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Sentry Buff Idea

I've had this idea of a champion whose regeneration and power gain rate cannot be reversed by outside sources, and instead has control over it himself, as an idea for quite a while now. I've just not known who to use it on. Sentry seemed like a good candidate due to his conflicting nature with the Void.
I thought of scrapping his kit entirely but I decided to keep his combo meter stuff and simply expand on it. The most important change is that the various effects now stack instead of being different phases that he enters and exits.
A small disclaimer, though: I usually hate putting specific numbers into my buffs simply because I don't believe myself particularly capable of balancing them properly in my head. I felt that it was necessary this time but I still hate it and if you find anything unbalanced, just keep in mind that I'm by no means married to these specific numbers.
While Incinerated, each of Sentry’s basic hits deals a burst of 250 Energy Damage for each indefinite Debuff on the opponent. The potency of this damage is increased by 0,25% with each hit while above 100 hits.
Note: The first part is more or less the same. The indestructible is just a little longer when he's deep into a quest. The second part adds up to 1000 extra damage to his basic hits if he's incinerated. It's not a lot per hit but it adds up over time, especially late in the fight/quest when his combo meter increases the potency of the damage. He can place an incinerate on himself with the help of his SP3.
Note: Void is incinerate immune so I wanted to give Sentry something similar. However, to differentiate him somewhat, I instead gave him incinerate resistance and some abilities that trigger specifically while he's incinerated.
Sentry is fully resistant to all outside effects that would further lower his rate of Regeneration or Power Gain. If any such effects would be applied to him, whether actively or passively, he deals Degeneration damage equal to 100% of the damage he would have taken from the healing reversal to the opponent and Power Burns them for 100% of the Power that would have been lost.
Note: Sentry has a passive regeneration and power gain but it isn't noticeable during most of the fight since he reigns in his full potential to not let the Void out. However, it does come into play later on, with his SP2. He also cannot have this regeneration or power gain altered by outside forces. If someone tries, they're in for a bad time.
When a combo of 100 is reached or if Sentry ends the fight with an unbroken combo before reaching 100 hits, he gains a Persistent Charge that carries over between fights and counts as one Reality Warp. Only one Persistent Charge can be gained every fight, but a total of 5 Persistent Charges can be gained throughout a Quest.
One Reality Warp is removed if Sentry is knocked down. If Sentry has no Reality Warps when knocked down, one Persistent Charge is removed instead. Persistent Charges cannot be regained during the fight in which they are lost, but are all refunded when he enters the next fight.
Note: I really dislike Sentry's current signature ability where you have to stay above a certain health percentage to keep your reality warps. Therefore, I gave him persistent charges that can be gained simply by either reaching a combo of 100 or ending the fight with an unbroken combo.
Additionally, his presence overpowers his opponent and breaks their armor. If he remains within close proximity of them for 7 seconds, he Armor Breaks them, reducing their Armor Rating by 1100 for each Reality Warp. These Armor Breaks have a 3-second duration that is paused while Sentry is close to his opponent. Max 1 Armor Break per Persistent Charge.
Heavy Attacks can detonate Armor Breaks on the opponent. The first hit in a Heavy Attack has a flat 60% chance to remove an Armor Break Debuff from the opponent and instantly deal 3000 Incinerate damage, then place an Incinerate Debuff on the opponent dealing a further 2000 Incinerate Damage over 8 seconds. The initial detonation damage is increased by 35% for each Persistent Charge.
Heavy Attacks can refresh the duration of Incinerate Debuffs on the opponent. The last hit of a Heavy Attack has a 20% chance to refresh the duration for each Reality Warp.
Note: He'll hit hard once he's ramped up. Most likely really, really hard.
1 Reality Warp: Place a Slow Debuff.
2 Reality Warps: Place a Weakness Debuff.
3 Reality Warps: Place a Fatigue Debuff.
4 Reality Warps: Place an Energy Vulnerability Debuff.
5 Reality Warps: Place an Enervate Debuff.
Note: I wanted something similar to Void, while at the same time different. As such, Sentry can stack debuffs by keeping up his combo meter instead of just placing them passively.
This effect is canceled if Sentry is hit while it's active.
Light: Increases the potency of Sentry’s Petrify by 40% for each Reality Warp, up to 200%.
Medium: Decreases the potency of Sentry’s Petrify by 40% for each Reality Warp, up to 200%.
Note: This is where his regeneration and power gain comes in. While he starts off with a petrify passive that negates both of those effects, here he has the ability to either turn those effects down (healing him and granting him power) or turn them up (dealing damage and burning power in his opponent).
Additionally, Glancing Special Attacks have a 100% chance to Incinerate Sentry for 12 seconds. This duration is refreshed every 10 hits in Sentry's combo and is indefinite if he has a combo over 100 hits.
Note: This is the only ability he has himself that gives him an incinerate debuff to fuel his signature ability. The incinerate doesn't have the longest duration but it should be easy to keep refreshed as long as you play aggressively.
I thought of scrapping his kit entirely but I decided to keep his combo meter stuff and simply expand on it. The most important change is that the various effects now stack instead of being different phases that he enters and exits.
A small disclaimer, though: I usually hate putting specific numbers into my buffs simply because I don't believe myself particularly capable of balancing them properly in my head. I felt that it was necessary this time but I still hate it and if you find anything unbalanced, just keep in mind that I'm by no means married to these specific numbers.
Signature Ability - Molecular Reformation
When losing a combo of more than 20 hits, Sentry has up to a 100% chance to go Indestructible for 0,3 seconds per Reality Warp, plus an additional 2 seconds if he has 5 Persistent Charges. Indestructible does not trigger if Sentry is afflicted by a Debuff, except Incinerate.While Incinerated, each of Sentry’s basic hits deals a burst of 250 Energy Damage for each indefinite Debuff on the opponent. The potency of this damage is increased by 0,25% with each hit while above 100 hits.
Note: The first part is more or less the same. The indestructible is just a little longer when he's deep into a quest. The second part adds up to 1000 extra damage to his basic hits if he's incinerated. It's not a lot per hit but it adds up over time, especially late in the fight/quest when his combo meter increases the potency of the damage. He can place an incinerate on himself with the help of his SP3.
Passive
Sentry has 100% Resistance to Incinerate effects. While he is Incinerated, every tick has a 20% chance per Reality Warp to generate one hit in his Combo Meter. Additionally, Incinerate effects do not lower Sentry's Block Proficiency.Note: Void is incinerate immune so I wanted to give Sentry something similar. However, to differentiate him somewhat, I instead gave him incinerate resistance and some abilities that trigger specifically while he's incinerated.
Dual Personality
Godlike powers give Sentry passive Regeneration and Power Gain, healing him for 2% Health and granting him 2% Max Power every second. However, a fear of unleashing the all-consuming Void that lurks within him places a permanent 100% Petrify passive on him.Sentry is fully resistant to all outside effects that would further lower his rate of Regeneration or Power Gain. If any such effects would be applied to him, whether actively or passively, he deals Degeneration damage equal to 100% of the damage he would have taken from the healing reversal to the opponent and Power Burns them for 100% of the Power that would have been lost.
Note: Sentry has a passive regeneration and power gain but it isn't noticeable during most of the fight since he reigns in his full potential to not let the Void out. However, it does come into play later on, with his SP2. He also cannot have this regeneration or power gain altered by outside forces. If someone tries, they're in for a bad time.
Reality Warps
Sentry starts with 1 Reality Warp. He then gains another one every 20 hits in his combo, up to 5. Each Reality Warp grants stacking bonuses.When a combo of 100 is reached or if Sentry ends the fight with an unbroken combo before reaching 100 hits, he gains a Persistent Charge that carries over between fights and counts as one Reality Warp. Only one Persistent Charge can be gained every fight, but a total of 5 Persistent Charges can be gained throughout a Quest.
One Reality Warp is removed if Sentry is knocked down. If Sentry has no Reality Warps when knocked down, one Persistent Charge is removed instead. Persistent Charges cannot be regained during the fight in which they are lost, but are all refunded when he enters the next fight.
Note: I really dislike Sentry's current signature ability where you have to stay above a certain health percentage to keep your reality warps. Therefore, I gave him persistent charges that can be gained simply by either reaching a combo of 100 or ending the fight with an unbroken combo.
State of Mind
As Sentry hits his opponents, his power grows. Each bonus stacks with the previous one.Unyielding Fortitude - Hits 20-39
If Sentry is struck, he loses 10 hits in his combo and then gains a combo shield for 3 seconds. The amount of hits lost is increased by 5 for each Reality Warp he has above 2.Overpowering Light - Hits 40-59
When entering this state, the Attack Rating of Sentry’s Special Attack 1 is increased by 1800 for each Reality Warp and it becomes Unblockable.Additionally, his presence overpowers his opponent and breaks their armor. If he remains within close proximity of them for 7 seconds, he Armor Breaks them, reducing their Armor Rating by 1100 for each Reality Warp. These Armor Breaks have a 3-second duration that is paused while Sentry is close to his opponent. Max 1 Armor Break per Persistent Charge.
Steadfast Approach - Hits 60-79
When entering this state, Sentry’s Heavy Attack Damage is increased by 1800 for each Reality Warp. He also gains 25% Perfect Block chance for each Reality Warp. At 5 Reality Warps, his Perfect Block chance cannot be lowered by either Debuffs or passive effects.Heavy Attacks can detonate Armor Breaks on the opponent. The first hit in a Heavy Attack has a flat 60% chance to remove an Armor Break Debuff from the opponent and instantly deal 3000 Incinerate damage, then place an Incinerate Debuff on the opponent dealing a further 2000 Incinerate Damage over 8 seconds. The initial detonation damage is increased by 35% for each Persistent Charge.
Absolute Strength - Hits 80-99
When entering this state, the Attack Rating of Sentry’s Special Attack 2 is increased by 2200 for each Reality Warp and it becomes Unblockable.Heavy Attacks can refresh the duration of Incinerate Debuffs on the opponent. The last hit of a Heavy Attack has a 20% chance to refresh the duration for each Reality Warp.
Peak Condition - 100 Hits
While above 100 hits, only 1 hit is removed from Sentry's Combo Meter if he is struck. While Peak Condition is active, Sentry no longer receives a Combo Shield when struck.Note: He'll hit hard once he's ramped up. Most likely really, really hard.
Special Attack 1
Place different 10-second Debuffs on the opponent based on the number of Reality Warps you have. Every time a new Reality Warp is gained, the previous Reality Warp’s Debuff gains double duration. Upon reaching 5 Reality Warps, all four preceding Debuffs gain indefinite duration. The duration of Enervate cannot exceed 10 seconds.1 Reality Warp: Place a Slow Debuff.
2 Reality Warps: Place a Weakness Debuff.
3 Reality Warps: Place a Fatigue Debuff.
4 Reality Warps: Place an Energy Vulnerability Debuff.
5 Reality Warps: Place an Enervate Debuff.
Note: I wanted something similar to Void, while at the same time different. As such, Sentry can stack debuffs by keeping up his combo meter instead of just placing them passively.
Special Attack 2
For 10 seconds, changes the potency of Sentry’s Petrify in different ways depending on if the preceding attack was a Light or a Medium Attack. If it was a Heavy Attack, both effects are activated with 70% duration.This effect is canceled if Sentry is hit while it's active.
Light: Increases the potency of Sentry’s Petrify by 40% for each Reality Warp, up to 200%.
Medium: Decreases the potency of Sentry’s Petrify by 40% for each Reality Warp, up to 200%.
Note: This is where his regeneration and power gain comes in. While he starts off with a petrify passive that negates both of those effects, here he has the ability to either turn those effects down (healing him and granting him power) or turn them up (dealing damage and burning power in his opponent).
Special Attack 3
Sentry shrouds himself in the power of a million exploding suns for 15 seconds. During this time, his opponent's Special Attacks have a 20% chance per Reality Warp to Glance him. Glancing Special Attacks cannot be Critical and deal 40% less damage. This damage reduction is increased by a further 7% for each Persistent Charge he has.Additionally, Glancing Special Attacks have a 100% chance to Incinerate Sentry for 12 seconds. This duration is refreshed every 10 hits in Sentry's combo and is indefinite if he has a combo over 100 hits.
Note: This is the only ability he has himself that gives him an incinerate debuff to fuel his signature ability. The incinerate doesn't have the longest duration but it should be easy to keep refreshed as long as you play aggressively.
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Comments
Great work OP.
1, you basically made a champion with a base regen rate of 0%. DDHK had quite some backlash for being at 40% due to being suicides unfriendly. Just a thought.
2, I'm not sure how using a heavy before sp2 should work. It would reduce the petrify potency by X%, and then increase it by the same amount, going back to 100%. It won't do anything, and to make it do something, some devs might need to cook some spaghetti to get around math.
1) Yeah, I know. That was something I thought about when I first began toying with that mechanic, but I forgot about it somewhere along the way and therefore didn't come up with a good solution. I still don't really have one. While he does get a really beefy regen from his SP2 when fully ramped up, I don't think it's enough to keep him sustainable with those masteries. Even if he is sustainable that way, constantly using his SP2 to stay topped up is not how I envision people playing him.
You could potentially tie his petrify solely to his passive healing and power gain, and let other sources of healing be unaffected by it? But that is very much just an off-the-cuff idea, without too much deeper thought put into it.
2) Actually, that's a good point that I hadn't thought of. My idea was to have a way to both get a smaller amount of healing/power gain while damaging and power-draining the opponent, but thinking about it, I see your point and I think you're right. It doesn't make much sense to have it both increase and decrease at the same time.
My initial gut reaction was that maybe you could solve it by allowing a heavy attack to switch it mid-duration, but the more I think about it, the more I realize that that part of the ability could be removed altogether. Unless you find yourself in a very specific situation where you desperately need healing yourself while simultaneously being in dire need of controlling the opponent's power gain, you'll most likely just need one or the other at any given time.
Thanks for pointing these things out! It was interesting to hear feedback on it and to see it from a different perspective. That was one tricky ability to design so I'm not too surprised that there were a few kinks in there that need sorting out.