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Arsenal, The Soldier's Frame


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Role: Heavy CC, heavy DPS, focusing on weaponry
Health: 175 (350 at Rank 30)
Shields: 100 (300 at Rank 30)
Armor: 100
Energy: 75 (150 at Rank 30)

This is Arsenal.  The soldier.  The gunner.
Keep your guns hot, Tenno.  Arsenal awaits.

Passive: Ammo Stockpiles
Arsenal has 25% more reserve ammunition and gains 20% more ammo from all sources.

1:  Grenade

Arsenal throws a fragmentation grenade into a crowd.  By default, this grenade has a 5-second fuse, though you can hold the ability to cook the grenade, decreasing it's fuse.  Arsenal takes 25% of the grenade's damage should it blow up within 4 meters, suffering a 4-second Slash proc and a Blast proc.  Enemies take less damage the further away from the grenade they are; Damage values listed are at the epicenter of the blast.  Always inflicts a Slash proc, again scaling as enemies get closer to the epicenter.

Damage: 500/750/1,000/1,250
Range: 10m/12m/14m/16m
Fuse: 5s
Self-Harm Radius: 4m
Cost: 15 Energy.
LIMIT: Up to three Grenades can be thrown.  Attempting to throw a 4th will not work until a grenade detonates.

Augment: Seeker Bomb
Reduces Arsenal's grenade limit to 2 and removes the 'cooking' mechanic. Once the grenade lands, instead of exploding, it seeks out a nearby enemy to latch onto, then explodes immediately.  Properties are otherwise unaffected.  Will not roll towards enemies if Arsenal would be caught in the blast radius.

2: Overdrive
Arsenal enters Overdrive.  While under Overdrive's effects:

  • Reloads are cut by 30/40/50%
  • Fire rate is increased by 20/30/40%
  • Arsenal sprints 25% faster
  • All hitscan weapons gain 1m Punch Through; All projectiles fly 50% faster
  • Charge rate sped up by 10/20/30%
  • Damage increased by 10/12.5/15%
  • Accuracy decreased by 10/8/6% (think Heavy Caliber for shot deviation.)

Cost: 50 Energy
Duration: 15/20/25/30 seconds
Range: Only affects Arsenal

Augment: Overclock
Overdrive also affects allies at 33/66/100% effectiveness within 6/8/10m.

3: Resupply
Arsenal immediately restores ammo to himself and nearby teammates.  Arsenal himself gains an effect called 'Lead Hail' for 8 seconds after using this ability, granting infinite ammo for the duration.  While under this effect, Arsenal cannot Resupply again until it wears off.

Ammo Restored: 12%/20%/28%/36%
Lead Hail Effect Time: 8s
Cost: 60 Energy

Augment: Unending Barrage
Resupply also instantly reloads all weaponry and gives allies Lead Hail for 2/4/6 seconds.


4:  Autocannon
Arsenal puts away all other weapons in exchange for his Autocannon, a semi-auto Exalted launcher.  The launcher costs Energy to fire, but will not passively drain Arsenal's Energy over time.  Autocannon is not affected by Lead Hail, but does benefit from Overdrive if it's active.  Accepts all Rifle mods, cannot accept Adhesive Blast, can accept Firestorm.  Affected by Cautious Shot.

Damage/Shot: 3,500/4,000/4,500/5,000
Fire Rate: 2 rockets/second
Blast Radius: 8/10/12/14m
Self-Harm Radius: 6m
Energy Costs: 25 to summon, then 25 more for every shot.
Duration: Lasts until you either fall below 25 Energy or manually deactivate it.


As always, let me know what you think!

Edited by Sintag
Grenade Augment tweaked. Overdrive buffed and given an Augment; Entirely new 4 that's less situational/boring.
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The only issue i have with this frame is the self damage from abilities. No other frame does self damage, some may sacrifice overshields but they don't take damage from the ability, and further, majority of the play base dislikes self damage and want it removed, so having a frame that takes damage from his own abilities will real make him not worth using to the eyes of many players.

Although it is understandable that you may add it as a way to balance for how much damage you can do, but then again, if you get hit with your own ability you die. Personally, i would remove the self damage and just reduce the damage of the abilities.

Otherwise sounds great, especially Resupply and Overdrive, imagine that with supra vandal.

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