SmilingMirror wrote...
Best class is Sentinel Guardian with Energy Drain and Power Armor for 1000 shields. But you need to upgrade the shields for it to be good.
Shields are more useful than Health beacause
1. You get about double the amount of Shields compared to Health, and the Guardian + gear + Miranda is usable by any class, and so the 40% extra health bonus for a shock trooper is trivial anyways.
2. You don't get thrown back by biotics with it on
3. It is the first thing to be taken off, so you can spam tech armor or some shield boost constantly
4. There are some useful upgrades like hard shields (20% off shield damage) and another one (forgot its name) that puts your shields back on instantly.
Another reason Sentinel is good is because every class can be made into a decent gunner. The Vindicator is very strong at any range and your really not losing that much if your rolling with a Garrus with Armor Piercing squad ammo. Plus smgs and pistols can already take down any defense if used correctly.
If i'm alone against a shielded opponent, I can melee some of the stronger enemies to death and live on insanity (melee works well against armor).
Sentinel is also one of the only two classes (the other being soldier) that gains powers that can take down each and every defense as well.
Although this sounds good in concept it depends what party composition you are using. Miranda is considered the second best all-around character next to the Sentinel class and she also does not have any ammo upgrades. As a result the third character for your party will determine which bonus ability will work the best for a Sentinel.
As you said, by taking Garrus you gain Armor Piercing (AP) Ammo but would lose any versatility with your third team member. This could also cause possible problems in the game's final mission as both Garrus and Miranda are the best leaders (Jakob maybe?). So really the choice comes down to your party's composition.
Another issue is that if you pick Warp Ammo you could basically avoid taking Warp and allow you to invest into Overload to compensate for Warp Ammo's weakness. Likewise is that you can select AP Ammo, omit Garrus, and pick up a more versatile third party member (Mordin, Thane, etc.).
The problem with the Sentinel is that they are so versatile that almost any bonus ability and party composition will work. As a result you simply need to find one that suits your playing style and also allows you to bring the proper party for the current mission. Skipping an ammo ability limits the Sentinel's party composition but adds survivability. Also note that Energy Drain is somewhat redundant with Overload so you can save point here as well.
For me, I would go with AP or Warp Ammo over Energy Drain. Warp ammo is slightly less of a damage build but would allow you to negate Warp and instead work on Throw Field for a crowd control. Likewise you could use more of a damage-centric build and use AP Ammo but would then be forced to decide where to invest as Warp requires 2 points from Throw level 2 just to unlock. Sadly I am still testing which option is better overall but both are quite viable.




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