I'm having a hard time deciding here. which encounter to put on top of Come And Get It and Daring Shout?
Resotring Strike? seems nice, decent damage and heal
Intomitable? Hits OK for a Sentinel, can't land it without a CC though
Battle Fury? As an utility
Roar? It's not viable anymore
Takedown? It's garbage now.
FrontLine ? Low damage... high cooldown, etc etc.
Looking for opinions.
You should mention if you mean PvP or PvE. From your comments I I figure it's about pvp?
I myself use FLS mostly. I don't mind the long cooldown as it's a ranged CC skill that compliments Daring Shout and its long animation (and quite short range). Not to mention their cooldown are pretty much in sync.
Restoring strike is a good alternative for a tank build. If you go glass cannon with sentinel you can forget this.
Battle fury is nice but not as effective as on a destroyer.
Punishing charge can be great too. Can dodge attacks, escape root, extra gap closer and has insane AP generation? Why the hell not?
Thus I would suggest FLS or punishing charge. One helps you land DS, the other lets you play around when your intimidation skills are on cooldown
For me in PvE I never use Daring Shout AND Come And Get It at the same time...although I wonder if I should as it may help with threat
At the moment when I'm having to play as dmg cos of a GF in the group then I tend to use Come And Get It (Battle Fury instead for single target), Indomitable and Not So Fast.
When I actually get to try and tank I switch to Daunting Shout, Restoring Strike and FLS.
Can't comment on PvP sorry
0
nezraalMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2014
4 big reasons, why FLS really garbage.
1. Avoid CAGI / DS being dodged. Specially DS has low range and CAGI alone isn't enough without a stun against a good opponent.
2. CAGI , DS have a huge cool down, so the extra stun time on opponents help. So think -2s cooldown on CAGI / DS, that's pretty big.
3. FLS, use the stun time to go TR > CAGI > DS. So use the stun time to "mark" your opponent.
4. I use WMS + Trample , and I try to mark my targets before unleashing CAGI & DS. So indirectly it becomes FLS / TD + damage from trample on CAGI + DS in aoe (which out does RS damage on a single target)!
However the "new" ferocious reaction in mod5 is making me go (??) log into preview & find out why
To conclude: using the stun time to cooldown , extra damage from trample the fallen and using the stun time to mark your opponent using FLS is a big deal - almost a 30% damage boost on your CAGI/DS. It's invisible but the mechanism is explained above, why and how. Another thing, learn to read your opponent so your FLS/TD doesn't get dodged. Otherwise a high power opponent, say HR at 20k will fry you almost immediately.
The rotation is high risk and on top of that your defense is like paper, but if it connects the encounters has high rewards. The key is in the highlighted text above, read the opponent before launching FLS. Practice makes perfect. Good luck!
Comments
I myself use FLS mostly. I don't mind the long cooldown as it's a ranged CC skill that compliments Daring Shout and its long animation (and quite short range). Not to mention their cooldown are pretty much in sync.
Restoring strike is a good alternative for a tank build. If you go glass cannon with sentinel you can forget this.
Battle fury is nice but not as effective as on a destroyer.
Punishing charge can be great too. Can dodge attacks, escape root, extra gap closer and has insane AP generation? Why the hell not?
Thus I would suggest FLS or punishing charge. One helps you land DS, the other lets you play around when your intimidation skills are on cooldown
At the moment when I'm having to play as dmg cos of a GF in the group then I tend to use Come And Get It (Battle Fury instead for single target), Indomitable and Not So Fast.
When I actually get to try and tank I switch to Daunting Shout, Restoring Strike and FLS.
Can't comment on PvP sorry
1. Avoid CAGI / DS being dodged. Specially DS has low range and CAGI alone isn't enough without a stun against a good opponent.
2. CAGI , DS have a huge cool down, so the extra stun time on opponents help. So think -2s cooldown on CAGI / DS, that's pretty big.
3. FLS, use the stun time to go TR > CAGI > DS. So use the stun time to "mark" your opponent.
4. I use WMS + Trample , and I try to mark my targets before unleashing CAGI & DS. So indirectly it becomes FLS / TD + damage from trample on CAGI + DS in aoe (which out does RS damage on a single target)!
However the "new" ferocious reaction in mod5 is making me go (??) log into preview & find out why
To conclude: using the stun time to cooldown , extra damage from trample the fallen and using the stun time to mark your opponent using FLS is a big deal - almost a 30% damage boost on your CAGI/DS. It's invisible but the mechanism is explained above, why and how. Another thing, learn to read your opponent so your FLS/TD doesn't get dodged. Otherwise a high power opponent, say HR at 20k will fry you almost immediately.
The rotation is high risk and on top of that your defense is like paper, but if it connects the encounters has high rewards. The key is in the highlighted text above, read the opponent before launching FLS. Practice makes perfect. Good luck!
+ CAGI Calcultator
+ Liquid Tear Website