so how hard will this be?
(sorry for bad spelling)
williambejerano wrote...
i beat mass effect 2 and for my 2nd playthrough thinking of beating mass effect 1 leaving the concil alive rachni and wrex alive also and inport it for mass effect 2 and start in from insanaty from beganing and i waswondering how hard will this be? i will get a s*** loed of creadits cuz i beath the mass effect 2 have rich ach. and more.
so how hard will this be?
(sorry for bad spelling)
lazuli wrote...
Even though Sentinels are very strong in close quarters combat, that might not be the best place to start your Insanity experience. Learn the ropes as a caster Sentinel and then re-spec when you have shotguns available, provided you feel comfortable in close combat. The hardest fights on Insanity are a lot more manageable when you've got some breathing room. In my experience, close quarters combat has a higher learning curve than fighting from a safe distance.
Modifié par Optimystic_X, 29 septembre 2010 - 06:50 .
Modifié par Pacifien, 29 septembre 2010 - 10:40 .
williambejerano wrote...
i beat mass effect 2 and for my 2nd playthrough thinking of beating mass effect 1 leaving the concil alive rachni and wrex alive also and inport it for mass effect 2 and start in from insanaty from beganing and i waswondering how hard will this be? i will get a s*** loed of creadits cuz i beath the mass effect 2 have rich ach. and more.
so how hard will this be?
(sorry for bad spelling)
Optimystic_X wrote...
Actually, Caster Sentinels are harder to play than Assaults. When an Assault's tech armor drops, not only does he get a much larger pulse of breathing room, his normal shields are also instantly boosted to half strength.
lazuli wrote...
Optimystic_X wrote...
Actually, Caster Sentinels are harder to play than Assaults. When an Assault's tech armor drops, not only does he get a much larger pulse of breathing room, his normal shields are also instantly boosted to half strength.
I am well aware of the benefits of playing an Assault Sentinel as opposed to a Caster Sentinel. All I wanted to make clear was that close combat, no matter the class, can be one of the hardest parts of Insanity to master. I know it was for me. Now I prefer close combat to fighting at a distance, but I've got quite a few Insanity runs under my belt.
Modifié par mosor, 30 septembre 2010 - 11:08 .
lazuli wrote...
Optimystic_X wrote...
Actually, Caster Sentinels are harder to play than Assaults. When an Assault's tech armor drops, not only does he get a much larger pulse of breathing room, his normal shields are also instantly boosted to half strength.
I am well aware of the benefits of playing an Assault Sentinel as opposed to a Caster Sentinel. All I wanted to make clear was that close combat, no matter the class, can be one of the hardest parts of Insanity to master. I know it was for me. Now I prefer close combat to fighting at a distance, but I've got quite a few Insanity runs under my belt.
Modifié par Bozorgmehr, 01 octobre 2010 - 01:56 .
Bozorgmehr wrote...
lazuli wrote...
Optimystic_X wrote...
Actually, Caster Sentinels are harder to play than Assaults. When an Assault's tech armor drops, not only does he get a much larger pulse of breathing room, his normal shields are also instantly boosted to half strength.
I am well aware of the benefits of playing an Assault Sentinel as opposed to a Caster Sentinel. All I wanted to make clear was that close combat, no matter the class, can be one of the hardest parts of Insanity to master. I know it was for me. Now I prefer close combat to fighting at a distance, but I've got quite a few Insanity runs under my belt.
I take Assault Armor any day just for the shield boost when it blows. No matter if your Sentinel is casting all the time. The Power Armor doesn't change casting ablities much (unfortunately) so there's no real need to take it anyway. The shield regen will keep Shep alive for another 2 s or so; additional time to cast other powers before using Tech Armor again.
I also think Sentinels are supposed to fight offensively making optimal use of their unique power (Tech Armor); fighting at medium-long range makes Tech Armor redundant plus there are other classes available who are better equiped for long range engaments.