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Sentinel Insanity Observations


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#1
YooperLaw

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I'm currently doing Legion's loyalty mission on my second playthrough. After this all I have left to do is pass through the Omega 4 relay and finish up the game ... every single quest and mission has been completed except for Heretic Station and the Collector Base. Something seems off ...

This Insanity playthrough is easier than my first one where I was a Solider on normal difficulty.

It wasn't at first, I'll admit. For both playthroughs I imported the same ME1 Level 60 character but this time I chose Sentinel instead of Soldier. Starting off at Level 5 was nice but I got killed. A lot. With no major weapons I was stuck with an annoying and weak SMG along with a cheap toy pistol. Horizon was a complete slaughter for a bit. My shields would get destroyed after less than a second out of cover. My squadmates kept dropping dead like flies before they could reach cover.

Fast forward to about Level 18 or so. Except for random mistakes (i.e. going into cover on the wrong side of a barricade/box) every now and then I haven't died very much at all. Barely got scratched on the Reaper IFF mission despite the horde of Husks. Shields are strong and most enemies drop in a second.

I typyically bring Miranda along for every mission so I get her Squad Weapon and Health bonuses along with her Sentinel abilities, in particular Warp and Overload. The other squad member is either between Mordin or Zaeed unless it's a loyalty mission for someone else.

But yes, it's gotten quite easy. When a fight first starts all I have to do is have Miranda and me either double Overload or double Warp an enemy and have Zaeed/Mordin use incinerate/grenade to instantly kill them in under a second. Wait a few seconds and then rinse and repeat ... sometimes throw in a little gunfire. The Tempest SMG and Collector Assault Rifle (skill obtained on board the Collector ship) shred through barriers and shields with so much ease.

I'm curious as to why it's so much easier on Insanity than it was on Normal. I'm sure the 25% XP bonus helped out a fair bit; reached Level 30 a fair bit ago compared to getting it just as I faced off with the Terminator on Normal). Further, I suppose I know when ambushes and such will happen. Saving after every single fight also works wonders.

So I'll probably finish up this Insanity playthrough by Sunday night. In terms of my character build, I used the following:
- Full Tech Armor
- Full Warp
- Full Overload
- Full Armor Piercing Ammo (bonus skill)
- Full Sentinel Specialization (think it's called 'Guardian' for the one I picked)
- 3 points into Throw
- 1 remaining point into Freeze (or whatever it is)

Hope this helps some people if they decide to go the Insanity route. It started off rough because of the weak weapons but once I got through Horizon it all seemed to go downhill real quick.

Discuss.

#2
blank1

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The reason it seems like you did better in your Insanity play through is that you learned how to use cover and focus fire squad abilities. Basically, playing a harder difficulty made you think more and you learned how to play.

#3
SmilingMirror

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Same, I'm nearly done with my lvl 30 insanity playthrough and as soon as you get Power Armor with the Hard Shield upgrades, your shields stop going down as fast. Getting past the Vorcha was HELL though.



I like just using Garrus for Squad AP ammo and i took energy drain as my bonus talent which makes me end up with only 1 point in overload (never use it). it actually stacks with Tech Armor as long as your shields don't get blow off.



If i were to play again, I'd start out with AP ammo, and switch half-way through to Energy drain.

#4
Raezaiel

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I played veteran with a vanguard, and I found insanity with an infiltrator easier, hardest part is foraging for ammo clips.

#5
rumination888

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Your 2nd playthrough will always be vastly easier than your first playthrough, regardless of difficulty. Foresight > Skill. Thats just how it works. Its the reason why I always ramp up the difficulty 0n my first playthrough for a genuinely challenging experience.

#6
YooperLaw

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blank1 wrote...

The reason it seems like you did better in your Insanity play through is that you learned how to use cover and focus fire squad abilities. Basically, playing a harder difficulty made you think more and you learned how to play.


Dunno ... using squad powers and getting into cover was never really an issue. Of all my deaths in my first playthrough I'd say about 65% of them were because of technical mistakes rather than gameplay mistakes. For example: after getting blasted out of cover by Harbinger's annoying missile thing I'd rush back into my cover and accidentally leap over the barricade into a hailstorm of fire. Or I'd try retreating back into cover via running and would go into cover on the wrong side of a wall/barricade.

Granted I started off far more cautious on Insanity and still ended up dying a fair bit. But I have to say I'm rather reckless now ... I'll stand up out of cover and go point blank with my Tempest SMG against a trio of Geth or Collectors until my shields collapse and the Tech Armor knocks everyone back.

I thought I was going to hate SMGs until I got the Tempest. Never used it as a Soldier but I prefer it over Assault Rifles.

#7
Feops1

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First playthrough is going to be harder because you won't be familiar with the mechanics or situations. Second playthrough you'll adjust for the rough situations.



That said, given a sentinel's ability to take down all defenses, it seems well suited to the higher difficulty levels where everything gets defenses. I haven't played a sentinel on normal but I can't imagine it really worth the time to do what a couple bullets could do just as easily.

#8
lessthanjake9

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Sentinels are really good. They can strip all defenses with ease and they have the best defense of any class. With Throw and Cryo Freeze, they've also got the crowd control necessary to deal with certain situations in the game (ie. charging husks, varren etc etc) better than most classes. Even with a bonus power, no other class can have powers to take down armor, shields, and barrier, have really great defense, and good crowd control. Sentinels have all that without a bonus power. I think they are the best class, hence why you are having an easier time than expected.

#9
Kronner

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Sentinels are powerful, but in terms of overall damage output and defensive capabilities no class is better than a Soldier.

Yeah, as a Sentinel I can destroy their armor/barrier/shields rather easily, but Soldier can do it faster.

#10
SmilingMirror

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Kronner wrote...

Sentinels are powerful, but in terms of overall damage output and defensive capabilities no class is better than a Soldier.
Yeah, as a Sentinel I can destroy their armor/barrier/shields rather easily, but Soldier can do it faster.

Sorry but i don't think soldier out-tanks Sentinel. Soldier is about damage.

#11
Wuxia

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The build you posted has 54 points - I thought it was 51 points for Shep and 31 points for squaddies at level 30?

#12
Auru

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I played a vanguard first, then did an engineer on hardcore.. and now onto sentinel on insanity.

I love this class, it is so flexible making it easy to bring along any party members and it has great defense.. I can kill anything in multiple ways and I look cool doing it ;)

#13
Gunzwei

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Insanity just forces you to play smarter and use your squad. Once you get used to Insanity it's not very hard.



You should try a speed run on casual with a vanguard now. You can pretty much skip through enemies with charge and complete missions (although some doors/panels will bug out forcing a reload).

#14
Arrtis

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Sentinel on normal was way to easy.

could take 7 guys out by myself doing melee as long as i kept my shields up.

#15
TobiasRieper

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Full throw is great, get it on multiple targets, combine it with Jack's multiple target lift.



Every level which has cliffs, gaps or where you're playing on a high building is great (which are most of em).



Just lift and throw and lift and throw until all the normal enemies are gone, then focus on getting the shields/barriers/armor down with heavy warp and do the same.

#16
darkcerb

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Really torn between assault rifle and sniper rifle atm, after horizon I'm confident I can take on anything regardless of my choice yet it still eats away at me, Quick field test with each shows no real advantage either way, and with tali's mission up next I stand to gain the tempesst fully upgraded.

So many choices! need oppinions!

#17
YooperLaw

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Banon Loire wrote...

The build you posted has 54 points - I thought it was 51 points for Shep and 31 points for squaddies at level 30?


When I resume playing I'll look to make sure ... I was trying to remember off the top of my head (too lazy to turn the game back on at the time) but that seemed about right. I know I have 1 leftover point that I can't put into anything at all since every power I have left requires at least 2 squad points.

#18
Titan98RG

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for certain missions, i take thane and miranda. 3 heavy warps is great.

#19
YooperLaw

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Okay, just completed Legion's loyalty mission at Heretic Station and am ready to begin the final assault. Looked over my squad point allocations again:
- Full Tech Armor
- Full Warp (heavy instead of AoE)
- 3 squad points into Throw
- 1 squad point into Cyrofreeze-thing
- Full Armor Piercing Ammo (Tungsten) [bonus skill]
- Full Sentinel Specialization (Guardian)
- 6 points into Overload (didn't go full as I thought I did but it still works wonders)
- 1 point leftover, unable to use it
+ chose Assault Rifle training (using the Collector Rifle)

Now the only annoying part will be taking out the "feeding tubes" of the Terminator ...

Modifié par YooperLaw, 06 février 2010 - 08:56 .


#20
Hiero Glyph

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For one thing you are using too many skill points in your build, so either you have no tried your build yet or you are simply unaware of this fact.

My Insanity build had the following points spent: 3 in Throw, 10 in Heavy Warp, 10 in Power Armor, 6 in Overload, 10 in Raider, 10 in bonus ability and 2 points remaining (I didn't invest them into Cryo Blast so that my power wheel was less cluttered). That's 51 points total as Banon Loire alredy pointed out, not 54.

Next is that the sniper rifle training is much better than assault rifle training for the Sentinel. There will be situations where range is more important than sustained fire and the sniper rifle will provide this. Besides, you always have the SMG as a backup. I went AR training on my build and in hindsight the sniper rifle would have been much better for dealing with certain enemies.

As for the bonus ability this should depend upon your party composition. Miranda is the best NPC in the game so she should be a given. The third member can vary however. I tended to use Mordin for the first half of the game strictly for Incinerate (my DD ability) and later switched to Thane for Heavy Warp and Throw (just like Titan98RG suggested). As none of these characters have a valid ammo ability I used Squad AP Ammo on my character. Sure, Warp Ammo could work but the added 15% damage against armor and health is more useful than the additional barrier damage, especially with 3 Heavy Warp users.

Lastly, Kronner please stop trolling. This is not a thread about Soldiers so if you want to discuss them then feel free to make your own thread.

EDIT:  Note that by evolving into Power Armor and Raider you get +30% power damage when your armor is active (and it should always be active).  This combined with the +50% damage from research and +8% from armor (N7 Chestplate and Amplifier Plate shoulders) gives you a nice damage bonus.

Modifié par Hiero Glyph, 06 février 2010 - 09:12 .


#21
YooperLaw

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Hiero Glyph wrote...

For one thing you are using too many skill points in your build, so either you have no tried your build yet or you are simply unaware of this fact.

My Insanity build had the following points spent: 3 in Throw, 10 in Heavy Warp, 10 in Power Armor, 6 in Overload, 10 in Raider, 10 in bonus ability and 2 points remaining (I didn't invest them into Cryo Blast so that my power wheel was less cluttered). That's 51 points total as Banon Loire alredy pointed out, not 54.


Are you talking about my build? As I mentioned above my build is as follows:
- Full Tech Armor (10 points)
- Full Warp (10 points)
- Full Armor Piercing Ammo (10 points) [bonus skill]
- Full Sentinel Specialization (10 points) [Guardian]
- Overload (6 points)
- Throw (3 points)
- Cyro Freeze thing (1 point)
- Unassigned squad point (1 point)

That equals 51 squad points which is right on the money. Not sure if you were directing it at my post or not but just wanted to make sure.

#22
Kronner

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Hiero Glyph wrote...

Lastly, Kronner please stop trolling. This is not a thread about Soldiers so if you want to discuss them then feel free to make your own thread.


I am not trolling. I actually prefer Sentinel to Soldier because it is not so boring.
I just wanted to say that Sentinel is not the only overpowered class :)

I took Reave as a bonus power:
My build is something along these lines:

Tech Armor - 10 (Power armor)
Throw - 3 (to unlock warp)
Guardian - 10
Warp - 6
Area Overload - 10
Cryo Blast - 1
Area Reave - 10

1 point remains unused

#23
Hiero Glyph

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YooperLaw wrote...

Hiero Glyph wrote...

For one thing you are using too many skill points in your build, so either you have no tried your build yet or you are simply unaware of this fact.

My Insanity build had the following points spent: 3 in Throw, 10 in Heavy Warp, 10 in Power Armor, 6 in Overload, 10 in Raider, 10 in bonus ability and 2 points remaining (I didn't invest them into Cryo Blast so that my power wheel was less cluttered). That's 51 points total as Banon Loire alredy pointed out, not 54.


Are you talking about my build? As I mentioned above my build is as follows:
- Full Tech Armor (10 points)
- Full Warp (10 points)
- Full Armor Piercing Ammo (10 points) [bonus skill]
- Full Sentinel Specialization (10 points) [Guardian]
- Overload (6 points)
- Throw (3 points)
- Cyro Freeze thing (1 point)
- Unassigned squad point (1 point)

That equals 51 squad points which is right on the money. Not sure if you were directing it at my post or not but just wanted to make sure.


And I quote:

YooperLaw wrote...

So I'll probably finish up this Insanity playthrough by Sunday night. In terms of my character build, I used the following:
- Full Tech Armor
- Full Warp
- Full Overload
- Full Armor Piercing Ammo (bonus skill)
- Full Sentinel Specialization (think it's called 'Guardian' for the one I picked)
- 3 points into Throw
- 1 remaining point into Freeze (or whatever it is)


10+10+10+10+10+3+1=54.  I was obviously typing my post while you were correcting your original post.  I understand that you have since fixed your mistake but your original post was indeed in error, thus my correction.

#24
YooperLaw

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Hiero Glyph wrote...

10+10+10+10+10+3+1=54.  I was obviously typing my post while you were correcting your original post.  I understand that you have since fixed your mistake but your original post was indeed in error, thus my correction.


No problem. I figured you were referring to my old post but just wanted to make sure.

As far as Assault Rifle Training versus Sniper Rifle Training. I debated which one to take for a while. I think either will get the job done with a Sentinel. If Sentinels were able to use the Widow Anti-Materiel Rifle I would've chosen Sniper Rifle Training in a second but the Assault Rifle serves as (mostly) a backup for my Tempest SMG.

While Sniper Rifles have a high damage and range yield, the thermal clip capacity feels more limited and restraining than the Assault Rifle's. Further, if enemies begin flanking or closing in, the Sniper Rifle typically has to be switched out in favor of a Heavy Pistol or SMG due to slow reload times although granted I remember there being one particular Sniper Rifle that has several shots per clip instead of just one shot.

There are both pros and cons of the choice but I honestly think both are nearly identical in terms of usefulness as a Sentinel. I guess it comes down to individual gameplay strategies as well.

I will agree with you that Miranda is no doubt the most useful team member to use during an Insanity playthrough. Her passive squad buffs (damage and health) in addition to her Warp and Overload abilities make her great to use in any situation.

#25
Hiero Glyph

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YooperLaw wrote...

As far as Assault Rifle Training versus Sniper Rifle Training. I debated which one to take for a while. I think either will get the job done with a Sentinel. If Sentinels were able to use the Widow Anti-Materiel Rifle I would've chosen Sniper Rifle Training in a second but the Assault Rifle serves as (mostly) a backup for my Tempest SMG.

While Sniper Rifles have a high damage and range yield, the thermal clip capacity feels more limited and restraining than the Assault Rifle's. Further, if enemies begin flanking or closing in, the Sniper Rifle typically has to be switched out in favor of a Heavy Pistol or SMG due to slow reload times although granted I remember there being one particular Sniper Rifle that has several shots per clip instead of just one shot.

There are both pros and cons of the choice but I honestly think both are nearly identical in terms of usefulness as a Sentinel. I guess it comes down to individual gameplay strategies as well.

I will agree with you that Miranda is no doubt the most useful team member to use during an Insanity playthrough. Her passive squad buffs (damage and health) in addition to her Warp and Overload abilities make her great to use in any situation.


Yeah, I managed just fine using an AR instead of a sniper rifle but the range bonus can make all of the difference.  In some cases you will not be able to target an enemy and therefore be unable to lock an ability onto them.  In these cases you can either fire your weapons at them and hope they are hitting and dealing damage or just pull out your sniper rifle to take them down.  The Viper has over 50 rounds and is great for these situations.

Anyway, using the AR does not weaken the Sentinel in the least, but using the sniper rifle opens up some combat options that would otherwise be limited.  Yes, the Vindicator is fantastic but it also has ammo issues and should not be used exclusively as you cannot afford to spam bullets at targets without knowing that they are dealing damage.

Again, it is personal choice but the sniper rifle diversifies the Sentinel moreso than the AR does by providing them with a long range attack option.