Omega Sentinel/Patch History

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
 * Omega Sentinel now correctly Exploits Protection and Shields while Selene Protocol is active

July 5, 2013 Patch Notes
Omega Sentinel Adjustment
 * Omega Sentinel’s Selene Protocol now displays Exploits Protection and Exploits Shields

June 19, 2013
Undocumented Change
 * Omega Sentinel's Neural Disruptors doesn't grants 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)
 * Omega Sentinel 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:
 * Flying
 * Immune to ground attacks
 * Overclocked/Omega Sentinel
 * Take 2 actions every round
 * 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