I'm starting a second playthough and was wondering what everyone's feedback on what a good bonus power would be for a Sentinel. I didn't get around to picking one up my first run.
Best bonus power for a Sentinel
Débuté par
Paparob
, mars 11 2012 11:26
#1
Posté 11 mars 2012 - 11:26
#2
Posté 11 mars 2012 - 11:38
-anti-armor ammo (full damage increase upgrades)
My sent is based on cryo & scorpion handgun+light smg. So, I have 120% power cooldown bonus with tech armor on.
But the only other bonus power I've tried is "shield drain" (which becomes useless past level 57 because you're forced to put points in "overload") which was pretty good too.
My sent is based on cryo & scorpion handgun+light smg. So, I have 120% power cooldown bonus with tech armor on.
But the only other bonus power I've tried is "shield drain" (which becomes useless past level 57 because you're forced to put points in "overload") which was pretty good too.
#3
Posté 11 mars 2012 - 11:54
I would prolly go w/ an ammo power since you don't get one innately. If you like the tanky playstyle, stacking a 2nd defense power might also be useful. As a final suggestion, you might grab dark channel if you enjoy biotic bombs because it will jump to new targets when your target dies, allowing you to chain bomb targets.
Caveat, haven't played the sent myself so this is mostly theory.
Caveat, haven't played the sent myself so this is mostly theory.
#4
Posté 20 mars 2012 - 02:14
I had the choice of Slam or Fortification. Went with Slam, the power slowdown on Fortification didn't ebb and flow with my power heavy play.
#5
Posté 20 mars 2012 - 02:21
I'd say either warp or armor-piercing ammo. As the Sentinel is my main class, I feel the Sentinel is able to take on any kind of enemy with the class's wide array of powers. So why not take a power that increases weapon damage?
#6
Posté 20 mars 2012 - 02:37
Warp Ammo. For one, it doesn't interfere with your other powers which cover pretty much any kind of enemy as it is and two, its great for taking down the most dangerous enemies in the game, which typically have armor and/or barriers. It also retains usefulness against scrub enemies with the damage boost to lifted targets and health.
#7
Posté 20 mars 2012 - 03:01
Warp Ammo or APammo both have some good merits to them, but if you use your biotics more as a Sentinel than you do anything else Warp all the way.
#8
Posté 20 mars 2012 - 03:46
Defense Matrix is a must if you want to go the tanking route so an ammo power is out there, and Stasis or Reave are preferable to ammo powers If you want to go the casting route, depending on if you're focusing more on crowd control or damage/combos respectively, because guns should be your last concern. D-Matrix and Reave especially have nice synergy since they add even more damage resistance to what your Tech Armor provides, and Stasis is just awesome b/c between that and Overload with the Chain and Neural Shock upgrades, you've not only got all the CC any class could ever need, you've also essentially got an ode to both Mass Effect 1 Sentinel specializations (Bastion and Medic), and coming full circle like that is just badass.
Not saying ammo powers are a bad choice, they just don't play to the strengths of this class at all, so there are better choices.
Not saying ammo powers are a bad choice, they just don't play to the strengths of this class at all, so there are better choices.
#9
Posté 20 mars 2012 - 04:06
If your tanking, Defense Matrix. When spec'd, you can get 70% damage reduction and 100% shield recharge on the purge. It makes you nearly unkillable. For a caster, Warp ammo. Huge increases on gun damage for health, armor and barrier.
#10
Posté 20 mars 2012 - 09:06
I am experimenting with a caster build and using Javik's Dark Channel (are there any threads on this power yet?). Only just started the playthrough (so just done Mars and first N7 mission) but it has quite good fun. Dark Channel is nice for combos, as it jumps to next target after you detonate and kill the enemy and if you get prevented from completing the biotic combo (it misses, running from a grenade, more imminent threat etc) it still does DoT.
#11
Posté 20 mars 2012 - 09:22
Marksman. Equip an Assault Rifle with high ammo count in magazine e.g Geth Pusle Rifle with Piercing Mod or Avenger with Extended Magazine+Piercing Mod. In one marksman duration you can empty a lot of bullets in an enemy with exceptional accuracy.
Don't equip too many weapons. One weapon is enough. That will leave you with close to +200% Power Recharge. Then you can also use Warp+Throw combo quite often.
Don't equip too many weapons. One weapon is enough. That will leave you with close to +200% Power Recharge. Then you can also use Warp+Throw combo quite often.
#12
Posté 20 mars 2012 - 09:24
Dark Channel is pretty good. Cast it once and enjoy 30s of self sufficient Throw bombs.
#13
Posté 20 mars 2012 - 10:27
Anyone know what damage Dark Channel actually deals? I note that the pierce option in Level 6 mentions damage to armour increased, but does it normally affect health or armour/barriers? I was thinking of whether i could neglect warp if Dark channel does affect armour sufficiently and whether it would have any affect on enemies like Brutes, Atlas Mechs (when shields stripped) or not..
#14
Posté 20 mars 2012 - 12:56
I personally prefer Reave, provides extra damage protection when active and did not add to your massive cooldown like Fortification/Defense Matrix/Barrier on top of your Tech Armor. It can also set up Biotic combo. Dark Channel is nice but the extra damage protection from Reave is worth the spot over DC.
But if you want to go full tanking and just kill with guns, then you can take the double armor in which I think Defense Matrix is best, followed by Barrier then Fortification.
As for ammo, I just have the squadmate took squad ammo
But if you want to go full tanking and just kill with guns, then you can take the double armor in which I think Defense Matrix is best, followed by Barrier then Fortification.
As for ammo, I just have the squadmate took squad ammo
#15
Posté 20 mars 2012 - 01:14
no point in having both Reave and Warp imo. use throw to detonate one of them, but not both.
my vote is for warp ammo for the extra DPS.
my vote is for warp ammo for the extra DPS.
#16
Posté 21 mars 2012 - 10:59
sonogi wrote...
no point in having both Reave and Warp imo. use throw to detonate one of them, but not both.
my vote is for warp ammo for the extra DPS.
Forgot to say I forego Warp in place of Reave on the initial stages of leveling but at level 60, you have enough points to invest in both to a pretty high level anyway. Warp+something combo is stronger than Throw+something combo and the difference in CD (at least on mine is about 1-2 sec). The extra damage means that sometimes I don't find enemies with 1 or 2 strips of healh running around when they can just be killed outright with a stronger combo.
In the end, it all boils down to playstyle, Reave's extra damage protection imo is extremely helpful on harder difficulty and the DOT effect is nice for those hide-and-seek enemies. It's not as good as the double armor in terms of protection (i.e: Tech Armor + Defense Matrix) but I'm not bogged by longer cooldown. Warp is stronger in terms of damage and Biotic combo setup compared to Reave so if that's your playstyle go for it. But playing as a Sentinel with Tank-Caster style, I don't use much gun so an ammo power is not what I'll take as a bonus power (like I said squaddie's squad ammo is good enough for me).
That's the beauty of the Sentinel isn't it, so versatile... other classes chose bonus power to complement their weakness/strength. For Sentinel, you have a wider option so choose your bonus power based on your playstyle.
#17
Posté 21 mars 2012 - 05:53
I went with Warp Ammo as well. I try to keep my recharge at or close to +200%. I primarily abuse Warp+Throw combos.
#18
Posté 21 mars 2012 - 07:30
The biotic detonation isn't based on what powers are involved unless they have the upgrade that increases the power of the detonation, otherwise it's just their rank.Priisus wrote...
Warp+something combo is stronger than Throw+something combo and the difference in CD (at least on mine is about 1-2 sec). The extra damage means that sometimes I don't find enemies with 1 or 2 strips of healh running around when they can just be killed outright with a stronger combo.
This means a Warp+Throw combo reaches the maximum possible biotic detonation damage/force (Rank 6 + Rank 6 + 50% + 50%). I vaguely recall one or two other powers that have the +50% to detonations as well.
#19
Posté 22 mars 2012 - 02:51
Decoy actually worked pretty well for me. I had a heavy pistol, an assault rifle, an SMG, and still had 200% recharge time; so I didn't feel like I was lacking anywhere. Decoy was a nice little bonus to give me more opportunities to utilize the Sentinel's already versatile skill set.
Not sure if I'd stick with it on Insanity though. Guess I'll find out.
Not sure if I'd stick with it on Insanity though. Guess I'll find out.
#20
Posté 22 mars 2012 - 04:36
I went with Defensive Matrix. I tend to like tanking enemies and the ability to instantly recharge my shield is great in a pinch.
#21
Posté 22 mars 2012 - 05:15
I chose the Armor-Penetrating ammunition.
#22
Posté 22 mars 2012 - 05:37
Well do you want to have fun or do you want to finish insanity?
#23
Posté 22 mars 2012 - 05:46
tech powers are good for crowd control... neuro shock chain overload is great for everything and cry blast isn't too bad.
biotic powers are geared towards damage.
I don't use pull grenades. But I might pick them up for a game+ run. Grenades can be used while your spells are on cooldown.
Against barriers, warp and overload work great.
throw is your bread and butter. It was the bread and butter spell for me in ME2 and it is again, lowest cooldown, spammable... now detonates when hitting biotic debuffs.
warp is great damage and sets up throw
Now to bonus powers.
Warp ammo - does extra health, barrier, and armor damage... also "weakens" armor.. Does extra damage to lifted targets. I don't really spam lift grenade. Targets have to be unprotected for lift to "take." If a target is lifted, might as well toss a throw or warp at them for the explosion. The damage to barriers is nice but overload, warp, and biotic explosions can deplete barriers just as fast.
armor piercing ammo - extra damage to armor, armor weakened, armor ignored, rounds can penetrate cover. good stuff.
If you cast a lot, you'll be shooting during cooldowns. Most of your damage will come from spells. Ammo powers will make your filler damage more potent. You won't have to deal with another spell competing for your attention or a spot in your "rotation."
If you think cryo blast doesn't cut then try stasis.
biotic powers are geared towards damage.
I don't use pull grenades. But I might pick them up for a game+ run. Grenades can be used while your spells are on cooldown.
Against barriers, warp and overload work great.
throw is your bread and butter. It was the bread and butter spell for me in ME2 and it is again, lowest cooldown, spammable... now detonates when hitting biotic debuffs.
warp is great damage and sets up throw
Now to bonus powers.
Warp ammo - does extra health, barrier, and armor damage... also "weakens" armor.. Does extra damage to lifted targets. I don't really spam lift grenade. Targets have to be unprotected for lift to "take." If a target is lifted, might as well toss a throw or warp at them for the explosion. The damage to barriers is nice but overload, warp, and biotic explosions can deplete barriers just as fast.
armor piercing ammo - extra damage to armor, armor weakened, armor ignored, rounds can penetrate cover. good stuff.
If you cast a lot, you'll be shooting during cooldowns. Most of your damage will come from spells. Ammo powers will make your filler damage more potent. You won't have to deal with another spell competing for your attention or a spot in your "rotation."
If you think cryo blast doesn't cut then try stasis.
Modifié par MrDudley, 22 mars 2012 - 06:34 .





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