Hello everyone!
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.
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Comments
You possess the following abilities in Woodlore:
Hide Conceal yourself in the shadows.
Signal Call across an area to your kin with the voice of the wild.
Climbing Clamber up into the trees with ease.
Hardiness Your time in the wilderness has hardened both spirit and body.
Barkskin Make your skin tough like bark.
Coagulation Use your knowledge of healing to reduce bleeding.
Wildmark Leave your mark in the depths of the wild.
Conceal Naught but a wisp of shadow from the wood.
Foreststriding Walk the woodland with the stride of the rangers.
Calling Summon up to two companions to aid you in your hunt.
Refresh Rouse your wearied body with a surge of strength.
Tent Protect yourself from the elements.
Campfire Build a campfire to soothe the body and soul.
Fitness Controlling your breathing.
Entourage Lead up to three companions at a time.
Mount Great beasts will bear your weight in the hunt.
Grasping Bind yourself to a tree to prevent movement.
Thornspray Attack your enemies with a flurry of flying thorns.
Lifesap Leech from the spilled blood of others.
Instinct The forest is your domain and your senses are heightened within.
Rejuvenate Return life to blighted land.
Vitality An adrenaline rush to heal your body.
Campsite Expand your hunting ground into a fortified campsite.
Track Order a loyal companion to track down your prey.
Camouflage Hide your companions from the watchful gaze of others.
Opportunity The watchful hunter strikes at the first sign of weakness.
Company Surround yourself with forestal allies.
You may summon the following companions:
Badger A vicious predator that will drain your enemies of blood.
Weasel Call a weasel to your aid, capable of shredding defenses.
Nightingale A beautiful bird that will protect you and your companions.
Raven Throw your foes off balance with the raven's swoop.
Bear Call upon a forest bear to block all passage.
Raccoon A crafty beast that will pull curatives from your foe's hand.
Elk The mighty elk will leap over any obstacle.
Gyrfalcon Summon an enormous gyrfalcon to rip your foes to pieces.
Raloth Charge into battle upon a sturdy raloth and trample all in your path.
Crocodile Summon a powerful crocodile to tear their body apart.
Icewyrm The legendary icewyrm will freeze your enemies in place.
Cockatrice A mythical beast inspiring insanity in your foes.
You possess the following abilities in Tracking:
Crossbows Use the hunter's weapon of choice to destroy your prey.
Quivers Quickly retrieve resin-coated bolts from your quiver.
Shoot Mark your target and strike them with a bolt.
Envenom Rapidly apply venoms to uncoated bolts.
Quickshot A rapid, though clumsy shot at close range.
Scent Seek out the scents of those nearby.
Fireshot Ignite resins on a distant target.
Heavyshot A dense bolt can knock enemies off of their feet.
Precision Dexterity and reflexes allow pinpoint precision.
Gauntlets Mount your weapon on a gauntlet for ease of use.
Powershot Strike a target with a stunning blow from an adjacent location.
Masking Cloak your scent with a mixture of herbs.
Eagleeye Snipe your enemies from distant treetops.
Sweepshot Enact retribution on those who would knock you to the ground.
Preysense Quickly discern the location of those bearing your mark.
Dropshot Descend from the treetops upon an unlucky foe.
Alacrity Master your weapon and barrage your foe rapidly.
You can use the following resin abilities:
Resins Prepare pitch by distilling plantlife and inks.
Combust Instantly ignite resins in your presence.
Pyrolum A simple resin that releases toxic fumes when burnt.
Harimel A slow-burning resin that sticks to the skin.
Glauxe An adhesive resin that becomes more toxic as temperatures rise.
Badulem An unpredictable resin that mimics venoms.
Trientia A thin resin that ignites at a moment's notice.
Lysirine A resin with a pleasant and sleep-inducing aroma.
Corsin A heavy resin that barely burns, but hardens rapidly.
You can use the following trap abilities:
Traps Discern the presence of traps in your location.
Disarming Quickly take traps apart for later use.
Noose Catch your prey in an entangling trap.
Launcher An unlucky step will send your foe flying.
Incendiary An explosive trap that ignites resins.
Clothesline A razor sharp wire that slices your foes to pieces.
Spikes Rows of spikes leave unlucky foes in agony.
Darts Pierce your foe with twin poisonous darts.
Smokescreen Take cover beneath smoke when your foe arrives.
Catapault Send your victim flying across the area.
A chirping birdsong drifts through the area.
You recognize a signal hidden within the birdsong:
Caw, caw, caw!
Will it be possible to understand birdsongs while in other classes even if you have it, akin to the way lycan speak works?
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
It looks like with the new skills and especially the new ents that you won't need one trick pony a throat crush in order to get ahead. Instead it looks like you have multiple avenues to mix tactics depending on who you're fighting. Also the skills finally reflect the duiran ranger aspect. Looks pretty interesting from my stand point
Dhuriv affs delivered by special moves rather than venom, all seem to be on a longer balance than if a venom were used. In the case of something like destroyed throat, this is understandable, but if the affliction is intended to be used in an attrition way, i.e. supplementing the usual venom stacks, then this is a crippling thing.
The other thing is, without fully understanding the woodlore and tracking skills, it is difficult to say whether dhuriv is "enough" or not, but while a large number of overlay affs were unnecessary, many were pivotal. I'm going to list a few just in case:
I'm not saying that losing all of that is a bad thing, or that tracking/woodlore cannot or will not make up for it. Having those affs is at least in part responsible for dhuriv needing to be slowed down, and this is my point:
I'd really rather not see dhuriv sped up again in the future, if it is discovered that they just can't quite kill people. So please, when the day comes, if dhuriv is found lacking please consider adding an aff or two back in rather than increasing the speed of slash/stab?
Also, despite my dour questioning and doubting, I'm still every bit as
as y'all surely expected me to be.
Excuse me, just passing through, don't mind me.
( Seems like Ferrik will be making more friends! )
Edit - Also:
So Sentinels will now be Hunger Games contestants? o.O
We've tried to preserve the most vital afflictions from overlay (most of what @Irruel listed in his post is there, in fact), and for the gaps that are remaining, hopefully we'll identify and address those before liaisons are finished and the class is set for release. There are a few abilities that aren't really explained well here, but I'll just give this tidbit: beyond their passive effects, many of the pets also have active effects that will help bridge the gap. The 'Opportunity' ability will highlight this when your pets spot chances to do special attacks, and the Dhuriv 'Flourish' ability allows you to deliver a targeted venom attack off equilibrium - its role is likely easy to postulate.
Sentinels have more than one unique way of talking to other Sentinels. For now, you're required to be in the class for that to function, but it's something we're willing to consider changing down the road.
Powershot shares a lot of similarities with the old axe throw and stun functionality. I'm really keen on letting players experiment with these situational/placement options and see what sticks, and what needs to be tweaked to find a good spot.
Entities do not do limb damage, and dhuriv's limb damage capabilities have not really been improved on. There are a LOT of limb damage classes in the game, and frankly I don't think Sentinels will need it on top of everything else they'll be able to do - it's enough to hinder someone by raining bolts on them and tripping up traps, without also holding them down with endless breaks. That isn't to say there isn't a good use for what limb damage they do have, but it's certainly not a pivotal role for the class.
However, because of what I just said, if targeted attacks for afflictions really run into problems with smart parrying, we're much more keen to find ways around that without having to worry about the implications of a powerful limb offense.
Those of you who loathe new afflictions will be happy to know that there is only one new affliction that Sentinels will have in their possession, and it's a tough one to pull off at that - with certain resin combinations, Sentinels can melt the skin off of your body when the flames get too hot. Not having skin is pretty bad news for salves.
A) Darts trap is no longer the same functionality. Every trap is now a one-off or short term periodic effect that does not persist if the opponent moves; the new darts trap will only be firing a few darts before expiring.
Most resins will not expire unless the target scrubs it off in the presence of water or through a similar means. We will likely look at making these aggressive actions (if they aren't already) to prevent someone from barricading themselves in a lake and endlessly scrubbing.
C) The ranged offensive options will not be potent enough to take down a competent opponent by itself. The threat of resins, traps wherever you turn, and a highly manueverable forestal with a bladed staff in hand is meant to be the real danger.
D) Timing, setting, setup, and capitalizing on curing orders will be the game Sentinels are playing. Again, without revealing specifics, even without (old) darts Sentinels will reach the highest affliction-per-second rate in the game - if done properly, and only within certain windows of opportunity. If you expect to be able to hammer on a macro or two, even with affliction tracking, you're probably not going to get very far. It's going to be about knowing how to use all of your tools at the right time to the right effect, and knowing how your opponent will respond.
As a brief explanation of our intent at least for traps, they'll serve a number of purposes depending on what your opponent does (or what you anticipate they'll do). Darts can supply a good opener for an affliction route, especially if you've already stacked relevant resins, and allow you to lock down an opponent rapidly with the right circumstances. If you're expecting someone to run from you a lot, smart use of hindering darts, resin effects that reduce celerity, and things such as the noose trap can make escaping really difficult. Alternatively, you can start a ranged offense with the expectation that someone will try to leave your line of site or environment, and set up nooses/catapaults in advance to restrict their escape routes.
The resins offer some synergy with traps, especially darts - for instance, a full stack of lysirine resin combined with an incendiary trap and delphinium darts could have your opponent sleeping like a baby (a hypersomniac baby, at that) when you do close in with dhuriv in hand. And if your positioning is right, it's even a great opportunity to deliver death from above with a well-placed dropshot. There are a LOT of possibilities, and we can't wait until players prove (as they have many times before) that there are a plethora of tricks and tactics that we can't come up with just from our theorycrafting.
Setting up bursts of affs or damage, achieving the goal and then forgetting about those affs (which are no longer important once they've served their purpose) really is a fun way to fight, and it does work as a mechanic. It isn't reliant on incredibly complex combat logic - you can in fact manual it entirely though I still prefer to semi it because I'm too far out of practice at reading through spam.
Additionally, and this is something @moirean has been banging on about since the days of Varian, skills which can only be used once in a while, whether because they're on a long cooldown like the new teradrim skill or because they're precharged like naturaltide in primality, are a great idea. They require an active, strategical choice to be made, and if you make it at the right moment they can win the fight.
So I'm quite chuffed to see that you've included both concepts to some degree in the sentinels. Obviously the class will still require more affliction tracking than the shamans do, but between resins, flourish, traps and this 'opportunity' ability you mentioned, there will be plenty of choices to make that are not simply:
'mode pvp;wt I'm off to make a coffee, back in 5'
@valdus Question: have you done away with the charge-drag mechanic, thinking you have the class at the point where the bandaid can finally be throw in the rubbish, or is it still in there somewhere?
I remember, involve me and I
learn.
-Benjamin Franklin