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


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#251
magimix 2000

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simpatikool wrote...

I started using the Locust on my Sentinnel. Last night. It has me all confused. I was confident that when I get the Weapon upgrade I would select AR, now with Locust, it does not seem like such a sure choice.


Still working on my first insanity playthrough, approx lvl 11. Its quite challenging, and I die a lot.


Did you do Hardcore before trying Insanity?  In real terms, Insanity is a modest step up from Hardcore.  Once you get acclimatised, you'll be kicking the game's arse, trust me on this B)  The first Insanity playthrough is of course the hardest.

I agree with you, though.  Why choose AR training when you have the Locust?  Pick SR training.  Then you can have the Locust, and the Viper - two seriously kick-arse weapons.

#252
SmilingMirror

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No way, Sentinel is the class worst with the SR.



If you get the locust you should go for a shotty....i get the Scimitar.

#253
OniGanon

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Agreed. Locust + shotgun seems the better combo.

#254
simpatikool

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Still working on my first insanity play through. Though its getting easier! I respec almost after every mission, just playing with different skills. I have to say after watching thisisme8 videos with throw, I have gotten into setting up combos with people often. I like chumming with Jacob and Jack. People are flying all over the place and it is good fun.



Pretty sure I will be selecting Shotgun as my next weapon.

#255
magimix 2000

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simpatikool wrote...

Still working on my first insanity play through. Though its getting easier! I respec almost after every mission, just playing with different skills. I have to say after watching thisisme8 videos with throw, I have gotten into setting up combos with people often. I like chumming with Jacob and Jack. People are flying all over the place and it is good fun.

Pretty sure I will be selecting Shotgun as my next weapon.


It'd be interesting to hear how the Shotgun works out for you.  Outside of Vanguard I've never got on with Shotguns in ME2 (and I only used them as a primary weapon in one ME playthrough as well, now I think of it).  I've tended to find Shotguns are either really powerful per shot, but too slow-firing to help with crowds[1], or rapidly firing, but not effective enough per-shot. 

More a 'play-style' thing than anything, perhaps.  I'd consider giving them another chance, but I'd not like missing the long-range option that SR training confers.

[1] Not an issue with Vanguard because you are charging about, keeping the enemy dispersed anyway.

Modifié par magimix 2000, 12 avril 2010 - 11:58 .


#256
asfaltowy

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Ok, I have done some tests

Now I see there are 2 main approaches to Assault Sentinel: Shutter (Cryo, Throw / AR) and Finisher (Warp, Overload / Shotgun)

1. Shutter Assault Sentinel
You choose Assault Rifle training for taking down enemies' protections (shields, barriers), so you can Cryo+(Pull)+Throw them. As always you have to level up to reach Assault Armor and Guardian asap. Then you have to level up Throw and have at least 1 point in Cryo (Throw is more crucial because it can shutter the frozen enemies). Also, you can have Mordin for Cryo (he is more useful with Incinerate, but you can put some points in Cryo early on). You cannot fill Warp and Overload, because you wont have enough points. It doesnt matter, AR does pretty good job and your squadmates too (Miranda, Mordin, Garrus, Mordin).
I haven't yet found a decent bonus power. I have been using GSB, but the cooldown is as long as tech armor's and doesn't give you the energy pulse effect. Maybe I am not a good player, because I keep on losing my shields at the very beginning of the fight (tech armor + GSB = roughly 800 shields). <_<
Main strategy - shoot AR, use Warp/Overload if necessary, use squadmates' powers, get close, freeze, throw (with or w/o pull). Repeat.

2. Finisher Assault Sentinel
You choose Shotgun training for maximum damage. You strip down defenses with powers (Warp / Overload), you get closer, blast in the face and it's over. You can sometimes freeze or throw someone, but it is redundant. For long/middle rang fights you begin with Locust (which is also great for defenses). When you get close, defenses aren't a problem anymore. For armor always use Shotgun ofc. Eviscerator is a great addition because it has a decent range and can wound mid-range enemies. Be sure to take squadmates who have anti-defense powers or are good at dealing damage (you whole team's strategy is DPS), so Miranda, Garrus, Grunt will work.
For bonus power take Tungsten ammo (you dont need Cryo nor Throw so you will have enough points), but Garrus can handle this also. Flashbang could be good, but I dont realy feel this one.
Main strategy - use Warp/Overload, move from cover to cover (sometimes shoot), use squadmates' powers, shoot with Shotgun in somebody's face. If he's alive - shoot again. Repeat.

Modifié par asfaltowy, 12 avril 2010 - 04:45 .


#257
OniGanon

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magimix 2000 wrote...
 I've tended to find Shotguns are either really powerful per shot, but too slow-firing to help with crowds[1], or rapidly firing, but not effective enough per-shot.


This was my feelings too! Until I took another look at the Katana.

#258
magimix 2000

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OniGanon wrote...

magimix 2000 wrote...
 I've tended to find Shotguns are either really powerful per shot, but too slow-firing to help with crowds[1], or rapidly firing, but not effective enough per-shot.


This was my feelings too! Until I took another look at the Katana.


Well I like the Sentinel as a class anyway, so I'll almost certainly be doing another Sentinel playthrough in the future, and doing a close-range Assault Sentinel would mix things up.  But not for a while; my next playthrough (number ten; yay) will be an Infiltrator (because I last did an Infiltrator 6 playthroughs ago).

#259
Samurai_Wahoo

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I have some questions to you Sentinel Pros and I would love some insight.

I am not like some of you guys with the whole assault thing.  I am bad at it and it is not my style.

Right now my build looks something like this.  I am not at home so I am not sure.
Throw: 0
Warp: 0
Guardian: 10
Overload:  6 or 3
Cryo: 0
Assualt Armor:  10
Warp Ammo: 10/Squad

So far, the game has been really easy with my current setup on Insanity.  Horizon was a breeze and the Praetorian and the Scions were not a problems. 

End game build will be.
Throw: 1
Warp: 0
Guardian: 10
Overload: 10/Area
Cryo: 10/Area
Assualt Armor: 10
Warp Ammo: 10/Squad

I am wondering if Guardian and Assualt Armor is the right choice.  I am not looking to change my endgame build because I really like the looks of it, but things could change.  I play mostly at range starting out and when the opportunity presents itself I move closer into a flank. 

I play very independently and do little managing of my team.  I set the team up behind cover and forget about them.  I have fun bringing whoever I feel like and not depending on them to fill a dificiancy

My questions are:

Will the Damage bonus that comes with Raider and Power Armor affect Warp Ammo?

Is Power Armor the better choice for someone that does not get in the face of enemies?  Or is the force, radius, damage, and shield boost after detonation too much to give up?  Maybe the answer to question 1 may answer this for me.

What weapon should I go with?  Do Sentinels receive a penalty for taking a Sniper (someone said that Sents are horrible with Snipers)?  If so, would a Vindicator and Tempest be a better choice?  I am not considering the shottie because I do not like them.... unless they are on a Vangaurd.

#260
SmokeyNinjas

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Samurai_Wahoo wrote...
My questions are:

Will the Damage bonus that comes with Raider and Power Armor affect Warp Ammo?

Is Power Armor the better choice for someone that does not get in the face of enemies?  Or is the force, radius, damage, and shield boost after detonation too much to give up?  Maybe the answer to question 1 may answer this for me.

What weapon should I go with?  Do Sentinels receive a penalty for taking a Sniper (someone said that Sents are horrible with Snipers)?  If so, would a Vindicator and Tempest be a better choice?  I am not considering the shottie because I do not like them.... unless they are on a Vangaurd.


1. Yes ammo powers do benefit from power damage bonuses.

2. It sounds like you perfer playing a caster sentinel over an assalt one so power armor will probs be best for you.

3. You already have the locust smg so i'd go with the sniper. However when using the sniper the game will go into sniper zoom when you cast powers which can be quite annoying<_<

Hope this helps^_^

#261
Samurai_Wahoo

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SmokeyNinjas wrote...





3. You already have the locust smg so i'd go with the sniper. However when using the sniper the game will go into sniper zoom when you cast powers which can be quite annoying<_<

Hope this helps^_^


Eh... that does sound really bad.  Maybe I will go with something else....  

Thank you for answers.

#262
SmokeyNinjas

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Samurai_Wahoo wrote...

Eh... that does sound really bad.  Maybe I will go with something else....  

Thank you for answers.


Ne worries mate happy to help

#263
Pablodiablo

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Heyya all

Ive just started my first insanity-run going with a sentinel, and im bein murdered on the Mordin recruitment-quest. i cant seem to finish the mobs quickly enough, so there is a spawn-issue.



anyone have some early on sentinel-tips?

#264
incinerator950

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I'm contemplating shifting from Adept finally to another Biotic class.



I'm thinking Sentinel, because my biggest problem is survivability, and this class happens to have that plus Warp (one skill I end up using the most). The one thing I'll need getting used to is not having Singularity, but I'm sure I can manage.

#265
CastorKrieg

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Started Assault Sentinel today, as a bonus power I took Flashbang Granades, should be fun to play once you get a hold of the different mechanic of the power.

#266
numotsbane

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CastorKrieg wrote...

Started Assault Sentinel today, as a bonus power I took Flashbang Granades, should be fun to play once you get a hold of the different mechanic of the power.


Flash grenade is so full of win its not funny. if you track down Pacifien's worst soldier ever thread, theres a few really good tips on using flashbang in there. I don't think its as useful on a sentinel as it is on a soldier (less powers to compete with for use) but its a darn sight better than picking up an ammo power.

if you find yourself neglecting flashbang, I'd probably drop overload from your build and go with energy drain, to boost your tech armour. both good powers.

#267
Mr_Raider

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Just imported my sentinel from ME1, for a new playthrough, and I'm having trouble recreating the same "flavor" of character. In me1, my sentinel was a biotic and tech god. Master of crowd control, could lock down a battle while enemies just stood around incapacitated. He was also decent with a sniper rifle, making him versatile. With that mind, how should I build him?



I was thinking



Area throw 10

Unstable warp 10

Power Armor 10

Overload 1

Raider 10

Area drain 10



Bonus weapon sniper (or maybe AR for Mattock?)

Could respec energy drain to warp ammo or AP for final mission.



I'm not really interested in close quarters fighting, after having finished a vangaurd on hardcore, I want a different experience.

#268
mosor

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Mr_Raider wrote...

Just imported my sentinel from ME1, for a new playthrough, and I'm having trouble recreating the same "flavor" of character. In me1, my sentinel was a biotic and tech god. Master of crowd control, could lock down a battle while enemies just stood around incapacitated. He was also decent with a sniper rifle, making him versatile. With that mind, how should I build him?

I was thinking

Area throw 10
Unstable warp 10
Power Armor 10
Overload 1
Raider 10
Area drain 10

Bonus weapon sniper (or maybe AR for Mattock?)
Could respec energy drain to warp ammo or AP for final mission.

I'm not really interested in close quarters fighting, after having finished a vangaurd on hardcore, I want a different experience.


Take assault armor. That has the area control you're looking for, if you take the time to strip defenses of your enemy firstby using area drain, or even area reave on missions with no shielded enemies (I like using area reave of the suicide mission).

I'd also take guardian over raider. With guardian you get an extra 10% faster cooldown, which makes a huge difference on a high cooldown skill like tech armor. You'll also be able to cast combat powers more often, which more than makes up the difference in damage raider gives you.

If you have the firepower pack, the mattock is better than the sniper on a sentinel because you don't have to deal with that annoying scope every time you cast behind cover.

I'd seriously encourage you to try the shotgun though. The GPS shotgun on a sentinel is devestating even at medium range and medium  to close range is where a sentinel is most effective at.

Modifié par mosor, 28 août 2010 - 04:47 .


#269
Arhka

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SmilingMirror wrote...

No way, Sentinel is the class worst with the SR.

If you get the locust you should go for a shotty....i get the Scimitar.

Then clearly you have not been combining it with anti-defense powers. Defense strip + Mantis Headshot w/ Garrus AP Ammo is a very fast and efficent killer. Plus Reload Trick + Mantis = Fast Thresher Maw Kill. Each to his own I guess.

Modifié par Arhka, 28 août 2010 - 05:11 .


#270
Mr_Raider

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mosor wrote...



Take assault armor. That has the area control you're looking for, if you take the time to strip defenses of your enemy firstby using area drain, or even area reave on missions with no shielded enemies (I like using area reave of the suicide mission).

I'd also take guardian over raider. With guardian you get an extra 10% faster cooldown, which makes a huge difference on a high cooldown skill like tech armor. You'll also be able to cast combat powers more often, which more than makes up the difference in damage raider gives you.


I fugured that out after 1 real mission. The shield regen from assault is gold. Direct damage doesn't seem to be that impressive either, might as well go guardian. What do people think about flashbang grenade? I might try that out for one mission to see if it's owrth it.

#271
mosor

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Mr_Raider wrote...


I fugured that out after 1 real mission. The shield regen from assault is gold. Direct damage doesn't seem to be that impressive either, might as well go guardian. What do people think about flashbang grenade? I might try that out for one mission to see if it's owrth it.


It's alright I guess. It all depends on how well you can aim that grenade. I prefer kasumi using it if I'm going that route. Neuters Harbringer at least for a long while. For bonus powers, I usually like energy drain even though it seems redundant with overload because I like being able to strip shields without having my own shields blow off  when I don't want it to when I pop out of cover (not that you really need much cover on a sentinel with energy drain) and I like switching to reave on missions where there are no shields. AP ammo is good too if you don't like taking Jacob, Grunt or Zaeed along. Though a sentinel without Jacob is perplexing to me on most missions.

#272
Mr_Raider

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The more I play this character, the more I realize the sentinel is a dynamic caster, always on the move quickly launching powers and refreshing tech armor. Sitting behind cover and casting does not play to his strengths. I thought throw was lame initially, but the rapid refresh is gold. Long cooldown time powers kill the sentinels rapid playstyle. Cryo is really looking good with a 4.5 sec cooldown. Or maybe I can work in neural shock with a 3 second cooldown.

#273
mosor

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Mr_Raider wrote...

The more I play this character, the more I realize the sentinel is a dynamic caster, always on the move quickly launching powers and refreshing tech armor. Sitting behind cover and casting does not play to his strengths. I thought throw was lame initially, but the rapid refresh is gold. Long cooldown time powers kill the sentinels rapid playstyle. Cryo is really looking good with a 4.5 sec cooldown. Or maybe I can work in neural shock with a 3 second cooldown.


Sentinel is fun to experiment because it's effective in so many different ways, and plenty of lulz can be had by finishing people off with so many different powers. My standard built that I like using best is:

10 throw field
10 Assault Armor
10 Heavy Warp
1 Overload
10 Guardian
10 Energy Drain/Reave depending on the mission

I like this build because it's great for close quarters combat, allows you strip defenses rapidly so your assault armor will keep crowd controlling the defenseless enemies while you concentrate on the tougher guys (preferably with your fists and shotgun)

Area cryo is fun if you combine it with heavy throw. You'll shatter a lot of enemies. The thing with cryo, if I'm going to use it, I'd rather just bring mordin along because if you fully max that skill on him, his cooldown is also 4.5 seconds. Personally I prefer throw to cryo because it's instant, lasts almost as long and has a shorter cooldown.

Neutral shock is pretty good against krogan and other high hit point enemies. It's also good if you like to snipe from a distance because you can strip defense, then neural shock them to keep in place while you snipe them down. Don't bother using them on husks though.

Anyway, there is no prefect build. Experiment and see what you like best. Sentinel has plenty of ways to own enemies.

#274
PsyrenY

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SmilingMirror wrote...

No way, Sentinel is the class worst with the SR.


Disagree completely. For a caster sentinel, the scope is invaluable - powers have sight range, so the farther you can see the more you can land.

It gets even better with powers that don't have travel time e.g. Overload and Reave.

For CQC Sentinel I agree, you're better off without the SR... but why would you pick SR on a CQC build anyway?

Arhka wrote...

Then clearly you have not been combining it with anti-defense powers. Defense strip + Mantis Headshot w/ Garrus AP Ammo is a very fast and efficent killer. Plus Reload Trick + Mantis = Fast Thresher Maw Kill. Each to his own I guess.


Viper has better dps and is more forgiving of misses - crucial since Sentinel has no slow-zoom. There is absolutely no reason to go Mantis on a Sentinel.

Modifié par Optimystic_X, 30 août 2010 - 02:05 .


#275
numotsbane

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The Sentinel is a class that can be played in so many ways. personally, I don't like using warp or overload - anything with more than a 4s cooldown is too long for me. gunplay for defences, throw, flash (yes, it has a long cooldown comparitively but its Awesome) and tech armour. thats all.