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Alternate Skill Sets For Warframes


Trenggiling
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Not sure how I haven't seen this thread...but really comprehensive and well thought out ideas and lovely skill combos.

 

Only nitpick is that some of the stacking synergies damage%'s will get out of hand

 

EX: Nyx's Chaos + Mass Suicide combo...3k nuke with whatever Chaos radius

 

Throw on Blind Rage + Fleeting Exp....Now you have a huge 6K nuke at around 110 power...that's out of hand. And I main Nyx.

Ya Nyx (and others) is going to get a revamp one of these days...

Edited by Trenggiling
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Just adding more abilities to Warframes is a great idea. Let players customize their ability loadout not by focusing on using less abilities(Like min/maxing corrupted mods did), but giving them the options so they can find several they want to fit in to a build.

And it seems DE wants to stay away from the overall skill tree idea so the way you suggested unlocking them in your other thread works nicely for that as well. Will probably go in to more detail on it there.

Some nitpicks on Banshee ideas.

I like the idea of Resonance, but it feels a little like the forced combo idea DE wants to stay away from.

Maybe make it a party buff field instead? Any Impact/Blast based ability used near a resonance point has its damage/PC/Range increased?

You have a similar issue with Echo given a specific bonus when in conjunction with Silence. But I feel this won't be necessary once we get Stealth 2.0 and a touched up Silence any ways.

It's hard to get skills to synergize organically, so don't feel like I'm being harsh or anything. I've been trying for two weeks now on developing a nice synergy buff for Shuriken that doesn't completely detract from its purpose.

Edited by LukeAura
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  • 2 weeks later...

Hi thanks for reading.

I think that the addition of alternate skill sets would be a great way to help individualize warframes and allow people who like 1 or 2 aspects of a warframe to branch out into a build that suits, them personally.

 

All skills, old and new would be listed as tier 1, tier 2, tier 3, or tier 4.

This refers to the slot they use on your quick use bar.

You can't equip 2 of the same slot skills at once, for example, you can't equip slash dash and slash wave at the same time because they are both T1 skills.

I'm going to change this soon..... someday..... maybe.....

 

This whole concept is designed to be mixed and matched so that your skills work in harmony with each other.

Prime skills are not supposed to be better than the old skills, just different, but they usually have higher levels in mind.

 

If you have any questions about a skill, or are confused by anything, please tell me and I will do my best to elaborate.

I am constantly looking for better ideas, and I am willing to listen to any constructive criticism you may have.

NITPICKING IS WELCOME AND ENCOURAGED.

 

 

=====Terminology=====

True damage is unaffected by armor or resistances and will deal equal damage to any enemy.

Untype damage has no pros or cons.

 

%PC stands for % proc chance.

EC stands for energy color.

SWPS stands for scales with power strength.

SWPR stands for scales with power range.

SWPD stands for scales with power duration.

 

 

=====Prime Skill Concepts=====

=====Excalibur=====

"He is a fast, hard hitting, dual purpose frame, with a great deal of melee focus."

 

 

===T1 Slash Wave===

(cost: ) 25.

(animation: ) same as slash dash.

(casting effect: ) a bright EC glow around your sword.

(projectile: ) much like sonic boom only with a smaller arc.

(reusability: ) once the animation ends.

Project a band of cutting force that expands outwards, traveling 6/9/12/15 SWPR meters dealing 200/300/400/500 SWPS 15%PC slash damage to anything in its path.

"Unlike slash dash, slash wave can not be used as a mobility tool, but it covers more ground."

 

 

===T2 Zeal===

(cost: ) 25.

(animation: ) instant cast.

(effect on allies: ) your hands are surrounded by a EC glow.

(reusability: ) once the effect ends.

Any damage you deal will cause a status effect for 4/6/8/10 SWPD seconds.

"This can cause all sorts of havoc, especially when using elemental weapons."

 

 

===T3 Freedom of Movement===

(cost: ) 25.

(animation: ) radial blind.

(casting effect: ) a bright EC light around your outstretched hand.

(effect on allies: ) a EC light effect at your feet.

(reusability: ) once the effect ends.

You and your team can't be tripped, staggered, knocked down, or knocked back for 6/8/10/12 SWPD seconds.

"This team buff is great for melee, because many enemies like to trip you if you get too close."

 

 

===T4 Alpha Strike===

(cost: ) 100.

(animation: ) Excalibur stomps the ground 'phase 1' raises his sword 'phase 2' stabs the ground 'phase 3'.

(mobility restrictions: ) can't be used while wall running/climbing, sliding, flipping or in the air.

(casting effect: ) EC light explodes from his feet at the end of the animation.

(effect on enemies: ) enemies are lifted into the air 'phase 1 and 2' then smashed to the ground by javelins 'phase 3'

(projectile: ) spinning javelins slice up from the ground 'phase 1', straighten themselves above their targets 'phase 2', and then crash down 'phase 3'.

They look just like the radial javelins.

(reusability: ) once the animation ends.

The 6/9/12/15 SWPS enemies closest to Excalibur are hit with 300 SWPS 100%PC impact damage, then 300 SWPS 100%PC slashing damage, and then 300 SWPS 100%PC piercing damage.

"Alpha strike has infinite range, but it will only ever strike a certain amount of enemies at once.

It my not be that great against really big crowds like radial javelin, but it is more predictable and is always useful no matter where or when you cast it."

 

=====Mag=====

"A manipulative caster, that specializes in turning enemies' strengths into weaknesses."

 

 

===T1 Drag===

(cost: ) 25.

(animation: ) pull.

(casting effect: ) EC tinted magnetic distortion at Mags hands .

(effect on enemies: ) EC tinted magnetic distortion.

(effect on the terrain: ) EC tinted magnetic distortion at targeted area.

(reusability: ) once the animation ends.

Pulls all enemies within 11/14/17/20 SWPR meter radius towards a targeted area, tripping them.

"Works much like Update 8.3 pull only more ranged weapon minded.

You can still use it to gather enemies for a melee strike, you just need to target your feet."

 

===T2 Shield Reversal===

(cost: ) 50.

(animation: ) sonic boom.

(casting effect: ) EC tinted magnetic distortion bursts from Mag's body.

(effect on enemies: ) barely visible EC tinted magnetic distortion covers their bodies.

(reusability: ) once the animation ends.

Sabotage the friend or foe systems of all enemy shields within 20/30/40/50 SWPR meters.

Causing the enemy's own gunfire to be blocked by its shields for 8/12/16/20 SWPD seconds.

Once a effected enemy manages to destroy its shields it will be able to shoot normally again.

Tenno fire on the other hand will pass straight through to the enemy's health leaving its shields unharmed.

This will also stagger enemies upon casting.

"This skill prevents enemies from hitting you until they destroy their own shields, and as they fire away, you can hurt them directly."

"Thank you Ninosan!"

 

 

===T3 Bullet Catcher===

(cost: ) 75.

(animation: ) null star.

(casting effect: ) EC tinted magnetic distortion bursts from Mag's hand.

(effect on the terrain: ) a magnetic shield/bubble, like with Bullet attractor only with EC particles swirling in a circular pattern giving a tempest like effect.

(reusability: ) once 1500/2000/2500/3000 SWPD damage worth in gun fire has been stored and discharged.

Mag uses her magnetic abilities to bend oncoming gun fire, forcing it into orbit around her.

This skill catches up to 1500/2000/2500/3000 SWPD damage worth in gun fire, storing it and then releasing it, onto any enemy to get caught in the 2/4/6/8 SWPR meter storm dealing up to 100 puncture damage per 0.2 seconds.

Once the max damage has been absorbed, Mag will be unable to catch anymore bullets.

"AKA enemies can hit you again."

The shield will persist until all of its stored damage has been discharged.

"A great way to defend your team, and redirect a large amount of damage to a much larger crowd than bullet attractor ever could. The AoE follows Mag."

"Again, thanks!"

===T4 Implosion===

(cost: ) 100.

(animation: ) mag moves her hands together like, in the end of the crush animation.

(casting effect: ) slightly EC tinted magnetic distortion around Mags hands.

(effect on enemies: ) slightly EC tinted magnetic distortion covering enemies.

(reusability: ) once the animation ends.

Magnetizes the armor of all enemies in a radius of 9/11/13/15 SWPR meters causing it to fold inwards, crushing any thing in its way dealing 350/400/450/500 SWPS 25%PC magnetic damage.

Armor works backwards for this attack, increasing the damage rather than reducing it.

"Shorter range than crush and it doesn't lift or incapacitate targets, but it can be cast quicker and is more effective against high end enemies."

 

=====Loki=====

"Tricky, tricky, this guy is hard because most of his old skills rely on each other so heavily."

 

 

===T1 Disruption===

(cost: ) 25.

(animation: ) shuriken.

(effect on enemies: ) covered with black smoke and EC static sparks.

(effect on the terrain: ) a cloud of black smoke and slight EC sparks.

(projectile: ) throw a small black ,dagger like, projectile that streams your EC.

(reusability: ) You must wait for the stun to wear off before you can cast this again.

Loki throws a small scrambling device, that disrupts all enemies in a radius of 8/11/14/17 SWPR meters, stunning them for 3/4/5/6 SWPD seconds.

"An alternate way to get any level enemy to STOP SHOOTING YOU!

This has a shorter duration than decoy, but it will last longer at higher levels."

===T2 Fade===

(cost: ) 25.

(animation: ) instant cast.

(casting effect: ) flash of EC light for a split second.

(effect on allies: ) transparency.

(reusability: ) once the effect ends.

Loki becomes invisible, immune to trip, immune to stagger, immune to knocked down, immune to knocked back, and immune to ALL damage, until you deal 3000/5000/7000/9000 SWPD damage.

Sentinel damage counts.

"A cheap way for Loki to get to point A from point B undetected and uninterrupted or for taking a moment out to rest up in safety, but your standard invisibility is much better at for dealing damage. "

===T3 Relocate===

(cost: ) 35.

(animation: ) switch teleport.

(casting effect: ) a similar effect to switch teleport.

(reusability: ) once the animation ends.

Teleport to any targeted location within 15/20/25/30 SWPR meters.

"A more straightforward teleport that is less dependent on having something to switch with.

Relocate is cheaper and faster than the decoy/switch teleport combo, but it is more expensive and has shorter range than switch teleport."

===T4 Discord===

(cost: ) 100.

(animation: ) desecrate.

(effect on allies: ) EC particles, heavily cover Loki's skin that move in erratic and chaotic ways.

(effect on the terrain: ) barely noticeable EC particles in the air.

(reusability: ) once the effect ends.

Loki's mastery of deception allows him to find just the right dominos to push.

Sending even the most well organised army into disarray.

Every second for 9/11/13/15 SWPD seconds all enemies within a 11/14/17/20 SWPR meter radius of Loki will have a chance to be effected by a random effect, bosses may be effected differently.

on normal enemies there is a:

70/55/40/25% chance of nothing,

2/3/4/5% chance to be staggered,

2/3/4/5% chance to be filled with fear for 5 seconds,

2/3/4/5% chance to be suffer a spontaneous shield malfunction for 5 seconds,

2/3/4/5% chance to have their movement speed reduced by 50% for 5 seconds,

2/3/4/5% chance to be blinded for 5 seconds,

2/3/4/5% chance to be tripped,

2/3/4/5% chance to deal 50% less damage for 5 seconds,

2/3/4/5% chance to take 50% more damage for 5 seconds,

2/3/4/5% chance to be stund for 5 seconds,

2/3/4/5% chance to be disarmed,

2/3/4/5% chance to just stop, and act like nothing is wrong for 5 seconds,

2/3/4/5% chance to be ragdolled,

2/3/4/5% chance to have their attack speed reduced by 50% for 5 seconds,

and a 2/3/4/5% chance to start attacking other enemies for 5 seconds.

 

on bosses there is a:

84/76/68/60% chance of nothing,

2/3/4/5% chance to be suffer a spontaneous shield malfunction for 3 seconds,

2/3/4/5% chance to have their movement speed reduced by 50% for 3 seconds,

2/3/4/5% chance to be blinded for 3 seconds,

2/3/4/5% chance to be stund for 3 seconds,

2/3/4/5% chance to have their attack speed reduced by 50% for 3 seconds,

2/3/4/5% chance to deal 50% less damage for 3 seconds,

2/3/4/5% chance to take 50% more damage for 3 seconds,

and a 2/3/4/5% chance to start attacking other enemies for 3 seconds.

"Loki God of bebuffs.

Break the unbreakable, "Attack formation bravo!" and more.

But more importantly this skill effects all factions making Loki more viable when up against infested."

"thanks Shin!"

 

=====Rhino=====

"No doubt in my mind. A brutish, tank with all the finesse of a wrecking ball."

 

 

===T1 Quake===

(cost: ) 25.

(animation: ) stomp.

(mobility restrictions: ) cant be used while wall running/climbing, sliding, flipping or in the air.

(casting effect: ) small cracks appear in the ground and bit of shrapnel fly into the air.

(projectile: ) a EC shock wave that slowly expands outwards like with the shock wave MOAs.

(reusability: ) once the animation ends.

Rhino hits the ground with enough force to created a 9/11/13/15 SWPR meter shock wave, that trips enemies, knocks them back, and deals 80/120/160/200 SWPS 100%PC impact damage.

"A cheap trip, great for getting out of large crowds."

===T2 Thick Skin===

(cost: ) 50.

(animation: ) iron skin.

(casting effect: ) similar to iron skin.

(effect on allies: ) a rough, blackish, gritty, chitinous texture, with tiny EC crystal splinters, replaces your normal skin texture.

(reusability: ) once the effect ends.

You gain 40/50/60/70% SWPS damage reduction and a 50/60/70/80% SWPS chance to resist crowd control effects.

The effect ends once a total of 1000/1500/2000/2500 SWPD damage has been negated.

Thick skin's damage reduction is applied after all other forms of damage reduction.

"Lesser/greater iron skin, that reduces a greater amount of damage but at a slower rate.

This skill can be useful for a caster based Rhino because it need to be replaced less often."

 

 

===T3 Safeguard===

(cost: ) 50.

(animation: ) roar.

(casting effect: ) EC burst of energy.

(effect on allies: ) EC energy covers your skin.

(reusability: ) once the effect ends.

Allies within a 15/20/22/25 SWPR meter radius of Rhino gain 35/40/45/50% SWPS damage reduction for 6/9/12/15 SWPD seconds.

Rhino will also draw more attention to himself making enemies 40/60/80/100% more likely to attack him.

The damage reduction of safeguard is added to the damage reduction of mods like lightning rod, and flame repellent.

"A good way to help keep your team alive while drawing aggro, something that Rhino desperately needs."

"Special thanks to Zayza for the idea!"

===T4 Juggernaut===

(cost: ) 100.

(animation: ) roar.

(casting effect: ) a EC flash.

(effect on allies: ) a bight EC glow, that resembles energy vampire.

(reusability: ) once the effect ends.

You become unstoppable for 6/8/10/12 SWPD seconds, granting you 40/60/80/100% damage output, 150/200/250/300% more armor, immunity to crowd control effects, 8/12/16/20% extra run, melee, charge, fire, and reload speed.

You will also become the center of attention causing all enemies to attack you.

The bonus damage is added to roar's bonus damage.

"Go into a crazy frenzy taking and dealing massive amounts of damage.

Rhino stomp is grate.... but its just a bit too castery for me, I want to see Rhino running around like a maniac!"

 

=====Frost=====

"He is cool and easy frame to make alts for I had fun with him."

 

 

===T1 North Wind===

(cost: ) 25.

(animation: ) shuriken.

(casting effect: ) a gust of wind with streaks of your EC bursts forth from your hand, traveling outwards and then dissipating.

(reusability: ) once the animation ends.

Create a gust of super frigid air in a wide cone that rushes 6/8/10/12 SWPR meters in front of you. Dealing 150/200/250/300 SWPS 20%PC cold damage and knocking enemies back a great distance.

This skill pierces straight through your snow globe.

"Great for getting enemies out of, or away from, your snow globe."

 

 

===T2 Heat Sink===

(cost: ) 50

(animation: ) ice wave.

(effect on the terrain: ) a dark path is painted onto the floor, and starts to emanate a slightly EC tinted mist.

This should look like the ice pits in the void.

(reusability: ) once the animation ends.

Create a 10/12/17/20 SWPR meter long and 1.5/2/2.5/3 SWPR meter wide path of super frigid mist, that drains the heat out of anything it touches for 15/20/25/30 SWPD seconds.

Enemies that stand in the mist will have a 6/9/12/15% chance to be frozen solid for 4/6/8/10 SWPD seconds ice shatters upon taking damage, and a 100% chance to be effected by the cold status effect every second.

"Good for slowing the arrival of oncoming enemies to help prevent them from getting to your snow globe."

 

 

===T3 Cryosleep===

(cost: ) 50.

(animation: ) none.

(casting effect: ) bright flash of EC light 'phase 2'.

(effect on enemies: ) the stun looks similar to that of radial blind.

(effect on allies: ) Frost is frozen solid 'phase 1'.

(effect on the terrain: ) a blizzard swirls around frost during casting 'phase 1' then dissipates violently 'phase 2'.

(reusability: ) once the ice shatters.

 

Frost freezes himself in place and becomes incapable of action, if he is in mid air the rushing blizzard around him will keep him aloft.

During this time Frost is immune all harm, and regenerates 14/16/18/20% SWPS of his max shield capacity every second.

Once frost reaches his max shield capacity the ice shatters in a 9/11/13/15 SWPR meter blast of light and shrapnel that stuns enemies for 2/3/4/5 SWPD seconds and deals 150/200/250/300 SWPS 50%PC cold damage.

Frost can use this skill at full shields to instantly create a blast of light and shrapnel.

"If frost becomes overwhelmed he can use this skill to get back into fighting shape and put his enemies at a disadvantage."

 

 

===T4 Ice Age===

(cost: ) 100.

(animation: ) snow globe.

(casting effect: ) a puff of slightly EC tinted snow bursts from the ground.

(effect on enemies: ) frozen in solid ice, with large EC tinted ice spires in them to distinguish them from normal frozen enemies.

(effect on allies: ) you are surrounded by a EC blizzard effect that is much like world on fire, only frosty.

(reusability: ) once all of the frozen enemies are either free or killed.

A drastic drop in temperature instantly freezes all enemies within a 10/15/20/25 SWPR meter radius.

This supernatural cold ice will only break after 900/1100/1300/1500 SWPS damage has been done to the effected enemy.

Effected enemies will also take 50 0%PC cold damage every second that they remain frozen.

Ice wave will instantly shatter the ice by dealing extra damage equal to the amount needed to free that target.

"Eventually all the enemies will be broken free because of the damage over time."

 

=====Ember=====

"My impression of Ember is a crazy chicken that runs in circles, blasting the infested from just out of melee range. Obviously she isn't but I'd still like to see that game style."

 

 

===T1 Flash Fire===

(cost: ) 25.

(animation: ) fireball.

(effect on enemies: ) EC burning.

(projectile: ) much like sonic boom, only with EC fire and smoke.

(reusability: ) once the animation ends.

Fire a cone of intense flame that quickly burns anything in a radius of 3/4/5/6 SWPR meters.

This deals 75/100/125/150 SWPS fire damage then, 25/50/75/100 SWPS fire damage a second later, and 20/30/40/50 SWPS fire damage a second after that.

Targets will also be set on fire and blinded for 3/5/7/9 SWPD seconds.

“Short range, multi target damage with some form of utility.

The duration of the blind effect will reset if recast and the DoT stacks"

===T2 Accelerant===

(cost: ) 50.

(animation: ) instant cast.

(effect on enemies: ) a very slight EC hue.

(effect on allies: ) your limbs burn with EC fire.

(reusability: ) once the effect ends.

For 8/12/16/20 SWPD Ember causes all flames to burn with greater intensity.

Enemies within 15/20/25/30 SWPR meters of Ember will become 40/60/80/100% more vulnerable to fire damage and 20/30/40/50% more vulnerable to gas, radiation and blast damage.

Ember will also be invigorated by this skill, causing her to run 3/6/9/12% faster.

"Sacrifice the durability of over heat, for a buff to speed and damage."

 

 

===T2 Cauterize===

(cost: ) 50.

(animation: ) invisibility.

(effect on enemies: ) a very slight EC hue.

(effect on allies: ) you burn with EC fire.

(reusability: ) once the effect ends.

Ember coats herself with intense fire for 8/12/16/20 SWPD.

The fire hardens Ember's skin and seals her wounds, reducing damage by 50/60/70/80% and preventing stasis effects. 

Any enemies within melee range of Ember will also take 80/120/160/200 SWPS 20%PC fire damage a second.

 

"Sacrifice the damage of accelerant, for a large buff to durability."

 

===T3 Fire Jet===

(cost: ) 50.

(animation: ) blessing.

(mobility restrictions: ) can't be used while wall running/climbing, sliding, flipping or while in the air.

(effect on the terrain: ) a scorched patch of EC embers is left on the floor.

(projectile: ) a jet of EC flame, continually blows upwards.

(reusability: ) once the animation ends.

 

Ember uses her advanced pyrokinesis to draw heat up through the ground she is standing on.

This well of heat spends 2 seconds gathering heat in between each flare, it flares 2/3/4/5 times, flares are 2 SWPR meters wide and 5 SWPR meters tall, and each flare lasts 2/3/4/5 SWPD seconds.

Enemies that walk into the jet are thrown into the air and take 50/100/150/200 SWPS 20%PC fire damage, enemies will take a second tick of damage if they reenter, or remain in the jet of flame for more than a second.

Allies that walk into the jet are also lifted into the air, in a fashion much like the air vents on the jupiter tile set.

 

"A trap/mobility skill that can wreak havoc on large lines of infested."

 

Special thanks to:

Bibliothekar and Sargas Ruk!

 

 

===T4 Pyroclastic Flow===

(cost: ) 100.

(animation: ) overheat.

(mobility restrictions: ) cant be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) a massive pressure wave of heat, ash, and EC magma explodes from Embers location.

(effect on enemies: ) EC burning.

(reusability: ) once the animation ends.

Fill a radius of 11/14/17/20 SWPR meters with a blast of super heated ash, and magma, knocking enemies back, tripping them, dealing 400/600/800/1000 SWPS 15%PC blast damage instantly, and dealing 50/100/150/200 SWPS 20%PC fire damage every second for the next 10 seconds.

"Get that horde of high level enemies off your back by instantly killing the lights and slowly burning the heaves.

The DoT stacks."

 

=====Volt=====

"I'm not a big Volt fan, but he has so many powers that just don't seem to fit. My approach to him seemed quite clear to me, allow Volt to be built as either a sniper or a runner."

 

 

===T1 Ball Lightning===

(cost: ) 25.

(animation: ) instant cast if speed is active, radial blind if its not.

(casting effect: ) EC sparks are projected from Volts outstretched hand.

(projectile: ) a soap bubble like sphere, similar in size and shape to antimatter drop, filled with EC electricity.

(reusability: ) once the animation ends.

Create a strange form of lightning that seeks out enemies.

Any enemy within 5/6/7/8 SWPR meters of the ball will take 20/30/40/50 SWPS 50%PC electrical damage per second.

The sphere lasts for 4/6/8/10 SWPD seconds before burning out.

"The sphere moves like a shield osprey, seeking out enemies and repositioning its self so that it effects the largest possible number of enemies.

If you don't have time to stay and kill a mob, you can drop ball lightning to clear stuff while you run ahead."

===T2 Ride the Lightning===

(cost: ) 50.

(animation: ) rhino charge.

(casting effect: ) expanded field of view, and EC lightning around the screen border.

(effect on allies: projectile: ) you become a Volt sized, ball of EC lightning and move very quickly to the targeted area, phasing through enemies and obstacles if necessary.

(reusability: ) once the animation ends.

Volt transforms himself into pure energy so that he can quickly move from one place to another within a range of 15/18/21/25 SWPR meters, damaging anything in his path for 150/200/250/300 SWPS 15%PC electrical damage.

This will not target enemies, only empty space or landscape, like walls.

"A mix between slash dash and teleport, great for getting into a good sniping spots, or for getting out of crowds.

Ride the lightning can be used in midair, so if you use it repeatedly you can reach any distance so long as you have the energy for it."

===T3 Static Charge===

(cost: ) 75.

(animation: ) overheat.

(mobility restrictions: ) cant be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) EC sparks projected from Volts hand.

(effect on allies: ) EC electrical energies trail behind Volt and cover his skin.

(projectile: ) zapping beams of EC lightning like with Vauban's teslas, targets must be in your line of sight.

(reusability: ) once the effect ends.

Volt starts to build a static charge within his body for 6/8/10/12 SWPD seconds.

Every 0.6 seconds the closets enemy, within a 9/11/13/15 SWPR radius will be struck by the discharge dealing 90/110/130/150 SWPS 50%PC electrical damage.

If a target cannot be found, than the unused damage is added to the next discharge.

Volt will also gain 70/80/90/100% electrical resistance while this effect is active.

The time between discharges is reduced to 0.3 seconds rather than 0.6 seconds while Volt speed is active.

"The electrical resistance is mostly just a gimmick, but when static charge is used in combination with Volt speed this can be a deadly ultimate wannabe."

===T4 Electrical Storm===

(cost: ) 100.

(animation: ) frost bubble.

(casting effect: ) EC sparks explode out of Volt.

(effect on enemies: ) EC electrification.

(effect on allies: ) EC electrification on Volt.

(effect on the terrain: ) a swirling vortex of gray dust that frequently spikes with EC lighting.

(reusability: ) once the effect ends.

The effect fallows Volt and thins at the center.

Volt fills the air with electrically charged particles for 5/7/9/11 SWPD seconds.

Anything caught inside the 9/11/13/15 SWPR meter storm will become 20/30/40/50% more vulnerable to corrosive, magnetic, radiation and damage, 40/60/80/100% more vulnerable to electrical damage, and have its shields disabled for 2/3/4/5 SWPD seconds.

Enemies will also take 400/500/600/700 SWPS 20%PC electrical damage upon entering the storm, this damage only effects an enemy once per casting.

"The storm is centered around Volt so it can be used in combination with Volt speed to effect a truly massive area, or used with Volt speed and static charge for unmatched rushing power.

The duration of the shield disablement and the electrical vulnerability is reset every second that an enemy remains in the storm.

The damage is applied before the debuff so the initial damage is unaffected by the electrical vulnerability."

 

=====Ash=====

"Ash is awesome cool, but his unique “loner” play style is difficult to understand at first."

===T1 Cleave===

(cost: ) 25.

(animation: ) ash pulls out his daggers and preforms a sliding strike animation.

(casting effect: ) a wide EC slash effect.

(reusability: ) once the animation ends.

 

Strike your foes with a 360 degree attack.

Staggering enemies and dealing 200/300/400/500 SWPS 80%PC slash damage to any enemies within 1/2/2/3 SWPR meters of you.

 

"This skill can fill the roll of a heavy weapon, so that Ash can take a pair of single target daggers instead."

===T2 Concealment===

(cost: ) 50.

(animation: ) snow globe.

(casting effect: ) burst of EC smoke.

(effect on allies: ) Ash is engulfed by a thick layer of EC smoke.

(effect on enemies: ) enemies that can see you are highlighted in red, only you can see this.

(reusability: ) once the effect ends.

 

For 6/9/12/15 SWPD seconds Ash is concealed by a thick shroud of dust, preventing enemies from targeting him.

Enemies that are unable to see Ash will be 400% more vulnerable to his charged attacks and 200% more vulnerable to his normal attacks.

Damaging an enemy will allow that enemy to see you and changes its vulnerabilities to 200% extra charged damage and 400% extra normal damage for 5/4/3/2 seconds before it loses track of you again.

Ash will be immune to all crowd control effects for the duration of concealment.

Your sentinel will also be invisible but it will only attack enemies that can see you.

Sentinel damage will not reveal your location.

 

"A longer lasting stealth that, if used correctly, guarantees a one on one fight with your opponent, as well as giving you protection from stagger.

The shifting damage bonuses encourages Ash to use both normal and charged attacks."

 

 

===T3 Beckon===

(cost: ) 10.

(animation: ) pull.

(casting effect: ) puffs of EC smoke.

(effect on enemies: ) white static.

(reusability: ) once the animation ends.

 

Teleport a single enemy within 20/30/40/50 SWPR meters of you, directly into your blade's range.

Stunning it for 0.5/1/1.5/2 SWPD seconds.

 

"Instead of rushing to his target, he brings his target to him where it is at a disadvantage.

This skill has a very low cost so Ash can use it rapidly."

 

 

T4 Dust Devil

(cost: ) 100.

(animation: ) radial disarm.

(casting effect: ) EC smoke slowly rises off the ground, this smoke is suddenly sent into a rapid spin at the end of the animation.

(effect on allies: ) Ash becomes transparent and is covered by EC smoke.

(effect on the terrain: ) a swirling torrent of smoke.

(reusability: ) once the animation ends.

 

Ash envelops the area in a 6/8/10/12 SWPR meter whirlwind of dust, sand, and ash.

At the same time Ash gains 20/30/40/50% SWPS extra attack and charge speed, 400% extra attack and charge damage, this does not stack with the benefits of invisibility, the ability to dodge attacks completely, so long as he has the stamina to do so, and sprinting, wall running, sliding, jumping, rolling, and attacking in melee won't drain stamina.

Both the storm and the buff, last for 6/8/10/12 SWPD seconds.

Enemies caught within the storm are rendered blind and deaf whereas allies within the storm are untargetable.

Recasting this skill will reset the buff and start a new storm, it doesn't end or reset the time on old storms.

 

"A dual purpose skill that hides a large area and at the same time, gives Ash a massive buff that lets him use his stamina as a secondary health bar.

Ash can leave the storm without losing his buff."

 

=====Trinity=====

“I love playing the support roll, but when I play Trinity I spend all my time juggling skills, that give my team benefits that (in my experience) are never used to their full advantage.”

 

 

===T1 Quick Recovery===

(cost: ) 25.

(animation: ) Radial Blind.

(casting effect: ) a bright flash of green light with EC specks.

(effect on allies: ) a faint green glow on all effected allies, on top of this Trinity will trail her EC.

(reusability: ) once the effect ends.

Trinity emits an aura of regeneration to all allies in a radius of 16/19/22/25 SWPR meters.

This aura heals 20/30/40/50 SWPS health per second for 11/14/17/20 SWPD seconds.

"A more, pop and forget, way of healing that encourages people to stay close to Trinity.

Quick Recovery is a great way to keep your team alive without constantly spamming blessing."

===T2 Energy Feedback===

(cost: ) 50.

(animation: ) Radial Blind.

(casting effect: ) a bright flash of blue light with EC specks.

(effect on allies: ) a faint blue glow on all effected allies, on top of this Trinity will trail her EC.

(reusability: ) once the effect ends.

Trinity expends energy in the use of a feedback loop that will pay itself back with interest.

All allies in a radius of 16/19/22/25 SWPR meters of you will receive 4/6/8/10 SWPS energy per second for 11/14/17/20 SWPD seconds.

"A much easier yet slower investment that requires less attention and skill, so that you can focus on other things."

===T3 Pain Split===

(cost: ) 75.

(animation: ) fireball.

(casting effect: ) EC light engulfs Trinity's outstretched hand.

(effect on enemies: ) a EC light surrounds it.

(projectile: ) a beam of EC light that trails between effected enemies.

(reusability: ) once either the effected enemy dies or the effect ends.

Trinity links a single enemy to all others, causing them to feel its pain.

For 4/6/8/10 SWPD seconds the target redirects 50/60/70/80% of any damage it takes to the closest 2/3/4/5 enemies within a 14/16/18/20 SWPR meter radius, and is held in the air.

"less defense, more team assisted offense.

The damage is Not divided so if you are attacking the liked target you will effectively be attacking 3/4/5/6 targets at once.

This skill synergizes with well of life and/or energy vampire rather well."

===T4 Augmentation===

(cost: ) 100.

(animation: ) Blessing.

(mobility restrictions: ) cant be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) EC light explodes from Trinity's hand.

(effect on allies: ) EC electricity like energy waves cover their skin.

(reusability: ) once the effect ends.

Trinity empowers all allies no matter where they are on the map.

All allies deal 80/120/160/200% extra damage, and gain 600/900/1200/1500 SWPS additional max health for 4/6/8/10 SWPD seconds.

This skill also heals 600/900/1200/1500 SWPD health, to fill the max health you just gained.

"Its not invincibility but it is a team heal and a large damage boost.

If you have more than your max health when the effect ends, than you will steadily take health damage until you don't."

 

=====Banshee=====

"I tried to make it so that she can be built as either a quiet and stealthy or loud and destructive warframe, because I just don't see why she is both."

 

 

===T1 Steady===

(cost: ) 25.

(animation: ) instant cast.

(effect on allies: ) EC glow on Banshee's hands.

(reusability: ) once the effect ends.

Banshee channels all the vibrations caused from firing her weapon into the projectile.

The next 8/12/16/20 SWPD shots you fire will be silent, have 0 recoil, deal 20/30/40/50% extra AI damage, 20/30/40/50% extra critical damage, 20/30/40/50% extra damage vs unaware targets, and 20/30/40/50% extra damage when hitting a weak spot, like corpus boxheads, ancient's legs, and the illuminated patches from radar.

Steady shots on enemies effected by silence will deal 40/60/80/100% more damage.

All of these bonuses stack additively.

"This skill is infinitely more useful when paired with a slow firing, hard hitting weapon, like that Paris we always see her with.

Steady is meant to be used with radar and silence, and if you use it correctly it can be a massive boost to damage. This doesn't effect melee attacks."

===T2 Echo===

(cost: ) 50.

(animation: ) roar.

(casting effect: ) a circular EC shock wave that expands outwards, than a circular EC shock wave that moves inwards back to its origin.

(reusability: ) once the animation ends.

Banshee releases a burst of sound that strikes all enemies in a radius of 10/15/20/25 SWPR meters staggering enemies, and dealing 150/200/250/300 SWPS 100%PC impact damage.

Once the blast reaches its max range it will echo of the walls, returning to strike enemies a second time, staggering them and dealing 75/100/125/150 SWPS 50%PC impact damage.

"An effective stun with a large range, also has a decent DPS Good for large crowds."

===T3 Resonance===

(cost: ) 75.

(animation: ) Rhino stomp.

(effect on enemies: ) small EC specks.

(effect on the terrain: ) small shock waves that grow much stronger until they look just like sound quake.

(reusability: ) once the animation ends.

Banshee hits the ground, creating a slight vibration that she uses as a catalyst.

By pulsing waves of highly focused sound at just the right moment, Banshee can quickly build the catalyst into a self sustained well of vibrations that lasts for 6/9/12/15 SWPD seconds.

This causes the armor of all enemies within 11/14/17/20 SWPR meters to vibrate rapidly, decreasing its effectiveness by 20/30/40/50% and dealing 10/15/20/25 SWPS 10%PC impact damage per second.

Some of Banshee's abilities can draw power from resonance, so long as Banshee is within 5 meters of a resonance's point of origin.

When empowered by resonance:

Sonic Boom will: deal 150/250/350/450 SWPS extra damage depending on sonic boom's level.

Echo will: echo outwards after the second blast staggering enemies a third time and dealing 37/50/62/75 SWPS 25%PC impact damage depending on echo's level.

Sound Quake: will feed resonance causing it to drain 40/60/80/100% armor so long as sound quake is running, and resonance will feed sound quake causing it to deal 25/50/75/100 SWPS more damage per second depending on sound quake's level.

"Resonance is a good buff for your team and a great buff for you.

The armor drain doesn't stack with its self but the damage does."

===T4 Ultrasonic===

(cost: ) 100.

(animation: ) roar.

(casting effect: ) a small circular EC shock wave that expands outwards and quickly fades away.

(reusability: ) once the animation ends.

Unleash a single blast of ultrasonic sound that has a frequency greater than the upper limit of human hearing.

This deals 850/900/950/1000 SWPS 100%PC puncture damage, and scrambles the senses of all enemies on the map for 10 seconds, causing them to ignore things like dead bodies.

After 4/6/8/10 SWPR meters the damage will start to drop off reducing it by 50 damage per meter traveled.

Enemies won't notice the damage from this skill, so you can cast this skill without raising ANY suspicion.

"A silent damage skill that doesn't have the stunlock aspect of sound quake, but it can be cast much quicker and is much better for stealth play."

 

=====Nyx=====

"Nyx is one of my favorites, and I hope that I have kept true to her style."

 

 

===T1 Telekinetic Grip===

(cost: ) 25.

(animation: ) mind control.

(casting effect: ) EC mental energy surrounding Nyx's outstretched hand.

(effect on enemies: ) a EC light surrounds it.

(reusability: ) once the animation ends.

 

Nyx attempts to strangle an enemy by telekinetically lifting it into the air.

This deals 20/30/40/50 SWPS 15%PC radiation damage per second and renders the target helpless for 5/6/7/8 SWPD seconds.

This skill has infinite range.

 

"A useful crowd control skill that can take multiple heavys out of the picture."

 

 

===T2 Detect Thoughts===

(cost: ) 50.

(animation: ) Nyx puts her fingers to her head.

(casting effect: ) EC mental energy surrounds Nyx's hands.

(effect on enemies: ) enemies are highlighted:

Red if they are targeting you,

Orange if they are targeting your sentinel,

Yellow if they are targeting a team mate, or a team mate's sentinel,

Green if they are targeting another enemy,

Blue if they don't have a target, or

White if they are targeting a objective, like the cryo pod or a data terminal.

(reusability: ) once the animation ends.

 

Nyx reaches into the minds of all opponents within 15/20/25/30 SWPR meters, allowing her to predict their actions for 11/14/17/20 SWPD seconds.

This will greatly enhance your ability to predict your enemies movements, marking them on the mini map and increasing your attacks critical hit chance by a factor of 20/30/40/50% SWPS.

Your team will also benefit from your findings but the highlighted colors on enemies will vary depending on the observer.

 

"A nice utility skill that uniquely benefits Nyx, allowing her to better coordinate herself in a crowd of chaotic enemies."

 

 

===T3 Denial===

(cost: ) 75.

(animation: ) chaos.

(casting effect: ) EC mental energy bursts from Nyx.

(effect on enemies: ) EC mental energy covers their eyes.

(reusability: ) once either all the effected enemies are dead or the effect ends.

 

Nyx psychically prevents all enemies within 15/20/22/25 SWPR meters from perceiving the Tenno threat for 4/6/8/10 SWPD seconds.

All of the effected enemies will stop, look confused, and then wander off as if you weren't there.

They will also become vulnerable to stealth attacks.

 

"It doesn't cause enemies to attack each other but it does allow your team to operate in complete safety for a short time."

 

 

===T4 Mass Suicide===

(cost: ) 100.

(animation: ) Nyx slowly raises her hand, and then quickly clenches her fist.

The animation lasts about 3 seconds.

(mobility restrictions: ) cant be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) EC mental energy surrounding Nyx's outstretched hand.

(effect on enemies: ) enemies are stunned for about 3 seconds as they are engulfed with EC mental energy.

(reusability: ) once the animation ends.

 

Reach into the minds of all enemies within a 13/17/21/25 SWPR meter radius, forcing them to destroy themselves.

If the target has more than 900/1100/1300/1500 SWPS health then they will resist Nyx's power and survive with only 150/200/250/300 SWPS 15%PC radiation damage from mental trauma.

If a target is under the effects of chaos, mind control or denial/perception filter then they are automatically considered to be in this skills range, and the health required to resist instant death is doubled.

 

"A skill that wipes out everything but the really big stuff.

It also is great at taking out all the lingering enemies that are preventing you from using chaos, no matter where they are on the map."

 

=====Saryn=====

"Making Saryn's alternate skill set was surprisingly easy."

 

 

===T1 Sting===

(cost: ) 25.

(animation: ) shuriken.

(casting effect: ) small EC spores fall down from your hands.

(effect on enemies: ) an EC toxin effect.

(projectile: ) small wooden/chitinous/ivory barbs that spread out randomly, like a rather wide spread shotgun.

(reusability: ) once the animation ends.

Throw 7/8/9/10 poisonous barbs in a cone in front of you.

These barbs will deal 20/30/40/50 SWPS 10%PC puncture damage per barb, immediately upon impact, and then 70/80/90/100 SWPS 10%PC poison damage every second for 10 seconds.

The poison effect doesn't stack, but it will get reset if the target is stung again.

"Sting doesn't have a max range per se, but it will become more and more inaccurate the farther away your opponent is.

This can be fired into a crowd at long range, to infect a large number of targets, or fired at close range as very powerful single target killer."

===T2 Snare===

(cost: ) 50.

(animation: ) snow globe.

(casting effect: ) small EC spores fall your arms.

(effect on enemies: ) EC toxin effect.

(effect on the terrain: ) a matted mess of mold like bramble vines with glowing EC spots.

(reusability: ) once the animation ends.

Create a thick web of growing thorns in a radius of 5 SWPR meters.

Any enemy caught inside this web will have its movement speed reduced by 50/60/70/80% and take 20/30/40/50 SWPS 15%PC puncture damage every second they remain within the snare.

The snare lasts for 14/16/18/20 SWPD seconds.

"A good way to stop your chasers dead in their tracks.

Enemies can still attack just as fast.

If you have the energy you can stack several snares on top of each other for greater damage.

The speed penalty will not stack, with itself or any other speed penalty."

===T3 Toxic Skin===

(cost: ) 50.

(animation: ) instant cast.

(effect on allies: ) a similar effect to the toxic ancients, only rather than green, you glow your EC.

(reusability: ) once the effect ends or is transferred to your molt.

Saryn's blood becomes toxic, any enemy within 0.5 meters of her will take 25/50/75/100 SWPS 15%PC poison damage per second.

The effect ends once a total of 2500/5000/7500/10000 SWPD damage has been dealt by this skill.

While this is active Saryn's poison resistance is increase by 70/80/90/100%.

Using molt while the effect is active will transfer toxic skin to your molt, removing it from Saryn.

When your molt is removed (whether it be by death, duration, replacement, etc.) it will release a 15 SWPR meter blast of poison that deals 5% of the unused damage from toxic skin to anyone caught inside it.

"Lasting damage to enemies that are right next to you.

Good for keeping melee enemies in check or for engaging in hand to hand combat yourself."

===T4 Epidemic===

(cost: ) 100.

(animation: ) overheat.

(effect on enemies: ) they radiate toxic spores, and glow your EC, when they die they explode in a mucky splash of EC goo.

(effect on allies: ) you emit toxic spores from your body, and glow EC.

(reusability: ) once the effect ends completely.

Once every second Saryn infects an enemy within 6/9/12/15 SWPR meters of her with a contagious disease.

Effected enemies will spread the plague to all other enemies within a 6/9/12/15 SWPR meter radius when they die.

The plague deals 110/140/170/200 SWPS 20%PC viral damage per second until its victim either recovers or succumbs to death.

The lifespan of the plague is limited, so eventually it will completely die off.

Saryn stops actively spreading the plague after 4/6/8/10 SWPD seconds, enemies will stop spreading the plague upon death after 5/7/9/11 SWPD seconds, and all the poisoned enemies will completely recover after 6/8/10/12 SWPD seconds.

"If you have a good weapon you can spread epidemic over a very large area."

 

=====Vauban=====

"Vauban needs better damage options to complement his crowd control."

 

 

===T1 Mine===

(cost: ) 25.

(animation: ) tesla.

(projectile: ) Vauban grenade that sticks to surfaces.

The grenade starts out collerlis, then brightly shines EC once armed.

(reusability: ) once the animation ends.

Vauban lays down a small explosive device.

The mine takes 6/5/4/3 seconds to arm itself after a collision with a solid object.

An armed mine will detonate when a hostile moves within a meter of it, dealing 200/300/400/500 SWPS 30%PC blast damage to all enemies within a 6/8/10/12 SWPR meter radius.

"The long setup time can make this skill rather tricky to use but the cheap cost and relatively high damage makes it rather effective in high traffic areas."

===T2 Lasso===

(cost: ) 35.

(animation: ) tesla.

(effect on enemies: ) a 2 meter EC rope beam connecting the enemy and lasso together, effected enemies will also be ragdolled.

(projectile: ) Vauban grenade that bounces off surfaces.

When activated the grenade shoots straight up until it either hits the ceiling, or travels 15 meters.

(reusability: ) once the animation ends.

Vauban lays down a trap that grabs enemies standing within a meter of it, then shoots up into the air dragging the enemy with it.

The trap will continue to dangle the enemy until it dies or the lasso expires.

If the dangling enemy dies the lasso deactivate and falls to the ground.

lasso lasts for 6/8/10/12 SWPD seconds, this timer pauses if lasso is inactive.

"Bounce's mobility and team trolling are unmatched, but lasso is better at keeping enemies out of the way for longer, making Vauban a real Noosence for the enemy hordes." Bad pun...

===T3 Lure===

(cost: ) 50.

(animation: ) tesla.

(effect on the terrain: ) EC flashing lights, and holographic EC hexagonal plates.

(projectile: ) Vauban grenade that bounces off surfaces.

Once activated the grenade floats exactly half a meter off the ground. (it will fall down if higher than half a meter.)

(reusability: ) once the animation ends.

A distraction that draws enemies attention for 11/14/17/20 SWPD seconds.

Enemies within 22/28/34/40 SWPR meters of the lure are hypnotically drawn into melee range.

The lure is normally shielded from all damage, but enemies within 11/9/7/5 meters are able to bypass this.

The lure has 4000/6000/8000/10000 SWPS health, but it lacks both armor and shields.

Using this skill will remove any lures you already have.

lure does not have infinite threat, so if you provoke an enemy enough it will attack you.

"Great for luring enemies out into the open and in range of your traps.”

===T4 Nuke===

(cost: ) 100.

(animation: ) tesla.

(effect on enemies: ) dead bodies are incinerated instantly.

(projectile: ) Vauban grenade that sticks to surfaces.

(reusability: ) once the animation ends.

Throw a highly explosive device that explodes in a 11/14/17/20 SWPR meter radius, 5 seconds after contact with a solid surface.

Any enemy that survives the 700/800/900/1000 SWPS 10%PC radiation damage is thrown quite a distance from the blast.

"Some times you need a wide range instant kill ultimate to go off somewhere in the distance.

The 5 second delay will require timing but sticking the bomb to enemies can help keep it in the crowd."

 

=====Nova=====

"Nova is a risk taking daredevil, with a destructive, fast paced, play style."

 

 

===T1 Gamma Burst===

(cost: ) 25.

(animation: ) radial blind.

(casting effect: ) a quick burst of EC energy.

(effect on enemies: ) EC static.

(reusability: ) once the stun effect ends.

Unleash a 9/11/13/15 SWPR meter burst of gamma radiation that deals 25/50/75/100 SWPS 15%PC radiation damage, and stuns enemies for 2/3/4/5 SWPD seconds.

Enemies will also be poisoned by the intense levels of radiation, decreasing their damage and resistances by 5/10/15/20% SWPS for 30/40/50/60 SWPD seconds.

"On demand crowd control with lasting effects."

 

 

===T2 Acausality===

(cost: ) 50.

(animation: ) electric shield.

(casting effect: ) EC lights on Nova's hands.

(effect on enemies: ) dead bodies are incinerated instantly.

(effect on the terrain: ) a slightly distorted field within, 1.5 meters around acausality that glows red 1 second before it discharges.

(projectile: ) 2 smaller, circular versions of worm hole, one in front of the other, they have energy beams connecting them.

so they pretty much just look like a cylinder.

When acausality discharges it fires a very fast moving sphere of EC light.

(reusability: ) once the animation ends.

Nova opens two linked portals, objects that pass through these portals are sent back in time, temporally doubling them.

Firing your weapons into the 1.5 event horizon shall increase the damage of the discharge, but simple light and naturally occurring radiation will add 80/120/160/200 SWPS untype damage, even without the aid of weapon fire.

After 5 seconds the portals are displaced releasing all their stored power as a explosive projectile, that fires in the direction you were facing when you originally cast acausality.

The radius of the blast is normally 9/11/13/15 SWPR meters.

The range will be increased by 1 meter for every 1000 damage that is poured into the portal, but the required damage to increase the range is doubled every time this happens.

"Transmute single target weapon fire into a massive blast of power.

Acausality definitely beats antimatter drop when it comes to range, but its damage isn't multiplied.

Both acausality and antimatter drop have their pros and cons when it comes to placement and firing."

 

 

===T3 Energy Bridge===

(cost: ) 50.

(animation: ) ice wave.

(mobility restrictions: ) can't be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) EC lights on Nova's hand.

(effect on the terrain: ) a transparent EC path of light that extends forward in a perfectly straight line.

(reusability: ) once the animation ends.

 

Nova creates a bridge of hard light that starts at her feet and ends 6/9/12/15 SWPR meters away, phasing through walls if necessary.

Allies will be able to walk on this flat beam of light as if it was solid, but enemies will phase through it and take 25/50/75/100 SWPS 5%PC radiation damage every second they do so.

After 4/6/8/10 SWPD seconds the bridge will disappear.

If you or your allies crouch for more than 3 second you will phase through the bridges.

"A creative mobility skill that can let Nova's team bypass chasms or be used to trap hallways.

You can cast this and other can't-be-used-in-air skills when you stand on the bridge, so Nova can make webs of bridges."

 

 

===T4 Dirac Sea===

(cost: ) 100.

(animation: ) instant cast.

(casting effect: ) a really big blast of intense EC light flashes over your entire screen for a split second.

After the flash, bright EC particles in the air quickly fade away.

(effect on enemies: ) dead bodies are incinerated instantly.

(reusability: ) once the animation ends.

 

Flood the air around you with raw uncontrolled antimatter, and let its destructive properties do the rest.

All enemies within a 15/18/22/25 SWPR meter radius take 1100/1400/1700/2000 SWPS 20%PC radiation damage instantly.

 

"Fast and deadly.

Dirac Sea can be cast instantly without breaking stride, giving it a unique advantage when compared to other press 4 WIN! skills.

However molecular prime can dish out a much greater level of damage to crowds."

 

=====Nekros=====

"Nekros is cool but incredibly hard to get and lackluster, a very bad combination. So I'm just trying to make him useful as well as cool, without overshadowing his preexisting skills."

 

 

===T1 Soul Trap===

(cost: ) 25.

(animation: ) energy vampire.

(casting effect: ) a brief burst of EC light.

(effect on enemies: ) the effected enemies will glow EC, and are suspended in the air.

As the effect lasts a EC soul will orbit that enemy.

If the effect ends then the soul will return to its body.

(effect on allies: ) If the enemy is killed then the soul will fly straight towards Nekros, where it is absorbed into his body.

(reusability: ) once the animation ends.

Trap an enemy's soul outside its body, rendering it helpless for 4/6/8/10 SWPD seconds.

The effected enemy will be unable to attack, or move, and will take 40/60/80/100% more damage from any source.

If the effected enemy is killed during the effect 'whether it be by you, a team mate, a sentinel, another enemy, etc' than its soul will be bound to you.

Bound enemies will be added to your, recently killed list.

Shadows of the dead, will spawn all of your bound souls first, if there are any slots left then they will be filled by normally killed enemies.

Bound souls that have been resurrected will deal 150/200/250/300% more damage than when they were alive.

Normally killed enemies will be knocked off your list of recently killed enemies first.

"A spammable, kill stealing, infinite range skill that allows Nekros a easier minion picking experience.

It also buffs that target to the point of being actually useful DPS wise.

This can't be used on the same enemy twice, even if its a completely different Nekros that cast the first soul trap."

===T2 Living Death===

(cost: ) 50.

(animation: ) terrify.

(mobility restrictions: ) can't be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) a brief burst of EC light.

(effect on enemies: ) collapse to the floor, and just lie there for the duration of the skill before getting up.

(reusability: ) once either all the effected enemies are dead or the effect ends.

Nekros sends up to 6/8/10/12 SWPS enemies within a 5/10/15/20 SWPR meter radius into a death like state rendering them incapable of action for 3/4/5/6 SWPD seconds.

Enemies effected by living death are vulnerable to being instantly killed by desecrate, and false life.

Some incredibly tough foes, (bosses and enemies with more than 1000/1500/2000/2500 health) will resist instant death, and take 700/800/900/1000 15%PC corrosive damage instead.

"A creepy CC skill that has a much shorter duration than terrify but to make up for this it has a nasty relationship with desecrate.

Desecrate will instantly kill the target (causing it to drop loot as normal) and then automatically search the body (the chances of extra loot will stay the same, a failed cast will still destroy the body.)"

===T3 False Life===

(cost: ) 75.

(animation: ) desecrate.

(casting effect: ) a dark EC light spirals around Nekros.

(effect on allies: ) small EC sparks cover your skin.

If you have negative health the effect changes to a full blown, shadows of the dead, like effect.

(reusability: ) once the effect ends.

Nekros uses his mastery of death to allow him and his team to imitate life even if you are technically deceased.

For 11/14/17/20 SWPD second all tenno, sentinels, cryo pods, shadows, etc, will remain “alive” even after they are below 0 health.

As this skill is active dead bodies within 8/12/16/20 SWPR meters of Nekros will be incinerated.

Right before the effect ends, Nekros emits a “healing” pulse that restores 25/50/75/100 SWPS health, plus 9/11/13/15 per dead body absorbed during the duration of the skill.

Using this skill will revive bleeding team mates to 0 health.

If a team mate has less than 0 health (even after the healing pulse) when the skill ends, than they will be restored to 10 health.

"A great team support skill that can delay the inevitable.

Much better at keeping one alive than desecrate but it has its limits.

Although this skill is kinda like invincibility, one must still try to avoid damage to prevent themselves from going too deep into the negatives."

===T4 Death Aura===

(cost: ) 100.

(animation: ) shadows of the dead.

(mobility restrictions: ) can't be used while wall running/climbing, sliding, flipping or while in the air.

(casting effect: ) EC necromantic energy washes over Nekros and then fades.

(effect on enemies: ) EC necromantic energy rises up from the ground beneath their feet.

(effect on the terrain: ) natural light is darkened around you, only to be illuminated by a faint, flickering EC glow.

This should look like candlelight.

(reusability: ) once the effect ends.

Nekros surrounds himself with a aura of darkness.

For 9/11/13/15 SWPD seconds, anyone within a 13/17/21/25 SWPR meter radius of Nekros will be brought closer to death.

If an enemy's health falls below 50% or if they have less than 100/200/300/400 SWPS health in total, then they will be consumed by darkness, instantly killing them.

"This is exactly what it says it is, a aura of death that follows Nekros, killing the weak and crippling the strong."

 

=====Valkyr=====

"A powerful fighter that spends most of her time on the edge of defeat, in order to secure victory."

 

 

===T1 Lunge===

(cost: ) 25.

(animation: ) Valkyr throws her fists as far back as she can and jumps into a forward facing leap 'phase 1'.

Once she hits an enemy she puts her feet back on the ground and swings her fists forward as fast as she can 'phase 2', and then preforms her claw's finisher animation ' phase 3'.

(casting effect: ) Valkyr's weapons are replaced by her energy claws, she leaves a EC trail, and your screen border is ringed with your EC as long as the animation plays.

Also a bright EC glow will surround you as you are leaping, this will expand and fade once you either hit a enemy or the skill ends.

(reusability: ) once the animation ends.

Valkyr lunges forward at rapid speeds, traveling up to 9/11/13/15 SWPD meters in a short period of time.

If Valkyr collides with an enemy she will transfer all her kinetic energy onto it, tripping it, and dealing 300 SWPS 0%PC impact damage.

If Valkyr's dash is interrupted by an enemy that can be tripped she will strike it with five rapid strikes that deal 25/50/75/100 SWPS 20%PC slashing damage each.

"This skill is pretty much just a single target slash dash.

Great for getting Valker directly to her target and dealing massive damage in the processes but it can also be used as a mobility tool to some extent."

 

 

===T2 Overkill===

(cost: ) 75.

(animation: ) war cry.

(casting effect: ) a violent burst of EC energy.

(effect on allies: ) a EC glow surrounds your melee weapon.

(reusability: ) once the effect ends.

Valkyr channels both her pain and the pain of others for 9/11/13/15 SWPD seconds.

100/200/300/400% SWPS of any damage you take during overkill is added to your next melee attack.

The damage you gain isn't reduced by armor, even if the damage you take is.

In addition, any damage above what you need to kill your target will also be added to your next melee attack.

 

Example: assuming that overkill is at max rank and that Valkyr doesn't have any power strength mods.

A enemy hits Valkyr for 100 damage, that damage is reduced to 80 because of armor.

Valkyr's next melee attack will deal 400 more damage than usual.

Valkyr hits a enemy with 500 health left for 1000 damage, that damage is reduced by the enemy's armor to 800 damage.

The 300 damage that she didn't need to kill the target is added to her next melee strike.

She takes 50 more AI damage and the 200 bonus damage is added to the 300 she already has.

So her next melee strike deals 500 extra damage.

Do you get it?

 

"A risk reward skill with a complex way of converting damage taken into damage dealt."

 

 

===T3 Provoke===

(cost: ) 25.

(animation: ) paralysis.

(casting effect: ) a EC shock wave of rage and sound.

(effect on enemies: ) a soft EC glow.

(reusability: ) once the animation ends.

Valkyr's deadly and maddening presence can quickly turn enemy panic into irrational madness.

For 4/6/8/10 SWPD seconds your target will try to engage in melee combat with Valkyr.

The enemy's reckless actions will reduce its maximum shields, health, and armor by 5/10/15/20% SWPS.

The death of a provoked enemy will provoke a new enemy within sight of the kill, this chain of panic and madness can effect up to 5/8/11/14 SWPS enemies.

After the effect ends, the enemy will switch back to its ranged weapons, and will stop chasing you.

 

"If over used, provoke can get you killed by a mob of enemies that will only attack you.

You can create as many chains as you want, so long as you have the energy, but more chains are harder to maintain and need larger crowds."

 

 

===T4 Massacre===

(cost: ) 100.

(animation: ) roar.

(effect on allies: ) EC rage effect rings the border of your screen, and your camera view will continually shake slightly.

(reusability: ) once the effect ends.

Valkyr goes into a rampage, for 6/8/10/12 SWPD seconds your melee attacks gain 1/2/3/4% SWPS extra base damage for every 1% below max health your target is.

So if your target is at 50% health you will deal 50/100/150/200% SWPS more melee damage to it, if it is at 95% health you will deal 5/10/15/20% SWPS more melee damage to it and if your target is at 100% health you don't gain any bonuses at all.

Valkyr will find new life in the death of her prey, healing her for 15/20/25/30% SWPS of the damage dealt.

"Massacre is especially useful when coupled will fast weapons, because faster weapons can take full advantage of the steadily increasing damage buff."

 

=====Oberon=====

"Oberon has a hybridized play style that is just as destructive as it is supportive."

 

 

===T1 Example===

(cost: ) 25.

(animation: ) Oberon looks up and raises his hand.

(casting effect: ) a EC flash of light around your hand.

(effect on enemies: ) a faint EC glow.

(projectile: ) a beam of EC light strikes its target from above.

(reusability: ) once the animation ends.

Oberon displays his strength by striking a single enemy with 700 SWPS 15%PC radiation damage.

If the target is killed by example then all other enemies within 14/16/18/20 SWPR meters of the kill will be adversely affected, decreasing their damage output by 15/20/25/30% SWPS for 6/9/12/15 SWPD seconds.

"Destroy your enemies and support your allies by reducing enemy damage."

 

 

===T2 Holy Ward===

(cost: ) 50.

(animation: ) snow globe.

(casting effect: ) EC light shines down from above.

(effect on allies: ) a EC light effect at your feet.

(effect on the terrain: ) thin trails of EC flame rise up from the ground, drawing a star in a ring.

(reusability: ) once the animation ends.

Oberon blesses a 5 SWPR meter patch of ground with a holy symbol for 11/14/17/20 SWPD seconds.

Any friendly unit standing within the protection of this mark will recover 4/6/8/10 SWPS health a second and have their resistances bolstered by 15/20/25/30% SWPS.

The symbol will disappear if recast.

"Instead of harassing your enemies you support your team."

 

 

===T3 Rebirth===

(cost: ) 75.

(animation: ) terrify.

(casting effect: ) EC light shines down from above.

(effect on allies: ) EC static effect on their skin when invincible.

(projectile: ) small balls of energy that trail your EC orbit you very slowly but they move at bullet speeds when rushing to a target.

(reusability: ) once all of the orbs of light have been extinguished.

Oberon creates 3 spheres of holy healing energy that orbit him until they are needed.

If you, or one of your ally tenno within 18/22/26/30 SWPR meters of you, dies or start bleeding out then the orbs will rush to that tenno and grant them new life, restoring 50/100/150/200 SWPS health and granting them 2/3/4/5 SWPD seconds of invulnerability.

"A slightly less buggy safety net that can save your life again and again, but costs more energy."

 

 

===T4 Judgment===

(cost: ) 100.

(animation: ) Oberon looks up and raises his hand.

(projectile: ) a beam of EC light strikes its target from above.

(reusability: ) once the judgment ends.

Strike an enemy with a massive blast of 1500/2000/2500/3000 SWPS 30%PC radiation damage, 0.1 seconds later the closest enemy within 7/8/9/10 SWPR meters of the kill will be hit.

This chain of destruction will end if your judgment fails to kill its target 2/3/4/5 SWPD times or if judgment is unable to find a new target.

An enemy can't ever be hit by judgment more than once.

"A purely offensive skill that hits like a tonne of bricks but it can't strike the same enemy twice."

 

=====Zephyr=====

"Zephyr's unique set of skills allow her to get into and out of combat quickly, this combined with her large shield pool makes her a master of hit and run."

 

 

===T1 Backdraft===

(cost: ) 25.

.

"."

 

 

===T2 Hover===

(cost: ) 50.

.

"."

 

 

===T3 Pedesis===

(cost: ) 75.

.

"."

 

 

===T4 Cyclone===

(cost: ) 100.

 

.

"."

 

 

Check out Trenggiling's Thoughts And Ideas. for a full list of my threads.

Bumping this. Not sure if you know but DE said that they will introduce a system very similar to this and I hope they will take most ideas from here, read it again today and thought about it and it's really good. Still +1 :)

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  • 2 weeks later...

Okay this has been a long time coming.

I am going to be revamping every warframe!!!

And I know many of you will be happy to hear that I have finally decided to free things up a little and allow the use of same tier skills!

Of course the tiers are being thrown out the window so now some skills are just too redundant to keep and will need to be replaced.

 

I have already done Ash.

FINALLY fulfilling my promise to change his alt ult!

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I have just revamped Banshee!

 

Some nitpicks on Banshee ideas.
I like the idea of Resonance, but it feels a little like the forced combo idea DE wants to stay away from.
Maybe make it a party buff field instead? Any Impact/Blast based ability used near a resonance point has its damage/PC/Range increased?
You have a similar issue with Echo given a specific bonus when in conjunction with Silence. But I feel this won't be necessary once we get Stealth 2.0 and a touched up Silence any ways.

 

You got it.

>tinker tinker<

Try now?

 

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Here's some ideas of my own!

 

VOLT

 

Ion Chain: Intended to be cast twice in quick succession. On the first cast, place a levitating, dormant orb of electricity that does absolutely nothing at first. On the second cast [which is cost-free], throw out a second orb that's linked to the first, creating a fast-moving wave of electricity that fires off after a short delay. The wave moves faster and deals much more damage if the orbs are close together, and moves slower and deals less damage if the orbs are farther apart, widening the wave.

 

ZEPHYR

 

Updraft: Point at a location and cast this to create a quickly moving updraft for a short amount of time. Allies in this area have their jump heights and aerial maneuverability massively increased, and can hold down their jump button to levitate in the air around the AoE. Slightly influences the trajectory of projectiles with travel time, as if the gravity was lower. Enemies can stand their ground in the AoE unhindered, but Impact procs (or knockbacks) now knock them down, and Blast procs (or knockdowns) send them flying!

 

________

 

I'd love to see more abilities that aren't just "press the button to do something" and more like "press the button to change up the game instead of solving all your problems"!

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I have finished Ember!

 

HAPPY EASTER!!!

 

Fun Fact:

I own chickens! and ducks! ...and turkeys but they're more a thanksgiving thing :P

 

here are some pics of them:

===Caramel===

wlapsi.jpg

 

===Curry===

oa11co.jpg

 

===Tuesday=== dead now... very sad ;(

jh9a9k.jpg

 

===Monday===

2h4jkh0.jpg

 

===Tear Drop===

35lghlj.jpg

 

===Gum Drop===

2ylsns4.jpg

 

===Dew Drop===

2qauwrr.jpg

 

 

and here are them as babies ^.^

===Baby Caramel===

298ppv.jpg

 

===Baby Curry===

102ugc2.jpg

 

===Baby Tuesday=== dead now... very sad ;(

5yzqqf.jpg

 

===Baby Monday===

r7rrsh.jpg

 

===Baby Tear Drop===

awe07d.jpg

 

===Baby Gum Drop===

2ijqhd1.jpg

 

===Baby Dew Drop===

296dxyg.jpg

 

Normally I don't go so off topic, but hey what the heck its Easter!

                    ^

Total Lie! I always go off topic...

 

I have more, but these ones have the best pictures ^.^

Edited by Trenggiling
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Of those you have retweaked (up until Loki) I gotta say three skills stick out very much to me:

 

Excalibur's Alpha Strike

Loki's Scrambler, but even more so Theft

 

Those. Are. Frikkin. AWESOME!

You have some seriously creative ideas dude. Very inspiring and interesting to see your ideas! Keep it up! :)

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Mag is done.

Of those you have retweaked (up until Loki) I gotta say three skills stick out very much to me:

 

Excalibur's Alpha Strike

Loki's Scrambler, but even more so Theft

 

Those. Are. Frikkin. AWESOME!

You have some seriously creative ideas dude. Very inspiring and interesting to see your ideas! Keep it up! :)

aww thanks ^.^

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