![]() Second, it is potent against armor (although not quite to the degree of Incinerate) and against biotic barriers. 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. Warp is the Sentinel's main biotic offense, and like all the Sentinel's powers, it has several applications. Warp spawns a mass effect field that damages enemy targets and stops health regeneration. 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. ![]() When choosing evolution, Heavy increases the power while Area gives it a radial effect. It is still useful, however, for disabling or killing enemies once they have been stripped of their defenses. On higher difficulties, Throw loses some of its usefulness as it is only effective against unprotected enemies and does very low damage to any form of protection. The Sentinel already has access to freezing through Cryo Blast and can thus exploit all three. 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. Offensively, it can slam an enemy into objects for damage, and even has a few instant-kill possibilities. Defensively, Throw can stop charging enemies or simply disable a target. For example, reducing a target's mass with Pull allows Throw to launch foes against walls or over nearby ledges more forcefully. Throw really shines on lighter enemies or enemies who've already been hit with force effects. It can also be curved around objects and cover to hit its target. Throw uses mass effect fields to hurl targets away, damaging them if they hit an object. Powers Class Powers Throw Main article: Throw 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. Sentinels do not have as many tech powers as Engineers or as many biotic powers as Adepts, and they lack the weapons training and ammo powers of the combat classes. Tech Armor's primary boost works on the base shield rating before factoring upgrades or armor, but increasing shields further with your armor still synergizes better than choosing increased health, so choices like Shield Harness and Heavy Damping Gauntlets work well. 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. If you have the Aegis Pack, the Kestrel series is a great choice for armor, as is the Sentry Interface. 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. For armor, anything that helps with shields or tech/biotic powers is best. Depending on what advanced training was chosen, corresponding weapon upgrades are prudent, too. The Sentinel should prioritize tech and biotic upgrades along with SMG and possibly heavy pistol damage. In terms of upgrades, Damage Protection will help boost shields further and the Hard Shields upgrade reduces damage taken. This makes the Sentinel generally more effective in combat in Mass Effect 2 than in Mass Effect. Some of the differences between Mass Effect and Mass Effect 2 are that the Sentinel initially has access to three weapon types instead of one, and that there are more powers that can be used more frequently because of the global cooldown. With a good mix of tech and biotics, however, the Sentinel is a versatile class, capable of deftly handling most situations. 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. The class power Tech Armor gives the Sentinel the arguably greatest survivability of any class and provides damage and disabling upon destruction. All four forms of defense can be disabled: armor, health regeneration and biotic barriers with Warp, and shields with Overload. The Sentinel has a mix of tech and biotic powers for offense, defense, and general utility.
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