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Why does Sentinel feel so difficult?


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#1
Michael_M88

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I don't mean for this to be a rant if it sounds like it is, but why is the Sentinel so difficult? I've kicked so much ass in ME 1 and 2 with Engineer and Adept. I figured Sentinel would be fine too because it has both but it feels like every thing is just so much harder, and I can't really point at what exactly it is. I love tech armor and having both warp and overload is useful, but it's still frustrating to play. In Mass Effect 1 it had all the passive powers which really sucked but in ME 2 it had better powers, and it's still hard. I'm playing on medium. I do suck at video games in general compared to most people, but usually I do fine with Adept or Engineer. It kind of sucks because I really wanted to beat all three games with sentinel and I don't want to start over. Is there any thing that would make it easier? My bonus power is slam and I was thinking of taking the shotgun when I get to the Collector base.

#2
Guglio08

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Evolve Tech Armor to Assault Armor, and use Energy Drain for your bonus power. Even though you get Overload from the get go, Energy Drain is better . If you're adamant about using Overload, instead pick Armor Piercing Ammo. Use the Schimtar and the Locust, get in close with Tech Armor up and as soonas it blows up, reactivate it and kill everything.

#3
Carol L S

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LOL, I "suck" at video games too, but I'm having a blast with the Sentinel. Once I figured out to stay BACK and in cover, now I command the field and peep out to slam them with my powers! Maybe try different teammates. I usually take Wrex and Garrus or Ashley and Garrus. I'm only level 30 and in ME1, but so far I've had no problems.

#4
brad2240

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Sentinels can be a little rough in the early game. Make sure you get 3 Tech upgrades as soon as possilbe so you can research the 20% cooldown bonus. Combined with the class passive you'll have a 50% CD bonus for Tech Armor.

Once you have the armor and passive maxed, things get easier. Play aggressive, charge in and let asault armor get popped. It'll stagger/knockdown everything in a huge radius. Then you just recast it and go again. Apply shotgun liberally to faces.

You won't be casting too many other powers with this set-up, most of your CDs will be used for the armor.

Sentinel also works well as a caster. He can strip any defense, though that could be less useful if you're playing below Hardcore difficulty. As a caster I would suggest bringing Jacob, Jack or Samara for Pull and spamming Warp or Throw combos. Assault rifles or sniper (VIper) would be a better bonus weapon for this style.

Make sure to create a save at the beginning of the Collector ship before you choose your bonus weapon, so you can go back if the shotgun/CQC style isn't working for you.

#5
Simbacca

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Warpbomber Sentinel with Jack and Samara by sinosleep
www.youtube.com/watch?v=whTEyn_dmkY

Shotgun Assault Sentinel with Energy Drain by kronner
www.youtube.com/watch?v=PcC_3fFKIsk

Two different examples of ME2 insanity sentinel domination.  It's a very capable class.

In the late game, I prefer a hybrid of the two:

Throw Field / Heavy Warp / Assault Armor / Guardian / Area Drain

with

Jack
3 Shockwave / 2 Pull / Primal Adept / Squad Warp Ammo

Samara
3 Throw / 2 Pull / Sapiens Justicar / Area Reave

Modifié par Simbacca, 29 décembre 2012 - 02:56 .


#6
HolyAvenger

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I prefer a sniper-caster sentinel as you have excellent debuffing/protection stripping. Viper once you unlock it at the Collector Ship.

#7
capn233

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I agree with brad. Tech Armor is your bread and butter as a Sentinel, if you are going for efficiency and ease of play. Actually Kronner's vid highlights that as well. Count how many cooldowns he uses for Tech Armor relative to Energy Drain.

It is also why I would recommend Stasis as the bonus power, if you have LOTSB. It is one of the "one point wonder" bonus powers, and it allows you to easily deal with higher tier enemies (YMIR, Scion, merc bosses, Vasir...). It also has a fast enough cooldown that it doesn't interfere with Tech Armor all that much.

The reason I don't like Energy Drain as much is because it is partially redundant. Although it refills your shields, doesn't have any secondary benefit other than direct damage. Tech Armor detonate will damage / stun enemies in a large radius, and then when you use the cooldown it will reset the squad's cooldown. So if I am concerned with shield stripping, I can just take Garrus and Miranda with me, each with Area Overload, and have them strip shields. Then I run in, shoot and get Tech Armor to detonate, and then reset it. Then I can be on to the next group for shield stripping, or if there are tougher guys still left, you can use the squad's abilities again. In this regime, you will also be mixing in Throw, as it is a very low cooldown power that is good for CC and decent for damage situationally. And of course Stasis for the large stuff.

Alternatively, you could go Ammo bonus power on a Sentinel (which is what I actually did on my first Sentinel in ME2), as it isn't active and you already have enough abilities. Or there are the other 2 one-point wonder powers, Slam and Neural Shock. Both are fun, but neither are quite as useful on this character because they are mainly CC and make better Throw replacements rather than adding to your skillset.  Slam is probably the slightly better of the two for the Sentinel since it would allow you to set up warp bombs.

You could likewise make a build with Area Reave work, but again it is cutting into Tech Armor cooldowns. It would give you area armor stripping, as far as skills you don't have yourself.

Modifié par capn233, 30 décembre 2012 - 04:46 .


#8
Carol L S

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Tech armor is not in ME1, correct? I am on 1 right now, and I want to import my sentinel into 2 then 3. Will my skills change a lot, or do you carry over the same skills??

#9
RedCaesar97

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Carol L S wrote...
Tech armor is not in ME1, correct? I am on 1 right now, and I want to import my sentinel into 2 then 3. Will my skills change a lot, or do you carry over the same skills??

Your skills will change a lot, as will the game mechanics.

In ME2, a Sentinel has the following skills:
- Throw
- Warp
- Tech Armor (class signature power)
- Overload
- Cryo Blast

When importing a character into ME2, you keep the same name, but can change or keep the same class, so you can continue playing as a Sentinel, or can import your Sentinel and change it to a Vanguard.
If you import a level 60 character into ME2, your character will start at level 5. If you import a level 50-59 character, your character will start at level 3. I think importing a character at level 49 or lower will start at level 2.

New or imported Sentinel characters in ME2 will start with 1 point in Throw, 1 point in Tech Armor, and--if any bonus powers are available to you--1 point in a bonus power.

Note that in ME1, characters had a max level of 60 with 102 skill points to spend (2 already assigned when starting the game). You had 8 class talents, 1 passive, 2 conversations (Charm/Intimidate), Spectre Training, and possibly a bonus talent.

In ME2, characters have a max level of 30 with 51 skill points to spend. You have 5 class talent skills, 1 passive, and 1 bonus talent.

Hope that helps.

#10
Carol L S

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Thank you so much. It seems the character build i'm going for now won't matter in the next game! What's the point of in[porting it? Just to get the same look and a few consequences from decisions?

#11
RedCaesar97

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Carol L S wrote...

Thank you so much. It seems the character build i'm going for now won't matter in the next game! What's the point of in[porting it? Just to get the same look and a few consequences from decisions?

Pretty much. Importing also starts you at a higher level so you can level up your powers quicker.

#12
Carol L S

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Ok, thanks. I think I will still like being a Sentinel.

#13
Abraham_uk

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How I play Mass Effect 2 Sentinel:
Guardian specialisation.
Assault Tech Armour



Okay. Spam tech armour and get within at least mid range. (Mid range is 10-15 metres).

If your tech armour is still up and your cooldown has ended, use your other powers. Otherwise, that is what squadmates are for.

You don't get to use your other powers as much as you might like with this build. So pick your team mates wisely.




Miranda: is good if you don't know what faction you're going to face. Overload for shields and synthetics, warp for barriers, armour and organics (especially Vorcha since it stops their health regeneration). Shes good for every situation.

Jacob: He is good for incendiary ammo (squad if you like). His pull is useful too.

Jack: She is okay. Her warp ammo is powerful! Very powerful. Her shockwave is useful. Her pull is useful. But considering I saw a cutscene where she destroyed YMIR Mechs, bringing her on that side mission with 3 YMIR Mechs proved most dissapointing.

Zaeed: is good if you're facing synthetics (and make sure you have squad disruptor ammo). He has concussive shot for barriers, and he has inferno grenade for armour and health.

Kasumi:
is good for distraction. Her shadow strike is also very powerful. Max out shadow strike and her passive. Regarding overload and flash bang grenade, that's just preference.




Grunt:
He can take a lot of punishment. He is your combat drone, and shotgun wielding killing machine. With some incendiary ammo and a concussive shot, he is pretty good in the crowd control department too.

Mordin: Incinerate is useful. Cryo Blast is useful. Neural shock is useful. Make sure you bring Miranda, Zaeed or Garrus.

Garrus: Another very useful squadmate to have. He has armour piercing ammo to deal with armour, concussive shot to deal with barriers and overload to deal with shields. In addition, he is a good heavy hitter.

Tali: Most useful when facing synthetics, because of AI hacking. She has energy drain and combat drone. These are both useful when facing any faction that has shields. Combat drone will save your life in sticky situations.

Legion: Similiar to Tali, but has more hit points thanks to Geth Shields. This also boosts his weapon damage.

Thane: A biotic sniper. Has warp and throw. Both useful abilities. His shredder ammo is the most devastating when facing organic targets whose protections have been removed.

Samara: Reave is a great way to remove armour and barriers. It can drain health from a target and restore the caster's health. She also has pull and throw.

Morinth: Same as Samara but has Dominate instead of reave. Dominate is AI hacking for organics.

Modifié par Abraham_uk, 01 janvier 2013 - 01:49 .


#14
capn233

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I am playing through ME2 with a Sentinel right now, only mistake I have made was I think I went Throw Field, when Heavy Throw is probably better for Shepard.

To add to the above, Garrus and Miranda are a decent squad for much of the game because you get 2 overloads. You can use them to strip shields over and over, as you rush in and clean up with your SMG and Tech Armor. Mix in Cryo Blast or Throw as needed.

Miri herself is one of the more versatile squad members, so she is ok in any mission. Overload for shields and synthetics, and Warp for barriers and armor. Also her passive squad bonuses are nice. She also is one of the squaddies that can max 2 powers and passive while keeping a pt in her bonus.

Garrus should have 2ranks in CS, then max Overload to Area, and then focus on passive. He should be predominantly used as a shield stripper, with CS as a backup cc ability, not necessarily as a good anti-barrier ability. He has the most powerful overload in the game due to his passive.

As for other ones, Mordin is probably one of the better choices for both Tuchanka missions, and perhaps on missions with Collectors. Armor stripping with Incineration Blast, and CC with Cryo. Level his Cryo to Rank 4 area. Mainly because his c/d drops to 4.5s on Cryo that way. Also hotkey Cryo and use it against shields and barriers for a little extra damage (it has fast c/d so might as well).

Kasumi is very good when paired with Tech Armor since you get to Shadow Strike or Flashbang over and over again. Maxing Flashbang should be your priority instantly after doing her mission. Sometimes I even leave 10pts laying around so I can do it as soon as the mission ends. During her mission, just send her Shadow Striking over and over. It keeps her a little safer since she can't be targeted in the middle of the SS. She is excellent versus the merc factions and Collectors if you take Improved Flashbang, which you should. That power will make Harbinger unable to attack for ~50seconds (bug), and it will stun shielded enemies and ragdoll unprotecteds in a large radius. It is a must have power.

Samara should get Area Reave as soon as it is available for group armor stripping (varren, husks, Loki mechs). Because of the way her power unlocks work, I would probably just go Throw Field for cc and max passive, ignoring Pull. She will work very well on melee creature missions this way (Derelict Reaper, Tuchanka missions, various side quests).

Jack is somewhat similar. Get Pull Field and use her to set up either physics combos (via your throw), or warp bombs (if you have Warp). Shockwave is ok, but very situational. Investing in Warp Ammo limits your ability to max passive, which you should do to Primal Adept for the fastest pull spam.

Grunt I leveled for Squad Incendiary and took him with Garrus on Horizon. Mix some points in passive for his regen, and put whatever else in Concussive Shot.

Jacob I do not like using all that much, but if you do then invest in Pull Field first, and then consider going to Squad Incendiary.

Zaeed is ok vs synthetics if you go Squad Disruptor. However, I find that Garrus and Miranda is hard to beat against synthetics just spamming Area Overload over and over again with Tech Armor's squad c/d reset. So I don't use Zaeed all that much.

Tali is not terrible, but not that great. I did take her last night on The Assassin in combo with Garrus. I have used that squad before and it is decent. Go Explosive Drone and Rank 3 AI Hacking. You don't really need to max AI Hacking. Strip armor from Mechs, then hit one with AI Hacking. It will have decent survivability. Focus on other enemies in the meantime. Alternatively, you could go lower on the hacking ranks if you always want the hacked unit to be killed by the enemy.

Thane would be an ok choice for melee creature missions and perhaps Collector missions. You would want to use the Shadow Broker's ship to get rid of his point in Shredder ammo so you can max Throw to Field, Warp to Unstable, and passive.

Legion you don't get until late unfortunately. His AI Hacking and Drone powers are reversed in their unlock order from Tali, forcing you to invest in Hacking if you want Drone. Just go Rank 2 or 3. I don't like Geth Shield Boost since it has such a long c/d, but take Improved if you must level it.

#15
PsiFive

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Agree with capn233 about Kasumi. Flashbang is verging on being an I Win spammable power when evolved to the wider area effect (fallen out of love with the frag grenade evolution), whereas Shadow Strike does so much damage even with only a point or two invested in it that it's not my highest priority.

#16
HolyAvenger

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That's a good write up. I like Shockwave on Jack actually, if you have protection stripping powers elsewhere. My SentinelShep/Samara/Jack team absolutely destroyed the Collector Ship with shockwave knocking aside all Abominations like tenpins.

#17
R0binME

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capn233 wrote...
Zaeed is ok vs synthetics if you go Squad Disruptor. However, I find that Garrus and Miranda is hard to beat against synthetics just spamming Area Overload over and over again with Tech Armor's squad c/d reset. So I don't use Zaeed all that much.


Zaeed is awesome against synthetic/mercs imo. Him and Garrus are solid for any class facing shield based enemies.


On topic, I made my first insanity as Sentinel.
Max Tech Armor is a must, maybe not your first priority, but a must. Get Overload and Warp to max after than, then you can go with passive. I would get assault rifle, cause they do best dps(I think), they are also best in any situation(alternative would be to get Locust in early game, since it's strong as hell, and go with Shotgun/Sniper instead).

What I did was fairly simple. Open with Tech armor before the fight starts. When you have engaged start stripping enemies of any kind of defenses. Shield for geth/merc, barrier for asari/collectors and armor for Krogan/vorcha. Get them down asap. Either bring someone that can kill them with weapons/powers alone once shields and armor are down, or bring someone that can pull a target and detonate it with warp.

If tech armor goes off, put a new one up. Which was my biggest concern.

Modifié par R0binME, 02 janvier 2013 - 06:21 .


#18
Abraham_uk

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I went passive first, then tech armour then warp and overload.

After that, it really doesn't matter.

#19
Locutus_of_BORG

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The Sentinel "God-build" is the most powerful, most potentially brainless character build in the game.

IIRC its:

Assault Armor
Area Overload
Heavy/Unstable Warp (depends on your preferred squad)
Heavy Throw/Throw Field (depends on your preference, I like Field)
Guardian/Raider (I think Raider was optimal, might be wrong, since Guardian = better AA abuse)
Stasis - just one point

Weapons: GPS, Locust, Carnifex/Phalanx, Heavy weapon of choice (usually Arc or Avalanche for extra cheese factor)

The *normal* way to play this is to turn on AA, spam powers and guns to debuff, stunlock then kill. Overload and Warp could debuff anything, while the GPS pretty much did the same thing but with added stunlock. Big enemies could be one shotted with Stasis-->Charged GPS. AA meant you could basically go no-cover most of the time by making massive AoE stagger everytime it went off. Throw Field meant you could physics-kill debuffed mooks and you were pretty much immune to Husk/Abomination swarms. Basically, you are ze ubermench, super effective against everything in the game, an utter Gary Stu. You will beat the Object Rho fight as though it were Lazarus Base (provided a game-breaking bug doesn't occur ofc!).

The *cheat* way to play ignores all that and you just spam AA to stagger and eventually kill everything. All your other stuff is just for show.

You could do a hybrid of both by swapping out Overload and Stasis for Area Drain, which can fuel your AA almost indefinitely. In this case you may want something faster shooting than the GPS, but the main thing is that you will be going no-cover 95-100% of the time, just shooting at things non-stop. This is maybe ballsier but it's considered a little less powerful than the first playstyle b/c you are giving up on Stasis abuse.

Modifié par Locutus_of_BORG, 09 janvier 2013 - 05:28 .


#20
Locutus_of_BORG

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This was originally a double post, but to answer the OP's question, the ME2 Sentinel is kind of a late game character, as it doesn't really start to shine until you can afford to evolve AA. This takes a while since your starting weapons are very limited and you only really have weak debuffs early on. However, once you get your basic tankyness set up, the class basically snowballs off the chart. You won't have the best DPS or Burst Damage, but things like Stasis render boss enemies moot. You won't have massive power combos, but you can still physics-kill en masse if need be. You can also debuff anything with equal ease, which is huge in ME2 Insanity. Finally, no other class can match your tankyness, so you can get away with cheesy antics that no one else can.

Modifié par Locutus_of_BORG, 09 janvier 2013 - 05:40 .


#21
honeyiscool

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I played both ME1 and ME2 as Sentinel on Insanity. On both games, I found it very easy. On ME2, I think the following are key:

1. Get Kasumi and do her mission early. This was very hard for me since you'll be low level and you only get one squadmate. However, the rewards are well worth it. M-12 Locust is pretty much the only gun you'll need as a Sentinel. It's very accurate and good with ammo. Upgrade SMG as much as possible as soon as possible.

2. After getting Warp and Overload, level up Tech Armor as quickly as possible. Once you get that thing to Assault Armor, you have a character that pretty much can't die. I had a point in the game where both my squadmates were dead, no Medigel, and I was face to face with a Geth Prime, no ammo. On Insanity. Desperate times, right? Not really. I was able to melee the Geth Prime to death pretty easily. It's really hard to die once you have Assault Armor.

3. I used Squad Warp Ammo so I actually fully leveled up that power, and also my class powers. I didn't actually fully level Warp, Overload, or Throw. That might be because on Insanity, Throw's usefulness is somewhat mitigated by the fact that everything has shields or barrier, so I just wanted to make my submachine gun as useful as possible. I also used Miranda non-stop since she has the best passive buffs.

I didn't find ME2 Sentinel to be a late game character at all. As soon as I had Assault Armor, I no longer struggled. Try to get as much upgrading done as possible early game.

#22
capn233

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I would recommend getting 1pt in Throw, then maxing Tech Armor to Assault before you do anything else, then max passive to Guardian. After that you can invest in whatever you want.

If you took Slam as a bonus, don't even bother with Throw first (I don't think it starts with 1pt, but if it does, no big deal).

Tech armor resets squad powers on activation, so you can use their powers before you get Shepard's online.