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Mass Effect 2 Tech Armor



I'm a sentinel, and one of my primary reasons for picking the class was I liked the idea of having an ability that improved my shields, since I'm not so great at avoiding being hit. But I can't seem to figure out how to use this ability. Whenever I activate it, it always seems to trigger the "detonate" part of the ability. How do I activate the armor boost effect, and how can I tell whether it is on so that I don't accidentally detonate it by trying to enable it again?


Setinals are boss. If you want to be good with a sentinal, then DETONATE TECH ARMOR!!! Tech armor does a decent amount of damage. But the benefits of Tech armor is that it staggers ALL ENEMIES EVERY TIME with the exception of the banshee, atlas, prime, which it staggers about half the time. Also, unlike a lot of area of effect powers, it will affect ALL enemies within range, it does not have a max (compared to a power like shockwave that can only affect 3 enemies at most). The stagger coupled with the very fast cooldown of Tech Armor means that it will actually be safer for you to detonate tech armor when the enemy is near than to keep tech armor active for the damage reduction. If you are set up for some melee damage then a heavy melee follow up will finish off any basic enemy even on platinum/insanity. Also, the heavy melee also staggers, which means that if you detonate tech armor then go into heavy melee on say a phantom you are still safe because they will still be staggered. Plus the heavy melee bonus, giving 20% damage reduction after a heavy melee kill/increasing melee damage by 75%, is very easy to acquire when in game and is useful. Just get a nice shotgun like the wraith to safely get all those pesky bosses and you are good. Works good on gold, but on platinum it is not a good idea to be detonating tech armor constantly because it often fails to stagger the hardest enemies.




Mass Effect 2 Tech Armor



Assault Armor: Greatly increases the effect of the energy pulse when the armor gets destroyed, increasing its damaged, force, and radius. Also provides a shield boose when the armor gets destroyed.


Assault armor, HANDS down. By the time your tech armor is destroyed, you're most likely already charged up to activate another one hence not needing the extra armor strength. The blast radius and power WILL save your life before your shields will most likely break because you are surrounded. The extra blast and the extra shield boost when it gets destroyed gives you time to take a breather and/or run to a safer spot. Plus buys you more time to play defensively and activate another tech armor. Really a no-brainer. Your powers don't mean much in insanity because in this difficulty, defense > offense.


In Mass Effect 1, they can pick people off at a distance with Snipers, while still being able to survive up close with sturdier armor and other offensive abilities. And in Mass Effect 2 and 3, you can even turn invisible to get behind enemy lines. It offers mobility and the power to be effective both up-close and at range. It requires skill to use effectively, but it's a rewarding playstyle that makes you feel like you control the battlefield.


They can get medium armor too and, by Mass Effect 3, have proficiencies in most weapons, meaning they can keep themselves safe up close as well. Of course, they have Tech abilities too and can easily freeze or overload anything Biotics don't obliterate. Overall, they've got great utility and let you more effectively cover all bases with less effort.


'Tech' powers are centered around engaging with technology, whether it is boosting your own and that of your teammates, hacking the enemy's tech, or using specialist technical equipment. 'Biotics', on the other hand, are innate abilities revolving around the titular 'Mass Effect' science of the series, such as throwing enemies with a thought. Both are effective, and each has a way to set your Shepard apart.


Additionally, the best Mass Effect: Legendary Edition squadmates a Sentinel Shepard can bring along will fill in for some of their weak points, particularly in weapon and combat abilities. Squadmates who can deal high weapon damage, like Garrus, Wrex, Thane, Zaeed, Grunt, Legion, James, Ashley, and Jacob are all effective options. Jack, Samara, Javik, and Liara are also good choices to set up biotic detonations. Ideally, Shepard should always bring a more combat-oriented squadmate, especially one with access to tech or biotic abilities, and one biotic- or tech-adept squadmate to set up power combos.


Similar to modern steel and ceramic inserts used in Kevlar armor, these torso plates are designed to fit in pockets or be strapped onto heavy monocrys or the TL10 exploration suit. They increase heavy monocrys or exploration suit armor protection to DR 40 vs. attacks to locations 9-11 and 17-18; they have no effect on attacks against other lo-cations. Separate inserts must be used for the front and back of armor; each weighs 8 lbs. and costs $250 at TL8, 4 lbs. and costs $125 at TL9, and 2 lbs. and costs $50 at TL10+. The inserts are LC 2.


This is a very low-bulk powered exoskeleton that can be concealed under normal clothing or non-rigid, non-skintight suits of armor (Light Body Armor, Ablative Armor, Reflec or Monocrys). Due to its miniaturized construction (using the same cybernetics systems used in bionic limbs) it is less robust and more expensive than normal heavy-duty exoskeletons, but, thanks to TL9 technology, it is much lighter. However, it's quite expensive!


The military version of the exploration suit, this is a flexible skintight multiweave suit of bioplas, monocrys and woven durasteel mesh armor. An intermediate step between light combat armor and an exploration suit, it is usually used by special forces soldiers, combat pilots, Patrol officers, mecha jocks, techno-ninjas, and the like.


At the core of the classe is how Mass Effect 2 and 3 feature an adjustment to how various forms of barrier work. There's Armor, Shields, and Barriers. Armor is physical, and so is best interrupted by high-power weapons fire and physical skills. Shields are technological, and so can be overloaded and disrupted with tech powers. Finally, Barriers are biotic, and can be shredded with certain biotic moves. Certain weapons are also more effective against certain types of defenses. 2ff7e9595c


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