Gah! I know iv been posting ALOT lately, But I just wanted to ask... Whats the ideal Bonus power + Build for Sentinel?
Out of contex, I gotta thank cap and down for all the great help answering my questions lately
Gah! I know iv been posting ALOT lately, But I just wanted to ask... Whats the ideal Bonus power + Build for Sentinel?
Out of contex, I gotta thank cap and down for all the great help answering my questions lately
For the Sentinel, something like this:
1 - Throw (you start with 1 point in Throw)
0 - Warp
4 - Assault Armor
0 - Overload
0 - Cryo Blast
4 - Guardian
1 - Stasis
* 29 points left over at level 30
To get access to Stasis, you must complete Lair of the Shadow Broker DLC at least once with any Shepard. Note that there is a bug on PC that prevents you from selecting Stasis as a bonus power when starting a new game. This problem does not exist on consoles.
With the Sentinel, Tech Armor (Assault Armor) will hog the majority of your global cooldown, so unless you spend a lot of time in cover, you will not be using too many other powers on Insanity. On easier difficulties, enemies deal less damage so you can use your other powers more often.
1 point Stasis is good enough. Enemies coming out of Stasis take insane amounts of damage (bug/exploit), so 1 point is enough to get them to drop out more quickly to take advantage of it.
Another good bonus power option for Sentinel is Energy Drain, so you can remove enemy shields and add them to your own. Increases your survivability with Tech Armor activated if you care about that. It also removes enemy shields so if you get in closer to the enemy when your Tech Armor detonates, the enemy will take more damage and can even be knocked down if their shields are gone.
Other good options include:
- Reave (double damage to armor and barriers, and leeches enemy health)
- Warp Ammo (Activate and forget power, small weapon damage increase to armor, barriers, and health; also increases weapon damage to enemies lifted by Slam, Pull, and Singularity)
- Slam, if you want an instant-cast power that can set up Warp bombs from Miranda and/or Thane
Because of the damage glitch, Stasis is really the best bonus power for every class. And on Sentinel it doesn't really interfere with Tech Armor cooldown / spam since you are saving it mostly for elite enemies.
Slam or Warp Ammo would be my second and third choice. I take one or the other (usually Slam) on any character that will eventually go Stasis since I am on PC and Stasis isn't selectable in character creation. Slam is also good early game regardless since it fills in as a rapid cooldown CC power, and can prime for warp explosions. Works really well on Professor, which is the first mission I always do.
Reave / Energy Drain aren't bad.
For the Sentinel, something like this:
1 - Throw (you start with 1 point in Throw)
0 - Warp
4 - Assault Armor
0 - Overload
0 - Cryo Blast
4 - Guardian
1 - Stasis
* 29 points left over at level 30
To get access to Stasis, you must complete Lair of the Shadow Broker DLC at least once with any Shepard. Note that there is a bug on PC that prevents you from selecting Stasis as a bonus power when starting a new game. This problem does not exist on consoles.
With the Sentinel, Tech Armor (Assault Armor) will hog the majority of your global cooldown, so unless you spend a lot of time in cover, you will not be using too many other powers on Insanity. On easier difficulties, enemies deal less damage so you can use your other powers more often.
1 point Stasis is good enough. Enemies coming out of Stasis take insane amounts of damage (bug/exploit), so 1 point is enough to get them to drop out more quickly to take advantage of it.
Another good bonus power option for Sentinel is Energy Drain, so you can remove enemy shields and add them to your own. Increases your survivability with Tech Armor activated if you care about that. It also removes enemy shields so if you get in closer to the enemy when your Tech Armor detonates, the enemy will take more damage and can even be knocked down if their shields are gone.
Other good options include:
- Reave (double damage to armor and barriers, and leeches enemy health)
- Warp Ammo (Activate and forget power, small weapon damage increase to armor, barriers, and health; also increases weapon damage to enemies lifted by Slam, Pull, and Singularity)
- Slam, if you want an instant-cast power that can set up Warp bombs from Miranda and/or Thane
I f*cking love your profile picture
Slam, IMO, is a poor choice for a Sentinel. Throw is a better CC power since it is native to the class. I also prefer AP ammo to Warp ammo. At rank 1 AP Ammo does twice the health and armor damage of Warp ammo and will do just as much health damage to lifted targets a Warp ammo. The only thing it does not effect is barriers, but since SMG already have a multiplier against shields and barriers that is not so much an issue.
Aside from the bugged and completely broken Stasis already mentioned, I would say AP or Warp Ammo because you'll be too busy spamming that Win Armor and its squadmate power cooldown resets to bother wasting cooldowns on anything else.
I guess if you play Sentinel more slowly and use hard cover a lot rather than going all Assault Armor Leeroy Jenkins, something like Slam, Reave or Energy Drain might be useful to you, but if you're gonna play that way I wouldn't bother with Sentinel anyway as other classes do it better.
Slam is better than Throw until you get TA to at least rank 3, and probably remains so until you also have passive maxed and can start spending points to get higher tier Throw. There isn't much advantage in being an innate power on the Sentinel since your bonus power point is free to begin with.
Ammo powers suffer from the way the damage is calculated, but I will concede that they have their highest relative damage bonus early game. However. you also won't be ranking them up until after both TA and passive are maxed, which means you have probably already dropped their damage contribution via weapon upgrades. Since they are set and forget, they are appealing, but damage only ammos don't make dramatic differences in general.
Slam is better than Throw until you get TA to at least rank 3, and probably remains so until you also have passive maxed and can start spending points to get higher tier Throw. There isn't much advantage in being an innate power on the Sentinel since your bonus power point is free to begin with.
The advantage of using a native power for CC is one of opportunity cost. Since you start out with 1 point in Throw, your 1 point in Slam is a point that could have been spent on some other bonus power that would contribute more to your overall damage/control output. Throw may disable the enemy for a shorter period, but it will disable them temporarily. Meanwhile, that one point for a bonus power could have been spent instead on something like AP or Stasis that would increase your damage output.
The advantage of using a native power for CC is one of opportunity cost. Since you start out with 1 point in Throw, your 1 point in Slam is a point that could have been spent on some other bonus power that would contribute more to your overall damage/control output. Throw may disable the enemy for a shorter period, but it will disable them temporarily. Meanwhile, that one point for a bonus power could have been spent instead on something like AP or Stasis that would increase your damage output.
In terms of 1 point Throw versus 1 point Slam, it is actually kind of a toss-up. Neither will kill an enemy at full health, and both will disable an enemy for about the same length of time. Throw can knock an enemy over a ledge for an instant-kill, but slam can set up Warp bombs. That is actually a better case for having both instead of one or the other.
AP Ammo is rather useless unless you really want that extra health damage early game, but even its early returns are rather 'meh'. I know the devs said that ammo powers are supposed to get distance multipliers like weapons do, but i think peddroelm's tests showed that they do not (or at least not in exactly the same way weapons do). With no upgrades (from memory):
^ which is why I hardly ever take an ammo power as a bonus power. I have taken Warp Ammo before when I play as a sniper to try and guarantee one-shot kills against Collectors. Warp Ammo also has the lifted target damage bonus which is really good. But for regular additive damage it is terrible.
Stasis, sure. Not too many people would argue with you about that.