lynx7386
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Post by lynx7386 on May 30, 2017 21:39:42 GMT
I like the sentinel tech armor, but after playing a biotic character for a while (on both vanguard and adept styles) I just dont like biotics, guess it just doesnt fit me all that well.
Is it possible to set up a decent sentinel-based build that focuses mostly or entirely on tech abilities?
Also one of the few combos with biotics that I do like is singularity + chain overload, so I might keep using that, but does the combo generated from this count as a biotic or tech combo?
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Wulfram
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Post by Wulfram on May 30, 2017 22:56:13 GMT
My Sentinel build was Lance+Energy Drain+Incinerate. Shield powered Lance, lots of shield recovery. Endless combos and really hard to kill even on insanity.
A pure tech Sentineal should work OK at high levels, you'd just need to invest in biotics enough to level your profile even if you're not using it (and Barrier would certainly be useful of course). Take advantage of the combo damage boost - so Energy Drain and Incinerate set to both prime and detonate and then something else that either primes or detonates would be good I guess.
Primer dictates the type of combo I think, so a singularity based combo would be biotic
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Post by derrame on May 31, 2017 5:57:20 GMT
it is an engineer
sentinels have biotic and technological powers
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Post by Serza on May 31, 2017 12:00:28 GMT
As Derrame said.
Sentinel is someone with Biotics and Tech, but very little combat (ME1 Sentinels were basically combat life savers and support troops). You wanna take the Biotics away, you got a plain good ol' Engineer.
The six original classes, as they went were (their signature powers from ME2 onward in brackets): Soldier - Full Combat (Adrenaline Rush) Engineer - Full Tech (Drone) Adept - Full Biotics (errr, Throw? I think Vanguards had access to Singularity and Warp) Sentinel - Tech/Biotics (Tech Armor, because it used to be a regular power) Vanguard - Combat/Biotics (Biotic Charge) Infiltrator - Combat/Tech (Tactical Cloak)
To build a good ol' oldschool Sentinel, you're investing in pistol passives and end there, play it power heavy. Oh, and be glad Tech Armor is now passive, because you don't need to use a slot for it.
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Wulfram
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Post by Wulfram on May 31, 2017 13:44:02 GMT
As Derrame said. Sentinel is someone with Biotics and Tech, but very little combat (ME1 Sentinels were basically combat life savers and support troops). You wanna take the Biotics away, you got a plain good ol' Engineer. The six original classes, as they went were (their signature powers from ME2 onward in brackets): Soldier - Full Combat (Adrenaline Rush) Engineer - Full Tech (Drone) Adept - Full Biotics (errr, Throw? I think Vanguards had access to Singularity and Warp) Sentinel - Tech/Biotics (Tech Armor, because it used to be a regular power) Vanguard - Combat/Biotics (Biotic Charge) Infiltrator - Combat/Tech (Tactical Cloak) To build a good ol' oldschool Sentinel, you're investing in pistol passives and end there, play it power heavy. Oh, and be glad Tech Armor is now passive, because you don't need to use a slot for it. In previous games, that's all true, but ME:A is a bit different. The profile system allows you to run an with 3 tech powers but still as a Sentinel, and with the different passives I think there's actually a pretty good case for taking the Sentinel profile ahead of the Engineer profile, at least at high levels. Engineer is quite heavily set up for constructs, if they're not your thing then Tech Armour + a huge bonus to cooldowns seems perhaps a better choice than Drone + 5% combo damage. At least once you've got the spare points to level that profile. On a similar line, I'm currently playing a soldier with all tech powers in NG+. I'm not keen on the combat powers but I like the weapon damage boost, so it makes sense.
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TheInvoker
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Post by TheInvoker on May 31, 2017 14:06:23 GMT
The problem is that if you take only tech powers you can't raise your sentinel profile You can take Barrier since it's alays useful,but other biotic passives improves active abitilies. maybe later in the game when you have maxed your tech abilities (you don 't need more than 3+3 passives) you can spend points in some biotic abilities that you won't use.
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KLGChaos
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Post by KLGChaos on May 31, 2017 16:37:48 GMT
Engineer is for maximizing tech damage and cooldowns, but is a bit squishier.
Sentinel is great if you want a character who can still put out some damage with combos, but is a little tankier.
If you want a tech based Sentinel, determine which tech powers you want first and then start pumping up Biotics as well. You'll need the points to choose the profile and Barrier is a good all-around passive anyway to beef up defenses.
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Post by wookiewhisperer on Jun 4, 2017 2:35:33 GMT
I just run several, 3 for now, profiles with lance running as universal detonator and functioning as my "extra bullet" whenever I need it. Set up for sheild cost and between all the passive coming from different sources that aid sheild and I legitimately don't really need a weapon if I don't want one. Add on a cryo gauntlet with tech recharge augs for the cherry on top
Overload/energy drain/lance for when a destroyer shows up or if you're facing a ton of sheild
Incin/cryo/lance for general mobs (weapons, lance, and vetra rip sheild)
And my most recent add is flamethrower/cryo/lance for more close range ...still making adjustments here
I'm gonna make an adept profile once I have the points
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