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Alternate Skill Sets For Warframes


Trenggiling
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Hi thanks for reading.

 

 

I think that the addition of alternate skill sets would be a great way to help individualize warframes and allow people who like 1 or 2 aspects of a warframe to branch out into a build that suits them personally.

 

This whole concept is designed to be mixed and matched so that your skills work in harmony with each other.
These skills are not supposed to be better than their older counterparts, just different.

 

If you have any questions about a skill, or are confused by anything, please tell me and I will do my best to elaborate.
I am constantly looking for better ideas, and I am willing to listen to any constructive criticism you may have.

 

NITPICKING IS WELCOME AND ENCOURAGED.

 

 

=====Terminology=====

%PC, stands for: % proc chance.
EC, stands for: energy color.
SWPS, stands for: scales with power strength.
SWPR, stands for: scales with power range.
SWPD, stands for: scales with power duration.

 

 

=====Acquiring The New Mods=====

Their are several possible ways to answer the question "how does one get these mods?".

Option 1: they could be dropped in a special level set called the Orokin VR Challenges.
"This one is my favorite, it encourages lots of trading, it gives people a reason to explore all of the lovely hidden rooms of the void, and it offers an alternative way to get the normal mods, allowing them to be removed from most of the mod tables! My only qualm with it is the difficulty in implementing it..."

 

Option 2: they could drop from the Tenno specters.
"I don't have any problems with this one."

 

Option 3: they could be unlocked through mastery rank.
"It lacks RNG, but it does have a good progressional feel, and it gives you more of an incentive to get mastery rank."

 

Option 4: they could be constructed in the warframe lab.
"Not sure about this one... it takes the RNG element out. I would like RNG to play a part because it encourages trading."

 

Option 5: they could drop from random enemies in the dark sectors/void/derelicts/random missions take your pick.
"This one is okay, the only problem is that it would clog up the mod pool."

 

Option 6: they could be given to you for leveling a warframe to 30.
"Its better than option 7... that's about all I can say in favor of this one."

 

Option 7: they could be given to you upon warframe construction.
"I don't like this one it just isn't that rewarding."

 

 

=====Skill Concepts=====

=====Ash=====

"Ash is awesome cool, but his unique loner play style is difficult to understand at first."


===Cleave===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Ash pulls out his daggers and preforms a sliding strike animation with EC slash effects.
(cast time:) The animation takes 0.8 seconds to complete.
(can be reused: ) once the animation ends.

Strike your foes with a 360 degree attack that staggers enemies and deals 200/300/400/500 SWPS 100%PC slash damage to any enemies within 1.5/2/2.5/3 SWPR meters of you.

"This skill can fill the role of a heavy weapon, so that Ash can take a pair of single target daggers instead."


===Stealth===
(mod cost: ) 3/4/5/6.
(energy cost: ) 10+ 1per second.
(casting animation and effects: ) Ash is engulfed by a thick layer of EC smoke.
(cast time:) this skill is cast instantly.
(lingering effects: ) Ash becomes transparent to the point that it is really hard to see him, and the screen border is ringed with EC.
(restrictions: ) there is a 2 second cooldown before this skill can be activated again.
(can be reused: ) once the effect ends.

Ash vanishes from sight, and gains 6/9/12/15% movement speed while this skill is active.
The skill will toggle off automatically if Ash fires his weapon, lands a successful melee attack, or uses another ability.

"This skill is great for hit, and run tactics.
It also has great synergy with smokescreen by allowing you to easily get into the right position before transitioning from your out of combat stealth to your in combat stealth."


===Beckon===
(mod cost: ) 6/7/8/9.
(energy cost: ) 10.
(casting animation and effects: ) Ash reaches forward, clutches his fist, and pulls his hand back.
The enemy's disappearance/appearance is accompanied by a puff of EC smoke.
(cast time:) The animation takes 0.8 seconds to complete.
(can be reused: ) once the animation ends.

Teleport a single enemy within 20/30/40/50 SWPR meters of you, directly into your blade's range.
Stunning it for 0.5/1/1.5/2 SWPD seconds.

"Instead of rushing to his target, he brings his target to him where it is at a disadvantage.
This skill has a very low cost so Ash can use it rapidly."


===Thousand Blade Technique===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Ash jumps and spins, disappearing into a cloud of smoke, as the smoke fades you hear the soft slashing sounds, then the noise stops and Ash returns in a puff of smoke.
(cast time:) The animation takes 3 seconds to complete.
(lingering effects: ) affected enemies are marked with a faint EC glow.
(can be reused: ) once the animation ends.

Ash disappears and begins slashing up the internal structure of his enemies, the external structure is left unharmed, so affected enemies wont know why they hurt, and therefore won't be alerted by the damage.
Any enemy that walks within 14/16/18/20 SWPR meters of Ash during the animation is affected by severe internal bleeding, this causes them to take 30/35/45/50 SWPS 0%PC bleed damage a second.
The internal bleeding gets much worse if the target starts to bleed externally, causing the target to take 1000% more damage per tick so long as they are affected by the bleed proc.
An enemy can only take a total of 2500/3000/3500/4000 SWPD damage from bleeding before the effect ends.
Recasting the skill will reset the DoT.

"A slow and silent damage over time skill that can be used to take down a large group without arising suspicions, but if you want to speed things up a little you can always try to apply bleed procs."

 

=====Banshee=====

"I tried to make it so that she can be built as either a quiet and stealthy or loud and destructive warframe, because I just don't see why she is both."


===Steady===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) an EC glow moves from Banshee's body to her hands.
(cast time:) This skill is cast instantly.
(lingering effects: ) her hands glow and 4/6/8/10 SWPD tiny EC orbs of light float around her, indicating the number of empowered shots you have remaining.
(can be reused: ) once the animation ends.

Banshee channels all the vibrations caused from firing her weapon into the projectile.
The next 4/6/8/10 SWPD shots you fire will be silent, have 0 recoil, deal 35/40/45/50% extra damage, 35/40/45/50% extra critical damage, 35/40/45/50% extra damage vs unaware targets, and 35/40/45/50% extra damage when hitting a weak spot, like corpus boxheads, ancient's legs, and the illuminated patches from radar.
All of these bonuses stack additively.

"This skill is more useful when paired with a slow firing, hard hitting weapon, like that Paris we always see her with.
Steady is meant to be used with radar and silence, and if you use it correctly it can be a massive boost to damage. This doesn't effect melee attacks."


===Echo===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Banshee rears her head back, lets loose a high pitched yell, and an EC shock wave that expands outwards, once it reaches its max range it starts to move inwards back to its point of origin.
(cast time:) The animation takes 1 second to complete.
(can be reused: ) once the animation ends.

Banshee releases a burst of sound that extends to reach 10/15/20/25 SWPR meters.

All enemies struck by the wave are knocked down and dealt 150/200/250/300 SWPS 100%PC impact damage.
Once the blast reaches its max range it will echo back, returning to strike enemies a second time staggering them, and dealing 75/100/125/150 SWPS 50%PC impact damage.
Increasing the range will also increase the speed at which the shock wave travels.

"An effective stun with a large range."


===Resonance Well===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Banshee stomps the ground and creates small EC shock waves that quickly grow much stronger.
(cast time:) The animation takes 1.2 seconds to complete.
(lingering effects: ) lasting shock waves that look similar to sound quake remain for the full duration, affected enemies are coated in small EC specks.
(restrictions: ) can't be used in mid air.
(can be reused: ) once the animation ends.

Banshee hits the ground, creating a slight vibration that she uses as a catalyst.
By pulsing waves of highly focused sound at just the right moment, Banshee can quickly build the catalyst into a self sustained well of vibrations that lasts for 6/9/12/15 SWPD seconds.
This causes all enemies within range to vibrate rapidly dealing damage over time, and decreasing the effectiveness of their armor.
Enemies within 11/14/17/20 SWPR meters of resonance's point of origin, will take 11/14/17/20 SWPS 10%PC impact damage per second.
Every tick of damage that an enemy takes will make them more susceptible to the next, increasing the damage by an additional 11/14/17/20 SWPS damage per tick, this stacks up to 10 times, one stack of weakness is removed for every second a target remains outside of resonance's range.
Enemies that stand directly on top of resonance's point of origin will have their armor reduced by -60/70/80/90% but the effect becomes less potent as you move away from the point of origin until the penalty is only -1% at the outer edge of the skill's range.
Neither the damage nor the armor drain stack with a second resonance well.

"Resonance well is a great skill to use in late game, but it has a rather slow start up."


===Ultrasonic===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Banshee rears her head back, lets lose a quiet screech, then a small EC shock wave expands outwards and quickly fades away
(cast time:) The animation takes 1 second to complete.
(can be reused: ) once the animation ends.

Unleash a single blast of ultrasonic sound that has a frequency greater than the upper limit of human hearing.
This deals 850/900/950/1000 SWPS 100%PC puncture damage, and scrambles the senses of all enemies on the map for 10 seconds, causing them to ignore things like dead bodies.
After 6/9/12/15 SWPR meters the damage will start to drop off reducing it by 50 damage per meter traveled.
Enemies won't notice the damage from this skill, so you can cast this skill without raising ANY suspicion.

"A silent damage skill that doesn't have the stunlock aspect of sound quake, but it can be cast much quicker and is much better for stealth play."

 

=====Ember=====

"My impression of Ember is a crazy chicken that runs in circles, blasting the infested from just out of melee range, but she was originally a high risk high reward melee caster that would always be in the thick of things, I would like to see this come back as an option."


===Flash Fire===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) EC fire engulfs Ember's hand as she waves it in a forward facing arc.
EC embers fly from her hand in a narrow cone as she does this..
(cast time:) The animation takes 0.8 seconds to complete.
(lingering effects: ) EC specks hover around the heads of affected enemies.
(can be reused: ) once the animation ends.

Ember tosses hot specks in a 5/6/7/8 SWPR meter cone of fire.
These embers will viciously attack her enemies almost as if they had minds of their own.
This staggers enemies, blinds them for 5/6/7/8 SWPD seconds, and deals 140/160/180/200 SWPS 30%PC fire damage.
The duration of the blind effect will reset if recast

“Short range, multi target debuff, and damage."


===Fire Jet===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Ember holds her hand up dramatically as it burns with EC fire, she then slams the ground.
(cast time:) The animation takes 2 seconds to complete.
(lingering effects: ) a scorched patch of EC embers is left on the floor, this will occasionally release a jet of EC flames that continually blows upwards until it dies.
(restrictions: ) can't be used in mid air.
(reusability: ) once the animation ends.

Ember uses her advanced pyrokinesis to draw heat up through the ground she is standing on.
This well of heat spends 2 seconds gathering heat in between each flare, it flares 2/3/4/5 times, flares are 1 SWPR meter wide and 5 SWPR meters tall, and each flare lasts 2/3/4/5 SWPD seconds.
Enemies that walk into the jet are thrown into the air and take 50/100/150/200 SWPS 20%PC fire damage, enemies will take a second tick of damage if they reenter, or remain in the jet of flame for more than a second.
Allies that walk into the jet are also lifted into the air, in a fashion much like the air vents on the jupiter tile set.

"An irregular trap/mobility skill that can wreak havoc on large lines of infested.
A special thanks to Bibliothekar and Sargas Ruk!"


===Cauterize===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Ember holds her hand up dramatically as it burns with EC fire, she then presses it up against her chest and the flames engulf her body.
(cast time:) The animation takes a second to complete.
(lingering effects: ) EC flame continues to burn on her.
(reusability: ) once the effect ends.

Ember coats herself with intense fire for 8/12/16/20 SWPD.
The fire hardens Ember's skin and seals her wounds, reducing damage by 40/50/60/70% and preventing stasis effects.
Any enemies within melee range of Ember will also take 80/120/160/200 SWPS 20%PC fire damage a second.

"Overheat."


===Pyroclastic Flow===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Ember's hands ignite with EC fire and she extends her arms at either side.
As she does this a massive pressure wave of EC shards of fiery magma explodes from Embers location.
(cast time:) The animation takes a 1.5 seconds to complete.
(lingering effects: ) enemies burn with EC flame.
(reusability: ) once the animation ends.

Fill a radius of 17/18/19/20 SWPR meters with a blast of super heated shards, and magma, knocking enemies back, tripping them, dealing 200/300/400/500 SWPS 15%PC blast damage instantly, and 50/100/150/200 SWPS 20%PC fire damage every second for the next 10 seconds.
The damage over time will stack.

"Get that horde of high level enemies off your back by instantly killing the lights, and slowly burning the heavies."


===Accelerant===
(cost: ) 50.
(animation: ) instant cast.
(effect on enemies: ) a very slight EC hue.
(effect on allies: ) your limbs burn with EC fire.
(reusability: ) once the effect ends.
For 8/12/16/20 SWPD Ember causes all flames to burn with greater intensity.
Enemies within 15/20/25/30 SWPR meters of Ember will become 40/60/80/100% more vulnerable to fire damage and 20/30/40/50% more vulnerable to gas, radiation and blast damage.
Ember will also be invigorated by this skill, causing her to run 3/6/9/12% faster.
"Sacrifice the durability of over heat, for a buff to speed and damage."


"I'm still keeping this as a trophy of my, unconfirmed but still likely, success! ish..."

 

=====Excalibur=====

"He is good at everything, and yet a master of nothing."


===Javelin Toss===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Excalibur reaches behind him, grabs a javelin that materializes out of thin air, and throws it.
The javelin starts to give off a wide aura of EC slashing energy once it becomes airborne.
(cast time:) The animation takes 0.8 seconds to complete.
(reusability: ) once the animation ends.

Excalibur throws a single piercing javelin with incredible force.
Any enemy that is within 2.5/3/3.5/4 SWPR meters of the javelin as it passes will take 200/300/400/500 15%PC SWPS slash damage, but if they are directly hit by the javelin they will take an additional 50/100/150/200 80%PC piercing damage.
The javelin will pierce through any and all obstacles it comes across.
It also has a slight arc that can make long ranged shots tricky.

"This is the long ranged skill that Excalibur currently lacks."


===Perseverance===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Excalibur raises his sword dramatically, and there is a brief burst of EC light.
(cast time:) The animation take second to complete.
(lingering effects: ) EC particles loosely float around Excalibur, the particles will thin out considerably once the shield regen effect ends.
(reusability: ) once the shield regen effect ends.

Excalibur's will allows him to overcome adversity, and keep fighting even in the harshest of environments.
Excalibur will regain 20/30/40/50 SWPS shields every second for the next 3/4/5/6 SWPD seconds, and he will have 100/150/200/250 SWPS more armor for the next 6/8/10/12 SWPD seconds.
Excalibur is invincible during the animation.

"This is a pretty basic defensive skill that Excalibur can utilize when he needs to put himself in harm's way."


===Freedom of Movement===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) a short burst of EC light around the feet of affected allies.
(cast time:) This skill is cast instantly.
(lingering effects: ) affected allies have an EC glow around the feet and lower legs.
(reusability: ) once the effect ends.

Excalibur grants his team immunity to trips, staggers, stuns, slows, knocked down, and knocked back for 15/20/25/30 SWPD seconds.

"This team buff is great for melee, because many enemies like to trip you if you get too close."


===Alpha Strike===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Excalibur stomps, raises his sword, and stabs the ground.
Affected enemies are lifted into the air as you stomp, then spinning javelins slice up from the ground and quickly straighten themselves above their targets as you raise your sword, and then crash down as your sword does.
(cast time:) The animation takes 3.5 seconds to complete.
(restrictions: ) can't be used in mid air.
(reusability: ) once the animation ends.

The 6/9/12/15 SWPS enemies closest to Excalibur are hit with 300 SWPS 100%PC impact damage, then 300 SWPS 100%PC slashing damage, then 300 SWPS 100%PC piercing damage, and are then pinned to the ground.

"Alpha strike has infinite range, but it will only ever strike a certain amount of enemies at once.
It may not be that great against really big crowds like radial javelin, but it is more predictable, and it's always useful no matter where or when you cast it."

 

=====Frost=====

"He is a cool and tanky defensive caster."


===North Wind===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) As Frost waves his hand in a forward facing arc, a gust of wind with streaks of your EC bursts forth from him, it travels outwards and then dissipates.
(cast time:) The animation takes 0.8 seconds to complete.
(reusability: ) once the animation ends.

Frost creates a gust of super frigid air in a wide cone that rushes 6/8/10/12 SWPR meters in front of him.
This deals 150/200/250/300 SWPS 20%PC cold damage, and knocks enemies back a great distance.

"Great for getting enemies out of, or away from, your snow globe."


===Heat Sink===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) frost slams the ground with his fist.
(cast time:) The animation takes 1.2 seconds to complete.
(lingering effects: ) a dark path is painted onto the floor, and starts to emanate a slightly EC tinted mist.
This should look like the ice pits in the void.
(reusability: ) once the animation.

Frost creates a 10/12/17/20 SWPR meter long and 1.5/2/2.5/3 SWPR meter wide path of super frigid mist, that drains the heat out of anything it touches for 14/16/18/20 SWPD seconds.
Enemies that stand in the mist will move and attack 35/40/45/50% slower, but if an enemy is affected by the cold status effect it's frozen solid instead.

"Good for slowing the arrival of oncoming enemies to help prevent them from getting to your snow globe."


===Cryosleep===
(mod cost: ) 6/7/8/9.
(energy cost: ) 50.
(casting animation and effects: ) Frost is instantly frozen solid, and a blizzard begins rushing around him.
When the animation ends there is a bright flash of EC light, the blizzard dissipates, and the ice shatters violently
(cast time:) The animation is ends once your shield capacity is full.
(reusability: ) once the animation ends.

Frost freezes himself in place and becomes incapable of action, if he is in mid air the rushing blizzard around him will keep him aloft.
During this time Frost is immune all harm, and regenerates 15% SWPS of his max shield capacity every second.
Once frost reaches his max shield capacity the ice shatters in a 9/11/13/15 SWPR meter blast of light and shrapnel that stuns enemies for 1/2/3/4 SWPD seconds, and deals 150/200/250/300 SWPS 50%PC cold damage.
Frost can use this skill at full shields to instantly create a blast of light and shrapnel.

"If frost becomes overwhelmed he can use this skill to get back into fighting shape and put his enemies at a disadvantage."


===Ice Age===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) EC ice forms on Frost's hands as he extends his arms at either side.
(cast time:) The animation takes 1.8 seconds to complete.
(lingering effects: ) the affected enemies are frozen solid in large spires of EC tinted ice.
(reusability: ) once all of the frozen enemies are either free or killed.

A drastic drop in temperature instantly freezes all enemies within a 19/21/23/25 SWPR meter radius.
This supernaturally cold ice will only break after 900/1100/1300/1500 SWPS damage has been done to the effected enemy.
Effected enemies will take 45/55/65/75 SWPS 0%PC cold damage every second that they remain frozen.

"Eventually all the enemies will be broken free because of the damage over time."

 

=====Hydroid=====

"He is a powerful disruptor with a tiny twist of stealth play."


===Dragline===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Hydroid extends his hand and fires an orb of EC water.
(cast time:) The animation takes a second to complete.
(lingering effects: ) affected enemies are engulfed with EC water, and connected to the orb by water like tendrils.
(reusability: ) once the orb is anchored.

Hydroid launches a sphere of water that slowly moves forward, linking the first 2/3/4/5 SWPS enemies that come within 3/4/5/6 SWPR meters of it to itself.
Linked enemies are unable to shoot, or call for help, and they can't move more than 14/11/8/5 meters from the orb.
The orb will steadily move away from you but it will also realign itself with your cursor if you move it.
The orb will pass through enemies, and gun fire will pass through the orb, but if it touches a wall it will anchor itself to it.
The orb will stop moving once anchored and all linked enemies will be dragged as close to the anchor as their hulking bodies will allow.
The orb will disappear 6/8/10/12 SWPD seconds after it is created, breaking all links, or dropping all tethered enemies.
It will not pick up new enemies once the old ones are dead, nor will it pick up enemies when anchored.

This skill does not affect bosses.

"Total crowd control with some interesting stealth capabilities.
Imagine grabbing enemies with the orb, and then pinning them to the floor or ceiling."


===Cleanse===
(mod cost: ) 3/4/5/6.
(energy cost: ) 25.
(casting animation and effects: ) Hydroid raises both his hands, and EC water rises up from the ground to fully engulf him, then he quickly puts his hands down and it washes off, traveling along the floor.
(cast time:) The animation takes 1.2 seconds to complete.
(reusability: ) once the animation ends.

Hydroid washes himself with cleansing water that instantly removes all status effects and restores 20/30/40/50% of his max shields.
It then washes off of him taking any harmful pollutants with it.
This deals 40/60/80/100 0%PC SWPS impact damage to anyone within 9/11/13/15 SWPR meters of him.

Any status effects removed from Hydroid will be transferred to the enemies struck by the wave, along with 20/30/40/50 SWPS extra damage of that element type.
You are immune to damage as you cast this skill.

"So if you are on fire when you use cleanse it will remove that effect from you, and deal additional fire damage with the rolloff wave."


===Ocean Current===
(mod cost: ) 6/7/8/9.
(energy cost: ) 50.
(casting animation and effects: ) Hydroid extends his hand sending a rolling wave of EC water along the floor.
(cast time:) The animation takes a second to complete.
(reusability: ) once the animation ends.

Hydroid sends out a rolling 3 meter wide wave of water that travels forward 6/9/12/15 SWPR meters.

Once the wave reaches its max range it will change direction and travel the path it took, returning to its original position.
The wave deals 150/200/250/300 100%PC SWPS impact damage to all enemies it passes when heading out.

It only deals 75/100/125/150 20%PC SWPS impact damage on its return trip, but it sweeps up loot and dead bodies, bringing them to its origin point.

"Damage, crowd control, loot gathering? What more could an aspiring pirate needs."


===Abyss===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Hydroid raises his hand dramatically as EC water swirls around him.
(cast time:) The animation takes 2.5 seconds to complete.
(lingering effects: ) a wide bubble of disturbed space, when outside looking in all you'll see is a shimmering EC barrier, but on the inside the area looks much darker than it should be, and all the walls and floors seem to be transparent as you predominantly see yourself in a massive underwater chasm, with tiny ghost fish that swim right through you.
(reusability: ) once the effect ends.

Hydroid partially transports the immediate 11/14/17/20 SWPR meters of space to a massive underwater abyss for 11/14/17/20 SWPD seconds.
Enemies within this disturbance will take 70/80/90/100 0%PC SWPS magnetic damage a second as the incredibly strong pressure presses down on them.
They will also move and attack 15/20/25/30% slower, their sight range will decrease by 30/40/50/60%, all sound in the abyss is reduced by 60/65/70/75%, and all enemy gun fire that is in the abyss will move 20/40/60/80% slower.
Enemies outside the abyss will not be able to hear or see anything that goes on within it, and at the same time enemies inside the abyss will not be able to hear or see anything on outside if it.
Gun fire can move freely in and out of the disturbance.

"An ominous AoE that severely cripples the hordes within."

 

=====Loki=====

"This guy is tricky because most of his skills rely on each other, and that makes it hard to jam other stuff in without it seeming like some unnecessary fifth wheel to his skillset..."


===Scrambler===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Loki waves his hand and tosses a small black, dagger like device that emits EC sparks.
(cast time:) The animation takes 0.8 seconds to complete.
(lingering effects: ) an affected enemy's face will be covered with EC static as long as it is stunned, and black smoke as long as it's accuracy suffers.
Affected terminals will display either green or grey static, depending on whether a Tenno can use it or not.
(reusability: ) once the animation ends.

Loki throws a small scrambling device that disrupts everything around it when it hits an object.
All enemies in a 7/8/9/10 SWPR meter radius will be stunned for 2/3/4/5 SWPD seconds, all enemies in a 14/16/18/20 SWPR meter radius will be less accurate for 4/6/8/10 SWPD seconds, and any data terminals in a 21/24/27/30 SWPR meter radius, will be scrambled for 8/12/16/20 SWPD seconds, preventing any enemies from using them.
Tenno can still use scrambled terminals.
The debuffs will reset on enemies that are hit again.

"This is a great tool to use when you see an enemy sounding the alarm, but you can also just use it to cause a little havoc."


===Misdirection===
(mod cost: ) 3/4/5/6.
(energy cost: ) 10.
(casting animation and effects: ) Loki waves his left hand, this creates a small EC light that floats in front of the enemy's face, the light will orbit around the enemy's head and disappears, the enemy will turn to face it and look confused when the light is nowhere to be seen.
(cast time:) The animation takes a second to complete.
(reusability: ) once the animation ends.

Loki uses his mastery of deception to trick all enemies within a 5/10/15/20 SWPR meter cone to turn their backs to him for at least 0.5/1/1.5/2 SWPD seconds.
This allows Loki to perform a stealth finisher for 0.5/1/1.5/2 SWPD seconds as well.

"This is extremely useful for stealth, but it can also be used in combat to help encourage enemies to shoot someone else. "


===Theft===
(mod cost: ) 6/7/8/9.
(energy cost: ) 25.
(casting animation and effects: ) Loki reaches forward, clutches his fist, and pulls his hand back.
Bullets fly from enemies to Loki as he does this.
(cast time:) The animation takes 0.8 seconds to complete.
(reusability: ) once the animation ends.

Loki steals the ammo of all enemies within 6/9/12/15 SWPR meters of him, forcing them to reload.
Each of Loki's weapons will regain 7/8/9/10% of their max ammo capacity per enemy hit.
Enemies will not realize that their weapons have been emptied until they actually try to shoot.
Loki will also open all lockers, break all boxes, and loot all corpses within range.

"Loki is heavily dependent on his weapons, and he can quickly burn through ammo because of this.
Theft is a great way to restore your depleted ammo reserves, and cause a little chaos in the process."


===Discord===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Loki raises both his hands to face level and then dramatically claps them together in a burst of EC sparks.
(cast time:) The animation takes 1.2 seconds to complete.
(lingering effects: ) EC sparks that move in erratic and chaotic ways, cover both Loki and all enemies within range.
(reusability: ) once the effect ends.

Loki's mastery of chaos allows him to find just the right dominos to push.
Sending even the most well organized army into disarray.
All enemies within a 11/14/17/20 SWPR meter radius of Loki will have a 20/30/40/50% chance to be affected by a random effect every second.
This aura lasts for 9/11/13/15 SWPD seconds.
Possible effects include:
a chance to be staggered,
a chance to be tripped,
a chance to be permanently disarmed,
a chance to be stunned for 5 seconds,
a chance to be filled with fear for 5 seconds,
a chance to lose all shields and shield recharge rate for 5 seconds,
a chance to have their movement speed reduced by 50% for 5 seconds,
a chance to go blind for 5 seconds,
a chance to go deaf for 5 seconds,
a chance to deal 50% less damage for 5 seconds,
a chance to take 50% more damage for 5 seconds,
a chance to have 50% less armor for 5 seconds
a chance to just stop, and act like nothing is wrong for 5 seconds,
a chance to fall upwards for 5 seconds,
a chance to disappear, only to return 5 seconds later.
a chance to attack and move 50% slower for 5 seconds,
a chance to start attacking other enemies for 5 seconds,
a chance to start spinning in circles for 5 seconds,
a chance to fall flat on the floor for 5 seconds, (flying enemies only)
and a chance to stop and reload for no reason.
Some bosses are immune to certain effects.

"Loki is an absolute master of all things erratic, and chaotic.
thanks Shin!"

 

=====Mag=====

"A manipulative caster, that specializes in turning enemies' strengths into weaknesses."


===Push===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Mag reaches forward as a EC magnetic distortion covers her hand.
(cast time:) The animation takes 0.5 seconds to complete.
(reusability: ) once the animation ends.

Mag pushes enemies in a 16/19/22/25 SWPR meter cone away from her.
This also deals 150/200/250/300 15%PC magnetic damage.

"This is the exact opposite of pull."


===Shield Reversal===
(mod cost: ) 3/4/5/6.
(energy cost: ) 75.
(casting animation and effects: ) Mag lifts her hand as EC magnetic distortions burst from her body.
(cast time:) The animation takes a second to complete.
(lingering effects: ) affected enemies have a EC distortion covering their weapons, this becomes barely visible once their shields go down.
(can be reused: ) once the animation ends.

Sabotage the friend or foe systems of all enemy shields within 20/30/40/50 SWPR meters.
Causing the enemy's own gunfire to be blocked by its shields for 8/12/16/20 SWPD seconds.
Once a effected enemy manages to destroy its shields it will be able to shoot normally again.
Tenno fire on the other hand will pass straight through to the enemy's health leaving its shields unharmed.
This will also stagger enemies upon casting.

"This skill prevents enemies from hitting you until they destroy their own shields, and as they fire away, you can hurt them directly.
Thank you Ninosan!"

 

 

===Levitate===
(mod cost: ) 6/7/8/9.
(energy cost: ) 15+ 2 per second.
(casting animation and effects: ) EC magnetic energies spiral around Mag upon activation.
(cast time:) this skill is cast instantly.
(lingering effects: ) small magnetic disturbances orbit Mag's feet, as she floats two inches off the ground. She will use a new set of animations for movement while she is in this state. Her legs wont move when she walks, and she will glide about.
(can be reused: ) once the effect is toggled off.

Mag uses her magnetic abilities to repel herself from the ground.
This will greatly increase her strafing capabilities, and give her immunity to knock down and stagger effects, but she will be far more susceptible to knock back!
While in this state she will move 15/20/25/30% faster, fall 35/40/45/50% slower, jump 50/60/70/80% higher, and any enemies that are within 1/2/3/4 SWPR meters of her will slowly get pushed away.
She will also be unable to sprint in this state, but she will use her sprint speed for basic movement in all directions at 0 stamina cost.

 

"A all around mobility skill that can help keep your enemies on their toes.
The strafing power would help you shoot, and run at the same time."

 

 

===Deflection===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Mag extends both her arms to either side of her, as EC magnetic energies move from one hand to the other creating a circle.
(cast time:) The animation takes 2.5 seconds to complete.
(lingering effects: ) A magnetic distortion heavily coats Mag's body, this effect gets dimmer, and less apparent as the effect fades.

(restrictions: ) there is a 5 second cooldown before this skill can be used again.

(can be reused: ) once the animation ends.

Mag channels intense magnetic energies from all around her to create a protective barrier.

The gathering force is so strong that it deals 200/300/400/500 SWPS magnetic damage, and stuns all enemies that are within 14/16/18/20 SWPR meters of Mag while the animation plays.

Once Mag finishes the animation she gains a 90% chance to deflect every attack that hits her, but this chance will decay to 0 over the course off 22/28/34/40 SWPD seconds.

ranged attacks that are deflected will return to hit the enemy that fired the attack, and when a melee attack is deflected it knocks the attacker back quite a distance dealing damage in the process.

Mag won't take damage from an attack if it is deflected.

"A great way to protect yourself when you fall into a tight spot, and it gives you a lasting, but decreasing defencive buff.

 

=====Mirage=====

"xxx."

 

 

===Insurgent===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) .
(cast time:) The animation takes x seconds to complete.
(lingering effects: ) .
(restrictions: ) can't be used in mid air.
(reusability: ) once the animation/effect ends.

 

xxx

 

"xxx"

 

 

===Diplopia===
(mod cost: ) 3/4/5/6.
(energy cost: ) 25.
(casting animation and effects: ) .
(cast time:) The animation takes x seconds to complete.
(lingering effects: ) .
(restrictions: ) can't be used in mid air.
(reusability: ) once the animation/effect ends.

 

xxx

 

"xxx"

 

 

===Opportunism===
(mod cost: ) 6/7/8/9.
(energy cost: ) 50.
(casting animation and effects: ) Mirage raises her hand dramatically, and there is a brief burst of EC light.
(cast time:) The animation take second to complete.
(lingering effects: ) Multicolored particles loosely float around affected enemies.
These particles change color depending on what damage type an enemy is currently weak to.
(reusability: ) once the effect ends.

 

Mirage can exploit any disadvantages of enemies within 14/16/18/20 SWPR meters her for 9/11/13/15 SWPD seconds.
When an enemy in range is affected by a status effect they become 100/200/300/400% SWPS more susceptible to that status effect's damage type for 3 seconds.
An enemy can only be weak to one damage type at a time, and old weaknesses will be removed when a new one is applied.
Mirage will also have the status chances of all her weapons increased by 20/30/40/50% while the skill lasts.

"So if an enemy is afflicted with the toxic status effect it will take more toxic damage, but if the enemy is afflicted with the cold status effect it will take more cold damage.
This can cause all sorts of havoc, especially when using elemental weapons."

 

 

===Optical Illusion===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) .
(cast time:) The animation takes x seconds to complete.
(lingering effects: ) .
(restrictions: ) can't be used in mid air.
(reusability: ) once the animation/effect ends.

 

xxx

 

"xxx"

 

=====Nekros=====

"Nekros uses a powerful set of skills to support his team, and destroy his enemies."


===Sap Energy===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Nekros points at an enemy as EC smoke clouds his finger.
(cast time:) The animation takes 0.8 seconds to complete.
(lingering effects: ) a EC string or beam links Nekros to the enemy while they are in range of each other, and the affected enemy glows EC.
The glowing grows dimmer if they are out of range.
(can be reused: ) once the animation ends.

Drain the life force out of an enemy, causing it to take 60/90/120/150 SWPS 10%PC cold damage every second for 5/6/7/8 SWPD seconds.
And as long as Nekros is within 4/6/8/10 SWPR meters of that enemy he will regenerate 50% of the damage as shield power.
Nekros will regain 20/30/40/50 SWPS health, and 4/6/8/10 energy If the affected enemy dies within range of him.

"This can help keep a squishy caster such as Nekros alive long enough for him to cast his time consuming spells."


===Living Death===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Nekros reaches forward as EC energy covers his hand.
(cast time:) The animation takes a second to complete.
(lingering effects: ) affected enemy will collapse to the floor in a flash of EC light, and just lie there for the duration of the skill before getting up.
(can be reused: ) once all the effected enemies die or the effect ends.

Nekros sends up to 7/8/9/10 SWPS enemies within a 5/10/15/20 SWPR meter cone into a death like state rendering them incapable of action for 4/5/6/7 SWPD seconds.
Enemies effected by living death are vulnerable to being instantly killed by desecrate.
Bosses, and enemies with more than 1000/1500/2000/2500 health, will resist instant death, and take 700/800/900/1000 15%PC corrosive damage instead.

"A creepy CC skill that has a much shorter duration than terrify but to make up for this it has a nasty relationship with desecrate.
Desecrate will instantly kill the target (causing it to drop loot as normal) and then automatically search the body (the chances of extra loot will stay the same, a failed cast will still destroy the body.)"


===Blur Mortality===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Nekros raises both his hands and gazes skyward as EC spirit energy travels from his palms to him, and his team.
(cast time:) The animation takes 1.8 seconds to complete.
(lingering effects: ) small EC sparks cover the skin all who are affected, this changes into a effect similar to shadows of the dead if you have negative health.
enemies that die within range will leave behind a brief wisp of EC light that quickly disappears.
(can be reused: ) once the effect ends.

Nekros uses his mastery of death to allow him and his team to imitate life even if you're technically deceased.
For 11/14/17/20 SWPD second all tenno, sentinels, cryo pods, shadows, etc, will remain “alive” even after they are below 0 health.
Using this skill will revive bleeding team mates to 0 health.
Right before the effect ends, Nekros emits a healing pulse that restores 25/50/75/100 SWPS health.
Enemies that die within 8/12/16/20 SWPR meters of Nekros while this skill is active will strengthen this pulse causing it to heal 9/11/13/15 SWPS more health per enemy death.
If a team mate has less than 0 health (even after the healing pulse) when the skill ends, than they will be put into a downed state.

"A great team support skill that can delay the inevitable.
Much better at keeping one alive than desecrate, but it has its limits.
Although this skill is kinda like invincibility, one must still try to avoid damage to prevent themselves from going too deep into the negatives."


===Death Aura===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) EC necromantic energy washes over Nekros as he slowly draws his hands up above his head.
(cast time:) The animation takes 2.5 seconds to complete.
(lingering effects: ) natural light is darkened around you, only to be illuminated by a faint flickering EC glow.
This should look like candlelight.
EC necromantic energy rises up from the ground beneath the feet of affected enemies.
(can be reused: ) once the effect ends.

Nekros surrounds himself with a aura of darkness.
For 9/11/13/15 SWPD seconds, anyone within a 14/16/18/20 SWPR meter radius of Nekros will be brought closer to death.
If an enemy's health falls below 20/30/40/50% or if they have less than 150/200/250/300 health in total, then they will be consumed by darkness, instantly killing them.

"This is exactly what it says it is, a aura of death that follows Nekros, and effectively doubles the damage output of his team."

 

=====Nova=====

"Nova is a destructive daredevil, with a fast paced play style."


===Gamma Burst===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) a quick burst of EC light.
(cast time:) this skill is cast instantly.
(can be reused: ) once the animation ends.

Unleash a 9/11/13/15 SWPR meter burst of gamma radiation that staggers enemies and deals 150/200/250/300 SWPS 30%PC radiation damage.

"On demand damage, and crowd control."


===Acausality===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Nova extends both her arms to either side of her.
(cast time:) The animation takes a second to complete.
(lingering effects: ) two small, circular EC worm holes appear, one in front of the other.

they have energy beams connecting them, so they pretty much just look like a cylinder.
when acausality discharges it unleashes a very fast moving sphere of EC light.
(can be reused: ) once the animation ends.

Nova opens up two linked portals in front of her.
Energy within these portals is repeatedly sent back in time, temporally doubling it.
Shooting the portals will cause them to be displaced, releasing all their stored power as a explosive projectile, that fires in the direction you were facing when you originally cast acausality.
The portals will become unsustainable after 30 seconds, causing them to discharge on their own.
The power of the discharge becomes more intense the longer you let the energy build up, but there are are diminishing returns, and each second of build up increase the over all damage and range of the discharge by 10% less then the next.
The damage of the discharge is 140/160/180/200 SWPS per second of charge time.
The radius of the blast is 2 SWPR meters per second of charge time.

"This skill takes planning and forward thinking to use, but it can be absolutely deadly."


===Atomic Field===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Nova points at the targeted position and a transparent bubble appears there.
then EC particles appear at the center and start moving in random directions.
(cast time:) The animation takes a second to complete.
(can be reused: ) once the animation ends.

Nova creates a 5 SWPR meter containment field which is then flooded with 6/9/12/15 SWPR highly energetic particles that rapidly bounce around in the containment field, phasing through any solid matter they come across.
These particles deal 70/80/90/100 SWPS 5%PC radiation damage every time they pass through an enemy.
After 15/20/25/30 SWPD seconds the field disappears and the particles harmlessly dissipate into the air.

"Atomic field is used to block choke points.
The containment field doesn't block movement or gun fire."


===Dirac Sea===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Nova raises her hand and lets loose a intense blast of EC light that flashes over your entire screen for a split second.
After the flash, bright EC particles in the air quickly fade away.
(cast time:) The animation takes 1.2 seconds to complete.
(can be reused: ) once the animation ends.

Flood the air around you with raw uncontrolled antimatter, and let its destructive properties do the rest.
Enemies within a 15/18/22/25 SWPR meter radius of the blast will take 70/80/90/100 SWPS 0%PC radiation damage per enemy level.

"A level 1 enemy would take 70/80/90/100 SWPS damage, but a level 10 enemy would take 700/800/900/1000 SWPS damage, and a level 100 enemy would take 7000/8000/9000/10000 SWPS damage."

 

=====Nyx=====

"Nyx is one of my favorite frames, and I hope that I have kept true to her style."


===Telekinetic Grip===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Nyx reaches towards her target as EC mental energy surrounds her outstretched hand.
(cast time:) The animation takes 0.8 seconds to complete.
(lingering effects: ) enemies glow EC and are lifted into the air.
(can be reused: ) once the animation ends.

Nyx attempts to strangle an enemy by telekinetically lifting it into the air.
This deals 20/30/40/50 SWPS 15%PC magnetic damage per second, allows the target to be hit by friendly fire, and renders the target helpless for 5/6/7/8 SWPD seconds.
You can push affected enemies out of your way by sprinting into them, shooting them, or attacking them with your sword.
This skill has infinite range, but it doesn't work on bosses.

"A useful crowd control skill that can take multiple heavy units out of the picture."


===Detect Thoughts===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Nyx puts her fingers to her head as EC mental energy surrounds Nyx's hands.
(cast time:) The animation takes a second to complete.
(lingering effects: ) enemies are highlighted:
Red if they are targeting you,
Orange if they are targeting your sentinel,
Yellow if they are targeting a team mate, or a team mate's sentinel,
Green if they are targeting another enemy,
Blue if they don't have a target, or
White if they are targeting a objective, like a cryo pod, data terminal, or rescue target.
(can be reused: ) once the effect ends.

Nyx reaches into the minds of all opponents within 15/20/25/30 SWPR meters, allowing her to predict their actions for 11/14/17/20 SWPD seconds.
This will greatly enhance your ability to predict your enemies movements, marking them on the mini map, and increasing your attacks critical hit chance by a factor of 20/30/40/50% SWPS.
Your team will also benefit from your findings, but the highlighted colors on enemies will vary depending on the observer.

"A nice utility skill that uniquely benefits Nyx, allowing her to better coordinate herself in a crowd of chaotic enemies."


===Denial===
(mod cost: ) 6/7/8/9.
(energy cost: ) 50.
(casting animation and effects: ) Nyx raises her hand as EC mental energy surrounds her.
(cast time:) The animation takes a second to complete.
(lingering effects: ) enemies that are still affected will glow EC.
(can be reused: ) once the animation ends.

Nyx psychically prevents all enemies within 15/20/22/25 SWPR meters from perceiving her for 6/8/10/12 SWPD seconds.
All of the effected enemies will stop, look confused, and then find a new target or wander off as if you weren't there.
They will also become vulnerable to your stealth attacks.
But if a enemy sees you attacking one of its allies it will break free from the effect.
Nyx's other abilities don't break the effect, only gun fire, and swordplay.
Using absorb will temporarily snap all affected enemies out of denial.

"This allows you to operate in safety for a short time."


===Mass Suicide===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Nyx slowly raises her hand as EC mental energy surrounds it, and then she quickly clenches her fist with a flash of EC light.
(cast time:) The animation takes 3 seconds to complete.
(can be reused: ) once the animation ends.

Reach into the minds of all enemies within 14/16/18/20 SWPR meters of you, forcing them to destroy themselves.
Enemies that are within 11/14/17/20 SWPR meters of Nyx while she is casting this skill will be stunned until she is finished.
If the target has more than 1100/1400/1700/2000 SWPS health then they will resist Nyx's power and survive with only 150/200/250/300 SWPS 15%PC radiation damage from mental trauma.
If a target is already suffering from one of Nyx's other abilities then it is automatically considered to be in this skills range.

"A skill that wipes out everything, but the really big stuff.
It also is great at taking out all the lingering enemies that are preventing you from reusing chaos, no matter where they are on the map."

 

=====Oberon=====

"Oberon has a hybridized play style that is just as destructive as it is supportive."


===Example===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Oberon looks up and raises his hand as EC light flashes around it, then a beam of EC light strikes its target from above.
(cast time:) The animation takes a second to complete.
(lingering effects: ) enemies that are affected by the debuff will slightly glow EC.
(can be reused: ) once the animation ends.

Oberon displays his strength by striking a single enemy with 700 SWPS 15%PC radiation damage.
If the target is killed by example then all other enemies within 14/16/18/20 SWPR meters of the kill will be adversely affected, decreasing their damage output by 15/20/25/30% SWPS for 6/9/12/15 SWPD seconds.

"Destroy your enemies and support your allies by reducing enemy damage."


===Aid===
(mod cost: ) 3/4/5/6.
(energy cost: ) 25.
(casting animation and effects: ) EC light flashes around Oberon, Oberon's previous position, and Oberon's target ally.
(cast time:) this skill is cast instantly.
(lingering effects: ) allies that are affected by the buff will slightly glow EC.
(can be reused: ) once the animation ends.

Oberon is quick to throw himself in harm's way if that is what it takes to protect an ally.
Oberon regains 40/60/80/100% of his max shields, and becomes invulnerable for one second.
If this skill is aimed at a friendly unit within 16/24/32/40 SWPR meters of him, then he will teleport to that unit and grant it the same effects.
This requires line of sight for most allies, but if your target ally is a Tenno then you can jump to them through walls.
Jumping to a bleeding target will prevent that target from losing any more blood for 1/2/3/4 SWPD seconds.

"This skill lets Oberon get in the center of the action, and allows him to come to the rescue at just the right moment."


===Comeuppance===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Oberon looks up and raises both his hands as EC light travels between them, forming a circle of EC light that grows to engulf everything in a 5 meter radius of Oberon.
(cast time:) The animation takes 2 seconds to complete.
(lingering effects: ) Oberon emits a faint EC field, and allies that are affected by the buff will brightly glow EC.
(can be reused: ) once the effect ends.

Oberon creates a 5 meter sphere of protection around him for 14/16/18/20 SWPD seconds.
Friendly units that walk into Oberon's light will be blessed for 2/3/4/5 SWPD seconds granting them 15/20/25/30% damage mitigation.
Enemies that attack the protected units will take damage equal to the amount mitigated.
An individual's buff will be reset every time they return to Oberon's side.

"A valuable safety net that can save your life, and deal damage to your attackers."


===Judgment===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Oberon looks up and raises his hand as EC light flashes around it, then a beam of EC light strikes its target from above.
(cast time:) The animation takes a second to complete.
(lingering effects: ) enemies that are marked for judgment will glow EC, but enemies that are immune to your judgment will have faint red sparkles hovering around them.
(can be reused: ) once judgment ends.

Strike an enemy with a massive blast of 1000/1500/2000/2500 SWPS 30%PC radiation damage.
All other targets within 7/8/9/10 SWPR meters of the kill will be marked.
One marked target will be chosen at random every 0.5 seconds, dealing 1000/1500/2000/2500 SWPS 30%PC radiation damage, marking all other targets within 7/8/9/10 SWPR meters, and removing the mark.
Marked targets will run and panic in fear until the mark is removed.
This chain of destruction will end if your judgment kills more than 14/16/18/20 SWPS enemies, or if judgment runs out of marked targets.
Once an enemy is hit by judgment it can't ever be marked again, and becomes a invalid target for starting the chain.

"A purely offensive skill that hits like a tonne of bricks, but it can never strike the same enemy twice."

 

=====Rhino=====

"Rhino is a brutish tank with all the finesse of a wrecking ball."


===Radial Blast===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Rhino hits his hands together, and a EC shock wave expands outwards.
(cast time:) The animation takes 0.8 seconds to complete.
(can be reused: ) once the animation ends.

Rhino hits his fists together with enough force to created a 9/11/13/15 SWPR meter shock wave, that deals 80/120/160/200 SWPS 100%PC impact damage, and trips enemies.

"A cheap trip, great for getting out of large crowds."


===Threaten===
(mod cost: ) 3/4/5/6.
(energy cost: ) 10.
(casting animation and effects: ) Rhino flashes EC for a second.
(cast time:) this skill is cast instantly.
(can be reused: ) once the animation ends.

Rhino deals 20/30/40/50 SWPS 100%PC magnetic damage to all targets within a 9/11/13/15 SWPR meter cone.
All enemies hit by this skill will be forced to target you.

"This skill can be very useful in team fights when you want to protect an ally."


===Steadfast===
(mod cost: ) 6/7/8/9.
(energy cost: ) 15+ 2 per second.
(casting animation and effects: ) Rhino assumes a defensive position and becomes petrified in a very thick metallic shell.
the shell shatters violently when the skill ends.
(cast time:) The animation takes a second to complete.
(lingering effects: ) a invisible bubble highlights all surfaces it touches with a EC glow, this will indicate the current range of the skill.
(can be reused: ) once the animation ends.

While this skill is active Rhino won't be able to move, attack, or take damage.
He will also draw more attention to himself making enemies more likely to attack him.
Deactivating steadfast will create a blast of shrapnel that, stuns enemies for 1.5/2/2.5/3 SWPD seconds, deals 25/50/75/100 SWPS 30%PC impact, 25/50/75/100 SWPS 30%PC slash, and 25/50/75/100 SWPS 30%PC piercing damage.
the radius of the blast starts at 3 SWPR meters but it expands to 28/32/36/40 SWPR meters over the course of 15 seconds.

"This can be used to outlast your enemies, help keep your team alive by drawing aggro, and it can be used as a fairly decent stun."


===Juggernaut===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Rhino looks at his fists, then he throws them behind him, with a flash of EC light.
(cast time:) The animation takes 1.2 seconds to complete.
(lingering effects: ) Rhino emits EC energy.
(can be reused: ) once the effect ends.

You become unstoppable for 6/8/10/12 SWPD seconds, granting you 40/60/80/100% damage output, 150/200/250/300% more armor, immunity to crowd control effects, 8/12/16/20% extra run, melee, charge, fire, and reload speed.
You will also become the center of attention causing all enemies to attack you.
The bonus damage is added to roar's bonus damage.

"Go into a crazy frenzy taking and dealing massive amounts of damage.
If you want to see Rhino running around like a maniac then this is the skill for you."

 

=====Saryn=====

"Saryn is a close range caster witch can tank a hit or two."


===Sting===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) small EC spores fall down from Saryn's hand as she waves it in a forward facing arc.
(cast time:) The animation takes 0.5 seconds to complete.
(lingering effects: ) affected enemies display a EC toxin effect
(can be reused: ) once the animation ends.

Saryn throws 14/16/18/20 poisonous barbs in a cone that spread out randomly, like a shotgun.
These barbs will deal 20/30/40/50 SWPS 10%PC puncture damage per barb, immediately upon impact, and then 70/80/90/100 SWPS 10%PC poison damage every second for 10 seconds.
The poison effect doesn't stack, but it will get reset if the target is stung again.

"Sting doesn't have a max range per se, but it will become more and more inaccurate the farther away your opponent is.
This can be fired into a crowd at long range, to infect a large number of targets, or fired at close range as very powerful single target killer."


===Thicket===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) small EC spores fall down from Saryn's arms as she spreads them out to either side of her.
(cast time:) The animation takes a second to complete.
(lingering effects: ) leaves behind a matted mess of mold like bramble vines with glowing EC spots in the area.
enemies that are stuck in the thicket will display a EC toxin effect.
(can be reused: ) once the animation ends.

Create a thick snare of growing thorns in a radius of 5 SWPR meters.
Any enemy caught inside this snare will have their movement speed reduced by 50/60/70/80%.
They will also take 10/15/20/25 SWPS 30%PC puncture damage, and 10/15/20/25 SWPS 30%PC poison damage every second that they remain within the snare.
The snare lasts for 14/16/18/20 SWPD seconds.
The speed penalty will not stack with itself, or any other speed penalty.

"A good way to stop your chasers dead in their tracks, but enemies can still attack just as fast.
If you have the energy you can stack several snares on top of each other for greater damage."


===Toxic Skin===
(mod cost: ) 6/7/8/9.
(energy cost: ) 50.
(casting animation and effects: ) small EC spores fall down from Saryn's body.
(cast time:) this skill is cast instantly.
(lingering effects: ) Saryn's skin becomes much darker, and is overlaid with a EC toxin effect.
(can be reused: ) once the effect ends or is transferred to your molt.

Saryn's blood becomes toxic, any enemy within 0.5 meters of her will take up to 50/100/150/200 SWPS 15%PC poison damage per second.
The effect ends once a total of 2000/3000/4000/5000 SWPD damage has been dealt by this skill.
While this is active Saryn's poison resistance is increase by 70/80/90/100%.
Using molt while the effect is active will transfer toxic skin to your molt, removing it from Saryn.
When your molt is removed (whether it be by death, duration, replacement, etc.) it will release a 15 SWPR meter blast of poison that deals 10% of the unused damage from toxic skin to anyone caught inside it.

"A good skill for keeping melee enemies in check, or for engaging in hand to hand combat yourself."


====Epidemic===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Saryn rears back dramatically as EC spores swirl around her body.
(cast time:) The animation takes 1.5 seconds to complete.
(lingering effects: ) Saryn's radiates EC toxin while she is actively spreading the plague, enemies that spread the plague when they die will radiate EC toxin as well, but enemies that are affected, but won't spread the plague upon death will just display a EC toxin effect.
(can be reused: ) once the effect ends completely.

Saryn infects a single enemy within 6/9/12/15 SWPR meters of her with a contagious disease every second.
Effected enemies will spread the plague to all other enemies within a 7/8/9/10 SWPR meter radius when they die.
The plague deals 50/100/150/200 SWPS 20%PC viral damage per second until its victim either recovers or succumbs to death.
The lifespan of the plague is limited, so eventually it will completely die off.
Saryn stops actively spreading the plague after 5/6/7/8 SWPD seconds, enemies will stop spreading the plague when they die after 7/8/9/10 SWPD seconds, and all poisoned enemies will completely recover after 9/10/11/12 SWPD seconds.

"If you have a good weapon you can spread epidemic over a very large area."

 

=====Trinity=====

“Trinity loves to play the support roll.”


===Safeguard===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Trinity raises her hand as a EC ball of light forms above her head, and then flies to its target.
(cast time:) The animation takes a second to complete.
(lingering effects: ) the light will circle its target until its time for it to be used, and its target will glow brightly for a second when that happens.
(restrictions: ) it can't be used if all Tenno within range are already protected.
(can be reused: ) once the animation ends.

Trinity invests a portion of healing energy into a orb that follows her until she needs it.
The orb will block the bleed out state if she takes too much damage, and will restore her to 50/100/150/200 SWPS health.
This will consume the orb.
If Trinity is already protected by this skill then the orb will attach itself to the nearest unprotected ally Tenno within 14/16/18/20 SWPR meters of your cursor.

"Safeguard is a great way to prepare your team for a dangerous fight."


===Vital Stride===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Trinity raises her hand with a flash of EC light.
(cast time:) The animation takes a second to complete.
(lingering effects: ) faint EC specks of light circle all affected allies.
(can be reused: ) once the effect ends.

Trinity emits a 24/26/28/30 SWPR meter aura of vigor for 16/19/22/25 SWPD seconds.
All allies within this aura regenerate 5/10/15/20 SWPS stamina per second, gain 40/60/80/100 additional stamina maximum, and an increase to their movement speed by 9/11/13/15%.

"This long lasting buff can be highly beneficial in a variety of circumstances."


===Pain Split===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Trinity reaches towards her target as EC energy surrounds her outstretched hand.
(cast time:) The animation takes 0.8 seconds to complete.
(lingering effects: ) the target is lifted into the air and starts to glow EC, then beams of EC light link it to other enemies.
(can be reused: ) once either the effected enemy dies or the effect ends.

Trinity links a single enemy to all others, causing them to feel its pain.
For 4/6/8/10 SWPD seconds the target is lifted into the air, and starts to redirect 60/70/80/90% of any damage it takes to the closest 3 enemies within a 14/16/18/20 SWPR meter radius of it.
If there aren't any enemies to reflect the damage onto then the target will take full damage.
The damage isn't divided so if you are attacking the linked target you will effectively be attacking multiple enemies at once.

"A team assisted offense skill that synergizes with well of life, and energy vampire rather well."


===Augment===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Trinity holds her hand up dramatically as EC light surrounds it, she then presses it up against her chest, and EC light explodes from Trinity's body.
(cast time:) The animation takes 1.5 seconds to complete.
(lingering effects: ) affected allies glow a bright EC.
(restrictions: ) it can't be used if Trinity is already affected by augment.
(can be reused: ) once the animation ends.

Trinity empowers herself with augmenting energy.
This increases her armor by 75/100/125/150, the armor buff can not be increased by steel fiber, her damage output by 40/60/80/100%, her to global speed by 15/20/25/30%, and causes her to regenerate 9/11/13/15 SWPS health per second, for 9/11/13/15 SWPD seconds.
Anyone that is in this state can pass the buff onto a nearby ally Tenno by pressing the action key (X by default).
The buff can change hands an infinite number of times, but the remaining time is conserved between passes.
You can't pass the buff to anyone that is already affected by augment.
When the buff changes hands for the first time it adds 5 seconds to its remaining time.

But If the (press X to pass buff) mechanic is too much then this skill could be reworked, and renamed to be Inspire.

Inspire:
Trinity empowers all allies within 16/19/22/25 SWPR meters of her with inspiring energy.
This increases their armor by 40/60/80/100, the armor buff can not be increased by steel fiber, their damage output by 35/40/45/50%, their to global speed by 4/6/8/10%, and causes them to regenerate 7/8/9/10 SWPS health per second, for 9/11/13/15 SWPD seconds.

"I like augment better then Inspire because it has better contrast with the majority of support skills.
It also feels more personal, and less like your just buffing yourself with the buff to your team being just an afterthought.
But I understand if its too hard/offsetting to implement, which is why I added inspire as an alternative."

 

=====Valkyr=====

"A powerful fighter that spends most of her time on the edge of defeat, in order to secure victory."


===Lunge===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Valkyr's weapons are replaced by her energy claws, she leaves a EC trail, and your screen border is ringed with red as long as the animation plays.
Valkyr throws her fists behind her as she jumps into a forward facing leap, once she hits an enemy she puts her feet back on the ground and uses her momentum to hit an enemy with a powerful dual punch.
If her target isn't dead then she will claw them up to 5 times untill they are.
(cast time:) The cast time may vary, the leap normally lasts for 2 seconds, but it can be interrupted if she hits an enemy, the initial punch takes 0.4 seconds, and each of the 5 quick punches take 0.2 seconds.
(can be reused: ) once the animation ends.

Valkyr lunges forward at rapid speeds, traveling up to 9/11/13/15 SWPD meters in a short period of time.
If Valkyr collides with an enemy she will transfer all her kinetic energy onto it, dealing 300 SWPS 100%PC impact damage initially, and then she will quickly strike it 5 more times, this deals 25/50/75/100 SWPS 20%PC slashing damage per strike.
If Valkyr's target dies before she hits it with her fifth attack then she will regain 20 energy.
The amount of energy restored is reduced by power efficiency mods.

"This skill is pretty much just a single target slash dash.
Great for getting Valker directly to her target while dealing damage in the processes."


===Bloodlust===
(mod cost: ) 3/4/5/6.
(energy cost: ) 15+ 2 per second.
(casting animation and effects: ) You hear Valker scream.
(cast time:) this skill is cast instantly.
(lingering effects: ) while the skill is active you will hear a loud heart beating sound.
(can be reused: ) instantly.

Valkyr channels her rage, and her need to kill to a dangerous level.
While the skill is active she will lose 10% of her current health every second, and any damage dealt to Valkyr will bypass her shields, and hit her health directly.
But Valkyr will also gain 4/6/8/10% SWPS life steal, 8/12/16/20% SWPS for her melee weapons, and any damage she takes while the skill is active is added to your next melee attack.
The damage you gain isn't reduced by armor, even if the damage you take is.
The melee damage boost can continually build up to a maximum of 10000 SWPS damage.
Your weapon won't lose this charge if the skill is deactivated, only when you successfully hit an enemy.
So if Valkyr takes 20 damage from the passive life drain, plus 100 damage from enemy gunfire that is reduced to 80 because of armor, then Valkyr's next melee attack will deal 120 more damage than usual.

"This skill contrasts very nicely with paralysis because it allows your shields to regenerate even when taking damage."


===Adrenaline===
(mod cost: ) 6/7/8/9.
(energy cost: ) 50.
(casting animation and effects: ) Valker throws her head back, and screams.
(cast time:) The animation takes a second to complete.
(lingering effects: ) your camera view will continually shake slightly for the duration of the skill.
(can be reused: ) once the effect ends.

Valkyr goes into a rampage, causing her melee attacks to deal more damage to weaker targets for 6/8/10/12 SWPD seconds.
Enemies will take 0.5/1/1.5/2% SWPS more damage for every 1% of missing health.
So if your target is at 50% health you will deal 25/50/75/100% SWPS more melee damage to it, if it is at 95% health you will deal 2.5/5/7.5/10% SWPS more melee damage to it, and if your target is at 100% health you don't gain any bonuses at all.

"Adrenaline is especially useful when coupled will fast weapons, because faster weapons can take full advantage of the steadily increasing damage buff."


===Massacre===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) red rings your screen border as Valker raises into the air slightly, begins to glow EC, and starts to hover.
Then she pulls out her energy claws, and rushes to the ground, performing a powerful ground slam that creates a large EC shock wave.
(cast time:) It takes 1.5 seconds for Valker to start diving, once she does its all a matter of when she hits the ground.
(lingering effects: ) surviving enemies will brightly glow EC.
(can be reused: ) once all the affected enemies die or the effect ends.

Valkyr hits the ground and creates a powerful 12/14/16/18 SWPR meter wave of destruction that staggers enemies, and deals 400/500/600/700 SWPS 100%PC impact damage.
Valkyr will develop an intense hatred for anyone that survives the blast, this reveals them on her radar, and lets her deal 100/150/200/250% SWPS more melee damage to them for 2/3/4/5 SWPD seconds.

"Some initial damage to clear out the little stuff, and a massive but limited damage boost to clean up any survivors."

 

=====Vauban=====

"Vauban needs better damage options to complement his crowd control."


===Mine===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Vauban throws a small metallic ball that sticks to surfaces.
(cast time:) the animation takes 0.5 seconds to complete.
(lingering effects: ) this grenade starts out colorless, but once it is armed it glows EC.
(can be reused: ) once the animation ends.

Vauban lays down a small explosive device.
The mine takes 3 seconds to arm itself after a collision with a solid object.
An armed mine will detonate when a hostile moves within a meter of it, dealing 400/500/600/700 SWPS 30%PC blast damage to all enemies within a 6/8/10/12 SWPR meter radius.

"The long setup time can make this skill rather tricky to use but the cheap cost and relatively high damage makes it rather effective in high traffic areas."


===Snare===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) Vauban throws a small metallic ball that bounces off surfaces.
(cast time:) the animation takes 0.5 seconds to complete.
(lingering effects: ) when activated the grenade shoots straight up until it either hits the ceiling, or travels 15 meters.
A 2 meter EC rope/beam connects the target to the grenade, and the ragdolled enemy can swing around when pushed.
(can be reused: ) once the animation ends.

Vauban lays down a trap that grabs enemies standing within a meter of it, then shoots up into the air dragging the enemy with it.
The trap will continue to dangle the enemy until the enemy dies, or the trap expires.
If the dangling enemy dies the trap deactivates, and falls to the ground.
Snare lasts for 14/16/18/20 SWPD seconds, this timer pauses if snare is inactive.

"Snare is great at small scale crowd control for prolonged periods of time."


===Lure===
(mod cost: ) 6/7/8/9.
(energy cost: ) 50.
(casting animation and effects: ) Vauban throws a small metallic ball that bounces off surfaces.
(cast time:) the animation takes 0.5 seconds to complete.
(lingering effects: ) the lure appears, and the duration timer starts, once the device hits something solid.
when its in seeking mode the lure looks like a holographic blue ball with a EC aura, but when its in returning mode the ball turns red with a EC aura.
it floats half a meter above the ground, if its higher than half a meter then it will slowly fall down.
(can be reused: ) once the animation ends.

Vauban a holographic projection device that creates a distracting light that can draw enemy attention for 25/30/35/40 SWPD seconds.
The lure has two modes, seeking and returning, if an enemy is targeting it then it will switch to returning, but if its being ignored it will switch to seeking.
When in seeking mode it will automatically path its way to the nearest enemy, but when its in returning mode it will automatically path its way to the projection device.
The lure moves 75/150/225/300% faster when in seeking mode then it does in returning mode.
The lure makes a loud beeping sound that will alert enemies to its presence.
Using this skill again will remove any lures you already have.
The lures draws 40/60/80/100% as much aggro as your average tenno, so if you provoke the enemies enough they will start to attack you.

"Great for luring enemies into your traps.”


===Nuke===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Vauban throws a small metallic ball that sticks to surfaces.
(cast time:) the animation takes 0.5 seconds to complete.
(lingering effects: ) this grenade starts out colorless, but it blinks EC every second.
(can be reused: ) once the animation ends.

Throw a highly explosive device that explodes in a 9/11/13/15 SWPR meter radius, 3 seconds after contact with a solid surface.
Any enemy that survives the 900/1100/1300/1500 SWPS 10%PC radiation damage is thrown quite a distance from the blast.

"The 3 second delay will require timing, but sticking the bomb to enemies can help keep it in the crowd."

 

=====Volt=====

"He has so many powers that just don't seem to fit. My approach to him seemed quite clear to me, allow Volt to be built as either a sniper or a runner."


===Ball Lightning===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Volt raises his hand and throws a soap bubble like sphere, filled with EC electricity into the air.
(cast time:) the animation takes 0.5 seconds to complete, and it can be used while moving/reloading.
(lingering effects: ) this lightning will move like a shield osprey, seeking out enemies and repositioning its self so that it effects the largest possible number of enemies.
(can be reused: ) once the animation ends.

Volt creates a strange form of lightning that seeks out enemies.
Any enemy within 5/6/7/8 SWPR meters of the ball will take 40/60/80/100 SWPS 50%PC electrical damage per second.
The sphere lasts for 4/6/8/10 SWPD seconds before burning out.

"If you don't have time to stay and kill a mob, you can drop ball lightning to clear stuff while you run ahead."


===Electrical Jump===
(mod cost: ) 3/4/5/6.
(energy cost: ) 50.
(casting animation and effects: ) EC lightning rings your screen border as Volt become a ball of EC lightning and moves very quickly to the targeted area, phasing through enemies and obstacles if necessary.
(cast time:) the animation always takes 0.5 seconds to complete, no matter what distance he travails.
(restrictions: ) there is a 1 second cooldown before this skill can be used again.
(can be reused: ) once the animation ends.

Volt transforms himself into pure energy so that he can quickly move from one place to another within a range of 6/9/12/15 SWPR meters, dealing 150/200/250/300 SWPS 15%PC electrical damage to anything in his path.
This will not target enemies, and it will instead target the empty space or landscape behind them.
you can use this skill to jump through small holes or grates.

"Great for getting into a good sniping spots, or for getting out of crowds."


===Static Charge===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Volt looks at his fists, then he throws them behind him, with a flash of EC light.
(cast time:) the animation takes a second to complete.
(lingering effects: ) zapping beams of EC lightning jolt out from Volt's body to hit targets within your line of sight, EC electrical energies trail behind Volt, and cover his skin.
(can be reused: ) once the effect ends

Volt starts to build a static charge within his body for 6/8/10/12 SWPD seconds.
Every 0.6 seconds a random enemy, within a 9/11/13/15 SWPR meter line of sight radius will be struck by the discharge dealing 75/100/125/150 SWPS 50%PC electrical damage.
If a target cannot be found, than the unused damage is added to the next discharge, up to a maximum of 375/500/625/750 SWPS damage.
Volt will also gain 70/80/90/100% electrical resistance while this effect is active.
The time between discharges is reduced to 0.3 seconds rather than 0.6 seconds while Volt speed is active.

"The electrical resistance is mostly just a gimmick, but when static charge is used in combination with Volt speed this can be a deadly ultimate wannabe."

 

 

===Electrical Storm===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) an EC electrification effect covers Volt as he spreads his arms out to either side of him.
(cast time:) the animation takes 1.2 seconds to complete.
(lingering effects: ) Volt is followed by a swirling vortex of gray dust that frequently spikes with EC lighting, enemies that are affected by the storm will sparkle with EC glitter.
(can be reused: ) once the effect ends

This effect fallows Volt.
Volt fills the air with electrically charged particles for 6/8/10/12 SWPD seconds.
Anything caught inside the 9/11/13/15 SWPR meter storm will become 10/15/20/25% more vulnerable to corrosive, magnetic, and radiation damage, 40/60/80/100% more vulnerable to electrical damage, and have its shields disabled, for 2/3/4/5 SWPD seconds.
Enemies will also take 400/500/600/700 SWPS 20%PC electrical damage upon entering the storm, this damage can only affect an enemy once per casting, and happens before the enemy becomes vulnerable to electrical damage.

"The storm is centered around Volt so it can be used in combination with Volt speed to effect a truly massive area, or used with Volt speed, and static charge for unmatched rushing power.
The duration of the shield disablement and the electrical vulnerability is reset every second that an enemy remains in the storm."

 

=====Zephyr=====

"Zephyr's unique set of skills allow her to get into and out of combat quickly, this combined with her large shield pool makes her a master of hit and run."


===Freedom===
(mod cost: ) 0/1/2/3.
(energy cost: ) 25.
(casting animation and effects: ) Zephyr performs a back flip/spin, as EC streaked wind rushes around her.
Zephyr will rise 2 meters over the course of the animation.
(cast time:) the animation takes 0.3 seconds to complete.
(lingering effects: ) EC streaked wind orbits her feet.
(can be reused: ) once the animation ends.

Zephyr can escape any attempt to slow her down.
With a quick flurry of wind, and speed Zephyr simultaneously breaks free from all crowd control effects, and deals 50/100/150/200 SWPS 100%PC impact damage to anyone within 5/6/7/8 SWPS meters of her.
Zephyr will move with greater eases for 5 seconds after she casts freedom, preventing further crowd control effects, and increasing her movement speed by 20/30/40/50%.
Zephyr will also dodge all attacks for 1 second upon casting.
You can even cast freedom when tripped, stunned, staggered, extra.
Recasting will reset the buff.

 

"Freedom can get you out of many sticky situations."

 

 

===Hover===
(mod cost: ) 3/4/5/6.
(energy cost: ) 15+ 2 per second.
(casting animation and effects: ) Zephyr assumes a crouched position, as EC wind spins up from her feet.
She won't fall during the animation.
(cast time:) the animation takes 0.5 seconds to complete.
(lingering effects: ) a continuous spiral of EC wind blows up from beneath her, keeping her aloft.
(can be reused: ) once the animation ends.

 

Zephyr can use the power of the wind to defy gravity.
Zephyr will maintain her vertical position while this skill is active, allowing her to stay in the air without falling.
You can't perform melee attacks while hover is active, but you can use guns, and other abilities.
You will be considered to be in mid air while this skill is active.
You can move while hovering by using the movement keys (WASD by default), and you can rise and fall by using the jump and crouch keys (space and ctrl by default).
Moving, rising, and falling will all consume 10 stamina per second.
The speed at which you can move while hovering is equal to 5/35/65/95% of your normal sprint speed.

 

"This is primarily a sniper tool that can keep Zephyr up and away from all the dangers of the world as long as she has the energy to do so."

 

 

===Updraft===
(mod cost: ) 6/7/8/9.
(energy cost: ) 75.
(casting animation and effects: ) Zephyr curls up into a ball, then quickly extends her limbs, a band of EC wind spins around her as she does this.
She won't fall during the animation.
(cast time:) the animation takes 1.5 seconds to complete.
(lingering effects: ) a cylinder shaped wall of continuously upward blowing EC wind, expands outwards from Zephyr's position.
(can be reused: ) once the animation ends.

 

Zephyr uses the power of the wind to defend her allies, and harass her enemies, by creating a 4/6/8/10 meter tall wall of wind that expands outwards at a rate of 2 meters per second.
The updraft will dissipate once it has reached a radius of 14/16/18/20 SWPR meters.
The center of the wall's height will correspond with your center when you cast this skill.
Enemy gun fire that hits this wall will be deflected into the air, and enemies that get caught in its current will be tossed into the air as well.
Enemies that are hit by updraft will take 150/200/250/300 SWPS 0%PC slash damage, and will fall much slower for 1.5/2/2.5/3 SWPD seconds.

 

"If your team is in dire need of some quick protection, and crowd control then this skill can be very helpful.
And with Zephyr's mobility you can easily rush in, cover your team, and get out."

 

 

===Gale===
(mod cost: ) 9/10/11/12.
(energy cost: ) 100.
(casting animation and effects: ) Zephyr rears her hands back, then pushes both them, and EC streaked wind, forward with a almost wing flap like animation.
She won't fall during the animation.
(cast time:) the animation takes 1.5 seconds to complete.
(can be reused: ) once the animation ends.

 

Wind is a powerful force that shouldn't be taken lightly, Zephyr knows this.
She uses its destructive power to blast all enemies within a 18/22/26/30 SWPR meter cone with a fast and deadly gale of intense wind.
Enemies that are hit by the gale will take 220/240/280/300 SWPS 100%PC impact damage, 220/240/280/300 SWPS 70%PC piercing damage, and 220/240/280/300 SWPS 40%PC slashing damage.
Gale will be considered a headshot to enemies that are at least 5 meters below Zephyr in elevation.

 

"Careful positioning is the key when it comes to this skill, but luckily for you Zephyr has the perfect toolkit for getting into places."

 

 

 

Click Here for a full list of my threads.

Edited by Trenggiling
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since each variant has its uses, I see no problems in implementing this

 

example.:

An Alternative Roar from Rhino offer 25% damage reduction

An alternative "Bullet Atractor" of Mag become "Repulsive Field", preventing the bullets reach the marked target/area, scattering them around

...

 

9/10

 

not maxed because we do not know if it really will provide for all alternate skills some utility... or even the starter ones

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I would be truly happy to have several skills within the frame "skillset" to choose and set myself apart from the other Rhino in that Endless Defense. (just a example)

 

It would give endless value to frames instead of just going with tankiest/DPS-most frames to be on par per release/buff/nerf.

Great idea and imo, not just for prime versions. 10/10

Edited by Jutah
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want help with Ember? let's go

 

Ember:

T1 ->  Explosive Pyrokinesis

35 energy

type: single target/AoE DoT

0,5 second cast animation

Stagger the target for 2-2-3-4 seconds and burn everyone around at 3-4-6-8 meters, include the target, with a DoT effect

50-100-150-200 damage at main target (unaffected by armor) and 30-40-60-80 damage per second for 5 seconds duration (affected by armor)

 

T3 -> Flame infusion

6 energy each second

type: selfbuff / toggle

provides additional 10-20-30-50% fire damage for all weapons of Ember and additional 5-10-15-25% damage for her skills (can be stacked additively with Focus)

can be turned off after 10 seconds

 

 

more something

 

Frost:

T* (i have no idea) -> Icy Prison

50-45-40-35 energy (more level, less energy cost)

type: Single Target

freezes the target, incapacitating him from taking any action for 10 seconds, and after break the ice, slow 15-20-25-40% for more 10 seconds

x initial damage (really low)

reduced damage while frozen by 30% (doesn't count against Blade damage)

can only freeze one target at a time 

 

basic idea: disable an enemy troublesome long enough

 

 

Banshee:

T4 -> "Overloud"

100 energy

type: AoE around the user

10-15-20-30 meter in game

Stagger every unit affected for 2-2-3-4 seconds by this skill and apply the silencer status for 10-15-20-30 seconds (although they become aware, they will lose the notion that had an enemy nearby, forcing him to use his limited sight to find someone, out that it won't can warn the others)

150-200-250-400 damage unaffected by armor

 

 

 

anyway:

"Special thanks to Zayza for the idea!"

Its Zeyez !!!

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=====Ember=====

"Ember... not my favorite warframe, but i did my best."

T1 Explosive Blast

(cost: ) 25.

(animation: ) fireball.

(casting effect: ) a puff of 'EC' flame from her outstretched  hand.

(projectile: ) a burning sphere of 'EC' flame that explodes on contact.

Fire a sphere of intense flame that explodes in a radius of 3/4/5/6 meters 'SWPR' and deals 750/1000/1250/1500 fire damage 'SWPS'.

"Pure simple damage skill, none of this DoT effects like with fireball."

T2 Cinder Path

(cost: ) 50.

(animation: ) instant cast.

(effect on enemies: ) 'EC' burning.

(effect on allies: ) your feet burn with 'EC' fire.

(effect on the terrain: ) a scorched and somewhat 'EC' glowing path that is left on the floor as you run.

For 11/14/17/20 seconds 'SWPD' you will lay down a path of hot burning cinders in a 1/2/3/4 meter radius arownd you 'SWPR', this deals 100/150/200/250 fire damage 'SWPS' every second an enemy stands on it. Every second worth of cinders will last for 2/4/6/8 seconds before burning out 'SWPR'.

"When you need to RUN FOR YOUR LIFE!!! You can kill the trash that's chasing you. This isn't designed for just standing around because the DoT doesn't stack, so more/faster running = wider radius."

T3 Sky Fire

(cost: ) 50.

(animation: ) radial blind

(casting effect: ) a spherical 'EC' light shoots straight upwards until it either, travels 1.5 meters or hits an obstacle.

(effect on the terrain: ) a dark black fog 'rain cloud' filled with 'EC' embers.

(projectile: ) small 'EC' pellets of fire rain down at a vary steady rate.

Create a super heated cloud of ash in a 2.5/3/3.5/4 meter radius above you 'SWPR' for 11/14/17/20 seconds 'SWPD', that rains down fiery pellets that 'on contact' explode in a 1 meter radius dealing 150/200/250/300 fire damage 'SWPS'.

"The pellets are spread out so they don't always hit."

T4 Pyroclastic Flow

(cost: ) 100.

(animation: ) overheat.

(mobility restrictions: ) cant be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) like an 'EC' avalanche only more magma like.

(effect on enemies: ) 'EC' burning.

Fill the room with a blast of super heated magma, knocking enemies back, stunning them for 1.5/2/2.5/3 seconds 'SWPD', dealing 400/600/800/1000 outright 'AI' damage 'SWPS', and dealing 3000/4000/5000/6000 fire damage 'SWPS' over 30 seconds to all enemies in a radius of 11/14/17/20 meters 'SWPR'.

"Note that the DoT effect can stack, and you only have to wait for the stun to wear off before you can use it again."

 

 

 

"more warframes coming soon!"

Looks like very much "like" Ember. The whole idea is not bad. But not in the way that the offering. And I see no reason to prohibit the ability to equip the same type.

want help with Ember? let's go

 

Ember:

T3 -> Flame infusion

6 energy each second

type: selfbuff / toggle

provides additional 10-20-30-50% fire damage for all weapons of Ember and additional 5-10-15-25% damage for her skills (can be stacked additively with Focus)

can be turned off after 10 seconds

 

 

anyway:

"Special thanks to Zayza for the idea!"

Its Zeyez !!!

do not think that 60 energy for 10 seconds +50% damage too much? It does not skill level 2?

Edited by hallfrom
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The whole idea is not bad. But not in the way that the offering. And I see no reason to prohibit the ability to equip the same type.

 

The thing is that many of the old and new powers do pretty much the same thing, just in a different way. Having smoke screen and concealment at the same time would just be kinda redundant, and buggy... can you imagine the kinds of glitches that would arise with 2 stealth skill at the same time? You can now :D

Edited by Trenggiling
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want help with Ember? let's go

 

Ember:

T1 ->  Explosive Pyrokinesis

35 energy

type: single target/AoE DoT

0,5 second cast animation

Stagger the target for 2-2-3-4 seconds and burn everyone around at 3-4-6-8 meters, include the target, with a DoT effect

50-100-150-200 damage at main target (unaffected by armor) and 30-40-60-80 damage per second for 5 seconds duration (affected by armor)

 

T3 -> Flame infusion

6 energy each second

type: selfbuff / toggle

provides additional 10-20-30-50% fire damage for all weapons of Ember and additional 5-10-15-25% damage for her skills (can be stacked additively with Focus)

can be turned off after 10 seconds

 

 

more something

 

Frost:

T* (i have no idea) -> Icy Prison

50-45-40-35 energy (more level, less energy cost)

type: Single Target

freezes the target, incapacitating him from taking any action for 10 seconds, and after break the ice, slow 15-20-25-40% for more 10 seconds

x initial damage (really low)

reduced damage while frozen by 30% (doesn't count against Blade damage)

can only freeze one target at a time 

 

basic idea: disable an enemy troublesome long enough

 

 

Banshee:

T4 -> "Overloud"

100 energy

type: AoE around the user

10-15-20-30 meter in game

Stagger every unit affected for 2-2-3-4 seconds by this skill and apply the silencer status for 10-15-20-30 seconds (although they become aware, they will lose the notion that had an enemy nearby, forcing him to use his limited sight to find someone, out that it won't can warn the others)

150-200-250-400 damage unaffected by armor

 

 

 

anyway:

"Special thanks to Zayza for the idea!"

Its Zeyez !!!

Most of these skills wouldn't quite fit with the rest of warframes mechanic for skills. 'This is my opinion at least.'

Edited by Trenggiling
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I have been holding off on Ash because of all the "ASH IS FINE!" "NO HE IS NOT!" wars.

But he somehow managed to sneak onto the list without me knowing it.....

 

speaking of things I don't know... can someone tell me how to do that

 

----------------------------------------------------------------------------------------------------------------------------

SPOILER

----------------------------------------------------------------------------------------------------------------------------

 

thing? Because I think it will help organize things a little if people didn't have to dig through my really long post.

 

Ty for all the input.

Use this [_Spoiler_] at the start and finish with [_/Spoiler_]

Remove the underscore from the text and include those specific brackets for the actual spoiler tab.

 

E.g

 

[_spoiler_]

Pokey

[_/spoiler_]

 

which would look like this

 

pokey

Edited by Jacate
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Banshee

T1 : Feel the Beat (because sonic punch or fist of sound, sound kinda lame to me)

Type : Single target with cone aoe

Cost : 25

Range : 20/35/50 m (modified by Stretch, max of 50m)

Damage : 100/200/300 (AI)

Effect : Target takes damage and is stunned for 2/3.5/5 seconds (modified by Continuity/Constitution). Targets in a 45 degree cone behind the original target are staggered for 1/3/5 m (or stunned for half the time if that isn't too OP for a T1 skill).

Visual Effect : Send out a hazy (ec) bolt of sound toward the target with a similar effect as sonic boom from behind the target upon impact.

Reasoning : Somewhat like a ranged Sonic Boom, gives her a bit more caster feel but also sets up for her "Sniper" role as well, stunning the target for a head shot.

T2 : Sonic Dissolution or Atomic Dissonance (How the hell do you come up with something to replace Sonar?)

Type : Single target DoT and Debuff

Cost : 50

Range : 50/x/x m

Damage : 20/35/50 per tick (AI) (modified by Focus)

Effect : The target is staggering and DoT'd for 5/7.5/10 (modified by Continuity/Constitution) seconds during which the targets armor is reduced by 50/75/100% (modified by Focus, this means you would be doing bonus damage for the percentage over 100). (The reduced armor effect could persist after the DoT on normal enemies if not too Op)

Visual Effect : The target would glow (ec) and would effervesce (ec) like after a Sonic boom.

Reasoning : How do you replace a huge aoe boost to damage? Make it a single target killer, maxed out the DoT does around 800 (AI) damage and allows even a basic Braton to shred the target. Bring on those level 150 Ancients!

The problem with Banshee's T3 is that it sucks so much for anyone not enamored with stealth that anything I come up with would almost certainly replace it. Even with that, here's two ideas.

T3 : Scream (For when being sneaky isn't an option)

Type : AoE Debuff

Cost : 75

Range : Stun effect 5/7.5/10 m Disorient 20/35/50 m (modified by Stretch, the disorient has a max of 50m)

Damage : 0

Effect : Those targets closest to you would be stunned for 3/5/8 seconds while the rest would be disoriented. The disoriented state would be like chaos without all the shooting at each other, just around (yes they might hit you). If that doesn't work, have them stagger for twice the stun time. As long as there is someone effected you get the wonderful "Power in Use" to keep it from being totally spam able. (Modified by Continuity/Constitution)

Visual Effect : Make Banshee howl at the moon, then hazy wave (ec) would rapidly expand from her.

Reasoning : Since silence sucks(IMO), why not keep with her Sniper/CC role? Also gives her an escape when the S#&$ hits the fan.

T3 : Silent Subtlety (For those stealth nuts)

Type : AoE Buff

Cost : 75

Range : 50/x/x m

Damage : 0

Effect : The party's weapons gain 50/75/100% Silence and 10/20/30% Armor Pierce(the element) or (AI) for 10/15/20 seconds (modified by Continuity/Constitution) (AI weapons wouldn't be effected though if it was AP it would stack).

Visual Effect : The party would glow Banshee's base energy color, like Roar makes people orange regardless of (ec).

Reasoning : Gives her a party buff that might actually help with stealth. Also combines well with Roar to make those lvl 150 Ancients easier in those subtlety be damned moments.

T4 : Thumper or Bring out the Bass (a friend of mine used to compete in those "how much sound can you push out of a car" compitetions, watching all the glass pop out of the car at once inspired this. ((This is also my ignorance about such competitions so that's my name for them)) )

Type : PBAoE Damage/CC

Cost : 100

Range : 3/5/8 m (modified by Stretch) (might be a little large, I'm not sure about my in game measurements)

Damage : 50/100/150 per thump (AI) (modified by Focus)

Effect : Basicly a 360 degree Sonic Boom that pulses every 2 seconds for 4/8/12 (modified by Continuity/Constitution) for damage and knock back/knockdown to the edge of the PBAoE.

Visual Effect : Starts off with sound quake animation for 2 seconds then Banshee would glow (ec) while sending of 360 sonic booms.

Reasoning : CC, damage and an "Oh S#&$" button all at once, take her Sound quake and make concentrated and mobile. Also puts her damage decently high (maxed 1800ish), if you can keep the enemies close enough to you.

Ember

T1 : Slag (oops did I do that?)

Type : Single target Damage and Debuff

Cost : 25

Range : 20/35/50 m (modified by Stretch max of 50 m)

Damage : 100/150/200 (modified by Focus)

Effect : Melt the target's armor to useless slag in a nutshell, reducing its effectiveness per hit by 5/10/15%. (Example 100 armor drops to 85 on first hit, 72.25 on the second, 61.41 on third so on and so forth) a duration can be added if a permanent decrease is to much for a t1 skill, say 10/15/20 seconds (modified by Continuity/Constitution) resetting the timer to max each hit.

Visual Effect : Similar to fireball right now, without the DoT.

Reasoning : Gives you a reason to actually use her first ability, and adds some desperately needed utility to Ember at a reduced direct damage dealing capacity.

T2 : Flashpoint ( another, "how to replace a required skill")

Type : Directed AoE DoT with spread.

Cost : 50

Range : 20/35/50 m (modified by Stretch max of 50 m) AoE from DoT 2/3.5/5 m Spread from kill 2/3.5/5 m (both modified by Stretch)

Damage : 100 per pulse (AI on target fire on AoE) (modified by Focus)

Effect : The target would be turned into a human torch, dealing fire damage to themselves and those around them. It would deal damage for 4/8/12 seconds (modified my Continuity/Constitution), pulsing every 2 seconds. If the target is killed while under the effect, Flashpoint spreads to all targets in range. Give it a high chance to cause Panic on cast or spread for a tiny CC.

Visual Effect : Overheat on an enemy target basically.

Reasoning : Everyone considers Overheat an absolute requirement, so you need something spectacular to replace it. With a high damage capacity (900 if maxed) and a light spreadable CC this might just do it.

T3 : Melter or Smelter (Since melta I think is trademarked)

Type : 60 degree AoE cone Damage and Debuff

Cost : 75

Range : 5/7.5/10 m (modified by Stretch)

Damage : 200/400/600 (fire) (modified by Focus)

Effect : Reduce the enemies damage by 5/10/15% per application. Similar effects to my above Slag, again if a permanent effect is to powerful add a timer like above.

Visual Effect : A conical burst shimmery energy melts the weapons (or arms/claws) of the targets burning them and reducing their ability to do damage.

Reasoning : Combines well with the newer Overheat to give you some more "caster tank", as well as doing DD instead of the finicky Fire Blast DoT. When the damage starts to suck, the utility keeps on trucking.

T4 : Volcano, Eruption, or some such cataclysmic name. (For those who don't like running into the enemy to do their damage)

Type : Directed Damage with AoE DoT and CC.

Cost : 100

Range : 20/35/50 m (modified by Stretch max of 50 m), damage AoE 1/2/3 m, DoT and CC 5/10/15 m

Damage : 500/750/1000 (AI) DD, 25/50/75 per second DoT (fire) (both modified by Focus)

Effect : The target and those immediately around it take the DD eruption damage while those in the DoT are Bound in magma and burn for a bit. Targets wandering in will get Bound as well. The DoT/CC lasts for 4/6/8 seconds (modified by Continuity/Constitution. (Bound meaning stuck in place, they can still shoot if they're not panicking from being in magma!)

Visual Effect : Burst of flame on initial target while all others get stuck in magma and are lit on fire.

Reasoning : With the reduction in damage reduction on Overheat it's not always feasible to run into the enemies with world on fire. Also I love a good enemy roast. Even when the damage gets soaked up by those yummy damage sponges the CC will make it useful.

I tried to make skills that put a new twist on the old ones, hopefully I didn't get carried away, to make them choices instead of replacements. So many others in my head, but I need to get back to work so I'll edit them in later.

Edited by Seraphiel451
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I really hope DE can take something or take everything from this post. Because so many blockheads are in this forum blocking the evolution of this game by claiming " A FRAME IS GOOD AS IT IS" or saying laughable things like "Lol no l2p". Come on this is pve focused game not wow or something.

 

From the 1. Day of the Warframe i hoped they would change the Loki in someway. Game says loki players are need to be skilled or Loki is a trickster but as everyone knows loki is none of them. Aside from his invisibility none of his skills fits to his "trickster" name if it wasnt for his invisibility , speed and he's being my first frame, i would sell it without a second thought.

 

I really liked your Loki's skills but i think his 4.skill doesnt fit his name and nature 

 

Aside from that Gj bro and good luck on getting this thead to DE's eyes and mind

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Screw prime this should be mandatory and for everyone !

 

Well if you look at my post a little closer...

 

Prime skills 'despite their name' can be used by basic warframes as well as primes.

Primes just get 1 of each of the rather rare and hard to get mods for free upon construction, "Yay more bonuses for primes however small they may be." where as the basics will need to find them before they can equip them.

 

as for mandatory... I think that the fact that you need to grind for them is good for the whole dynamic of prime skills, and gives you more of a reason to actually get a prime.

 

I really hope DE can take something or take everything from this post. Because so many blockheads are in this forum blocking the evolution of this game by claiming " A FRAME IS GOOD AS IT IS" or saying laughable things like "Lol no l2p". Come on this is pve focused game not wow or something.

 

From the 1. Day of the Warframe i hoped they would change the Loki in someway. Game says loki players are need to be skilled or Loki is a trickster but as everyone knows loki is none of them. Aside from his invisibility none of his skills fits to his "trickster" name if it wasnt for his invisibility , speed and he's being my first frame, i would sell it without a second thought.

 

I really liked your Loki's skills but i think his 4.skill doesnt fit his name and nature 

 

Aside from that Gj bro and good luck on getting this thead to DE's eyes and mind

 

Ty and I will make Gather work, or I will replace it altogether. Perhaps with a divide and conquer type skill, or some kind of mass confusion skill.

Ty for bringing this to my attention.

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T3 Bullet Repeller

(cost: ) 75.
(animation: ) null star.
(casting effect: ) slightly 'EC' tinted magnetic distortion.
(effect on allies: ) 'EC' tinted magnetic energy covering your skin.
Repels bullets away from Mag for 6/8/10/12 seconds 'SWPD'. Bullets may bounce of Mag and hit enemies, also projectiles shot by Mag while this effect is active, gain infinite range and airspeed.
"Mag can still be hurt in melee so this isn't as good against infested."

 

A damage input should be considered, otherwise It will be more OP than Iron skin. Or ended like ember's

Lets say block x% of damage and do as mentioned above.

 

T2 Magnetic Pin

(cost: ) 50.
(animation: ) molecyaler prime.
(casting effect: ) 'EC' tinted magnetic ditorshon .
(effect on enemies: ) 'EC' tinted magnetic ditorshon .
Magnetic forces trip everyone in a radius of 18/22/26/30 meters arond you 'SWPR'.
"Radial trip :D great for getting out of sticky situations."

 

About this, the pull / drag should be enough to do the job at cheaper rate. And shield polarizer is just too good to be commented.

Although we have not have a super charge shield yet. Lets say it is a buff to supercharge your team's shield up to 50% of the current max.

Its like Roar, except it increase your shield max.

Or just to conflict with the other Skill_no_3 , shield polarize, It will drain enemy's shield, DO NO DAMAGE, instead, it supercharge the team's shield to the max of ... lets say 100% / 150 % / 200 % / 250 % from base amount, non-stackable. Meaning that multiple cast will not further improve the max of the shield. 

The shield calculation example can be:

Base = 100

Mod = 300% * Base = 300

Pin (or other name) = 250% of base = 250

Total final shield = 100+300+250 = 650.

 

no comment on the crush.

Pull, you read my post and you offered branching for solution.

do vote here though .. https://forums.warframe.com/index.php?/topic/114146-mags-pull-poll-pool-its-a-poll-for-mags-pull/

And yes, You have my +1 to suggest more skill mods variety. It is hard to please everyone.

 

MAG FOR THE WIN !

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