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[Warframe Concept] “Muse” - The Thespian


TehGrief
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Lore

The "Muse"-frame could have originally been built as a form of entertainment, rather than a weapon, during the ancient Orokin era.

Spoiler

I might expand on the lore at a later date.

 

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Appearance

While I personally posses no artistic talent to draw even a rough concept sketch, the idea I had for his appearance was that of a jointed wooden puppet, with no facial features and very thin stilt legs. I envisioned Muse as a very thin (almost scarecrow-esque) frame wearing a long Liripipe-Hood and Cloak. He would have the remains of thin puppeteering string hanging from both his wrists and ankles.

 

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Base Stats

  • Health: 100 (300 at Rank 30)
  • Shield: 75 (225 at Rank 30)
  • Armor: 15
  • Energy: 150 (225 at Rank 30)
  • Sprint Speed: 1.1

Default Polarities

  • Base Polarity: Madurai (Madurai Pol), Vazarin (Vazarin Pol)
  • Exilus: (None)
  • Aura: Vazarin (Vazarin Pol)

 

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Passive

“Troupe”

Muse and allied warframes within affinity range each have a floating Troupe Mask.

Spoiler

“Troupe” Attributes –

The troupe mask will hover around the player and each allied warframe within affinity range (can be further increased with Mending Unity) when the player first enters a mission. Leaving affinity range will cause the mask and the buffs it provides to fade. Additionally, Muse dying will cause the masks and the buffs they provide to fade.

The troupe masks are tethered to the player (similar to how sentinels function), keeping it from getting caught up on terrain.

Abilities that Muse activates are centered out of the troupe masks and will trigger from the player that they are following, acting as conduits - the abilities will activate for each mask on each ally.

Passive

“Captivating”

While under the affects of a Troupe mask, enemies within 15 meters have a 6% chance of becoming attracted for 5 seconds.

Spoiler

“Captivating” Attributes –

Similar to how Fatal Attraction functions, enemies within 15 meters targeting players affected by troupe masks have a 6% chance of becoming “attracted” for 5 seconds. Attracted enemies will stop attacking and harmlessly walk towards the player.

  • Captivating has a 30 second cooldown per individual enemy.

 

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Abilities*

Muse utilizes a unique system for casting his abilities - relying on both energy and health to pay the cost; this action symbolically suggests pouring his heart into his actions.


[1] "Dazzle" – 20 Energy, 20 Health

A flash of brightly coloured lights is released from each of the Troupe masks, blinding all enemies in a small radius for several seconds.

Spoiler
  • 7 / 10 / 12 / 15 second blind duration (affected by Ability Duration)
  • 5 / 10 / 15 / 20 meter blind range (affected by Ability Range)

 

[2] "Pantomime" – 40 Energy, 40 Health

The Troupe Masks channel their motivation through affected warframes for a duration, causing stacking buffs based on the actions performed by the possessed frame.

Spoiler
  • 8 / 12 / 16 / 20 second duration (affected by ability duration).

 

Buffs

Pantomime triggers buffs based on specific in-game actions:

  • “Hierophany” (kills with ranged weapons)

Kills with range weapons while under the effect of Pantomime apply a stacking +5% / +6% / +8% / +10% Multishot buff to ranged weapons for the duration of the ability, stacking up to 10 times for a total buff of +50% / +60% / +80% / +100% Multishot to ranged weapons.

Multishot bonus is affected by Ability Strength.

 

  • “Catharsis” (performing melee finishers)

Performing a Melee Finisher while under the effect of Pantomime applies a stacking +30% / +45% / +60% / +100% increase to Finisher Damage for the duration of the ability, stacking up to 3 times for a total buff of +90% / +135% / +180% / +300% Finisher Damage.

Finisher Damage bonus is affected by Ability Strength.

 

  • “Epiphany” (casting abilities)

Casting abilities while under the effect of Pantomime applies a stacking +10% / +15% / +20% / +25% increase to ability efficiency for the duration of the ability, stacking up to 4 times for a total buff of +40% / +60% / +80% / +100% ability efficiency.

Efficiency bonus is affected by Ability Strength.

Efficiency bonus is capped at +175% (with both mods and “Epiphany”), due to the in-game mechanic of abilities being unable to consume less than 25% of their base costs on cast.

 

[3] "Imitate" – 60 Energy, 60 Health

The Troupe masks mimic nearby enemies’ attacks for a duration, giving a chance to prevent damage taken from an attack and reflect it back at the enemy.

Spoiler
  • 8 / 12 / 16 / 20 second duration (affected by Ability Duration).
  • Applies to enemies within a 12 / 14 / 17 / 20 meter range of effect (affected by Ability Range).
  • 20% / 30% / 40% / 50% chance to prevent and reflect 25% / 30% / 40% / 50% of the damage taken from an attack (‘chance to prevent’ and ‘damage reduction’ are affected by Ability Strength).
  • Damage reduction is capped at 75%.

 

[4] "Tragedy" – 3.5 Health/second

Muse channels his own lifeforce into the masks, causing allied attacks and abilities to gain lifesteal while under the effect of Troupe, converting a percentage of damage dealt to enemies into health for the player. While at full health, Tragedy converts excess health into shields, additionally converting excess shields into overshields.

Spoiler
  • Tragedy is a channeled ability that drains 3.5 health per second (affected by Ability Efficiency) to remain activated. Tragedy will end if Muse is reduced to ~1% life, Muse dies, the ability is dispelled, or if the ability is deactivated manually by pressing the ability key again.
  • Applies 5% lifesteal to damage caused by allies for as long as Tragedy remains active (affected by Ability Strength).

*all values listed for abilities are placeholders and not intended as 'balanced' or 'play-tested' numbers.

 

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As this is my first time making a warframe concept thread, feel free to leave feedback and/or advice!

Edited by TehGrief
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