Human Sentinel: Biotic Explosion-Based Build Guide (An Alternative to TGI or Juggernaut for Moving up to Gold/Platinum)
#51
Posté 21 mai 2013 - 04:02
#52
Posté 21 mai 2013 - 04:02
Jeremiah12LGeek wrote...
Beerfish wrote...
Human Sentinel is by far the most frustrating class for me. It drives me crazy. I love it's powers. I love casting them, the quick cool downs, almost everything about it except.... dodge, dodge, dodge, dodge, dodge, dodge, dodge, dodge, dodge, dodge.
I'll have to try it out one more time and make sure I host the game, perhaps that will make a difference because I've found it very tough to get as many BE's as I should because the opponents dodge every thing.
I know I know, just shoot the enemy 1st then cast.
I have games where that happens, definitely.
Perhaps my aim with powers is so terrible, I don't notice as much!
I usually host, but I play The HSent off-host more than my other kits, because it's one of my goto kits for Platinum and Gold. When it happens a lot, it is frustrating, but I don't find it happens more than with other projectile-power characters.
It probably helps that I typically use the kit at shorter or moderate ranges. It's one of the kits I can safely "spawn rush" with, and I have a feeling being closer to your opponent lessens the success with which they dodge your powers.
I could be wrong, though.
I once missed a primed marauder 7 times in a row with throw and he was 2 feet in front of my face. Distance just doesn't seem to matter for me.
Modifié par Beerfish, 21 mai 2013 - 04:02 .
#53
Posté 21 mai 2013 - 04:14
GriM_AoD wrote...
We should play Human Sentinels next time we play, I actually think that the differences in the way we play them should work quite nicely together.
I discovered the Build while we were coming up with a strategy for DragonRacer's tournament with Pugz and Sir Tendeth (common weapons and kits only, so I was using an Avenger with Incendiary III.)
Our most successful runs were when Sir Tendth and I primed and detonated for each other as Sentinels, while Pugz used the Human Adept.
When I'm playing with other Biotics, I sometimes "forget" to synergize, because I'm used to playing with Juggies and Infiltrators!
#54
Guest_LineHolder_*
Posté 21 mai 2013 - 08:18
Guest_LineHolder_*
#55
Posté 22 mai 2013 - 01:53
LineHolder wrote...
This is an extremely effective build. thank you Jeremiah.
You're welcome. And thanks for the compliment!
(Stealth bump.)
#56
Posté 22 mai 2013 - 02:03
either way, i love this kit now. thanks Jerm!
#57
Posté 22 mai 2013 - 02:12
silentstep79 wrote...
is it too odd to say that this style is similiar to how i run my FQE?
either way, i love this kit now. thanks Jerm!
Not at all.
Actually, when I did the FQE Waves with the Mattock/Vindicator challenges, I found it harkened back to how I played the HS Build with an Avenger, and it worked really well.
Not as well as my Boom-Boom Human Sentinel, though!
#58
Posté 25 mai 2013 - 01:24
#59
Posté 25 mai 2013 - 01:27
NuclearTech76 wrote...
One of the few kits that is more effective on Platinum than Gold.
I must admit, I've mostly only abused the expose thing from warp and went full durability with a PPR on platinum.
It worked okay. Only thing it lacked against was phantoms, but then again, acolytes.
#60
Posté 25 mai 2013 - 03:24
OperatingWookie wrote...
NuclearTech76 wrote...
One of the few kits that is more effective on Platinum than Gold.
I must admit, I've mostly only abused the expose thing from warp and went full durability with a PPR on platinum.
It worked okay. Only thing it lacked against was phantoms, but then again, acolytes.
I would think that's probably a lot more damage output (I don't have a PPR, myself.)
Generally, when I use the Build in Plat, the only adjustment I need to make is to use a Cyclonic IV, which is usually enough to make it feel mostly like Gold. I don't bother with a Power Amp on Plat, because there aren't really enough mooks to make it worth it. The scaling Biotic Explosions makes the meat of the Build work really well when I make the jump.
Modifié par Jeremiah12LGeek, 27 mai 2013 - 07:39 .
#61
Posté 27 mai 2013 - 07:41
Further tests on PS 3 Gold with a tiny new manifest (level one uncommon stuff, no ULM or Power Amp mods) are reinforcing my thesis that the build works around gun skill and manifest issues extremely well.
#62
Posté 27 mai 2013 - 07:54
You didn't mention the Talon as an alternative. Sad day.Jeremiah12LGeek wrote...
Bumping and adding:
Further tests on PS 3 Gold with a tiny new manifest (level one uncommon stuff, no ULM or Power Amp mods) are reinforcing my thesis that the build works around gun skill and manifest issues extremely well.
#63
Posté 28 mai 2013 - 03:24
b00g13man wrote...
You didn't mention the Talon as an alternative. Sad day.Jeremiah12LGeek wrote...
Bumping and adding:
Further tests on PS 3 Gold with a tiny new manifest (level one uncommon stuff, no ULM or Power Amp mods) are reinforcing my thesis that the build works around gun skill and manifest issues extremely well.
I don't have the Talon on my PSN account.
It's weird, but just limiting yourself to certain weapons, or "going naked" doesn't really give you the insight into how a kit works with the random level 1 gun mods you get as a low N7. I was using a scope on the Avenger III because it was literally my only mod (originally, I have a few now.)
The KroLord is the other kit I've found myself Gold-viable with on that account. I don't even know the KroLord very well, having maybe 50 Waves with it, but it overcomes my 2 medigel capacity effectively.
#64
Posté 01 juin 2013 - 06:09
Also, I like the build. Nice good for people that are trying to up their game.
Modifié par N7NJA982, 01 juin 2013 - 06:11 .
#65
Posté 30 juin 2013 - 11:20
I'm doing the N7 Mastery challenge at the moment, so I used a lvl18. It was a 6/6/6/4/2, with only a change in Warp rank 6 (because that's how I automatically set it up). I used Acolyte II [Mag Size III / Power Mag I] and Hurricane VII (lucky with challenges) [ULM I / Barrel I]. Equipment: Warp Rounds II, Cyclonic II, Pistol Amp II, Commando Package I.
I found the build very effective once I got used to it (haven't played the HSent before). I did feel the length of cooldown on Warp, so should have actually read the guide, rather than scanned it .
All in all, it made Gold pretty manageable. Team wiped on Wave 10, which was fantastic considering the team was a few notches below mediocre. I might have tried to help clutch (probably would have failed at it), but I used a my gels pushing through the Wave 10 devices disaster that occured.
Thank you very much for the build. I might not use it a lot in the future, as I'm grinding challenges. But it definitely gave me a lot of confidence for Gold.
I realised this may be TL, so I added bold to aid reading.
#66
Posté 30 juin 2013 - 11:38
N7NJA982 wrote...
I have heard that Fitness rank 4 gives you more durability than tech armor rank 6. Is that true, or am I too tired to be posting right now and making things up?
I know it's a while ago, but I didn't want to leave this unanswered.
Rank 4 Fitness grants an additional 75 points each to shields/health. With damage reduction of 40% in Tech Armor (rank 1+4), that makes a 980 total each in health/shields. [105 extra in each defence than taking neither evolution]
Rank 6 Tech Armor gives and extra damage reduction of 10%. With rank 3 (and 1) Fitness, that makes 937(.5) total each in health/shields. [62(.5) extra in each defence than taking neither evolution]
TL;DR Rank 4 Fitness is better if you're looking for shields/health (if my mathematics aren't flawed). Though rank 6 power recharge in Tech Armor may be a better option overall.
#67
Posté 30 juin 2013 - 11:46
+1 to the guide.
Talon Warp ammo is also a very good all-rounder, dealing with armor and shields pretty efficiently.
Sorry if im really behind :/
#68
Posté 30 juin 2013 - 01:08
PoloVisionJames wrote...
{blushy snip}
Thank you very much for the build. I might not use it a lot in the future, as I'm grinding challenges. But it definitely gave me a lot of confidence for Gold.
I realised this may be TL, so I added bold to aid reading.
Thanks!
I'm glad it worked well. I always knew seasoned Gold players would find it effective, but it was intended for someone still new to the difficulty, and I was never sure it would work for them, too. Your answer was very rewarding for me. :happy:
@NYNJA982
For this build, the Rank 6 evo is the power recharge one. If you were designing a tougher build around a gun, I'd probably go with the DR on TA rank 6 over Rank 4 Fitness. Once you start adding Cyclonics to the equation, I think the Tech Armour's DR will have a bigger effect, since it reduces all damage, and applies that to Cyclonic shields, as well.
Modifié par Jeremiah12LGeek, 30 juin 2013 - 01:10 .
#69
Posté 30 juin 2013 - 02:08





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