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ME1 Sentinel build for a ME2 Sentinel player?


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#1
All-a-Mort

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I recently finished a ME2 playthrough as an assault sentinel, with the usual shotgun specialisation, assault armour and energy drain/reave as a bonus. But since it was a new playthrough it had the default developers plot choices which I didn't like much (eg. no Wrex, Rachni etc), I've gone back to ME1 to play a Sentinel and carry it through. I haven't played as a sentinel in ME1 before, and am not sure how to approach the build when other than a little pistol work and the assault rifle specialisation I chose, the class seems much less offensively orientated compared to ME2 with a bewildering number of options to choose from when levelling up. I nearly cried when I remembered there wasn't tech armour in ME.
So...anyone got any ideas how best to build a ME1 Sentinel for someone used to having the more combat orientated ME2 Sentinel? Should I be trying to build a more attacking character or go defensive and invest in first aid and medicine etc as most of the guides suggest?

#2
TevinterMagister

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ME1 Sentinel is quite easy to build, Bastion w/sniper bonus being my favorite setup in the game, but you could easily swap sniper with either shotgun or AR, anyway, this is my preferred lvl 60 build. If you're just playing through once, remove 8 points from Spectre training and use those for either charm or intimidate, and leave Throw at advanced since you're not going to reach 60 in 1 playthrough.

#3
All-a-Mort

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Maze of Torment wrote...

ME1 Sentinel is quite easy to build, Bastion w/sniper bonus being my favorite setup in the game, but you could easily swap sniper with either shotgun or AR, anyway, this is my preferred lvl 60 build. If you're just playing through once, remove 8 points from Spectre training and use those for either charm or intimidate, and leave Throw at advanced since you're not going to reach 60 in 1 playthrough.

Thanks for that,  not seen that site either. I suspect I shall be shoving some charm points in, but why not bother with Spectre points? I'd have thought getting access to unity might be useful (was with my last ME1 playthrough a good while ago)

#4
TevinterMagister

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Following my suggestion you would still have 4 points in Spectre training and access to basic Unity, which is enough to get you through the game. But theres another option if you choose Medic spec instead of Bastion, 12th point in Medic allows you to use medigel to revive fallen team members. Stasis would not be of much use without Bastion so you could invest those points in Medicine instead and leave out Spectre training entirely.

#5
Forst1999

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I've played an "assault sentinel" in ME1 recently and it worked pretty well. Shotgun training, electronics for the shields, barrier+bastion. If you concentrate on this powers you get the extremely well armored shotgun killer you know. I think spectre training is quite useful for all it's passive bonuses that benefit weapon use. You could mostly ignore the other biotics, maybe some points to save your ass sometimes.

As i said, it worked for me. With a focus on the important skills, your character works pretty soon as intended.

#6
swk3000

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All-a-Mort wrote...

Maze of Torment wrote...

ME1 Sentinel is quite easy to build, Bastion w/sniper bonus being my favorite setup in the game, but you could easily swap sniper with either shotgun or AR, anyway, this is my preferred lvl 60 build. If you're just playing through once, remove 8 points from Spectre training and use those for either charm or intimidate, and leave Throw at advanced since you're not going to reach 60 in 1 playthrough.

Thanks for that,  not seen that site either. I suspect I shall be shoving some charm points in, but why not bother with Spectre points? I'd have thought getting access to unity might be useful (was with my last ME1 playthrough a good while ago)


The general consensus is that the bonuses that are provided by Spectre Training are too small to really bother with, which makes Unity the only reason to put any points in the skill. The thing is, Basic Unity does everything you need if you follow it up with a Medigel. Most people therefore decide to only spend 4 points in Spectre Training, then use the other 8 points in other skills to get them farther sooner.

However, I have heard that for classes that have weapon training, the Spectre bonuses are actually pretty solid as far as DPS is concerned. I have no numbers to back this up, but that's what I've heard.

Also, you can use Barrier as a Tech Armor replacement. With 2 Medical Exoskeleton X's, Barrier will finish recharging before the effect expires, so as soon as it goes down, you can bring it back up. This is only with the Armor Upgrades; you can actually reduce it even further with the following:

* Asari Ally gives 10% Cooldown Reduction on Barrier
* Sentinel gives 10% Cooldown Reduction on all Biotic Talents (jumps to 28% if you choose Bastion instead of Medic)
* Bastion also gives a Duration boost (25%)

Barrier may not be as great as Tech Armor, but it serves as a functional replacement.

#7
All-a-Mort

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Interesting. My ME2 sentinel was sort of stradling the line between assault and caster. I'd gone for assault armor, shotgun and energy drain, but often ended up using biotics when my appalling 'Rambo' attempts went wrong.

Sadly I didn't ever unlock the shotgun talent in ME, being useless with them in other playthroughs, so I'm stuck being an AR girl (on this ocassion...hurrah easiest sex change ever). Probably means I'm a little stuck for close range encounters.

#8
The Grey Ranger

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Here are some builds from the gold standards group.

Throw - 12
Lift -12
Barrier - 12
Stasis - 12
Decryption - 9
Electronics - 9
First Aid - 0
Medicine - 0
Bastion - 12
Spectre Training - 12
Singularity - 12

12 Lift
12 Barrier
00 Stasis
09 Decryption
09 Electronics
12 First Aid
12 Medicine
12 Medic
00 Spectre Training
12 Singularity

Sniper 12
Stasis 12
Barrier 7
Decrypt 9
Electronics 9
Lift 12
Throw 12
First aid: 0
Medicine: 0
Bastion 12
spectre 4

Generally I prefer the bastion singularity build or this AR bastion build

Throw 12
Lift 12
Barrier 7
Stasis 12
Decryption 9
Electronics 9
First Aid 5
Medicine 12
Bastion 12
Spectre 4
Assault Rifle 8 

A bastion with barrier at 7 will have an 875 point barrier that regenerates 40 points a second and with a decent amp and a couple of medical exo's can easily keep up barrier on a permanent basis.  Of the 2 I prefer the singularity and lose the medicine build.  It has superior crowd control. With the extra points in spectre it will have a solid damage output with marksman pistol and a 1250 point regenerating barrier.  If you're looking at a one playthrough build you can easily give up the extra points in spectre and drop stasis back to advanced to fill a conversation skill.

#9
All-a-Mort

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Are the first aid and medicine talents that useful? I presume they sort of do what the medigel upgrades do in ME2. I see that sticking more points in medicine improves medigel cooldown and gives neural shock, but is that really that useful when the Sentinel already has a variety of cc talents?

#10
The Grey Ranger

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Not so much if you're talking about a singularity build, but neural shock is a very reliable way to stop one organic opponent and put him on the floor right now (Can be very useful vs charging krogan that you accidentally catch with a sabotage). With a good omni-tool, a couple of medical exos and 11 points in medicine you can really drop the recharge time on first aid use from the standard 60 seconds.

Oh, and just in case you didn't know if more than one character in the party has first aid skill it stacks for determining how much medigel heals.

Modifié par The Grey Ranger, 28 octobre 2010 - 10:28 .