I'm assuming this is about gameplay and NOT roleplaying, so I'll post accordingly.
I term "power" as three things:
CLASS POWERS (what's available, what do they do, do they combine)
WEAPONS (what's available, and any bonuses they can get)
BONUSES (the weapon training and bonus power)
I'll assume all DLC's and Bonus Powers are available from the start (i.e. a New Game after having unlocked everything in a previous playthrough, NOT a New Game Plus, since it's bugged and the difficulty spike is enormous)
Sentinel I would put at the top, since CLASS POWERS are:
Warp (anti-armor/anti-barrier, detonates Pull, stops health regeneration aka anti-Krogan) Heavy upgrade
Overload (anti-shield/anti-synthetic, overheats weapons) Heavy upgrade
Throw (one-shot Husks/Abominations) Heavy upgrade
Cryo Blast (generally not very useful, but still situational) Area upgrade
Tech Armor (extra shields, MASSIVE blast radius when detonated) Power Armor upgrade
Defender (extra health/shields, recharge bonus, Paragon/Renegade) Guardian upgrade
BONUS would be Warp Ammo (most versatile ammo power, barriers/armor/health) Heavy upgrade
I prefer the Heavy over Area in most cases because I'd rather face 2 enemies shooting than 3 weakened ones, since they still attack with the same power. The exception is Cryo Blast; more than twice the blast radius is more useful than less than 50% increase in duration.
The Power Armor doubles my shields and further increases the damage of my powers, in many cases one-shotting enemy defenses.
Guardian gives the Sentinel the fast recharge speeds in the game, so you can counter everything with anything that much faster.
For WEAPONS:
Heavy Pistol (Phalanx)
SMG (Locust)
BONUS weapon Shotgun (Eviscerator)
The Locust I use like a mini-Assault Rifle, so I have good range, and when combined with Warp Ammo and the Locust's natural damage bonus against, well, everything, I have good damage.
The Eviscerator gives me a much needed close-quarters advantage, but it's better range than other shotguns increases it's use as a deterrent against mid-range enemies.
The Phalanx is good for softening up large enemies, like Heavy Mechs and Praetorians.
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Vanguard is up there as well
CLASS POWERS:
Biotic Charge (shield regeneration/time-slow) Heavy upgrade
Incendiary Ammo (anti-armor/anti-Krogan/burst damage) Inferno upgrade
Cryo Ammo (self-explanatory) Squad upgrade
Shockwave (AOE) Improved upgrade
Pull (one-shot Husks/Abominations, detonated by Warp) Area upgrade
Assault Mastery (extra health/shields, weapon damage boost, power recharge boost) Champion
BONUS power is Barrier (acts as a panic button, especially when Charge is ill-advised)
Generally, if it deals damage, I go Heavy/Inferno, but if it's crowd control, I go Area/Improved/Squad. The squad version of Cryo Ammo is very effective at stopping enemy incursions, and the Area Pull combined with Improved Shockwave basically gives my enemy no quarter and no stable ground.
Biotic Charge MUST BE USED STRATEGICALLY, since charging blindly will only get you killed, but when played well, the Vanguard is the highest damage class in the game.
Barrier performs the same support function as Charge, without the damage and time-slowing, but I don't have to risk my neck to use it.
Champion helps with power usage, and the extended duration improves the time-slowing secondary effect, which is a lifesaver if you have quick enough reflexes.
WEAPONS:
Shotgun (Eviscerator)
Heavy Pistol (Phalanx)
SMG (Locust)
BONUS weapon: Assault Rifle (Mattock)
Same reasons as Sentinel, but the added Assault Rifle I use as a marksman-rifle. The sniper rifle doesn't work too well since the Vanguard has no bonus to it and the Ammo powers it has don't get much effect with a single high-power shot, since the Vanguard is all about close-quarters; there isn't much a long-range weapon can do for you since you have no bonuses for it, and your ammo powers don't get as much benefit from a one-shot clip.
Whereas the Mattock can be fired quickly to maximize the burst damage from Inferno Ammo, it can also hit farther than the Locust, so you can maintain good range when Charging would be bad, but are still close enough to utilize the rest of your powers.
As for the other classes, I don't know much, since I don't really play as them, but I know enough about the Engineer to say that their passive reduces the cost of research and upgrades, which are a much-needed boost since they improve everything about you and your squad.
Long story short, my favorite class is Vanguard, but Sentinel is a VERY close second. Both have their strengths and both have their stress points.
And if I'm being completely honest, I like to think of my Shepard as a Vanguard/Sentinel hybrid (using GIbbed Saved Editor to change class)
For the sake of brevity, Sentinel is the best to use for an Insanity run, since the Sentinel is the only class that has a counter for everything the game throws at you right from the start, and as you go, you can further increase your capability. This applies to the Vanguard as well, but it requires a bit more to cover up it's lack of anti-shield powers.





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