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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive- Each absorbed soul gives this warframe increased health.

Ability 1- Built up pressure from the conflict inside releases a energy beam from within to deal damage in a straight line causing enemies to crumble to the ground and their soul to be absorbed. 

Ability 2- In agony it destroys its physical body, roaming in search of an enemy to then reappear with full health, completely consuming the body of that enemy and it's soul for a strength boost. (This soul is consumed thus not giving any benefit to the passive).

Ability 3- Horrified with the new present it explodes from within loosing a soul to incapacitate all enemies in the surronding area that posses a soul and fracturing it, decreasing the enemies total healthpool by how much of their soul was fractured.

Ability 4- All the souls it had absorbed are released and roam free draining the enemies from their health and consuming their soul to then explode. Each soul released provides a boost to armor.

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1st ability- to grow big and cause extra damage to the enemies around him. 2nd ability-When he has low health he can use this ability to make him have one hp for 10 sec and he would be stronger and faster. 3rd ability-When he uses this ability he shocks all the enimies around him. 4th ability-When he uses this ability he summons a black hole causing all the enimies to be sucked in and the black hole explodes

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Passive: The Broken Warframe (BWF) has a chance to drop energy orbs when shields and health orbs when health is damaged. Chance of dropping an orb is dependant on amount of total health/shields remaining with a higher chance the lower health or shields are. This effect can only trigger once every 8 seconds per type of orb.

(1) Adaptive Defences: Cycle between three defensive protocols by tapping your ability key. Whichever protocol is selected is active and only one protocol can be active at a time. Hold your ability key to overload the currently selected protocol for a short amount of time and energy cost. Protocol 1: Become immune to knockdowns and gain damage reduction. Overload: Cleanse BWF of all status effects and become immune to them for the duration of the overload. Protocol 2: Constantly regenerate health based on the amount of missing health. Overload: Become immune to damage for a very short time and increase health regeneration for the duration of the overload. Protocol 3: Reduce shield recharge delay and increase shield recharge rate. Overload: Instantly restore a portion of BWF's shields.

(2) Adaptive Offences: Cycle between three offensive protocols by tapping your ability key. Whichever protocol is selected is active and only one protocol can be active at a time. Hold your ability key to overload the currently selected protocol for a short amount of time and energy cost. Protocol 1: Increase gun damage and critical chance on headshots and reduce all recoil. Overload: Drastically increase critical damage and guarantee critical hits on headshots. Protocol 2: Increase reload speed and firerate/melee attack speed. Overload: Increase firerate/attack speed further and allow BWF's weapons to not consume ammunition from their magazines for the duration of the overload. Protocol 3: BWF gains bonus multishot and status chance on their firearms. Overload: BWF gains further multishot and status chance on their firearms but sets their firearms' critical chance to 0%.

(3) Adaptive Utility: Cycle between three utilitarian protocols by tapping your ability key. Whichever protocol is selected is active and only one protocol can be active at a time. Hold your ability key to overload the currently selected protocol for a short amount of time and energy cost. Protocol 1: BWF projects the effects of his currently active defensive and offensive protocols on his teammates in range but reduces their strength for themselves and their allies while increasing everyone's affinity range. Overload: Active protocol function at full strength and affinity range is global. Protocol 2: BWF increases their sprint speed, holster speed and parkour velocity. Overload: Further increased effects. Protocol 3: BWF increases their and their team's energy efficiency. Overload: regenerate a portion of everyone in range's energy over 30 seconds. This protocol can't be overloaded during this duration.

(4) Void Surge: Activate to overload every currently active protocol while locking them in, removing BWF's ability to cycle his protocols for the duration. Drains energy throughout the ability's duration.

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1st - Absorb enemies energy what gives the frame a small buff to the stats and fill the "void energy meter" for 1 to 10

2nd - A straight energy beam OR an explosive - depending on press or hold - whose size and power depends on the "void energy meter" but can strenghten maximum 5 points

3rd - Assimilate a certain percentege of the stats of mid range enemies (it can weakened the enemy with 10% of the absorbed) and allies - can be stock for example: 1st speed up, 2nd health up, 3rd armor up, 4th shield up but cost from "void energy meter" 1, 2, 4, 6 energy

4th - A self rebuild function what gives the frame a greater buff for all stats and gives the wepons an energy damage - depends on the killed enemies (team kill) and constantly draining the "void energy meter" (30 sec - 1 min)

Passive - no use the same energy than the other warframes, but can help refill the others energy with the energy ball pick ups and if they are close enought regenerate a small amount like energy siphon aura mod

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Passive:
Broken
- When ever he get hit he will lose some of his body part. (parts of his body will lie on the ground in a specified time( 5sec/10sec))
- If he get closer to his body part he will get some heal.

Skill:
1. Hand Gun
- He will shoot his right hand. 
- His hand can make little shockwave that can make monster lay down.

2. Feel My Hand
- He will lengthen his hand and whipping monster infront of him.

3. Explosion
- His body will explode and make area demage (his body part will seperation)
- His part of body will rolling to his head and try to build him self.
- He cant get demage when his body still rolling.
- He can get demage when his body try to build him self.

4. Come Here
- With this skill his body will create some tentacle or void things that drain all monster next to him.
- Can get more health than health capacity. 
- You will lose your armor when use this skill and your armor will back if this skill finished. 

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1st - Absorb enemies energy what gives the frame a small buff to the stats and fill the "void energy meter" for 1 to 10

2nd - A straight energy beam OR an explosive - depending on press or hold - whose size and power depends on the "void energy meter" but can strenghten maximum 5 points

3rd - Assimilate a certain percentege of the stats of mid range enemies (it can weakened the enemy with 10% of the absorbed) and allies - can be stock for example: 1st speed up, 2nd health up, 3rd armor up, 4th shield up but cost from "void energy meter" 1, 2, 4, 6 energy

4th - A self rebuild function what gives the frame a greater buff for all stats and gives the wepons an energy damage - depends on the killed enemies (team kill) and constantly draining the "void energy meter" (30 sec - 1 min)

Passive - no use the same energy than the other warframes, but can help refill the others energy with the energy ball pick ups and if they are close enought regenerate a small amount like energy siphon aura mod

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I hope that, even if this isn't entirely considered, there is something that can be taken out from it for future Warframe projects.

 Well, here goes.

 Note that I have not named any abilities. I am not entirely sure what to name them, so I'll leave it like that.

1 - Shoots out concentrated energy, that blasts enemies hit and others in its radius. (the blasts moves towards your mouse position). This blast of energy, can be increased in damage and in radius, by holding the button for a max of 2 seconds and then releasing it. This ability can be recast in a very short period of time (say 0.5), but can quickly decrease by comboing it. The moro combos (max 5 or something), the more damage, more radius and less cooldown it has, allowing you to actually spam it.
   There are, however, 2 special effects with this ability:
   a) If an enemy is defeated, 2 or 3 nearby enemies will have a tether in them. Defeating these enemies (by any means), will bring these 'tether's back to the warframe, replenishing Shields and Energy, plus, also a percentage of it will also tether to nearby allies/pets and companions. With enough efficiency (not talking about the mods here, though, it will also benefit), you hardly run out of energy.
   b) By defeating enemies,you stack your 4 and increase its efficiency, damage, duration and range. Has a max stack (maybe up to 15 defeated enemies), and the buffs work around a % of those defeated enemies. 

2 - Creates an circular area around the warframe (the warframe is point 0 and there's nothing in it, only around it. Something like a donut. This 'circle' can be either deployed on the ground for a larger range, or stay with the warframe, for a shorter initial range.


  Short Range:  Initially deflects a % of incoming damage for 2 or 3 seconds, and (afterwards it stays always active for as long as you have energy) gives a SPECIAL EFFECT to some enemies that come into contact with it, that when they reach 1hp, they go against their own faction (or others) and blow up, kinda like Runners do, dealing some damage around it. Also, this abiliy breaks containers/boxes/whatever all around it.
   The circular area, can and will be increased by how many enemies you defeat in a short period of time. However, it does not stay long at its "max" range (say between 100 range and 75, it has a 1.5 seconds before it starts decreasing slowly till its minimum range).

  This ability can be either quickly recasted again to deploy it on the ground, or keep it, expand it and then deploy on the ground to change for the below effect (if it is already max range, reploying it WILL KEEP it - but not decrease it since the "large range" functions differentely from "short range".
 
  Large Range (requires to reactive again): Deploys a circular area and when enemies are on top if it, it deals a continuous amount of stacking damage in a % (more max health/"health", more damage) (it continuously deals more damage the longer they stay on it), while also absorbing their DNA. After the ability weares off, an X amount of defeated enemies (they must be defeated WHILE on this area of effect), will be 'syntethized', to fight alongside the squad. They only retain a certain amount of the original stats, and have a very depleted max health/"health". There is a cap as to how many enemies you can 'syntethize', however, it will depend on how many you defeat for the amount of time the ability stays there.

3 - Activate Once: Tethers nearby enemies (up to 3 (or more), to steal a % of their Shields, Armor or Health or all, for an X amount of time OR for as long as you keep the ability active (depending on what first "health" bar they have, them being: Shields mainly from Corpus, Armor mainly from Grineer and Health mainly from Infested). P.S.: For example if you break a Corpus shield, this ability will absorb the Health instead. Also, it can absorb different types of "health" at the same time, so you can basically buff your Shield/Armor/Health all at once.


    Activate Again: Sends out a shockwave of energy, replenishing a % Shields/Armor/Health (the less you have, the more you receive) to all nearby allies, pets and sentinels/companions/whateverthatsitsontopofyourshoulder.
    Plus, dealing a % of [insert a proper damage type here] to everything else around its range. (reactivating this ability will put the Shield/Armor/Health buffs with a timer, slowly decreasing over its duration until it weares off).
   As a last note, this ability has an innate cooldown, which means that you won't be able to spamm it. After you reactivate it to deal damage/give buffs, it goes on a X amount of cooldown before you can cast it again (this should be decreased through mods, though).

 4 - By activating this ability, your Scanning Companion becomes a berserk Sentinel and you (the Warframe), has increased Speed (overall speed), Range, Damage and resists ALL sorts of Knockbacks, slows, staggers, etc.). This ability has a % from how many enemies you have stacked with your 1, meaning that, the more enemies you defeat with it, the stronger your 4 will be, and for longer too.
    The Sentinel: Your 'scanning companion', turns into a laser machine sentinel, that desintegrates nearby weak enemies, and automatically attacks strong enemies that have been marked by it. In other words, the moment you activate this ability, all enemies within the area are marked by the companion, and it auto-attacks everything in its sight. The 'strong enemies', however, are not desintegrated completely, but instead, the sentinel attacks the weak spots marked by it. Note that, the sentinel will move from target to target, only after defeating it. (there's a 1 second delay between each firing, but the more enemies you defeat for as long as the ability is active, the faster this will trigger).
  The Warframe: Your abilities become empowered, and some of your stats (as stated above) and you gain the ability to move very quickly towards a marked 'strong enemy' (not teleport, but something like a very quick dash) or pull 'tethered' 'weak enemies' towards you.
  You can deactivate this ability sooner, by holding the button, and its cooldown will be refunded, depending on how long you kept it active.

 NOTE1: This ability can be decreased in cooldown faster, by defeating enemies with your 1 at max combo.
 NOTE2: The power of 4 can and will be increased (up to a maximum cap), for as long as you keep the flow. The more enemies you defeat while this ability is active, but the stronger it becomes, the less it lasts.
 NOTE3: Defeating enemies with your 1 while this ability is up, WILL NOT refund its cooldown when it wears off. The cooldown decrease, ONLY works when it is unactive.

 Passive - After defeating an [X amount of] enemies (allied kills don't count) in less than 15 seconds, a Scanning Companion shows up to scan for nearby strong enemies (say Heavy Gunner, Ancients, Raptors...), and detect their weaknesses for an X duration. These enemies will be specifically marked by a unique icon on the map where you and your allies can see it. The target will have two or three dots on itself (talking about a few icons on top of the game model), and by hitting them, you deal EXTRA critical damage to it.
              This companion lasts for about 25 seconds, but it can be refreshed if you defeat another handful of enemies in less than 15 seconds. Defeating the marked enemies, instantly refreshes the ability. (this means you can pretty much keep that scanning companion always on, scanning for targets).
              Multiple targets can be marked, but only one will have the 'dots' at a time. There is no delay between defeating a marked target, though. Once you defeat a marked one with 'dots', it will pass on to the closest strong enemy, and so on
              Defeating these targets while being tethered by your 1, will reward stronger shield and energy replenishing.


 NOTE1: Allies deal only half of the EXTRA damage to the marked target, while the owner deals FULL damage.
 NOTE2: TAU FREAKS CAN BE MARKED BY THIS. SHOOTING AT THE DOTS WILL IGNORE ALL THEIR RESISTANCES. SHOCKING.
 NOTE3: To avoid issues, Kuva Lich, Kuva Thralls SHOULD NOT be marked by this ability.

 

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Looking at the design, I see the red parts as a damage dealing warframe, the white as a defensive/CC warframe, and the blue as a graceful free-flowing warframe, all intertwined with the void tree/tendrils. It also looks vaguely sentient, which could it could have unwittingly incorporated into it's being). Being made after the Old War, it surely would have been made with ideas on how to fight both Orokin and sentient foes.

Passive: Broken Warframe has no shields. When afflicted with a status proc, Broken Warframe has a [50% chance to shed the condition granting +X% bonus damage of that type to attack for the next X seconds] OR ALTERNATIVELY [50% chance to shed the condition and gains 30% Parkour velocity for X seconds.]

1) Sundering Swipe (Red Part): Broken Warframe transforms its arm into a claw and sweeps the area in front of it. It deals damage and reduces the armour/shields of the target by X% for X seconds. Enemies killed by the ability or while under the reduction effect have a chance to drop a health orb. It can be cast repeatedly into a 3 swing combo for 100%>85%>75% of its energy cost.

2) Graceful Pirouette (Blue Part): Broken Warframe twirls with gracious ease, ripping and absorbing fragments of it's foes souls from their bodies, dealing damage and restoring X hp per target hit. Enemies that survive are Lifted for X seconds. 

3) Torturous Bloom (White Part): Broken Warframe plants a root/tendril of void energy covering an X metre area. Enemies entering the area are afflicted by the void, slowing them and increasing damage taken by X% as they are weakened by the void energy. The effect is increased for sentient enemies, and sentient enemies are stripped of their resistances every 10 seconds. Allies standing in the area regen X hp/s. Enemies killed within this area by or affilicted by Sundering Swipe are guaranteed to drop a health orb.

4) Void Storm: With a terrible cry, Broken Warframe becomes a conduit for the echoes of its constituent parts. A vortex of void spirits circle Broken Warframe draining X energy/second. While the ability is active, enemies within X metres of Broken Warframe are chilled and sliced by these void ghosts, suffering X Cold and X Slash damage with a X% status chance. Broken Warframe and allies within the area gain an X% evasiveness buff and receive X% less damage from enemies. Broken Warframe's speed is reduced while active. If Graceful Pirouette is cast while active, enemies are pulled into the circling spirits.

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First off, I sincerely and greatly apologise for the length of this post, but I feel it necessary to explain more or less why I suggest what i want to suggest and mostly to try and paint a clear picture as best I can. And for the purpose of this suggestion only, I would refer to "the Broken Warframe" as Wraith, for it just feels less tedious as the full "the Broken Warframe".

So I essentially based the abilities of the possibility of 'Wraith' being a warframe designed before the conception of using lotus against the sentients, but still during the old war. So with that 'Wraith's' purpose was a hair brained idea to make use of transference to control sentients(so yeah, an operator transferring into the warframe to then transfer into a sentient). But that test failed horribly with the warframe and operator essentially lost in the void. But then for them to reappear eventually as a pure void entity manifesting and anchoring themselves in a form consisting of the randomly collected parts of old destroyed warframes. So basically the ACTUAL warframe IS the void energy that's keeping the parts together and not really the parts themselves; those are just the objects to which it anchors itself in reality to. 

So again I apologise if that part was not required or unnecessary. So here goes my ability suggestions, and sorry for the lack of ability names, I couldn't think of anything. 

Passive:

So I would think that 'Wraith' should have an innate permanent 50% damage resistance (maybe with a restriction that no other mod or warframe ability{such as Gara} may increase or stack on top of this) and possibly full immunity to status(this would mess his abilities up to badly{e.g. slash and toxin}), because he would have no shields nor any armour AND... no energy. BECAUSE 'Wraith' is in this suggestion actually just pure void energy. Of course he can still take damage and because of this, the damage to his health basically damages his capacity to keeps his warframe parts together. SO I would also think it be cool if... as his health drops you can visibly see his parts sorta drifting away from each other and his form kind of losing its integrity. Which brings me to his death. So I thought when 'Wraith' goes down, his parts just fall apart and scatter across the floor, but unlike normal frames being in a fight for your life mode, he turns into a ghost-like/"wraith" mode where he can freely move around but do nothing. He has increased speed, invisible and has a slightly increased down time than normal frames. AND NOW for the REVIVE. You cant just run to his down location to revive him, BUT you can go there to fetch his PARTS by running over them. If a fellow player does this, the 'Wraith' player gets a notification to hold the activate button and then revive themselves like normal and then spawn on top of said fellow player. if no one helps them you can personally posses any enemy unit which you can use to run to pickup your own parts and then consume the possessed units lifeforce to create enough void energy to restructure his broken body. But that said the possessed unit can die(because you're constantly draining its lifeforce) but also when you possess a unit your bleedout timer freezes until you lose your host, then it resumes.

Soooo, as I said earlier he also has  no energy, because all his abilities are void powered, which means he's literally using his very own void energy that he consists of to fuel his powers.; 

ABILITY ONE:

'Wraith' physical parts drop to the floor as he dashes forward in his void form, damaging and draining decent amounts of health(this being added to his own) from all enemies he dashes through(i.o.w. he doesn't collide with enemies), upon reaching his destination he violently pulls his dropped parts  to reform at his location battering and slashing anyone caught in the way of the flying parts. Until he reforms again he is invulnerable. This is essentially his main way of surviving.  And of course the ability costs health to cast, but 'Wraith' can't kill himself in this manner. If he hits at least one enemy the health cost is fully returned, the only way to get more health in return than the cost for just hitting one enemy may depend on either efficiency or strength.

ABILITY TWO:

'Wraith' dislocates his parts and starts to spin them in a whirlwind manner around him damaging enemies that are struck by his parts, He also, in this state, has a secondary slightly larger AoE that siphons the lifeforce from enemies killed by this ability, but also the lifeforce of recently slain enemies(but with a decrease in the amount{say half to a quarter of the normal}). Of course during this ability 'Wraith' is invulnerable, but as long as this ability is active his health is being drained if no dead or dying enemies are present. He also can't use his weapons during this. The ability can be deactivated at any moment.

ABILITY THREE:

'Wraith' channels some of his energy to infuse his and any nearby allies(only player warframes and spectres) weapons with void energy allowing them to deal void based damage to enemies(excluding eidolons' shields). The casting cost increases by a flat amount per ally infused with void energy.. This ability also synergises with his 4 as it makes the infused allies act as conduits.

ABILITY FOUR:

'Wraith' releases tendrils of void energy from himself and all allies under the effect of his 3rd ability, to seek out enemies in a large area around himself and around his infused allies, to steal a portion of their health which then returns to 'Wraith' and with all this stolen health together with all his remaining health creates a massive  maelstrom-like storm of absolute void-based destruction dealing damage over time to all enemies inside. this storm last for a decent duration and while it is active and 'Wraith" remains inside he cannot die, but he also can not use any other abilities accept to deactivate the storm early; he can use his weapons though. The storm cannot be destroyed by nullifiers. Also if  'Wraith' leaves the storm while it is active he will be downed instantly(or maybe a few seconds in which he MUST return) and the void storm will stop. if the storm stops via end of duration or manual deactivation, health will be restored to 'Wraith' as either a percentage or a flat amount based on the enemies that died in the storm.

 

And that is as much as I can say. I hope it made sense and again; I am REALLY sorry for this ginormous wall of text.

 

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Play-style: self-sustain tank/ weapon enhancer, erratic & agile ability animations.

 

Passive: Vital attraction

High concentration of void energy attracts projectiles into its body. Convert 15% of damage on health to energy. (built-in rage/HA )

 

 

Ability 1: Physical Link

 

            -Links the health pool of enemies in front of him/her.

 

-When killing an enemy with weapons, excess damage will be transferred to the next target in the chain (Make non-AoE weapons for viable). Status effect reaching its cap on one target will also be transferred to the next one.

 

Ability 2: Borrowed Shell

 

-Pulls and connects dismembered corpses into him/her own body (animation of the pull is similar to Mag’s 1). Small energy cost for each piece, no drain over time.

 

-Each additional body piece grants 100 armor (cap at ~10 pieces). Each piece has ~200 health (separated from the frame’s health) that decays and can be shot off by enemy fire one by one.

 

Ability 3: Overgrown Tendrils

 

               -Expand the range of his/her 1 & 2 to a 360 degrees AoE. Energy drains while active.

               

               -Still has to cast 1 & 2 periodically for their effect.

 

   -Over-kill damage on the last enemy in ‘1: Physical Link’ get distributes as heal to allies in the AoE

 

               -Increase body piece cap for ‘2: Borrowed Shell’ but with increased decaying rate.

 

Ability 4: Vengeance Flashback

 

    -Broken frame recalls memories from their Old War selves. Increase their stats with heavy health drains.

 

     -Increase power strength, parkour speed and casting speed (even remove some casting animation.)

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PASSIVE: by choosing the energy color, the warframe gains different buffs coming from the parts is  assembled witìh.

Examples\suggestions: red color for health buff, blue for shields buff, green for added toxin damage to weapons, and so on.

 

 

ABILITY NUMBER 3: ABSORPTION

using his capability to exploit other frames' parts, the broken frame gain a random ability  from team's warframes: cycle with the ability button between 1st, 2nd, 3rd and 4th allies' abilities. You can only choose which number you want (1,2,3,4) but not the one you will get from your 3 allies. So if you have a Nekros, an Ivara and a Grendel and you choose 4 when you cast, you will get Shadows of the dead, or Artemis bow or Pulverize.

With a Nyx, Loki and Baruuk if you choose 1 while you cast you will get a random one between Mind control, Decoy and Elude.

Your ability works just as the one of the original frame ability's owner (maybe just some buff\added element to make it unique?). So depending on what your build is, the 'stole' ability will need to be managed and choosed with some strategy involved. Quoting example one, if your build is based on range with no power, you won't choose 4  when with Ivara,  Nekros and  Baruuk as allies, but let's just say 1 on 3, in order to steal ranged based abilities like Sleep or Desecrate.

 

I just feel like this frame must have one 'stealing abilitiy' ability. 

The other 3 ab. can literally be everything, but i think that without this one the frame itself will be a huge missed opportunity  to be unique, and to be a real 'composed  from other frames' warframe.

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Perhaps more offensive and speed based abilities because of lack in armour meanig he is lightweight but lacking in defense and health. Also when using transferance the warframe could fall to bits?

1: reassemble: frame dissasembles and reassembles depding on where the cursor is pointing when the ability is activated, the frame is also invunrable while disassembled.

2: rebound: the frame sends multiple scarps and spare parts outward which rebound off of walls and inflict slash damage on enemies.

3: recycle: for every 10 damage taken 10 ammunition is gained for firearms. ability lastes for  20 seconds.

4: assimilate: frame latches onto any enemy, this slowly siphons health and allows the frame to controll an enemy untill they die, ability can be stopped by casting a second time. I hope the if my ideas are used, i doubt it, that they don't get nerfed. Anyways thanks to DE for reading this and allowing the communitytohave another in the future of warframe. ^_^

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Ok my turn, might have been a bit over ambitious here but here goes

Passive: 

Changes depending on which state he is in

Stalwart (red): Damage reduction and immunity to knockdown

Void (blue): Increased power strength and casting speed

Blitz (white): Increased move speed and reload speed 

 

Ability 1 : Void Aspect

Since he seems to be made of 3 frames I am going with a 3 step ability that will interface with the rest of the kit, holding cast on this ability will allow you to cycle through 3 states. Casting this ability will lash the ground in front of him with void tendrils dealing damage and applying a secondary effect depending on the state he is in

Stalwart state (red): Drags enemies hit by this ability towards the caster, (more like nidus larva, less like mag pull)

Void State (blue): Stuns enemies hit who will then pulse, restoring 10 energy to warframes in a small AoE around the target

Blitz State (white): Enemies hit will explode after a short delay inflicting slash damage in an AoE around the target

 

Ability 2 : Dismantle

the frame comes apart becoming an invulnerable cloud of debris and gaining increased movement speed allowing you to rush across the floor, enemies you pass over are damaged and hit with a debuff depending on your current state

Stalwart state (red): Strips an amount of armour 

Void State (blue): Strikes enemies with lightning for increased damage and a electric proc 

Blitz State (white): blinds enemies you pass over for a short duration 

 

Ability 3 : Overhaul

Lunge at a target and viciously execute them if below 30% health before remaking them into a conduit for a duration, conduits shed an aura that provides a buff depending on which state you were in upon casting overhaul. You can only have 1 out, and recasting the ability while you have conduits out that matches your current state costs no energy but instead calls the conduit over to you. Recasting in a different state dispels your old conduit and creates a new one matching your current state

Stalwart: Heals allies within it and increases shield recharge rate

Void: Provides energy regeneration to allies within range

Blitz: Damage buff, plain and simple

 

Ability 4: Perfect Whole

Passively your kills are tracked earning charges for different states:

Killing melee enemies charges Blitz, killing ranged enemies charges void, and killing heavy units charges Stalwart.

When 2 or more charges are maxed Perfect Whole becomes usable

Activating perfect whole disables your ability to change states but you count as being in whichever states you had charged upon casting perfect whole gaining all of the passive effects of that state as well as the actives, at full charges on all aspects:

Void aspect: pulls enemies in (Stalwart), makes them restore energy(void), and blow up for slash damage (blitz)

Dismantle: Strips armour (Stalwart), blinds enemies (blitz), and strikes enemies with lightning for increased damage and a electric proc (void)

Overhaul: Creates 1 conduit that restores health and shields (stalwart), Energy (Void) and provides a damage buff (Blitz)

Whilst in Perfect Whole you cannot gain any more charges, after a time or when recast, the state ends shattering the frame and reverting it into a random state damaging enemies in a large AoE, damage increases depending on how many states you were in and if you recast early.

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Equilibrium

 Roles:tank,support

Passive:

Any damage that she takes is stored in his right hand

1.essence of chaos:

Takes the energy of her allies and makes a heath and attack damage buff for her team and her self

2.hand of death:

Launches her hands towards an enemy ripping their life force and healing her and her team

3.voids revenge:

When pressed she then punches the chosen enemy and deals the damage that was stored in her hand to the enemy

4.memories of the past:

She goes berserk after getting flashbacks of her past and all her wires in her body start ripping every enemy into shreds in a 360 radius plus makes a heath and damage buff from killed enemy's 

I put a lot of thot in to it so I hope that you like this idea

Idea from justinbakerking 

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Legion

Is a warframe made from the remains of all the left behind of the old war. 

“So much suffering and pain . It all has to be stopped . You all are enemies of space.”

Die and become one with legion”

Legion was made from a legendary Tenno name Jargus who was know for completing many missions not one failed . 

When the old war commenced he could help but witness so much bloodshed that he refused to fight anymore . But his warframe was already Infused with war and wanted more . There transference was broken and legion went on a rampage destroy any and everything. The only way for this warframe to be stopped was multiple Tenno had to transfer into the warframe being absorbed forever making legion a legion of Tenno . It was sealed in old wreckage in space . 

1 ability - absorption 

Can absorb any enemy , giving 30% health , 30% attack boost . 

2 ability - puppet 

Can emit the last absorb enemy as a fighting puppet . 15 seconds 

3 ability - Bloodshed 

The Tenno in him can create a barrier or death . Any enemy in the barrier will loose the right to fight for there masters and fight each other . 

4 ability- become a ghost of war 

Will transform into a ghost like creature with tentacles whipping the enemies to shreds and some times being stuck to it dangled around like slave . The front roll changes to blink with a ghost like remain . 

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Passive: (Assembly) The warframe doesn't have armor, only Health however he can only heal by gathering parts. After killing an enemy the enemy has a chance to drop parts. Parts stack and increase the max Health of the warframe. however if the health bar isn't full instead of using parts to increase his max health he uses it to heal himself. He can not be healed in any other way and health or armor related mods have no effect on him. All the warframe his abilities also cost stacks instead of energy. except for the 4th ability.

1st Abillity: (Harpoon) The warframe uses some of its parts to create a Javelin and throws it while keeping it attached to its wrist. once it hits an enemy it causes AoE damage around the enemy and stuns the initially hit enemy. The warframe then reassembles himself infornt of the stunned enemy.

2nd Ability: (Lashout) The warframe constructs tentacles that will flay around in a wide arc infront of him. dealing damage to any enemy it hits. Smaller enemies will get also get knocked back.

3rd Ability: (Dissasembly) When activated the warframe falls into parts onto the ground, allowing him to move across all solid surfaces. whenever an enemy touches the disasembled warframe the warframe shoots out spikes to impale the enemies for massive damage. This ability can be toggled on or of. only the spikes cost parts.

4th Ability: (Joyride) The warframe latches onto an ally warframe and covers him up using his own body of tentacles and parts. The warframe will take any damage the ally was supposed to take.while still being able to use his basic 3 abilities however now modified they  also have modified part costs.

Harpoon: While Joyriding the Javelin will simply be thrown, deal AoE damage and stun the hit enemy. (Smaller part cost)
Lashout: Tentacles unleash all over the warframe and grab onto enemies before throwing them against eachother for damage (Higher part cost)
Dissasembly: Instead of falling onto the floor any enemies that hit the ally warframe while close enough will be hit by spikes erupting from the warframe if they damage it. (Smaller part cost)

using Joyride slowly uses up energy. if you run out of energy or out of parts. Joyride will end. Running out of parts means death.

 

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PASSIVE:   The Broken Warframe doesn't have health or shield, but charges. Charges can be taken by dead enemies.

ABILITIES:

1:                 The Broken Warframe dismantle himself and links to enemies and absorbs charges.

2:                 The Broken Warframe change his appearance to the last enemy absorbed and cause confusion.

3:                 The Broken Warframe change the gravity around him to the direction desired.

4:                 The Broken Warframe becomes a ghost. While in this form, he can travel wherever he wants (even through walls) and he can shoot energy blast by consuming charges.

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Passive : Recycling

The Warframe draws weapons, metal bodies and surrounding objects onto its body to form a resistant armor.

Ability 1 : False Alarm

The Warframe sets an alarm that attracts enemies, so they ignore all allied warframes. The alarm explodes after a few seconds spreading the accumulated metal parts.

Ability 2 : Thief

The Warframe can retrieve a random skill from the nearest ally, temporarily removing a piece of his suit, giving the ally a slight life curse and a bonus to the Warframe. It can also retrieve energy shields from the corpus, weapons from sentients...

Ability 3 : Return to Sender

The Warframe consumes its recycled armor and shield in a large explosion.

Ability 4 : Chaotic Garbage

The Warframe unleashes an arsenal of weapons that appear from its body to destroy enemy waves.


 

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Warframe Name: Glial (Image makes me think of neurons and dendrites holding things together, glial cells being the supporting structures between the frame parts)

Glial is a soft combat fighter that has stealth potential.

Passive:  Glial adopts the resistances of any enemy killed from a finisher, or with Glial's 1

1st ability: Dendrite: Glial extends an arm of void tendrils that stab and puncture enemies, if held on an enemy and they die the tendrils reach out to other enemies (drains energy)

                     (Augment) Saturate: If the button for dendrite is held, Glial will not kill, but deposit void energy into an enemy which can be then shot to explode dealing radial damage.

2nd ability: Symbiote:  Glial leaves the armor behind and takes over the body of an enemy, movement is locked to the targets speed, but the target can walk by   other enemies without drawing attention and can immediately hack terminals. (Augment (Lock) : Glial can press 2 again to leave the body in place held by void tendrils, usable as an immovable shield.)

3rd ability: Shed: Glial can shed off armor parts and gets a drastic speed buff, but is insanely sensitive to all damages as there are no shields and very very little health. (Augment (Myelin Sheath): Glial receives a 3 second invulnerability right after 3 is used.)

4th ability: Nucleate: Glial forms a spire or tree of tendrils that emits buffs for teamates within a certain radius. If enemies get too close to the tree it delivers radiation damage slowly. (Augment(Uprooted) : The tree now has roots that attach from the bottom within a certain range of the tree) 

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1st ability : Ray blast,  charge a beam of energy to desamate your enemies into oblivion | energy consumption 50 when used and drains by 1 when charging | 

2nd ability : Transport, teleport to a sace distance your looking in [distance starts 130m can be upgraded with range mod] | energy consumption is 25 , at max level, place a waypoint and teleport to it.

3rd ability : Rejuvination, use energy to heal youself and others around | energy cunsumption is 50 and drains by 5 , health gains back as fast as sheild regenerates |

4th ability : Energy Surge, empower yourself with energy to increase your power [increases ability power by 50%, at max level increases ability power by 100%] | energy cunsumption is 100 power and speed are all increased energy regenerates by 1 every 5 seconds | 

Warframe ability idea. 

 

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