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RandomCoolNameYo

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Posts posted by RandomCoolNameYo

  1. We can see that some mobs can throw grenade.. So as warframe that label as a ninja, they should have an equipment for grenade.

    For example:

    1) flashbang : blinds enemy in the radius of explosion. Enemies effected will be open for finisher.

    2) elemental grenade : depends of what type of elements. It will proc all enemies base on the element. Enemies also will receive extra damage.

    3) landmine : delay in activation. Enemies will be dealt blast dmg and stun. Good in controlling mobs that came from the door.

    4) smoke bomb / sheild bomb : invurnable for range attack in small radius for a brief of seconds. Good in reviving people.

    Unique bombs :

    1) life strike bomb : players will be heal base on the damage dealt upon the mobs effected by the bomb.

    2) Vortex bomb : just like vauban vortex skill but it perform instant and last shorter. Good in melee combat or with AOE range weapon.

    3) Advance elemental bomb : explode bigger / spawn 3 more mini bombs after the first explosion.

    4) Revive bomb : it revive players, kubrow, & sentinel. Nekros revive punch still okay as it have range of 50m

    My sugestion is players can equip maximum of 1 or 2 types of bomb. It will have it's own ammo. Activation key will be in key number 5 (1st bomb), 6 (2nd bomb) for keyboard. I don't how consoles controller work with this as I don't own any of it.

    Activation key can be change by players.

    Have a nice day guys! :D

  2. [MUST READ SECTION]

     

     

     

     

     

    -Hi!

     

     

     

     

     

     

     

     

     

    [sKIP SECTION FOR LAZY PEOPLE (LIKE ME)]

     

    Just my ideas for 23 new warframes in the game.

    There are some theme frames that may have same concept with others.

    It sure is fun typing all these ideas :)

    {wheres all my color words go? D:}

     

    Generally:

    Skill 1 = 25 energy

    Skill 2 = 50 energy

    Skill 3 = 75 energy

    Skill 4 = 100 energy

    Some or all frames will be label as OP!! ho! ho! ho!
     

    Enjoy…
    Note that there will be grammar error!

    So prepare to read them! :D

     

    [MAIN CONTENT]

     

    1. Shadow: (ninja)

     

    1)  Throw talisman which stick on any surface. Then get 1 free talisman to cast. When the talisman is in range, there will be a wire that connect them. Only 1 wire will connect to other talisman. Each wire will deal 300/400/500 dmg for each enemy pass through it.

     

    2)  Teleport toward talisman. The talisman then explode dealing 300/450/600 dmg and knockback enemies in 10m radius

     

    3)  10sc shadow invi. While active +10/20/30% movement speed in dark area. Have 10/20/30% more crit chance.

     

    4)  Wield a single dagger with custom animation. R click will make it do 1x Slash Dash* that used 2 energy. Drain 10/8/5 energy per second. Or just do super slash attack with the dagger that target 5/6/7 enemies with 3/5/6x melee dmg with possibility of crit chance.


    2. Age: (time master) *frost

     

    1)  Disrupt time in 15m that deal dmg by 200/300/400. Each mobs hit by this skill will give Age 2% of movement, attack speed, & reload spd for 5/10/15sc. Each mobs will be slowed by (1% x number of mobs) for 5/10/15sc.

    2)  Set up wall of clock looking in front of the player (max of 2 walls) for 30sc that will put the position of mobs & allies that pass through the wall back in 5/10/15sc time (deja’vu). Only Hp will be also be affected by this skill. Hp will be 5/10/15sc ago. Allies cannot be affected again in 10sc.

     

    3)  Time shifter will make all mobs goes faster for 10/20/30% in 25m radius for 10/20/30sc. After that, all mobs in 25m radius will be slowed for 10/20/30% in 10/20/30sc. Pressing activation key will cancel the current cast effect of (fast) then (slow) then (cancel slow) = skill end. The second cast (slow) doesn’t use energy.

    4)  Set a globe of clock looking aura in 7/8/9m radius which will greatly slow any range weapon bullet or attack that go inside the globe for 7/8/9sc. Enemies that goes inside will be stop for 2/3/4sc. Any range attack will be vanish if the range attack stay in the globe for 25sc.


    3. Aide: (beast master)

     

    1)  Leaping jump maximum of 10m base on where the player aim. Deal 150/300/400 dmg that knockdown mobs in 1/2/3m radius.

    2)  Set up trap in 3m radius that will trigger when mobs come near it that cause them to be thrown away and stun on impact for 1sc. The trap will last 2sc after the 1st trigger active. dmg on 1st trap trigger is 100/200/300, stun on impact will cause AOE dmg 100/150/200 & AOE slow of 10/15/20% around 5m.

    3)  Revive any companion within 5m of the player with 20%/40%/60% hp

    4)  Summon a copy of companion. 2 Kubrow will be default companion if there is no companion equipped. Both Companion (Kubrow/Sentinel) will have 3x survivability, deal 50% more dmg, and movement & attack speed will incease by 50%. Last for 10/18/25sc.


    4. Machitis /Greek/: (brawler) +5% melee weapon dmg, +7% more with melee brawler weapon.

     

    1)  Punch forward on player aim which deal dmg. Cone radius of 1/2/3m. Dmg will be 2/3/4x melee dmg as impact. The mobs will be push back. Casting speed will be same with base weapon attack speed. Can crit.

    2)  Kick forward on player aim in cone radius of 3/4/5m. Dmg will be 3/5/6x base on melee weapon as slash dmg (its leg got blade looking I guess). Casting speed will be the base weapon attack speed. Can crit.

    3)  Roar which will attract all agro on Machitis in 9/11/13m radius. It also gain +25/45/65% armor. Duration last for 10sc.

    4)  Machitis will rush forward and catch mob with his left hand and slam them on the ground which deal 4/6/8x melee weapon atk in 8m radius. All enemies will be knockdown. Can crit.


    5. Omamori/Japanese/: (talisman user) *trinity

     

    1)  Throw talisman that stick on any surface. There will be aura of 10m that any mobs goes inside will receive 3/6/10% more dmg for 25sc. Can stack at maximum of 50% dmg.

    2)  Throw talisman that stick on any surface. There will be aura of 10m that any player inside the aura get heal 1000/1500/2000hp for 25sc.

    3)  Throw talisman that stick on any surface. There will be aura of 5m that any player inside the aura will regenerate 300/600/900 energy for 25sc.

    4)  Make any existing talisman around 20m of the player explode in 10m that each deal dmg by 255/355/555, and blind enemies for 3/6/10sc.


    6. Origins: (elementalist)

     

    1)  Create wall of fire which deal 100/180/250 fire dmg per second for 25sc. Any ally range attack that pass through the wall have +30% of fire dmg.

    2)  Blast of electric dmg of 100/200/300 dmg in 15m which will stick on mobs for 20sc. Any attack on the effected will receive +20% electric dmg.

    3)  Summon a clouds of bees looking insect which seek targets and deal 400/600/800 toxic dmg in 20sc. There will be 5m radius of toxic splash dmg base on 10% of the each dmg receive.

    *note that every skill cast on the mobs with existing Origin skill effect will be replace with the new effect*

    4)  Duel wield ice sword with possible of custom animation (all dmg will be in ice). Normal attack deal 150/220/300 dmg. Wall attack 700/900/1100 dmg. Spin attack will blow ice cloud which slow mobs for 10/15/20% and deal 200/400/550 dmg. Leap attack will deal 300/450/600 and will release ice could which slow for 10/15/20% in 6m radius. 15% crit chance. 2x crit dmg. 25% status chance.
    -hit *fire wall* will cause 50% explosion dmg base on melee weapon.
    -hit enemies that have electric effected skill on them will cause 50% magnetic blast electric dmg.
    -hit enemies that have clouds bees on them will deal 50% viral blast dmg.

     

    7. Arbalest: (heavy gunner)

     

    1)  Throw a grenade which deal 300/400/500 dmg in 5/7/10m radius. Temporary stun the enemies. If the grenade was shoot by any player before the impact, it will explode in 17m radius.

    2)  Team buff which +8/15/20% fire rate & reload speed in 15m which last for 20sc.

    3)  Chain skill which increase survivability. 1st cast will reduce dmg taken by 30/45/60% for 23sc, followed by 2nd cast (can be active early by simply pressing the active key) and cause 10/12/15m blast and push away mobs and got range life strike buff for 1% hp heal for 2sc.

    4)  Duel wield custom rifle which use energy as bullets. 30 slash dmg, 30 impact dmg, 30 puncture dmg, and total of 90 dmg. Crit chance 15% and crit multiplier is 2x. Fire rate of 10.0. Status 15%. Shooting with this skill for over 10sc will made the attack have +50% fire dmg with reduce accuracy. Share primary mod effect.


    8. Beretta: (archer)

     

    1)  Shot 6/7/8 Spirit arrows that each will seek its target for 200/300/400 dmg that have bleed proc for 30sc. Enemies that die while having the bleed proc will spawn 2x more ammunition.

    2)  Self-buff by 10/20/30% fire rate, reload spd by 10/15/20% & movement spd by 5/10/15% for 5/8/10sc.

    3)  Cast team buff around Beretta in radius of 20m for 8/16/20sc. Allies inside the buff will cast their skill 8/18/25% faster and 10/20/30% stronger.

    4)  Summon spirit bow which shot homing spirit arrow. Aim shoot will shoot arrow normally. Enemy hit by the arrow will caused a small looking explosion on their back which deal the same dmg as the arrow that hitted them. Drain energy by 4/3/2 for each arrow that been shot.


    9. Dracule: (vampire)

     

    1)  Summon 4/5/6 bats for 20sc that randomly seek its target. Bats will continue seek target when the initial target die. When the bats stick on the target, deal 10/20/30 dmg per second. Give a round aura on the mobs in 4m radius, any allies hit the mobs inside the aura will be heal for 1/2/3% of their hp.

    2)  Teleport toward target in 20m and cause knockback around the teleported target but not the target itself. Can teleport mark target (skill 4) through wall.

    3)  Self-buff. Movement speed slow for 40/30/20% but deal 15/30/45% more dmg in light area. Movement, atk & reload speed will be increase for 20/30/45% but deal less melee dmg by -5/10/15% dmg reduction in dark area.

    4)  Instantly mark all target in 20m through wall. Marked target will have a chance to be terrified by 25/35/45%. Minimum of 1 marked target will give self-buff by 10/15/20% movement speed & deal 5/10/15% more melee dmg. Killing mark target will cause blood explosion that deal 10/15/20% of the target hp around 5m.

     

     

    10. Silda /Hindi/: (shield offence)

     

    1)  Summon 1/2/3 shield drone which have 300/400/500 shield and 300/400/500 hp. Drones doesn’t regenerate shield, instead will make effected ally shield have 20/38/50% dmg reduction. Ally shield will be immune to dmg when it reach 1 shield for 1/2/3sc.

     

    2)  Blast of energy which consume all of user shield in 10/15/20m radius. Dmg will be 1/2/3x of the user remaining shield. Knockback all target.

     

    3)  Team buff which regenerate players or allies shield for 10/20/30 per second in 5/10/15m radius. Shield will have dmg reduction by 20/38/50% when regenerating by this skill. This skill will end in 20sc or fully recover players’ sheild.  

     

    4)  Teleport at any area in 20/30/40m. Allies around user in 5m will also be teleport onto that area. Deal dmg base on current number of user and allies shield in 5/10/15m radius. Enemies will be knock back by 5m, +5m more meter for every player which teleported by this skill.  

     

     

    11. Oruzhiye /Russian/: (samurai)

     

    1)  Send forth a vertical wave that slice through anything. Deal 0.8/1/1.2x dmg base on melee weapon. Faster the melee weapon attack speed, the longer & faster the wave will travel.

     

    2)  Teleport anywhere. The faster the weapon attack spd, the longer the reach of the teleport. All enemies in line radius on the back of the user will be dealt 1/1.5/2x of the melee weapon dmg. 

     

    3)  Self-buff. Increase atk spd by 15/25/35% for 10/20/30sc.

     

    4)  Casting this skill will instantly buff allies in surrounding area 3/6/10m that will grant 0 energy usage in casting any skill or channeling for 3/6/10sc. Allies cannot cast a skill if they don’t have sufficient energy to cast it. User will be left with 50 energy after using this skill.      

     

     

    12. Sah’ra /Arabic/: (sand)

     

    1)  User become sand like being that can walk pass through mobs but cannot deal dmg for 10/15/20sc. Every mobs got hit by the sand will be slow for 5/10/15% for 10/15/25sc.

     

    2)  Explode cloud of sand that will fill around the casting area in 10/18/25m radius for 10/18/25sc. On the 1st cast will blind all mobs for 1/2/3sc. After that, for every 5sc, there is 20/30/40% chance for every mob to be blind for 1/2/3sc. Also it slow all mobs for 3/6/10%.

     

    3)  Only apply to enemies that still in effect of skill 1 & 2. Casting this skill will instantly cancel the duration of (skill 1& 2). After cast, all effected mobs will be freeze by the sand for 1/3/5sc and receive 10/20/30% dmg bonus.

     

    4)  Self-buff in 10/20/30sc. Sah’ra* will move 10/20/30% faster while in sand form or inside (skill 2). Each enemy that in effect by skill 1 or 2 will blast a sand that came from their body in 5m radius from each hit made by Sah’ra*. The blast deal dmg base on 10/15/20% of the attack made by the user.   

     

     

    13. Raven: (crow)

     

    1)  Jump higher than normal jump. Deal 30/40/60% more dmg in air when using this skill. Skill & jump attack are affected by this skill. Ends when the user land.

     

    2)  Can only be cast when user is on the air. Make the user stay afloat on the air and have invincibility of 5/10/15sc. Press the active key to end it early.

     

    3)  Teleport on top of the mob (open for jump attack) and spawn 3/5/7 crows for 15sc which came out from user body that seek its own target in15m radius. Each crow will deal 1x of user primary weapon dmg. The crow pass through any mobs. Each crow have maximum dmg dealt by 600/1200/1800dmg after that it will explode which blind in 3m radius for 5sc.  

     

    4)  Make the map darker for 5/10/15sc in 20m radius. For every mobs inside the radius will be attack by a crow that came from the above that deal 30/60/100 dmg for every 1sc. When Raven* cast other skill, it will instantly spawn 1/2/3 crows from (skill 3) that doesn’t consume energy.

     

     

    14. Ego: (soul chain) max soul is 120

     

    1)  Throw out chains that pull all mobs in front of 5/10/15m toward Ego*. Mobs will be ragdoll. Maximum of 2/4/6 chains which prior mobs that closest to Ego*. Each pull will decrease current mobs hp by 5/10/15% and grant 1 soul.

     

    2)  Self-buff, 10/20/30sc duration. Each enemies with 8/16/20% hp will be instantly killed and grant 1 soul when attacked by Ego*.

     

    3)  Doesn’t use energy but consume 30 soul. Instantly kill 1 target (not boss) and deal 10/20/30% of the mobs remaining hp in 5/10/15m radius.

     

    4)  Doesn’t use energy but consume 120 soul. Vicious chains coming from every wall that pull mobs into wall or ceiling, and throw mobs into every corner in 10/20/30m radius for 10/15/20sc. Each chain deal 300/600/900dmg.

     

     

    15. Harbinger: (leadership)

     

    1)  Instantly heal user base on the maximum number of its shield by 30/60/90%.

     

    2)  Roar in 10/18/25m. For each enemy in the radius will increaser user dmg by 1/1.5/2% and armor by 2/3/4%.

     

    3)  Team buff for 10/20/30sc. While active, players in front of Rally will receive 40/50/60% melee dmg boost and +5/10/15% movement spd. Players at the back of Rally will receive 40/50/60% dmg boost and 10/15/20% dmg reduction. User of this skill will get both of the buff.

     

    4)  Team buff for 10/20/30sc. Any allies in 8/16/20m will not take any dmg when hp reach to 10, but convert all dmg receive into Harbinger. Can be cancel by pressing the activation key again. Player can die while using this skill. Any number of player using this same frame that active this skill doesn’t receive the buff, instead will receive equal dmg & can also die.

     

     

    16. Lycan: (werewolf)

     

    1)  Jump forward in 2/4/6m that deal dmg base on 1/2/3x melee dmg in 1/2/3m area. >Shape shift> mobs will be knockdown in 1/2/3m of the area. Can crit.

     

    2)  Instantly do 3 slash looking claw for 2x in front of the caster in 6m that deal 1.5/2/2.5x for each slash. >Shape shift> instantly do 3x slashes. Can crit.

     

    3)  Howl that terrify all mobs in 5/10/15m radius for 5sc.>Shape shift> terrified mobs will receive 15/20/25% more dmg. 

     

    4)  >Shape shift> into a lycanthrope. Attack will be made by both of its claw looking hands. Have normal claw weapon attack or Custom animation. Normal attack deal 90/150/200 dmg. Wall attack 700/900/1100 dmg. Spin attack will create wave of claw looking that go through mobs that deal 100/200/300 dmg. Leap attack will deal 300/450/600dmg. 25% crit chance. 3x crit dmg. 10% status chance. +10hp regen per second.

     

     

    17. Qin /Chinese/: (weapon master) Skill effect will cancel when change main weapon range into melee, or vice versa.

     

    1)  Self-buff [Range] + punch through 1/2/3m + range by 3/7/10m + crit chance 10/20/30%. [Melee] + range 30/60/90% +dmg 15/30/45%. Both in 10/20/25sc.

     

    2)  Self-buff [Range] + fire rate 20/40/60% + reload spd 20/40/60%. [Melee] + attack spd 20/35/45% + channeling dmg by 30/65/100%. Both in 10/18/25sc.

     

    3)  [Range] throw a single flash bang that blind enemies in 6/9/12m for 3/6/10sc.  [Melee] Rain down a sword 1 by 1 upon enemy from the above in 8/16/20sc, maximum of 2/3/4 swords. Radius of 8/16/20m. Each sword will deal dmg & effect base on melee weapon used.

     

    4)  [Range] Shot homing tiny missiles at each mobs that deal 1/2/3x dmg done in 2sc of primary/secondary weapon in 10/18/25m. Enemies that got hit by the missiles will be slow for 20% and receive 20% more dmg for 10/18/25sc. [Melee] Each 5/3/1% hp lost will give user 0.3% dmg resistance (stack till 90%), +1% melee dmg (stack till 120%), & 1% movement spd (stack till 40%) for 10/18/25sc.

     

     

    18. Seer: (illusionist)

     

    1)  Doesn’t have cast time. Send an invurnable hovering illusion from user body that chase the targeted mob, walk through obstacle, and attack do normal melee attack. When the illusion start to attack, it have 3/6/10sc of life time or vanish when still chasing a mobs & doesn’t start attacking in 10sc. It will randomly chase other mobs when the current mob dies. The illusion normal attack deal 100/200/300 dmg and share melee mod from the user.

     

    2)  Skill duration 10/20/30sc. Summon 2 floating range illusion that follow behind user back. Illusion will only attack mobs that hit its owner. Dmg is base on the mobs attack dmg multiply by 1/2/3x. Illusion will auto attack, if both illusion attack same mob = 2/3/6x dmg multiplier. Illusion may not able to attack all mobs that hit its owner.

     

    3)  Skill duration 8/16/20sc. Any range attack that hit its owner from the front will be parried. Explosive cannot be parried. Each atk receive from the owner back will boost its attack dmg by 2% each.

     

    4)  When cast, user will remain stationary and doesn’t receive any dmg for 0.5sc. Any 1st attack in that duration made by enemies will make the caster teleport at the back of the enemy and knock down the target. After that, (skill 2) will spawn from user body. The number of spawn will base on the number of mobs in 3/6/10m.       

     

     

    19. Ivy: (poison)

     

    1)  Leap forward and catch mobs. After that the mobs hp will reduce 1% each second and emit gas dmg around 10m radius that deal the same hp lost as dmg for 10/20/30sc.

     

    2)  Self-buff increase armor by 30/75/100% for 10/15/20sc. Any Enemies that attack user will have 10/20/30% chance to be proc with viral effect.

     

    3)  Self-buff duration of 10/20/30sc. Engulf range & melee weapon with bugs. Each attack will proc enemies with toxic dmg. When it die while having this effect, 2/3/4 bugs will came out from the mobs body. Then, the bugs randomly seek other mobs and reduce their armor for 30/40/50%. Mobs cannot be effect twice or more.

     

    4)  Burst a toxic aura in 5/10/15m radius for 10/15/20sc. Reduce hp mobs by 1% each second. Allies inside the aura will be healed by 0.2% base on the hp reduction. Heal multiplied by the number of mobs that in effect by this skill.

     

     

    20. Rotkaeppchen /german/: (little red riding hood) increase base stat by 30% when doesn’t equip with any companion.

     

    1)  Skill duration of 10/20/30sc. Summon 1 fast moving wolf spirit beside user that pass through anything. Summon will move & try catch mob (like kubrow) when the User attack them. Any mobs that has been pass through by the wolf will be slow for 8/16/20% and receive 8/16/20% more dmg. Wolf will stop any action when (skill 3 in activation), & doesn’t trigger any alarm.

     

    2)  Skill duration 10/15/25sc. Make the user eyes glow (warframe got eyes?! Lol). User then will move 10/20/30% faster & +crit chance 30/60/90% base on basic weapon crit chance.   

     

    3)  Open a book of fairy tale. Make all mobs insight stop attacking for 10/15/20sc and start wandering around like nothing had happen. Several status or effect on them will be vanish. Mobs will start attacking when any effect or attack made on them.

     

    4)  Skill duration 10/20/30sc. Make other skill got extra effect:

    Skill 1 – Spirit wolf become bigger. Dmg multiplier will be 40%. Wolf will occasionally roar that stun nearby enemies.

    Skill 2 – life strike for 10% (only for melee)

    Skill 3 – 10/20/30% chance of enemies will turn into allies for 5/10/15sc when the effect end or cancel. Maximum of 5 friendly mobs. (doesn’t effect on boss)

     

     

    21. Annals: (history)

     

    1)  Skill duration 3/6/10sc. Leave a trail effect on the floor where the user walking. Caster can’t jump and only immune to range attacks. Enemies that step on the trail cannot move but still can attack. After the skill duration ends, the trail will continue to last till 10sc. Can only be recast after the trail ends.

     

    2)  Spawn an after image in current position for 3/6/10sc. Caster will be more immune to dmg for 10/15/20%. After the duration ends, teleport the caster back at the after image. Press the activation key again to active it early. After teleportation, any dmg taken by the caster while using this skill will be burst out from user body dealing accumulation dmg in 5/10/15m. User hp & shield will revert back into the time at the start of this skill.

     

    3)  Skill duration 10/18/25sc. Spawn a wall that block 50% of incoming range attack. Each attack that pass through the wall will regenerate nearby ally for 5 energy.

     

    4)  Drain 15/10/5 energy per second. User will be stationary. Cast laser from both hand (Kamehameha). Doesn’t pass through mobs or obstacle. Can be control but aiming speed will be greatly slowed. Laser deal dmg of 100/200/300 per second. Each second will make the laser bigger & 1% stronger. When cast, the ulti icon will receive 1 point for each second. When canceling the skill will make the point drop 1 point for each second. After that the skill can be cast again. Maximum of 100 pts.

     

     

    22. Mithrandir: (Wizard)

     

    1)  Teleport at any location at 5/10/15m

     

    2)  Send forth ice spirit looking sword wave from the floor in front of the caster. Dealing cold & slash dmg of 500/600/700 (350+350) upon hitting the mobs. The ice will stay for 3/6/9sc. Any mobs that come inside will be slow for 10/20/30%. Slow will end when enemy is out from the ice. [Extra] Hitting mobs that have (skill 2) effect will make the mobs receive 30% more dmg for 20sc.

     

    3)  Hurl huge fireball in front of the caster that deal burn dmg of 500/600/700. Explode on impact of 4/8/12m that make the mobs receive 50% more elemental dmg for 20sc. (effect cannot be stack). [Extra] hitting this skill at (skill 1) will explode the current ice wave which become splash of water that heal nearby allies by 100/200/300hp but slow the nearby mobs by 10/20/30% in 10m radius.

     

    4)  Create a maximum of 1 globe in front of the caster for 8/16/25sc. Attacking it with range weapon will multiplied by 30% electric dmg that randomly seek its target in 10/15/20m. [Extra 1] hit the ball with (skill 1) will summon 1 ice monarch for 30sc with 1000/2000/3000hp and 500 armor. Can only do 2 types of attack = Normal attack cold dmg 100/250/400 & occasionally do sweep attack dealing 200/400/600 cold dmg in cone area. [Extra 2] Hit it with skill 2 will summon 1 phoenix for 30sc that rain down fires upon the enemies. 1000/1500/2000hp & 800 armor. Each fire attack deal 100/200/300 dmg. Summon will instantly vanish when casting (skill 4) again.

     

     

    23. Michaelbay (explosive insect expert)

     

    1)  Throw a scarab bomb that will active after 5sc. Scarab will chase enemy near it and will explode dealing 200/400/600 blast dmg in 7m.

     

    2)  Skill duration 10/20/30sc. Summon lots of tiny ant that slowly move around battlefield and climb on mobs body. Dealing 1% dmg base on the current mobs hp. When the ants still on the mobs for 5sc, it will explode dealing blast dmg base on the skill dmg done in 6m radius. Another group of ant will continue to climb the current mob if it doesn’t die. The ants will decrease gradually by each mob they climb. This can make the skill end early.

     

    3)  Skill duration 10/15/20sc. Summon 3 flying scarabs at every 1sc that randomly seek its target dealing 22/32/42 blast dmg each in 20m. Mobs can hit by 3 scarabs at once. The scarab will explode in way when the mobs die early.

     

    4)  Create a slowly expanding globe in 3/4/5sc. Each mobs that got hit by the globe will be stop for 5sc. Mobs effected will be more vurnable to blast dmg by 40/50/60% for 30sc. Effect will be refresh when the mobs got hit by the skill again. Can only be cast again after the skill end.

     

     

     

    I want to add some gif. or meme but I don't know how and lazy to learn it (─‿‿─)

    Thanks & have a nice day guys!!

  3. I assume nerfing certain warframes is a hot topic. But why the nerf? Is it really OP? Or people just hate when seeing other player use that frame and kill all mobs in the area.

    I don't feel any need of nerfing frames right now. All it need is a BUFF! You guys already know what frames that really needs it.

    have a nice day :)

  4. I've seen couple of parkour 2.0 in action.

    If wall climbing was easy, then what if we use that system in climbing titans!! As we can also stick on the wall in parkour 2.0.

     

    The boss will be more resistance to range damage but more liable in melee damage. It even got weak spot which we need to climb to hit it, or it just very hard to aim for.

     

    The idea came from Shadow of the Colossus

     

    Have a nice day guys :)

  5. Just got Chroma!!

    Too bad hes doesn't have much of dragon like beings feel on him.

    Soooo..... here my suggestion in making him more fun to use!!

     

     

    1st skill> chroma can now perform any action like parkour, shooting & melee. It still drain his energy when using this skill.

    - when deactivate his skill after 10sc, he blast his breath in cone shape of 10m that throw all mobs and deal 500 dmg.

    - when deactivate his skill after 30sc, he will hurl his breath into a straight huge elemental attack that deal 1500 dmg. the range will be 25m straight AOE. on the first 10m will still throw enemies away.

     

    2nd skill> no comment

     

    3nd skill> no comment

     

    4th skill> Now consume 100 energy when used and no drain after that. His pelt has 30sc in action then it will return back to chroma. His pelt can return back to its owner before the cooldown ends by simply pressing the activating key.

  6. Just my thought of adding new warframes in the game.
    Enjoy
    Im sorry for my bad english :D

    Shadow: (ninja) (extra mod augment)
    1/ Throw talisman which stick on any surface. Then get 1 free cast talisman to cast. When the talisman is in range, there will be a wire that connect them. Only 1 wire will connect to other talisman.

    • Wire dmg 100/150/200
    • >>mod>> enemies hit by the wire will be slow for 15% and have bleed proc

    2/ Teleport toward talisman. The talisman then explode dealing 200/350/450 dmg and knockback enemies in 10m radius

    • >>mod>> can teleport toward mobs and deal the actual skill. Extra, a new talisman stick on the floor under the mob that had been teleport on.

    3/ 10sc shadow invi

    • >>mod>> movement spd +20% under dark area and deal 3.3x melee dmg.

    4/ Wield a single dagger with custom animation. R click will make it do 1x of *Slash Dash*(Excalibur) that used 2 energy. Drain 10/8/5 energy per second. Or just do super slash attack with the dagger that target 5/6/7 enemies with 3/5/6x melee dmg with possibility of crit chance.


    Age: (time master) *frost utility
    1/ Disrupt time in 10m that deal dmg for 100/200/300. Each mobs hit by this skill will give Age 2% of movement, attack speed, & reload spd for 10sc. Each mobs will be slowed 1% each as it can accumulated max for 20% for 10sc.

    2/ Set up wall of clock looking in front of the player for 13sc which will slow enemies for 10/20/30% that will cause a visual disturbance (the visual that touch or overlap other mobs will make the effected mobs receive the same dmg) radius of 2/3/5m.

    3/ Time shifter will make all mobs goes faster for 10/20/30% in 20m radius for 8/10/12sc. After activating the skill again, all mobs will be slowed for 10/20/30% 8/10/12sc. Can be toggle to make the effect last shorter. The second cast (slow) doesn’t use energy.

    4/ Set a globe of clock looking aura in 7/8/9m radius which will greatly slow any range weapon bullet or attack that go inside the globe for 7/8/9sc. Enemies that goes inside will be stop for 2/3/4sc. Any range attack will be vanish if the range attack stay in the globe for 25sc.


    Aide: (beast master)
    1/ Leaping jump maximum of 10m base on where the player aim. Deal 150/300/400 dmg that knockdown mobs in 1/2/3m radius.

    2/ Set up trap that last for 30sc in 3m radius that will trigger when mobs come near it that cause them to be thrown away and stun on impact for 1sc. The trap will last 2sc after the 1st trigger active. dmg on 1st trap trigger is 100/200/300, stun on impact will cause AOE dmg 100/150/200 & AOE slow of 10/15/20% around 5m.

    3/ Revive any companion within 5m of the player with 20%/40%/60% hp

    4/ Summon a copy of companion. 2 Kubrow will be default companion if there is no companion equipped. Both Companion (Kubrow/Sentinel) will have 3x survivability, deal 50% more dmg, and movement & attack speed will incease by 50%. Last for 5/10/15sc.


    Machitis /greek/: (brawler) +5% melee weapon dmg, +7% more with melee brawler weapon.
    1/ Punch forward on player aim which deal dmg. Cone radius of 1/2/3m. Dmg will be 1/2/3x melee dmg as impact. The mobs will be push back. Casting speed will be same with base weapon attack speed.

    2/ Kick forward on player aim in cone radius of 3/4/5m. Dmg will be 1.5/2.5/3.5x base on melee weapon as slash dmg (its leg got blade looking I guess). Casting speed will be the base weapon attack speed.

    3/ Roar which will attract all agro on Machitis in 9/11/13m radius. It also gain +15/25/35% armor. Duration last for 10sc.

    4/ Machitis will rush forward (can be control) and catch mob with his left hand and slam them on the ground which deal 4/5/6x melee weapon atk in 8m radius. All enemies will be knockdown.


    Omamori/Japanese/: (talisman user) *trinity utility
    1/ Throw talisman that stick on any surface. There will be aura of 10m that any mobs goes inside will receive 12/19/25% more dmg for 15sc

    2/ Throw talisman that stick on any surface. There will be aura of 10m that any player inside the aura get heal 100/200/300hp for 15sc.

    3/ Throw talisman that stick on any surface. There will be aura of 5m that any player inside the aura will regenerate 35/55/75 energy.

    4/ Make any existing talisman around 20m of the player randomly turn into any mobs (not boss) base on the current stage for 25sc and attract all agro for 5sc after the initial cast. Summon mobs act as allies and have the actual stat of the mobs in the current stage. Max summon is 1/2/3.


    Origins: (elementalist)
    1/ Create wall of fire which deal 100/180/250 fire dmg per second for 25sc. Any ally range attack that pass through the wall have +30% of fire dmg.

    2/ Blast of electric dmg of 100/200/300 dmg in 15m which will stick on mobs for 20sc. Any attack on the effected will receive +20% electric dmg.

    3/ Summon a clouds of bees looking insect which seek targets and deal 200/400/600 toxic dmg in 10sc. There will be 5m radius of toxic splash dmg base on 10% of the each dmg receive.

    *note that every skill cast on the mobs with existing Origin skill effect will be replace with the new effect*

    4/ Duel wield ice sword with possible of custom animation (all dmg will be in ice). Normal attack deal 150/220/300 dmg. Wall attack 700/900/1100 dmg. Spin attack will blow ice cloud which slow mobs for 10/15/20% and deal 200/400/550 dmg. Leap attack will deal 300/450/600 and will release ice could which slow for 10/15/20% in 6m radius. 15% crit chance. 2x crit dmg. 20% status chance.
    -hit *fire wall* will cause 80% explosion dmg base on melee weapon.
    -hit enemies that have electric effected skill on them will cause 80% magnetic blast electric dmg.
    -hit enemies that have clouds bees on them will deal 80% viral blast dmg.

    Arbalest: (heavy gunner)
    1/ Throw a grenade which deal 300/400/500 dmg in 5/7/10m radius. Temporary stun the enemies. If the grenade was shoot by any player before the impact, it will explode in 17m radius.

    2/ Create an aura which +8/15/20% fire rate & reload speed in 15m which last for 20sc.

    3/ Chain skill which increase survivability. 1st cast will reduce dmg taken by 30/45/60% for 23sc, followed by 2nd cast (can be active early by simply pressing the active key) and cause 10/12/15m blast and push away mobs and got range life strike buff for 1% hp heal for 2sc.

    4/ Duel wield custom rifle which use energy as bullets. 30 slash dmg, 30 impact dmg, 30 puncture dmg, and total of 90 dmg. Crit chance 15% and crit multiplier is 20%. Fire rate of 10.0. Status 15%. Shooting with this skill for over 10sc will made the attack have +50% fire dmg with reduce accuracy. Share primary mod effect.


    Beretta: (archer)
    1/ Shot 6/7/8 Spirit arrows that each will seek its target for 200/300/400 dmg that have bleed proc for 12sc. Enemies die while having the bleed proc will spawn 2x more ammunition.

    2/ self buff by 10/20/30% fire rate, reload spd by 5/10/15% & movement spd by 5/10/15% for 5/8/10sc.

    3/ cast team buff around Beretta in radius of 20m for 5/10/15sc. Allies inside the buff will cast their skill 8/18/25% faster and 10/20/30% stronger.

    4/ Summon spirit bow which shot homing spirit arrow. Aim shoot will shoot arrow normally. Enemy hit by the arrow will caused a small looking explosion on their back which deal the same dmg as the arrow that hitted them. Drain energy by 4/3/2 for each arrow that been shot.


    Dracule: (vampire)
    1/ Summon 4/5/6 bats for 20sc that randomly seek its target. Bats will continue seek target when the initial target die. when the bats stick on the target, deal 10/20/30 dmg per second. Give a round aura on the mobs in 4m radius, any allies hit the mobs inside the aura will be heal for 1/2/3% of their hp.

    2/ Teleport toward target in 20m and cause knockback around the teleported target but not the target itself. can teleport mark target (skill 4) through wall.

    3/ self buff. self movement speed slow for 40/30/20% but deal 15/30/45% more dmg in light area. Movement, atk & reload speed will be increase for 20/30/45% but deal less melee dmg by -5/10/15% dmg reduction in dark area.

    4/ Mark all target in 20m through wall . Marked target will have a chance to be terrified by 25/35/45%. Minimum of 1 mark target will give self buff by 10/15/20% movement speed & deal 5/10/15% more melee dmg. Killing mark target will cause blood explosion that deal 10/15/20% of the target hp around 5m

  7. Just my thought of buffing the warframe that I have.

    Enjoy

    Im sorry for my bad english :D

     

    [sC] stands for *Skill Change.

     

    Mag:

     

    1) {Pull} –

     

    2) {Sheild Polarize} Deal 3m explosive dmg base on the shield reduction. (doesn’t effect on boss)

     

    3) {Bullet Attractor} [sC] Create a shield (like the bullet attractor) for 25sc.

    • Have a 20% chance of bouncing bullet that deal 2x more dmg.
    • Dmg to the shield will effect energy with efficiency.
    • >>Mod>> on the 1st cast the shield will not take dmg but reflect it to mobs in 5sc

    4) {Crush} Stun and push all the mobs away by 10m, pushed mobs will receive 2x more non skill dmg for 10sc.

     

     

    Nekros:

     

    1) {Soul Punch} will be cone radius of 7m

     

    2) {Terrify} every kill made by Nekros towards terrified mobs will slowly heal him for 2% for each mobs hp.

     

    3) {Desecrate} Fast cast time. The desecrated mob explode in 5m which deal 5% dmg base on the effected mob hp.

     

    4) {Shadow Of The Dead} Can cast again which kill all ‘Shadow of the Dead’ that deal 5m radius of explosive knock back dmg base on 8% mobs hp.

     

     

    Oberon:

     

    1) {Smite} The mob that didn’t die by the skill will be pull toward the caster.

     

    2) {Hallowed Ground} will leave a trail that follow the caster for 3sc.

     

    3) {Renewal} Doesn’t have cast time.

     

    4) {Reckoning} Enemies in 5m around caster will stay afloat for 10sc.

     

     

    Saryn:

     

    1) {Venom} The skill will be dmg multiplier of 2x that can be spread and will end in 10sc after the initial cast. Doesn’t need to shoot the orb thing.

     

    2) {Molt} –

     

    3) {Contagion} 2x dmg multiplier for 30sc.

     

    4) {Miasma} Range will be 20m. Will reduce initial mobs hp by 20% if the dmg didn’t reach 20% hp reduction.

     

     

    Mesa:

     

    1) {Ballistic Battery} Shots ‘ballistic battery’ every time the meter reach 100 maximum of 3x after the initial cast.

     

    2) {Shooting Gallery} The dmg buff will affect all ally but change the dmg multiplier to 10%.

     

    3) {Shatter Shield} +10% movement speed, +10% fire rate, +10% reload speed

     

    4) {Peacemaker} Have 10% chance to shoot any projectile that coming from the mobs every time mesa shoot with peacemaker. (Doesn’t need any visual effect). R click will make mesa use *Regulator* like a normal duel wield gun. R click again to make mesa do normal peacemaker.

     

     

    Ash:

     

    1) {Shuriken} Launchers 3 shurikens.

     

    2) {Smoke Screen} 10sc duration.

     

    3) {Teleport} No finisher, doesn’t have animation after the cast, and facing the back of the enemy. Enemy effected will receive 30% more dmg.

     

    4) {Blade Storm} now perform by his illusion. Casting it again will make Ash perform Blade Storm with his illusion without energy cost. Ash and his illusion share max target of 18 for max level blade storm.

     

     

    Loki:

     

    1) {Decoy} has 5sc invulnerability after the initial cast.

     

    2) {Invincibility} 15sc duration.

     

    3) {Switch Teleport} After teleport, all mob will be slow for 15% in 10m around the caster for 10sc.

     

    4) {Radial Disarm} Loki cast (skill 3) on Enemies effected by the skill will +15% more slow in 5m radius = 30% slow.

     

     

    Mirage:

     

    1) {Hall of Mirrors} Can be cast again to make the illusion move itself which have the same armor, hp, & shield. Weapon use by the illusion will stay the same after the initial cast. Explosive weapon shoot by the illusion will not kill player. *cannot be uncast*

     

    2) {Sleight of Hand} [sC] Mirage will do backflip that evade all attack during cast. Can be use while knockdown. Immune to nullify. (Supposedly be change as skill 1).

    • >>mod>> will cause a blast that cause panic on the position before mirage backflip. 6m radius for 10sc. Unaffected by nullify.

    3) {Eclipse} –

     

    4) {Prism} Faster casting time and 8sc duration but doesn’t drain energy.

     

     

    Limbo:

     

    1) {Banish} –

     

    2) {Rift walk} +20% movement speed.

     

    3) {Rift Surge} 30sc duration.

     

    4) {Cataclysm} Players or AI ally inside will have 20% damage reduction.

     

     

    Rhino:

     

    1) {Rhino Charge} will not charge forward but in 1.5sc will add 70% movement speed, -90% dmg receive, & knock all mobs that got hit while using this skill.

     

    2) {Iron Skin} will not receive any dmg for 5sc after the initial cast.

     

    3) {Roar} –

     

    4) {Rhino Stomp} –

     

     

    Nyx:

     

    1) {Mind Control} +2x more durability of the effected mob.

     

    2) {Psychic Bolts} made the enemy think they receive more dmg, +20% dmg taken for 10sc. The bolt will bounce to other mobs around 5m if it dies. Maximum of 3x bounces.

     

    3) {Chaos} –

     

    4) {Absorb} Nyx can now move with 50% movement speed reduction.

     

     

    Valkyr:

     

    1) {Rip line} Faster casting skill. 1st enemy that been pull will also pull nearby enemies when it got hit by 1st enemy while pulling. The nearby pulled enemies will also trigger the same effect as it also pull other mobs.

     

    2) {Warcry} –

     

    3) {Paralysis} enemies effected will receive 15% more dmg.

     

    4) {Hysteria} can be buff with any melee mods.

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