it an AOE Reave.

Ive never really liked throw in Mass Effect 2, while its a quickie power, it just seemed pointless to me for a good long while, Ive never tried any of its evolved forms, I may change my mind.

Does you not really use Cryo Blast?

#22
IMNWME

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Cryo Blast isn't really necessary if you have Throw Field. You won't get the damage bonus, but Throw has instant kill ability (I Threw a lot of Krogan off the walkways on Korlus with only one point invested) and CC's immediately, whereas Cryo Blast takes time to "set in."



Cryo Blast is fun to play around, particularly for the Cryo Blast+Pull+Throw combo, but it's almost always faster and more efficient to just shoot your gun.

#23
IMNWME

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No deaths on Horizon!



Build - Level 14



Guardian

Assault Armor

Throw 2

Warp 2

Energy Drain 1 (forgot to respec)



I brought Jacob, for Pull/Incendiary ammo, and Kasumi with Flashbang 1 just to lock down Harbinger and Assassins (beam weapons HURT). With Harbinger locked down, Horizon became a playground. Husks? Scions? Pfft. Eat my elbow!



Cut it close twice, but Tech Armor always reapplied itself in time. I used Warp to weaken/strip barriers as I closed distance, and the Locust to finish.



Respeccing now to



Throw 1

Assault Armor

Guardian

Area Drain



And gonna go do Miranda's loyalty. Let's see how Area Drain does in action!

#24
IMNWME

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This class is too crazy. I need to play Engineer for a bit and relearn Insanity all over again.

EDIT: Seriously, wtf.  I just stand out there in the open eating rockets and shotgun blasts like it's on Casual.  My teammates take cover behind me.  I don't even have Hard Shields yet.

If you don't play a CQC Sentinel, I don't know what you're doing.  Why would you waste time casting when you can just rush down two Eclipse Engineers with rocketeer backup using only the Shuriken machine pistol and come out on top?  This class is broken.

Modifié par IMNWME, 17 août 2010 - 08:19 .


#25
mosor

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IMNWME wrote...

This class is too crazy. I need to play Engineer for a bit and relearn Insanity all over again.

EDIT: Seriously, wtf.  I just stand out there in the open eating rockets and shotgun blasts like it's on Casual.  My teammates take cover behind me.  I don't even have Hard Shields yet.

If you don't play a CQC Sentinel, I don't know what you're doing.  Why would you waste time casting when you can just rush down two Eclipse Engineers with rocketeer backup using only the Shuriken machine pistol and come out on top?  This class is broken.


It's all the dlc. It was a jack of all trades class that originally didn't get ridiculously powerful until after the collector ship mission. Howerver, every upgrade and weapon/amor pack benefitted the sentinel in some way. So what was originally a jack of all trades, became a super soldier. Hehe, it spoiled me. I used to take pride in one shotting enemies with the widow using the infiltrator. Playing the sentinel, those same enemies die with a few melee punches in a couple seconds. Now one shotting enemies isn't so big an accomplishment.