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Sentinel is weak and not fun


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#26
Doriath

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BanditGR wrote...

 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.


I think where people may be getting tripped up is that the Sentinel has a greater potential weight capacity than the other two power-oriented classes. I've learned though that more than any other class, weight management seems to be more important and limiting with the Sentinel which, contrary to the beliefs of some, is not really that horrible.

Modifié par chrisnabal, 08 mars 2012 - 02:58 .


#27
sonogi

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agent8261 wrote...

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


you should leave it on at all times if possible, for the 20% power damage bonus.

#28
sonogi

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BanditGR wrote...

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.


few comments based on my experience on insanity

- i respecced out of maxed cryo into maxed overload, no regrets. you dont even need cryo lvl one if you have maxed throw for CC and detonations

- you can detonate your warp with maxed throw. it does great damage on armor and health, not sure if it does more damage than spamming warp; i think it does, because with double throw, i believe it detonates twice on the same target. i only have 3 or 4 points in warp

- maxed out lift grenade with double throw projectiles = bauss.

- i think there's a combo with overload + incinerate. incinerate seems to blow things up for more damage if preceded by overload, but i could be wrong

- i use the Raptor only. i find it had much better capacity and a little more damage than any AR. i never run out of ammo using it, whereas i frequently ran out of ammo with a maxed out Mattock. the difference in CD using the two is about 20% i think, no big deal

- i also never take my armor off; youre literally an engineer/adept hybrid.

Modifié par sonogi, 08 mars 2012 - 06:38 .


#29
CorvisRex

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My first, initial attempt at sentinal was dismal.  I imported a new game and went with Infiltrator instead.

It might be good, Sentinal was my absol;ute favorite class in ME2.  The tech armor allowed on to get in close and personal, really feel like a combat god.  It tried that with ME3 died in seconds.  It might be very very good, but it means (for me at least) playing completely differently.  ME2 tech armor allowed you be get close.  now one has to be more careful.  It will take me a bit.

But I think Tech armor was totally, totally nerfed, and that me me a sad bird:(

#30
kalpain

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CorvisRex wrote...

My first, initial attempt at sentinal was dismal.  I imported a new game and went with Infiltrator instead.

It might be good, Sentinal was my absol;ute favorite class in ME2.  The tech armor allowed on to get in close and personal, really feel like a combat god.  It tried that with ME3 died in seconds.  It might be very very good, but it means (for me at least) playing completely differently.  ME2 tech armor allowed you be get close.  now one has to be more careful.  It will take me a bit.

But I think Tech armor was totally, totally nerfed, and that me me a sad bird:(


I pretty much feel the same way.  Nothing like dying with tech armor on cause you cause you missed some enemy off to the left while trying not to get killed by an Atlus.  Or actually detonating your tech armor cause you are being swarmed and having the enemies around you be mostly uneffected (aside from what looks like a slight push back and second of head shaking).  At least in ME2 it could not them down and potentially kill them.  Maybe cause I haven't maxed it out but it bearly seems to be much of a distraction.

That being said I'm sticking with it as I have gotten much better at managing the change in combat from ME2 to ME3.  It definitely is a challenge but I seem to be getting the hang of it.  Not sure if maxing out the tech shield will actually do anything to help protect  me better or not but atleast the power set is such that you can feel pretty powerful.  At times.  I' want to max out the lift grenade.  I've seen it do some pretty cool stuff just at level 3.  It looks to have some great potential...

#31
Gaw_Damnit

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I'm nearly done with my plathrough and as a level 57 Sentinel, I can tell you this class is extremely good... it just takes some patience to learn how to use it effectively. Once I did, other classes seemed boring in comparison (except maybe Infiltrator, which looks very fun).

One key thing to understand is that Bioware has really expanded the number of possible power combos in this game. See this thread for a breakdown - it can really change your playstyle:

http://social.biowar...index/9629730/1

The Sentinel has two primary builds that I've discovered, both of which are ridiculously effective. You can either make yourself the ultimate Adept/Engineer hybrid, capable of dealing of with any situation, or you can make yourself into an Invincible Tank.

Tank Specialization

The Tank specialization is pretty straightforward. For your Fitness power, make sure you maximize your health and shields. On your Tech Armor, make sure you maximize your damage reduction and get it up to 40% reduction when maxed out. Then choose a bonus power like Barrier, Fortitude or Defensive Matrix. If you max out the DR on any of those abilities, you will have around 70% DR, which is pretty huge.

I recommend taking Defensive Matrix as your bonus power. You can specialize that ability to regenerate your shields, so anytime your defenses are down, you can expel the barrier to get all your shields back. Between your improved shield and health, 70% Damage Reduction and ability to instantly regenerate shields, you are a serious tank and will survive most situations. Your power cooldowns wills be terrible, but the point of this build is to only occasionally use powers and mostly gun your way to victory. It works surprisingly well.

Hybrid Specialization

Personally, the hybrid specialization is where the Sentinel really becomes fun. Sure, the Tank build is highly effective, but it's a little too straightforward for my tastes.

If you read up on the power combos in the link above, you should realize that the Sentinel is unique in that it has access to more power combinations than any other class (AFAIK). Having Warp, Throw, Cryo Blast and Overload at your disposal is incredibly effective.

Because Tech abilities can now trigger combos, you now have a wealth of options. Examples of what the Sentinel can do:

Warp + Throw = Biotic Explosion
Any Biotic Bonus Power (Slam, Dark Channel, Reave, Stasis) + Warp or Throw = Biotic Explosion
Overload + Any Direction Damage Power (Warp, Carnage, Energy Drain) = Tech Burst
Cryo Blast + Warp (or any other direct-damage ability that kills the opponent) = Cryo Explosion

All these possible combinations give you massive battlefield control. There is literally nothing in the game that a Sentinel cannot take down. Keep in mind you can shoot at things at the same time, but you probably never need to.

One of my favorite combinations is the Triple Combo:

Overload an enemy to strip defenses (spec'd right, it will also stun and affect multiple enemies). Then Warp any enemy in that group to trigger a Tech Burst, which shocks an additional group of enemies in a radius. Then finish off that Warp'd enemy with a Throw to trigger a Biotic Explosion to level the group. Friggin' awesome.

When creating this kind of specialization, the key is to make sure that you are lowering your power cooldowns whenever possible. This means:

1) Choose weapons that leave you close to 200% cooldown bonus. This may initially mean just using a pistol of SMG, but eventually you can have a fine assortment of weapons. With the right upgrades, I have an assault rifle, pistol and SMG while still maintaining 200%. I also have a rifle/shotgun combo that is very effective at 190% cooldown bonus.

2) Upgrade your Offensive Mastery to reduce your weight penalty as much as possible. This again is very helpful for reducing cooldowns while giving you more robust weapon options.

3) Upgrade your Tech Armor to reduce cooldowns from 80% to 50%. This sounds like a lot still, but you'll eventually have so many cooldown reductions that it will not make much of a perceptible difference. Hard to believe at first, but it's true.

4) Make sure you use Liara's upgrade terminal and choose Power Cooldown bonuses whenever you can. I think I probably have anywhere from 15-25% cooldowns from this.

5) Upgrade the right weapons to level V as soon as you can to reduce weapon weight. The Vindicator is a highly effectively assault rifle and can take care of you in most combat situations by itself, and can easily keep you at 200% before be fully upgraded.

6) Choose armor pieces that boost your cooldown speeds. It will take time to acquire all of them, but eventually you can give yourself a 50% bonus to cooldowns through those pieces. Alternately, you can buy armor on the Citadel that gives you +30 to power damage and +30 to cooldowns, which is pretty good.

Sentinels are definitely trickier to figure out. They take some time, but once they start maturing into either of these builds, they become extremely good. I can tell you that, even on Insanity, I dominate battlefields. And best of all, they're super fun. Can't argue with that.

#32
No Snakes Alive

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agent8261 wrote...

With assault rifle and a sniper rifle

Maybe I’m doing something wrong


You answered your own question. Think about the class for a second. Sentinels started out caster strong and arsenal-weak. They were a pistol/smg class and still very much are if you plan on going the caster route. If you just wanna tank and use the occasional power for support, strap on a shotgun OR assault rifle instead, but what you're trying to do makes no sense.

And really, who needs a sniper rifle with some of the pistols in this game anyway? All they do is add more range that you don't even need, what with Sentinels being the tank class anyway. Decide if you wanna spec your powers for damage or disruption, grab your best handcannon, and love the Sentinel once again.

Modifié par No Snakes Alive, 13 mars 2012 - 02:18 .


#33
No Snakes Alive

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Gaw_Damnit wrote...

I'm nearly done with my plathrough and as a level 57 Sentinel, I can tell you this class is extremely good... it just takes some patience to learn how to use it effectively. Once I did, other classes seemed boring in comparison (except maybe Infiltrator, which looks very fun).

One key thing to understand is that Bioware has really expanded the number of possible power combos in this game. See this thread for a breakdown - it can really change your playstyle:

http://social.biowar...index/9629730/1

The Sentinel has two primary builds that I've discovered, both of which are ridiculously effective. You can either make yourself the ultimate Adept/Engineer hybrid, capable of dealing of with any situation, or you can make yourself into an Invincible Tank.

Tank Specialization

The Tank specialization is pretty straightforward. For your Fitness power, make sure you maximize your health and shields. On your Tech Armor, make sure you maximize your damage reduction and get it up to 40% reduction when maxed out. Then choose a bonus power like Barrier, Fortitude or Defensive Matrix. If you max out the DR on any of those abilities, you will have around 70% DR, which is pretty huge.

I recommend taking Defensive Matrix as your bonus power. You can specialize that ability to regenerate your shields, so anytime your defenses are down, you can expel the barrier to get all your shields back. Between your improved shield and health, 70% Damage Reduction and ability to instantly regenerate shields, you are a serious tank and will survive most situations. Your power cooldowns wills be terrible, but the point of this build is to only occasionally use powers and mostly gun your way to victory. It works surprisingly well.

Hybrid Specialization

Personally, the hybrid specialization is where the Sentinel really becomes fun. Sure, the Tank build is highly effective, but it's a little too straightforward for my tastes.

If you read up on the power combos in the link above, you should realize that the Sentinel is unique in that it has access to more power combinations than any other class (AFAIK). Having Warp, Throw, Cryo Blast and Overload at your disposal is incredibly effective.

Because Tech abilities can now trigger combos, you now have a wealth of options. Examples of what the Sentinel can do:

Warp + Throw = Biotic Explosion
Any Biotic Bonus Power (Slam, Dark Channel, Reave, Stasis) + Warp or Throw = Biotic Explosion
Overload + Any Direction Damage Power (Warp, Carnage, Energy Drain) = Tech Burst
Cryo Blast + Warp (or any other direct-damage ability that kills the opponent) = Cryo Explosion

All these possible combinations give you massive battlefield control. There is literally nothing in the game that a Sentinel cannot take down. Keep in mind you can shoot at things at the same time, but you probably never need to.

One of my favorite combinations is the Triple Combo:

Overload an enemy to strip defenses (spec'd right, it will also stun and affect multiple enemies). Then Warp any enemy in that group to trigger a Tech Burst, which shocks an additional group of enemies in a radius. Then finish off that Warp'd enemy with a Throw to trigger a Biotic Explosion to level the group. Friggin' awesome.

When creating this kind of specialization, the key is to make sure that you are lowering your power cooldowns whenever possible. This means:

1) Choose weapons that leave you close to 200% cooldown bonus. This may initially mean just using a pistol of SMG, but eventually you can have a fine assortment of weapons. With the right upgrades, I have an assault rifle, pistol and SMG while still maintaining 200%. I also have a rifle/shotgun combo that is very effective at 190% cooldown bonus.

2) Upgrade your Offensive Mastery to reduce your weight penalty as much as possible. This again is very helpful for reducing cooldowns while giving you more robust weapon options.

3) Upgrade your Tech Armor to reduce cooldowns from 80% to 50%. This sounds like a lot still, but you'll eventually have so many cooldown reductions that it will not make much of a perceptible difference. Hard to believe at first, but it's true.

4) Make sure you use Liara's upgrade terminal and choose Power Cooldown bonuses whenever you can. I think I probably have anywhere from 15-25% cooldowns from this.

5) Upgrade the right weapons to level V as soon as you can to reduce weapon weight. The Vindicator is a highly effectively assault rifle and can take care of you in most combat situations by itself, and can easily keep you at 200% before be fully upgraded.

6) Choose armor pieces that boost your cooldown speeds. It will take time to acquire all of them, but eventually you can give yourself a 50% bonus to cooldowns through those pieces. Alternately, you can buy armor on the Citadel that gives you +30 to power damage and +30 to cooldowns, which is pretty good.

Sentinels are definitely trickier to figure out. They take some time, but once they start maturing into either of these builds, they become extremely good. I can tell you that, even on Insanity, I dominate battlefields. And best of all, they're super fun. Can't argue with that.


This is probably the single best post I've ever read on this site. There's really not much to add because you completely hit the nail on the head about the two completely opposite but equally (and incredibly) effective routes you can take with the Sentinel. I have just one thing for both though.

Don't forget that you can spec Fitness to add yet another 20% damage reduction on after a heavy melee kill if you opt to go CQC for tanking Sentinel with a shotgun (and bayonet attachment for it, of course). Couple that with your Tech Armor and other Armor power of choice and it's like a throwback to eating six rockets in a row with Immunity on permacast in the original Mass Effect.

With the caster Sentinel, there's two other specialization routes to consider going, especially for console players who don't wanna pause the action constantly (what with only 3 hotkey slots): disruption or damage. I'd recommend replacing Warp with Reave for yet more damage reduction if you go the damage route, and Stasis is the best CC power in the game probably if you go the CC route. And don't forget Lift Grenades can both set up and detonate explosions.

#34
l3ol3o

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I just started a Sentinel on insanity and it's a ton of fun. Very versatile. If you like combos this is the class to play.

#35
DemonSlayer_1

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I tried soldier on my first playthru of ME3. I tried being an adept on my second playthru

While its cool to have all of the powers of an adept, it gets old real quick without having to shoot stuff. You just pull them out and let your squad take them out. How boring is that! I switched to vanguard and I am loving it.... I'm in love with my Assault rifle/pistol/shotgun/smg/sniper rifle, my biotic charge, and my nova smash for crowd control. All the rest I don't touch

If you want kickass powers and the ability of a soldier combined try a vanguard. I won't play anythingelse after seeing how awsome this class is.

Modifié par DemonSlayer_1, 15 mars 2012 - 03:30 .


#36
shepisavanguardgetoverit

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OP this problem is for all the classes. If you want a low cooldown your better off equiping a pistol or low weight smg/shotgun and using your powers agressivly to make up the dps.  My vanguard for instance has the paladin and the wraith equipped (ABSOLUTLY TERRIBLE AMMO CAPACITY FYI) but her cooldowns are at 150%.  She can charge every 3 seconds. 

This can apply to the sentinel as well, provided you choose the cooldown penalty upgrades on the tech armor tree. I could say loose tech armor completly, but then why play the sentinel?  Also all the upgrades you find by scanning planets can help too, as some have cooldown reduction.  The terminus armour is also a big help here with a 30% bonus to power damage and a 30% cooldown reduction. 

Because the sentinel has no ammo power, I find myself using my powers to make up the damage anyway, hence why my recent playthrough he only has the paladin equipped. Carnage is usefull here. It will take you a while to get the credits but the weapon is worth it (or you could just use the save editor and add the credits, It wont really break your immersion).  

Then again if you think the sentinel has it tough, have a heart for the poor infiltrators out there with a super heavy sniper rifle :)

 

#37
Shad Croly

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The biggest thing people need to get used to is the encumbrance thing. With no weapons equipped, or only very light-weight weapons, everyone gets a whopping 200% Power Recharge bonus. Now, since this would be freakishly overpowered for EVERY class, since they could just lighten their load and then spam whatever powers they have on anything that moved, every class is also given an ability that incurs an 80% Power Recharge penalty. For Sentinels, it just happens to be our signature ability: Tech Armor.

The 80% penalty really starts to hurt when players over-encumber themselves. Weapons now have a weight rating to them, some severely heavier than others, so if you load yourself up with weapons or carry around a few weapons that are just really, really heavy, you're going to start feeling that 80% a lot more, on top of an even larger penalty to your Power Recharge rate if your 200% bonus falls so low it goes into the negatives.

On top of that, the Rozenkov (sp?) Armor and the Mnemonic Headpiece that you pick up throughout the course of the game also provide bonuses to your Power Recharge rate.

With the full 200% Power Recharge Rate bonus, the full Rozenkov set, and the Mnemonic Headpiece, I was firing off Chain Lightning (aka Overloads) like a beast and hardly every took health damage, since everything was stunned too often to shoot at me (granted, I was also on one of the easier difficulty settings).

Sentinel is still a great class and I love playing as one and I'm betting your issues with the class won't be so bad once you've upgraded your weapons some and gotten your encumbrance low enough that you get as much of that 200% as you can.

#38
thisisme8

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I found the Sentinel to be a powerhouse in ME3. I specced Tech armor for Power and Melee. I take a shotgun with me and beat people up all day long. Having the blast from Tech Armor on demand allows for so much abuse. It's tons of fun. Take Fortification with you if you want 90% damage resist and just wade around beating people senseless.

Next I think I will try Tech Armor with Barrier. Purge Tech Armor to remove Shields, Purge Barrier to lift, Squaddie detonates.