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How should I play Human Sentinel


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#51
kyles3

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Skip Throw, carry Claymore, kill Reapers.

#52
snackrat

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Skip throw? Against reapers? Were you planning to kill their husks with Claymore ammunition, or to try and melee them and hope they don't give you a neck massage?

#53
Variasaber

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6/6/6/4/4 works well. If you're going to be lightly equipped enough to have +180% or more cooldown bonus, you should take the last point in Tech Armor for DR instead of recharge.

I haven't tried 6/6/6/0/6 yet but I'll be testing that soon. Good luck!

kyles3 wrote...

Skip Throw, carry Claymore, kill Reapers.

lolwut

Throw is vital to the Human Sentinel, not only for BEs but for keeping enemies off your ass. If maxed out, it kills Husks in one hit, instantly.

By the way, don't take the recharge bonuses for it, it already has fast enough recharge. Be sure to take the BE damage bonus for both Throw and Warp.

Modifié par Variasaber, 06 juin 2012 - 01:12 .


#54
kyles3

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Always heavy melee Husks.

Tech Armor: there's a buff for that. :wizard:

#55
Ibn_Shisha

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Typically, I run TA3, W6, Th5, AT6, F6. Throw 6 is not vital for BE's, and the damage difference can be made up with AT tree. TA is mainly just a backup for getting husk/swarmer mobbed, though with a light gun and/or efficiency boosts from equipment or gear, you can keep it up.

That being said, TA6 W5(or3) Th3(or5) AT6 F6 Melee Shotgun tanking can be fun.

#56
Manuel La Bor

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X2-Elijah wrote...

The alliance training tree gives you +35% power damage... If you are speccing for warp-throw BE combos, then you really should have that power damage boost. And tech armour - with its cooldown increases - is just getting in the way.


Power damage boosts don't effect biotic explosions. They do a fixed amount of damage based on the level of the primer + the level of the detonator. 

#57
Pensrule1985

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Manuel La Bor wrote...

X2-Elijah wrote...

The alliance training tree gives you +35% power damage... If you are speccing for warp-throw BE combos, then you really should have that power damage boost. And tech armour - with its cooldown increases - is just getting in the way.


Power damage boosts don't effect biotic explosions. They do a fixed amount of damage based on the level of the primer + the level of the detonator. 


Bingo. I also have the specs for +BE whenever its offered.

#58
uzivatel

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Pensrule1985 wrote...

my preferred character is my female human sentinel. I have it set as 0/6/6/6/6. No tech armor necessary (speeds up recharge rate) and you can just BE everything in site.

Sounds like weaker AA.

#59
kyles3

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Variasaber wrote...

kyles3 wrote...

Skip Throw, carry Claymore, kill Reapers.

lolwut


So serious. :police:

Warp and Incendiary ammo on a Claymore just brutalizes Reaper heavies. Got the idea from the almighty Specter. You get two Human Sentinels, so why not try it on one before you knock it? A somewhat one-dimensional build, to be sure, but tremendously fun.

#60
GordianKnot42

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I do total caster, with the lowest cooldown possible. 3/6/5/6/6. Warp & Throw specced for detonations, Alliance Training for Power Damage & Weapon Weight, Fitness max Durability. I only carry one weapon. Went for a long time with only a scoped Carnifex, but the high-capacity and relatively light Phaeston AR seems to do better with the new Silver buffs to strip shields/barriers. (I have played this on Gold before, and did okay.) I usually run without TA to keep cooldown low unless I need a boost while reviving a teammate, taking out a turret or doing the Retrieve objective.

#61
Pensrule1985

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uzivatel wrote...

Pensrule1985 wrote...

my preferred character is my female human sentinel. I have it set as 0/6/6/6/6. No tech armor necessary (speeds up recharge rate) and you can just BE everything in site.

Sounds like weaker AA.


Most likely incorrect. The AA would most likely have points toward stasis, thus weakening one of the other categories.

#62
rmccowen

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I interpreted the OP's question as more general, but I'm more than willing to give build advice too. :D

The number one rule for Sentinels is: particularly since the recent buff, don't skip Tech Armor or Fitness. There are lots of reasons, but it boils down to the fact that skipping either one will make you strictly weaker than if you took both.

My three favorite builds are:

6/6/6/5/3, which mirrors the Asari Adept except that it's far tougher.

6/6/6/0/6, with Radius/Recharge Combo/Force & Damage on Throw. This build is less good at direct damage, and it loses 50% power on its BEs--which does hurt. But it does very fast BEs alone--fast enough to make up for the lost damage--and it's extraordinary when paired with an Adept that does AoE Reave.

6/0/6/6/6, with max durability on Tech Armor and Weapon Damage/Power Damage/Weapon Damage on Alliance Training. This is basically a biotic Soldier, but an effective one. Even with TA turned on, Throw will have a cooldown under 3 seconds as long as you use an upgraded weapon, and IMO Throw is more flexible and more useful than Concussive Shot.

EDIT: If you would run a 0/6/6/6/6 caster, try 5/6/6/6/3 instead. The cost is a small but noticeable increase in cooldowns, with the reward of being noticeably more durable and with harder-hitting powers.

EDIT 2: Fixed a weird copy-paste error above.

Modifié par rmccowen, 06 juin 2012 - 03:14 .


#63
Elite3141

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I still have no idea why Sentinel was paired with Soldier. They used to be two opposites; Sentinels had everything but combat training/abilities, whereas Soldier had all combat but no Tech or Biotics.

But yeah, I use it as a more durable Asari Adept. I completely ignore Alliance Training and max out Tech Armor for Damage Reduction, Power Damage, and Power Recharge. For Warp, I go with Detonate/Expose/Pierce, and Radius/Detonate/Force and Damage for Throw. Fitness obviously has Health and Shields maxed out.

#64
Poison_Berrie

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I have one running like a caster, with the Avenger X.
6/6/6/4/4 for a durable biotic exploder, with throw to kill lowly mooks.

But you could just as easily spec for soldier. I'd say 6/6/0/6/6 or 6/6/3/6/5. Warp being your debuff and maybe throw as a stagger.

#65
Amano Kazumi

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kyles3 wrote...

Variasaber wrote...

kyles3 wrote...

Skip Throw, carry Claymore, kill Reapers.

lolwut


So serious. :police:

Warp and Incendiary ammo on a Claymore just brutalizes Reaper heavies. Got the idea from the almighty Specter. You get two Human Sentinels, so why not try it on one before you knock it? A somewhat one-dimensional build, to be sure, but tremendously fun.


It's not a matter of your build working as a class, it's a matter that other classes are directly superior in that role. The Human Sentinel is no better at using weapons than any other character in the game, in fact, he's worse than most, and he loses any crowd control with this build. The Turian Sentinel can use the same build, skipping Overload, thus he's basically a better Warp -> Claymore user since he'll do slightly more damage and be a bit more tanky. To put it in another light, imagine another forum dweller telling people that the Asari Adept is a beast with a Black Widow using Warp -> shoot all day. Sure, that could work, but it's not the ideal role for the class based on its passives and skill set.

rmccowen wrote...

6/6/6/0/6, with Radius/Recharge
Combo/Force & Damage on Throw. This build is less good at direct
damage, and it loses 50% power on its BEs--which does hurt. But it does
very fast BEs alone--fast enough , and even faster if you can run with a
friend who has AoE Reave.


It loses no damage on its BEs with a 6/6/6/0/6 build. The Power Damage passives only relate to Warp and Throw's individual damages.

#66
humes spork

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rmccowen wrote...

EDIT: If you would run a 0/6/6/6/6 caster, try 5/6/6/6/3 instead. The cost is a small but noticeable increase in cooldowns, with the reward of being noticeably more durable and with harder-hitting powers.

Gah, if you're going to run without tech armor, do yourself and the team a favor by playing AA. That way you at least have utility in being able to stasis problem enemies. That's doubly true in the case of the last round of buffs to tech armor, which made it a damn good power.

The benefit and utility of human sentinel is being able to stay in the front, soaking damage and distracting enemies from squishier teammates; sparing that, you're a crappy asari adept.

With a caster build, you definitely want the 30% reduction to TA's cooldown penalty opposed to alliance training rank 6 (which is flatly preferable to AT's 20% bonus at rank 6). You should be using only one weapon anyway and unless you're headshotting with carnifex/paladin to finish enemies off, weapon damage won't be a significant portion of your damage especially considering TA's active power damage bonuses.

#67
kyles3

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Amano Kazumi wrote...


It's not a matter of your build working as a class, it's a matter that other classes are directly superior in that role. The Human Sentinel is no better at using weapons than any other character in the game, in fact, he's worse than most, and he loses any crowd control with this build. The Turian Sentinel can use the same build, skipping Overload, thus he's basically a better Warp -> Claymore user since he'll do slightly more damage and be a bit more tanky. To put it in another light, imagine another forum dweller telling people that the Asari Adept is a beast with a Black Widow using Warp -> shoot all day. Sure, that could work, but it's not the ideal role for the class based on its passives and skill set.


Now you've gone and hurt my feelings, comparing my build to a Stasis sniper. At least give me credit for being able to hit a moving target. 

Anyhoo, Turians really aren't much more durable than Humans and are also less mobile. In my experience they're about equal in terms of survivability. As for weapon proficiency, I agree a Turian is superior. But if you're using a Claymore you're already doing an obscene amount of damage per shot, so I find the difference rather negligible. 

I'm not saying it's the best build evah, but if you get two Human Sentinels, I figure you might as well get freaky with one of them.

#68
Scudman_Alpha

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you should use a light pistol and  focus on doing BE's all the time

if you want to have almost a 20 second cooldown  in your powers but not have to give damn about them go for a krogan sentinle with Tech armor specced for damage redutuion (50% damge reduction now) and rage also specced for it

#69
NikkoJT

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I take a Mantis on my Male and a Claymore on my Female. :shrug:

#70
rmccowen

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Amano Kazumi wrote...

rmccowen wrote...

6/6/6/0/6, with Radius/Recharge
Combo/Force & Damage on Throw. This build is less good at direct
damage, and it loses 50% power on its BEs--which does hurt. But it does
very fast BEs alone--fast enough , and even faster if you can run with a
friend who has AoE Reave.


It loses no damage on its BEs with a 6/6/6/0/6 build. The Power Damage passives only relate to Warp and Throw's individual damages.


The Recharge Combo evolution is what causes you to lose damage on your BEs; instead, there's no cooldown on Throw when it detonates a BE.

humes spork wrote...

rmccowen wrote...

EDIT: If
you would run a 0/6/6/6/6 caster, try 5/6/6/6/3 instead. The cost is a
small but noticeable increase in cooldowns, with the reward of being
noticeably more durable and with harder-hitting powers.

Gah, if you're going to run without tech armor, do yourself and the team a favor by playing AA.

I didn't say it was a good idea, just better than skipping it entirely. :whistle:

#71
Ensiform

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I do 6/6/6/5/3 and really never use my weapon at all. Unless there are things like geth turrets to be killed, I just pull out my missile launcher so it's always ready rather than having switch at the very last moment. Tech armor spec'd for durability and power damage.  And the extra alliance training bonus for power damage.  Extra shields and health doesn't really help that much.

Modifié par Ensiform, 06 juin 2012 - 05:26 .


#72
Miniditka77

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Amano Kazumi wrote...

You have to play it like a caster from an efficiency stand-point, otherwise you're just using a more durable base human. I've tried these builds: 6/6/6/4/4, 3/6/6/5/6, and 6/6/6/0/6, and far and away my favorite version is 6/6/6/0/6, skipping the barely beneficial Alliance Training in favor of a 40% DR Tech Armor, 825 health/shields, and full BEs.

Tech Armor: Durability, Power Damage, Power Recharge
Warp: Detonate, Expose, Pierce
Throw: Radius, Detonate, Force & Damage
Fitness: all health

Weapon: Predator X

Strategies: Warp -> shoot -> Throw, Throw on "Health" enemies, Throw on enemies already set up with a TB/BE by a team mate. Activate Tech Armor's detonation if flanked mainly for a bit of invincibility.

I prefer the 6/6/6/4/4.  With 4 in Alliance Training, you can get 20% power damage bonus and additional weight capacity - I don't know what's not beneficial about that, especially if you want to use a Carnifex instead of the Predator.  But generally, I use the same strategy you do.  Mostly use Throw on unprotected enemies and BE on protected ones.  Tech Armor's detonation is very useful for staggering a charging Phantom also.  With the improved recharge rate on Tech Armor, the HS might be my favorite overall character.

EDIT:  And if you use a HS and don't max Tech Armor, you're wasting your time in my opinion.

Modifié par Miniditka77, 06 juin 2012 - 05:42 .


#73
Variasaber

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Miniditka77 wrote...

I prefer the 6/6/6/4/4.  With 4 in Alliance Training, you can get 20% power damage bonus and additional weight capacity - I don't know what's not beneficial about that, especially if you want to use a Carnifex instead of the Predator.  But generally, I use the same strategy you do.  Mostly use Throw on unprotected enemies and BE on protected ones.  Tech Armor's detonation is very useful for staggering a charging Phantom also.  With the improved recharge rate on Tech Armor, the HS might be my favorite overall character.

EDIT:  And if you use a HS and don't max Tech Armor, you're wasting your time in my opinion.

I agree with all of this completely. The HS is not nearly as good without maxed out Tech Armor, and the people who claim you should skip TA entirely are kidding themselves. The stagger from its detonation can help you out of a lot of sticky situations where you're surrounded, but you'll most commonly see its use in escaping a Phantom.

6/6/6/0/6 is an HS build based entirely around BEs and uses them more often, rather than using Throw by itself more often. Alliance Training is considered not worth it for this, because that 20% power damage bonus doesn't affect BEs. But for the playstyle you described (which is my favorite as well; been using the HS since I started), 6/6/6/4/4 is the way to go.