Okay, let's try this again...
The noble Turian Sentinel: ever watchful, standing vigilant to protect those in need. A shield for the weak, and the spearhead for a counterattack. A skilled Turian binds his entire team together, pushing them all to new, hitherto undreamt of heights. Truly, no force in the galaxy is complete without the staunch support of a Turian Sentinel.
(mood's important, okay?)
My Turian Sentinel is specced slightly differently than Geists, and I daresay slightly less optimally. My playstyle is fairly reliant on gunplay, because I find it fun. He is designed to hold flanks, debuff, and combo with Engineers/Adepts, as well as float to where the enemy is pressing the hardest when an extra shot is needed. Holding flanks a lot, he is often on his own and needs to be capable of holding the line by himself, at least until the combo guys have weakened the frontal assault a bit. He is slightly worse at CC than Geist's builds, but can hit a little harder by himself and take a bit more damage to lessen his reliance on backup. Build is such:
Vindicator X (was using it pretty much religiously from V on Gold) with extended barrel and either AP or magazine mods.
TA 6- DR, Power Damage, DR
Warp 6- Detonate, Expose, Pierce
Overload 4- Chain Overload
Turian Veteran 6- Power/Weight, Power Damage, Weapon Damage/Stability
Fitness 4- Health and Shields
(Preferred Mods: AP/Warp, depending on team and weapon mods, Assualt Rifle Rail Amp, Either Power Efficiency or preferably Cyclonic Modulator- that DR really shines with a CM III, you know?)
Something you'll notice immediately is that my Turian is not specced for power speed. This makes a difference of about one second, which is less important in my opinion considering that pretty much all combos I can do are reliant on someone else. Also, like I said, I like to shoot things in the face. I'll gladly take an extra 10% DR to compensate for firing off less Warps/Overloads, especially when I'm firing that Vindicator more to take advantage of Expose.
You'll also notice I take the unpopular Overload 4 route. The truth is, the chain damage isn't great, and the stun isn't long enough for that one more mob to make a huge difference, especially when simply shooting them with one burst from the Vindicator will stun them too. I also don't really notice a difference in the stun length with the Stun Organics evolution, so I decided that 15% more tank (plus 40% DR, so more like 25% more effective tank) was more worthwhile. Against mobs that OL affects, I find that I can pop an OL, shoot someone else with one burst to stun, then kill the two stunned mobs and be ready to fire another OL. Works very well for crowd control, given a fairly decent holding point- it doesn't need to be the bottom of the stairs in White, but it will be noticeably less effective from, say, the sniper's nest on Dagger (why are you there anyway, is what I want to know).
My bread and butter though is Warp. It briefly stuns little guys so you can mop them up quickly with your gun, it works well with either tech or biotic combos, and it makes a bigger difference against boss creatures- if a banshee comes your way and you're holding a position by yourself, it's not going to be the end of the world. Against a boss, I usually prefer to hit them with a warp first for the expose bonus, then overload until barriers/shields are gone, then keep hammering away with warp (of course, unloading metal at them the entire time). The difference becomes even more marked when with teammates- it's always fun the first time you hear a sniper say "jesus, that atlas went down fast" and you get to point out the damage bonus from expose to them (and the pierce, but armor affects snipers less anyway). Against Brutes and Ravagers in particular, you notice a huge difference in your damage output.
I still need to do more testing on if the TA explosion will knock you out of all grabs on Gold- so far, I consider the limited testing I've done to be inconclusive (like I said up there, really only one time). I need a banshee to grab me to be sure. It could only be with the TA Explosion evolutions, and frankly that's a lot less useful (sorry, TA Explosion Turians. I'm sure your build is awesome. It just never worked for me in any way; to be honest, I'm not even convinced you exist on Gold). The biggest weakness of the Turian is his lack of dodges, but this is only truthfully a problem against instagibs, and if I can get the TA Explosion to knock me out of them, then it doesn't really matter anymore.
As with any Turian Sentinel, this character shines best working with the team. Help speed up those tech or biotic bursts (incidental: do warp's combo bonuses apply to tech combos too? I've always assumed yes, but don't do enough comparing to actually know) while providing covering fire and a nice big target, or covering a sniper while dropping warp to do more damage, or overloading some targets to paint them for a Soldier and weakening armor for those heavy machine guns. All this with the knowledge that you can take a punishment and hold the forces of evil at bay when your team needs you to.
I'll say it again- this build probably isn't as optimal as Geist's. He seems to be a much more thorough tester than I am. All I can say is it's still very effective on Gold, and will better fit a playstyle that enjoys guns a bit more than powers.