Improving Sentinel For Mass Effect 3? /Discuss
#26
Posté 07 février 2010 - 08:18
Otherwise Sentinels are extremely powerful and need nothing else
#27
Posté 07 février 2010 - 08:23
Feops1 wrote...
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.
Sure you can, if your cooldown isn't used. Armor knockback procs on the guys hitting you, pop next one, THEN take cover.
Can't do it against EVERYTHING, but you can do it more than you'd think. Husks were laughable and I could pretty much punch them to death (okay, maybe not quite, but eh)
#28
Posté 07 février 2010 - 08:31
Max throw to throw field( i know not as usefull as warp but hear me out) This is ideal for giving you space from husks varen and uther weak swarms. Higher dificulties not so much, but still good against husks.
max overload to heavy overload(damage shields and synthetics)
max tech armor to power armor (100% shield boost plus power boost better then extra pulse)
max passive skill to preference( i chose guardian)
Take reave as your bonus power.(unlocked by doing samara's quest) Reave does double damage to barriers and armor. Hardcore and up EVERYTHING has defenses of some kind. With overload and reave you will be able to sunder all defenses. increased defense is worth its weight in gold, and throw is great for if swarms reach you after being weakened by your attacks.
#29
Posté 07 février 2010 - 08:38
Paeyvn wrote...
Feops1 wrote...
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.
Sure you can, if your cooldown isn't used. Armor knockback procs on the guys hitting you, pop next one, THEN take cover.
Can't do it against EVERYTHING, but you can do it more than you'd think. Husks were laughable and I could pretty much punch them to death (okay, maybe not quite, but eh)
agree with most of this. I'm on the collector ship, on insanity and i can tell you even my sentinal can not stand out in the open. In fact the problem i'm facing is that i can't seem to dish out any powers because i have to keep recharging shields. one hit from that black singularity from harbinger knocks me out of cover and then shields go down. take cover, replenish shields, start process over. Its only a problem on those dang honeycomb hover things. there is just no place to fall back to.
#30
Posté 07 février 2010 - 08:49
pharaun159 wrote...
Paeyvn wrote...
Feops1 wrote...
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.
Sure you can, if your cooldown isn't used. Armor knockback procs on the guys hitting you, pop next one, THEN take cover.
Can't do it against EVERYTHING, but you can do it more than you'd think. Husks were laughable and I could pretty much punch them to death (okay, maybe not quite, but eh)
agree with most of this. I'm on the collector ship, on insanity and i can tell you even my sentinal can not stand out in the open. In fact the problem i'm facing is that i can't seem to dish out any powers because i have to keep recharging shields. one hit from that black singularity from harbinger knocks me out of cover and then shields go down. take cover, replenish shields, start process over. Its only a problem on those dang honeycomb hover things. there is just no place to fall back to.
When you're in cover and you see that "black singularity" thing flying at you, slide around left right left right a few times and it will float up and go over your head and miss you. Works every time.
#31
Posté 07 février 2010 - 08:51
pharaun159 wrote...
Paeyvn wrote...
Feops1 wrote...
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.
Sure you can, if your cooldown isn't used. Armor knockback procs on the guys hitting you, pop next one, THEN take cover.
Can't do it against EVERYTHING, but you can do it more than you'd think. Husks were laughable and I could pretty much punch them to death (okay, maybe not quite, but eh)
agree with most of this. I'm on the collector ship, on insanity and i can tell you even my sentinal can not stand out in the open. In fact the problem i'm facing is that i can't seem to dish out any powers because i have to keep recharging shields. one hit from that black singularity from harbinger knocks me out of cover and then shields go down. take cover, replenish shields, start process over. Its only a problem on those dang honeycomb hover things. there is just no place to fall back to.
Sidestrafe back and forth when he lets the big blast out...it tries to lead you but if you just keep strafing back and forth it can't decide which way to go, freaks out, and misses so it won't knock you out of cover. Normally flies up and over the cover. If he's standing right on the other side though, that's a bit too close to dodge it.
Those platforms were one of the annoying parts with my sent as well, it's annoying for every char. On that mission I had Tali and Garrus. Tali was up on the front wall of the platform, Garrus was next to me behind the central cover. Tech armor was prematurely up, collector beam out. Focused down the Collectors the instant they landed, took no cover during the first one, just popped next tech armor when shields went down and kept burning. Harbinger didn't get a single one on the first wave.
#32
Posté 07 février 2010 - 09:09
Plomino wrote...
Well most of you focused on Sentinel high survivavibility.
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.
The Sentinel class really isn't meant to be all-out offensive as evidenced by the lack of weaponry and ammo powers as well as the name itself. You do get the Tech Armor as an "oh **** button" and it detonates when depleted, but it would be just ridiculous if they gave you nothing for when you were in a tight spot (like swarms of god damn husks).
It's not only you, that's a good observation and one that probably didn't take you very long to see. If you want a thrill every now and then kill off a couple enemies and then put on your tech armor and charge at the last remaining ones and melee them to death; that's only if you find it to be to easy of course.
One thing I don't like about the Sentinel is that you have to have 2 points in Throw in order to get Warp and, to me, Throw is just completely useless aside from the novelty of sending people off of a cliff, bridge, etc.
#33
Posté 07 février 2010 - 05:55




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