Sentinel buff suggestion,nerf or changes just put in the comments

Immunities changed to add Incinarate and Freeze and ability accuracy reduction Immunity against mutants

Damage over time debuffs get replaced by Neuroshock if the opponent is immune to the effect (Not plasma beaucase that triggers Onslaught much quicker)

Stats changes :

Attack rating increased to 5,490 (It was 4,158)

Crit rating changed to 25% (it was 10%)

Armor changed to 33% (it was 24%)

Block proficiency changed to 70% (it was 60%)

Analysis system changes :

Analysis limit changed to 200, analysis gain increased to 7 still 100 analysis, after that it's 4 analysis

Special attacks cost 0.20% less per analysis

Armor Rating increase 0.25% per analysis

Critical resistence increased 0.15% per analysis

Attack rating increased to 0.35% per analysis

Pierce increase 0.35% per analysis

Crit Rating increase 0.15% per analysis

Analysis level effects :

100 still the same

200 double the effects of the first one and all the effects against mutants count against all classes except Cosmics, gains Immunity to ability accuracy reduction

Heavy attack : just change that you the Unstoppable only goes in cooldown if you get hit while doing it like Man thing

Special 1 : first hit inflicts a 8 seconds heal block and the other hits have 1% chance to inflict a 700 armor break per analysis

Special 2 : Each hit inflicts a Incinarate, dealing 2200 energy damage reducing ther auto change and block proficiency by 25% each per 6 seconds

Special 3 : Gain a passive and a buff Armor Up that increase your Armor Rating by 1,000 each

If already have ther armors,consume one and recover 18,000 based on missing health

The unique synergy i will change is with Nimrod

We are many :

Robots gain 300 attack rating per each Sentinel and Nimrod on the team

Nimrod : Apply Plasma instead of shock effects

I recommend checking Auntmai.com to compare the stats and abilities to see what i used as base to balance the kit

Comments

  • GilbertoJuniorGilbertoJunior Member Posts: 85
    I re-made everything to try to balance out

    Sentinel buff concept and is probably overtuned,also his probably the next rework in the tech class

    Immunities changed to add ability accuracy reduction Immunity,against mutants gain freeze and Incinarate immune

    Damage over time debuffs get replaced by plasma if the opponent is immune to the effect

    Analysis system changes :

    Increased analysis gain to 6

    Special cost 0.35% less per analysis

    Armor Rating increase 0.35% per analysis

    Critical resistence increased 0.15% per analysis

    Attack rating increased to 0.40% per analysis

    Pierce increase 0.35% per analysis

    Crit Rating increase 0.15% per analysis

    Heavy attack : just change that you the Unstoppable only goes in cooldown if you get hit while doing it like Man thing

    Special 1 : first hit inflicts a 10 seconds heal block and the other hits have 1% chance to inflict a 700 armor break per analysis,at 100 analysis remove 1 Prowess per hit

    Special 2 : Each hit inflicts a Incinarate, dealing 2200 energy damage reducing ther block proficiency by 25% each per 10 seconds,at 100 analysis also reduced auto block chance

    Special 3 : Gain a passive and a buff Armor Up that increase your Armor Rating by 1,000 each

    If already have ther armors,consume one and recover 18,000 based on missing health

    Synergy changes

    We are many :

    Robots gain 300 attack rating per each Sentinel and Nimrod on the team

    Nimrod : Apply Plasma instead of shock effects

    Oil is thicker than blood :

    Omega Sentinel : Medium attacks drain 15% of the opponent power when applying a debuff

    Sentinel : pause all debuffs by 5 seconds when hitting the opponent with a heavy attack at the max of 3 pauses stack
  • FantomaxopFantomaxop Member Posts: 160 ★★
    As big Sentinel fan, i think this is rather boring direction for a buff.
    Of course i would love to see my boy shine, but i don't think giving all the stats and immunities is the way.

    Let's start with something simple: Sentinel should not overshadow Nimrod. He is still inferior mutant hunter, and i think logical hierarchy should remain in tact.
    However it would be great to see our big bot be better in bg's. Also, there are bits of utility, that are quite outdated.
    I'll try to propose a buff idea myself:

    Sentinel buff!
    (stats for 6 star r5)


    Passive
    Advanced robotics provide poison and bleed immunity.
    Body of Sentinel was designed to subdue mutant threat. Incoming concussion effects from mutants suffer -100% ability accuracy. Additionally, Sentinel reduces duration of any stun effects from mutants from 20% to 80%, depending on difference in size. (Max bonus against #S, minimal against other #XL).

    Target analysis
    Sentinel monitors their opponent, studying their behaviour to develop further offensive and defensive tactics and expand data of eradication targets for all mutant hunters. Goes from 0 up to 100.
    Sentinel gets 8 analysis charges when opponent repeats the same action consecutively. Actions include: Light, Medium, Heavy attacks, Dashing, Dodging and Blocking an attack.
    Sentinel gets 40 analysis charges each time opponent uses Special attack, that matches the previously activated one.
    In battlegrounds Sentinel begins the fight with 30 charges, double the amount against mutants.
    Sentinel begins the fight with 60 charges against #X-men opponents across all gamemodes.
    Unable to register properly beings of cosmic nature, against them he gets 25% less analysis charges on any repeated action.

    Offensive tactics:
    Special attacks cost 0,25% less per analysis charge.
    Attack rating increases by 41,58 per analysis charge.

    Defensive tactics:
    Armor rating increases by 13,58 per analysis charge.
    Critical resistance increases by 10 per analysis charge.

    Defensive tactics gain doubled potency during opponent specials attacks.
    Attack rating and special attack cost cannot be reduced below where offensive tactics ability would set it.

    Heavy attack: On first hit gain Pierce passive of 2900 potency for 8 seconds.
    Last hit inflicts Shock debuff, inflicting 4158 damage over 6 seconds.
    While Pierce passive is active, hits into block will grant Sentinel 1,3% of Max power.
    While Shock is active, any Incinerates inflicted on mutants will turn into Plasma debuffs with 30% increased potency and matching duration.

    Analysis complete
    At max analysis charges, Sentinel gains following abilities:

    Personal effects of Special attacks 1 and 2 trigger on target block.
    Personal Incinerate, Plasma, Heal block, Impact and Armor break effects are paused during special attacks.
    While charging a Heavy attack, Sentinel becomes unstoppable for 0,8 seconds. While Sentinel has personal Pierce passive, he can't trigger this unstoppable.
    Shock from heavy attack becomes passive.
    Pierce from heavy attack gains additional 100% potency.
    When the Sentinel inflicts a Shock, Incinerate, Plasma, Heal block or Armor break, its duration is increased by 100%.
    During special attack 1 and 2 gain Impact passive of 30% potency for 6 seconds.

    Special attack 1: Initial hit inflicts Heal block, preventing target from recovering health for 6 seconds.
    Successive hits put Armor breaks, removing armor up from the target and and reducing armor rating by 420.
    Opponent can have maximum of 10 of those Armor breaks.

    Special attack 2: Each hit inflicts Incinerate, dealing 2079 damage over 3 seconds. This also removes target's perfect block chance and reduces their block proficiency by 50%.

    Special attack 3: Gain indefinite Armor up passive, increasing Armor rating by 2000.
    This Armor up can be removed by armor break. Does not stack.
    Gain a Regeneration passive, that restores 35% of missing health over 12 seconds.

    Analysis upgrade: Power drain and Power steal effects suffer -1% potency per Analysis charge.
    Power locks suffer -1% duration per Analysis charge.
    Additionally, reaching 100 charges will put "Full Analysis" cross-fight on the champion for next 4 fights.
    Sentinel will start the fight with Analysis complete against opponents suffering from this cross-fight.
    Other Tech or #Orchis champions will start the fight against target under cross-fight with indefinite Armor up passive of 800 potency, Pierce passive of 1000 potency and 15% Vicious passive.
  • GilbertoJuniorGilbertoJunior Member Posts: 85

    As big Sentinel fan, i think this is rather boring direction for a buff.
    Of course i would love to see my boy shine, but i don't think giving all the stats and immunities is the way.

    Let's start with something simple: Sentinel should not overshadow Nimrod. He is still inferior mutant hunter, and i think logical hierarchy should remain in tact.
    However it would be great to see our big bot be better in bg's. Also, there are bits of utility, that are quite outdated.
    I'll try to propose a buff idea myself:

    Sentinel buff!
    (stats for 6 star r5)


    Passive
    Advanced robotics provide poison and bleed immunity.
    Body of Sentinel was designed to subdue mutant threat. Incoming concussion effects from mutants suffer -100% ability accuracy. Additionally, Sentinel reduces duration of any stun effects from mutants from 20% to 80%, depending on difference in size. (Max bonus against #S, minimal against other #XL).

    Target analysis
    Sentinel monitors their opponent, studying their behaviour to develop further offensive and defensive tactics and expand data of eradication targets for all mutant hunters. Goes from 0 up to 100.
    Sentinel gets 8 analysis charges when opponent repeats the same action consecutively. Actions include: Light, Medium, Heavy attacks, Dashing, Dodging and Blocking an attack.
    Sentinel gets 40 analysis charges each time opponent uses Special attack, that matches the previously activated one.
    In battlegrounds Sentinel begins the fight with 30 charges, double the amount against mutants.
    Sentinel begins the fight with 60 charges against #X-men opponents across all gamemodes.
    Unable to register properly beings of cosmic nature, against them he gets 25% less analysis charges on any repeated action.

    Offensive tactics:
    Special attacks cost 0,25% less per analysis charge.
    Attack rating increases by 41,58 per analysis charge.

    Defensive tactics:
    Armor rating increases by 13,58 per analysis charge.
    Critical resistance increases by 10 per analysis charge.

    Defensive tactics gain doubled potency during opponent specials attacks.
    Attack rating and special attack cost cannot be reduced below where offensive tactics ability would set it.

    Heavy attack: On first hit gain Pierce passive of 2900 potency for 8 seconds.
    Last hit inflicts Shock debuff, inflicting 4158 damage over 6 seconds.
    While Pierce passive is active, hits into block will grant Sentinel 1,3% of Max power.
    While Shock is active, any Incinerates inflicted on mutants will turn into Plasma debuffs with 30% increased potency and matching duration.

    Analysis complete
    At max analysis charges, Sentinel gains following abilities:

    Personal effects of Special attacks 1 and 2 trigger on target block.
    Personal Incinerate, Plasma, Heal block, Impact and Armor break effects are paused during special attacks.
    While charging a Heavy attack, Sentinel becomes unstoppable for 0,8 seconds. While Sentinel has personal Pierce passive, he can't trigger this unstoppable.
    Shock from heavy attack becomes passive.
    Pierce from heavy attack gains additional 100% potency.
    When the Sentinel inflicts a Shock, Incinerate, Plasma, Heal block or Armor break, its duration is increased by 100%.
    During special attack 1 and 2 gain Impact passive of 30% potency for 6 seconds.

    Special attack 1: Initial hit inflicts Heal block, preventing target from recovering health for 6 seconds.
    Successive hits put Armor breaks, removing armor up from the target and and reducing armor rating by 420.
    Opponent can have maximum of 10 of those Armor breaks.

    Special attack 2: Each hit inflicts Incinerate, dealing 2079 damage over 3 seconds. This also removes target's perfect block chance and reduces their block proficiency by 50%.

    Special attack 3: Gain indefinite Armor up passive, increasing Armor rating by 2000.
    This Armor up can be removed by armor break. Does not stack.
    Gain a Regeneration passive, that restores 35% of missing health over 12 seconds.

    Analysis upgrade: Power drain and Power steal effects suffer -1% potency per Analysis charge.
    Power locks suffer -1% duration per Analysis charge.
    Additionally, reaching 100 charges will put "Full Analysis" cross-fight on the champion for next 4 fights.
    Sentinel will start the fight with Analysis complete against opponents suffering from this cross-fight.
    Other Tech or #Orchis champions will start the fight against target under cross-fight with indefinite Armor up passive of 800 potency, Pierce passive of 1000 potency and 15% Vicious passive.

    Did you read my comment where i remade the kit beaucase it was overtuned? More than half of your kit is a worst version of my re made
  • WednesdayLengthWednesdayLength Member Posts: 1,470 ★★★

    As big Sentinel fan, i think this is rather boring direction for a buff.
    Of course i would love to see my boy shine, but i don't think giving all the stats and immunities is the way.

    Let's start with something simple: Sentinel should not overshadow Nimrod. He is still inferior mutant hunter, and i think logical hierarchy should remain in tact.
    However it would be great to see our big bot be better in bg's. Also, there are bits of utility, that are quite outdated.
    I'll try to propose a buff idea myself:

    Sentinel buff!
    (stats for 6 star r5)


    Passive
    Advanced robotics provide poison and bleed immunity.
    Body of Sentinel was designed to subdue mutant threat. Incoming concussion effects from mutants suffer -100% ability accuracy. Additionally, Sentinel reduces duration of any stun effects from mutants from 20% to 80%, depending on difference in size. (Max bonus against #S, minimal against other #XL).

    Target analysis
    Sentinel monitors their opponent, studying their behaviour to develop further offensive and defensive tactics and expand data of eradication targets for all mutant hunters. Goes from 0 up to 100.
    Sentinel gets 8 analysis charges when opponent repeats the same action consecutively. Actions include: Light, Medium, Heavy attacks, Dashing, Dodging and Blocking an attack.
    Sentinel gets 40 analysis charges each time opponent uses Special attack, that matches the previously activated one.
    In battlegrounds Sentinel begins the fight with 30 charges, double the amount against mutants.
    Sentinel begins the fight with 60 charges against #X-men opponents across all gamemodes.
    Unable to register properly beings of cosmic nature, against them he gets 25% less analysis charges on any repeated action.

    Offensive tactics:
    Special attacks cost 0,25% less per analysis charge.
    Attack rating increases by 41,58 per analysis charge.

    Defensive tactics:
    Armor rating increases by 13,58 per analysis charge.
    Critical resistance increases by 10 per analysis charge.

    Defensive tactics gain doubled potency during opponent specials attacks.
    Attack rating and special attack cost cannot be reduced below where offensive tactics ability would set it.

    Heavy attack: On first hit gain Pierce passive of 2900 potency for 8 seconds.
    Last hit inflicts Shock debuff, inflicting 4158 damage over 6 seconds.
    While Pierce passive is active, hits into block will grant Sentinel 1,3% of Max power.
    While Shock is active, any Incinerates inflicted on mutants will turn into Plasma debuffs with 30% increased potency and matching duration.

    Analysis complete
    At max analysis charges, Sentinel gains following abilities:

    Personal effects of Special attacks 1 and 2 trigger on target block.
    Personal Incinerate, Plasma, Heal block, Impact and Armor break effects are paused during special attacks.
    While charging a Heavy attack, Sentinel becomes unstoppable for 0,8 seconds. While Sentinel has personal Pierce passive, he can't trigger this unstoppable.
    Shock from heavy attack becomes passive.
    Pierce from heavy attack gains additional 100% potency.
    When the Sentinel inflicts a Shock, Incinerate, Plasma, Heal block or Armor break, its duration is increased by 100%.
    During special attack 1 and 2 gain Impact passive of 30% potency for 6 seconds.

    Special attack 1: Initial hit inflicts Heal block, preventing target from recovering health for 6 seconds.
    Successive hits put Armor breaks, removing armor up from the target and and reducing armor rating by 420.
    Opponent can have maximum of 10 of those Armor breaks.

    Special attack 2: Each hit inflicts Incinerate, dealing 2079 damage over 3 seconds. This also removes target's perfect block chance and reduces their block proficiency by 50%.

    Special attack 3: Gain indefinite Armor up passive, increasing Armor rating by 2000.
    This Armor up can be removed by armor break. Does not stack.
    Gain a Regeneration passive, that restores 35% of missing health over 12 seconds.

    Analysis upgrade: Power drain and Power steal effects suffer -1% potency per Analysis charge.
    Power locks suffer -1% duration per Analysis charge.
    Additionally, reaching 100 charges will put "Full Analysis" cross-fight on the champion for next 4 fights.
    Sentinel will start the fight with Analysis complete against opponents suffering from this cross-fight.
    Other Tech or #Orchis champions will start the fight against target under cross-fight with indefinite Armor up passive of 800 potency, Pierce passive of 1000 potency and 15% Vicious passive.

    Did you read my comment where i remade the kit beaucase it was overtuned? More than half of your kit is a worst version of my re made
    What he posted is a balanced version of what you posted, which was just an overtuned version of sentinel as he is. His is as distinct from yours as yours is from the original sentinel kit
  • WednesdayLengthWednesdayLength Member Posts: 1,470 ★★★

    As big Sentinel fan, i think this is rather boring direction for a buff.
    Of course i would love to see my boy shine, but i don't think giving all the stats and immunities is the way.

    Let's start with something simple: Sentinel should not overshadow Nimrod. He is still inferior mutant hunter, and i think logical hierarchy should remain in tact.
    However it would be great to see our big bot be better in bg's. Also, there are bits of utility, that are quite outdated.
    I'll try to propose a buff idea myself:

    Sentinel buff!
    (stats for 6 star r5)


    Passive
    Advanced robotics provide poison and bleed immunity.
    Body of Sentinel was designed to subdue mutant threat. Incoming concussion effects from mutants suffer -100% ability accuracy. Additionally, Sentinel reduces duration of any stun effects from mutants from 20% to 80%, depending on difference in size. (Max bonus against #S, minimal against other #XL).

    Target analysis
    Sentinel monitors their opponent, studying their behaviour to develop further offensive and defensive tactics and expand data of eradication targets for all mutant hunters. Goes from 0 up to 100.
    Sentinel gets 8 analysis charges when opponent repeats the same action consecutively. Actions include: Light, Medium, Heavy attacks, Dashing, Dodging and Blocking an attack.
    Sentinel gets 40 analysis charges each time opponent uses Special attack, that matches the previously activated one.
    In battlegrounds Sentinel begins the fight with 30 charges, double the amount against mutants.
    Sentinel begins the fight with 60 charges against #X-men opponents across all gamemodes.
    Unable to register properly beings of cosmic nature, against them he gets 25% less analysis charges on any repeated action.

    Offensive tactics:
    Special attacks cost 0,25% less per analysis charge.
    Attack rating increases by 41,58 per analysis charge.

    Defensive tactics:
    Armor rating increases by 13,58 per analysis charge.
    Critical resistance increases by 10 per analysis charge.

    Defensive tactics gain doubled potency during opponent specials attacks.
    Attack rating and special attack cost cannot be reduced below where offensive tactics ability would set it.

    Heavy attack: On first hit gain Pierce passive of 2900 potency for 8 seconds.
    Last hit inflicts Shock debuff, inflicting 4158 damage over 6 seconds.
    While Pierce passive is active, hits into block will grant Sentinel 1,3% of Max power.
    While Shock is active, any Incinerates inflicted on mutants will turn into Plasma debuffs with 30% increased potency and matching duration.

    Analysis complete
    At max analysis charges, Sentinel gains following abilities:

    Personal effects of Special attacks 1 and 2 trigger on target block.
    Personal Incinerate, Plasma, Heal block, Impact and Armor break effects are paused during special attacks.
    While charging a Heavy attack, Sentinel becomes unstoppable for 0,8 seconds. While Sentinel has personal Pierce passive, he can't trigger this unstoppable.
    Shock from heavy attack becomes passive.
    Pierce from heavy attack gains additional 100% potency.
    When the Sentinel inflicts a Shock, Incinerate, Plasma, Heal block or Armor break, its duration is increased by 100%.
    During special attack 1 and 2 gain Impact passive of 30% potency for 6 seconds.

    Special attack 1: Initial hit inflicts Heal block, preventing target from recovering health for 6 seconds.
    Successive hits put Armor breaks, removing armor up from the target and and reducing armor rating by 420.
    Opponent can have maximum of 10 of those Armor breaks.

    Special attack 2: Each hit inflicts Incinerate, dealing 2079 damage over 3 seconds. This also removes target's perfect block chance and reduces their block proficiency by 50%.

    Special attack 3: Gain indefinite Armor up passive, increasing Armor rating by 2000.
    This Armor up can be removed by armor break. Does not stack.
    Gain a Regeneration passive, that restores 35% of missing health over 12 seconds.

    Analysis upgrade: Power drain and Power steal effects suffer -1% potency per Analysis charge.
    Power locks suffer -1% duration per Analysis charge.
    Additionally, reaching 100 charges will put "Full Analysis" cross-fight on the champion for next 4 fights.
    Sentinel will start the fight with Analysis complete against opponents suffering from this cross-fight.
    Other Tech or #Orchis champions will start the fight against target under cross-fight with indefinite Armor up passive of 800 potency, Pierce passive of 1000 potency and 15% Vicious passive.

    This is a really solid and pretty realistic version of what a buff would look like
  • FantomaxopFantomaxop Member Posts: 160 ★★
    edited October 16



    This is a really solid and pretty realistic version of what a buff would look like



    What would you change?
    Pausing incinerates during special attacks might be too op

    I'm thinking about removing impact passives, and making pausing of heal blocks and armor breaks exclusive to awakened version.
    Also Adding with awakened ability a precision passive, of 625 to 1250 potency, that would allow to crit through block.
    It would punish going for parry after baiting a special, while giving Sentinel a bit more non-dot dps.
  • Darkraw346Darkraw346 Member Posts: 2,451 ★★★★★
    Hear me out:Bleed and Poison immunity, nothing new... but how about a third immunity, that isn't really specific, instead it's...
    If fighting vs a mutant, being inflicted with any damage effect, whether it's instant or a dot, grants Sentinel immunity to the effect for the fight. This immunity will persist to the next fights in a dormant state, and will only activate when fighting mutants.

    So whether it's a node or a champion's ability, if Semtinel is fighting a mutant, and gets inflicted by ANY damaging effect at all (whether it's Rupture, Coldsnap, Plasma, you name it...) he gains said immunity, and it goes with him through the rest of the quest, but the immunity will be invalid if fighting non mutants-he won't be immune to X.

    And that way assuming you fight 3 mutants in a row, one inflicts Rupture, other ones Coldsnap and Incenerate, then the next time he fights a mutant, he will be immune to Bleed&Poison (built in his kit) and Rupture&Coldsnap&Incenerate (immunities got by a mutant's attempt to inflict him with said effects) and since he fights another mutant now, all immunities are active.
  • WednesdayLengthWednesdayLength Member Posts: 1,470 ★★★

    Hear me out:Bleed and Poison immunity, nothing new... but how about a third immunity, that isn't really specific, instead it's...
    If fighting vs a mutant, being inflicted with any damage effect, whether it's instant or a dot, grants Sentinel immunity to the effect for the fight. This immunity will persist to the next fights in a dormant state, and will only activate when fighting mutants.

    So whether it's a node or a champion's ability, if Semtinel is fighting a mutant, and gets inflicted by ANY damaging effect at all (whether it's Rupture, Coldsnap, Plasma, you name it...) he gains said immunity, and it goes with him through the rest of the quest, but the immunity will be invalid if fighting non mutants-he won't be immune to X.

    And that way assuming you fight 3 mutants in a row, one inflicts Rupture, other ones Coldsnap and Incenerate, then the next time he fights a mutant, he will be immune to Bleed&Poison (built in his kit) and Rupture&Coldsnap&Incenerate (immunities got by a mutant's attempt to inflict him with said effects) and since he fights another mutant now, all immunities are active.

    That would be utterly and absurdly broken beyond the realm of anything else in the game.
  • WednesdayLengthWednesdayLength Member Posts: 1,470 ★★★





    This is a really solid and pretty realistic version of what a buff would look like



    What would you change?
    Pausing incinerates during special attacks might be too op

    I'm thinking about removing impact passives, and making pausing of heal blocks and armor breaks exclusive to awakened version.
    Also Adding with awakened ability a precision passive, of 625 to 1250 potency, that would allow to crit through block.
    It would punish going for parry after baiting a special, while giving Sentinel a bit more non-dot dps.
    I would maybe add in a chance to remove prowess on heavy power analysis maybe? It could be sp1 but honestly his sp1 does so much already that it would make actually using the sp2 less appealing.
  • GilbertoJuniorGilbertoJunior Member Posts: 85

    As big Sentinel fan, i think this is rather boring direction for a buff.
    Of course i would love to see my boy shine, but i don't think giving all the stats and immunities is the way.

    Let's start with something simple: Sentinel should not overshadow Nimrod. He is still inferior mutant hunter, and i think logical hierarchy should remain in tact.
    However it would be great to see our big bot be better in bg's. Also, there are bits of utility, that are quite outdated.
    I'll try to propose a buff idea myself:

    Sentinel buff!
    (stats for 6 star r5)


    Passive
    Advanced robotics provide poison and bleed immunity.
    Body of Sentinel was designed to subdue mutant threat. Incoming concussion effects from mutants suffer -100% ability accuracy. Additionally, Sentinel reduces duration of any stun effects from mutants from 20% to 80%, depending on difference in size. (Max bonus against #S, minimal against other #XL).

    Target analysis
    Sentinel monitors their opponent, studying their behaviour to develop further offensive and defensive tactics and expand data of eradication targets for all mutant hunters. Goes from 0 up to 100.
    Sentinel gets 8 analysis charges when opponent repeats the same action consecutively. Actions include: Light, Medium, Heavy attacks, Dashing, Dodging and Blocking an attack.
    Sentinel gets 40 analysis charges each time opponent uses Special attack, that matches the previously activated one.
    In battlegrounds Sentinel begins the fight with 30 charges, double the amount against mutants.
    Sentinel begins the fight with 60 charges against #X-men opponents across all gamemodes.
    Unable to register properly beings of cosmic nature, against them he gets 25% less analysis charges on any repeated action.

    Offensive tactics:
    Special attacks cost 0,25% less per analysis charge.
    Attack rating increases by 41,58 per analysis charge.

    Defensive tactics:
    Armor rating increases by 13,58 per analysis charge.
    Critical resistance increases by 10 per analysis charge.

    Defensive tactics gain doubled potency during opponent specials attacks.
    Attack rating and special attack cost cannot be reduced below where offensive tactics ability would set it.

    Heavy attack: On first hit gain Pierce passive of 2900 potency for 8 seconds.
    Last hit inflicts Shock debuff, inflicting 4158 damage over 6 seconds.
    While Pierce passive is active, hits into block will grant Sentinel 1,3% of Max power.
    While Shock is active, any Incinerates inflicted on mutants will turn into Plasma debuffs with 30% increased potency and matching duration.

    Analysis complete
    At max analysis charges, Sentinel gains following abilities:

    Personal effects of Special attacks 1 and 2 trigger on target block.
    Personal Incinerate, Plasma, Heal block, Impact and Armor break effects are paused during special attacks.
    While charging a Heavy attack, Sentinel becomes unstoppable for 0,8 seconds. While Sentinel has personal Pierce passive, he can't trigger this unstoppable.
    Shock from heavy attack becomes passive.
    Pierce from heavy attack gains additional 100% potency.
    When the Sentinel inflicts a Shock, Incinerate, Plasma, Heal block or Armor break, its duration is increased by 100%.
    During special attack 1 and 2 gain Impact passive of 30% potency for 6 seconds.

    Special attack 1: Initial hit inflicts Heal block, preventing target from recovering health for 6 seconds.
    Successive hits put Armor breaks, removing armor up from the target and and reducing armor rating by 420.
    Opponent can have maximum of 10 of those Armor breaks.

    Special attack 2: Each hit inflicts Incinerate, dealing 2079 damage over 3 seconds. This also removes target's perfect block chance and reduces their block proficiency by 50%.

    Special attack 3: Gain indefinite Armor up passive, increasing Armor rating by 2000.
    This Armor up can be removed by armor break. Does not stack.
    Gain a Regeneration passive, that restores 35% of missing health over 12 seconds.

    Analysis upgrade: Power drain and Power steal effects suffer -1% potency per Analysis charge.
    Power locks suffer -1% duration per Analysis charge.
    Additionally, reaching 100 charges will put "Full Analysis" cross-fight on the champion for next 4 fights.
    Sentinel will start the fight with Analysis complete against opponents suffering from this cross-fight.
    Other Tech or #Orchis champions will start the fight against target under cross-fight with indefinite Armor up passive of 800 potency, Pierce passive of 1000 potency and 15% Vicious passive.

    Did you read my comment where i remade the kit beaucase it was overtuned? More than half of your kit is a worst version of my re made
    What he posted is a balanced version of what you posted, which was just an overtuned version of sentinel as he is. His is as distinct from yours as yours is from the original sentinel kit
    I said the comment i made of the kit re-made not the first post that i know it's overtuned and thats why i re-made the kit cutting half of the things in the original

    "What he posted is balanced version" and you also said more realistic,stun duration based on mutant size and Concussion potency when only 2 mutants have concussion,Orchis don't exist in the Battlerealm and like 3 of ther members are good
  • GilbertoJuniorGilbertoJunior Member Posts: 85

    I re-made everything to try to balance out

    Sentinel buff concept and is probably overtuned,also his probably the next rework in the tech class

    Immunities changed to add ability accuracy reduction Immunity,against mutants gain freeze and Incinarate immune

    Damage over time debuffs get replaced by plasma if the opponent is immune to the effect

    Analysis system changes :

    Increased analysis gain to 6

    Special cost 0.35% less per analysis

    Armor Rating increase 0.35% per analysis

    Critical resistence increased 0.15% per analysis

    Attack rating increased to 0.40% per analysis

    Pierce increase 0.35% per analysis

    Crit Rating increase 0.15% per analysis

    Heavy attack : just change that you the Unstoppable only goes in cooldown if you get hit while doing it like Man thing

    Special 1 : first hit inflicts a 10 seconds heal block and the other hits have 1% chance to inflict a 700 armor break per analysis,at 100 analysis remove 1 Prowess per hit

    Special 2 : Each hit inflicts a Incinarate, dealing 2200 energy damage reducing ther block proficiency by 25% each per 10 seconds,at 100 analysis also reduced auto block chance

    Special 3 : Gain a passive and a buff Armor Up that increase your Armor Rating by 1,000 each

    If already have ther armors,consume one and recover 18,000 based on missing health

    Synergy changes

    We are many :

    Robots gain 300 attack rating per each Sentinel and Nimrod on the team

    Nimrod : Apply Plasma instead of shock effects

    Oil is thicker than blood :

    Omega Sentinel : Medium attacks drain 15% of the opponent power when applying a debuff

    Sentinel : pause all debuffs by 5 seconds when hitting the opponent with a heavy attack at the max of 3 pauses stack

    This,the more balanced version with less changes
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