Sentry Rework Idea
Kakoua
Member Posts: 8 ★
So Sentry has been living rent free in my head for some time and it annoyed me that he is still a bit of a noodle in MCOC so for fun a made a Sentry Rework Idea.
I have not read any comic regarding sentry, this is merely what I've read on the various websites and so I thought it would be cool if this man finally got some love. I have 0 games design experience and have probably made a beyond OP concept but I like this idea.
Class: Science
All of Sentrys attacks deal energy damage
When fighting #Villains Sentry gains +2500 attack
Sentry cannot equip a Relic on himself and is Replaced with the Warp Ability
Signature Ability: Heroic Might
When Sentry activates his SP2 instantly regenerate 60-95% damage dealt by the SP2
When Sentry Charges with a medium attack gain an Unblockable for 3-5 seconds with a cooldown of 10-8 seconds
Limitless Power:
Because of the Super Soldier serum this grants Bob Reynolds Limitless Power making his alter ego Sentry nearly invulnerable making him immune to Bleed,Shock,Poison, Incinerate, Reverse Controls and Ability modifications. Sentry also takes 50% reduced damage from Coldsnap,Frostbite,Power burn, Power Sting, Power Drain and Nova Flames. However Sentry takes 50% more damage from Degeneration and Armour Break effects. Sentry also has -25% power gain from his basic attacks but can't have it lowered in any other way.
Power of a Million Exploding Suns:
At the start of the fight this is at 0 and increases by 1 every 8 seconds and for each one it increases his attack rating by 2000 and places an indefinite passive energy vulnerability with a potency of 1650 that do not fall of or disappear if the POAMES (Power of a Million exploding Suns) are removed maxing out at 10 stacks. Knocking Sentry down pauses his ability to gain POAMES for 5 seconds with a max of 2 Stacks and knocking him down again removes 1 POAMES with a cooldown of 4 Seconds. For every 5 hit combo dealt the POAMES timer decreases by 2, if Sentry's POAMES is reduced to 0 in anyway he cannot gain anymore for 10 seconds or 5 seconds on defence.
At 2 Stacks he gains a True sense buff and for each successful hit on the opponent he deals Incinerate damage with a potency of 121 and if the opponent is immune to Incinerate it will deal plasma instead with the same potency. Also if the opponent suddenly becomes immune to Incinerate or Plasma instantly explode those prior debuffs dealing 150 energy damage and go on a 12 second timer before swapping to the alternate damaging debuff. This also unlocks the SP1.
At 5 Stacks the Sentry will activate a Steadfast for 15 seconds, a Bulwark increasing his block proficiency by 2500 and the next hit sentry would receive will activate an indestructible passive for 5 seconds and a falter passive on the opponent for 2 seconds, this goes on cooldown for 12 seconds or 10 seconds on defence. This also unlocks Warp where the striker button would be and when pressed it will send Sentry and the opponent to the enemies corner passively stunning the opponent for 2 seconds and inflicting a indefinite Daunted passive of 25% Potency Max of 3 Stacks. On defence a 3 Second timer will proc before Warp is used and it sends both characters to opposite ends of the screen and places a Unsteady passive on the attacker for 7 seconds. Warp fills up similarly to Relics but cannot have it's charge rate modified in anyway.
At 8 Stacks this activates Sentry's Molecular Manipulation and he stops gaining POAMES unless stated otherwise and he unlocks his SP2 . If the opponent knocks Sentry down or intercepts him it invokes the Void.
At 10 Stacks he unlocks the SP3.
Note* on Defence Sentry's Specials are not locked
Molecular Manipulation:
When activating the Special 2 Molecular Manipulation will activate with a prompt to swipe forwards or backwards to warp forwards or backwards in time. Warping forwards will give him 10 Stacks of POAMES and immediately allow him to use the SP3. Warping Backwards increases POAMES to 20 stacks and sends him back to 0 bars of power but starting at 10 POAMES and applies a Power Gain buff filling 100% of a bar of power over 14 seconds. Molecular Manipulation goes on a 30 second cooldown once used.
Invocation of the Void:
When Sentry reaches 8 Stacks of POAMES if he is stunned,knocked down, intercepted, afflicted with armour break or afflicted with a degeneration it invokes the Void to reveal himself activating a timer with a number 15 inside it. The 15 goes down for each hit and if that number hits 0 before the other timer it removes the invocation of the Void but if it is not reached in time Sentry is temporarily depowered and all of his POAMES is removed and locked and his warp meter is reduced to 0 and inflicts a degeneration dealing 5000 for 6 seconds. When the degeneration wears off Invocation of the Void goes on cooldown for 15 seconds (22 seconds on defence) and after 10 seconds of that timer Sentry will be able to gain POAMES again.
Heavy Attack: When Struck Pause all Incinerate/Plasma for 1.5 Seconds
Special Attack 1: When activated gain a 20% energize buff and if the opponent is hit gain 2 POAMES. If Sentry is punished by his SP1 he loses 2 POAMES and 3 Energy Vulnerablities.
Special Attack 2: When activated Molecular Manipulation will also activate and deal damage resetting all Incinerates/plasmas before activating whether to warp forwards or backwards. For each Incinerate/ Plasma, deal a burst of 450 energy damage. This Attack is also unblockable.
Special Attack 3: For each Incinerate/Plasma on the opponent deal a bust of 900 energy damage on the opponent. After this attack it returns Sentry's POAMES to 1 and unable to gain more for 5 seconds
I have not read any comic regarding sentry, this is merely what I've read on the various websites and so I thought it would be cool if this man finally got some love. I have 0 games design experience and have probably made a beyond OP concept but I like this idea.
Class: Science
All of Sentrys attacks deal energy damage
When fighting #Villains Sentry gains +2500 attack
Sentry cannot equip a Relic on himself and is Replaced with the Warp Ability
Signature Ability: Heroic Might
When Sentry activates his SP2 instantly regenerate 60-95% damage dealt by the SP2
When Sentry Charges with a medium attack gain an Unblockable for 3-5 seconds with a cooldown of 10-8 seconds
Limitless Power:
Because of the Super Soldier serum this grants Bob Reynolds Limitless Power making his alter ego Sentry nearly invulnerable making him immune to Bleed,Shock,Poison, Incinerate, Reverse Controls and Ability modifications. Sentry also takes 50% reduced damage from Coldsnap,Frostbite,Power burn, Power Sting, Power Drain and Nova Flames. However Sentry takes 50% more damage from Degeneration and Armour Break effects. Sentry also has -25% power gain from his basic attacks but can't have it lowered in any other way.
Power of a Million Exploding Suns:
At the start of the fight this is at 0 and increases by 1 every 8 seconds and for each one it increases his attack rating by 2000 and places an indefinite passive energy vulnerability with a potency of 1650 that do not fall of or disappear if the POAMES (Power of a Million exploding Suns) are removed maxing out at 10 stacks. Knocking Sentry down pauses his ability to gain POAMES for 5 seconds with a max of 2 Stacks and knocking him down again removes 1 POAMES with a cooldown of 4 Seconds. For every 5 hit combo dealt the POAMES timer decreases by 2, if Sentry's POAMES is reduced to 0 in anyway he cannot gain anymore for 10 seconds or 5 seconds on defence.
At 2 Stacks he gains a True sense buff and for each successful hit on the opponent he deals Incinerate damage with a potency of 121 and if the opponent is immune to Incinerate it will deal plasma instead with the same potency. Also if the opponent suddenly becomes immune to Incinerate or Plasma instantly explode those prior debuffs dealing 150 energy damage and go on a 12 second timer before swapping to the alternate damaging debuff. This also unlocks the SP1.
At 5 Stacks the Sentry will activate a Steadfast for 15 seconds, a Bulwark increasing his block proficiency by 2500 and the next hit sentry would receive will activate an indestructible passive for 5 seconds and a falter passive on the opponent for 2 seconds, this goes on cooldown for 12 seconds or 10 seconds on defence. This also unlocks Warp where the striker button would be and when pressed it will send Sentry and the opponent to the enemies corner passively stunning the opponent for 2 seconds and inflicting a indefinite Daunted passive of 25% Potency Max of 3 Stacks. On defence a 3 Second timer will proc before Warp is used and it sends both characters to opposite ends of the screen and places a Unsteady passive on the attacker for 7 seconds. Warp fills up similarly to Relics but cannot have it's charge rate modified in anyway.
At 8 Stacks this activates Sentry's Molecular Manipulation and he stops gaining POAMES unless stated otherwise and he unlocks his SP2 . If the opponent knocks Sentry down or intercepts him it invokes the Void.
At 10 Stacks he unlocks the SP3.
Note* on Defence Sentry's Specials are not locked
Molecular Manipulation:
When activating the Special 2 Molecular Manipulation will activate with a prompt to swipe forwards or backwards to warp forwards or backwards in time. Warping forwards will give him 10 Stacks of POAMES and immediately allow him to use the SP3. Warping Backwards increases POAMES to 20 stacks and sends him back to 0 bars of power but starting at 10 POAMES and applies a Power Gain buff filling 100% of a bar of power over 14 seconds. Molecular Manipulation goes on a 30 second cooldown once used.
Invocation of the Void:
When Sentry reaches 8 Stacks of POAMES if he is stunned,knocked down, intercepted, afflicted with armour break or afflicted with a degeneration it invokes the Void to reveal himself activating a timer with a number 15 inside it. The 15 goes down for each hit and if that number hits 0 before the other timer it removes the invocation of the Void but if it is not reached in time Sentry is temporarily depowered and all of his POAMES is removed and locked and his warp meter is reduced to 0 and inflicts a degeneration dealing 5000 for 6 seconds. When the degeneration wears off Invocation of the Void goes on cooldown for 15 seconds (22 seconds on defence) and after 10 seconds of that timer Sentry will be able to gain POAMES again.
Heavy Attack: When Struck Pause all Incinerate/Plasma for 1.5 Seconds
Special Attack 1: When activated gain a 20% energize buff and if the opponent is hit gain 2 POAMES. If Sentry is punished by his SP1 he loses 2 POAMES and 3 Energy Vulnerablities.
Special Attack 2: When activated Molecular Manipulation will also activate and deal damage resetting all Incinerates/plasmas before activating whether to warp forwards or backwards. For each Incinerate/ Plasma, deal a burst of 450 energy damage. This Attack is also unblockable.
Special Attack 3: For each Incinerate/Plasma on the opponent deal a bust of 900 energy damage on the opponent. After this attack it returns Sentry's POAMES to 1 and unable to gain more for 5 seconds
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Comments
I wrote this way before I came to the increased attack.
3. What rank have you written the +2500 attack rating for? Because that's around an extra 30% increase for a 6r5a, fighting against Villains. Too much.
3. Too MANY immunities. He has no reason to be immune to Reversed Controls, or Shock, or Bleed. Sure, we go for the "Limitless power" point, but you've basically made sure he can only be damaged by physical attacks, and his power is undrainable. Imagine that in a Spite node. So all in all, he does not take damage from the most common DoT effects, and has a 50% resistance to the rest. Also, what kind of damage does Armour Break give?
4. No, no, just hell no to Power of A Million Ecploding Suns. 10 stacks mean +20,000 ATTACK RATING? Against Villains, we get over +25000 Attack? I don't want to know what went through your mind when you wrote this, unless it was for a 7r6a or something. That, coupled with -16,500 Energy Vulnerbaility of the opponent BASCIALLY means less than a minute thirty Necro fights.
All in all, it looks like you've tried to add as much attack as you can, he has too many things going on all at once and no possible rotation except hit the opponent.
2: I read that Emma Frost described Sentry as being the most powerful Telepath, hence the reverse controls immunity
3: 'Does not taken damage from the most common DOT effects' that was the idea because from all the information I read he was unstoppable so giving him a ton of immunities and resistances made sense to me.
4: 'what kind of damage does armour break give' he just takes 50% more damage from armour break effects, I put this in purposely given how Knull Gojo'd him.
5: 'power is undrainable' TBF I'd probably change that
6: 'too many things going on' I don't think I did, I just added extra info on top certain things so it made sense what I was saying.
7: 'all attack no utility' what? 'At 5 Stacks the Sentry will activate a Steadfast for 15 seconds, a Bulwark increasing his block proficiency by 2500 and the next hit sentry would receive will activate an indestructible passive for 5 seconds and a falter passive on the opponent for 2 seconds, this goes on cooldown for 12 seconds or 10 seconds on defence.'
8: 'no possible rotation' I don't think that's inherently bad per say with how POAMES works unlocking the specials which I put in there so he couldn't just spam specials on specific nodes.
Secondly, a little something I've heard around as well. A good champion doesn't mean they have everything, a good champion is one that can do everything with even as little as they can get, they should be BALANCED. Look at Mordo, for instance. He has Power Gain, Fury, Steadfast, DoT and Evade. That's it. But he's solid AF and is a great Photon counter even with a class disadvantage.