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Open Call for Warframe Ability Ideas!


[DE]Helen

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Based off of the incredible design from Eornheit this is what I came up with;

1st Ability: Activate (Red Frame Parts) and watch them set ablaze, strike your enemies down with the fist of (Red Warframe Name), collect the ashes of the foes you have smited for an armour duff for (X) duration. [Augment: Tectonic Wildfire, smite the ground sending a growing rippling wave of fiery rocks, enemies killed by this leave behind pools of ashes for BOTH you and your allies to collect for armour buff.]

2nd Ability: Activate (Purple Frame Parts) and cast a rune directly in front of you targeting the enemies your facing, watch them as they begin to shake & convulse rapidly (like a buggy animation. Did I say buggy? I meant feature) until their essence is removed from their bodies in the form of an orb/wisp of energy that seek out you & your allies that replenishes your energy by a small amount. (Nothing crazy just like the same amount as a energy drop, 25, maybe less depending on how many enemies it affects and if you or your allies get more than one wisp seek you out {randomised}) [Augment/s: Selfish Harvest, the wisps only seek you out. Selfless Harvest, you get nothing & your allies get more.]

3rd Ability: Activate (White Frame Parts) and emit an AOE healing aura, however due the fact this frame is only partial of each of the frames it made up of, the healing dished out comes from your own health pool. During this ability you are NOT impervious to damage, so use it wisely as enemies can still kill you. Upon using up your health to brink of death (1HP), this ability deactivates, you gain immunity to all damage for (X) duration. [Augment: Vampiric Fibres, the aboroflora/somatic fibres holding your being together drink the blood spilled by your weapons as you kill enemies during the duration of immunity.]

4th Ability: Discard all parts exposing the true form of this void energy being, in this form you emit pulses of void energy that when it reaches enemies they become primed with the Void Status Effect. This means that all enemies will have the Bullet Attractor aura, this can result in a chain reaction of damage if enemies are close enough together. This ability also nullifies any damage resistances on sentient enemies. [Augment: Chromatic (Aura?), energy colour changes the status proc of this ability.]

1st, 2nd & 3rd ability names should be the names of the parts of the original Warframes this one is made of.

Passive: Every time you get a kill, there is a very small chance that you will randomly change form to have all the parts of either 1, 2 & 3 warframe, empowering their respective ability. 

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Broken Frame

Passive: Squad Effect - Increases STR% of squad abilities at the same time increase Squad abilities casting cost. %  increase depends on Squad Affinity.

Solo Effect - % Increase Overall Abilities, % Increase Enemy Dmg.

1st Ability: Broken Frame explodes and gains invisibility and invulnerability. Body regenerates slowly depending on Duration. Last to generate are the limbs, cannot attack until both limbs generate.

2nd Ability: Broken Frame attached body part on enemy and gain control of that enemy. Main body susceptible to enemy damage if visible and ends control effect. Ability affected by Duration.

3rd Ability: Broken Frame launches void tendrils on ally. Ally gains STR buff but increase damage from enemies. Broken frame gains same abilities as ally while tendril is connected. Get % percent damage from attached ally.

4th Abiltiy: Broken Frame sacrifices 1 limb, disabling primary and secondary weapons, gains CC tendrils from that limb that latches on enemies within the area. Loses shield but gains same value as HP. Latched Enemies becomes temporary ally. Number of allies affected by STR. Hold Abiltiy: Loses both limbs, loses both weapon and melee attacks, tendrils shoot out from both limbs and launches Ultimate area effect damage. Takes a while after ability wears off for both limbs to generate and gain back weapon and melee attacks.

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Ability 1:

Uses the void energy that keeps the Warframe together to harm enemies with a void beam. The beam works like other beam weapons, by holding the ability button. Costs 5 health to cast, and has a drain of 3hp /second.

Ability 2:

The Warframe can clone itself using void energy, and become 2 Warframes controlled by the player like mirage's clone. The health bar is shared between the two.

Ability 3:

Can use the third abilities of the 4 destroyed frames. costs energy.

Ability 4:

Uses the void energy to take over an enemy's body and control it, costs 20 health to cast, and has a 5 health /second drain. The controlled enemy's health decays by 1%/ second and if the player acts normally, the enemy won't be alarmed. If the enemy dies while the player is controlling it, the player will lose 50 health. Activate the 4th ability again to take control of your Warframe again, or aim at another enemy and activate it to swap bodies.

 

Passive: Energy pickups give 10 health.

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Hi all, I took a go at designing abilities for broken warframe that highlight the void energy the warframe is made from, and the scavenged components of previous warframes. I tried to make a set of abilities that are all meaningful, synergistic, and create interesting player decision moments in skirmishes. 

 

Passive: Adaptive scavenger- Every item/resource picked up provides a small amount of overshield.

1. Shifting Carapace- Realigning the configuration of warframe components, broken warframe can swap between two forms. one provides damage resistance and increased healing, the other provides a damage and movement speed increase. 

2. Scatter Shield- purges overshield and small metal pieces to create lethal projectiles that shoot out in a ring around broken warframe. The more overshield expelled, the more damage scatter shield does.

3. Void Lockdown- Condensed void energy pulls enemies towards broken warframe, rendering them unable to move of their own volition. 

4. Parasitic Stitching- Strands of void energy are tethered to nearby enemies. Tethered enemies are incapacitated, while being leeched of health and shields. The damage dealt by parasitic stitching is converted to broken warframes missing health first then overshield. If a tethered target dies, the strand attaches to a new target in the vicinity. 

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1st ability: Void Garden: There are these void plant branches that wrap around the enemy which then pulls them down into the void killing them which also gives the broken warframe a small energy restore

2nd ability: Void Flow: This is an ability wherein the broken warfame creates an area that buffs his teamates including itself which also pushes back enemies

3rd ability:Void Reach: Warframe creates a small void portal that can be placed anywhere and creates another portal connecting to the other portal where bullets can go through and so can enemies and other Warframes

4th ability:Void Blast: The Warframe opens up its core in the middle wherein a big laser of void will shoot out and destroy any enemies caught in its path 

Passive:Void Enhance:The more it uses its abilities the more it builds up its void gauge which can create a more damaging Void Blast when used in void blast the gauge depletes and must be built up again via using its abilities

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I'm not a big fan of the concept, it looks like a revenant deluxe skin to me. But i guess the general idea is that the part are held together with void energy?
here's an ability idea :

Drop table breaker

Choose between 3 :

- Credit booster, increase credit earned on kills, % based on damage taken : shield drop to 0 when active.
- Endo drop booster, increase Endo drop chance: cut health to 1 when active, increase shield when picking endo orb.
- Ressource booster : drain energy over time, energy orbs drain energy instead of replenish, health orb restore energy but not health. 




 

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Passive: Dead enemies drop temporary armor that stacks

-Has 6 Warframe parts that affect abilities

1)Broken Territory: Drop a pieace of your warframe too create a zone that pluses out damage and confusion

2)Vangaurd: Drop a pieace off your warframe to make a sentry that targets infront

3)Linger: Attach a pieace of your warframe to an ally granting a sheild and reduced income dmg buff 

4)Reformed: Stronger parts attach to all abilites improving them [at constant energy cost]. 

1)Now pluses faster and larger.  2)Punch through and more guns on single sentry 3)immuity  

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Passive ability called Unity - speed of Warframe raises on 5% and on 2% per one other warframe in the team

1st ability called Empty Data - using of this ability makes three the nearest enemies lose their memory. Therefore they start to ignore you for 5 seconds(for example) and you get the location of some other enemies on the map for the last time in game. If the enemies lose 15%(for example) of HP or 25%(for example) of shield's power, the effect of the ability ends.

2nd ability called Copy of the Data - after using on other warframe (even if it's enemy) the "Broken" Warframe gets their construction, therefore, you can use the first ability of the another warframe. But the power of ability is lower and price is higher than the original (copying the ability is free). After using of the other Warframe's ability, you should copy it again to use. If you use it on the another type of enemies, you get special markers on the enemy. Attack this markers and do more damage.

3rd ability called Hand of Help - one of your hands becomes a part of the other warframe or an enemy and uses your secondary weapon, but after it you lose 25%(for example) of shield's power. The ability has a duration only on enemies. The Warframe with your hand can see markers of the 2nd ability and other enemies on the map of the 1st ability. Instead of this hand you will have the hand, which is made of void energy.

4th ability called Dump - the void energy inside the Warframe explodes and six parts of the Warframe (Head, Body, Hands and Legs) make an hexagonal area. Others warframes in the area get their abilities' and shield's power increased. The enemies in the area slow down and get damage after the explosion. After explosion you get a void form, however, you can't damage the enemies. If you go right through the enemies, they lost a part of their shield's power. If you go out of the area, the ability will be cancelled, you will get your previous form of the Warframe and you will lose all your energy to use abilities. However, the ability has a duration and when it ends you get your previous form of the Warframe and don't lose the energy.

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Passive: Adapts to damage after being hit with the same attack types starting at 2% then 40% when hit more than enough and lasts for 30s before resetting

Ability one Tau Link: Shoots a beam of Tau energy that hits a enemy and links to other enemies (maximum links 5) dealing Tau (80%), magnetic (10%) and corrosive (10%)damage. The more enemies linked the more damage it does

Ability two Release: Opens up his armour decreases armour total by 70% but increases speed by 50%, ability damage by 30% and damage by 50% but the ability turns off after health reaches 20% and turns into a absorbtion sucking enemies in taking 10% armour and 30% health per enemy

Ability three Tau rain: Shoots a ball into the air what then spreads out shots in all directions hitting enemies dealing Tau (80%), magnetic (10%) and corrosive (10%) damage

Ability four Supremacy: Shoots from all his finger tips in the direction he is facing. This does the same as the first ability where it links (maximum links 15) but more damage. Holding down aim has him move one of his hands to behind him and he shoots in a 360 radius. However holding down fire has him creative a ball of Tau (80%), Magnetic (10%) and Corrosive (10%) then he launches when you turn the ability off but the more you keep it on the bigger the ball and instead of throwing it he slams it down creating a massive damage dealing shockwave

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Backstory:

Since the Orokin were the only ones who could use void energy, this frame was probably built by them. But since appearances where so important to the Orokin, they probably didn’t intend the broken frame to be used for battle. Instead, the warframe was an experiment to see just how far abilities could be pushed before they damaged the frame. This warframe three has powerful abilities that come with a downside, and a fourth ability that ties them all together.

Ability 1: No Escape

               The Broken Warframe teleports the nearest enemies into the air beside it and slams them into the ground. The impact on the ground is strong. So strong that it removes some of the Broken Warframe’s armor for a few moments. Holding down the button will teleport more enemies at the cost of more armor. This can be used to bring enemies into melee range or to trap enemies in the fourth ability. This ability comes from the part of the warframe that used to be Mag. The Orokin altered her Magnetic Pull ability to be so strong that it appeared to teleport its targets. The blue part of the Broken Warframe glows when this ability is used.

Ability 2: Shimmering Cloak

               The Broken Warframe projects a perfect image of whatever is behind it, rendering it invisible to all enemies. This is an inefficient way to become invisible, consuming far more power than bending light around you or walking the fold. The electromagnetic interference slowly depletes your shields. If fully depleted, they won’t recharge until the invisibility is lifted. Useful for ambushes and fast exits. This ability comes from the part that used to be Excalibur. He can no longer can make the exalted blade (that must be in his left arm), but he can still manipulate light. They altered his Radial Blind ability so now enemies won’t see him even if they didn’t catch sight of the Blade. The red part of the Broken Warframe glows when this ability is used.

Ability 3: Bloody Scream

               The Broken Warframe screams as its body becomes overcharged with power. Or… at least it looks like it screams since warframes don’t really make noise.  This ability increases the Broken Warframe’s damage by a significant margin, but that extra power eats into the frame itself, lowering maximum health until the effect wears off. The longer the button is held down, the more health is cut in exchange for damage. It’s up to the operator to decide how much they are willing to risk. This ability comes from the part that used to be Rhino. The Orokin wondered how much more powerful his Roar ability could be if it was concentrated on a single point rather than spread to allies. The answer was painful. The white part of the Broken Warframe glows when this is used.

Ability 4: Void Web

               The Broken Warframe grows its void tendrils into the ground, covering a portion of the floor. Enemies that walk onto this area become ensnared and unable to move. Somehow, the broken frame can transmit its burdens to those stuck in the web, with each captured soul reducing the negative effects of its abilities. If about ten enemies are ensnared the negative effects of the abilities are removed completely. This was not by design. Why did this happen? Did the shattered consciousnesses of the component warframes somehow control the void energy binding them together, too broken to be driven mad by its touch? Could the void that linked them feel their pain? Or was it just luck? These questions were beyond the scope of the study. Farther research is highly recommended.

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Ability 1: [Boss Mode] immune to status effects but has tiny vulnerable spot on his back that (looking at your lech kril)

Ability 2: [Factory Mode] frame splits apart in an explosive fashion, dealing slash damage to nearby enemies. Reassembles itself from the broken enemy for an armor boost.

Ability 3: [Dynamic Duo] straight up pulls the operator from the Transference Link, holding it by the neck, and spin, both operator and frame shooting. Think Rocket and the Winter Soldier

Ability 4: [Detonate] Electrode from Pokemon. Enemies have electric weapons and if Broken Frame receives enough effects, explodes. Think atomic weapon

 

Passive: Immune to Host Migration

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I've been thinking about a modular Warframe for years, so maybe the Broken Warframe is less a portion of some parts and more of a segment of all of the previous and future Warframes. Could you imagine a Warframe which could use Saryn's 1, Vauban's 2, Nekros' 3, and Ember's 4 as long as you place certain parts together. Give players an excuse to use all of the extra Warframe parts they have collecting dust in their inventory. 

The passive would be to give an innate buff to all of the surrounding Warframe's powers by 15% or something.

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My concept mainly is about this Warframe splitting and reasembling itself. 

Passive: Binding Force: Above your Energy, there will be a gauge, representing the strength of the Void energy holding him together. The higher the gauge, the more armor you have. However, it's scaled in a way it makes super weak when Binding Force is really low (could kill him with one bullet) and when it's maxed, he can barely take damage. Similar to Nidus' stacks or Gauss' battery, this passive synergises with his other abilities. 

1: Consumes a bit of energy. The frame dismantles itself and uses it's part to surround and trap an enemy in it's armor, syphoning it's health and converting it into Binding Force. The more health the victim has, the more Binding Force you get, but it also takes more time to fully kill the enemy, leaving you vulnerable. So it's a risk vs reward situation. 

2: Primal Energy: Doesn't cost energy but uses some of your Binding Force. Releases a wave of Void energy forwards, reverting enemies to a primal state. Enemies affected can only use their basic melee and gun attacks. So Ancient healers, Nullifiers, etc. can't use some of their abilities.

3: Attract (temporary name): Consumes energy. Dismantles and pulls items and enemies towards you. Items (like resources, energy orbs, ammo, etc) will replenish Binding Force. Deals magnetic damage to enemies and armor will be stripped if they pass trough you. Any armor stripped will increase Binding Force.

4: Widen (temporary name): Increases the space between the separate parts, becoming bigger and transforming warframe into multiple smaller hitboxes. Increases melee range but drains Binding Force. However, if an attack lands in the Void energy that holds the parts together, you will get more Force. If timed right, you will regenerate more Binding Force then you loose. Because of the size that the energy field, you can use this ability to block damage and protect teammates, objectives, etc. If you activate your 1 while this ability is active, you can devour multiple enemies at a time.

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Well, when I find that something is broken, I find a use for the part or parts, so, I hope this is a  commoin suggestion.  From several pieces you could construct a second weapon modification, or use a part to make a grenade style weapon, or LAY a TRAP. Perhap a passive response would be to take advantage of incoming status and modify it or reflect back. A whole disassemble like Hydroids puddle but w a novel effect or function. Something Totally WILD would be to create a brief propellar style lift the frame up to peform a clever flanking motion, or position a new cover location.Good luck. The end.

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Passive:Energy Exchange- for every enemy killed by the warframes abilities the frame regains 10 energy

1st ability: root- the warframe plunges the tendrils into the ground rooting up to 3 enemies in the direction the frame  is looking. This most likely would be a single cast ability but i could see the amount of enemies be affected if it was a set cone to cast it as well.

The second ability: Void infusion- the tendrils would fuse themselves with the weapon currently out when the ability was casted. Most likely this would be a channeling ability and would not scale with power strength.

The third ability: Slipstream- the warframe would go into the void energy passing through the area and ride it like a current. It would leave a trail of damaging energy in its path.

The fourth ability: energy storm- the warframe would exchange 50% hp and energy and summon a giant tendril from the ground that would flood the place with void energy damaging all enemies in the area and buffing ally energy gain and weapon damage. 

 

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Passive ability:

The Abyssal tree, living in a broken warframe, instinctively infects the spores of the nearest enemy once every X seconds. When an infected enemy dies, a small abyssal tree grows in its place. The tree has health points and gives you health regeneration. If an infected enemy dies near a tree, instead of creating a new one, it increases the health and regeneration of the existing one (maximum 10 stacks).

 

First ability:

Warframe systems reject the Abyss Tree that lives in it, causing a small explosion that infects enemies with spores and causes damage to them. Uses health points instead of energy.

 

Second ability:

Absorbs all created Abyss Trees. You and allies within range recover energy and gain armor for each tree absorbed (the duration of the armor bonus also depends on the number of trees absorbed).

Third ability:

You reduce your movement speed and bind yourself with allies in a huge radius. Reduce your stats (duration, affected area, strength abilities, energy efficiency) by 50%, but increase these stats for allies binded with you. The strength of the increase in stats depends on the distance between you and your allies. Maximum bonus: for each 1% of characteristics lost by you, the ally receives 3%.

Fourth ability:

It is a streaming ability, it will consume less energy for each enemy and the Void Tree in the area. An area is created that gradually increases in size and deals damage to enemies every second. This area strengthens your abilities and affected Void Trees, increasing their size, health points and regeneration of your health points. Also, reinforced trees will provoke enemy fire on themselves.

Strengthening Abilities:

First:

Deals more damage and increases the affected area, but at the same time spends more health.

Second:

Excess energy gained from the ability will be converted to additional armor. This ability can restore energy when the fourth ability is activated.

Third:

When killing enemies, allies associated with you will reduce your movement and stats fines up to 50% of the original.

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Passive- void discharge -in moment of explodes dealing massive damage around and reasembles  himself with half of health and energy 400s cd on revive effeckt
each kill reduces cooldown by 1s( normal death does not reset that cooldown)
1st ability Void Siphon- aoe wich drains portion of energy form all enemies and gives it to you and/or your alies 25 energy cost- each enemy hit lowers CD of your pasive by 1 s
2nd ability - barier( toggle) wich reduces damage taken by up to 90% but only up to 40% and drains 4energy per second while your passive is aviable (25 energy cost to toggle)
3rd ability -  charges all enemeis and alies for 3s with void energy- both enemies and alies if they die during that period emit explosion - alies also get resurected 75 energy cost
4th ability - Void Overcharge  emidiatly activate your passive ability dealing 3x damage and puting it on CD ( can not be activated while passive is not ready) enemies hit give you 1s reduction to your passive ability 100 energy cost

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For passive, he can revive himself by reassembling, but the enemies can kill his parts individually, thus he will revive with less health. If nothing happens to him and he revives himself he is full health

For 1 he can launch a parts of himself into enemies for impact damage and knock them out if he lands it. He call recall his parts (like mjolnir) whenever he likes. Single cast ability

Augment, he can disassemble himself using this ability into the state of 2. It will be the same as 2, but won't drain energy. 

For 2 he can disintegrate (fall apart into pieces) making it very hard (pretty much impossible) for the enemies to hit him. He can crawl on the wall and ceiling. He keeps his speed. Timed ability, can cancel

Augment, will turn the ability into a drain ability and make it possible for the player to stay in the ability for longer.

For a 3 he can have an exalted weapon (whip made out of parts or a heavy weapon made out a big chunk/part) the whip can have extra range since it is an exalted and the heavy could be faster than usual to make it special. Drain ability

Augment, idk 

For a 4 he grows in size and if he has his weapon out it grows in size too. The ability makes him use his fists (his weapons are too small), the damage will have a lot of impact and damage (to balance his big hitbox), as for the exalted weapon it will increase in range by x2 (example: range was 4 and he will use the exalted weapon instead of his fists. Drain ability

Augment, maybe add blast to damage.

To counteract all the drain abilities, he should have a lot of base energy.

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A quick rundown on some thoughts: being a "broken" frame that's been cobbled together from other parts and is only held together by Void energy, there should probably be a major focus on energy management as a theme. 

Basic Stats:
Valkyr levels of HP, Ivara Prime levels of energy, no armor or shields to rely on (the frame is "broken" and lacks certain traits innate to normal Warframes, barely staying held together even at the best of times)

Passive Effect:
Shattered: Warframe possesses an innate "Quick Thinking" effect with 100% efficiency (1 energy = 1 HP, ensures that the frame's 4th ability isn't thought of as "mandatory" for survivability) 

1st ability:
Scrapper: Tendrils lash out from an arm at a targets within a cone, reducing their armor by a % value (affected by power strength) and inflicting that much "true" damage, while also adding a small portion of that value to the Warframe's own armor for a period of time; additional uses stack their values, but all armor gained decays at a certain % rate each second (affected by duration, with higher duration reducing the % lost per second)

3rd ability:
Repair (toggled effect, zero base cost): Perpetually leeches a % of current energy each second to restore an equal amount of HP, affected by efficiency (with more efficiency = less energy lost = less recovery, encouraging a different mod arrangement when compared to most frames)
 


Basic breakdown: 
The effect from Scrapper is affected strongly by power strength, but is ultimately at odds with Repair as they both need energy to run—fundamentally, recovery impedes prevention. This discourages players from simply turning on Repair and leaving it on for the whole mission unless they use a high efficiency build, which then eats up valuable mod slots while also sharply reducing actual recovery. As base health values are low and there's no innate armor, it becomes easy to get stagger-locked if Scrapper is ignored, necessitating a certain amount of balance between the two. Rage obviously provides considerable benefit, as does Zenurik, but neither should get energy recovery high enough to make constant HP recovery insurmountable.

 

This's prolly terrible but, hey, might be fun. Not like there's any lack of recovery or endurance frames, though.

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Passive:resource collection rate is raised by 50% and each headshot kill gives 20 health back to player

Ability 1:defective - all enemy's shields in the radius of this attack are shutdown (50 energy cost) 

Ability 2:Scrap metal - increases the amount of items dropped by enemy's (20 energy cost) 

Ability 3:Disassemble - instantly destroys all robotic enemy's (70 energy cost)

Ability 4:Split - splits the warframe's health and shield to make a replica of it's self (secondary weapon is automatically given to replica) (50% of players energy)

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Abilities for this new frames

 

  • Broken Part - Frame can release a body part to act as a turret or melee sidekick. Frame loses a % of health doing this
  • Disassemble - Frame locks onto a enemy disassembling it into a "Broken Part"
  • Repair - Frame absorbs all "Broken parts" near him granting health, armor, and damage boost
  • Spikes - Frame releases the wiring holding him together to perform a AoE damage on nearby enemies
  • Passive - Frame absorbs parts of dead enemies for a health regen

 

Frame should be health focused and be unhealable by team mates/pads

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4th could be either a draining ability where it constantly drains the energy or is a duration and when activated the frame fixes itself while the ability is active and gains some minor buffs but while active the other abilities are also buffed or my have additional affects 

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So I don't understand why i haven't seen suggestions of a Frankenstein's monster, cause that's what it is. Making its abilities based on which part and from whom it came from, ie feet will have the 1st ability, arms having the 2nd ability, Torso for 3rd, and head for 4th. Its passive should override elemental damage or add void damage for all weapons and abilities.

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Passive: Somaphage

Effect: When affected by a status proc: BW gains 10% resistance to that status proc for 20s, stacking up to 90%. Additionally status procs against BW have their status duration reduced by 30%. (Effectively Adaptation, but rather than damage resistance, its resistance against status procs)

Notes

  • The status proc resistance granted by Somaphage stacks with Arcanes up to a max of 100%.
  • Somaphage's status duration resistance does not stack additively with Rapid Resilience. It is applied to the remaining 25% status duration, 25 - 30% = 25 - 7.5 = 17.5%.

1st Ability: Ebb

Description: BW reaches out and draws a tide of void energy toward itself leeching enemy movement speed.
Effect: BW siphons a wave of void energy from a distant point, enemies struck by the wave are slowed by 30% for 12 seconds and BW’s movement speed is increased for 24 seconds.

Energy Cost: 25 (Scales with ability efficiency)
Cast Time: 0.5s (Scales with cast speed)
Cone Angle: 45° (Scales with 50% of ability range)
Cone Range: 18.0 meters (Scales with ability range)
Ebb Capacity: 20 stacks
Damage: 150 Void damage (Scales with ability strength)
Slow Duration: 12 seconds (Scales with ability duration)
Slow Strength: 30% (Scales with power strength, caps at 75%)
Speed Duration: 24 seconds (Scales with ability duration)
Speed Strength: 15 + (2.25 × Stack Count) (Scales with ability strength)
Speed Strength Range: 17.25% 🡘 60.0%

Notes

  • The wave is inverted, like a receding tide, and thus starts at the farthest point, moving back toward BW while narrowing. This means that enemies closer are hit last.
  • Upon hitting enemies with Ebb, BW gains a stack for each enemy hit up to a cap of 20.
  • The slow is refreshable on enemies.
  • The speed buff is refreshable, with new enemies hit adding to the total bonus speed (similar to Berserker stacks).
  • Power strength increases the initial speed strength, and the multiplier.
  • Bonus speed applies to walking, sprinting, and parkour speeds.
  • Ebb is cast with BW’s left arm, and is considered a one-handed action.

2nd Ability: Sunder

Description: BW launches a lance of void energy which incinerates foes in a field of void fire.
Effect: BW summons a lance and launches it at the target location, the lance explodes and creates an AoE which deals void and heat damage to enemies within it for 24 seconds.

Energy Cost: 50 (Scales with ability efficiency)
Cast Time: 1.0s (Scales with cast speed)
Spear Range: Line of Sight
Lance Damage: 600 Void damage (Direct hit only) (Scales with power strength)
Status: Forces target to be knocked down and pinned for the duration.
Explosion Damage: 150 Void and 150 Heat damage. (Scales with power strength)
Status: Forces an impact stagger and heat proc.
Explosion Radius: 18.0 meters (Scales with ability range)
AoE Radius: 18.0 meters (Scales with ability range)        
DoT Damage: 150 Void and 150 Heat damage per second. (Scales with power strength)
Status Chance: 100% (Heat procs only)
AoE Duration: 24 seconds. (Scales with ability duration)

Notes

  • The lance when thrown is hit-scan, but leaves an energy trail, much like the Ferrox.
  • The shape of the AoE is a column rather than a pad or a sphere. Column height is equal to its radius.
  • An enemy directly struck by a lance becomes knocked down and immobilized until the duration ends. If the pinned enemy is killed their body will remain until the duration ends.
  • An enemy need not be hit by the lance for the AoE to be placed, but the lance will remain lodged in the terrain for the duration.
  • The explosion damage dealt by Sunder does not have falloff.
  • Eximi and other units which buff enemies lose their aura when pinned.
  • Enemies in the field suffer a heat proc, and thus have their armor reduced by 50%.
  • Sunder is cast with BW’s right arm, and is considered a two-handed action.
  • If an enemy 'adapts' or 'resists' the ability, the lance falls into the ground beneath them when they break free, but the placement and duration of the AoE are not hampered by this.
  • If an enemy who is under the effects of Ebb is struck by the lance, the explosion deals an additional 1050 Void and 1050 Heat damage. [Synergy]

3rd Ability: Enervation

Description: BW drains the energy from surrounding corpses to suffuse and reinforce their body.
Effect: BW channels energy from surrounding corpses which bolsters BW's HP and infuses their Armor.

Energy Cost: 50 (Scales with ability efficiency)
Energy Drain: 1 + (0.25 × Stack count) = Total Drain / s (Scales with ability efficiency)
Energy Drain Range: 1.0 🡘 6.0 per second (Scales with ability efficiency)
Cast Time: 0.5 second (Scales with cast speed)
Effect Radius: 18.0 meters (Scales with ability range)
Enervation Capacity: 20 stacks
Health Boost: 50 + (75 × Stack count) = Health Boost (Scales with power strength)
Health Boost Range: +50 🡘 1550
Health Regeneration: 1 + (0.1 × Stack count) = HP Regen (Scales with power strength)
Health Regen Range: 1% 🡘 3% per second
Armor Boost: 50 + (75 × Stack count) = Armor Boost (Scales with power strength)
Armor Boost Range: +50 🡘 1550

Notes

  • Power strength increases the initial boosts, and the multiplier.
  • Corpses which have been affected by Enervation are highlighted in BW’s energy colors, but their bodies can still be ‘consumed’ by looting abilities such as desecrate.
  • Only new corpses count toward building to Enervation's cap.
  • Enervation is cast by stomping with BW’s right foot, sending out an energy wave which visibly marks the radius in BW’s energy colors.
  • Stacks will not continue to accumulate if AFK.
  • If an enemy under the effect of Ebb is killed within Enervation's range, it has a 25% chance to drop an energy Orb in addition to its normal drops. [Synergy]

4th Ability: Wyrd

Description: BW Overloads their systems by fully utilizing the energy from enervation, greatly boosting its abilities.
Effect: BW utilizes Enervate stacks to grant its other abilities additional benefits.

Prerequisite: Enervation’s stack count must be maxed in order to cast.
Energy Cost: 75 (Scales with ability efficiency)
Enervate Stack Cost: 1 every 2.4 seconds (Scales with power duration)
Effective Duration: 2.4 x 20 = 48 seconds
Cast Time: 1.0 second (Scales with cast speed)

Wyrd Ebb

Effect: Adds reload speed and attack speed to Ebb. Additionally the duration of Ebb’s slow and speed effects are increased by 50%.
Reload Speed: 5.0 + (1.25 × Stack Count) (Scales with power strength)
Reload Speed Range: 5.0% 🡘 30.0%
Attack Speed: 5 + (0.75 × Stack Count) (Scales with power strength)
Attack Speed Range: 5.0% 🡘 20.0%

Wyrd Sunder

Effect: Enemies killed within the radius of Sunder grant armor to allies in range. Additionally the duration of Sunder is increased by 50%.
Sunder Capacity: 20 stacks
Armor Boost: 50 + (27.5 × Stack Count) = Ally Armor Boost (Scales with power strength)
Armor Boost Range: +50 Armor 🡘 600 Armor

Wyrd Enervate

Effect: Allies including sentinels and companions benefit from the HP regeneration granted by Enervate. If an enemy under the effect of Sunder is killed within Enervation's range, it has a 25% chance to drop an energy Orb in addition to its normal drops.

Notes

  • Wyrd consumes one stack of Enervate every 2.4 seconds, this delay is affected by power duration. The number of stacks consumed per tick is not affected by mods.
  • Wyrd Sunder's armor bonus does not apply to BW, but does apply to their equipped sentinel or companion.
  • The duration bonus provided to Ebb and Sunder are applied to their base duration. Mods then apply.
  • The energy orb drop chance provided by Ebb or Wyrd Sunder do not stack.
  • Wyrd is cast by BW raising their hands into the air at which point an energy pulse emanates from them, similar to Enervate but instead uses BW’s emissive colors.
  • Wyrd is considered a two-handed action.
  • Stacks will not continue to accumulate if AFK.
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