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The Sentinel: We Had it Wrong the Whole Time


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#26
Eclipse_9990

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I rarely ever use tech armor.

#27
Locutus_of_BORG

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Sisterofshane wrote...

Locutus_of_BORG wrote...

Yeah, I thought I had a similar epiphany, Simbacca, but after farming up some other classes (got Turian Sentinel right from the get-go, so it was my first character), I find my Sentinel kinda clunky and weird still. I'm not smooth and my playstyle doesn't feel right when I use the guy.

I'm still missing ME2's Sentinel right now, just for the smooth, straightforward way that version could play.


I find it useful for taking out certain types of enemies, not necessarily playing as a pseudo-vangaurd.

Guardians for example?  Use warp and assault rifle to take care of the accompaning assault troupers, then turn on tech armor, take out my shot gun and take out the guardian from close range.

Same here. I've pretty much settled into an adaptive mid-range game, using mostly Assault Rifles and warp spam, then if needed, I'll go in close with guns, powers and heavy melee... Being able to tank grenades w/wo TA is great for this, but the character still seems really... inelegant. Not to mention that Turians move like cinderblocks.

Modifié par Locutus_of_BORG, 23 février 2012 - 02:47 .


#28
Rokiyo

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I am really enjoying my human sentinel.

Melee/tank build, scoped pistol only (for +200% power speed), tech armor always on.

At medium-long range I generally spam warp while pistol sniping.
At short-medium range I generally warp, sprint, heavy melee.

The class began making an extreme amount of sense to me when I started taking alternate paths to flank the enemy, giving me several exposed backs to stab. The damage reduction then buys me time to retreat behind cover after a few kills, at which point the NPCs turn to face me (exposing their backs to my allies).

Even when a few cheap melee kills aren't an option, I still find I am most effective when I'm solo flanking. By drawing attention enemy attention on to me, I often prompt the AI to move to the other side of whatever cover they're taking, which generally leaves them exposed to my squad mates.

I had originally been attempting this playstyle with the Krogan soldier (which appears to be more of a poorly labelled Sentinel clone), but ended up preferring the human for the tighter cornering while sprinting and the ability to roll away if I miss a heavy melee attempt.

#29
Nyadnar17

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clerkenwell wrote...

Yeah, I've tried this, but for me it didn't make the class any more fun.

Forget arguments of overpowered/underpowered for a moment. You can tweak pretty much any design to make it balanced. Tech Armor is just dull as dishwater in ME3. You have it on, or you don't. You can detonate, but the situations in which that's useful are so few and far between, and lets be honest, you'd probably be better off just overloading anyway.

Personally, I think you could make it fun again pretty easily.

First, give it the same radius as Nova.

Second, get rid of the evolution that improves melee damage and the tier 6 damage protection evolution.

Third, replace those with an evolution that increases detonation damage to shields/barriers/armor (like Nova) and an evolution that restores shields when you activate Tech Armor (like Charge or the final evolution of Adrenaline Rush).

Fourth, change it so that the cooldown occurs on activation, not detonation.

If you do that, then all of a sudden you have an awesome Tech Armor that can be used offensively and defensively. It opens up new strategies like detonating and then immediately following up with another power for a ton of burst damage. Or double-tapping to detonate and quickly boost your shields back up when you're in trouble. That's the kind of Tech Armor I want.


I approve these changes. I would also add that the Human Sentinel should be charged to have one biotic power and one tech power. I vote Incenerate, Throw but I will take whatever. Please do something. Sentinel was my favorite class I would really like to have fun with it in Multiplay.

As things stands unless I unlock a Turian Sentinel I think I am going to go Engineer.

#30
Warden Kuril

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Begin with a Turian Sentinel. Upgrade tech armor defensively, max overload and choose a few smart choices to maximize weapon damage. Add Carnifex with scope and lengthened barrel.

'Gimped Sentinel' argument ended. :3

#31
tomcruisejr

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Warden Kuril wrote...

Begin with a Turian Sentinel. Upgrade tech armor defensively, max overload and choose a few smart choices to maximize weapon damage. Add Carnifex with scope and lengthened barrel.

'Gimped Sentinel' argument ended. :3

You're right, what you are describing sounds like a gimped engineer.  Overload minus the incinerate and drone.  The DR is negligible on gold. 

Like I said before, sentinels are there just be there to fill an empty spot and mostly be carried on gold - where any other class would help the teams success rate increase.

Modifié par tomcruisejr, 23 février 2012 - 05:33 .


#32
Deebo305

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What's this we thing, figure this out a long time ago

#33
spartacusthegod

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OP, I've been thinking the same thing myself. Tech Armor in ME2 was too overpowered, in ME3 it's not only more balanced, but you're right, it's not something meant to be always on, it's meant to be utilized like your other powers, only when needed. I've tried playing mine like a tank, Tech Armor always on, using nothing but the Revenant (I prefer my tanks to have sheer force rather than precision, and be up-close fighters), and it's not as satisfying as I'd hoped. I'm using the human, so I'm missing out on the Overload fun, but when I unlock the Turian, I'm absolutely building it the way you're describing everything here. Tech Armor used occasionally, for support, never always on like in ME2, and focus heavily on the damage reduction, not the cooldown reduction.

Sentinel is a whole different beast now, I like it. OP is absolutely right, TA should be for turning tank mode on/off on the fly, not being always turned on.

However, a Krogan sentinel should always be put in tank mode in my opinion. They're made for it.

#34
The Makatak

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Turian Sentinel. Silver difficulty. Firebase Ghost.

Wave 10. No medpacks. Had the assassinate 4 targets mission. 2 targets dead, 2 players dead to insta-kill phantoms (first was our asari adept, second was Salarian infiltrator). Last teammate goes down: quarian engineer, halfway across the map with an Atlas and two Phantoms between myself and her. 30 seconds to kill remaining target (number 3).

Long story short: I was the last teammate, on silver, halfway through the wave, solo'd the rest. Two phantoms, Atlas, and killed two combat engineers within alotted 30 seconds on opposite corners of the map, and a small horde of little baddies throughout. Don't tell me my teammates "carried" me. I was the only reason we beat that wave, and ended up with full extraction bonus.

Modifié par The Makatak, 23 février 2012 - 05:46 .


#35
No Snakes Alive

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Tech Armor's own evolution paths make it pretty clear that the most successful Sentinel is one that commits to a choice between tanking and casting. Even if you'd prefer to go the caster route, you should still keep Tech Armor active for the added defense and boosts it provides to your powers when properly spec'd. Go all cooldown and casting for perks and take a single light gun and you're the Battlemage that class was intended to be as a caster. Wanna tank then take the bottom path and bring your heavy weapon along, but at the expense of only using your powers as occasional CC/debuff backup.

Of course you can play however you want but it won't be the most effective way in all likelihood. Simply put, why would Bioware give Tech Armor an evolution path that caters to a casting focus when the Armor's activated if they intended it to only be activated for tanking purposes and you to cast without it?