After what I see as not a rework, but a batch of uninspired changes by DE, just to advertize the prime, I come here again for round 2.
First, a small guide on the colour coding I will use in an atempt to make this an easier read: Blue - Talking about how something will work in the air ; Green - Talking about how something will work on the ground ; Red - Explantaion on why I made it the way it is and comments ; Orange - How the thing is affected by mods and ect.
New Passive (not replacing the old one): Tail Wind - Zephyr receives the ability to infinitely bullet jump. The first one, will be a regular bullet jump. Second, turns into a Tail Wind with no energy cost. Number 3 and every jump after it will have the same energy cost Tail Wind currently has (12.5 in the air), untill Zephyr lands and resets the counter. If Zephyr crouches (not slide) in the air, she will create a small air platform right beneath her and stay on it untill she moves, casts an ability, or runs out of energy. The platform does not have any immediete cost and will start slowly draining energy after 2 seconds of staying on it, giving enough time to aim the next Tail Wind or shoot something. Tail Wind's range and other stats will be effected by mods, the same way they are now. Before Parkour 2.0, Zephyr had actual flight, in comparison to other frames. I want those wings to be returned to her so people would stop triggering me over it, and so that the fact that Titania exists feels slightly less insulting. Also she just deserves them. An air elemental that can't fly doesn't feel right.
''New'' 1st Ability: Gale - Performing a graceful backflip, Zephyr kicks foward a strong gust of wind, dealing moderate IPS damage in a vertical line. If the projectile fully hits a wall or pierces 5 enemies, it will create a small shockwave, knocking down enemies in 2m and staggering those in a 3.5m radius. In the air, Gale becomes a 3 kick combo: backflip, bottom left to top right and a roundhouse kick. These combo kicks loose their full shockwave effect, unless they all hit the same spot, otherwise they will only stagger. Zephyr can opt to do a regular single kick, by charging the abillity for less then a second. If done from an air platform, Gale will be automatically charged and deal extra damage. All mid-air kicks can be aimed in any direction, ground kicks go straight foward, like say Nidus's Virulence (his 1).
Augment: Minuano - Instead of a backflip, Zephyr does a roundhouse kick, sending out a horizontal airwave. This also gets rid of the combo kicks and should help with aoe. Range mods will increase the leght of the air wave and the stagger range of the shockwave. Strenght mods will increase overall damage and knockdown range. For those thinking of Air Burst, yes...but actually no. We are in the midst of a damage meta, Zephyr already has enough cc from Tornado and Divebomb. And what does DE do? They add more cc through Air Burst. It's a boring ability, nobody wants it, nobody needs it. Gale is basically an Air Burst that does damage, thus also boring, but at least useful and with a cooler animation. Also it should move at a slightly higher speed then Harrow's Condem. Just to note, you are not forced to use the full 3 hit combo, or to cast the kicks one after another, the ability will use a third of it's energy cost for each kick too.
''Returning'' 2nd Ability: Dive Bomb - Same old Dive Bomb but with more ways to bomb. Using space magic, Zephyr condenses the air in the sky above her target and sends down an air clone of herself. Slightly slower casting speed from the ground. In the air, she can bombard enemies with clones, or jump down herself by holding the ability button for less then a second. No change in stats. I've always felt like Dive Bomb should have a use on the ground instead of being air cast only, thus I came up with this^ a long time ago. Don't really know what else to say about it...except that combining it with Tail Wind was never a good idea.
3rd Ability: Turbulance - It's Turbulance...what more do you want Propels Gale further, makes Dive Bomb faster and regains some duration from passing through Tornado. It works...why fix it? I really can't see what to do with it. Made up the Tornado part so Zephyr can more effectively be modded for something other then duration, giving a bit more breathing room if you want shorter ranged Tail Winds.
4th Ability: Tornado - Just undo most of the stuff from the ''rework'' and start clean. Tornadoes will now spawn at your reticle, only if you are holding the aim button, because they spawned just fine before that stupid change. If cast while aim gliding, Zephyr will be able to choose a different spawn location for each individual tornado, or all of them in one spot like normal, by holding the ability key for a second. Tornadoes are no longer steerable. They steer themselves just fine.
Conclave only - Tornado gets it's innate magnetic damage back. Mods and such remain the same.
PS: I have one more idea to add to the passive, but am unsure if it's getting to be a bit much for a passive (or if it's even balanced for the right game).