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Armor/Build for Sentinel on Insanity


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#1
DharmaIniative108

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 Can anyone recommend a build for Sentinel on Insanity

Thanks so much

#2
Kronner

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i beat it with:

Throw 3

Warp 10 - heavy

Overload 6

Power Armor 10

Guardian 10

Cryo Blast 1

Area Reave 10



Miranda and Grunt (squad inferno ammo) were my squad for 90% of the game.

#3
Awesome Helmet

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im rolling a sentinel right now on insanity. at first it was a pain. i died alot. my build right now is....



throw field - great CC ability. i find i can still kill things with oomph with field throw, plus its better at CC multiple enemies.

heavy warp - great debuff. i like the extra damage over the increased area. it works great even on insanity

power armor - i value power over duration and damage over dialogue

raider - damage+++

1 point in sabotage - great for shields so i can use throw. works fine with one point.

heavy warp ammo i dont need a debuff and i dont need a CC ability so i went with an ammo mod. i do alot of warping and throwing so i figured warp amoo would work great in combination. i tried AP ammo for a bit, but i didnt notice a difference between any ammos. they all work well. i also tried reave for a while, but it becme redundant because heavy warp is already on your list.

#4
SmilingMirror

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Awesome Helmet wrote...

im rolling a sentinel right now on insanity. at first it was a pain. i died alot. my build right now is....

throw field - great CC ability. i find i can still kill things with oomph with field throw, plus its better at CC multiple enemies.
heavy warp - great debuff. i like the extra damage over the increased area. it works great even on insanity
power armor - i value power over duration and damage over dialogue
raider - damage+++
1 point in sabotage - great for shields so i can use throw. works fine with one point.
heavy warp ammo i dont need a debuff and i dont need a CC ability so i went with an ammo mod. i do alot of warping and throwing so i figured warp amoo would work great in combination. i tried AP ammo for a bit, but i didnt notice a difference between any ammos. they all work well. i also tried reave for a while, but it becme redundant because heavy warp is already on your list.

Your pretty much the only one i've seen that's like raider. I don't have the numbers on me but Guardian with heavy warp actually does more damage per second than raider with H. warp comparitively.

I went with:
Throw Field 4 (to push vanguard and flamethrower types away)
Heavy Warp 4  (use this while shooting and enemy or when samara casts reave to detonate an enemy)
Power Armor 4 (Higher max shields means this is actually the armor with higher survivablity if you recast it)
Overload 1
Cryo Blast 0
Guardian 4 (keeps Tech Armor's lengthy cast time down in addition to above)
Heavy Energy Drain 4 (works just like heavy overload when you kill an enemy)

I went with Assault Rifles for my extra weapon

I bring Samara for her Assault Rifle / Reave and Garrus for his AP ammo and Sniper Rifle

I like using the Avengers over the Vindicator.

Modifié par SmilingMirror, 15 février 2010 - 09:19 .


#5
ScriptDiver

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Kronner wrote...

i beat it with:
Throw 3
Warp 10 - heavy
Overload 6
Power Armor 10
Guardian 10
Cryo Blast 1
Area Reave 10

Miranda and Grunt (squad inferno ammo) were my squad for 90% of the game.


This was my exact setup aswell, even down to the followers and the group incindiary ammo. Went like a charm, especially after the first few levels.

At first I didn't use Grunt, then I upgraded his vitality, and got him the krogan shotgun. Having him as a Krogan Pureblood makes him pretty damn unstoppable. Sometimes I have to stop him from charging into the thickest of the fight, bit at most times I can let him run rampage on his own. His most useful talent is clearing up enemies that charge in too close. Now I don't want to live without him. And also the best part of any fight is when it is the most hectic and suddenly the loudspeakers boom out "I AM KROGAN!" and Grunt charges forward meleeing some mechs to death... then runs back to cover. How can you not love that?

Zaeed with a Geth Pulse rifle packs some serious punch aswell for Insanity, and the Inferno Grenade is a fun addition. And I love his ultra-violence attitude... never understood why people don't like him tbh. If I could have left Jacob dying on Zaeed's loyalty mission I would have...

Whatever can be said about Miranda story/character-wise, concerning gameplay her Cerebrus Leadership skill is by far the best out of any companion, and her armor/shield stripping abilities make her quite useful. To bad she can't take any damage, so keeping her far back and in cover makes for alot of micro-managing.

Concerning Shepard there is almost nothing you can't handle with Area Reave, Heavy Warp and some Overload. And Power Armor really is the life-saver for the Sentinel. Using area overload on Miranda and area reave on Shepard will stop just about any wave of mechs charging at you dead in their tracks. Then bring a third companion for a squad ammo skill.

#6
brokit808

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Throw 10- heavy
Overload 10- area
Power Armor 10
Guardian 10
Cryo Blast 1
Area Reave 10

Modifié par brokit808, 15 février 2010 - 11:51 .


#7
SupidSeep

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For bonus power, I would pick an ammo power at the start, especially if you start at low level instead of importing an ME2 save. Since Sentinels already have Overload and Warp, I would go for Armour Piercing Ammo right off the bat. You don't see many enemies with barrier at the beginning



You can always retrain your bonus power and reallocate your skills later.



While Reave is line-of-sight instahit and can be modded for area effect, Warp can be fired in a curve to hit from behind cover. Sometimes my Insanity Shepard just stay put in a defensive spot and keep firing Warp around a pillar or over an obstacle.



I honestly don't understand the use of Cryo Blast on Insanity. I might as well Throw them (plus Throw CD is very quick). In the time it takes for a charging Korgan to freeze solid, you can still be killed by the final attack; smack it around with Throw and it won't be shooting for a while.

#8
Br0th3rGr1mm

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Area Throw (not my first choice, but forced on Sentinels to get 5 maxes with Warp maxed...)
Heavy Warp (I would take Unstable but it's pretty tough to get a detonation on Insanity)
Power Armor (better damage is best)
Overload at 1 (no place else to put this...can help against Shields/Geth/Mechs)
Raider (again, more damage)
Energy Drain (This recharges your Tech Armor as well... )
OR
Area Reave (I respec for this when going against Husk infested missions)

Modifié par Br0th3rGr1mm, 15 février 2010 - 12:59 .


#9
BanditGR

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Throw Field (10)
Heavy Warp (10)
Power Armor (10)
Overload (1)
Raider (10)
Squad AP Ammo (10)

The obvious question is why Raider and not Guardian. I've completed 2 playthroughs on insanity, as a Sentinel using both of the them. The differences are negligible. Guardian offers a theoretical advantage in terms of DPM (Damage per Minute), assuming that you use a destructive power, whenever the cooldown is available. It also decreases the cd of tech armor by about a second or so. The thing is, there are parts in the game, where you can comfortably spam warp/reave from some kind of cover that cannot be flanked and other parts where relocating is almost mandatory, so you won't be spamming your powers. In the first case Guardian is slightly better, the second case Raider packs a bit more punch. Eventually it evens out.

Heavy Warp doesn't need an explanation. One of the best biotic abilities to strip armor and barriers. Not that bad on shields actually. You can choose Reave and dump this, but it is a bit redundant (yes Reave/Warp combos are very nice but nothing you can't handle with guns and special ammo and you don't need an extra cd). If you are going to use Throw, you might as well stick to Warp too.

Power Armor for tough shields and the 15% bonus to powers.

Why 1 point in Overload ? It's more of a personal preference thing. I was mostly running with Miranda and Garrus (later on Miranda/Samara) so 2 overloads or 1 overload + Reave is really more than enough for shields. The Tempest SMG is a plus.

Squad AP Ammo : Considering that Sentinels don't have a native ammo ability, it's either AP or Warp ammo and in my very humble opinion, there are slightly more armored than shielded (dangerous) enemies, in an Insanity game that make AP ammo worth it. Whether you will go for squad or Tungsten is really up to the group setup.

Throw Field : I respecced to it, pretty late in the game, since its amazing for the IFF mission and beyond (husk killer). Other than that, pretty situational.

Modifié par BanditGR, 15 février 2010 - 01:12 .


#10
jadan94

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On insanity why would u want more dmg over more sruvial traits...

with power armor ur shield can be gone before u can recast it etc for example krogan charge u... ur dead..

If u have the other one (ie 75% shield str) u get a etc 50% shields after its gone and the afterburst is longer distance.

So if u get charged by a krogan, or flanked by a someone or even get bombed by a pyro u can take the punch without dieing because ur shield goes u stun them and then u have a little more shield to run away with...


#11
xiiz

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Here's what I ran on Insanity.



Throw 2

Heavy Warp 4

Assault Armor 4

Area Overload 4

Defender 4

Heavy Warp Ammo 4



On Insanity I never saw a need for AE throw, and I only used it for husks and throwing people off of ledges anyway. Warp for ranged damage.. AE overload for shields etc.

I prefer Assault Armor for the 50% boost to shields afterwards, and the extra damage+knockback radius.

I never saw a need for Reave when you already get Warp, Warp Ammo seemed much more appropriate.

#12
bevey2176

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I feel that reave for the sentinel overkill when you are given warp that does nearly the same thing. I prefer to go with an ammo power. I prefer armor piercing since you have warp/overload/teammates to deal with barrier/shields and armor tends to be the strongest layer of defense on most enemies.
When running Insanity for the sentinel I find the hardest part of the game in the beginning since you are not able to spam assault armor effectively and dont have access to a shotgun.
In the beginning you wand to get 1 point in warp and 1 point in overload first then max out Assault armor then Guardian then I will at this point respec based on what misssion i go on for warp/overload.
throw 3
heavy warp 10
assault armor 10
Overload 6
Cryo Blast 1
AP Ammo 10
1 point left over

Reason for not maxing overload Is On missions that have alot of shields I will Bring Garrus or Miranda to fill the roll of area overload and usually 1 area overload conbined with 1 regular overload is suffcient at stripping defenses

Modifié par bevey2176, 17 mars 2010 - 10:15 .


#13
SmilingMirror

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SmilingMirror wrote...

Awesome Helmet wrote...

im rolling a sentinel right now on insanity. at first it was a pain. i died alot. my build right now is....

throw field - great CC ability. i find i can still kill things with oomph with field throw, plus its better at CC multiple enemies.
heavy warp - great debuff. i like the extra damage over the increased area. it works great even on insanity
power armor - i value power over duration and damage over dialogue
raider - damage+++
1 point in sabotage - great for shields so i can use throw. works fine with one point.
heavy warp ammo i dont need a debuff and i dont need a CC ability so i went with an ammo mod. i do alot of warping and throwing so i figured warp amoo would work great in combination. i tried AP ammo for a bit, but i didnt notice a difference between any ammos. they all work well. i also tried reave for a while, but it becme redundant because heavy warp is already on your list.

Your pretty much the only one i've seen that's like raider. I don't have the numbers on me but Guardian with heavy warp actually does more damage per second than raider with H. warp comparitively.

I went with:
Throw Field 4 (to push vanguard and flamethrower types away)
Heavy Warp 4  (use this while shooting and enemy or when samara casts reave to detonate an enemy)
Power Armor 4 (Higher max shields means this is actually the armor with higher survivablity if you recast it)
Overload 1
Cryo Blast 0
Guardian 4 (keeps Tech Armor's lengthy cast time down in addition to above)
Heavy Energy Drain 4 (works just like heavy overload when you kill an enemy)

I went with Assault Rifles for my extra weapon

I bring Samara for her Assault Rifle / Reave and Garrus for his AP ammo and Sniper Rifle

I like using the Avengers over the Vindicator.

Wow, this post is old....i dont do any of this anymore. who brought this thread back? lol

Reave or an ammo power is a good starting power, then you should move up to either barrier, GSB, dominate or (maybe)ED late game.

Ive changed my thoughts about the avenger > vindicator thing alot. Vindicators are beast.

Modifié par SmilingMirror, 17 mars 2010 - 04:26 .