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Full Out of Time update
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Hey Timetravelers!
What changed
- Gameplay
- Balance
- Server
- Maps
Out of Time changes
We are back with another breakdown of the numbers behind your favorite classes. Today we are looking at the Solar Sentinel. This class is built around high-intensity light beams, tactical area denial with beacons, and massive orbital strikes. Let’s look at the Attack Power (AP) scaling and evolution milestones.
🔫 Weapon: Solar Cannons Auto Attack
The Solar Sentinel fires alternating light beams from left and right cannons, acting like a heavy-duty version of the Wizard's core kit.
Base AP Scaling: 3.5
Cooldown: 1.2s drops to 0.8s (at max evolution).
Evolution Highlights: While the range increases from 1000 to 1200, the real power spike hits at Evolution 4, which adds Piercing. This allows your basic attacks to melt through lines of enemies rather than stopping at the first target.
☄️ LMB: Charged Laser
This ability fires dual lasers that sweep together to form a sustained high-output beam.
Base AP Scaling: 0.36 (1.44/s total).
Max HP% Damage: 0.32% per second.
Core Mechanic: Uses a unique charge meter (similar to Tesla).
Evolution Highlights: At max level, the charge-up time is cut in half (from 10s down to 5s), while the maximum beam duration is doubled to 10s, allowing for massive sustained DPS.
🗼 Q: Solar Beacon
Summon up to 4 tactical beacons that stick into the ground and act as relay stations for your beams.
Base AP Scaling (Impact): 0.5
Chain Attack Power: 0.425 (1.7/s) when hit by a laser.
Evolution Highlights: From Evolution 3 onwards, the Pulse and Chain attacks occur simultaneously when struck by your Charged Laser. Evolution 5 adds a Slow effect to the impact radius, turning your beacon network into a deathtrap.
🛰️ E: Solar Laser
Launch your backpack into the air to call down an orbital strike that automatically tracks the toughest enemy on the field.
Base AP Scaling: 2.8 (9.33/s).
Max HP% Damage: 0.533% per second.
- Evolution HighlightsEvolution 2 adds a Slow effect. At Stufe 3, the laser gains an AoE Pulse (3.0 AP). By max level, the pulse rate and radius are significantly increased, and the Card Damage Bonus jumps to 100% .
⚡ Shift: Sun Steps
A high-mobility teleport that grants invulnerability and leaves enemies dazed in your wake.
Base AP Scaling: 2.0 (End explosion at Evo 3).
Charges: Starts at 2, scaling up to 4.
Evolution Highlights: This isn't just a dash—it Stuns and Taunts enemies you pass through. Evolution 3 adds a 600-radius blast at the end of the teleport, turning your repositioning tool into a defensive stun-bomb.
💡 Behind the Scenes Secret: The Solar Beacons are highly collaborative! They don't just relay your own lasers; they also trigger from the Harrison's Forbidden Time Magic (E-Ability Wizard Chest) and the VIBE Drone’s Mode Swap (Q-Ability Cybermedic Weapon). Coordinate with your team to create a map-wide laser grid.
🛡️ Helmet Passive: Praise the Sun
Passively charge solar energy to emit a massive light blast that protects you and your allies.
Core Mechanic: Provides a scaling Armor buff (up to 20%) and a flat Ability Damage boost (up to 40% at Legendary rarity).
Evolution Highlights: Upgrading reduces the cooldown from 30s to 22s and expands the stun radius to 1000 units, making you a walking flashbang for your team.
Source
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