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Sentinals. Are bonus powers a bad choice?


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#51
Graunt

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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've been very interested in playing an aggressive "Assault" Sentinel for a while now, but simply can't seem to find my stride with the class at all.  It does not seem to be anything other than "Adept lite with better defense" until you are in the 20+ level range with a very heavy investment in tech dmg/cooldown upgrades and are past the collector ship.  The class' largest selling point (Tech Armor) has one of the single worst cooldowns on a class defining ability for how utterly short of a period it's active on Insanity+.  The defense it gives is short lived and you are locked out of all of your other abilities for a long time if you're trying to keep the armor up while also using it offensively.

Stasis doesn't make fights trivial for the Sentinel alone, it makes them trivial for all classes and even at only a single point.  Why dump extra into Stasis just to lock out tougher enemies for a longer period when you can just outright kill almost anything that is affected with just two Stasis casts tops (due to the damage bug)? 

Modifié par Graunt, 26 novembre 2010 - 03:33 .


#52
Miss Yuna of Atlanta

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EDIT: Never mind.

Modifié par Miss Yuna of Atlanta, 26 novembre 2010 - 03:41 .


#53
Kronner

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Graunt wrote...

I've been very interested in playing an aggressive "Assault" Sentinel for a while now, but simply can't seem to find my stride with the class at all.  It does not seem to be anything other than "Adept lite with better defense" until you are in the 20+ level range with a very heavy investment in tech dmg/cooldown upgrades and are past the collector ship.  The class' largest selling point (Tech Armor) has one of the single worst cooldowns on a class defining ability for how utterly short of a period it's active on Insanity+.  The defense it gives is short lived and you are locked out of all of your other abilities for a long time if you're trying to keep the armor up while also using it offensively.

Stasis doesn't make fights trivial for the Sentinel alone, it makes them trivial for all classes and even at only a single point.  Why dump extra into Stasis just to lock out tougher enemies for a longer period when you can just outright kill almost anything that is affected with just two Stasis casts tops (due to the damage bug)? 


Tech Armor has about 6s cooldown when you have tech upgrade and mased passive.
That rivals Charge, only AA is more durable, provides better protection and CC as well.

Assault Armor is not "short lived", when it goes down, it restores 50% of your shields and you can cast it again. It also sends out a stun wave. You do not need to take cover at all.





Yes, Sentinel needs some leveling to be the most effective, but can have Assault Armor + Guardian at level 10.
You can have the -20% tech cooldown upgrade before Horizon as well.
If you are talking about NG+, then it's a moot point since you have all the points already.

As for Stasis, if you want to use Stasis as CC instead of The Fall Of Death, you can. The points elsewhere wouldn't be used anyway. Waste them on Overload or Cryo Blast? Why?  With 3s cooldown (after upgrades) Stasis is incredible CC power.

Modifié par Kronner, 26 novembre 2010 - 09:32 .


#54
Velo

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Bonus powers are a good choice imho. If you like your build as it is, just substitute one of your powers with a bonus power that has the same effect, because overall the bonus power should be better.

#55
RiouHotaru

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I wouldn't discount Cryo Blast, which makes a little sad that folks do that anyway. Cryo Ammo is arguably one of the best CC powers in the game, so the ridiculous fast recharge on Blast, because of tech upgrades and maxed passives, would make it a good power as well, especially for foes that are essentially bullet sinks, like Krogan.

#56
Graunt

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Kronner wrote...




Yes, Sentinel needs some leveling to be the most effective, but can have Assault Armor + Guardian at level 10.
You can have the -20% tech cooldown upgrade before Horizon as well.
If you are talking about NG+, then it's a moot point since you have all the points already.


The first video especially emphasizes my point about the duration of the armor and being perpetually locked out of the rest of your powers just to keep it active.  It's also mostly being used for the defense alone and barely at all for the shockwave/stun.  And like I alreasy said, you have to have already passed the collector ship.  That's a lot of requiremts just to "begin" playing the class. 

I said I could never hit my stride with the class, and it's because I get so bored with it's complete lack of offense (unless I am pumping Warp early) just so I can shoot my Phalanx or Locust for a few seconds longer than what an Adept or maybe (debateable) an Engineer until I reach the ship.  I end up starting a new class right around Horizon each time I try playing this class.  Maybe it's really great in NG+, but it's hard for me to stay interested in the "weak" levels.  This class is the epitome of "late bloomer".

Modifié par Graunt, 26 novembre 2010 - 09:50 .


#57
Kronner

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Well, it is tech armor spam. Just like Soldier is AR spam, Vanguard Charge etc.
aarmor improves your offense significantly, there is very little need for cover, ever. Using weapons is offense too.
As for collector ship, every class gets weapon there, so I do not see the your point, adept or engineer is stuck with smg and pistol too until you get there. Late bloomer? By level 10 you have everything you need. Then you get a shotgun and become godlike.

Modifié par Kronner, 26 novembre 2010 - 09:51 .


#58
Graunt

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Kronner wrote...

Well, it is tech armor spam. Just like Soldier is AR spam, Vanguard Charge etc.
aarmor improves your offense significantly, there is very little need for cover, ever. Using weapons is offense too.
As for collector ship, every class gets weapon there, so I do not see the your point, adept or engineer is stuck with smg and pistol too until you get there. Late bloomer? By level 10 you have everything you need. Then you get a shotgun and become godlike.


You don't usually hit the ship at level 10 do you?  I know I never hit it before 16-18.  Also, why are you using the Evisc in the second when you suggested the GPS? 
Is the GPS just for more open areas where you often have a larger
shooting distance between enemies? 

And the difference between the Sentinel and the "other" classes is that the Infiltrator, Soldier, and Vanguard don't end up having to wait to get new weapons just to "start" their playstyle.  The Sentinel literally has no firepower until then.  My current has Assault/Guardian and just can't kill more than 1-2 enemies before having to crouch for the armor cooldown to refresh.

I think maybe my biggest issue with the class is that I can't stand limiting every cooldown to just tech armor.  It makes me feel like a MUCH slower Vanguard that has to run everywhere even though it looks like thier actual staying power is a lot higher.

Modifié par Graunt, 26 novembre 2010 - 09:58 .


#59
Kronner

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Graunt wrote...

You don't usually hit the ship at level 10 do you?  I know I never hit it before 16-18.  Also, why are you using the Evisc in the second when you suggested the GPS? 
Is the GPS just for more open areas where you often have a larger
shooting distance between enemies?



No, but you have AA + Guardian and 1pt bonus power.
SMG (Locust/Shuriken) is good enough for cqc until you get to CS.

As for Evi, I like it better. The GPS was just to show how OP that build is. And Stasis was not even released at that time. It's just that I think that Sentinel + GPS + Stasis is the most OP build in the game, it is easiest to play, most forgiving and has the best survavibility.

edit:
you added more stuff:

Graunt wrote...
And the difference between the Sentinel and the "other" classes is that the Infiltrator, Soldier, and Vanguard don't end up having to wait to get new weapons just to "start" their playstyle.  The Sentinel literally has no firepower until then.  My current has Assault/Guardian and just can't kill more than 1-2 enemies before having to crouch for
the armor cooldown to refresh.

I think maybe my biggest issue
with the class is that I can't stand limiting every cooldown to just tech armor.  It makes me feel like a MUCH slower Vanguard that has to run everywhere even though it looks like thier actual staying power is a lot higher.


On low level Sentinel games, I can run around with Shuriken/Locust and kill multiple enemies very easily thanks to AA . Squad Inferno ammo + Locust is surprisingly effective in cqc.

It is not much slower Vanguard, if you think so, pick whatever mission you want and Sentinel can do it in about the same time. (assuming it is after CS or a NG+, Sentinel w/o shotgun is slower)

Just for the record, Vanguard is by far my most favourite class, Charge is OP, but Sentinel is on another level entirely when it comes to ease of play and durability. Speed is about the same, Vanguard may be a bit faster in mission where you can Charge long distances instead of walking/running. Sentinel is so OP it is actually boring because you can't die.

Modifié par Kronner, 26 novembre 2010 - 10:29 .


#60
numotsbane

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I can understand the pain in trying to play a level 4 or less sentinel with only the shuriken/predator on a high difficulty and without cooldown/ duration bonuses. but thats only a short term issue and can be easily overcome through squadmate choices, bonus powers, etc. the sentinel sacrifices some early game viability for massive late-game power.

I love the sentinel, don't get me wrong. I've never really had any issues with it myself, but I can see where you're coming from. heres what I'd suggest:

1. get the locust early.

2. don't feel the need to cast tech armor just because you just lost it. you don't need it up all the time.

3. choose squadmates for ammo powers and warp bombs



In regards to the OP, I'm kind of biased towards bonus powers but I think it really depends on playstyle. a bonus power can dramatically alter the way you play a sentinel (ED and flash are good examples of this) but the 'standard' sentinel playstyle is perfectly effective as is. just different.


#61
SSoG

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Graunt wrote...

You don't usually hit the ship at level 10 do you?  I know I never hit it before 16-18.  Also, why are you using the Evisc in the second when you suggested the GPS? 
Is the GPS just for more open areas where you often have a larger
shooting distance between enemies? 

And the difference between the Sentinel and the "other" classes is that the Infiltrator, Soldier, and Vanguard don't end up having to wait to get new weapons just to "start" their playstyle.  The Sentinel literally has no firepower until then.  My current has Assault/Guardian and just can't kill more than 1-2 enemies before having to crouch for the armor cooldown to refresh.

I think maybe my biggest issue with the class is that I can't stand limiting every cooldown to just tech armor.  It makes me feel like a MUCH slower Vanguard that has to run everywhere even though it looks like thier actual staying power is a lot higher.

Personally, I play baby Assault Sentinels like baby Adepts. Lots of Warp and Overload (or, preferably, Energy Drain), mixed with liberal application of my Locust. Sure, Baby Sentinels don't have Singularity... but Baby Adepts don't have a 50% Power Cooldown bonus by Horizon, either (or ever, actually). In the early missions, Assault Armor is mostly just a "holy freaking hell" button- I'm rarely burning a cooldown on it because I rarely allow it to go down. In the instances that I do burn a cooldown on it, it's so invaluable that I wouldn't even dream of complaining. For instance, on my first Insanity playthrough, my squaddies died and I allowed myself to get flanked by the YMIR on Jack's recruitment mission. The next 4 minutes consisted of me swearing like a sailor and frantically dashing to temporary cover while I whittled the mech down. I'd run out in the open right past the Mech (taking a few shots as I passed), but the mech and the guys at the end of the room would manage to take my shield down in the process. Then I'd hit cover, refresh my shield, and then hide until the cooldown expired, at which point the Mech would have flanked me again and I'd repeat my mad dash across the open (burning my shield again). Looking back now, I was a total Insanity neophyte who committed an egregious, unforgivable tactical blunder and actually came out the other side alive. That's the greatest testament to just how forgiving the Sentinel's gameplay is. An inexperienced idiot can do everything wrong and still beat Insanity.

That wasn't even the only such story from that playthrough. I beat the Double Scion battle on Horizon by just running in circles around the Scions and taking potshots at them. Most of the time they'd miss me with their Shockwave, but on the occasions that they hit me, my armor explosion stripped all nearby husks of their armor. Then I'd refresh. The next time they hit me, the armor explosion instakilled the husks. I literally didn't fire a single bullet at a husk that entire mission- I just ignored them and let my shield explosions take care of them as I went after bigger game. Reaper IFF was a total joke. So was the Praetorian battle in the Collector Ship ambush. I beat the two YMIR mechs in Garrus's LM by using one mech as cover from the other mech. Once one mech was stripped to health, I ignored it, because I knew it couldn't do anything to me- if it stripped my shield, the resulting explosion would knock it down long enough for me to refresh my shield again. It got to the point where I was playing aggressively not because that's my preferred playstyle, but because I was too lazy most of the time to bother looking for cover.

Assault Armor is total easy mode. The game is unbelievably forgiving of mistakes when you're a Sentinel. Soldier gameplay is also extremely forgiving. After that you've got Infiltrators (Invisible = Invincible) and Engineers (kings of CC), and then at the bottom of the survivability chain you've got the Vanguard and Adept. Not that they're worse, it's just that if you make a mistake with one of those classes, you're going to pay for it with your life.

#62
Kronner

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SSoG wrote...

Assault Armor is total easy mode. The game is unbelievably forgiving of mistakes when you're a Sentinel. Soldier gameplay is also extremely forgiving. After that you've got Infiltrators (Invisible = Invincible) and Engineers (kings of CC), and then at the bottom of the survivability chain you've got the Vanguard and Adept. Not that they're worse, it's just that if you make a mistake with one of those classes, you're going to pay for it with your life.


I'd say that Vanguard's survavibility is second only to the Sentinel with Assault Armor. Charge is so powerful that devs decided that the -20% biotic cooldown does not affect Charge.

#63
Miss Yuna of Atlanta

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Assault Armor being as good as it is would probably be the chief reason why my main is not Sentinel. I'm naturally disinclined to highly aggressive play. As a result, I don't perform well as a Sentinel and am still too scared to even try a Vanguard.

#64
SSoG

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Kronner wrote...

SSoG wrote...

Assault Armor is total easy mode. The game is unbelievably forgiving of mistakes when you're a Sentinel. Soldier gameplay is also extremely forgiving. After that you've got Infiltrators (Invisible = Invincible) and Engineers (kings of CC), and then at the bottom of the survivability chain you've got the Vanguard and Adept. Not that they're worse, it's just that if you make a mistake with one of those classes, you're going to pay for it with your life.


I'd say that Vanguard's survavibility is second only to the Sentinel with Assault Armor. Charge is so powerful that devs decided that the -20% biotic cooldown does not affect Charge.

If the Vanguard player does everything right, he's pretty much invincible... but in my experience, it's not very forgiving of mistakes. Charge the wrong enemy, or run out of ammo at the wrong time, or accidentally burn your cooldown on the wrong skill, and you're a sitting duck. You'll never see a Vanguard running for circles for four minutes screaming like a banshee, because if a Vanguard screws up, he's lucky if he lasts four seconds. There are encounters that I bork so badly I'd just reload them with any other class (assuming I wasn't already autoreloaded), but with a Sentinel (and, to a lesser extent, Soldier), I just shrug and tough it out.

#65
Kronner

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SSoG wrote...

If the Vanguard player does everything right, he's pretty much invincible... but in my experience, it's not very forgiving of mistakes. Charge the wrong enemy, or run out of ammo at the wrong time, or accidentally burn your cooldown on the wrong skill, and you're a sitting duck. You'll never see a Vanguard running for circles for four minutes screaming like a banshee, because if a Vanguard screws up, he's lucky if he lasts four seconds. There are encounters that I bork so badly I'd just reload them with any other class (assuming I wasn't already autoreloaded), but with a Sentinel (and, to a lesser extent, Soldier), I just shrug and tough it out.


Yeah. I meant a well played Vanguard of course.