[Guide] The Turian Sentinel, a pretty cool guy.
#276
Posté 16 avril 2012 - 05:38
#277
Posté 16 avril 2012 - 06:25
Startkabel wrote...
Turian Sentinel sux, cannot make combat rolls, does minor damage, cannot make combo's. User the human sentinel WITHOUT tech armor but MAX FITNESS or even better, use Salarian infiltrator and just make instant kills with drain+cloaked widow shot.
Funny thing about that Salarian Infiltrator... the Turian Sentinel will set up and detonate his Energy Drains for Tech Bursts all over the place, helping to control the mobs and strip more shielding for sniper oneshots. He'll weaken enemy Armor and boost the entire team's damage on a target, rapidly bringing bosses down under the team's focused gunfire. And he'll accept all the enemy's aggro and gunfire that the SI isn't getting because he spends so much time hiding and Cloaking, trusting in that Salarian's superior revival skills to bring him back when that Infiltratorly cowardice inevitably leads to the noble Turian's sacrifice. He'll do all this with probably only minimal grumbling, because he's a Turian.
Meanwhile, that Human Sentinel? The Turian is stripping shields all over the place, leaving enemies vulnerable to the HS's Throws to quickly remove lesser foes from the fight, and helping to make up for their relative weakness against shielded bosses. When the bosses are down to Armor, the Turian Sentinel sets up more biotic explosions and increases the entire team's power damage on that target for rapid boss kills.
Whether their allies use guns, biotics or tech powers, the Turian Sentinel stands ready to bolster the strengths of his entire team whatever they may be, and serve as its strong backbone as they crush their enemies in whatever form they may take, on any battlefield they may find them. Not flashy or swift, but a dependable, steady, implacable, inevitable victory. That's what it means to be a Turian Sentinel. That's what it means to be a Turian.
It's called a support class because I carry your ass.
Modifié par OniGanon, 16 avril 2012 - 06:30 .
#278
Posté 16 avril 2012 - 07:28
But then I tried again going.. I think something like 6/6/6/5/3. All of the power-oriented bonuses in Tech Armor and Turian passive, also enhanced damage/radius on the Tech Armor. Overload for maximum possible damage but with the rank 6 chain, and Warp for... you guessed it, maximum damage and anti-armor. Went lightly equipped with a Hornet. So, less durable than my previous build but way more use of powers. This easily became my go-to build for when I absolutely NEED to succeed at a Gold match.
Anyone who neglects Tech Armor is really missing out, and not just for the passives... the explosion is functionally similar to Nova, (you know, every human vanguards only/favorite skill?) except that it can be reused much faster, CAN BE USED WHILE BEHIND COVER and yes indeed will go through ANY wall, unlike Nova has NO activation delay, and instead of leaving you completely shieldless you just... temporarily don't have your passive bonuses. It clears out entire groups of weak things instantly and staggers most of the more dangerous things.
If I see a phantom appear I tend to run right up to her, pop the armor in her face, and then unload the hornet to finish her off while she's staggered. It sounds dangerous but it's worked pretty well for me in all the gold matches I've played.
Essentially I don't even worry about the Tech Bursts. If they happen, then awesome! But generally I'm just there with the confidence that between Overload, Warp, Tech Armor explosion, and my Hornet, I can handle absolutely anything. But I do make a point to stick with my team and watch their backs, since I can drop shields for them, weaken armor, or shield-blast stagger things that are about to kill 'em.
Modifié par CrashFu, 16 avril 2012 - 07:30 .
#279
Posté 17 avril 2012 - 01:07
Geist.H wrote...
I tried out a 3/5/6/6/6 teamed up with a geth engineer this weekend. Highly recommended if you want some serious stun fun. It was basically like a wacky buddy cop movie with endless overloads. The Turian is Murtaugh, the Engineer is Riggs, and the awesome geth turret can be Joe Pesci's character. With the shield recharge from the geth drone, we posted up in the guard shack on Hydra and kept all of cerberus locked down with ease, basically creating a shooting gallery for the team in the main open field. Very quick clear through extraction.
Falconbros.
GE 6/6/6/4/4, TS 6/6/6/4/4
Glacier,
Two Falcons,
Disruptor Ammos,
GE initiates with Shield damage perk overload, TS follows with triple chain, alternate your Falcon fire.
Walk around the map, no cover, seek&destroy style.
Just try it.
You had a good time typing that out didn't you? I can tell you got a rise out of yourself
#280
Posté 17 avril 2012 - 11:49
OniGanon wrote...
Startkabel wrote...
Turian Sentinel sux, cannot make combat rolls, does minor damage, cannot make combo's. User the human sentinel WITHOUT tech armor but MAX FITNESS or even better, use Salarian infiltrator and just make instant kills with drain+cloaked widow shot.
Funny thing about that Salarian Infiltrator... the Turian Sentinel will set up and detonate his Energy Drains for Tech Bursts all over the place, helping to control the mobs and strip more shielding for sniper oneshots. He'll weaken enemy Armor and boost the entire team's damage on a target, rapidly bringing bosses down under the team's focused gunfire. And he'll accept all the enemy's aggro and gunfire that the SI isn't getting because he spends so much time hiding and Cloaking, trusting in that Salarian's superior revival skills to bring him back when that Infiltratorly cowardice inevitably leads to the noble Turian's sacrifice. He'll do all this with probably only minimal grumbling, because he's a Turian.
Meanwhile, that Human Sentinel? The Turian is stripping shields all over the place, leaving enemies vulnerable to the HS's Throws to quickly remove lesser foes from the fight, and helping to make up for their relative weakness against shielded bosses. When the bosses are down to Armor, the Turian Sentinel sets up more biotic explosions and increases the entire team's power damage on that target for rapid boss kills.
Whether their allies use guns, biotics or tech powers, the Turian Sentinel stands ready to bolster the strengths of his entire team whatever they may be, and serve as its strong backbone as they crush their enemies in whatever form they may take, on any battlefield they may find them. Not flashy or swift, but a dependable, steady, implacable, inevitable victory. That's what it means to be a Turian Sentinel. That's what it means to be a Turian.
It's called a support class because I carry your ass.
Nice story but that goes for almost all classes, not only the Turian Sentinel. You can detonate Energy Drain with a lot of other powers.
You make it sound the Turian Sentinel is uber as support class but in fact it has his ups and downs. For example when you spec Overload to hit multiple enemies you will loose a lot of damage. A decoy is for more effective if you ask me and the Salarian Engineer also has Overload.
Turian Sentinel is not needed, adepts are, in many cases and infiltrators. A decoy is preferrable.
#281
Posté 17 avril 2012 - 01:50
But hey, all you need is a competent Human Vanguard babysitted by a Drell Adept and/or an Asari Adept and you roll through gold in <20 minutes. Except running a biotic setup requires a bit of coordination, unlike lazy decoy/sniper snoozefest.
Anyway, this thread is not about wether or not Turian Sentinel is the best or most competitive class, it's about how to play it, so let's quit derailing it.
Modifié par Geist.H, 17 avril 2012 - 02:08 .
#282
Posté 18 avril 2012 - 01:53
6 TA (durability, power damage, recharge)
6 Warp (detonate, expose, pierce)
6 Overload (chain, shock, shield damage)
4 Turian Veteran (damage and stability)
4 Fitness (durability)
I find the extra power damage in Turian Veteran isn't really missed, as shields are stripped in the same number of casts anyway with Overload's shield damage spec, and the extra stability does help the Hornet's performance at medium range.
The turian sentinel just has all the tools to make the Hornet realize its potential. Stability to deal with the recoil, warp to deal with armour, stuns and high shields to be able to survive longer while using an automatic weapon.
#283
Posté 18 avril 2012 - 02:34
Geist.H wrote...
You have to use it just as the grab animation begins, when your camera becomes "locked in", it's quite tricky but once you get the proper timing, you feel like wearing a trollfacemask each time a banshee grabs you.
Does this work with krogan vanguard barrier detonations as well?
#284
Posté 18 avril 2012 - 11:59
Does this work with krogan vanguard barrier detonations as well?
No idea, I don't play Krogans, but it should be possible ?
All my guides will have to be update with the rifle/smg buff and arrival of new Amplifiers, stay tuned.
#285
Posté 18 avril 2012 - 06:12
I've been toying around with the different builds since mid-march when i read some internet-wisdom that 6/0/6/6/6 was the only viable way to play turian sentinel, tried it and got bored with it. Kept the Vindicator though:lol:
But it's all about feeling to me and this just feeels right. I'm pretty sure it's the versatility. Sure chain-overload spam is pretty effective (especially against geth obviously), but tandem work with biotic/tech teammates is a "whole 'nother level", when done properly. I'm sure it has already been posted somewhere earlier in this thread but this http://social.biowar...3/index/9629730 (list of combos) is golden.
I think the holy grail to me was getting to know the different classes and combos properly - who wants me to set up explosions, who would rather have me detonate them? who would prefer shield-stripping, and so on.
However especially tech bursts have beem a revelation. Whats better than chain-overload? Massive! chain-overload off course. It adds some more CC ability to the class IMO, and allows for some more ambitious solo play down a flank should you feel like it;) But the best part really is that you need that warp, so there's no excuse not to paint a few targets for that vanguard/adept/sentinel now you're already at it.
Anyway, surely a class that is great fun to play. And great thread btw
Modifié par Sir_Loin, 18 avril 2012 - 06:14 .
#286
Posté 19 avril 2012 - 07:01
Modifié par Spartansfan8888, 19 avril 2012 - 07:37 .
#287
Posté 20 avril 2012 - 05:48
Modifié par Geist.H, 20 avril 2012 - 07:26 .
#288
Posté 27 avril 2012 - 10:55
#289
Posté 28 avril 2012 - 05:06
#290
Posté 29 avril 2012 - 06:07
1) Can someone tell me why in the 6/6/6/4/4 build for Overload, why Recharge Speed was taken over Neural Shock? Is it so that you can set off your own tech burst?
2) From what I've seen in posts, if you use certain ammo bonus equipment, you can set off your own tech burst...? I remember seeing a list that explained what causes explosions to happen, but ammo powers weren't listed for it.
Thanks.
#291
Posté 29 avril 2012 - 11:53
Hitting a target with disruptor ammo does apply "overload effect" (depending of your weapon % chance of applying said ammo effect on hit.), meaning that overload will trigger a tech burst if used on the same target.
Incendiary ammo can trigger Fire explosion, cryo ammo can trigger cryo blasts etc...
Modifié par Geist.H, 29 avril 2012 - 11:54 .
#292
Posté 29 avril 2012 - 08:03
Geist.H wrote...
Overload staggers enemies on hit naturally, having a % chance of stunning them on top of staggering them is pretty redundant, you might as well pick the cooldown reduction perk to compensate for tech armor slight cooldown increase. Also, neural shock is completely useless against Geth.
Ahh, that makes sense. I never noticed the correlation on which targets got shocked or not. So sniping on the HE was a pain when certain targets fell over and when some didn't. My playstyle pretty much changed after that, using the Hornet to take down my targets while they were down. Works well for me on silver and bronze, not sure about gold. Hopefully on the TS, it'll work even better...
Not sure if this is a typo, but:
Geth annihilation machine.
1) Tech Armor* with Increased Protection, Increased Power when Active and Reduced Cooldown.
2) Nothing in warp.
3) Overload with AoE, Stun, AoE or anti-shield.
4) Turian Veteran* with Power and Capacity, Increased Power and Reduced Rifle Weight.
5) Full tank fitness.
Anyway, amazing guides. Thanks!
Modifié par Ashenwraith, 29 avril 2012 - 08:10 .
#293
Posté 29 avril 2012 - 08:06
#294
Posté 18 mai 2012 - 10:18
I'm wielding a Hurricane II (it amazes me that nobody has mentioned this gun in the whole thread) so the 55% stability bonus is a must.
It all comes down to the ?/6/6/6/? issue.
Since I have already a 175% CD the 0/6/6/6/6 might be a good idea but based on Agenda's and OniGanon's posts a 4/6/6/6/4 looks better in terms of durability +anti-instagrab but my warp CD goes from 2.67 to 3.34 seconds :[
#295
Posté 18 mai 2012 - 10:26
Shika wrote...
I'm wielding a Hurricane II (it amazes me that nobody has mentioned this gun in the whole thread)
Because the last post on this thread was almost 3 weeks ago. Everything you read took place before the Hurricane got buffed heavily, and it was still a piece of crap.
#296
Posté 18 mai 2012 - 10:34
Shika wrote...
I've read the whole thread (hooray!) and I have some questions:
I'm wielding a Hurricane II (it amazes me that nobody has mentioned this gun in the whole thread) so the 55% stability bonus is a must.
It all comes down to the ?/6/6/6/? issue.
Since I have already a 175% CD the 0/6/6/6/6 might be a good idea but based on Agenda's and OniGanon's posts a 4/6/6/6/4 looks better in terms of durability +anti-instagrab but my warp CD goes from 2.67 to 3.34 seconds :[
They've reduced recoil on that gun, 55% is definitely not a must. You don't need that 6th point in the passive, leaving you free to go for a 6-6-6-5-3 or even 6-6-6-4-4 if you wish - both are far more CD-friendly options with the 30% power-recharge in TA.
#297
Posté 18 mai 2012 - 10:54
Dashmundo wrote...
They've reduced recoil on that gun, 55% is definitely not a must. You don't need that 6th point in the passive, leaving you free to go for a 6-6-6-5-3 or even 6-6-6-4-4 if you wish - both are far more CD-friendly options with the 30% power-recharge in TA.
6-6-6-4-4 you say, uh? that sounds even better, I took Veteran's rank 5 15% Power Damage which comes outclassed by TA's rank 5
btw, does anyone have the numbers on Overload striping Centurion's shields in one hit?
Edit: Now I do, check out the link in my signature
Modifié par Shika, 26 mai 2012 - 10:27 .
#298
Posté 26 mai 2012 - 10:06
#299
Posté 26 mai 2012 - 10:15
Its actually a pretty fun and solid build. Might stick with this for a while.
#300
Posté 29 mai 2012 - 12:50





Retour en haut





