Unlike Tech Armor's primary boost, Assault's secondary shield boost works based on total shields after upgrades and armor are considered, meaning it will provide a much greater total shield increase. Unlike Overload, it cannot stun/explode synthetics and won't overheat weapons. The power is just another one of the ways that a Sentinel can control the battlefield and disable enemies. Use the Tech Armor ability for added resilience to make this easier. Shredder Ammo will be most useful for a Sentinel more interested in dealing direct damage than using crowd control abilities. The Arc Projector has a relatively low ammo capacity, which makes it ideal for shorter missions or restrained use. Once evolved, it will either cause more damage and make synthetics explode on death or it can cover a larger area. Barrier is functionally almost identical to Geth Shield Boost. If overloaded, the system will stun all enemies within a short distance. Video by Tom Bramwell, Contributor 15 December 2009. Heavy Slam will further increase damage and lift duration, but will not give Cripping Slam's disabling bonus. All four forms of defense can be disabled: armor, health regeneration and biotic barriers with Warp, and shields with Overload. Use the Sentinel's weapons to provide cover and added damage. The Arc Projector, however, shines against synthetic enemies like the geth. It adds to power damage, plus the higher primary shielding means you can activate it less frequently and let your shields recharge naturally to a larger amount, leaving your cooldown ready for other powers. Shotguns have good synergy with Tech Armor, especially the Assault Armor variant, which makes it easier for a Sentinel to approach enemies, knock them down and deliver a deadly point-blank shotgun blast. Reave is functionally similar to Warp: it can also stop health regeneration of krogan and vorcha, and it can stun unprotected organics for a few seconds and provide the Sentinel with health regeneration for that duration (though this regeneration is less useful for Sentinels, who rely primarily on shields). chevron_left. This advanced shield causes the sentinel to be like a "Juggernaut" so to speak, making it less necessary to take cover, and rushing your enemies much more productive. Mass Effect Wiki is a FANDOM Games Community. If you focus on guns for damage, have a bonus ammo power, and you use Assault Armor, then allies focused on powers will be very useful to you. As the damage bonus from Shredder Ammo only affects organic enemies, the Sentinel will still have to rely on Overload, base weapon damage, and crowd control when fighting synthetics. Warp Ammo for Sentinel". Update: Or Vanguard. Details of the Sentinel class in Mass Effect 2 (PlayStation 3, PS3, Xbox 360, PC, Windows), including full details on its powers and weapon selections Frozen targets thrown at an object may shatter, enemies thrown off ledges will die, and Husks will die when any force effects are applied to them. Thanks! HAHA! However, it can be used very effectively in close combat, by freezing your enemies, and then punching them when they fall. Of the two choices, the improved accuracy of the Locust will have it doing better damage against anything that isn't extremely close, but it has a much lower ammo supply. Now I can FINALLY complete Mass Effect 3 and get some damned closure! I'm more into being able to tackle a situation shooting than using pure biotics. Sentinels are support-focused characters, possessing biotic and tech abilities mostly focused around controlling the battlefield and keeping the squad alive. Sentinels are effective against all types of defense (armor, barrier, and shields). I forgot that there were classes in Mass Effect 2. In addition to complete weapons training, Sentinels are equipped with an advanced shield that makes taking cover much less necessary and rushing their enemies much more productive. The ML-77 has a high ammo capacity, which makes it very useful on longer missions and assignments, but because the projectiles don't do as much damage as other heavy weapons, you will use more ammo. I was a very low level, 3. For example, reducing a target's mass with Pull allows Throw to launch foes against walls or over nearby ledges more forcefully. And because the Sentinel has access to Tech Armor, a powerful defensive ability, getting up close isn't as much of a problem. The Sentinel is a jack-of-all trades and the closest thing you'll get to a "Tank" Class in Mass Effect 2. Considering that most enemies will be much more attracted to the Commander than your squadmates, having a powerful, unique defensive power really gives the Sentinel an edge on higher difficulties. Using the Sentinel's powers helps to make enemies easier to take down and to keep them at a distance, and every power you get has multiple uses to explore and exploit, making the Sentinel an extremely versatile class. However, the M-100 may not be the best weapon on longer missions because of its limited ammo capacity. Highlights include, infinite ammo, soldier class weapons for all characters, allows you to add paragon level, renegade level, credits, talent points, resources, experience points, etc. This is possible because the Sentinel's durability allows for more sustained weapons fire than other classes, letting the Sentinel achieve greater damage than might otherwise be expected, as well as giving the option of rushing enemies so that they can intentionally destroy the tech armor, thus setting off the discharge and setting them up for pain. First, at just rank one, Warp already can be used to permanently shut down enemy regeneration, making it very useful against krogan or vorcha even if you can't spare any extra points for it. Reduces the cooldown time of biotic and tech talents by 5%. The Firestorm is an excellent weapon if you prefer getting up close and personal with enemies. This power generates an energy armor suit that boosts the user's shields. It also provides better total defense than Power Armor. It is notable that the Warp explosion damages all enemies, even when they are protected. Tech powers is one of the cornerstones of the Sentinel. Pistols, smgs, sniper rifles, assault rifles and so on. Enemies group together frequently, but Energy Drain doesn't get added effects to exploit. Mass Effect 2 [edit | edit source] Sentinels are unique, bringing both tech and biotic abilities to the battlefield. First time playing a Sentinel in Mass Effect 2 on the hardcore difficulty to start with. Tech skills automatically given to the Sentinel are Tech Armor, Cryo Blast, and Overload. Forum Posts. Either AP Ammo or Warp Ammo are equally good options for improving damage without interfering with your cooldown, with the choice of either being based on preference. The Arc Projector is a somewhat redundant weapon for the Sentinel because of the Overload ability. Reduces the cooldown time of biotic and tech talents by 9%. Both of Defender's evolved forms have advantages depending on play style and they fit in well with the Sentinel's other abilities. The weapon does have a low ammo capacity, but it is a good weapon for those situations where crowd control is needed. It adds a good damage amount and is very versatile, affecting barriers, armor, and all forms of health, plus it provides twice its listed bonus against enemies being affected by biotic abilities. Sentinel all the way through 1 & 2, broad palette of abilities. Please just tell me which one you think is more fun and why. If your character has shotgun training this weapon is slightly redundant in comparison to other heavy weapons. Lastly, if the target is affected by another biotic ability, such as Pull or Slam, it will detonate on the target, cause damage in a radius and knocking back enemies near the target. Any of the three pistols are good and should be considered individually based on the mission you are about to undertake. If you choose the Power Armor evolution, the Capacitor Chestplate and Helmet can be useful for refilling your large shield pool without needing to reactivate Tech Armor. Warp spawns a mass effect field that damages enemy targets and stops health regeneration. This subreddit is for people who love the Mass Effect universe including the games, books, comics, and DLC. Vaile. Warp is the Sentinel's main biotic offense, and like all the Sentinel's powers, it has several applications. The damage is mostly an afterthought, and the Frag evolution doesn't increase it much anyway. https://masseffect.fandom.com/wiki/Sentinel_Guide_(Mass_Effect_2)?oldid=510450. Ironically, though Sentinel is a mixed class, Guardian gives you shorter cooldowns than any other class can achieve, and Power Armor with Raider gives you higher power damage than any other class. Using the Sentinel's powers helps to make enemies easier to take down and to keep them at a distance, and every power you get has multiple uses to explore and exploit, making the Sentinel an extremely versatile class. Assault's shielding is also usefully split into two tiers, which is most useful on high difficulty settings. For Mass Effect 2 on the PlayStation 3, a GameFAQs message board topic titled "Advanced Weapon Training for Sentinel in preparation for harder playthroughs". When shields drop, damage does not bleed through regardless of how strong the attack was, so the first layer can absorb the full impact of a heavy attack (such as a missile or sniper) and you'll still recharge to 50% shielding on the secondary boost, which can itself fully absorb a heavy attack without you taking health damage. Like Geth Shield Boost, this can be used prior to battle for a boost in total shielding. However, this power does not synergize well with your own Throw, as Throw offers the same crowd-control and same short cooldown, not to mention that Slam cannot single-handedly hurl enemies off ledges. The M-100 Grenade Launcher is the first heavy weapon to be acquired during the Prologue: Awakening mission. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. If you haven't, well, needlessly to say, you're going to be hopelessly baffled. The Sentinel has Throw, Lift, and Sabotage as offensive talents, which let him use proximity mines, but his main strength is a a support-healing class, putting Medicine and First Aid Techs to good use. The best targets are heavy weapon users due to their ability to inflict a lot of damage. Whilst that hasn’t changed, the introduction of a three power loadout limit prevents you from abusing the versatility of the class in the same way. Armor-Piercing Ammo has higher damage to armor and health, but doesn't affect barriers and won't do added damage to targets under biotic effects. Bonus power - TECH ARMOR: Absorbs a significant amount of whatever damage gets past shields. Mass Effect 2 Sentinel Assault Rifle Or Shotgun And Mass Effect Paw Assault Rifle is best in online store. Mass Effect 2 Sentinel Class. In the earlier games, the main strength of the class was its access to strong biotic and tech abilities at the same time. Alternatively, Guardian can increase the frequency of attacks boosted by Power Armor, and Raider could compliment Assault Armor by adding to Ammo power and Tech Armor pulse damage. Without the ability to slow time, it may be better to choose a faster firing weapon like the Incisor or Viper rather than the Mantis. Compared to Geth Shield Boost, it doesn't have an evolution that adds to damage, but it also has no activation animation, allowing you to use it instantly. The two DLC shotguns, the M-22 Eviscerator and the Geth Plasma Shotgun, are both recommended: they supplement the Sentinel's mid-range combat style, work well with the Sentinel's robust defenses, and do a lot of damage. If you've purchased the Firepower Pack, the M-96 Mattock is a semi-auto rifle with extremely high accuracy and good damage, making it a great choice. This puts the Sentinel in league with the Infiltrator and Vanguard, lower than the Soldier but higher than the Adept and Engineer. The Infiltrator and Soldier are alright too, haven't played enough of any other class. Reviews: 1. Reduces the cooldown time of biotic and tech talents by 7%. If you're only using this for a damage boost, then taking this past rank 1 will simply make you wait longer for the vulnerability period. While lacking the knockdown power of other heavy weapons, the ability to track enemies can sometimes outweigh the loss in stopping power. Overload focuses on shutting down enemy shields and damaging synthetics. Throw has no duration and thus can't be detonated, and the biotic bonus powers available to the Sentinel can't be detonated by Shepard alone, either - Reave doesn't trigger the explosion and Slam resumes too quickly for Shepard to use Warp in succession. Overall the M-100 is a good weapon that will fit many situations and will work when no other heavy weapon will fit. Follow 386. If you do max it, the duration is already fairly long, so added shielding from the Heavy evolution is more useful. Sentinels are unique combatants, bringing a mix of tech and biotic abilities to the battlefield. Take your favorite fandoms with you and never miss a beat. The class ability of the Sentinel augments its most important attributes. ShaneDev. Having only had access to pistols in Mass Effect, these weapons will seem very familiar. Stasis shuts down a single enemy regardless of protection, but makes that enemy invincible for its duration. Increase pistol damage by 8%. Still, their various powers each have multiple uses and their strong defensive capabilities allows them to endure long bursts of gunfire, making the Sentinel a true jack-of-all-trades. It's a hybrid support class combining the use of biotic and tech powers, and Tech Armor to … Slam, however, does synergize well with squadmates' Warp, Pull, Concussive Shot, Incinerate, Cryo Blast, and Throw, which further sets up destructive combos. Area is good on lower difficulties for disabling multiple opponents at once, but because you'll rarely get two unprotected enemies together on Hardcore or Insanity, Heavy is recommended on harder settings. In Mass Effect, the Sentinel is the only class who has a good combination of biotics and tech. There is also a passive power called Defender that essentially works like any other passive power in Mass Effect 2. With a good mix of tech and biotics, however, the Sentinel is a versatile class, capable of deftly handling most situations. Sentinels don't get advanced weapon training from the start. As a downside, any sort of armor, shielding, or barrier prevents the target from being affected, and there is a delay upon hitting before enemies fully freeze. Power Training: Tech Armor, Throw, Warp, Overload, Cryo Blast Weapon Training: Heavy Pistol, Submachine Gun. Games. Mass effect 2 they nerfed it to where you had to strip armor barriers and shields before you could use any of the abilities which really killed the adept. For armor, anything that helps with shields or tech/biotic powers is best. Geth Shield Boost is the tech defensive bonus power. Note: The TECH ARMOR bonus power is +30 Damage Resistance, which protects both health and shields.[1]. Squad is only best if you always use allies who have no ammo powers, but Tungsten is better if you frequently use allies who do have ammo powers. Second, it is potent against armor (although not quite to the degree of Incinerate) and against biotic barriers. Play a Sentinel: According to general consensus, the best classes for Insanity are Sentinel, Infiltrator, and Soldier. For this purpose, Warp Ammo is a very good choice. Forum Posts. On higher difficulties, Heavy's increased damage can potentially be useful too. Mass Effect 2 - Sentinel Biotic and tech lovers unite. Playing next. Offensively, it can slam an enemy into objects for damage, and even has a few instant-kill possibilities. This profile creates a direct link between Ryder's armor and his/her armor's built-in computer systems, granting him/her additional protection via flash-forged shielding. Any strategies, tips for playing this class? Sentinels that rely on weapons as their main source of damage should strongly consider taking an ammo power to add damage, and even power-focused Sentinels can appreciate the added damage without using their cooldown. Depending on what advanced training was chosen, corresponding weapon upgrades are prudent, too. Mass Effect 2 Cheat Console. The Blackstorm is a good weapon if you need some crowd control abilities, and if you aren't going to select any squadmates with them. The ML-77 missile launcher is a good all-around weapon that has the added bonus of being able to lock on to enemies and track them. If you rely heavily on powers like Warp and Overload for damage, the Power evolution will be the better choice. Jack can mix her powers into gunplay more often. 0. You can also enhance Slam to be even more useful by choosing the Crippling Slam evolution, which disables enemies for much longer. Reduces the cooldown time of biotic and tech talents by 8%. Because of the lack of animation, it can also be used instantly in an emergency if you don't have time to use Tech Armor. Electronics allows him to repair the Mako and bypass many secured areas and containers. As with all of the other class powers, it focuses mainly on increasing the character’s health and weapon damage. Assault has a stronger pulse with the largest radius by far of any power available and its lower primary boost means this pulse will activate more frequently. 0. Unlike Warp Ammo and Armor-Piercing Ammo, which are good choices for a gun-focused Sentinel, Shredder is more ideal for a Sentinel who focuses on using Warp and Overload to strip defenses and prefers to gun down enemies rather than freezing or throwing them. If you don't have a bonus ammo power, using the squad upgrade on Jack, Garrus, Zaeed, Grunt, Jacob, or Thane can help increase damage for the whole team. Tech Armor can already refill shields, but the cooldown on Energy Drain is much shorter than Tech Armor, and Energy Drain can further boost maximum shielding. 7. The disadvantage of starting insanity at level 30 is that you don't have any weapon upgrades yet. Throw really shines on lighter enemies or enemies who've already been hit with force effects. Of the three I personally think Sentinel is the best option because it has an extremely effective “OH SHI-!” button and gives you the widest latitude for mistakes. During the mission aboard the Collector Cruiser, there will be the option of training in the usage of assault rifles, shotguns, or sniper rifles. Same here. Yeah, the enemies level with you. The main weakness of the Sentinel is the lack of weapons training: it is able to use only heavy pistols, submachine guns and heavy weapons. A maximum capacity bonus of 70 is achievable by choosing the 'Weight Capacity' upgrade at Level 5 of Offensive Mastery. In fact, by its ability to damage and stun multiple unprotected organics, it surpasses Overload. It is still useful, however, for disabling or killing enemies once they have been stripped of their defenses. Sentinels built for gun damage work best when using an ammo bonus power and new weapon training. Like all class powers, this should always be taken to fourth rank, and should be done fairly early. Sentinels tech armor was cool looking and definitely fun to use. The Flashbang Grenade combines well with the Sentinel's robust shield-breaking to give an option to shut down packs of enemies preemptively, as it works against enemies protected by armor and barriers/shields. Because Sentinels work so well with anyone, your choice in allies can be totally based on personal preference if you wish, but for maximum effect, you can still pick your party based on how you play your Sentinel. Sentinels are already potentially capable of the lowest recharge times of any class, so the Archon Visor (Equalizer Pack) can be used to further push down cooldown times. Normally the long charge cycle out of cover can be dangerous, but on the durable Sentinel this weapon is less of a problem to charge and fire. The added shielding will be less useful on higher difficulties, as the increased speed with which enemies can strip shields reduces the value of the protection and damage that it offers. As a class that can quickly strip away defenses, this power has excellent tactical applications for the majority of the missions but is useless on missions/assignments that have a lot of synthetic opponents. Mass Effect: Andromeda no longer uses the class system of a locked in character "class" chosen at the beginning of gameplay but uses flexible Profiles instead. Mass effect 1 the adept was broken, able to use abilities through shields and armor. Throw uses mass effect fields to hurl targets away, damaging them if they hit an object. The Aegis Pack adds the M-29 Incisor, which is good against shields. Next Main quests Omega: Aria T''Loak Prev Main quests Prologue - Freedom's Progress. Members. Taking both would be redundant, but substituting in Energy Drain is useful if you prefer its effects compared to Overload and a different bonus power. Finally, starting at rank 3, Tech Armor also resets ally cooldowns when activated, letting a Sentinel's allies use their powers much more frequently. While they lack the focus of Adepts and Engineers, they are versatile and can handle any situation. Defender reduces the cooldown timer on powers, increases Shepard's health and gives a negotiation bonus by boosting Paragon and Renegade points. Defensively, Throw can stop charging enemies or simply disable a target. While they lack the focus of adepts and engineers, they are versatile and can handle any situation. 3. Reduces the cooldown time of biotic and tech talents by 10%. Tali's Energy Drain and Legion's shield upgrades and Geth Shield Boost mean either one will also be a fairly resilient ally. videogame_asset My games. 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