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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive - The more enemies that surround him the stronger he becomes (Max range 10m.) 20%/enemy 

Ability 1 - Hand shield/bullet absorb  Hold to catch bullets/projectiles and release to fire back at targets 

Ability 1 mod - Based on the energy spent and the number of bullets offer a % gain to damage back (above the initial damage)

Ability 2 - Void Tendril Grab  Reach out with Void Tendrils and pull enemies toward you (not past you like Mag though)

Ability 2 mod - Hold the ability button to lock them in place burning void energy into them (limit range and number of enemies)

Ability 3 - Blink/Recombine Much like archwing ability TARGET NOT REQUIRED THOUGH (like Ash should be)

Ability 3 Mod - stun or damage enemies or heal allies when blinking through them also could be pieces falling apart and recombining at target location

Ability 4 - Exulted Weapon Morph - Choose from 3 or 4 different weapons (like cycling abilities) such as Nikana and Braton and Strun and Polearm 

The weapons are made of Void energy each with unique combos (different from base weapon type for melee) and a void energy explosion (jat kusar) on heavy attack.

The ranged weapons will fire void energy blasts and should have (like titania) separate modding capability 

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Passive- Shields would always be equal to health if so vitality would boost health and shield amount 

1st Ability- Toggle buff that drains energy over time that allows user to absorbs ammo drops and make them into a power strength buff for the 4th Ability damage

2nd Ability- If shield are greater then health then speed buff(effects movement and melee speed not fire rate and reload) but if health is greater than shield then damage buff for abilities and melee weapons but this drains the dominant one so if speed buff drains shield if damage buff drains health (if shield is at zero ability can't be activated) 

3rd Ability- Tendrils of void energy shoot out in all directions (distance and coverage controlled by range base is line of site and about 15 meters) does damage on hit and if still alive then pulls to caster 

4th Ability- All friendly and enemy abilities disabled(bombard rockets but not nullifier bubbles) user gets overwhelmed with void energy and transforms into beastly/Godzilla looking creature cant use weapons but has high damage claws (very slow like walking speed movement) when ability goes off user is hit with high damage affected by efficiency and power strength (high efficiency means less damage to player but high strength means high damage to player)  

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Passive: some assembly required

health/energy orbs replenish health/energy/shields depending on which is the lowest %.

1: overdrive

Attacks over the next 10 seconds gain a bonus to damage and 200% increased attack speed, after the 10 seconds attack speed decreases to 80% of regular amount until the cooldown has ended.

2: emergency recharge

Warframe/Allies instantly gain a large burst of health regeneration for 10 seconds, but the warframe is unable to move for the next 5 seconds.

3: power diversion

The warframe is able to either transfer a portion of shields to a temporary armor bonus or transfer a portion of armor to a temporary shield bonus. This cannot be used to drop shields below 1.

4: deconstruct

The broken warframe splits into 3 warframes (attack, tank, heal) for 30 seconds (each with fully restored but 1/3 health/shields/energy/armor) and the operator is able to freely switch between the three or be in operator mode. Weapons are divided among the three. The AI used for umbra takes over any non-active frames.

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This is my idea for the concept warframe based on the idea of the broken Warframe and the artwork that was provided. My first thought when I saw the concept was that it reminded me of a sentient, so my idea is sentient related.

 

:passive: every minute it gets immunity to sentients for 15s

 

:Ability: 1  Shape shifting into enemies

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Passive: While the warframe has shield, its health is completely replaced by its energy bar. The warframe has no armor nor can it gain armor but mods that increase energy efficiency provide equivalent damage reduction. The warframe does not have a bleedout phase, instead it falls apart ejecting the tenno from it (tenno takes damage). Other warframes can attempt to res normally at any point after it falls apart (no timeout until dead), the tenno who was ejected from it can also attempt to res its own warframe by channeling its void energy into it - but it takes progressively more void energy with each consecutive self reboot.

Skill 1: Faulty discharge (5+ energy cost)

The warframe quickly shoots a bolt of energy from one of its hands which does a guaranteed status proc dependant on energy colour and giving this ability one count of "void leak" which show as stacking tokens about the ability icon. Each "void leak" stack increases the energy cost of the ability by 5 but also increases its damage and radius. The "void leak" stacks will dissipate over time if the ability is not used. The ability can be recast to generate additional void irradiated areas before the prior ones dissipate but the ability will cost more due to the already stacked up "void leaks"

Skill 2: Void static(5+ energy)

The warframe discharges lingering void energy into the area around it which sets the area "on fire" in a similar way to Nezha's trail of fire - the difference being that the area affected is a medium circular radius instead of a line and the duration timer only starts once the ability is toggled off. The ability starts at costing 5 energy per second to keep on but the ability gets a "void leak" stack above the ability icon every second it is active which increases the cost of the ability by 5 energy per stack but also increases the damage of all void irradiated areas.

Skill 3: Disjointed prerogative (75+ energy cost) (timed aura)

The warframe has 3 auras it can activate (if it has parts from 3 different warframes :P ) by tapping skill 3. Using the ability will add 15 seconds of uptime to one of the auras at random but will give the ability 3 stacks of "void leak" which each increase the cost of reusing the ability by 5 energy and show as tokens above the ability icon. Each stack of "void leak" will increase the range of the aura by a reasonable amount and the "void leak" stacks will dissapate over time if the ability is not used for a duration. Suggestion auras are:

- reduce ammo consumption by 33% (can be boosted by ability strength)

- provide 33% of energy spent on abilities as healing to nearby allies (overheal will go into overshield)

- 15% resistance to stagger, knockdown, and aoe damage (scales off ability strength)

Skill 4: Reality breach (Requires at least 5 stacks of "void leak" across the first 3 skills to use) (no energy cost but as your energy is your health, you must have at least 100 energy in reserve to pull this off).

Your slightly faulty warframe causes a breach between reality and the void. The skill starts with a large area of effect but expands rapidly while increasing in damage. The skill does void damage and will consume one of the "void leak" stacks from one of the 3 other abilities every second until the skill is cancelled or there are no "void leak" stacks left to consume. The skill looks like an expanding ocean of angry energy, permanently weakens any fodder Sentients hit by it and you can hear a muddled cacophany of the echos of angry and shouting voices while channelling it. When you finish channelling the ability your warframe always suffers a stagger proc but becomes immune to damage (and energy loss) for 7 seconds while radiating void energy.

 

Ps. Skill names not important.

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An "Integrate" ability would be cool; consume an enemy and gain buffs and maybe even a new ability that replaces the Integrate ability for the duration. Exilus auras could be taken as well. The buffs and temporary ability would depend on the type of enemy consumed.

I had a weird idea for a passive: have him heal whenever he picks up certain drops, like resources or mods.

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Passive: Has a rift in its chest which gives the frame 50 energy and 50 health every 5 minutes 


Names of abilities can be changed, not very good at it.
 

1: Sentient Whip: creates a whip from sentient energy drawn by a small rift which opens in its chests and gives power to make whips and use them as melee weapons.

2: Rift Health: Opens the rift to hide inside, Other frames can enter to get health (uses alot of energy).

3: Sentient Control: Will control a target until it dies (ability drains target health and frame its energy).

4: Void Shockwave: Lets out a massive surge of energy that does alot of damage in a 20 meter radius. 

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The Broken Warframe

“The Amalgam”

 

Has Low Health, High Armor and High Shields

 

Passive:

Due to the Warframe’s broken body held together by (The White Roots) tendrils of Orokin origin, the body of the warframe itself does it’s best to move out of the way from incoming fire.

  • Innate (Scales with level) chance for the warframe to ‘dodge’, parts of its body shifting away from incoming attacks

  • In addition, the limbs of the Warframe will extend when using a melee weapon, granting innate reach

 

Ability 1 - Swirling Horor:

  • The Broken Frame shatters itself, sending parts of it all over the area before beginning to rapidly spin, shredding (Slash Damage) nearby enemies and ripping health and energy orbs from their bodies.

  • Channeling Ability

 

Ability 1 Augment - Disarming Vortex:

  • In the midst of the swirling vortex of parts, the hands reach out, grasping for what they can. Chance to disarm enemies affected by ‘Swirling Horror’

 

Ability 2 - Wireframe:

  • The Broken Frame rears up before slamming it’s hands into the ground, casting out white tendrils to nearby enemies, impaling them and holding them in place. After a few moments the spires come back, 50% of the enemies lose half their health instantly, the other 50% and the Broken Frame gain an additional 50% max health(Can only stack once) Duration of extra health based on… duration

 

Ability 3 - This Doesn’t Belong To Me:

  • Upon casting this ability, a random, non-targeted ability from any warframe(This means no Nidus link nor reservoir teleport since that would require you to either be targeting someone or have a reservoir already down from casting this ability previously)


 

Ability 4 - A Mind Of Its Own:

While this ability is active, for every ⅙ of health missing(To a cap of ⅚ ) a part of the frame’s body falls off, leaving the white tendrils to take its place. In the meantime, the missing pieces fly around on it’s own volition, seeking out the nearest enemy to attack.

  • For each part missing, gain dodge chance, stacks with passive.

  • If a piece kills a target, it rips a chunk of the target off, taking it with it.

When the duration is over, all the parts come back to the broken frame with the chunks they have stolen.

  • A grineer chunk grants the Warframe additional armor

  • A Corpus chunk grants the Warframe additional shields

  • An Infested Chunk grants the Warframe additional Health

  • A Sentient Chunk grants the Warframe additional resistances to all damage types

The amount gained per chunk scales off Ability Strength

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Passive [It Just Works]- Abilities take a random roll on cast ?% this roll determines if the ability cost energy, health or energy. 

 

1 [Hot Fix]- Warframe releases a radius aura that on cast type has an effect depending on passive cost.

-if energy used strips enemy shields 

-if shields used gives team energy 

-if health used strips enemy armor 

2 [404]- On cast Warframe becomes unable to be targeted by enemies, but can be seen by cameras. 

3[This Is Fine] one cast type different effects. 

-energy gives team speed boost 

-shields boost team damage 

-health boost team armor 

 

4 [day one patch]- This ability cost energy, Sheilds and health. Warframe release an explosion that deals damage based on the color combo of Warframe’s energy.

   

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Passive: Operator gains X% additional Void damage. 

1st Ability: [Warframe Name] unleashes his void tentacles in random direction gaining 1 extra piece for each enemy damaged increasing it's armor for every piece.

2nd Ability: Activating this ability will launch a piece in the aimed direction making it explode on contact. Holding the ability will make more pieces launch resulting in a bigger explosion. (Should deal void damage)

3rd Ability: (Needs X pieces to activate) Warframe pieces are launched to an enemy covering it and transforming him into an ally buffing there defense. 

4th Ability: [Warframe Name] drops his pieces to the ground reviling it's void skeleton increasing speed at the cost of health and armor giving every attack Void damage.

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So i will take the concept of the warrior that was made out of other destroyed warframes and i will add the phoenix element which will give the warframe a feeling of invincibility and of a fighter who will rise from what seemingly is just scraps and ashes.

Passive: Rebirth => Whenever your hitpoints would normally drop to 0, instead of dying, your warframe reassembles from its destroyed scattered pieces, releasing a wave of flames damaging nearby opponents. This effect can not be triggered more than 3 times in a mission and has a 1 minute cooldown between each ressurection.

Ability number 1:  Soulfire => Scorches the ground within a 5 meter radius with sacred blue flames that damages opponents while melting their armor and replenishing energy to your allies.  Energy cost: 70/65/60                              Duration: 6/8/10 seconds                Energy replenish per second: 1/3/5          Radius: 5 meters

Ability number 2: Living guardian => Removes parts from body and sends them to nearby allies. When its parts leave, the warframe loses its shields and cannot regain them until the parts are back, but gains movement speed. Allies with parts equipped have damage done to them reduced.                                          Energy cost per second: 5/4/3      Damage reduction: 60%/70%/80%            Movement speed: 15%/25%/35%           

Ability number 3: Pain absorber => Warframe sends out void energy in its enemies' minds and commands them to target him: Enemies affected deal less damage to it and take more damage from his allies.                                              Energy cost: 80/75/70                                Duration: 9/13/17 seconds                        Radius: 7 meters                            Damage reduction to self: 30%/40%/50%                                              Damage increase for allies: 25%/30%/35%

Ability number 4: Undying flame => Gathers energy from the parts of his fallen warframe ancestors and ignites with willpower covering itself in radiant fire. Hitpoints cannot drop below 1 and every additional damage taken will be converted into strength for the warframe.                                                      Energy cost: 140                                          Duration: 6/8/10 seconds                          Damage increase for every extra damage equivalent with 20% of its maximum hp: 40% stacking to a maximum of 5 times (Maximum damage increase 200%)

Edit: Huge shout out to Eidolor who said:

Passive: lose 5% current health with each kill, slain enemies fight for you for 10s.

The stresses of battle are too much for the frame to handle and pieces break off with each skirmish, but even broken and abandoned they refuse to give up. Shattered bits of armor and flesh cling to their very last and press on, through the corpses that brought about their swiftly impending demise. 
 

Duration could be 20s at 200%, strength could increase damage significantly more to keep up in high level content, efficiency could increase health cost.
 

It would ideally be able to propagate when damage is almost maxed out.                            

I believe this suggestion not only helps the fourth ability stack its damage consistently but also increases the potential of the second ability since there will always be allied units for the parts to attach. I really like this alteration and i think it perfects the warframe. So i want to thank Eidolor for that amazing idea!

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Passive: lose 5% current health with each kill, slain enemies fight for you for 10s.

The stresses of battle are too much for the frame to handle and pieces break off with each skirmish, but even broken and abandoned they refuse to give up. Shattered bits of armor and flesh cling to their very last and press on, through the corpses that brought about their swiftly impending demise. 
 

Duration could be 20s at 200%, strength could increase damage significantly more to keep up in high level content, efficiency could increase health cost.
 

It would ideally be able to propagate when damage is almost maxed out.

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Passive- From The Void

With every enemy Siphoned, the Broken Warframe’s power increases. Further amplifies the effects of the Crackening.

 

 

Ability 1- Void Puppet

Spawn a puppet composed of Void energy. The puppet will assist you by flanking nearby enemies. With every kill, the Puppet will grow stronger, and deal more damage. When damaged enough, the puppet can be converted into a Shatter Bomb.

 

Ability 2- Siphon

Drains the Void energy of nearby enemies. Drained foes can be converted into Void Puppets, or turned into a Shatter Bomb at a reduced energy cost.

 

Ability 3- Shatter Bomb 

Shatter allows the Broken Frame to overload an enemy with Void energy. When overloaded, said enemy will seek out groups of 3 or more enemies. When the Bomb reaches a group, it will explode, sending out shards of energy that will damage foes. Additionally, if your Void Puppet suffers near-fatal damage, it can be converted into a Shatter Bomb.

 

Ability 4- Crackening

The Broken Warframe...well, breaks apart, sending out cracks infused with Void energy. These cracks will generate massive walls that will burn, freeze, or shatter nearby enemies. Any who survive can be converted into either a Puppet, or a Shatter Bomb.

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16 minutes ago, (PS4)TSM_Pegasus43 said:

So i will take the concept of the warrior that was made out of other destroyed warframes and i will add the phoenix element which will give the warframe a feeling of invincibility and of a fighter who will rise from what seemingly is just scraps and ashes.

Passive: Rebirth => Whenever your hitpoints would normally drop to 0, instead of dying, your warframe reassembles from its destroyed scattered pieces, releasing a wave of flames damaging nearby opponents. This effect can not be triggered more than 3 times in a mission and has a 1 minute cooldown between each ressurection.

Ability number 1:  Soulfire => Scorches the ground within a 5 meter radius with sacred blue flames that damages opponents while melting their armor and replenishing energy to your allies.  Energy cost: 70/65/60                              Duration: 6/8/10 seconds                Energy replenish per second: 1/3/5          Radius: 5 meters

Ability number 2: Living guardian => Removes parts from body and sends them to nearby allies. When its parts leave, the warframe loses its shields and cannot regain them until the parts are back, but gains movement speed. Allies with parts equipped have damage done to them reduced.                                          Energy cost per second: 5/4/3      Damage reduction: 60%/70%/80%            Movement speed: 15%/25%/35%           

Ability number 3: Pain absorber => Warframe sends out void energy in its enemies' minds and commands them to target him: Enemies affected deal less damage to it and take more damage from his allies.                                              Energy cost: 80/75/70                                Duration: 9/13/17 seconds                        Radius: 7 meters                            Damage reduction to self: 30%/40%/50%                                              Damage increase for allies: 25%/30%/35%

Ability number 4: Undying flame => Gathers energy from the parts of his fallen warframe ancestors and ignites with willpower covering itself in radiant fire. Hitpoints cannot drop below 1 and every additional damage taken will be converted into strength for the warframe.                                                      Energy cost: 140                                          Duration: 6/8/10 seconds                          Damage increase for every extra damage equivalent with 20% of its maximum hp: 40% stacking to a maximum of 5 times (Maximum damage increase 200%)

 

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On 2020-04-17 at 6:08 PM, LascarCapable said:

2 - Dismantle. The warframe dismantle itself and becomes a mess of body parts on the ground. You can still move around with vastly increased speed, but you also gain the ability to move on walls and ceiling. Loss of precision for enemies who target you. Attacking cancels the ability. You can use other abilities without cancelling that ability.

I love this idea, though I think that it could work well as part of a stealth frame's kit with dismantling acting as a form of invisibility

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1) Bite-

Close range ability that bites the enemy and infuses them with void energy and putting them under your control. Controled enemies (turned) lose all abilities and have the speed reduced but their health is increased. Turned only use melee. An enemy killed by one of the turned becomes turned.

2) entomb- 

Target enemy is frozen in place and can no longer receive damage. Player chooses either fear tomb or attraction tomb. Fear tomb makes enemies run in fear while attraction tomb makes enemies target tomb

3) revenge-

The souls of the fallen frames reach up from beyond the grave to cling to enemies in an aoe. Enemies can't move or shoot. Enemies killed in the area are dragged to their graves.

4) apocalypse-

All turned get a buff to speed, strength, attack speed, and health. All enemies who have gone to their grave by revenge rise as turned.

Passive-

You can kill turned to regain health

The concept I tried to use for these abilities is the idea that the void has taken these pieces of fallen frames and given them new life but it's not exactly alive. I tried to make it a very undead/zombie feel to it because I always thought that a zombie frame would be fun and interesting to play. If you chose another ability set I hope you keep this concept in mind. Finally I'd like to thank you guys so much for everything you do. This game is so amazing and the fact that you guys continue to improve the game and do things like this open call is amazing. Keep it up guys you really are awesome!

 

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One ability should be falling through the map and after a certain point, it appears at the top and does a nuke slam where it fell from. I got the inpiration from using the k-drive in plains of eidolon only I can't get out of the loop of falling through the map when it happens.

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18 minutes ago, Eidolor said:

Passive: lose 5% current health with each kill, slain enemies fight for you for 10s.

The stresses of battle are too much for the frame to handle and pieces break off with each skirmish, but even broken and abandoned they refuse to give up. Shattered bits of armor and flesh cling to their very last and press on, through the corpses that brought about their swiftly impending demise. 
 

Duration could be 20s at 200%, strength could increase damage significantly more to keep up in high level content, efficiency could increase health cost.
 

It would ideally be able to propagate when damage is almost maxed out.

This is a great idea that would fit perfectly with my first vision of the frame. Perhaps we could put our work together. Incredibly clever! Lets hope the devs see this. 

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Passive : 40% corosive damage when using 3 on enemies

1 : frame rips his armour off and trows it on wounded teamates healing them  (you can throw max 3 parts at a time)

2 : warframe goes under the surface and and is immune to all sorts of damage but is unable to fire back ( 2 energy per second )

3 : rip parts from the frame while each attack removing 30 armour and when the parts of the frame hit enemies they loose their armour (drains 30 energy each time)

4 : rips his whole armour off and throws it on enemies in a 50 M radious removing their whole shield and making them panic for 7 seconds(it doesnt waste any energy but removes all armour)

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Passive

void assembly

If you gain fatal damage, your body breaks into pieces. However, it is automatically recovered soon by the will of void energy. This Ability is invoked once in a fixed time, and the speed at which it is recovered is affected by the Ability Distance.

1st Ability

Buster Arm

Fire the left arm using void energy. (Injected in a straight line) The arm explodes when it hits an object and releases void energy around it.
(Damage is proportional to Ability power / Emission range is proportional to Ability distance)
If you use the Buster arm while the inner evil spirit is activated, it will run and self-destruct instead.

2nd Ability

inner evil spirits

Because of the void, parts of the body are torn apart and turned into an independent entity and automatically fight. The isolated object is converted into void energy and then merged into the body when it reaches a critical injury.

3rd Ability

Aura of bitterness

Increases the attack speed and attack speed of active companions, spectators, inner evil spirits, and Old Doom. It also applies to our allies' companions , specters.
(Attack speed and attack increase are proportional to Ability's power; duration is proportional to Ability's duration.)

4th Ability

Old Doom

Release the anger of warframes who fallen on the battlefield.
Invoke random 3 warframes around you for a certain period of time to fight. The power/efficiency/distance of the summoned warframe shares the power/efficiency/distance of the Brocken warframe,

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Passive: When health reaches zero a second life bar is activated and starts degrading (based off of power mods and current normal life total. Second life bar total half normal*(power level/100)). Use of abilities can bring normal life bar back up. If normal life bar returns to 50% or greater then reverts back to normal life bar and 'undeath' life bar starts slowly regenerating.

1. Tendril grab/lash: On tap will send out a tendril to latch onto an enemy. If pressed and held after (a second pressing) will keep latched on and will start absorbing life/armor/shields over time. If held down initial does a lash instead without absorbing but has knockback/knockdown effects. (Used to return to normal bar from passive.)

2. Collapse/Marionette: Tap once to become a pile of parts that go unnoticed by the enemy. Can't move in the mean time. 1 can be used from this state to gain life. If latched onto an enemy from Collapsed state, can press 2 again to Marionette them (Taking control of them unnoticed less you use them to attack.). Marionette-ed enemy takes damage over time and does damage based off of whatever weapon they have modified by weapon mods and power level. Duration effects damage over time(?) Edit: Forgot to put this in. If 4 (frankenstein) is used while Marionette-ing, then victim is consumed so you can go into the monster state and (rather obviously) undetected gets lost (maybe with a fear effect?). 

3. Unstable Matrix: Spend life and energy to send out pulses, arcs of energy, and lashing tendril threads to damage enemies in an area. If used while Marionette then, if marionette-ed enemy dies from pulses, will do damage in an area equal to max life total of marionette-ed enemy * power level. Edit: Forgot to put this on. If 3 is used with 1 during absorb effect, then have the pulses/arcs of energy, and lashing tendril threads originate from victims location. Can also be used from Collapse through tendril grasp life siphon. 

4. Frankenstein: Use on a downed enemy to return them to 'life'. Gaining control of their remains for a time to morph the combined materials with that of your war frame to become a 'monster'. Can't use weapons while in this state. 1-4 are replaced with 1:Melee movement attack 2: Consume more material (melee attack that pounces. Used to gain temp armor/life from further victims.) 3: Unstable wrath (like Unstable Matrix but amplified) 4: Explosive Temperament/Return Spends your full life total to cause an explosion of energy and material. Can be charged. If all of life total is spent then damage is amplified that much more and you go into 'undeath' second life bar state. Maybe have 4 be able to become different types of 'monster' based off of the enemy that gets frankensteined? Edit: Forgot to put this in. If timed right, on enemy death from life absorption, can use from 1 in normal or collapse. Collapse is not to be confused with downed state.

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I see this warframe as pure void energy itself that could separate from the frame.  After the original frame that was meant to contain it was destroyed, it was cobbled together with a bunch of random parts.

Passive:

You, your squad and your companion(s) gain % void damage to weapons.  Attacks made with this this damage and void damaging abilities have a % chance at removing Sentient resistances.

Ability 1 - Void Parasitosis

Send forth a ball of void tendrils that burrow their way into the target dealing damage over time.  Targets that survive the attack have their armour reduced and a random status effect will be applied.  Targets that die will explode in void energy.

Ability 2 - Void Embrace

Surround yourself in void energy preventing status effects for a short time.  Any status effects already applied to you when the ability is cast will be added to your weapons as a % of that damage type.

Ability 3 - Voices of the Void

Create a field that connects to the void. Enemies that enter this field will be driven insane by otherworldly whispers.  Enemies driven insane are more likely to attack themselves and each other than Tenno or objectives.  Activating the ability again will cancel it.  Enemies still inside when cancelled will be disoriented for the remaining duration.

Ability 4 - Cognitive Hijack

Discard your parts becoming pure void energy and possess your target, taking control of them.  While in control, you will gradually lose health and take normal damage.  You can cancel the ability by activating it again.  Cancelling the ability will kill the possessed target.  When the target dies, they become a husk that can be destroyed resulting in an explosion of void energy.

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