Civil Warrior Tune-Up
LemoNot
Member Posts: 186 ★
Stats are for a Rank 5 6-star.
I'm a sucker for a cool design.
Always Active
- Civil Warrior’s combination of Super Soldier Serum and advanced Stark Tech renders him immune to Nullify, Neutralize, and Stagger effects.
- For each active Armor Up effect on Civil Warrior, reduce the opponent’s Bleed and Poison Potency by 25%.
Note: In Civil Warrior's current state, this is possibly the most redundant line in his kit, since any utility that could be derived from his Armor Ups must be sacrificed for meaningful damage (Not even mentioning how Potency reduction is a far more favorable, and frankly less questionable, choice in countering DOT). This problem could have been remedied by retaining his Armor Up Passives from his Special 1, but those were removed in his buff. In this hypothetical tune-up, I have re-instated his Armor Up Passives with more utility, both in his base kit and signature ability.
All Attacks
- Every 5th basic attack that either Champion throws has a 100% chance to grant 1 Armor Up Buff.
Personal Armor Up Effects
- Civil Warrior’s Armor Up Buffs provide +250 Armor Rating for 11 seconds.
- Civil Warrior’s Armor Up Passives provide +375 Armor Rating, +100 Critical Resistance, and reduce incoming Frostbite, Coldsnap, Shock and Incinerate Potency by 15%. Max 10 stacks.
Note: The Passives are perhaps a bit overtuned, but I would argue in its favor due to the fairly lengthy ramp up- 40 Armor Up Buffs, 32 with his Awakened Ability- keeping it from being an easy DOT shutdown in short & medium length fights.
Personal Fury Buffs- Max 50 Stacks
- Civil Warrior gains 1 Fury Buff each time he gains an Armor Up effect, each providing +471.24 Attack Rating for 22 seconds.
- All Fury Buffs are Refreshed on every 5th Armor Up Buff Civil Warrior gains.
- Dashing back and holding Block for 1.2 seconds converts 5 active Fury Buffs into an indefinite Fury Passive, providing +4712.4 Attack Rating. Max 5 stacks. Fury Buffs are Paused during the 1.2-second timer.
Note: Where the Bleed/Poison AAR is the most redundant line, this entire ability is currently Civil Warrior's most crippling. The defining flaw of Civil Warrior's kit is that it forces players to stop their momentum entirely every 8-ish seconds. Making the Furies instead trigger and refresh whenever an Armor Up triggers streamlines his ramp-up, and retooling the Dash Back and Block as a conscious choice the player can make for permanent/consistent damage makes it a far more tolerable gameplay choice.
Heavy Attacks
- 100% chance to inflict a 10 second Heal Block Debuff, preventing the target from recovering Health. While 2 or more Fury Passives are active, or the opponent is a Mutant, inflict a 10-second Heal Block Passive instead.
- With 10+ Fury Buffs: Charging this attack inflicts a 20% Infuriate Debuff, lasting until Civil Warrior stops charging his Heavy Attack.
- On knockdown: Pause all Fury Buffs for 9 seconds.
Note: Honestly, the Fury Pause on Heavies is really the only addition Civil Warrior "needs" to be leagues better than he currently is. It would give him back his Special 2 to Heavy Spam, as well as provide a far more forgiving time window to convert his Armors into Furies. It wouldn't address the problem of his Armor Up utility, but at least it would fix his damage rotation almost single-handedly.
Special Attacks
- When launched: Pause all Armor Up Buffs for 20 seconds.
- On hit: Pause all Heal Block effects on the opponent for 10 seconds.
Add visible Pause timers please.
Special Attack 1
- 100% chance to gain 4 Armor Up Buffs.
- Consume all Armor Up Buffs active before this Special Attack. Every 4th Armor Up Buff consumed grants 1 indefinite Armor Up Passive.
- UI Change: Add a grey Armor Up counter for every Armor Up consumed that hasn't triggered an Armor Up Passive yet, up to 3.
Special Attack 2
- 100% chance to Power Burn 2 bars of Power, dealing direct damage proportional to the amount of Power lost.
- Intercepting the opponent with this attack grants Civil Warrior’s personal Fury Passives without consuming his Fury Buffs.
Provided as an option for more skilled players to ramp up quicker, akin to Superior Iron Man's Intercepts. Would still require 5 Fury Buffs for every 1 Fury Passive you want to trigger.
Special Attack 3
- The opponent is Passively Power Locked during this attack.
- For each active Armor Up Passive, Power Drain 10% of the opponent’s max Power. If the target is reduced to 0 Power, they also receive a Power Lock Passive for 10 seconds, preventing them from gaining Power.
- For each active Fury Passive, inflict a Plasma Passive, each dealing 851.9 Energy Damage over 15 seconds. Plasma Passives can be refreshed by Civil Warrior’s 4th Light Attack.
Note: Most of the buffs to the Special 3 are personal preference, especially the Plasma, which I added mainly because I want Civil Warrior's 4th Light Attack to do something as a Repulsor Attack. The damage of each Plasma could be tweaked, but I kept it intentionally lower due to the Attack Rating Civil Warrior would likely have at this point.
Arc Shield, Sig [1 - 200]
- Civil Warrior begins the fight with 2 indefinite Armor Up Passives. Armor Up Passives now additionally provide +[1.25 - 7.5]% Perfect Block Chance.
Note: It is frustrating, contradictive design that the Awakened Ability, in its current state, gives Civil Warrior indefinite Armor Ups which he just immediately converts to Furies. There isn't even a "not consumed, but still generates/refreshes Furies" line, they are just lost permanently. I'm just being mad about his current design right now honestly.
- While 4 or more Armor Up Passives are active, gain an Instinct Passive. While 10 Armor Up Passives are active, gain a Steadfast Passive. Against Mutants, these abilities only require active Armor Up effects.
- Blocking during the opponent’s Special Attack inflicts them with a passive Weakness, reducing their Attack Rating by [15 - 60]%. This is also true if Civil Warrior was blocking prior to a Special Attack 3.
All synergies are left unchanged. Not that any of them were real game-changers for any synergy member involved, mind you.
I'm a sucker for a cool design.
Always Active
- Civil Warrior’s combination of Super Soldier Serum and advanced Stark Tech renders him immune to Nullify, Neutralize, and Stagger effects.
- For each active Armor Up effect on Civil Warrior, reduce the opponent’s Bleed and Poison Potency by 25%.
Note: In Civil Warrior's current state, this is possibly the most redundant line in his kit, since any utility that could be derived from his Armor Ups must be sacrificed for meaningful damage (Not even mentioning how Potency reduction is a far more favorable, and frankly less questionable, choice in countering DOT). This problem could have been remedied by retaining his Armor Up Passives from his Special 1, but those were removed in his buff. In this hypothetical tune-up, I have re-instated his Armor Up Passives with more utility, both in his base kit and signature ability.
All Attacks
- Every 5th basic attack that either Champion throws has a 100% chance to grant 1 Armor Up Buff.
Personal Armor Up Effects
- Civil Warrior’s Armor Up Buffs provide +250 Armor Rating for 11 seconds.
- Civil Warrior’s Armor Up Passives provide +375 Armor Rating, +100 Critical Resistance, and reduce incoming Frostbite, Coldsnap, Shock and Incinerate Potency by 15%. Max 10 stacks.
Note: The Passives are perhaps a bit overtuned, but I would argue in its favor due to the fairly lengthy ramp up- 40 Armor Up Buffs, 32 with his Awakened Ability- keeping it from being an easy DOT shutdown in short & medium length fights.
Personal Fury Buffs- Max 50 Stacks
- Civil Warrior gains 1 Fury Buff each time he gains an Armor Up effect, each providing +471.24 Attack Rating for 22 seconds.
- All Fury Buffs are Refreshed on every 5th Armor Up Buff Civil Warrior gains.
- Dashing back and holding Block for 1.2 seconds converts 5 active Fury Buffs into an indefinite Fury Passive, providing +4712.4 Attack Rating. Max 5 stacks. Fury Buffs are Paused during the 1.2-second timer.
Note: Where the Bleed/Poison AAR is the most redundant line, this entire ability is currently Civil Warrior's most crippling. The defining flaw of Civil Warrior's kit is that it forces players to stop their momentum entirely every 8-ish seconds. Making the Furies instead trigger and refresh whenever an Armor Up triggers streamlines his ramp-up, and retooling the Dash Back and Block as a conscious choice the player can make for permanent/consistent damage makes it a far more tolerable gameplay choice.
Heavy Attacks
- 100% chance to inflict a 10 second Heal Block Debuff, preventing the target from recovering Health. While 2 or more Fury Passives are active, or the opponent is a Mutant, inflict a 10-second Heal Block Passive instead.
- With 10+ Fury Buffs: Charging this attack inflicts a 20% Infuriate Debuff, lasting until Civil Warrior stops charging his Heavy Attack.
- On knockdown: Pause all Fury Buffs for 9 seconds.
Note: Honestly, the Fury Pause on Heavies is really the only addition Civil Warrior "needs" to be leagues better than he currently is. It would give him back his Special 2 to Heavy Spam, as well as provide a far more forgiving time window to convert his Armors into Furies. It wouldn't address the problem of his Armor Up utility, but at least it would fix his damage rotation almost single-handedly.
Special Attacks
- When launched: Pause all Armor Up Buffs for 20 seconds.
- On hit: Pause all Heal Block effects on the opponent for 10 seconds.
Add visible Pause timers please.
Special Attack 1
- 100% chance to gain 4 Armor Up Buffs.
- Consume all Armor Up Buffs active before this Special Attack. Every 4th Armor Up Buff consumed grants 1 indefinite Armor Up Passive.
- UI Change: Add a grey Armor Up counter for every Armor Up consumed that hasn't triggered an Armor Up Passive yet, up to 3.
Special Attack 2
- 100% chance to Power Burn 2 bars of Power, dealing direct damage proportional to the amount of Power lost.
- Intercepting the opponent with this attack grants Civil Warrior’s personal Fury Passives without consuming his Fury Buffs.
Provided as an option for more skilled players to ramp up quicker, akin to Superior Iron Man's Intercepts. Would still require 5 Fury Buffs for every 1 Fury Passive you want to trigger.
Special Attack 3
- The opponent is Passively Power Locked during this attack.
- For each active Armor Up Passive, Power Drain 10% of the opponent’s max Power. If the target is reduced to 0 Power, they also receive a Power Lock Passive for 10 seconds, preventing them from gaining Power.
- For each active Fury Passive, inflict a Plasma Passive, each dealing 851.9 Energy Damage over 15 seconds. Plasma Passives can be refreshed by Civil Warrior’s 4th Light Attack.
Note: Most of the buffs to the Special 3 are personal preference, especially the Plasma, which I added mainly because I want Civil Warrior's 4th Light Attack to do something as a Repulsor Attack. The damage of each Plasma could be tweaked, but I kept it intentionally lower due to the Attack Rating Civil Warrior would likely have at this point.
Arc Shield, Sig [1 - 200]
- Civil Warrior begins the fight with 2 indefinite Armor Up Passives. Armor Up Passives now additionally provide +[1.25 - 7.5]% Perfect Block Chance.
Note: It is frustrating, contradictive design that the Awakened Ability, in its current state, gives Civil Warrior indefinite Armor Ups which he just immediately converts to Furies. There isn't even a "not consumed, but still generates/refreshes Furies" line, they are just lost permanently. I'm just being mad about his current design right now honestly.
- While 4 or more Armor Up Passives are active, gain an Instinct Passive. While 10 Armor Up Passives are active, gain a Steadfast Passive. Against Mutants, these abilities only require active Armor Up effects.
- Blocking during the opponent’s Special Attack inflicts them with a passive Weakness, reducing their Attack Rating by [15 - 60]%. This is also true if Civil Warrior was blocking prior to a Special Attack 3.
All synergies are left unchanged. Not that any of them were real game-changers for any synergy member involved, mind you.
2
Comments
@Chowdera3 Yes, the Plasmas would work like most other DOT effects, increasing its damage with higher Attack Rating.