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Sentinel Playthrough


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#26
Aradace

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kajtarp wrote...

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.


No need to be such as ass lol...The only reason I said it didnt was because it doesnt say so in it's description.  Secondly, no, it's not redundant.  IMO any power that has 0 travel time is better than one that does.  Also, warp doesnt incapacitate enemies like Reave does so again, while I respect your opinion as it not being an "upgrade", you have to realize that your post is exactly that, like mine, an opinion.  Now E-Drain I do agree with you on, I have never found a good use for it myself and would never take it over Overload. 

#27
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i only pointed out that your wrong about warp. thats it. and im an ass becouse of that? :D

Modifié par kajtarp, 01 octobre 2010 - 10:21 .


#28
Liliandra Nadiar

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Warp can also be curved. That's another advantage of it over Reave.My current Caster Sentinel hardcore run has only really faced multiple reloads on the Preatorians. Grabbed the AR for the Mattok on the ship, only a two missions ago, but I've not regretted it yet.



Current build @ 26

Throw 2

Heavy Warp

Heavy Overload

Power Armor

Guardian

Reave 3



Reave is probably going to get a change out. Still shifting between trying out Dominate/Stasis or AP/Warp Ammo.

#29
Aradace

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kajtarp wrote...

i only pointed out that your wrong about warp. thats it. and im an ass becouse of that? :D



Meh, could've been how I took it lol...The context in which I perceived it came off as an aggressive "zomfgjursofnwrong!!!"  Again, probably my fault for taking it out of context it it wasnt meant in the which I perceived it.  It's 7:30am right now, and Im still not completely awake yet Image IPB

#30
Aradace

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Liliandra Nadiar wrote...

Warp can also be curved. That's another advantage of it over Reave.My current Caster Sentinel hardcore run has only really faced multiple reloads on the Preatorians. Grabbed the AR for the Mattok on the ship, only a two missions ago, but I've not regretted it yet.

Current build @ 26
Throw 2
Heavy Warp
Heavy Overload
Power Armor
Guardian
Reave 3

Reave is probably going to get a change out. Still shifting between trying out Dominate/Stasis or AP/Warp Ammo.


Actually, I dont know whether to call this a "glitch" or an "exploit" but I can get Reave, Overload, AND NS into the same places (usually) as Warp or Incinerate.  How? Basically as I take cover, I'll scan the area for any mobs in cover as well that seem to be "staying" there.  Then, I pop out from behind cover using my aim button as though Im going to fire on them and pull up my ability wheel at the same time.

Now, at this point, I scan over the enemy in question.  And once my crosshairs turn the darker "red" color, I fire off my Overload, Reave, or NS and it will hit them every time even if they are behind cover.  Moral of the story is this:  If your crosshairs can touch them, your powers can get there to them even if they are behind cover.  Not sure how many people, if any, use this technique that I mentioned but there it is lol.

Modifié par Aradace, 01 octobre 2010 - 11:32 .


#31
Bozorgmehr

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EKozski wrote...

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.


Yeah, Arc Projector makes short work of Vorcha esspecially with a couple of Pyros around (they explode with armor :D)

I've had this game since the day it came out, and I'm still learning things. Geez!


I know exactly what you mean, I love this forum; providing lots of new ways to play - without I would not be playing ME2 all the time.

Aradace wrote...

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.


Warp and Reave have much in common; they do same damage against same defenses. Reave is instant; Warp can be curled. Reave has an area version, but Warp beats that with ease when you use it to detonate ragdolled enemies (most devastating attack except Cain). Warp explosions alone make Warp a 'better' power than Reave (twice the damage on ragdolled targets and much wider radius; though you'll need to bring squadmate to set up if you're not playing Adept).

In the end I think Sentinel (and Adept), who have access to Warp already, do not need Reave. Better to use a different bonus power.

Aradace wrote...

Now E-Drain I do agree with you on, I have never found a good use for it myself and would never take it over Overload. 


ED is much better power than Overload. It does same damage, but at the same time replenishes your own shield (plus you receive a huge shield bonus). Overload's only real advantage is Pyro detonation (one point will do). Using ED on Geth missions is amazing; you can't die:  Example 1 and Example 2

In fact I consider ED to be one of the very few bonus powers making any sense playing Sentinel. It works with Tech Armor and can be used to strip enemy shields (and keeping Shep's up and running) until you reach enemy positions. ED should have removed most shields by then, just wait for the Tech Armor to go boom and clean up. Nice and easy.

To give you some idea how it works on Sentinel click here

Modifié par Bozorgmehr, 01 octobre 2010 - 12:28 .


#32
PsyrenY

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kajtarp wrote...

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.


It's far more than that. Reave gets you:

- Warp's same bonus vs. barriers and armor:
- Heavy Reave does more damage than Heavy Warp. (Unstable Warp and Area Reave are equal.)
- Zero travel-time
- Can be aimed through a sniper scope
- Built-in crowd control (far-away enemies stand, charging enemies double-over in pain and stop)
- Built-in healing (keeps you alive even if your shields drop on Insanity)
- Phases through collector shields

On a caster, it's a no-brainer unless you're solo or on a synthetic mission.

#33
Bozorgmehr

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Optimystic_X wrote...

- Heavy Reave does more damage than Heavy Warp. (Unstable Warp and Area Reave are equal.)

Minor difference and unnecessary; stripping normal enemy's defenses works with both Area Reave and Unstable Warp - it's not possible to strip > normal enemies, no matter if you bring Heavy Reave/Warp.

- Zero travel-time

That's nice, but Reave can't be used on enemies behind cover, Warp can.

- Can be aimed through a sniper scope

Like any power; including Warp.

- Built-in crowd control (far-away enemies stand, charging enemies double-over in pain and stop)

Only works when defenses are down, better to use other CC abilites (Pull, Throw, and NS can be used twice in the same time)

- Built-in healing (keeps you alive even if your shields drop on Insanity)

Very situational and unreliable (healing won't keep you alive for long); again it's better to use medkit or Charge; Tech Armor; Cloak for example.

- Phases through collector shields

Never seen a Collector with shields ;)

On a caster, it's a no-brainer unless you're solo or on a synthetic mission.

Engineers: Reave is only better against barriers (only Collector missions are barrier heavy); Incinerate is better against armor.

Sentinels' and Adepts' Warp provide all stuff Reave does plus warpbombs; there are better and more useful bonus powers available.

Reave is excellent bonus power, but it's not worth taking when Warp is available. It's like using AP ammo on Soldier or Vanguard; a waste if you ask me.



#34
Kaylord

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After I got 50% cooldown reduction, my Sentinels plays more like and more than an Adept; I simply don´t have enough time to use the weapons.^^



I take Stasis as an emergency stopping power when one of those Krogan or Vanguards came too near.

#35
All-a-Mort

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Bozorgmehr wrote...

ED is much better power than Overload. It does same damage, but at the same time replenishes your own shield (plus you receive a huge shield bonus). Overload's only real advantage is Pyro detonation (one point will do). Using ED on Geth missions is amazing; you can't die:  Example 1 and Example 2

In fact I consider ED to be one of the very few bonus powers making any sense playing Sentinel. It works with Tech Armor and can be used to strip enemy shields (and keeping Shep's up and running) until you reach enemy positions. ED should have removed most shields by then, just wait for the Tech Armor to go boom and clean up. Nice and easy.

To give you some idea how it works on Sentinel click here

i'm guessing you'd respec to Reave or maybe Neural Shock even for collector missions though yeah? Which of those two would be best for either a Caster Sentinel or an Assault Sentinel?

#36
Bozorgmehr

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All-a-Mort wrote...

i'm guessing you'd respec to Reave or maybe Neural Shock even for collector missions though yeah? Which of those two would be best for either a Caster Sentinel or an Assault Sentinel?


Depends on which squadmates you bring along. Reave is great to strip multiple Collector barriers at once, but you can bring Samara for this too of course. You can also use Sentinels Warp on one of Collectors and use a Pull/Warp combo using squadies (Sentinels can detonate themselves so you'll only need one squadmate with Pull) - this will do more damage than Area Reave.

Neural Shock is an excellent bonus power but not needed on Sentinel (best on Engineer or Infiltrator). Sentinels have their Armor; Throw and Cryo Blast on super fast cooldown.

I would take either Stasis (against Scions) or Flashbang (against Harbinger) playing Sentinel on Collector missions.

#37
lazuli

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Optimystic_X wrote...
It's far more than that. Reave gets you:

- Warp's same bonus vs. barriers and armor:
- Heavy Reave does more damage than Heavy Warp. (Unstable Warp and Area Reave are equal.)
- Zero travel-time
- Can be aimed through a sniper scope
- Built-in crowd control (far-away enemies stand, charging enemies double-over in pain and stop)
- Built-in healing (keeps you alive even if your shields drop on Insanity)
- Phases through collector shields

On a caster, it's a no-brainer unless you're solo or on a synthetic mission.


Reave's overpowered crowd control and healing aside, I don't think you're giving Warp enough credit.  Warp allows for a more dynamic playstyle filled with combo nuking.  And I know instantly arriving abilities have advantages over those that fire a projectile, but there are situations in which a projectile that you can arc will suit your needs better.  The Praetorian on Horizon comes to mind, but there are certainly other situations where bending your attacks around cover is tactically sound.

#38
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- sorry that im not amazed becouse 10% extra damage. 440 damage vs 400... wow... even with a level 2 or 3 warp, i feel totally comfortable.

- zero travel time. who cares? its not that big improvement for me. i can wait a second. sometimes its an advantage, sometimes its a disadvantage. In my opinion, thats more or less equal, so you cant use that argument as advantage, neither can i.

- can be aimed trough sniper scope and other stuff. yes, i know that. thats just one more thing waht kills the fun from the game. but this works aswell for other powers,using squadmate's warp/overload/throw/pull/cryo blast/incinerate or whatever power.

- crowd control. you have throw and cryo blast, combined with your overload/warp, dont get why you still need reave. also, you can throw twice by the time you can get another reave.

- regeneration. if thats so important to you, maybe your doing something wrong with your caster class? if you can use reave, it means cooldown time is over, so you can use any power again, so maybe use your tech armor?

-shall i mention warp combos?

Modifié par kajtarp, 01 octobre 2010 - 04:30 .


#39
mosor

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kajtarp wrote...

- sorry that im not amazed becouse 10% extra damage. 440 damage vs 400... wow... even with a level 2 or 3 warp, i feel totally comfortable.

- zero travel time. who cares? its not that big improvement for me. i can wait a second. sometimes its an advantage, sometimes its a disadvantage. In my opinion, thats more or less equal, so you cant use that argument as advantage, neither can i.

- can be aimed trough sniper scope and other stuff. yes, i know that. thats just one more thing waht kills the fun from the game. but this works aswell for other powers,using squadmate's warp/overload/throw/pull/cryo blast/incinerate or whatever power.

- crowd control. you have throw and cryo blast, combined with your overload/warp, dont get why you still need reave. also, you can throw twice by the time you can get another reave.

- regeneration. if thats so important to you, maybe your doing something wrong with your caster class? if you can use reave, it means cooldown time is over, so you can use any power again, so maybe use your tech armor?

-shall i mention warp combos?




The only power the sentinels don't have is an area effect power that strips barrier or armor defences. Reave plugs that hole nicely. I do  take both on missions with barriers or armor. Heavy warp for punching holes into enemies with heavy barrier protection like guardians or assasins and to do warp explosions. Area reave to strip the defences of 2 or 3 collector mooks at a time. For me the only choice is getting an ammo power or reave/energy drain (depeding on the mission) I'm perfectly happy with the squad version of ammo powers, so I go with the latter.

I have to point out, that reave does better damage to health than warp does. A single reave will drain the health of most mooks, while a heavy warp damage will still leave them with half heath unless you pull off a combo. Then again I never play caster sentinel, so using powers to damage health never crosses my mind.

Modifié par mosor, 01 octobre 2010 - 05:24 .


#40
IMNWME

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Borz has it right.  Assault Armor (dump all points into this off the bat), Guardian, Energy Drain + Geth Pulse Shotgun is all you'll ever need, ever.  This is not theorycrafting.  I've played every class in this game, tweaked abilities on every class, and tried out numerous playstyles.  None come close to the above build in terms of sheer killing power.

Here's the game plan.  You activate Tech Armor.  Then you Energy Drain mooks' shields while you rush them down with the Geth Shotgun.  You do not take cover.  If you take cover, something has gone horribly, horribly wrong.  Sure, I've died sometimes, but that's because I neglected to use a squadmate power or because I missed way too many times with the GPS.  I don't even bother switching out E-Drain for Collector missions (although with Stasis now available I might if I ever found the time to play ME2 again).  You don't need an ammo power, trust me on this.  I've played around with squadmate ammo powers, Tungsten Ammo, Heavy Warp Ammo, and no ammo power whatsoever.  The difference is incremental.  But what Energy Drain does for your play-style is DRAMATIC.  Overload doesn't even come close.

Seriously, this is the class I play when I want to be Rambo.  Vanguard used to be my favorite class, until the GPS came out.  Combined with Energy Drain, the Assault Sentinel becomes the ultimate CQC class, hands-down, thank you and good night.

EDIT: The above post is talking solely about Insanity difficulty, both vanilla and NG+.  On Insanity, shields are everywhere, and you should love it.

Modifié par IMNWME, 02 octobre 2010 - 06:50 .


#41
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GPS just ruins the game, and removes any challange for any class.

Modifié par kajtarp, 02 octobre 2010 - 10:09 .


#42
Kaylord

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What do you do when faced with bloodpack mercs? ED seems to be useless in these cases.

Modifié par Kaylord, 04 octobre 2010 - 12:26 .


#43
Mr_Raider

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Kaylord wrote...

What do you do when faced with bloodpack mercs? ED seems to be useless in these cases.


Strip armor with your gun, then setup a warp explosion.

#44
Liliandra Nadiar

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Nice thing about Sentinels. Doesn't what defenses the enemy has, you have tools for any of them. Armor/Barrier, Warp it off. Shields, Overload it to smithereens. ED and Reave can replace one of them, but you'll still have all bases covered unless you purposely set out to gimp it.



While a Sent makes Miranda loose some notches as a top tier squadmate (only get the squad Health/Weapon bonus, which is nice in and of itself) having her also lets you strip defenses faster.



Majority of my mission squad is Samara (AR, pull field and Reave) for damage and warp explosion setups and Miranda for secondary Warp explosion triggers and def stripping.



The lack of an squad ammo power is only downside unless I drop Warp/Overload down to tier 3. (Stupid required points in Throw >.< )

#45
mosor

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Liliandra Nadiar wrote...

The lack of an squad ammo power is only downside unless I drop Warp/Overload down to tier 3. (Stupid required points in Throw >.< )


Throw field is an excellent power. Just take Jacob, Zaeed or Garrus if you need some special ammo. Rather have better skills than my own ammo power.