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Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.
Amarr Frigate bonuses (per skill level):
Note: The following information predates the release of the Rubicon expansion and may be outdated.
The Sentinel is sometimes known as the 'mini-Curse'. Like the Curse is gets a bonus to energy neutraliser and nosferatu amount, and a massive bonus to range, allowing it to use small neuts out to 25-30k. Its other bonuses are 5% per level to TDs (the other factor in common with its Amarr Recon counterparts), and the EAS bonus to capacitor (which is particularly good on this hull, since neutralisers are quite cap hungry themselves).
The Sentinel is missing any sort of drone bonus and this means that, since the highs are usually dedicated to cap warfare mods, the damage output is low at best. Again in Amarr drone boat fashion the drone bay is huge (60 m3 - surpassed only by the Astero), but this is balanced by only a 20 Mbit/sec bandwidth. The total then is 3 flights of 4 light drones (most fits are 2 flights of damage and 1 of ECM).
When you add ~20km small neuts, the damage mitigation of bonused TDs, and the ability to bring EWAR drones without sacrificing flexibilty you get an extremely versatile package. This leads to a reputation as a solopwnmobile, able to bring most enemy frigates and some cruisers to their knees by draining them of capacitor.
The Sentinel is useful solo and in small gangs, but is less useful in larger fleets where chances are most targets will be dead from damage before neuting them has much effect. The Sentinel makes a poor dedicated tracking disruption platform, since the Crucifier is superior at this role at a fraction of the price.
Further information about additional or recommended skills to pilot Sentinel for a specific or it's common role(s) can be written here.
For more info on fittings, please click here
The Sentinel is a slow starter. Typically it's fit with a warp disruptor and kites at 20k+, sicking its drones on the target while neuting it. If the target has drones, you may want to target them with your own drones instead of their ship. Initially it may seem like the Sentinel is trading damage poorly, but once the target's capacitor is empty the tide will turn. The first thing to go will be the prop mod and next their tackle, which will allow the Sentinel perfect range control (if the Sentinel was caught and scrammed or webbed, if it survives to this point it can pull range again). If the target had an active tank, it will stop working, and any guns that use capacitor will only fire sporadically. At this point the Sentinel has the advantage. If the target is still effectively dealing damage with capless weapons like missiles or drones, the Sentinel can disengage. If the target can't effectively deal damage any more then simply orbit at 25km and finish them at leisure.
A target with a nos may make the fight slightly trickier, since clever syncing of nos with tackle mod can keep it running longer, but any prop mod will definitely shut down and eventually the scram will break under your neuting pressure. A target with a capacitor booster is more of a threat, since the cap they can inject may let them keep their modules running long enough to kill you. Technically capacitor batteries would help against a Sentinel, since they reflect some of the neuting effect back, but they're rarely seen in PvP, since a cap booster is more useful for similar fitting cost.
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.