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New Frame Idea: Bodyguard/knight


druindo
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Here's my idea for a new frame that orients around defending other Tenno.

 

Edit: Here's how I imagine the frame's shield would look. He would have a small part of armor on his right forearm what would look like a shield about half the length of his forearm or so. The base would use energy projections while the Tenno is using his abilities to make it a fully fledged shield and retract when not in use, so as not to impede him.

 

Gender: Male (Sorry, but I haven't been able to get a solid concept for a female with the same playstyle)

Name Ideas: Lancelot, Chivalry

Health (Base/Level 30): 100/400

Shields: 150/450

Energy: 100/150

Armor: 150

Sprint Speed: 0.9

Polarities:

Aura - None

4 Power

1 Defense

 

Abilities:

 

1. Shield Bash

Description: The Tenno lashes out with his shield, striking and knocking down his target, dealing large amounts of damage to those who stand their ground.

Energy: 25

Mod Cost: 2/3/4/5 

Effect: Deals 25/50/75/100 physics impact damage to a single target in melee range, knocking them down in the process. Some enemies are not knocked down and are instead dealt x2/x3/x4/x5 damage. (Perhaps this attack could deal extra damage based on the user's Armor)

Mod Effects:

Power Strength (Focus) increases the base damage and the multiplier.

Power Range and Power Duration do not affect this power.

 

2a. Shield Wall

Description: The Tenno raises his shield and expends his energy to raise a mobile defensive barrier that shields those behind it.

Energy: 50

Mod Cost: 4/5/6/7

Effect: Raises a shield in front of the user that has differing dimensions based upon mod rank. The duration also varies by the rank of the mod. The user is forced to crouch and move at crouch speed while using this power, but they may dash forward quickly, sacrificing shielding during the dash, and get to a location a bit faster.

Mod Effects:

Power Range (Stretch) increases the dimensions of the shield proportionately.

Power Duration (Continuity) increases the duration of the power.

Power Strength has no effect.

 

2b. Parry

Description: The Tenno readies his weapon and shield for defensive maneuvering, allowing him to deflect incoming attacks near his person, preventing the damage they would deal.

Energy: 50 (Plus additional energy over time)

Mod Cost: 4/5/6/7

Effect: The user fights more defensively while the power is active and may later end the power on command (starting costs 50, ending is free). The power consumes additional energy over time based on the rank of the mod (more for higher ranks and bonuses). By fighting defensively the Tenno grants himself 25/30/35/40% chance to dodge any incoming attack, which negates all damage. The Tenno also grants allies within 1/3/5/7 meters a 12.5/15/17.5/20% chance to dodge any incoming attack. (A suggested balance might be that each person within range has a pool of damage absorbed by the power and will be temporarily unable to benefit when they use the pool up.)

Mod Effects: 

Power Range (Stretch) increases the range of protection.

Power Strength (Focus) increases the dodge chance.

Power Efficiency (Streamline) affects the primary cost and the additional cost over time.

Power Duration has no effect.

 

3. Guardian's Vigil

Description: The Tenno focuses on defending his allies and can move himself with preternatural ease to protect them from harm.

Energy: 75

Mod Cost: 6/7/8/9

Effect: The user becomes extremely capable of defending others, allowing him to take damage in their stead, for 10/20/30/40 seconds. Allies within 2/4/6/8 meters are attacked, the user can take a portion of the damage in place of the ally. The damage taken in place of the target is based upon the target's health, not the mod rank. If an ally has full Health when hit, 25% of the damage will be absorbed (unless the damage would down them, in which case enough is absorbed to keep them standing), whereas an ally in the effect with 10% or less health would have the entire blow absorbed. The damage taken is recalculated against the user's own stats so if a target at full hp has a blow that would deal 100 damage to them absorbed, the original target takes 75 * 100/ (target's armor + 100), the user takes 25 * 100/ (user's armor + 100) actual damage.

Mod Effects:

Power Range (Stretch) increases the radius of the power.

Power Duration (Continuity) increases the duration.

Power Strength does not have an effect.

 

4. Oathbound

Description: The Tenno keeps himself going even when his wounds would have stopped him, allowing him to protect his fellows even in death.

Energy: 100 (plus additional energy over time)

Mod Cost: 8/9/10/11

Effect: When downed, the Tenno who possesses this power activate this power. They then are restored to full health and shields and may continue fighting. They may continue to fight in this manner for 15/20/25/30 seconds, after which time they lose 2/1.5/1/0.5 energy per second until they run out of energy. When the initial duration has already run out and the Tenno possesses no energy, they immediately die and must choose to revive or forfeit.

 

While this power is in use, the user does not count as alive for determining the completion of a mission (except in solo mode) and the user may not revive any other Tenno if the only Tenno able to perform revives are using this ability (so someone else who hasn't cheated death has to be capable of performing revives for you to do the same).

 

Tenno under the effects of this power may only gain more health through Health orbs. They may only gain more energy by collecting Energy orbs and with the Rage mod, and from these sources they only gain 20% (so Energy orbs dropped by enemies grant only 5 energy).

 

Furthermore, whenever the Tenno is reduced to 0 or fewer Health while under the effects of this power, they must rest for 6/5/4/3 seconds, during which time they cannot attack or activate powers, but they are restored to half health and full shields after the rest. Powers already working before this downtime cease functioning until the time is up and the Tenno continues the fight.

 

Edit: Ideally this power could be used in solo to keep going even when you would normally die, via auto-activation when the Tenno reaches 0 hp, but still die once it ended. This would allow the frame to solo more difficult levels, albeit more slowly than a team could manage, with a reduced amount of risk.

 

Mod Effects:

Power Duration, Strength, Range, and Efficiency do not affect this power in any way.

 

 

I would love to get your opinions and constructive criticisms on this idea. If you do comment, I'd appreciate it if you'd please be specific with your thoughts, so that I know what you are speaking of.

 

Also, I know that this is very long, so please leave that out of your comments. :)

 

 

Please remember, this is a concept and some aspects may be unbalanced. I would like to improve this concept with the help of my fellow players.

 

 

druindo

Edited by druindo
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IDK about this, some good but the shield are way too high, Rhino is the tank, not any new guy.

 

True, Rhino is supposed to be the tank, but I rarely see Rhinos tank, instead all they seem to do is Stomp and Charge. I mean to offense to anyone, but this is what I've observed.

 

I think this is too similar to the frames we have now. It's also quite overpowered judging by the abilities. 

 

I honestly don't see how similar they are, would you please elaborate?

 

As to it being overpowered, what aspects do you think are OP? I felt that this was rather fair, given that none of his abilities can cause the same devastation as many other frames. 

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Well, you stated he uses a shield, so he would just carry a shield the whole time? No thanks.

 

You're quite right, that would be a bit silly. I forgot to include my solution to that. I will edit that posthaste. 

 

Edit: I've gotten the change into the original post I made.

Edited by druindo
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The frame takes the job of Frost or maybe Volt for raising up the wall. The first ability resembles a short ranged version of Rhino's charge. The parry and guardian's vigil seems like a redundant ability compared to Trinity's Blessing which grants long invulnerability as well as full healing. Oathbound would have no use for solo play, although I can see this frame is geared towards team play, it's good to have the abilities be functional in solo play as well. Parry also doesn't sound very useful for teammates who use Nova frame, which is really squishy, too much luck involved. Rhino also has the ability to draw aggro away with Ironskin.

Edited by DesuEx
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The frame takes the job of Frost or maybe Volt for raising up the wall.  -snip-

 

That's a good point, I'm glad I included the Parry idea.

 

The parry and guardian's vigil seems like a redundant ability compared to Trinity's Blessing which grants long invulnerability as well as full healing. -snip- 

 

To be honest I've never seen a Trinity use Blessing, ever.

 

 

Oathbound would have no use for solo play, although I can see this frame is geared towards team play, it's good to have the abilities be functional in solo play as well. -snip-

 

Quite right, I forgot that part. Thanks for catching that.

 

 

Parry also doesn't sound very useful for teammates who use Nova frame, which is really squishy, too much luck involved. Rhino also has the ability to draw aggro away with Ironskin. 

 

Nova is squishy whether or not she has someone on her team, that seems to be more of a problem only in cases where Nova and this frame do not have extra support, but I don't think it fair to fault this frame. I will keep that in mind, though.

 

I didn't realize that Rhino's Ironskin could draw aggro, I wish I would see it used more often.

 

Thanks for your response, it gave me quite a bit to think about and put some things into perspective.

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