Sentry Rework Concept
Drew_D23
Member Posts: 102 ★
Here's my rework concept for Sentry. Who should I do next?
Sentry
Class: Science
Signature Ability - (Molecular Reformation):
Sentry manipulates his molecular state to briefly become indestructible: Dash back and hold block for 1.2 seconds to gain an Indestructible buff lasting 5 to 10 seconds.
Indestructible can be activated again after a 60 to 40 second cooldown.
Passive - By drawing his powers directly from the sun, Sentry is immune to Incinerate, Coldsnap, and Frostbite effects. Whenever Sentry would be inflicted with an effect that he is immune to, gain 10% of a bar of power.
On Fourth Light Attack: Pause all Incinerate debuffs for 3 seconds and apply an Incinerate debuff, dealing (X) damage over 5 seconds.
Superhuman Strength: Whenever Sentry’s attack damage would be reduced by an active armor or resistance effect on the opponent, gain a permanent passive Fury, increasing attack rating by 10%. Sentry will continue to stack these Furies until his attacks deal the amount of damage they would have dealt if the opponent had no resistances or armor.
Superhuman Senses: Whenever Sentry’s attack would be caused to Glance or Miss, apply a Pierce debuff on the opponent, preventing Sentry’s attacks from being glanced or missed for 10 seconds. This ability bypasses Glancing’s ability accuracy reduction.
Sunburn: Each time an Incinerate debuff falls off of the opponent, 100% chance to place a Sunburn passive on the opponent in its place. Each Sunburn passive on the opponent reduces Defensive Ability Accuracy by 10%, increases Sentry’s Combat Power Rate by 4%, and causes each of Sentry’s hits to deal an additional 8% of the damage dealt as a burst of physical damage.
Heavy Attack: The first hit applies a Vulnerability debuff, increasing critical rating and Block Penetration by 20% for 10 seconds. The second hit applies an Incinerate debuff, dealing (X) damage over 5 seconds.
Special Attack 1: Applies 3 Incinerate debuffs, each dealing (X) damage over 10 seconds.
If activated when the opponent is blocking and has at least 1 Incinerate debuff active, Sentry becomes Unblockable for the duration of this attack and resorbs 1 Incinerate debuff back onto himself.
Special Attack 2: The first hit applies an Armor Break debuff, reducing armor by (X), for 25 seconds. The final hit applies a Trauma debuff, causing each hit to deal an additional 50% of damage dealt as a burst of physical damage, for 10 seconds. The final hit will apply an additional Incinerate debuff for each Incinerate debuff active on the opponent and refresh the duration of each Incinerate debuff. Set each Incinerate debuff to be active for 20 seconds.
If activated when the opponent is blocking and has at least 1 Incinerate debuff active, Sentry becomes Unblockable for the duration of this attack and resorbs 1 Incinerate debuff back to himself.
Special Attack 3: Consume all Incinerate debuffs off of the opponent. For each Incinerate debuff consumed off of the opponent, regenerate 3% of Sentry’s maximum health as a Regeneration buff over 3 seconds.
Sentry
Class: Science
Signature Ability - (Molecular Reformation):
Sentry manipulates his molecular state to briefly become indestructible: Dash back and hold block for 1.2 seconds to gain an Indestructible buff lasting 5 to 10 seconds.
Indestructible can be activated again after a 60 to 40 second cooldown.
Passive - By drawing his powers directly from the sun, Sentry is immune to Incinerate, Coldsnap, and Frostbite effects. Whenever Sentry would be inflicted with an effect that he is immune to, gain 10% of a bar of power.
On Fourth Light Attack: Pause all Incinerate debuffs for 3 seconds and apply an Incinerate debuff, dealing (X) damage over 5 seconds.
Superhuman Strength: Whenever Sentry’s attack damage would be reduced by an active armor or resistance effect on the opponent, gain a permanent passive Fury, increasing attack rating by 10%. Sentry will continue to stack these Furies until his attacks deal the amount of damage they would have dealt if the opponent had no resistances or armor.
Superhuman Senses: Whenever Sentry’s attack would be caused to Glance or Miss, apply a Pierce debuff on the opponent, preventing Sentry’s attacks from being glanced or missed for 10 seconds. This ability bypasses Glancing’s ability accuracy reduction.
Sunburn: Each time an Incinerate debuff falls off of the opponent, 100% chance to place a Sunburn passive on the opponent in its place. Each Sunburn passive on the opponent reduces Defensive Ability Accuracy by 10%, increases Sentry’s Combat Power Rate by 4%, and causes each of Sentry’s hits to deal an additional 8% of the damage dealt as a burst of physical damage.
Heavy Attack: The first hit applies a Vulnerability debuff, increasing critical rating and Block Penetration by 20% for 10 seconds. The second hit applies an Incinerate debuff, dealing (X) damage over 5 seconds.
Special Attack 1: Applies 3 Incinerate debuffs, each dealing (X) damage over 10 seconds.
If activated when the opponent is blocking and has at least 1 Incinerate debuff active, Sentry becomes Unblockable for the duration of this attack and resorbs 1 Incinerate debuff back onto himself.
Special Attack 2: The first hit applies an Armor Break debuff, reducing armor by (X), for 25 seconds. The final hit applies a Trauma debuff, causing each hit to deal an additional 50% of damage dealt as a burst of physical damage, for 10 seconds. The final hit will apply an additional Incinerate debuff for each Incinerate debuff active on the opponent and refresh the duration of each Incinerate debuff. Set each Incinerate debuff to be active for 20 seconds.
If activated when the opponent is blocking and has at least 1 Incinerate debuff active, Sentry becomes Unblockable for the duration of this attack and resorbs 1 Incinerate debuff back to himself.
Special Attack 3: Consume all Incinerate debuffs off of the opponent. For each Incinerate debuff consumed off of the opponent, regenerate 3% of Sentry’s maximum health as a Regeneration buff over 3 seconds.
4
Comments
@The_Sentry06
This seems like a good buff to make him a great damage dealer. But some stuff I would change:
-Allow his indestructible to be on hit rather than dashing back and holding block cuz for example, if the opponent reaches 3 bars of power, you might not have time to activate it.
-Add that refreshing an incinerate debuff burns up to 5% of the opponents power to his sig so it doesn't seem like a copy paste of Luke's sig
This seems like a really good buff for him. Allows him to have two ways of dealing good damage and some decent utility in the immunities, tanking sp3, okay power control, and bypassing glancing, resistances,etc.
Next a rework concept for Hawkeye would be nice !