Talk:Oxylus/@comment-91.222.72.20-20181006103420/@comment-203.26.255.136-20181030024251

Most of the sentinels are quite useful in their own right when fully modded out with particular purposes in mind.

Djinn suits melee focused play and support because of its precepts, and its ranged weapon can be modded for strong toxin, viral, or gas damage.

Helios Prime can also provide a similar role, but because its deconstructor is impact melee, some damage support mods can be applied to soften up enemies around you; it kills with damage focused modding. I like bringing it to levels I don't do often because it'll scan anything I've missed.

Sure, Carrier is an ammo bag and is tough. Though at mid-late game, the ability to carry 200 ammo/health/energy pizzas in the now infinite gear belt, as well as the passive grinding power to make them without worrying about resources/credits would make toughness be the only thing this sentinel is good for.

Diriga is a strong crowd control sentinel with its AoE precepts and provides long range support, if not outright kills things before you even know where they are (modded for high electricity chance will give you mild mid/close range damage support). Best paired for long range engagements.

I'm going to go ahead and agree with Shade being kind of useless.

The Dethcube is interesting when you install energy generator and equip it with a sweeper modded out with vicious spread, and AoE/chain damage types (blast, electricity, gas) and punch through, high fire and reload rate - you'll have a small floating energy factory following you around as well as solid damage support and interference. ​​​ I don't really use the carrier because my gear belt is fully equipped and stocked, and I prefer the battle-support rather than a floating bag of ammo, so I wouldn't discount all the other sentinels because you had a preference :)