Ryan: Sentinel

  ==============================================================================================================

*Click link or video above to view*


*Click link or video above to view*


Videos playable in 720px HD.

==============================================================================================================

Since the Eternity patch there has been a balance of changes- for better or worst, in Sentinel's combat system. While his attack combos and maneuverability has improved, he lost the ability to otto and also keeps knocking enemies into the air for every apparent reason (lol). Yet Sentinel now holds the place as the best juggler even more so than the Spearman.

Dodge:
  • Type: Ground Roll
  • Like most melee characters, Ryan too makes good use of the Dodge skill, mainly because most players forget about his defensive measures, which to be honest, aren't all that effective too.
  • Most of Sentinel's attacks are land based, so he's going to need his Dodge often. But if he juggles enemies with his dash attack, he'll have less need to do so.
Inherent Techniques:
  • Spinning Dive (↓Z during a jump)
  • Ryan spins rapidly downwards from the jump, multi-hitting enemies along the way. He can also shift side to side a little as he descends. He can also dash away upon landing.



Notes:
  • Sentinel has lost the ability to otto.
  • Dash attack now launches an enemy up.
  • Sentinel can juggle enemies by repeatedly catching them with the dash attack.
  • Sentinel's jumping spin attack can be used after a jump attack, also able to dash away upon landing with it.
  • Sentinel can now run after the initial dash.
  • Sentinel's dash covers a long distance, be careful when maneuvering on jump stages.
  • He still has a very low jump, even more so when dashing. However this makes step-dashing much faster for him.

==============================================================================================================
Skill Tree Setup: 



Transform: Lunar Attenuation
Increases the transformation time from 20 seconds to 45 seconds.

Revive: Tenacious Vitality Lv2
Die within 90 seconds and you get a 50% chance to revive with 30% HP. Once used or expired, a 40 second cooldown is activated.

Charging Skill: Charged Blow
Used to knock enemies away. Neither effective nor impressive to use.

Roar: Wild Roar
Strikes twice with a high impact roar. This attack can be used in mid-combo during certain moves. 10 second cooldown.

Survival: Nature's Shield
Ryan becomes invulnerable to all attacks for 4 seconds under the shield. 60 second cooldown after use.

Totem:
All totems will be destroyed immediately if hit by any enemy attacks.
Defense Totem: Decreases damage taken by 10%. Lasts entirely with the cooldown of 20 seconds.
Revitalizing Totem: Heals up to ~10% of HP in full. Lasts for 5 seconds. Actual cooldown of 25 seconds
Energizing Totem: Charges up 1 bar of MP in full. Lasts for 5 seconds. Actual cooldown of 25 seconds.

Defense: Stone Wall
A stone pillar blocks out projectile attacks. Monsters can still move past it and it does not block beam-type attacks from enemies. The totem can be destroyed if hit by an attack of overwhelming strength. Lasts for 6 seconds equal to the cooldown.

Nephilim, Ryan's 2nd transformation, takes the form of an anthropomorphic bird with humanoid features.

By far, Nephilim is Ryan's physically strongest, and most useful transformation yet. He bears overwhelming power, enough to crush most enemies in a short combo. Nephilim only has one skill at his disposal- just more than enough to soften his opponents for the kill. He is unable to use any of Ryan's shared skills in this state.

Nature Punisher: A 3-hit melee combo with him making punches. Each hit deals significant damage and can be chained quickly for maximum effect. The glitch that made Nephilim instantly vulnerable after the 3rd punch has been fixed.

When Ryan transforms into Nephilim, he and his team is granted a small defense buff for 35 seconds and deals a single hit, for stun effect to enemies immediately around him.

==============================================================================================================
Skill Setup:


Tier 1:

Backspin Slash
  • Type:  Close-In
  • Range: Short
  • Damage: Multi
  • Animation: Long
  • Slices his enemies twice and uses smashing attack to launch his enemies into the air.
  • The launch makes a perfect trajectory to follow up with Sentinel's dash attack.
  • Also great for following up the bounced enemy with a Spinning Phantom attack for overkill.


Tier 2:

Soul Impact
  • Type: AoE: Small, Impact
  • Range: Short
  • Damage: Multi - Burst
  • Animation: Short
  • Ryan gathers energy and releases it in a violent field around him, blasting away the smaller enemies that come near it.
  • The blast impact is extremely high and unsuitable for use against most monsters. However it is purely effective against any grounded and Super Armor monsters.
  • In order to maximise damage on regular monsters, attempt to knock them down and release it upon them. Sentinel's new launching attacks should buy you enough time to hotkey and even charge up for a Soul Impact.
  • ^ Walling works too but not as sure-fire as being knocked down.


Tier 3:

Spinning Phantom
  • Type: Linear, Pierce, AoE: Small
  • Range: Wide
  • Damage: Multi - Burst
  • Animation: Short
  • Ryan takes his weapon and drills his way across his enemies, creating a wide path of destruction
  • Strike radius has been increased, being able to hit enemies from a full platform height above and below, effectively giving him 3x vertical range spanning top & bottom.
  • No longer has delay and executes the attack quickly upon triggering.
  • When used in conjunction with his monster-launching dash attacks, creates a very powerful combination attack that crushes enemies with bonus aerial damage- made easier with the increased vertical range.


Tier 4:

Flying Divide
  • Type: Splash
  • Range: Vertical
  • Damage: Burst
  • Animation: Very Long
  • Ryan lifts off into the air, impervious to any attack while being able to aim his diving path for the next 2 seconds, and delivers a crushing dive bomb on the 3rd second, impacting against enemies near his position.
  • Has a vertical strike range of about 6 platforms deep.
  • The flying phase no longer hits nor freezes his enemies.
  • The number of hits have been greatly reduced to 1 per monster. Sometimes 2 for reasons yet unknown.
  • Damage has also been greatly reduced and is no longer as destructive as it should be.
==============================================================================================================

No comments:

Post a Comment