October 02, 2014
Sentinel Class Breakdown
Class Breakdown Day!
Hey everyone it’s Zereldo here and today I’m going to be talking to you about the Sentinel Class (while borrowing Alina’s face again). You’ll have to be an Upholder to get the Sentinel Class.
How do I become a 6th Upholder?
All that we ask is that you help support AQW the game undergoes its exciting rebirth!
- When you Upgrade your AQW Membership ANYTIME in the month of October, you will automatically become a legendary 6th Upholder.
- If you are ALREADY an upgraded Legend, and your Membership expires AFTER November 1st, 2014, then you are already a 6th Upholder. Congratulations!
- Check to see when your AQW Membership expires by logging in here.
- Please note that only Upgraded Legend Memberships count toward 6th Upholder.
Here are some other things about the class that you will probably want to know about the Sentinel Class.
- It releases on the 3rd of October (on release day).
- Sentinel Class will available to ALL Upholders AND Founders. (Yes that means Founders, 1st, 2nd, 3rd, 4th, 5th, 6th and all future upholders).
- As long as you have either a Founder or Upholder badge you will be able to buy the class from the Book of Lore whenever you want to.
- There are NOT 7 versions of this class. There is ONLY ONE version that will be available in all the stores.
- Sentinel Class will be Adventure Coin tagged and non member.
- As well as the class there are other accessories (including an armor only version) that you will be able to buy to match the armor.
- There WILL NOT be a 2000 Adventure Coin shortcut to get this class.
Just Before I Begin
A special thanks goes to Arklen for coding this class. We spent many hours together working through weird bugs and having to change aspects of the class entirely. He is new to coding classes and I am new to designing them. Having to create it together was a bit of of an adventure. So make sure you give him a huge thank you.
Sentinel Class Breakdown!
Sentinels are powerful and elite defenders of Lore.
For Mana Regen: Sentinels gain mana from all hits landed in combat,and especially on crits. The amount depends on damage relative to *their own* HP total.
For Stats and Enhancements: Sentinels favour Strength, Endurance and Dexterity, and probably like to add a bit of luck to spice up their day.
2 second cooldown.
A basic attack, taught to all adventurers.
You’ve seen this before on many classes. It needs no further explanation.
Rank 1: Sentinel’s Strike
15 mana, 5 second cooldown.
A strong and reliable attack used by Sentinels that deals moderate damage to your opponent.
This move only has one purpose and that is sustained damage. It has no fancy auras or effects, but does its job well.
Rank 2: Active Endurance
15 Mana, 8 second cooldown.
An attack that deals light damage but also heals you for a small amount. The lower YOUR health the larger the heal.
This heal will not suddenly bring you back up to full health, but it will keep you fighting for longer. It’s purpose is to increase survivability, but you will still have to be careful with it and pick your battles wisely. It also does a small amount of damage just to be nice.
Rank 3: Adrenaline Rush
20 Mana, 22 second cooldown.
You unleash a burst of strength and speed which applies Adrenaline Rush increasing your damage output by 50% and haste by 30% for 8 seconds. You also suffer from Self Disregard which applies a DoT on yourself.
This is the move Sentinel Class revolves around. The numbers are pretty staggering, a 50% damage boost combined with a 30% haste boost. You’re looking at increased damage and being able to use your moves more often for 8 seconds. However with all this power there does come a cost (not just in Mana). It does apply a reasonably powered DoT onto YOU.
This is your high risk, high reward move. It won’t kill you unless you manage yourself poorly, but it will put you at a disadvantage because your heal will not be able to keep up with the increased damage you are taking. You can always nullify the DoT by bringing a friend with a strong heal though. It won’t make that much of a different to Active Endurance, but you should notice a nice increase to your damage output for Sentinel’s Strike.
Rank 4: Streamline Armor & War Veteran
Increases dodge rate by 8%
Strength increased by 15%
This makes you a little more powerful and a little harder to hit. WIth any luck you’ll be dodging while you take your self DoT, and your 50% damage buff will mean a little bit more damage.
Rank 5: Demolish
35 mana, 15 second cooldown.
You perform a single strike for massive damage that also applies Disempower which reduces your opponent's chance to critical hit by 25% for 5 seconds.
Here is your nuke, but it is no ordinary nuke, it is your anti-nuke nuke. It does a nice amount of damage in it’s own right, especially when paired with Adrenaline Rush. It gets even better when you factor in Disempower because you have the capability of seriously reducing the potential damage of your opponent's nukes and other attacks. Their luck won’t help them now.
But Zereldo, where is the Rank 10 Passive?
Good observation player voice from the forums and various forms of social media. You may have noticed that Beastmaster, Naval Commander and Sentinel Classes all have no listed rank 10 passives. Unfortunately we can’t do rank 10 passives at the moment, BUT when we can do rank 10 passives we will come back to these classes and assign some. You’ll just have to be patient. If we could give you a rank 10 passive we would.
Overall this class does have an element of risk to it. Your MP regeneration and health regain are both most effective when your health is lowest and to unleash your best damage, you suffer from a DoT. While this class can perform on its own, it is best in team situations where you have a good healer allowing you to constantly use Adrenaline Rush to deal massive damage.
You can always button mash with this class, but for the best results you are going to have to use some thinking and strategy.