Uggh.. Sentinels
#1
Posté 08 mars 2010 - 03:55
#2
Posté 08 mars 2010 - 03:59
It has the highest survivability of all calss and you can virtually stand in the middle of the field and not die.
#3
Posté 08 mars 2010 - 04:08
Not as blasty as an Adept, nor as special-power centric as the Engineer.
#4
Posté 08 mars 2010 - 04:09
xedgorex wrote...
You have the ability to strip all armor and have insane armor yourself.
It has the highest survivability of all calss and you can virtually stand in the middle of the field and not die.
That's the expectation for later on. However, in the beginning I don't really notice that much of a difference in survivability between the Engineer and the Sentinel. Sure, the Sentinel can take more hits, but with the Engineer's powers of control, I found myself avoiding confrontation all together even with my aggressive playstyle. In addition, both the Engineer and Sentinel classes specialize in removing protection, but its a bit difficult for me, as an avid Engineer player (going on my third insanity run), to make the transition without having the use of Incinerate. I love that power
#5
Posté 08 mars 2010 - 04:11
Roxlimn wrote...
Generally, you use your gun for taking out enemies. I noticed this problem on the Sentinel myself, about a month ago when Sentinels were "the best class" and Adepts "could only spam Warp." Apart from that, you could actually use Cryo Blast for boosting weapon damage on vulnerable enemies, and Assault Armor for the area stun.
Not as blasty as an Adept, nor as special-power centric as the Engineer.
Exactly my point. I got so use to using my powers as an Engineer, it became difficult to live without them while playing other classes, haha. Even on my Infiltrator, I found myself using Incinerate more now than before I played the Engineer. So far, I've been using Tech Armor, Cryo and Throw as my primary powers and Reave to stop the regeneration on Krogan and Vorchas. Oh, it's also hard to adapt to the longer cooldown duration xD
#6
Posté 08 mars 2010 - 04:16
Tech armor is pretty BA, but SMG's and Pistols are not.
#7
Posté 08 mars 2010 - 04:17
#8
Posté 08 mars 2010 - 04:27
#9
Posté 08 mars 2010 - 04:29
Hellraisin wrote...
instead of ammo power, pick something like dominate should make it more interesting until you get better weapons and upgrades.
I have Reave atm, so... I try to avoid ammo powers.
#10
Posté 08 mars 2010 - 04:33
#11
Posté 08 mars 2010 - 04:38
#12
Posté 08 mars 2010 - 04:59
It's funny that you find them lacking in the early game, because I find them seriously lacking in the late game. One point in Overload and one point in Warp is enough to hold you while you max out Tech Armor and Defender. Yes, Sentinels are nice to by being able to hit everything equally well, but they lack the oomph that a more specialized class would have at the end game.
I have yet to try an Assault Sentinel, but if I wanted to shoot stuff, I'd pick a Soldier or a Vanguard.
#13
Posté 08 mars 2010 - 05:04
#14
Posté 08 mars 2010 - 05:12
WildH3artless wrote...
don't bother with warp and take reave as your bonus power to have fun with cryo blast... any class with cryo blast is pure awesomeness including mordin.
Any class is OP with Reave. A Soldier could take Reave and finish Insanity easily by doing nothing but spamming Area Reave. Saying "take Reave" isn't really giving any useful advice at all...
Besides, Cryo Blast isn't instant on Shepard. I know some like the "art" of "hooking" Shepard powers, but instant is instant. Cryo is far better on Mordin (doubly so since the area version cuts his CD on Cryo in half), though the uses of Cryo diminish greatly on HC and Insanity.
I feel that all advice that is handed out should be prefaced with an asterisk, and then it should be explained whether someone plays on HC/Insanity or not. The game is dramatically different when even random Husks have defenses you have to strip before most of your powers will work on them...<_<
*I play HC/Insanity exclusively, even if I've never tried a class before, and even if I'm coming from the 360 version to the PC version and have no experience with the vastly different control scheme. :happy:
Modifié par King Eselred, 08 mars 2010 - 05:13 .
#15
Posté 08 mars 2010 - 05:47
King Eselred wrote...
WildH3artless wrote...
don't bother with warp and take reave as your bonus power to have fun with cryo blast... any class with cryo blast is pure awesomeness including mordin.
Any class is OP with Reave. A Soldier could take Reave and finish Insanity easily by doing nothing but spamming Area Reave. Saying "take Reave" isn't really giving any useful advice at all...
Besides, Cryo Blast isn't instant on Shepard. I know some like the "art" of "hooking" Shepard powers, but instant is instant. Cryo is far better on Mordin (doubly so since the area version cuts his CD on Cryo in half), though the uses of Cryo diminish greatly on HC and Insanity.
I feel that all advice that is handed out should be prefaced with an asterisk, and then it should be explained whether someone plays on HC/Insanity or not. The game is dramatically different when even random Husks have defenses you have to strip before most of your powers will work on them...<_<
*I play HC/Insanity exclusively, even if I've never tried a class before, and even if I'm coming from the 360 version to the PC version and have no experience with the vastly different control scheme. :happy:
For me this wasn't the case. On vetern which was my first playthrough I hardly ever used cryo becasue overload/incinerate would pretty much kill everythign in one hit (two if they were elites and 3+ for bosses). When I went through it again on insanity I discovered the awesomeness that was cryo blast. In my NG+ playthough with full cryo incinerate and overload no longer one shot anything save husks and the longer cooldown on them actually matter. ON my insanity playthough I learned that if I controlled the battle through cryo and the drone I was able to keep myself alive longer and clear areas faster (using overload and incinerate as defense strippers) than I could when I tried to just used damage abilites on health.
It also is nice to play as a charging engineer which is a lot easy to accomplish when you have some frozen dudes as well as a drone.
As to Reave...it is majorly overpowered when compared to the other non ammo bonus powers but its a bonus power so as long as you don't care if you have one or not then it doesn't have to make your game easy.
Modifié par baller7345, 08 mars 2010 - 05:52 .
#16
Posté 08 mars 2010 - 05:48
Early game I was using most of my cooldowns for tech armor and using squad mates for defense stripping. Later I had enough cd reduction i could toss some powers as well.
The trick was just push push push. Allways take the position as close to your enemies as possible and keep moving forward. Most maps you have a window where the enemy is coming out to get set up and you can run forward into their midst. Getting right up on them confuses the AI letting you slaughter them wholesale.
#17
Posté 08 mars 2010 - 05:50
Jaekahn wrote...
xedgorex wrote...
You have the ability to strip all armor and have insane armor yourself.
It has the highest survivability of all calss and you can virtually stand in the middle of the field and not die.
That's the expectation for later on. However, in the beginning I don't really notice that much of a difference in survivability between the Engineer and the Sentinel. Sure, the Sentinel can take more hits, but with the Engineer's powers of control, I found myself avoiding confrontation all together even with my aggressive playstyle. In addition, both the Engineer and Sentinel classes specialize in removing protection, but its a bit difficult for me, as an avid Engineer player (going on my third insanity run), to make the transition without having the use of Incinerate. I love that power
On my first Sentinel playthrough, it took me a while to really commit to the tech power armor as a standard combat item. I was coming off playing as a vanguard and had to change my style. Once I made tech armor standard, however, I did very little dying. It was a lot of fun. I've recently started up a NG+ insanity playthrough for my sentinel but doing some other things first. I'm looking forward to getting back to Sentinel, though. I don't think I'm the best gamer in the world and even I am damn hard to kill with that class.
#18
Posté 08 mars 2010 - 06:01
Frekken wrote...
I found assault sentinel to be quite fun (on insanity). I essentially played like a vanguard that ran from cover to cover rather than charging. Unloading an smg in an enemies face is quite satisfying.
Early game I was using most of my cooldowns for tech armor and using squad mates for defense stripping. Later I had enough cd reduction i could toss some powers as well.
The trick was just push push push. Allways take the position as close to your enemies as possible and keep moving forward. Most maps you have a window where the enemy is coming out to get set up and you can run forward into their midst. Getting right up on them confuses the AI letting you slaughter them wholesale.
I don't know what I am doing wrong. Tech Armor just doesn't last as long as I thought it would with all the rumors that Sentinels have such incredible survivability. It's currently rank 2 with the intention to become Assault Armor at rank 4. I can't play as aggressively as I am use to on my Engineer and usually spend most of my time in cover since the Tech Armor CD is so long in the beginning.
#19
Posté 08 mars 2010 - 06:18
Jaekahn wrote...
Frekken wrote...
I found assault sentinel to be quite fun (on insanity). I essentially played like a vanguard that ran from cover to cover rather than charging. Unloading an smg in an enemies face is quite satisfying.
Early game I was using most of my cooldowns for tech armor and using squad mates for defense stripping. Later I had enough cd reduction i could toss some powers as well.
The trick was just push push push. Allways take the position as close to your enemies as possible and keep moving forward. Most maps you have a window where the enemy is coming out to get set up and you can run forward into their midst. Getting right up on them confuses the AI letting you slaughter them wholesale.
I don't know what I am doing wrong. Tech Armor just doesn't last as long as I thought it would with all the rumors that Sentinels have such incredible survivability. It's currently rank 2 with the intention to become Assault Armor at rank 4. I can't play as aggressively as I am use to on my Engineer and usually spend most of my time in cover since the Tech Armor CD is so long in the beginning.
I'm not a great gamer and I figured out this strategy, so if I can do it, you can to. Fire up your tech armor BEFORE you go into battle. ALWAYS have it on when out in the open during combat. The trick is not that it lasts forever but that it discharges when it comes down. This means any enemies around you will be knocked back and stunned, giving you a chance to flee and recharge your armor. Once it becomes second nature for you to keep your tech armor charged, you'll survive pretty much anything, as enemies will only be able to kill you by 1) hitting you with overwhelming force all at once or 2) catching you in the brief instant while your defenses are down.
Combine that defense with you and your squad's abilities to strip defenses, plus liberal use of Reave (which restores part of your health when you target organics with it) and you will be HARD TO KILL.
#20
Posté 08 mars 2010 - 06:26
You're not doing anything wrong. Truth is, Tech Armor just doesn't give you all that much added survivability in the beginning. I respecced my Sentinel after Mordin to NOT have Tech Armor just so I could have better defense stripping capabilities.
Once you have 10 points and Hard Shields, Tech Armor becomes pretty tough, but up until then, the boost it grants isn't all that much. Same would go for most Shield powers, actually. At the start of the game, Energy Drain is one of the most powerful defense powers you can have.
#21
Posté 08 mars 2010 - 06:28
King Eselred wrote...
WildH3artless wrote...
don't bother with warp and take reave as your bonus power to have fun with cryo blast... any class with cryo blast is pure awesomeness including mordin.
Any class is OP with Reave. A Soldier could take Reave and finish Insanity easily by doing nothing but spamming Area Reave. Saying "take Reave" isn't really giving any useful advice at all...
"Overpowered" is a subjective, relative term. If dude is having trouble surviving, then maybe he ought to be using something that you call "overpowered".
Honestly, what would he have to lose, besides your blessing?
EDITED to fix typo.
Modifié par sedrikhcain, 08 mars 2010 - 06:40 .
#22
Posté 08 mars 2010 - 06:43
Makes early Sentinels playable, as the enemies have to stop attacking you and deal with the enemy within their ranks. Allows you and your buddies to get in close and waste em.
For added fun, dominate the enemy heavy weapon weilders that are at the back of packs and watch the hilarity ensue.
#23
Posté 08 mars 2010 - 07:11
Jaekahn wrote...
I don't know what I am doing wrong. Tech Armor just doesn't last as long as I thought it would with all the rumors that Sentinels have such incredible survivability. It's currently rank 2 with the intention to become Assault Armor at rank 4. I can't play as aggressively as I am use to on my Engineer and usually spend most of my time in cover since the Tech Armor CD is so long in the beginning.
Rank... 2?
I hope you're under level 3.
#24
Posté 08 mars 2010 - 07:27
#25
Posté 08 mars 2010 - 07:49
2) The Sentinel isn't a caster class if your planning on taking Assault Armor. Its actually a soldier/guns class that has the options of using abilities instead of ammo types, but its play style should be aggressive and gun focused. Try taking Jacob often: He's got pull to set up your detonations and incendiary ammo for your weapon killing power. Jack also works for that role. I'd advise you never to enter a battle without a squad ammo squadmate.
3) Don't spam your tech armor. Use your guns and abilities to strip defenses, then rush the enemy, letting your armor detonate. You'll get a 50% shield recover, while everyone in a huge radius will be on the ground. Gun them down and use throws/cryo's to keep some of the enemies down longer.




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