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[Warframe Concept] Merlin: The Grand Mage


XIIIoathkeeper
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warframe code name: MERLIN

base health: 75 (250 at rank 30)

base shield: 75 (250 at rank 30)

base armor: 250

base energy: 200 (400 at rank 30)

sprint: 1.2

aura polarity: -

polarity slots: D and V

passive: innate quick thinking

 

Ability 1: Phantasmal Blade (costs 25 energy on activation, -2.5 energy per second)

[affected by: power duration, power efficiency, power strength]

-when activated, MERLIN equips Phantasmal Blade (acts as an exalted one handed melee weapon ?sword stance required?) and deals all 3 base physical damage (impact, puncture, slash) to units.

-(elemental damage mods will not apply on this ability)

{when Ability 4 is active}

-MERLIN assumes an enlarged version of Phantasmal Blade that deals a greater damage with a wider range, and able to perform life steal from units damaged by Phantasmal Blade. A portion of stolen health will be transferred to nearby allies.

-:note that only one Phantasmal ability can be equipped at a time, casting another Phantasmal ability will immediately cancel off another:

 

Ability 2: Phantasmal Staff (costs 25 energy on activation, -2.5 energy per second)

[affected by: power duration, power efficiency, power strength, power range]

-when activated, MERLIN equips Phantasmal Staff (acts as an exalted ranged weapon) and deals all 4 base elemental damage (heat, cold, electricity, toxin) to units.

-(physical damage mods will not apply on this ability, elemental damage type can be enhanced but cannot be combined through modding)

{when Ability 4 is active}

-MERLIN assumes a sped up version of Phantasmal Staff and able to perform energy steal from each units damaged by Phantasmal Staff. A portion of stolen energy will be transferred to nearby allies.

-:note that only one Phantasmal ability can be equipped at a time, casting another Phantasmal ability will immediately cancel off another:

 

Ability 3: Story of Knights (costs 50 energy on activation)

[affected by: power duration, power efficiency, power range]

-when activated, units nearby MERLIN (including nullifier units) slows for 10 seconds and allies within range will gain health, shield and energy overtime (10health, shield and energy per second from affected enemy unit)

-ability can be overwritten upon recasting

-(effects will linger on both allied and enemy units within nullifier bubble but nullifiers will still nullify this ability once MERLIN is caught within the nullifier bubble)

 

Ability 4: Holy Grail (costs 100 energy on activation, -2.5 energy per second)

[affected by: power duration, power efficiency, power strength, power range]

-when activated, overrides ability 1 and 2. all allies nearby MERLIN gain enhanced power strength and power range buff and gain an increased amount of health, shield and armor.

-(effects will linger on allied units within nullifier bubble but nullifiers will still nullify this ability once MERLIN is caught within the nullifier bubble)

Edited by XIIIoathkeeper
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