Using Sentinel to create a more "functional" adept?
#1
Posté 06 février 2010 - 04:13
But I was thinking how a Sentinel could be a better biotic user than an adept.
Adept was fun on Normal but it becomes redundant later on. Most of the time you just use warp anyway because of its effectiveness against multiple types of protection. I never really used Singularity as I failed to find its effectiveness in intense combat. Shockwave was nice, but did little to destroy enemy shielding. Throw and Pull were good, I liked Pull, but it becomes more of a novelty item later on.
The Adept never was the "class that could finish an entire mission without firing a single shot" type of class. With mediocre hotkey representaion and global cooldown system, I made very good use of my weapons.
The Sentinel can be a great offensive and defensive biotic user.
What I realized was that if we leave Cryo blast out of the equation we can make a, yes watered-down, but powerful biotic. With a setup like this...:
Throw Field: 4
Heavy Warp: 4
Power Armor: 4
Overload: 2
Cryo Blast: 1
Raider: 4
Slam/Reave/Warp Ammo: 3
...you can be a very good biotic and a decent tech user. Taking Slam gives you a better biotic skill set and a more defensive, crowd-controlling power. With Reave you have a good offensive power with health regen which is good for offensive type players.
With Raider, Power Armor and the right biotic damage upgrades throw and warp become better crowd controlling and damage-wielding powers than I witnessed with Adept. The Raider specialization also gives your somewhat lacking Overload a makeover.
As far as tech goes, Cryo Blast is rarely effective and not worth the expense of the skills. Overload is just utilitarian and gives your biotics an ally. Take Jack with you for Pull and Shockwave.
This way you get to command evolved forms of Pull, Shockwave, Warp and Throw. It's a devastating biotic lineup with some situationally useful tech. Take Grunt for his tankness, and you are set.
I found this to be a great way to play Sentinel: focus on biotics, minimize tech.
Warp Ammo makes you more versatile in combat and fits with the whole biotic concept.
#2
Posté 13 mai 2010 - 07:17
This is the build i used:
-Throw 2
-Unstable Warp 4
-Power armor 4
-Overload 3
-Raider 4
-Squad warp ammo 4 (i always use squad for all ammo, is a playstyle thing)
I found that it worked quite well, specially once you have enough points to fill in the important talents. You need either Jacob/Jack/Samara to make pull fields and use warp on them. The pull field is also very useful for getting the extra damage of the warp ammo. The rank 3 of overload is more than enough to deal with most of the syntethics you face, and it includes the overheat weapon part which is for me the important thing. Bring Zaeed with squad disruptor if you need extra help. Only thing i am not too sure is if squad warp ammo is so useful to this biotic sentinel as it is for the adept, i can only justify it by attacking targets that have been pulled, but then, you want to cast warp on those targets, not shoot at them.
#3
Posté 13 mai 2010 - 07:25
3 Throw
10 Unstable Warp
10 Assault Armor
3 Overload
3 Cryo Blast
10 Guardian
10 Area Drain
Modifié par Miss Yuna of Atlanta, 13 mai 2010 - 07:26 .
#4
Posté 13 mai 2010 - 07:42
I think the effectiveness of an Adept fully depends on how proficient you are in using Singularity. For Hardcore/Insanity, the crux of an Adept's build seems to be the use of Singularity. I haven't seen Adept builds for those difficulties that didn't concentrate on that one power.FoFoZem wrote...
I never really used Singularity as I failed to find its effectiveness in intense combat. Shockwave was nice, but did little to destroy enemy shielding. Throw and Pull were good, I liked Pull, but it becomes more of a novelty item later on.
*snip*
I actually got a great deal of use from Shockwave and Pull with my Vanguard, and I probably would have a similar use for them with an Adept. Shockwave will cause an enemy to stumble even with defenses up. A well-placed Pull can set up your Warp Explosions. However, I think I do prefer Slam to set up Warp Explosions.
That said, I think Sentinel plays a better defensive class than Adept. It's the class best suited for using weapons as little as possible. Unless you're one of those insane melee Vanguards. Though, you could be just as insane with the melee with a Sentinel's Assault Armor.
#5
Posté 13 mai 2010 - 09:50
But anyway, if I were to make a watered down Adept, I'd probably make it out of a Vanguard, with either Reave or Slam.
#6
Posté 13 mai 2010 - 11:58
#7
Posté 14 mai 2010 - 12:16
#8
Posté 14 mai 2010 - 02:24
1or4 Throw
0 Warp
4 Assault Armor
4 Area Overload
4or1 Cryo Blast
4 Guardian
4 Area Reave
Modifié par Simbacca, 14 mai 2010 - 02:25 .
#9
Posté 14 mai 2010 - 04:39
#10
Posté 14 mai 2010 - 04:53
FFTARoxorz05 wrote...
Love this thread, you don't know how much I agree with the notion that Adept on not Normal difficulty is a chore. Singularity was not a very good selling point for me.
Really???
Singularity + warp is better from a control and damage standpoint than anything a sentinel can create on his own based solely on biotics. Biotics gain most of their effectivness by combination. The adept can make the most of that.
Modifié par chrisnabal, 14 mai 2010 - 04:59 .
#11
Posté 14 mai 2010 - 05:50
chrisnabal wrote...
FFTARoxorz05 wrote...
Love this thread, you don't know how much I agree with the notion that Adept on not Normal difficulty is a chore. Singularity was not a very good selling point for me.
Really???
Singularity + warp is better from a control and damage standpoint than anything a sentinel can create on his own based solely on biotics. Biotics gain most of their effectivness by combination. The adept can make the most of that.
If opponents have shields and a sentinel has energy drain, I could clear a room WAY quicker than singularity + warp. Singularity loved to "miss" by like a foot and not do anything most of the time anyway, and don't get me started on how a drone is infinitely better.
#12
Posté 14 mai 2010 - 06:09
Besides, I said the adept's ability to control and damage enemies strictly through biotic abilites is superior to the sentinel's ability in that same regard.
The fact is a sentinel is not a more functional biotic than the adept because the biotic combination is weaker. By that logic, singularity should be a good selling point because it offers stronger biotic combination damage. That was my point.
Modifié par chrisnabal, 14 mai 2010 - 06:18 .
#13
Posté 14 mai 2010 - 06:59
PS - Plus an adept has 0 inherent defense abilities since you're using singularity offensively, so sentinel is also better at staying alive with the above strategy.
Modifié par FFTARoxorz05, 14 mai 2010 - 07:01 .
#14
Posté 14 mai 2010 - 02:27
FFTARoxorz05 wrote...
PS - Plus an adept has 0 inherent defense abilities since you're using singularity offensively, so sentinel is also better at staying alive with the above strategy.
I think that's the biggest issue I have with an otherwise extremely well put-together class. I don't really understand what the logic was behind making the biotic specialist the most vulnerable - even the Engineer can easily distract any enemy away from him thanks to his drones, and all the rest have an ability which significantly boosts their survivability (whether that be directly like AR or Tech Armour, or indirectly like Cloak and Charge).
I generally get around this by modding the save game so that my Adept has Barrier no matter what, but I hope Bioware thinks this through a little better in the next game.
#15
Posté 14 mai 2010 - 04:35
JaegerBane wrote...
FFTARoxorz05 wrote...
PS - Plus an adept has 0 inherent defense abilities since you're using singularity offensively, so sentinel is also better at staying alive with the above strategy.
I think that's the biggest issue I have with an otherwise extremely well put-together class. I don't really understand what the logic was behind making the biotic specialist the most vulnerable - even the Engineer can easily distract any enemy away from him thanks to his drones, and all the rest have an ability which significantly boosts their survivability (whether that be directly like AR or Tech Armour, or indirectly like Cloak and Charge).
I generally get around this by modding the save game so that my Adept has Barrier no matter what, but I hope Bioware thinks this through a little better in the next game.
I finished both on insanity. Adept is a really easy class to play. You just can't play em like you play a soldier or a sentinel. Singularity is a really powerful power. It only has a base 4.5 second cooldown. It locks an enemy down so they don't move and don't shoot back. Heavy singularity will lock harbringer down for a really long time.
Don't know why you say engineer can easily distract with their drones, but dismiss singularity which is a very similar power?
I
#16
Posté 14 mai 2010 - 06:27
Pull is really good for pulling enemies over ledges and has a quick cooldown. Throw gives you some room, and the ability to throw people off ledges. Singularity locks people down, and allows the great warp explosion. The hardest thing is understanding how to bend your powers and meld with your teammates. Last games I had taken Grunt and a tech, but now I almost always run with Kasumi and Miranda on shield opponent levels, and Thane miranda, on the Collector levels. Grunt, Jacob, and Legion will all trade out occasionally but they are situational players not my standard crew.
One of the best things about Energy drain is the Shield boost you get when draining enemies also it effects droids as well. Warp ammo squad rips through Collectors with ease, and yes, I will often go fights without firing a shot.
#17
Posté 14 mai 2010 - 06:31
The trick is dropping a Singularity right in front of your team and letting them strip the Armor from the Husks so they then step into the singularity and die. Rinse and repeat, makes the Husks soooo easy to kill, especially the mission in the mine with alien tech you have to destroy.
#18
Posté 14 mai 2010 - 08:15
JaegerBane wrote...
I generally get around this by modding the save game so that my Adept has Barrier no matter what, but I hope Bioware thinks this through a little better in the next game.
I don't understand.
The adept has barrier by default. You mean "barrier" the bonus power ? another bonus power ?
#19
Posté 14 mai 2010 - 09:24
#20
Posté 17 mai 2010 - 06:09
jwalker wrote...
JaegerBane wrote...
I generally get around this by modding the save game so that my Adept has Barrier no matter what, but I hope Bioware thinks this through a little better in the next game.
I don't understand.
The adept has barrier by default. You mean "barrier" the bonus power ? another bonus power ?
Yeah. Barrier and Warp Ammo.
#21
Posté 17 mai 2010 - 07:06
The Internet: where everything you have ever written will haunt you forever.FoFoZem wrote...
This OP really has the worst advice available for the adept. This thread should die of its own volition, and soon.
#22
Posté 17 mai 2010 - 03:19
Pacifien wrote...
The Internet: where everything you have ever written will haunt you forever.FoFoZem wrote...
This OP really has the worst advice available for the adept. This thread should die of its own volition, and soon.
I noticed that too... is he talking about himself?
#23
Posté 17 mai 2010 - 09:11





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