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First time through Insanity w/ Sentinel. Build suggestions?


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#1
Ender1221

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This is my current build...

Throw Field- 4
Warp - 0
Power Armor - 4
Heavy Overload - 4
Cryo Blast- 1
Guardian - 4
Heavy Reave - 4
Assault Rifle

Use Garrus for Squad AP Ammo.

It worked great on Normal and I felt like a god, however it doesn't seem to be effective on Insanity.  I died about 15 times when I was curing the plague during Mordin's recruit mission.  My strategy seems to be, Reave for armor, barriers, and organics.  Overload for shields and inorganics.  Throw for husks and my Assault rifle as my back up.  Very much a power first, weapon second oriented character.  The problem is that Reave and Overload seem to be doing MUCH less damage on insanity so I end up scrapping for victory during every firefight.  And if someone tries to charge my position, especially Krogans, I'm toast.  Any suggestions would be most helpful.

#2
Darnalak

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Mmm, I prefer taking an ammo special, but alot of folksa re in the Reave Camp. I just don't think Reave is THAT much better than Warp to give up another power for it. I maxed warp, Armor, Guardian, Warp ammo, and took Sniper rifle. Sprinkled points in throw and overload. Essentially, your job in Insanity is to get the damned Armor and shields off everyone. when they're red, they're history.

#3
YooperLaw

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My Sentinel build for Insanity was:

Tech Armor - 10 points
Guardian - 10 points
Warp - 10 points
Overload - 6 points
Armor Piercing Ammo - 10 points [bonus skill]
Throw - 3 points
CyroFreeze - 1 point
1 unassigned point
Assault Rifle Specialization

Worked out pretty well ... I imported a Level 60 from ME1 so that helped me out a fair bit. I put all initial squad points into Guardian and then built up Tech Armor (a Sentinel's best friend).

Keep in mind that Miranda is without a doubt the best squadmate you can have for Insanity. She gives passive buffs to squad health and weapons damage in addition to having Warp and Overload. Between the two of you, enemy defenses (i.e. armor, shields, and barriers) don't last very long at all.

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


#4
Astalder

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Haven't gotten to insanity yet but I only liked Reave for a temporary ability early in the game. Pick up Reave at the outset so you don't waste 3 points on Throw, then when you got plenty of points to go around switch over to 2 Throw/4 Warp.

#5
Ender1221

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Luckily enough, I didn't have to worry about building my sentinel up as this is a NG+. The downside is that I am stuck with Assault Rifles for better or for worse, which isn't a big deal because I like the AR. I'm seeing a lot of ppl who seem to think AP Ammo or Warp Ammo would be of better use. I may try that and see if he plays differently. Why only 6 points in Overload?

#6
YooperLaw

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Throw can be useful in certain situations. It's not the best thing for Insanity due to virtually every single enemy having at least one type of defense, typically armor. I ended up using it mostly against Husks as means of traffic control, specifically during the Reaper IFF mission.

People will debate AP Ammo versus Warp Ammo but I prefer AP ammo because when you choose Tungsten Ammo its modifier is 70% of your weapon's damage compared to Warp Ammo's 50% of your weapon's damage. Further, only a handful of enemy types actually have barrier defenses, even on Insanity (i.e. Collectors and a few random elite level enemies).

As far as Overload ... shields seem to be the type of defense that are the weakest. With Miranda in your squad no shield will last long and Overload is typically only useful against shields and some mechs. Warp is very effective against both Barriers and Armor so I find it's more useful putting squad points into Warp than Overload.

Modifié par YooperLaw, 12 février 2010 - 06:39 .


#7
Ender1221

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YooperLaw wrote...

Throw can be useful in certain situations. It's not the best thing for Insanity due to virtually every single enemy having at least one type of defense, typically armor. I ended up using it mostly against Husks as means of traffic control, specifically during the Reaper IFF mission.


That's the only reason I use it too.  That's also why I use the area version so I can get more husks at once.

#8
killswitch1968

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Tech Armor - 10 points

Guardian - 10 points

Warp - 10 points

Overload - 6 points

Armor Piercing Ammo - 10 points [squad bonus]

Throw - 3 points

CyroFreeze - 0 point

1 unassigned point

Sniper Rifle Specialization



This worked well. Make sure shield is always up, I used Miranda + Thane/Mordin for most of the missions. You can cheese most encounters by triple nuking someone when cooldowns are up (Warp/Warp/Warp, Overload/Overload/Warp, etc.)

#9
Frostknight187

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Tech armor 4

Throw 2

Heavy Warp 4

Guardian 4

Area Overload 4

Energy drain 3

Cryo 1

AR specialization



I thought that this build was great. I used energy drain to help boost my shields whenever they would get low. I thought that it was a great bonus talent because u can switch different squad mates to get desired ammo abilities and I always took Miranda with me. With this build and miranda, shields and armor didn't last long and I died very little because if my shields got low I would energy drain to get them back....it was AWESOME!! =)

#10
FoFoZem

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Since you have Power Armor you might as well go with Raider

#11
CorvisRex

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Tech Armor 4

Throw Field 4

Heavy Warp 4

Guardian 4

Overload 1

Cryo 0

AP/Warp 4

Sniper Rifle specialization



I use Sniper because Sentinal just does not have good long range weapons. AR with an accurate rifle works too. I switch between AP ammo and Warp Ammo, depending on If I am going to see alot of barriwers, but warp is good for that too. And there are sever NPCs with overload, so I only put one point into it, Cryo I have found no use for. So far has worked bery well for me.



Note: hardcore and insanity, I noticed AP ammo and warp become FAR more of a requirement, since virtually everything has armor. Warp/Fire/Warp/Fire rinse and repeat. Also I am playing through this time, on a second playthrough for this character. I tried on a new ME1 import, and didn't have a chance. For me, the lack of a sniper rifle or other good long range rifle just made some boos fights(purgatory warden comes to mind) almost impossible

#12
SmilingMirror

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End game Sentinel:

Heavy Throw lvl 4
Heavy Warp lvl 4
Power Armor lvl 4
Overload lvl 1
Guardian lvl 4
Heavy Energy Drain lvl 4

Assault Rifle as a bonus weapon
I use:
a Tempest SMG
an Avenger assault rifle
and a Predator heavy pistol

I bring along Garrus for squad AP ammo and Samara for Warpable Area Reaves.

Modifié par SmilingMirror, 13 février 2010 - 10:38 .


#13
TheBestClass

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SmilingMirror, does Energy Drain restore Tech Armor?

#14
xiiz

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I went with this on Insanity:



Throw 2

Heavy Warp 4

Power Armor 4

Overload 3

Guardian 4

Cryo Blast 1

Heavy Warp Ammo 4



Shotgun spec



Usually used Miranda with Heavy Warp + someone with AoE Pull or Thane for a third Warp.

#15
TheBestClass

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Dammit SmilingMirror, I must know!

#16
akintu

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If Tech Armor is active, Energy Drain will add shields to it. If Tech Armor is not active (its been destroyed), Energy Drain will not reactivate TA.

#17
TheShizzo

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I had:

Tech armor (power) - 10
Reave - 10
Passive (defender or guardian? something like that) - 10
Overload - 10
Cryo - 10 (I actually liked it agianst krogans once you get past the armor, however last thing I leveled)

Had miranda with me with full overload, warp, and passive.  Had Garrus with me with AP group ammo, full overload, and full concusive shot.

#18
TheBestClass

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Thanks, alex_ladik. That's awesome.

#19
Ken Ueno

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Since this is a NG+ and you're starting at level 30 with a bonus power and weapon specialization, I guess you have more flexibility, but it was tough going for the first few levels on my Insanity Sentinel.

I would argue for Assault Armor over Power Armor just for the +50% shield boost when the armor collapses (in my opinion +50% when you need shields the most is better than +25% extra all the time; especially for low/mid-level Insanity since your Tech Armor gets blown off in less than a second in big firefights). At level 30 with all the upgrades you could go either way though.

Overload and Warp are bread-and-butter for Insanity (with Miranda a double-hit will pretty much strip one layer of defense on any regular enemy). I found Throw and Cryo Blast less useful.

Anyway, here's my Sentinel:

Throw: 2
Heavy Warp: 4
Assault Armor: 4
Overload: 3
Cryo Blast: 1
Guardian: 4
Squad Armor-Piercing Ammo: 4

AR Weapon Specialization

Modifié par Ken Ueno, 13 février 2010 - 11:46 .


#20
mundus66

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Ken Ueno wrote...

Since this is a NG+ and you're starting at level 30 with a bonus power and weapon specialization, I guess you have more flexibility, but it was tough going for the first few levels on my Insanity Sentinel.

I would argue for Assault Armor over Power Armor just for the +50% shield boost when the armor collapses (in my opinion +50% when you need shields the most is better than +25% extra all the time; especially for low/mid-level Insanity since your Tech Armor gets blown off in less than a second in big firefights). At level 30 with all the upgrades you could go either way though.

Overload and Warp are bread-and-butter for Insanity (with Miranda a double-hit will pretty much strip one layer of defense on any regular enemy). I found Throw and Cryo Blast less useful.

Anyway, here's my Sentinel:

Throw: 2
Heavy Warp: 4
Assault Armor: 4
Overload: 3
Cryo Blast: 1
Guardian: 4
Squad Armor-Piercing Ammo: 4

AR Weapon Specialization


Only difference with my spec is that i droped cryo blast and maxed overload also had squad armor piercing or squad warp ammo depending on the situation. Miranda and Legion for endgame, he does sick damage and the bot is nice.