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Tech armor and Defense Matrix/Barrier


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#1
xSNPx ZoDiaC

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 Is it possible to have both?(Sentinel plus bonus power)


Will the damage resistance actually stack?

#2
Loki_344

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Yes and yes.

#3
xSNPx ZoDiaC

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Loki_344 wrote...

Yes and yes.



Guess I know what class I'm using for my insanity run... :P


How big of a difference does it make? 

I assume with max fitness and damage resistance on both... should be able to tank like a krogan right?

#4
Abraham_uk

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xSNPx ZoDiaC wrote...

Loki_344 wrote...

Yes and yes.



Guess I know what class I'm using for my insanity run... :P


How big of a difference does it make? 

I assume with max fitness and damage resistance on both... should be able to tank like a krogan right?



Absolutely.
What might interest you is what each of the three defence powers do (other than increase damage reduction).


Defence Matrix: Boosts your power damage. When purged, your shields are restored. In addition it can reduce the delay in shield restoration.

Fortification: Boosts your melee damage when purged. Otherwise the same as defence matrix..

Barrier: Has a blast radius when purged. Imagine purging both tech armour and barrier:devil:. Otherwise the same as defence matrix.


So each of the armour powers have a different function when purged.
Defence Matrix improves survivability since it will restore shields when purged.
Fortification and Barrier is for fans of close ranged combat.

#5
RedCaesar97

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xSNPx ZoDiaC wrote...
Is it possible to have both?(Sentinel plus bonus power)

Will the damage resistance actually stack?

Loki_344 wrote...

Yes and yes.



Guess I know what class I'm using for my insanity run... 


How big of a difference does it make? 

I assume with max fitness and damage resistance on both... should be able to tank like a krogan right?

Recommend checking out Kronner's thread, Sentinel - Biotic Bomber and Walking Armory. It is a playstyle built around taking both Tech Armor and another defensive power.

Note that is also possible to use both to increase your power damage and still have good cooldowns, so it is flexible.


I should also note that with the recent patch (patch 1.05), both Tech Armor and Fortification have been changed to match their multiplayer counterparts. So if you plan to always leave your defensive powers activated (never purge them), then Fortification is the better choice. Otherwise Defense Matrix is better for the shield restore when purged. Not much use for Barrier at this point.

Сообщение изменено: RedCaesar97, 11 Февраль 2013 - 12:31 .


#6
Pressedcat

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RedCaesar97 wrote...

xSNPx ZoDiaC wrote...
Is it possible to have both?(Sentinel plus bonus power)

Will the damage resistance actually stack?

Loki_344 wrote...

Yes and yes.



Guess I know what class I'm using for my insanity run... 


How big of a difference does it make? 

I assume with max fitness and damage resistance on both... should be able to tank like a krogan right?

Recommend checking out Kronner's thread, Sentinel - Biotic Bomber and Walking Armory. It is a playstyle built around taking both Tech Armor and another defensive power.

Note that is also possible to use both to increase your power damage and still have good cooldowns, so it is flexible.


I should also note that with the recent patch (patch 1.05), both Tech Armor and Fortification have been changed to match their multiplayer counterparts. So if you plan to always leave your defensive powers activated (never purge them), then Fortification is the better choice. Otherwise Defense Matrix is better for the shield restore when purged. Not much use for Barrier at this point.


Doh, beat me to it.

To elaborate however:

Barrier:
  • Base damage reduction of 15% (possible max of 30% if both evo's taken)
  • Can be purged for a blast with radius of 3m and damage of 90 with a cooldown of 10s (max of 4.5m and 135- although the second point in barrier seems to not only buff blast recharge but also dam/force by a further 25%, for a total of 157 dam).
  • Increases damage and force of powers by 25% while barrier active.
  • Slows cooldowns by 60% while active (30% if final evo taken).
Defensive matrix:
  • Base damage reduction 15% (up to 30%).
  • Can be purged to replenish shields to 50% (up to 100% with relevant evos), with base cooldown of 10s.
  • Increases tech power damage by 25% while DM active.
  • Slows cooldowns by 60% (30% with final evo).
Fortification:
  • Base damage reduction 25% (up to 40%).
  • Can be purged to increase melee dam by 50% (up to 100%)  for 20s, with 5s base cooldown.
  • Increases power damage by 30% (also works on ammo bonuses, unlike other two) while fortification active.
  • Slows cooldowns by 50% (20% with final evo).
As RedCaesar says, if you are just going to activate the protection at the beginning of the mission and henceforth leave it alone, Fortification post patch is the better option.

Сообщение изменено: Pressedcat, 11 Февраль 2013 - 05:27 .


#7
Abraham_uk

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RedCaesar97 wrote...

Recommend checking out Kronner's thread, Sentinel - Biotic Bomber and Walking Armory. It is a playstyle built around taking both Tech Armor and another defensive power.

Note that is also possible to use both to increase your power damage and still have good cooldowns, so it is flexible.


I should also note that with the recent patch (patch 1.05), both Tech Armor and Fortification have been changed to match their multiplayer counterparts. So if you plan to always leave your defensive powers activated (never purge them), then Fortification is the better choice. Otherwise Defense Matrix is better for the shield restore when purged. Not much use for Barrier at this point.


You can get decent cooldowns with both tech armour and fortification activated.

However, I wouldn't recommend you carrying more than 2 guns.
Kronner's build misses out on warp, overload and cryo blast. All three are pretty useful.

That said, if you're into guns and love carrying them without having to worry about cooldowns, well Kronner's build is excellent.

#8
xSNPx ZoDiaC

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Thanks for all the tips!

#9
capn233

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Abraham_uk wrote...

Kronner's build misses out on warp, overload and cryo blast. All three are pretty useful.

Sure they are useful, but the thing is you can get away without them.

I did a Sentinel run where the bulk of it was like the Biotic Bomber.  It is powerful.  Your bread and butter is Throw which will have a decent CD.  If you just take Liara, you can use her Warp for protected targets, and Singularity on non-protected targets.  Her cooldowns are rapid and those powers won't be dodged.  Or you can bring along Javik and he can use Pull rapidly on unprotected targets, or Dark Channel on protected ones.  You can even take Garrus and detonate Tech Bursts, or Vega for Squad Incendiary and detonate Fire Explosions if you want, but you won't get the magic CD reset you get with biotics.

If you are stuck on a long CD for whatever reason, you have your weapons and grenades.

Really though, stacking Tech Armor and Fortification now is only a 100% penalty (50 + 50%).  When Kronner created that thread it would have been 140% (80% for TA and 60% for Fortification).  That is a 40% difference, which is means you get an extra Paladin X, Punisher X or Hurricane X for essentially the same CD as before.

Сообщение изменено: capn233, 11 Февраль 2013 - 07:50 .


#10
Abraham_uk

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A sentinel with a defensive power is the toughest build in the game (as long tech armour, defensive power and fitness are maxed out).

How you wish to spec your powers is up to you.
What weapons you want to bring is up to you.

This tank will always be a dominant force on the battlefield regardless.

#11
xSNPx ZoDiaC

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Abraham_uk wrote...

A sentinel with a defensive power is the toughest build in the game (as long tech armour, defensive power and fitness are maxed out).

How you wish to spec your powers is up to you.
What weapons you want to bring is up to you.

This tank will always be a dominant force on the battlefield regardless.



Yeah, I was thinking of doing like a hybrid of the two. Medium weight heavy hitters like the Prothean rifle or Revenant and a side-arm as a back-up if it over-heats in battle. Hyper-beam/rain of bullets of death with some supplemental power usage for de-buffing/detonating. Something along those lines.

#12
FifthBeatle

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I just stumbled upon this thread. I know it wasn't my question, but thanks to all for answering those lingering questions about defense powers.

Quick question though, if you guys don't mind... if I were a solider spec'd for melee damage and used adrenaline rush and purged fortification... how much melee damage would I do with a heavy melee? For instance, qould it be enough to kill a brute on lower levels? If so, that seems like it would potentially be a fun build.

#13
RedCaesar97

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FifthBeatle wrote...

I just stumbled upon this thread. I know it wasn't my question, but thanks to all for answering those lingering questions about defense powers.

Quick question though, if you guys don't mind... if I were a solider spec'd for melee damage and used adrenaline rush and purged fortification... how much melee damage would I do with a heavy melee? For instance, qould it be enough to kill a brute on lower levels? If so, that seems like it would potentially be a fun build.


Someone else would have to run the numbers, but I can tell you that you must purge Fortification before activating Adrenaline Rush. You cannot purge Fortification under Adrenaline Rush, even with the Fire Power evolution at rank 6.

#14
Abraham_uk

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I think the sentinel is the best class for a melee spec.

Tech armor has a damage bonus that doesn't require purging.
Spec tech armor for melee.
Max fitness with all melee evolution's.
Then apply/purge spam fortification (with all melee evolution's)



I hear vanguard is also a strong contender for best melee spec,
but that is because they can jump to close range in seconds with
their biotic charge.

Сообщение изменено: Abraham_uk, 12 Февраль 2013 - 09:58 .


#15
Abraham_uk

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Feel free to correct me on melee related statistics.

I don't really go for melee builds.
I use melee and heavy melee for enemies who should have been killed by guns and powers but for some reason are still standing.

#16
bip78

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Great thread guys!

#17
FifthBeatle

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Thanks to both of you.

I think I would probably get bored of a straight melee build, but I happen to think the soldier's melee looks cool when using adrenaline rush and was hoping that it would be worth experimenting with. Thanks for saving me the time.

#18
Abraham_uk

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FifthBeatle wrote...

Thanks to both of you.

I think I would probably get bored of a straight melee build, but I happen to think the soldier's melee looks cool when using adrenaline rush and was hoping that it would be worth experimenting with. Thanks for saving me the time.


You can get a straight up melee build with any class.
Trouble with melee builds is that they involve sacrificing additional hit points for melee damage.
Also some enemy types have 1 hit kills melees.


I recommend, getting a defence power to give you that added damage protection.
It won't make up for the lack of hit points, but it will improve your survivability.

I'd go for defence matrix. Sure you don't get the melee bonus for fortification, but you will be able to restore your shields if you purge defence matrix.

Сообщение изменено: Abraham_uk, 13 Февраль 2013 - 04:51 .


#19
brad2240

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I don't know what it is but I have never like melee combat in ME games. The one glaring exception being when I play Krogan in MP, but I still never go out of my way for it in SP. Probably because I'm not that good at CQC in general...

#20
Abraham_uk

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brad2240 wrote...

I don't know what it is but I have never like melee combat in ME games. The one glaring exception being when I play Krogan in MP, but I still never go out of my way for it in SP. Probably because I'm not that good at CQC in general...


I don't mind meleeing enemies to death.
But I often die in the process.

#21
xSNPx ZoDiaC

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Will combining full protection Tech Armor(50%) and fortification(40%) really give you a total 90% damage resistance? Is there some kind of cap in place? Or will this really make my character near invincible?

Or is it better to go for reduce speed penalty on both? (70% damage resistance)

#22
capn233

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There is no cap, but the way they stack is not quite intuitive. But to answer your question, it is noticeable.

For full immunity you need to stack essentially ~140% DR, IIRC. There is no cap. You can go over this in MP with the Batarian Vanguard, for example, and be briefly immune.

#23
Pressedcat

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xSNPx ZoDiaC wrote...

Will combining full protection Tech Armor(50%) and fortification(40%) really give you a total 90% damage resistance? Is there some kind of cap in place? Or will this really make my character near invincible?

Or is it better to go for reduce speed penalty on both? (70% damage resistance)


There's actually a difference between the stated DR in the power description and the amout you get in-game. If memory serves, you only get about 75% of the listed damage reduction. Thus 90% DR is closer to 67.5% and 70% is actually about 52.5% DR in-game. I'm not sure why the mechanic was implemented this way, but there you go...

As for whether to go for the reduced cooldown penalties or extra DR evolutions; it's really dependent on how you intend to build the character and how many weapons you want to carry. If you're going for a tanky weapons platform sentinel who occasionally uses throw to stagger an enemy or detonate an allies bio-explosion, go DR. If you want to focus more on the sentinel's powers, the decision is more dependent on what your weight penalty is like with your preferred weapons equipped; if you are still in the 200%-150% range, go DR (the difference between 200% cooldown and 140% cooldown is only about 1/12 of the base recharge time of your powers - ie a couple of tenths of a second); if your weapons leave you round about the 0% power cooldown penalty marker, reducing the cooldown penalties TA and Fortification apply by ?60%? will make a big difference (the difference between 0% cooldown and -60% cooldown is 60% of the powers base cooldown - often upwards of a second or two).

Basically, the more weapons you carry, the harder it will be to maintain rapid cooldowns. If you are carrying only a few light weapons, or conversely if you are carrying so many heavy weapons that your cooldowns are already treacle-slow, you're better off going for DR as the recharge bonuses will either be negligible, or not enough to allow you to cast with any frequency anyway. If your weapons put you in the range of say 100%-0%, the reduced cooldown penalty evolutions might allow you to play more of a caster role.

Not having played the sentinel class at a high level, and especially not since the new changes to TA & Fort were implemented, I'm afraid my knowledge is limited to the theoretical. It might just be worth experimenting: you get one free respec, and there is always the option of a couple of dummy run missions as well.

Сообщение изменено: Pressedcat, 16 Февраль 2013 - 01:36 .


#24
FifthBeatle

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Does anyone know if I were to use Gibbed to, say, give a soldier both Defense Matrix and Fortification if I could activate both at once?

#25
RedCaesar97

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FifthBeatle wrote...

Does anyone know if I were to use Gibbed to, say, give a soldier both Defense Matrix and Fortification if I could activate both at once?

Considering you can activate both Tech Armor and Defense Matrix/Barrier/Fortification, I see no reason why not.