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== General Information == | == General Information == | ||
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Sentinels are best suited for supporting engagements by slowing Marines down and helping other Aliens capture or kill them. | Sentinels are best suited for supporting engagements by slowing Marines down and helping other Aliens capture or kill them. | ||
It should also be noted that Sentinels have access to a corrosive acid they can use to melt equipment and some weak structures. While Sentinel acid is agonisingly long to act, it will eventually melt through. However, as she cannot deploy weeds for herself, she is dependent on its local [[Drone]] for massive melting projects. | It should also be noted that Sentinels have access to a corrosive acid they can use to melt equipment and some weak structures. While Sentinel acid is agonisingly long to act, it will eventually melt through. However, as she cannot deploy weeds for herself, she is dependent on its local [[Drone]] for massive melting projects.{{Autowiki/Content/XenoStats/Sentinel}} | ||
== Playing as a Sentinel == | == Playing as a Sentinel == | ||
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{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
! style="background-color:#423042;" width=150|Abilities: | ! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span> | ||
! style="background-color:#423042;" |Description: | ! style="background-color:#423042;" |<span style="color:white;">Description:</span> | ||
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![[File:Xeno_Rest.png]]<br>Rest | ![[File:Xeno_Rest.png]]<br>Rest | ||
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Cooldown: 12 seconds. | Cooldown: 12 seconds. | ||
{{Template:Tail_Stab}} | {{Template:Tail_Stab}} | ||
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Latest revision as of 16:12, 25 August 2024
Evolves From: Larva Evolves To: Spitter Role: Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment. Guides: No External Guides |
General Information
The Sentinel is a relatively fragile caste, not able to engage in direct combat due to her low durability and low damage. However, this is fully made up for with a massive advantage compared to other melee castes. Sentinels have a vast array of disabling abilities, most of them ranged. They have access to the Slowing Spit, a low cooldown ability that slows a single target for a decently long duration, and their Scattered Spit allows them to briefly stun multiple Marines. Lastly, they can use their Paralyzing Slash to slow and daze, and then knock down the next target they slash over the course of several seconds. This, coupled with their decent speed makes them an excellent support caste both inside and outside of combat.
Sentinels are best suited for supporting engagements by slowing Marines down and helping other Aliens capture or kill them.
It should also be noted that Sentinels have access to a corrosive acid they can use to melt equipment and some weak structures. While Sentinel acid is agonisingly long to act, it will eventually melt through. However, as she cannot deploy weeds for herself, she is dependent on its local Drone for massive melting projects.
Maximum Health | 500 |
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Maximum Plasma | 400 |
Plasma Regeneration | 3 |
Armor | 0 |
Evasion | 0 |
Speed | 1.8 |
Slash Damage | 20–25 |
Claw Strength | 1 |
Explosion Resistance | 10 |
Playing as a Sentinel
The Sentinel's Scattered Spit is usually considered her signature ability, being able to briefly stop an advance with ease, while letting her, or other Aliens, close in on the enemy. Slowing Spit may seem weak at first, but the low cooldown and long duration of the ability should not be underestimated; a slowed Marine will have a very hard time chasing down a weakened Alien, or running away from an attacking one. Lastly, anyone afflicted with Paralyzing Slash will essentially be incapable of fighting back for several seconds, long enough to attempt capture, or to allow another Alien to go to town on them. A Sentinel should always aim to work together with others.
Your speed, health and slash damage are unfortunately, painfully average. Because of this, you may want to attempt surprise attacks, rather than engaging in combat directly. Hide around corners and behind closed doors. Use darkness to your advantage. Follow your larger sisters into combat, use your abilities to disrupt the Marines, then leave. Always have an escape plan.
Never forget your corrosive acid. Between flares, dropped guns, barricades, loose materials, weak window frames and other items, there is always something that needs to be melted. Staying in Recovery range and on weeds will allow you to melt to your heart's content.
If you want to help directly in the fight, try to find a small flank and slow people. You don't ever have to attack them, every single person downed on the floor or recovering from slowdown effects is not firing at your sisters. Do it enough, and you might goad the Marines into falling back in despair. Just be careful not to get lit up in a position where you can't be saved. If you can shoot them, so can they.
Abilities
Abilities: | Description: |
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Rest |
Used to rest and get up. Aliens heal faster when resting on weeds. |
Regurgitate |
To devour, grab a host with Ctrl + Click or
Grab intent (3 in hotkey mode) then click yourself, standstill. To stop the host from getting up and running away, you can switch to an empty hand (X in hotkey mode) and keep tackling them using Disarm intent (2 in hotkey mode) when you are devouring them. Xenos with devoured humans inside them can not vent crawl but Xenos with devoured monkeys can. Hosts with boot knives can injure the Xenomorph they are inside if they are conscious. Using this ability with a host devoured will regurgitate them back up, giving a moderate stun. (Edit this template) |
Corrosive Acid |
Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.
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Slowing Spit |
Use middle mouse button to spit a glob of slowing neurotoxin to slow Marines.
Cooldown: 1.5 seconds. |
Scattered Spit |
Use middle mouse button to spit globs of paralyzing neurotoxin, knocking down Marines hit for 0.7 seconds.
Cooldown: 8 seconds. |
Paralyzing Slash |
Empower you next attack to inject neurotoxin into the host, dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.
Cooldown: 12 seconds. |
Tail Stab |
Activating tail stab will begin a windup of one second, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the targets sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb.
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Sentinel Tactics
- Sentinels make wonderful ambush partners. You can easily stunlock a particular target while your buddy has a field day on their poor body. If you feel less vindictive, you can also try to go for an infection.
- You can combine your abilities to capture Marines. Slow them down with Slowing Spit to easily catch up to them, then use Scattered Spit and Paralyzing Slash to knock them down for a duration. Afterwards, attack them on
Disarm intent, until you hear the unique knockdown sound of a succesful tackle. Once a Marine is tackled, pull them away with one hand and continue tackling with another; they will be unable to get up as long as you continue disarming, and you'll be able to safely devour them and take them to the hive for an infection. This method can be somewhat risky, as the Marine will have some opportunities to fight back before they're tackled. When in doubt, bring friends.
- Don't get too cocky with your stuns. Running in to slash someone you stunned might expose you to offscreen Marines who spotted their teammate going down and are coming in to rescue. If your reflexes are not on point, you might take a full burst and end up in a bad shape.
- Do not underestimate the ability of the Slowing Spit to immediately slow down a serious threat. A buckshot Marine suddenly rounding the corner, an M5 RPG Specialist suddenly appearing from off-screen, launcher up on the shoulder, an SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure.
- Of course, you also are the best caste to melt flares. You can move in fast, melt it, and leave before the hail of bullets smashes into you. It is usually a good idea to inch forward and back first to make sure someone doesn't have their sights on it already.
- When fighting together with other Aliens, there is a single thing you should always keep in mind: DO NOT BODYBLOCK. Bodyblocking is the act of preventing another Alien from moving in their intended direction by standing in their way. This will often lead to frustrating deaths, as Alien players have a tendency to fight until they're almost dead, then leave. When you engage together with someone, try to be mindful of how much damage they're taking. If you think they're about to start pulling back, or you're low on health yourself, leave first.
Sentinel Evolution
Sentinels can Evolve into the Spitter. The Spitter trades off the sentinel's disabling abilities into more mobility, health and a new, extremely powerful ability to spit corrosive acid, allowing them to dish out reliable damage from afar. Their corrosive acid also becomes stronger in general, allowing them to melt equipment faster.
Sentinel Stats
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You can learn more about alien stats here.