This is a great 1-point bonus power for a Sentinel, letting you get a useful ability but still save points for other powers. If you would have taken Heavy, then take Barrier instead for the instant activation. Mass Effect 2 Sentinel Class. Both of these are much better than the Shuriken. Also, if you have played ME3 feel free to continue. Forum Posts. On the downside, it might seem a bit awkward when using powers while equipped with a sniper rifle, as the visual is locked into the rifle zoom while the power bolt travels to its target. Synthesis Although you have to stay out of cover to continue firing, this is less of a problem for the Sentinel than other classes due to your tough shielding. Please just tell me which one you think is more fun and why. https://masseffect.fandom.com/wiki/Sentinel_Guide_(Mass_Effect_2)?oldid=510450. 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). If you want greater versatility in ally selection and better damage on yourself, Heavy is always a great choice. Sentinels don't get advanced weapon training from the start. Sentinels are like the equivalent of the Battle Mage in Mass Effect 2, they do massive biotic and tech damage and transform themselves into walking fortresses of death with their Tech Armor. Sentinels tech armor was cool looking and definitely fun to use. This power generates an energy armor suit that boosts the user's shields. 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. It's also unique in that it works on enemies despite protection. Enemies bunch together often enough to make the Area evolution a good decision. Stasis shuts down a single enemy regardless of protection, but makes that enemy invincible for its duration. Heavy Slam will further increase damage and lift duration, but will not give Cripping Slam's disabling bonus. The Sentinel has a mix of tech and biotic powers for offense, defense, and general utility. The Sentinel class talent increases ability with pistols and reduces cooldown time of biotic and tech powers. Defender is a passive power available to the Sentinel class in Mass Effect 2. 222k. If for the secondary effects alone, Area makes a great choice. Sentinels work well with power-focused allies due to Tech Armor resetting ally cooldowns, and power-based allies tend to not have ammo powers themselves, so Squad isn't a bad option. For Mass Effect 2 on the PlayStation 3, a GameFAQs message board topic titled "Advanced Weapon Training for Sentinel in preparation for harder playthroughs". 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. Overall having the Firestorm available is always useful for heavy enemies who tend to move slow, however that point becomes useless on higher difficulties. You can also enhance Slam to be even more useful by choosing the Crippling Slam evolution, which disables enemies for much longer. Electronics allows him to repair the Mako and bypass many secured areas and containers. Acquired during the mission to Horizon, this can be a good weapon for a Sentinel. 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. The Sentinel should prioritize tech and biotic upgrades along with SMG and possibly heavy pistol damage. Warp and Overload take care of all the offensive abilities that Sentinels need. For this purpose, Warp Ammo is a very good choice. The first priority when playing a Sentinel should be getting an upgrade for your SMG, which means doing either Tali's recruitment mission or Kasumi's loyalty mission. After it wears off, Stasis leaves the target extremely vulnerable to damage for a short time. Use the Tech Armor ability for added resilience to make this easier. The M-100 Grenade Launcher is the first heavy weapon to be acquired during the Prologue: Awakening mission. Another power that so perfectly exemplifies the Sentinel's mixed abilities, Tech Armor is offensive, defensive, and utilitarian. 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. Increase pistol accuracy by 10%. While frozen, enemies are unable to act, any regeneration is temporarily halted, they take doubled damage, and they can even be shattered when slammed with strong force effects. The Sentinel already has access to freezing through Cryo Blast and can thus exploit all three. The damage is mostly an afterthought, and the Frag evolution doesn't increase it much anyway. 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. 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. The Area evolution can still be useful, but Heavy is certainly worth considering. Combat with a Sentinel is about stripping enemy defenses and providing fire support for squadmates. The weapon does have a slight arc to it, but it is quick to adapt to. The Sentinel has access to powers that can disable every type of enemy defense, lock down unprotected targets, and shield the Sentinel. It also provides better total defense than Power Armor. On higher difficulties, Heavy's increased damage can potentially be useful too. Mass Effect 2 [edit | edit source] Sentinels are unique, bringing both tech and biotic abilities to the battlefield. Jack can mix her powers into gunplay more often. videogame_asset My games. Mass Effect 2 - Sentinels Trailer. While a Sentinel's access to Warp makes Reave redundant, Reave can substitute for Warp if you do not want to spend the necessary points in Throw. 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. Any of the three pistols are good and should be considered individually based on the mission you are about to undertake. The Sentinel class reduces the cooldown time on their abilities and grants small amounts of pistol accuracy and damage, culminating in the Marksman combat talent. For armor, anything that helps with shields or tech/biotic powers is best. Note: Only available with the Lair of the Shadow Broker DLC pack. This affords you a great deal of flexibility in selecting your squadmates. Your own damage will already be good and you'll be resetting ally cooldowns every time you reactivate Assault Armor. Essentially, the Sentinel must pave the way for their more combat-savvy teammates to take control of the battlefield, staying one step ahead in order to support them with protection-stripping powers and divert attention to the sturdy Sentinel so allies can safely attack. Assault rifles deal high damage at mid-ranges, and are a good all-around choice for any character, including a Sentinel. Unless you have the Locust SMG, Sentinels lack any ability to effectively engage at mid to far-range, so assault rifle training helps greatly. On occasions when it does get destroyed, tech armor sends out a very large pulse of energy, knocking back and damaging enemies within a certain radius of the Commander. 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. Thanks! In the earlier games, the main strength of the class was its access to strong biotic and tech abilities at the same time. The Sentinel is surprisingly durable, with access to many of the shield-increasing talents, along with the Barrier biotic ability. Because the Sentinel has access to only three weapon system… Sentinels are unique combatants, bringing a mix of tech and biotic abilities to the battlefield. In place of these effects, it gives a boost to the Sentinel's shield. 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. Playing next. In terms of upgrades, Damage Protection will help boost shields further and the Hard Shields upgrade reduces damage taken. 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. Increase pistol damage by 10%. Next Main quests Omega: Aria T''Loak Prev Main quests Prologue - Freedom's Progress. The utility of this weapon is in any case mitigated by the Sentinel's Cryo Blast ability, the freeze-effect of which is basically a smaller (but much shorter lasting) version of the M-622's freeze, making this weapon a little redundant. Log in to view your list of favourite games. Tech Armor also refills Shepard's shields to maximum upon activation, meaning that it can be used to regenerate your shields once they are downed, granting superior survivability. Overall the M-100 is a good weapon that will fit many situations and will work when no other heavy weapon will fit. Play a Sentinel: According to general consensus, the best classes for Insanity are Sentinel, Infiltrator, and Soldier. When activated, this power fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a small radius, and this can curve over cover to hit its target. 1:46. Take your favorite fandoms with you and never miss a beat. chevron_right. Sentinels built for gun damage work best when using an ammo bonus power and new weapon training. Sentinels are support-focused characters, possessing biotic and tech abilities mostly focused around controlling the battlefield and keeping the squad alive. This is the Sentinel's main weapon, and provides a huge improvement in damage. Sentinels are unique, bringing both tech and biotic abilities to the battlefield. From rank 2 it can also disable unprotected synthetics and rank 3 makes it overheat enemy weapons. 9 years ago. Because your ability to detonate depends on allies, the Unstable evolution is only good if you will always be using an ally that has a duration-based biotic power, whereas Heavy is always a good option. 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. It is functionally similar to Barrier and Fortification, but its improved variant adds 10% weapon damage rather than a longer duration. Note: Only available with the Kasumi - Stolen Memory DLC pack. For example, reducing a target's mass with Pull allows Throw to launch foes against walls or over nearby ledges more forcefully. Mass Effect 2 has a number of starting classes that allow a variety of ways to play the game. In Mass Effect, the Sentinel is the only class who has a good combination of biotics and tech. 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