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Kai

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Posts posted by Kai

  1. 50 minutes ago, Jicematoro said:

    Inb4 he narrates in Titania's quest.

    This would be so nice. Let him narrate some of the quests. Also - I'm not sure if its relevant but there was a projected face shown in an Orokin Moon Tileset that shows like a chamber for executors or something. It was pretty creepy and it only flashed for like a few seconds. 

  2. Just now, NightmareT12 said:

    Steve said he'd be on a quest soon...

    I'm thinking his stuff is coming after U19 drops -- that is, U20.

    Unless they pull another one.

    Still curious on this surprise and stuff... I'm sure there's more in the War Within being the next cinematic quest than just Teshin and the Twin Queens.

  3. Knowing that Nekros Prime is coming soon, I'm really hyped about Ballas' Narration on Nekros - he has that voice that pulls you in the trailer, immersing you while telling a piece of the story regarding the Warframe.

     

    Will there be any information on Ballas soon? Perhaps Margulis as well, or perhaps the Executors (tied with Ordis and his Cephalon Fragments).

  4. Lotus: "This is Dust, the anomaly, the master of time."

    "Controlling time in order to gain the upper hand in combat, Dust manipulates the speed of battle to his needs. Speeding up, slowing down or even stopping time itself for someone are a few tricks under Dust's powers. Keep track of time Tenno, Dust will make sure you do so."

     

    Passive - Horological Progression

    As time passes, Dust grows in power. Increasing his maximum Health and Shield by 2 for every minute that has lapsed during the mission. In addition, for every 4 minutes that has lapsed, Dust gains +2% Power Duration. 

     

    First Ability - Flow of Time

    Press the ability to toggle between Haste and Slow. Hold the ability to activate the effect.

    1. Haste - Dust speeds up the time in a 5 / 10 / 15 / 20 meter area for 8 / 12 / 16 / 20 seconds. Dust and his allies gains additional 10% / 15% / 20% / 25% Attack Speed, Movement Speed and Fire Rate while increasing Casting Animation by 20% while within the area. The effects persists for 4 seconds upon leaving the area of effect. 
    2. Slow - Dust slows down the time in a 4 / 8 / 12 / 16 meter area for 10 / 14 / 18 / 22 seconds. Enemy units that enters the area are slowed by 20% / 25% / 30% / 35%. The slow decays over 4 seconds upon leaving the area.

     

    • Augment - Flow Distortion: Casting Haste over a Slow Area will cause enemies within the area to receive 200 / 250 / 300 Impact damage and knocked up while casting Slow over a Haste area grants allies within the area to gain a 2 / 3 / 4 / 5 seconds Invulnerability. Overlapping areas of Flow of Time will cancel out each other. 

     

    Second Ability - Time Remnant

    Dust calls upon his past self into the present, creating a specter of himself that lasts for 8 / 10 / 12 / 14 seconds. This specter has the same Health, Shields, Armor and Stats as Dust 30 seconds back prior to casting. 

    1. The specter deals 50% / 40% / 30% / 20% less damage.
    2. The specter will cast Haste if Dust casts Slow and vice versa. Unaffected by Flow Distortion Augment.
    3. Enemy units attacked by the Time Remnant are marked with Anomaly, causing Dust's attacks to the deal 20% / 30% / 40% / 50% more damage.
    4. Re-casting the ability will de-activate the ability and cause the Specter to disappear.
    5. Will prioritize attacking a target affected by Temporal Stasis.

     

    • Augment - Past Gift: Re-casting the ability or if the Specter dies, it drops a special Pick-up for Dust that will restore Health and Shield. Shield gained from the special Pick-up can Overshield Dust.

     

    Third Ability - Reversion

    Upon activation, Dust anchors his time and will revert back after 3 / 4 / 5 / 6 seconds, restoring any form of damage he received during the time. All damage and any status proc received by Dust between activating Reversion and expiration will cause Dust to unleash a 8 / 10 / 12 / 14 meter Time Nova that deals the exact amount of damage as well as a chance to inflict the status proc he previously received.

    1. This does not teleport Dust to where he initially casted Reversion. It only restores his previous status (Health, Shields, etc).
    2. Being downed while Reversion is on will not trigger it unless the user has the Controlled Time Augment.

     

    • Augment - Controlled Time: Reversion no longer has a duration but drains energy at a rate of 20 / 18 / 16 per second. Additionally, while Reversion is active, If Dust is downed, Reversion will automatically trigger. This has a 90 second cooldown.

     

    Fourth Ability - Temporal Stasis

    Dust locks the time of a targeted enemy for 8 / 10 / 12 / 14 seconds, preventing the target from moving and attacking and causing all damage received by the enemy to be delayed. Enemy units within an immediate 7 meter radius of the initial target are tethered, preventing them from moving away from the target. 60% / 70% / 80% / 90% of the damage and status proc inflicted to the initial target are dealt to enemy units tethered.

    • Temporal Chain can only tether enemies upon cast, enemy units approaching the initial target will not be tethered.
    • An enemy unit can be tethered multiple times from different sources of Temporal Chain.
    • Power Strength can increase the damage inflicted to tethered units above 100%, effectively dealing more damage than that of the initial target.
    • Drains 10 Energy per second.

     

    • Augment - Temporal Chain: If the initial target dies upon end of duration and at least a single tethered enemy survives, the effects of Temporal Stasis passes to the target (random if more than 1 survives) with 3 / 4 / 5 second duration.

     

  5.  

    Seeing as Titania is now tied to a Syndicate (New Loka), my old Syndicate Concept was not a total failure, in fact. I'm planning to revive them and by means of focusing on one at a time to provide more details. For now, I present to you Veritas who is tied with Arbiter of Hexis.

     

    Lotus: "This is Veritas, the judge."

    " Unyielding and true, Veritas can create order in the midst of chaos of the battlefield, bringing swift justice to those who dare oppose his judgement."

     

    • Health: 100.0 (300.0 at Rank 30)
    • Shield: 100.0 (300.0 at Rank 30)
    • Armor: 225.0 
    • Power: 120.0 (260.0 at Rank 30)
    • Sprint Speed: 1.0

     

    Passive - Judgement

    Each time Veritas slays an enemy, he stores 100 damage. Upon being downed or dying, he releases the stored damage in a 8 meter radius around him. Veritas may discharge half of the stored damage by performing a Ground Slam.

    • Damage is evenly distributed as Puncture, Impact and Slash Damage.

     

    First Ability - Guilt 

    Inflicts Guilt on an enemy target for 6 / 8 / 10 / 12 seconds, causing 20% / 25% / 30% / 40% of the damage dealt by them to be inflicted as Slash Damage in a 4 / 5 / 6 / 8 meter radius around them at the end of the duration.

    • This applies to any damage dealt by the target inflicted by Guilt, regardless who was affected.

     

    Second Ability - Verdict

    Veritas temporarily increases the damage he receives by 20% for 4 / 6 / 8 / 10 seconds. If Veritas' Shields drops to 0 during the duration, he releases a wave in a 8 / 12 / 15 / 20 meter radius that inflicts Puncture Proc to all enemy units for 6 seconds. If Veritas' Health drops to 0 during the duration, his Health and Shields are restored to full and releases another wave that heals allies 100 / 150 / 200 / 250 + 80% of Veritas' maximum health.

    • Each time Verdict is triggered (regardless if its Shields or Health), the damage received by Veritas is increased by 10% and lowers the healing wave by 10%. Resets upon using a Revive Token.

     

    Third Ability - Order

    Veritas marks an area in a 5 / 10 / 12 / 15 meter radius around him for 10 / 12 / 14 / 16 seconds. Enemies within the area are marked by a spectral sword that slams down on them if they deal damage to Veritas or an ally while in the area, pinning them to the ground for 5 / 6 / 7 / 8 seconds, rendering them vulnerable to Ground Finishers and restoring 20 Energy upon kill.

    • Order may stack if cast within the initial area, increasing the radius and duration up to three times. (Akin to Amesha's Benevolent Decoy).

     

    Fourth Ability - Scales of Truth

    Veritas challenges an enemy unit, rendering both Veritas and the target immune to damage and effects from sources other than Veritas or the target themselves for 8 / 9 / 10 / 11 seconds. If Veritas kills the enemy unit within the duration, a 6 / 8 / 10 / 12 meter wave is released from the target that deals 600 / 800 / 1200 / 1600 damage + 110% of the target's maximum health. If Veritas fails to kill the enemy within the duration or is slain, Veritas immediately dies, skipping the downed status.

    • Damage is evenly distributed as Puncture, Impact and Slash Damage.
    • Veritas and the targeted enemy unit cannot be affected by any form of effects as long as they are under the effects of Scales of Truth. Any effects (buffs or debuffs) currently affecting either Veritas and the targeted enemy prior to Scales of Truth persists as normal.
  6. While now, people seem to be either really lucky to grab a Platinum Discount Coupon on the day they have cash, while there are those who are rather unlucky by either getting a Platinum Discount Coupon but not having cash to do so, or having cash but not getting a discount for the past few weeks.

    So I would like to suggest some little rework on how one can obtain a Platinum Discount Coupon.

    Basically, each day a player logs into Warframe, they obtain a 5% Platinum Discount which can accumulate up to a maximum of 75% (15 days) and at any time, players can opt to convert their Platinum Discount into a Coupon that lasts for 24 hours or upon Platinum Purchase. Replacing the 25%, 50% and 75% Platinum Discount we can get for our Daily Tribute would instead be a 10%, 15%, 20% that adds up to their current Platinum Discount (still caps at 75%).

     

    This way, players are capable of watching their discounts and be ready whenever they feel like purchasing Platinum. Unlike now wherein you get a Daily Tribute of 75% and panic to look for your wallet and go outside(gulp) to do whatever transaction to purchase platinum. Also, Digital Extremes can gain a steady income (unless of course there's a designated amount of 75% Discount being distributed daily to a certain amount of players).

  7. 2 minutes ago, Rehtael7 said:

    Like I said before, keeping the targets out of the reach of players who want to kill/ scan them is only a frustrating experience. Maybe the user doesn't mind, but what about their teammates?

    I'm open for any suggestion for Shade's Upgrade :D

  8. 1 minute ago, Rehtael7 said:

    That would also suck, for example the ability is used on something someone wants to scan, or a simaris target, or something people are trying to farm.

    A possible scenario but most likely there's a reason you're using Shade as your Sentinel (Stealth Gameplay) but of course, the targets will return. Although it may look weird, my ideal ability for Shade is to give players a good breathing room.

  9. 4 minutes ago, Rehtael7 said:

    As someone with a vested interest in seeing shade become viable, I'm gonna have to say NO. Banish is one of the most annoying and frustrating mechanics in the game, it prevents you from doing what YOU need to do oftentimes, leading to an ultimately more convoluted experience.

    Could have worded that differently, banish by means like - literally remove their existence from the map =X.

    • To give more life to our static little friends, I would like to give them a little boost and presence in the battlefield by allowing them to perform a very nice and flashy move that will definitely allow players to enjoy more of the underdog Sentinels (Looking at you Wyrm and Djinn). Basically, Sentinel Upgrade allows you to deploy your Sentinel on the targeted ground wherein it transforms into sort of a mini-turret with various ability that can possibly level the playing field against the swarm of enemies. This may come in a form of a Consumable Item that players can purchase and equip it on their Gear to prepare for misisons.

     

    Carrier

    • When deployed, the Carrier creates a vacuum around him (like a Whirlpool) that redirects all passing bullets towards it and storing them inside. Upon reaching maximum capacity, the Carrier releases all the stored bullets in a form of a large bomb which will fire it towards the player's crosshair.

    Dethcube

    • When deployed, the Dethcube will start spinning around wildly with its eyes/lens pointing up where it will bombard the area with heavy artillery. (Akin to the cube in the Cunning Test in the Moon).

    Diriga

    • When deployed, Diriga floats high in the air where it will start generating electricity after which it releases it in a form of a wide thunderstorm.

    Djinn

    • When deployed, the Djinn slowly starts to pump toxin gas around it, expanding towards the entire room. The smaller the room, the more potent the toxin gas is.

    Helios

    • When deployed, the Helios starts to spin and move around in a form of a mechanical tornado, ripping through enemies and scanning slain enemies.

    Shade

    • When deployed, Shade creates a banishing field that temporarily removes enemies in a small radius. After the duration, the enemies are returned with an unalerted status.

    Wyrm

    • When deployed, Wyrm creates a large dome around the user that protects them from enemy fire as well as preventing enemy from approaching them. Acts like a Nullifier's Nullifier Field that decreases with each instance of damage.
  10. 1.) Will there be an option to Transmute Relics in the future?

    2.) Can we expect a new Boss for the Void just like any other Planet/Asteroid/Derelict?

    3.) Are there plans on expanding on the background of Warframe (the armor itself) as well as each individual Warframe. Lotus only provided hints of their background such as Chroma being one of the oldest warframe as well as Mirage's heroic death. 

    4.) Are there plans on improving Maroo's Bazaar, such as making it an ideal trading hub than that of Trade Chat. (Automated Trade System? Auction maybe?)

    5.) Will there be more decorations that we can use in the Orbiter (like Christmas Decorations that was sold for 1 Credit) that we can use in the future?

    6.) Thoughts on expanding the plant life such as Dragonlily, Jadeleaf and Threshcone outside of Earth and possibly making a system or mini-game out of it in the future?

  11. Warframe rewards you by exploring its content, not by sticking to one thing forever. Warframe is the type of game where you need to be versatile and adapt to the situation (a.k.a missions). Per say, I run an Ember or Mirage on Extermination Missions, Hydroid and Ivara on Interception Missions, and other stuff. You get the gist. DE will most likely won't reward you for using the same thing over and over...

     

    A better solution, grab everything you can. Get to higher Mastery Rank. Go back to your so-called "Maining".

  12. If there are any given identity of a Tenno, one would most likely be behind the Ember Warframe - her Lore which involves the burning child. No name given though but child is probably one of the most given identity Tenno within our lore.

  13. 15 minutes ago, (XB1)Closegato said:

    well in my point of view theyre all broken with insane repercussions in game

    but truly creative and cool +1

    That may be the case but I made these mods with the sole intention of Solo Play which should give a player/warframe an advantage they would need. Thank you for the feedback :D

  14. Just now, Kaokasalis said:

    These sounds very cool but I do think they should take up the Exilus spot instead of the Aura spot.

    I honestly initially planned that but seeing how Passives plays with the Warframe alone and Aura Mods are meant to be played in a group, I decided to take that path where you can use these mods to do Solo Play much more effectively (although you can always bring them in team mods, lacking in Aura that is). Per say, Trinity's Passive Triage is completely useless if you don't have an ally or a companion to do so, but these mods will help you take advantage of such when needed.

  15. So here's to add more fun for our Warframes, if you've seen the title then you know what you're gonna see. I present to you Passive Augments, these mods are more inclined in Solo Play to give them a bit of an edge while being alone and as a result, they take up the Warframe's Aura Slot if needed. Each Warframe will have 2 Passive Augment Mods that they can choose to expand their capability.

     

    So read below for an extensive list of Passive Augments for each Warframe available.

     

    Ash

    • Bladed Armaments - Non-Sprint Maneuvers inflicts Slash Damage and applies Bleed Proc on enemies in contact.
    • Internal Hemorrhage - Bleed Proc deals increasing damage as enemies move.

     

    Atlas

    • Tremor - Knockdown or Knockback effects against Atlas instead triggers a small quake around him, causing nearby enemies to be knocked down.
    • Earthen Guard - Standing still for more than 4 seconds will generate an Armor around Atlas that absorbs incoming damage, decaying quickly if Atlas moves.

     

    Banshee

    • Deafening Presence - Enemies outside the room will not be alerted to Banshee's presence if an Alarm has been triggered.
    • Muted Strike - Enemies struck by Banshee's attacks are Silenced for a duration, preventing the enemy's attacks from alerting other enemies.

     

    Chroma

    • Elemental Weaponry - Chroma's equipped weapons gains the same effect as his Passive, gaining the ability to inflict Elemental Proc based on the weapon's Energy Color.
    • Dual Element - Chroma's abilities can now apply two Elements based on his Energy Color and his Attachment Energy Color.

     

    Ember

    • Meltdown - Ignited enemies will have their weapons melted, causing it to be briefly jammed before exploding and disarming them.
    • Solar Prominence - Once Shields are depleted, Ember instantly restores her shields and becomes engulfed in flames, gaining the effects of Ignition without receiving Heat Damage for a duration. Enemies in contact with her are briefly set ablaze.

     

    Equinox

    • Summer & Winter - Enemies affected by Equinox's Day Form abilities are marked with Sun (Similar to Conclave). Enemies marked are briefly ignited if attacked by Equinox while in her Night Form. Enemies affected by Equinox's Night Form abilities are marked with Moon (Similar to Conclave). Enemies marked are briefly frozen if attacked by Equinox while in her Day Form.
    • Celestial Alignment - Energy Orbs can now Overshield Equinox while in her Night Form while Health Orbs grants a second of invulnerability to Equinox while at full Health and in her Day Form. Activating Metamorphosis while Overshielded or Invulnerable will remove the effect.

     

    Excalibur

    • Assault Shot - Excalibur's Combo Counter will now apply to the first Primary or Secondary shot fired. Resets Excalibur's Combo Counter upon usage.
    • Peerless Form - Channeling while Blocking will now guarantee to deflect incoming shots back to the enemy with increased damage.

     

    Frost

    • Freezing Caress - Upon taking Fatal Damage, Frost freezes all enemies in a wide radius around him and converting his Armor to Health. His Armor will slowly regenerate back to normal overtime and Frozen Caress will not activate if his Armor has not been fully restored.
    • Frozen Road - Frost's Bullet Jump and Slide Maneuver will create an ice obstacle for a duration and will inflict Cold Proc to enemies walking over it. The ice obstacle can be traversed safely by Frost and his allies, acting as platform. 

     

    Hydroid

    • Liquid Composition - Shots has 35% chance to phase through Hydroid, dealing no damage to him and causing it to be deflected to enemies.
    • Drenching Decay - Enemies affected by Hydroid's abilities becomes sluggish and is briefly slowed. Slain enemies affected by Drenching Decay will restore a percentage of Energy back to Hydroid.

     

    Inaros

    • Emperor's Sign - Upon entering his Sarcophagus, Inaros spawns 2 Tomb Protector to continue his fight. Damage inflicted by his Tomb Protectors contributes to Inaros's revive meter.
    • Everlasting - When Inaros's Health drops below 10%, he temporarily gains Invulnerability for a short duration. During this time, Inaros's attacks heals him by 10% of the damage dealt. This may only occur once until he is revived from using his Revive Token or through his Sarcophagus.

     

    Ivara

    • Huntress's Instinct - When three or more enemy aligns themselves on Ivara's crosshair, it glows with her energy color and causing her attacks with Primary and Secondary Weapons to gain an indefinite Punch Through.
    • Trophy Hunt - Killing an enemy will highlight the same enemies within Ivara's Sentry range, revealing them through obstacles and walls as well as causing increased damage for each same enemy killed. Resets upon killing a different enemy.

     

    Loki

    • Fatal Escape - If Loki's Shields are depleted, he creates a stationary decoy and briefly enters invisibility for a short duration. After a few seconds, the decoy explodes and deals Blast Damage to nearby enemies. May not occur again until Loki's Shields are fully recharged.
    • Essence Shift - If Loki's Health is below 30%, staying near an unalerted enemy will initiate a link for 3 seconds afterward, Loki's Health and the target's current Health swap. Loki gains Shields and can be Overshielded from the excess Health.

     

    Limbo

    • Rift Gate - Limbo can Banish up to five enemies, further enemies Banished to the Rift enters a stasis, preventing them from attacking and moving while also negating any damage dealt to them. This may last indefinitely as long as Limbo has more than five enemies in the Rift at a time, Limbo is within the Rift or until the Banish Effect wears off. 
    • Chaos Rift - Banished enemies are constantly affected with a random status proc, changing every 10 seconds while within the Rift. If Limbo kills an enemy affected, the slain enemy will release a pulse of their current afflicted status proc, inflicting nearby enemies within the rift with the same status proc.

     

    Mag

    • Repulsive Aura - After casting an ability, Mag generates an aura around her that deals Magnetic damage and forcefully knocks enemies away upon contact.
    • Magnetic Lock - Marking an enemy (default "G") will cause Mag's Primary and Secondary Fire to gain slight homing capability as well as Punch Through.

     

    Mesa

    • Bullet Time - Ammo Pickups can now surpass Mesa's Magazine Capacity or Clip Size. Firing while the weapon is Magazine or Clip is above its normal quantity, Mesa's shots gains increased damage, multishot and fire rate.
    • Gun Show - Firing with either Mesa's Primary or Secondary weapon against an enemy's line of fire has a chance to deflect the shots and redirect them to enemies.

     

    Mirage

    • Twilight Gambol - Performing a Bullet Jump while bathed in light will blind nearby enemies for a brief duration while under the cover of shadows, Mirage will instead terrify enemies and causing them to flee briefly.
    • Sly Performance - Performing a Maneuver against an enemy will allow Mirage to phase through, causing them to stumble and opening them up to Finisher Attacks.

     

    Nekros

    • Shadow Order - Slain enemies will spawn a shadow orb that will follow Nekros around for a duration, granting him increased Armor for each shadow orb trailing him. If Nekros's Shields are depleted, all active shadow orbs will seek out enemies, dealing Slash damage and reducing the target's armor for a duration.
    • Funeral Rite - Slain enemies will cause their corpses to detonate upon expiration, dealing mixed Impact and Slash damage to nearby enemies in the area. Soul Punch can launch corpses and explode upon impact, successful Desecration will immediately detonate corpses and Shadows of the Dead will also trigger explosion upon end of duration.

     

    Nezha

    • Eternal Circle - Nezha's Roll, Flip and Bullet Jump Maneuvers grants a small amount of health and the ability to deflect incoming attacks briefly during the Maneuver
    • Third Bloom - On Nezha's third ability cast, he releases three novas around him, slow enemies in the first nova then Puncture damage and Heat damage. Nezha can only trigger Third Bloom every 30 seconds.

     

    Nova

    • Spatial Chaos - Enemies who stay near Nova slowly becomes affected by the antimatter, steadily decreasing either their Armor, Damage or Speed as they remain exposed to Nova.
    • Unstable Space - Performing a Bullet Jump causes Nova to generate a unstable space on her initial position and at the end of her maneuver. The unstable space prevents enemy fire from breaching through it and instead charges it, causing it to explode in a wide radius upon reaching maximum charge.

     

    Nyx

    • Third Eye - Casting an ability triggers Nyx's Third Eye, revealing weak spots on enemies around her. Enemies affected by Chaos or Mind Control will prioritize hitting these weak spots revealed.
    • Overpowering Mind - Enemies below 30% health has a chance to fight for Nyx's side instead.

     

    Oberon

    • Guardian's Oath - When an ally or companion takes Fatal Damage, Oberon becomes enraged, gaining increased movement speed and his abilities will not cost energy for the duration of the Bleed-Out. If an ally or companion dies, Guardian's Oath becomes inactive until Oberon himself uses a Revive Token.
    •  Nature's Tribute - Taking Health Damage will create a shield that absorbs incoming attacks from behind Oberon, eventually expanding as Oberon takes more damage to his health until it becomes a full dome that lasts for a brief duration. May only occur once until Oberon reaches his maximum Health.

     

    Rhino

    • Adaptive Fortitude - Rhino becomes less susceptible to future status proc if he has been already been affected by it. 
    • Breakthrough - Rhino's Sprint gradually gains speed overtime but becomes more harder to turn. Once Rhino reaches his maximum speed, he becomes immune to knockdowns and knockback, also he will knockdown enemies directly in his path. Performing any other action will reset the effect.

     

    Saryn

    • Plague Bringer - Saryn constantly emits a unique poison Aura around her for a duration based on her most recent cast. Casting Spore will emit a Viral Aura, Molt will emit Gas Aura, Toxic Lash will emit a Toxic Aura and Miasma will emit a Corrosive Aura. Auras does not stack on each other, replacing the previous Aura and refreshing the duration.
    • Poisonous Spread - Slain enemies while under the effects of Viral, Toxin or Corrosive will cause their corpse to emit a cloud for a brief duration, inflicting nearby enemies with the same status proc.

     

    Trinity

    • Genesis - Killing an enemy while in Bleed-Out state will automatically revive Trinity. For each time Genesis triggers in a mission, an additional 2 enemies must be slain to re-activate Genesis.
    • Revelation - Each time a Revive Token is used, Trinity will create several pillars of light that will blind and deal health percentage damage to nearby enemies. For each Revive Token used after the first, the number of pillars increases as well as the damage dealt.

     

    Valkyr

    • Unstoppable Force - For each enemy in a certain radius around Valkyr, she gains increased Armor and Speed. Each enemy slain by Valkyr restores a percentage of her Energy.
    • Brutal Retaliation - Whenever Valkyr recovers from a knockdown, she briefly gains a massive increase in damage. 

     

    Volt

    • Energy Conduction - Taking damage from enemies and damage absorbed by Electric Shield also charges Volt's Static Discharge. Passively increases the maximum cap to 2,000.
    • Shock Warning - Enemies within a certain radius of Volt become tagged with Shock Warning. If the enemy becomes alerted of Volt's presence, they are immediately stunned for a brief duration.

     

    Wukong

    • Gathering Storm - Wukong's Slide Attacks generates a vacuum that pulls nearby enemies behind him. Melee Attacks that strikes multiple targets at once causes each enemy struck to count towards Wukong's Combo Counter. 
    • Monkey King - Performing a Backflip Maneuver creates a specter of Wukong that lasts for a certain amount of duration. The specter will mimic Iron Jab and Primary Fury if Wukong performs the ability.

     

    Zephyr

    • Wind Tunnel - Performing a Bullet Jump, Tail Wind or Nose Dive will create a Wind Tunnel. Shots passing through the Wind Tunnel are instead re-directed towards the end of it (trailing Zephyr) and can deal damage to other enemies.
    • Air Current - Zephyr is capable of performing triple jumps. In addition, performing a Tail Wind allows Zephyr to perform an additional jump. While in the air, Zephyr receives reduced damage based on how far the enemy is from her.

     

     

    -----

    Well that's all I can think of at the moment, took me a total of 3 days to finish this thing (Taking breaks and playing Warframe of course). I hope you guys enjoy reading through them!

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