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[Warframe Concept] The Huntsman Warframe


ZacharyCooper1
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The Huntsman

The huntsman is a companion focused warframe that aims to support the team using buffs, croud control, and utilizing finishers to take out high priority targets.
The huntsman is a large frame. His armor is adorned with various horns and claws from creatures he hunted. He has a custom scyndana that is a large pelt. 
 

Base Stats:

Health: 250 (750 max)

Shield: 50 (150 max)

Armor: 250

Energy: 100 (150 max)

Sprint Speed: 0.95

The huntsman is a slightly slower than average warframe that is reasonably tanky and has a lower than average energy pool compared to most frames.

Passive: Hunter's Companion

The Huntsman has a kubrow companion, "Wolf". Wolf can be modded seperately and can be used in addition to another companion. 
If Wolf bleeds out during a mission they will respawn after 90 seconds.

In the modding screen for Wolf there will be a UI that allows you to edit Wolf's behavior chosen from various precepts, these precepts are treated as "mods" and can be swapped out between missions.

Enemies that are currently being attacked by wolf will be highlighted with your energy color.

There are two catagories for Wolf's precepts, one that controls what enemies Wolf will attack, and another that controls general behavior.

Offensive Precepts:

Finisher: Wolf will prioritize attacking ememies that are below 50% health. 


Grunt Enemies: Wolf will prioritize taking out weaker units like grunts.


High Priority targets: Wolf will attack higher priority targets first, these include nullifiers, ancient healers, arctic and energy drain eximis. 


Behavior Precepts:

Stay Close: Wolf will stay close to the player.

Support Allies: Wolf will stick close to allies.

Scout: Wolf is free to wander and not keep up with you. 

Stats:

Health: 200 (600 at max)
Shield: 100 (300 at max)
Armor: 100 (300 at max)
Crit Chance: 35%
Crit multiplier: 3.0x
Status Chance: 20%
Damage: 600 slash

Wolf's damage scales with the player's power strength similair to exalted weapons.

 

Abilities

1) Hunter's Boon

The Huntsman and his wolf have a strong bond, allowing them to buff eachother as they kill more enemies, your wolf will also share the buff with allies near it.

Cost: 25 energy

Duration: 30 Seconds Base - Scales with duration

Range: 16 meters base range from Wolf companion - Scales with range (This is the range for allies to recieve the buff)

Killing an enemy grants your wolf a boon, your wolf killing an enemy grants you a boon, in addition to granting it to all allies within range of your wolf. The boon is dependant on the type of enemy unit killed. While this ability is active you can click [ability 1] while targeting an enemy to mark them, your wolf will target that enemy, and while marked they will take double damage from your wolf, This cannot be increased by power strength. If you hold [ability 1] while not targeting an enemy you can summon your wolf to your side, causing it to teleport to you.

Buffs:
 

  • Heavy Units: 
    • When the player kills an enemy
      • Heals wolf equal to the killed enemies health. Scales with power strength.
    • When wolf kills an enemy
      • Heals player and allies within a certain range of your pet equal to the killed enemies health. Stacks with power strength
  • Grunts
    • When player kills an enemy
      • Gives your wolf a stacking damage bonus. 20% increased damage (after mods) per stack, stacks do not scale off eachother like old condition overload, max stacks at 5. Stacks decay after not killing an enemy for 2 seconds. Decay duration scales with duration, damage bonus scales with power strength.
    • When wolf kills an enemy
      • Grants stacking bonus damage to you and the same bonus to allies near your pet. Decay rate for stacks is longer, decaying after 8 seconds of your wolf not killing an enemy.
  • Robotic
    • When player kills an enemy
      • Restores your wolf’s shields and can grant overshield. Each robotic enemy killed restores 20% shield to your wolf, this scales with power strength. Overshields decay at a rate of 2% overshield per second. If the ability ends the overshields will decay at a rate of 5% overshield per second.
    • When wolf kills an enemy
      • Restores energy to the player and allies within range of wolf. Each enemy killed grants 2% energy / sec. This bonus can stack up to 5 times at a maximum of 10% energy / sec. This cannot be increased with power strength, and the duration cannot be changed with duration mods. Stacks decay after 3 seconds.
  • Beast / Infested
    • When player kills an enemy
      • Grants your wolf an attack speed and movement speed bonus. 10% to both movement and attack speed, and can stack up to 5 times. This can be increased with power strength. Stacks decay after not killing a unit of this type for 2 seconds. This can be increased with duration.
    • When wolf kills an enemy
      • Grants the player and allies within range of your wolf attack and movement speed buffs. Decay rate for stacks is longer, decaying after 8 seconds of your wolf not killing an enemy.

 

 

2) Hunter's Cowl

A master of the hunt, you go invisible for a short time, killing an enemy with a finisher increases the duration.

Cost: 50 Energy

Duration: 8 Seconds

Grants you and your companions invisibility. Firing an alarming weapon will uncloak you. Killing an enemy with a melee finisher will add 4 seconds of duration to Hunter’s Cowl. Companions will not attack enemies while Hunter’s Cowl is active This ability can not be re-cast while active, if you click the ability key while targeting an enemy, your wolf will target them and perform a melee finisher, this will also increase your duration by 4 seconds and has a 4 second cooldown. Both the duration and cooldown are increased with duration mods. Strength mods will increase the wolf’s finisher damage.

3) Hunter's Trap

Place down a bear trap that expands when triggered.

Cost: 75 energy

Range: Trap hitbox has a diameter of 3 meters, When triggered it expands to a 10 meter diameter.

Duration: 12 Seconds once triggered, trap will dissapear after 50 seconds of not being used, only 1 trap can be deployed at a time.

Places a bear-trap item on the ground, this trap can be triggered by an enemy coming into contact with it or manually by pressing the ability key again. The trap has a diameter of 3 meters, the hitbox can be increased with range mods.
When triggered the trap will expand out to a 10 meter radius, dealing a puncture proc to each enemy within it.e ground, this trap can be triggered by an enemy coming into contact with it or manually by pressing the ability key again. The trap has a diameter of 3 meters, the hitbox can be increased with range mods.
Enemies trapped within are stunned, and unable to move, and will take 100 slash damage per second, scaling with enemy level and power strength. This has a 20% base status chance and can be increased with power strength.
Tapping the ability key again will make the trap close in on itself, dealing 600 slash damage and 200 impact and 200 puncture damage to any enemy still within the trap, this will end the duration of the ability. The damage scales with power strength and has a status chance of 50% that can also be scaled with power strength.

4) Hunter's Axe
Exalted Heavy Blade

Energy Drain: 3 energy per second.

Range: 3.5 meters

Attack speed: 0.8

CC: 35%

CD: 3.0x

SC: 30%

Damage: 800 (75% slash, 20% impact, 5% puncture)
 

Killing an enemy with a finisher will instantly kill them, like the old covert lethality.

Heavy slams will stun enemies exposing them to finishers.



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Thinking of the attack precepts for the wolf,

Khora's Kavat has Heal, perhaps a precept to give nearby allies +slash damage with high proc chance?

Very good ideas. I'd enjoy the bear trap. 😃
That one might be a bit expensive on energy if I were to guess at how I'd use it.

Exalted heavy blade is fitting.
Was just thinking today about a lumberjack frame.

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