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Some good ways to spec and play a Turian Sentinel?


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27 réponses à ce sujet

#1
NekOoNinja

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I maxed everything but warp. Reasoning behind this: If he can't warp detonate, there is still Overload which has more overall utility. A weapon can cover the role of armor breaking.

Overload skilled to be stronger against single targets (strips everything but Atlases down to at least 10% shields, if not outright blowing them up). Also, took neural shock to incapacitate organic targets for a few seconds. Life saver.

Tech armor is geared for maximum survivability with a few melee boosters thrown in. This is because the Turian Sentinel already has amazing shield and health benefits, he might aswell stab things in the face instead of running away. Also works on phantoms who are down to 3/4th of their health.

Weapons are usually the widow and a phalanx as backup, other suggestions would be carnifex and mantis. Headshots are important to keep up with the damage and neutralize threats, so pick weapons that compliment this style.

The turian sentinel gets a bonus talent to reduce the weight of Assault Rifles, but since pistols get the job done just fine, I didn't see a reason to choose that.

I keep TA on at all times. I tried the on-off method, but it was always on cooldown when I needed it most, so I just leave it as it is. With a good weapon setup, overload is always ready when the sniper is done reloading.

And detonating the armor... sometimes it works. But it is so situational, that ever sentinel player should try out on their own when to use this.

Edit: If headshots give you head-aches, a few points in warp might be advised instead. There is an upgrade that allows for more weapon damage done while the target is under the effect of warp. But then you'd have to drop the TS' other awesome feats, of course. ;)

Modifié par NekOoNinja, 26 février 2012 - 01:57 .


#2
No Snakes Alive

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1. Max shields and health
2. Max damage reduction for Tech Armor
3. Max Chain Overload
4. Take one weapon of choice
5. ????
6. Profit

PS I fully disagree with the last poster's advice to max Overload's damage rather than have t chain, and to take multiple weapons. With one weapon you can cast Overload quickly enough even with Tech Armor up, and with the Chain evolutions and Neural Shock it becomes one of the best crowd control abilities in the game in addition to being a great shield/barrier debuffer. So what if it takes more than one cast to fully eliminate some shields when it's got low cooldown and locks the whole room down anyway.

Modifié par No Snakes Alive, 26 février 2012 - 01:57 .


#3
Zaxares

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I personally play my Turian Sentinel as a debuffer/sniper with maxed out Warp/Overload and weapon damage boosts. I specialise in taking down grunts, Guardians, and Engineers and Nemeses hiding up the back while my teammates handle mid-close range combat. (Note, however, that I maxed out Warp BEFORE realising that it no longer strips Barriers like it did in ME2. If I could redo his build, I'd probably drop Warp altogether. Now I just use it as support when sniping Atlases.)

However, others say that they get the best value out of speccing their Turian Sentinel as a Tank, with shields/health boosts and an Assault Rifle and just be a bullet magnet while providing covering fire for your squadmates. This works quite well if you have good snipers or Engineers/Adepts on your team.

Modifié par Zaxares, 26 février 2012 - 01:56 .


#4
HolyAvenger

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Max passive, overload and TA. 5 into fitness, 3 into warp. Pick Widow, turn on your TA and run around gold killing stuff and generally surviving easier.

#5
Nonoru

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No Snakes Alive wrote...

1. Max shields and health
2. Max damage reduction for Tech Armor
3. Max Chain Overload
4. Take one weapon of choice
5. ????
6. Profit


This.

#6
ThatDancingTurian

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I followed the advice of various threads and didn't take Warp, instead I maxed the other four pools with an emphasis on defense, weight capacity and Overload chains.

I didn't bother with the melee boosters since I prefer to kill things before they get that close to me.

#7
NekOoNinja

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No Snakes Alive wrote...

1. Max shields and health
2. Max damage reduction for Tech Armor
3. Max Chain Overload
4. Take one weapon of choice
5. ????
6. Profit

PS I fully disagree with the last poster's advice to max Overload's damage rather than have t chain, and to take multiple weapons. With one weapon you can cast Overload quickly enough even with Tech Armor up, and with the Chain evolutions and Neural Shock it becomes one of the best crowd control abilities in the game in addition to being a great shield/barrier debuffer. So what if it takes more than one cast to fully eliminate some shields when it's got low cooldown and locks the whole room down anyway.


Works on a one-weapon loadout. But I found myself using the pistol occassionally, so the cooldown benefit is only at 26%.


EDIT: Makes me wish there were options to have multiple Turian sentinels. I can see the chain overload to be fun, especially when headshotting stuff with a carnifex.

Aris Ravenstar wrote...
I didn't bother with the melee boosters since I prefer to kill things before they get that close to me.


Gold can get messy. So why risk missing shots and dying when an insta-stab solves all kinds of problems.

Modifié par NekOoNinja, 26 février 2012 - 02:06 .


#8
Eckswhyzed

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No Snakes Alive wrote...

1. Max shields and health
2. Max damage reduction for Tech Armor
3. Max Chain Overload
4. Weapon damage + stability evolutions for class power.
5. TAKE REVENANT
6. RAMBO TIME


Fixed that for you :P

#9
Dangermatty

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No Snakes Alive wrote...

1. Max shields and health
2. Max damage reduction for Tech Armor
3. Max Chain Overload
4. Take one weapon of choice
5. ????
6. Profit

PS I fully disagree with the last poster's advice to max Overload's damage rather than have t chain, and to take multiple weapons. With one weapon you can cast Overload quickly enough even with Tech Armor up, and with the Chain evolutions and Neural Shock it becomes one of the best crowd control abilities in the game in addition to being a great shield/barrier debuffer. So what if it takes more than one cast to fully eliminate some shields when it's got low cooldown and locks the whole room down anyway.



Definitely this.  I would add that the weapon you pick should be a sniper, preferrably the widow.  You don't have a ton of manuverability without the roll, but the overload/snipe combo is even more effective then the cloak/snipe.  You will never fear an Atlas again with a Widow Packin' Turian Sentinel.

#10
We Tigers

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You can max one ability really quickly, like by level 4, and I'd make that overload.  Any overload progression is pretty cool, as it's a great ability.  If you want to play more of a crowd control role, take both of the chain upgrades, at Rank 4 and Rank 6.  I took the Rank 4 chain but at Rank 6 went for the one that provides a 100% damage increase against barriers and shields, which is good enough to knock the shields off anything but an Atlas on silver or gold, and take almost all of a Phantom's barrier, too.  One jump is still pretty good for slowing down enemies, but you keep the big hit effect against strong targets.  Neural shock is fun, but can sometimes drop a stunned enemy behind cover, making him hard to target.

Veteran/FItness are good to alternate all the way up to level 14 or so.  Tech armor's good and I leave it on, but you'll get bigger value out of those right off the bat.  You can make the sentinel pretty tough with melee upgrades, but I went for all of the shield/health ones; especially with Turian veteran's bonuses to weapon stability, I've found this is a great class to have hang at mid-range with a scoped AR.  An avenger basically shoots without recoil if you take at least one of the Veteran upgrades for stability/damage.  

For your other 21 points, do what you want.  If you want to be heavy support and help wear down big enemies, evolve warp and take Expose and then the rank 6 power that really burns down armor.  Of course, every other biotic in the demo who has Warp can detonate his/her own combos, so I don't think it's necessary unless you really want to be a jack of all trades.  I instead am finishing out the tech armor tree; taken all the way through, you can get 40% damage reduction and either take a melee bonus or power bonus at Rank 5.  With the melee bonus, you can kill a low/mid enemy (assault trooper, nemesis, engineer or centurion without shields) in one heavy melee, and with the power bonus your overload will instantly take a phantom down to health.  Tech Armor really should be a 1-point or 21-point investment because it's not that impressive if you get to, say, Rank 4--the detonation isn't very useful.

So, all that said, I play a super tank with one AR, launching overload all the time and usually racking up both 50 kills and 50 assists.  If you play it with an avenger or lighter, you'll be sitting at 180% recharge bonus, which means that with tech armor on you're still looking at a ~3-second cooldown for overload.  Good stuff, very fun class, and solid for any party.

Modifié par We Tigers, 26 février 2012 - 02:13 .


#11
Legendaryred

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Chain overload, then any weapon of choice.

#12
Guest_Cox303_*

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After beating gold twice with my Turian Sentinel, and having far more points than the team (even though that doesn't matter) I'm pretty pleased with my build. He's my second best character.

Tech Armour- 3 tiers. The cooldown gimp was a deal breaker for me. I never use this.
Warp- Maxed out with "Detonate," "Lasting Damage," and "Pierce."
Overload- Maxed out with "Chain," "Neural Shock," and "Shield Damage."
Turian Veteran- Maxed out with "Damage and Capacity," "Headshots," and "Assault Rifles."
Fitness- 5 tiers with "Durability," and "Shield Recharge."

With the Assault Rifles tree I can take a Mattock X as well as a Phalanx X and still have +195% recharge. It's awesome. Personally, I don't see how people don't go with Warp, playing with other biotics, especially the Asari, the biotic explosions are invaluable. Constantly warping and Atlas while the Asari throws it = Very fast death. After the shields go down, of course.

#13
dw99027

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How much is the average cd on Overload with TA on and just the Mattock?

#14
Guest_Cox303_*

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dw99027 wrote...

How much is the average cd on Overload with TA on and just the Mattock?



Roughly 3.5 seconds. Unless you really don't like the Phalanx or pistols, there's no reason not to carry it. Without TA and only the Mattock the cool down is 2.46 seconds. With the Phalanx it's 2.5. The Mattock is my back up weapon, Phalanx is my primary.

#15
dw99027

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Thanks. I prefer an AR because barrages of fire seem to stagger opponents and stop them from moving too much. For Vanguards and Engineers I go with a single pistol because I power spam. With a Quarian Engineer I go for tanky gunfire with power support, like I expect my Turian to play.

#16
01d55

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I dissent from the "skip warp" consensus; triggering the detonation is what teammates are for.

My Turian sentinel has maximum Tech Armor, Warp and Overload.
I spec tech armor for additional ability damage and reduced cooldown penalty, and carry only a Phalanx X with high-caliber barrel and scope for the 200% cooldown bonus.

I surmise that warp's combo detonation spec applies when warp detonates an effect, but not when another effect detonates your warp, so I skip it on Sentinels.

Chain Overload is second only to Stasis as a crowd control power, and it has strong shield damage to boot. It's hard to go wrong with your overload spec, however, since breaking shields and barriers quickly is so powerful.

I leave my shield on all the time for safety and the ability damage bonus. If you have trouble mailboxing Guardians, you can use the pop to trigger their heavy stagger animation, which moves the shield out of the way long enough to kill 'em with the Phalanx.

#17
We Tigers

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The main reason I skipped warp is that I generally found I could be more useful to my team by spamming overloads than unloading warp bombs. Almost every adept I've played with really focuses on making his own combos, and since they usually roll with a light weapon set, I can be doing more for the group by stunning guys with chain overload and popping headshots.

On the chance you're not playing with an adept, warp is most valuable if you upgrade it with Expose, which will let all your teammates shoot down a tough enemy extra quickly.

#18
No Snakes Alive

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In my opinion, your best bet with this class is to choose between maxing Warp or Turian Veteran depending on if you'd prefer to set up and detonate biotic explosions or increase your weapon efficiency, respectively. Or put some points in both but max neither.

But maxed Fitness, Tech Armor, and (chain) Overload are musts, IMO, if you want to get the most out of this class. So really it's just that fourth (or fourth and fifth) power that requires some actual thought. If you mostly solo it or play with friends who use non-biotic classes you're probably better off maxing weapon damage and if you play with a bunch of Asari Adepts it can't hurt to max warp instead.

#19
Butthead11

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Warp is useless against Cerebrus for the most part, Turian veteran works is one of the best talents any race has due to the weapon stability.

Also a little too much love for max chain overload, You have to give up +100% dmg to shields and barriers in order to grab both. Sure you'll be able to stun groups of Grunts. But they go down in seconds anyways.

#20
We Tigers

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Good point about setting biotic explosions with warp; it had slipped my mind that a warp-affected enemy can also be detonated. I can imagine that being nice if you're playing with a Drell Vanguard, who can detonate biotics with a charge.

#21
Butthead11

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It's also very easy to get 200% recharge time with the avenger.

Don't have to use the puny phanlax

#22
No Snakes Alive

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Butthead11 wrote...

Warp is useless against Cerebrus for the most part, Turian veteran works is one of the best talents any race has due to the weapon stability.

Also a little too much love for max chain overload, You have to give up +100% dmg to shields and barriers in order to grab both. Sure you'll be able to stun groups of Grunts. But they go down in seconds anyways.


So do shields and barriers. And those don't shoot at you like groups of grunts do. I'd take the CC over the damage every time. But to each his own.

#23
Butthead11

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No Snakes Alive wrote...

Butthead11 wrote...

Warp is useless against Cerebrus for the most part, Turian veteran works is one of the best talents any race has due to the weapon stability.

Also a little too much love for max chain overload, You have to give up +100% dmg to shields and barriers in order to grab both. Sure you'll be able to stun groups of Grunts. But they go down in seconds anyways.


So do shields and barriers. And those don't shoot at you like groups of grunts do. I'd take the CC over the damage every time. But to each his own.

Groups of grunts go down in seconds even on gold. They only real threat they posess against a turian sent with maxed defense is the grenades, and even that is pretty laughable against us. 
Phantoms barriers do not go down instantly unless your using a widow. other than the mechs(which additional shield damage will also be useful for) that barrier is one of the toughest defenses in the game.
Also 75% of a nems defense is her shields. 
AND more than half of a centurion and turrets defense is their shields. which with the additional dmg upgrade allows all of these to be taken out instantly 2 at a time. Very useful against Turrets since ussually when you spot them their engineer is right next to it and you have to make a choice on priority on which is a larger threat. 

The 1+CC might be more competitive against husk or geth, but as far as cerebrus goes i see this as a no brainer. 

#24
The_mango55

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Max shields, weapon damage/stability, and tech armor damage resistance. Keep tech armor on constantly, and don't worry about weapon weight just get the best weapons you can (Widow and Revenant are good, or Scimitar and Carnifex, or whatever you want just 2 heavy and powerful weapons)

After that, get Overload I guess, but you will only be able to use it every 12-15 seconds or so.

Congratulations, you're an armored walking weapons platform.

#25
No Snakes Alive

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Butthead11 wrote...

No Snakes Alive wrote...

Butthead11 wrote...

Warp is useless against Cerebrus for the most part, Turian veteran works is one of the best talents any race has due to the weapon stability.

Also a little too much love for max chain overload, You have to give up +100% dmg to shields and barriers in order to grab both. Sure you'll be able to stun groups of Grunts. But they go down in seconds anyways.


So do shields and barriers. And those don't shoot at you like groups of grunts do. I'd take the CC over the damage every time. But to each his own.

Groups of grunts go down in seconds even on gold. They only real threat they posess against a turian sent with maxed defense is the grenades, and even that is pretty laughable against us. 
Phantoms barriers do not go down instantly unless your using a widow. other than the mechs(which additional shield damage will also be useful for) that barrier is one of the toughest defenses in the game.
Also 75% of a nems defense is her shields. 
AND more than half of a centurion and turrets defense is their shields. which with the additional dmg upgrade allows all of these to be taken out instantly 2 at a time. Very useful against Turrets since ussually when you spot them their engineer is right next to it and you have to make a choice on priority on which is a larger threat. 

The 1+CC might be more competitive against husk or geth, but as far as cerebrus goes i see this as a no brainer. 




Getting tired of the back and forth and strawman arguments here so I'll respond once more and that's it.

Enemies that haven't been engaged shoot at you, and you can only engage so many enemies at a time on your own. Chain overload locks down an additional enemy every single time. There's a reason most people suggested that evolution, but I guess for someone who has trouble taking down shields/barriers but enjoys being shot at more, Shield Damage is the way to go.