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Vauban 3.0


Magnus
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Vauban is a tactician. So, this is all tactically focused to benefit your team without directly being strong himself, but instead a massive credit to team. However, everything he does also makes him much better at killing while benefiting his team.

 

1. Tesla

Thrown. Duration based, long duration. No deployment limit.

Hits multiple targets in an AoE and stunlocks them, though very short range. Good for chokepoints.

Strips armor completely regardless of strength.

Works with current passive.

Bonus: Thrown upon a console that needs to be hacked for lockdowns or alerts hacks it for you over three seconds.

Augment: Overcharge

Creates a small Magnetize on each affected target for guaranteed headshots.

 

2. Inspire

AoE centered on a planted flag. Can be picked up and moved around by anyone, but only drains Vauban.

Toggle.

Tenno script flows along behind Vauban with inspirational audio, essentially flying the flag of the Tenno.

Increases both damage resistance and power strength, but only when others are within the AoE. Multiplies higher for each player within range.

Yes, it will do nothing if playing alone.

Similar to Vex, but based on teammates instead, and actually is built for range.

Augment: Demoralize

Enemies within Inspire become prone to panic and make basic mistakes. Their accuracy lowers, guns will jam, or they'll simply drop them by accident, leaving them to only fight with melee. Infested are unaffected as they're not real people.

With no gun, they'll charge more openly into Vortex.

 

3. Restock

Deploy an ammo container. Toggle. Only drains energy as ammo is restored.

Large AoE.

Archgun ammo is also restored, allowing players to consistently use heavy weapons with more reckless abandon.

Increases all weapons' Beam Range, Explosion Radii and nullifies self damage from launchers (but not glaives), Charge Rates, Projectile Speed, and Falloff, and rounds every stat up to the next multiple of 50.

Ammo type be changed without redeploying.

Damage bonus can be increased by strength.

Being able to restore Archgun ammo is important to this, as it makes it unique and can heavily changed how people around might play with a large advantage, rather than just a simple buff.

Augment: Elemental Artillery

Adds 200% bonus damage of an element. Elements are Viral, Radiation, Blast, and Corrosive and can be rotated through on the fly for everyone.

Synergizes with 1, allowing not only bonus damage, but to use Viral against unarmored flesh, or Radiation against unarmored robotics for even more damage, etc.

 

4. Vortex

Significantly increased range, larger than Strangledome, but not as large as the former Bastille. Benefit over it is that it gathers enemies together, rather than spreads them out, of course.

As a trade off, requires a longer cast animation to set up and deploy. A larger device is generated on the ground, and the vortex is created above it.

Toggle. Only one can be deployed.

If Tesla is cast on Vortex's base, the entire Vortex becomes electrified and strips all armor within and increases its damage.

Augment: Drain

For each enemy within Vortex, a very low amount of energy is returned to players within twice the range of Vortex at a constant rate, disregarding toggles.

Disregarding toggles is important, as it makes him have another unique function apart from other warframes to benefit frames who use toggles consistently, while also having a power that effectively feeds itself.

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