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Lemegeton - The Grand Magus (Concept with art)


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Lemegeton - The Grand Magus

( Art by Pliket-Pliket )

Mhg42GF.jpg

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Introduction

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Lemegeton is the concept I've worked on the longest, and it's keyed in on a central theme that I feel has never really been fulfilled in Warframe. I love playing casters, mages of all sorts, in various games. My go-to class in Destiny 2 is a warlock, any MOBA I play, I tend to prioritise mages, any MMO, you can bet I'm taking the spell-slinger class. But although we have a few frames that are ability damage oriented, there's always been a bit of a struggle in getting the 'mage' fantasy to properly kick off. Most damaging abilities fall short, and those that do manage to pull through tend to veer away from a more 'magic-like' theme. 

As such, I decided to delve into a concept of a true mage, bending elements and the strange power of the void into an adaptive force that will leave the operator in full control of the battlefield. 

This is Lemegeton.

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Prose

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What is a demon?

The mortal mind alienates what it cannot understand. We whisper of gods and mythical beasts, of monsters that haunt the night. Fairytales passed down through generations to cope with the oldest fear: The fear of the unknown. Burning mountains become the forges of a rejected god. Lights in the swamps, the twisted souls of the departed. Snowstorms and blizzards like a cloak on the shoulders of an elderly king. Lightning becoming the wrath of those who rule from above.

But curiosity drove us. We shed that fear, and we came to understand the gods we once feared. We built engines to make the fire do our bidding. We twisted poison to fight disease. We turned to the cold to preserve. Lightning became a foundation of power.

But the void... Stretches onward. Nothing, expanding forever, never again, in one moment, across all time. The universe, inside-out. Adjacent, interlinked. Stitched onto our reality with unsteady hand. Every gap in the veil, now a weapon, looking for a cause. The body of a child, drenched in the blood of conflict.

They know. They wield it. Reality breaks and bends at their command, puppets filled with power. Power to manifest, to conjure, to rewrite all laws. They wield the great absence. They know it. 

And so they moved beyond us. And we learned a new fear.

And we must ask anew.

What is a Tenno?

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Design Goals

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A caster oriented Warframe, themed as a magus or wizard, dedicated to bringing raw destructive power in abilities to compete with weaponry.

Point 1: Large ability arsenal. This is facilitated by a primary ability that contains four strictly different powers, each with their own aptitudes, and a secondary ability that can replicate a variety of powers of eximi, and other warframes.

Point 1a: Avoid the ‘press to cycle, hold to cast’, as this has proven moderately unpopular. In addition, personal experience with Vauban’s Minelayer indicates that in the heat of combat, navigating this style of control scheme can be a strong deterrent for making full use of the arsenal.

Point 2: Offensive power. Achieved through external scaling and an ‘OP mode’ ultimate akin to Gauss’.

Point 3: Grant moderate resistance to energy blockers, particularly to Eximi, as these invalidate the concept.

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The Abilities

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Passive: Temperance

Spoiler

Lemegeton's abilities cost a percentage of current energy to cast, rather than a fixed value. For every point of energy consumed when casting an ability, that ability is empowered. Efficiency improves the efficacy of Temperance, rather than reducing costs.

First ability: Spellcraft

Spoiler

10% of current energy - Temperance increases ability strength. Energy is not consumed until a spell is cast.

Lemegeton replaces all of his abilities with a set of elemental spells. This lasts two seconds, or until a spell is cast, after which the abilities will revert to normal. 

1 - Prominence - Replaces Spellcraft

Lemegeton hurls a mote of Heat that pierces through enemies. After travelling a distance, or colliding with terrain, the mote stops, and scatters a number of firebombs in the vicinity, which explode over a radius. Damage values are determined by ability strength, travel distance and explosion radius are determined by range, and the number of firebombs is determined by duration.

2 - Poison Wave - Replaces Replicate

Lemegeton sends out a wave of acid in a target direction, extending to a limited range and dealing Corrosive damage to all enemies in its path. The wave leaves a toxin trail for a duration, damage all enemies that enter it. Damage values are determined by ability strength, wave length is determined by range, and the toxin trail lifespan is determined by duration.

3 - Absolute - Replaces Locus Arcanum

Lemegeton conjures a spike of ice to impale a target enemy. After a short delay, the spike shatters, dealing Cold damage in a radius around it. The area becomes supercooled, slowing enemies that enter it. Damage values are determined by ability strength, radius is determined by range, supercooling lifespan is determined by duration.

4 - Stormtrance - Replaces Rule of Three

Lemegeton electrifies a target enemy for a duration, stunning them, and dealing damage over time. Every second, the charge will look for a new host, jumping to an enemy within range if there is one, and dealing damage upon exit, while ending the stun. With every subsequent jump, the charge deals less damage. Damage is determined by ability strength, jump range is determined by range, and charge lifespan is determined by duration. The charge's lifespan does not refresh upon jumping.

ALT - First ability: Spellcraft

Spoiler

10% of current energy - Temperance increases ability strength. Energy is not consumed until a spell is cast.

Lemegeton replaces all of his abilities with a set of elemental spells. This lasts two seconds, or until a spell is cast, after which the abilities will revert to normal.

1 - Sends out a spike that deals cold damage to enemies it pierces through, and deals cold damage again in an area around its location of impact.

2 - Sends out a spike that deals toxin damage to enemies it pierces through, and deals cold damage again in an area around its location of impact.

3 - Sends out a spike that deals heat damage to enemies it pierces through, and deals cold damage again in an area around its location of impact.

4 - Sends out a spike that deals electricity damage to enemies it pierces through, and deals cold damage again in an area around its location of impact.

These spikes linger for 10 seconds or until they are struck with a different spike, in which case they will combine to create a new effect, originating from where their impact radii overlap.

Cold Spike + Toxin Spike - Viral Charge - A pulse is released from the point of overlap that infects nearby enemies with a damage over time effect that triggers Viral status procs. If an afflicted target dies, their affliction jumps to another target within range, losing potency every time it does so.

Cold Spike + Heat Spike - Explosion - The point of overlap is ruptured by a large explosion, dealing blast damage in a large radius. The area is then blanketed with a dust cloud that makes operations difficult for enemies within it, slowing them dramatically.

Cold Spike + Electricity Spike - Galvanize - A nearby enemy becomes galvanized, periodically releasing a pulse that pulls in nearby enemies and deals magnetic damage. The pulses continue until they are spent, even if the original target dies.

Toxin Spike + Heat Spike - Fumigation - A toxic cloud expands from the point of overlap, gradually increasing its radius. Enemies that come into contact with it take gas damage every second. As the cloud expands, the damage gradually decreases.

Toxin Spike + Electricity Spike - Acidity - An acidic cloud lingers in the area, dealing corrosive damage every second and reducing enemy armour.

Heat Spike + Electricity Spike - Solar Flare - A pillar of heat erupts from the point of overlap, dealing intense heat damage on the spot, and dealing radiation damage in a radius around it. The area then becomes irradiated for a duration, applying a radiation effect to any enemies that enter it.

Second ability: Replicate

Spoiler

20% of current energy - Temperance increases all ability parameters at reduced rate. Energy is not consumed until a replicated ability is cast.

Lemegeton replaces all of his abilities with 'Replicate'. This lasts two seconds, or until an ability is cast, after which the abilities will revert to normal.

1, 2, 3 & 4 - Replicate - Lemegeton copies an ability from target warframe or eximus ability, and stores it in the slot used to replicate it. These copied abilities can be held onto forever, but once cast, they will revert to 'Replicate'.

Abilities copied from Warframes are copied according to the 'Ability Kinesis' list from Railjack. Abilities copied from Eximi are modified. (Clarified in 'Design notes')

ALT Spellcraft - Replicate can be used to copy and store a combined spell effect for easier access.

Third ability: Locus Arcanum

Spoiler

30-50% of current energy - Temperance increases ability strength.

Lemegeton draws a circle on the ground. This ability can be charged to extend the lifespan of the circle. Only two Loci can be active at a time.

Allies within the circle are protected from energy leeching effects, such as magnetic procs, and parasitic and energy leech eximi.

The circle has three states: Resting, Ward, and Sentry

When conjured, the circle enters a resting state, in which it generates energy, divided equally among all allies within the circle. Casting Locus Arcanum while in a Ward or Sentry circle will return it to its resting state.

Casting Locus Arcanum while in the circle will raise a Ward that reduces the damage of projectiles that enter the circle, draining Lemegeton's energy over time.

Casting a Spellcraft ability into the circle's center will set it to its Sentry state. The Sentry will autonomously cast the spell that enabled it on viable targets within its range. Only one Sentry can be active at a time.

ALT Spellcraft - Only combined spells can be learned by the sentry, and it can deploy these at range.

Fourth ability: Rule of Three

Spoiler

0% of current energy, requires stored Time

Casting Spellcraft spells, replicated abilities or Locus Arcanum invokes the Rule of Three. Lemegeton stores Power on every third cast, and Time on every ninth cast. When activating Rule of Three, all stored Power and Time is consumed to increase ability strength, range and duration, proportional to the amount of Power stored. The duration of this effect is proportional to the amount of Time stored.

While the Rule of Three is active, Lemegeton cannot accrue more Power or Time.

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Signature Weapons

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Speargun: Nebiros

Spoiler

The Nebiros is a high caliber speargun that fires piercing streaks of light. These rays are somewhat slow, but compensate for this by arcing their trajectory towards nearby enemies. When tossed, it will impale an enemy near its landing point on an energy spike, dealing damage over time until it dies, after which it impales a new target. For every kill it makes, it awards Lemegeton and nearby allies 10 energy when it is picked back up.

Staff: Flauros

Spoiler

A staff with a unique heavy attack, which lobs an explosive, arcane charge. The damage of this charge scales with the amount of abilities cast since it was last used. In Lemegeton's hands, this weapon's explosive features a larger explosion radius.

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Design Notes

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Temperance

Spoiler

Temperance is intended to allow further scaling. Most weapons can use a variety of mods to improve weapon output, and often these mods can scale multiplicatively, for example with multishot and critical hit. Since this isn’t much of an option with Warframe abilities, the most comfortable opportunity I saw for expanded scaling is by having energy play a part. This allows Primed Flow to play a part in bolstering ability output. 

Additionally, making energy costs a percentage of current energy not only improves his reliability and consistency, but also makes energy maintenance a component in his output calculation. Rapid firing spells will have individual casts be less effective than tempered usage. The energy regen of a passive circle can also be used to improve potency, with the drawback of anchoring Lemegeton to a location.

Lastly, by making energy costs fluctuate naturally, Efficiency is freed up to be recycled into another damage booster, improving the efficacy of Temperance further.

Spellcraft

Spoiler

Spellcraft would introduce, if possible, a drop-down selection menu. Press 1 to engage Spellcraft, then press 1 to cast Prominence. Once the casting process of Prominence has been engaged, Lemegeton’s abilities immediately switch back to normal. The reason for this method, as opposed to the standard ‘Tap-cycle-hold-cast’ system is twofold: For one, it’ll allow a second multi-ability to be fitted on another slot (Replicate, in this case), while secondly, I’ve noticed for myself that in the heat of battle, I am very reluctant to handle the cycling system as I am very worried I will fumble it. Additionally, one quick accidental tap has to be remedied with three more, making it a bit more awkward in case of a fumble. 

Tap-cycle-hold-cast does work for Wisp, whose Reservoirs aren’t bound to split-second decision making, and Ivara, whose Quiver has only one combat-suitable arrow, while the rest are used in slower, covert operations.

Prominence (Named after a spell used by The Great Mizuti in Baten Kaitos) is designed as a bombardment ability, capable of quickly putting out a large quantity of damage. This is the Kuva Bramma of the Spellcraft arsenal: Quick, blunt, and to-the-point. It’s damage, and little more than that. 

Poison Wave (Named after a Geomancy spell in Divinity: Original Sin) serves as a zoning tool, providing both an immediate line clear and an obstacle that can clear enemies autonomously. Depending on the duration set, it can be made to provide a long-term obstacle that can block chokepoints, or it can be a shorter lived trail that serves to clean up any enemies that managed to avoid the initial corrosive wave.

Absolute (Named after an ice spell in many of the Tales series) is intended to be a semi-defensive tool, with a long-lasting, offense impeding slow. While its damage potential is comparatively limited and simplistic, if the duration of the slowing AoE is long enough, it can serve as additional fortification, as enemies within the cloud will have much slower attack speeds.

Stormtrance (Named after the Warlock Super in Destiny 2) is a killing ability with a focus on autonomy. Once cast, it will occupy an area, possibly seeking out enemies as they approach, and continue to kill until it is expended. To avoid a Spores situation, it weakens with every subsequent jump, trying to provide persistence while avoiding set-it-and-forget-it. By making the charge take time to move between targets, it both helps in holding down an area while hindering its ability to wipe large quantities.

Replicate

Spoiler

Replicate was originally going to contain a secondary ability that would serve as a more precise way to select the Spellcraft spell by making Lemegeton switch elemental stances. However, since these stances only affected Spellcraft and ultimately only served to make changing Spellcraft slower and clunkier, I decided to remove it and opt for a drop-down system instead.

While searching for an interesting way to have Lemegeton swap elements, I theorised it was a fun idea to have Lemegeton ‘steal’ the element of a warframe or eximus, which led to the creation of ‘Replicate’. 

The reason Replicate is on a drop-down as well is so that Lemegeton can store valuable abilities for immediate use without first having to secure them with a separate cast, and without reserving the entire ability slot. This allows him to hang onto, for example, Ash’s smoke screen, to be used in an emergency, while continuing to use abilities with other purposes, such as Fire Blast and Thermal Sunder. 

Eximi abilities that can be stolen would have to be refined for Warframe use. Some can likely be made synonymous with existing Warframe abilities, such as Caustic Eximi’s Fire Blast being similar to Ember’s. In regards to other Eximi, I have the following suggestions:

  • Blitz Eximi: When replicated, this becomes Rhino’s Stomp.

  • Parasitic Eximi: When replicated, this ability can be activated to regain energy based on the number of enemies in the area.

  • Arson Eximi: When replicated, this becomes Ember’s Fire Blast.

  • Guardian Eximi: When replicated, this ability can be activated to immediately grant overshields to self and all nearby allies.

  • Arctic Eximi: When replicated, this ability can be activated to create the same ice shield that Arctic Eximi produce: A Snow Globe that moves with the caster.

  • Leech Eximi: When replicated, this ability can be activated to grant a temporary buff that heals and restores shields based off damage dealt.

  • Shock Eximi: When replicated, this ability can be activated to grant a temporary buff that zaps nearby enemies, similar to a shock mote off of Wisp’s Reservoir.

  • Venomous Eximi: When replicated, this becomes Saryn’s Miasma.

Locus Arcanum

Spoiler

Locus Arcanum is designed to empower Lemegeton when he anchors himself to a location, while also allowing him shorter bursts of potential while on the move. The duration scaling with cast time is aimed to allow the ability to be used in both ways, with a short base duration when completely uncharged, lingering in the single-digits range, such as 3 seconds. This would increase dramatically with invested cast time, scaling up to 6 seconds with one second cast time, 12 with two seconds invested, and 24 with the full cast time of three seconds. This exponential scaling allows, hopefully, for both quick use and sustained use designed to lock down an area.

The ‘Sentry mode’ is based in part off the efficacy of Vauban’s Flechettes. A big component of why the Flechettes have become my favourite ability is that they are off-handed damage output, which makes them a viable ability because it does not directly compete with weaponry. Normally, casting an ability interrupts gunfire, and due to scaling issues, gunfire tends to be much more effective at decimating enemies than casting an ability. This commonly results in abilities not being used at all, except perhaps against weaker enemies. 

Having abilities not directly compete with gunfire by affording them a level of autonomy has proven very effective with the Flechettes, and ‘Sentry mode’ is intended to replicate that success. If the fire rate of the Sentry is low enough, it can avoid becoming overbearing. It might be interesting to have an augment improve the fire-rate as long as Lemegeton himself is within the circle.

Its activation is still a point of concern. Initially, it was intended that simply casting a Spellcraft ability within its borders would activate Sentry mode, but I have reconsidered this to make room for the synergy between Temperance and the Locus’ function as an energy supplier. It is an option to have the circle prime itself for sentry mode instead of having barrier mode, but I hesitate to leave Lemegeton without defensive options because the lack of survivability/defense is the last hurdle to Vauban’s perfection. At very high levels, he gets one-shot distressingly easily, or gets whittled down too quickly without having any means to recover his health, and I want to spare Lemegeton that fate, even if it means binding him to a specific location and draining his energy. He’ll, at the very least, continue to be a force to be reckoned with in high level missions revolving around limited space.

Rule of Three

Spoiler

Lastly, the Rule of Three. I have grown increasingly enamoured with the concept of Gauss’ 4th ability, as a conditional powerhouse. Over the course of Warframe’s evolution, all the way from back when we still had to actually slot our abilities in our mod section, abilities have become more dependable, but in terms of damage output, have always fallen behind in scaling. I do NOT want a set-it-and-forget-it playstyle, however.

This is why I’m hellbent on introducing additional mechanical elements to facilitate downtime for powerful abilities, while attempting to sidestep the idea of an immutable cooldown, which is used by Harrow’s Covenant. It definitely works there, considering the impact of Covenant, but I want to give an aggressive Lemegeton player the ability to set his or her own pace.

The scaling of this would make it highly dependent on the rhythm of three. Specifically, its base duration would be zero seconds, and thus be unusable until the ninth spell is cast. In regards to scaling, it is possible to maintain an even scaling of 7 seconds of duration per stack of stored time, but it may also be interesting to run this on a multiplicative scaling as well: 3 seconds if cast on one stack, 9 seconds if cast on two stacks, and 27 seconds if cast on full stacks. 

The power stacks are more lenient, and are likely well suited for additive stacking, adding 3% to ability strength, range, and duration per stack. Additionally, granting cast speed while Rule of Three is active seems like a solid idea to improve flow during the ‘moment supreme’.

It is important to note that spells cast while Rule of Three is active do NOT count towards the stacking mechanism. This is to prevent the possibility of Rule of Three being fully restocked before it expires, thus eliminating the downtime.

Nebiros

Spoiler

Nebiros became a speargun simply because I thoroughly like the weapon class (And it’s not very widely represented yet), with both Javlok and Ferrox being very enjoyable weapons. The throw-and-linger subsection also allows the most room to make it an interesting contender. I’ve never been adamant about bringing the absolute strongest weapons, but I have always been thoroughly interested in weapons that break the mold and do something unique, like the Ocucor, Zenith and Zenistar. Unique mechanisms are also a solid way to make weapons that are interesting acquisitions without power creeping. 

Tying the Nebiros into Lemegeton’s concept, I opted to give it a way to produce energy as its lingering effect. Tying into the demonic aspect of the name Nebiros, I decided to have it require sacrifices to do so. Once again, the autonomy of the spear is highlighted in its lingering effect to make tossing it a more viable option.

Flauros

Spoiler

Flauros is a staff, simply because a staff is an iconic component of any magus’ loadout. Replicating the ‘Rule of Three’ somewhat, it charges off ability usage. Initially, I had considered having the explosive projectile scale with ability stats, but decided against this later, as it would make this weapon a questionable fit for certain builds that rely on negative stats.

The signature bonus was somewhat difficult to decide on. Moving ability stat scaling to Lemegeton only is an interesting option, but I feel that would be too heavy of a bonus compared to a bigger clip size or faster reload. I therefore decided to simply increase the explosion radius in his hands instead. A simple, but effective boost.

 

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About the skill desing , some neat stuff going on here. The passive is quite unique and I interesting. Love thr way you avoided the "slowness " of cicle skills. About the second skill it would be safer to go with helminth list of abities instead. 

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2 minutes ago, keikogi said:

About the skill desing , some neat stuff going on here. The passive is quite unique and I interesting. Love thr way you avoided the "slowness " of cicle skills. About the second skill it would be safer to go with helminth list of abities instead. 

Well, when I came up with this design, Heart of Deimos hadn't been announced yet. Either list would work for this ability.

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This is dope! I love the percentage-based ability value idea. I also love the one tap to change all abilities thing as well as another buffing 4th ability, as well don't have much of those in Warframe and I'd like to see more.

One critique, one question. 🙂

It seems to me as though there's a bit of a lack of synergy between the abilities, and for a Frame with such a vast amount of abilities, I think they'd much benefit from being a bit weaker on their own, and much stronger when stringing them all together, specifically Spellcast. If combined in quick succession they'll become like combo abilities and the damage could ramp up quickly as the elements change!

(clarifying point above: for instance, if the four Spellcast abilities were weaker at base, as well as more basic as far as their secondary effects go, allowing them to combine for higher damage and more specific effects would be awesome and pretty unique, as you'd have a ton of sub-abilities and more chances for synergy)

Otherwise, the current synergy present between the abilities are a bit basic for my taste, or really situational in other cases, which Replicate, which can be extremely reliant on enemies or teammates and could bring almost no value at times.

Question: Why no energy cost for Rule of Three? Maybe I'm not understanding but wouldn't you just have Rule of Three on at all times then?

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36 minutes ago, (PS4)thefallenloser said:

It seems to me as though there's a bit of a lack of synergy between the abilities, and for a Frame with such a vast amount of abilities, I think they'd much benefit from being a bit weaker on their own, and much stronger when stringing them all together, specifically Spellcast. If combined in quick succession they'll become like combo abilities and the damage could ramp up quickly as the elements change!

Hm, that is actually a pretty interesting idea. If the four spellcrafts were brought down to more basic elemental shots, they could combine according to the damage type combinations to allow six different spells. I should work on that, see what I can come up with!

38 minutes ago, (PS4)thefallenloser said:

Question: Why no energy cost for Rule of Three? Maybe I'm not understanding but wouldn't you just have Rule of Three on at all times then?

Rule of Three has an implicit mana costs, because without stored time, the duration of the ability is zero seconds. At least nine abilities must be cast since the previous Rule of Three wore off in order for it to become available again. I'll update the opening post, because I just realised I didn't clarify that very well.

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First off really well thought out and designed, pictures good too.

Now the part you (Might) hate:

As far as i recall, there hasn't been a "Mage Frame" because Magic doesn't exist in Warframes Universe. Everything is usually either Tech based or Nature based, usually the Nature part being manipulated by Tech. For your idea to work it would need to be reworked tbh. I may be wrong about Magic now and if i am someone chime in, its a great concept and i honestly wouldn't mind being wrong about this. Its just that everything else is grounded in Orokin or Infested lore and i don't think Magic has ever been part of the Warframe Universe. Dropping a random Magic Frame into it all now wouldn't make sense if i'm right. It would probably require major rewrites of past Warframe history or lore. That might be possible after whatever-the-hell Duviri Paradox will do to the game, but not now.

Don't mean to be a downer, really do like the idea and its a great concept, but right now it would be like trying to put Superman into Star Wars.

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4 minutes ago, (PS4)MYKK678 said:

First off really well thought out and designed, pictures good too.

Now the part you (Might) hate:

As far as i recall, there hasn't been a "Mage Frame" because Magic doesn't exist in Warframes Universe. Everything is usually either Tech based or Nature based, usually the Nature part being manipulated by Tech. For your idea to work it would need to be reworked tbh. I may be wrong about Magic now and if i am someone chime in, its a great concept and i honestly wouldn't mind being wrong about this. Its just that everything else is grounded in Orokin or Infested lore and i don't think Magic has ever been part of the Warframe Universe. Dropping a random Magic Frame into it all now wouldn't make sense if i'm right. It would probably require major rewrites of past Warframe history or lore. That might be possible after whatever-the-hell Duviri Paradox will do to the game, but not now.

Don't mean to be a downer, really do like the idea and its a great concept, but right now it would be like trying to put Superman into Star Wars.

While it's true that there's no magic in the game, the powers of the Warframes and Tenno are driven by Void, which is, as far as we know, virtually incomprehensible. Through Warframes, that void power is shaped into a variety of effects, a lot of which defy normal physics. 

I also believe that Warframes are oftentimes built around the phrase "Dream, not of what you are, but of what you want to be", which is why we have themes like a pirate, fairy princess, medic, swordsman, ninja, inventor and more. Lemegeton is the result of a tenno saying "I want to be a mage" in response to that line, and so this Warframe would use void power manipulation, not to create true magic, but to emulate it.

Basically, the way Lemegeton would conjure up Prominence would differ very little, lorewise, from the way Ember conjures up a fireball.

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Oooh... Okay, I love this concept. I'll be honest as a newer player, I occasionally thought "hey, is there actually a mage-based frame?" and, well nowadays I know that's not really the case. But Lemegeton would be a fine concept to really be an overtly mage-based frame!

I think the attention to the "tap to cycle, hold to cast" mechanic and your alternative solution is quite nice. I agree that in the heat of battle, I don't really like the tap/hold setup, and would love to have your alternative as the norm for abilities that are meant to be used in the heat of battle. Like you said with, for example, Wisp's Reservoirs, the tap/hold setup works fine there because there's not as much worry that you'll fumble it, and if you do, no big deal, just cycle back around.

One thing I find amusing and intriguing is Replicate, since it would effectively be a temporary Helminth modification that you can also do to eximi. (plus you apparently thought of it PRIOR to Heart of Deimos' announcement... lol) Would Replicate also be restricted like the Helminth system in that if you were to give Lemegeton a damage-buffing ability (via Helminth on your ship) that you would then be unable to Replicate a damage-buffing ability? As, with the Helminth system, frames that already have such abilities (like Rhino) cannot be given a second damage buffing ability in a different slot (but could replace their own natural one).

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6 hours ago, (NSW)Halyo_Alex said:

Oooh... Okay, I love this concept. I'll be honest as a newer player, I occasionally thought "hey, is there actually a mage-based frame?" and, well nowadays I know that's not really the case. But Lemegeton would be a fine concept to really be an overtly mage-based frame!

I think the attention to the "tap to cycle, hold to cast" mechanic and your alternative solution is quite nice. I agree that in the heat of battle, I don't really like the tap/hold setup, and would love to have your alternative as the norm for abilities that are meant to be used in the heat of battle. Like you said with, for example, Wisp's Reservoirs, the tap/hold setup works fine there because there's not as much worry that you'll fumble it, and if you do, no big deal, just cycle back around.

One thing I find amusing and intriguing is Replicate, since it would effectively be a temporary Helminth modification that you can also do to eximi. (plus you apparently thought of it PRIOR to Heart of Deimos' announcement... lol) Would Replicate also be restricted like the Helminth system in that if you were to give Lemegeton a damage-buffing ability (via Helminth on your ship) that you would then be unable to Replicate a damage-buffing ability? As, with the Helminth system, frames that already have such abilities (like Rhino) cannot be given a second damage buffing ability in a different slot (but could replace their own natural one).

Thanks! I get confronted with the tap-cycle-hold-cast system a lot, since Vauban is one of my main frames, and it annoys me that I get discouraged from using all of the good options purely because I'm not confident in the control scheme, so I wanted to avoid using it here.

As for Replicate: I don't think that kind of restriction would technically be necessary. I don't think there's an ability in Lemegeton's kit that can be replaced without notable consequence, so Helminth infusion would be quite restrictive. And on the flipside, Replicate requires you to be matched with Mirage or Rhino in order to copy their damage boosters, and if you're matched with Rhino, you already get to benefit from his roar, since it affects all allies. It would be possible for him to stack both Eclipse and Roar together, but only in a condition where Mirage can also stack Eclipse and Roar together. Since she isn't restricted, I don't think Lemegeton would need to be, either.

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  • 4 weeks later...
On 2020-08-15 at 6:32 PM, (PS4)thefallenloser said:

If combined in quick succession they'll become like combo abilities and the damage could ramp up quickly as the elements change!

I've added a first draft of this idea to the concept in the ALT Spellcraft section, and added notes about its minor synergies in Replicate and Locus Arcanum.

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