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Sentinel Build ME 1&2


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#1
bduff4545

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 I was wondering if you guys could tell me the right build for sentinels in Mass Effect 1 and Mass Effect 2. (including bonus powers and the extra weapon in 2)(thanks for the help):wizard:

#2
RedCaesar97

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For the ME1 Sentinel, I recommend Simbacca's thread, "Start of the Journey: Single Playthrough Builds" here:
http://social.biowar...1/index/5628294

For the ME2 Sentinel, look here:
http://social.biowar...1/index/1538364
http://social.biowar.../index/1472726/

For the official list of strategy guides found on the forum (maintained by Pacifen), look here:
http://social.biowar...index/2749272/1

#3
The Grey Ranger

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As far as ME 1 sentinels go:

Here are a couple:

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

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

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

Throw - 12
Lift - 12
Barrier - 12
Stasis - 0
Decryption - 9
Electronics - 9
First Aid - 8
Medicine - 12
Medic - 12
Spectre Training - 4
Singularity - 12

Note that the reason for skipping a talent on some of the builds (usually medicine, with a singularity bonus) is to avoid the power wheel bug. Note that those are all level 60 builds, that are designed to be multiple playthroughs to take advantage of the free charm/intimidate..

Red Caesar is right for a single playthrough build, check Simbacca's thread

#4
SushiSquid

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Ah, Sentinel. My favorite class. These are what I use. They're intended for Insanity difficulty on both games.

Throw - 08
Lift - 12
Barrier - 12
Stasis - 12
Decryption - 11
Electronics - 12
First Aid - 0
Medicine - 0
Bastion - 12
Spectre Training - 12
Bonus: Assault Rifles - 11

Throw - Heavy (10)
Warp - 1
Tech Armor - Assault (10)
Overload - Area (10)
Cryo Blast - 0
Defender - Guardian (10)
Warp Ammo - Heavy (10)
Weapon: Assault Rifle

At first glance, Sentinel looks like it's meant to be using powers mostly - and it is. Unfortunately, guns do much more damage than powers with the downside of being less safe to use, so Sentinels tend to have low damage output. However, Sentinels have the defense needed to pop out of cover for more sustained periods than other classes, letting you use your guns more effectively than you'd think a Tech/Biotic class should be able to. Pick things to help increase your gun damage to help with the class's shortcoming. During fights, strip defenses and disable things with your powers while you lay on heavy damage with a gun. The Sentinel may be a jack of all trades, but there's no reason you can't master it all too.

ME1: This class's weakness is low damage output, but this build seeks to fix that. Maxed out Electonics, Master Barrier, and Barrier Specialization give you insane shielding. Melee attacks and missiles will still go through shields though, so you still need to watch out for that by disabling those enemies first. Your heavy shields make you plenty resilient enough to pop out of cover for long periods of firing, and eventually your Barrier cooldown will be lower than its duration, letting you keep it constantly active while refreshing shielding. Without Master Marksman access, your pistol's damage will not be good. An assault rifle will greatly increase the Sentinel's weak damage. Spectre Training will improve everything you do, plus lets you recover allies with Unity.

Overload applies shield damage over a large area, plus it reduces enemy protection so your follow-up attacks are stronger. Sabotage does terrible damage, but it's very useful for protecting yourself and allies by overheating enemy weapons. On Insanity, enemies are extremely resistant to effects, so Stasis will have almost no duration unless you put some extra points into it. It only hits a single target, but because Stasis works on anything in the game, it can trivialize normally difficult fights, including making the end boss laughably easy. Lift is best if you can use it on the ground near several opponents. When aimed at a specific target, Lift doesn't like to AoE properly, but if aimed at the ground, its full range can pick up several enemies at once, letting you shoot them without worry. Throw can be used to short-term disable, or be combined with Lift to improve the effect. On lower diffculties, Lift/Throw can do pretty good damage, but don't plan on this being useful on Insanity, where enemies can survive being lifted and thrown half a mile into the air off a mountain and into a canyon. In some areas, Lift can pull targets out of the zone for instant kills, but it's otherwise only useful for disabling, not offense.

You're skipping First Aid and Medicine because they're really not important. Even on Insanity I've never felt the need for more powerful healing and you rarely need to bother using medi-gel anyway. Medicine reducing the cooldown of medi-gel is nearly worthless, and Neural Shock will not be as useful as Stasis. Stasis is also a single-target disable, but works on anything and with a much longer duration. The damage Neural Shock does is trivial, and taking it just to get access to toxic damage for use against regeneration isn't worth the points. Without these skills, picking Bastion over Medic is an easy choice. Once again, extra healing is simply not useful, and I've never had a problem with Unity's cooldown being so long that I ever cared to have First Aid recover allies as well. It's simply much more useful to have lower cooldowns on your biotic talents while improving Barrier and Stasis. Again, Barrier gives you more defense so you can pop out to fire more often, and Stasis will stop anything in the game from moving while you still get to shoot it.


ME2: As in the first game, Sentinels are good at everything except damage. Warp Ammo will help with this, applying a damage bonus against everything but shields, with double the bonus against enemies being affected by biotics. Unless you're using the Locust, you need a more accurate weapon that still has great damage per second. Assault Rifles work well for this. In the base game, the Vindicator is your best bet, while the Mattock is best if you have the Firepower pack. Assault Armor is much heavier defense than Power Armor, so use that. With Guardian, you'll have short cooldowns, which should be used mostly for refreshing Assault Armor. Pop out of cover constantly to fire your gun, maximizing the damage you do. When your shields drop, Assault Armor's explosion is massive and can even stagger protected targets for a second, plus the secondary shield boost lets you keep firing. When you use Tech Armor again, it will fully recharge shields to its improved maximum, plus it will reset the cooldowns on your allies, so your allies can use powers as often as you reapply your shields.

With Warp Ammo and your habit of contantly shooting everything in sight, you'll already be great at taking out barriers, armor, and health. Warp is then only needed for stopping enemy regeneration, which it will do with just a point in it. Against shields, Overload does great damage. Enemies group together enough to make Area Overload a good pick, plus being able to spread weapon overheating over a larger area is nice too. Don't forget that Overload will also make volatile canisters explode with a larger radius and will instantly kill enemies using flamethrowers. With enemy defenses stripped, you can knock things around with Throw. Throw will kill husks or anyone thrown off a ledge. It's also useful for disabling things, with a cooldown low enough to stun-lock a single target. Finally, clever curving with Throw can slam targets into things for decent damage even on Insanity, but that's really only useful if you want to conserve ammo. On Insanity, it's too rare to get mutliple unprotected targets close enough for Throw Field to ever be useful, so go with Heavy Throw. Cryo Blast is skipped because Throw already disables unprotected targets and is required for Warp anyway. Also, Cryo Blast takes about a second to actually freeze the target after it hits. Throw doesn't have that issue.

Modifié par SushiSquid, 20 avril 2011 - 09:45 .


#5
The Grey Ranger

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Actually pistol with basic marksman active is pretty comparable an assault rifle. This is because of basic markman giving a straight 25% increase in the pistol's rate of fire. The base damage for a beginning of game AR (Lancer 1) is 120. The damage for the base pistol (Kessler 1) is 90. With basic marksman active it goes to 112. This only gets worse for AR's when you start taking skill bonuses, mods and ammo into account, since they also benefit from the rate of fire increase.

If you are interested in the effect of mods and skills on weapon damage try here:

http://social.biowar...1/index/5026848

With this being where the calculations originally came from.

http://meforums.biow...forum=123&sp=45

Modifié par The Grey Ranger, 20 avril 2011 - 12:38 .


#6
SushiSquid

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The Sentinel gets +10% damage and 16% accuracy for pistols. Taking Assault Rifles gives 20% damage and 30% accuracy for that weapon. Listed damage for master Spectre AR is 384 versus the 294 on the pistol. Base Marksman only has a duration of 10 seconds, so it won't always be active. It will add an overall 25% damage increase while active, but even then the Assault Rifle is doing more. It's a costly investment to spend your bonus power and 11 points on the assault rifle, but it does result in a Sentinel with much greater damage output, and importantly it dramatically increases damage during early levels. I'll also admit that I personally enjoy the assault rifle doing constantly high damage without needing to activate any skill, whereas pistols need to keep Marksman always active to keep up.

Also, your example actually doesn't represent Marksman as strongly as it really is. Marksman increasing the rate of fire means it will increase the total damage the weapon does, including factoring in bonuses. It's for this reason that I fully recognize Marksman as being a very powerful skill. But on a Sentinel, who only has access to base Marksman and a low damage/accuracy increase for pistol, I like the ability to use a different weapon and achieve better damage output.

Modifié par SushiSquid, 22 avril 2011 - 09:02 .


#7
The Grey Ranger

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Ok, if we're going to compare with top end items. Marksman with the acheivement will have a duration of 12.5 seconds. Using two medical exoskeleton x it will have a base recharge of 26.68 seconds. It starts recharging as soon as you use it. So you have a down time of around 14 seconds.

That is just about long enough to do a run of your powers for tech/biotics.

As far as AR goes I've used it before and it is effective for a sentinel. The best reason though has nothing to do with higher damage output but to avoid having to deal with the powerwheel bug.

As far as taking spectre clear to 12, unless you're really using unity alot, its just not worth it. It will gain you like a 3% increase in damage over 4 points. With the high end guns accuracy is pretty much a non issue with whatever type you choose.

As far as decryption and electronics, stop at 9. You actually gain very, very little for those extra points.

For an AR bastion sentinel, this is probably a more effective build


Throw 12
Lift 12
Barrier 12
Stasis 12
Decryption 9
Electronics 9
First Aid 5
Medicine 7
Bastion 12
AR 8(or 7 if you don't care about overkill for a high heat rifle build)
Spectre 4


It gives up a little bit in shielding and damage, but gains master throw and advanced neural shock. The difference between advanced and master throw is that master works on the 4 legger Geth and things like krogan battle masters. You give up a very minor (what with the way skills aside from spectre to damage calcs) 4% to AR damage. Besides if its crowd controlled you don't need to worry as much about speedy kills (lift+throw combo isn't an instant kill on hard core/insane)  If you're really set on more points in AR, strip some points from barrier (down to 7 for advanced).  You can still perma barrier with that.

Modifié par The Grey Ranger, 22 avril 2011 - 12:49 .


#8
fegede

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Throw - Heavy (10)
Warp - Heavy (10)
Tech Armor - Assault (10)
Overload - 1
Cryo Blast - 0
Defender - Guardian (10)
Energy Drain - Area or Heavy (10)
Weapon: Shotgun (any)

This is the easiest build I have played in mass effect so far. Tech armor and shotgun training make you invincible in close range. Energy drain fits the sentinel perfectly by buffing the max shields and making enemies vulnerable to a tech amror explosion. With the gps, it's almost like cheating because you can one shot enemy defences from afar and they will get knocked down by the tech armor blast as you charge them. Scimitar and eviscerator are also good, but GPS is op on a sentinel. Overload is for blowing up pyros...