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A massive impact dealt with the shield that can stun and knock the enemy back. Enhanced by Bash and Shield Bash, adding 0~50% P.Atk, 0~20 S.Atk and 10 * shield's P.Def flat damage on top. Requires a shield equipped to be used. Has a chance to both Stun the target for 2 turns and/or knock them back 1 line. Stun chance and knock back chance depend on S.Atk. Damage ranges from 130% to 230% P.Atk, plus 15x Equipped Shield's P.Def, S.Atk ranges from 10~40.
A massive impact dealt with the shield that can stun and knock the enemy back. Enhanced by Bash and Shield Bash, adding 0~50% P.Atk, 0~20 S.Atk and 10 * shield's P.Def flat damage on top. Requires a shield equipped to be used. Has a chance to both Stun the target for 2 turns and/or knock them back 1 line. Stun chance and knock back chance depend on S.Atk. Damage ranges from 130% to 230% P.Atk, plus 15x Equipped Shield's P.Def, S.Atk ranges from 10~40.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! S.Atk !! MP Cost
! Skill level !! MP Cost !! Damage !! S.Atk
|-
|-
| 0 || 130% P.ATK + 15x Shield P.DEF || 10 || 8 MP
| 0 || 8 MP || 130% P.ATK + 15x Shield P.DEF || 10
|-
|-
| 25 || 142.5% P.ATK + 15x Shield P.DEF || 15 || 11 MP
| 25 || 11 MP || 142.5% P.ATK + 15x Shield P.DEF || 15
|-
|-
| 50 || 155% P.ATK + 15x Shield P.DEF || 20 || 14 MP
| 50 || 14 MP || 155% P.ATK + 15x Shield P.DEF || 20
|-
|-
| 75 || 192.5% P.ATK + 15x Shield P.DEF || 30 || 17 MP
| 75 || 17 MP || 192.5% P.ATK + 15x Shield P.DEF || 30
|-
|-
| 100 || 230% P.ATK + 15x Shield P.DEF || 40 || 20 MP
| 100 || 20 MP || 230% P.ATK + 15x Shield P.DEF || 40
|}
|}
<br>
<br>
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Throws the shield at an enemy, dealing damage and potentially stunning them. The shield returns after hitting the target. Enhanced by Bash and Shield Bash. Requires a shield equipped to be used.
Throws the shield at an enemy, dealing damage and potentially stunning them. The shield returns after hitting the target. Enhanced by Bash and Shield Bash. Requires a shield equipped to be used.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! S.Atk !! MP Cost
! Skill level !! MP Cost !! Damage !! S.Atk
|-
|-
| 0 || 120% P.ATK + 10x Shield P.DEF || 8 || 10 MP
| 0 || 10 MP || 120% P.ATK + 10x Shield P.DEF || 8
|-
|-
| 25 || 130% P.ATK + 10x Shield P.DEF || 12 || 13 MP
| 25 || 13 MP || 130% P.ATK + 10x Shield P.DEF || 12
|-
|-
| 50 || 140% P.ATK + 10x Shield P.DEF || 16 || 16 MP
| 50 || 16 MP || 140% P.ATK + 10x Shield P.DEF || 16
|-
|-
| 75 || 150% P.ATK + 10x Shield P.DEF || 20 || 19 MP
| 75 || 19 MP || 150% P.ATK + 10x Shield P.DEF || 20
|-
|-
| 100 || 160% P.ATK + 10x Shield P.DEF || 24 || 22 MP
| 100 || 22 MP || 160% P.ATK + 10x Shield P.DEF || 24
|}
|}
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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).
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).


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! HP Increase !! Healing Bonus
! Skill level !! HP Increase !! Healing Bonus
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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.
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.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Recovery !! Duration !! MP Cost !! Cooldown
! Skill level !! MP Cost !! Duration !! Recovery !! Cooldown
|-
|-
| 0 || 30% Max HP || 50 rounds || 18 MP || 15 rounds
| 0 || 18 MP || 50 rounds || 30% Max HP || 15 rounds
|-
|-
| 25 || 35% Max HP || 62.5 rounds || 21 MP || 13.25 rounds
| 25 || 21 MP || 62.5 rounds || 35% Max HP || 13.25 rounds
|-
|-
| 50 || 40% Max HP || 75 rounds || 24 MP || 11.5 rounds
| 50 || 24 MP || 75 rounds || 40% Max HP || 11.5 rounds
|-
|-
| 75 || 45% Max HP || 87.5 rounds || 27 MP || 9.75 rounds
| 75 || 27 MP || 87.5 rounds || 45% Max HP || 9.75 rounds
|-
|-
| 100 || 50% Max HP || 100 rounds || 30 MP || 8 rounds
| 100 || 30 MP || 100 rounds || 50% Max HP || 8 rounds
|}
|}
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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.
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.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! S.Atk Bonus !! Duration !! MP Cost
! Skill level !! MP Cost !! Duration !! S.Atk Bonus
|-
|-
| 0 || 0 || 4 rounds || 8 MP
| 0 || 8 MP || 4 rounds || 0
|-
|-
| 25 || 12.5 || 5.25 rounds || 10.5 MP
| 25 || 10.5 MP || 5.25 rounds || 12.5
|-
|-
| 50 || 25 || 6.5 rounds || 13 MP
| 50 || 13 MP || 6.5 rounds || 25
|-
|-
| 75 || 37.5 || 7.75 rounds || 15.5 MP
| 75 || 15.5 MP || 7.75 rounds || 37.5
|-
|-
| 100 || 50 || 9 rounds || 18 MP
| 100 || 18 MP || 9 rounds || 50
|}
|}
<br>
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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.
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.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! S.Atk Bonus !! Duration !! MP Cost
! Skill level !! MP Cost !! Duration !! S.Atk Bonus
|-
|-
| 0 || 0 || 4 rounds || 12 MP
| 0 || 12 MP || 4 rounds || 0
|-
|-
| 25 || 5 || 5.25 rounds || 14 MP
| 25 || 14 MP || 5.25 rounds || 5
|-
|-
| 50 || 10 || 6.5 rounds || 16 MP
| 50 || 16 MP || 6.5 rounds || 10
|-
|-
| 75 || 15 || 7.75 rounds || 18 MP
| 75 || 18 MP || 7.75 rounds || 15
|-
|-
| 100 || 20 || 9 rounds || 20 MP
| 100 || 20 MP || 9 rounds || 20
|}
|}
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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.
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.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! P.Def Bonus !! Heavy Armor Bonus
! Skill level !! P.Def Bonus !! Heavy Armor Bonus
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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.
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.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Max Stacks !! Damage per Stack !! Stun S.Atk
! Skill level !! Max Stacks !! Damage per Stack !! Stun S.Atk
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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.
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.


{| class="wikitable" style="width: 80%;"
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage Reduction !! Duration !! MP Cost !! Cooldown
! Skill level !! MP Cost !! Duration !! Damage Reduction !! Cooldown
|-
|-
| 0 || 20% || 3 rounds || 22 MP || 15 rounds
| 0 || 22 MP || 3 rounds || 20% || 15 rounds
|-
|-
| 25 || 22.5% || 3.5 rounds || 26.5 MP || 13.5 rounds
| 25 || 26.5 MP || 3.5 rounds || 22.5% || 13.5 rounds
|-
|-
| 50 || 25% || 4 rounds || 31 MP || 12 rounds
| 50 || 31 MP || 4 rounds || 25% || 12 rounds
|-
|-
| 75 || 27.5% || 4.5 rounds || 35.5 MP || 10.5 rounds
| 75 || 35.5 MP || 4.5 rounds || 27.5% || 10.5 rounds
|-
|-
| 100 || 30% || 5 rounds || 40 MP || 9 rounds
| 100 || 40 MP || 5 rounds || 30% || 9 rounds
|}
|}


''Note: All percentage bonuses are additive with other similar effects unless otherwise stated.''
''Note: All percentage bonuses are additive with other similar effects unless otherwise stated.''

Revision as of 20:07, 30 December 2025

Sentinel 12.png
Lord_Knight.png
Max Level: 50
Base HP/Level:
Variable HP/Level:
Base MP/Level:
6
1.1
3
Unlocks from: Knight
Unlocks: None

Class Bonuses

STR AGI VIT INT DEX WIS
+7 +2 +11 +0 +6 +5

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.

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            
  • 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

{"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"}

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

A massive impact dealt with the shield that can stun and knock the enemy back. Enhanced by Bash and Shield Bash, adding 0~50% P.Atk, 0~20 S.Atk and 10 * shield's P.Def flat damage on top. Requires a shield equipped to be used. Has a chance to both Stun the target for 2 turns and/or knock them back 1 line. Stun chance and knock back chance depend on S.Atk. Damage ranges from 130% to 230% P.Atk, plus 15x Equipped Shield's P.Def, S.Atk ranges from 10~40.

Skill level MP Cost Damage S.Atk
0 8 MP 130% P.ATK + 15x Shield P.DEF 10
25 11 MP 142.5% P.ATK + 15x Shield P.DEF 15
50 14 MP 155% P.ATK + 15x Shield P.DEF 20
75 17 MP 192.5% P.ATK + 15x Shield P.DEF 30
100 20 MP 230% P.ATK + 15x Shield P.DEF 40


Shield Boomerang

active | attack | single target

Throws the shield at an enemy, dealing damage and potentially stunning them. The shield returns after hitting the target. Enhanced by Bash and Shield Bash. Requires a shield equipped to be used.

Skill level MP Cost Damage S.Atk
0 10 MP 120% P.ATK + 10x Shield P.DEF 8
25 13 MP 130% P.ATK + 10x Shield P.DEF 12
50 16 MP 140% P.ATK + 10x Shield P.DEF 16
75 19 MP 150% P.ATK + 10x Shield P.DEF 20
100 22 MP 160% P.ATK + 10x Shield P.DEF 24


Stalwart Fortitude

passive

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

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

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

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.