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One last playthrough of Me2 before ME3, Sentinel insanity, Best Squad Talent advice??


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#1
demonss

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Hey all so I'm going to play as a sentinel for my last Me2 playthrough before ME3, this is also my first insanity playthrough as well.

Anyway..
My thoughts are to select:
Assult armor,
Area Overload or Heavy warp (If I recall I should be able to max one and level 3 the other) 
Guardian
and Squad Armor piercing. 

Anyway, I'm not too concerned about picking the build for my sentinel.

What I'm curious of are the best powers to pick for squad mates.
Specifically when you pick the level 4 evolutions of the powers.

I'm kind of looking for the best builds for all characters as I'll inevitably have to take them for their loyalty missions, as well as suggestions as to which characters will be best for my Sentinel.

Thanks in advance for any help you can give!

#2
goofyomnivore

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Assault Armor
Guardian
Heavy Throw
Heavy Warp
Area Overload
1 point Stasis

Is my favorite Sentinel build. It can fluidly go between caster and run-n-gun. I'd get your ammo powers from squadmates because they're all kind of bad except Inferno and Cryo.

I'll just highlight my must haves for squadmates.

Garrus -- Area Overload and Turian Renegade
Grunt -- Krogan Pureblood and Squad Incendiary Ammo
Jack -- 1pt Pull, Primal Adept and Squad Warp Ammo
Jacob -- 1pt Pull, Squad Incendiary Ammo, Cerberus Veteran and Heavy Barrier*
Kasumi -- Improved Flashbang Grenade
Legion -- Geth Assassin, Improved Geth Shield Boost**
Liara -- Unstable Warp, 1pt Stasis
Miranda -- Area Overload, Unstable Warp, 1pt Slam and Cerberus Leader
Mordin -- Full Cryo Blast, Incineration Blast
Samara -- Sapiens Justicar, 1pt Pull and Heavy Reave***
Tali -- Area Drain
Thane -- Drell Marksman, Unstable Warp
Zaeed -- Mercenary Warlord(whichever one gives weapon damage)

*Jacob is bugged and he will always spam his barrier after you do his LM, so I just build him to be a pseudo Grunt. The 1pt pull and squad ammo makes him not to bad before his LM.
**Drone and AI Hacking kind of suck on Legion, so I just maximize his damage via Geth Shield Boost and passive
***Area is better if you plan on doing all your husk missions before 30, but at 30 her area reave won't strip enemies, so I pick the heavy, so she can always strip one barrier to expose enemies to warp bombs.

Modifié par strive, 27 février 2012 - 04:46 .


#3
demonss

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Thanks for the tips.
How come the ammo powers are bad except inferno and cryo? why should I look to have one of them instead?
I always thought the ones that cut through various defenses were good. though I recently read online that on insanity the health of a baddie is usually higher than their defenses.. perhaps that's why cryo and inferno are greater? As well as their crowd control effects?

Modifié par demonss, 27 février 2012 - 06:36 .


#4
ryoldschool

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ammo powers. Unfortunately you can't pick cryo or incendiary ammo. You have to have Grunt or Jacob to get squad incendiary, cryo not available at all. The reason is that the ammo powers work as a function of the base weapon damage. By mid game the damage boost you get is very small compared to the total damage done once you add in all the other weapon upgrades - bonus vs shields, vs armor, with headshots.

But guns don't get bonus vs health. So you can get them down to health, but you still got to kill them. Cryo will freeze them, and incendiary will set them on fire - both stop them from shooting at you. I got a link about an example of inferno ammo setting the guy ( with full shields ) on fire because he is next to a guy you set on fire - only 8 seconds.

Modifié par ryoldschool, 27 février 2012 - 06:56 .


#5
demonss

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Ahhh very interesting.. I guess I'll be making use of squad incendiary then. Makes sense to me!

A quick last question then.  When the dude in the video with shields gets set on fire.  Does it have any affect on his health?  Or only the crowd control of being on fire?

Modifié par demonss, 27 février 2012 - 07:03 .


#6
RedCaesar97

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demonss wrote...

Ahhh very interesting.. I guess I'll be making use of squad incendiary then. Makes sense to me!

A quick last question then.  When the dude in the video with shields gets set on fire.  Does it have any affect on his health?  Or only the crowd control of being on fire?

I think it is only the crowd control of being set on fire. Incendiary Ammo does damage over time to organic health, but I think that applies to only the guy you originally hit. 

#7
capn233

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Ammo powers aren't all bad except Incendiary and Cryo (which isn't even a squad mate ammo choice). Squad Disruptor is very helpful on synthetic missions, like Haestrom. Do you have to use it? No of course not. Sentinel has Overload and if you take Garrus and Miranda you have 3 Overloads. But if you take Zaeed with Squad Disruptor that works well too. It also is a decent weapons boost against shielded enemies early game.

Now AP ammo, Warp ammo, and Shredder ammo are debatable (well, Shredder is not very good).

#8
ObserverStatus

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Why do you need advice? Sentinel is the easiest class to play insanity on.

#9
Locutus_of_BORG

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^By that, bobobo878 means, evolve TA into Assault Armor and your passive into Guardian first. From there, plus power CD upgrades, you already have all you need to own on Insanity. All other powers are *basically* optional. I personally like to make my Sentinels into Warp/Overload/Throw spammers for flavor.

#10
capn233

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I spam Tech Armor to reset squad cooldowns as opposed to using my own powers :)

My Sentinel power was bullets.