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[Guide] The Turian Sentinel, a pretty cool guy.


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#1
Geist.H

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If you like to kill reapers and are not afraid of anything, roll a Turian Sentinel and High-five with your biotic/techy buddies.

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Skill Builds of a Turian Nice guy :

1) 6/6/6/4/4:

1) Tech Armor with Protection, Power and Protection.
2) Warp with Explosion, Damage Exposition and Armor Debuff.
3) Overload with AoE, Neural Shock and Shield Damage.
4) Turian Veteran* with Power&Weight.
5) Fitness with Health&Shield.


This build makes the Turian Sentinel a resilient "jack of all trade" with decent AoE, crowd control and damage output that excels at stripping shields. It is fairly capable on its own but shine the most when coordinated with an ally to detonate biotics/Tech combos.

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2) 3/6/6/6/5:

1) Tech Armor.
2) Warp with Explosion, Damage Exposition and Armor Debuff.
3) Overload with AoE, Neural Shock and Shield Damage.
4) Turian Veteran* with Weapon Damage/Stability, Headshot Damage, Weapon Damage/Stability.
5) Fitness with Health/Shield.


Weapon-centric build.

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3) 6/6/0/6/6:

1) Tech Armor with Protection, Power and Protection.
2) Warp with Explosion, Damage Exposition and Armor Debuff.
3) No Overload.
4) Turian Veteran* with Weapon Damage/Stability, Headshot Damage, Weapon Damage/Stability.
5) Fitness with Health/Shield, Shield Recovery and Health/Shield.


Weapon-centric optimized for the use of an Acolyte sidearm, ideal for soloing/Platinum.

Weapon(s):

You can use pretty much what you want as long as you keep your weight bonus decent.

Here are my favourite combinations:

Mattock/Harrier/Lancer/Hurricane/CSMG + Acolyte: Use the Acolyte to get ride of Shields/Barriers/Crowd Control asap before using Warp and swapping to your AR/SMG.

Falcon/Scorpion/Adas + CSMG/Hurricane: A selfless crowdcontrol setup, excels at destroying spawns, swap to your SMG against bosses.

Equip ARs with Extended Barrel & Piercing Mod, the Acolyte with Ultra-Light Material & Extended Barrel. For the Hurricane I suggest the Heatsink & Piercing Mod and for the CSMG the mandatory  Extended Mag & Piercing Mod.

Equipment:

Weapon Rail
Incendiary Ammo to combo with Warp.
_ Survivability: Cyclonic and Stronghold Pack.
_ Offense/Mobility: Adrenaline and Weapon Rail.
_ Balance: Adrenaline and Stronghold Pack.

Role and Skill uses:

Jack of all trade, master of none. The Turian Sentinel with this build can do it all: CC, initiate, kill specific targets at long and close range. He has one glaring weakness however: He lacks mobility and cannot dodge, to busy listening to the complaint of blue ladies or keeping an eye on Quarian "assets".

Tech Armor:

A great tanking ability:  35-50% Damage reduction, 30% Power Increase and a nice “get out of jail” explosion against Hunters/Pyros/OHOK grabs are very valuable on higher difficulties. But what about the horrible weight debuff ?

It doesn’t matter.

You will get a cooldown increase of less than half a second as long as you keep your weight bonus above 160%.

Warp:

Anti-Armor DoT, it is very useful against bosses because of their reliance on Armor, a Turian Sentinel with an automatic weapon can inflict serious damages to them with this debuff.
But the most interesting use of Warp is that of a fuse for your teammates to detonate their Biotic Explosions and Tech Combos.

TS Warp > Adept or Vanguard uses Biotic = Explosion.
-or-
TS Warp > Engineer uses Tech ability = Tech Combo.

And vice versa.

It also possesses a remarkable synergy with Incendiary Ammunition.

Overload:

Amongst the most reliable abilities of the game. It can hit multiple enemies, destroy their shield/barrier and stun them in the process, it's effective against both living and synthetic targets given the right perks.

Chain/Neural Shock/Shield Damage is the most polyvalent build.
Chain/Cooldown/Chain provides more crowd control.

Which targets should a TS prioritize ?

Shielded/Barrier using enemies, specially bosses.
Overload to strip them, then spam Warp to keep the debuff up and help your team to trigger detonations, you can either add your own weapon damage output on top of it or take out lesser enemies meanwhile.

How can my TS teammate help me when things get rough ?

Stop wasting your cooldowns to trigger combos and explosions, just have the Turian Sentinel Warp/Overload it for you. He is such a nice guy.

How can I help my Turian Sentinel teammate ?

Just admit he is the nicest guy around and accept to dat-*cough* well, yeah that’s it !

When should I play my TS ?

When your team is combo/glass canon heavy:

Trivia:

1) Tech Armor 35-50% damage reduction is good, but doesn’t make you invulnerable : don’t overdo it.

2) Aiming tricks to ignore guardian's shield/cover:

3) About combos: http://social.biowar...3/index/9629730

4) True Turian Nice Guys use Cryo Ammo when a (female) Quarian Engineer is around, and keep their Warp for blue ladies.

5) Drells are jerks, stealing your spotlight =(.

6) Quarian Engineer's guide: http://social.biowar.../index/10618184

7) Geth Engineer Build : http://social.biowar.../index/11263677

8) Batarian Soldier Build : http://social.biowar.../index/11764894

9) Thanks to the people who participated in the TA's debate and allowed me to improve this guide.

10) Informations about enemies and weapons stats (old thread): http://social.biowar.../index/10712294

11) Informations about Consumables: https://docs.google....X2c&output=html

12) Informations about Enemy Spawns: https://docs.google....QlE&output=html


This guide was brough to you by Mass Effect 2's Turian Nice Guy, The Fleet and Flotilla fanclub and GeistHeller.

Shameless self-promotion:

I'm looking for people able to handle themselves on gold, for both farming and testing. GeistHeller on Origin, PC, available everyday from 19pm onward, CET+1.

Feedback on this guide is welcome, remember that unconstructive comments are not helping anyone.

Modifié par Geist.H, 29 mars 2013 - 05:38 .


#2
jonal11

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I just can't seem to get over the fact they can't dodge. Just annoys the &*@#$ out of me. =/

#3
Pizzasoup

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Observations/questions:

If I'm not wrong, the Tech Armor doesn't add weight, it increases your cooldown time by 50%. Can the weight reduction from the class skill line fully mitigate that?

I don't know that the extra damage reduction is worth losing the second half of the Fitness line. The shield regen/extra shields may do more for you than the damage reduction.

I'll also add that Biotic Explosion damage depends on the rank of the skills used. It may be worth making Warp a rank 6, but I guess that's really up to how often you think you'll be playing with biotics.

#4
Geist.H

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Taking Fitness 6 makes you much tankier, but drastically reduces your Power DPS output and Team synergy.

Same problem with Warp 6, you may gain more power but trade survivability for it, and for a null gain if there is no decent biotic in your team.

This build was optimized for maximum overall effectiveness.

I can tell you that I do not feel squishy at all with this build, the 30% reduction really helps when combined with Turian's innate tankiness. A vanguard following your Warp will wreck the house and with a Mattock, you can take out nearly anything 1v1 without sweating.

Concerning Tech Armor, I simply know that combining Power&Capacity, Rifle's reduction and Tech Armor 6th skill, I reach 200% with most rifles.

Modifié par Geist.H, 30 mars 2012 - 02:23 .


#5
PhalanxForMe

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Screw tech armor. I reset my powers last night and went all in on everything else and couldn't be happier. Spamming chain overload and taking off heads with the mattock after is satisfying. Warp is great for bringing down elites or setting up biotic charges, but tech armor... Useless

#6
VirtualAlex

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This is a nice write up. I am actually going to promote and rebuild my turian sent this weekend. I was always under the impressions to max out damage reduction on characters than can. But I have realized that I don't need that on the turian sentinel. I am going to rebuild him for CD reduction instead and be a caster tank like you reccomend.

I have been LOVING chain overloading a group of mobs and then gunning them all down. I pretty much exclusively use the Raptor on my Turian. I love that gun because it's pretty much an AR with scope included. I am hoping that once I max out my cooldowns I can carry two guns and still be A-OK.

#7
Markovan

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I'm Commander Shepard, and this is my favorite build on the Citadel.

Seriously, thank you for posting this - I was going to dabble with a new build for my Most Interesting Turian in the Galaxy after I promote him this weekend and I think I take this little beauty for a spin.

#8
Geist.H

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Screw tech armor. I reset my powers last night and went all in on everything else and couldn't be happier. Spamming chain overload and taking off heads with the mattock after is satisfying. Warp is great for bringing down elites or setting up biotic charges, but tech armor... Useless.


+20% power and the ability to shrug off two Ravager missiles/Primes shot/2 more Phantom shots is not what I call useless. Especially when it comes at -no cost- in terms of cooldown.

I repeat, with all the perks weight, you gain 20% Power damage, 30% DPS reduction and a melee AoE, FOR FREE.

Modifié par Geist.H, 30 mars 2012 - 02:27 .


#9
kevchy

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jonal11 wrote...

I just can't seem to get over the fact they can't dodge. Just annoys the &*@#$ out of me. =/


Because dodging will make them overpowered.

#10
Pizzasoup

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So with cooldowns at a relative minimum, do you feel the loss in damage with weapons, or is that sort of a non-factor with power use?

#11
Deathjam

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Tech armour is not really necessary, even for gold. Overload replaces TA as your get out of jail card as it stuns almost anything that you would expect to be able to escape from (for example if you are trapped by a banshee, phantom or brute, you are almost certainly dead). Also I believe it has a faster cooldown time. Correct me if I am wrong.

May want to mention they have a distinct problem with maneuverability. Not as bad as Krogans, but getting caught out in the open can really play havoc for your health. They really should be making use of cover at all times. That said, they stick out of cover a bit so if enemies are firing at you, occasionally you will be hit, especially if they are firing from a high angle. If it's a phantom, you are on low health/no shields, and are taking cover behind a waist high wall, you are dead. They have better aim with their magic hand palm crap than a nemesis.
They CAN roll from cover to cover if the distance is viable however.

Other than that, you are pretty accurate. Mattock X with good aim on a turian sentinel destroys everything. Even armour. If they replaced Tech Armour with Marksman, Turian Sentinel would be the best class hands down imo. Slightly OP though but one can dream :P

#12
We Tigers

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The 20% power damage boost is the best thing that comes out of TA. I think you actually do slightly higher power DPS and CC with Fitness 6/TA 3, because your casting speed is a bit faster. More importantly, sending out more, slightly weaker powers seem to better suit the "team player" concept of this build. This is especially important if you're trying to stagger as many enemies as possible with overload (which will usually be specced for at least one chain) or setting up/finishing off biotic detonations with a pile of warps. Since biotic explosions benefit from only power rank and the +50% detonation damage/force evolutions, the 20% power damage doesn't do much for your warp.

I do think that Warp 5/Overload 6/Turian Veteran 6 is the best way to roll the middle powers. Pierce at warp rank 6 is awfully nice vs. reapers, though. Can't have it all, of course.

#13
Deathjam

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Oh and about TA and skill cooldown, I wouldn't be surprised if you get the debuff even if you have 200% skill cooldown recharge as it doesn't add weight to you to when you turn on TA I believe.

#14
Geist.H

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So with cooldowns at a relative minimum, do you feel the loss in damage with weapons, or is that sort of a non-factor with power use?


I feel no loss, on the contrary, the damage reduction allows me to be more daring, bursting enemies longer with my Mattock and the permanent 20% Power Increase from Tech Armor is very good.

Oh and about TA and skill cooldown, I wouldn't be surprised if you get
the debuff even if you have 200% skill cooldown recharge as it doesn't
add weight to you to when you turn on TA I believe.


Nope, it adds nothing, I have the same casting time with TA on or off. I can even setup Tech Bursts myself by casting Overload and Warp in succession.

Modifié par Geist.H, 30 mars 2012 - 02:37 .


#15
We Tigers

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Geist.H wrote...
Many people do not like this skill. While I do agree that Tech Armor is a bit lacking for a “mechanic”, it’s still a good skill for me. The idea of this build is to be able to use Tech Armor at all times.  30% Damage reduction, 20% Power Increase and a nice “get out of jail” explosion against Hunters/Pyros are very valuable on Gold. But what about the horrible weight debuff ?

It doesn’t matter.

Why ? Because you took Tech Armor weight debuff reduction along with Weight&Power and Reduced Rifle Weight perks from Turian Veteran.

Now look at your Mattock X.

What do you see ?

Yes, that’s right, 200%.


Going back to this--I think you're reading this wrong.  200% on your weapons loadout screen is awesome, but TA will still apply a -50% flat penalty when active.  Your effective cooldown will absolutely be 150% when you have it on.  Of course, that's still really good and lets you toss powers almost as quickly, but the difference is certainly noticeable.  I don't have a Mattock X, but I do have an Avenger V, which also provides 200% cooldown on a TS, and there is definitely a difference.

Modifié par We Tigers, 30 mars 2012 - 02:39 .


#16
Wheatax

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I love the turian sentinel. They can't roll, but they can withstand some punishment from the enemy.

Thanks for sharing this OP. I want to try it out next time I use him :D

#17
Geist.H

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Going back to this--I think you're reading this wrong.  200% on your
weapons loadout screen is awesome, but TA will still apply a -50% flat
penalty when active.  Your effective cooldown will absolutely be 150%
when you have it on.  Of course, that's still really good and lets you
toss powers almost as quickly, but the difference is certainly
noticeable.


Maybe, we could use the help of a stat-digging / mathguy on this topic, but if there is a difference ingame, it's hardly noticable. I can chain all skills under 2,5 seconds, just like my 200% CD Engineer.

Modifié par Geist.H, 30 mars 2012 - 02:39 .


#18
Domnuxx

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The fact that you added a trivia part made me vote this 5 stars.

Also, I usually play with an asari adept but sometimes when I play with a turian sentinel he just sabotages me. He uses overload when the enemy has armor, nullifying my warp. I think most turian sentinels max out everything except warp.

#19
Geist.H

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The fact that you added a trivia part made me vote this 5 stars.

Also, I usually play with an asari adept but sometimes when I play with a turian sentinel he just sabotages me. He uses overload when the enemy has armor, nullifying my warp. I think most turian sentinels max out everything except warp.


This is a lack of communication, it can hardly be blamed on the class. A Quarian Infiltrator and Quarian Engineer make a great combo, except if one starts destroying the other Sabotage/Cryo. I'm currently power leveling a friend who learns to play Vanguard, I just freeze everything with Cryo Ammo, Warp a target, he dives in : Biotic Explosion shattering ice everywhere.

Modifié par Geist.H, 30 mars 2012 - 02:44 .


#20
Deathjam

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Geist.H wrote...

Going back to this--I think you're reading this wrong.  200% on your
weapons loadout screen is awesome, but TA will still apply a -50% flat
penalty when active.  Your effective cooldown will absolutely be 150%
when you have it on.  Of course, that's still really good and lets you
toss powers almost as quickly, but the difference is certainly
noticeable.


Maybe, we could use the help of a stat-digging / mathguy on this topic, but if there is a difference ingame, it's hardly noticable. I can chain all skills under 2,5 seconds, just like my 200% CD Engineer.


That's the point I was getting at. Even with the 200% cd you would still get the 50% penalty. Either way, sounds like a nice build and would love to try it, but at the moment, I love the way my Sentinel handles without TA and can't think of any place i could subtract points from to get full TA. 
Warp at 6 is lovely for weakening enemies, Overload and Turian Vet we don't/can't touch, and I like the durability that high fitness provides for a class that can actually benefit from it.

#21
samoht_okpoh

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Domnux wrote...
Also, I usually play with an asari adept but sometimes when I play with a turian sentinel he just sabotages me. He uses overload when the enemy has armor, nullifying my warp. I think most turian sentinels max out everything except warp.


It doesn't nullify warp, it covers warp. If you warp, and the he overloads, you can just throw twice, to get a tech burst, then a biotic explosion.

#22
fuji7x

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I love the turian sentinel.. he feels like a sentinel should. Biotics and Tech. I play it pretty much exactly as the OP.


Overload set up for chain lightning (4), incapicitate organics (5) and 100% shield damage (6). Less CC but I bet those widow toting teammates love when I strip shields off a target in one go.

Tech Armor with DR, power dmg, power cooldown increase.

Warp with dmg, combo dmg, pierce

I've been playing around with the guns on my TS and similar to the OP, I have enjoyed using the vindicator and mattock the most.


However, I hate the no-roll thing. It feels like every death of mine is when I get trapped or flanked because I have absolutely no escape. I would love a side-step like salarians. Sure, no front/back roll, but a sidestep would be a godsend. I'm not sure if TA has saved me from being caught out in the open, the no-roll thing is the only reason I use TA. Which is probably why Bioware will never give Turians an escape mechanism.

#23
Geist.H

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That's the point I was getting at. Even with the 200% cd you would still get the 50% penalty. Either way, sounds like a nice build and would love to try it, but at the moment, I love the way my Sentinel handles without TA and can't think of any place i could subtract points from to get full TA.
Warp at 6 is lovely for weakening enemies, Overload and Turian Vet we don't/can't touch, and I like the durability that high fitness provides for a class that can actually benefit from it.


It doesnt change much really, I will run the tests tonight. But let's say that you have a) 1000 shield but take 30% less damage or B) 1400 shield but take full damage. If something hits you for 1000, you end up with a) 300 shield or B) 400 shield. From what I "felt" playing recently, TA is better against against spammy but weak attacks (Troopers pewpew.) while fitness is better against high-powered attacks.

Anyway, the difference is not worth putting 3 points in fitness. The only thing you "lose" is 15% faster regen. I gladly sacrifice this for 20% Power increase and an additional disruption tool.

Once again we could use the help of a stat/math brain :)

Modifié par Geist.H, 30 mars 2012 - 03:00 .


#24
Deathjam

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The only thing that has given my sentinel problems is phantoms really. That stupid hand of god laser will kill you so quickly if you can't force them to retreat instead (overload use muse be accurate and then so must the attempted headshots). Only reason I would drop anything and get TA on sentinel is if it helped with that god damn laser. Thing is, when you can have full shields, TA on and still get OHKO by a phantom, you realise defensive strategies are fail on gold.

Modifié par Deathjam, 30 mars 2012 - 03:37 .


#25
x-president

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jonal11 wrote...

I just can't seem to get over the fact they can't dodge. Just annoys the &*@#$ out of me. =/


Yea I can't get past that.  The same thing with the Krogan.