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.