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Thoughts on Tech Armor vs. Fitness for a Turian Sentinel, can't decide what to do...


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#1
FiGhTiNCoWBoY

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Trying to build my Turian around being a solid support class with good damage output at the same time.  Running an AR scoped (Vindicator for now, probably Saber once SMG ultralight is patched) for the long-range enemies and an N-7 Hurricane for close-combat.  With  the Turian Veteran bonuses to stability the weapon control is fine for both guns so that's not an issue.

So when it comes down to abilities I can't really decide if I want to go a route for Tech Armor or Fitness.  I feel like for Tech Armor to really be beneficial it's an all in type of ability.  If I do go the Tech Armor route, I'd be going for Durability, Power Damage, Power Recharge.

Also, if I'm taking tech armor since my abilities will have a longer cooldown but also hit slightly harder I think I would go Damage, Lasting Damage, and Pierce for Warp and then Damage, Recharge, Shield Damage on Overload.  I'd imagine this type of combination would provide enough power to 1 shot shields&barriers (aside from Atlas/GethPrime/Banshees) and Warp would be brutal against Armor/Barriers as well.  With this build however I'd be taking Damage/Capacity on Turian Veteran to further boost the damage potentional.

The other main route I was considering was instead of Tech Armor, taking the bonuses in Fitness instead to increase health/shields and then building up my Overload/Warp more around a team support Role.  Overload would be built with Chain, Neural Shock, Chain; and Warp with Detonate, Expose, and Recharge.  

With these 2 builds in mind here's the main benefits I see in each:
Build1: massive power-damage output, blasting through shields and significant damage to armor to help out team.
 
Build 2: Constant warping for biotic detonations with teammates and 3-chain overload to hold off the lesser troops.

I think that about covers it, most of my gameplay is on gold and I'm a bit of a min/maxer so anyone with any input or past experience on what they found most effective would be greatly appreciated in helping me to make this decision.

Modifié par FiGhTiNCoWBoY, 24 mars 2012 - 05:56 .


#2
bujiko

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Turian is actually very good without TA. The damage reduction is almost unnoticable on gold. Overload and warp are both very effective with low recharge times as well. Your build 2 is what I do. I used a respec card to get rid of TA. Or you can go 3/5 on TA for a little on demand survivabilty.

#3
Forumate

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The power damage bonus that tech armor has makes it worth getting. I would go for build one because it's more of a support role and that is what a sentinel is best at. Might be better to skill overload for max damage. That way you can detonate tech bursts and strip shields.

#4
FiGhTiNCoWBoY

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Well I just used my female human sentinel to do some number crunching with Warp using the Build 1 I described and honestly it felt rather lack-luster. With the damage bonus from Tech Armor, Warp was hitting for 675 on roughly a 3.5 second cooldown.

On Gold Cerberus that came out to 2 ticks of health on a basic troop on impact, I'm assuming the DoT might have been enough for 2 more ticks as well (solo testing on gold gets u killed rather quickly so I couldn't tell for sure). Honestly expected it to hit much harder so that being said, I think I'll be going with the second build since biotic detonations scale with difficulty more appropriately.

#5
himegoto

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Gold build, I'd stop warp at 3 and max TA
but thats just me, still I feel like I am really playing a sentinel and being the support. Most the time I dont feel the need to use warp if Im with a decent team.

#6
vivanto

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I maxed it out, so that it gives me +30% DR and +20% Power Dam for the cost of 50% recharge time, which isn't that much noticeable to be fair. It's like the last rank of fitness (a bit better) combined with a pretty good power damage boost.

#7
sonogi

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max TA for damage protection, and more importantly for the 20% power dmg bonus.

#8
VirtualAlex

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bujiko wrote...

Turian is actually very good without TA. The damage reduction is almost unnoticable on gold. Overload and warp are both very effective with low recharge times as well. Your build 2 is what I do. I used a respec card to get rid of TA. Or you can go 3/5 on TA for a little on demand survivabilty.


30% damage reduction "feelts" like 30% damage reduction on gold also ...

#9
J717

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6/6/6/4/4 -> Tankier w/ high damage output

6/6/6/5/3 - > Higher damage output, a bit less tankier

/thread.

#10
vivanto

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J717 wrote...

6/6/6/4/4 -> Tankier w/ high damage output

6/6/6/5/3 - > Higher damage output, a bit less tankier

/thread.


65654 -> pretty versatile in every way, damage and tank. You don't always have to use the cookie-cutter 84-point distributions, sometimes leaving 1-2 points gets just as good results.

#11
FiGhTiNCoWBoY

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So i got done doing some testing with the 2nd build i had mentioned and so far it is absolutely insane. Since ultralight is still bugged ATM i switched from running Hurricane/Vindicator to just a Saber with armor pen/scope and it all came together quite brilliantly.

Overload was holding waves of enemies off at a pinch point with both chain evolutions and lighting up tech bursts constantly. The 15% extra damage to target from Warp also worked quite nicely into the build when I'd have to nuke down a prime/atlas. The warp extra coupled with the armor pen on the Saber and Prime's were being blown through like they were a standard geth unit.

#12
J717

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vivanto wrote...

J717 wrote...

6/6/6/4/4 -> Tankier w/ high damage output

6/6/6/5/3 - > Higher damage output, a bit less tankier

/thread.


65654 -> pretty versatile in every way, damage and tank. You don't always have to use the cookie-cutter 84-point distributions, sometimes leaving 1-2 points gets just as good results.


No offense, but if i'm speccing into Warp, i'm going to max it out for Pierce to assist my squadmates - imo, that is a much more helpful and worthwhile investment than putting the extra point in fitness. So again, 6/6/6/4/4, or 
6/6/6/5/3 if someone wants to be a bit tankier. 

#13
vivanto

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J717 wrote...

vivanto wrote...

J717 wrote...

6/6/6/4/4 -> Tankier w/ high damage output

6/6/6/5/3 - > Higher damage output, a bit less tankier

/thread.


65654 -> pretty versatile in every way, damage and tank. You don't always have to use the cookie-cutter 84-point distributions, sometimes leaving 1-2 points gets just as good results.


No offense, but if i'm speccing into Warp, i'm going to max it out for Pierce to assist my squadmates - imo, that is a much more helpful and worthwhile investment than putting the extra point in fitness. So again, 6/6/6/4/4, or 
6/6/6/5/3 if someone wants to be a bit tankier. 


That's expose which helps your squad, at rank 5. While fitness at the lower ranks is a much cheaper survavibilty increase than tech armor, there's no point in maxing TA if you dump fitness and vice versa, they should complement eachother, not replace.

#14
J717

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I actually didn't dump Fitness, i got it and Turian Veteran mixed up. Again though, I see more value in Pierce's effects on barriers and armor than taking that away and adding that point to Turian Veteran

Either way, it's up to your playstyle - 15% more power damage/bonus with that extra point in Turian Veteran, or 50% damage increase to barriers and armor/25% weakening of armored targets? I prefer the latter.

#15
vivanto

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Then it's more of a turian 5 vs warp 6 I guess. Since warp competes for cooldown vs overload, I only seldom use it. Because of that, the global power increase from turian benefits me more than pierce, but yeah, I can see your point.

Usually I use warp to detonate tech bursts or debuff the "big three" on reapers.

#16
Exicuren

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I have a turian sentinel, i upgraded fitness focused on shields and TA focused on power and recharge, then i upgraded overload to level 4 and went to power, warp is on level 3.

My weapons are the envicerator and the hornet.

My strategy is activate TA, then blow it up when there's a lot of enemies, then charge it up again and keep the pace like that, if there is a heavy enemy like banshees, brutes or the atlas, i blow it up and don't activate it until i defeat those enemies.

Overload is one of the best powers the sentinel has, it incapacitates enemies and blows barriers and shields very effectively, i usually use warp for banshees, brutes and the atlas or when there's a chance for a biotic explosion.

#17
J717

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Exicuren wrote...

I have a turian sentinel, i upgraded fitness focused on shields and TA focused on power and recharge, then i upgraded overload to level 4 and went to power, warp is on level 3.

My weapons are the envicerator and the hornet.

My strategy is activate TA, then blow it up when there's a lot of enemies, then charge it up again and keep the pace like that, if there is a heavy enemy like banshees, brutes or the atlas, i blow it up and don't activate it until i defeat those enemies.

Overload is one of the best powers the sentinel has, it incapacitates enemies and blows barriers and shields very effectively, i usually use warp for banshees, brutes and the atlas or when there's a chance for a biotic explosion.


Sentinel is about tanking a lot of damage while supporting your team - if you're going to use TA to just explode it and go around rambo'ing, you may as well just go with a Human Vanguard. That build just seems....terrible, and you would get utterly destroyed in Gold.

Modifié par J717, 24 mars 2012 - 06:17 .


#18
Lavantas

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Turian's skill set is build around using a powerful, hard to wield weapon. A Turian Sentinel uses his skills to support his weapon or his team for maximum effect on gold difficulty, not the other way around. There are other classes that can do much better at dealing damage with the same skills you have due to their passives or synergies with other abilities.

I built my Turian Sentinel using a Saber with the scope and barrel attachment. Overload is spammed as a crowd control tool first and shield removal tool second. I build it for Chain Overload and stuns on organics. This allows me to effectively lock down multiple enemies while dealing heavy damage with my enemies with my Saber. Think of it as a poor man's Stasis with a faster recharge time. Warp is skilled to weaken armor and make the enemies more vulnerable to weapon/power damage. It is primarily used on the meaty units to set up/off biotic detonations and allow myself and the team to do more damage.

In this regard, I find that the 20% power damage bonus from TA is trivial. A shorter cooldown on setting up/off detonations or stunning 3 targets is much more useful.

#19
teh DRUMPf!!

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At fitness rank 4 you have 800 health (iirc) and 1,000+ shields. That, IMO, is a good place to stop. Rank 5 and Rank 6 powers on fitness are all luxuries. Meanwhile, I've maxed Tech Armor for the power-damage increase and shield hardening to get the most of that fitness and the powers.

I also stopped Warp at Rank 4. No need to max it out when you have Overload, IMO, which handles both shields and barriers well while armor is not as common. Meanwhile, max Tech Armor and Turian Veteran add bonuses to both.

Modifié par HYR 2.0, 24 mars 2012 - 06:51 .


#20
J717

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HYR 2.0 wrote...

At fitness rank 4 you have 800 health (iirc) and 1,000+ shields. That, IMO, is a good place to stop. Rank 5 and Rank 6 powers on fitness are all luxuries. Meanwhile, I've maxed Tech Armor for the power-damage increase and shield hardening to get the most of that fitness and the powers.

I also stopped Warp at Rank 4. No need to max it out when you have Overload, IMO, which handles both shields and barriers well while armor is not as common. Meanwhile, max Tech Armor and Turian Veteran add bonuses to both.


I have a very similar playstyle; Turian Sentinel w/ Saber II, Extended Barrel V and Scope V.

I also normally bring with me a Power Damage/Efifciency Amp, Cryo Ammo and an AR Amp.

I can see why people don't want to max Warp, but I really think that maxing Warp and sacrificing the last 2 levels in Turian Veteran is much more beneficial to a team. Expose in conjunction with Pierce is a LOT more damaging than another 15% of your own power damage bonus if you go the TV route. Plus, if you bring a Power Damage Amp, you can essentially have the best of both worlds if you run a 6/6/6/4/4 build.

I agree that level 5 and 6 on Fitness are really only luxuries, but I feel that way about Turian Veteran as well. 

I'm going to keep stressing that 6/6/6/4/4 and 6/6/6/5/3 are the more well-rounded builds for Turian Sentinel at any match level, but especially on Gold.

#21
ginja_ninja

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I max out both on my Turian Sentinel and have no points in warp. I use a piercing mod v on my mattock x to help deal with armor, and even though it's still somewhat lackluster on bigger enemies, I only pick Turian Sentinel if I'm on a team that already has some biotics that I know can take care of armored enemies. The way I play it, I use chain overload on regular and shielded enemies for crowd control, then hit them with headshots from my maxed weapon/headshot damage turian veteran spec. Since I can take a lot of hits (even an atlas rocket on gold won't kill me), I generally move around amongst my team, checking their flanks and taking care of the low-to-mid-level mobs so they'll be free to focus on nuking the bigger priority targets.

#22
J717

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ginja_ninja wrote...

I max out both on my Turian Sentinel and have no points in warp. I use a piercing mod v on my mattock x to help deal with armor, and even though it's still somewhat lackluster on bigger enemies, I only pick Turian Sentinel if I'm on a team that already has some biotics that I know can take care of armored enemies. The way I play it, I use chain overload on regular and shielded enemies for crowd control, then hit them with headshots from my maxed weapon/headshot damage turian veteran spec. Since I can take a lot of hits (even an atlas rocket on gold won't kill me), I generally move around amongst my team, checking their flanks and taking care of the low-to-mid-level mobs so they'll be free to focus on nuking the bigger priority targets.


Speccing into Warp isn't just about having someone with Biotics take care of enemies - it's also allowing you to help set up Biotic Explosions for the rest of your team.

#23
Mr_Steph

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I use a 6/0/6/6/6 build on my Turian Sentinel. Pretty beefy and since I only use 1 weapon, the CD on Overload is quite small actually. Pretty effective for me.

#24
J717

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Mr_Steph wrote...

I use a 6/0/6/6/6 build on my Turian Sentinel. Pretty beefy and since I only use 1 weapon, the CD on Overload is quite small actually. Pretty effective for me.


On Bronze/Silver and a solo-playstyle, yes, that build is nice, and one of the more popular TS builds out there.

On Gold, you'll get wrecked if you're ending combos with other Biotics on your team by just trying to spam Overload the entire time. This is why I keep re-iterating that Warp is a VERY important part of playing a TS if you're trying to play a more support role, as opposed to trying specifically to cary your team (again, which works on Bronze/Silver, but not on Gold).