Today we will continue with our series on how to play, and today we’re going to learn about how to play Quiver Sentinel. Sentinel is one of the best classes out there. But if you focus on Quivers it get a little bit harder. You will need to find certain Runestones and cards to make the quiver build work. It might not be the best build out there, but you can still try it out and see if you like it.
The Sentinel – Basics
The Sentinel focuses on hitting his enemies with as many arrows as possible. Additionally you start with a Passive that gives you a Phantom that duplicates your damaging arrows with 50%. The Ultimate Ability also charges with each Arrow played. Each Ultimate Charge lets you shoot an additional Arrow (which will be duplicated by your Phantom too). The more Charges you have the more Shots. Additionally you get more Damage per Shot the higher the Charges go.
So your focus will be to have as many arrows as you can in your deck as you can quickly play. This allows you to shoot your enemies as much as you can, giving you enough energy to use your ultimate frequently, and also allowing your passive to activate and help you deal extra damage to your enemies.
For this build, we will focus on getting as many quiver cards as we can. But on the side we are picking up pretty good basic cards too!
- Lob Shot is so good! Always get this. 7 shots on random enemies. Grubs or Skeletons will be melted in seconds.
- Acid Shot for the Armor reduction is a must have
- As Utility a Tactical Mastery from the Man at Arms is always nice to have
- Corrosive Rainfall gives you Armor Breaking Toxic Shots
I think the rest of the Quiver where quite bad in this run. We could have gotten a smaller deck with these and play this more often.
Passives do rely a little bit on Luck, but if we can choose we would take the following:
- Phantom deals an additional 50% Hit whenever you play an Arrow
- PRIORITY 1: Target Practice reduces Armor by 30 for 2 turns if you can hit the same enemy 6 times in a turn. Best Armor Shredding you can get!
- Critical Hit gets you 10% chance to deal 50% more damage
- Quick Draw lets you draw 2 additional Arrows on turn 1. Pretty good to get what you need to kill
- Rupturing Shot gives each Hit 10% Chance to reduce Armor by 5
- Ruthlessness grants you +3 damage
- Swift Draw lets you draw an additional Arrow. Another card to play on turn 1
- Concussive Aim is another Armor shred. It grants 5% chance to reduce Armor by 20 on hitting an enemy
- Opening Shot reduces the cost of the first Arrow played in a TURN by 1
- Sudden Invasion gives us 25% damage on turn 1
- Ancient Fury increases Phantoms Damage by 10%
- Terrifying Presence give an additional effect to your Phantom. Each hit by your Phantom decreases Targets Armor by 1
- Quiver of Plenty lets you start your fight with 2 Ultimate Charges
- Aim fot the Eyes grants 5% chance to Stun
- Reckoning Multishots your remaining Arrows before you use your Ultimate
- Revenge from Below gives your Phantom 5% additional Damage for each Arrow in Hand
- Supersonic Shot allows us to have a 5% chance to deal 100% more damage
- Too Many Options gives you 3 Ultimate Charges and 100% damage if you can draw over your hand limit
- Expand Quiver increases the maximum amount of Ultimate Charges by 10. More Maschine Gun hits
- Keen Resolve increases the Ultimate Ability damage by 25%
- Ancestral Domination reduces the incoming damage by 5% on dealing a hit. Good if you are on an endless run, bad for everything else.
- Deadly Force gives you +5% damage on drawing additional Arrows
- Calibration is really slow. It gives you +3% damage each turn.
- Scales gives you +75 Armor on turn 1. Nice to get Barrier, but we wanna kill quickly.
- Protective Force increases your Armor by 5 if you draw additional Arrows
- Studded Armor just increases your Armor by 10
- Suppressive Fire gives you 5 Armor after playing an Arrow
- Survival Training gives you +40 Health
- Camouflage is another Passive that grants you Armor for 2 turns, but this time on being hit
- Full Cover gives you 30 Armor after using your UItimate Ability
- Keeping Distance lets you keep 10% of your barrier at the end of turn
- Protection grants 20 Barrier on discarding Arrows
- Waiting for an Opening gets you 33 Barrier if you played no Arrows
- Doomsday is bad because there are not many Maneuvers that can hit. But if you have one you gain 3 Ultimate Charges
- Perfect Shot increases your Damage next turn by 100% if you deal no hits this turn
- Constant Motion lets you auto create Barrier of 10% of your Armor every turn
- Dangerous Backup gives you 10 Armor on using Quivers
At the time of writing some new Passives have been added to the game. I still need to unlock them, but as soon as done, I’m going to update the list.
Since we are going for a Quiver Build we are not matching the best Masteries, but its fine. Let’s take a look:
- Weaponized Quiver – +30 HP and using a Quiver grants 50% damage
- Scattershot – +5 Armor and the Ultimate Ability hits twice for each Ultimate Charge
- Walking Fortress – +2 damage and each turn you get 20% Armor as Barrier
- Path of the Keeper deals an additional Phantom Hit for each Ultimate Ability Hit
- Path of the Assassin – Your Ultimate Ability is now an AOE and if you kill, you get 3 Charges back.
- Path of the Protector – Allows you to keep your Barrier completely. BUT Barriers are 75% weaker.
So for this Build we go with Weaponized Quiver and Path of the Assassin. Its good Damage on using Quivers and then more AOE on our Ultimate. Normally I would go for Scattershot instead for more Maschine Gunning.
With our Runestones we have many options, but there are also some Runestones that are better than others. So lets have a look at those:
- Mythical Ger will grant us up to 25%/50%/75% extra damage for each weapon slot used
- Mythical Haegl will grant us up to 100%/200%/300% damage if fully charged
- Common Calc will help us to win normal battles on turn one through drawing 1/2/3 additional card which are cost reduced by 1. This is only good if you have enough Arrows or Quivers to draw. So check your remaining deck after the start of a fight.
- Mythical Ur will cost reduced every 5th/4th/3rd card played. Effectively this will grant us a free card each turn
- Mythical Yr lets our 5th/4th/3nd card being duplicated
- Common Ethel for increased Armor 10/17/30 are really important to get more Barrier. Aim for 75 Armor in total
- Common Tir which would grant us up 50%/75%/100% damage for 1/2/3 turn(s)
- Rare Feoh are fine for damage increase 100%/175%/300% or card draw 1/2/3 with cost reduction by 1
- A rare Ken is a worse copy of an Mythical Yr. Rather take the Yr. But if its not available its okish to duplicate on every 15th/8th/5th card played
- Rare Peorth can be switched for a Common Tir instead of having 50%/80%/150% more damage which is decreasing each turn by 5%. But still fine if the fight does not take long.
- Common Gar to get more base damage 2/4/6 are fine at the start but later they fall off
- Common Stan for increased Health 10/17/30 or the Armor Reduction are not necessary
- An Common Eolh are only good on Level 3, but how on earth to get that far. On Level 1 they grant you every third turn maximum damage or minimum damage on enemies afterwards every 2nd or every turn on level 3. Since with Patch 1.2 these have been downgraded from Rare to Common its easier to reach lvl 3, but still hard
- Rare Gweorth with Armor reduction or gain are not necessary
- Rare Gyfu is an extra Hit or Barrier but only on not playing many cards
- Rare Lor with 10%/18%/30% Lifesteal is totally unnecessary
- Common Man are always bad
- In order to make use of a rare Nyd you would have to not use all your Energy. I would rather play any card from our thin deck
- Rare Os are a really bad healing stone for 1%/2%/3% after a battle
- Mystical Ear will grant is energy on having many cards or keeping unused energy.
- Mystical Ing will give us a chance for Healing Mixtures or Candles
- Mystical Lagu and Mystical Thorn can be useful for more Barrier effects, but mostly not
- A Wyn is bad, because we are not able to Stun that much
- Mystical Beorc grant us an extra energy after every 3rd/2nd/1st turn. Since we mostly able to kill on turn 1, its not good
- Mystical Daeg grant or improves barrier
Lets have a look at good or bad items for this class to use. Everything that help us draw if necessary is good:
- Talking Skull lets you draw 3/4/5 cards and after 1 upgrade also cost reduced by 1. Really good defensive option to draw a Stun card if none was drawn. As offensive option you can push out so much damage if you want through the extra cards.
- Tome of Knowledge also lets you just draw 1/2/3 more cards. Extra Draw = More Damage
- Wodden Flute with “A Stunning Song” is the best option in the game. 50% chance to Stun on each and every enemy. Can be used once per Battle and acquired from the Pied Piper. Getting this song might take a while.
- Acid Bomb reduce enemy Armor is great to kill on turn 1 if damage is lacking a bit
- Acid Flask same as the Bomb but single target
- Berserker Potion can be used to get more damage if you can Stun with a Shield Slam or are sure you can kill on this turn
- Consecrated Oil to get 100% extra damage is fine
- Healing Mixture of course is fine
- If you play a thin deck then Wayfarer Leaves are fine on the endless mode. You can trade Healing Mixtures against these to get free energy.
- Meat is a way worse way to heal than a Healing Mixture
- Oversaturated Runestone to fill your Ultimate sound ok, but I with all the mentioned Passives and Masteries we have enough charges.
- Sharpening Stone is mathematical good, but i a little bit to random for my taste
- Smoke Bomb to decrease damage is totally unnecessary, but still nice for endless runs
- Throwing Knives are not necessary to deal damage
- Warding Lore to get Barrier is not needed
So with this Build we first play Quivers until we reach the Hand Limit. With the increased damage, we go and shoot and if the enemy is still alive we kill them with our AOE Ultimate Ability. Pretty easy to play, pretty easy to win
If you want to read more about Tainted Grail: Conquest here is list of interesting articles:
If you want to read more about Tainted Grail: Conquest here is list of interesting articles:
Tainted Grail: Conquest – Game Sheet
Your life as it was, is no more. You awake on hearing the voice of a goat person? Strange monsters are conjured and now you have to fight? Whats happening? Lets explore! And that exploration is kinda unique for a card based rogue-like. You can travel through the land and decide which fight to take and when. But if you take too much time the Wyrdness will come get you. A mist that will not let you escape.