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ME2 Sentinel build on Normal


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#1
Naschrakh1983

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Yup, normal. I play games for fun, so I won't go higher to evade frustration ;)

Anyways, this is what I have in mind:

Male Shepard, Sentinel, Renegade:

- Throw 4: Throw Field
- Tech Armor 4: Assault Armor
- Overload 4: Area Overload
- Cryo Blast 3
- Defender 4: Guardian
- AP Ammo 4: Tungsten Ammo

As you can see, I'm mostly about shooting/melee, but I wonder how many times I can get up close for the über shield detonation? That brings me to my second question:

I'm still debating about picking up the AR- or Shotgun Training on the first Reaper:
- AR for everything, ignoring Locust, etc.
- Shotgun for close combat + Locust for ranged

Thoughts?

edit: oh, and I'm wearing Kestrel armor, but not the ridiculously looking helmet, took the +10% headshot dmg visor for that :)

Modifié par Naschrakh1983, 14 juillet 2012 - 12:36 .


#2
RedCaesar97

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On Normal (or even any other difficulty), you can ignore Ammo Powers. I recommend shotgun training. You should be able to do a lot of running around on Normal. Since on Normal most enemies do not have protection, I would change Area Overload to Heavy Overload. I would recommend something like this:

4 - Throw Field/Heavy Throw (probably does not matter)
0 - Warp *
4 - Assault Armor
4 - Heavy Overload
4 - Full Cryo Blast/Deep Cryo Blast
4 - Guardian
0 - Bonus *

This leaves 1 point for Warp or a bonus power. Use Cryo Blast on everyone without protections, and then follow it up with throw for some sweet shatters. You may need to experiment (post-Horizon) to see if Heavy/Area Throw and/or Full/Deep Cryo Blast is better. Overload probably will not see much use. Great for detonating Pyros, maybe use it to help strip shields faster on big targets.

#3
Naschrakh1983

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Thanks for your answer, but don't we have 51 points to spend? Looking at your build I see 48 points + 1 free for Warp/Bonus, making 49 in total :)

I like becoming a powerhouse, that's why I went all the way for Tungsten ;)

Modifié par Naschrakh1983, 14 juillet 2012 - 02:19 .


#4
Naschrakh1983

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Or am I confused... 3 points from start (throw, tech armor, bonus) + 48 points to spend? If so:

- Throw 4: Throw Field (1+9)
- Tech Armor 4: Assault Armor (1+9)
- Overload 4: Area Overload (10)
- Cryo Blast 1 (1)
- Defender 4: Guardian (10)
- AP Ammo 4: Tungsten Ammo (1+9)

#5
RedCaesar97

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By level 30 you have 51 points total. You start at level 1 with one point in Tech Armor, Throw, and your bonus power, so 3 points to start, then 48 more points to spend as you level up.

If you want to be a powerhouse, then I would still recommend you avoid Ammo Powers. The damage is based off of base weapon damage, so they do less damage as you gain weapon upgrades. As well, only Cryo, Incendiary, and Disruptor Ammo are good since they provide crowd control.

On Normal, you may want to consider using (Area) Reave since there is a lot of organic health.

#6
Naschrakh1983

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It's a shame that Cryo Ammo is exclusive to Shepard, whereas Incendiary and Disruptor can be obtained from Jacob, Grunt and Zaeed... I always liked Incendiary Ammo, so yes, I might pick Reave instead of Warp Ammo :)

On the other hand, that does mean I always need to keep one of the three guys above in my team... what would be the ideal setup for an agressive sentinel? Biotic + Tech, 2x Biotic or Heavy Hitter + Biotic at my side?

I never liked any of those 3 guys, I prefer having Garrus/Thane and Miranda/Mordin at my side :P

Modifié par Naschrakh1983, 14 juillet 2012 - 01:54 .


#7
Drayce333

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Hardcore isn't frustrating at all. If you understand how to use powers and make a good build you should play that.

#8
Naschrakh1983

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Right, did 2 other chars instead of the Sentinel, but here it finally goes:

Throw 4: Throw Field
Tech Armor 4: Assault Armor
Overload 4: Area Overload
Cryo Blast 1
Defender 4: Guardian
Reave 4: Area Reave
Weapon: Shotgun

Usual team setup: Grunt/Zaeed + Mordin ^^

Modifié par Naschrakh1983, 23 juillet 2012 - 11:09 .


#9
Naschrakh1983

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Meh, currently lvl 7 and it feels so BORING! With my vanguards, engineers and adepts I feel like "I own this room. I own you" (+1 if you know where this line comes from) right from start, but with my sentinel I feel too much like a jack of all trades, a bit good in everything but nothing really stands out, and believe me, I've tried sentinel many times.

On offense: alright with the Tech Armor, but I lack speed (vanguard) and badass damage (shotty/AR)
On defense: mehh, can't do anything but throw and/or a lame shockwave which ends before it even hits anything.

Might try midfield, but when I get there the enemies are either already dead from using squadmates' powers, or shooting from a hiding place, destroying my shields and leaving me exposed. <_<

edit: I know I'd better max out the armor/passive/bonus first before it might become fun but I just don't like playing Sentinel :crying:

Modifié par Naschrakh1983, 24 juillet 2012 - 01:42 .


#10
Probe Away

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Your biggest problem is that you are ignoring warp. Reave is arguably better for the DR but uses up your bonus power slot, plus you are a tank already. Heavy warp just rapes everything plus it sets off biotic explosions. Also, cryo blast looks cool but is a waste of points and you don't need anything more than one point in overload on normal since most shields and synthetics aren't very common/strong.

My build (can't remember the final evolutions on tech armour or passive, probably went for max DR and power cooldown):

Throw - 4 (field)
Warp - 4 (heavy)
Tech Armour - 4
Cryo Blast - 0
Overload - 1
Passive - 4
Warp Ammo - 4 (Heavy) (or just whatever you feel like)

Take Zaeed with squad disruptor ammo and Miranda/Garrus/Kasumi/Tali/Legion for geth/mech missions. Take whoever you want for other missions because you are a badass and nothing can stop you. Eclipse Vanguards will beg for mercy.

More seriosly, I love the jack-of-all-trades thing which is why I found the Sentinel so appealing. Vanguard was lots of fun but I always hated feeling like I had to rely on teammates against shields/barriers (at least early on). Once you are fully upgraded it doesn't matter so much. Going toe to toe with Primes and merc bosses was a blast in the end - charge, shotty, shotty, repeat.

Modifié par Probe Away, 31 juillet 2012 - 04:10 .


#11
Naschrakh1983

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Here I go again, lol

Throw 4: Throw Field
Warp 1
Tech Armor 4: Assault Armor
Overload 4: Heavy Overload
Defender 4: Guardian
Reave 4: Area Reave
Weapon: Mattock

Team setup: Samara + Garrus

Samara for Pull Field (to complement my Throw Field or Warp), Area Reave and Mattock.
Garrus for Area Overload, Squad AP Ammo and Mattock. And it's GARRUS :wub:

Modifié par Naschrakh1983, 13 octobre 2012 - 11:16 .


#12
Naschrakh1983

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Switching to:

Throw 4: Throw Field
Warp 4: Heavy Warp
Tech Armor 4: Assault Armor
Overload 1
Defender 4: Guardian
Drain 4: Area Drain

#13
capn233

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Just keep pressing the Tech Armor button and you should be good. :)

#14
honeyiscool

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Seriously, why do you have Reave? It's useless when Warp does what you need it to do. Using Squad Warp Ammo as your bonus power makes perfect sense. With Tech Armor, you don't need any extra damage reduction, but Sentinels can use more DPS from weapons. I also pretty much used the M12 Locust exclusively since it really lacks for nothing once fully upgraded, and then I used a Viper as my bonus weapon.

I have played Sentinel on Insanity, and it's a bit of a boring class at lower levels because you just can't die but you also don't do great damage either, but I have to say, you'll appreciate the class when you finally play Insanity, and I'm pretty sure you'll be able to. If I could do it, anybody can. And Sentinel is the class to do it with because once upgraded, you just can't die.

There is no situation where the Sentinel doesn't have a decent strategy in any fight. However, in Insanity, I didn't put too many points into Throw because all enemies have armor, shields, and barriers, so Overload and Warp were more prioritized (also Assault Armor for the detonation). Assault Armor has a very wide range and can be used for great effect. I was able to solo melee a Geth Prime to death on Insanity when my squadmates all died.