I take power recharge at rank 6 of both tech armor and barrier and my damage powers (warp and overload) come in at under 4 second cooldowns. Without those evolutions, you cooldown times would be well too long for efficient power use in my opinion. I suppose you can make that up with rosenkov armor pieces, but the difference between 50 and 70% DR isn't worth that in my opinion. There is more value in weapon and power damage bonuses when it comes to armor choice, if that even comes down to anything more than just aesthetics.
In most cases, the class would play similar to a caster, so defenisve bonuses (damage reduction) would take a backseat to offensive (damage dealng). Tech armor and barrier are in fact more useful for the power damage bonuses more so than the damage reduction unless you are running the tank build.
A few other points:
The Sentinel has no inherent powers to combo with cryo blast, thereby making it an afterthought. Against anything you'd use it on to slow & weaken (example brutes and banshees) spamming warp with expose and pierce will kill it faster. For the crowd control aspect, biotic detonations already serve this role and can do it faster.
Lift grenades are a power you want full evolutions on as its a good multi target eliminator, for example London. Kill scrub enemies with one or two lift grenades + a biotic detonation so you con focus on the important targets. Same deal with the final Kai Leng fight, the last hallway in Sanctuary, Thessia, and numerous other situations.
When it comes to throw, double throw is better for radius intensive builds, which the Sentinel can't get without a different bonus power choice. The fact is, most of its use will be to trigger a detonation (most likely off of Liara's singularity or Javik's pull) so from that aspect, two projectiles are not as useful as keeping the cooldown time under 2 seconds.
Capacity bonuses are something worth going for in offensive mastery. Makes the class capable of carrying weapon loadouts more devastating than other casters can while maintaining the +200% cooldown bonus.
Anyway, this is what I use:
Sentinel
throw - force / detonate / recharge speed
warp - detonate / expose / pierce
lift grenade - damage / duration / damage & radius
tech armor - durability / power damage / power recharge
overload - damage / recharge speed / shield damage
cryo blast
offensive mastery - force & damage / weight capacity / force & damage
fitness - durability / squad bonus / durability
barrier - barrier strength / power synergy / power recharge
Just a note about overload. The chain overload / nerual shock / chain overload pattern is good as well, but more so against groups of weaker enemies. If your facing something with a strong barrier or shield, like banshees, geth primes, or atlas mechs, you are going to be slower taking them down. Given the fact that crowd control can be acheived just as well from biotic detonations, of which the Sentinel can set up and finish by his or herself, I see overload being more valuable as a pure defense stripping power. Either pattern works though. Just my thoughts.
Modifié par chrisnabal, 04 avril 2012 - 11:31 .