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Omega Sentinel Icon 1 Omega Sentinel Articles and Topics:
This article is about the playable hero. For the Enemy version, see Omega Sentinel/Boss.


November 27, 2013 Patch Notes[]

Hero Bug Fixes and Balance Changes

  • Class change moves are now a multi-action

October 1, 2013 Patch Notes[]

Omega Sentinel Fix

  • Counters should now proc the same for all characters

July 18, 2013 Patch Notes[]

Omega Sentinel Fix

July 5, 2013 Patch Notes[]

Omega Sentinel Adjustment

June 19, 2013[]

Undocumented Change

  • Omega Sentinel's Neural Disruptors doesn't grants
    Stun (1 turn) - Loses next turn; Reduced chance to dodgeStun (1 turn) - Loses next turn; Reduced chance to dodge
     Stun anymore

June 7, 2013 Patch Notes[]

Omega Sentinel Fix

  • Omega Sentinel’s AI has been adjusted to prevent looping class changes

May 21, 2013 Patch Notes[]

Related Change

  • "Exhausted" now properly prevents all kinds of extra turns and prevents extra turns from triggering (in the case of permanent extra turns)

April 23, 2013 Patch Notes[]

Omega Sentinel Fix and Adjustment

  • HE Targeting Laser
    • The targeting animation has been removed
    • Now applies the Targeted debuff after the attack instead of before
    • Now applies Targeted when part of a counter-attack or a follow-up attack
    • Stamina cost has been reduced
  • Fixed a bug with Eos Passive not reducing damage properly
  • Fixed a bug where Plasma Torch and Penetrator Darts were performing the wrong number of hit animations
  • Fixed a bug with Selene Protocol applying its benefits to enemies
  • Fixed a bug that miscalculated the damage output for some of Omega Sentinel’s attacks
  • Fixed a bug where Nanoheal Array was not being blocked by the Despair debuff

April 5, 2013 Patch Notes[]

Omega Sentinel Release

  • Collection Reward Hero
  • Class: Scrapper, Bruiser, or Tactician
  • Passives:
  • Scrapper Mode
    • Passive: Selene Protocol
      • Attacks gain Exploits Protection and Exploits Shields
    • 1. Plasma Knife
      • One Enemy
      • Melee, Energy, Explosive
      • Ignore Defense
        • Damage ignores enemy’s defense stat
        • Attacks penetrate Shield statuses
      • Deadly Crits
        • Deals extra damage on critical hits
    • 2. Change Protocol
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Eos Protocol
        • Change class to Bruiser
        • Takes significantly less damage from Counter-Attacks
        • Takes significantly less damage from Follow-Up Attacks
    • 3. Plasma Torch
      • All Enemies
      • Range, Energy, Fire, Tech, Explosive
      • Strengthened
        • Grants Strengthened to all allies
        • Attack increased by 25%
        • Lasts 3 Rounds
      • Burning
        • Taking damage every turn
        • Defense reduced
        • Cancelled by Chilled
        • Lasts 2 Rounds
    • 4. Plasma Blast
      • One Enemy
      • Range, Energy, Tech, Explosive
      • Finest Hour!
        • Deals extra damage while Agile, Focused, Fortified, or Strengthened
      • 1 Round Cooldown
    • Bruiser Mode
    • Passive: Eos Protocol
      • Takes significantly less damage from Counter-Attacks
      • Takes significantly less damage from Follow-Up Attacks
    • 1. Penetrator Darts
      • All Enemies
      • Ranged, Gun
      • Biofeedback
        • Bioelectric energy deals damage every turn
        • Counts as poison
        • Lasts 2 Rounds
    • 2. Change Protocol
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Helios Protocol
        • Change class to Tactician
        • Chance to join in on an ally’s attack
        • Chance to retaliate when an ally is hit by single-target attacks
    • 3. Defense Array
      • Self
      • Buff, Tech
      • Defense Array
        • Protects allies from single-target or area attacks
        • Lasts 1 Round
      • Fortified
        • Grants Fortified to all allies
        • Defense increased by 25%
        • Lasts 3 Rounds
      • 2 Round Cooldown
    • 4. Nanoheal Array
      • All Allies
      • Heal, Tech
      • Restorative Nanobots
        • Restores health every turn and removes harmful effects
        • Lasts 1 Round
      • 3 Round Cooldown
  • Tactician Mode
    • Passive: Helios Protocol
      • Chance to join in on an ally’s attack
      • Chance to retaliate when an ally is hit by single-target attacks
    • 1. HE Targeting Laser
      • One Enemy
      • Ranged, Energy, Tech, Explosive
      • True Strike
        • Ignores most Avoidance effects
      • Targeted
        • Attacks against this target are guaranteed to hit and crit
        • Lasts 1 Round
      • Focused
        • Grants Focused to all allies
        • Accuracy increased by 25%
        • Lasts 3 Rounds
    • 2. Change Protocol
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Selene Protocol
        • Change class to Scrapper
        • Attacks deal extra damage to enemies with Protect or Shields
    • 3. Hologram Array
      • All Allies
      • Buff, Tech
      • Mirror Images
        • Illusions grant a chance to avoid the next 2 single-target attacks
        • Lasts 1 Round
      • Agile
        • Evasion increased by 25%
        • Lasts 3 Rounds
      • 2 Round Cooldown
    • 4. Neural Disruptors
      • One Enemy
      • Ranged, Electric, Energy, Tech
      • Disoriented
        • Has a chance of attacking allies
        • Lasts 1 Round


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