Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
373 réponses à ce sujet

#126
kmmd60

kmmd60
  • Members
  • 1 496 messages
Tested both sentinel with TA and without TA.
I don't believe that TA worth all the points. Well, why would you be tanking in silver or gold? A few stray shots will rip your shield off anyway, with or without TA.
Overload spec to stun three enemy with low CD, approx 150%CD, will allow you to shock the enemy and by the time they got back on their feet - you can shock them again. So increase power damage isn't really important.
Warp up to level 6 will allow you to setup or detonate a stronger biotic combo, especially on armor which a known weak point for any AR user. Expose and pierce help a lot on armored target. Remember it's not just you that do damage, your team will benefit from the effect too.
However, I think 30% AR weight reduction can be skipped for better stability and damage. Encumberance of ARs are almost identical, with the exception of Revenant. Usually rolling out with Avenger X gives you 200% CD, PhaestonX 191%CD. From my usual play, they're not noticeable. Still looking forward to high lv Mattock though:). More importantly, find AP mod and use it people. It'll turn your crappy AR into something more versatile. Since armor do flat damage reduction per bullet, even with mattockX (around 90 damage per shot) you might tickle anything with armor.
Fitness up to 6 for max hp/shield is no brainer. Do it asap.

#127
RamsenC

RamsenC
  • Members
  • 1 799 messages

screamin_jesus wrote...

A high level mattock is a really solid weapon, and turian sent already has good cc with overload. I'm not a fan of the falcon at all right now, its too buggy unless your host. Only class I use it with is my krogan sentinel.


Don't have to use the Falcon, I just prefer it and only as host. Using the Mattock is not optimal though, it's an average weapon at the moment, which is fine considering it's a silver unlock. I understand wanting to use an AR to take advantage of the passive, but Falcon and Saber are the only ARs worth using on an optimal build. Maybe if you have a turbo controller....

Modifié par RamsenC, 31 mars 2012 - 02:50 .


#128
vladgd

vladgd
  • Members
  • 303 messages
i really want to make a turian sentinel, but this thread only confused me more on how to optimally build one.

#129
TSCIGAR

TSCIGAR
  • Members
  • 296 messages
Lo, the humble Vindicator is pierced to the core- to the core!- by your derision!

... Seriously, though, the Vindicator is a great platform, especially with armor piercing. It's low weight, decent damage and relatively high RoF makes it and the turian sentinel a match made in heaven.

#130
TSCIGAR

TSCIGAR
  • Members
  • 296 messages
The real lesson here is that there are actually a lot of great ways to build a Turian Sentinel. You can chase after an "optimal build" and there might even be one, but he can fit a lot of different playstyles with a lot of different set ups and still be viable on gold. That's what I like most about the Turian- he's not pigeonholed into just one build. Try things out and find what works for you- if you think you screwed up and wish you did something else, you can always promote him (or use a respec card).

Please don't be daunted. The TSen is a great class that's a lot of fun to play with. If you have even a pretty good build, there will be a place for you in almost every gold lobby.

#131
vladgd

vladgd
  • Members
  • 303 messages
this is how i see it

he has warp, an amazing setup or detonation ability.
he has overload, an amazing shield stripping and multi target stun ability.

that stuff is pretty self explanatory

what confuses me is whether to take tech armor, or use a respec card to get out of it. now i know i could level him up to 20 and promote and whatever, this is fine for other classes. however, if i am using a respec card, i kind of want to know im not wasting it.

#132
We Tigers

We Tigers
  • Members
  • 960 messages
A thousand lols. OP was counting seconds in his head and saying the cooldowns were the same? Glad you finally came around when someone bothered to time it for you.  It comes down to this: Maxed TA or maxed Fitness makes for a very good class, but I think the only real difference is a choice of more power damage (TA) or faster power recharge (Fitness)

TA's DR function is nice. Its power damage benefit is good, but not great. I have always found TA to be situational in the multiplayer--i.e., use it when things get hairy, but don't have it on all the time because it reduces cooldowns--so I'm not sure about hitching on to that 20% power damage since it might not be on all the time. If you max TA and Fitness, you've got a Turian with I think 825 health, and 1233 shields...with a 40% DR reduction, that's effectively nearly 2900 shields/health. However, you sacrifice a lot to max both. Max just fitness, and you have 2057 health/shields. At rank 3, the Turian has 625 health and 938 shields, for a total of 1563. Considering the tech armor DR in your build--30%--it's an effective health/shields of 2031. Pretty much the same, especially considering that we've now proven that there is indeed a cooldown penalty.
 
With TA maxed and fitness at 3, you're basically trading casting speed for casting power--and since the Turian's abilities are primarily CC, defense stripping, and debuffs that benefit from frequent casting, I'd say that frequency beats strength. I have to do some testing, but one case in which this might not be true is Phantoms; I have to check how my TS is specced, but I think he falls just short of stripping her barrier in one Overload (rank 6 for barrier damage) on Silver.  I think that's because I took Headshot Damage instead of Power Damage under Veteran, though.

In short, I think you're better off just sticking with 3/5/6/6/6 or some variation thereof, which gives you a decent 25% DR to add on top of 2000+ health/shields when things get hairy, or you want to capture an objective or rez a teammate. Or, use the respec card to clear TA out, and play him like he's a tougher version Miranda from ME2.    

Modifié par We Tigers, 31 mars 2012 - 04:48 .


#133
teh DRUMPf!!

teh DRUMPf!!
  • Members
  • 9 142 messages
I'm thinking I'll go 5/6/6/5/4 for my guy. The most important things are strongest (Warp/Overload) whilst TA and class contribute to the Power Damage+, and Health/Shields at Rank 4 Fitness > Rank 6 Fitness-Expert for most characters.

I'm in the camp that feels TA is worth it, myself.

#134
J717

J717
  • Members
  • 433 messages

We Tigers wrote...

In short, I think you're better off just sticking with 3/5/6/6/6 or some variation thereof, which gives you a decent 25% DR to add on top of 2000+ health/shields when things get hairy, or you want to capture an objective or rez a teammate. Or, use the respec card to clear TA out, and play him like he's a tougher version Miranda from ME2.  


Actually, this makes a lot of sense....excellent post.

I just ran 3/5/6/6/6, and it has arguably the BEST combination of DPS+health/shields. It's about 2060~ overall health/shields, the DPS is still extremely high, the cooldown rate is fantastic and finally, you have better survivability in maxing Fitness and Turian Veteran combined rather than maxing out TA.

I think i'm going to run with this for a bit...thanks for sharing! 

#135
We Tigers

We Tigers
  • Members
  • 960 messages
Also fun is sticking with the old demo build of 6/0/6/6/6, and only ever playing Cerberus. Victory! </tarquinvictus>

#136
TSCIGAR

TSCIGAR
  • Members
  • 296 messages
Well, the respec cards start to turn up a lot later on, so I wouldn't worry too much about it. Most of the people here like TA. TA's cooldown penalty applies in addition to weight, so it's not as bad as it sounds. I get something like 3-3.5 seconds on my cooldown, and I didn't even take the cooldown reduction- I find the benefits to outweigh the cost. Some people will yell at me about DPS, but I can't hear them over all the ass I'm kicking. If you don't want to use a respec card, first level him up one way and promote and try the other way. It took me about 3 hours after I promoted to get mine back up to 18- it's not the biggest deal (also, hahaha, bronze). Either way you end up picking, you will have an effective Turian Sentinel.

#137
Bizbag

Bizbag
  • Members
  • 103 messages
I think the turian sentinel is a pretty cool guy, eh has reach but not flexibility and doesn't afraid of anything.

#138
Nexolek

Nexolek
  • Members
  • 221 messages
Well, I promoted to try this and had two great matches. Then, the store took my money, gave me nothing, and this happened:

Image IPB 

Guess I'll level back to 20 and use my second promote to hopefully actually try this build...

Modifié par Nexolek, 31 mars 2012 - 05:37 .


#139
screamin_jesus

screamin_jesus
  • Members
  • 159 messages

RamsenC wrote...

screamin_jesus wrote...

A high level mattock is a really solid weapon, and turian sent already has good cc with overload. I'm not a fan of the falcon at all right now, its too buggy unless your host. Only class I use it with is my krogan sentinel.

Maybe if you have a turbo controller....


Better, I have a mouse :P

I wasn't the hugest fan of the mattock until I get the higher levels, its a great all around weapon. Good damage, Good accuracy, Quick reload, and good weight with the X upgrade.

#140
Geist.H

Geist.H
  • Members
  • 1 216 messages

A thousand lols. OP was counting seconds in his head and saying the cooldowns were the same? Glad you finally came around when someone bothered to time it for you. It comes down to this: Maxed TA or maxed Fitness makes for a very good class, but I think the only real difference is a choice of more power damage (TA) or faster power recharge (Fitness).

TA's DR function is nice. Its power damage benefit is good, but not great. I have always found TA to be situational in the multiplayer--i.e., use it when things get hairy, but don't have it on all the time because it reduces cooldowns--so I'm not sure about hitching on to that 20% power damage since it might not be on all the time. If you max TA and Fitness, you've got a Turian with I think 825 health, and 1233 shields...with a 40% DR reduction, that's effectively nearly 2900 shields/health. However, you sacrifice a lot to max both. Max just fitness, and you have 2057 health/shields. At rank 3, the Turian has 625 health and 938 shields, for a total of 1563. Considering the tech armor DR in your build--30%--it's an effective health/shields of 2031. Pretty much the same, especially considering that we've now proven that there is indeed a cooldown penalty.

With TA maxed and fitness at 3, you're basically trading casting speed for casting power--and since the Turian's abilities are primarily CC, defense stripping, and debuffs that benefit from frequent casting, I'd say that frequency beats strength. I have to do some testing, but one case in which this might not be true is Phantoms; I have to check how my TS is specced, but I think he falls just short of stripping her barrier in one Overload (rank 6 for barrier damage) on Silver. I think that's because I took Headshot Damage instead of Power Damage under Veteran, though.

In short, I think you're better off just sticking with 3/5/6/6/6 or some variation thereof, which gives you a decent 25% DR to add on top of 2000+ health/shields when things get hairy, or you want to capture an objective or rez a teammate. Or, use the respec card to clear TA out, and play him like he's a tougher version Miranda from ME2.


The difference felt so small playing, I couldnt even tell correctly using a watch tbh, so I was kinda expecting for someone to show up with statistics and prove/debunk it once and for all, which happened. All in all, it gives people an incentive to experiment both and and pick what they like, which should be the goal of a guide.

To many people dismiss TA simply because they tested it once without investigation or read on the forum that "it sucks". If the price for a somewhat decent analysis from several people willing to dig deeper is a bit of arguing/being proven wrong, I'm more than willing to pay it.

My informations should have been clearer and tested a bit further from start though, I will keep this in mind the next time.

Better, I have a mouse :P

I wasn't the hugest fan of the mattock until I get the higher levels, its a great all around weapon. Good damage, Good accuracy, Quick reload, and good weight with the X upgrade.


Second that. But the falcon is monstruous, I do not know if it is a console vs PC thing, but even when I'm not hosting, I rarely see shots not registering.
There is one thing however, teammates seem to "absorb" your shots, and since the hitbox for the grenade is quite large, allies can very easily obstruct your line of fire.

Modifié par Geist.H, 31 mars 2012 - 09:53 .


#141
Zayd Mykelti

Zayd Mykelti
  • Members
  • 7 messages
I like that your making lots of these topics exploring builds! I confess that I never seemed to know what to do with my sentinels and screwed them up on speccing. The krogan works great as a heavy weapons platform, I figured the humans are great with 3 in tech armor to switch on and off, on for defense and running and off for power spamming. And the turian...I had no idea what to do with! But now I do.

#142
Dashmundo

Dashmundo
  • Members
  • 512 messages
Tried this today - Really love the TS as it makes him the perfect "team mate" with both tech combos and biotic combos.

Used to rock a Mattock with 3-5-6-6-6, but tried out your configuration.

On the tech armor debate - read the last power choice. It reduces the PENALTY by 30%. The usual penalty is 50%, meaning that with a 200% cooldown, it used to go down to 150%. HOWEVER, with the LAST upgrades, it now only goes down to 180%, which is negligible.

Also, I can verify that with the extra 5% of armor, tech armor at 6 (i.e. 30% x (Health + Shields)) provides more protection than fitness at 6. I'll get the figures later - don't want to re-assign yet again to check, but I checked the figures and it's true (really should have noted those down).

You also get a 30% POWER DAMAGE BONUS! I can verify that this stacks up for your biotic combos as well, meaning that the extra points you lose out when not upgrading warp is quite small as well.

To conclude - this build is brilliant. Sure, your cooldown is only at 180% instead of 200%, but the difference this makes is that of 0.3 seconds with your powers. Your powers are now 30% more effective, and you can soak up more damage.

You are a really nice Turian, perfect in a team with both tech and biotics, with the addition armor to bail a guy out of trouble, with crippling overloads and priming enemies for biotics all the time.

TS - the underrated, overeffective nice-guy.

#143
adamjmorgan

adamjmorgan
  • Members
  • 145 messages
With the discussions around Mr. Turian the Nice Guy one thing is being overlooked/understated:
That he indeed can *tech* burst off of himself.  Most people don't know/notice this because it's not as obvious as biotic bursts big noise and visual explosion, and since tech bursts themselves look basically the same as Overload with the chain upgrades, it's often dismissed as a power being used by a team-mate, etc. 

That, however, is false.  Warp DOES detonate overload.  More details can be found in social.bioware.com/forum/1/topic/343/index/9629730 <--- that thread (credit to Relix28), but basically most "electrical" tech powers (overload, ED, even disruptor ammo) can set up the tech burst (can see if they're prepped as they'll have "lightning" coursing over their bodies) and any bio/tech/carnage power that does direct damage AND was not the power to specifically set it up will detonate it. 

What I've noticed is that - unlike biotic bursts - unless there is a secondary target in range for the chain lightning effect to jump to, there isn't a strong visual signal that the burst went off.  But if it kills the target, look at your killfeed. 

Also, similar to biotic explosions, if several people are throwing powers at one target, it's easy for the target to become "tagged" by a power, meaning it will no longer be able to detonate a combo.  This is at least in my experience, and helps to explain why - when playing my AA or my TS - I often don't detonate even when I fully should be.  In every case that I've noticed it's because someone else has laid the groundwork for another combo/explosion and it seems to "override" mine.  But yea, tech bursts, your friend.

#144
Crimzoneyed

Crimzoneyed
  • Members
  • 525 messages
I like to run with disruptor ammo on my sentinel.
enemy affected by disruptor ammo + overload = Techburst

#145
wilzoon

wilzoon
  • Members
  • 295 messages
My setup for turian sentinel: Saber III + incendiary ammo : Fire explosion fest.

#146
Crimzoneyed

Crimzoneyed
  • Members
  • 525 messages

Dashmundo wrote...

Tried this today - Really love the TS as it makes him the perfect "team mate" with both tech combos and biotic combos.

Used to rock a Mattock with 3-5-6-6-6, but tried out your configuration.

On the tech armor debate - read the last power choice. It reduces the PENALTY by 30%. The usual penalty is 50%, meaning that with a 200% cooldown, it used to go down to 150%. HOWEVER, with the LAST upgrades, it now only goes down to 180%, which is negligible.

Also, I can verify that with the extra 5% of armor, tech armor at 6 (i.e. 30% x (Health + Shields)) provides more protection than fitness at 6. I'll get the figures later - don't want to re-assign yet again to check, but I checked the figures and it's true (really should have noted those down).

You also get a 30% POWER DAMAGE BONUS! I can verify that this stacks up for your biotic combos as well, meaning that the extra points you lose out when not upgrading warp is quite small as well.

To conclude - this build is brilliant. Sure, your cooldown is only at 180% instead of 200%, but the difference this makes is that of 0.3 seconds with your powers. Your powers are now 30% more effective, and you can soak up more damage.

You are a really nice Turian, perfect in a team with both tech and biotics, with the addition armor to bail a guy out of trouble, with crippling overloads and priming enemies for biotics all the time.

TS - the underrated, overeffective nice-guy.

http://masseffect.wikia.com/wiki/Tech_Armor#Mass_Effect_3

The panalty is 80%. the 6th evolution "Reduce power speed penalty by 30%" that's either 30% of 80%(landing on a 56% speed panalty)  or just 30% removed from 80% (landing on a 50% speed panalty)

Also it's 20% power damage not 30%, the 30% one is for melee.

Increase power damage and force by 20% while armor is active.



#147
nuclearpengu1nn

nuclearpengu1nn
  • Members
  • 1 648 messages
+1
I'ma tryina dis builda

#148
screamin_jesus

screamin_jesus
  • Members
  • 159 messages
I'd just like to mention, one awesome reason to keep tech armor:

If you get grabbed by a banshee the tech armor detonation seems to be able to free yourself.

#149
Poekel

Poekel
  • Members
  • 197 messages

That, however, is false.  Warp DOES detonate overload.  More details can be found in social.bioware.com/forum/1/topic/343/index/9629730 <--- that thread (credit to Relix28), but basically most "electrical" tech powers (overload, ED, even disruptor ammo) can set up the tech burst (can see if they're prepped as they'll have "lightning" coursing over their bodies) and any bio/tech/carnage power that does direct damage AND was not the power to specifically set it up will detonate it. .

It could be added that setting up fire/cryo-explosions can be done relatively easy with a automatic ar/smg. The lower damage per shot/high fire rate allows for better timing when to use overload at a low health ignited/frozen enemy to kill him with Overload. Specially fire explosions are quite easy to come by (though the effect would not be to big if not using incendiary ammo 3 as I assume that for the explosion this would be counted as a lvl 3 power).

Modifié par Poekel, 31 mars 2012 - 02:58 .


#150
adamjmorgan

adamjmorgan
  • Members
  • 145 messages
Very true. The fire/cryo explosions are often overlooked, and it's insane. They're really not that hard to set up on Gold (enemies have more health/buffer and there are more targets so less likely that your mates snake your kill) and they're absolutely *devastating* damage-wise.