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Perhaps no class in the game is more ready to tackle the final boss without any upgrades of extra cards than the Sentinel is. If that seems like too bold of a promise, following the steps here will assure that Tainted Grail: Conquest is finally conquered by anybody that has the class available to them.

Get A Barrier Established

Work before play is a generic colloquialism, but straying from this advice can mean instant death for any Archer class. Because barriers go away after every turn, the Sentinel will need to spend one point of energy each turn putting one up to avoid taking a beating.

There are exceptions. When farming up currencies and attacking extra mobs that aren’t using an attack, feel free to focus fully on offense for a turn. The Pied Piper has a block tune and there are runestones that put barriers up every turn, so these can also substitute for using a barrier card. Just be sure to have one up.

Armor Reduction Is The Sentinel’s Best Friend

Every shot the Sentinel gets in is going to be followed up by a shot that deals 50% of the Sentinel’s normal hit damage. To make the most of both strikes, reduce enemy armor. The base hand won’t help with this endeavor, but there are ways to get some debuff cards added in.

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There are a few quivers that offer toxic shots in them; these are the best cards in the game for a Sentinel. To get a head start on reducing armor, use the master-at-arms to guarantee starting with at least one such quiver every fight.

Use The Ultimate As A Finisher

The Sentinel’s ultimate ability fires off shots from the phantom that hit random targets. These shots are more plentiful and powerful the higher that the charges get. At full, this will likely kill anything except a boss in one swoop, but there is a catch.

The phantoms will hit random targets, so it’s not so simple to determine who will still be standing at the end of a barrage. To compensate for this issue, use it when enemies only need one or two hits to be killed. Against single targets, there’s no issue, making the Sentinel one of the best classes in the game.

Level 10 - Walking Fortress

Adds two damage and grants a barrier for 20% of armor at the start of every turn

Sentinels are spoiled with good choices for a level ten mastery as selection bolsters offensive and defensive prowess. If players have lots of quivers, they’ll get an extra 50% damage when using a quiver and thirty health with Weaponized Quiver. Scattershot adds five armor and doubles the number of ultimate shots.

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But the safest bet for every run is the Walking Fortress which will automatically add a barrier every turn and add a couple of damage points. This might seem heavily skewed toward defense, but the extra energy saved by not needing to spend it on a barrier increases offense just as much as the other choices.

Level 20 - Path Of The Assassin

Ultimate targets all enemies instead of one, killing an enemy generates three ultimate charges

Unlike the level ten mastery, there is a clear winner here. Path of the Protector is a flat-out liability capable of ruining a run because it makes barriers 75% weaker; the fact that they stay through each turn is not enough to compensate. Path of the Keeper adds more hits from the phantom, which isn’t shabby.

Path of the Assassin is a step above the rest. Killing every enemy means the ultimate should be used whenever it’s charged up, regardless of the enemy formation. It’s charged faster when enemies die as well. Even if players use their charges more for quivers than the ultimate, the extra charges will give the Sentinel more arrows.

Tainted Grail: Conquest was released on May 27th, 2021, and is available for PC.

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