Sentry Buff Concept
LemoNot
Member Posts: 186 ★
Values are based off a r3 6*. Doesn't change his rotation, but gives Sentry more safety and utility, and allows him to take more advantage of his Reality Warps.
Basic Attacks:
40% chance to Armor Break, removing an Armor Up and reducing Armor by 600 for 12 seconds.
All basic hits ignore Auto-Block.
Passive:
Having the power of a million suns, it stands to reason that Sentry is immune to Incinerate.
Reality Warp
-At the start of a fight and after every 40 Hits in a Combo, Sentry gains a Reality Warp. Reality Warps stack up to 10 in one fight. Reality Warps are used as a multiplier for his abilities. Up to 5 Reality Warps persist with Sentry from fight to fight.
-Each Reality Warp grants Sentry:
+1 hit on the combo meter for each successful hit
+10% Ability Accuracy (70% chance to enter Steadfast Approach with one Reality Warp, to clarify)
+2000 Energy and Physical Resist
+500 Armor Rating
+10% Combat Power Rate
+5% Debuff duration
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.
-At 1 Reality Warp, regain 20% of missing health when entering this State.
-At 5+ Reality Warps, a Combo Shield is active for 5 seconds when entering any State of Mind.
-Overpowering Light: 100% chance on entering this State, Sentry's Special 1 Attack Damage is increased by 3111 per Reality Warp and is Unblockable. Remains until Sentry changes States.
-At 2 Reality Warps, Sentry's buffs instead become passive effects.
-At 5+ Reality Warps, Sentry has a 45% chance to ignore damage caps on Critical Hits while in this State.
-Steadfast Approach: 60% chance on entering this State, Sentry's Heavy Attack Damage is increased by 3111 per Reality Warp. In addition, he gains 100% chance to Perfect Block. Remains until Sentry changes States.
-At 3 Reality Warps, Sentry is Unstoppable during his Heavy Attacks.
-At 5+ Reality Warps, Sentry 's Heavy Attack places a 24-second Concussion debuff on the opponent, reducing Ability Accuracy by -80%. This Concussion does not stack.
-Absolute Strength: 100% chance on entering this State, Sentry's Special 2 Attack Damage is increased by 3111 per Reality Warp and is Unblockable. Remains until Sentry changes States.
-At 4 Reality Warps, Sentry ignores resistance to Block Break.
-At 5+ Reality Warps, reduces damage taken from passive effects by 150% while in this State.
-After Absolute Strength, Sentry restarts State of Mind, entering Unyielding Fortitude.
-At 5+ Reality Warps, Sentry's previous State of Mind lingers for 15 seconds when entering a new one.
Special Attacks:
If Sentry has at least one Reality Warp, all Special Attacks ignore the opponent's Resistances.
+1500 Critical Rating per Reality Warp.
Special 1: Light Blast - Sentry punches his opponent before unleashing a Light-based Energy blast.
Consumes one Reality Warp to gain Fury, increasing Attack by 800 for 20 seconds.
+20% Fury potency and duration for every Reality Warp on activation.
Special 2: Soaring Strike - Sentry leads with an uppercut then loops around for a flying double punch.
-Each hit has a 65% chance to inflict two 20-second Exhaustion debuffs, reducing opponents' Critical Damage Rating by 80 and power gain effects by 25%.
-Final hit inflicts a 20-second Suppression debuff, decreasing opponents' Defensive Combat Power Rate by 25% per active debuff.
Special 3: Channel the Void - Sentry transforms into the Void, creating a black hole that consumes the opponent.
When Health is below 50%, Sentry consumes one Reality Warp to Heal 8091.6 over 3 seconds.
+30% regen potency for each Reality Warp on activation.
Activates Fear of the Void for 40 seconds; combines effects of Agility, Fatigue, and Petrify, and grants Sentry +50% attack rating.
Awakened Ability:
Molecular Reformation Sig [1-200]-
-When entering a fight at 5 Reality Warps, Sentry activates all States of Mind at the beginning of the fight for [20-80] seconds.
-When Sentry is intercepted or struck by a Special Attack, he has a [25-100]% chance to become Indestructible for [0.3-1.5] seconds per Reality Warp, consuming one. Indestructible doesn’t trigger if Sentry is afflicted with Bleed.
Synergies-
Beacon of Hope (Black Widow, Vision, Hawkeye, Captain America)-
Sentry: States of Mind take 5 less hits to enter vs #Villains (except for Void).
Avengers: +750 Block Proficiency and +20% Ability Accuracy
Other Half (Void)
Sentry- Fear of the Void is refreshed when the opponent is knocked down.
Sparring Partners (Hulk)-
Sentry- Special Attacks inflict Incinerate, dealing 40% of damage dealt by Sentry's special attack as Energy Damage over 8 seconds. Incinerate removes Perfect Block chance and reduces Block Proficiency by 50% while active.
Hulk- Regenerate 60% of damage dealt while under the effect of a Fury.
Buff Hulk's Awakened Ability Kabam, come on
Trivia interaction (Cyclops and Havok kinda thing)-
Sentry is immune to ability reduction against Void, nor does he take damage from them. Same resistance to Fear of the Void.
Void prevents Sentry from changing States of Mind and gaining Reality Warps.
Basic Attacks:
40% chance to Armor Break, removing an Armor Up and reducing Armor by 600 for 12 seconds.
All basic hits ignore Auto-Block.
Passive:
Having the power of a million suns, it stands to reason that Sentry is immune to Incinerate.
Reality Warp
-At the start of a fight and after every 40 Hits in a Combo, Sentry gains a Reality Warp. Reality Warps stack up to 10 in one fight. Reality Warps are used as a multiplier for his abilities. Up to 5 Reality Warps persist with Sentry from fight to fight.
-Each Reality Warp grants Sentry:
+1 hit on the combo meter for each successful hit
+10% Ability Accuracy (70% chance to enter Steadfast Approach with one Reality Warp, to clarify)
+2000 Energy and Physical Resist
+500 Armor Rating
+10% Combat Power Rate
+5% Debuff duration
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.
-At 1 Reality Warp, regain 20% of missing health when entering this State.
-At 5+ Reality Warps, a Combo Shield is active for 5 seconds when entering any State of Mind.
-Overpowering Light: 100% chance on entering this State, Sentry's Special 1 Attack Damage is increased by 3111 per Reality Warp and is Unblockable. Remains until Sentry changes States.
-At 2 Reality Warps, Sentry's buffs instead become passive effects.
-At 5+ Reality Warps, Sentry has a 45% chance to ignore damage caps on Critical Hits while in this State.
-Steadfast Approach: 60% chance on entering this State, Sentry's Heavy Attack Damage is increased by 3111 per Reality Warp. In addition, he gains 100% chance to Perfect Block. Remains until Sentry changes States.
-At 3 Reality Warps, Sentry is Unstoppable during his Heavy Attacks.
-At 5+ Reality Warps, Sentry 's Heavy Attack places a 24-second Concussion debuff on the opponent, reducing Ability Accuracy by -80%. This Concussion does not stack.
-Absolute Strength: 100% chance on entering this State, Sentry's Special 2 Attack Damage is increased by 3111 per Reality Warp and is Unblockable. Remains until Sentry changes States.
-At 4 Reality Warps, Sentry ignores resistance to Block Break.
-At 5+ Reality Warps, reduces damage taken from passive effects by 150% while in this State.
-After Absolute Strength, Sentry restarts State of Mind, entering Unyielding Fortitude.
-At 5+ Reality Warps, Sentry's previous State of Mind lingers for 15 seconds when entering a new one.
Special Attacks:
If Sentry has at least one Reality Warp, all Special Attacks ignore the opponent's Resistances.
+1500 Critical Rating per Reality Warp.
Special 1: Light Blast - Sentry punches his opponent before unleashing a Light-based Energy blast.
Consumes one Reality Warp to gain Fury, increasing Attack by 800 for 20 seconds.
+20% Fury potency and duration for every Reality Warp on activation.
Special 2: Soaring Strike - Sentry leads with an uppercut then loops around for a flying double punch.
-Each hit has a 65% chance to inflict two 20-second Exhaustion debuffs, reducing opponents' Critical Damage Rating by 80 and power gain effects by 25%.
-Final hit inflicts a 20-second Suppression debuff, decreasing opponents' Defensive Combat Power Rate by 25% per active debuff.
Special 3: Channel the Void - Sentry transforms into the Void, creating a black hole that consumes the opponent.
When Health is below 50%, Sentry consumes one Reality Warp to Heal 8091.6 over 3 seconds.
+30% regen potency for each Reality Warp on activation.
Activates Fear of the Void for 40 seconds; combines effects of Agility, Fatigue, and Petrify, and grants Sentry +50% attack rating.
Awakened Ability:
Molecular Reformation Sig [1-200]-
-When entering a fight at 5 Reality Warps, Sentry activates all States of Mind at the beginning of the fight for [20-80] seconds.
-When Sentry is intercepted or struck by a Special Attack, he has a [25-100]% chance to become Indestructible for [0.3-1.5] seconds per Reality Warp, consuming one. Indestructible doesn’t trigger if Sentry is afflicted with Bleed.
Synergies-
Beacon of Hope (Black Widow, Vision, Hawkeye, Captain America)-
Sentry: States of Mind take 5 less hits to enter vs #Villains (except for Void).
Avengers: +750 Block Proficiency and +20% Ability Accuracy
Other Half (Void)
Sentry- Fear of the Void is refreshed when the opponent is knocked down.
Sparring Partners (Hulk)-
Sentry- Special Attacks inflict Incinerate, dealing 40% of damage dealt by Sentry's special attack as Energy Damage over 8 seconds. Incinerate removes Perfect Block chance and reduces Block Proficiency by 50% while active.
Hulk- Regenerate 60% of damage dealt while under the effect of a Fury.
Buff Hulk's Awakened Ability Kabam, come on
Trivia interaction (Cyclops and Havok kinda thing)-
Sentry is immune to ability reduction against Void, nor does he take damage from them. Same resistance to Fear of the Void.
Void prevents Sentry from changing States of Mind and gaining Reality Warps.
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Comments
State of Mind primary effects (e.g. Sentry gaining 20% of missing health at 1 Reality Warp under Unyielding Fortitude) would be active when at or above the specified number of Warps, not just at the set number.
But overall this should make him a monster. Well done.
To specify, at max ramp-up Sentry would be "effectively immune" to certain debuffs, similar to Guardian being capable of healing more health than Coldsnap damage can deal, or Magneto's -90% Bleed potency when receiving one.
So, more like a quarter million unreasonably uncomfortable pillows.
Rip & Tear (Carnage, Ares if they ever add him)-
Sentry- Crits on Special/Heavy Attacks while the opponent suffers from an Armor Break places a 10-second Bleed on the opponent, dealing 65% of Sentry's modified Attack as Damage.
Carnage- While Klyntar Mutation is active and the opponent is Bleeding/Armor Broken, Carnage cannot Miss or be Evaded.
Doing the Right Thing (Iron Patriot) [Name could use improvement]-
Sentry and #Thunderbolts Champions gain the benefits of the Beacon of Hope synergy.
Sentry- Fear of the Void increases Debuff duration by 50% while active.
Iron Patriot- +100% Armor Break duration. Heavy Attacks while the opponent suffers from Armor Break refreshes all Stun effects on the opponent.