Ghost rider OG rework idea

Greed_ExodusGreed_Exodus Member Posts: 399 ★★★
Signature Ability - Sig 1 to 200 stats shown (Spirit of Vengeance)
* Finishing a 5 hit combo with a light attack grants a passive precision granting + 234--860 critical rating over 20 seconds.
* Finishing a 5 hit combo with a medium attack grants a passive fury granting + 620--2120 attack rating over 20 seconds.

Note: Passive effects cannot stack past a limit of 1 each for all abilities unless otherwise stated.


ABILITIES - Passive (Evils bane)- A lack of blood provides full immunity to bleeding, and being wreathed in hellfire provides full immunity to incinerate and a 90% resistance to coldsnap and frostbite.
* Against #Villain opponents Ghost rider places an indefinite passive Judgement effect increasing ability accuracy of damaging effects by 30%. And reduces power gain and regeneration potency by 65%.


HEAVY ATTACKS - Ghost riders hellfire chain tears into his opponent placing a 745 potency Vulnerability passive lasting 10 seconds. (Judgement) increases to 15 seconds.


Basic Attacks - Medium attacks use the riders hellfire chain reducing the damage of the opponents passive degeneration and direct damage effects by 100% for 0.20 seconds. and Critical hits on chain attacks have a 70% chance to inflict an incinerate debuff dealing 2690 energy damage over 4.80 seconds. (Judgement) increases to 6.5 seconds. If the opponent is immune to incinerate inflict a matching degeneration instead. - Light attacks that are critical hits have a 70% chance to inflict an indefinite passive penance debuff dealing 0 damage, max stacks 10.



Special attack 1 "Retribution" - First use of this special each fight inflicts an indefinite passive anguish debuff (reducing the chance of the opponent to purify debuffs by 70%). Any further activations of this attack grants a 5 second passive lifesteal effect allowing the rider to steal 530 health with each attack (Judgement) hits that would gain health while at 100% health inflicts the same amount as direct damage for each hit.


Special attack 2 "Hellfire blast" - A breath of flames that consumes the penance of his enemy dealing a burst of 1,825 direct damage per penance debuff on the opponent. (Judgement) re- apply half of the penance consumed by this attack.


Special attack 3 "Penance stare" - Ghost rider judges the guilt or innocence of his enemy inflicting either a passive degeneration debuff dealing 930 damage over 10 seconds per each penance consumed, against #Villain. If this attack deems the enemy innocent #Hero inflict a power burn draining 10% of a bar of power per penance consumed inflicting direct damage proportionate to the amount lost.

Comments

  • Greed_ExodusGreed_Exodus Member Posts: 399 ★★★
    Dang, took me almost an hour to write this up and it’s getting zero engagement, guess the forums are dead rip
  • TripleBTripleB Member Posts: 263 ★★
    If you do not mind I made a few ability changes and grammatical changes to make it more clear.
    Also is this based on a 6* r5? Ascended?
    Also, there is no such thing as a "Passive Debuff" fixed below.
    I changed a lot of what he inflicts to degeneration to go along with his relic.
    Ability changes are in italics.

    Signature Ability - Sig 1 to 200 stats shown (Spirit of Vengeance)
    * Finishing a 5 hit combo with a light attack grants a passive precision granting + 234--860 critical rating over 20 seconds. (Judgement: Increase potency by 50-100%)
    * Finishing a 5 hit combo with a medium attack grants a passive fury granting + 620--2120 attack rating over 20 seconds. (Judgement: Increase potency by 50-100%)

    Note: Passive effects cannot stack past a limit of 1 each for all abilities unless otherwise stated.

    ABILITIES -
    Passive (Evils bane)- A lack of blood provides full immunity to bleeding, and being wreathed in hellfire provides full immunity to incinerate and a 90% resistance to coldsnap and frostbite.

    * Against #Villain opponents Ghost rider places an indefinite passive Judgement effect increasing ability accuracy of damaging effects by 45%. And reduces power gain and regeneration potency by 65%.

    Basic Attacks -
    Medium attacks use the riders hellfire chain reducing the damage of the opponents passive degeneration and direct damage effects by 100% for 0.20 seconds.

    Critical hits on chain attacks have a 70% chance to inflict an incinerate debuff dealing 100% energy damage over 4.80 seconds. (Judgement) increases to 6.5 seconds. If the opponent is immune to incinerate inflict a matching degeneration instead.
    - Light attacks that are critical hits have a 70% chance to inflict an indefinite Penance Passive dealing 0 damage, max stacks 10.

    HEAVY ATTACKS -
    Ghost riders hellfire chain tears into his opponent placing a passive Degeneration Vulnerability (15%) passive lasting 10 seconds. (Judgement) increases to 15 seconds.

    Special attack 1 "Retribution" -
    First use of this special each fight inflicts an indefinite Anguish Passive (reducing the chance of the opponent to purify debuffs by 70%).

    The first hit of this attack grants a 10 second passive lifesteal effect allowing the rider to steal 2.5% health with each attack (Judgement) hits that would gain health while at 100% health inflicts the same amount as direct damage for each hit.

    After this attack ends, gain 2.5% of max power per Penance Passive.

    Special attack 2 "Hellfire blast" -
    A breath of flames that consumes the penance of his enemy inflicting a passive degeneration, dealing 50% of Ghost Rider's attack per Penance Passive over 5.5 seconds. (Judgement) re- apply half of the penance consumed by this attack.
    While this passive degeneration is active, reverse all healing and power gain from the opponent by 50%.

    Special attack 3 "Penance stare" -
    Ghost rider judges the guilt or innocence of his enemy inflicting either an indefinite Passive Degeneration Vulnerability (35%) or an indefinite Passive Power Burn, burning 1% of max power per second .
    #Villain - Inflict Passive Degeneration Vulnerability
    #Hero and #Mercenary - Inflict Passive Power Burn
  • Greed_ExodusGreed_Exodus Member Posts: 399 ★★★
    TripleB said:

    If you do not mind I made a few ability changes and grammatical changes to make it more clear.
    Also is this based on a 6* r5? Ascended?
    Also, there is no such thing as a "Passive Debuff" fixed below.
    I changed a lot of what he inflicts to degeneration to go along with his relic.
    Ability changes are in italics.

    Signature Ability - Sig 1 to 200 stats shown (Spirit of Vengeance)
    * Finishing a 5 hit combo with a light attack grants a passive precision granting + 234--860 critical rating over 20 seconds. (Judgement: Increase potency by 50-100%)
    * Finishing a 5 hit combo with a medium attack grants a passive fury granting + 620--2120 attack rating over 20 seconds. (Judgement: Increase potency by 50-100%)

    Note: Passive effects cannot stack past a limit of 1 each for all abilities unless otherwise stated.

    ABILITIES -
    Passive (Evils bane)- A lack of blood provides full immunity to bleeding, and being wreathed in hellfire provides full immunity to incinerate and a 90% resistance to coldsnap and frostbite.

    * Against #Villain opponents Ghost rider places an indefinite passive Judgement effect increasing ability accuracy of damaging effects by 45%. And reduces power gain and regeneration potency by 65%.

    Basic Attacks -
    Medium attacks use the riders hellfire chain reducing the damage of the opponents passive degeneration and direct damage effects by 100% for 0.20 seconds.

    Critical hits on chain attacks have a 70% chance to inflict an incinerate debuff dealing 100% energy damage over 4.80 seconds. (Judgement) increases to 6.5 seconds. If the opponent is immune to incinerate inflict a matching degeneration instead.
    - Light attacks that are critical hits have a 70% chance to inflict an indefinite Penance Passive dealing 0 damage, max stacks 10.

    HEAVY ATTACKS -
    Ghost riders hellfire chain tears into his opponent placing a passive Degeneration Vulnerability (15%) passive lasting 10 seconds. (Judgement) increases to 15 seconds.

    Special attack 1 "Retribution" -
    First use of this special each fight inflicts an indefinite Anguish Passive (reducing the chance of the opponent to purify debuffs by 70%).

    The first hit of this attack grants a 10 second passive lifesteal effect allowing the rider to steal 2.5% health with each attack (Judgement) hits that would gain health while at 100% health inflicts the same amount as direct damage for each hit.

    After this attack ends, gain 2.5% of max power per Penance Passive.

    Special attack 2 "Hellfire blast" -
    A breath of flames that consumes the penance of his enemy inflicting a passive degeneration, dealing 50% of Ghost Rider's attack per Penance Passive over 5.5 seconds. (Judgement) re- apply half of the penance consumed by this attack.
    While this passive degeneration is active, reverse all healing and power gain from the opponent by 50%.

    Special attack 3 "Penance stare" -
    Ghost rider judges the guilt or innocence of his enemy inflicting either an indefinite Passive Degeneration Vulnerability (35%) or an indefinite Passive Power Burn, burning 1% of max power per second .
    #Villain - Inflict Passive Degeneration Vulnerability
    #Hero and #Mercenary - Inflict Passive Power Burn

    The ghost rider relic already works for degeneration effects, which include passive debuffs (like mojo) , so my original format of the kit would be fine, I like the slight difference in ideas though, either would be cool
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    TripleB said:

    If you do not mind I made a few ability changes and grammatical changes to make it more clear.
    Also is this based on a 6* r5? Ascended?
    Also, there is no such thing as a "Passive Debuff" fixed below.
    I changed a lot of what he inflicts to degeneration to go along with his relic.
    Ability changes are in italics.

    Signature Ability - Sig 1 to 200 stats shown (Spirit of Vengeance)
    * Finishing a 5 hit combo with a light attack grants a passive precision granting + 234--860 critical rating over 20 seconds. (Judgement: Increase potency by 50-100%)
    * Finishing a 5 hit combo with a medium attack grants a passive fury granting + 620--2120 attack rating over 20 seconds. (Judgement: Increase potency by 50-100%)

    Note: Passive effects cannot stack past a limit of 1 each for all abilities unless otherwise stated.

    ABILITIES -
    Passive (Evils bane)- A lack of blood provides full immunity to bleeding, and being wreathed in hellfire provides full immunity to incinerate and a 90% resistance to coldsnap and frostbite.

    * Against #Villain opponents Ghost rider places an indefinite passive Judgement effect increasing ability accuracy of damaging effects by 45%. And reduces power gain and regeneration potency by 65%.

    Basic Attacks -
    Medium attacks use the riders hellfire chain reducing the damage of the opponents passive degeneration and direct damage effects by 100% for 0.20 seconds.

    Critical hits on chain attacks have a 70% chance to inflict an incinerate debuff dealing 100% energy damage over 4.80 seconds. (Judgement) increases to 6.5 seconds. If the opponent is immune to incinerate inflict a matching degeneration instead.
    - Light attacks that are critical hits have a 70% chance to inflict an indefinite Penance Passive dealing 0 damage, max stacks 10.

    HEAVY ATTACKS -
    Ghost riders hellfire chain tears into his opponent placing a passive Degeneration Vulnerability (15%) passive lasting 10 seconds. (Judgement) increases to 15 seconds.

    Special attack 1 "Retribution" -
    First use of this special each fight inflicts an indefinite Anguish Passive (reducing the chance of the opponent to purify debuffs by 70%).

    The first hit of this attack grants a 10 second passive lifesteal effect allowing the rider to steal 2.5% health with each attack (Judgement) hits that would gain health while at 100% health inflicts the same amount as direct damage for each hit.

    After this attack ends, gain 2.5% of max power per Penance Passive.

    Special attack 2 "Hellfire blast" -
    A breath of flames that consumes the penance of his enemy inflicting a passive degeneration, dealing 50% of Ghost Rider's attack per Penance Passive over 5.5 seconds. (Judgement) re- apply half of the penance consumed by this attack.
    While this passive degeneration is active, reverse all healing and power gain from the opponent by 50%.

    Special attack 3 "Penance stare" -
    Ghost rider judges the guilt or innocence of his enemy inflicting either an indefinite Passive Degeneration Vulnerability (35%) or an indefinite Passive Power Burn, burning 1% of max power per second .
    #Villain - Inflict Passive Degeneration Vulnerability
    #Hero and #Mercenary - Inflict Passive Power Burn

    The ghost rider relic already works for degeneration effects, which include passive debuffs (like mojo) , so my original format of the kit would be fine, I like the slight difference in ideas though, either would be cool
    Passive debuffs aren't a thing, there are passive damage over time effects but not passive debuffs
  • Greed_ExodusGreed_Exodus Member Posts: 399 ★★★

    TripleB said:

    If you do not mind I made a few ability changes and grammatical changes to make it more clear.
    Also is this based on a 6* r5? Ascended?
    Also, there is no such thing as a "Passive Debuff" fixed below.
    I changed a lot of what he inflicts to degeneration to go along with his relic.
    Ability changes are in italics.

    Signature Ability - Sig 1 to 200 stats shown (Spirit of Vengeance)
    * Finishing a 5 hit combo with a light attack grants a passive precision granting + 234--860 critical rating over 20 seconds. (Judgement: Increase potency by 50-100%)
    * Finishing a 5 hit combo with a medium attack grants a passive fury granting + 620--2120 attack rating over 20 seconds. (Judgement: Increase potency by 50-100%)

    Note: Passive effects cannot stack past a limit of 1 each for all abilities unless otherwise stated.

    ABILITIES -
    Passive (Evils bane)- A lack of blood provides full immunity to bleeding, and being wreathed in hellfire provides full immunity to incinerate and a 90% resistance to coldsnap and frostbite.

    * Against #Villain opponents Ghost rider places an indefinite passive Judgement effect increasing ability accuracy of damaging effects by 45%. And reduces power gain and regeneration potency by 65%.

    Basic Attacks -
    Medium attacks use the riders hellfire chain reducing the damage of the opponents passive degeneration and direct damage effects by 100% for 0.20 seconds.

    Critical hits on chain attacks have a 70% chance to inflict an incinerate debuff dealing 100% energy damage over 4.80 seconds. (Judgement) increases to 6.5 seconds. If the opponent is immune to incinerate inflict a matching degeneration instead.
    - Light attacks that are critical hits have a 70% chance to inflict an indefinite Penance Passive dealing 0 damage, max stacks 10.

    HEAVY ATTACKS -
    Ghost riders hellfire chain tears into his opponent placing a passive Degeneration Vulnerability (15%) passive lasting 10 seconds. (Judgement) increases to 15 seconds.

    Special attack 1 "Retribution" -
    First use of this special each fight inflicts an indefinite Anguish Passive (reducing the chance of the opponent to purify debuffs by 70%).

    The first hit of this attack grants a 10 second passive lifesteal effect allowing the rider to steal 2.5% health with each attack (Judgement) hits that would gain health while at 100% health inflicts the same amount as direct damage for each hit.

    After this attack ends, gain 2.5% of max power per Penance Passive.

    Special attack 2 "Hellfire blast" -
    A breath of flames that consumes the penance of his enemy inflicting a passive degeneration, dealing 50% of Ghost Rider's attack per Penance Passive over 5.5 seconds. (Judgement) re- apply half of the penance consumed by this attack.
    While this passive degeneration is active, reverse all healing and power gain from the opponent by 50%.

    Special attack 3 "Penance stare" -
    Ghost rider judges the guilt or innocence of his enemy inflicting either an indefinite Passive Degeneration Vulnerability (35%) or an indefinite Passive Power Burn, burning 1% of max power per second .
    #Villain - Inflict Passive Degeneration Vulnerability
    #Hero and #Mercenary - Inflict Passive Power Burn

    The ghost rider relic already works for degeneration effects, which include passive debuffs (like mojo) , so my original format of the kit would be fine, I like the slight difference in ideas though, either would be cool
    Passive debuffs aren't a thing, there are passive damage over time effects but not passive debuffs
    Semantics… you know what I meant sorry it was technically incorrect lol
  • MagrailothosMagrailothos Member Posts: 5,982 ★★★★★

    Dang, took me almost an hour to write this up and it’s getting zero engagement, guess the forums are dead rip

    LOL.

    You posted this just before the update dropped. People are distracted.

    Plus, sadly, people don't really engage all that well with Rework suggestions 😢.

    Good effort though - I really like some of the ideas, particularly the Anguish and (Gambit's) passive damage reduction on medium attacks - these works be really nice bits of utility.

    A couple of tips for next time:

    If you've got an ability that's really important for understanding the kit, get it in there early. First line: Light Attacks that are Critical Hits have a 70% chance to inflict an indefinite Penance passive...

    Then the reader will be looking out for what the Penance passives do, as they read through the rest of the build; because it's clear that they're important.

    The Sig is nice to have (more Crits = more penance), but basically irrelevant for understanding the kit; so I'd move that to later on.

    A bit of missing detail: you never actually say what a Judgement is - presumably it's something that happens the first time you use each ability? And can you reset them with an SP3, like you do currently?

    Definitely a nice effort though - hope you make another!
  • Greed_ExodusGreed_Exodus Member Posts: 399 ★★★

    Dang, took me almost an hour to write this up and it’s getting zero engagement, guess the forums are dead rip

    LOL.

    You posted this just before the update dropped. People are distracted.

    Plus, sadly, people don't really engage all that well with Rework suggestions 😢.

    Good effort though - I really like some of the ideas, particularly the Anguish and (Gambit's) passive damage reduction on medium attacks - these works be really nice bits of utility.

    A couple of tips for next time:

    If you've got an ability that's really important for understanding the kit, get it in there early. First line: Light Attacks that are Critical Hits have a 70% chance to inflict an indefinite Penance passive...

    Then the reader will be looking out for what the Penance passives do, as they read through the rest of the build; because it's clear that they're important.

    The Sig is nice to have (more Crits = more penance), but basically irrelevant for understanding the kit; so I'd move that to later on.

    A bit of missing detail: you never actually say what a Judgement is - presumably it's something that happens the first time you use each ability? And can you reset them with an SP3, like you do currently?

    Definitely a nice effort though - hope you make another!
    I did explain what judgement was, against villains it automatically places a passive judgement indefinitely, like magnetism against metal for magneto, its in the second line of the abilities description
  • MagrailothosMagrailothos Member Posts: 5,982 ★★★★★
    edited September 4

    Dang, took me almost an hour to write this up and it’s getting zero engagement, guess the forums are dead rip

    LOL.

    You posted this just before the update dropped. People are distracted.

    Plus, sadly, people don't really engage all that well with Rework suggestions 😢.

    Good effort though - I really like some of the ideas, particularly the Anguish and (Gambit's) passive damage reduction on medium attacks - these works be really nice bits of utility.

    A couple of tips for next time:

    If you've got an ability that's really important for understanding the kit, get it in there early. First line: Light Attacks that are Critical Hits have a 70% chance to inflict an indefinite Penance passive...

    Then the reader will be looking out for what the Penance passives do, as they read through the rest of the build; because it's clear that they're important.

    The Sig is nice to have (more Crits = more penance), but basically irrelevant for understanding the kit; so I'd move that to later on.

    A bit of missing detail: you never actually say what a Judgement is - presumably it's something that happens the first time you use each ability? And can you reset them with an SP3, like you do currently?

    Definitely a nice effort though - hope you make another!
    I did explain what judgement was, against villains it automatically places a passive judgement indefinitely, like magnetism against metal for magneto, its in the second line of the abilities description
    Ah, I see. So this is like Magnetismp, and completely different than his existing Judgement set. (In which he has five separate judgements - you can see how I misunderstood)

    So basically, there's just one Judgment; and it means: all his abilities are enhanced against #Villains. Gotcha.

    Looking at how Magnetism is described for Magneto, it would be clearer if you adopted a similar phrasing:


    So:
    Against #Villains, Ghost Rider places an indefinite passive Judgment, with the following effects:
    Increase ability accuracy of incoming damaging effects by 30%.
    Reduces power gain and regeneration potency by 65%.
    Ghost Riders abilities gain special (Judgment) bonuses.

    Sorry for misunderstanding.

    He'll definitely kick some a$$ against #Villains, then 😉
  • EdisonLawEdisonLaw Member Posts: 7,690 ★★★★★
    I feel like he should inflict incinerate (and degen if they are incinerate immune)
  • Greed_ExodusGreed_Exodus Member Posts: 399 ★★★
    EdisonLaw said:

    I feel like he should inflict incinerate (and degen if they are incinerate immune)

    *facepalm* did you even read my original post
  • EdisonLawEdisonLaw Member Posts: 7,690 ★★★★★

    EdisonLaw said:

    I feel like he should inflict incinerate (and degen if they are incinerate immune)

    *facepalm* did you even read my original post
    I see the degen, I don’t see incinerate
  • Greed_ExodusGreed_Exodus Member Posts: 399 ★★★
    EdisonLaw said:

    EdisonLaw said:

    I feel like he should inflict incinerate (and degen if they are incinerate immune)

    *facepalm* did you even read my original post
    I see the degen, I don’t see incinerate
    Read the section “basic attacks” it’s in there, my OP not the other guys version of it
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    TripleB said:

    If you do not mind I made a few ability changes and grammatical changes to make it more clear.
    Also is this based on a 6* r5? Ascended?
    Also, there is no such thing as a "Passive Debuff" fixed below.
    I changed a lot of what he inflicts to degeneration to go along with his relic.
    Ability changes are in italics.

    Signature Ability - Sig 1 to 200 stats shown (Spirit of Vengeance)
    * Finishing a 5 hit combo with a light attack grants a passive precision granting + 234--860 critical rating over 20 seconds. (Judgement: Increase potency by 50-100%)
    * Finishing a 5 hit combo with a medium attack grants a passive fury granting + 620--2120 attack rating over 20 seconds. (Judgement: Increase potency by 50-100%)

    Note: Passive effects cannot stack past a limit of 1 each for all abilities unless otherwise stated.

    ABILITIES -
    Passive (Evils bane)- A lack of blood provides full immunity to bleeding, and being wreathed in hellfire provides full immunity to incinerate and a 90% resistance to coldsnap and frostbite.

    * Against #Villain opponents Ghost rider places an indefinite passive Judgement effect increasing ability accuracy of damaging effects by 45%. And reduces power gain and regeneration potency by 65%.

    Basic Attacks -
    Medium attacks use the riders hellfire chain reducing the damage of the opponents passive degeneration and direct damage effects by 100% for 0.20 seconds.

    Critical hits on chain attacks have a 70% chance to inflict an incinerate debuff dealing 100% energy damage over 4.80 seconds. (Judgement) increases to 6.5 seconds. If the opponent is immune to incinerate inflict a matching degeneration instead.
    - Light attacks that are critical hits have a 70% chance to inflict an indefinite Penance Passive dealing 0 damage, max stacks 10.

    HEAVY ATTACKS -
    Ghost riders hellfire chain tears into his opponent placing a passive Degeneration Vulnerability (15%) passive lasting 10 seconds. (Judgement) increases to 15 seconds.

    Special attack 1 "Retribution" -
    First use of this special each fight inflicts an indefinite Anguish Passive (reducing the chance of the opponent to purify debuffs by 70%).

    The first hit of this attack grants a 10 second passive lifesteal effect allowing the rider to steal 2.5% health with each attack (Judgement) hits that would gain health while at 100% health inflicts the same amount as direct damage for each hit.

    After this attack ends, gain 2.5% of max power per Penance Passive.

    Special attack 2 "Hellfire blast" -
    A breath of flames that consumes the penance of his enemy inflicting a passive degeneration, dealing 50% of Ghost Rider's attack per Penance Passive over 5.5 seconds. (Judgement) re- apply half of the penance consumed by this attack.
    While this passive degeneration is active, reverse all healing and power gain from the opponent by 50%.

    Special attack 3 "Penance stare" -
    Ghost rider judges the guilt or innocence of his enemy inflicting either an indefinite Passive Degeneration Vulnerability (35%) or an indefinite Passive Power Burn, burning 1% of max power per second .
    #Villain - Inflict Passive Degeneration Vulnerability
    #Hero and #Mercenary - Inflict Passive Power Burn

    The ghost rider relic already works for degeneration effects, which include passive debuffs (like mojo) , so my original format of the kit would be fine, I like the slight difference in ideas though, either would be cool
    Passive debuffs aren't a thing, there are passive damage over time effects but not passive debuffs
    Semantics… you know what I meant sorry it was technically incorrect lol
    It's not semantics, it's game mechanics. I'm not trying to be harsh, I just think if you want to make a kit concept you need to be clear with that stuff
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