Sentinel |
A patient hero which can summon various long-lasting wards to aid his allies and hinder his foes. Excellent at supporting large groups.
The Sentinel's wards cost a lot of mana, but their effects are powerful, and they can last through several waves if you prevent the monsters from attacking them. You should try to maintain a network of wards in strategic locations to enhance your party's abilities in combat, while keeping them safe so you don't need to recast them very often.
Sentinels have a very high base intelligence, which makes their maximum mana high enough to use their spells without too much difficulty, even at low ranks, but if you switch to a different job, make sure you have enough mana to use the wards you want to. Remember, you can buy a Ring of Will to increase your maximum mana, if necessary.
Prerequisite: Guardian level 3
Strength Agility Intelligence Base Attributes: 12 3 35 Level Bonus: +2.5 +0.5 +3 Range: 300 Attack: Magic Armor: Heavy
Sentinel Active Skill Set: | Abjuration |
Ward Against Harm Creates an immobile ward which increases the armor of all nearby allies. |
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Ward Against Harm Information
This ward can allow you and your allies to survive much longer by dramatically increasing your armor. Try to place this ward so that it will cover your entire party in battle, without allowing monsters to easily attack it.
Ward Against
Foes Creates an immobile ward which reduces the movement and attack speed of nearby enemies. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 5 min. | 30 sec. | 650 | 500 | 700 | Enemy | -17% attack speed, -33% movement speed | 170 | 170 |
2 | 5 min. | 30 sec. | 650 | 500 | 700 | Enemy | -29% attack speed, -50% movement speed | 255 | 425 |
3 | 5 min. | 30 sec. | 650 | 500 | 700 | Enemy | -37% attack speed, -60% movement speed | 340 | 765 |
4 | 5 min. | 30 sec. | 650 | 500 | 700 | Enemy | -44% attack speed, -67% movement speed | 425 | 1190 |
5 | 5 min. | 30 sec. | 650 | 500 | 700 | Enemy | -50% attack speed, -71% movement speed | 510 | 1700 |
Ward Against Foes Information
This ward can make it easier to maneuver around your enemies, and will also go a long way towards keeping you and your allies alive by reducing monsters' effective damage output. This ward stacks nicely with the Ward Against Harm.
Nexus of Power Creates an immobile ward which increases the movement and attack speed of nearby allies. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 5 min. | 30 sec. | 650 | 500 | 500 | Friend, Self | +15% attack speed, +15% movement speed | 155 | 155 |
2 | 5 min. | 30 sec. | 650 | 500 | 500 | Friend, Self | +25% attack speed, +25% movement speed | 250 | 405 |
3 | 5 min. | 30 sec. | 650 | 500 | 500 | Friend, Self | +35% attack speed, +35% movement speed | 345 | 750 |
4 | 5 min. | 30 sec. | 650 | 500 | 500 | Friend, Self | +45% attack speed, +45% movement speed | 440 | 1190 |
5 | 5 min. | 30 sec. | 650 | 500 | 500 | Friend, Self | +55% attack speed, +55% movement speed | 535 | 1725 |
Nexus of Power Information
Having a Nexus of Power will increase the damage output of your party through increased attack speed, as well as making you more maneuverable. The movement speed bonus is of somewhat limited use, since it only applies near the Nexus, but it can still be helpful for countering enemy slowing effects and getting away in an emergency.
Nexus of
Restoration Creates an immobile ward which restores health and mana to nearby allies. |
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Nexus of Restoration Information
The Nexus of Restoration can allow you to recover very quickly. For comparison, the fountains in your base restore 2% of maximum health or mana, so this is like having one half of each fountain's effect, and you can summon it anywhere you like! However, if you're being healed by a Nexus of Restoration while monsters are attacking you, the monsters will try to destroy the Nexus, so it's probably better to put it a little behind your battle lines to help your rear rank and for between-battle healing.The Nexus of Restoration stacks with the normal fountain effects, so you can summon one near your team's fountain of health or mana for even faster between-battle recovery.
Note that this Nexus takes a lot of mana to summon--make sure you have a high enough maximum mana to use this spell before you learn it. Remember, you can buy a Ring of Will to increase your maximum mana, if necessary.
Sentry
Ward Creates an invisible, immobile ward which reveals invisible enemies in an area. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost |
1 | 5 min. | 15 sec. | 100 | 500 | 500 | N/A | Reveals invisible enemies | 100 |
Sentry Ward Information
Sentry Wards can help prevent enemies from hiding with invisibility, allowing you to kill them faster and more reliably. Since the Sentry Ward is itself invisible, you don't need to be as careful about where you place it as you do with other wards.
Age to Age Mastery Increases the duration of all Abjuration spells. |
Level | Effect | Skill Point Cost | Cumulative Cost |
1 | +50% duration for Abjuration spells | 200 | 200 |
2 | +100% duration for Abjuration spells | 300 | 500 |
3 | +150% duration for Abjuration spells | 400 | 900 |
Age to Age Information
Provided that you can prevent monsters from killing your wards, Age to Age will allow you to maintain a network of wards much more efficiently, saving you valuable mana that can be used for other purposes. However, this mastery is only really useful if you summon a lot of wards.
Tactics Aura Increases the armor of nearby enemies. |
Level | Area of Effect | Affected Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 700 | Enemy | -3 armor | 300 | 300 |
2 | 700 | Enemy | -5 armor | 500 | 800 |
3 | 700 | Enemy |