Sentinel: Difference between revisions
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Clad in the heaviest armor and wielding massive shields, Sentinels are the living fortresses of any battle formation. They are trained to anticipate attacks, deflect blows, and create openings for their allies. A well-played Sentinel can single-handedly turn the tide of battle by controlling enemy movement and absorbing punishment that would fell lesser warriors. Their presence on the battlefield is both reassuring to allies and demoralizing to foes, as they demonstrate that some walls simply cannot be broken. | Clad in the heaviest armor and wielding massive shields, Sentinels are the living fortresses of any battle formation. They are trained to anticipate attacks, deflect blows, and create openings for their allies. A well-played Sentinel can single-handedly turn the tide of battle by controlling enemy movement and absorbing punishment that would fell lesser warriors. Their presence on the battlefield is both reassuring to allies and demoralizing to foes, as they demonstrate that some walls simply cannot be broken. | ||
==Unlock== | ==Unlock== | ||
Sentinel is a tier 3 class that is unlocked by leveling the [[Knight]] class to level 50. As all T3 classes, it retains all of the previous T2 and T1 classes' skills. | Sentinel is a tier 3 class that is unlocked by leveling the [[Knight]] class to level 50. As all T3 classes, it retains all of the previous T2 and T1 classes' skills. | ||
==Pros and Cons== | ==Pros and Cons== | ||
| Line 48: | Line 50: | ||
[[Stats & Attributes#Dexterity | DEX]] is useful for accuracy, and [[Stats & Attributes#Agility | AGI]] is generally the least important stat for Sentinels. | [[Stats & Attributes#Dexterity | DEX]] is useful for accuracy, and [[Stats & Attributes#Agility | AGI]] is generally the least important stat for Sentinels. | ||
=== Class Bonuses=== | === Class Bonuses=== | ||
The Levels in which one receives a certain bonus | The Levels in which one receives a certain bonus | ||
| Line 72: | Line 73: | ||
|11||22||33||40||46|| || || || || || | |11||22||33||40||46|| || || || || || | ||
|} | |} | ||
===Recommended Builds=== | ===Recommended Builds=== | ||
*For a pure tank Sentinel: | *For a pure tank Sentinel: | ||
| Line 82: | Line 82: | ||
*For landing stuns and taunts: | *For landing stuns and taunts: | ||
A lot of DEX for the S.Atk, and then VIT for HP and defense. A little bit of WIS and STR to still be able to deal damage and have MP to cast skills. | A lot of DEX for the S.Atk, and then VIT for HP and defense. A little bit of WIS and STR to still be able to deal damage and have MP to cast skills. | ||
==Gear== | ==Gear== | ||
| Line 97: | Line 98: | ||
* Accessories | * Accessories | ||
**Focus on accessories that boost VIT, S.Atk and MP Regeneration so you can sustain | **Focus on accessories that boost VIT, S.Atk and MP Regeneration so you can sustain | ||
==Scripts== | ==Scripts== | ||
===Default=== | |||
The default script prioritizes survival and threat generation: | |||
# Uses bandages when HP is low and bleeding<br> | |||
# Uses healing items when HP is low<br> | |||
# Activates Unyielding Resolve when no buff is active<br> | |||
# Activates War Cry when no buff is active and MP is high<br> | |||
# Activates Moving Fortress when HP is low and no buff is active<br> | |||
# Attacks if Retaliation has 9+ stacks<br> | |||
# Uses Challenge on melee range enemies not yet provoked<br> | |||
# Uses Taunt on enemies at range 3 not yet provoked<br> | |||
# Uses Shield Boomerang on multiple enemies at range 2<br> | |||
# Steps forward if enemies are out of range<br> | |||
# Uses Shield Smash when MP is high<br> | |||
# Falls back to basic attacks<br> | |||
<pre>{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":30},{"key":"selfStatusBleedMore","not":false,"number":1}],"action":{"key":"useItem","itemIds":[18020,18021,18022]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":30}],"action":{"key":"useItem","itemIds":[18001,16024,16025]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillUnyieldingResolve","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":30}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfHpLowerThan","not":false,"number":30}],"action":{"key":"skillMovingFortress","itemIds":[]},"target":{"key":"self"},"cooldown":0,"disabled":false},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfStatusRetaliationMore","not":false,"number":9}],"action":{"key":"attack","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":1},{"key":"foeStatusProvoked","not":true,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillChallenge","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":5},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":3},{"key":"foeStatusProvoked","number":null,"not":true},{"key":"foeMultiplePresent","not":false,"number":3}],"action":{"key":"skillTaunt"},"target":{"key":"foe"},"cooldown":3,"disabled":false},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":2},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillShieldBoomerang","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeNotReachable","not":null,"number":null},{"key":"foeMultiplePresent","not":false,"number":1}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfMpHigherThan","not":false,"number":30},{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillShieldSmash","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0,"disabled":false},{"conditions":[{"key":"true","not":null,"number":null}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0,"disabled":false}],"position":"frontline"}</pre> | <pre>{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":30},{"key":"selfStatusBleedMore","not":false,"number":1}],"action":{"key":"useItem","itemIds":[18020,18021,18022]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":30}],"action":{"key":"useItem","itemIds":[18001,16024,16025]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillUnyieldingResolve","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":30}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfHpLowerThan","not":false,"number":30}],"action":{"key":"skillMovingFortress","itemIds":[]},"target":{"key":"self"},"cooldown":0,"disabled":false},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfStatusRetaliationMore","not":false,"number":9}],"action":{"key":"attack","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":1},{"key":"foeStatusProvoked","not":true,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillChallenge","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":5},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":3},{"key":"foeStatusProvoked","number":null,"not":true},{"key":"foeMultiplePresent","not":false,"number":3}],"action":{"key":"skillTaunt"},"target":{"key":"foe"},"cooldown":3,"disabled":false},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":2},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillShieldBoomerang","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeNotReachable","not":null,"number":null},{"key":"foeMultiplePresent","not":false,"number":1}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfMpHigherThan","not":false,"number":30},{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillShieldSmash","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0,"disabled":false},{"conditions":[{"key":"true","not":null,"number":null}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0,"disabled":false}],"position":"frontline"}</pre> | ||
===Ideas and Suggestions=== | ===Ideas and Suggestions=== | ||
''These are all suggestions, you can't have 1 script which is perfect for every hunt and every gear'' | ''These are all suggestions, you can't have 1 script which is perfect for every hunt and every gear'' | ||
| Line 113: | Line 128: | ||
*[[Sentinel#Moving Fortress | Moving Fortress]] is excellent if you want to invade the enemy lines, but also to avoid damage when you're low on HP | *[[Sentinel#Moving Fortress | Moving Fortress]] is excellent if you want to invade the enemy lines, but also to avoid damage when you're low on HP | ||
*Healing items that drop from monsters, like meat, are very effective for Sentinels with all the Fortitude skill line increases | *Healing items that drop from monsters, like meat, are very effective for Sentinels with all the Fortitude skill line increases | ||
==Skills== | ==Skills== | ||
===Shield Smash=== | ===Shield Smash=== | ||
''active | attack | single target'' | ''active | attack | single target'' | ||
| Line 140: | Line 155: | ||
|} | |} | ||
<br> | <br> | ||
===Shield Boomerang=== | ===Shield Boomerang=== | ||
''active | attack | single target'' | ''active | attack | single target'' | ||
| Line 165: | Line 179: | ||
|} | |} | ||
<br> | <br> | ||
===Stalwart Fortitude=== | ===Stalwart Fortitude=== | ||
''passive'' | ''passive'' | ||
| Line 189: | Line 202: | ||
|} | |} | ||
<br> | <br> | ||
===Unyielding Resolve=== | ===Unyielding Resolve=== | ||
''active | self-heal'' | ''active | self-heal'' | ||
| Line 213: | Line 225: | ||
|} | |} | ||
<br> | <br> | ||
===Challenge=== | ===Challenge=== | ||
''active | taunt | single target'' | ''active | taunt | single target'' | ||
| Line 238: | Line 249: | ||
|} | |} | ||
<br> | <br> | ||
===Taunt=== | ===Taunt=== | ||
''active | taunt | area'' | ''active | taunt | area'' | ||
| Line 263: | Line 273: | ||
|} | |} | ||
<br> | <br> | ||
===Ironclad Endurance=== | ===Ironclad Endurance=== | ||
''passive'' | ''passive'' | ||
| Line 287: | Line 296: | ||
|} | |} | ||
<br> | <br> | ||
===Retribution=== | ===Retribution=== | ||
''passive'' | ''passive'' | ||
| Line 311: | Line 319: | ||
|} | |} | ||
<br> | <br> | ||
===Moving Fortress=== | ===Moving Fortress=== | ||
''active | self-buff'' | ''active | self-buff'' | ||
Latest revision as of 13:56, 8 January 2026
Sentinel
| |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||
| Max Level: | 50 | ||||||||||||
| Base HP/Level: Variable HP/Level: Base MP/Level: |
6 1.1 3 | ||||||||||||
| Unlocks from: Knight | |||||||||||||
| Unlocks: None | |||||||||||||
|
Class Bonuses
| |||||||||||||
The Unwavering Bastion
As this warrior doubles down on physical defense, they become like a castle wall that encircles the entire party, firing back strong retaliations and shielded attacks. Able to draw aggro from the entire battlefield and temporarily increase their own defenses, in the battle for sturdiest class, there is no competition for the Sentinel.
Clad in the heaviest armor and wielding massive shields, Sentinels are the living fortresses of any battle formation. They are trained to anticipate attacks, deflect blows, and create openings for their allies. A well-played Sentinel can single-handedly turn the tide of battle by controlling enemy movement and absorbing punishment that would fell lesser warriors. Their presence on the battlefield is both reassuring to allies and demoralizing to foes, as they demonstrate that some walls simply cannot be broken.
Unlock
Sentinel is a tier 3 class that is unlocked by leveling the Knight class to level 50. As all T3 classes, it retains all of the previous T2 and T1 classes' skills.
Pros and Cons
Comparisons are made considering classes from the same tier
The main point of Sentinels is to control the battlefield and protect allies from harm. They can self sustain incredibly well with Stalwart Fortitude making meat and other potions heal a lot, and of course Unyielding Resolve healing back a huge portion of their HP whenever it's off cooldown.
Of course, they lack the damage output of other classes, and are vulnerable to magic damage. But the utility with Shield Smash and Shield Boomerang stuns and the capacity of keeping enemy aggro is extremely valuable.
- Strengths:
- Unmatched defensive capabilities
- Exceptional crowd control with stuns and displaces
- Taunt protects allies from harm by redirecting damage
- High HP and damage mitigation
- Weaknesses:
- Low damage output
- Vulnerable to magic damage
- Small MP pool
Stats
Sentinels primarily scale with VIT for maximum survivability. STR is important for maintaining threat and dealing some damage, while WIS helps with MP regeneration and magical defense.
DEX is useful for accuracy, and AGI is generally the least important stat for Sentinels.
Class Bonuses
The Levels in which one receives a certain bonus
| Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| STR | 3 | 9 | 21 | 27 | 36 | 42 | 49 | ||||
| AGI | 15 | 31 | |||||||||
| VIT | 1 | 5 | 13 | 19 | 24 | 28 | 34 | 39 | 43 | 48 | 50 |
| INT | |||||||||||
| DEX | 7 | 17 | 25 | 30 | 37 | 45 | |||||
| WIS | 11 | 22 | 33 | 40 | 46 |
Recommended Builds
- For a pure tank Sentinel:
Focus on VIT and WIS, with just enough STR and DEX to maintain threat. This build maximizes survivability and support capabilities.
- For a more balanced approach:
Distribute points between VIT, STR, and DEX for a mix of defense, threat generation, and utility.
- For landing stuns and taunts:
A lot of DEX for the S.Atk, and then VIT for HP and defense. A little bit of WIS and STR to still be able to deal damage and have MP to cast skills.
Gear
Recommended gear for Sentinels
- Weapons
- One-Handed Swords: Balanced option that allows for shield use, good Hit rate
- Maces: Provides S.Atk for stuns and additional control, as well as True Damage
- Armor
- Heavy Armor: Provides the best protection and synergizes with Ironclad Endurance
- Tower Shields: Essential for maximizing defensive capabilities and dealing more damage with Shield Smash and Shield Boomerang
- Light Armor: Maybe throwing in a piece or two for a good balance of magical defense and MP as well
- Accessories
- Focus on accessories that boost VIT, S.Atk and MP Regeneration so you can sustain
Scripts
Default
The default script prioritizes survival and threat generation:
- Uses bandages when HP is low and bleeding
- Uses healing items when HP is low
- Activates Unyielding Resolve when no buff is active
- Activates War Cry when no buff is active and MP is high
- Activates Moving Fortress when HP is low and no buff is active
- Attacks if Retaliation has 9+ stacks
- Uses Challenge on melee range enemies not yet provoked
- Uses Taunt on enemies at range 3 not yet provoked
- Uses Shield Boomerang on multiple enemies at range 2
- Steps forward if enemies are out of range
- Uses Shield Smash when MP is high
- Falls back to basic attacks
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Ideas and Suggestions
These are all suggestions, you can't have 1 script which is perfect for every hunt and every gear
- Challenge is great for grabbing aggro and increasing damage but it's range 1
- Taunt is your choice for a whole battlefield aggro. Check how many enemies are left to choose which you want to use
- Keep Unyielding Resolve active for survivability
- Shield Boomerang helps interrupt enemy attacks and maintain threat, even from afar
- Adjust a script step with how many Retaliation stacks you want to basic attack with. If you want to try and stun, use all 15 stacks (self: retaliation stacks higher than = 14)
- Moving Fortress is excellent if you want to invade the enemy lines, but also to avoid damage when you're low on HP
- Healing items that drop from monsters, like meat, are very effective for Sentinels with all the Fortitude skill line increases
Skills
Shield Smash
active | attack | single target
- Max level: 100
- Range: 1
- Available on: Sentinel
- Enhanced from: Bash, Shield Bash
A massive impact dealt with the shield that can stun and knock the enemy back. Enhanced by Bash and Shield Bash, it stacks on top of those skills adding up to +50% P.Atk, +20 S.Atk and +10x the shield's P.Def as flat damage. Requires a shield equipped to be used. Each hit can Stun the target for 2 rounds and/or knock them back 1 line, both chances scaling with S.Atk.
| Skill level | MP Cost | Damage | Other Effects |
|---|---|---|---|
| 0 | 8 MP | +0% P.ATK +10x Shield P.Def over Shield Bash | Considerhance to Stun 2 rounds and knock targets back 1 line (scales with S.Atk) |
| 25 | 11 MP | +12.5% P.ATK +10x Shield P.Def over Shield Bash | +5 S.Atk; chance to Stun 2 rounds and knock targets back 1 line (scales with S.Atk) |
| 50 | 14 MP | +25% P.ATK +10x Shield P.Def over Shield Bash | +10 S.Atk; chance to Stun 2 rounds and knock targets back 1 line (scales with S.Atk) |
| 75 | 17 MP | +37.5% P.ATK +10x Shield P.Def over Shield Bash | +15 S.Atk; chance to Stun 2 rounds and knock targets back 1 line (scales with S.Atk) |
| 100 | 20 MP | +50% P.ATK +10x Shield P.Def over Shield Bash | +20 S.Atk; chance to Stun 2 rounds and knock targets back 1 line (scales with S.Atk) |
Shield Boomerang
active | attack | single target
- Max level: 100
- Range: 3
- Available on: Sentinel
- Enhanced from: Bash, Shield Bash
Throws the shield at an enemy, dealing damage and potentially stunning them before flying back. Enhanced by Bash and Shield Bash, it starts 50% weaker than a Shield Bash but regains up to +30% P.Atk as it levels, while also adding +3.5x the shield's P.Def as flat damage. Requires a shield equipped to be used.
| Skill level | MP Cost | Damage | Other Effects |
|---|---|---|---|
| 0 | 10 MP | -50% P.ATK +3.5x Shield P.Def per hit compared to Shield Bash | Hits up to 2 enemies without repeating; chance to Stun 1 round (scales with S.Atk) |
| 25 | 13 MP | -42.5% P.ATK +3.5x Shield P.Def per hit compared to Shield Bash | Hits up to 2 enemies without repeating; chance to Stun 1 round (scales with S.Atk) |
| 50 | 16 MP | -35% P.ATK +3.5x Shield P.Def per hit compared to Shield Bash | Hits up to 2 enemies without repeating; chance to Stun 1 round (scales with S.Atk) |
| 75 | 19 MP | -27.5% P.ATK +3.5x Shield P.Def per hit compared to Shield Bash | Hits up to 2 enemies without repeating; chance to Stun 1 round (scales with S.Atk) |
| 100 | 22 MP | -20% P.ATK +3.5x Shield P.Def per hit compared to Shield Bash | Hits up to 2 enemies without repeating; chance to Stun 1 round (scales with S.Atk) |
Stalwart Fortitude
passive
- Max level: 100
- Available on: Sentinel
- Enhanced from: Fortitude, Improved Fortitude
Gives +0~1000 HP and increases the effectiveness of healing consumables by 0~50%. This skill gains skill EXP proportional to the amount of HP healed by the character through the use of consumables (excludes overhealing).
| Skill level | HP Increase | Healing Bonus |
|---|---|---|
| 0 | 0 HP | 0% extra healing |
| 25 | 250 HP | 12.5% extra healing |
| 50 | 500 HP | 25% extra healing |
| 75 | 750 HP | 37.5% extra healing |
| 100 | 1000 HP | 50% extra healing |
Unyielding Resolve
active | self-heal
- Max level: 100
- Available on: Sentinel
- Enhanced from: Second Wind
Refusing to go down, the Sentinel finds the strength to keep moving even when badly injured. Enhanced by Second Wind. Applies a self buff that lasts for 50~100 rounds and activates when their HP reaches below 20% and heals for Second Wind's heal plus 0~20% of the user's HP. At both skills max level, heals for 50% Max HP. Has a 15~8 rounds of cooldown inherited from Second Wind before it can be used again.
| Skill level | MP Cost | Duration | Recovery | Cooldown |
|---|---|---|---|---|
| 0 | 18 MP | 50 rounds | 30% Max HP | 15 rounds |
| 25 | 21 MP | 62.5 rounds | 35% Max HP | 13.25 rounds |
| 50 | 24 MP | 75 rounds | 40% Max HP | 11.5 rounds |
| 75 | 27 MP | 87.5 rounds | 45% Max HP | 9.75 rounds |
| 100 | 30 MP | 100 rounds | 50% Max HP | 8 rounds |
Challenge
active | taunt | single target
A noble provocation that locks nearby targets on a duel with the Sentinel. Enhanced by Provoke, adding 0~50 S.Atk on top. Forces a 1~3 enemies to only target the Sentinel, inherited from Provoke. Against this enemy, the Sentinel has 100~200 extra P.Atk and receives an extra stack of Retribution per hit. Has a maximum of 120 S.Atk. Lasts for 4~9 rounds, inherited from Provoke.
| Skill level | MP Cost | Duration | S.Atk Bonus |
|---|---|---|---|
| 0 | 8 MP | 4 rounds | 0 |
| 25 | 10.5 MP | 5.25 rounds | 12.5 |
| 50 | 13 MP | 6.5 rounds | 25 |
| 75 | 15.5 MP | 7.75 rounds | 37.5 |
| 100 | 18 MP | 9 rounds | 50 |
Taunt
active | taunt | area
Enfuriates the entire enemy team into attacking the Sentinel. Enhanced by Provoke, adds 0~20 S.Atk bonus on top, for a possible total of 90 S.Atk. The effect lasts for 4~9 rounds, inherited from Provoke.
| Skill level | MP Cost | Duration | S.Atk Bonus |
|---|---|---|---|
| 0 | 12 MP | 4 rounds | 0 |
| 25 | 14 MP | 5.25 rounds | 5 |
| 50 | 16 MP | 6.5 rounds | 10 |
| 75 | 18 MP | 7.75 rounds | 15 |
| 100 | 20 MP | 9 rounds | 20 |
Ironclad Endurance
passive
Doubles down on P.Def increase, and on making the best of wearing Heavy Armors for it. Adds 0~10 P.Def, as well as making Heavy Armor pieces provide an extra 0.3~0.5 times that gear's Tier worth of P.Def and negating any Evasion and Speed penalties from equipment. Levels up by receiving damage.
| Skill level | P.Def Bonus | Heavy Armor Bonus |
|---|---|---|
| 0 | 0 | 0.3x Tier P.Def |
| 25 | 2.5 | 0.35x Tier P.Def |
| 50 | 5 | 0.4x Tier P.Def |
| 75 | 7.5 | 0.45x Tier P.Def |
| 100 | 10 | 0.5x Tier P.Def |
Retribution
passive
- Max level: 100
- Available on: Sentinel
- Enhanced from: Retaliation
Retaliation gets substituted with Retribution, an even stronger, more intense payback to the Sentinel's enemies. Enhanced by Retaliation, stores an extra 0~5 stacks, give 2 stacks instead of 1 and deals an extra 0~5% P.Atk per stack on top. Maximum of 5~15 stacks. When attacking with an auto attack, at both skills maxed, consumes all stacks to deal an extra 10% P.Atk per stack, for a maximum of 250% P.Atk with 15 stacks consumed. When used with 15 stacks, has a chance to stun the opponent for 1 round with 30 extra S.Atk.
| Skill level | Max Stacks | Damage per Stack | Stun S.Atk |
|---|---|---|---|
| 0 | 5 | 5% P.ATK | 0 |
| 25 | 7.5 | 6.25% P.ATK | 7.5 |
| 50 | 10 | 7.5% P.ATK | 15 |
| 75 | 12.5 | 8.75% P.ATK | 22.5 |
| 100 | 15 | 10% P.ATK | 30 |
Moving Fortress
active | self-buff
- Max level: 100
- Available on: Sentinel
An unstoppable force in the battlefield, the Sentinel hardens up for 3~5 rounds. During this time, the user receives 20~30% less damage from all sources, gets immunity to movement impairment statuses (pin, displace, disarm, paralyze, stun) and can move freely even with enemies blocking the way. Has a 15~9 rounds cooldown.
| Skill level | MP Cost | Duration | Damage Reduction | Cooldown |
|---|---|---|---|---|
| 0 | 22 MP | 3 rounds | 20% | 15 rounds |
| 25 | 26.5 MP | 3.5 rounds | 22.5% | 13.5 rounds |
| 50 | 31 MP | 4 rounds | 25% | 12 rounds |
| 75 | 35.5 MP | 4.5 rounds | 27.5% | 10.5 rounds |
| 100 | 40 MP | 5 rounds | 30% | 9 rounds |
Note: All percentage bonuses are additive with other similar effects unless otherwise stated.