Aller au contenu

Photo

Sentinel is weak and not fun


  • Veuillez vous connecter pour répondre
37 réponses à ce sujet

#1
agent8261

agent8261
  • Members
  • 8 messages
Imported my sentinel from mass effect 2 and started playing
yesterday. Felt different immediately I could not stay out of cover for as long
anymore. However that was not what has made me restart the game. It was the
increase in power cool downs. ? 80% increase!!!

With assault rifle and a sniper rifle, I was unable to do a
simple cyro blast - throw combo.

Maybe I’m doing something wrong, anybody enjoying the sentinel?

edit: copy paste code removed

Modifié par agent8261, 08 mars 2012 - 02:48 .


#2
Miths

Miths
  • Members
  • 264 messages
I played an imported sentinel for a few hours - I brought only light weapons with me (I think I only carried a pistol most of the time) and relied heavily on cryo explosions triggered by throw.
I switched to an infiltrator though, as it fits my playstyle more and I could do cryo explosions (I love those things :)) with cryo ammo as well.

#3
sonogi

sonogi
  • Members
  • 146 messages
im kinda enjoying my ranged sentinel; fresh run, insanity difficulty. it was really rough starting out, but it's getting easier every level. initially i only had the Mattock equipped, but i recently switched to the Raptor. basically, go with just one weapon. dont even bother with a pistol.

warp, detonate with throw
area cryo with vulnerability (plus EDI's shatter incinerate)
power damage/recharge tech armor

im experimenting with the lift grenade, but so far im finding it difficult to aim (because it bounces too unpredictably) and i may respec out.

overall, a much much better experience compared to ME2's Sentinel. the issue is it's still hybrid. infiltrators will shatter/debuff better from range while doing way more damage; vanguards are sturdier, more mobile and deal superior short range damage.

Modifié par sonogi, 08 mars 2012 - 12:22 .


#4
kingsims

kingsims
  • Members
  • 563 messages
The class was nerfed major (It was the only class that got nerfed). The Tech Armour is the worst class specific power (Id probably rate it as the worst power in game due to having penalties).

You need to dump the sniper rifle. And only take pistols, SMG, Assault rifles. If you want to grab Assult Rifles + sniper id go infiltrator or solider.

Also grab overload if your play sentinal over cryoblast. Don't bother with cryoblast just focus on throw, warp and overload.

Put 1 point in tech armour or don't use it.

#5
sonogi

sonogi
  • Members
  • 146 messages
^terrible advice, no offense. cryoblast is an AOE debuff and a viable CC, considering so many mobs have a lot of health now (unlike in ME2); it's an important ability if you wanna go for a more shooty sentinel. obviously, if you wanna build a supbar adept, and just detonate stuff with warp-throw, then go ahead and skip cryoblast.

and current sentinel is much better than the ME2 version. not sure where youre coming from.

Modifié par sonogi, 08 mars 2012 - 12:55 .


#6
Taleroth

Taleroth
  • Members
  • 9 136 messages
I'm a warp->throw spamming machine. YEEHAW. With fairly good defense.

#7
FoFoZem

FoFoZem
  • Members
  • 669 messages
Remember when ME2 released and the Vanguard was considered the worst class on Insanity?

Yeah, I do. And everyone was wrong. Give it time, figure out the nuances of the class, then complain

#8
SolidnOld

SolidnOld
  • Members
  • 33 messages
From what I've seen it looks weaker. I played ME2 three times as a sentinel (even once on insanity) but I have not played it in ME3. Here is why it looks weaker to me though:
-
1 - Power slowdown - Tech armor is not as good thanks to this.
2 - shield recharge - I played a little bit of the Sentinel in the multiplayer demo and unlike ME2 you can't put your shields back up by using your tech armor when they are depleted.
3 - Protection - I'm playing ME3 on insanity and I've noticed that not a of the enemies have shield, armor, or barriers. Sentinel having both warp and overload is what made it great in ME2 since every enemy had protect, but now it's not as useful as it used to be.

#9
Doriath

Doriath
  • Members
  • 349 messages
Its not a weak class. People seem to be of the notion that they can take a ton of firepower and then complain about slow cooldowns... Pick either one weapon only (assault rifle) or use the traditional smg/heavy pistol set up.

I'm playing on insanity and using just an assault rifle. Doing fine on ammo and have pretty fast cooldown times. The class has a lot of AoE and is still capable of taking down any defense layer within the base class with powers alone.

That said its not an OP class anymore. However that doesn't mean its weak. If you wanted sniper/AR, you should restart with a Soldier or Infiltrator.

Modifié par chrisnabal, 08 mars 2012 - 03:05 .


#10
sonogi

sonogi
  • Members
  • 146 messages
power slowdown is countered by equipped one gun (sniper rifle, smg, and assault rifle all work), and by picking power speed penalty reduction at end of TA tree.im keeping my TA up most of the time, and popping it only when im about to die against husks or something.

Modifié par sonogi, 08 mars 2012 - 03:04 .


#11
agent8261

agent8261
  • Members
  • 8 messages
I considered ditching the sniper rifle since tech armor wasn’t
strong enough to allow me enough time to take a shot, but the cool-down
increases mostly come from tech armor, not from weapons.



Also if sentinels don’t have the benefit of larger weapon selection and have to
build themselves for power use, I might as well play as engineer. Engineers can
take down ever armor type, faster recharge times, and distraction that work
better then tech armor.

I feel like attaching the cool down increase to tech armor
was too much. The class would have been balanced without it.

Modifié par agent8261, 08 mars 2012 - 03:07 .


#12
Doriath

Doriath
  • Members
  • 349 messages
Distraction is different from straight damage protection. Depending on the difficulty, of course tech armor won't withstand a hail of bullets to allow you to set up a sniper shot. Well, I know it wouldn't allow me to.

From that aspect, Engineer might serve you better. Sentinel is a little more mid to close range intensive, which doesn't really suit a sniper rifle.

#13
sonogi

sonogi
  • Members
  • 146 messages

chrisnabal wrote...

Distraction is different from straight damage protection. Depending on the difficulty, of course tech armor won't .


im doing ok with the Raptor. TA definitely gives enough survivability. then again, i use Cryoblast often, so half of my targets are usually frozenB)

#14
agent8261

agent8261
  • Members
  • 8 messages

chrisnabal wrote...

Its not a weak class. People seem to be of the notion that they can take a ton of firepower and then complain about slow cooldowns... Pick either one weapon only (assault rifle) or use the traditional smg/heavy pistol set up.

I'm playing on insanity and using just an assault rifle. Doing fine on ammo and have pretty fast cooldown times. The class has a lot of AoE and is still capable of taking down any defense layer within the base class with powers alone.

That said its not an OP class anymore. However that doesn't mean its weak. If you wanted sniper/AR, you should restart with a Soldier or Infiltrator.


I reset the skills and went with the only one weapon. The class plays a lot better. I also found out the throw warp combination which made me smile :-D

I'll give it another shot.

#15
agent8261

agent8261
  • Members
  • 8 messages
Does it matter if I have TA on or off in regards to recharge time?

#16
Doriath

Doriath
  • Members
  • 349 messages

agent8261 wrote...

Does it matter if I have TA on or off in regards to recharge time?


Theoretically yes. If Tech Armor is not active, then your powers should not suffer from the cooldown penalty, AFAIU.
However, I have no proof of this since I keep it active all the time.

If you take Tech Armor to the last evolve level and invest in all possible cooldown reduction bonuses in your other powers the passive bonuses together should in theory, completely eliminate the original penalty.

For example, you can achieve -60% cooldown on warp from its own tree. Rank 6 power recharge in Tech Armor reduces the original 80% power speed penalty by 30%, bringing it -50%. Following this logic, an additional -60% means warp now casts with an aggregate 10% shorter cooldown.

Of course, this is only possible if slows power usage by 80% = -80% cooldown bonus.

This is possible for overload and throw as well. Not sure about cryo blast, I haven't wrote it out in detail yet. I can't confirm this as all I have to go on is my eye test and counting in my head.

Modifié par chrisnabal, 08 mars 2012 - 06:14 .


#17
Jamsxo

Jamsxo
  • Members
  • 154 messages
I've mained Sentinel since ME1 as well.. I love it in this !

I use a Shotty + HPistol. Double Throw w/ reset after bio combo with Liara's super fast Singularity/Stasis is just too good. Also having Warp + Overload is ridiculous. Recharge times aren't too long with my Eviscerator + Eagle either, and with the chance to not have a cooldown passive is also a plus. Breezing through my first playthrough on Hardcore with this setup. :)

#18
humes spork

humes spork
  • Members
  • 3 338 messages
Sentinel is fine, just don't carry around the Normandy's entire armory with you. Pick one (or two) weapons and stick with them. Stick to SMG and pistol or a decent AR (by midlevels you can carry do either of those two options with +200% recharge regardless) if you want to spam powers, if you want to play a little tankier with tech armor and use powers for support you can go with a heavier weapon. The sentinel's flexible, but you have to pick something and stick with it.

On my sentinel I upgraded tech armor for resistance, and offensive mastery for weight, run around with a revenant, and use my powers for debuffing and control. It's not something I'd do on insanity, but on the other hand it's quite fun.

#19
SoCalAries

SoCalAries
  • Members
  • 48 messages
Don't carry two heavy weapons and your problems are solved. /thread

#20
Vysirez

Vysirez
  • Members
  • 7 messages
I think Sentinel could be a very effective class. Like many said, ignore the Tech armor at first. Carry only a few weapons, try to stick as close to the max 200% recharge bonus as possible. One thing that will help out a Sentinel is the bonus power. I haven't gotten it yet, but I expect Stasis bubble would work very well as a bonus power for Sentinel's. Combine that with Warp or Throw for CC + explosions.

My first playthough is on an Adept, and I'm finding all the shielded guys you fight in the early missions to be somewhat annoying. On a Sentinel you have Overload to take care of shields. I think a Sentinel with Warp, Throw, Overload, Offensive Mastery and Stasis bubble would be pretty powerful. Only thing I would miss from my Adept is the Combo Mastery bonus. But the Damage bonus at the end of the Sentinel tree would be good too, and a Sentinel could carry somewhat heavier weapons.

#21
Secane

Secane
  • Members
  • 27 messages
Playing a Sentinel. Only offensive power I invest in is Overload. Its the best power in the game.

If you pick the multi-chain and disable effects for Overload, you can stun-lock any bunch of enemies.
Couple with tech armor for survivability, you can afford to stay out of cover and keep spamming the damage.

While the "nerf/change" in Tech armor does change my playstyle for the Sentinel, its does make it up with the improvements over other powers.

#22
Darkov

Darkov
  • Members
  • 232 messages
I'm enjoying it, switched from Vanguard to Sentinel as I don't like how VG has is now.

Maxed our Tech Armor, Cryoblast and Lift Grenades, carry a Sniper Rifle and Pistol; quite a few points into Overload too.

Crowd control with Cryoblast and snipe everything. If enemies cluster, then throw a grenade and the damage usually kills all the weak ones (also throws or staggers them, giving you more time to deal with them), leaving the stronger ones isolated and easy to pick off. Pistol is backup weapon for the long fights and use of Overload is obvious :)

Also make sure I have someone with team ammo power, usually Ashley for Disruptor Ammo and then pick the third person based on what enemy I'm facing.

May not be playing it optimally, but it suits me. Similiar to an Infiltrator I guess, but I like being able to take a few hits. Forget which rifle I use, but it has three rounds in a clip, so I tend to stand in the open long enough to get all three off, something that is harder to do with an Infiltrator.

Modifié par Darkov, 08 mars 2012 - 10:01 .


#23
BanditGR

BanditGR
  • Members
  • 757 messages
Overload is indeed one of the best powers in the game. You can simply get only one of its aoe properties and otherwise spec it for max damage and stun. Way better than cryo because it can both incapacitate and strip shields/barriers. Warp is equally amazing when it comes to taking down brutes or heavy armored targets. Having both of them is...well..OP :P

Other than that, it's all about specing for reduced cooldowns. You kinda need the 30% penalty reduction for the tech armor and it helps to go for power usage in offensive mastery and increased carry weight. That way, you can easily carry an AR/Pistol or SMG/Pistol but in reality all you need is one weapon. The majority of the damage will come from warp and overload or even throw if you pick the bio detonation way. Speced as described above, my warp/overload cd is about 2.5 seconds and I never take the armor off.

TLDR : Sentinel is fine, not just fine, he is VERY effective if used properly. He just isn't an unstopable tank machine as he was in ME2.

#24
Knightly_BW

Knightly_BW
  • Members
  • 828 messages
Anyone having problems with Warp? It doesn't work like ME2 or Demo MP version of the power on my Adept. First aiming is too hard and secondly it doesn't cause biotic explosion. As it is my favorite power I already maxed it out. Sing+Shockwave combo does very nice explosions tho".

I think OP's cooldown problem is related to sniper rifle. Shotgun and Sniper have very serious -recharge qualities. My Adept runs with Avenger AR and pistol with %200 recharge bonus. If my memory serves higher version of starting pistol reduces cooldown to %160 or 140. With upgrades in game you can lower it tho'.

#25
BanditGR

BanditGR
  • Members
  • 757 messages
You can get 200% with version V of the starting pistol and really any Avenger version. You can even stay relatively close to 200% with a Mattock and a light pistol (eg Phalanx). Sniper rifle + AR is potentially problematic due to the weight of most sniper rifles. You want to keep your weight bonuses at 150%+, in order to counter the tech armor penalty (even with the reduced penalty talent), else your cooldowns are going to suffer. In all honesty though, you cannot expect to have everything, meaning great shields/damage reduction and cool destructive powers and one/two-shot kill weapons.