Sentry Buff Concept
spigwender
Member Posts: 473 ★★★
So I was bored one day so i decided to just mess with Sentry’s abilities and see what i could come up with, and hopefully think of something useful.
Disclaimers because people love to get mad at posts like these:
I am doing this for fun. While it would be cool, i have no intent to have this added to the game.
Also, i understand this might not be good enough or might be too good. feedback would be nice and fun, but i am not an experienced game designer that is being hired to skillfully design these things.
Here is the buff ideas:
Sentry Buff Ideas
Signature Ability
Molecular Reformation (Max Sig)
* When Sentry loses his Combo., he has a 100% chance to become indestructible for 0.30 seconds per Reality Warp.
* At the Start of a fight, if Health is above 0%, Reality Warps persist with Sentry from the previous fight.
Passive
* Immune to Poison, Incinerate, Coldsnap, and Frostbite
Reality Warps - Passive
* Sentry gains a Reality Warp Passive for every 40 hits on his combo meter. Reality Warps act as multipliers for his abilities.
Passive: State of Mind
* Sentry starts the fight in Unyielding Fortitude and changes to the next State for every 10 Hits in a Combo. When Sentry loses his Combo, he reverts to Unyielding Fortitude.
* Unyielding Fortitude: 100% chance on entering this State, Sentry cannot lose his Combo. Remains until Sentry changes States.
* Overpowering Light: 100% chance on entering this State, Sentry’s Special 1 Attack Damage is increased by 70% per Reality Warp and is Unblockable. Remains until Sentry changes States.
* Steadfast Approach: 100% chance on entering this State, Sentry’s Heavy Attack Damage is increased by 70% per Reality Warp. In addition, he gains 100% chance to Perfect Block. Remains until Sentry changes States.
* Absolute Strength: 100% chance on entering this State, Sentry’s Special 2 Attack Damage is increased by 70% per Reality Warp and is Unblockable. Remains until Sentry changes States.
* After Absolute Strength, Sentry restarts State of Mind, entering Unyielding Fortitude.
When ending a combo with a light attack
When fighting without a natural class disadvantage, Incinerate the opponent for 2.5 seconds. This incinerate does 15% of his base attack for each Reality Warp.
While the opponent is incinerated, each hit steals 3% of their max power and deals an additional burst of 15% of the damage dealt.
When Charging Heavy Attack
100% chance for the opponent to miss while the opponent is incinerated.
Special 1
* This attack does not add hits to the combo meter. However, at the end of the attack, 10 hits are automatically added to the combo. If the opponent blocks this attack, gain 5 hits instead.
* Gain a Fury buff, increasing attack by 40%.
* Inflict Incinerate, dealing 20% of Sentry’s attack per Reality Warp as Energy Damage over 8 seconds. Incinerate also removes Perfect Block Chance and reduces Block Proficiency by 50%.
Special 2
* Inflict Armor Break, removing an armor up and reducing armor by 1000.
* Inflict Incinerate, dealing 25% of Sentry’s attack per Reality Warp as Energy Damage over 10 seconds.
Special 3
* Gain a Solar Power passive. Solar Power lasts for 40 seconds, and Sentry gains a variety of abilities based on how many Reality Warps he has.
Solar Power - Passive
* While Solar Power is active, Sentry gains the following abilities based on amount of Reality Warp Charges. These abilities stack.
* 1 Reality Warp: Opponent gains 20% less power when struck.
* 2 Reality Warps: Incinerates deal 50% more damage.
* 3 Reality Warps: all Debuffs last 50% longer.
* 4 Reality Warps: Attacks cannot be Evaded or Missed, and Medium attacks have a 20% chance to be unblockable.
* 5 Reality Warps: While the opponent is incinerated, life steal 10% of damage done.
Disclaimers because people love to get mad at posts like these:
I am doing this for fun. While it would be cool, i have no intent to have this added to the game.
Also, i understand this might not be good enough or might be too good. feedback would be nice and fun, but i am not an experienced game designer that is being hired to skillfully design these things.
Here is the buff ideas:
Sentry Buff Ideas
Signature Ability
Molecular Reformation (Max Sig)
* When Sentry loses his Combo., he has a 100% chance to become indestructible for 0.30 seconds per Reality Warp.
* At the Start of a fight, if Health is above 0%, Reality Warps persist with Sentry from the previous fight.
Passive
* Immune to Poison, Incinerate, Coldsnap, and Frostbite
Reality Warps - Passive
* Sentry gains a Reality Warp Passive for every 40 hits on his combo meter. Reality Warps act as multipliers for his abilities.
Passive: State of Mind
* Sentry starts the fight in Unyielding Fortitude and changes to the next State for every 10 Hits in a Combo. When Sentry loses his Combo, he reverts to Unyielding Fortitude.
* Unyielding Fortitude: 100% chance on entering this State, Sentry cannot lose his Combo. Remains until Sentry changes States.
* Overpowering Light: 100% chance on entering this State, Sentry’s Special 1 Attack Damage is increased by 70% per Reality Warp and is Unblockable. Remains until Sentry changes States.
* Steadfast Approach: 100% chance on entering this State, Sentry’s Heavy Attack Damage is increased by 70% per Reality Warp. In addition, he gains 100% chance to Perfect Block. Remains until Sentry changes States.
* Absolute Strength: 100% chance on entering this State, Sentry’s Special 2 Attack Damage is increased by 70% per Reality Warp and is Unblockable. Remains until Sentry changes States.
* After Absolute Strength, Sentry restarts State of Mind, entering Unyielding Fortitude.
When ending a combo with a light attack
When fighting without a natural class disadvantage, Incinerate the opponent for 2.5 seconds. This incinerate does 15% of his base attack for each Reality Warp.
While the opponent is incinerated, each hit steals 3% of their max power and deals an additional burst of 15% of the damage dealt.
When Charging Heavy Attack
100% chance for the opponent to miss while the opponent is incinerated.
Special 1
* This attack does not add hits to the combo meter. However, at the end of the attack, 10 hits are automatically added to the combo. If the opponent blocks this attack, gain 5 hits instead.
* Gain a Fury buff, increasing attack by 40%.
* Inflict Incinerate, dealing 20% of Sentry’s attack per Reality Warp as Energy Damage over 8 seconds. Incinerate also removes Perfect Block Chance and reduces Block Proficiency by 50%.
Special 2
* Inflict Armor Break, removing an armor up and reducing armor by 1000.
* Inflict Incinerate, dealing 25% of Sentry’s attack per Reality Warp as Energy Damage over 10 seconds.
Special 3
* Gain a Solar Power passive. Solar Power lasts for 40 seconds, and Sentry gains a variety of abilities based on how many Reality Warps he has.
Solar Power - Passive
* While Solar Power is active, Sentry gains the following abilities based on amount of Reality Warp Charges. These abilities stack.
* 1 Reality Warp: Opponent gains 20% less power when struck.
* 2 Reality Warps: Incinerates deal 50% more damage.
* 3 Reality Warps: all Debuffs last 50% longer.
* 4 Reality Warps: Attacks cannot be Evaded or Missed, and Medium attacks have a 20% chance to be unblockable.
* 5 Reality Warps: While the opponent is incinerated, life steal 10% of damage done.
8
Comments
- Sentry is immune to all degeneration effects.
That's it.
And he need addition effects with how many reality warp like MorningStar
1 sentry why is he such a lol?
2 why on earth ghost rider doesn't have incenerate ability & immunity? & Poison immunity.
3 is that really magneto? Or poop man?
KABAM : soo many ideas soo little time.
It's been 5 years bruh..... Lol.