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Sentinel tanker? Question for you Sentinel veterans


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#1
GhostDieM

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Hey guys,

I'm thinking of creating a Sentinel 'tanker' class for Insanity.
I've completed the game on hardcore with an Adept (without much difficulty) and i've had a lot fun with it. Then started with an Infiltrator on Insanity but i'm now halfway through, (just completed the Horizon mission) but i've discovered it's not really my style.
So now i'm thinking about making a Sentinel with Tech Armor, Geth shield boost (for extra damage) and a Shotgun as weapon specialisation. This way I can use Warp/Overload to wear down enemy defenses and then get in close to finish 'em of with the shotgun or SMG. Since i've no experience with the Sentinel on ME2 my question is do you Sentinel experts think is a viable build for Insanity?

The way I see it i've got triple shields (from TA and GS) since they both give a 100% boost and the ability to 'quick charge' my shields when casting GS mid-battle to ensure survivability.
Keep in mind that i'm not the best player but I do have some understanding of game mechanics and tactics.
Thanks in advance ^_^

DieM

#2
Dockerr

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Yes, could probably be done, but you'd have a very small margin for error, and if you're unlucky you're going to die in between cooldowns. the "getting in close" bit will probably be where you die most of the time.



That said i've never tried short range sentinel very much, i took the sniper rifle when i played through on insanity. Don't know whether this is true of other classes, but the beginning of the game is very difficult and it gets easier and easier. Freedom's Progress and Mordin recruitment were tough.

#3
GhostDieM

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Personally I find the sniper rifles lacking in power, except maybe the widowmaker, never got a chance to fire that one. But I don't intend to just rush in and get myself blown to bits when i say I want a shotgun for up close :) I'm just wondering if the shields are worth the investment, as in do they really make a difference or will they still get annihalated in 2 secs? But thanks for your reply mate, at least it's good to hear i'm not completely without a chance of survival ;)

#4
Jaekahn

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You probably don't want to pick up Tech Armor AND Geth Shield Boost, mainly because they do not stack. Also, you wouldn't want to waste a cooldown on Geth Shield Boost when you have Tech Armor at your disposal, since Tech Armor absorbs more damage and also has a great AoE effect. I suggest picking Energy Drain if you want to increase your chance of survivability. Energy aborbs shields and replenishes your own, including Tech Armor.

#5
sinosleep

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Christina Norman wrote...

Fortification / GSB / Barrier are very similar powers. I agree Fortification is the weakest of the three because it doesn't benefit from cooldown tech. For the player this doesn't make a lot of sense, for grunt it does (he'd be even more of a beast if he benefited from cooldown tech).

For ME3 I'd like to differentiate these powers because they do feel too similar. 

Suggesting the powers are useless is a little silly, there is a lot of use to these powers:
- The primary reason I use GSB/barrier on insanity is to instantly regenerate my shields to full when I'm in trouble
- GSB/barrier stack with tech armor
- The extra shields do make a meaningful difference in survivability. If you disagree with this, fine! Choose a different power.

Regarding behavior on the tutorial level - sounds like a bug that affects only the tutorial level.


Relevant thread here. I've also tried the build and noticed significant increase to duration with both active as well as the updated total on the character screen. The only issue is that due to performance issues ME 1 only renders 1 full body effect at a time so you kinda have to guestimate when GSB will run out. Which is fine considering I would recommend using the 75% +10% weapon damage version any way.

Modifié par sinosleep, 22 février 2010 - 11:09 .


#6
Staylost

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I don't know, but I've heard the shield spells (like Techarmor/GSB) don't stack. I'm sure someone who does know will straighten it out. If they don't stack, I'd heavily recommend taking Garrus' tungsten ammo as your bonus. That plus a shotgun will do you well against most protections.



Shields/Barriers & Armor of your enemies will be your only worry, and you'll have lots of abilities for neutralizing that. Once your enemies have only health left you can let them knock themselves down by depleting your shields, then reapply them and wait again. Because of this, tech armor is awesome against husks (assuming you knock out their bit of armor quickly).



I do know that you will want to minimize your cooldowns as much as possible, probably to the detriment of power/weapon damage.

#7
xiiz

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They do stack. But you're looking at 2x 12 sec timers(-tech cooldown upgrades), and on Insanity even with both, they'll still go down fairly quick.

I tried it for a bit, but tbh I preferred just going with Assault armor+Warp or AP ammo. Assault armor does the job better IMO because not only does it knock enemies in a large radius back, it also replenishes your shields after it goes down, giving you precious time to get out of the way and recast your shields.

#8
sinosleep

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They stack, that's a dev quote, plus I've experienced it in game.

#9
BanditGR

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xiiz wrote...

They do stack. But you're looking at 2x 12 sec timers(-tech cooldown upgrades), and on Insanity even with both, they'll still go down fairly quick.
I tried it for a bit, but tbh I preferred just going with Assault armor+Warp or AP ammo. Assault armor does the job better IMO because not only does it knock enemies in a large radius back, it also replenishes your shields after it goes down, giving you precious time to get out of the way and recast your shields.


Exactly what I was going to say. Multiple protections do stack but the tech armor cd is going to hurt you early on, so a 2nd protection is generally not worth the trouble/downtime, plus I do not believe there is such a thing as a 'tank' Sentinel (on Insanity that is, for any other difficulty it's an entirely different discussion). You can last longer with full damage protection upgrades (and that in itself is going to take a while) but you won't be able to take infinite punishment as you almost can in Normal/Veteran.

Sooner or later, you either go with Assault Armor and an AR/Shotgun for CQC whenever possible or Power Armor - AR/Sniper. The extra power is best served allocated to an ammo power, either AP (which works exceptionally well, since barriers aren't really an issue, with maybe the exception of the Collector ship platforms because speed is essential) or Warp ammo.

Modifié par BanditGR, 22 février 2010 - 11:49 .


#10
GhostDieM

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hmm found a quote from a dev in 'the relevant thread' thx:



"- The primary reason I use GSB/barrier on insanity is to instantly regenerate my shields to full when I'm in trouble

- GSB/barrier stack with tech armor

- The extra shields do make a meaningful difference in survivability. If you disagree with this, fine! Choose a different power."



Thx for the input guys I think i'm gonna for it and see how it works out, at least it looks workable. About the 12 sec cooldown: I can cast TA before a fight since it stays active until depleted, so I only have to activate the GSB once after I fry em with Warp/Overload :D

#11
SmilingMirror

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the cooldown will be too long under insanity to truly last long enough to cast warp or overload.

I've been trying a shield build and I think I've perfected it to the point where my shields rarely go out even under insanity.

Make sure you have guardian, assault armor and either barrier or gsb.

#12
GhostDieM

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Nice :D

#13
ODST Steve

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I want to try an Assault Sentinel. I hope Kasumi has Cryo Ammo.

Modifié par ODST Steve, 23 février 2010 - 02:58 .