Aller au contenu

Photo

Combo's with a Sentinel


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
cap and gown

cap and gown
  • Members
  • 4 810 messages
I am playing as a Sentinel currently and found that my ability to warp bomb is severely constrained by the time it takes for my warp projectile to reach the target. What I found is that I would order a team mate to pull while simultaneously launching a warp projectile. While that would cause a warp explosion on that particular target, the problem was that it took so long for the projectile to reach him that he would be well away from the rest of his gaggle by the time it went off, defeating the whole purpose.

Obviously, the closer you are to the gaggle you want to warp bomb, the better, since you have less travel time on the warp projectile. Also obvious is that pulling someone in the back of the gaggle forward is much more likely to work than pulling someone at the front. It is not always going to be the case, however, that either of these situations might apply. The gaggle may be grouped left to right, rather than front to back, and you may find yourself at a longer than optimal range when you find an opening for a warp bomb.

So now I am thinking that the best combo for a Sentinel may be using throw. Even if you are only going to effect one target rather than multiple ones, the cool down is half as long and you at least will have eliminated, or severely damaged one enemy.

#2
RedCaesar97

RedCaesar97
  • Members
  • 3 838 messages
I am just replaying ME2 now, but not as Sentinel or Adept, so I cannot recall if Warp and Throw have the same travel speed or if their speed is different.

If your squadmates are out of your line of sight--behind you--they will not perform their casting animation and their powers will take effect instantly. This will allow you to perform combos with squadmates for effectively, as you could cast your Warp/Throw before you cast their powers.

Compare this to when your squadmates are in your line of sight--in front of you--they will perform a casting animation, which will result in a delay between when you order them to cast a power and when the power takes effect.

#3
cap and gown

cap and gown
  • Members
  • 4 810 messages
Playing as an Adept I have Shepard do the pulling/singularity. That way I don't have to worry so much about travel time. Once the projectile hits and the enemy is in the air, I can then order a team mate to warp the enemy. As an adept my favorite team is Miranda and Thane, both with unstable Warp.

#4
Darkstar Aurora

Darkstar Aurora
  • Members
  • 385 messages
As RedCaesar mentioned the best way to utilize this is to have your squad members take point behind you, and command them to use Pull after you have deployed a Warp. This is extremely effective once you get the hang of it, and as a Sentinel you really always should be ahead of your biotic specialists anyways due to comparitive surivability. You can deploy the Warp field then command a squad member to use Pull effect immediately before Warp impacts, using the tactical pause screen for correct targeting and queing squad actions is recommended at first until you get the hang of it.

If I recall past gameplay correctly I believe Pull may have its velocity/momentum based on the rank of the power (damage bonuses may have an effect as well) as well as enviromental factors, meaning that if you leave it at rank 1 or 2 then you possibly could more easily set up explosions without separating the target from groups of enemies. Unlike in ME3 you do not need both powers maxed out to get the most out of Warp explosions, you just need a very powerful Warp (and Shepard has the best). On Insanity you will rarely every need Pull Field since enemies need to have their defenses pierced first and you only need one lifted target to detonate a cluster of hostiles. This also plays well for the biotic specialists with Pull, since Enhanced Dominate, Squad Warp Ammo, and Area Reave are far too useful to pass up, and by leaving Pull at rank 2 you can have constant Warp explosions and evolve their loyalty powers, all without sacrifcing the power recharge bonuses from Sapiens Justicar, Primal Adept, or Erdua-Yakshi.

All said and done it is more effective to have Shepard use Warp and squad members use Pull. Shepard recieves substancial damage bonuses that squad members do not, and your innate recharge time is halved. While squad members have a longer cooldown, their cooldown on crowd control powers is shorter, and Jack/Morinth/Samara all have 25% cooldown passives, making them more efficient.

More important to note is that Miranda and Thane require ALL SIX biotic damage upgrades to full pierce the armor/barrier of 30th level trooper rank enemies with their Unstable Warp, whereas a Sentinel Shepard can do so with only two upgrades and powers bonuses from armor pieces, Power Armor, and the passive skill. This becomes more important because if a Warp Explosion is powerful enough to FULLY breach the defenses of an enemy caught in the blast then that enemy will be immediately ragdolled by the force of it, which in many battles (i.e. Collector Ship platform ambush) enables targets to be elminated completely in one fell swoop. However if they are left with even a sliver of armor/barrier/shields then they will remain standing and have to be dealt with as normal once the stagger wears off.

Lastly, it is not required that every lifted target be detonated with Warp--this is just a tactic one can opt to use when needed. Using a Sentinel to breach enemy resistances and using squad members to immbolize the targets is still a highly efficient way of eliminating enemies, even without a detonation. Weapons only inflict base damage against health, but Pull yields double damage on its own, triple damage at close range, and overkill with Jack's squad warp ammo.

Modifié par Darkstar Aurora, 12 octobre 2013 - 08:38 .


#5
a_mouse

a_mouse
  • Members
  • 294 messages
c&g - did you ever come to a conclusion about this? I'm playing through as Sentinel now, and finding I actually like having both pull *and* warp on a squad mate, allowing this combo even when Shep is on cool down. Also, since casting armor resets squad cool down, it is possible to dish out two warp bombs in quick succession when Shep is off cool down. pull - warp, recast, pull-warp. It is pretty devastating. Never found Jacob very useful, but liking him for Sentinel (pull + squad incendiary).