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Announce News Post #2785

Sentinel Updates - Resins & Crossbows

Written by: Keroc, the Starborn
Date: Tuesday, December 26th, 2017
Addressed to: Everyone


Hey folks,

I'm releasing today a batch of changes for the Sentinel class that have been in the works for a while now.

While we were overall happy with the Sentinel class after its rework a few years ago, there was some things about it that were clunky (crossbow mechanics) or underused (resins). These changes are largely to address that and make both those useful again, as well as to help give Sentinels a different mechanical feel from other dual-venom classes. So in spirit of Celesmas, here's a small gift from me to those lovely Sentinels out there!

Resins
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- Resins now have a maximum of two layers that can be applied to a target.
* A new resin will become the top most (cold) layer.
* The previous top most layer will become the bottom layer (hot).
- When resins are ignited upon a target, they now go through two stages.
* The top layer begins to burn, causing 'cold burn' effects and generally lasts a while.
* The bottom layer burns very last, causing a single 'hot burn' effect and coming to an end.
- Each resin has had their effects changed, or somewhat changed:
* Pyrolum (cold) deals basic fire damage over time.
* Pyrolum (hot) will deal a powerful burst of fire damage, dealing more damage the less health they have.
* Corsin (cold) inhibits the target's ability to dodge and divert by half.
* Corsin (hot) leaves behind a tough shell that hinders movement for a short period.
* Trientia (cold) will give faintness if the target has dizziness at the tick.
* Trientia (hot) will stun the target for 1 second per euphoriant affliction that they have.
* Harimel (cold) will lower the healing effect of the restoration poultice.
* Harimel (hot) will burn the skin deeply and give the burnt skin affliction.
* Glauxe (cold) speeds up the progression of allergies until it reaches stage two.
* Glauxe (hot) induces a 4 second blackout.
* Badulem (cold) causes poison damage that scales with each venom-based affliction on the target.
* Badulem (hot) causes an instance of loki for each venom-based affliction on the target.
* Lysirine (cold) reduces the time it takes for paresis to reach paralysis by half.
* Lysirine (hot) causes paresis, hallucinations, and confusion to the target.
- Each resins cold burn has a slightly different duration, depending on the type:
* Pyrolum will last for 12 cycles.
* Corsin will last for 8 cycles.
* Trientia will last for 9 cycles.
* Harimel will last for 14 cycles.
* Glauxe will last for 10 cycles.
* Badulem will last for 8 cycles.
* Lysirine will last for 6 cycles.
* Each cycle lasts 6 seconds total, which is the same for all resins currently.
- Combust will now allow you to remove 3 cycles from a resin if it is currently ignited in addition to previous functions.
- Incendiary trap will burn away all cycles from a resin if it is currently ignited in addition to previous functions.
- Applying a resin to another will now have the name of what you used hidden from them.

Crossbows
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- Removed a bunch of skills that revolved around letting you make use of a crossbow, such as Gauntlets.
* Most of them have been consolidated into various abilities.
- Added skill: Bowmanship.
* This removes the need to load crossbows, you can now just fire them like normal.
* This also allows you to now use artifact bows with your skills.
- Quickshot reworked, now allows you to shoot a bow without wielding it.
- Fireshot, Powershot, and Heavyshot now all make use of the SHOOT verb.
* For example, SHOOT <target> FIRESHOT.
- Renamed Eagleeye to Precision, and removed the old version of Precision.
- Delayed a Precision projectile from hitting to 2.5 seconds, up from 1.
- Increased the base accuracy on crossbows slightly.
- Alacrity now reduces the balance of your next two arrows that you shoot or traps that you lay.
* This does reduce the damage from arrows however.
- Alacrity no longer has a cooldown and lasts until it is used.

Miscellaneous
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- New Dhuriv skill: Nick.
* This ability replicates old Quickshot to a degree.
* I'm leaving this in for a time being while I assess the class, it may or may not get removed later on depending on how things look.
- New Tracking skill: Coat.
* This ability explains and allows you to coat traps.
- New Tracking skill: Adhere.
* This ability explains and allows you to use resins with arrows.
- I've given successful hit messages to a number of Dhuriv skills to make tracking them through rebounding/parry more easy.
* Be aware that some skill messages have been altered as a result.
- Twirl can no longer hit rebounding and deals no damage.
- Preysense no longer costs equilibrium.
- Preysense now only works on players that have an ignited resin on them.

Penned by my hand on Quensday, the 2nd of Lleian, in the year 470 MA.


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