ME:

- Since the sentinel doesn't even have the Pistols talent, in order to stay true to the principles of the tank sentinel and to have good weapon damage and accuracy, the chosen bonus power was Assault Rifles.
- Damage protection came from Barrier and Electronics, and medical armor upgrades did the job of First Aid and Medicine, so they were not needed.
- The priority purchase should be the HMWA VII, and with enough spending discipline it can be acquired early. It was replaced by the HMWA X, which is the best AR in the game. With Frictionless Materials, this is the only weapon you'll ever need.
- Predator L X was the best armor used in this build, but the Colossus X could've been used too.
- Since the cooldown was not global in ME, skills like overload, sabotage, stasis and lift could be used without affecting the principles of the build.
- If you want, you can add Shotgun and Sniper Rifle training via console commands. I didn't, but it's an option.
ME2:

- Here the idea was to sacrifice Warp, Overload and Cryo Blast and use all the cooldown in order to have Tech Armor active at all times.
- Since weapons are used to do most of the killing, having good weapons is essential. My kit was the Locust, the Phalanx and the Collector Assault Rifle, which is now available to everyone. The Mattock is perhaps the best choice.
- Assault Armor was the chosen evolution because since no other powers except throw were competing with tech armor for cooldown, I could afford having the tech armor being destroyed and reactivated all the time. In fact, the more the enemies breached the armor, the better. Power Armor is a better choice for casters, Assault Armor, for tanks.
- Since I didn't want a bonus power that would compete with Tech Armor and throw, it had to be an ammo power. I used AP in another sentinel build, so now it was the time for Warp Ammo.
- Heavy throw was a homage to Kronner's sentinel. It worked as the soldier's concussive shot.
- This build will appeal to console players, since only two powers are regularly used.
- In this build, you need to be a bit more careful when choosing the squadmates. Other than that, I found it to be much more resilient than ANY other class or build.
- For those so inclined, there is a mod that unlocks soldier loadouts for any class. Again, I didn't use it myself, but it can make the build even more similar to the one from ME3.
- Before importing the save into ME3, complete all missions and use 2500 Eezo to retrain your powers. This will allow you to rearrange them in ME3 more easily.
ME3:

- My build was a tad different form Kronner's:
- Throw: Force, Recharge, Double.
- Lift Grenade: Damage, Max Grenades, Damage & Radius.
- Tech Armor: Durability, Power, Durability.
- Fitness: Durability, Squad Bonus, Durability.
- Defense Matrix: Durability, Shield Recharge, Durability.
- Offensive Mastery: Force & Damage, Squad Bonus,Force & Damage.
- With the Groundside Resistance Pack, this build is even better than before. It is also the best build to use weapon mods that increase the weapon weight, like the various high-velocity/heavy barrels.
- Weapons: N7 Typhoon (Stability + Magazine), N7 Piranha (Choke + High-Velocity), Black Widow (Concentration + High Velocity), N7 Hurricane (Magazine + Stability), Executioner (Piercing + Heavy Barrel).
- Fortification evolved for maximum protection is a solid choice as the bonus power, but the purge function of Defense Matrix saved my life a lot of times. In turn, Fortification provides more damage protection. It's a personal choice.
- Go for an armor that improves your shields. Shade, Kassa, Ajax, Collector and Terminus are good options.
- I didn't find Liara so necessary, Javik can do the job of priming biotic explosions alone. However, if the other squadmate can't provide an ammo power to the squad, Liara is a better choice. Too bad Kaidan died on Virmire, so I couldn't experiment this build with him as the biotic primer.
Final Thoughts:
This build fulfilled the proposed role as the "Seventh Class," since it offered a very different experience from the "standard" caster sentinel, especially in ME2 and ME3. This sentinel is less versatile than the caster, so little more care should be taken when choosing the weapons and especially the squad.
A god advantage is that you can fully upgrade the build at a lower level. For example, at level 20 in ME2 and at level 47 in ME3 I had fully evolved every power I needed.
It may not be most effective build, but it works quite well and is fun to play. If you've played all the six classes and wanted a 7th, this is best option.





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