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Open Call for Warframe Ability Ideas!


[DE]Helen

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his ult could be a shapeshift into the warframe he once was from a time long gone, like a specter of his former self.

in stark contrast of the rag and bones he is now, i imagine an enormous mace wielding lord of the ring kinda specter

no

make that a shotgun hybrid giant mace wielding sauron specter

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All I’ve got for ideas is a passive:

Whenever this frame picks up items (mods, ammo, materials, or even a new item that drops specifically when playing this frame), a buff is given. This could be an armor buff, damage boost, fire rate boost, ability strength boost, or more, which lasts 15-30 seconds. 
Whenever items are picked up, the appearance of the frame could change to a more “finished” or “fixed” version.

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Im thinking that he uses salvage from the battlefield to just slam on makeshift melee weapons for different stances and different effects, making the warframe a bit more melee focused, also gaining different passive bonuses depending on which weapon mode he got activated.

Passive: Makeshift Weaponry: Gains different passive bonuses depending on which makeshift weapon the warframe currently has active. All makeshift weapons benefits from the current equipped melee weapons mods.

1 ability: Scrap Hammer: Hold in the ability button, to rip off his arm and replaces it with a hammer-arm. Grants a melee stance with wide arcing swings and spins for AoE damage. When simply pressing the ability button, he slams the hammer down into the ground, creating a shockwave infront of him, knocking enemies down for 3 seconds. Passive bonuses with the hammer comes with slower attack speed, but a significant increase to melee damage. The hammer will do mostly Impact Damage.

2 ability: Buzzsaw: Hold in the ability button to rip off the arm and replace it with a Buzzsaw arm. Grants a melee stance with frontal focused swings and frontal wide sweeps. When pressing the ability button once, he can throw the saw-blade outwards, which is attached with a chain. The sawblade will slam into an enemy and allows the warframe to hook-chain them back to him to be able to cut them up. Passive Bonus with this weapon is increase to status chance and gains lifesteal on melee damage. The Buzzsaw will do mostly Slash damage.

3 ability: Shieldwall: Hold in the ability button to rip off the arm and replace it with a shield. The shield got a "energy shield" generator within it. When actived by holding down left mouse button, it will activate a energy shield wall (Think Reinhardt from Overwatch) to protect the squad or hold a point. When pressing the ability button, he will slam the shield into the ground and dislodge the energy shield generator, disabling the Energy Shield Wall mechanic for a certain amount of time. The dislodged energy shield generator becomes a little buff beacon that grants the squad and himself a stationary shield station (Kinda like Hildryns Haven, or Corpus Ospreys, but stationary on the spot.). The passive bonus granted by this weapon is 20% reduced incoming damage and grant small amounts energy by succesfully blocking incoming damage.

4 ability: Mounted Auto-turrets: This is an "Turn on and off" ability, which will drain energy for the full duration while its being active. When pressing the ability button, the warframe puts on two makeshift shoulder cannons that will passively aim and shoot small rockets at enemies. They will do blast / fire damage and the longer they remain active, the faster they "overload", meaning they increase in firing rate, damage and accuracy, but also results in consuming more energy as it continues to overload. This weapon does not grant a passive bonus.

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Reconfigure: The warframe rearranges its parts to focus more on mobility, attack, or evasion/tactics (mode switch like Equinox)
Parts not being prioritized for use would be covered/replaced using energy; semi-permanent mode switch until activated again)
mobility - +10% sprint speed/bullet jump/slide
attack - +10% attack/crit/status
evasion - +10% evasion/ability strength/aura strength

Acquire: The warframe acquires the defensive attributes of the targeted enemy (ie, if fighting sentients, can target a sentient enemy and gain its adaptation to status types + intrinsic armor. If a robotic corpus enemy, would be less prone to bleeding/bio procs, etc.)

Mimicry: Similar to everyone's favorite landing craft stalker, can temporarily copy the silhouette and ability of another warframe (4 on a cycle like Khora can change her Venari's focus around) 
The four skills would be a defensive, mobility/speed, dps, and evasion/support type frame's abilities. The effects of the ability would only last for the duration of the skill (a mimicked Frost globe would vanish after the skill ended). It would also temporarily remove the effects of Acquire/Reconfigure to become the base attributes of the copied warframe. (Ex Volt -Speed, Rhino-Iron Skin, Baruuk-Lull, Gara-Splinter Storm)

Breakdown: The energy contained in the warframe explodes outward while the unpowered parts are fixed in place. Damages enemies along the lines of the tendrils using void energy, affected by range (sorta AoE, but the hit box of the energy tendril would determine whether the enemy was hit, so the ability would be more effective at close range, but could have a chance of hitting something through a wall if aim was good enough)
Amount of damage done would rely on how much energy was used in Acquire/Mimicry to "force" the Breakdown to activate at a higher output. (tracked by a gauge)

Passive: void energy costs for operator abilities reduced by 10-20% (would let operators keep more abilities active that use drain per second and use some more powers more often, due to borrowing energy from the warframe)

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Idea Name:  Phaestus (Hephaestus: Greek god of fixing things too haha)


Passive - The Fixing Warframe - Phaestus can drain energy orbs from enemies he kills, each orb stacks a passive aura around him and stops at 50 each. For each hability he uses, he gains another aura.
Basic Aura - Regen Shields from all allies at a 1-20 per second.
Using his 1 - Cold Air - Slow Enemies movement.
using his 2 - Breath of Fire - Can cause fire procs. (Dont do damage)
using his 3 - Restore Energy for allies based on enemies dead inside the rain radius.

1- Tendrills - Phaestus use his leg to stomp the ground and make growth of and white area with tendrills that restrains enemies movement on the ground, casting again will restrain the bodies and consume health per second from enemies to all allies in the area, energy drains faster while consuming.

2- Vulcan - Using his Right arm Phaestus cover his body with livid lava that protects him while getting harder and colder. When his lava is all petrified he can cast again to cause a blast radious effect in the area shreding enemies defenses is a nuke size effect. (Only CC, not damage)

3- Aquarius - Phaestus drains energy from his passive to make rain around him, the rain affects all allies restoring health per second and can harden his Vulcan armor faster.

4 - Lighthouse - Phaestus take a stance and cannot move in the middle of the battlefield, all of his auras gain considerable more range and addiontal effects. Costs 3 orbs from his passive per second and he is invincible from the duration.

1* Tendrills attack from Phaestus body causing radiation dmg to all enemies in the area(Low dmg more about cc)
2* All allies attacks have add fire damage and have a greater chance to proc fire

3* The rain can make Lightings fall on the area, doing eletricity procs on enemies caught and granting Shield and Energy Buff for allies.

With all auras active, Lighthouse grants CC Immunity and Dmg Reduction to all allies..

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P-Anomalous energy

The broken warframe generates an augmeted shield made of ancient enegry wich has a small chance to absorb enemy attacks triggering this effect will also regenerate some ammo for the weapon his holding

1-Celestial Chunk

The broken warframe throws a piece of itself and causes it to explode on impact if it doesnt hits an enemy it will atach to the floor like a mine (atracts suspended enemies to the explosion radius)

2-Ancient Empowerment

The broken warframe empowers his ammo with a lot of electric damage for a while enemy kills augment de duration of this effect for 2 seconds (can only be triggered every certain quantity of enemies killed with the ability)

3-Old Pulse

The broken warframr realeses a pulse around him wich makes enemies stay suspended in the air for a while and also damage them, if an enemy gets hit while its suspended it will recieve augmented damage (it works with stacks every time you kill an dnemy it has a great chance of leaving ancient bits, the more bits he has the bigger the area of effect is, it can only stack to a certain quantity)

4-Broken spirit 

The broken warframe dismantles its body and creates an empty vessel of the warframe that can shoot and use its abilities while he reamins in a energy state in this state the broken warframe has reduced health but can deflect enemy attacks it has two types of attacks the first one its a large beam of energy that deals tons of damage and the other one its a ball of energy wich will get atracted towards enemies it can bounce a defined number of times and with every bounce it will get an extra damage porcentage (Only 2 balls can be created at he same time, and the beam has a cooldown) it can also do a shockwave in a near area arround him

 

 

 

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1-Dissesemble- the parts of the tenno fall apart and you can still move but your parts are on the ground for a few seconds

2-broken dreams-the tenno makes a purple black cloud the confusies enemys for a few second

3-dark matter tornado-the tenno sends tornados that are made out of dark matter 

4-spirit bow-a bow apears out of now where and shpots elemental arrows

Passive-when he runs on the wall he is faster

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Passive: (Void Overload) Void energy surges throughout the warframe at an unstable pace. With each passing moment void energy is stored in a limited storage, when completing actions (shooting, walking, ect) the rate of generation increases. The void energy is used to power special abilities (1-4) that have greater effects the more energy used. If the energy reaches the maximum storage all the void energy will burst out into the atmosphere around the warframe empowering himself and allies (More speed, accuracy, other common buffs) (Greater buff effect the lower the strength, -strength) or making enemies more vulnerable while stunning them (Small amount of void or lightning damage (too much like volt?) (Longer stun effect and amount of damage taken with the more strength, +strength).

1st Ability: (Void Transfer) The warframe deposits void energy into the targeted enemy empowering it. Enemies that are affected by void energy take increased damage and have a ticking debuff. This debuff is due to the abundance of void energy trapped inside their bodies, the void energy causes the enemy to breakdown and decay. If the enemy dies it will explode in bursts of void energy that radiate and spread to nearby enemies at 60% of the original void energy power. If the warframe is inside the burst of void energy it will absorb 30% of the original void energy stored in the target.

2nd Ability: (Void Energize) Using this ability recalls all of the void energy stored in enemies and causes the warframe to reach critical void energy capacity damaging itself [Maybe a ticking debuff around -50 (Void Shield *wink wink*) health or energy shield.]. If the ability is reused it will release all stored energy in a beam (beam of light that goes straight into the air) of energizing void energy. The void beam empowers all nearby allies while also damaging and slowing all nearby enemies. If the warframe is affected by Void Repairs there will be no damage to the frame after recalling all energy. 

3rd Ability: (Void Cataclysm) The warframe transfers all stored energy into the ground around him causing a deadly void pond. The void pond damages all enemies inside it's radius while slowing them and making them vulnerable. If allies are inside the radius of the void pond they deal more damage, have increased speed, and health/energy shield recharge rate. The void cataclysm increases the strength of Void Repairs allowing for the void energy to take more damage on the protected parts.

4th: Ability: (Void Repairs) The bonds between warframe parts are unstable and broken allowing void energy to escape from the cracks. Void energy is used to reinforce the joints and dismantled parts of the warframe (Right left and foot, left shoulder, right elbow, left bicep, and left lower back.). The void energy which now protects the warframe help keep energy in and protect the warframe from outer sources of damage [The void armor could work with armor, strength or energy shield (void shield *wink*)]. The new void armor also increases the maximum void energy storage (100 - 150 or something along those lines) and rate at which void energy is stored (From 5 - 8 maybe more depending if it scales with efficiency or power strength.) allowing for stronger abilities and passive (20% buff, maybe higher amount depending how it pairs with different frame stats). 

 

Void Repairs could be tuned down and used as the 3rd ability while Void Energize is the 4th ability.

The idea of using different status types and elemental damage is an interesting one considering this frame is many put together with the use of void energy. Of course you could just put the different type of elements and statuses on the different abilities. Void Repairs could be a physical defense type, Void Energize could be a heat base, and Void Transfer could be an ice base. 

Sorry if any of these may of been copied or similar to others I have not read anyone else's replies to this post to keep my ideas "original" in a sense (keep my mind "untainted'). If the ideas I have in this reply don't get used I would love to see similar abilities on future frames.

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Here's a reworked ability kit from the storyteller idea, I felt that it could also work for this one. Given the 3 "acts" that was found in the original idea's abilities, this instead are the 3 frames. It's not so much the exacts of the abilities that are important, it's the passive that is separated into "3 parts", as the apparent art of the frame shows 3 separate and distinct frames stitched together, So I felt it would get some of the abilities from those frames. Maybe the abilities themselves could be stitched together from multiple suggestions? it would fit thematically.

If that makes sense.

 

Passive: Unstable Combination

When you use an ability (of abilities 1-3) you gain a "Power Store" for your current (synonym of slot?). When you gain 3 "Power Stores", you gain a buff corresponding to those Power stores, lasts 60 seconds. (Does not stack with other stories and overrides the previous set)

 

Ability 1: 50 energy- (Name of First Frame, maybe heroic synonym? maybe the red one?)

Fire a bolt up to 10 meters that has a chance to jump to another enemy to do less damage, (150 / 275 / 300 / 400) slash damage on initial hit,(10% / 20% / 30% / 40% jump to a close enemy that hasn’t been hit yet in 10 meters) and does 33% less damage to each consecutive “jumped” targets.

Slot 1:  armor increase (50% increase)

Slot 2: - attack speed up (50% increase)

Slot 3:  - slight passive healing (0.5% per second)

 

Ability 2: 50 energy - (Name of 2nd frame, perhaps some sort of rain theme? the Blue one)

Powers up your weaponry causes them to not lose ammunition and do extra damage (3 / 4 / 5 / 6 seconds doing an additional 10% / 15% / 20% / 25% damage)

Slot 1:  - Ability damage increase (30% increase)

Slot 2:  - Shield breaker (100% damage increase to shields)

Slot 3: - do (50%) more damage to enemies under 50% health 

 

Ability 3: 50 energy - (Name of 3rd frame, perhaps something like Baruuk, or Strings? the white one)

Using string that flies through the air and entangles the enemies in a cone. It travels forward for 30 meters in a 45° cone and immobilizes enemies for 3 / 4 / 5 / 6 seconds. 

Slot 1:  - Energy cost reduction (30% reduction)

Slot 2:  - Increase shield capacity (50 / 75 / 100 / 125)(once the bonus expires, any remaining excess shields become overshields)

Slot 3:  - great passive energy regeneration (1 energy/s)

 

Ability 4: 100 energy- Void Conflux

Do 2500 slash damage and bind enemies in a 12 / 15 / 18 / 20 meter radius around you. 

As well, you lose your inspiration buffs and all members of your team gain a buff based on the number of Hero, Misery, and Tranquility buffs that were removed from you that last 20/40/60/80 seconds.

Hero- Armor (30% per (1st ability) bonus) (Max 90 % increase in Armor)

Misery- Damage (40% per (2nd ability) bonus) (Max 120% increase in damage)

Tranquility- Energy Regeneration (1.5 energy/s per (3rd ability) bonus) (Max 4.5 energy/s)

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passive: being held together with random parts its abilitys can be unstably charged by holding the ability buttion and the streangth will grow if a ability is on for to long you will over heat and get a random statuse and or lose  health energy or shields (ablilitys would be togled on or off and if the ability button is held it be togled on and will rapidly fill the over heating bar when letting go of the button the ability will stay on ant tyhe relested level of intensety and will slowly kreep up the over heating bar)

chanle: chanle your energey in to your primary wepon and and increas damage output by percentage according to how full the over heating bar is each shot fills the bar  some. hold ability to go to a serten point on the over heating bar ( very powerful wepons like the opticor would fill the bar mutch more than an asalt rifle. throghing a spear gun would  instanly fill the bar) 

dissasimbled fire: you fall apart  and the void tendrels keeping you together lash out at enemys doing damage and takeing ther guns disarming them and usi9ng there guns as a rotating sentery turet 1the higher the bar is the more stole guns rotating around you and higher damage out put from the stolen wepons.(fire wile in this state to target a enemy for disarming and secondary fire to make the turet lock on to a specific enamy for fire)

elemental discharge: discharge your over heating meter  to do a random element out of fire,ice,shock,and toxin the bar has to be some what filled for this ability to be cast and the more that is dischargene the the grater the damage of the status. ( statuses will combine) (this ability canot be held to increace the bar)

void tendrels: the void tendrels around your arms to uncoil droping your arms removing your ability to use wepons instead you can lash out at enemys with the void tendrels doing damage and doing a heavy attack in thwes stat will grab an enimy and then the next time you attack you will trough the enemy at where your aiming. ( canot be held ) 

 

tips: 1: channel works on dissasimbled fire 

       2: elemental discharge will envelup your void tendrels  while your four is active 

 

segestion: de  please make this frame move with a limp because of its lack of second foot 

sorry about my spelling 

 

 

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Broken
Hope to be able to restore complete by capturing the enemy, but it is always incomplete

Passive: there is an exclusive scale
Initial sprint speed, movement speed, attack speed bonus
Changes in appearance as the scale increases increases maximum health and armor, but sprint speed, movement speed, and attack speed decrease
With time, the appearance or skills are used to reduce the scale and restore the speed of the bonus, the maximum life and armor gradually return to the original state

1 Skill: Energy consumption
Attack the subject after jumping next to it
If the target kills directly under HP 25%
As long as the skill kills the target, increase the scale and restore HP
Warframe strength affects direct damage
Warframe duration impact scale supplement%
Warframe range affects jump distance

2 Skills: consumption scale
Place a part and continuously release the wave-like shock attribute pulse
Subject attacked by impulse stumbles
Objects that have been attacked by pulse can be killed by Skill 1 below HP 50%
Warframe strength affects the pulse wave number (example: 50% plus 1 pulse wave)
Warframe duration to affect the existence time of pulses (for example: 5 waves of pulse waves, 2 seconds 1 wave of skill time 10 seconds,
4 seconds 1 wave of skill time 20 seconds)
Warframe range affects pulse wave range

3 skills: energy consumption
Attack a designated small range of enemies. The attacked enemies will randomly have 1 obstruction state (cannot fire weapons, reduce speed, reduce armor, cannot call pets or create machines, etc.)
Hit the enemy to add some assembly scales
Skill 4: Transmogrified weapons will add additional attacks when they are turned on (hands change fists or throw enemies up)
If the enemy has an aura, it will take one of them into its own range (for example: flame aura of excellence, freezing aura, healing aura, energy-absorbing aura, etc.)
Warframe duration to affect enemy status time and aura acquisition time
Warframe range affects attack range and range when aura is acquired

4 skills: consumption scale
Turn into a third hand hand weapon
Automatically attack enemies within range
Scale can be supplemented by skills 1, 3 during the skill process
Warframe strength affects basic damage
Warframe range affects weapon attack range

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here are a few ideas for the new frame, love the design so far and look forward to hopefully seeing this new frame in action soon!

 

a quick note for the devs: these ideas are a mixture of me and my brother who owns the account trep_x_e1 

 

Passive: as the warframe gains “synergy” levels the void energy binding the warframe parts together becomes stronger and the warframe becomes more whole meaning the strength/ duration/range/efficiency of the warframe abilities are increased but health and shield stays the same

1st: collector: hurl an orb on a void tether like a grenade and when it hit a surface/enemy it sucks in void energy from enemies and possibly resource caches In a circular area and increases the synergy meter in the frame.

2nd: fusion : the warframe casts a ring of void energy that rips armour parts from enemies/bodies that are then attracted and melded to the frame and causes an armour increase in the frame alongside an armour decrease in living enemies affected, if a collector orb is active when this ability is used the collector orb also generates a smaller ring

3rd : fission : the warframe uses synergy levels and explodes in shrapnel like parts that stagger/ knock over enemies and have a chance to deal puncture impact or slash damage to enemies in range

4th : vanguard: synergy is consumed to turn spare parts from enemies and corpses into stationary turrets that can unleash blasts of void energy onto targets, when enemies take damage from this the turret can use the void energy to protect any nearby allies and the warframe themselves in the form of shield/overshield

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Ability 1: can shoot an energy projectile. (either of void energy or some kind of laser type energy)

Ability 2: can Ensnare a targeted enemy and it drains their soul, give the Warframe and allies a buff (Grineer = armor) (Corpus = shield) (Infested = health) and (Sentient = weapon damage)

Ability 3: Warframe can shapeshift into selected target (within reason) and can blend in. It's a stealth ability that is toggled and drains your energy when In use. The warframe cannot attack while Shapeshifed as it will cause the warframe to revert back.

Ability 4: the Warframe transforms it's arms into two different weapons kinda like carnage from Spider-Man, this will work like an exalted weapon. An alternative option is, the Warframe can change out its arms into different weapons similar to a Bionicle, it would be like how Vauban can switch traps and would still count as an exalted weapon.

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Low armor/High Shield Warframe

Passive: 
Uses energy as health
Armor applies to shields instead of health. 
Health pickups are shield pickups
Energy pickups are health pickups

1: Weapon boost: Broken Warframe starts draining its shields to give a magnetic damage boost to its attacks. The boost increases with more shields drained. When the draining stops the boost stops. 

2: Shield Pulse: When activating the first time the shield starts absorbing status' of incoming attacks. When released all statuses from the shield are applied to a surrounding area

3: Overcharge: Broken warframe drains its health to boost shields of itself and teammates

4: Black hole: Broken warframe explodes causing radiation and magnetic damage to itself and nearby enemies and then 
sucks everything slowly towards the black hole created causing massive damage to anything inside

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passive- Ancient friends: Your warframe can switch between 3 different warframe abilities given to you by the ancient warframes you were made from. Stealth, Defensive, Offensive. You start as a stealth frame and forma for unlock the other abilities. 
 

1- ability switcher 

2-STE: Void Dart-sends a dart filled with void energy towards a target.

DEF: Void Armor- reinforces the warframe with void armor surrounding the body 

OFF: Void Target - The warframe can lock onto targets to cause extra damage 

3-STE: Fatal Teleport- Your warframe can throw a small beacon in a designated area to teleport to

DEF: Fatal Throw- the warframe can throw a shield that can bounce off enemies after a kill with it 

OFF: Fatal Lance- The warframe can throw a small lance at an enemy, works with Void Target 

4-STE: Ancient Dash- your warframe can turn into a shadow that can allow the warframe to dash without being noticed 

DEF: Ancient Shield- Your warframe can summon a shield to bash enemies 

OFF: Ancient Lance-your warframe can summon a lance to use as a melee weapon 

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Passive: Forage- Bonus resources and x% chance to open locked lockers.

Abilities in no particular order:

Repair- Broken shoots out a tendril to absorb energy from an enemy.

Collapse- Broken falls apart and the pieces explode outwards to damage nearby enemies.

Overclock- Temporarily boosts a stat at the expense of another. 

Incorporate- Broken collects abilities from nearby allies and enemies for their own use. 

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Warframes have been shown to focus and refine the energy of the void typically focused into a single element or skillset. This broken warframe I would picture as being broken by not being able to properly contain and focus the energy bound it it, so it would just be constantly leaking and scattering it around the battlefield, giving a massive power to fight sentients and making it far different than the more precise warframes they had previously been fighting. 

Passive - Unstable Adaptation
This warframe will change its ability damage type based on the most recent and highest incoming damage it received. 
(Kinda like how zephyr's funnel clouds change damage type but the enemy damage dictates output rather than our own weapons)

1) Void Pulse
Warframe takes a firm step forward to brace itself and fire a penetrating  void pulse from its hand. 

Damage Type - "passive"
Strength - increases flat damage value and status chance 
Duration- increases flight time of pulse (or if treated like shotgun blast, the falloff distance) and duration of status 
Range - Size/Radius of pulse 

2) Whats yours is mine
Warframe rushes towards target enemy and upon contact with with enemy marks them for their shields/health/Armor (whichever value is highest) 
Upon killing the enemy it will drop a pickup that will latch onto warframe on a preset slot on model and provide a temporary buff
Only one stack per category of defense (health/shields/armor)
Picking up another of same type refreshes cool-down 
(This will give visual cue of buff and people can plan fashion frame around it)

Ex: 
corpus - shield pack
Grineer - armor pieces
Infested - flesh chunk 

Ideally color/visual component would somewhat match that of killed enemy (Grineer armor color changes on location, corrupted enemies would drop gold and white colored, armor from corpus machines would look different)
(Similar to Atlas rubble mechanic gaining defense from kills only for himself)

Strength - increases value of defense boost 
Duration - Increase length of buff
Range - distance warframe dashes


3) Echo
Warframe quickly slashes open a tear into the void and creates a duplicate of itself to rush forward, drawing enemy fire. 
Upon end of duration or triggering ability again the duplicate detonates damaging nearby enemies.

Damage type - "passive"
Strength - increases flat damage value and status chance 
Duration- how long the duplicate lasts
Range - Size/Radius of explosion


4) Void Unleashed
Warframe spins into the void, becoming briefly invulnerable, to gather energy before tearing back into the space releasing a penetrating slash 360 degrees around itself.
The longer the ability is held the more energy is consumed but the larger the effect
(Initial Animation would be similar to a spin attack,moving forward with  being held in a wind up position before rotating the other direction to unleash the energy)

Damage type - "passive"
Strength - increases flat damage value and status chance 
Duration - Status Duration
Range - Size/Radius of slash  
 

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Passive) Armour value determines health 1:5 ratio + 100hp

Eg. 150 Armour = 750hp + 100hp base = 850hp total

 

Ability 1) EVP (Electro-Void Pulse)

 

A pulse of energy that damages and disorients enemies

-added effect to shields increases shield recharge delay and decreases shield recharge rate.

-The pulse is centred on self and is AOE

-This Ability is single cast

 

Ability 2) Armour Bomb

 

Tear off and throw a chunk of armour which pulses with void energy damaging enemies while stripping and absorbing their armour

when timed out the chunk will explode base damage + armour absorbed 

or re-activate to teleport to the chunk and absorb the extra armour 

-20% of armour value is used in this ability which will be returned when ability ends.

-The amount of armour used affects how much damage the ability does

-That 20% is based on total armour not base armour value. 

-The extra armour will last double the time the ability lasts for

-Armour chunk sticks to what it lands on

-This ability is timed

 

Ability 3) Armour Storm

 

Create a cyclone of debris that becomes stronger with each enemy killed

-Different enemy types killed add different effects, corpus adds electric damage, grineer adds slash damage, infested add toxic damage

-All bonus armour is used to increase initial damage of the cyclone 

-Press ability to centre the cyclone on self hold to create cyclone where aiming

-While ability is active hold ability to explode the cyclone for double the range stunning enemies

-The ability while not explode if not made to, exploding the cyclone costs an extra 50% of initial energy cost

-This ability is timed

 

Ability 4) Ancestral Restoration

 

 Transform into any warframe that has previously been mastered and are able to use all abilities of that warframe

-Any armour/health buffs from your own ability will last as long as this ability does and will end when this ability ends

-The warframe you transform into is completely random, so the more warframes you have mastered the more random it will be, Good Luck Tenno.

-Your health and energy (after activating ability) are saved and restored after ability ends

-Your health and energy are filled with ability activation and both will drain passively and cannot be refilled, when either runs out ability will end

 
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Kuva Mage

Passive absorbs Kuva in the atmosphere that it breaks down into energy,

Caster type

1. Firey ring - increase cast times (any enemy enters the ring takes burn damage per second)

2. Void burst- burst of void that places a DOT effect on an enemy and buffs allies close by ability cast speed if an enemy dies to the DOT allies gain a % of energy (shared).

3. Spine shatter- casts a telekinetic grab to up to 4 enemy's and pops them like a balloon death results in buff to fiery ring.

4. Black hole- casts a black hole which ignores shields and does a large amount of damage to enemy's.

Has a Kuva staff that can be used as a weapon but is needed to cast abilities and drain atmospheric kuva.

 

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Passive: Void Life Steal
Void damage dealt by your operator is returned to your Warframe as health


1st ability: Modify
When cast on allies, a piece of your Warframe copies theirs (fashion and other cosmetics) and you gain their 1st ability. When cast on an enemy, you gain their specific damage resistance. Ability would need to be on a timer (60 seconds?)


2nd ability: Void Droid
Throws or shoots hand that grabs enemy's head. Enemy becomes a Spectre with limited health pool. Activating again will cancel Spectre and return hand.


3rd ability: Void Converter
Drops a body part that transforms into a pulsating transmitter that drops 25 energy from the void every 3 seconds. Allies within the zone gain ability strength. Must stay in the zone to maintain buff. Void Spectre gains a damage boost when inside zone.


4th ability: Black Hole
Casts a void singularity (small black sphere) that slowly pulls enemies to the center (accelerates as they get closer). Shoot the singularity. Every bullet fired into the singularity hits every enemy in the singularity simultaneously. Also causes a crushing damage the longer they are in. Strength mods could speed up the gravitational pull. 
 

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Passive: gains buff based on his host

1: wraps around/invades enemy, taking over the host gaining buffs and reduced damage from same type of enemy. (Until host is dead)

2: picks up excess energy, health, and ammo storing it for 1 of 3 uses. Energy morphs arm into ranged void weapon, health morphs into melee viral, ammo into explosive launcher (damage types and limits TBD)

3. Shifts vital points around taking reduced damage (drain energy over time)

4. Sends body parts out covering party members and giving them buffs, parasite falls on ground taking no damage but cannot move or take action until body parts are returned. If no team members are available then parts push enemy back/knock over. 

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Personally, I can see this frame being a cc and status oriented warframe cause theyre a wildcard since theyre malfunctioning. So here's what I came up with...

 

Passive- Adapt: Last type of damage taken gets added to the broken warframes abilities (Almost like an offensive adaptation)

1- Siphon: Launches warframe flak in a cone in front that has a % chance to latch to an enemy hit leeching life and applying passive’s status.

2- Disruption: Warframe emits an aura around them that damages and procs status based on passive.

3- Cry Of Distress: Aoe aggro that increases enemy speed, and gives warframe damage reduction.

4- Orbital Strike: Warframe launches upward, becoming an amorphous blob of parts connected to one another. On recast, the frame morphs into a ball and plummets towards the targeted location dealing massive damage applying passive’s status effects, and launching enemies hit away from the impact.

 

With this kit I can see the playstyle around the kit being, using 3 to draw aggro from enemies to stack the passives damage types. Using your 2 to emmit the damage aura to deal with the melee enemies around you, and your 1 to hit ranged mobs to get some life back while tanking. And when it gets too chaotic, retreating with 4, and plummeting on the horde of mobs chasing you to get a breather.

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Warframe full off spare parts and no long term plan. Was design to cather resources and self structure if resources was about to end in wrong hands. 

Passive: Sense value

Hears caches and rare containers from much far away and louder. (3xmore)

Ability 1: Part enchant

Add parts secondary weapon. Enchants 10% of damage, range and reload time. For minute.

Ability 2: Look and learn

 Copy random ability from team mate ability pool with area support. If none does nothing.

Ability 3: EMP Tempo

Nullifies enemy electronics in 15m area. Null, ice, etc field are disabled for 5 seconds. Other enemies are stunned for 0.5 second.

Ability 4: Self structure

 Explodes and scatter parts around 8m. Loses 80% of health and does that to enemies and immobility them while tenno is scattered. Tenno is stunned and invurnuable for 5 seconds then gathers around and heals 30% of max health.

 

 

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