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Sentinel Build Opinions/Suggestions


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#1
MELTOR13

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I've never played a Sentinel before, but I'm fixing to import 'Tank Shepard' into ME2 and I'd like to have some opinions on a couple of the builds I'm looking at. 

First build is more of a Caster/Jack-of-All-Trades Sentinel:

Throw (3)
Warp (3)
Power Armor
Overload (3)
Deep Cryo Blast
Raider
Shredder Ammo (2)* 

*just for the looks

By taking Power Armor and Raider (+30% power damage), that gives my lvl 3 Warp and Overload more than enough of a damage boost to equal Heavy Warp and Heavy Overload, but lets me keep the extra points it would have taken to level them up to use for Throw and Cryo Blast. I was thinking about going Assault Rifle with this one.

Next build is pure Assault Sentinel:

Throw Field (or Heavy?)
Assault Armor
Area Overload
Guardian
Cryo Blast (1)
Tungsten Ammo

Skipping Warp (its unecessary for this playstyle, IMO), taking Throw field/Heavy for the lulz, Area Overload for shields, Guardian for the cooldowns. Main strategy will be constantly activating and reactivating Tech Armor whilst blowing peoples faces off with Shotty and Tungsten ammo. 


Just lookin' for some thoughts. Like I said, I've never played a Sentinel before in ME2 so if you guys have, please throw out your opinions/suggestions. 

#2
amcnow

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This is my opinion from personal experience. I'll try to focus on the talents you've chosen (rather than trying to force other skills upon you). Take from it what you will...

First build:

1.) Either train Throw to level 2 (for Warp) or max it. Level 3 is not really worth it. Reducing it to level 2 (for example) will free up 3 points better spent elsewhere (like your bonus power).

2.) You're better off with Full Cryo Blast. The additional freeze radius allows you to potentially freeze more unprotected oponents. The extra duration of Deep Cryo Blast is usually overkill in comparison.

3.) I understand many people like the look of Shredder Ammo. With that said, it still isn't worth the points. If you wish for an ammo power, you'll be much better off with AP Ammo.

Second build:

1.) Most people go Throw Field when maxing it.

2.) I highly recommend Squad AP Ammo over Tungsten Ammo. 3 people with +50% weapon damage bonus > 1 person with +70% weapon bonus. Also, this helps to better strip armor since you're skipping Warp.

3.) By skipping Warp, you're missing out on a few things. You will need to rely on squad mate(s) for barrier removal, (to a lesser extent) armor removal, warp explosions, and stopping health regeneration of Krogan and Vorcha.  Most people who skip Warp choose Reave (usually Area Reave) as a bonus power to substitute.

Modifié par amcnow, 28 juin 2011 - 03:27 .


#3
MELTOR13

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My idea was that I would be using the Cryo--->Throw finisher for most enemies, so that's why I went with Deep Cryo, to give me a little more time if needed. I didn't think that there were enough times in the game where I could use Full Cryo to make it worth it.

I know Shredder is basically a crap power but you never really NEED bonus power and yeah, it looks cool. I'm not necessarily looking for full-on optimization here, but I do agree with your point.

I'll contemplate the Squad AP Ammo > Tungsten Ammo. I don't know which teammates I will be taking with me quite yet, and if one of them has an ammo power I may evolve that to squad so they can do their own thing and I can keep Tungsten Ammo. We shall see.

I guess my issue with Warp comes down to either A) keeping Area Overload and losing out on Warp, or B) losing out on Overload completely (or at least losing the Area component) to max out Warp or put a few points in it. I would rather have the Area Overload rather than Warp. I'll have AP ammo for armor, and barriers aren't frequent enough for me to worry about them as much...I will have to rely on teammates for that.

#4
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I do utilize this Sentinal build (Vanguard-style aggressive Sentinal)

Throw - Level 3
Warp - Level 3
Tech Armor - Level 4 (Assault Armor)
Overload - Level 3
Cryo Blast - Level 2
Sentinel - Level 4 (Raider)
Warp Ammo - Level 4 (Heavy Warp Ammo)

Bonus Weapon Shotgun.

Paired with the natural affinity for shield damage by both submachine- and shotguns, the Warp Ammo does greatly benefit a devestative playstyle by adding further penetration power to armor and barriers aswell as direct health damage. Along with the Raider's +15% Power Damage, that utility improves even further and partially bypasses the lower powers of those powers that are not fully upgraded (speaking Throw/Warp/Overload).

Lorefriendly build and no waisted points.

#5
amcnow

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MELTOR13 wrote...

My idea was that I would be using the Cryo--->Throw finisher for most enemies, so that's why I went with Deep Cryo, to give me a little more time if needed. I didn't think that there were enough times in the game where I could use Full Cryo to make it worth it.


Full Cryo Blast still has a 5 second duration (in addition to the 3 meter radius).  Trust me, that is plenty of time to pull off your combo.

I know Shredder is basically a crap power but you never really NEED bonus power and yeah, it looks cool. I'm not necessarily looking for full-on optimization here, but I do agree with your point.


If this is the case, then put only 1 point into it.  By reducing Throw to level 2 and Shredder Ammo to level 1, you will free up enough points to max either Overload or Warp.

I'll contemplate the Squad AP Ammo > Tungsten Ammo. I don't know which teammates I will be taking with me quite yet, and if one of them has an ammo power I may evolve that to squad so they can do their own thing and I can keep Tungsten Ammo. We shall see.


If you choose to rely on squad mate for ammo power, I recommend Grunt, Jacob (if retrained in LotSB), or Garrus.  Zaeed's Disruptor Ammo is good in certain situations.  At this point, keeping Tungsten Ammo on yourself has a diminishing return.  I know you're not shooting for maximum efficiency.  However, this is one instance you should strongly consider Area Reave over Tungsten Ammo.

I guess my issue with Warp comes down to either A) keeping Area Overload and losing out on Warp, or B) losing out on Overload completely (or at least losing the Area component) to max out Warp or put a few points in it. I would rather have the Area Overload rather than Warp. I'll have AP ammo for armor, and barriers aren't frequent enough for me to worry about them as much...I will have to rely on teammates for that.


I agree with Overload being more important than Warp.  If you decide to use squad mates for ammo power, I (again) highly recommend Area Reave over Tungsten Ammo.  Reave is basically Overload for organics.  This is a list of things it does:

1.) Double damage against armor and barriers
2.) Stops health regeneration of Krogan and Vorcha
3.) Restores health and gives temp heath bonus when used against unprotected organics
4.) Has a disabling effect on most orgaincs when used to leech health
5.) Enemies affected by Reave are considered "rag-dolled" and, therefore, take double damage from weapons.  I believe this only applies to the leeching effect; but it's still very handy.

The only advantage Warp has over Reave is Warp Explosions.  On the other hand, Reave has much more utility than Warp and can rival the weapon damage bonus of Tungsten Ammo.  This is especially true when you can rely on squad mate ammo power.

Modifié par amcnow, 28 juin 2011 - 04:55 .


#6
amcnow

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Neofelis Nebulosa wrote...

I do utilize this Sentinal build (Vanguard-style aggressive Sentinal)

Throw - Level 3
Warp - Level 3
Tech Armor - Level 4 (Assault Armor)
Overload - Level 3
Cryo Blast - Level 2
Sentinel - Level 4 (Raider)
Warp Ammo - Level 4 (Heavy Warp Ammo)

Bonus Weapon Shotgun.

Paired with the natural affinity for shield damage by both submachine- and shotguns, the Warp Ammo does greatly benefit a devestative playstyle by adding further penetration power to armor and barriers aswell as direct health damage. Along with the Raider's +15% Power Damage, that utility improves even further and partially bypasses the lower powers of those powers that are not fully upgraded (speaking Throw/Warp/Overload).

Lorefriendly build and no waisted points.


Reduce Throw to Level 2 and Cryo Blast to Level 1.  IMO, those points would be better served to max Overload or Warp.  I know this leaves one point unspent; but it is worth it.

Modifié par amcnow, 28 juin 2011 - 04:56 .


#7
Locutus_of_BORG

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amcnow wrote...

This is my opinion from personal experience. I'll try to focus on the talents you've chosen (rather than trying to force other skills upon you). Take from it what you will...

First build:

1.) Either train Throw to level 2 (for Warp) or max it. Level 3 is not really worth it. Reducing it to level 2 (for example) will free up 3 points better spent elsewhere (like your bonus power).

2.) You're better off with Full Cryo Blast. The additional freeze radius allows you to potentially freeze more unprotected oponents. The extra duration of Deep Cryo Blast is usually overkill in comparison.

3.) I understand many people like the look of Shredder Ammo. With that said, it still isn't worth the points. If you wish for an ammo power, you'll be much better off with AP Ammo.

Second build:

1.) Most people go Throw Field when maxing it.

2.) I highly recommend Squad AP Ammo over Tungsten Ammo. 3 people with +50% weapon damage bonus > 1 person with +70% weapon bonus. Also, this helps to better strip armor since you're skipping Warp.

3.) By skipping Warp, you're missing out on a few things. You will need to rely on squad mate(s) for barrier removal, (to a lesser extent) armor removal, warp explosions, and stopping health regeneration of Krogan and Vorcha.  Most people who skip Warp choose Reave (usually Area Reave) as a bonus power to substitute.

+1 with amchow.

The basic thinking behind your builds are pretty good (hard to 'screw up' a Sentinel).

However, for your first build, Full Cryo is better than Deep. If you're going to freeze someone, you should also allow yourself to freeze someone else at the same time. Thrust us, you should not have problems timing the Cryo-Freeze combo with Full Cryo. Better to add the safety of AoE.

Throw should best be at lvl2 or lvl4... You should have enough points, I think w/o Shredder/Fart ammo I think. Otherwise, you could do with just a lvl3 Cryo.

For your second build, I take it you want to be more vicious... if so, take off Tungsten Ammo & Cryo, and add lvl4 Warp and lvl1 Stasis. That, plus GPS -> strongest build in the game.

#8
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amcnow wrote...

Neofelis Nebulosa wrote...

I do utilize this Sentinal build (Vanguard-style aggressive Sentinal)

Throw - Level 3
Warp - Level 3
Tech Armor - Level 4 (Assault Armor)
Overload - Level 3
Cryo Blast - Level 2
Sentinel - Level 4 (Raider)
Warp Ammo - Level 4 (Heavy Warp Ammo)

Bonus Weapon Shotgun.

Paired with the natural affinity for shield damage by both submachine- and shotguns, the Warp Ammo does greatly benefit a devestative playstyle by adding further penetration power to armor and barriers aswell as direct health damage. Along with the Raider's +15% Power Damage, that utility improves even further and partially bypasses the lower powers of those powers that are not fully upgraded (speaking Throw/Warp/Overload).

Lorefriendly build and no waisted points.


Reduce Throw to Level 2 and Cryo Blast to Level 1.  IMO, those points would be better served to max Overload or Warp.  I know this leaves one point unspent; but it is worth it.


Meh, call me a perfectionist, but I loathe the thought of waisted points. Besides, when I am mostly in the thick of it, I don't cast much powers anyway, mostl I just reactivate the Assault Armor and keep on blasting away foes. Those times I can't afford such an aggressive style can just as easily be softened up by the lower power levels as I have them in this build.

But the most warring issue is that I simply do not like spare points lying around. It's just wrong. I. Need. No. Waisted. Points. Must. Spend. Them. All!

#9
amcnow

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Neofelis Nebulosa wrote...

amcnow wrote...

Neofelis Nebulosa wrote...

I do utilize this Sentinal build (Vanguard-style aggressive Sentinal)

Throw - Level 3
Warp - Level 3
Tech Armor - Level 4 (Assault Armor)
Overload - Level 3
Cryo Blast - Level 2
Sentinel - Level 4 (Raider)
Warp Ammo - Level 4 (Heavy Warp Ammo)

Bonus Weapon Shotgun.

Paired with the natural affinity for shield damage by both submachine- and shotguns, the Warp Ammo does greatly benefit a devestative playstyle by adding further penetration power to armor and barriers aswell as direct health damage. Along with the Raider's +15% Power Damage, that utility improves even further and partially bypasses the lower powers of those powers that are not fully upgraded (speaking Throw/Warp/Overload).

Lorefriendly build and no waisted points.


Reduce Throw to Level 2 and Cryo Blast to Level 1.  IMO, those points would be better served to max Overload or Warp.  I know this leaves one point unspent; but it is worth it.


Meh, call me a perfectionist, but I loathe the thought of waisted points. Besides, when I am mostly in the thick of it, I don't cast much powers anyway, mostl I just reactivate the Assault Armor and keep on blasting away foes. Those times I can't afford such an aggressive style can just as easily be softened up by the lower power levels as I have them in this build.

But the most warring issue is that I simply do not like spare points lying around. It's just wrong. I. Need. No. Waisted. Points. Must. Spend. Them. All!


:D I understand.

#10
MELTOR13

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I'll have to think about some of the changes you guys suggested...mainly with my 'Caster' Sentinel.

I was planning on using the Assault Sentinel build as much more of a Tech Armor + Guns kind of guy, rather than using alot of powers, which is why I wanted the AP ammo.

I have a personal issue with Reave (it's kind of a bull**** power, IMO) so I don't use it. I've got a little while to think about this (my ME1 Sentinel has a few more missions to go before import) so I'll mess around with builds and contemplate. Plus there's always the respec option if I don't like what I've got :)

#11
amcnow

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MELTOR13 wrote...

I'll have to think about some of the changes you guys suggested...mainly with my 'Caster' Sentinel.

I was planning on using the Assault Sentinel build as much more of a Tech Armor + Guns kind of guy, rather than using alot of powers, which is why I wanted the AP ammo.

I have a personal issue with Reave (it's kind of a bull**** power, IMO) so I don't use it. I've got a little while to think about this (my ME1 Sentinel has a few more missions to go before import) so I'll mess around with builds and contemplate. Plus there's always the respec option if I don't like what I've got :)


Fair enough.  However, I'd like to hear your reasoning for Reave being a bull**** power.  Do you simply think it's a cheap win?  A lot of people say the same thing about Tech Armor (though I disagree on both counts).

#12
MELTOR13

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amcnow wrote...

Fair enough.  However, I'd like to hear your reasoning for Reave being a bull**** power.  Do you simply think it's a cheap win?  A lot of people say the same thing about Tech Armor (though I disagree on both counts).


Like I said, it's a personal issue. I think that Reave was shoe-horned into the game simply to provide an alternate to Warp, without any thought about the lore or explanations on how Biotics somehow became psychic vampires. Dominate is another power that I also have issues with in that regard, but again, it's just a personal quirk of mine. I do know that Reave is one of the more powerful abilites in the game, and I am aware of its pros and cons...it's just not for me. 

#13
termokanden

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One argument for it being BS has surfaced a few times: Lorewise it's more like a spell than a classic biotic power. It's a strange mass effect field that transfers life. People have made the same complaint against Dominate.

Gameplay technically, it's great.

#14
MELTOR13

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termokanden wrote...

One argument for it being BS has surfaced a few times: Lorewise it's more like a spell than a classic biotic power. It's a strange mass effect field that transfers life. People have made the same complaint against Dominate.

Gameplay technically, it's great.


Basically, this, haha. 

#15
termokanden

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I was just a minute too late with that post :)

#16
amcnow

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There's nothing wrong with disliking something because it breaks lore.   Honestly, I never really thought about it.  I guess I don't adhere to lore as well as others.  With that in mind, I still recommend Squad AP Ammo over Tungsten Ammo.  :P  This would free up points for applicable squad mates to use elsewhere (which makes Jacob less than desirable :crying:).  

Modifié par amcnow, 28 juin 2011 - 08:03 .


#17
MELTOR13

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Yeah, like I said, it's a great power as far as gameplay goes, I just fail on the side of lore/personal quirks when it comes to my Sheps. I can't even bring myself to use a Tech bonus power on a Biotic class or vice versa.

#18
termokanden

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I think I understand that. I doesn't bother me to the point of not using Reave and Dominate, but I do tend to choose tech bonuses for tech characters and biotics for biotics. I'm not even that bothered about lore, it just feels natural this way.

#19
MELTOR13

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termokanden wrote...

I think I understand that. I doesn't bother me to the point of not using Reave and Dominate, but I do tend to choose tech bonuses for tech characters and biotics for biotics. I'm not even that bothered about lore, it just feels natural this way.


Yeah...I guess it's just more about what 'makes sense' than the actual lore issues (because there are plenty of those throughout the series). 

I also tend to stick to powers that would enhance a classes' strengths rather than cover up weaknesses. For instance, on my Engineer I took Neural Shock, for more CC, rather than Reave or Warp Ammo, which would have covered up my vs. barriers weakness. 

#20
Locutus_of_BORG

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How about Stasis? It's basically an I Win Button against any one particular dude you want to destroy. It also synergizes with guns more than other powers.

#21
MELTOR13

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I've thought about Stasis but it doesn't seem to fit well with me. I've used it sparingly here and there, but the only class I can make it work well with is Adept, at least, so far. I do enjoy it on an Adept and it is surely an "I WIN" button against everything.

#22
jamesp81

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What I like to do is take Reave as my bonus power. It replaces warp for anti barrier use. It's usually the only biotic power I put points into. This allows me to put the points I would put into warp (and the points put into throw needed to unlock it) elsewhere. In this way, I can max out my passive, Tech Armor, Overload, and Cryo Blast. Cryo blast comes in very handy for CC against really big nasties like YMIR mechs and Krogan.

This does leave you without your own ammo power, however. I just usually bum one from a squadmate. Warp Ammo from Jack, AP ammo from Garrus, Incendiary from Grunt and Jacob, and Disruptor from Zaeed.

#23
goofyomnivore

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My favorite Sentinel build, I suggest using DLC weapons or the Vindicator. Or if you don't mind to mod add a Claymore/Revenant.


4 Heavy Throw

4 Heavy Warp

4 Assault Armor

1 Overload

4 Guardian

4 Area Energy Drain


Why Energy Drain? It takes Overload's niche, and adds some gravy on top of it. Along with stripping shields it replenishes yours. Allowing it to be used as a "caster" defense stripper or a more offensiive minded "attacker". On heavy Blue Sun and Geth missions you hardly even need to refresh Tech Armor, because Energy Drain will keep your shileds replenished.

Taking Warp down to three, throw to two, and grabbing Enhanced Dominate is fun too. Never got into the Cryo+Throw combo. I don't really care much for Ammo Powers at all either, unless it is Cryo or Inferno -- everything else I don't notice much of a difference. You could take the four points in Energy Drain pop em into Overload and grab Stasis, and it would probably be more powerful. However I'm in love with Energy Drain on a Sentinel. The replenishing of your shields is pretty noticable I thought. Especially since it will add on to your shields at 100%. Open up with it and you have added 25-50% to your already uber shields.

I like this build because you can fluidly go from caster to assault and vice versa. The only thing your missing is Cryo Blast, which is "meh" to me, but if you wanted to use it I'd use Mordin his cooldowns almost as fast as Shepard's. Shepard DStrip->Mordin Cryo->Shepard Throw can be done very fluidly.

Throw on a Sentinel made me realize how important having it and Pull together(Adept) is. Outside of a quick stagger or Cryo Blast tossing it is very situational. Squadmates Pull's are better off used for Warp Bombing/staggers, and you don't really ever need to Pull->Throw, unless seeing krogan fly gets you hard. An Adept can Pull something, and come back to it later and toss it off the radar without using valuable squad cooldowns a Sentinel doesn't get that luxery.

Modifié par strive, 02 juillet 2011 - 08:33 .


#24
Kaylord

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There is a very good Sentinel guide somewhere around here, pls refer to the sticky which has the link.

My Sentinel is planned as follows:

2 Throw
3 Warp
4 Overload
4 Cryo
4 Assault Armor
4 Guardian
1 Stasis

In general, you have to decide whether you want to use all squad points for a 4-4-4-4-4-1 built, or have one or two points left, e.g. a 4-4-4-4-3-2-1 built. I decided for the latter, because it allows for one more skill.

Role-playing-wise, I wished for a Sentinel with equal tech and biotic powers. So, Overload, Cryo and Assault Armor are on the tech side, Throw, Warp and Statis are biotic. Plus, Stasis is one of the best "1-point-wonder-skills" out there. I wish I had Incinerate and Pull instead of Cryo and Throw, but that would truly be a too overpowered thing. You could think about taking Slam instead of Stasis, as Slam will provide a nice Warp bomb setup for a squadmate; plus, Stasis is a little bit too cheesy.

I left Warp at 3 instead of Overload, because like this I only loose 40 points of warp-damage. Overload 4 does not only more damage, but also has a very valuable area effect, so I prefer to keep that.
Throw is situational, and given those situations, 2 points should almost always have the same results as 4 points. If I have grouped, defense-stripped enemies, I will rather apply area-Cryo instead of area Throw. Besides, I am looking forward to do some overload-cryo combos on grouped blue sun mercs. Sadly without Incinerate or area-Reave, armored mooks need some more ´treatment´ before Cryo can take effect.

The Assault Armor (AA) shows that I want to play a CQC Sentinel this time, as my last one was a tactical Sentinel. AA gives a net 125% shield (75 before and 50 after the blast) and a huge blast area. Combine that with a shotgun, and that leg armor for faster storm speed, and your Sentinel should be as powerful as a Vanguard.

The area-armor-stripping power Incincerate missing here. It is the rarest power and only Engineers and Infiltrators have it. Armored enemies are thus a little bit harder to approach than your standard shielded enemy. For the latter, the tactics should be easy: Overload, Cryo, close in, Shotgun shots. For armored foes, you´ll have to close in a bit more carefully, Shotgun and reapply AA, until everyone is dead.

Team mates: Samara is a good addition, as she can area-reave their armor, and provide pull for warp explosions. Second teammate should be one with an ammo-power. A second warp could be good, too, since you will spend the Sentinel´s CD with AA after the initial assault. I never had Thane in my group yet and I never tried shredder ammo, so I will give it a try. He provides the second warp and his squad shredder armor should help dispatching enemies very quickly after their defenses are gone.

Modifié par Kaylord, 05 juillet 2011 - 09:20 .


#25
Blackguard82

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I am currently doing an insanity run with a paragon(=boring) sentinel. I found that armor piercing ammo as a bonus power rocks! Dealing with husks and abominations even the preatorian was noticably easier with this bonus power. The bonus damage to health is also notable as normal enemies die to 2-3 bullets from my Mattock when down to health.
As for a build I would say: Assault armor + Raider + Heavy warp is what works for me. The other points you can put as you please.
Remember play the game for fun, experiment a little to find what works for you. You might be suprised with what you find. The classes as quite flexible in mass effect 2.