Post by RedCaesar97 on Oct 17, 2016 0:38:16 GMT
ATTENTION: The following guide was originally posted by Arhka on the old BioWare Social Network (BSN) forums. I am copying it here so it does not disappear when the old BSN forums are shut down.
First, to know how to play a sentinel, the following needs to be established.
1) What is a Sentinel?
- A class that can use both tech and biotic powers to harm/debuff enemies and is versatile in providing support and/or being independent.
2) Why play a Sentinel?
- They can quickly strip defenses and have no vulnerabilities. Usually.
3) How do you play a Sentinel?
- This varies dependent on your playstyle. Sentinels with their abilities can cater to almost every playstyle. CQC, Mid-Range, and Long-Range are equally viable for the Sentinel. They can have a role in every situation, although more specialized classes may do better. Also, your playstyle will also vary on who you want as your party, as the class really shines when working with other powers from squadmates
Powers:
Builds can vary from playstyle to playstyle, and each power delivers a certain role in a firefight. Generally powers can be split into 3 categories: Damage, which focuses on harming health/protections, Crowd Control, which focuses on incapacitation and generally increases damage done, and Effect, which have additional buffs or debuffs upon cast.
(Note: Anything rendered immobile via knockdown or freezing gives attackers damage bonuses, Crowd Control kills unprotected Husks instantly, “stun” stops movement briefly while “throw” knocks down the target)
Throw (Crowd Control, Variable Damage) – Your standard quick cooldown, quick stun/throw biotic power. This power generally functions as a quick knockdown and can instantly kill anything near the edge. Heavy Throw increases force which can knock something further towards an edge and Throw Field increases the area of Throw, being able to strike multiple targets. Also, depending on the environment, Throw can function as a damage power if the target hits anything when thrown or is ragdolled in the air with an open sky. Otherwise, provides minor damage against protections.
Warp (Damage, Biotic/Armor Crowd Control, Effect) – The sentinel’s bread and butter, this destroys armor and barriers, and provides additional stun when casted on a target with these protections. It deals a decent amount of damage and also negates regeneration. Also, any target that is under the effect of biotic effects (with the exception of Reave) will stun/throw anything(including itself) within a 5 meter radius of the impact. Heavy Warp increases damage, Unstable Warp increases potential Crowd Control and potential Damage.
Overload (Damage, Synthetic Crowd Control, Effect) – This tech mine rounds out the Sentinel’s defense destroying abilities by decimating shields, overheating weapons, and stunning synthetics. Sets explosives off with more bang and instant kills unprotected pyros. Once upgraded to level 3, it can function as a pseudo-crowd control for everything with its overheat factor. Heavy increases damage and explodes synthetics upon death, and Area increases radius.
Tech Armor (Effect, Crowd Control, Conditional Damage) – The trademark Sentinel power, this boosts shields until its destruction, which then proceeds to stun/throw and damage everything within a certain radius. Great for tipping fights in your favor when the armor is destroyed and enemies have no protection, or for providing valuable time to change positions. Assault Armor increases pulse radius and damage while providing a shield boost, and Power Armor increases power damage and shields.
Cryo Blast (Crowd Control) – A tech power that focuses on stopping unprotected enemies in its tracks via rapid freezing, this power excels at crowd control and lets your squad kick the target in the quad by providing a still target with CC’s effects. Cryo Blast is a viable alternative to Throw because it still instakills Husks, and has a longer duration at the cost of a longer cooldown. However, Cryo cannot provide CC against protected enemies. Deep Cryo increases duration, while Full Cryo increases radius.
Defender (Effect) – Not a “power” in definition, but added here because it improves on the Sentinel’s abilities. Defender lowers cooldown, increases health and alignment. Guardian further lowers cooldown and boosts alignment, while Raider provides a damage boost and a lesser effect of Guardian.
Notable Bonus Powers:
Geth Shield Boost/Barrier/ Fortification (Effect) – All can provide a supplement to Tech Armor, boosting shields even further and GSB can provide a damage boost. Otherwise, they are redundancies to Tech Armor\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Reave (Damage, Crowd Control, Effect) – Similar to Warp, this power destroys barriers and armor, but doesn’t detonate biotic effects. Instead, it can Crowd Control organic enemies while providing a health boost, and is also instant hit. Heavy increases damage while Area increases effect range.
Dominate(Crowd Control, Effect) – AI Hacking for organics, this controls an unprotected enemy and can set the basis for a warp bomb. Improved increases duration/barrier, while Area increases effect range.
Energy Drain(Damage, Effect) – This power can replace Overload to an extent, providing the same damage characteristics while boosting your Tech Armor reinforced shields. This gives you increased durability
Flashbang Grenade(Crowd Control, Effect, Damage) - Pretty much Damping back from the dead. It seems the CC of this power goes through protections, and it's got the radius to keep a crowd down. Spammable, and perfect for a support role. Just make sure you aim it though.
Ammo(Effect) – I’ve decided to group all ammo together, as they all do the same thing: Boost Damage. More weapon damage is useful for the Sentinel, but if your toting Squad Ammo on a party member, then it may not be as needed.
Weapon Training:
Assault Rifle – Gives the Sentinel bonuses against all protections, but most notably armor, as armor becomes more prevalent near the end of the game. Easy to aim and shoot, AR’s can be used anywhere. UPDATE: With the advent of the new Locust SMG, AR's are not as necessary to cover mid-range, but can still be chosen to pack more punch than their SMG brethren.
Shotgun – For those who enjoy close range combat, the shotgun can be combined with AA to let the Sentinel become a potent fighter. While not possessing the ability to end a fight quickly like a Vanguard, the Sentinel is much more durable and forgiving at close quarters.
Sniper Rifle – Gives the Sentinel another reason to stay back, this lets them extend the range of their powers as the scope can be used for aiming powers at relatively far targets. Can synergize well with Warp for this purpose. Some times can get cumbersome at mid-range(shooting at the tubes).
Warp vs. Reave:
The debate between these two powers in the community has warranted its own section. First, I will list the pros and cons between the two powers.
Warp Pros – Detonates biotic effects, homing, instant damage, synergizes with other biotic powers, is not a bonus power
Warp Cons – Can only CC/AoE with barrier/armor and biotic effects, warp explosions dependent on squadmates, can miss due to movement of target between cover
Reave Pros – Instant hit, reliable crowd control against organics, health boost against organics, synergy does not matter as much, benefits from biotic duration upgrade
Reave Cons – Does not synergize as well as warp, can miss due to lack of aim, CC only against organics, damage is not instant, Bonus Power
So now, which one of these similar powers is superior?
In the end, it all depends on your playstyle and party members. If you bring biotic crowd control members and use warp explosions in your strategy, then Warp may be superior. However, if you opt for combat/tech party members, you will not need the synergy Warp provides unless you possess Dominate.
The Build:
Since you have only 50 points to play around with when you reach level 30, you can evolve a maximum of 5 powers, while having a 1 point skill. The end build is what you want out of your playstyle and who you take with you. Your squad is as important as your build as they determine which abilities you supplement with your own. Also, which weapon you pick on the Collector ship will also determine how you play.
My build:
4 - Throw Field – Throw punts people a good distance away already, and area makes it easier to kill/slowdown husks.
0 - Warp – Opted for Reave. See Reave.
4 - Assault Armor – I found it easier to survive when more people get affected by AA’s radius and also I believe that the shield boost after recharge has a chance to trigger Redundant Field Generator.
4 - Area Overload – More people = more effect = more overheated weapons/stunned synthetics. Can destroy multiple pyros easily.
1 - Cryo Blast – Didn’t have anything better to put a point into.
4 - Guardian – Lower recharge time lets me spam powers more often and helps to put back AA on.
4 - Area Reave – Chosen because I don’t take biotic squadmembers with me. It also lets me take down multiple barriers at once and the CC effect lets headshots be lined up relatively easily. Also, it can penetrate through some cover, popping organics out if they have no protection. Reave CC lasts longer than Warp CC.
Assault Rifle Training – Vindicator packs punch mid/long range and is easier to headshot Reaved organics. The sniper rifle’s scope tends to hinder killing speed, although that may change with the Mantis when I try it later on.
Party Members:
Garrus – AP Ammo, Area Overload, CS, Sniper/AR – Garrus’s Squad AP Ammo makes up for the lack of weapon damage the sentinel possesses. Area Overload CC’s by overheating organic weapons, and CS can provide a quick stun for those sticky situations. I keep Garrus with a Sniper so he can cover long range fire.
Tali – Explosive Drone, Area Energy Drain, Shotgun/HP – Combat Drone is the only CC that works outside of protections as a distraction and it can keep Harbinger/Scions occupied for a good amount of time. Energy Drain makes Tali surpisingly durable against synthetics as she can deal damage and refresh her shields constantly. The Eviscerator becomes quite potent with AP Ammo, and covers short range combat.
Equipment:
Again, like many other things with the Sentinel, is that the equipment can vary greatly from build to build. So I will list notable armor below:
Kuwashii Visor (10% headshot damage)– Mostly for sniper/ AR sentinels, this can give the Sentinel a needed damage boost with headshots, and it’s relatively easy for snipers to line those up. It can be done with an AR, but headshots aren’t as available at times for them.
Archon Visor (5% power recharge time) - 5% doesn't seem like much, but partnered with the 30% cooldown you get from your class power, it can help shorten the recharge time on powers and enhance both DPS and survivability.
((( Note from RedCaesar97: Testing from other players showed that the Archon Visor did not work )))
Sentry Interface, Heavy Damping Gauntlets, Shield Harness(5% shields) – Shields are important for every Sentinel, and this visor helps reinforce Tech Armored shields.
Umbra Visor, Amplifier Plates, N7 Chestplate (5% powers, 5% powers, 3% powers) – Power damage is important, especially for Warp and Reave, when taking out protections quickly.
Aegis Vest, Life Support Webbing (5% health, 5% health) – Increases durability when shields are down, can give you precious time to wait for a Tech Armor cooldown. Also lets Reave recover more health on cast.
Stimulator Conduits (10% sprint speed)– Running faster is never a bad thing, especially when needing cover after Tech Armor goes down/damaged.
Conclusion:
There is no one way to play the Sentinel. The Sentinel is the most versatile class is Mass Effect, and can be tailor made to almost every playstyle. It can provide almost every role on the battlefield, and can make nearly every party work if made right. If you want to try a concept, the Sentinel can somehow make it work.
First, to know how to play a sentinel, the following needs to be established.
1) What is a Sentinel?
- A class that can use both tech and biotic powers to harm/debuff enemies and is versatile in providing support and/or being independent.
2) Why play a Sentinel?
- They can quickly strip defenses and have no vulnerabilities. Usually.
3) How do you play a Sentinel?
- This varies dependent on your playstyle. Sentinels with their abilities can cater to almost every playstyle. CQC, Mid-Range, and Long-Range are equally viable for the Sentinel. They can have a role in every situation, although more specialized classes may do better. Also, your playstyle will also vary on who you want as your party, as the class really shines when working with other powers from squadmates
Powers:
Builds can vary from playstyle to playstyle, and each power delivers a certain role in a firefight. Generally powers can be split into 3 categories: Damage, which focuses on harming health/protections, Crowd Control, which focuses on incapacitation and generally increases damage done, and Effect, which have additional buffs or debuffs upon cast.
(Note: Anything rendered immobile via knockdown or freezing gives attackers damage bonuses, Crowd Control kills unprotected Husks instantly, “stun” stops movement briefly while “throw” knocks down the target)
Throw (Crowd Control, Variable Damage) – Your standard quick cooldown, quick stun/throw biotic power. This power generally functions as a quick knockdown and can instantly kill anything near the edge. Heavy Throw increases force which can knock something further towards an edge and Throw Field increases the area of Throw, being able to strike multiple targets. Also, depending on the environment, Throw can function as a damage power if the target hits anything when thrown or is ragdolled in the air with an open sky. Otherwise, provides minor damage against protections.
Warp (Damage, Biotic/Armor Crowd Control, Effect) – The sentinel’s bread and butter, this destroys armor and barriers, and provides additional stun when casted on a target with these protections. It deals a decent amount of damage and also negates regeneration. Also, any target that is under the effect of biotic effects (with the exception of Reave) will stun/throw anything(including itself) within a 5 meter radius of the impact. Heavy Warp increases damage, Unstable Warp increases potential Crowd Control and potential Damage.
Overload (Damage, Synthetic Crowd Control, Effect) – This tech mine rounds out the Sentinel’s defense destroying abilities by decimating shields, overheating weapons, and stunning synthetics. Sets explosives off with more bang and instant kills unprotected pyros. Once upgraded to level 3, it can function as a pseudo-crowd control for everything with its overheat factor. Heavy increases damage and explodes synthetics upon death, and Area increases radius.
Tech Armor (Effect, Crowd Control, Conditional Damage) – The trademark Sentinel power, this boosts shields until its destruction, which then proceeds to stun/throw and damage everything within a certain radius. Great for tipping fights in your favor when the armor is destroyed and enemies have no protection, or for providing valuable time to change positions. Assault Armor increases pulse radius and damage while providing a shield boost, and Power Armor increases power damage and shields.
Cryo Blast (Crowd Control) – A tech power that focuses on stopping unprotected enemies in its tracks via rapid freezing, this power excels at crowd control and lets your squad kick the target in the quad by providing a still target with CC’s effects. Cryo Blast is a viable alternative to Throw because it still instakills Husks, and has a longer duration at the cost of a longer cooldown. However, Cryo cannot provide CC against protected enemies. Deep Cryo increases duration, while Full Cryo increases radius.
Defender (Effect) – Not a “power” in definition, but added here because it improves on the Sentinel’s abilities. Defender lowers cooldown, increases health and alignment. Guardian further lowers cooldown and boosts alignment, while Raider provides a damage boost and a lesser effect of Guardian.
Notable Bonus Powers:
Geth Shield Boost/Barrier/ Fortification (Effect) – All can provide a supplement to Tech Armor, boosting shields even further and GSB can provide a damage boost. Otherwise, they are redundancies to Tech Armor\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Reave (Damage, Crowd Control, Effect) – Similar to Warp, this power destroys barriers and armor, but doesn’t detonate biotic effects. Instead, it can Crowd Control organic enemies while providing a health boost, and is also instant hit. Heavy increases damage while Area increases effect range.
Dominate(Crowd Control, Effect) – AI Hacking for organics, this controls an unprotected enemy and can set the basis for a warp bomb. Improved increases duration/barrier, while Area increases effect range.
Energy Drain(Damage, Effect) – This power can replace Overload to an extent, providing the same damage characteristics while boosting your Tech Armor reinforced shields. This gives you increased durability
Flashbang Grenade(Crowd Control, Effect, Damage) - Pretty much Damping back from the dead. It seems the CC of this power goes through protections, and it's got the radius to keep a crowd down. Spammable, and perfect for a support role. Just make sure you aim it though.
Ammo(Effect) – I’ve decided to group all ammo together, as they all do the same thing: Boost Damage. More weapon damage is useful for the Sentinel, but if your toting Squad Ammo on a party member, then it may not be as needed.
Weapon Training:
Assault Rifle – Gives the Sentinel bonuses against all protections, but most notably armor, as armor becomes more prevalent near the end of the game. Easy to aim and shoot, AR’s can be used anywhere. UPDATE: With the advent of the new Locust SMG, AR's are not as necessary to cover mid-range, but can still be chosen to pack more punch than their SMG brethren.
Shotgun – For those who enjoy close range combat, the shotgun can be combined with AA to let the Sentinel become a potent fighter. While not possessing the ability to end a fight quickly like a Vanguard, the Sentinel is much more durable and forgiving at close quarters.
Sniper Rifle – Gives the Sentinel another reason to stay back, this lets them extend the range of their powers as the scope can be used for aiming powers at relatively far targets. Can synergize well with Warp for this purpose. Some times can get cumbersome at mid-range(shooting at the tubes).
Warp vs. Reave:
The debate between these two powers in the community has warranted its own section. First, I will list the pros and cons between the two powers.
Warp Pros – Detonates biotic effects, homing, instant damage, synergizes with other biotic powers, is not a bonus power
Warp Cons – Can only CC/AoE with barrier/armor and biotic effects, warp explosions dependent on squadmates, can miss due to movement of target between cover
Reave Pros – Instant hit, reliable crowd control against organics, health boost against organics, synergy does not matter as much, benefits from biotic duration upgrade
Reave Cons – Does not synergize as well as warp, can miss due to lack of aim, CC only against organics, damage is not instant, Bonus Power
So now, which one of these similar powers is superior?
In the end, it all depends on your playstyle and party members. If you bring biotic crowd control members and use warp explosions in your strategy, then Warp may be superior. However, if you opt for combat/tech party members, you will not need the synergy Warp provides unless you possess Dominate.
The Build:
Since you have only 50 points to play around with when you reach level 30, you can evolve a maximum of 5 powers, while having a 1 point skill. The end build is what you want out of your playstyle and who you take with you. Your squad is as important as your build as they determine which abilities you supplement with your own. Also, which weapon you pick on the Collector ship will also determine how you play.
My build:
4 - Throw Field – Throw punts people a good distance away already, and area makes it easier to kill/slowdown husks.
0 - Warp – Opted for Reave. See Reave.
4 - Assault Armor – I found it easier to survive when more people get affected by AA’s radius and also I believe that the shield boost after recharge has a chance to trigger Redundant Field Generator.
4 - Area Overload – More people = more effect = more overheated weapons/stunned synthetics. Can destroy multiple pyros easily.
1 - Cryo Blast – Didn’t have anything better to put a point into.
4 - Guardian – Lower recharge time lets me spam powers more often and helps to put back AA on.
4 - Area Reave – Chosen because I don’t take biotic squadmembers with me. It also lets me take down multiple barriers at once and the CC effect lets headshots be lined up relatively easily. Also, it can penetrate through some cover, popping organics out if they have no protection. Reave CC lasts longer than Warp CC.
Assault Rifle Training – Vindicator packs punch mid/long range and is easier to headshot Reaved organics. The sniper rifle’s scope tends to hinder killing speed, although that may change with the Mantis when I try it later on.
Party Members:
Garrus – AP Ammo, Area Overload, CS, Sniper/AR – Garrus’s Squad AP Ammo makes up for the lack of weapon damage the sentinel possesses. Area Overload CC’s by overheating organic weapons, and CS can provide a quick stun for those sticky situations. I keep Garrus with a Sniper so he can cover long range fire.
Tali – Explosive Drone, Area Energy Drain, Shotgun/HP – Combat Drone is the only CC that works outside of protections as a distraction and it can keep Harbinger/Scions occupied for a good amount of time. Energy Drain makes Tali surpisingly durable against synthetics as she can deal damage and refresh her shields constantly. The Eviscerator becomes quite potent with AP Ammo, and covers short range combat.
Equipment:
Again, like many other things with the Sentinel, is that the equipment can vary greatly from build to build. So I will list notable armor below:
Kuwashii Visor (10% headshot damage)– Mostly for sniper/ AR sentinels, this can give the Sentinel a needed damage boost with headshots, and it’s relatively easy for snipers to line those up. It can be done with an AR, but headshots aren’t as available at times for them.
Archon Visor (5% power recharge time) - 5% doesn't seem like much, but partnered with the 30% cooldown you get from your class power, it can help shorten the recharge time on powers and enhance both DPS and survivability.
((( Note from RedCaesar97: Testing from other players showed that the Archon Visor did not work )))
Sentry Interface, Heavy Damping Gauntlets, Shield Harness(5% shields) – Shields are important for every Sentinel, and this visor helps reinforce Tech Armored shields.
Umbra Visor, Amplifier Plates, N7 Chestplate (5% powers, 5% powers, 3% powers) – Power damage is important, especially for Warp and Reave, when taking out protections quickly.
Aegis Vest, Life Support Webbing (5% health, 5% health) – Increases durability when shields are down, can give you precious time to wait for a Tech Armor cooldown. Also lets Reave recover more health on cast.
Stimulator Conduits (10% sprint speed)– Running faster is never a bad thing, especially when needing cover after Tech Armor goes down/damaged.
Conclusion:
There is no one way to play the Sentinel. The Sentinel is the most versatile class is Mass Effect, and can be tailor made to almost every playstyle. It can provide almost every role on the battlefield, and can make nearly every party work if made right. If you want to try a concept, the Sentinel can somehow make it work.