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Best weapon for a sentinel (single player) and ammo question


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#1
ka243

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I'm thinking about either the talon, paladin or particle rifle...
Some topics say the particle rifle is the best choice but I'm not sure about this one.  

My usual squad is liara and edi, javik or garrus.
Also, what ammo types are you guys using on single player sentinal and where are you getting them from (squad ammo from another player, bonus power?)

Other question: If you take squad ammo on a teamate which gives you the ammo type at 50% effectiveness, do you benefit from all the upgrades of your teamates like the explosions on rank 6 of incendiary ammo for example or do you just get the basic ammo with 50% damage?  Thanks. 

#2
Doofe2012

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I prefer the Mattock and Phaeston. Particle Rifle is better on squadmates than Shepard, IMO.

I generally roll with Warp Ammo as my bonus power since it's the most versatile.

To your third question: I don't know since I never use the squad ammo evolution on ammo powers.

#3
PlatonicWaffles

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1) I'd use the M-96 Mattock. The Paladin is the same as the Carnifex, it just weighs more, does a little more damage and has less ammo. Not worth it.

2) I use Warp Ammo.

3)
No idea.

Modifié par Dylia, 06 juillet 2012 - 09:20 .


#4
gpost

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I plan on having my Sentinel use Marksman as a bonus power with the Phaeston

#5
Guest_BrotherWarth_*

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It depends on your play style. With the Sentinel you can be almost as aggressive as Vanguards. If you're going to be doing a lot of CQC then a shotgun like the Wraith or Scimitar or even the Talon(which I love in SP and MP) would be ideal. If you're going to be a midrange player then I would recommend an AR like the Particle rifle or Valkyrie. If longrange, go with the Black Widow.

As for ammo power, go with Warp Ammo. Armor-Piercing is great, but Warp Ammo is a better choice because it's more versatile.

And I don't believe the entire squad gets the explosion evo of Incendiary Ammo. I've specced James' Incendiary Ammo for the squad before and noticed that I wasn't getting any explosions with the GPR.

#6
Hellfire257

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I went with Vindicator and Paladin.

#7
Arctican

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BrotherWarth wrote...

It depends on your play style. With the Sentinel you can be almost as aggressive as Vanguards. If you're going to be doing a lot of CQC then a shotgun like the Wraith or Scimitar or even the Talon(which I love in SP and MP) would be ideal. If you're going to be a midrange player then I would recommend an AR like the Particle rifle or Valkyrie. If longrange, go with the Black Widow.

As for ammo power, go with Warp Ammo. Armor-Piercing is great, but Warp Ammo is a better choice because it's more versatile.

And I don't believe the entire squad gets the explosion evo of Incendiary Ammo. I've specced James' Incendiary Ammo for the squad before and noticed that I wasn't getting any explosions with the GPR.


The explosion evo is there just procs 50% less and hits for 50% less damage. I still get it, but it's not quite as effective as having your own incendiary ammo.

#8
RedCaesar97

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Take what I am about to write with a grain of salt since I have not actually played a Sentinel yet or taken Warp/AP Ammo as a bonus power.

I consider AP Ammo to be superior to Warp Ammo since it can deal more damage to armor, and can penetrate objects/cover so you do not have to use a weapon mod slot if you do not want to.

Warp Ammo's biggest draw--large damage increase to lifted targets--is wasted on the Sentinel (almost all classes actually), since:
a) The Sentinel has no lifting power of its own
B) You can take Liara (Singularity) and Javik (Slam/Lift/Lift Grenades) to lift targets for you, but considering you have Warp and Throw, you can just detonate lifted targets with your powers, making Warp Ammo pointless.

And to expound on point b above, Mass Effect 3 rewards hitting enemies with the combo hammer, making Warp Ammo and AP Ammo nearly useless since you are better off using biotic/fire/cryo/electric (tech burst) explosions to wipe everything out than shooting thinhgs with guns. Power-heavy classes like the Sentinel have an easier time comboing than the weapons-heavy classes.

As for squadmate ammo, The damage provided by Incendiary Ammo (James Vega) is good, but like Disruptor Ammo (Ashley Williams), the crowd-control aspects are better: Incendiary will panic most Cerberus troops, and Disruptor Ammo can stun all enemies with a health bar. 

Incendiary Ammo can set up fire explosions, while Disruptor Ammo can set up tech bursts (electrical explosions). Disruptor Ammo may be the most overpowered ammo type in the game. On a slow-firing weapon such as the Saber, Viper, Carnifex, or Paladin, Disruptor Ammo will prime enemies for a tech burst on every single shot. You can then set it off with a direct damage (or force) power such as Overload or Concussive Shot.

As for 50% effectiveness, I think that only applies to damage. Not sure if it applies to chance to stun/freeze/set on fire, which seems to only apply to low-damage rapid-fire weapons.

#9
Simbacca

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Claymore :devil:

#10
adam-wan

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I use a fully upgraded Tempest. Your magazine capacity is astronomical, it weighs barely nothing and very few enemies can survive a full magazine dump/power spamming.

My squadmates use the particle rifle/black widow sniper/ for soldier types, and geth plasma shotgun/carnifex pistol for engineer etc types.

#11
Guest_Rubios_*

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RedCaesar97 wrote...

a) The Sentinel has no lifting power of its own


Lift grenade?

You can use any weapon, depending on your playstyle you could even go without a firearm.

I like to use the Avenger / Predator combo so all the cutscenes have proper weapons, insanity is ridiculously easy anyway.

#12
RedCaesar97

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Simbacca wrote...

Claymore [smilie]http://social.bioware.com/images/forum/emoticons/devil.png[/smilie]

 

Hell yeah.

Rubios wrote...

RedCaesar97 wrote...

a) The Sentinel has no lifting power of its own


Lift grenade?

I forgot about that. Still, you still have Throw and Warp to detonate it, unless you are packing a lot of heavy weapons. In which case you should be using Defense Matrix/Fortification/Barrier instead of Warp Ammo.

#13
Abraham_uk

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None of the below is fact. These are merely my opinions on what I feel works best. Feel free to disagree.

Okay equip no more than 2 weapons. Also try to keep your weight cooldown bonus at +50% or higher. Don't go into penality territory even if you're focusing on guns.


Best Pistol: Paladin. It is basically an improved Carniflex. But with less ammo capacity in exchange for greater damage per shot, amazing accuracy and low recoil.

If you don't have Paladin, well Phalanx is a really good reliable gun for all situations. Accurate, good damage, good range, good recoil. Good everything. Scorpion is pretty good if you have marksman bonus.

Best SMG: Unless you got the hurricane (I only have it on multiplayer), I suggest the tempest. It's recoil isn't as bad as it was in ME 2, and it can still take down enemies reasonably quickly. It's very light and that's without taking into account the weight reduction mod. There is also the hornet which is three round burst. Not my cup of tea but it works well.

Best Shotgun: In short I find this one tough. If you want a light weight shotgun go for diciple. You want a very powerful close ranged shotgun, go for Claymore. If you want a shotgun that is effective at mid range, go for Geth Plasma Shotgun or the Graal Spike Thrower.

Best Assault Rifle: Mattock is the most reliable. Doing good damage, good recoil, good accuracy, good rate of fire. Mattock is a true jack of all trades. Jack of all trades to me is something an assault rifle should be.

Pheston is probably the best rapid fire assault rifle. Why Pheston over Revenant. Well it has a much lower recoil. But if you can control the high recoil beast that is the revenant, then go for it.

My personal favourite is the Prothean Particle Beam. Doesn't run out of ammo. Low recoil. Reasonably accurate. Mid range. Quick rate of fire. Looks fantastic. Turns enemies into goo. But overheats quickly. If it overheats, it takes a while to cooldown. Low damage per shot. But works well in conjunction with an ammo power for setting up combos.


Best Sniper Rifle: Widow/Javelin/Black Widow. The whole purpose of a sniper rifle is one hit kills. This is a claim that the other sniper rifles can't make. Mantis is good if you want a sniper rifle that doesn't weight a ton.

A suggestion: I love the raptor. It's not a particularly efficient weapon by any stretch of the imagination, and it's trumped by the mattock in the jack of all trades department, but it looks cool, sounds cool and is an assault rifle that can use sniper rifle mods.



Bonus Power:


Additional Tanking Power: Well it's up to you. Fortification for melee. Defence Matrix for tech damage. Can also be purged to restore shields. Also there is barrier that when detonated can lift enemies into the air.

Biotic Power: Stasis or slam work well. Reave and dark channel are a bit redundant since you have warp.

Tech Power: Energy Drain is very useful and you can set tech combos with overload. But I personally prefer not to combine similiar powers in the same class. You've also got Decoy and Defence Drone which work pretty well. There is also tech mine. Very good source of destruction and infinitely spamable.

Combat/Grenade: Marksman is a fantastic alternative to adrenaline rush. Any class can use it. If you're borrowing an ammo power from a team mate, you're good to go. You can no do everything a soldier can do. Inferno Grenade. Because if you find that the number of grenades isn't enough, you've got even more.


Warp Ammo versus Armour Piercing Ammo: Warp ammo can be used more often. Warp on a target and then shoot. Wash, rince, repeat. Also effective against armour. Armour Piercing Ammo is just for amour and nothing else. But it does this one function better than warp.

Modifié par Abraham_uk, 07 juillet 2012 - 12:25 .


#14
Guest_franciscoamell_*

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The sentinel's a caster class, so I'd recommend light weapons, I like using only one at a time, but that's up to you. The less weapons you carry, the fastest your cooldown will be and easier to destroy your enemies. I played through the game carrying only my Phalanx to get the 200% bonus, and I'd recommend the same.

#15
Guest_BrotherWarth_*

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RedCaesar97 wrote...

Warp Ammo's biggest draw--large damage increase to lifted targets


That is not Warp Ammo's biggest draw at all. +40% health damage, +40% armor damage, +80% shield/barrier damage. Extra damage to lifted targets is pretty much forgettable compared to that.

#16
RedCaesar97

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BrotherWarth wrote...

RedCaesar97 wrote...

Warp Ammo's biggest draw--large damage increase to lifted targets


That is not Warp Ammo's biggest draw at all. +40% health damage, +40% armor damage, +80% shield/barrier damage. Extra damage to lifted targets is pretty much forgettable compared to that.


I do not have the game running at the moment, so I checked the Mass Effect wiki (which may not be correct), but Warp Ammo does not provide any bonus damage to shields, only health armor, and barriers. While nice, only Phantoms and Banshees have barrier, which should be easily destroyed with a Warp > Throw combo which the Sentinel has. The damage bonus is nice against armor, but AP Ammo should have better armor damage, and again, Warp > Throw combo to destroy it quicker.

The extra health damage is nice, but Overload > Throw or perhaps Cryo Blast > Throw, or if you have Liara use her Singularity pluse your Throw... just beat everything to death with the combo hammer.

I am not denying that Warp Ammo has benefits. I just do not think that the benefits will outweigh the other options available to you. And like I said, I have not used AP Ammo, Warp Ammo, or the Sentinel so I may be wrong. 

#17
Guest_BrotherWarth_*

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No power effects shields but not barriers or barriers but not shields. Overload, Energy Drain, etc are equally effective on barriers and Warp Ammo is effective against shields. Warp Ammo does more damage to health and armor than AP Ammo, so the only benefit of of AP Ammo over Warp Ammo is the penetration. But you can get that from a mod, so Warp Ammo is clearly better.

#18
Arctican

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AP ammo is better for fast-firing but low damage-per-bullet guns like assault rifles and SMGs. I prefer to free up a mod space for something else like more damage or more ammo capacity. Though I don't see ammo powers that useful on Sentinel unless you are going for pure weapons build.

#19
Abraham_uk

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franciscoamell wrote...

The sentinel's a caster class, so I'd recommend light weapons, I like using only one at a time, but that's up to you. The less weapons you carry, the fastest your cooldown will be and easier to destroy your enemies. I played through the game carrying only my Phalanx to get the 200% bonus, and I'd recommend the same.



I've even seen Angry Joe pack 4-5 weapons on his Sentinel.  11:33

Whilst it's fun to have lots of guns, that is what bringing the soldier is for. The soldier packs so much weapon damage that it doesn't matter that the soldier has to wait ages for Adrenaline Rush and Concussive Shot.


You do have buffs to weapons in your passive tree. You do have buffs in your tech armour too. So guns, guns, guns is a viable approach to the sentinel. However, this is quite simply ruining the casting side of this class.


Bring one weapon.
Or two at most. Make sure your cooldowns are not in negative territory.

#20
Quething

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No class needs AP ammo less than the sentinel does. Cryo and Warp means armor DR is a bad joke to you. Warp Ammo is pretty good for raw damage, and it doesn't get in the way of your cooldowns if you're playing caster style, so that's my usual pick. Defense drone is neat too in a for the lulz sort of way.

Personally, my sole weapon as a sentinel is the Vindicator. It's not the best AR by any means but it is extremely light, decently strong, the burstfire is good for cover discipline, and most important, it offers visual continuity with ME1 (same model as the Spectre AR), so you can carry the same gun for three games. Why is that most important? Because you're a sentinel. Your gun is only there for show to begin with.

Modifié par Quething, 07 juillet 2012 - 09:05 .


#21
Joe1962

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My Sentinel with Stasis as a bonus power uses only a Paladin X and nothing else, and it is hardly ever fired so the low ammo doesn't matter. My powers destroy nearly everything.

I use my squad for ammo powers.

#22
Brakensiek

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My first play through as sentinel I carried a pistol like the Paladin and used my sentinel as if it was an adept, haha. Mainly took Liara and Javik as my squad and only giving them one biotic power to use for quick detonations using the 'q' and 'e' hot key to use their powers. Second play through on insanity I am using fully upgraded Falcon and only use detonations for bigger targets. I still mainly take Javik and Liara but with Falcon James with 50% squad effectiveness for incendiary rounds could be helpful.

I have barrier as bonus power and stack it on top of tech armor, both skilled for extra shielding and power damage/quicker recharge. On insanity I do not even have to take cover much due to the tech armor stacked with barrier.

#23
capn233

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I recall a similar topic that got derailed into an argument about Paladin vs Carnifex. :)

The main issue is "how do you want to play?" You can basically be a weapon weight insensitive, biotic explosion spamming tank if you go Kronner's Biotic Bomber route... essentially spec Tech Armor for max durability, take Barrier or Defensive Matrix with max durability (dealer's choice), spec Throw for reset on detonation, take grenades, and your biotic squad mates. This is a very effective build which I switched to about 1/3 of my way through the game. If I had to complain I would say that it got sort of repetitive because even though you can take whatever guns you want, you will still be spamming Throw for detonations for the bulk of your damage output. This is why when I then played Adept I just skipped Throw altogether and ran around with Shockwave and a shotgun.

As a change of pace it might be interesting to try going Overload and then Throw or a squad mate power for tech bursts. Or even trying to go Cryo Blast into Throw for cryo explosions. Probably won't be quite as good as the biotic route, but might be a fun change of pace. If I did sentinel again I might do this... then again it might be interesting to try a Tech Armor sort of run.

In any event, you can still play it without going overboard on weapon weight. In that case take whatever pistol you like, and perhaps a shotgun or AR. I like the Vindicator the best as just a versatile gun that feels like a soldier's weapon even if it isn't the absolute most effective.

As a last bit... Warp Ammo is better against armor than AP if you have a high damage per shot weapon because the damage percentage outweighs the piercing / weakening. I calculated the threshold in a different thread... can't remember it exactly but it is near 100 damage / shot. Essentially the rule of thumb then is that AP is better on the automatic weapons, whereas Warp is better on the powerful pistols and sniper rifles. At least from a pure damage to armor standpoint. When you consider other effects such as cover penetration vs damage to barriers it becomes a little less clear, although as in ME2 ammo power damage is relatively less important the higher you level the weapons and the more alternate weapon damage bonuses you acquire.

#24
Ryudoz28

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Abraham_uk wrote...

franciscoamell wrote...

The sentinel's a caster class, so I'd recommend light weapons, I like using only one at a time, but that's up to you. The less weapons you carry, the fastest your cooldown will be and easier to destroy your enemies. I played through the game carrying only my Phalanx to get the 200% bonus, and I'd recommend the same.



I've even seen Angry Joe pack 4-5 weapons on his Sentinel.  11:33

Whilst it's fun to have lots of guns, that is what bringing the soldier is for. The soldier packs so much weapon damage that it doesn't matter that the soldier has to wait ages for Adrenaline Rush and Concussive Shot.


You do have buffs to weapons in your passive tree. You do have buffs in your tech armour too. So guns, guns, guns is a viable approach to the sentinel. However, this is quite simply ruining the casting side of this class.


Bring one weapon.
Or two at most. Make sure your cooldowns are not in negative territory.


The tank Sentinel it also an option with either D.matrix or Fortification. I did a Playthrough with the first one, with maxed cooldowns. I carried a SR ( Mantis, BW) a Shotgun ( Katana and Claymore later on game ) and a AR ( Particle ) and i got a blast on that playtrhough, i maxed damage reduced on T.Amor and D.matrix, did Area Throw with reset power when doing a biotic combo,  max dmg Grenades wich were doing absurd dmg when maxed, squad bonus for more Hps on em and hp for Shep.

I basically run around the battleground shooting **** ( not covering at all, Ravagers the only case making you cover at all ) and throwing grenades while i use squad biotic power ( or tech one if need ) and blow em with my throw , or have em do Biotic combos and me just drawning fire. On Squad Kaidan + Garrus or  Javik if i want my squad doing combos between em.

On weapon suggestion, if going for a tank sentinel just get w/e its stronger or w/e you like, since weight does not matter for that build. Claymore its also F. fun on this build with Acc and dmg mod its quite accurate and almost 1 shots everthing, Brutes go down fast with it, Banshees only ones lasting a bit more, not much though.

#25
Wulfram

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I used the Revenant and armour piercing ammo. Probably not optimal, but it was pretty fun.

It's not actually all that heavy, so you can still be very much a caster, but you can tear people up with it pretty well.

Modifié par Wulfram, 07 juillet 2012 - 09:07 .