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What's a good build for the Turian Sentinel?


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#1
Hent High

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Ok, so earlier I asked a question about a Human Sentinel build, and although I am applying it I really freaking hate how weak it is. My friend are suggesting Turian Sentinel but I don't know how to build it, so does anybody have a successful strategy?

Also how do I play this class? I tried a Mantis and an Avenger and both are decent but neither are quite good, so tell me how to play this god-awful class.

#2
twister87

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All I can say is get chain overload, it is such excellent crowd control.

#3
thecrunked

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I have a level 16ish turian sentinel. Max turian and fitness, max tech armor (I went increased shields instead of armor explosion/melee buff). I am in the process of maxing overload. I primarily use a widow 1, and a mattock v as backup. I recently switched to a carnifex 3 instead of mattock or backup, but I may switch to an smg to try it out and I rarely even use a backup anyway and want faster recharge. With the tank like shields and the destructive force of the widow, I pretty much dominate everything. Overload is nice on silver, so I can pop shields before I go for the headshot on tougher mobs

#4
Butthead11

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twister87 wrote...

All I can say is get chain overload, it is such excellent crowd control.


I reccomend only getting the first one, in order to get 3 group chains you have to give up 100%+dmg to barrier and shields which is excellent for phantoms, Nemesis, turrets, and Cents will still giving you some decent CC


Edit:also don't pick up warp. It's inferior to additional defense/Weapon damage.

Modifié par Butthead11, 26 février 2012 - 05:07 .


#5
No Snakes Alive

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Butthead11 wrote...

twister87 wrote...

All I can say is get chain overload, it is such excellent crowd control.


I reccomend only getting the first one, in order to get 3 group chains you have to give up 100%+dmg to barrier and shields which is excellent for phantoms, Nemesis, turrets, and Cents will still giving you some decent CC


Edit:also don't pick up warp. It's inferior to additional defense/Weapon damage.



I respectfully disagree. Entirely. I'd rather be able to lock 3 enemies down per under-three second cast of Overload (best CC this side of Stasis) than lose that crowd control to take down shields/barriers in one cast. I'd much rather cast and shoot to get them down or even cast it twice (again, spec'd right it takes less than 3 seconds) against the occasional situational enemy than lose the ability to stun a third enemy every single time. It's invaluable.

#6
Butthead11

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No Snakes Alive wrote...

Butthead11 wrote...

twister87 wrote...

All I can say is get chain overload, it is such excellent crowd control.


I reccomend only getting the first one, in order to get 3 group chains you have to give up 100%+dmg to barrier and shields which is excellent for phantoms, Nemesis, turrets, and Cents will still giving you some decent CC


Edit:also don't pick up warp. It's inferior to additional defense/Weapon damage.



I respectfully disagree. Entirely. I'd rather be able to lock 3 enemies down per under-three second cast of Overload (best CC this side of Stasis) than lose that crowd control to take down shields/barriers in one cast. I'd much rather cast and shoot to get them down or even cast it twice (again, spec'd right it takes less than 3 seconds) against the occasional situational enemy than lose the ability to stun a third enemy every single time. It's invaluable.


You can still CC 2 enemies and have the ability to instantly take down shields/barriers. With a low CD this should be more than enough CC
Being able to disable a phantom(or 2 in this case) immediatly so they enter retreat mode is far more useful than being able to stun an additional grunt that can be taken down in seconds anyway and is no threat to you really if you have maxed fitness and tech armor. While a Phantom on the other hand can immediatley disable your shields with the hand beam then with turians semi low health you'll be an easy target.

#7
No Snakes Alive

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So yeah, basically decide if you want to own entire rooms' worth of enemies all the time or phantoms slightly more quickly than you would have anyway, and choose accordingly.

And if you buy that grunts aren't a threat on gold even with all those Turian shields and Tech Armor, play gold.

/advice.

#8
goofyomnivore

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Max Chain Overload (the barrier one is overkill on lower difficulties and not noticeable on Gold)
Max Fitness (health and shields)
Max Turian passive
Max Tech Armor (i chose casting and power route) -- you have about a 4.5-5s Overload cooldown with the armor on.

In hindsight you don't really notice the armor on Gold even. So Warp might even be more useful.

Modifié par strive, 26 février 2012 - 07:04 .


#9
No Snakes Alive

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strive wrote...

Max Chain Overload (the barrier one is overkill on lower difficulties and not noticeable on Gold)



This.

#10
Hent High

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Judging by your advice here's what I have so far, at level 16:

Max Tech Armor for Durability
Max Overload for Chaining and Neural Shock
Max Turian Passive for Weapon Damage & Stability
Points into Fitness, not sure what I want to do with it
Avoiding Warp

Equipped with Mattock and Window, Power Recharge is negetive so I may change that....

Thoughts?

Sound good?

#11
Delta 57 Dash

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Protip: Maxed Damage Overload one-shots the barriers on a phantom on Gold.

My suggestion:

Tech armor 3 (leave it off)
Overload 6 (spec'd for damage)
Warp 6 (spec'd for damage)
Turian 6 (spec weight, power damage, weapon damage)
Fitness 5 (spec'd for shields)

Roll with an Avenger with +Clip Size and Scope.

Enjoy ultimate utility class.

#12
golyoscsapagy

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Depends what you want. I personally don't give a damn about cooldowns on turians. Just max everything beside warp. Pick the +stability and weapon damage, also the damage reduction. Grab a widow and a revenant (which is pretty much a laser gun now) and enjoy.

Everyone and their mother does CC on gold runs, you can bring a good tank and some plain old damage to the table.

#13
No Snakes Alive

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Hent High wrote...

Judging by your advice here's what I have so far, at level 16:

Max Tech Armor for Durability
Max Overload for Chaining and Neural Shock
Max Turian Passive for Weapon Damage & Stability
Points into Fitness, not sure what I want to do with it
Avoiding Warp

Equipped with Mattock and Window, Power Recharge is negetive so I may change that....

Thoughts?

Sound good?


Fitness is where you further increase your durability (health & shields). That looks like a solid build to me, though I personally would scrap the Widow and leave sniping to the classes with far less durability.

#14
Kai Hohiro

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Hent High wrote...

Judging by your advice here's what I have so far, at level 16:

Max Tech Armor for Durability
Max Overload for Chaining and Neural Shock
Max Turian Passive for Weapon Damage & Stability
Points into Fitness, not sure what I want to do with it
Avoiding Warp

Equipped with Mattock and Window, Power Recharge is negetive so I may change that....

Thoughts?

Sound good?

Mattock and Widow are not a good combo, way too heavy.  If you really want to use the Widow (though not a great weapon on Sentinel imho) then take the Phalanx as backup.
Personally I roll Phalanx and Scimitar, can regularly get 100k points on gold with that setup.

#15
Hiero Glyph

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Tech Armor 6 for damage reduction and increased skill damage.
Warp 5 for increased damage and Expose.
Overload 6 with Chain and Cooldown.
Turian 5 for skill damage and added weight.
Fitness 4 for increased health and shields.

Equip a Heavy Pistol like the Carnifax, activate your Tech Armor, begin every encounter with Overload, finish them with the pistol. Against stronger enemies hit them with Warp to increase your damage. Also, use Warp to hit enemies behind cover.

#16
Hent High

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Kai Hohiro wrote...

Hent High wrote...

Judging by your advice here's what I have so far, at level 16:

Max Tech Armor for Durability
Max Overload for Chaining and Neural Shock
Max Turian Passive for Weapon Damage & Stability
Points into Fitness, not sure what I want to do with it
Avoiding Warp

Equipped with Mattock and Window, Power Recharge is negetive so I may change that....

Thoughts?

Sound good?

Mattock and Widow are not a good combo, way too heavy.  If you really want to use the Widow (though not a great weapon on Sentinel imho) then take the Phalanx as backup.
Personally I roll Phalanx and Scimitar, can regularly get 100k points on gold with that setup.


This character does not suit my playstyle well enough for me to want to use him on Gold. What have you done with your Sentinel's build that gives you that kinda power?

#17
cronshaw8

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I would say to put no points in warp and max everything else. I almost never use it and am kinda sorry i put any points into it.

#18
Kai Hohiro

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Hent High wrote...

Kai Hohiro wrote...

Hent High wrote...

Judging by your advice here's what I have so far, at level 16:

Max Tech Armor for Durability
Max Overload for Chaining and Neural Shock
Max Turian Passive for Weapon Damage & Stability
Points into Fitness, not sure what I want to do with it
Avoiding Warp

Equipped with Mattock and Window, Power Recharge is negetive so I may change that....

Thoughts?

Sound good?

Mattock and Widow are not a good combo, way too heavy.  If you really want to use the Widow (though not a great weapon on Sentinel imho) then take the Phalanx as backup.
Personally I roll Phalanx and Scimitar, can regularly get 100k points on gold with that setup.


This character does not suit my playstyle well enough for me to want to use him on Gold. What have you done with your Sentinel's build that gives you that kinda power?

It's no magic build. Max armor for defense, max turian for dmg, max overload for dmg, 3 pt Warp, rest Fort.
All I do is play aggressively (but not suicidal). I find the scimitar great for making very damaging headshots at close quarters, that's where probably most of my damage comes from.
Especially I feel a lot more confident taking on Phantoms 1on1 with a shotgun than with any other weapon. Overload their barrier and pop a few shots in the head and if they get too close blow shields. And I actually like using warp now and then especially for warp explosions. 
Alotta people like spamming overload but there are many situations where it will be detrimental. Like when you overload a target that doesn't have shields in the first place and you make them drop out of line of sight of your team mates.
I also find it better when I try to kill an unshielded target 1on1 quickly to use Warp because it's much easier to headshot them when they are stunned and standing, than lying on the ground. Not to mention it's plenty useful for taking potshots at Turrets and Atlas'

But yeah Turian Sentinel is easily my strongest class on gold. I would love to try out a Revenant on him sometime, but haven't unlocked it yet.

Modifié par Kai Hohiro, 27 février 2012 - 04:25 .


#19
Butthead11

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strive wrote...

Max Chain Overload (the barrier one is overkill on lower difficulties and not noticeable on Gold)
Max Fitness (health and shields)
Max Turian passive
Max Tech Armor (i chose casting and power route) -- you have about a 4.5-5s Overload cooldown with the armor on.

In hindsight you don't really notice the armor on Gold even. So Warp might even be more useful.


Yes, yes it is. 

Immediatley stopping 2 phantoms in their tracks is very noticeable not to mention the extra damage you can do to all the other shielded enemies. With a low cooldown and a good weapon build you become a killing machine for anything except guardians. 

The additional shield dmg will also probaly have more use against the geth
Although the max chain overload will probaly have more use against the husk. But not much. 

#20
No Snakes Alive

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Too many people play this game on paper. It shouldn't be looked at as strip a phantom or two of their entire barriers in one shot versus stun a group of mooks, because that's not how the actual game works.

In the real game enemies spawn and attack in groups and you're bound to end up against something like 3 Centurions, 2 Phantoms, and a Combat Engineer at any given time. Guarantee you strip all 6 of their shields/barriers quicker and keep them at bay better with Chain Overload than the damage evolution. If you find that you only encounter one or two enemies at a time with high shields/barriers, then by all means take that evolution. But if you can hit three at once most of the time, the dps to barriers and shields will end up higher on the chain upgrade (plus the added benefit of far superior CC against weaker enemies, who absolutely do still pose a threat on gold when they gang up, which is always). It's just common sense.

#21
Kai Hohiro

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No Snakes Alive wrote...

Too many people play this game on paper. It shouldn't be looked at as strip a phantom or two of their entire barriers in one shot versus stun a group of mooks, because that's not how the actual game works.

Well in the actual game it's not the mooks that kill you on gold, it's those two phantoms jumping into the room where your defense objective is located that murder your team :)
Not to mention it helps stripping the shields of those dozens of Atlas' you have to fight a tiny bit faster.

Honestly I would say both choices are viable and a matter of preference. I just say from my experience I roll very well with the shield/barrier dmg upgrade but I will play around with both options some more when skills can be reset.

Modifié par Kai Hohiro, 27 février 2012 - 06:55 .


#22
Butthead11

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Kai Hohiro wrote...

No Snakes Alive wrote...

Too many people play this game on paper. It shouldn't be looked at as strip a phantom or two of their entire barriers in one shot versus stun a group of mooks, because that's not how the actual game works.



Honestly I would say both choices are viable and a matter of preference. 


Very much this,

Personally i just don't find 3 charge overload useful for anything beyond grunts which are easy kills anyways. 

#23
LadyAlekto

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I give the same advice i gave my bf for his (unlock in the starter pack-.-)

Follow this path, even out the points between these skills in this order, it is about your shooting skills and how staying alive with the occasional shield/barrier ****up
Fitness, shield strength as much as possible
Training, Defensive bonus first, then WEAPON power
TecArmor, All defense, ignore the detonation, once its active it is there to stay, the damage reduction and improved shields let you wade through tons of ammo
Overload, full damage output, improved aoe might be nice, but you want to take that atlas shields apart

Works well and i curse myself for going full warp

*edit*
With a full defensive build i can (most times) solo silver even with my botched build, only the capture objectives become a pain (a lot easier with infiltrator)

Power spamming looks nice, but wont keep your as alive as well

Modifié par ShadedPhoenix, 27 février 2012 - 07:16 .


#24
DiscoDarth

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 I tried to max. stability + Claymore = Long Range Killer:bandit: 

#25
Hent High

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Thanks for the advice guys, especially to Hai. Unfortunately I already chose the AoE Overload powers so yeah...