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Armor-piercing ammo or overload?


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#1
Sarah_SR2

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Okay I'm on my second playthrough at the moment with a sentinal at level 22.  My current build is as follows and I'm not sure whether I should be investing the remainder of the points I can get into overload or AP ammo.  I've picked AP ammo to try and offse the sentinel's lack of ammo abilities and weak wapons usage.  Of course I'd welcome any other build since most of you are undoubtedly better and/or more experienced at this game than I am!  And how effective is AP ammo anyway?
Throw                               LEVEL 3
Heavy Warp                     LEVEL 4
Assault Armor                 LEVEL 4
Overload                          LEVEL 2
Cryo Blast                        No Points
Defender Guardian        LEVEL 4
Armor-Piercing Ammo   LEVEL 1
I'm playing comfortably at veteran difficulty and shields and armor are not as common as they would be on hardcore so I could use AP ammo for this playthrough to get up to 70% weapon damage.  This plan appealed since I have Miranda and Garrus with overload I can utilise.  But now I'm not sure if I should be using a build that would be better for the future (i.e hardcore) and power up my overload even though it has less use to me on veteran.  I just thought I'd question the huge base of talent available around here to see what you guys think :o

#2
The Grey Ranger

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Well personally, I'd go with overload, but that said there's no reason you can't try both, since the game allows you to retrain your skills for a little element zero.

So I'd advise try it both ways and see what works for you.

#3
amcnow

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I have a few tips, if you don't mind:

1.) Do you plan to max Throw? If not, then I recommend retraining Throw to level 2 when you get a chance. That will free up 3 points which will be better served in either AP Ammo or Overload.

2.) You can max either Overload or AP Ammo, though I will personally recommend Overload. If you retrain Throw to level 2, you can still train AP Ammo (or Overload if you max AP Ammo) to level 3. This will leave 1 point for Cryo Blast (which is useful) and 1 point unspent.

Modifié par amcnow, 28 juin 2011 - 02:21 .


#4
Sarah_SR2

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Throw seems pretty cool but I doubt that I'll max it to be honest. As a still pretty inexperienced gamer I'm still finding my way around the powers in this game but am fully aware that the power choices are more critical on the harder difficulties. I may max out Throw to the field variant for just the reaper iff mission to help resist the husks and then downgrade it afterwards. Otherwise it's between overload and ap ammo I think.

Before i choose, what are the pros and cons for throw, overload and ap ammo on veteran? And how would that change for hardcore? Or is it best to just play the game and find out these things in my own way!!?

#5
amcnow

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 See Combat (Mass Effect 2) for the difficulty comparisons.  Stripping protections becomes more important with the increase in difficulty.  Overload and AP Ammo are just as (if not more) useful on higher difficulties.  Throw, on the other hand, becomes more situational.  Protections (armor, shields, and/or barriers) will need to be striped before it can take full effect.  With that said, Throw still has its uses.

#6
termokanden

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Yeah it does. But it has most of its functionality with even just 1 point in it.

Anyway about the ammo power choice: If you do not mind using the same squadmates often, you could bring Grunt or Jacob all the time with Squad Incendiary. Then you could skip AP Ammo entirely and maybe pick 1 point Stasis instead.

70% seems like a lot, but check out the gameplay mechanics thread and think about it for a while, and you realize it's not actually all that great. I think the "stops regen" effect from Incendiary in itself is worth more than the bit of extra damage. It's particularly useful in the first missions on high difficulties where enemies regen like crazy.

#7
F00lishG

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You have 4 other team members that can do Overload, but only Garrus can do AP Armor. You should forgo the Overload

#8
lazuli

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Neither. Ditch AP Ammo as a bonus power and rely on a squadmate for whatever ammo power you need for the mission at hand. Spend your points on a different bonus power, or perhaps Throw Field.

#9
kstarler

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I'm not sure if it holds true for Sentinel, but I know that Engineer can insta-strip shields from normal enemies on Insanity with only two levels in Overload (with 6/6 tech upgrades). If you're dead-set on using Armor Piercing Ammo (personally, I prefer either Stasis or Neural Shock for a bonus on Sentinel), then my recommended build would be:

6 Throw
10 Heavy Warp
10 Assault Armor
3 Overload
10 Raider
10 Heavy AP Ammo

You could go 3 Throw, 6 Overload until you get all tech upgrades, and then respec to 6 Throw, 3 Overload. The reason I'd take 6 Throw over 6 Overload is, as mentioned, 3 Overload will likely be enough with all tech upgrades, and 6 points in Throw will allow you to toss enemies around quite well, even without using Pull first. I'd take Raider over Guardian because the +power bonus would increase the damage effect of the Assault Armor explosion and Overload, as well as how much damage AP ammo adds.

This talent calculator here doesn't allow you to choose evolutions, but it allows you to experiment with how you would like to distribute your points.

Modifié par kstarler, 28 juin 2011 - 10:48 .


#10
Locutus_of_BORG

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I personally prefer direct damage powers (esp. the basic defense breakers) over ammo powers, even though AP Ammo gives a relatively noticeable boost for the Sentinel.

#11
mcsupersport

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I would say ammo power as the last choice for Sentinel especially on Veteran and below. The 70% is on base weapon damage before upgrades and bonuses, so at the end you will only get about 24% of the total damage from the AP against damage that starts on health and armor. Warp ammo ends up around 20% of the total damage against health, armor, barriers and double base against ragdolled biotic effected enemies ie pull/singularity.

Stasis is a great power, neural shock, flash bang(area), Area reave, energy drain, slam, and warp ammo are probably the best powers for Sentinel. All have pluses and minuses and a slightly different playstyles. Energy drain can make your shields almost impregnable on mech/shield heavy missions. Reave(area) can help you be much more aggressive, because you get health piped back to you and unprotected enemies have the pain animation. Neural shock will insta kill husks and cause the pain animation on enemies with a very small cooldown. Stasis, well it is just well Stasis, awesome in every way especially if you don't mind taking advantage of the damage glitch. Flash bang is fun, and effective, but takes some getting used too, as well as killing husks and stunning a huge area when done to area evolution. Warp ammo is almost identical to ap but hits a bit more protections and doesn't cost much in damage change even if the 20% looks like a huge number.

depending on your bonus power.....
level and power
2 Throw
4 Heavy warp
4 Assault armor
4 overload(alternate is to drop to 3 and max Cryo)
3 Cryo
4 Raider/guardian
1 Stasis

4 Area Throw
4 heavy warp
1 energy drain
4 assault armor
4 Guardian/Raider
4 Energy drain

4 area throw
4 assault armor
4 overload
1 cryo
4 Raider/Guardian
4 Reave

2 Throw
4 heavy warp
4 assault armor
3 overload
1 cryo
4 guardian/raider
4 neural shock(area)

just some examples of working builds

Modifié par mcsupersport, 29 juin 2011 - 12:57 .


#12
Locutus_of_BORG

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Stasis has my pick as fav. bonus power. I don't think there's much use for Cryo Blast once you choose Stasis though.

#13
mcsupersport

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Stasis effects everyone no matter the protections but prevents all damage until it wears off.
Cryo allows double damage to frozen enemies and shattering. It just depends on how you want to handle them.
Stasis someone to take them out of the fight and kill them when it wears off, or cryo one or multiple enemies and kill them as they stand there. Kinda of an overlap but will allow you some flexibility in how you handle enemies.

#14
Sarah_SR2

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Thank you for all of the replies everyone but there's so many different opinions amongst you so I think I'll just play the game as I have been and work out the best build for my playstyle through trial and error! Sorry if I may seem a bit ungrateful but there's so much information overload here and I'm not an experienced enough player yet to appreciate all of the options you've given! I just want to make sure I have a good basic stategy in place for when I move the difficulty up again but I guess you just have to arrive at these things through personal preferences and experience.

#15
The Grey Ranger

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If you're not playing on hardcore or insanity the game is forgiving enough that you can get away with a less than perfect build until you perfect your playstyle. Even if you think you messed up a build just remember you can always redistribute the points.

#16
Sarah_SR2

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Well I did Mordin's loyalty yesterday evening and took Grunt along with his squad incendiary ammo and it was a world of difference above ap ammo. Nothing stood in my way and it was great. Also, I tried out the following build (at level 23)

Throw 2
Heavy Warp
Assault Armor
Heavy Overload
Cryo blast 0
Guardain (for the faster cooldowns)
AP Ammo 1

I literally ran through the level with this build and the conversation stuff with Mordin in the hospital took longer than the combat! I like Grunt anyway and I'm thinking I could use him for a lot of missions from now on and replace the ap ammo with Slam for alternative crowd control..

#17
ryoldschool

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Sarah_SR2 wrote...

Well I did Mordin's loyalty yesterday evening and took Grunt along with his squad incendiary ammo and it was a world of difference above ap ammo. Nothing stood in my way and it was great. Also, I tried out the following build (at level 23)

Throw 2
Heavy Warp
Assault Armor
Heavy Overload
Cryo blast 0
Guardain (for the faster cooldowns)
AP Ammo 1

I literally ran through the level with this build and the conversation stuff with Mordin in the hospital took longer than the combat! I like Grunt anyway and I'm thinking I could use him for a lot of missions from now on and replace the ap ammo with Slam for alternative crowd control..


Early in the game, Squad incendary can make a lot of difference ( because you don't have many weapon upgrades yet ).  If you import a level 50 me1 char and do Kasumi's mission right away + some other non-combat experience stuff ( dogtags, Citadel stuff ) you can get Jacob's squad incendary for Mordin's R mission - really makes a difference.  As a result Jacob/Grunt is great early game even for those classes who have incendary ammo ( because you probably want to max out your class power and passive first ).

#18
kstarler

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Slam and Neural Shock are two of my favorite bonus powers. Slam is great for Sentinels because, provided you keep your squad behind you, you can use it to set up Warp bombs for Miranda/Thane. Neural Shock is essentially a better Cryo Blast, in that the cool down is faster, the duration is longer, and enemies that are affected by it are affected instantly rather than over time. Also, it keeps the enemy on their feet rather than knocking them to the ground most of the time. Keep in mind though that Mordin's Neural Shock is actually on a longer cool down than Cryo Blast, in case you plan on using him.

#19
Sarah_SR2

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I tried slam and like the look of it. Even at level 1 it was launching foes high into the air and killing them. Okay it was only the varren on grunt's loyalty but even so I was pretty impressed and the cooldown is lightning fast too :o) I think this with along with the build i mentioned earlier and with grunt's squad incendiay ammo could be plenty of fun and destruction :o)

#20
xassantex

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as i get close to level 30 , i go toward:

heavy throw
heavy warp
assault armor
guardian defender
enhanced stasis

at level 30, you'll be still with 1 squad point which is silly, so i put it on overload, but never use the power.
if i need it i bring along garrus, kasumi or miranda .


field throw is useless, honestly, i tried it thinking i could strip the shields on groups of husks with gun shots and then blow them away with one field throw... boo, hardly ever worked. The radius is too narrow .

Stasis is fantastic agains YMIRs , Scions and any mercs. But won't work against Harbinger, Praetorians , but that's ok, they're manageable. ( heavy warp is the best power against those two )
if you haven't already read about Statis here :
masseffect.wikia.com/wiki/Stasis

Modifié par xassantex, 03 juillet 2011 - 02:08 .


#21
Sarah_SR2

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I do like overload because it tears down shields and interferes with enemy weapons for about 6 seconds. This makes even the biggest foes an easy target. Having said that, I haven't looked at stasis yet and it's the one you all keep mentioning so it must be good.

#22
Locutus_of_BORG

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mcsupersport wrote...

Stasis effects everyone no matter the protections but prevents all damage until it wears off.
Cryo allows double damage to frozen enemies and shattering. It just depends on how you want to handle them.
Stasis someone to take them out of the fight and kill them when it wears off, or cryo one or multiple enemies and kill them as they stand there. Kinda of an overlap but will allow you some flexibility in how you handle enemies.

IMO it's hard to run both Cyro and Stasis together on a single cooldown. If using Cryo for AoE CC and Stasis for heavy CC, it might just be better to bring Mordin.

Otherwise, if running a non-AoE Cryo, I think lvl 1-2 is probably enough, since its duration is already quite generous. This frees some points up for a better throw.

Modifié par Locutus_of_BORG, 04 juillet 2011 - 08:36 .


#23
kstarler

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xassantex wrote...

field throw is useless, honestly, i tried it thinking i could strip the shields on groups of husks with gun shots and then blow them away with one field throw... boo, hardly ever worked. The radius is too narrow .

Throw Field actually works very well on Insanity, provided you use an AoE ability to strip defenses first. For instance, Mordin's Incineration Blast will usually hit three or more grouped husks and strip their armor instantly, which allows for a quick kill with Throw Field. Alternatively, Shepard's Area Reave (Samara's will leave a sliver of invisible armor on Insanity) can do the same as Mordin's Incineration Blast, and Thane's Throw Field can finish them off.

With that said, I usually take a bonus power that instantly kills husks (or bring a squad mate with one), so I generally stick with Heavy Throw.