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a streamline way to do a chroma rework


(PSN)TwilightGrim
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this isn't the first time ive posted about something for chroma and probably won't be the last, but with the way the nezha rework went as well as getting a fresher look into chroma. it is time for my round 2 into the chroma stage and what i feel could benefit chroma as a frame and team player in the future.

 

chroma passive:  (moved from effigy) credits have an increased chance to drop as well as a x2 multiplier

spectral scream: (str, eff, dr)

       part 1- clicking ability allows you to cycle through element type

       part 2-  holding allows you to activate, while active spectral scream adds the element chosen to the players weapons at base 50%(affected by pwr str) of the total damage. has 20% chance to proc(affected by pwr str)

                    note: the element spectral scream is using will not be added to elemental combo and will be counted as secondary element that can proc, much like the hystrix or hunter munitions.

 

elemental ward: (i consider to not be where it should be with most elements and designs of the game) (str, eff, dr, rng)

       fire: changed to grant bonus 100 + 20% total health(before ability), 10 hps regen, and fire aura 5m 

       ice: added slow aura within 5m

       toxic: removed holster speed and added melee speed and bonus toxic to weapons, aura for buff is 10m, toxic dmg aura remains 5m

       electric: increase range of damage reflection to base 15m, shields get bonus of 20% total shields and recharge delay goes down 50%(str)

                  note: ability must be recast in order to switch what element is used during ability use

 

vex armor:

        change armor buff to a damage reduction that starts at 60%(hard caps at 90%(str))

              note: change augment to deal impact damage every 150 shields destroyed and viral damage every 200 health with 100% proc chance

 

effigy:

        moved credit bonus to passive. remove armor reduction, lower drain cost to 8 at base and 1.75 at lowest, allow the stun scream to open to finishers, increase agro, increase status chance of elemental breath(str)

             note: change augment to make effigy follow player( much like octavias rollerball)

synergies:

        1-2: elemental ward adds 10% more to spectral scream

        4-3: effigy will be granted vex bonuses if player is within 30m

        4-2: effigy will give allies within range (same as players) elemental ward at 50% strength

 

        

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