Sentinels

By Torment

Fighting Sentinels, depending on the skill level and experence of the sent can be difficult. Spinning can be a pain, but ive noticed that most people just kai choke or mind batter to avoid it. Impaling does stop our jpk, yet i find it that most monks dont do this but should. Build up your kai energy, then attempt a Jpk. When you get impaled just Deliverence. If they dont remove the trident or spear in just a short bit of time. Bam you win.

Their axe throw is thier weakness. They cannot throw it with selfishness on, so the best thing to do to avoid the spinning and the impale and axe throw is order them to give it to you. No weapons no problem. Ok sting is by far a pain, hard to know which afflections you have, I use tree alot and im pretty manual heal with all the symptoms colored, so i might not catch it right away but I know the symptoms. Keep a watch on your status bar, if your health stays full and mana too, then eat some lobelia man, prob my most hated affliction, and seems the most common one that sting givesme. Hmm fixed I think.

Now make sure and keep your caloric salve up as well. I have seen freeze pound do 2800 damage +. Only on test though cause I personally never fought a fighter who couldnt keep it up. Trip pound is not a pain at all though it does about the same damage as thier maul, but they have to morph gorilla to do it so more than likely its a good thing for you, because they arent in wyvern morph and have lost thier flame summoning. Which brings up another point, do not ever shield or just run one room away when your health falls real low. Its a big "Incenerate Me" flag to them, Incenerate is a instant kill if you are less than half your max health. Watch them though because if you see them summon thier flame then a bit later you get them low and they shield or you know that they have balance and eq, order them to morph sloth. They will set themselves on fire for alot of damage which might finish them off. Plus if they are not trans meta, you can order them to morph sloth and it will take a very long time to change, and if they do anything during it they lose morph and cant try to morph agian for a extremely long time.

Traps
First lets start at the lower traps, first the snare which you will rarely see except by a lower level woodlore. Bascially it just grabs you and holds you for a few seconds. No damage just a pain. The single dart trap is a waste of comms. UNLESS its like all by itself and you are after someone. Most sents use these as a early warning device to tell if a enemy is getting close. It tells them who and exactly where you are.

Ok now noose trap. This is a major killer if you use a auto writhing device, because if you writhe too many times it holds you for longer, and they may be there to web you, so you have the double writhe effect same as a occies hangedman web. The catapult trap is a pain as well, it can launch you into dangerous areas where other traps are setup, or through many if the catipult is set up correct. Mass stops catapult, so keep mass up in arena, which is manly the only place a sent will use them, unless you are forest enemied then they may set them up to catapult you into the forest.

The clothsline is rarely used, but combined with the badger and bear shred can cause massive bleeding if done right, remember you clot and moss tattoo. The last mainly used trap is the darts, envenomed normal it can be a pain, it delivers a dart once every 2 seconds from the direction you entered, if you enter the room, then exit a diffrent way then reenter, you could possible have two dart traps on you in a hurry, swinging is your friend here, keep mass up, swing to the room and get em. If its inside or not a forest room then youll have to take the hits, it only holds 25 darts, so figure if you can last and heal for 50 sec then you got it made, but at least your not having to worry about the thornspray then. Shield up when you get behind on the darts, darts and thornspray do not go through, just watch for the incenerate.

The worst and very seldom used is the dustbomb darts and dustbomb noose combo, which i favored the most. It not only blacks you out for 5 sec but you get the noose damage for that time plus the writh period, in most cases will be followed by a incenerate which is deadly, or you are blacked out for the first 5 sec of the darts trap and are way behind to begin with. If they envenomed the darts trap with loki it causes another problem cause you dont know what afflictions you are getting ever 2 sec, best to leave room, and heal up till the trap is empty. If they are not deaf and you can mind command, ordering them to unenemy you helps. Avoiding traps is the best means, and i also feel that sarapis should make projectiles let us avoid some of them, beings the darts are a projectile. Ok just a run through the ents, the lemming is by far the worst pain, get him triggered and redef, the badger does bleed damage, the fox does very little damage, the raven throws you off balance the butterfly transfixes stupidifys and makes you dizzy. And last the wolf which does alot more damage. Being blind does stop the butterfly completely. Do not waste time in arena killing these animals, the auto repop in the arena. Unlike chaos ents, best you can do is kill the lemming he dies comes back and has to rest a sec or to then back to work he goes. Hope this helps ya out.