Difference between revisions of "Sentinel (class)"
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{{ClassBox | |||
| class_name = Sentinel | |||
| alignment = [[Spirit]] | |||
| skillset_1 = Dhuriv | |||
| skillset_2 = Woodlore | |||
| skillset_3 = Tracking | |||
| desc = Rangers of the wilds | |||
}} | |||
__TOC__ | |||
== Lore == | |||
From the ways set forth by the first of their kind, Huwald, the Sentinels oversee the state of the wilderness and the creatures therein first and foremost. The path of a Sentinel is not an easy one; the wilds is often unforgiving, unfair, and brutal. | From the ways set forth by the first of their kind, Huwald, the Sentinels oversee the state of the wilderness and the creatures therein first and foremost. The path of a Sentinel is not an easy one; the wilds is often unforgiving, unfair, and brutal. | ||
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As a Pride, the Sentinels stand together as one, bound to one another for their common cause. They stand not for good nor evil, not for light nor dark, not for mercy nor cruelty. The Sentinels stand only for the defense of what is still natural in the world, eradicating the stain of undeath from the wilds. The thrill of the Hunt courses through each hunter within the Pride, as alive and savage as any beast within the realm. | As a Pride, the Sentinels stand together as one, bound to one another for their common cause. They stand not for good nor evil, not for light nor dark, not for mercy nor cruelty. The Sentinels stand only for the defense of what is still natural in the world, eradicating the stain of undeath from the wilds. The thrill of the Hunt courses through each hunter within the Pride, as alive and savage as any beast within the realm. | ||
[[ | |||
== Class Overview == | |||
Sentinels combine the skills of [[Dhuriv]], [[Woodlore]] and [[Tracking]] to act as effective hunters. An affliction-based class, the Sentinels use their dhurives to apply venoms, being helped along by the abilities of their animal companions, while tracking, a PvP-only skill, allows them to lay traps of various types. Using their abilities, the Sentinels aim to disable their opponent with venoms, ending their life with an efficient {{skill|Spinecut}}. | |||
Sentinels use a [[dhurive]], a staff with blades on both ends, as a weapon in their main skill, the art of [[Dhuriv]]. Combining an elegant series of acrobatic techniques with the powerful strikes and flourishes made possible with the dhuriv, the Sentinel warrior is capable of numerous wondrous feats. | |||
[[Woodlore]] is a skill focused on both the summoning of animal companions, as well as providing a number of useful defensive skills to the Sentinel. Those transcendent in this ability are able to call up to four animal companions to assist them in fighting versus their enemies. | |||
[[Tracking]] is a mostly-ranged utility skillset, allowing Sentinels to lay a number of different traps to gain control of the area around them, as well as providing them with the ability to shoot different kinds of arrows from their crossbows. | |||
{{Classpage | |||
| preferred_stat_1 = Strength | |||
| preferred_stat_1_summary = Strength increases the damage of Dhuriv attacks. | |||
| preferred_stat_2 = Dexterity/Constitution | |||
| preferred_stat_2_summary = Dexterity allows you to dodge more often if you have learned [[Avoidance]], and Constitution increases your maximum health and endurance, making you tankier. | |||
}} | |||
=== Statpacks === | |||
Preferred statpacks for Sentinels are: | |||
* [[Statpacks#Typical|Typical]] - A good leveling statpack, this provides a 10% xp bonus as well as endurance regeneration, with no negative effects. | |||
* [[Statpacks#Athletic|Athletic]] - A well-rounded statpack, Athletic provides high strength, dexterity and constitution, allowing you to deal high damage while also being somewhat tanky. | |||
* [[Statpacks#Stalwart|Stalwart]] - This statpack will provide you with tankiness, at the cost of doing low damage. | |||
= Recommended Armaments = | |||
''This list is meant to include things that might not appear painfully obvious. Things like vials, pipes and herbs would fall under that heading.'' | |||
# [[Armour#Chainmail|Chainmail]] - Chainmail is the recommended armor for this class. | |||
# The eclipse medallion - Negates the effects of the [[stars]] on the person wearing it. These effects are often beneficial in some way, so it's recommended that you remove it each month, to see if you actually want to be under their effects. Alternatively, a starchart relic may be used to choose which star you want to be affecting you. | |||
# A necklace of purity - Has a chance to randomly remove one venom affliction from the person wearing it. | |||
# [[Resistance]] rings - Increases the resistance of the person wearing it to their specific element by 10%. Available resistances are electric, fire, magic and cold. | |||
# A piece of jewelry enchanted with Allsight - To see while blind and hear while deaf, two common afflictions often encountered while hunting. This frees up a tattoo slot. | |||
# A fist sigil - this sigil, when attached to your dhurive, will prevent it from being knocked out of your grasp easily. | |||
= Recommended Tattoos = | |||
[[Tattoos]] in Aetolia have various effects. Any novice can wear up to six at any one time. The following is a list of tattoos recommended for the Monk class: | |||
# [[Tattoos#Boar|Boar]] - passively restores health. | |||
# [[Tattoos#Moss|Moss]] - passively clots bleeding. | |||
# [[Tattoos#Mountain|Mountain]] - passively restores endurance. | |||
# [[Tattoos#Shield|Shield]] - surrounds you with a magical shield that prevents damage. | |||
# [[Tattoos#Cloak|Cloak]] - prevents you from being summoned with the brazier tattoo. | |||
# [[Tattoos#Tree|Tree]] - cures 1 random affliction when touched. | |||
Additional recommendations are: | |||
# [[Tattoos#Book|Book]] - for hunting, increases experience gain. | |||
# [[Tattoos#Crystal|Crystal]] - restores health to 100% on a 15 minute cooldown. | |||
# [[Tattoos#Starburst|Starburst]] - Lets you revive from a death. | |||
# [[Tattoos#Moon|Moon]] - passively restores mana. | |||
Note: The Mindseye tattoo is NOT recommended, as the Allsight enchantment can do the same thing. | |||
{{ClassNavigator}} |
Revision as of 07:45, 15 May 2021
Classification | |
---|---|
Alignment | Spirit |
Skillsets | |
Dhuriv | |
Woodlore | |
Tracking | |
Rangers of the wilds | |
Lore
From the ways set forth by the first of their kind, Huwald, the Sentinels oversee the state of the wilderness and the creatures therein first and foremost. The path of a Sentinel is not an easy one; the wilds is often unforgiving, unfair, and brutal.
As warriors of the wilds, the Sentinels use the ancient knowledge of the Dhurive, the double-bladed staff used by Huwald, to quickly cut down their prey. They are aided by the creatures of the wood, feral animal companions that may be called upon to assist the Sentinel while they are on the hunt.
A Sentinel is capable of harvesting saps from trees and turning the saps into potent and useful types of resins to coat the tips of their bolts. Using their deadly crossbow and traps they set, a Sentinel can be a deadly foe.
As a Pride, the Sentinels stand together as one, bound to one another for their common cause. They stand not for good nor evil, not for light nor dark, not for mercy nor cruelty. The Sentinels stand only for the defense of what is still natural in the world, eradicating the stain of undeath from the wilds. The thrill of the Hunt courses through each hunter within the Pride, as alive and savage as any beast within the realm.
Class Overview
Sentinels combine the skills of Dhuriv, Woodlore and Tracking to act as effective hunters. An affliction-based class, the Sentinels use their dhurives to apply venoms, being helped along by the abilities of their animal companions, while tracking, a PvP-only skill, allows them to lay traps of various types. Using their abilities, the Sentinels aim to disable their opponent with venoms, ending their life with an efficient [Spinecut].
Sentinels use a dhurive, a staff with blades on both ends, as a weapon in their main skill, the art of Dhuriv. Combining an elegant series of acrobatic techniques with the powerful strikes and flourishes made possible with the dhuriv, the Sentinel warrior is capable of numerous wondrous feats.
Woodlore is a skill focused on both the summoning of animal companions, as well as providing a number of useful defensive skills to the Sentinel. Those transcendent in this ability are able to call up to four animal companions to assist them in fighting versus their enemies.
Tracking is a mostly-ranged utility skillset, allowing Sentinels to lay a number of different traps to gain control of the area around them, as well as providing them with the ability to shoot different kinds of arrows from their crossbows.
Preferred Stats
- Strength - Strength increases the damage of Dhuriv attacks.
- Dexterity/Constitution - Dexterity allows you to dodge more often if you have learned Avoidance, and Constitution increases your maximum health and endurance, making you tankier.
Statpacks
Preferred statpacks for Sentinels are:
- Typical - A good leveling statpack, this provides a 10% xp bonus as well as endurance regeneration, with no negative effects.
- Athletic - A well-rounded statpack, Athletic provides high strength, dexterity and constitution, allowing you to deal high damage while also being somewhat tanky.
- Stalwart - This statpack will provide you with tankiness, at the cost of doing low damage.
Recommended Armaments
This list is meant to include things that might not appear painfully obvious. Things like vials, pipes and herbs would fall under that heading.
- Chainmail - Chainmail is the recommended armor for this class.
- The eclipse medallion - Negates the effects of the stars on the person wearing it. These effects are often beneficial in some way, so it's recommended that you remove it each month, to see if you actually want to be under their effects. Alternatively, a starchart relic may be used to choose which star you want to be affecting you.
- A necklace of purity - Has a chance to randomly remove one venom affliction from the person wearing it.
- Resistance rings - Increases the resistance of the person wearing it to their specific element by 10%. Available resistances are electric, fire, magic and cold.
- A piece of jewelry enchanted with Allsight - To see while blind and hear while deaf, two common afflictions often encountered while hunting. This frees up a tattoo slot.
- A fist sigil - this sigil, when attached to your dhurive, will prevent it from being knocked out of your grasp easily.
Recommended Tattoos
Tattoos in Aetolia have various effects. Any novice can wear up to six at any one time. The following is a list of tattoos recommended for the Monk class:
- Boar - passively restores health.
- Moss - passively clots bleeding.
- Mountain - passively restores endurance.
- Shield - surrounds you with a magical shield that prevents damage.
- Cloak - prevents you from being summoned with the brazier tattoo.
- Tree - cures 1 random affliction when touched.
Additional recommendations are:
- Book - for hunting, increases experience gain.
- Crystal - restores health to 100% on a 15 minute cooldown.
- Starburst - Lets you revive from a death.
- Moon - passively restores mana.
Note: The Mindseye tattoo is NOT recommended, as the Allsight enchantment can do the same thing.
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