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Chroma Rework idea. (In progress. may take time.)


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Disclaimer: this is aimed primarily at chroma's current 1st and 4th abilities, it is currently a work in progress by pen and paper. and from an old thread I just read, I support the idea, but not completely as there were some "Unneeded" additions. also, the rework details are at the max rank of 30. be wary that the thread is somewhat long and is advisable to read during spare times.




First and foremost: Spectral Scream:

  • Reworked 1st ability: Spectral Breath
    • Exhale a deep elemental breath, hold to charge and release to unleash a devastating ball of elemental destruction. Chroma's energy color determines the element.
      • Initial Energy cost: 10
      • Breath Damage / S: 250
      • Elemental ball damage: 500
      • Status chance: 50%
      • Breath Energy / S: 3
      • Elemental Ball energy: 20
    • Afterburn Augment Change: Fully Charged Elemental balls leave a lingering field of elemental destruction at the point of impact, dealing 250 damage to enemies within 10 meters every 1 second for 10 seconds. Chroma's energy color determines the element.
      • Damage done is affected by ability strength.
      • duration is affected by ability duration.
      • area of effect and range is affected by ability range.


Passive Alteration: Elemental Guardian.


  • Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. This change is performed by customizing Chroma's appearance outside of a mission, specifically his energy color. Color choices are grouped into four categories with each category corresponding to a given element:
    • red, magenta, brown, orange and bright yellow hues being Heat b Heat
    • blue and purple hues being Electricity b Electric
    • green, lime, teal and dark yellow hues being Toxin b Toxin;
    • white, grey, black, and some faded colors being Cold b Cold.
      • Note that players do not need to purchase color palettes to unlock the full potential of this trait.

  •  Chroma's "Dragon" pelt comes to life, becoming a powerful Living Sentinel to Fight beside Chroma to protect the knight within. A Sentinel Exclusive to the Chroma Warframe, integrated as his signature passive ability. "Dragon" will spawn beside Chroma when the player first enters a mission, as a permanent "Sentinel" that lasts until killed.

    While the "Dragon" Sentinel is alive, Chroma passively gains a 25% movement speed boost at the start. If the "Dragon" Sentinel is killed, it will merge with Chroma to recover and revive itself after 60 seconds or unless the 4th ability is activated. during its recovery time, Chroma will not benefit from passive bonuses.


  • Effigy Rework: Dragon Guardian (Incomplete.)
  • Disclaimer: adding mechanics similar to Khora's Companion Venari would make for a more interesting 4th ability with chroma in my honest opinion, except with a more "Sentinel" like feel to it.
    • Initial Energy Cost: 60 (Tied to Recovery time of 60 seconds upon Death of the Dragon Sentinel, energy drain over time has been removed.)
    • Health: 1000 / 2000 / 4000 / 8000
    • Armor: 350/425 (Shared with Chroma/Prime.)
    • Strength: (Aggressive Posture)
      • 100 / 200 / 300 / 400 (damage/tick)
      • 500 / 1000 / 1500 / 2000 (damage/second)
    • Range: (Aggressive Posture)
      • 20m (attack range)
    • Strength: (Defensive Posture)
      • 200 (damage/tick)
    • Range: (Defensive Posture)
      • 20m (stun radius)
      • 5m (knockback radius)
    • Chroma breaths life into his "Dragon" pelt, permanently imbuing it with elemental energy to sprout wings and converting it into a powerful Sentinel with 1000 / 2000 / 4000 / 8000 health.
      • The sentinel starts in an "Aggressive" Posture, Passively Granting Chroma a 25% movement speed bonus and attacking all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400 Heat b Heat, Electricity b Electric, Toxin b Toxin, or Cold b Cold damage per tick. The sentinel is capable of unleashing a radial attack when attacked in its "Defensive" posture that inflicts 200 Heat b Heat, Electricity b Electric, Toxin b Toxin, or Cold b Cold damage to enemies within 5 meters. The sentry can also unleash a radial roar to temporarily stun enemies within 20 meters when activated.
        • Continuous and Radial damage is affected by Ability Strength, while Sentinel Health is not.
        • Guardian Effigy's elemental breath attack does 5 ticks of damage within 1 second making the base damage per second 2000.
        • Damage type is based on Chroma's current elemental alignment, determined by Chroma's energy color.
      • Enemies affected by the close-range radial attack are ragdolled.
      • Sentry attack range, stun radius, and knockback radius are not affected by Ability Range.
      • Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to yield 25% / 50% / 75% / 100% additional credits.
      • Technically increases credits income by 3.75% / 15% / 33.75% / 60% while the Sentry is active.
      • Credit chance and credit bonus are not affected by Ability Strength.
    • The Dragon Sentinel is capable of Equipping most Robotic mods, with usable mods listed below. (Ongoing, Subject to change based on imput.)
      • Animal Instinct.
      • Coolant Leak.
      • Enhanced Vitality.
      • Guardian.
      • Medi-Ray.
      • Metal Fiber.
      • Regen/Primed.
      • Sacrifice.
      • Sanctuary.
      • Shield Charger.
      • Spare Parts.
      • Vacuum.


Edited by (XB1)Skullstachio
Currently in the works.
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They should remove the drain per second from one or both abilities imo.

I'd have Spectral Scream allow you to cycle between elements on the fly, granting innate bonuses based on which you choose.

Effigy imo should maybe keep the drain, but allow freedom of movement for the armor and greatly increase it's damage, based again on element selection.

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