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23 réponses à ce sujet

#1
Impulse and Compulse

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I've been trying to play Sentinel, and tech armor frustrates me to no end. Not only does it hardly make enough of a DR difference to even justify pushing the button, but the 80% cooldown is complete overkill; you're basically shooting yourself in the kneecaps so you get a miniscule Damage Reduction.

I know, "why not ignore it then?" Because it feels like a waste of a skill. A skill should be a help to me, not a hindrance. Tech armor should go back to its Mass Effect 2 iteration, where it detonated when your shields went down and you had to restore it but also restored your shields in the process. Why not? The Vanguard is easily one of the most popular classes among experienced players since it can regenerate its shields every 3 seconds, why not have a power that puts you back in the fight instantly but has a longer recharge time? (no shut up, AR's Shield Boost is worthless)

I'm sure there are some people who have stories of how they've made their Sentinel work; that's not my point. My point is that me and the people I've played with agree that it's underpowered, and I'm both bringing this to the developer's attention and asking the community's opinion, in case there's something I missed about it.

#2
Nyadnar17

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Sadly you haven't missed anything. The human Sentinel sucks. It doesn't perform as well as any other class, and as a result of its low shields and lack of tech ability it doesn't "feel" like playing a Sentinel.

The only solace I can offer is that the Turian Sentinel is a lot more fun and actually "feels" like the old school Sentinels.

#3
Ender1221

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Tech Armor isn't as good as it was in the past, but it can still be beneficial. The first few levels are, to say the least, underwhelming. However, as you put more points it becomes useful. The 40% damage reduction makes you fairly resilient and, if you opt to go with the lower damage reduction and a reduction to your cooldown penalty, your delay between casting isn't very noticeable. Plus, level 5 (I think) of tech armor gives a rather large boost to your power damage which is pretty nice. So, while tech armor isn't quite as great as it used to be it still has it's advantages.

Modifié par Ender1221, 27 février 2012 - 02:26 .


#4
Sora Shepherd

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Yes, Tech armor really needs to go back to ME2 standards. It was the freaking pride and joy of the entire class.

Still I find tech armor to be useful. If you only opt to carry one weapon like a Shotgun or a pistol, you can still spam your powers at a reasonable pace. Even with tech armor.

#5
sirus1988

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I hardly ever use the tech armor anymore since they have that 80% cooldown (too slow). However, I would much perfer the tech armor from ME2 then this one.

#6
Crimson Invictus

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I didn't actually bother investing any points in it on the turian after maxing it on the human. I haven't missed it at all and just use it on the odd occasion I know I'm going to be surrounded so I can pop it and run.

#7
Impulse and Compulse

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Ok good, just wanted to make sure. It bugs me how you can only fix one of the problems with the tech armor, the CD increase or the DR.

#8
FlyingWalrus

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Tech Armor sucks. I left it at rank three and I only keep it up in combat out of habit, and the knockback helps a bit when making a rescue I guess. But it's nothing like its ME2 predecessor.

#9
ZweiWing

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I throw on Tech Armor then run-and-gun with my human Sentinel. I just don't feel Throw is that useful on the class and Warp is only good when Phantoms pop up so the cooldown reduction is barely noticeable to me.

While we're on the subject, how exactly do you detonate the armor? It doesn't do it on its own (like it really should) and I just can't seem to figure it out.

#10
FlyingWalrus

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Huh? You just hit the activation button again. You can't be in cooldown, mind you, which was something I found out the hard way.

#11
Nyadnar17

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Liana Nighthawk wrote...

I didn't actually bother investing any points in it on the turian after maxing it on the human. I haven't missed it at all and just use it on the odd occasion I know I'm going to be surrounded so I can pop it and run.


I actually find its a lot better on the Turian. The Turian's much higher shields and health makes the 40% damage reduction actually pretty good.

#12
ZweiWing

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FlyingWalrus wrote...

Huh? You just hit the activation button again. You can't be in cooldown, mind you, which was something I found out the hard way.


I tried that and it didn't work. I sat there jamming the button over and over again and nada.

Eh, I've gotten by without detonating it for long enough. Guess I don't really care if it works or not.

#13
Relix28

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What they should do, is boost the detonation force, so that enemies get KNOCKED DOWN when it goes off. The detonation is so weak it is unreliable at best. This was one of it's best features back in ME2, but now it's almost useless. It's better to simply use Throw, if you want enemies to back off. Much better in fact.
The only good thing it seems to provide is damage reduction, wich is nice, but it comes with a hefty cooldown penalty, wich is not so nice.

#14
Corvus74

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For my Turian I leave it on all the time. I can still spam chain stunning Overloads while in it, and with max shields/health plus extra stability and damage from being Turian I survive reasonably well.

If it self detonated it'd make life a bit easier against Phantoms, but as long as I see them first I can stun and gun them.

#15
ScroguBlitzen

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ZweiWing wrote...

I just don't feel Throw is that useful on the class and Warp is only good when Phantoms pop up so the cooldown reduction is barely noticeable to me.


Throw not useful?  Warp only rarely good?

Dude.  Warp + Throw is the most powerful biotic combo.  You're doing it wrong.

#16
RamsenC

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Once Krogan Sentinel is in I can see Tech Armor being useful. I would carry the claymore and carinifex (maybe even the widow). Instead of abusing powers, abuse insane firepower along with being almost impossible to kill.

#17
adawg828

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Tech Armor is too much of a negative than a positive. Fully upgraded for damage protection I believe it is 40% and it would then be 80% cooldown... so powers are useless and your better off carrying the Revenant and Widow.

#18
ZweiWing

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ScroguBlitzen wrote...

ZweiWing wrote...

I just don't feel Throw is that useful on the class and Warp is only good when Phantoms pop up so the cooldown reduction is barely noticeable to me.


Throw not useful?  Warp only rarely good?

Dude.  Warp + Throw is the most powerful biotic combo.  You're doing it wrong.


Well, sorry. I haven't found either one to be all that useful to me on a Sentinel. If you think I'm "doing it wrong" then you're free to think that way.

#19
squidney2k1

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Tech Armor is much more situational now. It's just no longer a constant, "Always have it on so you won't die, at no penalty" power, it has drawbacks. The best thing about it is the damage/force boost to all of your powers while the armor is active, plus the defensive boost. This is ideal only when you need to deal direct, heavy damage to few foes, or need to hold a position.

But it's cons can easily outweigh the pros. I'm fine with the cooldown penalty (+50% to +80%), but the defensive bonuses are pretty pathetic (+5% to +40%), and the pulse has a weak damage & force output. It also is one of the more handicapped powers from gate: you need to reach Rank 4 & 5 before it comes worthwhile at all.


I'm happy with the cooldown penalty, but I would really enjoy the class more if they made ONE of these changes:
- A further +15% (at max) power damage & force
- +15% (at max) weapon damage
- A further +25% (at max) damage reduction

In any case, the Pulse should be able to knockdown/incapacitate unprotected enemies (at max), just like in ME2


I appreciate Bioware's attempt to give Tech Armor some drawbacks like all of the other classes--something that it completely lacked in Mass Effect 2--but the reality is that it requires too much investment before it becomes useful, and the bonuses it provides are just not enough.


EDIT: Typos.

Modifié par squidney2k1, 27 février 2012 - 04:17 .


#20
Knight_Quack

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One of the problems is the base shields for the human sentinel, they are just too low to make the damage reduction useful. The cooldown penalty is also overkill.

#21
luckyloser_62

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I agree. I don't mind the tech armor's penalty, but the blast is pathetic. I don't need it to be the same as ME2, but 3-5 meters would be much better than it is now. The damage reduction could also be a bit better. It just really doesn't seem to fit well with any playstyle other than to take the turian and play as a tank with overload. but can it even be fixed at this point? the game is gold already so could they even release a patch that would change how the power works?

#22
Impulse and Compulse

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squidney2k1 wrote...

Tech Armor is much more situational now. It's just no longer a constant, "Always have it on so you won't die, at no penalty" power, it has drawbacks. The best thing about it is the damage/force boost to all of your powers while the armor is active, plus the defensive boost. This is ideal only when you need to deal direct, heavy damage to few foes, or need to hold a position.

But it's cons can easily outweigh the pros. I'm fine with the cooldown penalty (+50% to +80%), but the defensive bonuses are pretty pathetic (+5% to +40%), and the pulse has a weak damage & force output. It also is one of the more handicapped powers from gate: you need to reach Rank 4 & 5 before it comes worthwhile at all.


I'm happy with the cooldown penalty, but I would really enjoy the class more if they made ONE of these changes:
- A further +15% (at max) power damage & force
- +15% (at max) weapon damage
- A further +25% (at max) damage reduction

In any case, the Pulse should be able to knockdown/incapacitate unprotected enemies (at max), just like in ME2


I appreciate Bioware's attempt to give Tech Armor some drawbacks like all of the other classes--something that it completely lacked in Mass Effect 2--but the reality is that it requires too much investment before it becomes useful, and the bonuses it provides are just not enough.


EDIT: Typos.

I can see your perspective but I don't agree with it; if a power is going to have a drawback, it had better be a damn small one and/or paired with an enormous benefit. Otherwise, it's not worth using, and thus not worth implementing.

#23
Lightweight Nate

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Yeah, from what I've heard, Human Sentinel is worthless, but my Turian Sentinel is amazing. Just hold out for the Turian and max out everything but Warp. You'll be unstoppable.

#24
squidney2k1

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Impulse and Compulse wrote...

squidney2k1 wrote...

Tech Armor is much more situational now. It's just no longer a constant, "Always have it on so you won't die, at no penalty" power, it has drawbacks. The best thing about it is the damage/force boost to all of your powers while the armor is active, plus the defensive boost. This is ideal only when you need to deal direct, heavy damage to few foes, or need to hold a position.

But it's cons can easily outweigh the pros. I'm fine with the cooldown penalty (+50% to +80%), but the defensive bonuses are pretty pathetic (+5% to +40%), and the pulse has a weak damage & force output. It also is one of the more handicapped powers from gate: you need to reach Rank 4 & 5 before it comes worthwhile at all.


I'm happy with the cooldown penalty, but I would really enjoy the class more if they made ONE of these changes:
- A further +15% (at max) power damage & force
- +15% (at max) weapon damage
- A further +25% (at max) damage reduction

In any case, the Pulse should be able to knockdown/incapacitate unprotected enemies (at max), just like in ME2


I appreciate Bioware's attempt to give Tech Armor some drawbacks like all of the other classes--something that it completely lacked in Mass Effect 2--but the reality is that it requires too much investment before it becomes useful, and the bonuses it provides are just not enough.


EDIT: Typos.

I can see your perspective but I don't agree with it; if a power is going to have a drawback, it had better be a damn small one and/or paired with an enormous benefit. Otherwise, it's not worth using, and thus not worth implementing.


That's exactly my point.

As of right now, there benefits just aren't enough. If they were to impliment one of my proposed changes, I feel that it will give the class enough benefits to make the class power worthwhile. The idea is that Tech Armor is supposed to either give you very strong defenses, or give you a very good power damage boost, but at this moment, it does none.


However, I fully disagree with making it auto-explode. I like being able to detonate it when surrounded, but the pusle is incredibly weak.