Friday, May 10, 2013

ME3 Character Guide: Human Sentinel

Iiiiiit's... hipster time!

Hello everyone, welcome to another Mass Effect 3 multiplayer guide. You know, according to Eric Fagnan's recent gameplay stats, one of the least played characters on Gold/Platinum is the Human Sentinel, with a pitiful 0.60% play rate. So let's show our BroSent/FemSent some love!

Human Sentinel
Tech Armor: 4-durability, 5-power damage, 6-durability
Warp: 4-detonate, 5-expose, 6-pierce
Throw: 4-force, 5-detonate, 6-force & damage
Alliance Training: N/A
Fitness: 4-durability, 5-shield recharge, 6-fitness expert

I've tried a few weapons on this character, but in general, you can't go wrong with Collector SMG/Acolyte. You have something for shields, something for armor. Both are good at priming ammo effects. You have some crowd control and some raw DPS. You simply cannot go wrong with this combo.

I have to insist upon Incendiary ammo for this build, and not just because of Warp/Incendiary cheese. It's about comprehensive synergy with the character. For example, I know many people would be inclined to take Warp ammo. The thing is, you have only one priming power (Warp), and it's a projectile power - not reliable for biotic priming like Dark Channel or Reave. On the other hand, you have two triggering powers (Warp and Throw), making the HSentinel great at setting off ammo effects, and you can't set off Warp ammo.

Really, Disruptor ammo isn't a bad choice either because it helps out against shields, but I figure that it is more "disruptive" (pardon the pun) to a biotic team than Incendiary ammo. Nobody likes when their biotic explosion is overridden by a puny tech burst. They don't seem to mind fire explosions though, for whatever reason. Maybe they're more satisfying. So Disruptor is something you could use if you run out of Incendiary ammo.

Gear isn't a big deal with this character. Sentinels are very much the jack-of-all-trades class, so you can choose to be more tanky, take more SMG damage, more pistol damage, or use a Geth Scanner for tactical awareness. Whatever floats your boat.

Tech Armor: I go for all durability and power synergy. Power synergy isn't so important since it doesn't affect biotic explosions, but it's not like you're going to take melee damage. It gives you a convenient 30% force bonus, just enough to buff Throw to 1500N, which let's you stagger bosses on Gold. With a Cyclonic Modulator and 50% damage reduction, you'll be surprisingly tanky... for a human.

Warp: I've been trying out non-standard Warp evolutions, namely all top-row evolutions, but I have to go with the standard Warp for this build. You get the biotic explosion bonus. You get the debuffing. You get the armor weakening bonus. All of those are essential, in my assessment. Although your biotic explosions are slow, they are very powerful if you take all the detonate evolutions, only rivaled by the Warp/Shockwave combo (And technically the Pull/Shockwave combo, but really, nobody does that). And that's what makes them worth the time at all - the massive damage.

Expose is useful for debuffing bosses because as a Sentinel, you are relying on your weapons for much of the work. Then I had a debate with myself (involving a lot of yelling and fist-shaking) whether Pierce was really all that useful on this build since I run the CSMG with the high-velocity barrel, which negates most of enemy armor anyway. I concluded that even though Pierce may not have much effect on your weapon's effectiveness against armor, it does a bit more damage against both barriers and armor. This is important for the Warp/Incendiary cheese because the glitch "absorbs" the damage properties of Warp. From my understanding, the more damage Warp does to barriers and armor, the more damage the glitch does to barriers and armor (this is all put simply, as I'm not sure I fully understand the glitch).

In that light, you could argue for taking the entire top row of Warp. However, I didn't build this character around the Warp/Incendiary glitch. If I had, I would have used the Reegar. Even then, this character would still be inferior to the ultra-cheesy Krogan Soldier build. As it is, I consider it a slight bonus and nothing more.

Throw: This is your trigger power, used for detonating fire and biotic explosions. Thanks to Tech Armor, it has 1500N of force, enough to stagger bosses on Gold. This is quite useful if you turn a corner and a Geth Prime is staring you in the face. And you can always use it to send mooks flying off their feet.

Passive: I skipped this because you have enough power force with Tech Armor, power damage is largely irrelevant on this build, and because your weapons are light enough that you don't need more weight capacity. The weapon damage bonuses can be made up for with consumables/gear.

Fitness: I maxed out durability because I wanted this character to have a bit more health/shields to take advantage of that 50% damage reduction. Think of it this way: a car that gets 50mpg but only holds one gallon of gas still only goes 50 miles. The more gas in the tank, the more you can take advantage of that mileage. Same goes for your health and shields.

Strategy: The Human Sentinel has a lot of tools at his/her disposal, and that's what makes it such a fun character (though admittedly, half of it comes from your weapon choice). Keep Tech Armor on at all times, unless of course detonating it could save your life. Swarmers are dangerous, too! Use Throw at your discretion to stagger/ragdoll a target, or to force a dodge. It goes without saying, make liberal use of fire and biotic explosions.

So when you're up against unshielded mooks, you can knock them to the ground with Throw. Or you can stun them with the Acolyte and then use Throw for a fire explosion. Easy.

Use Throw to get Husks and especially Abominations out of your way.

Shielded mooks are best dealt with using the Acolyte/Throw combo. You don't want to leave these enemies on their feet - A Marauder with a Phaeston CXXVII is always a threat.

When facing armored enemies - bricks, as I sometimes call them - debuff them with Warp and chip away their armor with the CSMG. The Warp/Incendiary glitch should accelerate the damage. Use your fire and biotic explosions all the time. For Dragoon mobs, use your CSMG and Throw from a distance to keep them dodging. When you get a chance, Warp one of them and set off the biotic explosion. Watch them melt like butter.

For shield/armor enemies, Acolyte first, then Warp, then Throw. Pretty easy.

When you're up against Phantoms, use your Acolyte to strip their shields. She'll dodge and give you the opportunity to use Throw, triggering a fire explosion and knocking her off her feet. Finish her off with the Acolyte. Cake.

For bosses, use Warp for the debuff. Use your Acolyte to strip away shields, use your Collector SMG and Warp against armor. Make use of the Warp/Incendiary glitch, fire and biotic explosions. Try not to let bosses command your attention, as the Human Sentinel is not much of a boss killer - not that it's bad at killing bosses. Focus on the smaller enemies and you'll be more efficient.

That's about it. As always, thanks for reading and stay tuned for more Mass Effect 3 multiplayer guides and stuff. Stay classy.

-Grun7mas7er

Caineghis and Disciple brave ***$$$THE THUNDERDOME$$$*** with Human Sentinels.

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