+1, next reset powers card I get, Tech Armor will be forever a thing of distant memories. I literally never use it on my TS since it slows down that overload...overload...overload...warp...overload...action.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
[Guide] The Turian Sentinel, a pretty cool guy.
#26
Posté 30 mars 2012 - 03:47
#27
Posté 30 mars 2012 - 03:47
x-president wrote...
jonal11 wrote...
I just can't seem to get over the fact they can't dodge. Just annoys the &*@#$ out of me. =/
Yea I can't get past that. The same thing with the Krogan.
It's funny when you see two rockets coming at you with cover too far away to get to. It's also funny when a geth hunter decloaks in front of you. You can multiply the enjoyment factor by 10 when you shields have already been taken down by a Geth Primes homing laser.
#28
Posté 30 mars 2012 - 03:49
#29
Guest_m14567_*
Posté 30 mars 2012 - 04:14
Guest_m14567_*
I switched over from the mattock to the tempest because I was stuck with mattock at level 2 and had armor-piercing ammo out the yin-yang for several weeks thanks to random unlocks. It's something different if not the most effective at least.
#30
Posté 30 mars 2012 - 04:27
+1, next reset powers card I get, Tech Armor will be forever a thing of distant memories. I literally never use it on my TS since it slows down that overload...overload...overload...warp...overload...action.
You dont lose any CD if you build like I say, and you gain 30% DR and 20% Tech/Biotic Damage on top of it instead of having just a bit more health/shield. I don't know this can be so hard to understand. I spam overload / warp all day along WHILE having Tech Armor on.
Modifié par Geist.H, 30 mars 2012 - 04:28 .
#31
Posté 30 mars 2012 - 04:29
6/3/6/5/6 Support-based, tanky-yet-powerful build
6 points in TA - self-explanatory. You want the highest possible shield bonuses.
3 points in Warp - this is used primarily to set up teammates or connect with Biotic Explosions.
6 points in Overload - grab both Chain Overloads, or forego the third one for Shield damage.
5 points in Turian Veteran - depending on your playstyle, you can go either towards more power damage or towards weapon damage. There's versatility here.
6 points in Fitness - maximum overall shield and health bonuses. Makes you even more tankier.
This build has been really successful for me, using a Saber + Extended Barrel V + Scope V. Use Ammo/Weapon/Armor bonuses appropriate for the mission map and enemy. This gives the TS a varied range of damage - you can be EXTREMELY effective if you're more of a pure shooter, or put more emphasis on Overload spam + Warping for Biotic Explosions when those situations arise. You're going to rely a little more on your shooting skills with this build, while your tech + biotics are used for a support + stun role.
I've also found that 6/6/6/4/4 and 6/6/6/5/3 builds are also extremely effective builds. The fact that there's so much versatility with Turian Sentinels easily make them the best overall class in the game, in my opinion (minus the ability to roll/dodge...).
Modifié par J717, 30 mars 2012 - 04:33 .
#32
Posté 30 mars 2012 - 04:33
If you're using Warp to prime/detonate people's biotic combos, you're actually reducing the amount of damage the detonation can do by only have a rank 5 Warp.
Detonations use the rank of the primer and detonator, plus any detonation-increasing power evolutions.
I'm not sure the lesser damage is really that important; but it's something to think about when several Banshees are bearing down on your hacking position on Gold.
Link: http://social.biowar...9629730#9643596
Modifié par Eslyn, 30 mars 2012 - 04:34 .
#33
Guest_m14567_*
Posté 30 mars 2012 - 04:34
Guest_m14567_*
Geist.H wrote...
+1, next reset powers card I get, Tech Armor will be forever a thing of distant memories. I literally never use it on my TS since it slows down that overload...overload...overload...warp...overload...action.
You dont lose any CD if you build like I say, and you gain 30% DR and 20% Tech/Biotic Damage on top of it instead of having just a bit more health/shield. I don't know this can be so hard to understand. I spam overload / warp all day along WHILE having Tech Armor on.
I think we understand but I guess the point is that if you want you can invest in health/shield bonuses in fitness and you get a pretty reasonable boost to survibility without -50% penalty to your cooldowns. It comes down to preference, I've tried with and without TA and I feel, subjectively, that TA isn't really worth it, at least on gold.
#34
Posté 30 mars 2012 - 05:08
Overload with TA turned off = 4 seconds delay.
Overload with TA turned on = 4 seconds delay.
Number of Ravagers rockets to take me down with fitness 3 and DPS reduction = 4.
Number of Ravagers rockets t otake me down with fitness 6 and no DPS reduction = 4.
Tech Armor offers 20% Power Increase + AoE without CD or survivability drawback.
Just a thought--
If you're using Warp to prime/detonate people's biotic combos, you're actually reducing the amount of damage the detonation can do by only have a rank 5 Warp.
Valid point !
I'm testing 6/6/5/6/3 asap.
Modifié par Geist.H, 30 mars 2012 - 05:15 .
#35
Posté 30 mars 2012 - 05:44
Eslyn wrote...
Just a thought--
If you're using Warp to prime/detonate people's biotic combos, you're actually reducing the amount of damage the detonation can do by only have a rank 5 Warp.
Detonations use the rank of the primer and detonator, plus any detonation-increasing power evolutions.
I'm not sure the lesser damage is really that important; but it's something to think about when several Banshees are bearing down on your hacking position on Gold.
Link: http://social.biowar...9629730#9643596
Yes, but it's not just the total damage output from the Biotic Explosion that one needs to rely on - in my opinion, there should always be another pure biotic on a team in a Gold match that has Warp maxed out for Expose/Pierce, which should be the focus/benefit of Warp, as opposed to the overall damage from a biotic explosion.
I would rather have a Sentinel complimenting maxed out Warps by an Adept using Expose/Pierce with weaker Biotic Explosions than none at all. The reasoning is that Expose/Pierce and a little weapon superiority with the Turian Sentinel will more than make up for a slightly weaker Biotic Explosion.
Again, my above build was a support-tank role while having high weapon damage, and not necessarily reliant on the highest power damage output possible.
#36
Posté 30 mars 2012 - 05:48
#37
Posté 30 mars 2012 - 06:03
Modifié par Geist.H, 30 mars 2012 - 06:09 .
#38
Posté 30 mars 2012 - 06:17
Geist.H wrote...
Made some more testing against the Geth, once again tankiness with TA 6 or Fitness 6 is pretty much the same, Warp 6 grants wicked single target DPS along with top notch Team Synergy, I will add a build for it. Uber tanky 6/3/6/5/6 loses to much DPS/Synergy for me but it's worth mentionning.
So you're considering an alternative, 6/6/5/6/3 build? Or maybe 6/6/6/5/3 with a lighter AR?
#39
Posté 30 mars 2012 - 06:19
Modifié par Geist.H, 30 mars 2012 - 06:20 .
#40
Posté 30 mars 2012 - 06:51
#41
Posté 30 mars 2012 - 07:07
#42
Posté 30 mars 2012 - 07:40
Modifié par tzabaothg, 30 mars 2012 - 07:40 .
#43
Posté 30 mars 2012 - 07:48
#44
Posté 30 mars 2012 - 07:52
I wonder if weapons can actually go over 200% cooldown, but there's a cap. So weapon cooldown - Tech cooldown might still be 200% or close to it with some weapons.
Modifié par Huttj509, 30 mars 2012 - 07:58 .
#45
Posté 30 mars 2012 - 07:55
#46
Posté 30 mars 2012 - 08:24
#47
Posté 30 mars 2012 - 08:27
Why are you taking Tech Armor and Skipping Fitness?! You gain pretty much the same survivability just without the cooldown increase! Tech Armor isnt worth it and this is coming from someone maining Turian Sentinel.
One more person not able to read:
TECH ARMOR + RIGHT PERKS = NO CD INCREASE + 20% POWER + AOE >>> FITNESS 6
Hur Dur, think outside the box...
Modifié par Geist.H, 30 mars 2012 - 08:30 .
#48
Posté 30 mars 2012 - 08:32
#49
Posté 30 mars 2012 - 08:45
If Tech Armor is taken with the rank 6 cooldown option, it slows cooldown by 50%. If you have a 200% cooldown bonus, why don't you end up with a 150% cooldown bonus?
Also: Am I reading this as saying you can get 200% cooldown using a Mattock if you take Turian Renegade rank 6 for rifle weight? It's always been too heavy for me to bring, but mine's still low level...
#50
Posté 30 mars 2012 - 08:51
Maybe something to do with weight reduction? If you're going for weight reduction, it reduces weight at 40. At some point I read that the lvl 6 weight reduction basically is just a flat 30% on you weapon CD. Could it be that for CD calculations the 50% malus just gets subtracted by the 40 points so that you basically have a lower CD of 10% that's might be not noticable? If that's the case you might notice an increase of the CD if not going for CD at lvlcoinop25 wrote...
If Tech Armor is taken with the rank 6 cooldown option, it slows cooldown by 50%. If you have a 200% cooldown bonus, why don't you end up with a 150% cooldown bonus?
4 Turian Veteran.





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