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Bonus Power For Sentinel


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#1
DeathByWoodchipper

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I'll be starting my Insanity run on a Sentinel soon and I was wondering: what Bonus Power would complament an Assault Sentinel the best?

#2
Kronner

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I took Warp Ammo and it was pretty good. Slam, Neural Shock, Tungsten Ammo were all great too.

#3
TheUnusualSuspect

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Am doing an Insanity Sentinel myself (2/3rds through).  It depends if you're going to be more of a caster, or a soldier type.  I chose the caster path.

If caster, with (Raider or Guardian) + Power Armor, for maximum damage per strike, Reave wrecks things en-masse.

If soldier/shooter, go with one of the ammo powers as suggested above.

Modifié par TheUnusualSuspect, 21 mars 2010 - 10:48 .


#4
TheBestClass

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Reave

#5
MasterAlric

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I've played an Assault Sentinel trough almost all of the game on Insanity. If you really want to play aggressively (that's what this build is for), you will want to cast your armor A LOT, and that's very costly on your global cooldown.



An Assault Sentinel benefits the more from powers with low cooldown that increase your killing speed : I use Cryo Blast (area) and Throw (heavy) a lot. You NEED at least one point in cryo blast and you NEED 10 points in both armor and passive. This means that you won't be able to invest heavily in ammo bonus power until late game. And since you NEED ammo power early on, you'll have to rely on teammates : mainly Jacob or Grunt with Squad Incendiary Ammo, Zaeed or Jackfor specific missions (against geths or collectors, respectively).



My point is : choose whatever bonus power you like. It won't make a big difference because you probably won't be using it anyway.



And don't invest in Warp and Overload : that's for caster sentinels. Cryo blast FTW !



Have fun with your Sentinel.

#6
Kronner

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MasterAlric wrote...
If you really want to play aggressively (that's what this build is for), you will want to cast your armor A LOT, and that's very costly on your global cooldown.


Yeah, that's why I think Warp ammo is the best :) (plus it really fits from RP point of view)

#7
TheUnusualSuspect

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Kronner wrote...

MasterAlric wrote...
If you really want to play aggressively (that's what this build is for), you will want to cast your armor A LOT, and that's very costly on your global cooldown.


Yeah, that's why I think Warp ammo is the best :) (plus it really fits from RP point of view)


Hmmm, RP-wise, a caster Sentinel works too.

With the Guardian 100% armor, the Sentinel will often be in the open, but at range, lobbing out warps, reaves, and throws, applying crowd control while being the center of attention for all opponents, allowing the squad-mates to do their thing.  ie.  he IS the Guardian, he takes the fire and lays down suppressing fire for the squad and applies tactical attacks to get squaddies out of trouble.

I gotta say though that Harbinger/Scions go down super-fast to the caster Sentinel.  It really surprised me how often the Sentinel could just stand there, lobbing out warps/reaves and taking fire while the squadmates throw in their fire/powers.  A Guardian Sentinel with -20% biotic cooldowns can lob out a Heavy Warp every 3 seconds.  With Power Armor and the Blood Dragon Armor, and the 50% Biotic damage bonus, that's at +80% warp damage too.  Yeah, sure, it's not in-your-face combat, but that's only 'cos nothing really lasts long enough to get up to your face (talking about Insanity here too).

#8
OniGanon

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There's Reave, which lets you mostly ignore Throw and Warp and invest in Cryo Blast instead (which can more or less replace Throw).



There's Energy Drain, which will let you ignore Overload and Cryo Blast for the most part and let you invest heavily in Throw and Warp. It also works to make your Tech Armour last a bit longer.



There's Warp Ammo, which is nice because it doesn't intefere with your Tech Armour cooldown, it's in character and together with Zaeed's Squad Disruptor you have all defenses covered with both powers and ammo.



There's Neural Shock... It has a very short cooldown (same as Throw) and has a long duration, such that it's effective from the first point spent. But a low level Cryo Blast or high level Throw can do mostly the same thing, without organics-only restriction.



There's Slam... The only reason I can think of to take this is to spend 1 point in it so you can set up a Warp from another teammate.

#9
MasterAlric

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Kronner wrote...

MasterAlric wrote...
If you really want to play aggressively (that's what this build is for), you will want to cast your armor A LOT, and that's very costly on your global cooldown.


Yeah, that's why I think Warp ammo is the best :) (plus it really fits from RP point of view)


Warp Ammo is one of the best bonus talent but it's use is very situational : I turn it on against enemies with barriers (collectors) but I use Incendiary Ammo (Squad) against everything else because of the very useful crowd control effect on organics (they start to freak out when set on fire). Plus, it allows you to yell  "Burn, mo**er f**ker !" (Zaeed Style) at your TV, while playing ! :devil:

#10
Megalomaniac-X

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I took Armor Peircing Ammo and a Assault Rifle Training (Vindicator) it works very well here's my build



Level 4 Throw Field

Level 4 Heavy Warp

Level 4 Power Armor

Level 4 Heavy Overload

Level 4 Raider

Level 1 Armor Peircing Ammo



30% Damage Is A Lot For One Point


#11
RamsenC

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^^^Why don't you just use squad ammo from one of your squad mates. You will get more than 30% damage and your whole squad will have it.

For a bonus power you can get Reave instead of Warp to be purely a defense stripper or Energy Drain to replace Overload if you like the shield drain effect. Other than that you should not put more than one point in a bonus power. Always bring Jack/Jacob for Pull Field and Squad Ammo. If you take Reave bring Miranda for at least one Warp.

Modifié par RamsenC, 23 mars 2010 - 12:01 .


#12
Razyx

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I took Warp Ammo