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


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#326
Guest_Air Quotes_*

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Geist.H wrote...

Turian nice guys need more attention, bumping.

 

Kellen Heller. :lol:

#327
Geist.H

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Kellen Heller.


Reporting for duty ! When I look back at those videos, it feels both awesome and a bit shameful.. Lots of fun but man was I sluggish back then.

#328
drebin

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I like to pass on warp, neural shock and multiple targets for overload is my favorite, with a harrier.

#329
Ashevajak

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Geist.H wrote...

Kellen Heller.


Reporting for duty ! When I look back at those videos, it feels both awesome and a bit shameful.. Lots of fun but man was I sluggish back then.


Aw, you weren't all that bad.  The videos were entertaining though, no argument there.

On topic, I use the exact same build for the Turian Sentinel.  He's a pretty awesome character, fairly tanky, debuffs, crowd control, priming/detonation and a bit of weapon stability thrown into the mix.  Definitely viable on most maps and against every faction, though the lack of a dodge can be a bit...annoying at times.

#330
Rapidfire Widow

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I built my tsent for pure unadulterated weapon damage against bosses. Warp is a great debuffing power, fully specced it weakens armour by 50% not the advertised 25%, plus the 15% extra damage from anything is very nice. It synchronises very nicely with Warp ammo, as your damage can be increased from 30% to 50% depending on the ammo level. Imo a solid class, with tone of weapon damage without the cheesy OP title that comes with infiltrators.

#331
Vubica

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He is hands down one of the most over looked classes, and one of the few vanilla classes that can go toe to toe with the new run and gun kits introduced, I fell in love with him during the demo and stayed in love to this day. Id recommend a few things on him
tech armor 3
Warp 5(dmg/pierce)
Overload ,dmg/recharge speed/chain overload
Turian DMG/stability/Power DMG/DMG stability
Fitness All shields
Slap a Mattock with a extended barrel and some shield boosting gear(stronghold package works great for him)
Ull be able to overload every 2.5 sec's same with warp. Amazing CC,Pierce handles armored targets verry well and u just dont die... <3 the turian sentinel

#332
Vubica

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drebin wrote...

I like to pass on warp, neural shock and multiple targets for overload is my favorite, with a harrier.


try going w/o neural shock it, i found the knockdown to be counter productive, it also benefits a bit more from something lighter like the mattock or the phaeston,
Overload will still stun unshielded enemies and CC'em w/o knocking them down ,  u wont have to adjust ur aim :) Warp does wonders for him and u have 100% synergy with every class with both warp and overload.

Not tellig u how to play ur class just advising u to try a great experience ive had loads of fun with since the beta :)

#333
Geist.H

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The thing with neural shock is that it increases overload's damage output against organics, which is something not mentionned in the skill description.

Overload inflicts noticably more damages against living targets shield/barrier with neural shock than without.

It has been a long time I have played though due to my computer issues, it might be worth investigating the forum further for more recent threads about Neural Shock.

I will run a few tests when I have the time to see if NS continues to increase overload's damage output.

Modifié par Geist.H, 14 février 2013 - 12:49 .


#334
HolyAvenger

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Geist.H wrote...

The thing with neural shock is that it increases overload's damage output against organics, which is something not mentionned in the skill description.

Overload inflicts noticably more damages against living targets shield/barrier with neural shock than without.

It has been a long time I have played though due to my computer issues, it might be worth investigating the forum further for more recent threads about Neural Shock.

I will run a few tests when I have the time to see if NS continues to increase overload's damage output.


It does. This has been well tested and verified, NS combines with SD in rank 6 to give huge damage against organics' shields and barriers, making it almost a mandatory evo for me. Helps a lot with Phantoms, Banshees, Collector Captain ets.

#335
Geist.H

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Good to hear that the instant-shield stripper setup is still kicking.

#336
tatann

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I always spec Warp on him for damage instead instead of detonation, cause he can't do BE by himself. But does the detonation bonus work on tech explosions too ? Cause I make a bunch of tech bursts with him so it might be useful

#337
Geist.H

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It works only for Biotic explosions sadly.

It's a matter of playstyle, if you like to be able to support another biotic, go for the BE perk, if you prefer to stay focused on your own damage output, go for damages.

#338
PreGy

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I always spec for Detonation, since I don't use Warp for its damage, and it's noticeable when you have a teammate to detonate your primes.

And obviously, Warp for me is a must: great armor debuffer, can detonate ammo powers (and other skills from teammates) and, if using warp ammo, massive weapon damage. I'd rather sacrifice some passive bonus and health (4/4) than skipping it.

Modifié par PreGy, 14 février 2013 - 01:18 .


#339
Vubica

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Geist.H wrote...

The thing with neural shock is that it increases overload's damage output against organics, which is something not mentionned in the skill description.

Overload inflicts noticably more damages against living targets shield/barrier with neural shock than without.

It has been a long time I have played though due to my computer issues, it might be worth investigating the forum further for more recent threads about Neural Shock.

I will run a few tests when I have the time to see if NS continues to increase overload's damage output.



OFC, Im simply in the mindset that his overload should be used as a CC/surivability option rather than a DMG output mechanic, its why i prefer to pierce on warp cuz most of the DMG(when I play him) comes from my weapons :)

#340
tatann

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I use it primarily for debuff too, but since I can't make BEs by myself, I figure why not make some damage out of it. This is less teamplay oriented but I play mainly PuGs so I concentrate on my damage output. Let's say I've learnt not to rely too much on others in PuG :)

#341
Geist.H

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The ability to nearly instant-kill Centurions/Rockets/Phantoms/Hunters because your overload instantly strips their shield/barrier, allowing the Tech Burst to nuke their health is very valuable (Disruptor rank I are more than enough to reliably self-burst on any class.)

If you truly want crowd control with a class possessing Overload, just grab a Falcon and watch yourself being able to clear a spawn points in a matter of seconds and stunlock all the nasty buggers into oblivion. This weapon offers the most survivability and target control of all weapons at the expense of struggling a bit against bosses.

The difference between 2 targets and 3 targets overload in terms of CC is not enough in my opinion to justify the sacrifice of NS/SD. Most of the time you will overload the target you wish to stun anyway.

About warp, I always go for Detonate/Expose/Pierce. I don't really find 30% more base damages to be worth trading the ability to synergize with another biotic.

Modifié par Geist.H, 14 février 2013 - 02:10 .


#342
Flambrose

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4/6/6/6/4, 3/6/6/6/5 are the best builds. I don't see why you'd neuter that Turian passive.

#343
HolyAvenger

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4/4 isn't a good split. 5% extra DR at rank 4 of TA is meh.

I'd 3/5 or 5/3 depending if you want the power damage boost on overload from rank 5 of TA or not.

#344
Flambrose

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5% would matter more if you use Cyclonics. In any case, Tsent's true strength is that 67.5% weapon damage on headshot paired with excellent utility and bulk.

Also, I've personally taken to taking damage on warp now. I use warp more often than I detonate/prime BEs with it. It does more overall damage that way unless you're specifically coordinating with biotic classes.

#345
HolyAvenger

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Warp's damage is really pitiful though, a little bit of a boost seems worthless.

#346
Geist.H

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You don't really need weapon damage when fodder ennemies are shredded by insta-kill Tech Burst spam.
When it comes to bosses, Expose & Pierce from warp will ensure that your damage output will remain good no matter what weapon you are using.

In the end, with or without the passive maxed out, around two magazines of Harrier to the head with Warp applied should be more than enough to take out most bosses (max gear.)

So, why not enjoy a bit more tankiness/utility ?

Modifié par Geist.H, 14 février 2013 - 02:36 .


#347
Simbacca

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Because more damage is always better than more unnecessary (well if it's unneeded for the particular player, or the player is not using Cyclonics on their Gold/Plat runs) defense. Rank 4 Tech Armor and rank 6 Fitness just for added an unneeded boost in defense is not as beneficial towards completion times as more damage for whatever weapon you want to bring on the particular outing (since the TSent is so flexible), especially on class that has an instant-cast chain stun ability for anything shooting at him. Plus those free and unique Turian stability bonuses, not to mention much great weapon damage boost than most race passives.

3/6/6/6/5 is my favorite, the single chosen weapon constantly switching depending on mood (Piranha, Raider, Hurricane, Harrier, Claymore, Saber).  Overload and Warp aren't utlized for damage much, so going 5 in Tech Armor for power damage is near pointless on this class (unlike a KroSent, for example).

Modifié par Simbacca, 14 février 2013 - 06:15 .


#348
heybigmoney

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Flambrose wrote...

4/6/6/6/4, 3/6/6/6/5 are the best builds. I don't see why you'd neuter that Turian passive.


This guide is pretty old.  Turian passives have received buffs since then and are now obviously too good to pass up.  46664 is a better build now than it was several months ago.

#349
lightswitch

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Flambrose wrote...

4/6/6/6/4, 3/6/6/6/5 are the best builds. I don't see why you'd neuter that Turian passive.


It's a pretty flexible kit, there's a lot of different ways to build it, I don't think it's possible to say there is one or two best builds. I'm running a 5/5/6/6/4 passives for weapon damage right now, and I like it quite a bit. I might be better off with a 5/6/6/6/3...but Pierce seems skippable to me. You can make up for the lack of armor weaking with ammo and mods, and the extra damage isn't very important.

I might even be better off with a 6/5/6/6/3. The truth is the difference in game between these various builds is not usually immediately obvious in game.

Modifié par lightswitch, 14 février 2013 - 07:30 .


#350
HolyAvenger

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I still can't see any value to skipping the passive tbf.