Assault Sentinel
#1
Posté 19 septembre 2010 - 01:17
Heavy Throw 4
Heavy Warp 4
Assault Armor 4
Overload 1 (nowhere else to put that point =/)
Guardian 4
Area Energy Drain 4
This will be an Insanity run and I'm planning to fill in for the lack of any ammo powers through squadmates. Anything I should change? Any tips would be appreciated!
#2
Posté 19 septembre 2010 - 01:24
Modifié par cruc1al, 19 septembre 2010 - 01:25 .
#3
Posté 19 septembre 2010 - 01:43
#4
Posté 19 septembre 2010 - 02:05
Kazanth wrote...
So I'm starting up an assault sentinel and I think I've got my ideal build sorted out, but I'd like some input from people who are experienced with playing one.
Heavy Throw 4
Heavy Warp 4
Assault Armor 4
Overload 1 (nowhere else to put that point =/)
Guardian 4
Area Energy Drain 4
This will be an Insanity run and I'm planning to fill in for the lack of any ammo powers through squadmates. Anything I should change? Any tips would be appreciated!
That's a kick-ass build. It's almost the exact same build I used on my last Sentinel/Insanity run-through, except I went with Throw Field and Unstable Warp.
It may be worthwhile to retrain ED to Stasis for the Collector missions (assuming you've downloaded LotSB). Edit: Except Stasis doesn't work on Harbinger, so meh.
Modifié par clennon8, 19 septembre 2010 - 02:08 .
#5
Posté 19 septembre 2010 - 02:33
#6
Posté 19 septembre 2010 - 05:22
#7
Posté 19 septembre 2010 - 02:49
#8
Posté 19 septembre 2010 - 03:31
#9
Posté 19 septembre 2010 - 04:50
Optimystic_X wrote...
Take Throw Field instead; it knocks people off ledges and kills husks just as well as Heavy Throw does, and in fact works even better since you're hitting multiples.
I've found heavy throw to be more useful for many reasons. 1) it's more likely that a unless your throw is perfectly placed, you'll still manage to throw the opponent off the ledge. 2) if that fails, you'll do more damage than you would with Throw Field. 3) if you accidentally throw someone with defenses still on (esp. barriers), you'll do more damage than with Throw Field. 4) you can better use throw for pure direct damage. 5) The cooldown time with Guardian is so short that husk-killing is practically just as easy with it as with Throw Field.
#10
Posté 19 septembre 2010 - 07:13
#11
Posté 19 septembre 2010 - 08:55
2-4) You shouldn't be using Throw for "damage." You have other powers and guns for that. The damage difference between the two is negligible anyway.
5) Throw Field has the same cooldown, but can take out clusters of husks with each casting.
#12
Posté 19 septembre 2010 - 09:09
Modifié par Korjyan, 19 septembre 2010 - 09:22 .
#13
Posté 19 septembre 2010 - 10:22
Korjyan wrote...
I don't really understand why you'd use energy drain on an assault sentinel. In my opinion the point of the assault sentinel is that the should blow up and strike down the enemies around you energy drain does the opposite. So on my assault sentinel I usually use an ammo power instead. Because I end up using tech armor all the time anyway with the occassional warp and throw put in.
I can see it being helpful near the beginning of the game when you're lacking upgrades and your passive isn't maxed yet. It can help you survive the initial advance.
#14
Posté 19 septembre 2010 - 11:03
Korjyan wrote...
I don't really understand why you'd use energy drain on an assault sentinel. In my opinion the point of the assault sentinel is that the should blow up and strike down the enemies around you energy drain does the opposite. So on my assault sentinel I usually use an ammo power instead. Because I end up using tech armor all the time anyway with the occassional warp and throw put in.
Often when playing aggressively the assault armor blows up before you manage to get close enough for maximum number of targets and before you've taken care of their shields. With ED, you achieve the shield-destroying and the delaying of the blast at the same time, and when the assault armor finally does blow up, you're right in the middle of the action and most opponents are down to health and the blast will throw them away. Furthermore, you can use ED on synthetic health to boost your shields.
Modifié par cruc1al, 19 septembre 2010 - 11:05 .
#15
Posté 20 septembre 2010 - 09:09
And for weapon training, I went with shotgun. No regrets.
#16
Posté 20 septembre 2010 - 12:40
I also chose shotgun training on the collector ship and was switching between the GPS and the Eviscerator, just to spice things up a little.
Modifié par Relix28, 20 septembre 2010 - 12:42 .
#17
Posté 20 septembre 2010 - 03:15
#18
Posté 20 septembre 2010 - 08:06
Korjyan wrote...
I don't really understand why you'd use energy drain on an assault sentinel. In my opinion the point of the assault sentinel is that the should blow up and strike down the enemies around you energy drain does the opposite. So on my assault sentinel I usually use an ammo power instead. Because I end up using tech armor all the time anyway with the occassional warp and throw put in.
You're talking about Energy Drain like it's Geth Shield Boost or something. ED isn't purely defensive. On offense, it's basically Overload without the ability to blow up explosive containers. (Yeah, there are other aspects to Overload, but they rarely seem to come into play.)
Sure, when there aren't any synthetics or shielded enemies around, go ahead and let your tech armor blow up. Otherwise, why not use the power with a much shorter cooldown to whittle down your enemies' shields and buff your own shields?
#19
Posté 21 septembre 2010 - 12:59
#20
Posté 21 septembre 2010 - 12:31
#21
Posté 21 septembre 2010 - 04:22
I think TechArmor and ED have one of the best, If not the best synergy in the game. Offcourse it's wise to respec to Armor Piercing or Warp ammo for the missions without shileds or snythetics. Or maybe even Reave, but I dont see much point to that since you hardly ever loose any of your health, so the health regen part of reave is mostly redundant. Plus, you have acces to Warp anyway.
Modifié par Relix28, 21 septembre 2010 - 04:41 .
#22
Posté 21 septembre 2010 - 07:27
Relix28 wrote...
Or maybe even Reave, but I dont see much point to that since you hardly ever loose any of your health, so the health regen part of reave is mostly redundant. Plus, you have acces to Warp anyway.
Area reave is good because you can completely strip the protection of 2 or 3 collector mooks or husks as you run in and let your assault armor or area throw do its magic as you run in. With warp or warp ammo, you're only affecting 1 enemy at a time.
Modifié par mosor, 21 septembre 2010 - 07:29 .
#23
Posté 21 septembre 2010 - 09:55
OniGanon wrote...
Throw Field is also a stagger though. And short cooldown aoe staggers are awesome.
That's why I choose throw field. I don't see any significant damage difference between the two versions.
#24
Posté 21 septembre 2010 - 10:37
mosor wrote...
Relix28 wrote...
Or maybe even Reave, but I dont see much point to that since you hardly ever loose any of your health, so the health regen part of reave is mostly redundant. Plus, you have acces to Warp anyway.
Area reave is good because you can completely strip the protection of 2 or 3 collector mooks or husks as you run in and let your assault armor or area throw do its magic as you run in. With warp or warp ammo, you're only affecting 1 enemy at a time.
That's true, and there's also the cripple effect on unprotected oranics, wich can be very helpfull in some cases.
But I usualy dont have problems with husks anyway, if I take Samara (area reave), Miranda (warp) and/or Thane (warp) with me on these missions. Just warp/reave away the husks armor and finish them off with throw field or stand still and wait for TechArmor to blow up.
I kinda prefer the extra dmg from warp or AP ammo on these missions to quickly deal with scions and Harby. And there's always heavy warp to deal some extra dmg or set off warp splosions if need be.
But that's just my take on it offcourse.
Also, it just came to mind. For any collector mission, take Kasumi with you and lvl up her flashbang and evolve to improved flashbang. Every time you see Harby, use the flashbang. It neutralizes his firebomb attacks for a ridiculous amount of time, making him just stand there like an idiot and giving you the time to clean up everything else before attacking him. If however he recovers from the stun, use the flashbang again. This makes preety much every Harbinger fight in the game a complete cakewalk. You can actually stand right next to him and he can't do shlt. Poor bastard doesn't even have a meele attack. lol
Got a little off topic here, but I just wanted to share this info.
#25
Posté 21 septembre 2010 - 11:06
Relix28 wrote...
mosor wrote...
Relix28 wrote...
Or maybe even Reave, but I dont see much point to that since you hardly ever loose any of your health, so the health regen part of reave is mostly redundant. Plus, you have acces to Warp anyway.
Area reave is good because you can completely strip the protection of 2 or 3 collector mooks or husks as you run in and let your assault armor or area throw do its magic as you run in. With warp or warp ammo, you're only affecting 1 enemy at a time.
That's true, and there's also the cripple effect on unprotected oranics, wich can be very helpfull in some cases.
But I usualy dont have problems with husks anyway, if I take Samara (area reave), Miranda (warp) and/or Thane (warp) with me on these missions. Just warp/reave away the husks armor and finish them off with throw field or stand still and wait for TechArmor to blow up.
I kinda prefer the extra dmg from warp or AP ammo on these missions to quickly deal with scions and Harby. And there's always heavy warp to deal some extra dmg or set off warp splosions if need be.
But that's just my take on it offcourse.
Also, it just came to mind. For any collector mission, take Kasumi with you and lvl up her flashbang and evolve to improved flashbang. Every time you see Harby, use the flashbang. It neutralizes his firebomb attacks for a ridiculous amount of time, making him just stand there like an idiot and giving you the time to clean up everything else before attacking him. If however he recovers from the stun, use the flashbang again. This makes preety much every Harbinger fight in the game a complete cakewalk. You can actually stand right next to him and he can't do shlt. Poor bastard doesn't even have a meele attack. lol
Got a little off topic here, but I just wanted to share this info.
It's good info about the flashbang. Neutering harby by flashbang has been posted for awhile on these forums but it's always good to state it again for people who don't know. I don't personally use it though. Ruins the fun out of the game for me. It's only a step above stasis. 1 point in that skill and you can kill even a scion or YMIR with a full burst of your tempest as it's comming out of stasis. Makes you feel like an ass kicker, but the fun of that wears off in time.
Personally I just use the squad incindiary or distruptor. When I play assault sentinel, the goal is always to strip as many defences as possible and spam assault armor for crowd control while I punch or shotty enemies to death. That's why I like Area drain or area reave, because area effect stripping makes sentinel runs go really fast.
Modifié par mosor, 21 septembre 2010 - 11:08 .





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