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The Sentinel - The Turnip that WILL bleed for you (Guide)


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#1
Darnalak

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This guide presents the Sentinel in all its glory.  Tips and tricks for Hardcore/Insanity, Builds, Encounter Kills, and even some Videos.  Lets get to it!   (For the record, I'm blatantly ripping off Thisisme8's Guide format).

WARNING:  Slight Spoilers Present, and obviously any video will contain content, I recommend first time through players not read this!  (Er, first time play throughs shouldn't even be reading this forum, shame on you)

No one really argues that the Sentinel is a "hard" class to play, and quite frankly they aren't.  Bioware has graced the Sentinel with a broad range of powers, that truly can deal with any situation, and then tack's on an extra layer of protection that has no duration limitation!  That being said, I find the sentinel can be played as 1 of 2 extremes.  I call the first "Commander" Shepard, and the second, "Commando" Shepard.   I'll talk about both, but the vast majority of my videos will be of the "Commando" type, as the "Commander" versions just don't make good TeeVee!

Lets start with Builds:

Basic Commander Shepard looks alot like this:
Throw:  2
Warp: 4 (Heavy)
Armor: 4 (Power)
Overload: 4 (Area)
Cryo Blast: 1
Defender: 4 (Guardian or Raider)

Why and how
:
Throw 2:  First it unlocks Warp, second, throw is awesome.  Hurling someone off a bridge and having thier entire health bar disappear because of Mother Gravity is awesome.  (sub 3 second cooldown?  Yes? yes?)
Warp 4:  Barriers, Armor, Health, plus the Warp Explosion Synergy?  Right, no further explaination.
Overload 4:  Shields +  Synthetic Stun or Weapon Overheat?  Again, no further explaination.
Cryo Blast 1:   If something's in your face with its defenses down.  Cryo Blast is a free kill.   Wait for him to chill and smash him with your weapon.  (the alternative is Throwing him, but I find that if he's that close, you end up throwing him back to his friends... unacceptable).
Armor (Power) 4:  Powered armor is an enhancement tool for you, it ups your damage... that's never a bad thing.  And since you'll be behind cover most of the time, it won't go down incredibly often.
Defender 4:  For Commander Shepard the specialization is a toss up for me.  Either:  15% more power damage for warp/overload or 10% Cooldown bonus.  ( I always take Guardian, if my opinion matters, but Raider has value here).

This will leave you with 8 points to play with.  If you Choose to use a bonus power, it can go there, if not, you can push throw up to rank 4, for the mighty Area Toss.

Basic Commando Shepard looks very similar with some important differences:
Throw:  2
Warp: 4 (Heavy)
Armor: 4 (Assault)
Overload: 4 (Area)
Cryo Blast: 1
Defender: 4 (Guardian)


Why and how
:
Throw/Warp/Overload/Cryo Read Commander Shepard's Explaination.
Armor (Assault) 4:  Commando Shepard is an in your face kinna guy.  On Insanity (and to a lesser extent, hardcore) your Armor WILL be blown off.  Count on it, heck, you actually WANT it to be blown off in alot of situations.  The Backlash from the armor is incredible, in addition, you get a quick 50% shield boost to give you a precious second or so to get your armor back on :)  (and incidentally fill your shields up).
Defender (Guardian) 4:  Cooldowns for a Commando Shepard are invaluable.  this is the difference of almost an entire second of being able to put your armor back on, and when you're staring down Harbinger, that's the difference between giving him the finger, or having him blow your finger off.

Again 8 points left.  to play with.

Regarding Cryo Blast:  This skill is awesome.  I recommend only 1 point OR going all the way to 10 (For Area)  all you gain in the middle is freeze time, in my opionion, not a valuable buy.  Also, if you want to go to 10, I recommend dropping Heavy Warp to Rank 3.  I know, this sounds like sacriledge, how darest you lower the mighty warp, Hear me out.  All you lose is 40 damage.  Losing the Area component on overload would be a MUCH bigger loss.  This is the price you pay for Area Cryo :)  Worth it?  You decide.

Regarding Bonus Powers:
Ever since Christina Posted her Video requirements I stopped using them.  That being said.  If you're going to pick one, the Sentinel benefits the most from an Ammo Power.  My personal choices for this would either be:  Warp, or AP.  Your choice (Please do not tack on arguments as to which one is better there are plenty of places for that).   If you have other synergy ideas for bonus powers, please post 'em.

Equipement:
Weapons:  We're pretty limited, and quite frankly, that's ok.  Pistols Pistols Pistols.  Live'em Love'em, shoot'em.
You'll get the Carnifex pretty quickly  (Yay Mordin!)  but you're stuck with the lousy Shuriken for quite awhile (that was tongue in cheek, if you're a Shuriken fan, you rock, personally I hate it).  So, to get rid of the little Machine Pistol, go get Tali early!  (Tali's recruitment provide's the Tempest). 
I'm a big fan of the Tempest.  The weapon's extremely versatile for what it it.  It's fast firing, does fairly decent damage, and it's recoil is VERY manageable.  Yes, it loses it at longer ranges, but if you've got the luxury of hanging out at sniper ranges forever, then just kill everything with your host of powers!

Regarding the Choice you can make on the collector ship: 
Commander Shepard benefits in a big way from taking the Assault Rifle, the Vindicator is an outstanding Mid Range weapon, which is where Commander Shepard Thrives.
Commando Shepard SCREAMS Shotgun.  I recommend this. 
That being said, for my videos, you'll see the lousy Viper (again tongue in cheek) strapped to my back.  I did this following Christina's rules, none of my videos will show me using an advanced weapon.  To be honest, the Viper makes a couple fight types extremely easy for any Sentinel Shepard (Most notably, Praetorians and the Terminator).

Armor:
For "Commander" Shepard, this decision is disgustingly easy:  Blood Armor.  If you don't have it... um, then stop reading, and go buy dragon age.  Pfft, you call yourself a Bioware fan?  Seriously though, if you don't have access to Blood Armor, you'll want to configure your armor with +shields, and +power.  (I always recommend the Storm Speed legs but perhaps not so important with Commander Shepard).
For "Commando" Shepard, this decision is more muddied.  For my playstyle I choose the following:  Visor (I didn't rob a Dr. Pepper store so I don't have many options), Shield Harness, Strength Boost Pads (Melee damage!), Heavy Dampening Gauntlets, Stimulator Conduits (Storm Speed!).   This is NOT a survival suit, this is an intimidation suit :)  I wanna get there fast, hit 'em hard, and get back to where I belong in a hurry.

Strategies:

Commando (Close Combat) Shepard
:
Commando Shepard tries to mix it up, get into close up positions for Melee attacks, close range SMG/Shotgun shots, and Crowd manipulation.  You're NOT a Vanguard, so you don't get to magically appear where you want at the touch of a button.  You will use cover, you will use Storm Speed, you will use your Armor to protect you while you run from Victim to Victim.  If the target is shielded, I generally spray them with SMG fire before I reach them.  Normally at that point I just beat them to death with the butt of my gun.  There are options here:  1.  If you got decimated while running there, replace your shield, if you're getting ruined but your shield is intact, you can throw your current target into a corner and chase him there, so you can beat him to death at your leisure.  If your target is a bit tuffer than average, then pop him with a Cryo, and shatter him :D  (see the theme?  :D )

Commander (Wizard) Shepard
:
Commander Shepard is the master of the battlefield.  He micromanages his squad's position, and uses his various force manipulations to tear off enemy defenses, and abuse them with a flurry of Powers.   Mob's shielded?  No problem, Overload.  Mob's Armored?  Warp!.  Mob's standing next to a ledge?  Oh bad move... THROW!  Mob gets up in your face?  chances are he's in the red... FREEZE!     You'll always want to know where your squadmates are,  try to keep them seperated and flanking the enemies if you can.  If they get charged, step outta cover, that usually freaks targets out and they come runnin to shoot at ya.

Alrighty, so that's the overview on how a battlefield will be approached by our divergent Sentinels.  Here's some specific victim types and how to deal with them efficiently:

How does Commando Shepard deal with it:

Vorcha:   No way around it, gotta warp their health.  Early in the game, they can literally outregen your melee damage.

Flamethrower Vorcha
:  I love these guys, they're like gifts.  Walking landmines.  Shoot off thier armor, then wait till they're near thier pals and nail 'em with an overload.  BOOM.

Krogan Warriors (No biotics):   If one of these guys gets to you fully armored, you're probably gunna get squished.  So either warp off thier armor as they rush at you, or if you're a carnifex Fan Shank the armor right off 'em.  If they're down to health when they rush you, you got 'em.  even if they beat through your armor, the explosion will stun them long enough for you to club 'em.

Krogan Vangards (Biotics): These guys are generally Elite level mobs, with 2 defenses, so they're a bit tougher to handle if you don't see 'em coming.  I generally SMG thier Barrier down, and Warp off thier Armor (can take up to 3 >< ), then I throw 'em, so I don't eat a warp while I'm running up to beat them down.

Scions:  Um, I totally used to snipe them with the Carnifex... but today... while playing through the Suicide mission again before writing this guide... during the "bubble" portion of the mission the damned Scion got inside my bubble and wiped out all my squaddies (all the husks were dead)... so I figured a reload was coming... so I jumped out and started wailing on him... so he did his little bio stomp which only knocks down my shields by 1/3rd.... so I keep smacking him... and he'd knock down my armor, well after the refresh...so I put it back up, kept smashing him... and he died.  I figured it was a fluke... so I reloaded it.  This time had fraps running... and same thing!  Neat!  now I'm going to have to go back to previous missions when my shield isn't quite as buff and see if it still works!  (video of this forthcoming).

Collectors
:  These guys are simultaneously easy, and annoying.  First, getting thier barriers off is pretty easy, bust a clip of SMG ammo into them, and its gone.  The frustrating part?  The little jerks run away from you!  Answer?  2 of 'em, Either Cryo them if they're where you want them, or throw them if they aren't! 

Mechs:
Loki :  These guys are awesome, they don't hide in cover and just kinna saunter towards you.  I recommend powering thier armor off (warp/whatever) then use the Carnifex to shoot 'em in the head, so they explode and kill thier pals.  Alternately, shoot thier armor off, and Throw them into space.  They're extremely aerodynamic.
Fenris:  I rarely get the chance to kill these guys because my squadmates normally annihilate them, but if need be, just make sure they die before they get to you.  Thier little bugzapper attack really isn't Tech-Armor friendly.
Ymir:  High Durability mobs like this are rough on Sentinels, but Ymir are stupid.  If they don't have help, you can basically just run around cover and throw rocks at them till they die.  If they do, then keep your squadmates away from them, while you deal with the hired help.

Geth:  Geth, far as I can tell... are tailor made to get owned by sentinels.   You have a choice.  You can overload thier shields, and chase them down, or, personally I shoot off thier shields, and overload them afterwards!  (synthetic stun ftw)  at that point it's embarrassingly easy.  You can kill up to 3 Regular troopers that way without breaking a sweat.  Hunters have a bit more staying power, so you hafta give them a little more attention, but they're not much more difficult  (That being said, I wouldn't stand around while they filled you full of shotgun pellets).  Primes are dance partners.  They have ALOT of survivability, and can tear your shield down before the cooldown is up.  Me, not being the best FPS'er in the world, I generally dance them around cover, so I can dip in and refresh my shields.  Once they're down to heatlh, I give 'em a throw and kick'em while they're down.

Husks:  Husks are absolutely no threat to a sentinel... IF they're attacking you alone.   I generally dance them around in a circle, firing here and there, and when you get them all around you... let them tear your armor off.  BOOM.    Even armored it stuns them, which gives you time to put the armor back on, rinse and repeat.  Keep your eyes out for: 
Abominations.  Shoot thier armor off and Throw them first.  
Scions:  Run!  take your husk buddies out of line of sight and deal with them, then go wrestle the scion.
Collectors:  Deal with them first, while making sure the husks don't run you over.  This isn't hard to keep yourself alive, but your squadmates generally get steam rolled.

Harbingers:  Ok I admit it.  These guys give me a hard time.  They spam thier nuke, follow it up with a Singularity bomb that works through walls, and aren't the least bit impressed when you charge them.  I find it easiest to sick my squadmates on him while I deal with everyone else, then Fill him full of SMG ammo.

Praetorians:  Killing these guys without an advanced weapon is boring.   There's no real tactic... Hide, smg off his barrier while he's "reloading"  Warp Spam him while firing off the Carnifex.  I admit it, I cheat, I use the Viper on him.

How does Commander Shepard deal with it:

Hmm, I was going to post a complete list like I did above... but I realized Commander Shepard's kinna boring... It pretty much comes down to:  Erase defense, have ally Pull mob or mobs, and either warpbomb or Throw them.  Any real wonder why people like Commando Shepard better? 

Video's and audience participation Will be added!  Let's do Coffee!


Video Section:

Horizon Videos:
www.youtube.com/watch -  This is the Welcoming Committee of Horizon.  You'll notice alot of "Commander" Shepard here.  Mostly due to my Power Selection being spread around, so I wasn't in a great position to bumrush Collectors.
www.youtube.com/watch -  This is Horizon, Wave 2
www.youtube.com/watch -  Horizon Wave 3.  Last Wave before the Harbinger takes a personal interest.

Rumination's Videos:
www.youtube.com/watch -Husk Decimation by Assault armor.
Helpful Links:
http://www.gamefaqs....le/944907/58971
http://www.gamefaqs....le/944907/58941

Modifié par Darnalak, 01 mars 2010 - 06:16 .


#2
SmilingMirror

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Commando = Assault Sentinel

Commander = Caster Sentinel



I'd rather stick with that terminology because its easier to remember.

#3
Darnalak

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Very True. I use Commander/Commando as a Roleplayer :) I can certainly plug the more descriptive terms in as I write, if it'll simplify things.  I will add to that though, that my "Commander" shepard, in addition to being a caster, spends much more time micromanaging squad positions.

Modifié par Darnalak, 27 février 2010 - 11:56 .


#4
Jaekahn

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Darnalak wrote...





Regarding Bonus Powers:

Ever since Christina Posted her Video requirements I stopped using them. That being said. If you're going to pick one, the Sentinel benefits the most from an Ammo Power. My personal choices for this would either be: Warp, or AP. Your choice (Please do not tack on arguments as to which one is better there are plenty of places for that). If you have other synergy ideas for bonus powers, please post 'em.










Wouldn't Energy drain be a better choice as it has the same effect that Overload does and also recharges your shields? I would think that by picking this bonus power, you can ignore Overload entirely, save for the points needed to unlock the power beneath it.

#5
Jaekahn

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Add: Excluding the stun on synthetics, that is.

#6
Darnalak

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Yep, I like Energy Drain, but I think the gain would be inches, while a weapon power would be a gain of feet, so to speak.

#7
Jaekahn

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Darnalak wrote...

Yep, I like Energy Drain, but I think the gain would be inches, while a weapon power would be a gain of feet, so to speak.


It makes sense as it helps increase your damage to vulnerable targets. Could you enlighten me about why Reave is also not an option? It's great at stripping barriers, even better than Warp from what I've seen. In addition, it heals you and also controls the targets inflicted by it as long as their vulnerable. I think it would be effective if you use Reave on barriers and then save Warp for a Warp combination with another biotic.

#8
SmilingMirror

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Darnalak wrote...

Yep, I like Energy Drain, but I think the gain would be inches, while a weapon power would be a gain of feet, so to speak.

I disagree. After level 10 or so i don't think ammo powers are a good choice because of the lack of strong weapon combinations on the Sentinel.

Barrier or GSB is pretty slick on a Commando late game and Reave is excellant for those who don't want to waste points in throw.

Energy Drain has some good synergy with power armor.

Modifié par SmilingMirror, 28 février 2010 - 12:12 .


#9
Jaekahn

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SmilingMirror wrote...

Darnalak wrote...

Yep, I like Energy Drain, but I think the gain would be inches, while a weapon power would be a gain of feet, so to speak.

I disagree. After level 10 or so i don't think ammo powers are a good choice because of the lack of strong weapons on a Sentinel.

Barrier or GSB is pretty slick on a Commando late game and Reave is excellant for those who don't want to waste points in throw.

Energy Drain has some good synergy with power armor.


You get the option to get a shotgun or an assault rifle after the collector ship so the weapon option isn't really a problem. It's earlier on where it might lack its usefulness.

#10
SmilingMirror

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Jaekahn wrote...

SmilingMirror wrote...

Darnalak wrote...

Yep, I like Energy Drain, but I think the gain would be inches, while a weapon power would be a gain of feet, so to speak.

I disagree. After level 10 or so i don't think ammo powers are a good choice because of the lack of strong weapons on a Sentinel.

Barrier or GSB is pretty slick on a Commando late game and Reave is excellant for those who don't want to waste points in throw.

Energy Drain has some good synergy with power armor.


You get the option to get a shotgun or an assault rifle after the collector ship so the weapon option isn't really a problem. It's earlier on where it might lack its usefulness.


You still lack the claymore revenant and widow the highest base DPS weapons in the game.

Also note that when you use warp to detonate something, they cease to be biotically ragdolled, making warp ammo a weak choice to bring along.

Personally, i'd just bring someone with the incinerary squad ammo. Not for the damage, but because it panics organics long enough to kill them.

Modifié par SmilingMirror, 28 février 2010 - 12:19 .


#11
Jaekahn

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SmilingMirror wrote...

Jaekahn wrote...

SmilingMirror wrote...

Darnalak wrote...

Yep, I like Energy Drain, but I think the gain would be inches, while a weapon power would be a gain of feet, so to speak.

I disagree. After level 10 or so i don't think ammo powers are a good choice because of the lack of strong weapons on a Sentinel.

Barrier or GSB is pretty slick on a Commando late game and Reave is excellant for those who don't want to waste points in throw.

Energy Drain has some good synergy with power armor.


You get the option to get a shotgun or an assault rifle after the collector ship so the weapon option isn't really a problem. It's earlier on where it might lack its usefulness.


You still lack the claymore revenant and widow the highest base DPS weapons in the game.


That may be,but they each come at a price. You have to be right in their face for Claymore's damage to be at its full potential, Widow's damage is incredible, but its ammo is low. Also taking a sniper as a Sentinel is just wrong for insanity, imo. Revenant is a different story. Despite this, the weapon option you acquire on the collector ship still has potential to boost your character's overall weapon damage, depending on the weapon you choose, thus making ammo bonus powers optional as well.

#12
We Tigers

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Wouldn't the sentinel's marginal base firepower be an even better argument for ammo powers? If you choose to use bonus powers, you should generally pick one that covers a weakness.

Modifié par We Tigers, 28 février 2010 - 12:23 .


#13
Jaekahn

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We Tigers wrote...

Wouldn't the sentinel's marginal base firepower be an even better argument for ammo powers? If you choose to use bonus powers, you should generally pick one that covers a weakness.


Elaborate? My brain just shut off... xD

#14
akintu

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I prefer to bring a squad member with squad incendiary, and use Dominate as a bonus power. Dominate has some amazing synergy with the Sentinel, as no organic's defenses last long against you. I'm not sure how much help it is with the Assault Sentinel, but the Caster Sentinel gets a lot of functionality out of Dominate, especially if you make it a centerpiece of your strategy.

#15
Jaekahn

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alex_ladik wrote...

I prefer to bring a squad member with squad incendiary, and use Dominate as a bonus power. Dominate has some amazing synergy with the Sentinel, as no organic's defenses last long against you. I'm not sure how much help it is with the Assault Sentinel, but the Caster Sentinel gets a lot of functionality out of Dominate, especially if you make it a centerpiece of your strategy.


I would also like to add that Dominate can set off warp explosion too, which comes in handy when the target you're controlling is near other targets. Found this out on my Engineer. :D

#16
We Tigers

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Ha. I'm agreeing with you on this one--I think you responded between me and SmilingMirror. I would say that the fact that the Sentinel doesn't have access to many high damage weapons (compared to Soldier, Infi, and VG) is the main reason you'd want an ammo power if anything. You can focus on improving strengths or addressing weaknesses through a bonus power, and it's questionable whether any particular tech or biotic powers help the Sentinel all that much since the class already has a strong load of both and is likely to be using one a split-second after every cooldown.

#17
SmilingMirror

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We Tigers wrote...

Wouldn't the sentinel's marginal base firepower be an even better argument for ammo powers? If you choose to use bonus powers, you should generally pick one that covers a weakness.

No, I dislike ammo powers as a bonus talent (at least for the assault Sentinel) because the damage increase is so small, that you won't be pulling off kills much faster comparitively.

Having grunt or jacob for their squad ammo powers is great because it takes off armor at the same speed and more importantly panics them, which will stop them from shooting you.

If your ever "holding the line" as a Sentinel, you should know that the number 1 reason why you die is because you put tech armor on and the enemies break it off instantly leaving you with a 24 second wait before you can take the fight to them. If enemies are advancing you need to use whatever you can get to slow them down. Incinerate ammo works well when you can't use powers.

Modifié par SmilingMirror, 28 février 2010 - 12:40 .


#18
Jaekahn

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We Tigers wrote...

Ha. I'm agreeing with you on this one--I think you responded between me and SmilingMirror. I would say that the fact that the Sentinel doesn't have access to many high damage weapons (compared to Soldier, Infi, and VG) is the main reason you'd want an ammo power if anything. You can focus on improving strengths or addressing weaknesses through a bonus power, and it's questionable whether any particular tech or biotic powers help the Sentinel all that much since the class already has a strong load of both and is likely to be using one a split-second after every cooldown.


Ah, forgive me. Had a long day at work so I occasionally shut off every once in a while. But yeah, I agree. The only thing that I am debating about though is wether the ammo power is essentially better for a Sentinel than either Energy Drain or Reave. In my opinion, for those Sentinels who play conservative, Energy drain is a priority as it recharges your tech armor. If you're more aggressive and would rather use the armor's explosion as a form of control, then it's not the best choice. The only benefit from that strategy that Energy Drain can provide is recharging your armor as you charge towards the opponents, prolonging its duration long enough to actually get them in range.

Reave seems beneficial as well as it practically replaces throw. I am a fan of its CC and I also like how it does such heavy damage vs barriers. Still, is it worth the bonus point and if so, is it worth sacrificing some of your max ranked powers to max it out?

I guess my playstyle has me bias towards actual powers as my primary weapon rather than ammo, mainly because I play heavy casters such as Adepts and Engineers.

#19
rumination888

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There have been many threads about the Vindicator vs. Revenant. To sum it up, without the recoil reduction of Adrenaline Rush, the Vindicator does comparable DPS to the Revenant.
The Viper will also do more than the Widow if you can stay out in the open for longer periods.

With that said, you don't really need to take a bonus ammo power. You can always grab it from a squadmate. In the late game when you have more points to spare, you can then think about dumping points into a bonus ammo power.

Personally, I don't believe theres such a thing as an "assault" or "caster" Sentinel.
Theres only 3 things you need as a Sentinel: Tech Armor, Warp, and class passive.
In all situations, the most effective means to clearing out a room will either come from Tech Armor + gunning things down, or coordinating with your squadmates for warp detonations. And regardless of how you evolve those skills or what advanced weapon training you pick, every Sentinel is capable of that kind of play. The other abilities are simply for fun rather than effectiveness.

Modifié par rumination888, 28 février 2010 - 12:54 .


#20
Roxlimn

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Jaekhan:



Used a variety of bonus powers on my Sentinel playthrough on Hardcore. I eventually settled on Tungsten Ammo, mainly for the universal +70% damage to Health and took up Viper as the bonus weapon.



My reasoning there is this: I don't have problems stripping defenses of any kind. In fact, with Area Overload on me and Area Overload on Miranda AND Garrus as well, I often have a whole gaggle of targets that don't have Shields but which I can't kill. Tungsten Ammo gives me a universal +70% damage to all Health and incidentally also provides that bonus against Armor as well - even though I don't really need it.



It worked out pretty well and I had fun with it. Use powers to strip defenses from afar, then snipe away. Worked outstandingly well on the IFF mission. Tungsten + Carnifex allowed me to strip Husk and Abo defenses really fast and then it's Throw City.

#21
Kurupt87

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personally, i would think an assault sent would benefit more from an ammo power than another active one, you're getting in close and, like darnalak has said, you know the armour is coming off, so you want to use the cd on armour while just shooting away. for the power sent, energy drain would be a good one, but it means you'll forgo cryo blast unless you want to "waste" points in overload. lets you max throw though, which, when area, is a powerful, fast cd, area stagger/insta-gib.

not very experienced on the sentinel, so this is theoretical, but it seems kosher to me.

#22
VirtualAlex

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You have fire ammo and disrupter ammo from your mates. Bonus power is mostly useless in this game IMO. Global Cooldown kinda kills it.

#23
thisisme8

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SmilingMirror wrote...

Commando = Assault Sentinel
Commander = Caster Sentinel

I'd rather stick with that terminology because its easier to remember.


I just want to say that you...  are no fun. ;)

Also, It's important to note that Commando Shepard doesn't wear underpants. :o

Seriously though.  This is great.  Vanguard, Adept, Engineers, now Sentinels.  This place is finally starting to look like a proper classes and Builds forum.

#24
Jaekahn

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Roxlimn wrote...

Jaekhan:

Used a variety of bonus powers on my Sentinel playthrough on Hardcore. I eventually settled on Tungsten Ammo, mainly for the universal +70% damage to Health and took up Viper as the bonus weapon.

My reasoning there is this: I don't have problems stripping defenses of any kind. In fact, with Area Overload on me and Area Overload on Miranda AND Garrus as well, I often have a whole gaggle of targets that don't have Shields but which I can't kill. Tungsten Ammo gives me a universal +70% damage to all Health and incidentally also provides that bonus against Armor as well - even though I don't really need it.

It worked out pretty well and I had fun with it. Use powers to strip defenses from afar, then snipe away. Worked outstandingly well on the IFF mission. Tungsten + Carnifex allowed me to strip Husk and Abo defenses really fast and then it's Throw City.


Don't get me wrong, I understand the logic in taking Ammo powers over actual powers, espacially AP. I'm simply trying to argue on the powers defense such as Energy Drain and Reave. I decided to start a Sentinel myself so that I may test Reave's uses with an Assault Sentinel's playstyle. Haven't had a full experience yet since I just passed Freedom's Progress. Regardless, if I feel that it is lacking, I will choose AP instead. I just prefer to have more powers in my arsenal as it tends to diverse the gameplay.

#25
Roxlimn

Roxlimn
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That is because we are forum gods. We think things... ...and they happen!



Sorry. Couldn't resist.



VirtualAlex:



Getting bonus ammo powers from your mates is certainly a viable option, but bear in mind that you can't change squaddie point assignments. Once you spec a squaddie out for squad ammo, he's only usable for one other maxxed talent, ever. That tends to limit his or her usability. Also, I don't advise taking along two such mates on a mission as they'll tend to waste cool down arguing over whose ammo is better. ;)



Example here is Grunt. If you spec him out for Squad Inciendary Ammo, then he won't be getting Inferno Ammo, and misses out on Concussion Blast. Those powers may or may not be worth sacrifcing for your own bonus slot and/or squad ammo benefits, but it's useful to think about all possibilities, not only the one that seems optimal at the time.