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What's a good build for the Turian Sentinel?


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#51
No Snakes Alive

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Extra damage to shields/barriers is overrated, and unnecessary in 90% of situations. 3 Chain Overload > double damage to barriers/shields, unless you have trouble multi-tasking.

The situations where you can debuff and/or incapacitate more than two enemies at a time arise far more often than those where you'll have two or less opponents with shields/barriers strong enough to warrant the extra damage, especially considering Turians' improved capabilities with weapons and the ease with which most of us can shoot in conjunction with casting.

Alright no. You know what... To be honest, both are solid choices for an amazing power and any know-it-all superiority complexes over one being so much better than the other are just ridiculous. I personally NEVER find myself dying because I couldn't take down a Phantom's barrier in a single cast, whereas I may find myself falling to Phantom kills and otherwise when swarmed by enemies. One upgrade is primarily for debuffing with some CC while the other is excellent CC with good-but-inferior debuffing capabilities.

Just ask yourself if you'd rather incapacitate three enemies at a time or strip the barriers off a phantom in one cast and make your decisions accordingly. That's the best advice I can offer.

#52
Zack W

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I know it's a toss up. Neither is bad. I'm not talking MAX damage, still doing two chain.. I feel like giving up just the third guy for 100% shield penetration on harder enemies seems worthwhile. Also,  now that I'm thinking about it I'm not sure, do you staggger someone more if you drop their shields?

Modifié par Zack W, 01 mars 2012 - 12:56 .


#53
Silky_ZaChaos

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I would do it like this.
-Sniper (i have the mantis 9 with ammo and barrel)
-Assult/SMG/Pistol (i use my M3 10 as it is better then a mattock 1 and much lighter)
-Turian skills (whatever you choose)
-Fitness (your choice)
-Armor (go for protection over the AoE, since it does not auto detonate like the ME2 version)
-Overload (go for chain shock 2 and strength after that)
-Warp (go for the most damage and lasting effect)

at the start of the mission put on armor and forget it. use overload on mechs and sheilded enemies. use warp on targets to make them more susceptible to all damage. then hang back and snipe and if you get assulted, whip out your backup and take them out. them go back to sniping

#54
gearup2012

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I mainly play the turian sentinel as shock trooper with a shotgun. I max out overload, warp, fitness and turian veteran. I used to play this character with tech armor but realized it doesn't do any good on silver/gold challenges. I go with max warp (I put all on the one that decrease shield or increase armor damage, do not put any on increase only for power damage) and max overload (go for two chains and incapacitated). What I find out is that I can incapacitated three weaker enemies and finish them with shotgun, overload also works well on banshee, phantom, and atlas. Warp comes in handy when fighting armor enemies like ravenger, brute, banshee (after shields taken down), because my warp focuses on bringing down defenses, you will do a lot more damage with any weapons on the target. With this build I can solo basically anything in bronze challenge and do well on silver/gold. I neglected anything that puts weapon damage in "turian veteran" but focus on power damage and force, I also picked to decrease rifle weight as the last skill.

#55
gearup2012

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Forgot to mention, in order to totally max out 4 power trees, you have to use a reset power card to get rid of the 1 tech armor point

#56
gearup2012

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and to "no snakes alive", that's good advice you put out there. I personally think that incapacitate 3 enemies at once are better because I always find myself surrounded by the weaker enemies in silver/gold challenge (especially the cannibals, hate it when they have the plating on). I can use overload to with run away/or finish them off in that situation. And to follow up, when I face phantom/banshee or anything powerful I always do hit and run, so the 100% extra damage does not worth it in my opinion comparing chaining 3 guys at once

#57
We Tigers

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The overload-only build, regardless of which final evolution you can take, is still pretty good, but lacks oomph against the reapers. I hate not being able to contribute much when we end up with 3 brutes on the field. As much as I love getting all the way up to the 40% damage protection bonus, I think it's smarter to go light on tech armor and take warp up to at least rank 4, maybe 5.

You can definitely get by without warp, but if that's the case you definitely should use armor-piercing for one of your AR mods. I think Fitness to rank 6 is still a must, and Turian Veteran is such a good passive that it really begs at least rank 5, and probably rank 6.

#58
Lucien Midnight

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 Two complete turian sentinel builds with strategy and weapon suggestions are here:wizard:

#59
Syrus101

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tank out defense for the armor. and boost Overload (your best friend) for max damage and at least jump to one other enemy. Warp is nice as well but I dont use it as much as overload.

#60
az350z

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gearup2012 wrote...

Forgot to mention, in order to totally max out 4 power trees, you have to use a reset power card to get rid of the 1 tech armor point


That's good to know. Thought all classes were just stuck with 1 point somewhere no matter what.

#61
SuperADJ

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I cleared Gold last night for the very first time, and used Turian Sentinel to do it. I've not got very good weapons/mods etc at this point, but decided to run with a Mattock VI with Extended Barrel I and the mod that increases clip size. That got me 170% CD, which was nice. I did run out of thermal clips a few times but as I have around 50 thermal clip supplies I thought I'd just use the left d-pad button a little bit!

Anyway, my build is 6, 6, 0, 6, 6. TA is specced for Damage Reduction and Power Damage, Overload is specced for Chain, Neural and Extra Shield/Barrier Damage, Turian Vet specced for Damage/Stability and Power Damage and Fitness for Durability and Shield Recharge.

I played a support role, zapping everything I could with Overload but concentrating on shielded enemies. My CD enabled me to spam this in very rapid succession. The Mattock worked well for me at all ranges, although I wish I had a scope for it. I'd probably have gone with the Headshot power upgrade in Turian Veteran if I had.

We were on Firebase Dagger against Cerberus. The team was a Krogan Soldier, Human Vanguard, Salarian Infiltrator and me. We basically set up shop near the drop zone, taking a corridor each and calling out high priority targets. It was pretty easy for a few waves but got hectic later. I became the guy who disabled Phantoms, and we discovered that we could kill them in less than a second if I used Overload as the Vanguard charged / Infiltrator fired. We used this strategy a LOT, I'd get a request to kill a shield/barrier, then would confirm when it was down. A split-second later, that lethal enemy was history.

I can see the merit in the triple-chain overload too, but don't think our team would have been as successful with it in last night's game. That said, if we weren't coordinating our attacks the way we were and I had to fly solo a little more I imagine being able to stun 3 enemies would have been more important.

I did notice I had a weakness vs armour, and would definitely equip some AP rounds next time. I like the idea of the Viper too, but will have to see what that does to my CD. Warp would help out too, but it really needs to be levelled significantly before it yields any decent return. As it is I'm using Overload almost constantly so wouldn't really want to spend a CD on Warp, especially when there are other classes who take care of armour so much more efficiently.