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Sentinals. Are bonus powers a bad choice?


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#26
Feops1

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I'm still fond of warp ammo. It's the most universally solid ammo type, and gives sentinels one of the things they can't otherwise get (an ammo power) unless they bring a squadmate with group ammo. I am not a big fan of Jack on higher difficulties.



Plus, warp ammo fits the theme of the class and balances out sentinel armor being tech based.

#27
Mocker22

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I find that on most of my characters I will only spend smll amounts of points in bonus powers. That said I like using my bonus to add an ammo power for Sentinels. I wouldnt spend 10 points in an ammo power on a sent but it does help if you end up not bringing a companion with a group ammo power fr a mission. I tend to prefer armor piercing ammo for some reason.

#28
Foolsfolly

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No it's not a bad choice since there's one that really fits them well. Energy Drain gives the Sentinel an Overload like attack while at the same time refilling their Tech-Armor. It's got the best synergy with the the existing Sentinel powers. It also covers the only weakness the Sentinel has, anti-shields.



Other than that Warp Ammo like the others have said. Neural Shock is great for the Sentinel and completely outshines Cryo. Never been a fan of Slam but apparently that works well here as well. One single point into Stasis is nice to have at times (especially against YMIR mechs and other bosses).

#29
Spornicus

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Energy Drain turns the Sentinel into Iron Man, especially assault sentinel. Being able to keep your tech armor up while draining your enemies' shields and then letting the shield go down right in their faces pretty much tears a hole through any defensive line.

#30
DKJaigen

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SmokeyNinjas wrote...

turian councilor Knockout wrote...

I use warp ammo to increase weapon damage, sentinels have pretty much everything else covered.


The extra weapon damage you get from ammo powers is only really meaningful at the start of the game when you should be using squad ammo powers anyway because every class has more important things to points into then bonus ammo power.
Combine this with the fact that ammo power damage only works off the weapons base damage so gets no bonus at all from any of your weapon damage upgrades so the extra damage you get quickly becomes negligible compared to total weapon damage not really worth burning you only bonus power slot on IMO. 


I wouldnt say that. in my vanguard insanity runs heavy warp ammo is the difference between 1 shotting or having to fire 2 shots with my GPS. The same goes for my infiltrator with the Widow

#31
DoomMech

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Try a Sentinel with maxed out warp ammo and Heavy warp. Combat becomes almost pathetically easy as you bulldoze everything in front of you.

#32
MisterDyslexo

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I've used almost every power with sentinel, and really the best two I think are Stasis (which really helps alot) and Neural shockwave. Shockwave for crowd control, and stasis if you prefer CQC and would rather be up in their face

#33
Id of Ith

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Personally I don't take a bonus power for Sentinel. I already don't have enough points for what I want in the base powers.

#34
Miss Yuna of Atlanta

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Energy Drain is one of the more useful Sentinel bonus powers(I used it before Stasis). By the numbers, it's right on par with Overload for shield damage, but it recharges shields, so Power Armor fans would love it. Also, it means you can save points in Overload for other things. My old Energy Drain Sentinel build still had one point in Overload, though. Blowing up Pyro enemies is just too fun.

#35
Simbacca

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I haven't played a Sentinel yet, but my planned build was going for an assault-warpbomber hybrid

Throw Field / Heavy Warp / Assault Armor / Guardian / Area Drain

with preferred teammates being:

Jack
2 Shockwave / 3 Pull / Primal Adept / Squad Warp Ammo

Samara
2 Throw / 3 Pull / Sapiens Justicar / Area Reave

Defense stripping in Area Reave or Area Drain, two speedy ally Pulls, quickest cooling Heavy Warpbombs, or there's always shotgun rush with Assault Armor and Area Drain recharge :)

(edit: to shortenen length of post, reformatted how powers were listed)

Modifié par Simbacca, 19 novembre 2010 - 04:45 .


#36
Miss Yuna of Atlanta

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Simbacca wrote...


4 Throw Field
4 Heavy Warp
4 Assault Armor
1 Overload
0 Cryo Blast
4 Guardian
4 Area Drain


That was my first Sentinel build!

G...get out of my head! GET OUTTA MY HEAD!

#37
Simbacca

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Miss Yuna of Atlanta wrote...

Simbacca wrote...


Throw Field / Heavy Warp / Assault Armor / Guardian / Area Drain


That was my first Sentinel build!

G...get out of my head! GET OUTTA MY HEAD!


but it's cooozy, and the little men brought candy...

Modifié par Simbacca, 19 novembre 2010 - 04:47 .


#38
Miss Yuna of Atlanta

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*sigh* Fine, just don't track any mud. I keep my head clean for a reason.

#39
kstarler

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I should preface this by saying that I normally do Zaeed's and Kasumi's loyalty missions before any recruitment missions.

I found on my last sentinel play through that one point in Energy Drain (with Power Armor, but only 1 point in the passive) almost trivialized all of the merc battles, as one Energy Drain and a Rapid Shadowstrike was enough to take down every non-elite enemy (on Insanity). So I would say Energy Drain makes a good throw-away point, though I did switch to Stasis once I recruited Mordin.

#40
jwalker

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Miss Yuna of Atlanta wrote...

Simbacca wrote...


4 Throw Field
4 Heavy Warp
4 Assault Armor
1 Overload
0 Cryo Blast
4 Guardian
4 Area Drain


That was my first Sentinel build!

G...get out of my head! GET OUTTA MY HEAD!


I made a NG+ run with a Sentinel once using that build. I mean, I spec'd Shepard like that in Lazarus Project and never changed it. It has everthing you need.

#41
Miss Yuna of Atlanta

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I think that's probably the most basic build in the game, for any class. Some things make so much sense that they're invented by thousands of people at the same time.

#42
Ahglock

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I really like Stasis. One nice side effect of it is it can end a fight early before reinforcements show up. If it is on a final target the game seems to think the creature is dead or something, any fallen members get back up and the fight is over. Once it drops you kill the last guy, but the fight is still considered over so if another wave would have shown up if he had been alive it is canceled. I've found it useful on every class I have played with so far. I'm really enjoying it on infiltrators right now.

#43
Dark_Caduceus

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I don't really find a use, I just take slam(1 point) to take out husks but hardly use it even at that, I find incendiary ammo works best for me, so I just bring Grunt with squad incendiary on my Sentinel. Effectively having two great tanks, with fragile Miranda hanging back and dropping warp and overload on enemies behind cover.

#44
jwalker

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Dark_Caduceus wrote...

I don't really find a use, I just take slam(1 point) to take out husks but hardly use it even at that, I find incendiary ammo works best for me, so I just bring Grunt with squad incendiary on my Sentinel. Effectively having two great tanks, with fragile Miranda hanging back and dropping warp and overload on enemies behind cover.


for husks, slam is redundant on a sentinel. just use throw. the only difference is with slam you can set up warp bombs.

#45
Kronner

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Ahglock wrote...

I really like Stasis. One nice side effect of it is it can end a fight early before reinforcements show up. If it is on a final target the game seems to think the creature is dead or something, any fallen members get back up and the fight is over.  Once it drops you kill the last guy, but the fight is still considered over so if another wave would have shown up if he had been alive it is canceled. I've found it useful on every class I have played with so far. I'm really enjoying it on infiltrators right now.


I think that Assault Armor Sentinel + Guardian + Stasis bonus power and Shotgun training (GPS) is THE most powerful build in the game. Basically no need for cover, Stasis makes most of the tougher (YMIR etc.) enemies complete jokes. GPS is deadly at any range.
Now add Heavy Warp to the mix and no other class or build is even remotely close in terms of effectiveness and ease of play IMHO.

Modifié par Kronner, 22 novembre 2010 - 05:34 .


#46
Ahglock

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Kronner wrote...

Ahglock wrote...

I really like Stasis. One nice side effect of it is it can end a fight early before reinforcements show up. If it is on a final target the game seems to think the creature is dead or something, any fallen members get back up and the fight is over.  Once it drops you kill the last guy, but the fight is still considered over so if another wave would have shown up if he had been alive it is canceled. I've found it useful on every class I have played with so far. I'm really enjoying it on infiltrators right now.


I think that Assault Armor Sentinel + Guardian + Stasis bonus power and Shotgun training (GPS) is THE most powerful build in the game. Basically no need for cover, Stasis makes most of the tougher (YMIR etc.) enemies complete jokes. GPS is deadly at any range.
Now add Heavy Warp to the mix and no other class or build is even remotely close in terms of effectiveness and ease of play IMHO.


I am flat out astonished at the damage the shotgun does after stasis drops to YMIR mechs.  They frequently explode in one shot from my GPS.  It is not nearly that dramatic with other tough enemies.  YMIRs which used to be a pain are now a joke. 

#47
Kronner

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Ahglock wrote...

I am flat out astonished at the damage the shotgun does after stasis drops to YMIR mechs.  They frequently explode in one shot from my GPS.  It is not nearly that dramatic with other tough enemies.  YMIRs which used to be a pain are now a joke. 


That extreme damage is a bug. (while the enemy is falling to the ground)

There is a whole thread about Stasis somewhere.

#48
Ahglock

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Ah YMIRs probably have a longer falling animation so I hit it easier.

#49
Locutus_of_BORG

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turian councilor Knockout wrote...

I use warp ammo to increase weapon damage, sentinels have pretty much everything else covered.

+1

Kronner wrote...

Ahglock wrote...

I really like Stasis. One nice side effect of it is it can end a fight early before reinforcements show up. If it is on a final target the game seems to think the creature is dead or something, any fallen members get back up and the fight is over.  Once it drops you kill the last guy, but the fight is still considered over so if another wave would have shown up if he had been alive it is canceled. I've found it useful on every class I have played with so far. I'm really enjoying it on infiltrators right now.


I think that Assault Armor Sentinel + Guardian + Stasis bonus power and Shotgun training (GPS) is THE most powerful build in the game. Basically no need for cover, Stasis makes most of the tougher (YMIR etc.) enemies complete jokes. GPS is deadly at any range.
Now add Heavy Warp to the mix and no other class or build is even remotely close in terms of effectiveness and ease of play IMHO.

Just finishing up my cqc sentinel playthrough and I'm inclined to agree. I'm not using GPS or Stasis, but I'm still blowing through the game without even taking health damage.

#50
Miss Yuna of Atlanta

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Kronner wrote...

That extreme damage is a bug. (while the enemy is falling to the ground)

There is a whole thread about Stasis somewhere.


The wiki also links to it.