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Sentinel build.


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#1
Hihogmass

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About to start a sentinel as my second play through(First was a soldier). Any good builds/bonus talent suggestions?

#2
pacer90

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Tech armor to the max, pick the sentinel specilization that allows for super short cooldowns. I used Reave as my bonus talent.



So basically... Overload, Warp, Tech armor, Reave. Make sure you get all the cooldown & damage upgrades (tech and biotic)

#3
btthegeek

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pacer90 wrote...

Tech armor to the max, pick the sentinel specilization that allows for super short cooldowns. I used Reave as my bonus talent.

So basically... Overload, Warp, Tech armor, Reave. Make sure you get all the cooldown & damage upgrades (tech and biotic)


Cooldown is a must, like pacer90 said.  Use tech armor, but try to engage it before the fight because it has a pretty long cooldown and all your talents will be on hold.  I liked slam for my bonus power, but it didn't work as well on the Hardcore difficulty as it did on veteran.  Having warp/warp ammo/someone in the party with warp is a must.

#4
amrose2

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Definitely max Tech Armor first. I went with the dmg bonus myself. Then maxxed class talent to Raider (another 15% dmg), then Warp, and then Energy Drain.
I chose Energy Drain as my bonus talent, and never regretted it. It's basically Overload that fills your shields. Lets me attack more often since I can easily refill if I get low :)

Modifié par amrose2, 06 février 2010 - 12:27 .


#5
Andorfiend

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What they said. Tech armours cooldown is a killer in combat, but out of combat, who cares? And Warp is the 'big guns' power. It does for almost anything. Overload is nice against mechs but that's about it. Throw... I dunno, maybe you need to put more points in it but I found this power almost useless. And cyrofreeze... I think it worked for me twice in the whole game? After a while I just forgot it was on my bar.

#6
amrose2

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Andorfiend wrote...

What they said. Tech armours cooldown is a killer in combat, but out of combat, who cares? And Warp is the 'big guns' power. It does for almost anything. Overload is nice against mechs but that's about it. Throw... I dunno, maybe you need to put more points in it but I found this power almost useless. And cyrofreeze... I think it worked for me twice in the whole game? After a while I just forgot it was on my bar.


Throw will 1 shot Husks, but that's about it as far as usefulness. Occasionally nice against Krogan if they are closing in and their armor is down. The 2 points you need in it to get to Warp are good enough. You only really have problems with Husks on like 1 or 2 missions.

Agree about Cryofreeze.. didn't find much use for it.

Modifié par amrose2, 06 février 2010 - 12:30 .


#7
Ender1221

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The only time I used cryofreeze was if a mech was starting to approach my cover position. I would freeze him up and let my teammates take him down.

#8
sp8cemonkey83

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I chose Warp Ammo as my bonus power and maxed out Warp, Overload, Tech Armor, and Defender(evolved to Guardian). I ruin defenses with Warp/Overload, stay alive with Tech Armor, and rip through enemies with SMG + Warp Ammo.

Squadmates: Grunt - Heavy hitter who tanks for me. Fortification FTW
                          Samara - Assault Rifles + Crowd Control = Just what a Sentinel needs ;D

Modifié par sp8cemonkey83, 06 février 2010 - 12:47 .


#9
Awesome Helmet

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power armor. +shields, +damage, +explosion

throw field. +great crowd control ability

heavy warp. +great debuff

raider. +damage

bonus ammo talent? armor pierce?




#10
The_mango55

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pacer90 wrote...

Tech armor to the max, pick the sentinel specilization that allows for super short cooldowns. I used Reave as my bonus talent.

So basically... Overload, Warp, Tech armor, Reave. Make sure you get all the cooldown & damage upgrades (tech and biotic)


I did basically the same thing and was unstoppable

However, I didn't bother with Warp since I had reave already. I maxed throw instead.

So at level 30 (got it after beating the oculus) I had maxed tech armor, guardian, throw, overload, and reave.

For the final mission you might want to respec and switch overload out however, it's completely useless for the suicide mission.

#11
eriaa

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I went with Energy Drain for my bonus, and it worked out pretty well. The way I always build my characters also depends on the party I normally run with as well. Throw is pretty good when you combo it with some powers from your squad mates. Agree about Cryrofreeze, I just don't see much use for it. Warp is almost always good as well. Overload is situational. I usually max tech armor, class talent, warp and then whatever I feel like =p

#12
Xpardox91X

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Im running with Sentinel now with my Female Shepard (dont call me sexist, but Fem Shep doesn't seem to be an enhanced soldier.)



Upgrade the Tech Armor, it also looks badass as heck.



I find "Slam" to be impressive visually, but for its effectiveness... not so much. Use Warp Ammo.

#13
Lesclaig

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Agreed warp ammo probably will be the best choice. My first play through I did lvl4 power armor. warp 3, heavy throw, overload 3, guardian, and warp ammo 2. Cyro blast isn't very useful. Im only lvl 28 now, if I did get 2 more lvls I would of gotten more warp ammo.

#14
Jamsxo

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pacer90 wrote...

Tech armor to the max, pick the sentinel specilization that allows for super short cooldowns. I used Reave as my bonus talent.

So basically... Overload, Warp, Tech armor, Reave. Make sure you get all the cooldown & damage upgrades (tech and biotic)


Assuming you maxed those that you listed, why would you max both Warp and Reave? Reave is like an upgraded Warp except you can't curve it for enemies in cover.. Just curious.

#15
lessthanjake9

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Basically max Tech Armor, Overload/Energy Drain, the class power, and Warp/Reave, as well as Throw or Cryo. Take Assault Rifles for your extra weapon.



There are a few dilemmas that go along with this, mostly involving your extra power:



1. Power Tech Armor or Assault Tech Armor?

I think that Power Tech Armor is better simply for the +15% damage bonus. However, Assault Armor actually provides more shielding (since it recharges 50% when it goes down) and may be better if you wanna do close combat.



2. Reave or Warp?

I think that Reave is technically the better power in terms of damage. It also can heal you and can incapacitate the enemy. However, it doesn't curve over cover (though it really does hit if you can see any of the enemy at all) and doesnt combine with allied Pulls for huge damage. That combination is a big deal on lower difficulties, but once enemies are hard to pull due to defenses, I think Reave gets the upperhand. Either way is good, and its really a matter of preference though.



3. Overload or Energy Drain

If you don't take Reave as your bonus power, you can take Energy Drain. This will deal lots of damage to shields. These do the same damage to shields, but Overload has some good bonuses against synthetic enemies, while Energy Drain gives the shielding to you. I would say that on higher difficulty levels, shields are prevalent enough that you might think of using Energy Drain instead. Otherwise, shields are rare enough that you should stick with Overload, because most of it's use will come damaging synthetics, not shields.



4. Guardian or Raider?

Guardian lowers your cooldown while Raider increases your power damage. Personally I prefer Raider. You might be throwing powers out less, but the ones you do throw out will have more kick to them. It's really preference, though. They are pretty equal. Certainly if you are concerned with paragon/renegade points, then go with Guardian.



5. Throw or Cryo?

It can't really matter that much. Whichever one of these you choose to dump points into will be your least important skill IMO. At Veteran level and below, Throw one-hit kills husks, but then again, your tech armor explosion will destroy all husks around you on Veteran and below anyways. It's really a matter of preference I guess, but maybe Throw is slightly better simply because you can sometimes throw things off ledges or combine it with an allies' Pull. Note that if you want to use Warp, you need to put points in Throw anyways, so this choice is basically made for you already. Either way, at level 30, you will be able to put a single point in whichever one of these you ignored.



6. Any other extra skill besides Reave or Energy Drain? Maybe Warp Ammo?

You COULD do this. In order to do this, though, you'd have to drop Throw or Cryo. It then gets tough because you need to invest two levels of Throw to get Warp and this ends up meaning that youd have to not max out warp, overload, guardian/raider, tech armor, OR warp ammo. Thus, I wouldn't bother with warp ammo, especially since you'll be using your powers most of the time anyways, not shooting. I suppose going full warp, overload, Guardian/Raider, tech armor, two level of throw in order to get warp, and then 3 levels of warp ammo to make your ammo okay would be nice though.

#16
saracen16

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So far, my Sentinel build is coming along nicely: Guardian with Power Armor, 3 Warp, 2 Throw, 2 Cryo, 2 Overload, and Warp Ammo as bonus. The Sentinel can't do a lot of crowd control, so uou might want to invest in Throw as it is a very good short range power, especially when dealing with hordes of husks (significant effect) or varren (little effect). For weapons training, I recommend the assault rifle: the Vindicator Battle Rifle complemented my sentinel's play style beautifully, though it's your choice.

#17
jlb524

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It all depends on the difficulty of the game. I think Throw isn't as helpful on Hardcore/Insanity with Armored husks running at you but it is useful on other levels.



I played as an Assault Sentinel favoring close combat. I took Warp Ammo as bonus and selected Assault Armor. Took shotguns as bonus weapon talent. I also maxed out Warp and Overload as I liked to mix up my play style on occasion and focus on using casting with Warp explosion combos as opposed to running and gunning. I enjoyed the flexibility the class offered.

#18
Eikixia

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My build:



Heavy Warp (4)

Overload (1)

Heavy Warp Ammo (4)

Power Armor (4)

Guardian (4)

Area Throw (4)

Weapon: Geth Pulse Rifle



Everything works really well together. Weapon strips barriers/shields and health, warps destroy armor and health. Throw for those pesky bunch of Lokis / husks.

#19
OniGanon

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IIRC Cryo stops regen as well as greatly increasing damage on that target. It's useful against Blood Pack and anything that has a lot of health.



If you want to take Warp Ammo, take Rank 2 Throw and Rank 3 Warp. You don't lose all that much by not taking Rank 4 Warp, especially when you're taking Warp Ammo instead.



Personally I go with Energy Drain for its synergy with Tech Armour.

#20
d3c0yBoY

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 Assault Tech Armor
Guardian Passive
Area Energy Drain
Heavy Warp
Heavy Throw
Weapon of choice: Vindicator ( I do have another save with Shotgun bonus)

All this is tailored to my aggressive playstyle. I opted for Energy Drain because it synergies better with the Assault armor and allows me to bring Zaeed for Disruptor ammo. It also helps me with Pull/Warp set ups. As for Cyro, I normally carry the Avalanche, which doubles as a defense stripper, or bring along Mordin for Krogin shut downs. As for Throw, its basically a single target (away from the group and about to die) dps with a very fast cd =]

#21
Traubster

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I went with:

Throw Field
Assault Tech Armor
Guardian
Heavy Reave
Area Overload

Before I got reave, I used warp.

I almost always brought brought Miranda for Heavy Warp and Overload, and Jacob for squad incendiary and Pull field (which I used in conjunction with Mirandas Warp and my Throw field).

Absolutely unstoppable later in the game. INCREDIBLY versatile - lets you be effective from just about every range. Focused extensively on cooldown reduction abilites, and I used my throw CONSTANTLY (I think with all my upgrades it was like a 1.6 second cooldown). Assault rifle bonus weapon (collector AR).

Modifié par Traubster, 26 mars 2010 - 09:43 .