No Snakes Alive wrote...
What's the consensus on 3/6 versus 6/3 when it comes to Tech Armor and Fitness? Do the other perks of Tech Armor outweigh the sheer survivability of Fitness? Would taking both damage resistance perks to Tech Armor gimp my cooldowns too much if I go with one relatively light weapon?
If you like the idea of turning on your tech armor situationally, 3/6/6/5/6 is the build for you. When Tech Armor is on, you're very tanky, and when it's off, you spam powers just as efficiently as the 0/6/6/6/6 pure caster build.
If you want to leave tech armor on all the time, 6/6/6/5/3 is the build I would point you at. I think it is a terrible idea to lose warp 6 (Pierce) or overload 6 (Shield Damage), as both are gamechanging in their own way. Pierce is what allows your assault rifle to be a significant threat on gold, Shield Damage is how you stop Phantoms cold.
There are players who play 6/0/6/6/6, skipping Warp for the superior durability and playing a more gun-focused character. I mostly don't like this build because it's not as good for setting up combinations with my teammates, but it is an effective build.
No Snakes Alive wrote...
And I'm not sure what the weapon loadout is going to end up looking like. I know the hornet on a Sentinel is gdlk. I know Turians shine with assault rifles and the Falcon has some great CC potential. Turian Sentinels are the only class I actually enjoy sniping with what with Overload-->quick-scoping and being able to wade around out in the open (somewhat while doing it, and thus not feeling like a complete cover-hiding coward.
Long story short I'm assuming a high RoF weapon is preferable with Turians since they're the only race that can utilize them to their max, and I'm cool with ending up with just one weapon probably, but don't know which just yet. Beig able to switch between a few from game to game would be nice too. Should I know exactly what my loadout will be before I decide what my build will be or can I safely go 3/6/6/5/6 or 6/6/6/5/3 (or even 5/6/6/6/3 or 3/6/6/6/5)?
If you don't spec the Recharge aspect of Tech Armor, you're going to want to be cooldown capped. At 200%, you're looking at a 0.3 second delay on your powers for using the base Tech Armor, but at 100% that delay doubles. Myself, I opt to take Recharge since I feel like faster power spam prevents more damage than the extra durability, others think differently.
Your main weapon choices are:
Mattock - Other toons can have trouble with the recoil, but a Turian can place 6 headshots in a row without recentering the aim. This needs to be a fairly high rank in order to get your cooldowns around 200%.
Vindicator - This is lighter than the Mattock and easily reaches 200% even with lower ranks. The 3 shot burst is quite hard to control for non-Turians, but as a Turian you can easily secure triple headshots for big damage. I think the Mattock is better for stationary targets, but I find it easier to drop moving targets with a Vindicator.
Falcon - Offers a very different playstyle. If you equip it with disruptor ammo, you will get many, many tech bursts and be able to lock down groups of enemies. This isn't really feasible with any other class. On the other hand, you will have a pretty hard time killing single targets and will be fairly dependent on your team for heavy targets.
Carnifex - There's not any synergy with your Turian abilities, but it's a fantastic gun. You can 2-shot most things that you overload with this, and with a scope it is quite competent at all ranges. If you aren't going to take Pierce, and you are going to play on gold, I would highly recommend this gun as both assault rifles really feel the burn of armor on gold.