I've been experimenting with rebuilds on my TS. I am using cooldown bonus right now and there is virtually no difference in using skills now. I had tried the 50% DR earlier on with Fitness 6... missing that extra right now. When I respec again it will be for 50% DR and Fitness 4. It should be a good compromise I think. I've definitely settled on 66644 as the best all around build for TS after about two dozen respecs over the past month or so. My favorite class easily.Acolyte_Alwyn wrote...
Geist, any changes to Nice Guy build with recent changes to Tech Armor? i'm deciding on rank 6 whether to go for cooldown as per your build or increased protection to 50%
[Guide] The Turian Sentinel, a pretty cool guy.
#301
Posté 29 mai 2012 - 02:19
#302
Posté 29 mai 2012 - 03:16
Not Geist, but I'm finding the following values.Acolyte_Alwyn wrote...
Geist, any changes to Nice Guy build with recent changes to Tech Armor? i'm deciding on rank 6 whether to go for cooldown as per your build or increased protection to 50%
With the Power Recharge evolution at Rank 6, turning on TA costs you 0.16 seconds on Warp. With the Durability evolution instead, it costs you 0.45 seconds (for a total Warp cooldown of 2.91s).
As to whether it's a good idea, I don't know how to answer that, but here's how your effective durability breaks down with various builds (effective increase to health and shields with DR stacked on Fitness):
TA 5 + Fitness 2-3: +79%
Recharge + Fitness 2-3: +79%
Durability + Fitness 2-3: +100%
Recharge + Fitness 4-5: +100%
Durability + Fitness 4-5: +124%
Recharge + Fitness 6: +136%
Durability + Fitness 6: +164%
So, for example, if you took Durability in a 6/6/6/4/4 build, you're getting an additional cooldown of about 0.3s for an extra 180 shields.
#303
Posté 29 mai 2012 - 06:33
My "on paper" feeling is that 50% DR will be more useful because they are reducing the weight drawback AGAIN.
Stay tuned.
#304
Posté 31 mai 2012 - 03:58
#305
Posté 31 mai 2012 - 05:32
Roughly summed up: a 3/6/6/5/6 or 6/6/6/4/4 build will make you tankier, with stronger power (for the 6/6/6/4/4 build.) and a grab cancel detonation at the cost of 0.3 second of cooldown increase. If you have the new Structural Ergonomics gear upgrade, you can actually negate this tiny drawback.
#306
Posté 01 juin 2012 - 02:54
#307
Posté 22 juin 2012 - 01:34
#308
Posté 30 juin 2012 - 04:06
Geist.H wrote...
TS Warp > Adept Throws = Explosion.
-or-
TS Warp > Human Engineer overloads = Tech Burst
Wait, so could he detonate his own tech burst with overload?
#309
Posté 30 juin 2012 - 04:23
#310
Posté 30 juin 2012 - 04:31
himegoto wrote...
Geist.H wrote...
TS Warp > Adept Throws = Explosion.
-or-
TS Warp > Human Engineer overloads = Tech Burst
Wait, so could he detonate his own tech burst with overload?
Yes. You overload and then warp immediately. It is difficult to pull off without turning off tech armor and having overload on max cooldown. I end up getting most of my tech combos with other players now instead. I also have a new build that I absolutely love: 46664
Tech Armor: 40% DR
Warp: Detonate, Expose, Pierce
Overload: Chain, Recharge, 100% Shield
Passive: Weapon DMG, Headshot, Weapon DMG
Fitness: health/shields
You have good survivability, effective debuff with warp and ability to biotic combo, crowd control and shield/barrier take down with Overload, plus you can get some decent gun damage and low recoil from the passives. I can't wait to get Stronghold V to try out with this build. I will probably try to rebuild for Fitness 6 to take advantage of that.
tdoshea90 wrote...
i gave up on this class after testing
endless builds on him because he can't roll. even if you max tech armor
and fitness it's really hard to stay alive on gold with the decreased
mobility.
I don't have trouble with Gold if I have 40% DR and Fitness 4. Less than that and I feel too squishy. You also have to play more tactically with this character. Make sure to use cover as often as possible and sprint from cover to cover. Situational awareness is a priority for krogan, batarians, and turians on Gold because of the lack of roll.
Modifié par HEEGZ, 30 juin 2012 - 05:25 .
#311
Posté 30 juin 2012 - 04:36
I don't have trouble with Gold if I have 40% DR and Fitness 4. Less than that and I feel too squishy. You also have to play more tactically with this character. Make sure to use cover as often as possible and sprint from cover to cover. Situational awareness is a priority for krogan, batarians, and turians on Gold because of the lack of roll.
Indeed, I rarely feel the need to get into cover with my Batarians/Turians.
#312
Posté 30 juin 2012 - 05:19
1) 3/5/6/6/6:
1) Tech Armor
2) Warp with Explosions,15% Damage.
3) Overload with AoE, recharge, Shield Damage.
4) Turian Veteran* with damage/stability, power*, damage/stability
5) 6 points fitness all shields/reg/health
.
Warp only for debuff on armored enemies or biotic explosions with others.
Overload is main power. Decrease in time to make up for tech armor penalty.
Stability allows use of hurricane without consumable. Want to try the Revenant also. Waiting to get harrier.
*guess you could take headshots instead
Modifié par Veramocor, 30 juin 2012 - 05:20 .
#313
Posté 30 juin 2012 - 05:28
Veramocor wrote...
I've been playing with a "Hurricane' stability build.
1) 3/5/6/6/6:
1) Tech Armor
2) Warp with Explosions,15% Damage.
3) Overload with AoE, recharge, Shield Damage.
4) Turian Veteran* with damage/stability, power*, damage/stability
5) 6 points fitness all shields/reg/health
.
Warp only for debuff on armored enemies or biotic explosions with others.
Overload is main power. Decrease in time to make up for tech armor penalty.
Stability allows use of hurricane without consumable. Want to try the Revenant also. Waiting to get harrier.
*guess you could take headshots instead
This is the build I plan on trying when I get Stronghold V. It should have great survivability plus great damage output from a variety of weapons.
#314
Posté 30 juin 2012 - 06:10
Veramocor wrote...
I've been playing with a "Hurricane' stability build.
1) 3/5/6/6/6:
1) Tech Armor
2) Warp with Explosions,15% Damage.
3) Overload with AoE, recharge, Shield Damage.
4) Turian Veteran* with damage/stability, power*, damage/stability
5) 6 points fitness all shields/reg/health
.
Warp only for debuff on armored enemies or biotic explosions with others.
Overload is main power. Decrease in time to make up for tech armor penalty.
Stability allows use of hurricane without consumable. Want to try the Revenant also. Waiting to get harrier.
*guess you could take headshots instead
I'd trade my harriar Vi for your hurricane I <_<
But about the sentinel. I still think it's best to keep it simple and ignore warp and max everything else.
Max defense and overload staggers most enemies.
Sure you lose a 15% debuff but keeping him simple and sturdy is how I see this class is.
#315
Posté 30 juin 2012 - 06:22
#316
Posté 30 juin 2012 - 08:08
Geist.H wrote...
Warp improves your damage output by a lot more than 15% if you take the armor debuff into consideration, it also allows you to synergyze with biotic classes.
Plus Warp + Incendiary ammo melts all the things.
#317
Posté 30 juin 2012 - 09:40
#318
Posté 24 octobre 2012 - 07:03
#319
Posté 24 octobre 2012 - 07:18
Geist.H wrote...
Updated and revamped.
What? Why?
Well, I mean guess there's some reasons.
Modifié par nhcre8tv1, 24 octobre 2012 - 07:19 .
#320
Posté 24 octobre 2012 - 08:43
Waiting for this week's turian buff.
#321
Posté 24 octobre 2012 - 08:47
Geist, you update the thread it too early.
Waiting for this week's turian buff.
After 4 months, those guides seriously needed to be dusted off and updated. I don't mind working on them once again when this turian buff, which I didn't know about, comes out.
#322
Posté 29 octobre 2012 - 06:27
#323
Posté 29 octobre 2012 - 06:29
#324
Posté 14 février 2013 - 10:45
#325
Posté 14 février 2013 - 10:46





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