Kronner wrote...
Priisus wrote...
Question about damage protection... what does it affect really? Health/Shield or both?
It mitigates incoming damage by 70%. So you only take 30% of damage.
As a result, 800 shield points are effectively turned into 2666,67 SP (800 / 0,3).
It works for health as well as far as I can tell.
Yeah, that's the only sensible explanation. X% damage reduction reduces all damage taken by X%. So with Kronner's Sentinel that means an enemy hitting Shep inflicting 100 points of damage only does (100 - 70% =) 30 points of damage. Health of shield have nothing to do with this.
lightsnow13 wrote...
I feel I could play an engineer w/ defense matrix and be far better than a sentinel (which I just did..sabotage w/ 100% tech damage upgrade is fantastic.)
Please, someone, tell me sentinels are not as bad as they seem. So far...it seems to be a useless class if you can bring along a better defense power as a bonus power.
Engineer with Def Matrix doesn't come close to the amount of punishment this type of Sentinel can take. The only advantage Def Matrix adds to an Engineer is the ability to restore shields to avoid certain death. They cannot tank whatsoever.
Furthermore, the Engineer cannot go to battle with multiple heavy weapons. I've tried using the Wraith and Black Widow but they gimp cooldowns so hard your powers become more or less useless. The Sentinel has the cooldown reset option for Throw and grenades - thus, regardless cooldown penalties, the Sentinel can still spam 2 powers every couple of seconds, which is exactly what Kronner is doing in his vids.
The only disappointing thing IMHO is how little damage weapons add to this build. The massive 70% dmg reduction is good enough to go tanking, but without the constant biotic explosions I doubt this Sentinel will last very long out in the open.
The biggest problem with ME3's difficulty settings is that power combos scale whilst weapon damage does not. Hence why increasing difficulty equals reducing weapon damage. This silly feature is responsible for the lack luster feel of most weapons (in both SP and MP). Biotic explosions are just as effective on Normal as on Insanity, but weapon damage is cut in half (or worse) - assuming enemy HP is doubled (or more) when you increase the difficulty slider.