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


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#201
Donzilla_

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obie191970 wrote...

They just made the TA a little sweeter -

Tech Armor Power
- Base cooldown decreased from 8 to 6 seconds
- Base encumbrance penalty decreased from 80% to 60%
- Base detonation force increased from 750 to 1000


But at the same time they made tech bursts stronger, meaning that a lower cooldown is more important than ever to get as many tech bursts as you can.

I'm going to stick with 0/6/6/6/6

#202
frostycyke

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I've been rocking the 6/5/6/6/3 build on gold and have been doing better than ever, on geth farm runs I'm topping the charts and can hold my own vs the other factions.

#203
King Lemming

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We Tigers wrote...

The armor weakening from Pierce is kind of hmmm for me generally, but the TS is one class where it does make sense since you're likely to be carrying an AR.  Then again, depending on the weapon you use, it might be nearly mandatory on Gold.  Because of the way armor weakening works (affecting the flat DR that armor gets, which I believe is 15 points on Bronze, 30 on silver, and 50 on gold), Pierce is a pretty low-return investment if

1) you don't play on Gold, or
2) you use a high-damage single-shot weapon, since its benefits scale for both difficulty and rapid-fire.

That said, on gold, it can be a huge bonus.  I believe base warp does 25% armor weakening, with Pierce making it 50% (someone correct me if I'm off there).  The Phaeston, Avenger, Vindicator, and Revenant thus see damage increases from around 100%-400% depending on which you use, since so many of them will otherwise be down to just 5 points per shot with the 50-point DR.    An Avenger X goes from doing 5 per shot to 23 per shot; a basic Revenant goes from 8 damage to 33.  I wouldn't recommend spending 6 points if you use something like the Falcon, where you only really see a roughly 10% total damage increase (base damage 279 - 50 armor = 229, vs. base damage 279 - 25 armor = 254), but it works extremely nicely with the full autos.

One question, though--does the Pierce effect dissipate if your warp gets detonated?  Takes a little of the luster off if so, given that it probably makes more sense to encourage teammates to throw, reave, or charge your warps for max damage.

I believe that the pierce debuff remains after the detonation, the enemy remains glowing, but just won't set off further detonations. Even if I'm wrong, having Rank 6 Warp in the event that it does get detonated is a good thing. If it doesn't, then a Warp-Debuffed enemy and a Piercing Mod on the weapon means that armor basically isn't there.

I don't know if the effects are additive or multiplicative - if additive, then you're at a 115% (65% + 50%) armor debuff once you combine a rank 5 weapon mod and a warp debuff, meaning the enemy has NO armor reduction at all. The enemy additionally takes 15% more weapon damage from the expose debuff, bringing even the Avenger X up to what...55 damage per shot?

If multiplicative, then the 50 points of armor on gold is cut down to 8.75; I'll assume it rounds to 9. That's 41 points per shot with any gun that deals at least 55 damage (due to the minimum 5 damage) - in the case of the Avenger X, you're still doing 39 damage (45 w/ 15% expose debuff) per bullet. That's unrelated to the 55 damage from the above calculation, just funny how the math worked out there.

Having said that, I agree with you in the sense that Warp can feel a bit underwhelming in general in terms of raw damage, I just feel that if you're going to spec it at all, spec it to 6, and go for the debuff.

Regarding TA,

3 ranks in TA gets you almost all of the durability (when you need it), and just having TA means that you can escape from a banshee (you can actually explode your armor during the banshee kill animation). Losing the 20% power damage I personally don't see as a big deal - the point of the TS is to lock stuff down and strip shields with Overload, and debuff/prime stuff with Warp.

For Overload, 20% more base damage does not in any case to my knowledge make a 2-cast shield into a 1-cast shield, and for warp, 20% more damage doesn't help the debuff or the explosion, and the damage of an individual power on Gold is ridiculously small compared to the combo detonations.

And while I'm harping on Gold, I usually PuG silver, and anything that works on Gold, works on Silver. It'll work on Bronze too obviously, but won't feel as effective just because pants-on-head retarded techniques also work on Bronze which will get you boatmurdered on any other difficulty.

Modifié par King Lemming, 04 avril 2012 - 07:01 .


#204
OniGanon

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King Lemming wrote...

just having TA means that you can escape from a banshee


O_O

King Lemming wrote...

you can actually explode your armor during the banshee kill animation


O______O

Modifié par OniGanon, 04 avril 2012 - 08:50 .


#205
King Lemming

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0_o

I'm serious. I'm not sure about the Atlas, Phantom or Brute though. Honestly I didn't even know Brutes could instakill until I saw it happen to a teammate the other day.

My gut feeling is that it's possible with the Brute, as I've also seen a teammate saved by a stagger. I don't think the Atlas can be staggered by a TA blast and the Phantom kill happens too quickly. You do have to be quick with the Banshee, but I know for a fact it's possible, and with the new 1200N blast (at rank 3), even better.

Modifié par King Lemming, 04 avril 2012 - 11:26 .


#206
heybigmoney

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Geist.H wrote...

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.


The drell and vanguard you were playing with was xcal and drj.  they mention you several times in these vids haha.

www.youtube.com/watch

www.youtube.com/watch

You did an ok job keeping up with them and caught on to their strat.  But it also illustrates why it is so important to have rank 6 warp.  Your greatest value to the team in these two games was gimped because of it.  

Modifié par heybigmoney, 05 avril 2012 - 07:39 .


#207
heybigmoney

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Personally i prefer 3/6/6/5/6 but would probably go 0/6/6/6/6 if had a respec card to spare. He already has 1k+ shields anyway and chain overload with better cooldowns and falcon will stagger everything so they can't really shoot back at you much. The larger units that can't be staggered have attacks that deal so much damage that tech armor's resistance doesn't make much of a difference.

#208
Geist.H

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The drell and vanguard you were playing with was xcal and drj. they mention you several times in these vids haha.

www.youtube.com/watch

www.youtube.com/watch

You did an ok job keeping up with them and caught on to their strat. But it also illustrates why it is so important to have rank 6 warp. Your greatest value to the team in these two games was gimped because of it.


It was frantic to keep up without mic communication, had to wild guess a lot about when to retreat/when to push the fight, but indeed I have switched to a 3/6/6/5/6 build now, because as you said, Warp is to valuable with competent teammates.

@Kellen Heller.. lmao, that will teach me not to forget recharging my headset !

Modifié par Geist.H, 06 avril 2012 - 09:44 .


#209
PnXMarcin1PL

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nice

#210
Utopianus

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Every time I tried playing Turian I end up dead faster than when I first started playing a vanguard with 5 weapons equipped...I just can't figure out what I'm not doing right.

#211
CNevarezN

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I have a friend who plays as the Turian Sent. Don't know how he has his shiet spec'd, but he runs amock with the damn guy.

#212
frostycyke

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I recently respecced to 0/6/6/6/6 build and it's alot of fun, I am not sure if it's a subconscious thing or what, but I feel squishier without my warm glowing armor on. I'm not dieing any more than I did before, particularly in gold matches, since I never leave my cover as much as possible anyway,

#213
Ghostlollol

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jonal11 wrote...

I just can't seem to get over the fact they can't dodge. Just annoys the &*@#$ out of me. =/


Never wondered why garrus had to take that missile to the face? COZ HE HAS TO!

#214
Liber320

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jonal11 wrote...

I just can't seem to get over the fact they can't dodge. Just annoys the &*@#$ out of me. =/


This. My main character is a TS, but it still pissed me off. Even a little hop would be welcome when you're facing a charging Brute and have to turn and run

#215
frostycyke

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I've managed to deal with the dodge by ample use of the sprint button and by anticipating when I'm in a bad situation and get the hell out of there.

#216
Geist.H

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I've managed to deal with the dodge by ample use of the sprint button and by anticipating when I'm in a bad situation and get the hell out of there.


This on gold, on silver/bronze, my TS with TA is so tanky, I can just walk around the map, grenade spamming the crap out of everything "space marine" style, which is very fun.

#217
Unnamed_Shadow

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i think Bioware messed up in the fact that Turians cant dodge, if not dodge at least a sideways move would be cool.

But anyways Turians and Krogans are made for tanking, and thats how they shine.

#218
tytanowy

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Geist.H wrote...
(...)
6/6/6/5/3

Same as above, but with stronger boss melting capabilities, with Warp 6 instead and Overload 6.

1) Tech Armor* with Increased Protection, Increased Power when Active and Reduced Cooldown.
2) Warp with Aggravated Explosions,15% Increased DPS on target and Armor debuff.
3) Overload with AoE, Stun.
4) Turian Veteran* with Power and Capacity, Increased Power.
5) 3 Points in Fitness.


Should be: 6/6/5/6/3 right?

#219
Krarantys

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I am using 3/5/6/6/6, Carnifex X as only weapon, and i am very happy with this build. Overload and headshot works perfectly (AP mod and barrel, no scope), warp may be only at rank 5 but makes armored enemies way easier to take down. The only change i can think of is dropping Turian's passive rank 6 for Warp rank 6, what do you guys think?

#220
Agenda42

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tytanowy wrote...

Geist.H wrote...
(...)
6/6/6/5/3

Same as above, but with stronger boss melting capabilities, with Warp 6 instead and Overload 6.

1) Tech Armor* with Increased Protection, Increased Power when Active and Reduced Cooldown.
2) Warp with Aggravated Explosions,15% Increased DPS on target and Armor debuff.
3) Overload with AoE, Stun.
4) Turian Veteran* with Power and Capacity, Increased Power.
5) 3 Points in Fitness.


Should be: 6/6/5/6/3 right?


I believe the bug is that Overload should be AoE, Stun, AoE.  He mentions that he has overload 6 in the text.

#221
cruc1al

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I find it's much better to use AoE + Stun + shield/barrier. That way you can one-shot shields on Gold and get sufficiently good crowd control.

#222
Geist.H

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Yeah will correct it, AoE, Stun, Shield Damage. Third AoE is not worth trading the x6 against barrier/shield

#223
No Snakes Alive

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I didn't read the whole thread but I just wanna throw this out there:

ALWAYS TAKE COOLDOWN OVER NEURAL SHOCK.

Seriously. Sentinels could always use better cooldown speeds and what the hell is the point of knocking enemies down when you can stun them already without it? Stun and quick-scope them, I should say, which means it's actually easier/faster to kill them without Neural Shock. It's awesome CC for the singleplayer game but in mp there couldn't be an easier choice for a build that wants to succeed on Gold.

Turian Sentinels make excellent snipers with the Overload quick scope combo, but don't forget that they can also take advantage of some of the more recoil-heavy-but-otherwise-amazing weapons that only Turians can use to their full effect, like the hornet.

Does anyone know the math on which of the two, rank 6 of Tech Armor or rank 6 of Fitness, ends up equating to the better defensive option? It's 10% more damage reduction or 20% more health and shields. Not sure how to figure it out without knowing just how much damage is being reduced by 10%...

#224
screamin_jesus

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frostycyke wrote...

I've been rocking the 6/5/6/6/3 build on gold and have been doing better than ever, on geth farm runs I'm topping the charts and can hold my own vs the other factions.


Same here with 0/6/6/6/6. I've used both style builds, and tbh they both work very well. Turian sentinel brothers need to stop fighting about tech armor and get along!!!

#225
Agenda42

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Geist.H wrote...

Yeah will correct it, AoE, Stun, Shield Damage. Third AoE is not worth trading the x6 against barrier/shield


I feel this way too, but the guide seems to have AoE, Stun, AoE listed in a few places.  Maybe you should include some discussion of whether to get the damage or chain effects for overload.