Gambit buff. Any predictions?
Jokepool
Member Posts: 402 ★
Hi guys
I absolutely love Gambit character from the comics and I was very please to see that he is getting a buff by November
Any ideas how that buff should look like?
I absolutely love Gambit character from the comics and I was very please to see that he is getting a buff by November
Any ideas how that buff should look like?
1
Comments
Every blocked attack gain 1 charge. Well timed blocks gain 2.
Cool armour increases phys. resistance and means that well timed blocks have +50% perfect block chance
Prowess increases special attack damage by 50% not just 18
Concussion lasts 20 seconds and reduced AA by 100%
Sig ability, prowess buff gain an additional X% potency
At least that’s what I’d like to see
Gambit (Retuned)
Holding block:
Gambit gains kinetic charges as he holds block; at a rate of one charge per 0.3s (plus 0.1s per charge), to a maximum of ten. The timer does not reset when he is struck.
This is largely my attempt to describe what already happens with Gambit's timer; which clearly isn't a flat 0.5s as the description states. I've also got rid of the reset, since it goes against the idea of him absorbing some of the energy when he's hit.
Well-timed blocks:
To maximise his Kinetic charges, Gambit needs to absorb part of the kinetic energy of Physical Attacks. This reduces the damage by an additional 25% and generates two kinetic charges, to a maximum of twenty.
Kinetic charges
Each kinetic charge reduces the Power requirement of Special Attacks by 2% and increases Gambit's Block Proficiency by 80.
When he has sixteen or more kinetic charges, Gambit gains +2% Perfect Block per charge.
Whilst he holds them, Gambit's growing kinetic charges help him to absorb a small fraction of the kinetic energy of attacks.
Kinetic charges are lost at the rate of one every three seconds that pass without Gambit holding block. When he is struck by a combo-ending attack, Gambit has a base 20% chance to fold, plus a flat 10% per hit in the combo, losing all kinetic charges. Additionally, if he is affected by a Power Drain or Power Steal effect, this drains all his kinetic charges.
Heavy Attacks: Gambit throws a card at his opponents' feet, knocking them off balance: this attack is a short-range projectile, so it cannot be parried; and it inflicts Energy damage. This attack reduces the ability accuracy of the Stand Your Ground Mastery by 50%. Landing a heavy attack converts all of his kinetic charges into Prowess buffs.
If he has sixteen or more kinetic charges, Gambit generates a passive Unstoppable effect when chaining a Heavy attack from a combo.
This should make converting Kinetic charges into Prowess Buffs substantially easier; although not foolproof.
Prowess buffs
Gambit can have an absolute maximum of twenty Prowess buffs. Prowess buffs last for ten seconds. Having Prowess buffs does not prevent Gambit from generating new kinetic charges.
Prowess buffs affect the damage from his Special Attacks and his Heavy attack projectiles as follows:
- Attack is increased by +12% per Prowess buff.
- Each Prowess buff converts 10% of any Critical damage to a burst of Direct Energy damage. This activates before defensive abilities that would reduce critical damage.
- With ten or more Prowess buffs, these Attacks will not trigger abilities that are triggered on Critical hits.
These Prowess numbers aren't crazy, if you look at what Havok and Storm X can do...Passive:
Gambit's flak jacket provides 25% Bleed Resistance and 500 Physical Resistance. The jacket breaks after Gambit loses 25% of his max health from Physical damage.
The flak jacket is now a bit better at reducing bleed damage and lasts slightly longer; but doesn't get tougher as part of his Sig.
Signature:
- Gambit generates Kinetic charges up to 30% faster.
- Kinetic charges each grant Gambit +50 Critical Rating and Damage on his Special Attacks.
- Prowess buffs last for 50% longer, and additionally increase Special Attack debuff duration by up to 5%
Special Attacks:Gambit's Special Attacks gain +100 block penetration per Kinetic charges or Prowess buff in effect, to a maximum of +1000.
If Gambit hits the opponent with a Special Attack that is critical, he consumes all his Kinetic charges. This inflicts a burst of Energy damage equal to 8% of the damage inflicted by the Special Attack, for each kinetic charge consumed.
SP1: 70% chance to Stun for 2.5s
- If Gambit has ten or more Prowess buffs, he also inflicts Armour Break (-600 for seven seconds)
- If Gambit has twenty Prowess buffs, he inflicts a Vulnerability debuff (increases Critical damage by 800 and reduces block proficiency by 40%) for fifteen seconds.
SP2: This thunderous attack is hard to evade, reducing Evade chance by 60%. 90% chance for Concussion (-85% Ability Accuracy for 8 seconds)- If Gambit has ten or more Prowess buffs, this attack inflicts Stun for 3 seconds
- If Gambit has twenty Prowess buffs, he inflicts an Enervate debuff for eight seconds
SP3: 90% chance for Concussion (-85% Ability Accuracy for 8 seconds), and 90% chance to Enervate for six seconds.- If Gambit has ten or more Prowess buffs, then for each five stacks of Prowess he has an 80% chance to inflict an Armour Break (-800 armour for six seconds)
- If Gambit has twenty Prowess buffs, then he refreshes them and gains ten kinetic charges when throwing this attack
If he throws a Special-3 with twenty Prowess, Gambit will regain some of his kinetic charges, reducing the Power consumed and setting him on the way to quickly combo his way back to SP1. This should maximise his damage; by combining the effects of armour break, vulnerability, and high crit rate/burst energy damage.Synergies:
Ma Chèrie (Rogue) - Unique synergy):
- Any time Gambit gains a Prowess buffs, he has a 33% chance to gain another one.
- Rogue's stolen buffs last 30% longer.
Heavy Hitters (Storm, Cyclops, Havok - Unique SynergySpecial Attacks gain +300 Block Penetration; or if they are Unblockable, they instead gain +20% Attack.