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Some good ways to spec and play a Turian Sentinel?


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#26
Lightweight Nate

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I maxed out everything and completely skipped over Warp, the reason being that Overload absolutely annihilates shield and barriers, and that lore says that Turian Biotics are incredibly rare. Overload is set for max damage to take down Atlases and Phantoms as quickly as possible, Tech Armor is set for max damage reduction, and Turian Veteran is set for max weapon damage/accuracy.

#27
Reapinger

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Run with a scoped carnifex and never die with that accuracy bonus.

#28
We Tigers

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No Snakes Alive wrote...

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.

I like both Rank 6 evolutions of Overload for different purposes, but you're selling the damage spec short.  The main reason one picks that evolution is to be a phantom killer for the group.  Phantoms are often not bunched together with other enemies--in fact, they try to get right up in your face pretty often--so the value of the chain effect against them is minimzed.  The 100% boost to barrier damage is a tremendous help, though, because they are extremely hard to shoot with how fast they dodge.

On bronze, no, you don't really need it, because you see all of 1-2 phantoms the whole match and they're weaker.  On silver, I think I've seen 3 in a single wave, and an overload specced fully for chain will only take down about half the barrier. 

My vote is for the Rank 4 chain, and the Rank 6 shield/barrier damage.  You keep some CC for mobs and still have a chain that can cover the engineer/turret combo, but you can also be your team's best weapon against phantoms.  An asari with stasis bubble does the job a little better, but when the phantoms come two at time (or your team doesn't have an asari), a Turian sentinel specced for barrier damage is a godsend for your teammates.