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#76
All-a-Mort

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Abraham_uk wrote...

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:

Doesn't do enough damage though, unless charged and I can't be waiting on the gun to warm up in the middle of a firefight. Just doesn't seem very efficient to use it, especially when as a Sentinel I can just use biotics much quicker.

#77
teh DRUMPf!!

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 I was gonna make a thread, but I'll just leave it here.

This is my optimal Sentinel build...

Powers:

Throw -- [6] Radius; Detonate; Double-Throw.
Warp -- [6] Detonate; Expose; Pierce.
Lift 'Nade -- [6] Damage, Capacity, Dmg & Rad.
T. Armor -- [6] Dmg-Red, Power-Dmg, Dmg-Red.
Overload -- [4] Chain.
Cryo Blast -- [6] Radius, 'Splosion, Vulnerability.
'Mastery -- [6] Force/Dmg, Squad Dmg, Bonus Power.
FitNUSS -- [6] Durability, Recharge, Durability.
AP Ammo -- [6] Squad, Headshot, Pierce.

Power Notes ...

-- As much as I love melee-builds, it's just not practical for this class and the melee (dual-blades) itself is not nearly stylish or exciting enough to warrant it. So, it's all durability in Fitness.
-- If you can keep your weapons weight low enough to have -170% power-recharge or better, go full damage-reduction in Tech Armor. Coupled with max-durability Fitness, you can take A LOT of hits.
-- Since my power-cooldown is already quite low, I go for Bonus Power with the last rank of Offensive Mastery. It's so nice to be able to cast two consequtive cooldowns.
-- For that matter, I also value my squad doing more damage from weapons and power-attacks while I cooldown over myself cooling down a few seconds faster. So Squad @ Rank-5.
-- To that end, the combination of Cryo Blast with a total 25% damage-vulnerability and Warp's 15% (along with armor-weakening properties from both) and AP Ammo on all weapons... LOL @ enemy armor! A warp'd & cryo'd Brute on Insanity is killed in two shots from the ole Wraith.
-- AP Ammo is great for many reasons, not the least of which is making the piercing-mod expendable for your weapons and thus allowing you to equip something else. Ditto that for your squadmates, whose stupid AIs often shoot at cover. To that end, if my math is correcting, Rank-6 Penetration will do more damage than armor than the other evo.
-- Overload is one of the best powers in the game. Thing is, it offers nothing that isn't abundant in your squad as it is. Up to three squadmates have it (EDI, Garrus, Kaidan) and Tali's Energy Drain is functionally the same thing. On top of that, the ability to breach shields is not a premium in this game. Armor is much tougher to deal with and that's what
-- In close-combat, I just spam my Double-Throw w/ Radius. :devil:. You walk right up to anything and they're either getting flattened or stun-locked. It's like having b****slap on autopilot!
-- Granted that not everyone starts from 60, here's how I would prioritize leveling-up: Warp, Cryo, 'Mastery, AP, TA, Fit, Throw, 'Nade, Overload .... or something like that!


Hotkeys: Throw (RB); Warp (Y); Lift 'Nade (LB).

^ This selection actually has nothing to do with tactics, just headcaon. I pretend the "power-wheel" in gameplay is Shepard's omnitool as he dials in a tech-attack. The two biotic powers are hotkey'd to simulate their instantaneous nature, and a grenade would simply be tossed out from Shepard's pocket. Hooray for immersion!!
:wizard:

Weapons:
Tempest X -- [ULM, Barrel]
Wraith X  ---- [Barrel, Choke -or- Spare Ammo]

I like having one weapon for suppression, and one for doling out damage. Tempest > all of the lightweight AR's. Wraith is just flat-out awesome. It can be fully upgraded in a single playthrough. I do also equip a Predator, but that's mainly only for aesthetics (to see cutscenes show a modded version of the gun).


Squad: ... in truth, James is the only squadmate I don't care for w/ Sentinel!Shep.

-- Garrus: w/ +25% debuff from Proxy just makes that Cryo/Warp combo that much nastier. One of the many squaddies that lets you save a cooldown from Overload, too. Only squadmate that turns my head in combat (Javelin!).
-- EDI: Incinerate +100% damage to chilled frozen targets + your Cryo/Warp combo = WIN!!! And again, Overload.
-- Kaidan: Not sure if Kaidan w/ the same Cryo Blast specs will stack, or if it resets. I'm thinking it probably just resets. Even so, he can not only prime/detonate biotics, but can save you a Cryo Blast cooldown. Oh, and did I mention... Overload?!?
-- Javik: Dark Channel, the gift that keeps on giving. Biotic explosions everywhere. It's also nice to have a set of Lift Grenades that are guaranteed to hit wherever they're directed. Pull is a vastly underrated power as well, IMO. Best against Cerberus.
-- Liara: Saves you a Warp cooldown. Singularity opens up a lot of things. And, to a greater extent, so does Stasis Bubble.
-- Tali: Another squadmate that more than makes up for taking points out of Overload. Energy Drain supplants it, and Sabotage Rank-6 Tech-Vulnerability gives it a 100% buff! Apart from that, Combat Drone is always a great way to take the heat off of you and can set up a wide tech-burst radius. It killed Kai Leng on my last Insanity run!
-- Ash: Not alive on my Sentinel file. That said, I do see the value of an assault-rifle squadmate w/ disruptor ammo equipped and Inferno Grenades. Can prime for tech-bursts (while stripping shields/barriers) and fire-explosions. Still prefer Kaidan.
-- James: ...well, if the game ever starts feeling too easy, you can challenge yourself a bit by putting him in your squad (thereby eliminating a whole set of useful powers). He can prime fire-explosions, but that's about it.
-- You know the drill, squad. No power-attacks unless I order it! :police:


That's my $0.02 on the Sentinel class (a.k.a. the best one)... hope you enjoy! ^_^

Modifié par HYR 2.0, 01 mars 2013 - 07:38 .


#78
brad2240

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HYR 2.0 wrote...

 I was gonna make a thread, but I'll just leave it here.

This is my optimal Sentinel build...

Powers:

Throw -- [6] Radius; Detonate; Double-Throw.
Warp -- [6] Detonate; Expose; Pierce.
Lift 'Nade -- [6] Damage, Capacity, Dmg & Rad.
T. Armor -- [6] Dmg-Red, Power-Dmg, Dmg-Red.
Overload -- [4] Chain.
Cryo Blast -- [6] Radius, 'Splosion, Vulnerability.
'Mastery -- [6] Force/Dmg, Squad Dmg, Bonus Power.
FitNUSS -- [6] Durability, Recharge, Durability.
AP Ammo -- [6] Squad, Headshot, Pierce.


Very nice build. I might have to try this next time I decide to run a Sentinel, I never tried one that focused so heavily on debuffing. And kudos for a well-written write up and explanation of your choices.

Do you bother using Cryo Blast on anything other than armored bosses? Since you don't keep it hotkeyed, I'm guessing you use it sparingly.

Also, with Warp and Throw keyed, are biotic explosions central to your tactics?

#79
Abraham_uk

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With that build, biotic explosions would be pretty central I can imagine.


Though I personally don't like gimping overload.


It's a very good build though. Props for coming up with a good build.:wizard:

Modifié par Abraham_uk, 01 mars 2013 - 05:02 .


#80
brad2240

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Abraham_uk wrote...

With that build, biotic explosions would be pretty central I can imagine.


Though I personally don't like gimping overload.


But he didn't mention BE's in his tactics, so I thought I'd ask. Honestly, I find Warp + Throw to be a bit inefficient for dealing with mooks but great for bosses.

I've never not maxed Overload in SP. That's part of what I find interesting about this build. Making good use of Cryo and AP ammo are also not ways I normally play the Sentinel.

#81
Abraham_uk

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He didn't.

But I think it would be best if I let him speak for himself.


My biggest problem with the two bonus ammo powers are they aren't very exciting.


There are only a few ammo powers/mods that actually excite me.
They all have some sort of crowd control element to them.
Here is my list of epic ammo powers in no particular order.


Sledgehammer Munitions in ME 1
Disruptor Ammo
Incendiary Ammo
Cryo Ammo
Explosive Ammo (which are an evolution of incendiary ammo in ME 3, and a separate ammo mod in ME 1 and ME 3 Multiplayer)


Those are my favourites by a long shot. Pun intended.


Nevertheless Armour Piercing Ammo is amazing in terms of how it performs in combat.
If you can ditch the "Michael Bay" mindset regarding powers, you'll get a lot of mileage out of both warp and armur piercing ammo types.

Modifié par Abraham_uk, 01 mars 2013 - 06:38 .


#82
brad2240

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Abraham_uk wrote...

My biggest problem with the two bonus ammo powers are they aren't very exciting.


No they aren't exciting at all. They're not at all neccessary to have, either, and they're sure nothing to build a charcter around. But, as I've said before, their biggest draw is that they are passive powers you just activate once and they're always in effect. That's a big deal on caster classes that are already overloaded with good active powers. I don't see much reason to ever take them on the combat classes that have better, native ammo powers.

I like to take Warp ammo on Sentinels and Adepts, and that's as much due to lore as anything else. I haven't really given AP ammo enough credit, probably. I need to spend more time with it.


Explosive Ammo (which are an evolution of incendiary ammo in ME 3, and a separate ammo mod in ME 1 and ME 3 Multiplayer)


There is so much difference between Incendiary's Explosive Burst evo in SP and the Explosive ammo mod in MP that they shouldn't even be mentioned in the same sentence. It's literally comparing the best ammo in the game to the absolute worst. Explosive ammo in MP needs to detonate on impact, at the very least, to be worth using. The delay is too long for use on mooks and the damage is too small to be useful on bosses. It just... needs help. Posted Image

#83
RedCaesar97

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brad2240 wrote...

There is so much difference between Incendiary's Explosive Burst evo in SP and the Explosive ammo mod in MP that they shouldn't even be mentioned in the same sentence. It's literally comparing the best ammo in the game to the absolute worst. Explosive ammo in MP needs to detonate on impact, at the very least, to be worth using. The delay is too long for use on mooks and the damage is too small to be useful on bosses. It just... needs help. Posted Image

And if I am not mistaken, it only seems to explode when you finish firing, and it only explodes once for a single explosion (instead of a stacked explosion of all bullets hit), or at least that was my impression of it the last time I used it, which was Operation: Tribute when we had to use the Avenger.

#84
Abraham_uk

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brad2240 wrote...

No they aren't exciting at all. They're not at all neccessary to have, either, and they're sure nothing to build a charcter around. But, as I've said before, their biggest draw is that they are passive powers you just activate once and they're always in effect. That's a big deal on caster classes that are already overloaded with good active powers. I don't see much reason to ever take them on the combat classes that have better, native ammo powers.

I like to take Warp ammo on Sentinels and Adepts, and that's as much due to lore as anything else. I haven't really given AP ammo enough credit, probably. I need to spend more time with it.


I don't mind warp ammo. The sentinel has warp. So if you combine the two, you can get a pretty decent biotic comando build. It's not the best thing since sliced bread, but it works as a build.

As for armor piercing ammo. It doesn't have that synergy with warp. So it is a strange choice for a sentinel. That said, being able to pierce cover without a gun mod is reason enough.

As for "something passive". I agree with the ethos. The sentinel has 6 very good powers in its arsenal. There are no duds to be found. If there is one area the sentinel doesn't cover so well, it's light cover. Add this to your guns and this is no longer an issue. However Liara and Javik fill the role of guardian shield remover, not to mention mail slotting. Also if an enemy is hiding behind cover, warp and throw can arc around cover, so not such an issue.


brad2240 wrote...
There is so much difference between Incendiary's Explosive Burst evo in SP and the Explosive ammo mod in MP that they shouldn't even be mentioned in the same sentence. It's literally comparing the best ammo in the game to the absolute worst. Explosive ammo in MP needs to detonate on impact, at the very least, to be worth using. The delay is too long for use on mooks and the damage is too small to be useful on bosses. It just... needs help. Posted Image



Excuse me while I call Michael Bay.

No sorry. I was unable to get past his secretary. When she heard my ramblings about EXPLOSIONS, she thought "Oh not another Transformers fan."

Modifié par Abraham_uk, 02 mars 2013 - 02:44 .


#85
brad2240

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RedCaesar97 wrote...

brad2240 wrote...

There is so much difference between Incendiary's Explosive Burst evo in SP and the Explosive ammo mod in MP that they shouldn't even be mentioned in the same sentence. It's literally comparing the best ammo in the game to the absolute worst. Explosive ammo in MP needs to detonate on impact, at the very least, to be worth using. The delay is too long for use on mooks and the damage is too small to be useful on bosses. It just... needs help. Posted Image

And if I am not mistaken, it only seems to explode when you finish firing, and it only explodes once for a single explosion (instead of a stacked explosion of all bullets hit), or at least that was my impression of it the last time I used it, which was Operation: Tribute when we had to use the Avenger.


That seems about right. When I did my 200 waves with the Quarian Male Infiltrator I loaded my Pirahna with Ex. ammo just for laughs. Two times I actually saw it go off. Two. In 200 waves!! Both times were when an enemy was still standing after my clip ran out.  

#86
capn233

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Explosive Ammo in MP is absolute garbage. It is just the worst ammo by far. Words can't even describe how poor it is.

#87
teh DRUMPf!!

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brad2240 wrote...

Very nice build. I might have to try this next time I decide to run a Sentinel, I never tried one that focused so heavily on debuffing. And kudos for a well-written write up and explanation of your choices.


Thanks! ;)

Do you bother using Cryo Blast on anything other than armored bosses? Since you don't keep it hotkeyed, I'm guessing you use it sparingly.

Also, with Warp and Throw keyed, are biotic explosions central to your tactics?


You're right. Cryo Blast is basically exclusive to bosses for me. When it comes to mooks, I usually just select a squad power. If not, Throw or Overload from my own set.

And yes, I do employ biotic-explosions quite a bit. But I definitely prefer to do it through squad biotic powers (like Dark Channel, Pull, Reave, Stasis...), because like you said, Warp-->Throw is not a very efficient way to do it. I don't typically detonate my own biotics unless dealing with particularly durable opponents.

#88
l3ol3o

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I love playing as a Sentinel. It is by far my favorite class in both ME2 and ME3.

I probably play sentinel different then most people though as I don't play as a tank. Tech Armor is one of the last things I upgrade. I basically play like an Adept/Soldier. One good assault rifle is all you need with a pistol as back up. I go for max casting speed and level throw, warp, and overload with an ammo power as my bonus power. With Liara as a companion you can completely control the battle field. Singularity/throw combo will take care of anyone flanking you. Throw can be spammed when your getting swarmed. Warp can take down armor and chain overload with stun is just awesome. Add in a a good weapon, a few grenades and an ammo power and who needs armor?

#89
GwenShep71

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l3ol3o wrote...

I love playing as a Sentinel. It is by far my favorite class in both ME2 and ME3.

I probably play sentinel different then most people though as I don't play as a tank. Tech Armor is one of the last things I upgrade. I basically play like an Adept/Soldier. One good assault rifle is all you need with a pistol as back up. I go for max casting speed and level throw, warp, and overload with an ammo power as my bonus power. With Liara as a companion you can completely control the battle field. Singularity/throw combo will take care of anyone flanking you. Throw can be spammed when your getting swarmed. Warp can take down armor and chain overload with stun is just awesome. Add in a a good weapon, a few grenades and an ammo power and who needs armor?


That's pretty much how I play as well. Once I level up enough, I don't even need a pistol for a backup. The Harrier is my favorite weapon and Liara's singularity + throw = carnage.

#90
Khevan77

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Sentinel has become my new favorite class. I play him as a debuffer/defense stripper with guns, and not so much for the BE boomness. Adept was my first playthrough, and the BE got a bit old. Powerful, yes, but boring as a tactic. Sentinel is just more versatile.

I use the Indra sniper rifle as my main weapon, really feels like what a LMG should feel like, plus the Predator (mostly for cutscenes). Both upgraded to 5 gives me a fairly fast cooldown.
- TA is one of the later powers I develop, since it's not central to how I play, but gives a nice DR bonus.
- Warp and Cryo are both set for extra damage/armor reduction. Cryo has a shorter cooldown, so I use it on mooks. Cryo then shoot, by the time my cooldown ends, that one's dead, on to the next.
- Overload is set for Chain, Neural Shock, Barrier/Shield damage. One chain is enough CC for me, if there's a good sized group on me, and the extra damage is nice vs Banshees. I usually don't use Overload on Centurion/Maurader level enemies. Cryo plus shooting kills them faster in my experience. Depends on the situation: Centurion by itself? Cryo+guns. Maurader in the midst of some Cannibals or husks? Overload for extra CC on the mooks.
- Warp is mostly used on boss level enemies, for the debuff (shooting while cooldown) THEN the 'splosion.
- Bonus power is AP ammo. I like being as versatile as I can, so I don't have to rely on any particular squadmate. I can take whoever I want, whenever I want. One of the main disadvantages to the sentinel is no way to deal with Guardian shields. I'm not the best hand-eye-coordination guy, especially with a mouse, so mail-slotting isn't a reliable tactic. I like AP to deal with guardians without having to get rid of the shield first. That's the main reason I use AP over Warp ammo, and I prefer an ammo power since it's set it and forget it.

I don't clear levels with this guy as fast as the Adept, but it's plenty fast, it's more versatile, I can take anyone with me that I want (a huge plus for me), and it feels more like how ME1 did things, instead of the "MOAR 'SPLOSIONS" gameplay that ME2 and 3 developed into. I prefer the updated combat gameplay of ME3, but I kinda liked the old Warp of ME1, a DoT plus damage boost.

It works for me, and it's different enough from other classes I've played that it keeps things fresh.

#91
TheRello99

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Double Throw. Enough said.