The Sentinel is truly awesome, even on a smaller unit scale, because it allows you to invest less in movement with everyone else in your team once you upgrade their signature skill. The captain in my team is always a Sentinel, in order to generate some valour points at the start of the fight, because the skill cost 2 VP, and everyone else has 12 movement points after factoring in the armor. Because our team always have the starting move and the opportunity to position itself, I start every fight with the Sentinel generating VP (or spending then generating some temporary VP if I'm full), buffing everyone and engaging the first enemy to act. Afterwards, with more than 20 movement on everyone else, it's extremely easy to outmanoeuver the opposite team by doing hit n run with archers, running down opposite archers with melee fighters, and so on.
Fun trick: Don't underestimate the valor skill run to get right in the middle of things. With Challenging shout this can turn a bad executioneer spot into a 6+ target opportunity.
Oh what a joyous day this is to get to go to UA-cam and see the Clydian made a new Warrior guide! Surely, the SENTINEL would get a shout out! After he played for hundreds of hours, surely he can appraise Ovation for the 'hidden gem' that it is... and even if he's not a fan, surely he'll at least mention a build in passing! Surely... Clydian dude, you did me dirty and I'll never forgive you. For everyone else, here's a quick and dirty way to build a Sentinel Okay, first of all, there's no point in getting a Sentinel before you have your Power & Glory path to level 4*, because that unlocks Skill Mastery books at your friendly neighborhood Brotherhood Training Grounds. No point, unless you know where at least one Skill Mastery book always is, in the wild, such as the one in North-East Arthes, close to the border to Tiltren. But why do you need a Skill Mastery Book? And why is Sentinel a hidden gem? These two questions have the same answer - Improved Ovation (2VP) - ALL of your allies (that's right, there's no AoE range on this one boys and girls) gain Inspiration if they're not already engaged in combat. If they are, they get the default Ovation effect, which is Riposte. Inspiration lasts for 1 round and doubles movement. You know, movement... the one stat that pretty much every guide out there says you need at least 17 or 18 to be useful... Yeah, with no point in Movement, Archers with Light Armor suddenly have a 16m movement, without Run. Medium Armor bois get 20m, Rangers in Light Amor get to 24m, and Heavy Armor tanky bois, will be at 16m, just like Archers. These are default values. Any Career Planned Aptitude Point invested into Movement, will get doubled thanks to Inspiration. The 'Quick' Trait becomes the 'Fast & Furious' trait (not really, but maybe with a mod tho). The more people in a troop, the higher the boon of Improved Ovation becomes. Smol troops can be fun or challenging but there's 6 unique classes, 10 professions, and 13 titles out there... And Improved Ovation is there for you. Okay, moving on Good Traits when recruiting (in order, sort of): Solitary, Strong, Quick, Thick-Skinned, Stocky, Bloodthirsty Preferred Profession: Bard! The Sentinel is one of the best candidates for Lieutenants. Between that ability, Improved Ovation, and (Improved) Battlecry, the Sentinel is just an AoE machine! It's only fitting they'll spend their time in camp jamming on the Lute, giving everyone a +1 bonus to Willpower, making that 15 or 16 sweet-spot easier to get to (15 for the cheat death, or 16 for that extra +1% to Critical Hit). Preferred Title: the Cleanser (goes great with the weapon and shield choice and the Sentinel is also a good candidate for running around in the Rat Den killing nests while everyone else is dealing with the rats) Aptitude Points (use Career Plans, please): Master Bard gives +4 to Willpower and playing the Lute gives another +1 so Cheat Death values are reached just from these (if your recruit gets to start with 10 Willpower), get Movement to 15 or 16, the rest goes into Strength. Just Strength. Other class skills: Valorous Duel (1H Axe + Shield for our Sentinel), Improved Fanaticism (it's not about the one-turn kill, it's about engaging at target and keeping them stuck to you forever), Battlecry (preferably Improved, preferably used with the Lieutenant ability in turn 1), Class Specialization - Limit Break (my personal choice, anything and everything can be good tho) Items Weapon: (while leveling up, any 1H axe is good; I like Hunter's until I get a Peacebearer's, but eventually the end-target is to get) VICTORIOUS (it's great and you will be hitting critical hit after critical hit, which makes Limit Break even better as a level 12 pick) Shield/Off-Hand: (while leveling up, I try to get a good Brotherhood Buckler after level 4, Peacebearer's is of course also good but the end-target is to get) Paladin's Roundel (if you get your Victorious 1H Axe before this, feel free to use a Torch) Belt: Fireproof Ointment (not being on Fire is awesome) Armor: Crafted is fine, but if you get your hands on a level 12 or 13 two-star heavy gold armor that gives Critical Damage (Legion?: I think it's the Legion that has it), it beats the missing 3rd layer slot. Layers: Anything that's +2 Strength with something else really, even the Tiltren Layers of the Stag are good Oils: Idk, I like Strength Oil, it goes great with my Strong/Lively/Brave Traits and Mutton Stew/Culture Shock mealplan; 2nd Oil... Unstable's good, especially with Opportunistic Trait and Strategy Table bonus Playstyle: Be a Lieutenant to at least 2 people who can reliably generate 1-2 TVP in the first round, Use Battle Cry on any DPS who's not going to have a Team Spirit Spearman next to them or who's not an Improved Armor Breaker Brute, engage an enemy who's turn is close (or someone who you intend on taking prisoner after triggering Galvanization), attack, use Improved Ovation, and then just use Improve Ovation in future turns whenever needed. -end; PS: Clydian, it's not too late to see the Glorious Radiant Light of our Lord and Savior the Improved Sentinel. Join me, brother! (srsly tho, awesome guide; your editing skills are getting to Jedi Master levels) * Quickest way I've found Power and Glory to level 4 without any high level gear or arenas: Maximize Happiness with a fully upgraded Campfire and 4 people assigned to it because all excess Happiness is converted into Influence and 2 rests can give you over 100 Influence this way; Rest often!!! Take easy contracts, kill the leader, let the rabble run, don't get injured. Do the nightly Ghost Hunt (this will give you Mystery & Exploration Path points as well; when you get this to level 5, build and fully upgrade the Lectern and assign a Scholar to it, to also grind Knowledge Points generation every rest) and hoard the materials; steal or craft a lot of rope; grind Mining and Woodcutting, hoard all of this. Once you're sitting one some 100+ numbers, use one or more of the Knowledge Points gained from your Scholar and under Blacksmithing unlock the basic Blacksmithing bow, craft one, and the unlock the Ghostly Bow crafting. Craft these five at a time. Edit 1: thanks to Dorim for all his guides, and to Clydian for all of his work Edit 2: typos, grrrrr
@@clydian that's a really great question and I'm so happy you asked that xDD #1: Obstacles aka Muddy / Farmlands maps: sometimes a lot of the really good and tight spawn placements are in the mud and that's just annoying; Run circumvents this but Improved Ovation is 2VP so if you have to use Run more than twice, Ovation wins #2: Far off spawns / reinforcements: sometimes merchants or enemy archers just spawn way too far; the same goes for reinforcements, it can be pretty boring to wait for them to come to you #3: Strategizing can become easier and, at the same time, more bombastic: a. Swordsmen and Brutes both have access to individual Inspiration if conditions are met but if they start their first turn with Inspiration they can pick up far-off targets first and then move towards the center where more back-up will be when they start to run out of steam b. Ranger shenanigans: if you have the improved Dagger Throw and Inspiration, everytime your movement resets it's still doubled; with a bit of skill and planning, a Cutthroat can become the perfect 'last person cleaner' and wipe everyone out #4: Invest less-to-none Aptitude Points in Movement and still be able to reach the enemy in turn 1, without sacrificing armor layers for Movement #5: It still gives Riposte to anyone who's already engaged; AoO are stronk and you're able to give Riposte to classes who normally don't have access to it. Rangers and Archers with Riposte do exceptionally well, if you got engaged or your had to use them to Taunt. I am the king of the Improved Sentinel mountain and I'm ready to die on it! xDD
@@Hexblithe you can keep that mountain ;) I definitely understand the use case for them and how they’ll be very useful as a whole for a party. It also helps you min max more by giving you additional levels into damage stats or crit on your other units since their movement will be cushioned by the sentinel. That being said, I have a completely irrational hatred for them :D
Thanks for the input! I’ll have to see what I can do from an editing perspective because things look pretty garbled when I put too much on the screen at once :)
With acid oil on an axe, why don't you use the one that crit on burning target? Good vid and very good idea to update them for 1.0 but trolling us with the serpent reinforcement is not cool 😅 a very good stuff for strengh armor i wonder why devs have made it inaccessible for the moment. Maybe for a trackers hunt in a future zone?
Serpent layers are great! 😅 but reinforced layer of the rat is probably a better solution for right now. As for using acidic oil and just having fun? That was more thematic to be honest, these build’s aren’t necessarily the ‘best in slot’ across the board but mostly meant as a guideline for you to tailor builds around :)
Tinkerer is technically useful since you wouldn’t have to rely as much on your bravery skill. A good substitute would be blacksmith for raw damage output or woodcutter for a nice mix.
Splitter is a fun weapon for sure, but getting a complete spin that applies fragility is too good to pass up. That being said Splitter has better stats 😂
From all of my testing and the rest of the community, I don’t think anyone has a set answer. It’s random but they tend to be more frequent earlier in the game. The best way to farm bounties that I’ve found is to accept and decline an entire board in a town and then move on to a different region for a couple days and come back and check the board.
The editing in these videos is getting so damn good! Hats off brother, you can taste to work you out into this.
I appreciate ya my dude! One day I’ll get better and FASTER 😂 right now it’s more a step in one direction at a time. Baby steps my dude.
The Sentinel is truly awesome, even on a smaller unit scale, because it allows you to invest less in movement with everyone else in your team once you upgrade their signature skill. The captain in my team is always a Sentinel, in order to generate some valour points at the start of the fight, because the skill cost 2 VP, and everyone else has 12 movement points after factoring in the armor. Because our team always have the starting move and the opportunity to position itself, I start every fight with the Sentinel generating VP (or spending then generating some temporary VP if I'm full), buffing everyone and engaging the first enemy to act. Afterwards, with more than 20 movement on everyone else, it's extremely easy to outmanoeuver the opposite team by doing hit n run with archers, running down opposite archers with melee fighters, and so on.
That’s a very good point! I tend to not invest in it since most of my units have higher movement from the beginning and I don’t use captains 😅
@@clydian Is not having a captain a self-imposed challenge or do you have a specific reason to not appoint one?
@@trolleurdurden5534 it’s all self-imposed my dude. I’m a masochist 😂
@@clydian To each their own ;)
Fun trick: Don't underestimate the valor skill run to get right in the middle of things. With Challenging shout this can turn a bad executioneer spot into a 6+ target opportunity.
Run is a MUST HAVE on executioners IMO (don't mind the fact that these examples don't have it)
Oh what a joyous day this is to get to go to UA-cam and see the Clydian made a new Warrior guide! Surely, the SENTINEL would get a shout out! After he played for hundreds of hours, surely he can appraise Ovation for the 'hidden gem' that it is... and even if he's not a fan, surely he'll at least mention a build in passing! Surely...
Clydian dude, you did me dirty and I'll never forgive you. For everyone else, here's a quick and dirty way to build a Sentinel
Okay, first of all, there's no point in getting a Sentinel before you have your Power & Glory path to level 4*, because that unlocks Skill Mastery books at your friendly neighborhood Brotherhood Training Grounds. No point, unless you know where at least one Skill Mastery book always is, in the wild, such as the one in North-East Arthes, close to the border to Tiltren. But why do you need a Skill Mastery Book? And why is Sentinel a hidden gem? These two questions have the same answer - Improved Ovation (2VP) - ALL of your allies (that's right, there's no AoE range on this one boys and girls) gain Inspiration if they're not already engaged in combat. If they are, they get the default Ovation effect, which is Riposte.
Inspiration lasts for 1 round and doubles movement. You know, movement... the one stat that pretty much every guide out there says you need at least 17 or 18 to be useful... Yeah, with no point in Movement, Archers with Light Armor suddenly have a 16m movement, without Run. Medium Armor bois get 20m, Rangers in Light Amor get to 24m, and Heavy Armor tanky bois, will be at 16m, just like Archers. These are default values. Any Career Planned Aptitude Point invested into Movement, will get doubled thanks to Inspiration. The 'Quick' Trait becomes the 'Fast & Furious' trait (not really, but maybe with a mod tho). The more people in a troop, the higher the boon of Improved Ovation becomes. Smol troops can be fun or challenging but there's 6 unique classes, 10 professions, and 13 titles out there... And Improved Ovation is there for you. Okay, moving on
Good Traits when recruiting (in order, sort of): Solitary, Strong, Quick, Thick-Skinned, Stocky, Bloodthirsty
Preferred Profession: Bard! The Sentinel is one of the best candidates for Lieutenants. Between that ability, Improved Ovation, and (Improved) Battlecry, the Sentinel is just an AoE machine! It's only fitting they'll spend their time in camp jamming on the Lute, giving everyone a +1 bonus to Willpower, making that 15 or 16 sweet-spot easier to get to (15 for the cheat death, or 16 for that extra +1% to Critical Hit).
Preferred Title: the Cleanser (goes great with the weapon and shield choice and the Sentinel is also a good candidate for running around in the Rat Den killing nests while everyone else is dealing with the rats)
Aptitude Points (use Career Plans, please): Master Bard gives +4 to Willpower and playing the Lute gives another +1 so Cheat Death values are reached just from these (if your recruit gets to start with 10 Willpower), get Movement to 15 or 16, the rest goes into Strength. Just Strength.
Other class skills: Valorous Duel (1H Axe + Shield for our Sentinel), Improved Fanaticism (it's not about the one-turn kill, it's about engaging at target and keeping them stuck to you forever), Battlecry (preferably Improved, preferably used with the Lieutenant ability in turn 1), Class Specialization - Limit Break (my personal choice, anything and everything can be good tho)
Items
Weapon: (while leveling up, any 1H axe is good; I like Hunter's until I get a Peacebearer's, but eventually the end-target is to get) VICTORIOUS (it's great and you will be hitting critical hit after critical hit, which makes Limit Break even better as a level 12 pick)
Shield/Off-Hand: (while leveling up, I try to get a good Brotherhood Buckler after level 4, Peacebearer's is of course also good but the end-target is to get) Paladin's Roundel (if you get your Victorious 1H Axe before this, feel free to use a Torch)
Belt: Fireproof Ointment (not being on Fire is awesome)
Armor: Crafted is fine, but if you get your hands on a level 12 or 13 two-star heavy gold armor that gives Critical Damage (Legion?: I think it's the Legion that has it), it beats the missing 3rd layer slot.
Layers: Anything that's +2 Strength with something else really, even the Tiltren Layers of the Stag are good
Oils: Idk, I like Strength Oil, it goes great with my Strong/Lively/Brave Traits and Mutton Stew/Culture Shock mealplan; 2nd Oil... Unstable's good, especially with Opportunistic Trait and Strategy Table bonus
Playstyle: Be a Lieutenant to at least 2 people who can reliably generate 1-2 TVP in the first round, Use Battle Cry on any DPS who's not going to have a Team Spirit Spearman next to them or who's not an Improved Armor Breaker Brute, engage an enemy who's turn is close (or someone who you intend on taking prisoner after triggering Galvanization), attack, use Improved Ovation, and then just use Improve Ovation in future turns whenever needed.
-end; PS: Clydian, it's not too late to see the Glorious Radiant Light of our Lord and Savior the Improved Sentinel. Join me, brother! (srsly tho, awesome guide; your editing skills are getting to Jedi Master levels)
* Quickest way I've found Power and Glory to level 4 without any high level gear or arenas: Maximize Happiness with a fully upgraded Campfire and 4 people assigned to it because all excess Happiness is converted into Influence and 2 rests can give you over 100 Influence this way; Rest often!!! Take easy contracts, kill the leader, let the rabble run, don't get injured. Do the nightly Ghost Hunt (this will give you Mystery & Exploration Path points as well; when you get this to level 5, build and fully upgrade the Lectern and assign a Scholar to it, to also grind Knowledge Points generation every rest) and hoard the materials; steal or craft a lot of rope; grind Mining and Woodcutting, hoard all of this. Once you're sitting one some 100+ numbers, use one or more of the Knowledge Points gained from your Scholar and under Blacksmithing unlock the basic Blacksmithing bow, craft one, and the unlock the Ghostly Bow crafting. Craft these five at a time.
Edit 1: thanks to Dorim for all his guides, and to Clydian for all of his work
Edit 2: typos, grrrrr
I always love the full builds in the comments. But due to my play style I don’t need double movement. Why do I need 40 movement on my units? ;)
@@clydian that's a really great question and I'm so happy you asked that xDD
#1: Obstacles aka Muddy / Farmlands maps: sometimes a lot of the really good and tight spawn placements are in the mud and that's just annoying; Run circumvents this but Improved Ovation is 2VP so if you have to use Run more than twice, Ovation wins
#2: Far off spawns / reinforcements: sometimes merchants or enemy archers just spawn way too far; the same goes for reinforcements, it can be pretty boring to wait for them to come to you
#3: Strategizing can become easier and, at the same time, more bombastic:
a. Swordsmen and Brutes both have access to individual Inspiration if conditions are met but if they start their first turn with Inspiration they can pick up far-off targets first and then move towards the center where more back-up will be when they start to run out of steam
b. Ranger shenanigans: if you have the improved Dagger Throw and Inspiration, everytime your movement resets it's still doubled; with a bit of skill and planning, a Cutthroat can become the perfect 'last person cleaner' and wipe everyone out
#4: Invest less-to-none Aptitude Points in Movement and still be able to reach the enemy in turn 1, without sacrificing armor layers for Movement
#5: It still gives Riposte to anyone who's already engaged; AoO are stronk and you're able to give Riposte to classes who normally don't have access to it. Rangers and Archers with Riposte do exceptionally well, if you got engaged or your had to use them to Taunt.
I am the king of the Improved Sentinel mountain and I'm ready to die on it! xDD
@@Hexblithe you can keep that mountain ;)
I definitely understand the use case for them and how they’ll be very useful as a whole for a party. It also helps you min max more by giving you additional levels into damage stats or crit on your other units since their movement will be cushioned by the sentinel.
That being said, I have a completely irrational hatred for them :D
Didn't see that one coming, I'm hopelessly using my chewbacca horse for inspiration skill! Lemme try that sentinal god
@@charlescyrillcruz8420 Inspiration is an amazing buff and it’s definitely useful if you find yourself lacking in the mobility department!
I like your vids but a quick on screen list of spec/gear/oil would be nice, I'm constantly jumping around the video pausing.
Thanks for the input! I’ll have to see what I can do from an editing perspective because things look pretty garbled when I put too much on the screen at once :)
With acid oil on an axe, why don't you use the one that crit on burning target?
Good vid and very good idea to update them for 1.0 but trolling us with the serpent reinforcement is not cool 😅 a very good stuff for strengh armor i wonder why devs have made it inaccessible for the moment. Maybe for a trackers hunt in a future zone?
Serpent layers are great! 😅 but reinforced layer of the rat is probably a better solution for right now.
As for using acidic oil and just having fun? That was more thematic to be honest, these build’s aren’t necessarily the ‘best in slot’ across the board but mostly meant as a guideline for you to tailor builds around :)
Berserker build is cool, wich professions u recommend? warior tinkerer is troll?
Tinkerer is technically useful since you wouldn’t have to rely as much on your bravery skill. A good substitute would be blacksmith for raw damage output or woodcutter for a nice mix.
@@clydian Thanks veyr much for ur quick answer, nice videos bro.
@@neferatem9704 anytime my dude! Appreciate you!
I use the "First Blood" with the Spliter. I think it is a better weapon.
Splitter is a fun weapon for sure, but getting a complete spin that applies fragility is too good to pass up. That being said Splitter has better stats 😂
Perforating oil is better than misty oil, misty oil hardly ever procs unless your troop is 10+ mercenaries.
Perforating oil works very well on tanks, but rampage ignores guard, and when you fight extremely outnumbered misty oil saves lives :)
👏🙂
Hope you enjoy the builds!
how often the weekly bounty show up?
From all of my testing and the rest of the community, I don’t think anyone has a set answer. It’s random but they tend to be more frequent earlier in the game.
The best way to farm bounties that I’ve found is to accept and decline an entire board in a town and then move on to a different region for a couple days and come back and check the board.
where to get strongblade?
@@IgraineAnapen-sj7bg Arthes