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#51
CapnCruuunch

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Maze of Torment wrote...

brad2240 wrote...

Sentinel (in SP) can get higher power damage bonuses than other casters, IIRC, and even more so if you take Barrier as your bonus.


This is incorrect, Sentinel max power bonus is the same as Adept and Engineer, 70%. Difference is Sentinels must pick the power damage evolution from TA to reach that since they only get 50% from their passive.


Well, I already buckled on my TA-less build. The most pathetic part is I did it mostly for looks. I was having fun with BEs and TBs, but there was just that certain something missing... I'm still going caster, so Power Bonus and Recharge Speed evos. 

I'm noticing the cooldown hit, but it's not really causing problems. I haven't evolved it to Power Bonus or Recharge Speed yet either.

I have a Biotic Bomber Sentinal that I fizzled out on at around the Priority: Citadel. I'll probably go back to at some point and get in some tanky CQC gameplay. TBH, I remember not thinking that, even with stacked DR, it wasn't at tanky as I expected. I am a much better player now than I was back then, so that may be the issue.

Modifié par CapnCruuunch, 05 janvier 2013 - 08:08 .


#52
Abraham_uk

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CapnCruuunch wrote...

This thread got me researching tech armor. Seen a lot of disparaging remarks about it. I like the idea of it, and I think it looks cool. But, it definitely got me thinking of what a TA-less run might be like.

Started one last night just for sh*ts. Sentinal does have access to some of my favorite powers: Overload and Throw. I find Overload to be satisfy and effective for a number of things: CC, Stun for headshots, strip shields, prime target for TB. Throw is a great, detonate-anything, get-away-from-me-mook kind of power with a superfast cooldown.

Only played for a bit last night, because I spent so much time at the char creation stage.

Basically just trying to make it fun because the class has access to powers that I like to use. Overload, Throw, Warp for nonstop tech bursts, detonations, and headshots when I'm feeling saucy. I'll probably experiment with bonus powers, but I went with Dominate. This is my first outing with it and I like it pretty well so far. Took the Berserker track and thinking of it as an organic drone. Can see the appeal of going the Vulnerability route on Dominate as well. May try it out.

GordianKnot42's note about the power bonus from TA was my main reservation (other than looks). But I THINK that since I'm trying for TBs and BEs and weapon kils mostly, that I won't miss that bonus much. I've always been under the impression that power bonuses do not affect detonations. Please, please correct me if I am wrong about this.



Tech Armour is very useful, but if you don't put it on, you're not seriously gimping your class.
In Mass Effect 3 it has some handy buffs to power damage, melee damage and personal damage resistance.
It can be detonated making it an additional power (if you don't want it on all the time, just turn it on and detonate straight away for a useful shockwave).
Furthermore, the cooldown penalities are not as big as people like to make out (especially if you have a light loadout).


However, the Tech Armour in Mass Effect 2's biggest strength was the huge boost in shield durability combined with the massive blast that affected enemies beyond normal shotgun range. So even if you were a using cover and keeping your enemies at distance, the detonation would still reach the enemies.


In Mass Effect 2, ditching tech armour altogether may not be the smartest move.
In Mass Effect 3 you can happily dismiss tech armour. You'll lose out on a few buffs but it won't greatly affect gameplay.



Mass Effect 3 sentinel without bonus powers is not a tank!

Max out fitness (all health evolutions), tech armour (all durability evolutions) and a second armour power (all durability evolutions). Then you're a tank. Check out Kronner's Walking Arsenal and Biotic Bomber.

Oh and if you want to be a tank in Mass Effect 3, you need to have two armour powers active.
Tech Armour and one of the following.


  • Fortification
  • Defence Matrix
  • Barrier
  • Reave (if you spam it)
  • Energy Drain (if you spam it against shielded foes)


#53
brad2240

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Maze of Torment wrote...

brad2240 wrote...

Sentinel (in SP) can get higher power damage bonuses than other casters, IIRC, and even more so if you take Barrier as your bonus.


This is incorrect, Sentinel max power bonus is the same as Adept and Engineer, 70%. Difference is Sentinels must pick the power damage evolution from TA to reach that since they only get 50% from their passive.


Thanks for the correction. Only by stacking Barrier with TA can they get the highest power damage modifier. Got my numbers mixed up. Posted Image

#54
BronzTrooper

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the first (and so far only) sentinel character i had i made in ME2 and imported to ME3 (i have the ps3 version and it was before i got the trilogy pack) and i kept dying while playing it in ME2 because i kept trying to tank and bring up my tech armor when my shields dropped (kinda hard to tank with only a pistol and SMG). when i imported it to ME3 i trolled the game and i rarely died (i had an assault rifle and shotgun equipped). in multiplayer my favorite sentinel character is either my vorcha or my krogan (vorcha simply for flamer). the build i have on my krogan is for high damage dealing with powers and high damage absorption with tech armor active. i maked out the damage and capacity for lift grenades (4 instead of 2), increased radius and armor damage with incinerate, and increased durability for tech armor. i have the N7 Hurricane and Acolyte equipped on it (Acolyte to strip shields/barriers from powerful enemies like Banshees and Geth Primes) mainly to keep the weapon weight low and demolish weaker enemies.

#55
ofarrell

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I play as the Volus Sentinel when I am not playing as a Drell and I try to focus on distracting enemies and keeping the teams shields up.

#56
Guest_Rubios_*

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ofarrell wrote...

I play as the Volus Sentinel when I am not playing as a Drell and I try to focus on distracting enemies and keeping the teams shields up.


He was talking about Shepard  :lol:

#57
Simbacca

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Abraham_uk wrote...

(I find the combat in Mass Effect 1 to be a bit tedius)


Funny enough it was my last playthrough, my Sentinel playthrough, that I had the most fun with ME1's combat.  Whether it was because of the class or more due to my much more developed always-on-the-move, CQC-shotgun playstyle, after having played through ME2 8 times beforehand, who knows but the class was certainly powerful.  Here are the details I wrote up previously...

Simbacca wrote...

Just finished my latest single playthrough of ME1 and it has been the most fun I've had playing through yet!  Whether that's more due to the choosen class or my cumulative experience with both games at this point going into this playthrough, I don't know.

The Important Missions:
The playthrough took a little over 20 hours.  The only side assignments I completed, outside the ones at major plot locations (as in the Citadel, Feros, Noveria, etc) were Rogue VI, Geth Incursion (between levels 36 and 42 to maximize my rank VII Tungsten and Shredder ammo upgrades), Hostile Takeover, Hostage, Besiged Base, and BDtS (when was high enough level to ensure I'd get at least a rank VII Colossus armor).

Hardcore is fun?!:
Despite how tedious we all claim Hardcore and Insanity to be in ME1 due to enemy Immunity spam, I decided do the playthrough on Hardcore anyway.  Veteran was just too easy; when I have a squad full of useful abilities I want combat to be somewhat challenging enough to force me to use them all wisely.  Surprisingly it was still a ton of fun and enemy Immunity spamming is not that hard to overcome with smart use of those powers and three shotguns :D

Endgame Shepard:
Lvl 53 Shotgun Bastion Sentinel
08    Throw (Advanced)
12    Lift (Master)
12    Barrier (Master)
12    Stasis (Master)
09    Decryption (Master)
09    Electronics (Master)
00    First Aid
00    Medicine
12    Shotguns (Master)
12    Bastion
05    Charm (9 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

Go-to Squad:
Lvl 53 Wrex
06  Assault Rifles (Basic)
12  Shotguns (Master)
08  Combat Armor (Advanced)
12  Fitness (Master)
07  Warp (Advanced)
12  Throw (Master)
12  Barrier (Master)
00  Stasis
06  Krogan Battlemaster

Lvl 53 Liara
12  Throw (Master)
12  Lift (Master)
07  Warp (Advanced)
12  Singularity (Master)
12  Barrier (Master)
00  Stasis
05  First Aid
09  Electronics (Master)
06  Asari Scientist

*Should probably throw a shout out to Tali, who I used in place of Liara for the Rogue VI assignment.

Talent Priorities:
Early game I focused Shepard on getting Basic Marksman, 3-4 Charm, Basic Stasis, Advanced Barrier, Master Sabotage, and Master Overload.  Pistols were Shepard's main weapon for the first 1/3 of the game, until it felt right to start pouring points into Shotguns (once Shepard stopped feeling flimsy and started feeling durable enough for CQC).

3 Shotguns:
Liara used Pistols with AP (anti-personnel or armor-piercing) rounds until I was able to buy my 3rd HWMSG VII Shotgun, which became her primary weapon with two Rail Extensions and High Explosive rounds.  Wrex and Shepard cycled their ammo upgrades between Tungsten, Shredder, and Inferno rounds depending on need.



#58
KevTheGamer

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I didn't think much of Sentinels until I played one in Mass Effect 2. Its a great class and they got even better in Mass Effect 3 though I hate how they nerfed the tech armor in ME 3. In ME 2 you could stagger an entire room of enemies with the tech armor while you ran for cover now you can't even stagger husks who are 3 inches away from you with max radius.

#59
capn233

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Sentinel is a great class in ME1, too. I like weapon training for them, shotgun or assault rifle. You can do practically everything worth doing.

#60
Locutus_of_BORG

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I'm undecided on my favorite class in ME3, whether in SP or MP. My character is probably still the QMI, but my most played characters are Engineers and Sentinels.

The ME2 Sentinel god-build was definitely my favorite in that game, although my Pullguard PT was also one of my most memorable.

Modifié par Locutus_of_BORG, 08 janvier 2013 - 05:42 .


#61
CapnCruuunch

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dang, i just wrapped up a me2 playthrough for import. you guys are making me wish i had have rolled a sentinel.

#62
Abraham_uk

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One little question.

How do you go about keeping your squadmates alive?

#63
brad2240

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Abraham_uk wrote...

One little question.

How do you go about keeping your squadmates alive?


I left a more detailed reply in the other thread, but in short Sentinel helps them stay alive by virtue of being tanky enough to take some hits without diving for cover and leaving the team exposed.

Beyond that I don't think it depends as much on your class as how you utilize positioning, weapons, ammo, and team powers to control the battle.

Any squadmates in particular you're having trouble with?

#64
Abraham_uk

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Tali Zorah. I find her useful for her tech vulnerability.

Liara T'Soni is what I use for biotic explosions.


They're both very useful for their combos. If you can keep them alive.
Tali is the worst though. I almost never have her using her shotgun.
Even whilst using her pistol and spamming energy drain, she still drops quickly.

#65
brad2240

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Abraham_uk wrote...

Tali Zorah. I find her useful for her tech vulnerability.

Liara T'Soni is what I use for biotic explosions.


They're both very useful for their combos. If you can keep them alive.
Tali is the worst though. I almost never have her using her shotgun.
Even whilst using her pistol and spamming energy drain, she still drops quickly.


Well, I guess that's about the squishiest team you could have. I don't think I ever used them both together for any significant length of time. Great set-up for a Sentinel though.

You best bet is probably to babysit them a lot. Make sure to order them into cover and that you're in front. Liara, for me, has a tendancy to go Rambo and charge in close. I don't recall having problems with Tali with shotguns, but to be honest she is one of my lesser-used squadmates. I normally give her a Wraith/Eviscerator until I pick up the GPS. Have you tried her with a Claymore? Maybe that would keep her ducking in cover more often.

You have a lot of CC with this team, though, so don't be shy with it. Drone, Stasis, Singularity plus your own Overload and/or Cryoblast can keep a large portion of the enemy locked down. Don't know what your bonus power is but you could take Stasis also if you feel the need. Not to mention, with Liara's ligtning-fast Singularity cooldowns you can be spamming biotic explosions to wipe out everything.

Hope this helps some.

Modifié par brad2240, 11 janvier 2013 - 01:35 .


#66
Abraham_uk

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I really don't think there's any need for bonus powers.

I think I'll opt for an ammo power. Either Warp or Armour Piercing.

That is until I unlock Dominate (which I'll be using a lot).

#67
Abraham_uk

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Reviving an old thread?Well why not?
Want to spend longer periods of time out of cover?
Here is a build that could help.


Game: Mass Effect 3
class: Sentinel 


Build:

Tech Armor: Durability, (rank 5 up to you), durability
Fitness: Durability, shield recharge, fitness expert
Defence Matrix: Shield bonus, shield recharge, durability   [purge defence matrix when shields are depleted. Then re-apply]

All other powers are up to you.


Armor:
Either Collector Armor or all the pieces of Kassa Fabrications (since they give really good bonuses to shields).


Intel Terminal:
Armor Mod Kit: Shield strength bonus.
Geth Resistors: Shields
Miniturised Armor Capacitors: Shield regen speed.
Battle of Arcturus: Shields

The rest is up to you. Though power recharge speed might come in handy.


Strategy:
You can carry one or two light weapons and still have rapid cooldowns with this setup.
Or you can carry 5 weapons ignoring cooldowns.
Remember to spam your defence matrix.

Kronner had a really good build for the latter.

#68
known_hero

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Right now I'm running a Proxy Mine Sentinel..... or as I like to call it: The Blaster Sentinel!

Tech armor
-Damage and Radius
-Power Damage
-Power Recharge

Tech Armor definitely needs a radius buff but it's still a fun weapon. With the passive buffs and Inferno Armor, Tech Armor can really do some damage.

Proxy mine
-Damage
-Damage Taken
-Damage

I use proxy mines to close off choke points and to detonate fire explosions against boss enemies(excluding banshees). A couple things to note about proxy mines: you can place up to five of them at one time. Proxy mines will actually detonate after a certain amount of time. This timer appears to be from 10-20 seconds. The detonation time is not constant.

Lift grenades
-Radius
-Max
-Damage Radius

Used against enemies mobs and Banshees.

Weapon: Venom Shotgun

Staying true to the Blaster philosophy, I went with the Venom. This gun lacks accuracy but makes up for it in raw damage. If you don't have the Venom, go with the Scorpion, Falcon or Charkam Launcher.

Modifié par known_hero, 24 février 2013 - 05:23 .


#69
tAlOsS

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I used to be pretty pessimistic about the sentinel class. It's always because I've envisioned myself as more of an adept. The idea that inborn talent and force of will is enough alone to defeat my enemies, but versatility is what fits my personality more.

Once I realized this, I gave Sentinel a second chance (both single and multiplayer) and I'm having a ball now :D

#70
Asch Lavigne

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This was my Sentinel build. I didn't really enjoy the class in ME3 all that much.

Throw – Radius
Warp – Damage, Lasting Damage, Pierce
Overload - Chain Overload, Recharge Speed, Shield Damage
Lift Grenade – Radius, Max Grenades, Damage & Radius
Tech Armor – Durability, Power Damage, Durability
Cryo Blast – Radius
Offensive Mastery – Force & Damage, Weight Capacity, Bonus Power
Fitness – Durability, Shield Recharge, Durability

Modifié par Asch Lavigne, 26 février 2013 - 01:16 .


#71
All-a-Mort

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known_hero wrote...

Right now I'm running a Proxy Mine Sentinel..... or as I like to call it: The Blaster Sentinel!

Proxy mine
-Damage
-Damage Taken
-Damage

I use proxy mines to close off choke points and to detonate fire explosions against boss enemies(excluding banshees). A couple things to note about proxy mines: you can place up to five of them at one time. Proxy mines will actually detonate after a certain amount of time. This timer appears to be from 10-20 seconds. The detonation time is not constant.

Weapon: Venom Shotgun

Staying true to the Blaster philosophy, I went with the Venom. This gun lacks accuracy but makes up for it in raw damage. If you don't have the Venom, go with the Scorpion, Falcon or Charkam Launcher.

I thought the deal with proxi mines is that only the last one you lay actually works as anything other than a delayed explosive? I've been trying it out and have had enemies walk straight past them without a detonation (not a range issue). Can't work out why unless it's due to the firing of a second mine robbing the first of the proximity sensor.

Venom is quite good fun, though I had a rough time on the last bit of Omega with it against the Adjutants at close range. But still prefer the Scorpion, Acolyte or Falcon for an explosive CC weapon. Couldn't work out how to use the Striker.

#72
known_hero

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So, are you saying the 5th mine only works as a delayed explosive? My testing didn't go to that extent so I don't know. Proxy mines' properties seem to be random. I wish I had a recon mine instead :/

Yeah, that last part of the Omega mission is rough with a low lvl venom(mine is lvl 2). I'm actually doing that part now. The Adjutants laugh at my Venom at range. This weapon is for direct shots only. I find myself spamming Proxy mine and grenades at them.

This build is weak against barriers so bringing the Acolyte sounds like a good idea.

Modifié par known_hero, 26 février 2013 - 02:39 .


#73
All-a-Mort

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known_hero wrote...

So, are you saying the 5th mine only works as a delayed explosive? My testing didn't go to that extent so I don't know. Proxy mines' properties seem to be random. I wish I had a recon mine instead :/

Yeah, that last part of the Omega mission is rough with a low lvl venom(mine is lvl 2). I'm actually doing that part now. The Adjutants laugh at my Venom at range. This weapon is for direct shots only. I find myself spamming Proxy mine and grenades at them.

This build is weak against barriers so bringing the Acolyte sounds like a good idea.

I honestly don't understand the Proximity Mine mechanics. I know that if I fire off one at a choke point it'll explode when an enemy approaches as expected. But if I fire off a second somewhere else, I find an enemy waltzes past the first one and it never seems to detonate. I'll do some more tests but that seems to be what I'm seeing. Maybe someone else has some thoughts on this?

My Venom I think was at level V and above (it was a NG+ build). Worked ok to an extent against Adjutants up to a point, but when you start getting swarmed towards the end of that sequence I just couldn't put anything down quickly enough with it. The projectile explosive weapons were really useless at point blank range.

#74
known_hero

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I've found the Venom to be pretty powerful at point blank. A fully charge shot kills troops in one shot. However, I will say that it's a unreliable CC weapon. The mini projectiles of a fully charged shot sometimes don't spread wide enough to hit surrounding enemies.

The Falcon is an all around better weapon but the Venom is still fun.

Modifié par known_hero, 26 février 2013 - 07:13 .


#75
Abraham_uk

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I love the Charkram Launcher.

I can use my explosive disks for precision fire
and use the weapon as a grenade launcher like the Falcon.

In addition this weapon can mail slot.


What I like the most. This weapon does two sets of damage. Impact damage (projectile hits target) and delayed explosion. Also has a charge mechanic that doesn't increase ammo used.


Before I tried this weapon the Prothean Particle Rifle was my favorite assault rifle.
I now want Chakram Launcher for multiplayer.


I used this one on the sentinel. It's amazing. Borrow James' incendiary ammo, shoot a mook then detonate with warp or overload.:devil:

Modifié par Abraham_uk, 26 février 2013 - 10:48 .