Improving Sentinel For Mass Effect 3? /Discuss
#1
Posté 06 février 2010 - 02:54
Feel free to post your build or impressions on the powers to support your claims.
I'll go first.
My build is rather easy. I maxed out TA and took Assault Armor. I Maxed the + para/renegade points then i Went for Heavy Warp. I upgraded Throw to Heavy (although it proved very weak on hardcore and insanity mode) and I had Overload and cryoblast at low level, and I took the bonus ammo from Garrus.
Well at first I d say that Tech Armor is clearly cool. Look is cool (although maxed power might have deserved a different style to have a difference between the two options). The real problem, which is pretty obvious to anyone who ever played Sentinel, is that the TA cd is veryy veryy veryyyyy long. In combat it pretty much force you to do nothing except shooting for a long time.
And here is the weakness of the Sentinel. Because in the end, you end up using "normal" powers to kill. And since Overload only work on synthetics (and barely better than warp when not on health only-minus the stun), well, I ended up warping almost everything.
In the end, the squadmates end up doing the really damage (Mordin, please incinerate Harbinger, he's ugly).
My guess is that Sentinel should have had some sort of offensive power. The problem being that each class has only one signature ability.. so if one more is added to the sentinel, it means all the other one need to have one...
So I ended up thinking that the Sentinel could be more aggressive if it was given incinerate as a possibility, or if Cryoblast was more effective against shielded/armored targets.
Well it's late and I m not sure if I wrote everything loud and clear so I ll be back tomorrow. Hope other Sentinel players will enjoy sharing their experience as well :happy:
#2
Posté 06 février 2010 - 02:58
Sentinal is one of the 2 most powerful classes, along with soldier. If warp isn't an offensive ability I don't know what is. Tech armor cooldown is the same as all the other armor types, but tech armor lasts forever and gives you extra abilities.
#3
Posté 06 février 2010 - 03:08
#4
Posté 06 février 2010 - 03:08
#5
Posté 06 février 2010 - 03:33
As the debuffer it would make sense:
Warp for barriers
Overload for shields
Incinerate for armor
#6
Posté 06 février 2010 - 03:38
FoFoZem wrote...
I wish we could have gotten incinerate instead of cryo.
As the debuffer it would make sense:
Warp for barriers
Overload for shields
Incinerate for armor
Warp works excellently on armor and barriers. Having Incinerate on top of it would just be redundant.
Sentinel is fine the way it is. It feels like one of the most balanced classes.
#7
Posté 06 février 2010 - 03:43
Played a Sentinel...barely ever dying, and seem to be able to handle any situation with ease.
lolwhat@OP
#8
Posté 06 février 2010 - 04:36
forget about cryo and go heavy warp, heavy overload, throwfield, power armour and maxed class skill....it's godly and doesn't really need to be changed.
#9
Posté 06 février 2010 - 05:52
I'll give you that Sentinel has a difficult start with the vorcha, but its one of the strongest classes during the end game because of the hard shields.
Heres what I recommend doing.
1. Use Guardian. Its the biggest cooldown reduction in the game and you've got one of the longest durations in the game. Since its percentage based, your losing about 4 seconds off cast time.
2. Power Armor. Your MAX shields go higher basically. 75% and a 50% shield restore is nice but if your putting up your shields right away again, the real difference is that Power Armor gives you 10% extra power boost. Make sure to grab a capicator vest.
3. Take Energy Drain or Reave as a bonus talent. If you get ED don't max out overload. If you get Reave, don't get Warp. Make sure your shield is never low when you pop up to steal shields with ED. Its the only bonus that stacks with Tech Armor that I know of.
4. Pick either a sniper or assault rifle. Sentinel needs some mid-range power bad. I can take a Krogan or even a flame-throwing Vorcha in a fist fight as long as I pop their Armor off even halfway. (I know of no other class than can do this). rocket launching troopers however will **** me over every time.
5. Have a person with Squad ammo power in your party AT ALL TIMES. I can't tell you how important this is. Your fights will be LONG, and if a close-ranger rushes you with any defense on....your toast. Having this around will make enemies think twice.
Modifié par SmilingMirror, 06 février 2010 - 05:53 .
#10
Posté 06 février 2010 - 07:53
#11
Posté 06 février 2010 - 08:00
SmilingMirror wrote...
During Insanity you die. Sentinel is one of the classes that makes it possible to do at all.
I'll give you that Sentinel has a difficult start with the vorcha, but its one of the strongest classes during the end game because of the hard shields.
Heres what I recommend doing.
1. Use Guardian. Its the biggest cooldown reduction in the game and you've got one of the longest durations in the game. Since its percentage based, your losing about 4 seconds off cast time.
2. Power Armor. Your MAX shields go higher basically. 75% and a 50% shield restore is nice but if your putting up your shields right away again, the real difference is that Power Armor gives you 10% extra power boost. Make sure to grab a capicator vest.
3. Take Energy Drain or Reave as a bonus talent. If you get ED don't max out overload. If you get Reave, don't get Warp. Make sure your shield is never low when you pop up to steal shields with ED. Its the only bonus that stacks with Tech Armor that I know of.
4. Pick either a sniper or assault rifle. Sentinel needs some mid-range power bad. I can take a Krogan or even a flame-throwing Vorcha in a fist fight as long as I pop their Armor off even halfway. (I know of no other class than can do this). rocket launching troopers however will **** me over every time.
5. Have a person with Squad ammo power in your party AT ALL TIMES. I can't tell you how important this is. Your fights will be LONG, and if a close-ranger rushes you with any defense on....your toast. Having this around will make enemies think twice.
Alternatively, I was thinking that one could take Warp Ammo as a bonus talent. Max out Warp, Overload, Tech Armor, Guardian, and take Warp Ammo up to the 3rd rung (you cant get it all the way since you need 2 rungs of throw to get warp). Get Assault Rifles. Your Warp and Overload will deal with defenses. Your Tech Armor will keep you alive. Your couple points in Throw give you some crowd control (especially against unarmored husks, who are one-hit killed even by low levels of Throw). Your third level Warp Ammo will be as good or better than any squad ammo you could get from another NPC. Thus, without any NPC help, your Sentinel can take down shields, barriers, and armor, has great survivability, has sufficient crowd control to deal with the situations in which it is needed, and has a jacked up assault rifle.
#12
Posté 06 février 2010 - 09:36
The thing is, I do agree with you. Sentinel Armor is probably the best tool to survive out there. It saves ass a lot. Maybe too much...
(Now that I slept I can explain better, I hope)
Power Armor is far too Defense Oriented to me. You end up playing very defensive (and, oh well on Insanity you re pretty damn right to do so...).
That's the loose end of the power to me: It's imba (yes, it is) but being almost the only power fully oriented on defense (except for Stealth which combine both), I felt like somewhat the action part got screwed somewhere while playing Sentinel due to the fact that, well, you end up hiding and being always invincible.
But well, maybe It's only me.
Also thanks for advice on playing Sentinel but the purpose of the thread wasn't to ask for advices but rather discuss Sentinel Overall viability as a class and what you thought could be improved/changed.
#13
Posté 06 février 2010 - 09:39
What BioWare should change is how the defenses (shields, armor, barrier) work for enemies. It is kinda silly (not that its hard, just looks weird) that you cannot lift a vorcha or freeze a loki mech.
#14
Posté 06 février 2010 - 09:57
Modifié par blueTrance, 06 février 2010 - 10:09 .
#15
Posté 06 février 2010 - 08:13
#16
Posté 06 février 2010 - 08:22
#17
Posté 06 février 2010 - 08:28
Easiest class to play through Insanity on so far in my mind, incredibly fun, but easy. The thing was more of a combat juggernaut than a soldier. Just get AR training on the collector ship and you're golden. My warps were killing the entire barrier and then some on collectors in 1 hit.
Before the collector ship it's not quite as destructive though.
#18
Posté 06 février 2010 - 09:12
Also played vanguard (was my fav in the orgininal) but found it very lacking. Charge is cool, but even on veteran I felt like I died too much, and when I could use it safely most enemies were dead anyways.
Didnt like engineer because I didnt like the bots, havent tried infiltrator yet (though I hear you can get slo mo headshots which sounds like fun).
Sentinel is my class of choice. I love the TA, ill pop it at the beginning of a mission, and if it gets depleted I can just pop it back up. Coupled with Zaed and Miranda I seem to be able to handle any type of group fine. Whether Ill keep zaed or take garrus later we will see.
#19
Posté 06 février 2010 - 09:28
Jared_704 wrote...
Cryoblast sucks, I'll give you that. However tech armor is borderline imbalanced with how badass it is. It makes your sentinel damned hard to kill. Warp + Overload prove to be enough offensive abilities for me. Incinerate would be nice but I think that's a bit too much power for one class.
I actually don't think Cryblast sucks. Its weakness is armor and barriers but if you're tactical and you're able to strip armor off a group of targets quickly, you can use Cryoblast to stop a group in their tracks. I particularly found it helpful vs husks + scions. You have the Scion always launching those shockwaves at you while the husks try to flank you. In order to secure your survival, you need to stop the husks while wearing down the Scion. I found that cryoblast was the best way to do that. It would freeze them, then I'll have my teammates shatter them as I return fire to the scion.
#20
Posté 06 février 2010 - 09:30
#21
Posté 06 février 2010 - 11:05
Paeyvn wrote...
Sentinels are fine. And if you think Power Armor is too defensive, consider the power damage boost when combined with full upgrades and power damage increasing passive. My sentinel on insanity could stand in the open pelting harbingers and the like with bullets, ignoring people blatantly hitting me because if they do get through my almost 800 shields it'll explode and knock them down, all the while warping everything into oblivion.
Easiest class to play through Insanity on so far in my mind, incredibly fun, but easy. The thing was more of a combat juggernaut than a soldier. Just get AR training on the collector ship and you're golden. My warps were killing the entire barrier and then some on collectors in 1 hit.
Before the collector ship it's not quite as destructive though.
Calling nonsense on this. Even with several hundred shields you can't afford to stand out in the open on insanity.
#22
Posté 06 février 2010 - 11:11
Then again Cryo Blast and Ammo are lame for everyone and completely useless outside of casual or normal.
Sentinel is THE BEST class of ME2, it has amazing damage protection, the ability to deal with every different kind of barrier/shield/armor and has an awesome name.
The only classes that come close are soldier and infiltrator, and that is mainly because the Widow is so much better than every other gun in the game
#23
Posté 06 février 2010 - 11:25
As for bonus abilities they can cary depending upon your party's composition. Sadly as the Sentinel has an ability for every situation the ammo bonuses seem the best fit as they are passive. Every other bonus ability will conflict with a current skill and since they are all on a universal cooldown it can feel wasted.
The biggest debate is how to evolve the Sentinel's powers and it all comes down to playing style. Personally I prefer Raider to Guardian and would rather have +5% health, +15% power damage, and +25% paragon/renegade to -10% cooldown. Liewise I prefer Power Armor to Assualt Armor as the +25% shield strength and +15% power damage compensates for the larger and more powerful explosion and the 50% shield recharge (if you cannot recast Tech Armor quickly you are going to die).
Anyway, the Sentinel is quite balanced and is the jack-of-all-trades build that is actually one of the best since the FFXI Red Mage.
Modifié par Hiero Glyph, 06 février 2010 - 11:28 .
#24
Posté 07 février 2010 - 01:39
#25
Posté 07 février 2010 - 08:10
Throw = Same thing, you dont need it to do damage, just to stop someone, or to position them into better firing place, knock them out of cover, or get Heavy's off your back for a sec, works with with the Pull Squadmate.
Warp = Biotics and Armor (Keep someone with Pull to do serious damage later if you want, you dont actually need them to be in the air for the double damage effect to work, it just needs to be in its duration phase, effect or not.)
Overload = Easily stop enemies from firing at you, dont need damage, just need them to stop firing, stops damage capability.
Cryo Blast = Enemies with no protection go down fast with it, super awesome unshielded/armored crowd control fully upgraded, makes taking down YMIR's and Krogan fascinatingly quick. Makes YMIR head shots possible with pistol/second assault rifle.
Tech Armor = Depending on what you want to do, Power Armor most handy in my opinion, you dont need it to do damage, just to stop people who get too close.
Guardian most handy by far, have yet to see what kind of damage potential Raider has yet.




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