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Review my build for power-centric Sentinel


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#1
SWkazashi

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I skip Tech Armor as the cooldown reduction is unbearable and makes the game no fun at all.
I have all the DLCs. I will start playing them soon meaning no bonus power as of now.

Powers -
Warp: Detonate/Lasting Damage/Pierce
Throw:  Force/Detonate/Recharge Speed
Lift Grenade: Damage/Max Grenades/Damage and Radius
Overload: Chain Overload/Neural Shock/Chain Overload
Cryo Blast: Duration/Cryo Explosion/Recharge Speed
Offensive Mastery: Force and Damage/Squad Bonus/Force and Damage
Fitness: Durability/Squad Bonus/Durability

Bonus Power: Suggestions

Weapon: Suggestion

Thanks for reading and please give feedback


Thanks  :)


-Lance

#2
brad2240

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If you keep a light weapons load, the power recharge penalty an Tech Armor doesn't make as big a difference as you might think. But it's cool, I know a lot of people don't like it.

And a quick note on recharge speed evolutions: they are usually bad choices and make an unnoticeable difference in gameplay if you already have a good cooldown from weapons load. It's like two or three tenths of a second. Not at all worth it IMO.

For Warp I prefer Expose instead of Lasting Damage so you and your team can do more damage, mainly applies to bosses.

Throw has an amazingly fast recharge speed as it is, taking recharge at rank 6 is a big waste. I prefer Radius/Detonate/Double. Radius and Double help you hit targets that like to dodge.

Overload, there's one thing to keep in mind: Neural Shock makes enemies fall to the ground. Some people don't like that because it screws up your chances for a follow-up gunshot if they fall behind cover. I don't take it anymore for that reason but it is still great CC if you like it.

Cryo is another power with a great natural recharge speed. Take Frozen Vulnerability at rank 6 for better debuffing.

Offensive Mastery I prefer the weight capacity at rank 5, but I guess if you don't use anything bigger than a pistol/SMG you won't need it.

Bonus power, I would suggest an ammo, preferably Warp. I won't suggest a defense power since you don't like the cooldown penalty. If you'd rather have another active power, Reave or Stasis I think would be best.

For weapons, travel light. Take only one weapon, it's a secondary concern for your build. Paladin pistol, Wraith shotgun, or maybe Vindicator if you prefer an assault rifle.

#3
RedCaesar97

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Currently I have a power-centric Sentinel and I am running (or plan to run) with the following setup:

Warp: Detonate, Expose, Pierce
Throw: Radius, Detonate, Force and Damage
Overload: Damage, Neural Shock, Shield Damage
Tech Armor: Durability, Power Damage, Recharge Speed
Offensive Mastery: Force and Damage, cannot remember (probably does not matter), Force and Damage
Fitness: Health and Shields, Shield Recharge, Health and Shields
Barrier (bonus power): Durability, Power Damage, Recharge Speed

All other powers and just point sinks.

I found that with the -120% cooldown penalty from both Tech Armor and Barrier, the cooldowns were back to ME2 levels. taking the Recharge Speed evolution on both dropped the cooldown back to -60% which meant the cooldown penalties were practically unnoticeable. Credit to swk3000 for pointing it out in this thread.

However, as for your build, I would change the following:

Overload: Damage, Neural Shock, Shield Damage. No real reason to take double chain overload in single player, and you want to maximize your shield damage versus Atlases and Geth Primes. For crowd control, you can take Liara or Javik.

Cryo Blast: Radius, Cryo Explosion, Frozen Vulnerability. You want to maximize the number of enemies you can hit, and the amount of damage frozen/chilled enemies take. You actually do not gain much in the way of duration or recharge speed.

Throw: I would take Radius over Force just to hit more enemies, but it probably does not matter. Change Recharge Speed for Force and Damage. You will not notice the recharge speed bonus.

Warp: Personally I think Expose is better than Lasting Damage since it can increases damage to the enemy from all sources.

Weapons: Since you have all DLC, Punisher SMG is excellent. Executioner Pistol is good if you want another option. I am sure others would recommend the Mattock, but why bother when you have the Punisher SMG?

Bonus Power: Since you think that the shield powers are unbearable, then Proximity Mine would be a good option, particularly rank 5 Damage Taken evolution.

Modifié par RedCaesar97, 29 novembre 2012 - 05:28 .


#4
capn233

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Personally, I found that you could manage the cooldowns even if you stacked Defensive Matrix on top of Tech Armor, at least if you primarily used Throw, Grenades, and then Warp as a debuff for larger targets. You don't have to go hog wild with weapon weight if you don't want, there are several relatively light guns that do pretty well, brad's suggestions were good there.

I also agree with the observations above about the power evolutions. There is a point of diminishing returns on power recharge, and in fact on power spamming really.

Throw and Pull both are much better with double. Cryo is a lot better with the bigger debuff to armor. For Overload, Neural Shock gives you a little more CC, and it also raises overload damage multiplier to organic enemies (for their shields, barrier or health), which is why I usually take it. If you take the weight capacity bonus in Offensive Mastery, that will help offset the Tech Armor penalty.

An issue with the build, and really with ME3 in general, is that you can end up with way too many powers to really use efficiently. This is yet another reason why I endorse Tech Armor. You get damage reduction and you can set it and forget it. It also has Power Synergy. I would consider Throw the bread and butter power on the Sentinel regardless of how else you play him because of the role of squadmates and their power sets. I am not saying the other powers are bad, but what I am getting at is that finding a way to rotate Warp, Grenades, and then Cryo Blast and Overload into the rotation may prove difficult. In fact you may find that you are using one or two powers over and over again. This is not to say it can't be done, just to give you something to think about.

For a bonus power, I would tend to recommend Defensive Matrix or Barrier and stack the DR with Tech Armor and get more power bonuses. Since you aren't using it, you could also consider Reave, which will give you some DR for its duration, with the added bonus that it is instacast and primes or detonates biotic explosions (complements Liara or Javik well, not so much Kaidan). Outside that I am not so sure. Lash might be interesting, as it gives you an easy way to deal with Phantoms, but if you add in the two in Omega, there are only maybe 13 in the entire game (3 on Citadel not counting the elevator one you can instakill, 2 on Omega, 2 on Horizon, 6 on Cronos, IIRC). Other than that, maybe Energy Drain, which can give you shields, some DR, and can stun organics and synthetics.

Other weapons that would work ok would be something like the Mattock, Indra, Punisher, Hornet, Hurricane, Claymore (!), Harrier.

Modifié par capn233, 29 novembre 2012 - 05:41 .


#5
brad2240

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capn233 wrote...

An issue with the build, and really with ME3 in general, is that you can end up with way too many powers to really use efficiently.


This is absolutely the truth. The problem is even worse on consoles (don't know what platform the OP is on) but it's why I find myself tending to focus on only 3 active powers, and my preferred bonus powers are passive ammo or defense types.

#6
HTTP 404

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sentinal is my least favorite class so I don't have as much experience but it looks like you got a decent offensive build. 

 For a bonus power, you may want to have an ammo power to keep it "offensive" I would recommend warp ammo.  I like the other bonuses but they would be redundant with your warp and your other tech powers.

As for weapons, I think you will need to hang back a bit  because you are lacking the tech armor but be close enough to able to spam your powers.  but at the same time you need a gun that is light enough to carry.  I would recommend a rapid fire AR, heck even the plain ol avenger would work.  Rapid fire will allow you to maximize the ammo power you would use here.   I would also recommend a pistol that is going to be more hard hitting like the phalanx or the carnifax to offset your rapid fire AR.  The key here is to be able to spam your powers not be a soldier.  But you could go with a  slow but hard hitting AR and a rapid fire SMG.  Whatever you are comfortable with but I would keep your loadout as light as possible.

hope this helps

Modifié par HTTP 404, 29 novembre 2012 - 06:30 .


#7
capn233

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brad2240 wrote...

This is absolutely the truth. The problem is even worse on consoles (don't know what platform the OP is on) but it's why I find myself tending to focus on only 3 active powers, and my preferred bonus powers are passive ammo or defense types.

The advantage on PC would be that we get 8 quickslots, so in theory we can minimize bringing up the Command HUD (our Power Wheel substitute).  However, when you start getting more and more powers on Shepard, you can't map as many squad member powers, and you either have to give up on using some of Shepard's powers conveniently, or not map the squad powers and try Q or E (or whatever your squad command button is).  In the former, you have blown points in skills you probably aren't using, and in the latter you risk the squad member using the wrong power (like when Liara tries to Singularity all the things).

#8
Drayce333

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0/10.

Lol no Tech Armor.

#9
slramsey86

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Drayce333 wrote...

0/10.

Lol no Tech Armor.



Haha I was thinking the same thing

Get on that Tech Armor man. The cooldown isnt a big deal if you carry light which you should since you are mostly casting. It also will add to damage reduction.

Take double throw instead of the recharge. Use defense matrix as your bonus.

If Liara and Javik are on your squad I wouldnt even bother with warp. Use their powers and detonate with your double throw.

I like to carry a plasma shotgun or SMG but it really isnt neccessary with a caster build. You should be tearing through enemies.

#10
SWkazashi

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My Power-centric sentinel build 2.0

Warp: Detonate/Expose/Pierce
Throw: Force/Detonate/Double Throw
Lift Grenade: Damage/Max Grenades/Damage and Radius
Overload: Damage/Neural Shock/Shield Damage
Tech Armor: Durability/Power Damage/Power Recharge
Offensive Mastery: Force and Damage/Weight Capacity/Force and Damage
Fitness: Durability/Squad Bonus/Durability

Weapons
Loadout: N7 Typhoon and Acolyte
I plan on equipping the N7 Typhoon with this guy because i recently unlocked the weapon and want to play with it. Any tips on how to use the gun? The insane amount of recoil is troubling.
Which should be my main weapon aside from this experiment gun. Acolyte?

For squadmates : Liara and Garrus
I plan on giving Garrus: Striker Assault Rifle and Kishock Harper Gun.
Overload maxed as CC. Concussive Shot and class Ability maxed.
Liara will have stasis and singularity making detonation of biotic powers extremely easy.

Thanks for reading ^_^

Modifié par SWkazashi, 30 novembre 2012 - 05:50 .


#11
SWkazashi

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capn233 wrote...

Personally, I found that you could manage the cooldowns even if you stacked Defensive Matrix on top of Tech Armor, at least if you primarily used Throw, Grenades, and then Warp as a debuff for larger targets. You don't have to go hog wild with weapon weight if you don't want, there are several relatively light guns that do pretty well, brad's suggestions were good there.

I also agree with the observations above about the power evolutions. There is a point of diminishing returns on power recharge, and in fact on power spamming really.

Throw and Pull both are much better with double. Cryo is a lot better with the bigger debuff to armor. For Overload, Neural Shock gives you a little more CC, and it also raises overload damage multiplier to organic enemies (for their shields, barrier or health), which is why I usually take it. If you take the weight capacity bonus in Offensive Mastery, that will help offset the Tech Armor penalty.

An issue with the build, and really with ME3 in general, is that you can end up with way too many powers to really use efficiently. This is yet another reason why I endorse Tech Armor. You get damage reduction and you can set it and forget it. It also has Power Synergy. I would consider Throw the bread and butter power on the Sentinel regardless of how else you play him because of the role of squadmates and their power sets. I am not saying the other powers are bad, but what I am getting at is that finding a way to rotate Warp, Grenades, and then Cryo Blast and Overload into the rotation may prove difficult. In fact you may find that you are using one or two powers over and over again. This is not to say it can't be done, just to give you something to think about.

For a bonus power, I would tend to recommend Defensive Matrix or Barrier and stack the DR with Tech Armor and get more power bonuses. Since you aren't using it, you could also consider Reave, which will give you some DR for its duration, with the added bonus that it is instacast and primes or detonates biotic explosions (complements Liara or Javik well, not so much Kaidan). Outside that I am not so sure. Lash might be interesting, as it gives you an easy way to deal with Phantoms, but if you add in the two in Omega, there are only maybe 13 in the entire game (3 on Citadel not counting the elevator one you can instakill, 2 on Omega, 2 on Horizon, 6 on Cronos, IIRC). Other than that, maybe Energy Drain, which can give you shields, some DR, and can stun organics and synthetics.

Other weapons that would work ok would be something like the Mattock, Indra, Punisher, Hornet, Hurricane, Claymore (!), Harrier.


Thanks a lot for all your advice and I completely agree that there is an overload of powers making it very difficult to use all of them simultaneously.

#12
capn233

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SWkazashi wrote...

My Power-centric sentinel build 2.0

Warp: Detonate/Expose/Pierce
Throw: Force/Detonate/Double Throw
Lift Grenade: Damage/Max Grenades/Damage and Radius
Overload: Damage/Neural Shock/Shield Damage
Tech Armor: Durability/Power Damage/Power Recharge
Offensive Mastery: Force and Damage/Weight Capacity/Force and Damage
Fitness: Durability/Squad Bonus/Durability

Weapons
Loadout: N7 Typhoon and Acolyte
I plan on equipping the N7 Typhoon with this guy because i recently unlocked the weapon and want to play with it. Any tips on how to use the gun? The insane amount of recoil is troubling.
Which should be my main weapon aside from this experiment gun. Acolyte?

For squadmates : Liara and Garrus
I plan on giving Garrus: Striker Assault Rifle and Kishock Harper Gun.
Overload maxed as CC. Concussive Shot and class Ability maxed.
Liara will have stasis and singularity making detonation of biotic powers extremely easy.

Thanks for reading :)

I might take the first Chain on Shepard's Overload, but it isn't a big difference either way, really.

I don't have the Acolyte in SP, but I am not sure I would recommend it as a second gun to the Typhoon for a variety of reasons.  I believe it is the original Acolyte which requires holding the trigger to fire.  Secondly, the way SP mission enemy compositions are, there isn't all that compelling reason to take a shield stripping gun.  You won't be needing it to cheese Phantoms, and you won't have Incendiary or Cryo Ammo  to run on it to make it a good CC gun.  Additionally, the Typhoon has a multiplier to defenses, so it will be able to deal with sheilds adequately.  That said, I suppose if you find that the trigger isn't too annoying, you could have Liara hit a protected target with Singularity, then you strip shields with Acolyte, then Throw for a Biotic Explosion.

The downside to the Typhoon is that it is pretty heavy.  2.0 at X, and something like 2.25 at V.  If  you can control the recoil though, it can do decent damage.  The way to use it is to equip the magazine mod, and fire in longish bursts so you get more spooled up fire time, which is where you have the higher rate of fire and a damage multiplier.  So don't let off the trigger between targets if you don't have to.  The issue is that since it needs to "spool up" each time you fire it for the best damage, it doesn't have the best synergy with casting, IMO.  I have used it on casters in MP despite this, and you can get away with it.

I am not so sure you need a backup gun, but any reasonable weight pistol or SMG would probably be ok.

As for Garrus and Liara, for Garrus you should invest in Proximity Mine at least up through Damage Taken so you can further debuff larger targets.  When you stack it with warp's debuff, large targets die a lot more rapidly.  I would also consider going Warp on Liara, and I prefer it to Stasis, which I usually don't even put 1 pt into until right before Citadel Coup, and the reason for that is simply so I can use it on Phantoms.  Warp will make more powerful explosions though, and you can use it to prime protected or armored targets.  Liara uses Warp, followed by your Throw.  You could also consider leveling Liara's Warp Ammo, evolving it to Squad, Headshots, Enhanced.

#13
SWkazashi

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OK screw the typhoon its pretty darn hard to use and its heavy so i have a new configuration with which i still get 200% recharge speed: Acolyte plus N7 Piranha.

well? Acolyte because i sorta like it and Piranha if i feel like shotgunning

#14
brad2240

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The second build looks very good. Between you and Liara there will be a constant wave of biotic explosions. Have fun with it!

#15
capn233

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brad2240 wrote...

The second build looks very good. Between you and Liara there will be a constant wave of biotic explosions. Have fun with it!

You can also chain combos.

Garrus Overload -> Liara Warp (Tech Burst) - You Throw (Biotic Explosion).

#16
All-a-Mort

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I use Blood Pack Punisher with my power based Sentinel build. Either slap on the ULM mod to lesson weight, or take the stabilisation mod from Leviathan to make it more suitable for medium range shooting. For secondary I've tended to go with with either the venom shotty for some grenade fun or the Executioner with a scope for a bit of long range sniping.

#17
goofyomnivore

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Caster Sentinel ain't bad.. throw reset is needed though if you want to use your powers a lot.. and still be tanky but if you want to go caster you can just go glass canon and be an Adept with Overload and not invest in Tech Armor at all. But I think the overpowered part of the Sentinel is stacking Barrier on Tech Armor and then stacking shield replenishment gear.. You can get a ton of damage reduction and very fast shield regen like (2.5s in combat).

Here is a video I made.. I'm playing pretty caster-y.

http://www.youtube.c...v=AReBHm3xH6o#!

Modifié par strive, 10 décembre 2012 - 03:48 .


#18
Abraham_uk

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Drayce333 wrote...

0/10.

Lol no Tech Armor.



Oh come on. That's harsh.
For a start, tech armour isn't that amazing.
Secondly, a build without tech armour is only slightly worse than a build with tech armour.

The other important powers are there.

Overload
Warp
Throw
Lift Grenade

I suppose Cryo Blast is useful too.

#19
Abraham_uk

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You can have your cake and eat it.

You can be a tank sentinel and still be power-centric, and still be a gun tooting powerhouse


Check out this thread.


The Sentinel is the greediest class in Mass Effect 3.
All of the strengths of other classes and none of the weaknesses.

Okay one major flaw. Phantoms, Banshees, Brutes, Geth Primes and Atlas Mechs can still kill you with their one hit kills melee animations. That is the Sentinel's kryptonite. Sync kills (as some people put it).

#20
brad2240

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Abraham_uk wrote...

You can be a tank sentinel and still be power-centric


The tanky caster is one of my favorite builds for the Sentinel. I think it's the one thing he does better than any other class. I usually take Warp Ammo because I want more weapon damage, but I can't say it's really any more fun than when I take Barrier.

All of the strengths of other classes and none of the weaknesses.


I don't think I'd say that. Sentinels will never match Soldiers or Infiltrators in weapon damage, nor match adepts in speed of biotic explosions. This is without considering squadmates, of course, which levels things out a bit more but can also tie you to one particular squaddie. 

Okay one major flaw. Phantoms, Banshees, Brutes, Geth Primes and Atlas Mechs can still kill you with their one hit kills melee animations. That is the Sentinel's kryptonite. Sync kills (as some people put it).


Geth Primes don't have sync kills, as far as I know. And sync kills are everybody's kryptonite, but are generally pretty easy to avoid in SP.
 
You're right in saying Sentinels have no major weaknesses, though. They're pretty much good at everything, even though other classes will be better at their given specializations. That fits about right to me.

#21
Benjamin Lavos

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brad2240 wrote...

If you keep a light weapons load, the power recharge penalty an Tech Armor doesn't make as big a difference as you might think. But it's cool, I know a lot of people don't like it.

And a quick note on recharge speed evolutions: they are usually bad choices and make an unnoticeable difference in gameplay if you already have a good cooldown from weapons load. It's like two or three tenths of a second. Not at all worth it IMO.

For Warp I prefer Expose instead of Lasting Damage so you and your team can do more damage, mainly applies to bosses.

Throw has an amazingly fast recharge speed as it is, taking recharge at rank 6 is a big waste. I prefer Radius/Detonate/Double. Radius and Double help you hit targets that like to dodge.

Overload, there's one thing to keep in mind: Neural Shock makes enemies fall to the ground. Some people don't like that because it screws up your chances for a follow-up gunshot if they fall behind cover. I don't take it anymore for that reason but it is still great CC if you like it.

Cryo is another power with a great natural recharge speed. Take Frozen Vulnerability at rank 6 for better debuffing.

Offensive Mastery I prefer the weight capacity at rank 5, but I guess if you don't use anything bigger than a pistol/SMG you won't need it.

Bonus power, I would suggest an ammo, preferably Warp. I won't suggest a defense power since you don't like the cooldown penalty. If you'd rather have another active power, Reave or Stasis I think would be best.

For weapons, travel light. Take only one weapon, it's a secondary concern for your build. Paladin pistol, Wraith shotgun, or maybe Vindicator if you prefer an assault rifle.


This, except for two things.
One: Neural Shock adds a lot of extra damage to shields/barriers of organic enemies.
Two: if you pick the right weapons, and get their levels high enough, you can definitely afford to carry 2 or 3. Pick a pistol you like, a good SMG, and a light shotgun (Disciple, Eviscerator, Wraith). Even if you don't get your cooldown quite to 200%, you can make up the difference with recharge-enhancing armor pieces/intel. It lets you be more versatile, and makes the distance between ammo boxes feel so much shorter.

Also, I recommend you take Liara. She makes the priming and detonating of biotic explosions MUCH faster.
I took Javik also. Same reason, but not as much, and assault rifles.

Modifié par Benjamin Lavos, 14 décembre 2012 - 06:52 .


#22
brad2240

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Benjamin Lavos wrote...

One: Neural Shock adds a lot of extra damage to shields/barriers of organic enemies.


Is it "lots"? Honest question, I know there's a bonus but not how big it is.

It's a matter of personal taste, though. I've found that dropping enemies to the ground annoys me some times so I usually skip it. I don't think there's really a wrong choice here, though.

Two: if you pick the right weapons, and get their levels high enough, you can definitely afford to carry 2 or 3. Pick a pistol you like, a good SMG, and a light shotgun (Disciple, Eviscerator, Wraith). Even if you don't get your cooldown quite to 200%, you can make up the difference with recharge-enhancing armor pieces/intel. It lets you be more versatile, and makes the distance between ammo boxes feel so much shorter.


My standard loadout for casters used to be a light AR and a pistol. I felt like I was covering my bases with that. But in practice I never really switched weapons because my powers were doing the lion's share of the work. Shooting was secondary and the  versatility I thought I was bringing really wasn't there, so I just dropped a gun and have never had reason to regret it.

Ammo just isn't an issue in this game. I refill my ammo by accident just walking around. I actually think the overabundance of ammo is one of the flaws of the system (along with the removal of modifiers vs. protections) simply because it removes the need to have a back-up weapon.

I agree 200% cooldown is overrated and uneccessary, but better than dragging around another gun I would have to force myself to use merely to justify carrying it.

Modifié par brad2240, 14 décembre 2012 - 02:39 .


#23
Guest_Rubios_*

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Drayce333 wrote...

0/10.

Lol no Tech Armor.



#24
capn233

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brad2240 wrote...

Is it "lots"? Honest question, I know there's a bonus but not how big it is.

It is a "100%" bonus.  Although what it does, IIRC, is change the multiplier from 0.5 to 1 against organic health, and increases the damage to organic shields and barriers 1.0 (which is sort of a 50% increase).

#25
brad2240

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capn233 wrote...

brad2240 wrote...

Is it "lots"? Honest question, I know there's a bonus but not how big it is.

It is a "100%" bonus.  Although what it does, IIRC, is change the multiplier from 0.5 to 1 against organic health, and increases the damage to organic shields and barriers 1.0 (which is sort of a 50% increase).


Thank you for the info.