Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A lot of players remove the weapon from their sentinel so they don't draw aggro. It stops them from alerting enemies, makes them more viable for stealth, and stops them getting shot up so much.
Basically build a few sentinels, and build each to enhance their strengths for whatever situation you plan to bring them to. Eg shade for stealth, carrier for survivability in long missions, that sniper sentinel for utility on the plains, etc.
Vacuum is pretty much a must have just because of the convenience.
Regen can bring your poor floating robut back to "life"a few times.
Animal Instinct is great for the enemy / loot radar.
Sanctuary is nice for a bit of extra ally revive time but kinda meh now with operator void mode.
Medi-ray and shield charger are nice for your preferred health / shield regen.
Other than that, health and armor and maybe shields mods for them help them survive longer.
With 10 mod slots, you should be able to fit most of the above in, if you want to toss the reactor and formas at a sentinel.
Vacuum - sucks in items, mods and ammo within a small radius (self explanatory).
Animal Instinct - Sees enemies within a small radius (actually very useful).
Sacrifice - Slowly revives you. (Great for solo, bit too slow of use for group play).
Guardian - Regens all your shields (it's a lifesaver).
Fired Up - Increase firerates of weapons and thus damage. All depends on the sentinel's weapons since they all react differently to the mod in question.
Shields, Armour and Health mods all vary on the Sentinels stats. It all depends if you want your Sentinel built for engaging with enemies or for Utility. I would suggest picking the latter.
Fired up is not worth using though in my opinion. It doesn't add attack speed, it only adds up to 60% heat damage to your sentinel. So you use 2 mod slots (need an attack precept) to slightly increase your damage. I prefer working other precepts in, especially with the simaris precepts for most sentinels.
The only sentinel I ever use an attack precept on is diriga and that's just to help fuel growing power aura. Artax (guaranteed cold status proc) with diriga;s 70 meter attack precept makes sure that you get a growing power proc anytime any enemy is visible within 70 meters of you.
With 10 mod slots, you can fit 1 - vacuum, 2 - regen, 3 - animal instinct, 4 - sanctuary / sacrifice. Then your remaining 6 slots could be you mix of shield, health, armor, shield charger, medi-ray and whichever of the 3 precepts available are. For most sentinels, the attack precept is the weakest of that list of 8 or so to fit in 6 slots.
Ehanced vitality for more staying power
Cal redirection For more staying power
Metal fiber
accel deflection
^ All of those so your budy dosn't blow away after a stiff wind comes
Guardin
Vacum
And shild charger
^for quality of life
And the rest comes down to playstyle.
If it was me I'd go with spare parts and sanctuary If you do
So that leaves... loot-detection and loot-vacuuming. If it's a Carrier, then you might want room for the container-breaking mod. All sentinels have special support gimmicks, like the Helios detect vulnerability scanner, so make room for those.
I think I would suggest running max-shields and max-shield regen together, since it's a Sentinel and can't be revived. Regen and health are important too, armour maybe not so much unless the Sentinel already has a high amount of armour in the first place. But it could still help on those with low armour values, since a reduction to health damage is a reduction either way.
As for guns, Ive got a highly formaed dethcube rifle as my main go-to and use it on long range guys (diriga, couple others have very long range). Its not bad, wish I had a riven but it does a few thousand DPS and kills some guys in normal missions. It serves a secondary purpose of occasionally pointing a stream of bullets at some guy I didnt see (due to the long range).
To deal decent dmg with your sentinel you need to use either Vulklok or Deconstructor Prime as the weapon. Vulklok can be used on any sentinel, but has the most range on Diriga. It also more or less requires a riven. Deconstructor Prime cannot be used on any other sentinel except Helios/Helios P and it works nicely even without any rivens. Just remember to use Assault Mode instead of Targeting Receptor and put Whirlwind on it. You may also take the opposite approach and unequip your sentinel's weapon entirely to make it draw as little aggro as possible.
Hilarious when you are still arguing with everyone on another post.
Talk about a "failure".