JFarr74 wrote...
I am playing the game on Hardcore, and have all weapons/armor packs, and was wondering wheteher I shoud be a Sentinel or a Soldier. For those who have played each class, which is better/more enjoyable?
It will depend a lot on what your playstyle is. For the record, I love both classes; they're my two favorite in fact.
Soldier is good if you like being a sniper (Widow) or you like shooting up the place Rambo style (Revenant). Soldier has the most health and average shields, and Adrenaline Rush changes the Widow sniper rifle and Mattock heavy rifle from powerful weapons into god-tier killing machines. Another good thing about Soldiers is that you almost never run out of ammo. You might run out for your preferred weapon, but you will never be in a situation where you have no ammo for any weapon. Soldiers are versatile and be configured for everything from brutal CQB all the way to long range sniping, and be good at all of them. Soldiers also have the very best ammo powers in the game (Incendiary, Cryo, Disruptor).
While soldiers have the most diverse weapons and ammo loadout, Sentinels have the most diverse set of powers. They're the only class that wield powers capable of defeating all three types of protection (Warp for barriers and armor, Overload for shields). Their signature power, Tech Armor, is IMO the most potent Tech Power in the game, and quite possible the most potent power in the game, period. Tech armor gives you the freedom to be aggressive to a degree not even a Soldier can match.
I actually have kind of semi oddball build for Sentinel. I take Reave as a bonus power and use it instead of Warp for barrier removal. With the points freed up I'd have spent on Warp (and on Throw to unlock Warp) I am able to max out all of my tech powers. In this build, Reave is my only biotic power, and everything else is Tech. It is very tempting to take armor piercing ammo or warp ammo for added damage, but I prefer to get an ammo power from a teammate, as Reave is devastating against barriers (you can get incendiary from Jacob and Grunt, Disruptor from Zaeed, Warp from Jack, Shredder from Thane, and Armor Piercing from Garrus). If you really want an Ammo power, then I'd take Heavy Warp Ammo as your anti-barrier ability, and forego both Throw and Warp, and use those points to max out your tech powers.
Sentinels start out with, frankly, crappy weapons, but the Collector Ship mission redresses that problem. Conventional wisdom says a Sentinel should take shotguns on the collector ship. This is a fine choice, but I personally prefer Assault Rifles. The Mattock is a very good general purpose rifle for a Sentinel, although it's low ammo count means you'll run out of ammo frequently. This isn't a problem, however, as you still have your SMG and pistol.





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