Vulture rework

Hi there, vulture has been bad since release, his kit currently is not very reliabl due to several reasons:

His incinerate is too short and u need to keep using dexterity to maintain it, which means u cant use block to parry the oponent. If the incinerate gets extended by a longer duration, it would be great, even if its damage gets reduced, u can even a put permanent passive incinerate that deals no damage so it only gives power by signature ability.

Signature ability power gain could be improved a bit, its hard/ impossible to maintain sp1 and sp2 debuff at same.

Raptor Strike is a bit impratical, u need to dash back and dash forward without any security, u can get intercept. Putting a falter debuff every time u dash back and dash forward, would solve the problem. This way u have the security, if the oponent intercepts ur dash, they have falter and miss, if they block, u get decoy buff.

Speaking of decoy buff, change it so it doesnt trigger on blocks. And everytime the oponent misses, vulture steals some of its power.

The sp1 buff is ok, but should be improved for like 30% of the power gained, currently its underwhelming.
sp2 buff is better than the sp1, it deals a nice ammount of damage. maybe 30% to match the sp1 buff.

The sp2 buff is short.

The sp3 is purely useless, vulture is a power control champion and rarely gets to sp3 because it needs to use sp1 to control power.

I did a rework idea for him, that would like to show



Vulture - Rework

Signature Ability - When the enemy is incinerated, Vulture attacks give - (5% - 50%) less power and gets + (5% - 50%) more power from attacks.

Well timed blocks from Vulture gives 10% - 30% of a bar of power, this ability cant occur more than 2 each 12 seconds. If there are three or more well timed block during the 12 seconds, vulture loses 5% - 1% of its current power for each well timed block.

If the block damage is zero, the power gained is increased by 50%. And the power lost by the third or more well timed block is reduced to 0%.

Medium Attacks

If Vulture has over 10 chitauri charges, each medium has a 80% chance to place a passive long lasting incinerate, dealing 30000 damage for 60 seconds. These passive incinerate stacks up to 2. The second incinerate has a potency reduced by 100% but reduces enemy attack by 10% and power rate by 30%.

Light Attacks

If Vulture has placed a long lasting Incinerate, light attacks have a 50% chance to place an incinerate dealing 1000 energy damage over 2 seconds.


Passive - Chitauri Armor
Everytime Vulture receives an energy debuff, vulture purifies after 0.5s and deals instantly 30% of the damage of the debuff. This instant damage ignores immunities and resistances. For example, if a 100 damage shock is placed on vulture, he purifies and deals 30 damage to enemy, even if the enemy is immune to debuffs or has energy resistance

Chitauri Charges

Receiving energy damage from debuffs, effects or attacks gives 5 chitauri charges. if its Incinerate damage, u receive 10.

Well timed blocks gives 5 chitauri charges, this has a limit of 20 charges per fight.

Vulture uses 50 chitauri charges to place a power lock just before the enemy gets 3 bars of power. This effect is disabled during and after overcharge state.

Each chitauri charge gives Armor, Physical Resistance and Energy Resistance.


Heavy Attack

The last hit of the heavy triggers 1 Chitauri Bleeding, dealing 500 damage for 5 seconds.
Using a special attack, when a chitauri bleeding is active, purifies it and the enemy triggers a Chitauri Infection, stacking up to 5.

Passive

When vultures gets knocked down by a cosmic or spider-verse heroes, loses all his chitauri charges and chitauri infection.
If there is a member of sinister six in the quest team, Vulture only loses all charges and infections if knocked down by cosmic. If it's by spider-verse heroes, charges and infections are disabled for 20 seconds.



Chitauri Infection

1 Chitauri Infection - Attacking an incinerated has a 70% chance to power drains 5% of their current power.
2 Chitauri Infection - Light Attacks have + 50% Ability Accuracy and +20% Attack
3 Chitauri Infection - Vulture enter in an overcharge state for 15 seconds and all attacks places an incinerate, each dealing 500 damage for 1 seconds. This passive incinerates places a heal steal, all health gained by the enemy is instead directed to vulture.
After ending this overcharge state, Vulture is exhausted and gains 3 bars of power. And loses all Chitauri Infections and these cant be gained for 20 seconds

Special Attack 1

Syphon Charge Debuff - Drains 25% of the power gained by the enemy. Gains Chitauri Charges based on the power burned

Special Attack 2

Thermal Feedback - Burns 25% of the power gained by the enemy

Special Attack 3


If used after ending overcharge state,
vultures places a special lock debuff, the enemy cant use specials. And if they reach 3 bars of power, immediately power drains
Vulture also places a power gain and the enemy gives 600% of total power over 6s.
The special 1 and special 2 effects activate as well with +50% potency

Comments

  • Marvel2289Marvel2289 Member Posts: 1,008 ★★★
    This is a great idea, but This is gonna get closed and then you will be asked to post in the Champion improvement thread
  • MysterioMysterio Member Posts: 1,106 ★★★★

    This is a great idea, but This is gonna get closed and then you will be asked to post in the Champion improvement thread

    The fact that you are right makes me sad.
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