Sentinals. Are bonus powers a bad choice?
#26
Posté 16 octobre 2010 - 09:18
Plus, warp ammo fits the theme of the class and balances out sentinel armor being tech based.
#27
Posté 16 octobre 2010 - 10:10
#28
Posté 17 octobre 2010 - 07:47
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
Posté 17 octobre 2010 - 08:00
#30
Posté 17 octobre 2010 - 08:20
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
Posté 18 octobre 2010 - 05:50
#32
Posté 18 octobre 2010 - 08:46
#33
Posté 19 novembre 2010 - 11:09
#34
Posté 19 novembre 2010 - 12:08
#35
Posté 19 novembre 2010 - 04:40
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
Posté 19 novembre 2010 - 04:43
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
Posté 19 novembre 2010 - 04:47
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
Posté 19 novembre 2010 - 05:31
#39
Posté 19 novembre 2010 - 10:50
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
Posté 20 novembre 2010 - 12:09
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
Posté 20 novembre 2010 - 12:46
#42
Posté 22 novembre 2010 - 12:24
#43
Posté 22 novembre 2010 - 06:04
#44
Posté 22 novembre 2010 - 04:57
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
Posté 22 novembre 2010 - 05:05
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
Posté 22 novembre 2010 - 09:30
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
Posté 22 novembre 2010 - 09:33
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
Posté 23 novembre 2010 - 05:20
#49
Posté 23 novembre 2010 - 05:46
+1turian councilor Knockout wrote...
I use warp ammo to increase weapon damage, sentinels have pretty much everything else covered.
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.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.
#50
Posté 26 novembre 2010 - 03:09
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.





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