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[Warframe Concept] Angale: The Gallant Windmistress


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Note: Before you read, this is a rework of a previous concept I wrote that got Archived. I saw it and within it I saw some flaws too, so for shytes and giggles, why not, right? Zephyr has the whole Wind/Air/Bird thing going on, but I believe that I can bring some fresh, if at least not more interesting ideas to this element, as I honestly feel like Zephyr does not do the potential power of this element justice.*Sidenote, for a little added flair, All ability names are not English, with exception to the passive. The 1st is Japanese. The 2nd is Romanian. The 3rd is Irish and the 4th is Greek. Translate to your heart's content.

So to begin,

Stats at maximum rank:
Health: 450
Shield: 200
Armor: 125
Energy: 230
Sprint Speed: 1.25 (Well, more like "levitate speed")

Passive: Shockwave Vent:  If there is no weapon in the primary or secondary slot, she can fire strong shockwaves of compressed air from her hands, depending on which slot is open. These pulses of dense air will travel through already existing air, so while not being hit-scan, they will move very fast and fly perfectly straight. Damage is affected by power strength. Altered air currents around Angale throw off the balance of enemies during melee attacks. Melee assailants will be forced into poor technique when attacking, causing their attacks to do 50% less damage, even infested. Too many enemies in melee range will trigger a radial burst of explosive air that knocks back all enemies within 5m with a 7 second cooldown. Knockbacks become stronger the more energy Angale currently has.

Kamaitachi: Send forward sharp gales of wind in the shape of a length-wise oval (think OG Oberon's shag carpet) that inflict 1 instance of slash status every 0.5 seconds and knocks back all enemies affected by this ability. This will also utilize said air to operate from under the enemy armor, ensuring at all damage done by this ability is True damage. Press again to double the duration of the surge of wind at the cost of energy. However, doing so will not inflict more than three slash statuses, it will simply refresh their duration.
Damage: 400 plus Slash statuses
Range: 20m
Energy Cost: 25 
+ 3 per second.
-----: Press and hold to ride a surge of wind, disappearing and speeding to a spot chosen with the reticle. It will not be a teleport but it is really, really fast, therefore, it will still set off traps and trip lasers in spy missions (things of that nature) but the warframe remains invulnerable to any kind of damage for the very short duration of the move. This can be done in any direction with no regard for gravity (one can blur straight across gaps and edges and go upwards)
Maximum Range: 28m length 7m width(unaffected by mods)
2 second delay between casts-----




Sugruma: Press and to send a surge of benign wind radially outward to mark an area of influence around the warframe. Then release to begin bereaving enemies in that area of the air they need to breathe, choking them. This puts them to sleep in 3 seconds. If they awaken before they are killed, they will be left heavily disoriented, leaving them unable to distinguish between friend or foe or operate weapons of any kind, forcing them to be restricted to melee combat versus everything that moves.
Duration: 15 seconds
Range: 18-30 meters
Open to finishers? Yes.

Bacainn: Press and hold to create a barrier of ultra-dense air that redirects the momentum of all projectiles back along the same path they traveled, returning them to sender. Barrier reflects 100% of incoming damage and moves with the warframe. 
Duration based.
Duration Before Modification: 18 seconds.


Boreas: In a large radius around the warframe, air currents will be redirected towards the warframe, dragging in all enemies caught. At the center is the warframe in the middle of a 9 meter wide, 15 meter tall, cylidrical whirlwind of cold air that assaults enemies caught inside with percent-based damage and disarms all enemies. Unaffected by nullifiers once started. (Nullifiers can interrupt casting, but cannot deactivate it once started.) Angale can move while this is active but she will be restricted to a slow, strained walk. Invincible while inside of the cyclone. Projectiles will be deflected and outside melee enemies will be dragged in to suffer. Explosions will be smothered by the sheer voracity of the winds and be rendered inert, doing no damage.
Damage: 6% total enemy hp per second
Pull Range: 35 meters (Static)
Whirlwind Range: 18 meters (can be increased by mods)
Duration: 6 seconds (can be increased to a maximum of 13 seconds by mods. Although it takes a lot of power strength to do so)
Energy Cost: 75 +10/second


You have reached the end of the concept. If you made it all the way through, the congratulations! Now leave a reply with your thoughts on the frame; you know... what needs work, what's good, or even if you just want to say hello. Please try to keep the criticism constructive...

Edited by (XB1)DarkRepulser205
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Review Time:

Passive: 

3 hours ago, (XB1)DarkRepulser205 said:

Altered air currents around Angale keeps her immune to melee attacks. Melee assailants will always miss, even infested.

NO. That's way too overpowered and causes the majority of the infested, which are already trash enemies, to be completely useless. Further, you would promote the playstyle of getting up and personal on enemies in a bad way, you force them to melee attack so they do no damage. Instead i recommend at flat DR of 50% to all melee attacks, this way enemies can still actually hit you but you won't be as damaged by it, whilst still promoting the getting close and personal playstyle.

3 hours ago, (XB1)DarkRepulser205 said:

Too many enemies in melee range will trigger a radial burst of explosive air that knocks back all enemies within 5m.

Include a small cooldown of about 10 seconds.

1st:

3 hours ago, (XB1)DarkRepulser205 said:

This will also utilize said air to operate from under the enemy armor, ensuring at all damage done by this ability is True damage

Kinda useless to include this as slash procs (not damage but the bleed effect) already deal true damage.

3 hours ago, (XB1)DarkRepulser205 said:

-----: Press and hold to ride a surge of wind, disappearing and speeding to a spot chosen with the reticle. It will not be a teleport but it is really, really fast, therefore, it will still set off traps and trip lasers in spy missions (things of that nature) but the warframe remains invulnerable to any kind of damage for the very short duration of the move. This can be done in any direction with no regard for gravity (one can blur straight across gaps and edges and go upwards)
Maximum Range: 28m length 7m width(unaffected by mods)
2 second delay between casts-----

Make this an augment and not part of the base ability, as the base ability doesn't really need it. Holding the ability will dis-spell the Kamaitachi so you can place a new one somewhere else without the augment.

2nd:

So, Baruuk's lull, but with added radiation proc and disarm when they wake up. Sounds alright.

3rd:

3 hours ago, (XB1)DarkRepulser205 said:

Barrier reflects 100% of incoming damage and moves with the warframe.

Reflected damage is weak and will always be weak due to the damage scaling of enemies damage versus their EHP is minuscule. I suggest you take a look at Wukong's new Defy, as it increase the base damage by the amount of damage taken affected by a multiplier which is also affected by power strength; it leads to quite the respectable amount of damage.

4th:

3 hours ago, (XB1)DarkRepulser205 said:

(Nullifiers can interrupt casting, but cannot deactivate it once started.)

Hate to break it to you, but this won't be allowed, any and all warframe powers are cancelled in a nullifier bubble. There are 2 things instead you could do; 1. nullifier bubbles take damage from this ability (so it can pop them if it's strong enough) OR 2. Nullifiers are unaffected by the ability's pulling force (so you don't just auto cancel it due to sucking one of them in).

3 hours ago, (XB1)DarkRepulser205 said:

can be increased to a maximum of 13 seconds by mods. Although it takes a lot of power strength to do so)

That's so wrong, power duration should affect it not strength. If strength must affect it, make it the pulling strength, i.e. some enemies are too heavy to draw in, such as Bombards, unless you have a power strength of 150% or it affects the speed at which enemies are pulled towards you, something like that. Also, even with all duration mods, you will only get 18 seconds so you don't even need to cap it.

 

Overall, it's alright, i could always argue that %HP is too busted but i think i'm starting to warm up to it, seeing how often you include it.

 

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1 hour ago, AndouRaiton said:

NO. That's way too overpowered and causes the majority of the infested, which are already trash enemies, to be completely useless. Further, you would promote the playstyle of getting up and personal on enemies in a bad way, you force them to melee attack so they do no damage. Instead i recommend at flat DR of 50% to all melee attacks, this way enemies can still actually hit you but you won't be as damaged by it, whilst still promoting the getting close and personal playstyle.

My GOD. What was I thinking... I sound highly inebriated in this ability. What the hell is wrong with me? Of course its overpowered... I mean... try to imagine it though... It would look hella cool. 

 

1 hour ago, AndouRaiton said:

Kinda useless to include this as slash procs (not damage but the bleed effect) already deal true damage.

I included it because the damage itself is also true damage, not just the bleed damage...

 

1 hour ago, AndouRaiton said:

Reflected damage is weak and will always be weak due to the damage scaling of enemies damage versus their EHP is minuscule.

Yeah this is just a dressed up barrier ability. the reflect is just the tiniest bonus. If the reflect was any good, this ability would be overpowered...

 

1 hour ago, AndouRaiton said:

That's so wrong, power duration should affect it not strength.

Not sure why I wrote power strength when it should have been duration... An oversight on my end, sorry!

 

1 hour ago, AndouRaiton said:

Holding the ability will dis-spell the Kamaitachi so you can place a new one somewhere else without the augment.

This is not a place down ability. Its one (or two waves of wind that open wounds on enemies from under their armor.) That's why the wind dash is not a augment. It could be though...

 

1 hour ago, AndouRaiton said:

There are 2 things instead you could do; 1. nullifier bubbles take damage from this ability (so it can pop them if it's strong enough)

This is what I wanted to say... I could have found a better way to say it, though...

Thanks for the look! Its exciting to read feedback, whether its praise, criticism or both!

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