Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
373 réponses à ce sujet

#226
Agenda42

Agenda42
  • Members
  • 140 messages

No Snakes Alive wrote...

Does anyone know the math on which of the two, rank 6 of Tech Armor or rank 6 of Fitness, ends up equating to the better defensive option? It's 10% more damage reduction or 20% more health and shields. Not sure how to figure it out without knowing just how much damage is being reduced by 10%...


Here are some relative durability numbers for some potential breakpoints.  These are computed by: Durability = (1.0 + Fitness bonus) / (1 - Tech Armor reduction).

Tech Armor skill / Fitness skill = Durability
0 / 0 = 1.0 (this is the baseline)
6 / 0 = 1.3 Recharge / 1.4 Durability
0 / 6 = 1.65
6 / 3 = 1.78 Recharge / 2.08 Durability
4 / 4 = 2.0
6 / 4 = 2.0 Recharge / 2.33 Durability
3 / 6 = 2.2
4 / 6 = 2.35
6 / 6 = 2.35 Recharge / 2.75 Durability

#227
Kaladryn

Kaladryn
  • Members
  • 55 messages
6/0/6/6/6, falcon, disruptor ammo, tech bursts every 2 shots and you are a tank with ta up, pwns face.

#228
No Snakes Alive

No Snakes Alive
  • Members
  • 1 810 messages

Agenda42 wrote...

No Snakes Alive wrote...

Does anyone know the math on which of the two, rank 6 of Tech Armor or rank 6 of Fitness, ends up equating to the better defensive option? It's 10% more damage reduction or 20% more health and shields. Not sure how to figure it out without knowing just how much damage is being reduced by 10%...


Here are some relative durability numbers for some potential breakpoints.  These are computed by: Durability = (1.0 + Fitness bonus) / (1 - Tech Armor reduction).

Tech Armor skill / Fitness skill = Durability
0 / 0 = 1.0 (this is the baseline)
6 / 0 = 1.3 Recharge / 1.4 Durability
0 / 6 = 1.65
6 / 3 = 1.78 Recharge / 2.08 Durability
4 / 4 = 2.0
6 / 4 = 2.0 Recharge / 2.33 Durability
3 / 6 = 2.2
4 / 6 = 2.35
6 / 6 = 2.35 Recharge / 2.75 Durability



Thank you. I just finished reading through and noticed you posted this and others posted other calculations already so I do apologize for posting in my excitement before reading through it all lol.

Now, even after reading through it all, I'm still not sure how exactly I want my build to turn out. I'm pretty sure I want Warp and Overload maxed for debuffing, so the points will probably end up coming out of Tech Armor, Fitness, or possibly Turian Veteran.

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?

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. Being 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)?

Sorry if that's a ton to handle and not much to go on as far as advice, but any insight would be appreciated. Though, once the Batarian Sentinel comes out tomorrow I may just end up playing him instead anyway!

Dat net. <3 lol

Modifié par No Snakes Alive, 10 avril 2012 - 12:50 .


#229
Agenda42

Agenda42
  • Members
  • 140 messages

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.

#230
No Snakes Alive

No Snakes Alive
  • Members
  • 1 810 messages

Agenda42 wrote...

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.


Thanks for the input. Gave me some great things to think about as far as how my playstyle (TA on or on/off) should factor in to my build.

I think there are more weapons a Turian Sentinel could excel with, especially a Hornet from what I've seen. I think I'll leave the heavier ones to my Turian Soldier though since it will hardly affect my Concussive Shot spam considering its like, .02 second cooldown lol.

So question, and I know I've already asked a ton, but if I'm only planning on having like a 180% cooldown at worst, would I go for capacity in Turian Sentinel or weapon damage? I'm assuming capacity anyway since it boosts power damage along with Tech Armor, to make Warp and Overload even more ridic.

But then again, Warp is primarily debuff and Overload can already strip shields beyond well enough so is the damage necessary or would the weapon damage benefit the class more?

Man, Turian Sentinel's easily one of my favorite classes but it's the only one I can't figure out what build to shoot for.

*Goes back to Claymore Infiltrator. >=|

#231
Faded_Jeans

Faded_Jeans
  • Members
  • 173 messages

PhalanxForMe wrote...

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


Ha!  That's exactly how I play it.  Great fun, too.  ZAPzapZAPpopZAP!

bang!  bang! 
bang!  bang! 
bang!  bang! 
bang!  bang!   

Lots of bodies.  

Turrets gone.  

Banshee - got barrier?  ZAP!  ZAP!  Nope.  You don't.  

Warp!  bangbangbangbang Warp!

#232
seek37

seek37
  • Members
  • 64 messages
You forgot the 0/6/6/6/6, where you use a reset power to get rid of tech armor and go full into the rest. I find this build pretty useful since turians already have a large amount of shielding anyway and so I find that trading off tech armor for maxed out warp and overload to be very viable.it also makes the turian great for both bio and tech explosions, making him a type of team "synergist."

#233
elessarz

elessarz
  • Members
  • 234 messages
Using 3/6/6/5/6 at the moment, I believe, and I am very satisfied with it. I'm still kind of uneasy about not maxing tech armor, though for no reason other than it's the signature ability.

#234
Agenda42

Agenda42
  • Members
  • 140 messages

No Snakes Alive wrote...

So question, and I know I've already asked a ton, but if I'm only planning on having like a 180% cooldown at worst, would I go for capacity in Turian Sentinel or weapon damage? I'm assuming capacity anyway since it boosts power damage along with Tech Armor, to make Warp and Overload even more ridic.

But then again, Warp is primarily debuff and Overload can already strip shields beyond well enough so is the damage necessary or would the weapon damage benefit the class more?


Damage & Stability only makes sense in the 6/0/6/6/6 gunner build.  If you have Warp and Overload, getting the Damage & Capacity version is much more efficient.

#235
OniGanon

OniGanon
  • Members
  • 4 829 messages
So... 6 TA 3 Fitness is better than 4 TA 4 Fitness? 10% DR is better than 15% shield/health? How does that work?

Been running 5/6/6/5/4, thought I'd finally gotten this build right. >.<

#236
Agenda42

Agenda42
  • Members
  • 140 messages

OniGanon wrote...

So... 6 TA 3 Fitness is better than 4 TA 4 Fitness? 10% DR is better than 15% shield/health? How does that work?

Been running 5/6/6/5/4, thought I'd finally gotten this build right. >.<


+DR% has increasing returns, while +health/shields% has diminishing returns.

If you are taking 70% damage, and then you go to taking 60% damage, then your effective life has increased by 16%. 

If you have 125% of base health/shields, and then you go to having 140% of base health/shields, your effective life has increased by 12%.

#237
OniGanon

OniGanon
  • Members
  • 4 829 messages
Alright... so let's say that 6 Warp and 6 Overload are necessary and non-negotiable. So we want the remaining points to yield the best survivability and power damage.

3/6/6/5/6 = 2.20 durability, 25% power
6/6/6/5/3 = 2.08 durability, 45% power
4/6/6/4/6 = 2.35 durability, 10% power
6/6/6/4/4 = 2.33 durability, 30% power

Is this correct? If so, 6/6/6/4/4 looks like a winner to me, with 6/6/6/5/3 being a good alternative.

Modifié par OniGanon, 10 avril 2012 - 03:42 .


#238
No Snakes Alive

No Snakes Alive
  • Members
  • 1 810 messages

OniGanon wrote...

Alright... so let's say that 6 Warp and 6 Overload are necessary and non-negotiable. So we want the remaining points to yield the best survivability and power damage.

3/6/6/5/6 = 2.20 durability, 25% power
6/6/6/5/3 = 2.08 durability, 45% power
4/6/6/4/6 = 2.35 durability, 10% power
6/6/6/4/4 = 2.33 durability, 30% power

Is this correct? If so, 6/6/6/4/4 looks like a winner to me, with 6/6/6/5/3 being a good alternative.


If that's as accurate as it seems, I love this post. Most helpful ever.

Edit: wait, is that with the power cooldown or damage resistance perk for rank 6 of Tech Armor? Because I do agree on 6/6/6/4/4 so long as it doesn't noticably affect my cooldowns.

Modifié par No Snakes Alive, 10 avril 2012 - 04:09 .


#239
Geist.H

Geist.H
  • Members
  • 1 216 messages
I see people are still running statistics on this thread, which is nice ! I will give a go to 6/6/6/4/4 myself later, I had no more respec cards since I stockpiled all my credits for Resurgence.. hehe

*Bump*

#240
Silveralen

Silveralen
  • Members
  • 316 messages
Allright, I got a couple questions real quick. is a 6/0/6/6/6 build ever viable? I honestly prefer using overload most of the time, even with warp specced I rarely use it, instead spamming overload, which I have geared for AOE and stun on organics. Would this build pass muster on gold, or not?

Secondly, in the above build, could I work it focusing on weapon damage increases over power damage increases? I wish I could test these myself, but a lack of respec cards has me wanting some input first.

#241
ImperatorMortis

ImperatorMortis
  • Members
  • 2 571 messages
As a person who is basically in love with Turian sentinel(and Turians in general), I adamantly approve of this thread, also your builds are nice. I'm gonna use the second one.

#242
Geist.H

Geist.H
  • Members
  • 1 216 messages

Allright, I got a couple questions real quick. is a 6/0/6/6/6 build ever viable? I honestly prefer using overload most of the time, even with warp specced I rarely use it, instead spamming overload, which I have geared for AOE and stun on organics. Would this build pass muster on gold, or not?

Secondly, in the above build, could I work it focusing on weapon damage increases over power damage increases? I wish I could test these myself, but a lack of respec cards has me wanting some input first.


6/0/6/6/6 is a viable, but selfish build that is awesome against Geth, good against cerberus, utter crap against reapers. The main strength of the Turian Sentinel is its ability to setup both biotic and tech combos, by avoiding Warp, you cancel out this amazing team synergy.

The TS is pretty much the best class to soloqueue for unknown/unknown/gold because you can fit in any team, provided that you have both warp and overload.

Speccing for weapon damages give you little return because you want to avoid equiping heavy weapons, you are not a soldier or krogan, it also reduces the effectiveness of your combos.

Modifié par Geist.H, 11 avril 2012 - 06:44 .


#243
kmmd60

kmmd60
  • Members
  • 1 496 messages
Hmm..finally got a respec card to try 6/6/6/5/3

After the balance change lower the TA CD penalty to 60% and 30% with lv6 evolution, this armor finally shine. Armor blast will get you out of many difficult situation (same with krogan vanguard barrier), banshee grab included.

Change my mind, I prefer this build more than 0/6/6/6/6

Love this thread, good work people!

#244
Geist.H

Geist.H
  • Members
  • 1 216 messages
Slight update.

#245
Startkabel

Startkabel
  • Members
  • 121 messages
When I saw Tech armor I stopped reading -_-

#246
Dashmundo

Dashmundo
  • Members
  • 512 messages

Startkabel wrote...

When I saw Tech armor I stopped reading -_-


That's a shame for you. I do hope you don't plan on playing the Sentinel class often.

#247
Geist.H

Geist.H
  • Members
  • 1 216 messages

When I saw Tech armor I stopped reading /images/forum/emoticons/sleeping.png


Good for you, keep your head tightly packed inside that box :). Let me guess, you run Weapon Damage to do uber DPS with your Revenant/Widow combo ?

Modifié par Geist.H, 16 avril 2012 - 09:51 .


#248
Startkabel

Startkabel
  • Members
  • 121 messages
No I choose fitness over useless tech armor. Somebody who uses tech armor does not get it.

#249
Badpanzer

Badpanzer
  • Members
  • 1 921 messages
Well Im a covert..previously I ignired the Tech armour but fully evolved its actually pretty damn useful.
So cheers :)

#250
Dashmundo

Dashmundo
  • Members
  • 512 messages

Startkabel wrote...

No I choose fitness over useless tech armor. Somebody who uses tech armor does not get it.


30% damage reduction, 20% built-in power amp, cooldown reduced to just a 30% penalty. Get a power-amp on to further increase your damage output, or get a power-efficiency on to negate that penalty.

You've got yourself a hell of a player with that.

The icing on the cake? You can't get banshee-grabbed.

Modifié par Dashmundo, 16 avril 2012 - 10:11 .