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Any tips for Sentinal on hardcore difficulty? - Mass Effect 2


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#1
Tomsta

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I have just started my 7th playthough of ME2 decided that seeing as i have done 3 playthoughs on Veteran difficulty that i should move to hardcore - i have played 1 mission on hardcore before took me five tries to do (have a guess which one)

now my question is how should i build my team and myself for Hardcore, oh and any general hardcore tips would be good to, note; i WILL max Throw and get throw field (good for one killing a load of un-proctected husks)

Modifié par Tomsta, 10 juillet 2011 - 07:27 .


#2
kstarler

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Squad mates become much more important on Hardcore/Insanity, because they can be used to instantly strip defenses from enemies, allowing for Shepard to provide a follow up attack. Alternatively, Shepard can strip defenses and the squad mates can follow up.

The best defense on Hardcore/Insanity is a good offense. Simply ducking behind cover is safer, but it will make the game take much longer and seem very tedious. Playing aggressively will actually let you play the game just as quickly as it can be played on easier difficulties, though it may take time to work into an aggressive play style.

My recommended build for Sentinel is (listed by leveling priority):

10 - Tech Armor (Assault Armor)
10 - Passive (Raider)
10 - Warp (Heavy) (Note: You have to put 3 points into Throw to open up Warp)
10 - Throw (Field)
10 - Overload (Area)
1 - Bonus power (Slam, Neural Shock, Stasis)
Bonus Weapon - Shotgun

Alternatively, you can take Energy Drain (recommended if you're playing a caster-style Sentinel) and max that instead of Overload.

You can also ignore Warp/Throw/Overload in favor of a squad mate's power, and that will open up leveling options for Overload/Cryo Blast, which can be useful. Note however that leveling Cryo will not allow enough points to max Throw, as you have to take 3 points in Overload to open Cryo. Additionally, you may get better mileage out of taking Neural Shock over Cryo Blast, as it has a shorter cool down and essentially the same effect, though it takes hold instantly on the enemy (you have to wait for them to freeze with Cryo) and keeps them in a standing position.

As a side note, with full upgrades, 3 points in Overload should be enough to strip the shields from any given enemy/tightly clustered group of enemies, and a single point in Throw is enough to kill unprotected husks/unprotected enemies that are near a ledge. Mordin and Samara should both be able to strip armor from grouped husks using Incineration Blast/Area Reave respectively on Hardcore, though on Insanity, Area Reave will not strip all armor from husks (due to the duration penalty).

Other suggested builds:

10 - Tech Armor (Assault Armor)
10 - Passive (Guardian)
10 - Neural Shock(wave)
10 - Warp (Heavy)
10 - Throw Field
1 - Overload (extra point left over)

10 - Assault Armor
10 - Passive (either)
10 - Area Reave
10 - Overload (Area)
10 - Throw Field
1 - Cryo or Warp, your choice

Modifié par kstarler, 10 juillet 2011 - 07:50 .


#3
Praetor Knight

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As a Sentinel, you have a lot of flexibility with your squad. And with a level 3+ Tech Armor, your squad's cooldown can be reset.

So once I have access to both Tali and Legion, they are a fun tag team to keep two drones in the field, as you maneuver for some CQC, And LotSB can be fun with Liara and Tali. But again any combo works.

And I've liked Shotgun training for close to medium range. With any SMG. For pistols I like either the Predator or Phalanx. The heavy weapon is up to you, but I like the Arc Projector. If you have it, the Blackstorm can be fun and I use the Cain for those select missions like the Reaper IFF. One last idea if you want to go with a Sniper Rifle or Assault Rifle over Shotgun training is to bring the Firestorm, Assault Armor affords a lot of flexibility.

The builds also have flexibility so you can try something like this:
10 -|- Throw Field
10 -|- Heavy Warp
10 -|- Assault Armor
01 -|- Overload
10 -|- Guardian
10 -|- BP of your choice. I'm on the 360, so I like Tungsten, Heavy Warp ammo, Improved Flashbang or Heavy Reave
but this is an alternative if you want to max Overload:
10 -|- Throw Field
10 -|- Heavy Warp
10 -|- Assault Armor
10 -|- Area Overload
10 -|- Guardian
01 -|- BP of your choice. Stasis, Slam or Neural Shock.
*One thing to consider is if you want to play more as a caster sentinel then you can add the highest percent increase to you damage output with Power Armor, Raider and using the Dragon Armor.

Ask away if you have any more questions

Edit: ninja'd ^_^

Modifié par Praetor Shepard, 10 juillet 2011 - 07:51 .


#4
Tomsta

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i can't max all skills on one playthrough, can only normally max three (two on ocassions) even when i reach max level of 30, what do you recommend then? (tend to do one playthorugh of a char then move onto next one)

#5
Praetor Knight

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Tomsta wrote...

i can't max all skills on one playthrough, can only normally max three (two on ocassions) even when i reach max level of 30, what do you recommend then? (tend to do one playthorugh of a char then move onto next one)


Assault Armor and the Passive (Guardian works nicely).

Then it is up to what you prefer, but I would choose Tungsten or Heavy Warp Ammo to fully max.

#6
mcsupersport

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You can max 5 skills plus a single point in another at a max 30 level character in ME2.
Bonus ammo powers are second tier skills, they have their place but there are often better options, such as slam, stasis, neural shock, Energy Drain to be used. If you don't want anything to get in the way of Assault Armor, then they are ok.

At the end of the game, bonus ammo powers such as tungsten will be giving around 24% of the total weapon damage against health and armor, Warp ammo will provide around 20% of total weapon damage against Barrier, health, armor and a bonus against ragdolled enemies. Against shielded enemies they will provide nothing and even if you start with a single point of shields over armor you lose all the damage bonus. Hence they are ok, but not game changers like stasis or Energy Drain.