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Sentinel build?


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#1
XxX_DogeID_XxX

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So guys I opened a sentinel character... I like the mix of biotics and tech but... When i bum rushed into a group of enemies I got killed almost instantly with my soldier i quickly foked them? Is it because i am using oynx I light armor? Or is it because sentinel is a weak class... Also leave your favorite senti build in the replies!



#2
Taki17

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Yeah, ME1 sentinels work pretty differently than ME2 and ME3 sentinels. In ME1 a Sentinel is a defesive and support class, since it only has access to light armor and pistol training. Fortunately, every point invested in the Electronics skill will give you a bonus to your maximum shields, and when that is not enough, you can always pop Barrier and further reinforce yourself (your main focus still should be electronics, use barrier when shields are down or you are in a tight spot).

 

Basic biotic abilites like Lift and Throw are always nice to have, go for them. Stasis is only worth it if you are going for the Bastion specialization which lets you damage enemies in stasis, other than that, I wouldn't spend points on it.

 

As I've mentioned, Electronics is pretty much a no-brainer as it gives you shield boost, option to hack terminals and the sweet Overload ability. Same goes for Decryption, as it lets you hack locks. If you have both of these skills at a pretty reasonable level, you won't be needing to take tech support squad members with you (same goes for biotics, Lift and Throw can get the job done fairly effectively most of the time) and you can focus on durable, damage dealing party members (Wrex, Ash).

 

I'd also recommend investing a few points into First Aid, since you are already a support in combat, why not be an effective healer too?

 

Nice to have bonus powers you can select: Singularity, Damping, Warp

 

As for guns, focus on pistols and get Marksman as high possible: this ability - when activated - gives you the greatest damage output under the shortest time in the game.


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#3
iM3GTR

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Git gud.
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#4
XxX_DogeID_XxX

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Yeah, ME1 sentinels work pretty differently than ME2 and ME3 sentinels. In ME1 a Sentinel is a defesive and support class, since it only has access to light armor and pistol training. Fortunately, every point invested in the Electronics skill will give you a bonus to your maximum shields, and when that is not enough, you can always pop Barrier and further reinforce yourself (your main focus still should be electronics, use barrier when shields are down or you are in a tight spot).

 

Basic biotic abilites like Lift and Throw are always nice to have, go for them. Stasis only worths it if you are going to the Bastion specialization which lets you damage enemies in stasis, other than that, I wouldn't spend points on it.

 

As I've mentioned, Electronics is pretty much a no-brainer as it gives you shield boost, option to hack terminals and the sweet Overload ability. Same goes for Decryption, as it lets you hack locks. If you have both of these skills at a pretty reasonable level, you won't be needing to take tech support squad members with you (same goes for biotics, Lift and Throw can get the job done fairly effectively most of the time) and you can focus on durable, damage dealing party members (Wrex, Ash).

 

I'd also recommend investing a few points into First Aid, since you are already a support in combat, why not be an effective healer too?

 

Nice to have bonus powers you can select: Singularity, Damping, Warp

 

As for guns, focus on pistols and get Marksman as high possible: this ability - when activated - gives you the greatest damage output under the shortest time in the game.

Wow... Thanks taki 



#5
capn233

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On classes with Lift, I like to be able to get it about as soon as possible.

 

The other win power on Sentinel is Neural Shock, which requires 1 point in Medicine.  Only need the basic rank, it is good enough to stun the high tier organics (eg Krogan Battlemaster on Therum).

 

I agree with above on Stasis.  I think it is largely a waste of talent points in ME1.

 

Sentinel only has half-assed Marksman baked into the class passive.  One of the only real weaknesses of the class since it is the only one who cannot get Master Marksman.  As such I tend to prefer Assault Rifles as the bonus talent so you can have consistent weapon DPS.

 

I would go with a mix of Barrier and Electronics if you are feeling lack of durability.  Decryption (and sabotage) is nice to have, but you do have several squaddies who can take care of decryption, and none that can really buff your shields for you.



#6
RedCaesar97

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From [Mass Effect 1] Start of the Journey: Single Playthrough Builds by Simbacca:

 

Lvl 45 Bastion Sentinel
08    Throw (Advanced)
12    Lift (Master)
07    Barrier (Advanced)
06    Stasis (Advanced)
09    Decryption (Master)
09    Electronics (Master)
00    First Aid
00    Medicine
12    Singularity or Weapon talent (Master)
12    Bastion
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)
 
Lvl 47 Medic Sentinel
08    Throw (Advanced)
07    Lift (Advanced)
07    Barrier (Advanced)
00    Stasis
09    Decryption (Master)
09    Electronics (Master)
05    First Aid (unlocks Medicine)
12    Medicine (Master)
12    Singularity or AI Hacking or Weapon talent (Master)
12    Medic
08    Charm (12 at the end because of the 4 free points earned during the one playthrough)
00    Spectre Training
 
 
I prefer the Bastion build myself since Bastion gives a bonus to Stasis (can shoot/damage enemies in Stasis) and Barrier (cooldown bonus + Barrier constantly regenerates). Without an armor talent tree, Barrier is the only way to gain some shields back instantly, so the bonus to Barrier in Bastion really helps.
 
I have run a few Medic Engineers lately and I was not that impressed, so I doubt i will ever take it on the Sentinel, especially since I find Bastion so much more useful.
 
Singularity or Assault Rifles are probably the best bonus powers for the Sentinel.
 
 
With Bastion, you could drop Stasis to only 1 point (Basic) and that should be enough time most enemies with a good Assault Rifle (if you took Assault Rifle as the bonus talent). 
 
I would put at least 1 point in First Aid to help with healing.

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#7
capn233

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I find his medic build a bit odd, but then again that is because I never wanted to go medigel spamming.  With zero in Spectre, there is no unity, so you are waiting until you have maxed Medic / Passive so that you can revive fallen squadmembers (post Level 20 instead of as soon as a Spectre).

 

I would probably go with a tweaked version of the Bastion... The six points in Stasis could go to get Neural Shock, which has a lot more utility much earlier than Stasis.  Then steal 5 points from bonus talent (if AR no big deal), and another from persuade, Bastion or Throw and max Barrier.

 

So

 

Throw 8

Lift 12

Barrier 12

Decryption 9

Electronics 9

First Aid 5

Medicine 1

Assault Rifles 8

Bastion 11

Charm/Intimidate 8

Spectre 4

 

Of course if running Intimidate, can invest 2 fewer points (only need 10 to pass all checks).


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