Video Games Guide

Last Epoch | Best builds of the Sentinel class to level up

It is not an RPG or an ARPG if there is not at least one class that is capable of holding out on the front lines without breaking a sweat, and the Sentinel of the Last Epoch is the class in the Eleventh Hour Games game that best fits that description. Able to endure and heal equally with the paladin subclass , here we offer you a guide to spend the campaign for the first time with it and learn how you can have an all-terrain character .

Paladin Sentinel Build in Last Epoch

Although the function of the Paladin subclass is to provide healing and stamina to the character and the group he is with, it turns out that he can be a more than decent DPS in the game thanks to focusing the build around the javelin skill and the sacred aura.

It is the best configuration there is for melee and is useful both for groups of enemies and for strong targets such as bosses or elites, although not as explosive as others we have seen such as the mage . In the later levels, the volatile reversal can make up for these shortcomings and makes it a unit that damages and heals at the same time. Needless to say, it is still suitable in the endgame thanks to how the healing effects scale. One problem when doing it is that it will force us to change skills in the first levels but beyond that it is solid.

Required skills

  • Hammer Throw(Only up to level 5)
  • Rush(only until you get the Javelin)
  • Cleave(only until you get the Javelin)
  • Revenge
  • Javelin
  • Shield Rush
  • Reversible volatility
  • Sacred Aura

Passives required

  • Sentinel, Basic class: 8 points in Baluarte; 5 points in Armored; 2 points in Brave Charge; 5 points in Time and Faith.
  • Paladin first part: 8 points in Conviction; 1 point in Valor; 1 point in Honor; 10 points in Heavenly Fire.
  • Void Knight Addons: 10 points in Abyssal Resistance
  • Paladin second and last part: 5 points in Prayer; 8 points in Guadián del Santuario; Shield Wall; 10 points in Prayer; 7 points in Sacred Icon; We add 7 points to Valor.

Recommended Masters

  • Hammer Throw: 1 point in Quick Throw; 2 points in Heavy Hammers.
  • Onslaught: 1 point in Warrior Renewal; 2 points in Initiate Attack; 3 points in Killing of the Weak; 2 points in Charge of Dawn.
  • Cleave: 1 point in Champion; 3 points in Linked Weapon; 1 point in Enemy Blade; we add 1 point to Linked Weapon; 2 points in Frenzy.
  • Javelin: 1 point in Powerful Strike; 1 point in Fiery Force; 2 points in Throw to the Thigh; Sacred Path; 4 points in Pilgrimage; Path of Judgment; we add 2 points to Pilgrimage; we add 3 points in Throw to the Thigh; 1 point in To the legs; 1 point in Acute Perspective; 1 point in Forceful Throw; 1 point in Strategic Patience; We add 3 points to Powerful Strike.
  • Revenge: 1 point in Double Strike; 5 points in Dark Duelist; 1 point in Quick Attacks; Perfect Hit; 5 points in Reinforcement; we add 4 points to Quick Attacks; Zealot Technique; 2 points in Essence of Vengeance.
  • Holy Aura: 5 points in Storm Shelter; 2 points in Vital Momentum; 4 points in redemption; Purification; 1 point in Devotion of Rahyeh; 2 points in Fury of Rahyeh; 5 points in Fiery Blows.
  • Healing Hands: Divine Barrier; 2 points in Prayer of the Fallen; 1 point in Parroquia Bendita; Purity of Thought; 4 points in Cleric’s Hammer; 4 points in Emergency Healing; we add 2 points to Plegaria de los Caidos; 2 points to Light Synthesis; 3 points in Guardian Hymn.
  • Volatile Reversal: Incipient Void Tear; 3 points in Disintegration; 1 point in Temporal Tears; 2 points in Traveler Fatigue; Timeless Wisdom; Terminal Void Tear; we add 2 points to Temporal Tears; 3 points in Dark Expanse; 3 points in Herald of Dust; 2 points in Time Sap; Timeless Vitality.

IN 3D GAMES

Last Epoch | Best Rogue class builds to level up

Initially it is a build that is going to make us do a lot of thinking with the first skills; mainly Hammer Throw and Cleave , but once we reach 5 points in Javelin we can dispense with them and migrate to the main ones. With Javelin we must attack the monsters to charge against them with Shield Rush . The Holy Path causes them to take more damage. While Javelin recharges, we start using Revenge , which also applies protective passives.

With Shield Rush we can also move faster if necessary, but the final combo is what counts: by using Volatile Reversal and Holy Aura we increase our damage and healing, which is necessary to maximize the combo since we will have to be very close. close to enemies . The team’s empowerment should focus on recovering life per second but above all on our physical resistance . We will suffer from elemental damage but with the sacred aura and healing hands we should not retreat too much.

 

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