Sentinel
Sentinel | |
---|---|
Information | |
Alignment | Void |
Unlock | Gazing Into The Abyss |
Sentinel is the Void-based subclass of the Titan class.
Contents
Lore
Destiny 2
I'm shaking, hands on my knees, panting. Let the monsters come. Let them come forever. Let them climb the piled bodies of their dead. I don't care. That's the thing I do better than anyone. Not care. Let them come in their hundreds and every one will die at my feet. I don't care about their homing rockets, their exotic matter slugs, their blades from another dimension.
I don't care because I cannot be moved. I am the wall against which the Darkness breaks.
Malphur can turn his gun to fire and Shinobu can dance with lightning, but when the horrors run out of the dark, I am the one who does not move.
I am a wall. And walls don't move. Because walls don't care.
The Witch Queen
"I am the wall against which Darkness breaks… I am the wall against which Darkness breaks… I am the wall against which Darkness breaks…"
I repeat these words amongst the rubble. Smoldering heaps, scarred earth; the warriors and their spoils. This is victory. This should be the moment where everything clicks. All I feel is emptiness.
No one thinks of Titans as meditators, but I can think of no better provocation than the comedown after battle. All that I am is tied up in combat. And when it's over, space itself crashes in around me. In the old days, I stayed there, in agony. The urge to escape that feeling would gnaw at me, so I'd find a reason to start something. Anything. Just to watch the sparks fly. Now… I meditate.
In time, I learned to thrust my enemies into this same anguish. When you aren't prepared for it, the weight of your own insignificance measured against the vastness of the cosmos can be debilitating.
I still must confront the silence after glory; I feel the nature of the Void most keenly in these moments. I have begun, I think, to look forward to them.
Abilities
Super
- Sentinel Shield: Guard with a Sentinel Shield to create a defensive wall. Allies who shoot through the wall have increased weapon damage, and guarding allies makes the shield last longer.
- Super button: Summon a Shield of Void Light. While Sentinel Shield is active: Attack button: Attack. Block button: Block. Throw button: Perform a Shield Throw.
- Ward of Dawn: Create an indestructible dome to protect you and your allies. Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage.
- Twilight Arsenal: Summon three Void axes and throw them at your foes one after another. On impact, the axes pull in nearby targets and detonate in a weakening explosion. After exploding, the axes can be picked up by you or your allies and used as a weapon for a short time. While carrying a Void axe:
- Light Attack: Slash forward with your axe, dealing damage and weakening targets.
- Heavy Attack: Throw the axe, consuming all remaining ammo.
Movement
- High Lift: Jump while airborne to activate Lift and launch into the air at greater heights.
- Strafe Lift: Jump while airborne to activate Lift and launch into the air with strong directional control.
- Catapult Lift: Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
Grenade
- Magnetic Grenade: A grenade that attaches to enemies and explodes twice.
- Void Wall: A grenade that creates a horizontal wall of burning Void Light.
- Suppressor Grenade: An explosive grenade that suppresses, preventing enemies from using abilities for a short time.
- Axion Bolt: A bolt of Void Light that forks on impact into smaller bolts that seek out targets.
- Scatter Grenade: A grenade that splits into multiple submunitions and covers a large area with multiple explosions.
- Void Spike: A grenade that attaches to any surface and emits a torrent of damaging Void Light.
- Vortex Grenade: A grenade that creates a vortex that pulls targets inward and continuously damages those trapped inside.
Class Ability
- Towering Barricade: Create a large barrier that can be used to reinforce a position with cover from enemy fire.
- Rally Barricade: Create a small barrier that you can peek over while aiming down sights and that increases reload speed for your equipped weapon when you stand behind it.
Melee
- Shield Throw: Hurl your Void Shield toward a target. The shield can ricochet off targets and surfaces, granting Overshield for each target hit.
- Shield Bash: After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that suppresses the target. Final blows with Shield Bash grant an Overshield.
Aspects
- Controlled Demolition: Hitting a target with a Void ability or volatile explosion makes them volatile. Further damage to a volatile target causes them explode. Grants you and nearby allies health when volatile targets explode near you.
- Offensive Bulwark: While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows extend the duration of your Overshield. You gain an additional shield throw while in Sentinel Shield.
- Bastion: Cast your Super to grant Overshield to nearby allies. Casting your Barricade grants Overshield to yourself and nearby allies and empowers it. enabling it to slowly regenerate the Overshield of allies bunkering behind it and extend their Overshield duration.
- Unbreakable: Hold to summon a Void shield and block a portion of incoming damage, gradually draining your grenade energy and granting an overshield over time. Releasing the grenade input or running out of energy releases a frontal blast from your shield that deals increased damage based on how much damage was blocked. Combatants that come in contact with your shield are temporarily disoriented.
Fragments
- Main page: Void Fragments
Ability Trees (pre-Void 3.0)
Code of the Protector
- Defensive Strike — Defeat an enemy with this melee ability to create an overshield around you and nearby allies. Final blows grant melee energy when this overshield is active.
- Rallying Force — Melee kills restore health for you and nearby allies.
- Turn the Tide — Your overshield from Defensive Strike lasts longer and increases melee damage and reload speed.
- Ward of Dawn — When Super energy is full, create an indestructible dome to protect you and your allies. Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage.
Code of the Commander
- Controlled Demolition — Hit a target with a Void ability to attach a Void detonator. Further hits cause the detonator to explode, dealing damage to surrounding targets.
- Resupply — You and nearby allies regain health as well as grenade and melee energy when your Void detonators explode.
- Tactical Strike — Strike an enemy with this melee ability to cause a Void explosion.
- Banner Shield — Guard with Sentinel Shield to create a defensive wall. Allies who shoot through the wall have increased weapon damage, and guarding allies makes the shield last longer.
- Replaces Sentinel Shield as subclass Super.
Code of the Aggressor
- Shield Bash — After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that disorients enemies and suppresses the target of Shield Bash.
- Superior Arsenal — Grenade kills recharge your grenade energy.
- In the Trenches — Kills while surrounded by enemies reduce the cooldown of your Super.
- Second Shield — Gain an additional Shield Throw charge while Sentinel Shield is active.
Subclass-Specific Exotics
- Doom Fang Pauldron — Void melee kills give Super energy. While Sentinel Shield is active, melee kills recharge Shield Throw, which extends your Super on hits.
- Helm of Saint-14 — Enemies that enter Ward of Dawn are blinded, while allies that pass through gain an overshield. Guarding with Sentinel Shield blinds nearby enemies.
- Mk. 44 Stand Asides — Grants an overshield when you're sprinting at full health with Seismic Strike, Hammer Strike, or Shield Bash equipped. Hits with these abilities recharge a portion of your melee energy.
- Ursa Furiosa — Move faster while guarding when Sentinel Shield is active. Guarded damage converts to Super energy when the Super ends.