Jump to content

KrasherK

PC Member
  • Posts

    40
  • Joined

  • Last visited

Everything posted by KrasherK

  1. Stats at rank 30: Health - 300 Armour - 150 Shields - 450 Energy - 175 Sprint speed - 1.1 Abilities: All abilities are presented with rank 30 stats. Passive: Casting different abilities will increase ability strength by 15% for 7 seconds. Can stack 3 times, refreshing duration. The frame will have 6 different drones that are allocated between its abilities. Having multiple drone abilities active will evenly split the drones between the abilities. Ability 1: Swarm lasers 25 energy cost, 3 energy a second drain, 15 metre targeting range, 7 metre independent targeting range. The frame sends the drones fourth to surround and fire lasers onto a target. The lasers deal 750 heat damage with 50% status chance. Each drone has a fire rate of 1 that scales with casting speed. When the targeted enemy dies, the drones will automatically seek out enemies within 7 metres. The drones can each target individual enemies. Recasting recalls the drones to a neutral position, either returning to the frame or other active drone abilities. Ability 2: Burst overdrive Consumes all shields, 10 second base buff duration, 1 second gun jam duration, 15 metre burst radius. The frame consumes all shields and releases a burst of energy. The burst recalls all active drones and jams enemy weapons for 1 second. For every 150 shield consumed (scaling with efficiency), the frame gains 1 second of invulnerability and 15 energy. Gains 30% increased casting speed for 10 seconds. While the buff is active, every time a drone hits an enemy the base damage of their attacks is increased by 5%, up to 100% (Scaling with strength). Ability 3: Singularity 50 energy cost, 4 metre radius per drone, 5 second energy aura duration. The frame sends the drones fourth to an area where they converge around a single point and start producing a heat aura while expanding outwards. This aura draws enemies towards its centre and deals 150 heat damage a second with 25% status chance per drone. The drones will continue to expand outwards until the maximum range has been reached. The speed at which they will expand will scale with casting speed. Once the drones have fully expanded, they will fall inwards, causing the heat aura to explode dealing 1000 heat damage with 100% status chance per drone. If the drones are recalled before they can converge, either through recasting or burst overdrive, the heat aura will remain active for 5 seconds, while the drones return to the frame or other active drone abilities. Ability 4: Particle cannon 25 energy cost, 5 energy cost per shot, 10 metre base targeting range, 0.5 metre AoE radius per drone. The frame calls the drones to drain from its energy supplies to charge their shots, causing them to sit at the frames side and fire beams that explode upon impact. The beams will deal 750 direct heat damage with 25% status chance per drone, while the radial attack will deal 1000 heat damage with 50% status chance per drone. The AoE has 50% fall off. The beams will have a static fire rate of 0.7 with a charge rate of 1.5 that scales with casting speed. Recasting recalls the drones to a neutral position, either returning to the frame or other active drone abilities. Feedback and name suggestions are always appreciated :)
  2. Stats at level 30: Health - 700 Armour - 400 Shields - 0 Energy - 0 Sprint speed - 1.1 Abilities: All abilities are presented with level 30 stats. Passive: Any radiation procs applied after the target has reached max radiation stacks will instead convert it into a heat proc. Orion stores incoming damage that is then dealt as a damage over time that deals 50 damage per second until it is spent. This stored damage is used as energy for abilities. Ability 1: Ray burst 150 stored damage per second cost, 30 degree base angle, 10 metre base range Orion releases a beam of radiation that increases in firing angle the longer it is in use, up to a maximum of 150 degree. This beam will deal 500 radiation damage a second to all enemies in range with a 50% status chance. Augment idea: Allies hit by the beam will be cleansed of status and receive 5 energy per second for 5 seconds. Ability 2: Fusion core Duration until toggled or stored damage is depleted. 5 metre base radius. While this ability is active, any hits that Orion receives will restore 100 health, while still adding the damage to the stored damage. The longer this ability is active, the faster Orion's stored damage will be used, increasing by 10 damage per second every second. Once the passive DOT has increased above 75, Orion will gain an aura that deals 5% of the stored damage value as radiation damage a second and applies a forced rad proc for every 50 damage the DOT applies, up to 5. Ability 3: Supernova 500 stored damage cost, 3 metre base radius. 15 metre base casting radius Orion detonates the radioactive material within enemies, causing enemies with radiation status to explode. Enemies that do explode will deal 1500 heat damage to all enemies within the blast radius, as well as applying 1 forced heat proc for every 2 rad procs that was on the enemy. For every radiation proc on the effected enemies, the blast radius will get a +10% boost to its range (unaffected by mods). Ability 4: Solar storm 25% of stored damage cost, 7 metre blast radius, 2 metre flame pillar radius. Orion creates a flaming ball that flies forward and explodes. As the projectile flies, enemies that come into contact with it will receive 2500 radiation damage a second with a forced proc. After a couple of seconds, the ball will explode, dealing 5000 radiation damage + the stored damage cost as radiation damage to all enemies within the radius, with a 20% falloff. After the explosion, bits of superheated matter will fall to the ground which erupt into pillars of flame, dealing 1000 heat damage a second with forced procs. These flame pillars can apply self damage to Orion. Feedback and name suggestions are always appreciated :)
  3. Stats at rank 30: Health - 300 Shields - 175 Armour - 150 Energy - 150 Sprint speed - 1.1 Abilities: All abilities are presented with rank 30 stats Passive: Munin's abilities leave feathers stuck in enemies for 20 seconds. For every feather stuck in an enemy they have 10% increased damage vulnerability. Killing enemies without using the exalted weapon adds charges to the exalted weapon. Ability 1: 25 energy cost, 7 base projectiles. Munin throws a barrage of feathers towards an enemy while dashing backwards. While dashing, Munin is intangible and enemies and projectiles pass through him. Each projectile deals 300 slash damage and applies the passive, with the projectile count scaling with strength. Ability 2: 50 energy cost, 15 metre base casting range, 5 metre base radius. Munin teleports to a location in a shroud of feathers, dealing 250 slash damage, applying 3 feathers to each enemy hit and knocking them down. After teleporting Munin is intangible for 2 seconds which scales with duration. Ability 3: 50 energy cost, 7 second base duration, 7 metre base radius. Munin harasses a targeted enemy with a small swarm of feathers. These feathers will stun and silence the target. Enemies under the effect of the swarm will take 150 slash damage a second, have their armour drained 10% per second (scaling with strength), and gain 1 additional feather per second. Killing the enemy that is under the swarm will cause the swarm to disperse, dealing 300 slash damage to enemies in the radius, as well as applying the armour strip the target received and applying 3 feathers. Ability 4: 25 energy cost, 10 energy/second drain, 50 charges maximum. Munin guides his feathers to attack targets as an exalted throwing secondary. The weapon will fire homing feathers that seek heads while it is not aimed, and will fire a faster, non-homing projectile that deals significantly higher damage while aimed. The charges add additional projectiles to attacks (up to 2), which fire in a spread while not aimed, and fire in a helical pattern while aimed. Weapon stats: Unaimed: Aimed: 30% critical chance 40% critical chance 2x critical damage 2.5x critical damage 20% status chance 30% status chance 300 slash damage 300 slash damage 150 puncture damage 500 puncture damage 30% bonus headshot damage Infinite body punch through Feedback and suggestions are always appreciated :)
  4. Stats at rank 30: Health - 250 Shields - 200 Armour - 150 Energy - 150 Sprint speed - 1.15 Abilities: All abilities are presented with rank 30 stats Passive: Insomnia Hypnos gains 150% critical chance and critical damage against sleeping targets. Ability 1: Soporific Gas 25 energy cost, 5 second base duration, 15 second sleep duration, 7 metre base radius Hypnos throws a canister of narcotic gas, causing enemies within to take 250 toxin damage a second and be put to sleep. Ability 2: Nightmare 50 energy cost, 20 metre initial cast range, 120 degree angle, 10 second base duration, 10 metre base radius Hypnos conjures nightmares within sleeping targets in front of them, causing them to manifest as masses of writhing black tendrils which deal 1000 true damage a second to enemies within range. Enemies afflicted by the nightmare cannot wake up for the duration of the nightmare. Ability 3: Dream Eater 75 energy cost, 20 second base duration, 10 metre radius, 15 second sleep duration Hypnos devours the dreams of the target, dealing 1500 true damage and executing sleeping enemies if they are below 15% health, increased to 25% on targets affected by the nightmare. Held casts will allow Hypnos to teleport to the target if they are sleeping. If a sleeping enemy was killed, other enemies within the radius will be put to sleep, spreading the nightmare if they were also affected by it. Ability 4: Lucid Dream 50 energy cost, 20 second base duration, up to 4 active at once. Hypnos manifests an intangible clone of themselves from their dreams. The clones share the defensive stats of Hypnos. The clones can't be targeted by enemies and will not be physically present (enemies and their projectiles pass through them). The clones will act as sleeping targets for Hypnos other abilities, but with an additional 50% range bonus (unaffected by mods). While clones are affected by the nightmare, they will have their duration paused similar to Xaku's 4th. The clones cannot be killed by the third ability but will also perform the on kill effect if cast. While active, each clone will divert 15% of Hypnos damage taken to themselves. Feedback and suggestions are always appreciated :)
  5. Stats at rank 30: Health - 250 Shield - 200 Armour - 175 Energy - 125 Sprint speed - 0.9 Abilities: All abilities are presented with rank 30 stats. Passive: Enemies hit by abilities will be coated in mercury, causing them to take +100% ability damage for 5 seconds. Ability 1: 25 energy cost, 5 base spears, 90 degree firing angle. Azoth creates mercury spears in front of him and fires them forward in a cone. Enemies hit will receive 2500 puncture damage. Spear count scales with range, and spears will have similar punch through to bows, punching if it kills the target. Ability 2: 50 energy cost, 20 second base duration. Azoth coats himself in a liquid armour, increasing his DR by 50% (up to 75%). If he takes damage, he will generate a liquid spear that deals 1500 puncture damage towards the enemy that damaged him, with a 1 second cooldown. Ability 3: 50 energy cost, 9 base spears, 130 degree firing angle. 10 second base duration. Azoth generates many small spears that will embed into enemies, dealing 500 puncture damage. Spear count scales with range. Enemies hit by this attack will have 50% increased damage vulnerability. 2 seconds After being hit, enemies will rupture with spikes dealing 1000 puncture damage to the target and all enemies within a 3 metre range. This will happen 2 more times, gaining +500 puncture damage and +1.5m of range each time. The final time, the rupture will launch the spears out radially to similar stats to the ability 1. Ability 4: 25 energy cost, 10 energy/second drain, 10 metre radius. Azoth coats the environment in mercury, increasing the effectiveness of his abilities. The passive is constantly applied to enemies within the radius. Azoth gains +15% damage reduction while his second ability is active (unaffected by mods), which can go past the cap. The spears will now spawn from the mercury on the ground beneath enemies when they are spawned, ability 1 can now keep enemies in place for 3 seconds (unaffected by mods) similarly to Nezha's 4th ability. Ability 1 and 3 attack range are the same as this ability while it is active. Feedback is always appreciated :)
  6. Stats at rank 30: Health - 300 Shields - 250 Armour - 300 Energy - 200 Sprint speed - 0.9 Abilities: All abilities are presented with level 30 stats Passive: Hydrostatic Standing in water puddles will generate 20 charge per second, or 50 charge per second if its electrified. You can store up to 1000 charge. Depending on the charge, you will gain up to 50% cast speed and 100% shield recharge rate. Enemies within 5 metres will receive electric procs that deal damage matching the charge. Charge is drained 15 per second while out of water, or equally drained as your energy is drained. Abilities used while you have 500 or more charge will have 25% extra ability strength. Ability 1: Deluge 25 energy cost, 10 metre range, 120 degree angle, 20 second base duration. Poseidon releases a flood of water in front of him, dealing 500 cold damage, knocking down enemies, and leaving a lingering puddle. Enemies in the puddle will receive 150 cold damage a second with 50% status chance. Enemies hit by the initial flood will each grant 10 charge. Ability 2: Pylon 25 energy cost, 5 metre radius, 10 metre chain range. 15 second base duration. Poseidon throws a charged trident, dealing 500 puncture damage and 1500 electric damage to enemies hit, which can headshot with a forced electric proc. Enemies hit will grant 50 charge. If the enemy was killed by the initial hit, grant 25 energy restored, 50 on headshot (scaling with strength). Once the trident has landed, it will emit a damage zone that deals 500 electric damage a second, and if the trident is touching a water puddle it will electrify it. Electrified puddles deal an additional 1000 electric damage a second with 50% status chance. If 2 pylons are nearby each other, they will create an electric fence between them, dealing 500 electric damage a second with 50% status chance to enemies that pass by it. Ability 3: Geyser 50 energy cost, 5 initial explosions, 3 metre radius, 15 second base duration. Poseidon slams the ground, creating a trail of geysers that erupt fourth similar to a blitz eximus attack. The geysers will deal 2000 cold damage with a forced proc. Enemies killed will grant 25 charge. The explosions will leave behind smaller puddles of water that match the stats of the first ability, and the number of explosions will scale with range. If the geyser passes through electrified water, it will have a 50% increased radius and deal 3000 additional electric damage with 50% status chance. If the geyser passes through a pylon, it will split into 2 separate paths, 45 degrees apart from the initial direction. Ability 4: Exalted Trident 25 activation cost, 15 energy/second drain. Poseidon uses his trident, and combos his abilities with his move set. These abilities will still drain energy like usual. Slide attacks will apply his first ability, deluge, which will also infuse 25% cold damage to the trident. Heavy attacks will apply his second ability, pylon, applying the combo and melee mods to the initial hit of the throw. Slam and heavy slam attacks will apply his third ability, geyser, with the combo multiplier being drained on heavy attacks to increase its damage. While using the trident, Poseidon's charge will increase his attack speed by up to 50%. Kills with the trident will grant 10 charge. Stats: 25% critical chance 2.3x critical multiplier 40% status chance 3.5 metre range 100 puncture damage 75 electric damage 75 slash damage Feedback is always appreciated :)
  7. Stats at rank 30: Health - 300 Shields - 150 Armour - 250 Energy - 150 Sprint speed - 1 Abilities: All abilities are presented with level 30 stats Passive: Flourish Casting abilities will granted +50% ability status chance for 6 seconds, stacking up to 3 times. Some abilities can be chain cast, which will gain additional effects if they are cast again within 1.5 seconds. Ability 1: Piercing bloom 15 energy cost, 5 metre base range. Fuschia pierces enemies in front of her with a plant bud, dealing 750 slash damage and 500 puncture damage with 100% status chance. Chain casting the ability will cause the bud to bloom, growing a flower outwards changing its damage zone to a cone, dealing 1000 slash damage and 1000 toxin damage with 150% status chance. Augment idea: The bloom will stay active for 5 seconds, dealing an additional 500 toxin damage and 250 gas damage a second with 150% status chance. While a bloom is active, you cannot use the chain cast effect. Ability 2: Bed of Roses 50 energy cost, 90 degree base cone angle, 15 metre base range, 5 second effect duration, 10 second buff duration. Enemies caught within the attack will be rooted by thorny stems, dealing 150 slash damage a second with 50% status chance and disabling enemies movement. If a rooted enemy is killed, the killer will receive a buff that grants 5% life steal and 30% additive status chance to all sources. Visually this buff will appear as a modified lotus ephemera displaying roses. Augment idea: Buff is now granted on cast to allies within a radius instead of upon killing rooted enemies, and gains 15% increased ability strength per enemy hit. Ability 3: Germinating toxins 25 energy cost, 10 metre base range, 2.5 metre radial range, 5 second duration. Fuschia throws out 5 seeds ahead of her, that deal 500 toxin damage with 50% status chance upon contact with enemies, sticking to them and dealing 250 toxin damage a second with 50% status chance. If the ability is chain cast, they will grow into thorny vines that seek out the nearest surface. Anything that comes into contact with them will receive 300 slash damage a second with 50% status chance and have their movement speed reduced by 50%. If the ability is chains cast a 3rd time, flowers will sprout on the vines that immediately deal 750 gas damage with 150% status chance, and then leave behind a lingering cloud that deals 500 gas damage, and 250 toxin damage with 50% status chance. Each time this ability is chain cast, its duration is refreshed. Augment idea: The seeds will home in onto enemies, the second chain cast will stick to them but only deal damage to the attached target as well as lose the movement speed debuff, and the 3rd chain cast will leave behind a cloud trail as they move that lingers for 3 seconds (unaffected by mods). Ability 4: Rejuvenating Blossom 100 energy cost, 10 second base duration, cooldown equal to duration, 7.5 second buff duration. 7.5 metre base radius. Fuschia summons a large flower that protects allies from death and rejuvenates them. While allies are within the flower, their health cannot be reduced to 0, are granted status immunity and are healed for 200 health a second. While allies are within the flower, ability efficiency is increased by 30%, and status effect damage is increased by 150%. This Buff will persist after the flower gone. While enemies are within the flower, They will take 750 toxin damage a second, with 150% status chance. Augment idea: The ability is activated upon taking lethal damage, and grants full invincibility, but the cooldown is doubled. Feedback and ideas are appreciated :)
  8. The 3 matching skills is that if you use 3 possessed abilities abilities in a row the frame will enter the possessed state and vice versa.
  9. Stats at rank 30: Health - 400 Shield - 200 Armour - 350 Energy - 150 Sprint Speed - 1 Abilities: All abilities are presented with rank 30 stats. Passive: Possession Rakhala will switch between lucid and possessed when he uses 3 matching abilities in a row. Rakhala will start missions lucid. While lucid, Rakhala will have 200 additional base health, 75 base armour and 25 health regen a second. While possessed, Rakhala will have 20% extra move speed, 30% increased fire rate and reload speed, but receive half healing from all sources. Ability 1: 25 energy cost, 3 second base duration, 20 metre base range. (Lucid ability). Rakhala will pull the target enemy to him, dealing 250 damage and healing 50 health, and open enemies to finishers. Enemies will receive +100% finisher damage. If the enemy dies from a finisher while lucid, Rakhala will restore 50 energy and 200 health. If the enemy dies from a finisher while possessed, the enemy will release a radial knockdown within 7.5 metres. Ability 2: Curse blood (helminth ability, tap cast lucid, held cast possessed.) 25 energy cost, 50 health cost, 10 metre base range, 3 metre base width. (Possessed ability). Rakhala will reach into himself, tearing out his blood and firing it towards enemies. The projectile will have infinite punch through and deal 1000 slash damage with a forced proc. Consecutively using the ability will change the animation and increase its cast speed. While lucid, the projectile will travel 50% faster, restore 50 health for every enemy hit, and stagger enemies. While possessed, enemies hit will explode for 1000 blast damage within a 1.5 metre radius. Ability 3: Fortifying drain 50 energy cost, 120% base cast angle, 10 metre base range, 3 second base duration, 15 second base buff duration. (Lucid ability) Rakhala will drain the armour and shields of enemies and fortify his own defences. Drains 15% of enemy shields a second, if no shields are active, drains 20% of armour a second, if no armour is active drains 200 health per second with 10% life steal. Gain a 5% armour boost every time an enemies armour/shields are drained, up to 500% (scaling with strength). Duration is refreshed if drain is reapplied. While lucid, grant status immunity while affected by the buff. While possessed, the buff will grant 100% additional ability damage. Ability 4: Phantom detonation 75 energy cost, consumes all shields, 10 metre base range. (Possessed ability) Rakhala body erupts into countless spirit fragments that seek out and destroy enemies. All shields are consumed and a radial knockdown is produced. 5 Spirit fragments are spawned at base, with every 100 shields consumed spawning an additional projectile (scaling with efficiency). Spirit fragments will seek enemies and deal 1500 damage before dissipating. While lucid, each spirit that hits an enemy will restore 50 shields to Rakhala. While possessed, each spirit fragment will explode after dealing damage, for an additional 2500 damage within a 2 metre radius. Lore and ideas: General lore ideas for the frame involve him encountering the oro of a high ranking orokin, potentially an executioner, and trying to use his draining powers from before he became possessed to absorb it or dispel it entirely. The oro would then get the upper hand and possess Rakhala, creating a power struggle for control. Rakhala uses his draining abilities to keep the oro trapped deep within himself unable to control anything, while the oro uses its powers to harm Rakhala that it might break free, with the unintended consequences that it helps him out. I wanted to display this power struggle through both the playstyle of the frame, with the possessed form being much more clearly offensive and reckless, while the lucid form has multiple defensive traits to keep the oro trapped. Along with this idea in the playstyle, I would also want it portrayed through the animations, with the lucid abilities being very commanding/in control while the possessed abilities will show clearly how the frame itself recoils as it casts these abilities. Feedback is always appreciated :)
  10. Stats at rank 30: Health - 200 Shield - 400 Armour - 175 Energy - 225 Sprint speed - 1 Abilities: All abilities are presented with rank 30 stats. Passive: Blink Rolling performs a blink similar to archwings, with instant transmission and increased travel distance to a regular roll with a 3 second cooldown. While the cooldown is active rolling will perform a normal roll. Hard landing is disabled. If the Sentinel dies, it will enter a deactivated state and reactivate in 30 seconds. Ability 1: Sentry 15 energy cost, 20 second base duration. 100 energy alternate cost. Deploy the sentinel as a sentry, gaining buffs while it is deployed. Hold cast puts a marker on where it will be deployed similarly to holding void sling. Recasting will recall the sentinel. While the sentinel is deployed, it will gain a 30% fire rate boost and 75% damage boost (scaling with strength). If the sentinel is deactivated, you can reactivate it instantly for a greater energy cost. Ability 2: Gravity well 25 energy cost, 15 second base duration, up to 3 can be active at once. Place a gravity well in the environment, which will launch players and enemies forward when they pass through it, and boost all projectile speed of projectiles shot through it by 100%. If an ally passes through the gravity well they will gain a 25% move speed buff and 50% projectile speed buff for 5 seconds, as well as have hard landings disabled. If an ally shoots through the gravity well, their shots will deal 150% more damage. Held cast places a gravity well directly on Galileo, causing enemies in a 0.5 meter radius to be knocked down, and give a 30% (up to 60%) chance to fully block and reflect shots at enemies with 250% increased damage, as well as constantly applying the buff for passing through the gravity well. If the sentinel is summoned on a gravity well, it will gain the same effects as the held cast. Ability 3: Gravity slam 50 energy cost, 3 second base duration, 7.5 metre base radius. Enemies within range will be launched into the air, dealing 500 impact damage, and then slammed back into the ground, dealing 2500 impact damage. Enemies slammed into the ground will be unable to get up for the duration, as well as being opened to finishers. If the sentinel is deployed, it will be dual cast with 50% of the range. Ability 4: Event Horizon 100 energy cost, 5 second base duration, 10 metre base radius. Causes the sentinel to become supercritical, causing it to suck enemies within its radius towards the epicentre. While this ability deals damage, its range will increase up to 50% larger (unaffected by mods). Deals 750 radiation damage a second to enemies within the radius, and deals an additional 1000 true damage a second to enemies within 3 metres of the sentinel. At the end of the duration, or when recast, The sentinel will explode becoming deactivated and dealing 5000 radiation damage, which has a 70% damage fall off after the initial 3 metres. If the sentinel is not deployed when the ability is used, it will become deployed with similar conditions to the first ability without receiving the buff. Sentinel: I imagine the sentinel visually being a small black hole contained in a shell of various pieces that are capable of opening up/outwards. Stats at rank 30: Health - 200 Shield - 600 Armour - 150 Precepts: Dissipate: Triggers upon the sentinel reloading. 5 capacity. The sentinel pulls in the nearest target without overguard. After a 1 second delay the target will die, and the sentinel will spawn a universal orb as well as reload its weapon. Stabilise: Triggers every 15 seconds. 7.5 metre radius. 3 second duration. 5 capacity. The sentinel will become immune, and expand into a larger area, drawing enemies in. Enemies within a 2 meter radius of the sentinel will receive 500 radiation damage a second. Sentinel weapon: I imagine the sentinel weapon to shoot energy waves similar to arca plasmor or catchmoon, which move fairly slowly, but expand in size over the projectiles life time, starting at around the size of a nataruk projectile and ending at around the size of a catchmoon projectile at the end of its lifespan. Stats: Accuracy - 100 Magazine - 60 Fire rate - 0.5 Reload speed - 1 Critical change - 30% Critical damage - 2.3x Status chance - 42% Radiation - 400 Feedback and name suggestions are always appreciated :)
  11. Stats at rank 30: Health - 250 Shield - 200 Armour - 150 Energy - 175 Sprint speed - 1.1 Abilities: All abilities are presented with level 30 stats. Passive: Frost Khione and her abilities leave frost trails that apply cold procs to enemies. Ability 1: Cold front (subsumed) 25 energy cost, 30 degree base angle, 7 metre base range, 2 metre freeze range, 5 second freeze duration. Khione creates a blast of cold air in front of her, dealing 750 cold damage and freezing enemies within close range, and dealing 250 cold damage and knocking enemies down when at a further range. Ability 2: Snowball 50 energy cost, 30 second base snowball duration. Khione draws water in the air to a single point, weakly pulling enemies within 7 metres towards the cast point dealing 750 impact damage, and freezes it, which deals 1500 cold damage and freezes enemies solid within 1.5 metres of the casting point. The snowball can be passed through by allies but will act as a wall/piece of terrain. Up to 3 snowballs can be active at once. Khione can use her first ability to manipulate the snowballs, launching them in the direction they are hit with it, causing them to roll into enemies for 750 impact damage and 250 cold damage, and if they collide into a wall causing a shockwave that knocks down enemies 7 metres from its location and dealing 1250 cold damage and 750 impact damage. If the snowball was within cold fronts freeze range, it will be frozen causing it to deal increased damage and send a number icicle shards depending on the distance travelled that deal 1500 cold damage if it collides with a wall. The icicles travel further than the shockwave. Ability 3: Icicle crash 50 energy cost, 10 metre base range. Khione surrounds herself in ice shards, which will provide invulnerability for 3 seconds upon activation, and store damage received until it is recast. Damage will keep accumulating after the invulnerability period has ended. Once recast, Khione will release an explosion of ice that deals 3x the damage received, scaling with strength, as cold and puncture damage, +500 cold damage and +500 puncture damage will be added to the damage of the ability regardless of damage received. Enemies hit will receive cold procs. Ability 4: Blizzard 100 energy cost, 7 metre base range, 15 second base duration. Khione creates a blizzard at the reticle location that deals 1000 cold damage, 500 puncture damage and applies cold procs to enemies within range every second. Snowballs within the range of the initial cast will be consumed by the blizzard to increase its damage by 100% and range by 20% per snowball consumed, unaffected by mods. Feedback is always appreciated :)
×
×
  • Create New...