Sentinel - Biotic Bomber and Walking Armory
#26
Posté 30 mars 2012 - 01:21
There's also a rank 6 power in assault mastery that gives a chance of an instant cooldown. It's worth checking out IMO.
#27
Posté 30 mars 2012 - 01:25
Kronner wrote...
Thanks!
I got hit by a grenade in one mission and it did not kill me - I still had a bit of shield left. It is pretty similar to MP krogan Soldier in terms of durability. You can eat rocket too, but it still stuns you.
I tried the Rocket. Yip, rockets are not a problem.
Grenades on the other hand, well, I purposely stand on top of one... it blew me away...
I can survive a grenade at closer proximity but I still cant survive one sitting on it... hrmp.. maybe I should try heavy melee kill (spec increase damage resistant by 20% after a heavy melee kill) and pump damage resistant to 90% and hope I can find a grenade to sit on
#28
Posté 30 mars 2012 - 01:31
Assuming a level 30 import from Mass Effect 2---60 points to distribute plus 1 point in the bonus power (Shield Matrix), how should you distribute the points?
As you level up your character, what powers should you prioritize?
For example, if (or when) I try this build, should I focus on getting Throw to rank 5 immediately, followed by max Tech Armor and Shield Matrix before levelling up Offensive Mastery and Fitness?
#29
Posté 30 mars 2012 - 02:03
ashwind wrote...
Grenades on the other hand, well, I purposely stand on top of one... it blew me away... [smilie]http://social.bioware.com/images/forum/emoticons/crying.png[/smilie][smilie]http://social.bioware.com/images/forum/emoticons/crying.png[/smilie][smilie]http://social.bioware.com/images/forum/emoticons/crying.png[/smilie]
I can survive a grenade at closer proximity but I still cant survive one sitting on it... hrmp.. maybe I should try heavy melee kill (spec increase damage resistant by 20% after a heavy melee kill) and pump damage resistant to 90% and hope I can find a grenade to sit on [smilie]http://social.bioware.com/images/forum/emoticons/devil.png[/smilie]
Did you have both Tech Armor and Defense Matrix active? I just finished Tuchanka and in the final mission, a Cannibal threw a grenade at me. So I waited on purpose to see what happens. It took out almost the whole shield bar, but I survived. It was sitting pretty close to me, though I was not directly above the grenade
RedCaesar97 wrote...
Kronner, how should someone level up their Sentinel when using this build?
Assuming a level 30 import from Mass Effect 2---60 points to distribute plus 1 point in the bonus power (Shield Matrix), how should you distribute the points?
As you level up your character, what powers should you prioritize?
For example, if (or when) I try this build, should I focus on getting Throw to rank 5 immediately, followed by max Tech Armor and Shield Matrix before levelling up Offensive Mastery and Fitness?
Actually, after playing with Double Throw, I would recommend this:
60+1 points:
21 in Throw
21 in Tech Armor
5+1 (the bonus) in Defense Matrix
3 in Fitness
and 10 in Offensive Mastery
Then focus on maxing Defense Matrix to increase damage resistance.
Updated OP and added video.
Modifié par Kronner, 30 mars 2012 - 03:32 .
#30
Posté 31 mars 2012 - 05:59
I really found that James with his level 6 health and shields bonus + squad inferno with burst ammo really helpful because you really dont die and your weapons really get some nasty bite
and if an enemy is burning + carnage = nasty burning gibs
Plus grenades! :DD
Also, after watching the video" May only complaint is that when you started taking health damage you didnt purge the Matrix
But I am the worst-play-through guide creator ever :DD
Modifié par Biotic Flash Kick, 31 mars 2012 - 06:13 .
#31
Posté 31 mars 2012 - 06:17
edit: of course once Liara can fill both setup and ammo power roles, then all bets are off.
Modifié par Simbacca, 31 mars 2012 - 06:21 .
#32
Posté 31 mars 2012 - 06:19
Biotic Flash Kick wrote...
dont wanna sound pushy or forceful
I really found that James with his level 6 health and shields bonus + squad inferno with burst ammo really helpful because you really dont die and your weapons really get some nasty bite
and if an enemy is burning + carnage = nasty burning gibs
Plus grenades! :DD
Also, after watching the video" May only complaint is that when you started taking health damage you didnt purge the Matrix
But I am the worst-play-through guide creator ever :DD
At that mission, I did not have Defense Matrix in my hotbar, and I did not want to bother with pausing the game
I will take James on a few missions and see how it is. Fewer biotic bombs, but Inferno Ammo may make up for it! Cheers for the tip
At 50% effectiveness, Inferno Ammo should give 25% chance of causing the explosive burst. Not sure if that beats Liara's Warp Ammo, but it is worth a try.
Modifié par Kronner, 31 mars 2012 - 06:21 .
#33
Posté 31 mars 2012 - 06:51
Kronner wrote...
At that mission, I did not have Defense Matrix in my hotbar, and I did not want to bother with pausing the game
I will take James on a few missions and see how it is. Fewer biotic bombs, but Inferno Ammo may make up for it! Cheers for the tip
At 50% effectiveness, Inferno Ammo should give 25% chance of causing the explosive burst. Not sure if that beats Liara's Warp Ammo, but it is worth a try.
Try it with the geth pulse rifle [wonder who gave me this idea]
See what happens :DD
Also, can have your shepard's face code and armor parts? :33
Please? :33
Also why not take Liara and James and mix up the ammo types on all your weapons?
Fire on Raptor and Geth pulse and Warp on Tempest and Claymore
Get silly with your weapons and ammo
That is how i get creative with your walky tanky curbstompy goodness build
Also, since you really cant care about the cool down: Scorpion
Lift nade + scorp shot + throw = FUN
Or with Javik Cryo blast + Slam + scorp shot = WHERE DID THEY GO?
I'd better stop before I start having too much fun again xD
Modifié par Biotic Flash Kick, 31 mars 2012 - 06:53 .
#34
Posté 31 mars 2012 - 06:55
#35
Posté 31 mars 2012 - 07:09
Brawne wrote...
Yes, sadly Sentinel is lot better Soldier then Soldier class itself in ME3.
If soldier got like an extra 30 - 50 weight then we'd be all squared away for the most part
Or that the final evolution was that you get weight but the lightest weapon you carry is a freebie plus extra weight
#36
Posté 31 mars 2012 - 09:06
Biotic Flash Kick wrote...
Try it with the geth pulse rifle [wonder who gave me this idea]
See what happens :DD
I don't have GPR yet. I will check it out when I get it.
Though so far, I have used Claymore and Black Widow in most fights, other weapons did not see much action.
Biotic Flash Kick wrote...
Also, can have your shepard's face code and armor parts? :33
Please? :33
I got it from MEFaces.com, here is the link!
http://www.masseffec...php?faceID=2531
Biotic Flash Kick wrote...
Also why not take Liara and James and mix up the ammo types on all your weapons?
Fire on Raptor and Geth pulse and Warp on Tempest and Claymore
Get silly with your weapons and ammo
That is how i get creative with your walky tanky curbstompy goodness build
Also, since you really cant care about the cool down: Scorpion
Lift nade + scorp shot + throw = FUN
Or with Javik Cryo blast + Slam + scorp shot = WHERE DID THEY GO?
I'd better stop before I start having too much fun again xD
I have Scorpion with me. Only used it a few times, but it is hilarious. Love that weapon.
Also, Lift Grenades ROCK. If you bring Javik, you can have 12 Lift grenades. Insane.
#37
Posté 31 mars 2012 - 10:25
Biotic Flash Kick wrote...
If soldier got like an extra 30 - 50 weight then we'd be all squared away for the most partBrawne wrote...
Yes, sadly Sentinel is lot better Soldier then Soldier class itself in ME3.
Or that the final evolution was that you get weight but the lightest weapon you carry is a freebie plus extra weight
That the problem. They turned soldier into a mule and gave the weapon perks to all the classes.
With sentinel I don't even bother with tech armor since it's kind of bleh compared to ME2. I just go almost full caster route...all warp and throw mainly. Warp ammo bonus which works nice since there will be lots of flying targets. Usually I bring Liara along for more warp support, singularity or whatever. Arm up with an assault rifle(usually vindicator) and pistol for backup.
#38
Posté 31 mars 2012 - 10:31
Biotic Bomber and Heavy Meleer
Points distribution changes:
Tech Armor
Rank 4 - Durability
Rank 5 - Melee Damage
Rank 6 - Durability
Fortification
Rank 4 - Melee Damage
Rank 5 - Shield Recharge
Rank 6 - Durability
Fitness
Rank 4 - Melee Damage
Rank 5 - Shield Recharge
Rank 6 - Melee Synergy
With Tech Armor active:
Damage Reduction +40%
Melee Damage +125%
Shield Recharge +30%
Power Recharge -80%
With Tech Armor and Fortification both active:
Damage Reduction +75%
Melee Damage +125%
Shield Recharge +30%
Power Recharge -140%
With Tech Armor active and Fortification purged:
Damage Reduction +40%
Melee Damage +205%
Shield Recharge +15%
Power Recharge -80%
After Heavy Melee kill, Tech Armor active:
Damage Reduction +60%
Melee Damage +205%
Shield Recharge +15%
Power Recharge -80%
After Heavy Melee kill, Tech Armor and Fortification both active:
Damage Reduction +95%
Melee Damage +125%
Shield Recharge +30%
Power Recharge -140%
Problem with this build is, Fortification would reactivate too slow if still a Walking Armory. Would have to carry just one preferred heavy weapon to keep it's cooldown decent. In effect a player would be trading the armory for some omni-blade fun...
I think I'll stick with Defense Matrix
Edit: Come to think of it, this Heavy Melee spec'd Sentinel would be better as a caster rather than a tank. For the above to work, we'd have to both carry a light weapon and change Tech Armor's rank 6 evolution to Power Recharge just so Fortification could be reactived fairly early within Fitness's Melee Synergy duration. More on this a couple posts down.
Modifié par Simbacca, 01 avril 2012 - 12:16 .
#39
Posté 31 mars 2012 - 10:35
Jestina wrote...
That the problem. They turned soldier into a mule and gave the weapon perks to all the classes.
What do you mean, weapon perks? The option to use all weapons?
Simbacca wrote...
...
I think I'll stick with Defense Matrix [smilie]http://social.bioware.com/images/forum/emoticons/tongue.png[/smilie]
Is heavy melee/melee viable option though? I played around with Vanguard melee build briefly, but it just did not come close to shotgun power in CQC. I'd be interested in melee specialist Shep, that's for sure
#40
Posté 31 mars 2012 - 11:01
#41
Posté 31 mars 2012 - 11:14
Kronner wrote...
Simbacca wrote...
...
I think I'll stick with Defense Matrix [smilie]http://social.bioware.com/images/forum/emoticons/tongue.png[/smilie]
Is heavy melee/melee viable option though? I played around with Vanguard melee build briefly, but it just did not come close to shotgun power in CQC. I'd be interested in melee specialist Shep, that's for sure
As I just added to that post, for the heavy melee focus the Sentinel would be better as a caster than your armory-carrying tank.
In addition to those changes (couple posts up, for the newcomers) we'd also have to alter one more evolution:
Tech Armor
Rank 6 - Power Recharge
We'd actually need cooldowns with Tech Armor up to be as low as possible so that Fortification can be reactived immediately after the Heavy Melee kill, if were to take advantage of Fitness's Melee Synergy.
It would the Damage Reduction numbers by 10% across the board though:
With Tech Armor active:
Damage Reduction +30%
Melee Damage +125%
Shield Recharge +15%
Power Recharge -50%
With Tech Armor and Fortification both active:
Damage Reduction +65%
Melee Damage +125%
Shield Recharge +30%
Power Recharge -110%
With Tech Armor active and Fortification purged:
Damage Reduction +30%
Melee Damage +205%
Shield Recharge +15%
Power Recharge -50%
After Heavy Melee kill, Tech Armor active:
Damage Reduction +50%
Melee Damage +205%
Shield Recharge +15%
Power Recharge -50%
After Heavy Melee kill, Tech Armor and Fortification both active:
Damage Reduction +85%
Melee Damage +125%
Shield Recharge +30%
Power Recharge -110%
If anything this Melee-focused caster-Sentinel would be better walking around spamming a crowd controlling ability (Overload or Cryo Blast), only activating Tech Armor and Fortification about to go for the Fortifcation-purge-powered Heavy Melee kill. Once executed the player would then choose based on the situation whether to go back to power spamming Overload the second to last set of stats above, or reactivate Fortifcation to just shoot and Throw-bomb with the last set of stats above.
It's an idea, with many options, but I think I'd still rather go with Defense Matrix tank build purely for the appeal of the Walking Armory aspect.
........
Besides come to think of it, this heavy melee Fortification idea would work better on an Infiltrator.
Points distribution changes:
Tactical Cloak
Rank 4 - Damage
Rank 5 - Melee Damage
Rank 6 - Bonus Power
Fortification
Rank 4 - Melee Damage
Rank 5 - Shield Recharge
Rank 6 - Durability
Fitness
Rank 4 - Melee Damage
Rank 5 - Melee Spree
Rank 6 - Melee Synergy
Cloak's rank 6 Bonus Power evolution should theoretically allow the player to purge Fortification for the melee damage boost without de-cloaking (and losing Cloak's juice damage and melee damage boosts).
With Cloak active:
Damage Reduction 0%
Damage +80% (Cloak)
Melee Damage +130% (Fitness + Cloak)
Shield Recharge 0%
Power Recharge 0%
With Cloak and Fortification both active:
Damage Reduction +35%
Damage +80% (Cloak)
Melee Damage +130% (Fitness + Cloak)
Shield Recharge +15%
Power Recharge -60%
With Cloak active and Fortification purged:
Damage Reduction 0%
Damage +80% (Cloak)
Melee Damage +210% (Fitness + Cloak + 20sec for Fort purge)
Shield Recharge 0%
Power Recharge 0%
After de-Cloaking Heavy Melee kill:
Damage Reduction 0%
Damage +25% (20sec for Melee Synergy)
Melee Damage +205% (Fitness + 20sec for Fort purge + 30sec for Melee Spree)
Shield Recharge 0%
Power Recharge 0%
After Heavy Melee kill, then re-Cloaking:
Damage Reduction 0%
Damage +105% (20sec Melee Synergy + Cloak)
Melee Damage +285% (Fitness + 20sec Fort purge + 30sec Melee Spree + Cloak)
Shield Recharge 0%
Power Recharge 0%
After Heavy Melee kill, Fortification re-activated:
Damage Reduction +35%
Damage +25% (20sec Melee Synergy)
Melee Damage +205% (Fitness + 20sec Fort purge + 30sec Melee Spree)
Shield Recharge +15%
Power Recharge -60%
After Heavy Melee kill, Fortification and Cloak re-activated:
Damage Reduction +35%
Damage +105% (20sec Melee Synergy + Cloak)
Melee Damage +285% (Fitness + 20sec Fort purge + 30sec Melee Spree + Cloak)
Shield Recharge +15%
Power Recharge -60%
After Heavy Melee kill, after re-activating Fortification and Cloak, purging Fort:
Damage Reduction 0%
Damage +105% (20sec Melee Synergy + Cloak)
Melee Damage +365% (Fitness + 20sec Fort purge + 30sec Melee Spree + Cloak + 20sec 2nd Fort Purge)*
Shield Recharge 0%
Power Recharge 0%
*if two Fort Purges can stack within the first's duration
Again just brainstorming, still think I'd rather run Energy Drain with a Infiltrator
Modifié par Simbacca, 01 avril 2012 - 12:03 .
#42
Posté 31 mars 2012 - 11:16
It's should be fun!
I was wondering if there is a preference for armor? Do we know if they provide a better boost than in ME2?
I'm planning on eventually going with the 50% weapon damage Hahne-Kedar and the Recon Hood, because I like how that set looks.
But I guess another option could be to get a 50% cooldown bonus with the Rosenkov and Archon Visor. Or maybe the Collector Armor for the 20% shield regen boost to stack with the 15% shield recharge evolution of Defense Matrix.
And for the melee bulid would be worth it going with the Ariake and Death Mask for a 50% melee boost?
masseffect.wikia.com/wiki/Armor#Mass_Effect_3
#43
Posté 31 mars 2012 - 11:23
No OP you were not the first to think of it! (you just made noise about it before anyone else)
I have to say it was by far the easiest run yet! On my other run throughs i found the final mission difficult in places, It was a walk in the park using a Sentinel with 70% DR.
I took Kaiden and Javik both had Falcon V with piercing and extended barrel..
fun fun fun.
#44
Posté 31 mars 2012 - 11:31
Praetor Shepard wrote...
I was wondering if there is a preference for armor? Do we know if they provide a better boost than in ME2?
I think weapon and/or shield bonuses are the best choice. Recharge speed bonuses are useless for this build.
#45
Posté 31 mars 2012 - 11:46
You cant re-cloak in the hail of bullets, you need to be in cover to do it and it's much harder to get into dependable cover from close-quarter situation then from nice sniper position far away.
Modifié par Brawne, 31 mars 2012 - 11:57 .
#46
Posté 01 avril 2012 - 12:06
Kronner wrote...
Praetor Shepard wrote...
I was wondering if there is a preference for armor? Do we know if they provide a better boost than in ME2?
I think weapon and/or shield bonuses are the best choice. Recharge speed bonuses are useless for this build.
I found N7 Defender to be a good choice. (if you have it)
#47
Posté 01 avril 2012 - 01:15
So in essence, is damage protection > more shields?
Nice build btw, trying to roll a second Sentinel with a different playstyle, might try yours.
#48
Posté 01 avril 2012 - 02:41
your character is worse then the ones that have fewer weapons. atleast thats kindof the way i feel about having throw on as long of a cooldown as you have it on.
i use throw no less then once every 5 seconds. im bombing like 500% more frequently.
#49
Posté 01 avril 2012 - 03:00
The Spamming Troll wrote...
your cooldown is WAY TOO LONG!!!!
your character is worse then the ones that have fewer weapons. atleast thats kindof the way i feel about having throw on as long of a cooldown as you have it on.
i use throw no less then once every 5 seconds. im bombing like 500% more frequently.
You can spec Throw to have no cooldown time if it triggers a biotic explosion. Hence the Throw's cooldown is the same as Liara's Singularity.
The whole idea of the build is to go with weapons more instead of powers.
And it is awesome because of the ammount of punishment you can take.
#50
Posté 01 avril 2012 - 03:03
Priisus wrote...
Question about damage protection... what does it affect really? Health/Shield or both?
So in essence, is damage protection > more shields?
Nice build btw, trying to roll a second Sentinel with a different playstyle, might try yours.
My experience is both. Damage Resistent = take less damage, either Shield or Health. I can take an Atlas's rocket with my face and lose only shield. I can have 3 troopers shooting at me and at most they can take away 50% of my shield before I gun them all down.





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