Xbox 360 Mass Effect 3. Class Guide: Sentinel.

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Mass Effect 3. Class Guide: Sentinel.

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At the very beginning of Mass Effect 3 you will be offered to choose a warrior class. All of them offer different abilities, tactical maneuvers, strategy tricks and specials. Each class has a corresponding class talent which improves abilities important to that class. Some of class talents will be at your service from the very beginning, others have to be unlocked while you progress through the game. Here’s the list of available classes in Mass Effect 3:
1. Adept;
2. Engineer;
3. Infiltrator;
4. Soldier;
5. Sentinel;
6. Vanguard.

Sentinel
Sentinels are favored for their unique technical and biotic abilities and additional features that allow using advanced shields and concentrate more on the combat than on taking covers. Unlike Mass Effect 2, Sentinels in Mass Effect 3 have a bit different purposes on the battlefield and their Tech Armor and other unique powers have changed significantly. For instance, Tech Armor will no longer automatically detonate after your shields go down and you need to do that manually. Also, when in use you can expect to impose a significant cool down penalty on the other powers. One of the best things about it is that Tech Armor with the new Weight system allows you to have two basic build options. The first one focuses on powers and the other one on defense. If you plan to use tech Armor as a tank power, it is recommended to invest in Fitness power simultaneously to increase your melee attacks, health and weight capacity. For more information on biotic and tech powers for Sentinels check the description below.

Powers

Class Powers

Tech Armor
Tech Armor generates an energy armor suit that boosts the user's shields. If built correctly you can increase you damage protection up to a total of 70% which can and will be useful at higher difficulties. On the top of that Tech Armor is useful even when it goes down. Once your enemies destroy your Tech Armor, it will send out a pulse of energy. This pulse will knock down unprotected targets and will stagger the most protected ones. Tech Armor cannot be broken and has a cooldown only when detonated. Probably, that is why Tech armor no longer detonates automatically. As a matter of fact, this allows players to become more effective in either defensive or offensive tactics. The biggest disadvantage of this power is that when “Active,” powers cool down a lot slower. However, you can compensate it with the help of light weapon load-outs. Also, when activated, the player's character does a short animation. This can leave the character open to enemy attacks for a short period of time. Tech Armor can also hit enemies from behind cover and through walls. By the way – a Tech Armor burst has a hidden force: it can cause enemies to be staggered with 750 N in Single Player and 1000 N in Multi Player.

Tech Armor: Power Ranks

Rank 1: Tech Armor
Protect yourself with this holographic armor or detonate it to damage nearby enemies. Slows power usage by 80% (50% multiplayer).
Recharge Speed: 12 sec (6 multiplayer)
Damage Reduction: 25% (35% multiplayer)
Explosion Damage: 200 (400 multiplayer)
Explosion Radius: 3 m

Rank 2: Recharge Speed
Increases recharge speed after armor detonation by 25%.
Recharge Speed: 9.60 sec (4.80 multiplayer)

Rank 3: Damage & Radius
Increases detonation damage by 20%.
Increases impact radius by 20%.
Explosion Damage: 240 (480 multiplayer)
Explosion Radius: 3.60 m

Rank 4: Damage & Radius/Durability
Damage & Radius: increases detonation damage by 30%.
Increase impact radius by 30%.
Explosion Damage: 300 (600 multiplayer)
Explosion Radius: 4.50 m
Durability: increases damage protection by an additional 5%
Damage Reduction: 30% (40% multiplayer)

Rank 5: Power Damage/Melee Damage
Power Damage: increases power damage and force by 20% (30% multiplayer) while armor is active.
Melee Damage: increases melee damage by 30% (40% multiplayer) while the power is active.

Rank 6: Power Recharge/Durability
Power Recharge: reduces power speed penalty by 30%
Power speed penalty: 50% (20% multiplayer)
Durability: increases damage protection by an additional 10%
Damage Reduction: 35% (45% multiplayer) (Damage & Radius), 40% (50% multiplayer) (Durability)

Throw
Throw is an amazing biotic power that can be used in different combat situations, still remaining effective. In most cases Throw is used to keep the bad guys away and sends a small projectile directly in your enemy. If you are fighting tough enemies, it will usually stun them or send back a bit. If your enemies are pretty easy to get, Throw will either launch them away or knock them over making helpless. Throw can also break destructible objects and hit enemies with debris. Advanced and Master Throw attacks are good enough to punch enemies against walls that will, obviously, cause enough damage to make them dead or close enough to the state of not moving. This is extremely useful against Thorian Creepers. Also, Throw can be compounded to deadly effect when used in a pair with Lift. It works great an offensive knock-back tools and is capable if dislodging enemies from cover. It has a low base cooldown and if you see a powerful enemy or a group of enemies approaching – Throw will keep them at the distance. Throw will detonate all types of power combos and thanks to its low recharge speed, will be useful in a power-heavy party. And its recharge speed makes it almost impossible to dodge. But even if the enemy manages to dodge from a simple Throw projectile, with the Rank 6: Double-throw update it still won’t work. Double-Throw will track nearby hostiles as long as you are locked on a different target. This is very useful against Centurions and Geth Hunters. Also, with the Rank 6: Damage Evolution in Multiplayer you can turn this power in the deadliest tool with tiny recharge time and quick travel speed. One of the most effective strategies based on Throw is to combine it with either Reave or Warp. This will make it very effective against Banshees, Brutes and Atlases. Of course, there are other ways to set up biotic explosions but Warp and Reave can be inflicted on ANY unit making them effective against shielded and armored enemies.

Throw: Power Ranks

Rank 1: Throw
Toss your enemy through the air with this biotic blast.
Recharge Speed: 4 sec (Shepard)
Force: 600N

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 3.20 sec (Shepard)

Rank 3: Force
Increases force by 30%.
Force: 780N

Rank 4: Force/Radius
Force: increases force by 40%.
Force: 1020 N
Radius: increases radius by 2 meters.

Rank 5: Detonate/Recharge Combo
Detonate: increases force and damage of biotic detonations by 50%.
Recharge Combo: resets recharge time after a biotic combo detonates.

Single Player Rank 6: Double Throw/Recharge Speed
Double Throw: launch two Throw projectiles that seek two targets instead of one.
Recharge Speed: increases recharge speed by 60%.
Recharge Speed: 2.16 sec (Shepard)

Multiplayer Rank 6: Force and Damage/Recharge Speed
Force & Damage: increases force by 50% and do an additional 200 damage on impact.
Force: 1320 N (Force), 1080 N (Radius)
Recharge Speed: increases recharge speed by 60%.
Recharge Speed: 2.16 sec

Warp
Warp is effective against enemies protected by the armor and heavily increases the damage the enemy takes. Warp is less effective against barriers than in Mass Effect 2 but it can be compensated with the help of Overload that will rip almost any barrier and shield exposing armored enemies for Warp. If the enemy has been affected by the Singularity or Reave and then you plan to use Warp, it will cause a powerful Biotic Explosion. With the further upgrades Warp will increase the amount of damage the target takes for fifteen seconds. This will be helpful against Atlas Mechs and Brutes. When used with unarmored enemies, regular enemies will usually stagger and the most unprotected ones will panic briefly. By the way: Warp is one of only 5 powers that can set up and detonate biotic explosions on any enemy at any time.

Warp Power Ranks

Rank 1: Warp
Rip your enemy apart at a molecular level.
Stop targeted enemy from regenerating health.
Weaken armor.
Recharge Speed: 8 sec Shepard, 16 sec others
Damage: 250
Duration: 10 sec

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 250
Duration: 10 sec

Rank 3: Damage
Increases damage by 20%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 300
Duration: 10 sec

Rank 4: Damage/Detonate
Damage: increases damage by 30%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 375
Duration: 10 sec
Detonate: increases force, damage, and impact radius of combo detonations by 50%.

Rank 5: Lasting Damage/Expose
Lasting Damage: increases damage by 40%.
Increase duration by 60%.
Recharge Speed: 6.40 sec (Shepard)
Damage: 475 (damage), 400 (detonate)
Duration: 16 sec
Expose: increases weapon damage taken by a target by 15%.
Increase power damage taken by a target by 15% for 10 seconds.
Recharge Speed: 6.40 sec (Shepard)
Damage: 375 (damage), 300 (detonate)
Duration: 10 sec

Rank 6: Pierce/Recharge Speed
Pierce: increases damage to barriers and armor by 50%.
Weaken armored targets by an additional 25%.
Recharge Speed: increases recharge speed by 35%.
Recharge Speed: 5 sec (Shepard)

Cryo Blast
Cryo Blast is great at slowing down the bad guys and making them vulnerable to your future combat attacks. If your opponents are not capable of fighting with cold, they are also likely to be frozen. When used, it fires a mass of super-cooled subatomic particles. These particles can snap-freeze targets without a certain radius which means - Cryo Blast can be used for crowd control tactics. If the enemy you are fighting with is low on health and is in a frozen state, you can shatter it either with the help of your powers or through the use of weapons. However, you need to remember that Cryo Blast does not increase damage against targets protected by Armor such as Atlases, Ravagers or Geth Pyros but it is effective against Cannibals, Husks, Geth Troopers and Cerberus Troopers due to their poor shield protection. Because of this they can be frozen immediately. With the help of Cryo Blast you can also send a Biotic Charge and kill the surrounding enemies instantly. With the help of this power you can increase your headshot bonuses even when using lighter and weaker sniper rifles like the M-97 Viper. If you invest enough skill points in Cryo Blast and get it to the Rank 5: Speed Reduction, you will get an opportunity to freeze the already slow enemies like Brutes, Atlas Mechs and Scions in no time.

Cryo Blast: Power Ranks

Rank 1: Cryo Blast
Flash-freeze and shatter unprotected enemies. Slow down the rest.
Weaken armor. Frozen targets won't regenerate health.
Recharge Speed: 6 sec (5 sec multiplayer)
Freeze Duration: 3 sec (4 sec multiplayer)
Movement Speed: -15%

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration: 3 sec (4 sec multiplayer)
Movement Speed: -15%

Rank 3: Duration
Increases duration by 40%.
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration: 4.20 sec (5.60 sec multiplayer)
Movement Speed: -15%

Rank 4: Duration/Radius
Duration: increases duration by 60%.
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration: 6 sec (8 sec multiplayer)
Movement Speed: -15%
Radius: increases impact radius by 2 meters.

Rank 5: Speed Reduction/Cryo Explosion
Speed Reduction: decreases movement speed of chilled targets by an additional 20%. (30% multiplayer)
Recharge Speed: 4.80 sec (4 sec multiplayer)
Freeze Duration:
Duration: 6 sec (8 sec multiplayer)
Radius: 4.20 sec (5.60 sec multiplayer)
Movement Speed: -35% (-45% multiplayer)
Cryo Explosion: increases damage to chilled and frozen targets by 10%.

Rank 6: Recharge Speed/Frozen Vulnerability
Recharge Speed:
Increases recharge speed by 50%. (100% multiplayer)
Recharge Speed: 3.43 sec (2.22 sec multiplayer)
Freeze Duration:
Duration: 6 sec (8 sec multiplayer)
Radius: 4.20 sec (5.60 sec multiplayer)
Movement Speed:
Speed Reduction: -35% (-45% multiplayer)
Cryo Explosion: -15%

Overload
Overload is a tech power available for a few different classes including Sentinel. What it does is rather simple: it shuts down enemy's shields and makes them vulnerable to your further attacks. It is also considered to be the main tool for taking down barriers and shields and when upgraded it can jump from multiple enemies turning into a perfect crowd control tool. Overload is especially effective in taking down shields or synthetics because it does twice as much damage to shields as it does to synthetics. Also, if your enemy uses a flamethrower, Overload will explode it in no time. When upgraded to Rank 3, Overload is capable of disabling almost any enemy by overheating weapons of most unprotected enemies. And with the Rank 6 Shield Damage evolution you can double your damage against shields and barriers. By the way – Overload has an innate +200% damage modifier against shields and barriers and the already mentioned Rank 6 doubles the modifier but not the base damage. Here’s how it works: 100%+200%=300% ->x3 to 100%+400%=500% ->x5. This kind of ranking is recommended for players who plan to play as Turian Sentinel (or Human Engineer). Thanks to their Warp and Overload (Overload and Incinerate) powers they will turn into amazingly effective multiplayer classes against protected targets. Overload is one of the few powers in Mass Effect 3 that can both initiate and detonate Power Combos. When launched, this power travels in a straight line from the user to the target, hitting it instantly.

Overload: Power Ranks

Rank 1: Overload
Overload electronics with this power surge, stunning your enemy.
Effective against shields, barriers, and synthetics. Not as effective against organics.
Recharge Speed: 8 sec
Damage: 220

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec

Rank 3: Damage
Increases damage by 20%.
Damage: 264

Rank 4: Chain Overload/Damage
Chain Overload: hit 1 additional target within 8 meters with 60% less damage.
Chain-hit Damage: 105.60
Damage: increases damage by 30%.
Damage: 330

Rank 5: Neural Shock/Recharge Speed
Neural Shock: incapacitates weaker organic enemies for a short duration.
Recharge Speed: increases recharge speed by 25%.
Recharge Speed: 5.33 sec

Rank 6: Chain Overload/Shield Damage
Chain Overload: increases damage by 15%.
Hit 1 additional target within 8 meters with 60% less damage.
Damage: 297 (Chain Overload), 363 (Damage)
Chain-hit Damage: 118.80 (Chain Overload), 145.20 (Damage)
Shield Damage: increases damage to barriers and shields by an additional 100%.

Lift Grenade
Not only lift grenades cause pretty great amount of damage but also have an amazing feature of lifting weaker enemies in the air. This makes them helplessly flow in the air (this effect is pretty similar to the one you get from the Pull). The radius of the lift grenade impact can be extended up to 8 meters making it one of the largest grenade blasts in the game. Lift grenades are good for different tactical maneuvers and not just for killing enemies on the impact. First of all, you can lift enemies hiding behind the cover. Secondly – you can separate a few soldiers from the main squad and make them helpless allowing you to take care of some more dangerous fellows. You need to remember that Lift Grenades immediately explode if they make a direct hit on an enemy. You will be able to unlock this power at Level 6 when playing as Sentinel and a bit earlier when playing with other classes online.

Lift Grenade: Power Ranks

Rank 1: Lift Grenade
Throw this grenade into a group of enemies to send them flying.
Damage: 450 (900 multiplayer)
Radius: 5 m
Duration: 4 sec

Rank 2: Max Grenades
Increases grenade capacity by 1 (2 multiplayer).

Rank 3: Damage
Increases damage by 20%.
Damage: 540 (1080 multiplayer)

Rank 4: Damage/Radius
Damage: increases damage by 30%.
Damage: 675 (1350 multiplayer)
Radius: increases impact radius by 30%.
Radius: 6.5 m

Rank 5: Max Grenades/Duration
Max Grenades: increases grenade capacity by 2 (1 multiplayer).
Duration: increases power duration by 50%.
Duration: 6 sec

Rank 6: Slam/Damage & Radius
Slam: slam floating targets to the ground as Lift wears off, stunning them for 3 seconds.
Damage & Radius:
Increases damage by 30%.
Increases impact radius by 30%.
Damage:
Single player: 810 (Damage), 675 (Radius)
Multiplayer: 1620 (Damage), 1350 (Radius)
Radius: 6.5 m (Damage), 8 m (Radius)

Fitness (Sentinel)
Sentinel's Fitness is not different from the ones offered for other classes and basically concentrates on increasing shield capacity, health and melee damage. The only thing that makes it special is that together with player’s health, Fitness power increases squadmates’ health and shield by 30% in its 5th upgrade. You can start investing in this power only at level 3 when it becomes available for your class.

Fitness: Power Ranks

Rank 1: Fitness
Put on some muscle and become fearless in close-quarters combats.
Health & Shield Bonus: +15%
Melee Damage Bonus: +15%

Rank 2: Durability
Increases health and shield bonuses by 10%.
Health & Shield Bonus: +25%

Rank 3: Melee Damage
Increases melee damage by 20%.
Melee Damage Bonus: +35%

Rank 4: Melee Damage/Durability
Melee Damage: increases melee damage bonus by 30%.
Melee Damage Bonus: +65%
Durability: increases Health and shield bonuses by 15%.
Health & Shield Bonus: +40%

Rank 5: Squad Bonus/Shield Recharge
Squad Bonus: increases squadmate health and shields by 30%.
Shield Recharge: decreases shield recharge delay by 15%.

Rank 6: Melee Synergy/Durability
Melee Synergy:
Increases melee damage bonus by 30%.
Increase damage protection by 20% for 30 seconds after an enemy is killed by heavy melee.
Melee Damage Bonus: +95% (Melee Damage), +65% (Durability)
Durability:
Increases health and shield bonuses by 25%.
Health & Shield Bonus: +65% (Durability), +50% (Melee Damage)

Offensive Mastery
Offensive Mastery is a passive power that focuses on increasing power and weapon damage. When playing as Caster-style Sentinels, you will get a pleasant weight capacity bonus. You will also get a reputation bonus but I am pretty sure that this is not the most important thing in a combat. Investing in Offensive Mastery is definitely not your primary target but you can upgrade it to the Rank 2 in order to get Weight Capacity Bonus: 35.

Offensive Mastery: Power Ranks

Rank 1: Offensive Mastery
Be an expert on and off the battlefield. Faster and stronger powers. More weapon damage. More dexterity. More charisma.
Reputation Bonus: 4%
Weapon Damage Bonus: 2.50%
Power Damage Bonus: 5%
Weight Capacity Bonus: 15

Rank 2: Influence & Capacity
Increases reputation bonus by 4%. Increase weight capacity bonus by 20 points.
Reputation Bonus: 8%
Weight Capacity Bonus: 35

Rank 3: Influence & Damage
Increases power damage and force bonuses by 5%.
Increases weapon damage bonus by 2.50%.
Increases reputation bonus by 4%.
Reputation Bonus: 12%
Weapon Damage Bonus: 5%
Power Damage Bonus: 10%

Rank 4: Force & Damage/Influence & Duration
Force & Damage: increases force and damage bonuses by 15%.
Influence & Duration:
Increases reputation bonus by 8%.
Increases power duration by 25%.

Rank 5: Squad Bonus/Weight Capacity
Squad Bonus: increases the force and damage of squadmate powers by 15%.
Increases squadmate weapon damage by 10%.
Weight Capacity: increases weight capacity bonus by 35 points.

Rank 6: Force & Damage/Bonus Power
Force & Damage:
Increases power damage and force bonuses by 25%.
Increases power duration by 25%.
Bonus Power: use two powers in a row by giving the first power a 15% chance to cause no cooldown.

Bonus Powers

Defense Matrix
Defense Matrix is a decent decision to make your character tougher and give him a good chance to survive difficult combats. Also, when paired with Tech Armor, Defense Matrix turns into extremely effective defensive tool and will allow you to survive even greater and tougher situations. For Sentinels who do not think about the consequences and simply enjoy tanking forward, this might be a perfect solution for their desires. By the way: Defense Matrix gives you the option of detonating it to restore a portion of your shields, further increasing your survivability. As any other Defense Matrix, this one is also good enough to follow the rule of the “double-tap,” which allows you to immediately purge for a large shield restore. And, due to its Shield Gate effect, the shield restore can increase the total amount of damage your hero can survive much more than the amount of shielding would seem to indicate.

Defense Matrix: Power Ranks

Rank 1: Defense Matrix
Reinforce armor with protective foucault currents. Purge the currents to restore shields.
Slows power use by 60%
Recharge Speed: 10 sec
Damage Reduction: 15%
Shields Restored: 50%

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 8 sec

Rank 3: Shield Bonus
Increases shield restoration by 20% when purging armor.
Shields Restored: 70%

Rank 4: Durability/Shield Bonus
Durability: increased damage protection by 5%.
Damage Reduction: 20%
Shield Bonus: increases shield restoration by 30% when purging armor.
Shields Restored: 100%

Rank 5: Shield Recharge/Power Synergy
Shield Recharge: decreases shield-recharge delay by 15%
Power Synergy: increases tech power damage by 25% while Defense Matrix is active.

Rank 6: Power Recharge/Durability
Power Recharge: reduces power speed penalty by 30%.
Power Speed Penalty: 30%
Durability: increases damage protection by 10%.
Damage Reduction: +10%

Marksman
Marksman increases the rate of fire and accuracy of weapons for a short period of time and turns you into a perfect shooter. It works effectively with weapons that have very high recoil, good damage but poor rate of fire. For instance, that will be M-12 Locust, M-99 Saber or M-97 Viper. Marksman is very effective when used with the Scimitar because it allows you to shoot 8 shots in 4 seconds only. This works extremely great against armored units. Marksman's main benefit is its accuracy bonus and when applied to some weapons, it can make them 100% accurate which makes it nearly impossible to miss the target (at this point only recoil can spoil all the fun). You need to remember that Marksman increases damage per second, but does NOT increase actual damage per shot. Marksman can be very effective when leveled up to Rank 5: Duration evolution and used with the Striker Assault Rifle. It will allow you to fire a large amount of grenades within a very short time causing heavy damage to almost any enemy. However, it is highly recommended to get the Stability Dampener mod to reduce the recoil. Also, Marksman is extremely useful for dealing with heavy recoil and spread of the M-76 Revenant and when combined with the stability modifications, it will turn into almost perfect killing weapon. If you decide to choose the Headshot evolution for Marksman instead, it will lower weapons recoil and will help you to maximize your headshot bonuses. While using the Geth Pulse Rifle with an extended clip the gun can be fired endlessly by streaming Marksman with a hail of bullets.

Marksman: Power Ranks

Rank 1: Marksman
Boost weapon accuracy and firing rate for a short time.
Recharge Speed: 10 sec (6 multiplayer)
Duration: 6 sec
Rate-of-Fire Bonus: 30% (25% multiplayer)
Accuracy Bonus: 30% (35% multiplayer)

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 8 sec (4.80 multiplayer)

Rank 3: Duration
Increases duration by 30%.
Duration: 7.80 sec

Rank 4: Accuracy/Firing Rate
Accuracy: increases accuracy by 30%. (15% multiplayer)
Accuracy Bonus: 60% (50% multiplayer)
Firing Rate: increases firing rate bonus by 20%. (15% multiplayer)
Rate-of-Fire Bonus: 50% (40% multiplayer)

Rank 5: Duration/Headshots
Duration: increases duration by 40%.
Duration: 10.20 sec
Headshots: increases headshot damage by 25%.

Rank 6: Accuracy and Firing Rate/Recharge Speed
Accuracy and Firing Rate:
Increases Accuracy and Firing Rate bonuses by 20%. (10% multiplayer)
Accuracy Bonus: 80% (60% multiplayer) (Accuracy), 50% (35% multiplayer) (Fire Rate)
Rate-of-Fire Bonus: 50% (45% multiplayer) (Accuracy), 70% (50% multiplayer) (Fire Rate)
Recharge Speed:
Increases Recharge Speed by 40%.
Recharge Speed: 6.06 sec (3.63 multiplayer)

Stasis
When you need to debilitate a target, Stasis is exactly THE power you should add to your arsenal. It works a lot like Adept's Singularity or Vanguard's Pull. It also gives you an opportunity to generate biotic explosions with Throw or Warp. Stasis can be leveled up to the Rank 6: Bubble Evolution and become effective against almost any enemy, including those protected by shields or barriers. The only enemies that won’t be affected much with this power are those protected by the armor. When in the Bubble state (Rank 6), Stasis shows great damaging results against Cerberus, Geth and will be partially effective against Hunters and Rocket Troopers. As of Retaliation, Stasis is invaluable against the Collectors, as only the Scion and Praetorian have armor, and thus all others are vulnerable even while possessed. The bubble is least effective against Reaper enemies as the toughest Reaper units are all armored (namely the Banshee, Brute, and Ravager), and therefore immune to stasis. You also need to keep in mind that Stasis will stop working against enemies who've been hit with it three times already.

Stasis: Power Ranks

Rank 1: Stasis
Stop an enemy in its tracks with this powerful mass effect field. No effect on armored targets.
Enemies eventually break out of Stasis after taking major damage.
Recharge Speed: 8 sec (12 multiplayer)
Duration: 6 sec

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Speed: 6.40 sec (9.60 multiplayer)

Rank 3: Duration
Increases duration by 30%.
Duration: 7.80 sec

Rank 4: Duration/Stasis Strength
Duration: increases duration by 40%.
Duration: 10.20 sec
Stasis Strength: deals 150% more damage to targets before Stasis breaks.

Rank 5: Bonus Power/Recharge Speed
Bonus Power: use two powers in a row by giving the first power a 30% chance to cause no cooldown.
Recharge Speed: increases recharge speed by 35%.
Recharge Speed: 5 sec (7.50 multiplayer)

Rank 6: Bubble/Vulnerability
Bubble: unleash a Stasis bubble to trap enemies that walk into it.
Vulnerability: increases all damage done to target by 50%.
Deal 35% more damage to targets before Stasis breaks.

Reave
Reave effectively prevents enemies from healing and restores your health when in use. Also, when used against unprotected organics, it will give you a temporary health bonus. It also works as a bonus protection without hindering cooldown and with the right evolutions you can get up to 75% damage reduction. However, this bonus won’t last long and will be that effective only against organic targets. The good thing about Reave is that it will easily go through Guardian's shield. It is also good for detonating Biotic Explosions on enemies when paired with Pool or Warp. If you stick to Radius evolution at the Rank 4, you can expect Reave to become effective against multiply enemies. However, Reave will not provide the damage protection effect if used on synthetics like the Geth. Unlike Mass Effect 2, Reave no longer restores health or stuns enemies. But, when used, grants a temporary damage reduction bonus that is effective against both dying enemies and those with full health. And, the last but not the least – Reave is one out of 5 powers that can set up and detonate biotic explosions on any enemy at any time.

Reave: Power Ranks

Rank 1: Reave
Drain target's health and disrupt their resistances, receiving increased damage protection while this power is in effect.
Effective against barriers and armor.
Recharge Time: 8 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 4 seconds
Damage Reduction: 15%

Rank 2: Recharge Speed
Increases recharge speed by 25%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 4 seconds
Damage Reduction: 15%

Rank 3: Duration
Increases power duration by 35%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 5.40 sec
Damage Reduction: 15%

Rank 4: Duration/Radius
Duration: increases power duration by 40%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 7 sec
Damage Reduction: 15%
Radius: increases impact radius by 3 meters.

Rank 5: Damage Reduction/Recharge Speed
Damage Reduction: increases damage protection by 10%.
Recharge Time: 6.40 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 7 sec (Duration), 5.40 sec (Radius)
Damage Reduction: 25%
Recharge Speed: increases recharge speed by 35%.
Recharge Time: 5 sec
Damage Per Second: 70; 100 (Asari Justicar)
Duration: 7 sec (Duration), 5.40 sec (Radius)
Damage Reduction: 15%

Rank 6: Barriers & Armor/Damage & Duration
Barriers & Armor: increases effectiveness against armor and barriers by 75%.
Damage & Duration: increases damage by 30%.
Increases duration by 30%.
Increases damage protection bonus by 15%.
Damage Per Second: 91; 130 (Asari Justicar)
Duration: 8.20 sec (Rank 4 Duration), 6.60 sec (Rank 4 Radius)
Damage Reduction: 40% (Rank 5 DR), 30% (Rank 5 Recharge)

Armor-Piercing Ammo
Armor-Piercing Ammo gives a passive bonus to all weapon damage against health and armor. It severely reduces the effectiveness of Armor used by targets such as Atlas, Ravagers or Geth Pyros in direct proportion to the decrease in armor effectiveness chosen. It easily penetrates through the Brutes’ and Cannibals’ armor plates and won’t leave Guardian's shield aside. You won’t get this effect from such powers as Cryo or Warp Ammo. However, you need to remember that if chosen, the ammunition capacity boost applies on the active ammo power only. If you are using Krysae Sniper Rifle, N7 Typhoon, and Collector SMG, you can expect to get 50% more damage versus armored foes and the following guns have latent penetration power: Javelin, Widow, Black Widow, N7 Valiant, N7 Typhoon, N7 Crusader, N7 Hurricane, Blood Pack Punisher, Executioner Pistol.

Armor-Piercing Ammo: Power Ranks

Rank 1: Armor-Piercing Ammo
Health Damage Bonus: 10%
Armor Damage Bonus: 10%
Armor Effectiveness: -50%
Penetration: 0.50 m

Rank 2: Pierce
Increases ammo's cover penetration by 40%.
Health Damage Bonus: 10%
Armor Damage Bonus: 10%
Armor Effectiveness: -50%
Penetration: 0.70 m

Rank 3: Damage
Increases health and armor damage by 4%.
Health Damage Bonus: 14%
Armor Damage Bonus: 14%
Armor Effectiveness: -50%
Penetration: 0.70 m

Rank 4: Damage/Squad Bonus
Damage: increases health and armor damage by 6%.
Health Damage Bonus: 20%
Armor Damage Bonus: 20%
Armor Effectiveness: -50%
Penetration: 0.70 m
Squad Bonus: squadmates gain your ammo power at 50% effectiveness.

Rank 5: Ammo Capacity/Headshots
Ammo Capacity: increases ammo capacity by 30%.
Headshots: increases headshot damage by 25%.

Rank 6: Damage/Pierce
Damage: increases health and armor damage by 10%.
Health Damage Bonus: 30% (Damage), 24% (Squad Bonus)
Armor Damage Bonus: 30% (Damage), 24% (Squad Bonus)
Armor Effectiveness: -50%
Penetration: 0.70 m
Pierce: increases ammo's cover-penetration by 60%.
Decreases the effectiveness of armored targets by 25%.
Health Damage Bonus: 20% (Damage), 14% (Squad Bonus)
Armor Damage Bonus: 20% (Damage), 14% (Squad Bonus)
Armor Effectiveness: -75%
Penetration: 1 m

Barrier
Barrier works pretty simple: it envelops the player in a biotic barrier. However, it can also be detonated to damage enemies and send them flying. Let’s not forget that Barrier can set and detonate biotic explosions. If you are looking for even deadlier impacts, you should combine Barrier with the Tech Armor. If done well, you can get a max of 70% damage negation and with this protection it is nearly impossible to kill you. Barrier activates instantly with no particular animation (except for the screen – it get bluish-purple) but when it detonates, your character will remain exposed for a little period of time by throwing his/her head backwards.

Barrier: Power Ranks

Rank 1: Barrier
Recharge Speed: 10 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 90 (500 multiplayer)
Blast Radius: 3 m

Rank 2: Recharge
Increases recharge speed after detonation by 25%.
Recharge Speed: 8 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 90
Blast Radius: 3 m

Rank 3: Blast Effect
Increases damage, force, and radius of the detonation by 20%.
Recharge Speed: 8 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 135 (600 multiplayer)
Blast Radius: 4.5 m

Rank 4: Blast Effect/Barrier Strength
Blast Effect: increases damage, force, and radius of the detonation by 30%.
Recharge Speed: 8 sec
Damage Reduction: 15% (25% multiplayer)
Blast Damage: 162 (750 multiplayer)
Blast Radius: 5.4 m
Barrier Strength: decreases damage taken by 5%.
Recharge Speed: 8 sec
Damage Reduction: 20% (30% multiplayer)
Blast Damage: 135 (600 multiplayer)
Blast Radius: 4.5 m

Rank 5: Shield Recharge/Power Synergy
Shield Recharge: increases shield regeneration rate by 15% while Barrier is active.
Power Synergy: increases power damage and force by 25% (30% multiplayer) while Barrier is active.

Rank 6: Power Recharge/Barrier Strength
Power Recharge: reduces power speed penalty by 30%.
Barrier Strength: increases damage protection by 10%.
Damage Reduction:
Blast Effect: 25% (35% multiplayer)
Barrier Strength: 30% (40% multiplayer)
Blast Damage: 162 (750 multiplayer) (Blast Effect), 135 (600 multiplayer) (Barrier Strength)
Blast Radius: 5.4 m (Blast Effect), 4.5 m (Barrier Strength)

Weapons of Choice

Assault Rifles
Assault Rifle is, probably, one of the most suitable choices for a Sentinel. As far as this class is not highly dependent on weight capabilities, you can choose whatever weapon you think is good for you. Your decision should be based on the strategy and tactical peculiarities you plant to imply. Sentinels using a lighter load can get much mileage out of the Mattock. Those who prefer to use heavier loads may want to look at the Revenant. I, personally, enjoyed M-99 Saber. Well, it is kind of heavy but at the same time it is very reliable and you will enjoy running with it on the battlefield. If you have an opportunity to purchase the Mass Effect 3: Resurgence Pack, I would recommend to get Striker Assault Rifle. This is a fully-automatic rifle but it finds itself closer to the grenade launcher category. Great damage and decent accuracy make it a perfect choice for middle range battles.

Heavy Pistols
Thanks to Sentinel’s uniqueness, almost any kind of heavy pistol will be a perfect fit. If you want to make it your primary weapon, guns like M-3 Predator, M-6 Carnifex, M-77 Paladin or M-358 Talon will work well. However, if you are looking for a secondary helper, Acolyte might be a good answer for your needs: a fully-upgraded Acolyte can usually remove a Phantom in two rounds on most difficulties. If dealing large amounts of AOE damage is important for you, Scorpion is highly recommended for this matter. My personal favorite has always been M-5 Phalanx. It is a well-balanced heavy pistol with amazing accuracy and can be used for taking down enemies at the distance. If weight is not an issue for you, Arc Pistol can make a real difference on the battlefield: great accuracy, great damage, great fire rate and, probably, great everything. Executioner Pistol is one of the deadliest guns in the game and is very effective at killing enemies in close combats. However, its main downfall is very low clip size and reserve ammo package.

Shotguns
If you decide to turn your Sentinel into a close combat fighter with the help of Tech Armor, I would recommend you to get a shotgun due to their devastating nature at the short distance. M-300 Claymore is excellent at destroying anything in your way and it is extremely useful even without any additional powers. However, those who want to be effective both with powers and fire weapons, a bit lighter shotguns like Disciple, M-22 Eviscerator, M-11 Wraith or M-27 Scimitar will work great. If you want something to be effective against armored enemies like Brutes, Banshees or Geth Primes, you might wanna choose Venom Shotgun. But you also need to remember that using a heavy shotgun, usually, makes it almost impossible to be effective in powers and even with the required modes you still won’t be able to reduce the recharge speed to a possible minimum.

Sniper Rifles
Sniper Rifle is not the best choice for a Sentinel, especially for a power-oriented one. One of the main reasons why getting a sniper rifle is not a good idea is that it gains a lot less damage in the hands of a Sentinel than in the hands of any other class. But, thanks to a well thought out weapon system, there is something special for every warrior, including the most unsuitable one. A heavily-armed Sentinel can enjoy running with a Black Widow or Javelin. Both rifles are powerful enough to cause great damage and won’t let you down at longer distances with almost ideal accuracy. However, they have a very limited amount of ammo and, besides, very low fire rate. But sacrifices have to be made in order to be useful at longer distances.

Submachine Guns
If, for some reason, you are not interested in choosing assault rifle as your primary weapon, it is recommended to equip you character with the SMG gun. Also, if you consider playing as a power oriented Sentinel, SMGs are highly recommended for your player thanks to their light weight nature. Usually, SMGs are not good at dealing high damage but this downfall is compensated with its high fire rate and, in some cases, great accuracy. If you want to be even more effective in using powers, you can upgrade your SMG with the Ultra-light Materials modification that will make it weight almost nothing. Due to the fact that you do not have to worry about SMGs weigh, choosing one as your weapon is rather a matter of choice. Tempest, Hornet, Hurricane and even Shuriken are great choices but my personal favorite is Blood Pack Punisher with great damage, decent accuracy and big clip size. When upgraded and used correctly, you can turn it into a universal weapon capable of taking down enemies at any distance.
 
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