Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
373 réponses à ce sujet

#151
Geist.H

Geist.H
  • Members
  • 1 216 messages
Image IPB

Thread updated thanks to all the feedback received so far, thank you all. Added a few builds, corrected what was proven wrong/ill-informed, tweaked trivia section.
3/5/6/6/6 build in action with Cryo Ammo powered Falcon X, Power Efficiency and Rifle Rail III, pugs with SMG HV dying all the time, Mantis SI and Phalanx SE. I used 1 missile and no medigel and we managed to get a full extraction. I warmly recommend it.

TA was instrumental into surviving and escaping surprise Pyro/Hunter ganks.

Also ended up with a HV/DA premade knowing what they were doing, turning every reaper wave on Winter into pulp since the HV could spam charge/nova non-stop, any banshee grab attempt being cancelled by a Biotic Explosion I would setup for the DA, managed to 3-man (the Infiltrator ragequitted since HV got all the kills.) the map in 19 minutes or so. Because of this, I strongly suggest always taking Warp because it simply adds so much teamplay-wise. I thank both of those players for carrying me through 3 or so games.

Modifié par Geist.H, 31 mars 2012 - 04:53 .


#152
We Tigers

We Tigers
  • Members
  • 960 messages
First post is looking good. Lots of excellent details added. Bookmarked for sure.

#153
Ryvack

Ryvack
  • Members
  • 195 messages
I'm addicted to chain overload...I just love watching it arc all over the place...especially with 'Geth'...seems like the spark effects give off a much stronger light show when using it against them.

#154
HEEGZ

HEEGZ
  • Members
  • 217 messages
This has been a great read. I've spent the last two days thinking over how to respec my TS. I ended up going the 66653 route. Played one game on gold and took the top rank first time trying this build. Here are the particulars:

TA: +5% DR, power dmg, -30%
Warp: combo, expose, pierce
Overload: chain, recharge, chain
Passive: weight, power dmg

I also use a Phaeston X or Vindicator X and they are both excellent weapons. I also use armor piercing and weapon damage mods. The only change I'm considering at this point is moving Overload rank 6 back to +100% shield damage. I am pretty sure a 36656 build would do really well also, and have more survivability. I would switch TA on and off as needed if I went that route though.

Thanks for making this thread, and also thanks to the contributors. This has definitely become one of my go to classes now, along side my engineers and adepts.

#155
Geist.H

Geist.H
  • Members
  • 1 216 messages
Bumping.

#156
kevchy

kevchy
  • Members
  • 1 264 messages
Even as someone who doesn't really use TA, I can still find this useful.

The TS is definitely hands down one of my favourite class, next to the Salarian classes and the Quarian Engineer.

#157
HEEGZ

HEEGZ
  • Members
  • 217 messages

kevchy wrote...

Even as someone who doesn't really use TA, I can still find this useful.

The TS is definitely hands down one of my favourite class, next to the Salarian classes and the Quarian Engineer.

I agree kevchy. A Turian sentinel and a Salarian engineer are nearly unstoppable together on gold spamming chain overload and area energy drain tech bursts... I seldom laugh while playing MP, but with these two I can't help it. B)

#158
kevchy

kevchy
  • Members
  • 1 264 messages

HEEGZ wrote...

kevchy wrote...

Even as someone who doesn't really use TA, I can still find this useful.

The TS is definitely hands down one of my favourite class, next to the Salarian classes and the Quarian Engineer.

I agree kevchy. A Turian sentinel and a Salarian engineer are nearly unstoppable together on gold spamming chain overload and area energy drain tech bursts... I seldom laugh while playing MP, but with these two I can't help it. B)


The sound of tech bursts going off again and again makes me feel all warm and fuzzy.

#159
Crimzoneyed

Crimzoneyed
  • Members
  • 525 messages
I have noticed that with 200% and fully evolved tech armor on,
The cooldown on overload is perfect!
Before if I spammed overload to soon the stun wouldn't work since they still was in the stun animation, now overload is off cooldown again right before they recover from the stun.

The new build seems like a "activate TA and run from hunter" build.
So for now my fav build is 6/5/6/6/3

#160
_Ret_

_Ret_
  • Members
  • 86 messages
what are people's thoughts on using the hornet on your TS? the turian stability and damage bonuses help the hornet a lot, and it already has great DPS, especially at mid-short range. with the ultralight materials mod you also get 200% cooldowns, so it doesn't impact on casting.

but is it better than a heavy pistol? and which heavy pistols are better/worse?

#161
Crimzoneyed

Crimzoneyed
  • Members
  • 525 messages

_Ret_ wrote...

what are people's thoughts on using the hornet on your TS? the turian stability and damage bonuses help the hornet a lot, and it already has great DPS, especially at mid-short range. with the ultralight materials mod you also get 200% cooldowns, so it doesn't impact on casting.

but is it better than a heavy pistol? and which heavy pistols are better/worse?

ultralight materials does not work, It's bugged, it show's that you get lesser weight but in a match it will still be the same cooldown as if you didn't have the ultralight.

#162
Rahviel

Rahviel
  • Members
  • 81 messages
What do you guys think about a 6/6/6/6/whatever points are left build for the TS? Would it be viable for silver and above? I've been thinking of ways to spec my TS for a while now

#163
HEEGZ

HEEGZ
  • Members
  • 217 messages

_Ret_ wrote...

what are people's thoughts on using the
hornet on your TS? the turian stability and damage bonuses help the
hornet a lot, and it already has great DPS, especially at mid-short
range. with the ultralight materials mod you also get 200% cooldowns, so
it doesn't impact on casting.

but is it better than a heavy pistol? and which heavy pistols are better/worse?

I use a Phaeston X with damage and AP mods. It's a perfect match, and 191% CD with passive at rank 5 (I'm specced 66653). The role player in me also approves...

The fire rate is great for taking down mobs in between power usage. Slower firing guns only get a few shots off between powers. A carnifex work fine in this instance, but with lag and poor skill I miss more often than I'd like. With a Phaeston I can overload, shoot, incinerate, shoot again. The mobs are permastunned and taking tech bursts.

Don't forget that Phaeston staggers enemies regularly on gold. Not to mention that the Phaeston is the perfect finishing gun for a cartwheeling Phantom whose shields you have just stripped. It's pretty much a situation of overload, shoot, overload, shoot and she's gone in one clip and two powers (5-10 seconds).

Modifié par HEEGZ, 02 avril 2012 - 02:29 .


#164
RamsenC

RamsenC
  • Members
  • 1 799 messages
Glad to see Falcon Turian Sentinel getting more attention. Seriously the most underrated build in the game. Yea no roll sucks, but the list of pros is hard to deny.

#165
J717

J717
  • Members
  • 433 messages

Geist.H wrote...

Image IPB

Thread updated thanks to all the feedback received so far, thank you all. Added a few builds, corrected what was proven wrong/ill-informed, tweaked trivia section.
3/5/6/6/6 build in action with Cryo Ammo powered Falcon X, Power Efficiency and Rifle Rail III, pugs with SMG HV dying all the time, Mantis SI and Phalanx SE. I used 1 missile and no medigel and we managed to get a full extraction. I warmly recommend it.

TA was instrumental into surviving and escaping surprise Pyro/Hunter ganks.

Also ended up with a HV/DA premade knowing what they were doing, turning every reaper wave on Winter into pulp since the HV could spam charge/nova non-stop, any banshee grab attempt being cancelled by a Biotic Explosion I would setup for the DA, managed to 3-man (the Infiltrator ragequitted since HV got all the kills.) the map in 19 minutes or so. Because of this, I strongly suggest always taking Warp because it simply adds so much teamplay-wise. I thank both of those players for carrying me through 3 or so games.


I'm also running the 3/5/6/6/6 build per We Tigers' suggestion and it has been the best build thus far in terms of DPS + health/shields, and a big advantage is one's ability to use a variety of weapons and weapon types without significantly screwing up cooldowns.

I don't think i'll be using any other build for a long while...

You might want to edit the front page - you have this build as including armor debuff for Warp, but it only goes up to 5 (Expose). Pierce is excluded.

Modifié par J717, 02 avril 2012 - 02:35 .


#166
X-Frame

X-Frame
  • Members
  • 818 messages
I made mine to what you have as your Geth Annihilation Machine. I just don't see a need for Warp on my TS personally, and would much rather focus on spamming Overload for CC.

#167
RamsenC

RamsenC
  • Members
  • 1 799 messages
The downside to the 3/5/6/6/6 build is giving up rank 6 biotic explosions for more tanky. Something you should not need when using the Falcon and Overload.

#168
J717

J717
  • Members
  • 433 messages

RamsenC wrote...

The downside to the 3/5/6/6/6 build is giving up rank 6 biotic explosions for more tanky. Something you should not need when using the Falcon and Overload.


This is not at all a problem if there are other correctly-specced Biotics on your team.

#169
Lord Exar

Lord Exar
  • Members
  • 431 messages
Thank you to this threads contributors. I initially fell in love with my TS, but stopped in favor for a my Salarian Engineer. I've promoted both (for the weekend event) and I started leveling up my TS again. I can't believe I ever stopped using him.

Gotta admit, though, they really need to give him a sidestep or something.

#170
sirus1988

sirus1988
  • Members
  • 1 336 messages
Thanks! My favorite is the Turian Sentinel. Subscribed this topic to use as a reference later.

#171
S9ilent

S9ilent
  • Members
  • 134 messages
Firstly, I use a 0/6/6/6/6 build (So I'm squarely in the anti-tech armour camp). I use an Avenger X (Yes a Mattock X is better, but I don't want to get arthritis...) typically with cryo ammo

Here is a link to a youtube video that compares tech armour. (Its not my video, and its on a human sentinel + warp, but it shows a good comparison)


So TA does slow you down a bit. I have not tested this extensively (I don't want to waste my respec cards) and I don't know what happens in the extreme cases (e.g. if weapon cool down was already "above" 200%, what will TA do?)


1. Not getting warp:
That's just greedy... Go play a Krogan sentinel instead... You will help the team better with warp. (For both biotic
explosions and debuffing). Also your probably going to block biotic explosions when you overload. Warp = constant damage, which is good for decloaking targets (geth hunters, phantoms). Lastly, enemies respond to projectiles (e.g. if a phantom is rushing you, it will stop and roll to dodge a warp -sometimes)


2. TA....
TA does pretty much boil down to recharge vs damage.

TA Dam bonus
Given the 2 skills available to you (overload, warp) I find that the damage is only really applicable to overload.
Warp alone doesn't kill; and biotic explosions aren't affected by +%force/dam (they are only affected by the +biotic explosion bonuses).
Overload does gain a bonus from it in that on gold, a "normal" overload, will not strip 100% of a targets shields (it is aprox 80% ish). I have not used TA in a while, but from memory, the extra + dam bonus will not put you to 100%, but it will allow you to reach 100% with a power amp 1, isntead of a power amp 2. (It depends on the target as well. geth > cerberus > marauder shields?).
Although tbh, with/with out any bonus power damage, overload hits multiple targets so you can deshield 2x enemies in 2x shots (if you aim them at different nearby targets)


Recharge bonus

Faster recharge is pretty self explanitory.
Geist brought up a point before, that even with TA, you will recharge before your target is un-stunned. Yes but....
1) If your not the host there is lag involved so a faster recharge is preferable.
2) Only the primary target is stunned, the other targets are merely "shocked" and recover quicker.
3) There is usually more than 1 target.
Given that overload is mostly used to deshield/stun targets, I feel that it doesn't bennefit from the +dam bonus from TA.

Modifié par S9ilent, 02 avril 2012 - 04:37 .


#172
Kaladryn

Kaladryn
  • Members
  • 55 messages
I have been playing with 0/6/6/6/6, chain overload, +200% with geth pulse rifle, extremely fast cooldown on overload, mainly just farming geth though...

#173
King Lemming

King Lemming
  • Members
  • 7 messages
Just going to put my 2 cents in here, I'm running a 3/6/6/5/6 and it's working pretty well. I roll with a Vindicator though, and if I'm in deep cover, I leave the TA off for more spam when able.

My overload is +100% specced for Rank 6, I tend to find it more useful to strip shields quickly, especially on hunters, pyros, and phantoms. With low CD, I can just swap my targeting around a bit and hit different mobs while the first pair is still stunned. It's not too much of a stretch to lock down 4 at a time.

The 6th rank in Warp does some *serious* armor weakening if you don't have another biotic, and it gives you something to throw at the big bads if the small ones are all dead.

And personally, I feel those are both more useful than either 10% weapon damage or -30% assault rifle weight. (Although again, I use a Vindicator). Even with a Mattock, I feel like my cooldowns would be in the 170+ range in the loadout screen.

#174
Geist.H

Geist.H
  • Members
  • 1 216 messages

Glad to see Falcon Turian Sentinel getting more attention. Seriously the most underrated build in the game. Yea no roll sucks, but the list of pros is hard to deny.


I cannot thank you enough for bringing this to my attention, this gun is amazing. It also has become my main weapon on my Quarian Engineer, to the point of dethroning the Carnifex with the sheer amount of CC/Cryo Blasting it provides. It also drastically improves survivability with the ability to stun-lock and flash freeze basic mooks or giving a finger to Phantoms with undodgeable shots... Image IPB

The 6th rank in Warp does some *serious* armor weakening if you don't have another biotic, and it gives you something to throw at the big bads if the small ones are all dead.

And personally, I feel those are both more useful than either 10% weapon damage or -30% assault rifle weight. (Although again, I use a Vindicator). Even with a Mattock, I feel like my cooldowns would be in the 170+ range in the loadout screen.


Funny you mention that because I swapped to 3/6/6/5/6 with Power Efficiency Module III after further testing yesterday night because, indeed, I missed Warp 6 sheer amount of debuffing madness (especially coupled with a QE's Cryo.). I will be adding it later along with other things.

Modifié par Geist.H, 02 avril 2012 - 06:04 .


#175
Eriseley

Eriseley
  • Members
  • 1 642 messages
This has probably already been covered somewhere on the forums so I might be restating the obvious, but I felt like messing with the math for my own satisfaction.

*** Ah so, yeah already covered in this topic. Oh well, sorry to repeat!

Ignore Tech Armor for a moment, but I'll get there.

The weapon loadout power bonus/penalty is directly altered by the cooldown reductions from your skill specs.

For instance, Warp has a 25% reduction and a 35% reduction. Important to note, Warp has an 8 second base cooldown (choose a 0% loadout and check Warp level one to verify this).

If you have a +100% weapon loadout and take only the first reduction, you will now have a +125% bonus. If you take both, you will have a +160% bonus. If you have a -100% weapon loadout, it will be -75% and -40% respectively. This final number will be applied to the base cooldown of 8 seconds.

So here are the bonus and penalty functions (or function and inverse):

x = base cooldown
y = absolute value in decimal format of your final bonus/penalty percentage

Bonus: x / (1 + y)
Penalty: x * (1 + y)

This holds true even if you're at a +200% bonus from weapons and spec for further cooldown reduction. It would be +225% and +260% respectively. Thus +200% at weapons, consider the 25% and 35% reductions:

200% is 8 / (1 + 2) = 2.67
225% is 8 / (1 + 2.25) = 2.46
260% is 8 / (1 + 2.6) = 2.22

Go ahead and plug stuff in to check this.

Alright, Tech Armor. I suspect the 80% penalty is also applied directly to your bonus/penalty number, and I suspect the level six spec brings this a 50% penalty.

So to find the effect of having Tech Armor active, I think one may take their weapon loadout, find the base cooldown of the skills you want to consider (for the nice Turian, 8 seconds in the case of Warp and Overload), apply any reductions from your speccing, apply the 80% or 50% penalty, and plug that in to the formula.

Say you're at +150%, and didn't take reductions in Warp and Overload.

Without TA: 8 / (1 + 1.5) = 3.2
With TA 50%: 8 / (1 + 1.5 - .5) = 4
With TA 80%: 8 / (1 + 1.5 - .8) = 4.71

So we should be seeing an addition second, or second and a half here. In contrast, if TA is applied separately and after your weapons/spec bonus/penalty:

TA 50% should be 3.2 * (1 + .5) = 4.8
TA 80% should be 3.2 * (1 + .8) = 5.76

Probably easier to test in the field at loadouts with big penalties. I may get around to this to see if I can verify.

Modifié par Eriseley, 02 avril 2012 - 10:43 .