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Wisp Augment Ideas


weeaboopotato

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Wisp even though she has been out for a already a year hasnt recieved any augments and yet frames that have been released after her already have augments of their own. Although i understand she doesnt really need augments that would be worth taking out a mod slot for. Why not just give her augments that modify her gameplay instead of just improving it.

[Reactor Motes]

  • -Reservoirs now give you an additional elemental damage boost based on which reservoir your standing on. Vitality Reservoirs give you 100% more heat damage, Haste Reservoirs give you 100% more corrosive damage and Shock Reservoirs give you 100% more Electricity damage. Can be stacked on eachother but cannot be affected by other elemental increase buffs. (She is sometimes used as a pseudo eidolon hunter, this just makes it viable)


[Dimensional Infusion]

  • -Using the portals she would infuse all 3 reservoirs into one, however in return will split into 3 after 30s and will count as 3 reservoirs. using breach surge on them will now prone enemies to a corrosive proc and be dealt 50% more dmg. Infusing breach surge with the reservoir. This also applies to the breach surge applied by her 2.  


[Energy gate]

  • -Sol gate now refunds 30 energy per kill and can be used on allies to transfer energy towards them. The energy they gain is 150% of the energy you spent casting it. (basically just putting a nail in trinity's coffin and solidify her suppport role)


[Sol Burst]

  • -Is no longer a continuous beam and will now only shoot for 2s. However leave a small patch of irradiating flame on where the beam hit which will slow enemies for 90% movement speed for 1s before imploding and dealing 10000 heat damage per patch towards all enemies within 8m of the patch. (1k voices in warframe)


[Bouncing Surge]

-Surge sparks can now proc other surge sparks as well. Additionally enemies while under the affect of breach surge will now cast a mini surge with 70% reduced range upon death.  
 

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4 minutes ago, weeaboopotato said:

Reservoirs now give you an additional elemental damage boost based on which reservoir your standing on. Vitality Reservoirs give you 100% more heat damage, Haste Reservoirs give you 100% more corrosive damage and Shock Reservoirs give you 100% more Electricity damage. Can be stacked on eachother but cannot be affected by other elemental increase buffs. (She is sometimes used as a pseudo eidolon hunter, this just makes it viable)

Given the precedent set by shock trooper and the like the numbers are too high given they stack with each other. It should be like 33 to 35 % per mote so the total would be on the samw ball park 

7 minutes ago, weeaboopotato said:

Sol gate now refunds 30 energy per kill and can be used on allies to transfer energy towards them. The energy they gain is 150% of the energy you spent casting it. (basically just putting a nail in trinity's coffin and solidify her suppport role)

Neat but thr kill requiriments makes it worse later in game. I would orefer to have a lower amount but gain energy per unique enemy hit or something that could be used late game. The energy exchange rate could be uped to 200 to 500 because it has both an aim requiriments and a opportunity cost ( you are not firing your gun )

12 minutes ago, weeaboopotato said:

Sol Burst]

  • -Is no longer a continuous beam and will now only shoot for 2s. However leave a small patch of irradiating flame on where the beam hit which will slow enemies for 90% movement speed for 1s before imploding and dealing 10000 heat damage per patch towards all enemies within 8m of the patch. (1k voices in warframe)

Neat. I would use this version of sol gate.

 

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1 minute ago, keikogi said:
15 minutes ago, weeaboopotato said:

Reservoirs now give you an additional elemental damage boost based on which reservoir your standing on. Vitality Reservoirs give you 100% more heat damage, Haste Reservoirs give you 100% more corrosive damage and Shock Reservoirs give you 100% more Electricity damage. Can be stacked on eachother but cannot be affected by other elemental increase buffs. (She is sometimes used as a pseudo eidolon hunter, this just makes it viable)

Given the precedent set by shock trooper and the like the numbers are too high given they stack with each other. It should be like 33 to 35 % per mote so the total would be on the samw ball park

I probably shouldve been more specific as in the status only stacks my bad on that part.

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11 minutes ago, keikogi said:
24 minutes ago, weeaboopotato said:

Sol gate now refunds 30 energy per kill and can be used on allies to transfer energy towards them. The energy they gain is 150% of the energy you spent casting it. (basically just putting a nail in trinity's coffin and solidify her suppport role)

Neat but thr kill requiriments makes it worse later in game. I would orefer to have a lower amount but gain energy per unique enemy hit or something that could be used late game. The energy exchange rate could be uped to 200 to 500 because it has both an aim requiriments and a opportunity cost ( you are not firing your gun )

In that case how about this, 

-Refunds energy used on an enemy upon killing them with sol gate. The energy can also be transfered to allies using sol gate at a rate of 50%.

Meaning as long as you kill an enemy you will never run out of energy

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1 hour ago, weeaboopotato said:

[Energy gate]

  • -Sol gate now refunds 30 energy per kill and can be used on allies to transfer energy towards them. The energy they gain is 150% of the energy you spent casting it. (basically just putting a nail in trinity's coffin and solidify her suppport role)

Aww, that's hot.
Is what I would like to say if the average warframe player wouldn't stay less then still enough for you to basicaly require aim-bot to hit them with support abilities half the time (am a vazarin main, I speak from experiance) But overall, I definitely want to try it.

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1 hour ago, AlphaPHENIX said:

Aww, that's hot.
Is what I would like to say if the average warframe player wouldn't stay less then still enough for you to basicaly require aim-bot to hit them with support abilities half the time (am a vazarin main, I speak from experiance) But overall, I definitely want to try it.

she has a relatively large range on her 4 anyways, I doubt no one wouldnt just be willing to go into it themselves when they see the energy laser beam of death.

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1 minute ago, weeaboopotato said:

she has a relatively large range on her 4 anyways, I doubt no one wouldnt just be willing to go into it themselves when they see the energy laser beam of death.

It's not the range, rather the hitboxex.
Range helps, but laser the beam is kind of thin from what I recall...and well, most frames are kind of small targets, especially when moving at Mach 2.

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2 minutes ago, AlphaPHENIX said:

It's not the range, rather the hitboxex.
Range helps, but laser the beam is kind of thin from what I recall...and well, most frames are kind of small targets, especially when moving at Mach 2.

but wasnt the width of the laser been buffed?

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14 hours ago, weeaboopotato said:

In that case how about this, 

-Refunds energy used on an enemy upon killing them with sol gate. The energy can also be transfered to allies using sol gate at a rate of 50%.

Meaning as long as you kill an enemy you will never run out of energy

Skill related on kill mechanics have a nasty tendency of suffering from the big suck. Case in point mag's 1 has a energy regeneration mechanic but most people don't even know about it. Same would apply Sol Gate because even on builds that try to do damage with all gate , sol gate is not the source of the damage the one doing the heavy lifting is breach surge so the on will effect would not trigger 70% of time.

 

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