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Warframe Concept: Mercury


(PSN)CrysJaL
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A Warframe which uses liquid metal to harm its enemies.

Appearance: Female with flowing mercury covering its body and a fabric (or at least not made of Mercury) jacket that fits tightly around her torso. Has hair shaped like a pontytail made out of Mercury.

Aura Polarity: Vazarin

Base Polarities: One Madurai and one Naramon
Polarities of Prime: One Madurai, one Naramon and a Vazarin

Stats:

Health: 125
Shields: 125
Armour: 80
Energy: 100
On Prime, receives additional 15 Armour and 15 Health

Abilities

Passive: Flow

Spoiler

Due to the ferrokinetic abilities of the warframe it can grant itself a completely frictionless surface skin and so can slide indefinitely, basically when sliding friction is reduced to 0% but is returned to 100% on leaving slide. Bear in mind you will still lose momentum when going uphill though.

1: Mercury Bomb

Spoiler

 

Lob a ball of Mercury which on landing creates a toxic hazard. Enemies approaching the hazard take minor Gas Damage and on contact take a larger amount of Toxin Damage. Picture this as an equivalent to a toxin/gas grenade from the Penta with the napalm mod equipped and a follow up aoe damage effect.

If the Bomb collides with an enemy then the aoe gas damage will damage enemies around them while constantly dealing toxin damage to them, making them a walking toxic hazard.

Ability Strength: Affects the damage dealt by this ability.
Ability Duration: Affects the time the toxic splash effect remains after colliding with an enemyor surface.
Ability Range: Affects the size of the area which the splash effect reaches and the range of the Gas effect.
Ability Efficiency: Affects the cost of casting this ability.

2: Reflection

Spoiler

 

Activate to swap with your Mirror Dimension counterpart. Left becomes right, including the player’s movement and animations. However the hud will remain in the same place, because that would be confusing as hell.

Health and shields of you and your alternate self are independent of each other aswell but both selves benefit from health orbs and other healing mechanics simultaneously allowing you or your teammates to heal your alt self in the Mirror Dimension. There is a smaller second health bar above your own to indicate your alt self's status.

If you swap selves, status effects also remain on your alt self. Your mirrored self can go to zero health due to this without you dying but swapping back while your alt is at zero health will automatically down the player. Magnetic procs affect the player at 50% rate while they are on the Mirror side, as they affect energy which would allow the player to completely avoid this effect otherwise.

After switching between mirror and real world self your weapon is automatically reloaded by the alt of you in the mirror dimension, you can continue firing the gun from the version fo yourself that self you just swapped with. Bear in mind that swapping again before your mirror self has finished reloading would cancel the reload. There is a mirrored reticule circle that fills to indicate the status of the mirror self reload like with regular reloading. The circle that fills will appear outside of where the normal reticule is and fill in the opposite direction to the normal reload animation.

Ability Strength: Has no effect on this ability.
Ability Duration: Affects the time taken to shift from one alt to the other.
Ability Range: Has no effect on this ability.
Ability Efficiency: Affects the cost to cast this ability.

3: Mirror Mirror

Spoiler

 

On tapping the ability: place down one of two mirrors. Activate a mirror to travel through it and come out the other side.

Held cast: Creates one large ornate mirror. Upon activating the mirror the player moves through it. As they move through it a Mercury clone is created coming out of the side you just entered from. Mercury clones look like the player with a silver colour iron skin effect on their body and lightning cracks the colour of the player’s energy covering them. The mirror will automatically spawn a new Mercury Clone of the player 5s after the previous one expired. Allies must return to the mirror and spend energy to resummon a clone.

Teammates can activate the mirror to spawn a clone aswell at an 80 energy cost (affected by their efficiency rating). Allies can only have one clone active per mirror with a maximum of two clones if there are multiple Mercury Warframes active in a squad.

Clones act like spectres but will remain near the mirror instead of the player.

Ability Strength: Afffects the health and damage dealt by clones.
Ability Duration: Affects the cooldown duration of the respawn mechanic for the player's clone.
Ability Range: Affects the distance a clone can travel from the mirror.
Ability Efficiency: Affects the cost of casting this ability by the player. Ability efficiency of allies affects the cost of summoning a clone.

4: Mercury Prison

Spoiler

 

Channel and release a wave of Mercury around the player (similarly to the cast effect of Gara’s Wall). On contact with enemies, Mercury surrounds enemies in a cylindrical mirror for a set duration.

The mirror appears to players as a greyed effect so allies can still see through to the other side, somewhat like Limbo’s Cataclysm.

Allies and enemies outside the mirror can shoot through the mirror as normal. Enemies can not enter an occupied mirror trap.

Enemies cannot escape the mirrors. Enemies will attack the mirrors, reflecting their attacks back on themselves. 

Attack through the held cast Mirror Mirror to deal damage to all enemies trapped by this ability simultaneously similarly to Hydroid's Puddle. This also applies to the Mercury Bomb ability which will cause all trapped enemies to be damaged as if they were in contact with this ability simultaneously.

Ability Strength: Has no Effect on This ability
Abiliy Duration: Affects the speed which the Mercury Wave travels and the duration of the ability effect and the energy cost of channeling the ability.
Ability Range: Affects the starting range of the ability and the speed which the Mercury Wave travels.
Ability Efficiency: Affects the cost of casting the ability and the cost of chanelling the ability.

 

Edited by (PS4)CrysJaL
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