As part of our promised weekend shinies, today I'd like to bring you a brief glimpse at the revamped Sentinel class. I know it's been anticipated anxiously for months now; the timeline on these changes has not quite been up to the standards we'd like, but in the months leading up to the final skill sets, we've seen numerous changes to both our combat code behind the scenes, and our ranged code in particular, to help us ensure that this implementation is something cleaner and more usable than past releases. We anticipate that the Sentinel skills will be available within the next week or two for the liaison arena to test, and beyond that, we are exploring options and ideas for 'beta testing' the class. Time will tell what we'll do there.
Anyway, onward to the changes!
One of the major problems that Sentinels have suffered from in the past is a loss of versatility and adapatability that we felt was a necessary cornerstone for the class' niche. Though Dhuriv removed numerous bottleneck abilities and concentrated the Sentinel offense into a hybrid affliction and damage role, overall the effect was lackluster and cornered Sentinels into a role where too many factors affected their viability. In particular, quickfoot and darts presented a situation where their affliction rate dramatically varied, making individual effects difficult to balance. Combined with their massive, unfocused affliction spread, the class was in particular need of refinement.
To this end, we're happy to talk about the new Sentinel skills. The first, Dhuriv, saw the fewest changes, given how many options the skill and concept had already provided. We know people have lamented the loss of quickfoot, so the first thing you'll notice is that dhuriv is noticeably faster. It does not quite reach the threshold that other classes may have in direct affliction speed, but there is a wide spread of options designed to complement their other skills. In particular, Overlay has been removed, and several of the abilities that saw very little practical use have been redesigned to accomodate some of the more necessary afflictions from that ability.
You possess the following abilities in Dhuriv:
Collect Collect a staff of your choice.
Assemble Turn your staff into a deadly dhurive.
Combo Refine your timing.
Resting Regain your energy through meditation.
Nimble Stay on your feet better.
Coat Apply deadly venoms to your dhurive.
Flexibility Escape entangling messes.
Riposte Strike again if they parry.
You can use the following initial attacks:
Slash Cut into your foe with your blade.
Blind Obscure their vision with a bleeding wound.
Twirl Confuse your foe with swift motions.
Strike A forceful stunning attack.
Reave Strip their defenses away.
Trip Tangle their legs up.
Crosscut Slice into the veins of your enemy.
Ambush Charge your foe from nearby.
Weaken Exhaust your foe's agility.
Slam Batter their head with the side of your blade.
You can follow up your first blow with these attacks:
Stab A quicker second jab.
Slice Induce heavy bleeding with your blow.
Thrust A deep thrust with massive damage.
Disarm Disarm your enemy.
Heartbreaker Pierce your opponent's heart.
Slit Make them breath- and speechless.
Throatcrush Smash their throat into uselessness.
Gouge A deep strike to the head.
Whirl Spin your blade for a delayed strike.
You can use the following single attacks:
Flourish An unbalanced strike against a foe.
Pierce Target their legs and make one useless.
Sever Severely damage an arm.
Spinecut Sever their spine.
Impale Bury your blade in your opponent.
Dualraze Remove an opponent's protective auras.
Gorge Strike your opponent in the belly.