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Mass Effect Andromeda Build Guide - Sentinel Profile

Updated on April 11, 2017

Mass Effect Andromeda is a big game with a whole lot going on. It’s complex enough without worrying how you’re going to be build your character. Sometimes you just need a little help with that.

These guides are intended to give new players, or veterans looking to try something different, a helping hand when it comes to kitting out a new profile for their Ryder. They go over the basic strengths and weaknesses of the class, a few sample builds, including what upgrades to take at ranks four, five and six. Along with this are other bits and pieces of information such as recommended party members to take along to compliment the playstyle, as well as some weapons to consider.

As always, these guides are not intended to be the “perfect” most over-powered thing you can do with any of Mass Effect Andromeda’s classes. Instead they’re intended as a helpful guide and stepping stone which you can tweak and customise to your own preferred playstyle, and, hopefully, they make playing the game more fun.Needless to say if you have any improvements or suggestions of your own don’t hesitate to leave a comment down below. That way, we can all benefit from any new strategies you have discovered.

Sentinel Profile

The Sentinel is the most unusual of Mass Effect Andromeda’s profiles. In the earlier games, the main strength of the class was its access to strong biotic and tech abilities at the same time. Whilst that hasn’t changed, the introduction of a three power loadout limit prevents you from abusing the versatility of the class in the same way.

Likewise, its unique ability, Tech Armor, works in a different way to the original trilogy. Rather than a skill that you use in the middle of battle, Tech Armor in Andromeda functions as an extra shield bar essentially, that comes into play when your regular shields have been depleted, and before Ryder begins to take damage.

This means that the class has some of the longest staying power in the game and combines incredibly well with the several “shield-powered” biotics that are available. With the right upgrades, the Sentinel is able to use their shields as an additional resource, knowing that the their Tech Armor will see them through.

The biggest strength of the class is undoubtedly this synergy between Tech Armor and the upgraded Lance and Nova skills in the biotics tree, and its ability to take a myriad of strong powers and utilize them for potent combos. Its biggest flaw is not necessarily the class but rather the person building it. Without proper focus, the Sentinel is at risk of becoming a lacklustre generalist without any real aim or purpose, and a handful of powers that don’t particularly work well with one another.

Build 1 - Lancelot

Ability 1 – Lance – (Damage and Force/Focused Blast/Shield Powered)
Ability 2 – Annihilation (Radius/Damage Attractor/Vortex)
Ability 3 – Remnant VI (Expedited Repairs/Focus Module/Electrical Beam)

Passive Ability 1 – Containment (Radius/Shield Detonation/Event Horizon)
Passive Ability 2 – Auxiliary Systems (Weapon Mass Reduction)
Passive Ability 3 – Pistols (Spare Ammo/Clip Size/Augmented Targeting Assistance)
or
Passive Ability 3 – Assault Rifles (Spare Ammo/Clip Size/Shattered Defenses)

Recommended Weapons

- N7 Hurricane SMG
- Cyclone Assault Rifle
- Biotic Amp

Recommended Party
- Vetra
- Cora

This is an incredibly flexible build that can be expanded upon in multiple ways, but the primary combo here is the synergy between Lance, which is upgraded to be shield-powered, Tech Armor and Annihilation. The Lance/Tech Armor combination has already been mentioned but Annihilation is a great move to partner with them. Annihilation is powerful but comes at the cost of reducing cooldown times on your other skills. A shield-powered Lance doesn’t care about that, so that just makes Annihilation even better.

Remnant VI is the remaining ability primarily because it’s another skill that doesn’t care too much about long cooldown timers. When upgraded with Electrical Beam it can prime enemies that can then be detonated with your Lance.

Given the limited focus on cooldown timers, weight isn’t so much an issue for this class. Pistols are still an option, with the N7 Hurricane SMG packing enough punch whilst still being light-weight, or you can always go with Assault Rifles (or even Shotguns) if that’s your preferred playstyle. Just beware that with heavier equipment that Annihilation and Remnant VI will take a little longer to recharge.

In terms of party members, Vetra adds some extra firepower whilst Cora is no slouch either, and also comes with the Shield Boost ability, which is especially handy with this class.

Build 2 - X-Man

Ability 1 – Flamethrower (Recharge Speed/Lingering Burn/Anti-Armor)
Ability 2 – Charge (Damage and Force/Power Synergy/Bastion)
Ability 3 – Nova (Radius/Anti-Shield/Shield-Powered)

Passive Ability 1 – Offensive Biotics (Amplitude/Detonation/Biotic Expert)
Passive Ability 2 – Offensive Tech (Anti-Armor/Detonators/Technical Rounds)
Passive Ability 3 – Shotguns (Weight/Reload/Melee Synergy)

Recommended Weapons
- Dhan Shotgun/Hesh Shotgun/Disciple Shotgun
- Asari Sword

Recommended Party
- Cora
- Jaal

Lance isn’t the only biotic skill that can become shield-powered. Nova can likewise be upgraded to run off of your shields and makes for a strong close-range area-of-effect attack. To compliment this ability Charge is handy as a skill that gets you where you want to be right there and then, whilst Flamethrower is a great tech skill that the Sentinel can use to much better effect than an Engineer ever could.

Note the additional combination of the shield-powered Nova and Charge upgraded with the Bastion perk. With this set-up in place, Nova can be used, draining your shield, followed by Charge filling those shields right back up again.

Shotguns are the go to weapon for a close range fighter such as the this, and the Asari Sword, in addition to looking cool, makes for one hell of a close combat weapon.

© 2017 LudoLogic

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