The OmniTool (Turian Sentinel Build)
Along with Human Soldiers, another class I rarely see in Gold is the Turian Sentinel. This is another class that can be ready to go for Unknown/Unknown/Gold matches, and is a lot more conventional than the Human Soldier build I posted. Once again, it is a long read.
Here's the build if you want to quickly try it out for yourself.
Weapons
I prefer to use the Revenant for variety, clip capacity, and its ability to chip away at enemies. Feel free to take any sidearm that allows you to chip away at enemies easily, say a Carnifex, Tempest, Mattock, etc. If it turns out that you can maintain a high cool-down bonus without the rank 6 -30% weight of Assault Rifles, by all means put those points into Fitness or rank 6 +10% Damage+Stability.
Powers
Tech Armor - Geez Pully stop using Tech Armor so the Pyros can get closer. -aaStormfury
Quite useful, Tech Armor is a power that I think is the second best close range power in the game (I'd give Ballistic Blades first place for exploding blades evolution). I use it constantly active for the power damage buff when active, and then use it as an emergency short range weapon when Hunters and the like get too close.
Tech Armor's explosion will pierce through cover and stagger enemies away from the blast, which will allow you time to escape if need be. It is useful during the hacking circle mission to prevent enemies from getting to close as you can just keep on detonating the armor to stall them.
Warp - Primed. -RepublicanShred
This is a more standalone version of Warp if you do not have a biotic buddy with you. Drop it on enemies with armor, as a primer for your biotic buddy (if available), and as a detonator of Overload for a Tech Burst. The enemy may dodge this attack, so I prefer to use Overload in general situations over Warp.
Overload- GAH! Stop Overloading everything it's so annoying. -smakl
The go-to attack. Drains shields, barriers, and useful for crowd control, even on organic targets. Do note that it will override biotic explosions in power combo priority. In other words, it will screw up a biotic combo, so be careful when using it with another biotic teammate.
Enemies
Most of the powers are obvious to use. Warp on armor, biotic explosions, and taking down single targets, Overload on shields, barriers, and as crowd control. I will mention specific enemies that may cause problems and possible solutions.
Guardians- If you don't feel like mail slotting them, you can either choose to bring AP ammo, or use Chain Overload on a nearby non-Guardian so that they get Neural Shocked, making them vulnerable to be shot. Fun trick to use.
Close ranged attackers (Hunters, Pyros, Phantoms, Swarmers)- This is where Tech Armor shines. Detonating it will stagger them, but you'll have to be ready to escape beforehand to use the window of opportunity. If you think you can take them on, feel free to use Overload to finish them off. Only attack if you feel you can either cause them to stagger again, or if they are close to death so that they will die from Overload and some resulting bullets.
Once again, feel free post questions and concerns in the comments and to take some of advice in this guide for other classes as well, such as the Neural Shock on Guardian trick. Finally, good luck and have fun.
Posted Jun 28, 2012, 5:32 PM UTC · edited