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Atheeas

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Posts posted by Atheeas

  1. Hello everyone!

    I'm not new to Warframe (I've started playing about a year and a few months ago), but I'm new to the forums.
    At first participating in a few contests was my only activity here, but I'd like to take part in community's life more often.

    Nice to meet you all!

  2. Name: The Witch

     

    Behavior: Another product of the Twin Queens, strenghtened by Orokin technologies, witches fulfill a function of supporting units in Grineer army. They prefer to stay close to the groups of lancers to cover them if they will be attacked.

     

    An antigravitation core that replaces their lower limbs allows them to do large jumps from one place to another (similar to Grineer Hellions).

     

    Attacks: Although witches don't have a proper weapon, they are dangerous opponents to encounter.

     

    An Orokin device on their left hand makes them able to throw energy spheres to the enemy (small electric damage is dealed).

     

    During a fight they activate an antimagnetic field that causes all the incoming projectiles to turn back and hit shooting enemies (similar to Zephyr's Turbulence, but the effect is opposed to Mag's Bullet Attractor).

     

    The witches also possess the variety of Mag's Shield Polarize ability (they can only destroy the enemy shields and deal magnetic damage).

     

    Environment restrictions: planetary missions only (Earth, Phobos, Ceres).

     

    Image (drawn by me): J2DVF6V.png

  3. Name: The Avenger
     

    Behavior: Avengers are usually to see near the Prod Crewmen: they commit melee troops to frontal attack, leading them.
     

    Attacks: Avengers use Obex as a main weapon. Their attacks are much slower than Tenno's; damage, however, is highly increased.
     

    After seeing a nearest visible enemy the Avenger can use an ability similar to Rhino's Charge (targets take impact damage and can be knocked down; taken damage is a bit less than the original ability deals).
     

    While being low on health, the Avenger activates an explosive choker, killing himself and damaging the area around (in this case players don't get affinity for its defeating).
     

    It's preferred to avoid close combat during a fight against the Avenger.
     

    Environment restrictions: none.

     

    Image (drawn by me): UlQOeKt.png?1

  4. Name: Shadow Walker.
     

    Behavior: Middle-armored, a bit taller than regular leapers and runners, quick and deadly, shadow walkers are usually staying away from other infested, whose caloradiance prevents them from detecting their victims with help of infrared sensors. They usually hide in dark places and wait for their victims to appear. Sometimes they hunt in the groups (2-4 walkers in each). Some kinds of shadow walkers are able to deal toxic or electric damage.
     

    Attacks: After detecting the hostile shadow walker becomes invisible and tries to get behind it. If a walker manages to do it, it knocks the opponent down with a strike of its left bone club-looking hand; after that the shadow walker stabs a lying victim rapidly with bony blades on its right upper extremity, dealing high damage. After a successful back attack a lone shadow walker retreats for a couple of seconds, becoming invisible again and trying to repeat this manouevre; a group of shadow walkers goes on with attacking the enemy without fading away from the victim's eyes. AoE-abilities are the best way to defeat a shadow walker; close combat is also effective (while using chanelling).
     

    Environment restrictions: Regular infested ships (except Dark Sectors, other defense and survival missions).

     

    Image: ht9LI4w.jpg?1 (drawn by me) 

     

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