Don't see a lot of Sentinels, though I attribute this to the faction lock. I have a lot of classleads to sift through, but theory crafting is one of my favorite parts of this game and the youngest thread here is like 3 years old.
Top tier viable? Or is it that easy to avoid? Can I not fork Petrify to lock and vice versa? Does the pressure keep up?
Artefacts. What's the purchase order for offense? I suppose spear for momentum affs, handaxe for prep. Which has more impact? Are the lv1 weapons a wash?
Skullbash damage.. still % minus armor?
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Thanks!
Do these speed stats scale differently with Skrimishing than weaponry attacks? Don't see it being worth 450cr to get 5 speed.
When going for petrify with diadem and lvl 2 axe, I usually switch to axe/summon for faster affs after impatence is stuck.
Proper skullbash strats will make use of raven for sensitivity
- Tumbleweed and caltrop talismans are also good purchases as they allow for some absurd cheese when combined with traps.
Or hard lock one into passive (butterfly stupidity?) and have one on swap spam.
Can't see passives, right?
RIP expert diag in your logs.
As you suggested, choosing one as your passive then alternating the active pet is the simplest option.
Your passive options are pretty much Raven, Wolf and Lemming for petrify, damage and vertigo + on demand shield/rebound strip respectively. Fox, badger and butterfly are pretty poor passive options - stupidity from butterfly would be amazing, but its tick rate is horrendously low due to how oppressive high stupidity uptime would be on top of Sentinel's other active affs.
The enrage choices are a bit more open to variation as more pets have useful effects. Wolf/Butterfly for petrify, raven for damage, fox/badger for stacking covering affs are good starting points.
I can't claim to have found an optimal approach - I tend to rewrite my pet stuff about once a year and it's still horribly long and complicated as I try to achieve efficient shifting of passive and active choices as a fight bounces between pressuring aff volume, damage, petrify or preparing for a chain of specific combos.
I haven't thought about it, but maybe it wouldn't be bad to have all out, but set one to attack and enrage one at a time.
Essentially I was going to suggest same setup as it is now - 2 summoned for passive effects, enrage any animal even if not summoned - if you enrage an animal you have summoned its passive effect goes on a cooldown of a minimum of 5s + whatever the random tick rate is for it to proc again. To change an animal you would dismiss and summon the new one - so essentially changing a passive animal would be the same as enrage currently is but instead of enrage at the start of the attack you dismiss.
Would make sentinel much more fluid/easy to manage/more playable with less coding capability.
Definitely what I want to write and suggest but.. no access right now.
Woodlore
Edit: I was told the enrage CD is still long enough that you would only enrage every other handaxe throw with level 3. This is still a HUGE buff since you can enrage with no drawback now.
Come join the Achaea discord!
enrage/axe, axe, enrage/axe at 1.25s vs
enrage/axe, enrage/axe at 1.4?
My aff output doesn't feel significantly impacted. This might change once I start employing outside the box lock attempts. Multiple limp prep was definitely sped up, obviously.