Sentinel |
Normal Ranged Attack, Enchanted Armor
The Sentinels are watchful warriors, understanding the value of knowledge and speed in protecting their charge. They can see things invisible to the naked eye, move instantly to their allies, and use an assortment of support magic.
Only bodyguards may play as Sentinels.
Level 1 Stats:
Strength*: 22 Agility: 12 Intelligence: 18 Health: 650 Mana: 285 Armor: 3 Damage: 24-30 Cooldown: 2.3 sec (before agility speed bonus) Range: 200 Move Speed: 200 *Primary Attribute
At Level Up:
+2.2 Strength
+1.3 Agility
+1.8 Intelligence
Spectral
Sight Allows the Sentinel to see invisible enemies, but reduces his movement speed by 30% |
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Spectral Sight Information
Spectral Sight can be invaluable for detecting ambushes before they can attack the VIP and finishing off opponents who try to turn invisible to escape. As it increases in level, it allows you to detect your opponents from a greater distance, making it much easier to search out invisible enemies.However, remember that movement speed is very important, and if the assassins have enough time to find you and pool their strength, then being able to see them may not matter. You probably will not want to sacrifice the speed to use Spectral Sight at all times.
Note that it may take a second or so between when you activate Spectral Sight and when your sight has cleared enough to make out invisible enemies, so constantly turning it on and off won't work.
Flame
Wall Creates a wall of fire which inflicts damage over time on anyone who stands within it. |
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Flame Wall Information
Flame Wall can't match the damage yield of faster spells like Blizzard, but it lasts a long time and covers a large area, allowing you to hurt or impede many opponents at once, and create obstacles for your enemies which will last long enough for you (or the VIP) to get away.Use Flame Wall on opponents that can't move easily, such as Snipers or anyone channeling a spell. Also use Flame Wall to make the assassins pay for passage through a constricted space or the shortest route to the VIP. Remember that you can create many Flame Walls close together to make them more difficult to cross.
Be careful not to kill yourself or your allies with Flame Wall, however. Fire knows neither friend nor foe.
Force Shackles Incapacitates an enemy while channeled. |
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Force Shackles Information
Force Shackles allows you to completely disable an opponent. He won't be able to move, attack, or cast spells, making him unable to run or defend himself in any way. However, you need to channel the spell to maintain it, so you won't be able to do anything during that time either.Force Shackles is excellent for holding a dangerous enemy away from the VIP while he runs or hides, or for preventing an enemy from escaping while the other bodyguards finish him off.
If your party gets attacked by a single assassin, you can use Force Shackles to give your allies a head start, and then use Teleport to rejoin them.
Shield
of Light Gives the target +20 armor and 30% resistance to damage from spells. |
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Shield of Light Information
Shield of Light is a powerful defensive spell that can greatly increase the combat lifespan of yourself, your allies, and the VIP. At low levels, it has a short duration, so you'll need to save it for important battles, but at high levels it lasts a long time and you can cast it more liberally.Remember that if the VIP casts Doppelganger, it will dispel all magic from him, and if you cast Shield of Light only on the real VIP after he has cast Doppelganger, you may give him away.
Teleport Moves the Sentinel instantly to the side of an ally. |
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Teleport Information
Teleport means that you're always at your ally's side, because you can warp to him whenever you want. However, be aware that Teleport takes two seconds to cast, and during this time the target of the spell will be stunned, unable to move or act, so think twice before you teleport directly to the VIP.With Teleport, you can separate from your allies and the VIP to act as a diversion or a rear guard, and then quickly rejoin your companions.
If one of the bodyguards is a Conjurer or an Engineer, you can teleport to his wards or buildings to defend them or cover distance quickly.