Mass Effect 2: The Sentinel - The Turnip that WILL bleed for you (by Darnalak)
Oct 17, 2016 0:58:01 GMT
Post by RedCaesar97 on Oct 17, 2016 0:58:01 GMT
ATTENTION: This guide was originally posted by Darnalak on the old BioWare Social Network (BSN) forums. I am copying the guide here so it does not disappear when the old BSN forums are shut down.
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!
Builds:
Basic Commander Shepard looks a lot 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.
Equipment:
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. (see the theme?)
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!
Loki mechs: 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 mechs: 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. Their little bugzapper attack really isn't Tech-Armor friendly.
YMIR mechs: 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 Section:
Horizon Videos:
- 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.
- This is Horizon, Wave 2
- Horizon Wave 3. Last Wave before the Harbinger takes a personal interest.
Rumination's Videos:
-Husk Decimation by Assault armor.
Helpful Links:
www.gamefaqs.com/xbox360/944907-mass-effect-2/faqs/58971
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!
Builds:
Basic Commander Shepard looks a lot 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.
Equipment:
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. (see the theme?)
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!
Loki mechs: 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 mechs: 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. Their little bugzapper attack really isn't Tech-Armor friendly.
YMIR mechs: 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 Section:
Horizon Videos:
- 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.
- This is Horizon, Wave 2
- Horizon Wave 3. Last Wave before the Harbinger takes a personal interest.
Rumination's Videos:
-Husk Decimation by Assault armor.
Helpful Links:
www.gamefaqs.com/xbox360/944907-mass-effect-2/faqs/58971