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Insanity tips?


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#1
XxX_DogeID_XxX

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So i just finished the game on hardcore and I have to say, It was really awesome... It felt balanced with enemies having shields... YMIRS were alot of fun to fight, It was great... But insanity is literally INSANE... My kassa locust does shite for damage and i die in an instant... So heres what im asking,  Whats the best weapons/abilities/bonus powers for sentinal 

 

 

I am not importing a ME1 save.. I am already level 30

 

 

Thank you for all the replies :D



#2
RedCaesar97

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Mass Effect 2 guides here:

List of Strategy Guides Found on the Forum compiled by Pacifen. (Some links may no longer work; I have updated it here).

 

Most of the guides deal with Insanity difficulty.

 

 

Best bonus powers for the Sentinel;

  • Stasis
  • Energy Drain (for shield regen + shield damage)
  • Reave (for armor and barrier damage + health regen)
  • Warp Ammo or AP Ammo

Personally, I recommend 1-point Stasis.

 

 

Your Sentinel essentially reaches its peak with this build:

 

1 - Throw

0 - Warp

4 - Assault Armor

0 - Overload

0 - Cryo Blast

4 - Guardian

1 - Bonus power

 

From there, you can put points into whatever you want. You can prioritize the build in one of two ways:

1. First max Tech Armor to Assault Armor, then max Power Mastery to Guardian.

2. First max Power Mastery to Guardian, then max Tech Armor to Assault Armor.

 

Either way, with a level 50+ import, you should be able to get both maxed before Horizon.

 

 

Remember, powers and weapons can deal bonus damage to protection layers (shields, armor, barriers). List in this thread

Enemies completely frozen by Cryo Blast or lifted by Pull take +100% weapon damage, so Mordin and Jack are good squadmates.

Defense-stripping squadmates are also good with the Sentinel as they can strip protections quickly for you. For example, Garrus, Mordin, and Miranda are good squadmates.

 

Sentinel Tech Armor detonation (when blown off by enemies) can damage and knock down enemies, so getting in close enough so enemies can be hurt and knocked down is a good strategy. It may require some practice at first, but you can get the hang of it.

 

 

About Tech Armor evolutions (Power Armor versus Assault Armor):

  • Power Armor gives you +100% shields, but when blown off only leaves you with health.
  • Assault Armor gives you +75% shields, but when blown off gives you +50 shields. Essentially, +125% shields. Also, increases radius of detonation. 

 

You can make any bonus weapon work, but I prefer shotguns on the Sentinel. Run into enemies, Tech armor gets blown off, shoot a bit with the shotgun, reapply Tech Armor. Take cover if you need to. Repeat. Shuriken is a good shotgun replacement early game until you get your bonus weapon.

 

 

I think starting at rank 3, Tech Armor gives a hidden (unintended) bonus of resetting squadmate cooldowns. So you can use squadmate powers, have your tech armor blown off, reapply tech armor, use squadmate powers again. 


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#3
capn233

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Base game weapons are all relatively balanced.

 

Typically I prefer Carnifex plus either of Tempest or Shuriken, even though I do have the Locust.  Of course both of the former SMGs are best at very close range.  For a bonus weapon it depends on mood, but you can't really go wrong with either shotguns or assault rifles.  If taking shotguns, I would run either Eviscerator (shot - melee - melee - shot...) or Katana (shot - melee - shot...).

 

Stasis is by far the best bonus power for Sentinel, at least if you want to abuse the extra damage glitch where targets take unusually high damage when stasis breaks, and possibly even if you don't use the glitch since it is one of the few powers that provides CC against protected and elite targets.  My first Sentinel ran Warp Ammo, which is fine if you don't want an active power.  Typically Sentinel comes down to Tech Armor spam, so bonus power probably will only be used situationally if it is a taken power with a cooldown.



#4
cap and gown

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I am currently doing an insanity run as a Sentinel. You can check it out here.

 

Two things of utmost importance: 1) Focus on getting tech armor to rank 3 pronto; because 2) at rank 3 every time you reset your tech armor you reset the cool downs on your squad mates powers so that you can use them again right away.

 

So, ideally, when your shield breaks, if you squad mates are ready to use right now, use their powers, THEN reset you tech armor and use their powers again right away.

 

Added: Here is a short clip giving an example:

Spoiler

 

Getting tech armor to rank 4 assault armor is important for survivability because it will restore 50% of your base shields when the armor explodes giving you extra time to duck.

 

Also get your class power up to rank 4 guardian to get a 30% cool down bonus.

 

Finally, do Kasumi and Garrus's missions early on to get the 3rd tech upgrade (buy one on the Citadel) to get the 20% cool down bonus. When combined with Gaurdian (rank 4 class power) this will bring the cool down on tech armor to 6 seconds.



#5
ZipZap2000

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Gotta agree Sentinel is OP in this and while reave doesnt do the damage warp does, it's ability to incapacitate is very useful, go with assault armour. 

 

Heavy warp + heavy throw combo (you and squad mate.) works well particularly around ledges (dantius towers, collector base.)

 

Heavy incinerate  also works well with so much armour.

 

Ammo upgrades should be for the whole squad and AI hacking is also great with all the mechs and geth.  



#6
Quibii

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I completed it once, but that was a while back. I'm currently on an Insanity run, although my insight may still not be as valuable. 

First, I am not recommending Infiltrator. The ammo-to-damage ratio on either the Mantis or Incisor is abysmal. If I'm lucky, I can take down three goons before either one is out of ammo. It could be because it's early on, my Disruptor Ammo isn't worth much, and I have no sniper/tactical cloak upgrades. Just in general I'm finding the enemies to be bullet sponges. 

It might be a given, and I'd almost go as far as to say it should be a given, but always stick to cover. You move out of cover for a second, get staggered by some kind of power and next thing you know you're dead. It could be because I've never used optimal builds or any such thing, but the entire game feels a lot slower. Longer firefights, so on and so forth. I do wish I could offer more help, but hopefully some shred of what I said helps in some way. 



#7
iM3GTR

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First, I am not recommending Infiltrator. The ammo-to-damage ratio on either the Mantis or Incisor is abysmal. If I'm lucky, I can take down three goons before either one is out of ammo. It could be because it's early on, my Disruptor Ammo isn't worth much, and I have no sniper/tactical cloak upgrades. Just in general I'm finding the enemies to be bullet sponges.

I disagree. Infiltrator is the only class I have been able to finish on Insanity. It's good because Cloak is really handy for the Praetorian fight on Horizon.

Assassination cloak and the Widow is literally the best thing on the game with the Visor. Three or four headshots with cloak on a Scion can bring it down easily.

If you choose Infiltrator, skip Cryo Ammo and AI Hacking and just go for everything else and you'll be (almost) unstoppable.

#8
Jeremiah12LGeek

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Insanity tips?

 

You don't have to be insane to hang out on BSN, but it helps!

 

 

 

 

This tip brought to you by Ryncol™.


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#9
capn233

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First, I am not recommending Infiltrator. The ammo-to-damage ratio on either the Mantis or Incisor is abysmal.

 

I disagree. Infiltrator is the only class I have been able to finish on Insanity.

 

Some truth to both of these.

 

Early game infiltrator will need to rely on SMG and pistol for a large portion of damage.  To fill in mook damage and provide sorely lacking CC, it makes sense to invest in Incinerate as soon as possible, and possibly level it to Area before getting Assassination Cloak.  Cloak spam doesn't really become profitable until you get advanced weapon training on the DCC, and that doesn't happen until mid-game.

 

Given how poorly the enemy deals with cloaked Shepard, I can see decent arguments for ease of use for the class, especially in comparison to early game Vanguard.  But at the same time I don't personally consider it substantially easier than Sentinel with at least Rank 3 TA, or Soldier with leveled ARush and Stimulator Conduits.