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Post by Deleted on Apr 9, 2017 11:11:41 GMT
Is the sentinel profile outclassed by the explorer profile?
In my opinion not really. They both good in their own right.
Explorer has mobility through blink. Sentinel is tanky and pretty good for power casting combo detonating builds . Speaking of CQC, I learned that you can get away with not having more damage resistance apart from what you already get from passives and bonuses from some of the profiles. So basically the remnant armor set wasn't necessary at all for insanity or even damage resistance augment bonuses via kinetic coil.
And this is my CQC video with explorer. No remnant armor pieces, damage resistance from kinetic coil and no fusion mod of adrenaline. I really like the setup I had going with the explorer build.
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KLGChaos
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Post by KLGChaos on Apr 9, 2017 14:09:19 GMT
Nah... Each of the six profiles bring their own playstyle really.
Soldier is your typical gunslinger with a few tools to make it even better, plus grenades. They actually require some tactical management of special ammo and power cells.
Biotic is your control type. Locking things down and then making them go boom... A lot.
Engineer is your versatile type that has a tool to take down enemies of every type, whether shielded or armored. Plus pets.
Infiltrator is your stealth/sniper like always.
Vanguard is your up close and personal class.
Sentinel is your high risk/high reward "spam the crap out of Nova and Lance with no cool down/eats shields upgrade" build with the tech armor providing extra protection.
Explorer is your all around build for those who like grabbing things from each section and has the best evade in the game.
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lastpawn
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Post by lastpawn on Apr 9, 2017 14:23:14 GMT
What holds Sentinels back, in my opinion, is that powers and especially power combos do VERY LITTLE DAMAGE compared to weapons (and how much damage they did in ME3). So a Sentinel bonus of say 20% to combo damage means what? Well, 20% of little is very little. Adept profile is actually useful in that while it doesn't boost combo damage, it provides biotic echoes.
Second, survivability can be taken care of with the right skills and items. This means that the Sentinel armor passive is helpful, but the real survivability boosts come from elsewhere (like Charge, or that Biotic passive offering a full shield recharge every 10 seconds, who thought that was balanced?).
In other words, Sentinel loses on both versatility, since powers and combos are much weaker than in the past, and durability, since other classes can become almost as resilient.
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Post by lexxxich on Apr 9, 2017 14:23:53 GMT
Since the matter of power combos came up, how do I make them stronger? I'm running Sentinel 6 profile, took all the "+combo damage" passive evos, use Throw with "+30% combo damage". On the first glance, it about doubles the basic damage combos do, and they still can't kill a basic mook on Normal. It comes to absurd situations like setting mooks on fire with Incinerate will kill them 100%, but if I detonate the effect, they'll live through it. Not sure what else I can do to that end, other than stuffing my gear full of "+combo damage" augs. I'd really like to avoid that.
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Post by Deleted on Apr 9, 2017 15:09:37 GMT
Honestly saving barrier isn't that OP depending on playstyle and probably difficulty.
If you're that guy who says "Screw cover" then even with saving barrier you'll get wrecked, because yes you get 100% of your barrier/shields but that 100% can easily drop back to 0 in no time at all on insanity if you're not careful and mess up like me and gets killed when having focus fire from 2 anointed on insanity.
Otherwise if you're the other guy that hugs cover like a champ and depends on it as if it's the holy grail, then 9 times out of 10 you'd likely to have saving barrier up by then. Or worse case scenario an attack goes past the threshold of saving barrier resulting in death, I blame the remnant destroyer's cannon shot attack that did excess damage to my health after killing my shields in one shot on insanity and I wasn't hugging cover.
And power combos aren't really gonna be your main source of damage in this game. It's more or less just gonna be adding extra damage which is better than nothing and especially if your power setup isn't really focused on amping weapon damage, via turbocharge and tactical cloak. Also probably doesn't mean much, but biotic and tech detonation damage do scale with more points invested into biotics or tech. But I doubt that makes too much of a big difference if memory serves me correctly even with 25% more combo damage with 5 slot melee weapon and maxed out 252 biotic skill tree from my experience.
Unless you're playing the adept, biotic echoes is really freakin nice, land a biotic explosion with some insane combo combo radius that can potentially have more than 100% will do quite a bit of damage to a group of like 5 wraiths and 4 chosens clustered together.
It really wouldn't surprise me if people aren't gonna fully utilise every stat bonus from every profile. Example sentinel is for that tech armour. An example from me, I only used the engineer for the combat drone because the EMP blast is so good and I never bothered with tech constructs.
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Post by dark8sage on Apr 9, 2017 16:49:14 GMT
As an explorer pretty much all your bonuses are really useful. Can't say the same for combo detonation damage, construct damage, or even weapon accuracy/stability.
Adept works because biotic powers actually do damage and you got echoes. Biotic lance to the head does a good chunk of damage. Pull does 600 base damage to shields plus the containment bonuses.
Tech powers simply do shit damage. Overload fully charge does a fraction of shield damage compared to Pull, which makes no sense because the entire reason for overload to exist is as a shield stripper.
So in the tech tree, your best skills are energy drain, invasion, and tactical cloak by far. Energy drain is tech's equivalent of biotic charge, and invasion and tactical cloak are massive damage output boosts.
It's just a shame powers are so gimped compared to weapons in this game, because it kills most of the tech tre: Who the hell uses the cryo or fire throwers on insanity? Almost nobody.
Incinerate is only decent against fiends and krogan enemies. A piranha with invasion and tactical cloak will still do far more damage (hell, even a sniper will).
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Post by Duke Cameron on Apr 9, 2017 20:33:36 GMT
I've always played Sentinel and that'll never change. Even if there are classes that outmatch it. Screw cover, get close and kill everything with flamethrower.
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Post by VanSinn on Apr 9, 2017 21:32:42 GMT
Tech powers alone aren't all that powerful, but there are more to them than just damage.
Overload, for example, isn't the best shield stripping power in the Tech tree. It's a combo detonator that has the option for CC with chain "lightning."
Energy drain, by itself, isn't that great of a shield stripper...but it's a primer. Tech combos are VERY good for stripping shields. Powers alone won't kill that quickly, but add in a bit of gunplay, and your powers supplement your bullets and vice versa.
Energy drain also has some crowd control ability if you tech burst it. It leaves a decently sized electrical field on the ground that has a DOT component as well as staggering non-shielded/armored enemies. It almost feels similar to the DOT on Singularity, plus it seems to do more damage vs shields compared to health.
Add in the Sentinel's Combo Damage bonus, and you're looking at shields stripped, fire explosions, staggered enemies, some minor but decent crowd control, burning enemies that take more damage from your weapons, plus weapon damage bonus after casting tech powers, and you've got a really good "generalist" build that doesn't rely on one single trick, but has tools for pretty much all situations.
Does it match Turbocharge with a bio-converter'd Piranha? Not for sheer damage output, no, but it's a very fun playstyle that has different explosion effects going off near constantly, enemies flying around the map everywhere, with a lot of survivability to boot. Energy Drain/Incinerate/Throw on a Sentinel profile is my favorite playstyle so far. Charge Vanguard is too in-your-face for my preference, and I don't like relying on one "trick" to beat everything. Turbocharge and + Weapon Damage builds are the same. Undeniably powerful, but based around one trick that just...kinda gets old after a bit.
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Post by havox on Apr 9, 2017 22:06:41 GMT
Engineer, sentinel, and infiltrator were made with really crappy bonuses. Accuracy and weapon stability are useless as a sniper. Infiltrator is mainly useful for the headshot damage and stealth dodge. 30% headshot damage, meanwhile, explorer rank 6 gives you 15% weapon damage to ALL shots. Since currently the Piranha with Turbocharge makes every other gun look like a joke, snipers are really underpowered in SP in terms of DPS. A piranha will wipe out an ancient fiend far quicker than any sniper, and with seeking plasma you sacrifice a sliver of damage in order for the shotgun to land all its shots even at greater distances, which just makes the gun OP. Infiltrator has the most OP skill in the game when exploring open world maps - see enemies through walls. Infiltrator's 30% headshot bonus is more than soldiers 20% or explorers 15% general damage increase. While yes it is more specific the heads is where you want to shoot enemies when using a sniper. Infiltrator allows for the easiest, laziest outpost clearing on any difficulty, the thing you will be doing A LOT in MEA. Drive up to the outpost from a safe distance, pull out your Black Widow with VHS and SR Receiver mod, and start MURDERING poor ketts hiding behind walls, rocks and crates. Piranha with seeking plasma is stupidly overpowered of course but what did you expect, the crafting system was copied from DAI almost 1:1 and was just as unbalanced there too. It's even more laughably stupid when both Black Widow and Piranha are crafted with VHS and you can switch between the two and never stop shooting ever. Although I agree with your general message, this games balance is not very good. Maybe if Bioware Montreal lead developer was less busy writing angry tweets about murdering white people and had more time balancing ¯\_(ツ)_/¯
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Post by dark8sage on Apr 10, 2017 2:10:15 GMT
Engineer, sentinel, and infiltrator were made with really crappy bonuses. Accuracy and weapon stability are useless as a sniper. Infiltrator is mainly useful for the headshot damage and stealth dodge. 30% headshot damage, meanwhile, explorer rank 6 gives you 15% weapon damage to ALL shots. Since currently the Piranha with Turbocharge makes every other gun look like a joke, snipers are really underpowered in SP in terms of DPS. A piranha will wipe out an ancient fiend far quicker than any sniper, and with seeking plasma you sacrifice a sliver of damage in order for the shotgun to land all its shots even at greater distances, which just makes the gun OP. Infiltrator has the most OP skill in the game when exploring open world maps - see enemies through walls. Infiltrator's 30% headshot bonus is more than soldiers 20% or explorers 15% general damage increase. While yes it is more specific the heads is where you want to shoot enemies when using a sniper. Infiltrator allows for the easiest, laziest outpost clearing on any difficulty, the thing you will be doing A LOT in MEA. Drive up to the outpost from a safe distance, pull out your Black Widow with VHS and SR Receiver mod, and start MURDERING poor ketts hiding behind walls, rocks and crates. Piranha with seeking plasma is stupidly overpowered of course but what did you expect, the crafting system was copied from DAI almost 1:1 and was just as unbalanced there too. It's even more laughably stupid when both Black Widow and Piranha are crafted with VHS and you can switch between the two and never stop shooting ever. Although I agree with your general message, this games balance is not very good. Maybe if Bioware Montreal lead developer was less busy writing angry tweets about murdering white people and had more time balancing ¯\_(ツ)_/¯ Piranha and Dhaan are overpowered even without seeking plasma. It's dumb that one is betetr off going explorer, grabbing tactical cloak and eitehr turbocharge/invasion, and rounding that off for biotic charge with biotic warrior perk and pretty much melting everything. The only time a sniper is ever useful is when dealing with a Kett Ascendant or Remnant Destroyer. It's just dumb that snipers do such pitiful DPS even with headshots compared to shotguns right now. Infiltrator is the least gimped of the tech profiles BECAUSE it is a weapon based profile for the most part with the tech recharge bonus merely being for tactical cloak or invasion. But Engineer and Sentinel have real stinkers for profile bonuses because the base constructs and damaging powers just suck in a major way.
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Post by d4rkfallen on Apr 10, 2017 4:14:34 GMT
Personally I hate the blink dash so I do actually tend to use Sentinel more often
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Post by godlike13 on Apr 10, 2017 5:43:46 GMT
As an explorer pretty much all your bonuses are really useful. Can't say the same for combo detonation damage, construct damage, or even weapon accuracy/stability. Adept works because biotic powers actually do damage and you got echoes. Biotic lance to the head does a good chunk of damage. Pull does 600 base damage to shields plus the containment bonuses. Tech powers simply do shit damage. Overload fully charge does a fraction of shield damage compared to Pull, which makes no sense because the entire reason for overload to exist is as a shield stripper. So in the tech tree, your best skills are energy drain, invasion, and tactical cloak by far. Energy drain is tech's equivalent of biotic charge, and invasion and tactical cloak are massive damage output boosts. It's just a shame powers are so gimped compared to weapons in this game, because it kills most of the tech tre: Who the hell uses the cryo or fire throwers on insanity? Almost nobody. Incinerate is only decent against fiends and krogan enemies. A piranha with invasion and tactical cloak will still do far more damage (hell, even a sniper will). I do. Cryo beam is lots of fun, an ineffective crowd controller with the added bonus of debuffing armor. And Overload with a 3x multiplier to shields does comparative shield damage to Pull (and it too can be further boosted by passive skills), not to mention it primes and detonates (which despite combos being weak in general, against shields Tech explosions are not bad). Sure you can just use powers that buff weapon damage, but that gets boring and on most enemies its just over kill. To be fair though i use explorer myself, but im sure there are effective sentinel builds out there. Also with that being said Tech, Fire, and Cryo combo damage more then probably do need a buff. It would be pretty hard to depend on those combos to reliably take out enemies.
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Post by souljahbill14 on Apr 18, 2017 19:46:30 GMT
On Insanity, my Sentinel uses Annihilation w/lvl 6 shield restore and spec' for radius, Energy Drain spec'd for 100% shield restore, the shield oscillation augment in the chest (25% shield restore for every kill), and the adrenaline mod on the chest that resets powers on every kill. I'm also rocking level 10 Hyperguardian armor and rock a level 10 Dahn with a bio-converter augment (level 10 Kett fire sword for melee as some extra FYI). Needless to say, I'm wrecking shop.
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Post by anagram_of_evil on Apr 20, 2017 23:11:23 GMT
And power combos aren't really gonna be your main source of damage in this game. I disagree. I just finished the Meridian mission on Insanity at around level 55 - around 80% to 90% of my damage output was from powers+combos. - Sentinel profile rank 5 (or might have been 6, leveled up in the middle of the mission) - Remnant gauntlet w/ +25% combo dmg - N7 chest w/ shield oscillator, kinetic coils - fusion mod of deployment (+50% faster power recharge) - N7 arms w/ +4% combo dmg, hover aug - N7 legs w/ +4% combo dmg, jump melee aug - Heleus helmet w/ +6% combo dmg - PAW w/ +20% power dmg on full clip - Piranha - All tech and biotic passives maxed - Fitness combat passive maxed - Evo priority was combo damage or adding priming/detonating, recharge speed, power damage - Max Cryo beam for Shatter rank 6 evo (appears to buff Remnant gauntlet freezing) - Active powers are energy drain, incinerate, and either charge or throw. One power rotation of energy drain -> incinerate (tech combo, re-primes) -> charge/throw (fire combo, throw re-primes health) was either killing a red health bar mook, or leaving it with a sliver of health (easy to mop up). Powers were recharging for another rotation after only a second or two of the last - about enough time for one or two punches or a couple of pot-shots with a gun. Or charge -> melee (freeze unshielded mook) -> energy drain (cryo combo, re-primes) -> incinerate (tech combo, re-primes) -> charge again (fire combo) will kill any unshield mook. Often dead on the incinerate. One energy drain + throw/charge tech combo was stripping the shields from observers and anointed. That build is also very tanky, and when using charge you just fly around the battlefield non-stop, never bothering with cover - except against destroyers and architects. For stuff with melee instakills I'll switch to throw. I was gonna switch to angaran arms and legs armor to add some +tech dmg, but ran out of Heleus research data. Was using more biotics earlier. Speaking of, you can do an all biotics build and use all biotics and biotic combos for most of your damage output - lance / annihilation / charge is one example. Which ever way you want to do the bulk of your damage - you have to really build for it and stack every possible bonus on armor and weapons, and in passives. Oh, and I have also been dragging Peebee along more recently - for her widespread 25% defense debuff w/ Invasion.
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Post by Deleted on Apr 30, 2017 23:52:06 GMT
And power combos aren't really gonna be your main source of damage in this game. I disagree. I just finished the Meridian mission on Insanity at around level 55 - around 80% to 90% of my damage output was from powers+combos. - Sentinel profile rank 5 (or might have been 6, leveled up in the middle of the mission) - Remnant gauntlet w/ +25% combo dmg - N7 chest w/ shield oscillator, kinetic coils - fusion mod of deployment (+50% faster power recharge) - N7 arms w/ +4% combo dmg, hover aug - N7 legs w/ +4% combo dmg, jump melee aug - Heleus helmet w/ +6% combo dmg - PAW w/ +20% power dmg on full clip - Piranha - All tech and biotic passives maxed - Fitness combat passive maxed - Evo priority was combo damage or adding priming/detonating, recharge speed, power damage - Max Cryo beam for Shatter rank 6 evo (appears to buff Remnant gauntlet freezing) - Active powers are energy drain, incinerate, and either charge or throw. One power rotation of energy drain -> incinerate (tech combo, re-primes) -> charge/throw (fire combo, throw re-primes health) was either killing a red health bar mook, or leaving it with a sliver of health (easy to mop up). Powers were recharging for another rotation after only a second or two of the last - about enough time for one or two punches or a couple of pot-shots with a gun. Or charge -> melee (freeze unshielded mook) -> energy drain (cryo combo, re-primes) -> incinerate (tech combo, re-primes) -> charge again (fire combo) will kill any unshield mook. Often dead on the incinerate. One energy drain + throw/charge tech combo was stripping the shields from observers and anointed. That build is also very tanky, and when using charge you just fly around the battlefield non-stop, never bothering with cover - except against destroyers and architects. For stuff with melee instakills I'll switch to throw. I was gonna switch to angaran arms and legs armor to add some +tech dmg, but ran out of Heleus research data. Was using more biotics earlier. Speaking of, you can do an all biotics build and use all biotics and biotic combos for most of your damage output - lance / annihilation / charge is one example. Which ever way you want to do the bulk of your damage - you have to really build for it and stack every possible bonus on armor and weapons, and in passives. Oh, and I have also been dragging Peebee along more recently - for her widespread 25% defense debuff w/ Invasion. Ha this was back when I thought I knew everything and assumed power combo focused builds were terrible. And now a couple weeks later I'm now running mainly power combo builds. Yes I found out you can run these kinds of builds succeed with them on insanity even all the way to level 132 (Max) and they're not terrible damage wise. And this was before I even thought of the idea of using combo damage augments or even using an assault rifle for shatter defences.
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