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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.

 

Advancement

Prerequisite:  Guardian level 3

 


Sentinel Stats

  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.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 5 min. 30 sec. 550 500 500 Friend, Self +6 armor 120 120
2 5 min. 30 sec. 550 500 500 Friend, Self +9 armor 195 315
3 5 min. 30 sec. 550 500 500 Friend, Self +12 armor 270 595
4 5 min. 30 sec. 550 500 500 Friend, Self +15 armor 345 940
5 5 min. 30 sec. 550 500 500 Friend, Self +18 armor 420 1360
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.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost
1 5 min. 60 sec. 800 500 300 Friend, Self Restores 1% of maximum health and mana per second 500

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.

 

Sentinel Support Skills

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 -7 armor 700 1500

Tactics Information
Tactics will increase the party's effective damage output by reducing monsters' resistance to damage.  Tactics has a larger area of effect than most auras, so enemies will feel its effects even if you don't get too close to them.