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Open Call for Warframe Ability Ideas!


[DE]Helen

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Okay I'm not creative enough to come up with for abilities, so hear is one 

Shed 

The broken Warframe literally just drops his/hers part on the ground releasing whatever is inside of it, the armor can be used either to buff allies or can spawn a minion helper

I think it works pretty well with the them of it 

ˢᵒʳʳʸ ᶠᵒʳ ᵇᵃᵈ ᴱⁿᵍˡᶦˢʰ ᶦᵗ ᶦˢⁿ'ᵗ ᵐʸ ᶠᶦʳˢᵗ ˡᵃⁿᵍᵘᵃᵍᵉ

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passive: scrap- can collect scrap from killing enemies, opening lockers, destroying loot crates or fallen sentinel to increase health and armor- maximum scrap capacity is based oh health(and armor) mods (have drop chance)

1st ability; grappling parts - pull(a group of) enemies towards you, guarantee a scrap drop. Can be use on teammate- push to pull yourself towards your teammate, hold to cling yourself to teammates- reduce teammate movement speed, you will fall when your teammate bullet jump(no trolls). can be use to cling to wall(wall latch forever-useful for camping or sniping)

2nd ability: fixer- able to revive fallen sentinel/companion. (maybe the objective too) -use scrap instead of energy

3rd ability: upgrade- sacrifice your body parts to increase your teammates ability strength,duration,efficiency or range (1 body parts give 1 buff/ 1 buff per teammate/ can give maximum of 3 buff at a time but have to be a different buff) - use a lot of scrap instead of energy, duration buff scale to your duration/range buff scale to your rang and so on. Also, negative starts will give a negative buff(nerf)

4th ability: merge/combine - merge with your teammates -  1)you lose ability to control your movement 2) you'll take damage instead of them with some damage reduction. 3) you'll still be able to shoot 4) your teammate gain a buff base on 3rd ability- the teammate will gain the most of the unselected buff with a little amount of the other buff, if more than one buff on the 3rd ability is not selected the player will gain both the unselect buff but in lower%. 5) reduce movement speed of player based on the buff given out in the 3rd skill: give out 1 part-> -30%movement speed, 2parts-> -20%movement speed, 3 parts-> -10 movement speed) -consume energy if teammates use a ability and consumes scrap overtime(can gain scrap back if teammates get a kill). Buff will scale to your teammate stats - range buff scale to your teammate range and so on.

 

-I hope we'll have more full support frame with some scaling. Also a frame that can give a ability buff like range duration strength or efficiecy

edit: a frame for endurance run( to revive sentinel)

edit2: ideasss- 3rd ability: parts like power cell for efficiency, energy core for strength, amplifier for range, coolant cell for duration 

3rd ability: u give away your parts so it's based on your stats, 4th ability: you become part of your teammate so it's based on their stats. It encourage player to play more as a team. ❤️

 

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Passiv
Spare parts
 its a stacking resors u get when killing enemies with some of your abilities
stacks up to x 
loss x spare parts instant revive when downed 

Abilitys

1.Deconstruct
    shooting a wave of energy to slowing them for X sec and damage enemies in a frontal cone giving some spare parts when afflicted ennemis are killd

2.Reconstruct
    cost x spare parts and some energy
    reconstruct into 1 of 3 different forms after a short delay
     1. Wolf :  melee Crit / melee Crit Dmg  Deconstruct is now a smaler 360 Aoe
     2 Assault: range Crit / range Crit Dmg  Deconstruct  is now a pin point range dmg blast 
     3. Tank: increas armor  / Hp /Hps Deconstruct got a increas in range and slow time
3.Upgrade
    cost x spare parts and some energy
     Uppgrade the frame for  X sec  upgrade depens on the reconstruct formover load
        Wolf: Movment speed  / Attak speed 
         Assault: Fire rate / reload speed 
        Tank:  Gain % dmg redution and stagger/knockdown immunity
4.overload

Cost: x spare parts and some energy or energy and 50% hp 100% sheald if you got no spare parts 
        overloads the frame making it expload making its parts flying out in a 360 Aoe and reassemble after a short delay enemys hit by the blast takes some dmg and u gain X spare parts for every enemy hit

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Passive: Overload: A power meter fills up every time you hit an enemy with ability one or if you take damage. The meter is used for certain abilities and if overcharged (past 125%) will cause an overload where the warframe releases a huge amount of energy and causes a small shockwave, knocking and damaging enemies. The downside is it slows you down temporarily while your systems reboot and you can’t use any abilities or gain any abilities during that time.

 

Ability 1: Salvage: The broken warframe grabs an enemy, drains power from them, and takes some of their armor, reapplying it to his exterior, temporarily decreasing damage until broken and fills up the overload meter

Ability 2: Recycle: Uses part of the overload meter along with some energy to reuse the second ability of another warframe randomly : This includes: Radial Blind, Speed, Iron skin, and Ice wave.

Ability 3: Glitch: Drains some of the overload meter along with energy per second, Glitch causes robotic enemies to attack randomly, biological enemies would be blinded temporarily, and would cause infested to have trip due to a signal confusing which parts of the body are which

Ability 4: Dismantle: The broken warframe would increase speed, durability and melee damage. The broken warframe would use energy at a consistent rate in this state and would rip apart and take the parts of enemies killed in close proximity to it. This would refill the overload meter but could also easily cause it to overcharge, cancelling the ability.

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Seraph - broken, torn down and recycled with old warframes from the old war, a void bound guardian emerges...

Passive: damage from sentients is reduced by 20%. operator gains minimal buffs to all stats (maybe 1-5%)

ability 1: Lua's perplexion - Seraph will begin to glow incandecently, dealing 100 base radiation damage per target in a 5/10/20 meter radius. (damage stacks 10+ dmg per enemy, the longer this ability is cast, the brighter seraph's lua parts glow)

ability 2: duviri's blessing - seraph will cause enimies to become stunned for a brief period of time, their consiousness in a "void loop" upon after 3/7/14s the affected enimies will recieve 750 void damage

ability 3: Sentient Diversion - Seraph will passively build up void energy per enemy killed, summoning 2 conculyst's costing 50 void (100/150/200) cap

ability 4:dax exaltatum ferrum - seraph will create two exalted scythes out of lua and void - with every sentient kill, base damage is increased by 2.5% (stacks up to 25%)

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TL;DR - Status-based schizophrenic

 

 

Passive - Status effects inflicted on frame last longer. Procs can’t be prevented/removed by friendly powers like Spellbind or Hallowed Ground.

 

Proc Spite - The status effects currently inflicted on the frame are converted into buffs for a duration. (heat proc becomes health regen, magnetic becomes energy regen, puncture becomes damage boost, etc)

 

Tendril - Glowy tendril thingies grow from the frame underground, spiking up at nearby enemies (every frame needs a boring direct-damage 1, right?)

 

Breakdown - Frame falls apart, each piece sprouting void roots to incapacitate enemies. Physics/momentum determines where parts fall (i.e. it’s beneficial to cast during hardcore parkour).. I know Evolution can handle it ❤️

 

Void Souls - On cast, one of the 3 constituent frames “takes over” for a duration, to the detriment of the other two (e.g. the white one buffs melee and speed but lowers shield and ranged damage). Further buffed by active procs/ enemies affected by glowy tendril thingies.

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Passive: Broken Vessel
Does more damage and has higher health regen with low HP/

1st ability: Scavenged Pieces

Absorbs body parts and remains of enemies in the area, gaining health, shield, or armour depending on enemy type.  Short channel, buffs last for a period of time. (can use energy to refresh the buff period) 

2nd ability: Void Tendrils

Sends out tendrils of void energy, damgaing enemies with Void Energy and Marking them.  Marked enemies take % increased damage from this warframes abilities.

3rd Ability: Corruption Zone

Toggleable, slowly drains hp to deal damage in an aoe.  Enemies who are Marked by Void tendrils and killed while affected by corruption zone restore health to this warframe. 

4th Ability: Full Purge

Sends out all absorbed pieces from the enemies, dealing scaled damage depending on percent health, armor, and shield gained this way.  

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Overall Idea: Using his Bodyparts, which are held by Void Energy, for his abilities

Passive: The more Body Parts the Frame has at the moment, the more armor he has. If he "loses" Bodyparts by activating his abilities he gains Speed (attack, sprint, maybe holster) and a built-in Hunter:Adrenalin

1.Ability: He throws his parts to chain enemies with Void Energy. Enemies which are chained and killed drop energy/life orbs. Amount of chained enemies scales with Strength

2.Ability: He rotates with his arms (360 degree) and deals impact damage to enemies.

Scales with Strength and Range

3.Ability: He "screams" (kinda like Umbra) which stuns enemies for a peroid of time.

Scales with Duration and Range

4. Ability: He He sacrifces his body parts to gain speed and "Hunter:Adrenaline" while his body parts surround him and attack enemies near the Warframe. His body parts like arms and legs are replaced with parts made of Void Energy, thats why he gains speed.

Scales with Strength/Duration. The Ability can be active permantly, drains energy/second.

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Passive: For every Damage that the Warframe receives, the frame becomes more damaged "also visualy" and then will do more ability damage and gun damage. Once he stops getting damaged he will gain increased reload speed and increased sprint speed.

1st Ability: "Break" - The frame will damage his own weapons and these will get increased fire rate and will get a random element added to it (higher chance for blast and fire element)

2nd Ability: "Target" - Used on enemy. The frame will point to the enemy and this enemy will receive a target sign on him. This enemy will receive increased damage and once dead his body parts will splater to nearby enemies causing them the same effects.

3rd Ability: "Cubed" - Works the same like the frost bubble - When enemies enter the cube they will have increased energy, health, ammo and loot drops if they die inside the cube. The allies that enter the cube will have a slight health regen and a slight ammo regen. The Cube can be damaged and will cause an explosion to the inside once destroyed, that damages enemies that were trapped inside. The cube also has the ability to pull some enemies inside it, the more damaged it gets.

4th Ability: "Error 404" - The frame will detonate like a bomb and resurrect one instant later. Once detonated - Enemies will get stunned and they start to "lag" but stay in the same position. Allies next to the detonation will get extra ability strength and will get extra shields. Also allies next to the detontaion will also cause an explosion like the broken frame but they will not obliviate like the broken frame and do the same affects (Enemies stunned).

 

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Passive: (Demon meter) after gathering enough kills the warframe moves faster, reloads faster, shoots faster and melee attacks faster. The meter will activate the warframes final form on activation of the 4th ability once the meter is filled.

1st Ability: (Eternal Darkness) creates a large dome of darkness where enemies are blinded and danzed for a short time.

2nd ability: (overwhelming presence) all nearby enemies are knocked over (continuous ability).

3rd ability: (gaze of pain) a powerful shot of energy is fired from the eyes and cause's a AOE explosion on impact.

4th ability: (Embodiment of sorrow) Activates the final form and transforms into a terrifying demon that is invincible for a short duration. The warframe is restricted to using the currently equipped melee only but the melee has increased critical damage and status chance.

Thank you for reading and hopefully this concept will be considered. 

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Passive- 'glitched' 

Glitched gives you a % chance to nullify damage when hit, also increasing weapon damage dependant on the amount of damage avoided for x duration 

Abilities:

Jumpscare - immediately blink to a target location and upon arrival breaks their minds, causing them to go haywire attacking their allies and running away from you. 

Masked - channel this ability to constantly remove aggro and maintain stealth bonuses as you trick the mind of your enemies to perseive you as their own, attacking enemies from behind grants a 'backstab' bonus damage and crit chance, increased by power strength. If an enemies isn't killed in a short window of time once attacking them all energy is drained and you attract instant enemy aggro

 

Frenzy - your warframe goes on a rampage, dramatically increasing attack speed and petrifying nearby enemies, decreasing theur movement speed. 

Broken dagger - summons an exalted dagger that is throw when you heavy attack, it's attacks only drain energy when an enemy is hit by its attacks, attacking multiple enemies in one hit drains energy based on the number hit (not per attack). If enemies aren't hit within a certain time window after the first attack (reseting every time an attack lands) the dagger breaks, draining the same amount of energy used to summon it and for more use the dagger must be re-summoned. 

 

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Passive - (Unstable core) 20% chance to double energy and health gained from pickups but also a 20% chance to half energy and health gained from pickups.

Ability 1 - So... this thing has a rocket arm and a functioning targeting system, I wonder if i can put this together...

Hold the button to begin randomly targeting enemies in range, the number of enemies targeted is displayed but is capped at a certain amount (increasable with ability strength), when the button is released send your left arm flying at ferocious speed (maybe speed can also be increased) and watch it fly around puncturing all targeted enemies. Targeting is possible while fully mobile, no need to stand still or move slowly.

Ability 2 - Great, a malfunction. Wait, I can use this

Pressing the button triggers a malfunction in the frame’s electrics causing electricity to flow on the ‘skin’ of the frame, this acts as a shield for the frame, electricity shoots out and vaporises incoming bullets and shocks melee attackers on contact (damage is still done, think it would be a bit too op if it stopped damage as well but i wouldn’t complain either way.) This lasts for a period of time before the frames system corrects the leak.

Ability 3 - Luckily this thing has working thrusters, well, kind of.

Pressing this button activates the thrusters, unfortunately they’re damaged so flight isn’t possible but it’ll do with assisting movement, these thrusters will add some extra oomph to your sprinting and jumping, improving overall speed and mobility and allowing for a third, small jump on top of the standard double jump. Enjoy it while it lasts because the thrusters will overheat and stop working after a period of time, efficiency will help use thrusters for longer. Once overheated the thrusters will need some time to cool before activating again.

Ability 4 - What the hell is this thing? What’s happening?

Pressing this button activates assault mode, get a glimpse of this thing at its best, for a period of time this becomes the ultimate killing machine. Thrusters activate to make you begin hovering, allowing you move around an area quickly. Pressing L2 (or respective button on PC or Xbox) fires your left arm that will fly out and attack multiple enemies, similar to first ability but doesn’t require charge up, immediately targets maximum amount of enemies. R2 (Or respective button) Sends out your right arm, while it doesn’t track multiple enemies it packs a BIG punch and will decimate any and as many enemies that stand in its path, it will stop at a certain range or when it hits a surface. (Possibly make right arm mod-able?) Will last a period of time before returning to original self.

 

Thanks for reading my ability idea, who’s the person speaking in the first line of every ability? Who knows? (Some extra lore to throw in the mix 😁 )

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My health/armor/shield/energy values if I decided that

Health 100/300

Armor 350

Shield 50/150

Energy 125/188

 

Passive: [Plating] each pickup gathered provides 25 armor for 6 seconds

1st ability: 50 energy [Redirect Targeting] coats enemy in 200% of your armor value. Redirects 90% of damage directed towards you, toward the target. Targeting an ally  will give yourself and them +50% armor and redirect 50% of damage directed at them, towards yourself. Can only be cast on two targets. Lasts 20s.

Visuals would show pieces of warframe coating the enemy or ally.

Can be used on defense objectives, rescue targets, defection targets.

 

2nd ability: 25 initial+3/s [Steadfast] become immobile and gain 3% of health per second and +25% armor while casting. Hold to cast, ability ends upon release. Channelled energy cost. Melee strikes upon [Steadfast] immobilize enemy for 10s

Synergy: while using [Redirect Targeting] on either ally or enemy, it will refresh 50% of duration and grant 3% healing /s towards target for remaining duration of [Redirect Targeting].

Visuals would show pieces tightening, closing the gaps where the energy flows.

3rd ability: 50 [Shrapnel] expend 15% of health to deal 50% puncture and 50% slash damage in a widening cone with 3 meters punch through. Ability has 10% status chance [scales with power Strength] per projectile. Innately has 30 Multishot.

Gains a projectile for every pickup capped at a max of 30 additional projectiles. 

Visuals show jagged pieces flying forwards in a cone shape. (Widens with range, fall off distance decreases with range.) Basically negative range good for precision, plus range for aoe. Cast in direction of reticle.

Augment: [Blunderbuss] The highest element on your primary is added to Shrapnel. Damage calculated as follows: 20% element, 40% puncture, 40% slash.

4th Ability: 100 [Scavenge] Doubles the amount of pickups on gather for 20s. (Does not double resources or mods) For each pickup up to a cap of 30, gain 5% damage increase for the duration. 

Synergy: 1. While using [Redirect Targeting] on an Ally, they gain double pickups (not resources) and 50% of your damage buff rounded down.

2. Using [Steadfast] while [Scavenge] is active will refresh 50% of the remaining duration.

3. While active, [Shrapnel] costs only 10% of health rather than 15%.

Augment: [Resourceful] gives a 15% chance to double resources when picked up. Does not scale with power Strength.

 

Final notes: 

I'm terrible with naming stuff, so I'd hope some names get changed. But there's a lot of synergy here to work with and I think something like this would fit the appearance of a broken warframe. There's defense use as well as resource farming, all with a pretty good scaling to his abilities. In order to pickup ammo and what not, you have to be using your weapons. And with Scavenge's damage buff you're rewarded for using your weapons. Shrapnel is a good damage dealing ability that the augment makes all the more useful. Hunter Adrenaline would be good with Redirect Targeting. They'd be tanky, supportive, offensive, defensive and beneficial to many teams with this kit.

 

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1) tab to sicle betwin Heat (daneg Buff), Cold (Armor Budd) and Electric (Speed Buff), Hold to Cast.

2) Toge to generate Daneg Aura of the Type selected on cast. Cast 1 to cause Shockwave to stager enemys and garanty Proc.

3) Drain Healt (Heat), Shields (Cold) our Energy (electric) from Nerby Enemis.Cast with 2 Active to cause Elemental Combo Proc.

4) Cause explosion of the Type selecten on target area

Passive: Resistence to Selected element

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first Power. Corruption: with this ability this warframe can use the power of void fissure energy to corrupt any weapon an his self along with his allies for support. Mind you will not be able to pick by chose as the weapon corrupted can be random and not only its own weapons but also his allies as well for support.

Second Power. Broken: With this ability the warframe can cover his body in armor like "rhino" but theirs a catch to it though this warframe's armors can adopt to any of its enemies attacks and defenses thus affecting them any status that weakens their enemy also the armor being a crystalize void metallic plating incased with void energy.

Third power. Void essence: With this ability the broken warframe can summon void like "entities" like "Nerkos" but there is a catch. that come from the old war embedded in you to fight alongside you. What this ability does is that the more strength and duration you have, them more longer and number of void entities  you have fighting with you and for you. Also with this ability the entities you summoned can be for different CC with three chose's wither you want them to support thus give you and your allies health, shield or have them attack for you giving you more damage multiplier and a buff. Finally when you want them come back their void like transparent bodies fuse with you giving you more armor, health and shield for short amount of time.

Fourth Power. Focus: for this last ability the warframe will be able to sprout out its void like tentacles into enemies, allies and it's environment weakening enemies and giving all out buffs and protection to allies and objectives

 

Thank for your time and patience reading this

Sincerely

Triagion12

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I like the idea of using those energy tendrils in his abilities. The ones that seem to be holding him together.

For example 1 ability could be Tendril, and you lash out with and energy tendril stretching from somewhere random on your body and deal damage to the enemy closest to you, at higher levels more Tendrils are loosed attacking more enemies for a maximum of 4, or if there aren't enough enemies in the area, multiple tendrils attack a single target in order of closest to furthest (say there are 3 enemies it'll attack the closest one, second, third, then the closest again).

Another ability could be called Restitching and is a healing ability, hold the ability and you'll grab parts from corpses or broken items around yourself to heal with, click it on an ally or companion and you'll do the same but for them (obviously parts and / or allies would need to be within range of you).

Another ability could be called Detach, and you elongate the tendrils on your arms to allow you to reach things far away, pushing the button will simply throw your arm forward, grab something, and pull it towards you, holding the ability allows you to grab it and throw it at something else (for example, grab like a bombard or something and throw it at a group of incoming butchers, or you could combine this with Restitching and grab far away pieces that you need for healing).

An ultimate ability could be Loss of Self, where you cast off your broken pieces and become almost pure energy, during this phase you're like a rolling mass of void energy tendrils, you can't use any weapons, it costs health to initiate and you gradually lose health over time, but you have increased speed, become harder to hit, slowly gain energy and have a buff of some sort to your warframe abilities. In order to cancel the ability you need to cast Restitching in order to rebuild your broken pieces (hence the slowly gaining energy). You would attack normally using your tendrils, the best way I can describe it would be like a whip melee weapon, but you have more than one whip, in addition to using your other abilities in conjunction.

For a passive I would say that his mind is so shattered from the constant breaking and reforming that its powers impose upon it that some of it spills out onto nearby enemies, causing enemies in a radius around him to have reduced accuracy (there are already mods that do this if I'm not mistaken so I don't see any reason why his passive can't either).

Of course, I'm no professional when it comes to designs like this, and the ideas above were simple the first that came to mind. And if these abilities are used their names or even the order might be switched around as I didn't really think about which ability would go where. Still though, like I said above, these ideas are based on the tendrils keeping him together, which I thought looked like they could be much more significant to any lore about the warframe than the exact broken parts that make up the body. Kind of like a Mimikyu from pokemon I suppose, it could've dressed up as any other pokemon, that's not really what determines its powers in any capacity (at the very least, that I'm aware of)

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Passive: Hunger of the Void; Upon receiving fetal damage the frame, instead of going into a bleedout state, transforms into an ethereal visage of the will of the warframe. While in this state your objective is to siphon shields and armor from enemies to fill a gauge that would return you to life. Similar to Inaros' Coffin state but instead of being stationary with range on your siphon its melee range(3m maximum) and you can move at 50% normal speed.

Skill 1: Transfusion; Single projectile. Small AoE blast. siphons health to healing, Shields to shield recharge or Armor to temporary armor buff. Depends on what's damaged.

Skill 2: Mania; Channel skill. Self-reduction in armor for increase in base ability stats. Glass cannon mode.

Skill 3: Unstable Ordinance; Cause all ammo drops within range of the ability to detonate dealing blast damage and knock down. 

Skill 4: Fractured Reality; AoE centered on the frame. Enemies are launched straight up and rag-dolled while sentients are stripped of damage resistances.

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Passive - dashing throw enemies causes effect. 

Grineer- strips armour stacks with corro projection

Corpus - strips shields

Infested - causes confusion so they attack each other

Sentients - resets resistances

He can also pass through security lazers, traps, doors just about anything that's allowed

Ability 1- flashback- active ability with meter the more the meter fill the stronger his melee attacks become on maxed out meter his life begins to drain 

Ability 2-  one of us- enemies ignore you thinking your one of them. Duration ability

Ability 3- are you me!  - The energies holding his broken frame together reach out to enemies in a radius searching for its missing part, crushing and taking apart thoughs caught. when Abilty has finished any who have been killed add x amount of armour. (Ability 3 can also buff ability 4 when used in succession) 

Abilty 4- legion - his memories of his former self take physical form. four varients each taking aspects of the four factions he has encountered since the old war. And fight for x amount of time

Grineer - buffs allies fighting in range

Corpus- nulify enemies 

Infested - heals allies health 

Sentient- makes allies immune to status effects

 

Augment mod - unquiet mind. - %chance spawns enemies from his mind on kill. They attack only him but killing them has a chance to drop a buff relating to one of the aspects of his fourth ability.  The would work well ith ability 3 and 4

 

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Passive:breaking limits/void reservoir(passive names,can't decide which one would be better),Halcyon(my-made-up-name-for-warframe-for-now) breaks his limits and gains ability to contain all energy he comes across,and his energy pool is determined by his health and shield pool with percentages,and every time he heals with health orbs he will gain energy with maybe a side buff, but picking up energy orbs he will only gain energy as normally as all would and be able to store it even if he has full energy pool

First ability:(root strike)  Halcyon(still-made-up-name) strikes his tendrils/roots/coils to harm and slow/stagger and knock down his enemies ,pressing this ability once will only cause Halcyon(still-made-up-name) to impale his enemy by relealising one of his tendrils/roots/coils from one of his hands at high speed and drawing them back to self,single enemy will suffer high damage,have several weakpoints shown and be knockdown.while holding down the ability will cause Halcyon(still-made-up-name) will use both of his hands to eject and strike opponents with his tendrils/roots/coils with single spin,this will cause enemies to be slowed/staggered and have less weakpoints shown with lowered damage

Second ability:(re-assemble) Halcyon(still-made-up-name) with more health and shields lost during battle,upon activation of ability he gains damage/shield/armor buffs and few seconds of invulnerability and full restoration of his health and shields,this ability cannot be recasted until buffs end and it is high-risk-high-reward type of ability

Third ability:(overcharge) Halcyon(still-made-up-name) channels all of his energy into all of his parts to rapidly act at his peak performance, and gains various buffs such as bonus speed for everything/ 2x shield recharge/shield break blast that causes enemies to stagger or be knock downed and damage reduction. More power duration is recommended for using this ability.

Fourth ability:(void spirits) Halcyon(still-made-up-name) summons void spirits that aid him in battle by fighting his enemies and blinding them in battle

 

Spoiler

I know fourth ability is really lame but im out of ideas for abilities that would work well with rest of his kit 

 

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Passive:leack------the greater the damage it takes, the more scraps are lost and the harder it is to hit him

1st ability:overload------uses a tendril to pierce an enemy and charge him with void energi, this will make him explode

2nd ability:armor of scraps------when activated it will gain scraps from killed enemies and turn them in armor/shield

3rd ability: split------throws a tendril at the enemies to make them (like zombies), the zombies will have smal damage great endurance and they will attract the enemy fire

 4th abilyti:rooting-----creates a root area that imprisons enemies and when killed they will be absorbed, this will expand the effect of other abilities and restore the health and shields to all of the allies

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  • Passive - Integrate: Parts off of enemy corpses are picked up and build up mass on the warframe (like rubble on atlas) that provides armor and is used as a resource for abilities, excess health goes to the mass, excess ammo gets converted for equipped weapons, excess energy pickups go to shields and overshields if shields are full.
  1. Grasping Expulsion - blasts out void tendrils in a "tree" (like a sea cucumber) in front of it that disarms enemies', takes their weapons and strips a small portion of armor to build up the "integrated" mass while doing void damage to those enemies. Damage, amount of armor stripped and conversion rate for "integrate" is based on strength; size of the "tree" based on range. Tree disintegrates/shatters afterwards. Costs health to cast, amount of health used based on efficiency. Doesn't interrupt movement or reloads.
  2. Reactive Armor - (toggled) "integrated" mass will explode in the direction of incoming fire doing puncture damage; damage based on amount of incoming damage and scales based on strength, range of outgoing fragments based on range, fragment shot radius limited to ~10 degrees, amount of armor used based on efficiency.
  3. Void Roots - spreads void roots onto the ground in front of the frame that saps health for you and your teammates (if they're standing in the roots) while slowing enemies and doing void damage. Treated almost exactly like Oberon's Hallowed Ground; has a high chance to apply the void damage proc to enemies per damage tick
  4. Exalted Gunblade - uses mass to create a gun-blade or gun-mace, uses mass to add damage on top of the damage it is modded for. Damage focus towards void, puncture and impact. Strength determines the base damage done and the conversion of mass to additional damage; duration determines drain per second; efficiency determines initial cost, drain, and mass to damage conversion; range can modify melee range and falloff of shots. Appearance maybe something like the Shedu and/or Vash'/Knives' guns in Trigun.

Or something like that

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Passive: Parasite- When in bleedout, the tentacles that hold the Warframe's body together, leave it in an explosion, searching for enemies they can leech life from, while dealing Radiation damage. If enough damage is dealt, the warframe is ressurected. The main body, now in pieces, can still be ressurrected by allies. If playing alone, the player may choose to skip the leeching and sacrifice affinity to ressurect themselves.

As the player looses health, he also looses bodyparts, that fall down and can be picked up for a small heal. When in bleedout, the only main part (aside from the tentacles) that are still together are the head and torso.

 

Ability 1- When active, adds radiation damage and procs for every weapon, and tentacles from the body are shot towards killed enemies, leeching energy and health.

 

Ability 2- Emits a magnetic burst around the player, which disables robots from every faction, turning off alarms, security cameras and drones, and sentries. Enemy robots have a % chance of becoming allies for a few seconds, and breaking apart when the duration ends. While controlled, machinery should be covered by tentacles.

 

Ability 3- Absorbs the armor, machine parts and weapons of the bodies in front of the warframe, to boost itself. Grineer gives armor, corpus gives shield, infested give health, and sentient energy. This ability don't consume the entire body, like Desecrate, but only the armor, weapon, and machinery parts. As enemies are consumed, the body becomes bigger, bulkier. The bigger the body, the more damage resistance you have.

 

Ability 4: The player throws away some of the tentacles that hold his bodyparts together, choosing between two monsters that can be created. Either 3 very tanky, but with low damage, terrestrial monsters, or 3 flying drones, that have high fire rate and damage, but don't last for long. The monster and drones should be more agressive than the current companions, instead of attacking every few seconds, like kubrows and kavats, they would attack nonstop, be it with melee hits, in case of the terrestrial form, or with a high fire rate storm. The companions should deal primarily radiation damage, and heal the player with some of the damage dealt. Can be exalted weapons. Can also have some of the bodyparts from the warframe, instead of only tentacles. When destroyed, the monsters' remains may be picked up for additional shields, health and energy. 

The drones wouldn't need to reload, they'd shoot constantly while alive. The amount of monsters summoned should be affected by ability strength, with 100% summoning 3 monsters. The player may be able to summon 3 drones, then 3 terrestrials at the same time, up to 6 monsters with 100% strength, 12 with 200%, and so on.

 

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This Warframe Comes with its own Sentinel of similiar theme. 

Passive - Upon fatal damage avoid death by consuming souls stored by the sentinel.

1st Ability - Soul Switch - Play as ur sentinel with full control over its precepts and attacks. Every enemy killed will have its soul taken and filling up the soul Meter

 

2nd Ability - Undead Armor - Sacrifice X no of souls from the soul Meter to generate a propotionate duration. Every enemy killed under the duration will give the warframe it's armor back / additional armor.

 

3rd Ability - Tag-Demon - At x souls  Combine with ur sentinel to become the true nightmare. Health , Armor , shields combine  while gaining huge boost to sprint speed , air time , and 4x melee speed. Steadily Drains soul Meter.

 

4th Ability - Swallow Ground - while tag demon is active , for x no of souls target the AOE on the ground to swallow up any enemies standing on it , hold to expand the area . 

 

 

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