Difference between revisions of "Sentinel (class)"
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== | {{ClassPageTemplate | ||
| class = Sentinel | |||
| overview = | |||
| statpack = | |||
| skill1 = | |||
| skill1_desc = | |||
| skill2 = | |||
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| skill3 = | |||
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| def1 = Skill Ability | |||
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| tattoo1 = Boar | |||
| tattoo2 = Moss | |||
| tattoo3 = Moon (to cover [[Predation_(skill)#Regeneration|regeneration]]) | |||
| tattoo4 = Shield | |||
| tattoo5 = Tree | |||
| tattoo6 = Cloak | |||
| tattoos_hunt = Consider a starburst, mountain, or book tattoo while hunting. | |||
| tattoos_combat = Consider a starburst, crystal, or flame tattoo to help in combat against others. | |||
| hunt_info = Someone should fill this out. | |||
| offense_info = Someone should fill this out. | |||
| group_info = Someone should fill this out. | |||
}} | |||
== Class Overview == | == Class Overview == |
Revision as of 00:55, 22 September 2024
Classification | |
---|---|
Alignment | Spirit |
Starting City | Duiran |
Guild | Sentinels |
Mirror | [Executor] |
Basics | |
Attacks | phys - bal - str |
Armor | chainmail |
Weapons | dhurive |
Skillsets | |
Dhuriv | |
Woodlore | |
Tracking | |
This is a page about the mechanics of Sentinel. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Sentinel (lore)].
Overview
A new Sentinel is advised to use the ' statpack, though they may change to something else later. Everyone receives one free reincarnation upon leaving novicehood (level 31), and if that is used up, another one upon reaching Tekal (level 99). It is common for people to keep an early statpack until reaching level 100.
Skills
[[_(skill)|]]
[[_(skill)|]]
[[_(skill)|]]
Defences
- Skill Ability:
Maintaining your defenses is an important part of staying alive in Aetolia! You should be using these in conjunction with your generic, non-class-specific, defences.
Firstaid Defences: blindness, deafness, fangbarrier, insomnia, levitation, waterbreathing (as needed), instawake, arcane, speed, vigor (while hunting)
- Firstaid can also maintain a handful of combat-only defenses: density, rebounding, harmony
Other Defences: tattoos, allsight and waterwalking enchantments, nightsight, deathsight, thirdeye, clarity, and dodge or divert, as well as any ylem mist orbs
Equipment
Weaponry:
Armor:
Enchantments:
- a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
- a jewelry item with an allsight enchantment (replaces mindseye tattoo)
- a jewelry item with a purity enchantment
- a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
- a fist sigil attached to each wielded item
- a handful of eye sigils and a weaponbelt, for combat against others
Recommended Tattoos:
- Boar
- Moss
- Moon (to cover regeneration)
- Shield
- Tree
- Cloak
Additional Tattoos for Hunting: Consider a starburst, mountain, or book tattoo while hunting.
Additional Tattoos for Combat: Consider a starburst, crystal, or flame tattoo to help in combat against others.
Hunting
Someone should fill this out.
Core Offense
Someone should fill this out.
Group Combat
Someone should fill this out.
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 Sentinel 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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