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Makuta_Nazo

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  1. A pale imitation, a warped servant that by no rights should yield to Tenno power. Perhaps it is a gift, or yet another token of the Indifferences twisted game. It would be unwise to trust it's allegiance for long. Uriel is a Murmur manifestation that 'copies' our Warframes, a little too well in-fact. It's not clear if Uriel being transference controlled is an intentional feature by the Indifference, or if it is a byproduct of mimicking even the transference bolt. Stats: Uriel has very low shields and relies on high amounts of health and armor for survival. Abilities: -Passive: Airwalk: Uriel is indifferent to the states of matter, and can walk, sprint, and slide on solid air instead of aim-gliding. (Increased duration with +Aim-glide mods, and counts as 'air born' for mods like Aviator.) -1st ability: Step Beyond: Uriel momentarily steps into nothing and vanishes from reality to heal before falling from the sky and slamming into the ground with a shockwave. (Short Duration movement ability with a heal attached. While Uriel vanishes from reality his re-emergence point can be controlled similarly to Wukong's Cloud Walker. Unlike Cloud Walker, Step Beyond cannot move through the air, and the ability ending returns Uriel in a heavy landing state to knocks back nearby enemies.) -2nd ability: Reality Plague: Uriel evokes lines of Murmur born arms from the very ground that seek our nearby enemies. Affected enemies are afflicted with Murmur arms growing from their body that attack other nearby enemies and spread the plague further. (Short duration and medium range, does random status damage. Each attack by an arm either spreads the plague or refreshes the plague status on an afflicted enemy.) -3rd ability: Requiem's Meaning: Uriel invokes the language of unreality to rend horrors beyond comprehension. (3 abilities on a wheel. Tapping rotates the wheel, holding uses the selected power.) --Rings of Fass: Uriel spawns rings covered in all seeing eyes where he is aiming that briefly pulls in nearby enemies. (Very short duration vacuum.) --Hands of Netra: Uriel calls down two massive angel hands to slam the ground where he is aiming. Enemies struck are temporarily embedded into the ground and cannot move. (Both hands descend directly down onto the cast location to deal impact damage with status, and covers a roughly 5-meter diameter area before range mods.) --Wings of Riss: Wings of blinding angel un-matter appear behind Uriel to blaze all enemies before him. Wings of Riss deals more damage to enemies per status effect they are suffering. (Short duration cone of magnetic damage is created in front of Uriel. Length of the cone is controlled by range, damage is increased with strength.) -4th ability: Touch of Khra: Uriel and the Indifference reach out to each other, unleashing a form influenced by the last four requiems cast. (This is Uriels exalted melee fist form that has additional parts depending on the last 4 words cast from Uriels 3rd ability. Casting has a 4 second wind-up where Uriel becomes invincible to touch the Indifferences hand as it descends from the sky. Casting Uriel's 3rd won't change Uriels form until it is recast.) -For each Fass cast, a Ring of eyes will circle around Uriel to grant him extra sprint speed and 25% damage reduction, up to 90%. Rings of Fass has increased range and duration per ring. -For each Netra cast, a pair of massive angel hands will follow Uriel and mimic his melee attacks to increase your effective melee range. Each additional pair of hands past the first have a .5 second delay. Hands of Netra has each additional pair of hands come down to increase range and damage. -For each Riss cast, an additional pair of wings will hover behind Uriel to increase aim-glide duration and target nearby enemies with void beams. Wings of Riss does increased damage per pair of wings. -Secretly, if Xata's Whisper is installed via the Helminth, each Xata cast will give 5000 overguard to Uriel and shroud his body in a dimensional void orb for as long as he has overguard.
  2. TLDR; What if Inaros could store damage he takes like a form of debt instead, and synergize it with his abilities? Inaros struggles with high level content, as well as being a unique member of the squad outside of just a mobile weapons platform. I wanted to address his inability to survive being one shot at high levels in a fun mechanical way and create a unique damage-support-tank playstyle for Inaros that leaves him as the HP King. The hope is that it feels like you can go into hp 'debt' and remain functional in the squad using that debt as a resource. Abilities: Passive: Modified - In addition to his current passive, Inaros has no energy and spends HP in its place to cast abilities. 1st: Modified - Desiccation: Enemies hit by the sand wave also drain a percentage of Inaros's stored damage as slash stacks. 2nd: *New* - Pharoah's Curse: When toggled on, Inaros enters a semi-invulnerable state where damage done to his health is instead converted into stored damage per second. When toggled off, Inaros takes all remaining stored damage immediately and heals nearby allies by that much. Augment - Pharoah's Blessing: When toggled off, any extra healing done to nearby allies over their max health becomes overguard. (Stored damage total and damage taken per second come with a unique UI meter. There is no upper limit to the amount of damage Inaros can store up, and each tick of damage drains the total stored damage by that amount. Every second Inaros takes 20% of the stored damage total, OR 10% of his maximum health as damage, whichever is the smallest of the two. This ability should still down Inaros, as it's preventing him from taking damage otherwise.) 3rd: Swapped/Changed - Scarab Swarm: Holding this ability stalls Inaros taking damage over time to heal, but also adds the amount healed to the stored damage total. Tapping this ability drains 33% of Inaros's max health, while also reducing that much stored damage. (This change helps Inaros go into health debt by himself as his other abilities cost HP to activate/maintain, and it gives players a second to breath. There is also a chance Inaros's allies would obliterate any nearby enemies, not allowing him to store enough damage to use his abilities without this change.) 4th: Swapped/Modified - Sandstorm: Improved base damage numbers, Zephyr like tornado logic instead of throwing enemies about. Enemies held by tornado also drain stored up damage over time as slash status.
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