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strike478 Jan 29, 2019 @ 7:46am
Best builds for sentinels?
What are best builds for sentinels?
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Showing 1-15 of 18 comments
Winter cruise Jan 29, 2019 @ 7:53am 
You won't need one if you get the heat dagger.
pavig Jan 29, 2019 @ 8:01am 
Depends on what mods you got and what you want to do with them. Vacuum is a must. Otherwise build however you like.

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.
Handoiron Jan 29, 2019 @ 8:39am 
You want the precepts associated with that sentinel.
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.
FALLENV3GAS Jan 29, 2019 @ 9:51am 
The mods that I use on every 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.
Miro Laaksonen Jan 29, 2019 @ 10:29am 
Originally posted by iorn:
You won't need one if you get the heat dagger.
... what?
Last edited by Miro Laaksonen; Jan 29, 2019 @ 10:29am
Handoiron Jan 29, 2019 @ 10:34am 
Sacrifice is a good one but it's fairly rare and a bit of a waste in squad play because most of the time, a squadmate will drop by to revive you before sentinel will. Good for solo though since it revives right away instead of after bleedout ends as it does in squads. Maybe swap it in for sanctuary when you solo since sanctuary only works while you revive someone else and you don't do that solo.

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.
Winter cruise Jan 29, 2019 @ 10:42am 
I go with regen for more staying power
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
Last edited by Winter cruise; Jan 29, 2019 @ 10:48am
Pakaku Jan 29, 2019 @ 10:42am 
Attack precepts are good for one thing, and that's to help your Sentinel level up its weapon. After that you should remove them in order to keep your Sentinel alive for support roles. Of course, by the time you get a MOA, that becomes a better option for weapon leveling since they can be revived like a standard companion.

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.
Last edited by Pakaku; Jan 29, 2019 @ 10:44am
Winter cruise Jan 29, 2019 @ 10:48am 
And remember to wrap your build up with a sexy heat dagger.
jonnin Jan 29, 2019 @ 1:01pm 
loot and enemy detection, vac, any special sentinel anti-bunghole mods (I forget all these, but stuff like coolant leak, and the ones that outright kill the occasional sneaky melee guy), lots of survivial (shield/hp/armor etc depening on which pet it is) and regen in case it dies... stuff like that. Look for utility mods that you don't want to burn a slot on your frame or gun for (conversion of ammo, radars, etc).

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).
Last edited by jonnin; Jan 29, 2019 @ 1:03pm
Hawk Jan 29, 2019 @ 1:52pm 
Originally posted by FALLENV3GAS:
The mods that I use on every sentinel...
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.
The description on that mod does not state anywhere "increases rate of fire on Sentinal weapons" I just tired it on my wyrm prime and it doesn't increase the rate so I'm not sure what you're talking about.
Winter cruise Jan 29, 2019 @ 2:07pm 
Originally posted by Hawk:
Originally posted by FALLENV3GAS:
The mods that I use on every sentinel...
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.
The description on that mod does not state anywhere "increases rate of fire on Sentinal weapons" I just tired it on my wyrm prime and it doesn't increase the rate so I'm not sure what you're talking about.
https://www.youtube.com/watch?v=r4sdwdtCiXQ
Foxtrot39 Jan 29, 2019 @ 2:16pm 
Go full utility/survival on sentinelle since all the damage is done via its weapon moding
Sceles Jan 29, 2019 @ 2:33pm 
Calculated Vitality, Enhanced Redirection, Metal Fiber, Animal Instinct, Guardian, Medi-Ray, (Primed) Regen, Vacuum. Those are the ones you should put on every sentinel. Synth Deconstruct is also very nice. Lots of sentinel mods seem good at first, but in reality are next to useless.

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.
FALLENV3GAS Jan 29, 2019 @ 3:10pm 
Originally posted by Hawk:
Originally posted by FALLENV3GAS:
The mods that I use on every sentinel...
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.
The description on that mod does not state anywhere "increases rate of fire on Sentinal weapons" I just tired it on my wyrm prime and it doesn't increase the rate so I'm not sure what you're talking about.
Correction, it increases damage when a sentinel weapon overheats which is what happens when its reached its max fire rate.

Originally posted by iorn:
Originally posted by Hawk:
The description on that mod does not state anywhere "increases rate of fire on Sentinal weapons" I just tired it on my wyrm prime and it doesn't increase the rate so I'm not sure what you're talking about.
https://www.youtube.com/watch?v=r4sdwdtCiXQ
Hilarious when you are still arguing with everyone on another post.

Talk about a "failure".
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Date Posted: Jan 29, 2019 @ 7:46am
Posts: 18