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Kai_27-

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Posts posted by Kai_27-

  1.  

    So after recently putting forma on Chroma because I enjoy tank Warframes so much it occurred to me that there are currently no frames that would be more akin to the "tank" roll in conventional MMOs - AKA a frame that could take damage for their allies rather than simply surviving alone for a long time - the other tanks such as rhino, inaros, chroma, ect. can all take a lot of damage and also provide niche boons to their team in the form of CC / added damage. Whilst this is good and these frames are all very good at what they do none of them have that 'true" tank feel where they are able to take damage for their team and prevent allies from going down

    So, without further delay, allow me to introduce you to you Ares, the equivalent of banging your head against a wall with the hopes of breaking it down

    Ares

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    Stats

    Base health – 200 (rank 0) / 400 (rank 30)

    Shields – 100 (rank 0) / 300 (rank 30)

    Energy – 150 (rank 0) / 300 (rank 30)

    Armour – 800

    Notes - Armour is high due to the nature of abilities which will greatly increase the amount of aggro Ares will receive

    Abilities

    Passive – Deals more damage the more enemies nearby (max of 20% for 20 enemies) – 20m range

    Ability #1 – “Imposing Presence” (25 energy)

    Taunts enemies in range forcing them to attack Ares

    - 8 seconds duration

    - 20m range

    Notes - This is the main bread and butter ability that sparked the creation of this entire concept, a "true" tanking ability

    Ability #2 – Defensive stance (50 energy)

    Flat damage reduction, Status immunity, speed debuff (on self)

    - 20% damage reduction (calculated after armour, affected by power strength)

    - 100% status resistance

    - 15% slow applied to self

    - 30 second duration

    Ability #3 – Intercede (75 energy)

    Redirects the damage an ally takes onto Ares

    - 50% of damage an ally takes is transferred to Ares (affected by power strength)

    - 80m range (intercede is canceled prematurely if ally leaves this radius)

    - 40 second duration

    Ability #4Eternal Vanguard (25 cost, 5 energy drain per second)

    Empowers all other abilities whilst channeled

    1 – Depending on number of taunted enemies Ares is granted Armour (2% per enemy, affected by power strength)

    2 – 20% of incoming damage is turned into healing for Ares also removes the speed debuff – Amount healed is calculated before armour reduces damage (Affected by power strength)

    3 – Now redirects 75% of damage taken to Ares and provides healing for the remaining 25% (Teammate still takes the remaining 25%, but Ares is healed) (Affected by power strength healing is reduced as the damage redirection is)

    Notes - Eternal Vanguard affects abilities whilst it is channeled, stops boosting abilities the moment it is no longer channeled (for example if Intercede still has 20 seconds remaining the extra effects will be removed once eternal vanguard is cancelled – boosted affects cannot be retained)

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    Unfortunately my artistic skills are lacking so I am unable to come up with my own concept art but I would picture this frame having a very large silhouette (think chroma with his pelt on). Additionally I have not put much thought into animations for each of the abilities (also I'm not 100% sure on the names of such, better names are requested in comments!). 

    Also - the name of the frame is not final and essentially acts as a placeholder until a better / more appropriate one is thought of (suggestions open!)

    Thank you for taking the time to read the entire thread (I know its not a short one) any feedback / suggestions would be greatly appreciated as this is my first time attempting this sort of thing ;) 

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