Ok, so I've spent quite a bit of time using sentinel for pve and PvP, trying to decide what's good and bad about it but I never really found either.
It's kind of in like a middle ground where it's meh.
The skill trees:
[spoiler]As a subclass, it's top right tree focuses almost exclusively on supporting your allies with health and shields while the bottom right one focuses more on ability cooldowns and overall super play.
Through my use of the subclass I found issues with both of them that I found rather iritating.
The top tree focuses around melee kills and supporting your team as a whole.
My issues I found with it, was how much it focused on being within a close range.
Getting melee kills restores health for you and your allies and your charged melee grants an overshield for doing so, but the biggest problem I found with this particular set up, is that the charged melee itself has no bonuses such as increased damage until AFTER the enemy is dead.
This makes punching your opponents before you get the bonus, as lackluster as every other basic melee.
There's no effective way to boost up your ability to support your allies without actually getting kills first, leaving you the support vulnerable in melee situations against almost literally everything else.
Not to mention, the range at which the health regen and overshield procs for your melee revolves entirely around a small set distance to where if your allies aren't basically within melee range with you, it does nothing.
As for Ward of dawn, although it can be useful, like I've stated above where your effectiveness as a support revolves around killing your enemies with melee, if your melee doesn't do any good damage it's whole utility is pointless.
Being in the bubble rightfully so defends you on the inside, but without a shotgun or fusion rifle, your means of protecting yourself and your allies drops almost literally to nothing.
In terms of PvP it's understandable to keep things the way they are so it isn't broken, but in terms of pve it's extremely limited and highly ineffective to use.
As for the bottom right skill tree, the larger focus is around super and overall ability recharge.
The biggest problems this skill tree has is the overall lack of actual benefit.
Let me explain.
The one perk where it says grenade kills recharge grenade only recharges about 16% of your grenade per kill, and although that doesn't sound bad, it really is because sentinel only has 1 good grenade for crowd control, both voidwall and magnet grenade are terrible both for DPS and for overall utility.
The perk that states that getting kills while surrounded reduces the super cooldown, although it sounds useful, provides almost no actual noticable bonus nor a proper way to measure it.
How many enemies does it take to be surrounded?
How close do they have to be?
Do I get more energy when there are more enemies?
I've tried to solve these questions but there's no way of properly calculating any of it.
I think at most it only shaves off about 20 seconds of cooldown as a whole.
As for the charged melee, it is easily the worst of the 3 shoulder charge melees.
It's main selling point is that it can disorient enemies which it does do, but it's damage and effectiveness are the lowest of the 3.
It's lunge speed and power are what kills it the most; it's a melee that you have to charge up and also rush the target to make useful, in comparison to the arcstrider melee which has a similar blinding aoe, it has no build up and is much more practical to use, even though it has less damage.[/spoiler]
The super itself is where things become...a little more disappointing.
[spoiler]As a super, it's not bad by any means, but it's also not good either.
It's the only super in the game to have both melee and ranged capabilities which is good and it gives it some versatility, but besides that versatility, it's overall effectiveness as a super is lacking incredibly in both fields.
In close range it's melee has a small cone of attacks which allows it to hit multiple targets at once.
It's first 2 hits are the fastest of the two hits but the last one is the slowest with a much larger cone that deals more damage.
It's swinging isn't slow or bad at putting out damage, but the cones themselves are extremely inconsistent and the direct hits are no better.
Sometimes multiple targets get hit at once, sometimes they don't, and it's limitations within those swings make it impractical for damage.
The shield toss is easily the best thing about sentinel.
When you throw it, it tracks to enemies and ricochets towards other targets dealing a decent amount of damage, but the same issues for the melee arise for the shield toss too.
Bungie implemented a system where if the shield bounces off of anything other than a target, the shields damage plummets.
Even if you properly throw a shield, after the first 2 targets are hit (which is the maximum for the highest damage it can achieve if it doesn't hit the ground first) the damage the shield does itself drops by nearly 40% of the total power, making it so your overall DPS, even though you only have one shield, (unless you use the bottom right tree which is the better of the two anyways..) the entirety of your versatility basically vanishes, leaving you with nothing to use for long range and gluing you to mediocre melee damage.
If you are wondering why I think it's mediocre as a whole, although it has versatility, it has nothing it's particularly good at doing.
Leaving it weak and exposed in almost anysituation compared to other supers.
Striker is the best close range super Titans have, and sunbreaker is the best ranged and ad control super for Titans and arguably in the game.
Sentinel does nothing good other than block, but this is where things get even worse.
Sentinel is the only subclass in the game that can block.
It blocks things pretty well and the shield has a large amount of health.
Taking damage generates orbs for your allies and it can be used to protect them too...well now there's the issues it has again...
The super itself is designed more around being offensive, with quick melees and a ranged ability.
In a situation where you and are allies are almost dead, blocking sounds like a really good idea right?
Well, unfortunately it's not.
You have to make a decision when using sentinel:
Do I block for my allies to allow them to stay alive and kill the enemies around us.
Or
Do I decide to risk my life to just wipe out whatever is plaguing us.
This stupid sounding question is actually not as dumb as they sound.
Why would you waste the duration of or your whole super for a lackluster block?
Sure it keeps your allies alive, but it's still basically better just to charge in and attack whatever is there.
I've only ever blocked for my allies once and it was almost a complete waste of time.
The shield itself only blocks directly in front of you and it only generates small orbs.
It's almost pointless unless using it for fun.[/spoiler]
To very shortly summarize what I've said in the spoilers, sentinel isn't a bad super by any means, it just currently lacks the tools to make it properly effective thanks to it's diversity.
It's no striker for ad control and DPS, and it's no sunbreaker for annihilating ads and doing damage from a distance.
It's just able to do both but only to a "meh" sort of degree and it's too heavily reliant on a specific situation.
[u][b]Buff proposal:[/b][/u]
For the top right tree only, getting grenade kills grants a portion of you and your allies health back (per kill so it's not too effective for single kills, but more so for multi, maybe like the amount crest does for putting up your barricade per kill)
Blocking damage with sentinel shield extends it's duration, allies within close range of the sentinel receive faster recovery speed.
Standing inside the ward of dawn now grants increased damage to all allies but the buff goes away on the outside (like a 20% damage boost)
Bottom right tree only:
Grenade kills grant grenade AND melee energy.
Getting kills with shield bash (the charged melee) starts health regen.
Sentinel has two shields to throw, when sentinel has no more shields to throw, increase melee damage by 15% while in super.
English
#feedback
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no op nade and op ulti
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It is so slow and same for the striker
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1 ReplyEdited by vrysk: 4/11/2018 5:47:26 PMIt's a pvp subclass that can't be used in pvp because of the low amount of players and the drawbacks of peer to peer matchmaking which both contribute to the poor hit detection.
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5 RepliesMy biggest issue with sentinel is the crap bubble and garbage super duration. The bubble is basically useless in almost every aspect of the game. All it does is help you survive but is that really enough to justify sacrificing your roaming super for it? Don't even get me started on the roaming super part. It doesn't last long enough and the attacks consume too much energy. You slap a few enemies around and it's already over. Pathetic. Arcstrider without raiden flux lasts longer than this pitiful super.
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3 RepliesEdited by KriegTh3Psycho: 4/11/2018 4:49:53 PMI think sentinel is great. I use it mostly in strikes and cruicible. The bottom tree is better for most things but the top tree is great in the crucible. Voidwall actually does a ton of damage and is the best grenade to pair with superior arsenal. I can regularly get back 50% or more of my grenade energy from a well placed voidwall. It also does a ton of damage over time to bigger enemies. Suppressors are great in pvp. Shield bash is awesome. Use mods that reduce melee cooldown and pair it with the Doomfang Pauldrons. Charge in and stun a group of enemies and then shotgun everything. You get super energy if u get a melee kill and tons of super energy from your kills in close range. You need at least 3 enemies very close to you to benefit from this, but the bonus energy is very noticeable. I run around with a masterworked Zenith of your Kind or Perfect Paradox and get my supers up very often in pve. Run high recovery and pair that with Towering barricade and mods that reduce class ability cooldowns. This will keep you alive while allowing you to play hyper aggressively. Pauldrons are great while supered and superior arsenal combined with Pauldrons means you can throw a crazy number of shields. What makes the super great is that throwing the shield doesn’t drain additional super energy. You can put in a lot of work with this combination. Don’t use the supered shield bash more than you need to. Blocking is mainly useful in pvp in my experience.
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It isn't too bad but with how Ward of Dawn is and the bad hit registration with bash and shield throw it really is over shadowed by the Striker sub class since both are melee focused but Striker being leagues easier to play. Plus pulse grenade >>> any of the Sentinel grenades or even Sunbreaker grenades.