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Sentinel Playthrough


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#1
Flamesz

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I'm just about to start my Sentinel playthrough and i was wondering if there was any Sentinel guide for what skills to get as i level up (What order to get them) and what Weapon training to get at the Collector Ship?

Modifié par Flamesz, 30 septembre 2010 - 04:25 .


#2
Guest_Aotearas_*

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Tech Armor is arguably the first thing to evolve. What version and what comes thereafter is a matter on how you want to play it.

#3
lazuli

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Sentinels are essentially split into two different forms: caster and assault. In both forms, maximizing your Tech Armor and passive early is very important for survivability and quick cooldowns. Caster Sentinels spam powers and often trigger rapid Warp explosions started by their teammates. Assault Sentinels wade into close combat and usually employ a shotgun combined with Assault Armor for maximum damage and survivability. Most of their cooldowns are used to refresh Assault Armor. If I were you, I'd take shotgun at the Collector Ship.



Bring along teammates with Pull and squad ammo powers. Jacob is a fantastic fit for a Sentinel.

#4
PsyrenY

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Alternatively, chuck Warp and use Reave instead. Then none of your powers have travel time AND you won't be saddled with Jacob.

Much better way to go imo. (For casters, that is.)

Modifié par Optimystic_X, 30 septembre 2010 - 05:36 .


#5
Kronner

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Assault Armor + Guardian. Shotgun training. Anything else is optional for Assault Sentinel. If you take Energy Drain as a bonus talent, you will not die, ever.

Modifié par Kronner, 30 septembre 2010 - 05:51 .


#6
mosor

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Optimystic_X wrote...

Alternatively, chuck Warp and use Reave instead. Then none of your powers have travel time AND you won't be saddled with Jacob.

Much better way to go imo. (For casters, that is.)


Personally I think Jacob is kick ass for a sentinel. I usually take heavy warp, and alternate between area energy drain and area reave depending if the mission has shielded enemies or not. That build for an assault sentinel strips the defence of most enemies the quickest, allowing your assault armor to crowd control from then on.  Leave overload at 1 point and don't bother with the cyro blast.

As kronner mentioned, a good shotty is best, preferably the evi rather than the GPS. I recommend this for castors too, except take unstable warp rather than heavy and use jacob, samara (probably the best for a caster) or jack for their pull.

#7
PrinceLionheart

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Most definitely agree with lazuli. Max out Jacob's Incendiary Ammo to Squad and pull field, and you're golden with both the Caster or Assault Sentinel.



The second squadmate I'd recommend is either Miranda or Thane since they both work extremely well it Jacob.

#8
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Playing a Caster Sentinel, one learns to make beautiful use of Warp explosions. Besides the class' adaptability, it really thrives with carefully chosen and specced teammates. That's why I love the class the most.

#9
Flamesz

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SO you don't recommend getting the Assault Rifle or Sniper Rifle training when i get to the ship? I really don't like the actual character Jacob so i never really use him. I'm on the edge about being a caster or not though.



Thanks for the advice.

#10
Aradace

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Optimystic_X wrote...

Alternatively, chuck Warp and use Reave instead. Then none of your powers have travel time AND you won't be saddled with Jacob.

Much better way to go imo. (For casters, that is.)


This is what I do essentially.  And for the same reason.  Hit a moving unshielded target with Reave and it stops them dead in their tracks, setting them up to be pummeled by gunfire.  Reave is my "bread and butter" ability since I play on Normal.  Combine Guardian passive (30% cooldown) with the level 3 biotic cooldown (20%) and that gives you a Reave that has a 3 second cooldown.  As for my advanced training I took AR's so that I could make good use of the Mattock.  Basically, hit a target with Reave and pop a few Mattock rounds in him and he's done like dinner lol.  Reave also covers your armor stripping ability as well and does a better job at it than Warp seeing as how it does double damage to both armor AND biotic barriers.  Essentially, Reave makes Warp pretty obsolete as a stand alone power.  And with Overload maxed out, you have all barriers covered.  Shielded target? Just sit back and spam Overload.  Barrier target? Just sit back and spam Reave.  Krogan? Same thing with Reave.  YMIR mech?  Spam Overload until you get down to it's armor then spam Reave.  Once it's in the red, hit it with a couple of Overloads and it's done. 

Sentinel is my new favorite class since discovering the beauty of Reave lol.

#11
All-a-Mort

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Flamesz wrote...

SO you don't recommend getting the Assault Rifle or Sniper Rifle training when i get to the ship? I really don't like the actual character Jacob so i never really use him. I'm on the edge about being a caster or not though.

Thanks for the advice.

If you have access to the Locust SMG via the Kasumi DLC then Assault Rifle isn't really needed. The Locust's accuracy and damage is good enough if you plan on staying out of CQC range, and if not then a shotgun would be more useful at close range anyway. There are difficulties casting using sniper rifles due to the sight being zoomed in when casting. S'why I didn't bother with a sniper rifle for my current Sentinel playthrough.

#12
mosor

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Flamesz wrote...

SO you don't recommend getting the Assault Rifle or Sniper Rifle training when i get to the ship? I really don't like the actual character Jacob so i never really use him. I'm on the edge about being a caster or not though.

Thanks for the advice.


Prefer the shotty with an assault sentinel. As for AR or sniper if playing caster? If you have the mattock, go assault rifle, if not, I like the viper better than the vindicator.

Personally a caster sentinel isn't my cup of tea. I hate waiting for powers to recharge even on a class with low cooldowns like a sentinel. I like the close combat of an assault sentinel much better. Rarely if ever do I die, with fast furious combat that clears levels extremely fast even on insanity.

Modifié par mosor, 30 septembre 2010 - 11:01 .


#13
PseudoEthnic

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Caster Sentinel=Sniper rifle

Assault Sentinel=Shotgun

#14
Mr_Raider

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Sniper allows you to cast through the scope and take out enemies at the other end of the room.

#15
lazuli

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Flamesz wrote...

SO you don't recommend getting the Assault Rifle or Sniper Rifle training when i get to the ship? I really don't like the actual character Jacob so i never really use him. I'm on the edge about being a caster or not though.

Thanks for the advice.


If you're not fond of Jacob, give Jack a try.  You won't be able to max all three of her best attributes (Pull Field, Squad Warp Ammo, and Primal Adept), but she's still a powerful squadmate for a caster Sentinel, and fulfills a role similar to Jacob.  It takes Jack a bit longer to provide squad ammo, though.

#16
clennon8

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Max out Tech Shield first.
Take Energy Drain as your bonus ability. It's sick with Tech Shield.
Max out your class skill second.
Level Throw up to 2 to unlock Warp, and then leave it alone.
Level up Warp when you can.  Same goes for Overload, unless you've taken Energy Drain, in which case you can ignore Overload.

Also, max out your squadmates' ammo abilities ASAP.

Modifié par clennon8, 01 octobre 2010 - 02:44 .


#17
PseudoEthnic

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I would advise that you only take Energy Drain if you're an Assault Sentinel. Casters don't get out of cover much.



Here's my Sentinel build:



Throw: Rank 2

Warp: Rank 4(Upgraded to Unstable Warp for faster cooldowns)

Tech Armor: Rank 4(Upgraded to Power Armor)

Overload: Rank 4(Upgraded to Area Overload)

Cyro Blast: Rank 1

Passive: Rank 4(Upgraded to Guardian)

Bonus: Neural Shock: Rank 3



Points left: 1

#18
HTTP 404

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does anyone think Shotgun Sentinal good with Stasis?

#19
lazuli

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HTTP 404 wrote...

does anyone think Shotgun Sentinal good with Stasis?


If you're an Assault Sentinel, the majority of your cooldowns should be used for maintaining Tech Armor.  Even so, Stasis is such a useful power that it can find a place in almost any build.

#20
EKozski

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On my one Sentinel, I took, Dominate, as my Bonus. Since I finally unlocked it. I sat here amazed at it. On Mordin's Recruitment, I used it on the Vorcha that are on the ledge just after you inject the cure. The one dominated, shot off that rocket launcher at one of the guys on the floor, and he just flew across the room. Then, at the guy next to him. WOW! Then, on Grunt's recruitment, I used it on the Krogan's down where Jedore is. That came in real handy. I just crouched behind the one partition right when you walk in the door and just kept casting it.

#21
Bozorgmehr

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EKozski wrote...

On my one Sentinel, I took, Dominate, as my Bonus. Since I finally unlocked it. I sat here amazed at it. On Mordin's Recruitment, I used it on the Vorcha that are on the ledge just after you inject the cure. The one dominated, shot off that rocket launcher at one of the guys on the floor, and he just flew across the room. Then, at the guy next to him. WOW! Then, on Grunt's recruitment, I used it on the Krogan's down where Jedore is. That came in real handy. I just crouched behind the one partition right when you walk in the door and just kept casting it.


Dominate is wonderful on Mordin's RM; gotta love those Pyros: www.youtube.com/watch :devil:

#22
EKozski

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That was a great video! The one other thing I do is, when I get downstairs, I have the Arc Projecter, like you do. But, I use it on the first wave of Vorcha that come out the door. And, they just all explode. Then, there's only one or two left behind the door. Maybe three. The one thing I finally learned how to do is, on all those that are on the ledge when you go to the other side, I finally let my squadmates take care of them and I just worry about the ones below. Like in your video.
I've had this game since the day it came out, and I'm still learning things. Geez!

Modifié par EKozski, 01 octobre 2010 - 09:17 .


#23
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Am i the only one who thinks Sentinel doesnt really need bonus power becouse its good as it is?

#24
Aradace

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kajtarp wrote...

Am i the only one who thinks Sentinel doesnt really need bonus power becouse its good as it is?


You're right, it IS good as it is...However, as I stated previously, taking Reave is essentially the same thing as Warp, only "upgraded".  Warp doesnt do double damage to biotic barriers and armor where as Reave does.  Not only that, combine the fact that unprotected enemies are momentarily paralyzed by it, giving you time to line up a couple of shots, and that there is no "travel time", meaning once you cast it, it's instant just like overload or Neural Shock, it simply seems "natural" to take Reave as a Sentinel.

#25
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your wrong dude. Warp does double damage to armor and barrier. So its very redundant with already having warp. I'd say picking reave as bonus power is a very small upgrade. Just becouse its instant, it doesnt worth it. Picking energy drain is redundant aswell. Sure it gives you extra shields, but the Sentinel has the Tech Armor for that.

I'd say picking reave/energy drain is only a small improvement for your skills you already have, while for example an Ammo power or dominate is a much bigger improvement. Even barrier is funny, if you combine your shields with barrier and tech armor.

Modifié par kajtarp, 01 octobre 2010 - 09:51 .