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Sentinel on Veteran


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#1
Recnamoken

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I've got enough fun from my Engineer and am now playing a Sentinel. I'm planning to skill only Throw, Warp, Tech Armor, the passive Skill (forgot the name) and Reave as the bonus skill.

I'm planning to use Area Throw and the rest as Heavy versions. Especially Reave as Heavy.

About the Advanced Weapon Training, should i get Snipers without being able to get the Widow? I have access to the Incisor Sniper as a possible alternative. Or should i better get the AR training?

Any suggestions or criticism?

#2
Roxlimn

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Get Overload. It's great for stripping shield defenses and stunning synthetics. Even 1 point of Overload is better than nothing. Makes no sense not to get it. Area Overload allows you to shut out gunfire for 6 seconds in an entire area once the defenses are down.



Reave and Warp are kind of redundant. Between Overload and Warp, you'll be using your cooldown a LOT. I've found having an ammo bonus skill best for Sentinel. AP Ammo is the choice for me there.




#3
Fizzeler

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AR training/Geth Pulse Rifle was useful on Hardcore



As for skills I found Reave useful if you don't want to use Warp otherwise Slam replaces Throw quite well because it can stun enemies for 6 seconds (which can be used to quickly apply Tech Armor)



For your skills go for Barrier, Geth Shield Boost, or Neural Shock (although this might be better for Engineers)

#4
akintu

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On Veteran its not as though you need a totally optimal build, but you're taking Reave and Warp, which are essentially redundant.  I would suggest picking one or the other.  In my opinion, on a class with Warp, you're better off focusing on it and going with another bonus skill.  Reave is most useful on classes without Warp.

(Also, play style wise, Warp is a ton of fun to bend around cover and such.  Makes the Sentinel feel like a true artillery piece.)

I used the Viper SR on my Sentinel, and it was awesome.  The rapid fire was helpful, as I'm not the greatest shot, so my headshot % was significantly higher when I could fire 2 or 3 shots in rapid succession.  I tend to think the SR fits well with a Sentinels playstyle of popping out briefly for Warp/Overload and firing.  Your extra shields will mean you can basically pop out of cover every single cooldown, you won't be waiting often for your shields to recharge before you can pop out.  That said, I'm pretty sure AR would be quite effective on a Sentinel as well, it just seems to duplicate the SMG to an extent, while the SR fills a gap, long range fire.

Anyway, as far as a build goes, I would consider dropping some points from Throw and getting AP Ammo.  The passive ammo buff is great, because as a Sentinel, you have something better than any other bonus ability to fire off every cooldown, so if you take something else, you'll find you won't be using it much, or you'll be neglecting a better power.  You can play with it, but I think you'll find Throw is not terribly effective, and what it does do, it does perfectly fine at level 2.

Throw - 10
Warp - 10
TA - 10
Overload - 6
Defender - 10
AP Ammo - 3
That is a decent build that should serve you fairly well if you are totally set on taking Area Throw.  Make sure to go for Power Armor and Guardian.  AP Ammo, even at level 2, gives you a nice little passive boost to weapon damage against many enemies.

(Another train of thought uses Energy Drain as a bonus skill and totally avoids Overload, but the extra shields really aren't needed on Veteran, in my opinion.)

Modifié par alex_ladik, 13 février 2010 - 03:29 .


#5
Recnamoken

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I tested playing without throw and with AP Ammo and it was a blast. It was so much fun. Jack to pull something and Warp for the devastating Biotic Blast, more effective than Throw, and a lot more versatile. Thanks for your advice. Power Armor is awesome, 15% more Power damage? That's a nobrainer.

#6
SidNitzerglobin

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I just started a Sentinel playthrough on Hardcore from a level 60 import and am wondering if the power damage on Power Armor and Raider stack.

Thinking about the following build:

Throw - 2 (3)
Heavy Warp - 4 (10)
Power Armor - 4 (10)
Overload - 3 (6)
Raider - 4 (10)
Tungsten AP or Heavy Warp Ammo - 4 (10)
And taking Sniper training

I don't seem to have too many issues waiting on cooldowns so far, and I'm thinking if I'm alternating sniping and powers the extra damage on my powers and ammo would be more advantageous than the extra health and renegade points.

The alternative would be to go for Guardian and take AR training.

Modifié par SidNitzerglobin, 14 février 2010 - 06:38 .


#7
Tyraelis

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My only issue with a weaker Throw is when you encounter mobs of Husks later on; I liked to max it out for the preferred reason of being able to make them fly off of the platforms with a spammable Throw rather than use my ammo and lose focus from higher priority targets (like Scions or Harbringer).

#8
SidNitzerglobin

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Tyraelis wrote...

My only issue with a weaker Throw is when you encounter mobs of Husks later on; I liked to max it out for the preferred reason of being able to make them fly off of the platforms with a spammable Throw rather than use my ammo and lose focus from higher priority targets (like Scions or Harbringer).


Yeah I was initially looking at doing AoE Throw cause it seems really fun and useful for CC, but it also seems like it might wind up more situational than overload, warp or ammo powers.

Dunno.

#9
SmilingMirror

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I like to use Heavy Warp, Energy Drain and Power Armor. Guardian helps speed things up. I took an assault rifle but at times i think i would actually be more effective with a shotgun.

Modifié par SmilingMirror, 14 février 2010 - 09:15 .


#10
Eikixia

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My build:



Heavy/Area Throw (4) (depend which you prefer, both are good)

Heavy Warp (4)

Overload (1)

Guardian (4)

Power Armor (4)

Heavy Warp Ammo (4)



Bonus weapon: Assault Rifle, using Geth Pulse Rifle



Teammate: Miranda (passive squad dmg bonus + Max Overload / warp)

Either Mordin (incinerate!) or Grunt (tank!!) or ...



you will be able to shred through shields with miranda's overload + your geth pulse rifle

you will be able to shred through armor with your warp and miranda's



rest is cake :) (not a lie!)

#11
Kwonnern

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Recnamoken wrote...

I've got enough fun from my Engineer and am now playing a Sentinel. I'm planning to skill only Throw, Warp, Tech Armor, the passive Skill (forgot the name) and Reave as the bonus skill.

I'm planning to use Area Throw and the rest as Heavy versions. Especially Reave as Heavy.

About the Advanced Weapon Training, should i get Snipers without being able to get the Widow? I have access to the Incisor Sniper as a possible alternative. Or should i better get the AR training?

Any suggestions or criticism?


You will have quite an easy time as Sentinel on Veteran, especially with Reave! :)

I went for AE Reave though.

#12
SidNitzerglobin

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Eikixia wrote...

My build:

Heavy/Area Throw (4) (depend which you prefer, both are good)
Heavy Warp (4)
Overload (1)
Guardian (4)
Power Armor (4)
Heavy Warp Ammo (4)
...
rest is cake :) (not a lie!)


Doesn't that wind up at 51 points though?

#13
Eslyn

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Here's the build I used on Insanity. It works very nice for that, so I'm sure it would probably dominate Veteran. He's not 30 yet (close), so it's not entirely filled out. However, it was plenty good enough to beat Insanity:



Throw (2)

Heavy Warp (4)

Overload (3)

Power Armor (4)

Guardian (4)

Tungsten Ammo (4)



Additional points gained from leveling would go towards picking up Area Overload (Not needed if you bring Tali, Garrus, or Miranda).


#14
Eslyn

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Duplicate post, somehow.

Modifié par Eslyn, 14 février 2010 - 07:09 .


#15
Grand_Commander13

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SidNitzerglobin wrote...

Doesn't that wind up at 51 points though?

One free point in your advanced skill.

#16
Roxlimn

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I've found Throw fantastic on my Adepts and Sentinels. Insta-kill effects FTW! It's easier to use Throw alone for the insta-kill effect if it's Hurricane Throw, and it puts a decent dent on biotic barriers without trashing your cool down. Throw Field does significantly less pure damage, but you can spam it to keep multiple enemies down - useful for flushing the usual two or three enemies out of cover. Also does quite a number on enemy Husks. I'd respec to get Throw Field just for the IFF mission, if nothing else.

#17
BanditGR

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Recnamoken wrote...

I've got enough fun from my Engineer and am now playing a Sentinel. I'm planning to skill only Throw, Warp, Tech Armor, the passive Skill (forgot the name) and Reave as the bonus skill.

I'm planning to use Area Throw and the rest as Heavy versions. Especially Reave as Heavy.

About the Advanced Weapon Training, should i get Snipers without being able to get the Widow? I have access to the Incisor Sniper as a possible alternative. Or should i better get the AR training?

Any suggestions or criticism?


Do not level up to throw field, until you get to the N7 abandoned mine and/or IFF mission(s). It's usage is very situational in terms that there are almost always better alternatives (it basically comes down to getting rid of husks, after you strip their
armor). Just invest 3 point into it, so you can level warp.

As has been mentioned, Reave is kind of redundant since the Sentinel has Warp as a "native" ability (despite the fact that it saves you some points in throw). You are better off going with an ammo power, either AP or Warp ammo.

Snipers vs AR basically comes down to a personal choice. Both are viable for any difficulty setting. Personally, I went for AR since I didn't have access to the Incisor.

#18
akintu

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If anyone is interested, a little while back I ran some numbers on the bonus of Raider vs. Guardian. The cooldown bonus offers a theoretical boost to damage over Raider, basically. Anytime you can manage to cast a power as soon as your cooldown is up, you're going to get more out of Guardian. If you're delaying for even a short period of time between cooldowns, you're probably going to get more out of the 15% boost of Raider.



That said, the difference is extremely minor, they're really quite equivalent in terms of theoretical maximum DPS. Also, the long cooldown of Tech Armor gets shortened significantly more with Guardian.



Guardian Heavy Warp with Power Armor

230 damage @ 4.2s cooldown = 3285 damage per minute

8.4s Tech Armor cooldown

Raider Heavy Warp with Power Armor

260 damage @ 4.8s cooldown = 3250 damage per minute

9.6s Tech Armor cooldown

#19
TobiasRieper

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If you're looking for fun. Having a team mate with group lift is always fun in combo with your group throw. (seeing how many of the levels have cliffs or gaps to throw enemies in)



I like tossing them around like I'm some biotic god, but that's just me.

#20
SidNitzerglobin

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Grand_Commander13 wrote...

SidNitzerglobin wrote...

Doesn't that wind up at 51 points though?

One free point in your advanced skill.


Ahh, yeah was forgetting about that ^_^

#21
Awesome Helmet

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as said i think reave is a bad choice since you already have warp. reave might be a bit better, but warp isnt too shabby. i like taking a ammo mod because i have to activate tech armor/throw/warp/overload all throughout a fight. one more ability isnt even needed for a sentinel. throw field is a great CC ability and warp is a great debuff. im playing alot with warp ammo since im mainly warping the hell out of people anyways. i dont know it its a good idea becasue throw and warp arent long lasting powers. i put one point into overload and it works great even on insanity. miranda has heavy overload and i can do alomost the same amount of damage. theres not really a whole lot more you can do with that one point.

#22
Invalidcode

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Don't worry about Husk at all, at least on veteran, you can literally just stand there wait till they break your tech armor, refresh the armor if needed. and they will die.



Area reave destroy them easily too, not much point in heavy reave since sentinel have warp.