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Alternative Warframe Abilities: Expanding The Skillset Of Tenno


qqchurch
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A concept/suggestion which is based off what Steve said during Livestream 16, in which was stated that:

 

          “I think that's the reason why we've been stubborn keeping the Warframe Abilities as mods, because at some point, we were thinking that we could get a new ability for an old Warframe, and just put in it." 

 

         "We don't have the UI- we don't have the code strictly structured that it's 'these four' and that's it.”

 

  • Steve, Livestream #16 (52:50-53:15)

 

And while it might not be a fullblown “Yeah, we're doing this.” I can at least safely assume that it's on the table. Even if it's not, doing this seems to be fun since it lets me explore what could be added to a 'Frame to specialize or broaden its roles.

 

So... yeah.

 

This is mostly incomplete, and is just the result of me brainstorming some ideas for like... 10 or so minutes. I'd add images or drawings, eventually, at least.

 

I also know that there's at least one or two (maybe more?) threads with the same purpose as this, and I'll give props to them, as they have better and much more thought-out ideas. This is just me being the filthy casual I am doing what I do best, rambling.

 

So without further adieu:

 

-

 

Alternative Warframe Abilties: Expanding the Skillset of Tenno

 

-

 

Some keywords:

STR = Power Strenght

DUR = Power Duration

RGE = Power Range

 

These are added to their respective values if they are affected by their corresponding mods.

 

-

 

Format:

Name:

  • An ability's name.

Tier: 1-4

  • Corresponds with how Abilities are classified through their button presses on default keybindings (i.e. Mag's Pull is a 1 Ability, Loki's Invisibility is a 2, and so on).

Energy Cost:

  • An ability's power cost.

Mobility Restriction:

  • What it says on the tin, the times when an ability cannot be casted.

Effects:

  • Effect is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.

Damage:

  • Damage is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.

Duration:

  • Duration is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.

Range:

  • Range is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.

Description:

- An ability's description will have it's purpose, animation, effects and background information explained.

 

-

 

Warframes:

 

Excalibur

  • An all-rounder frame with two damage-type and utility/cc skills.

  • The purpose of the alternative abilities on this is to expand on its two 'trees', damage and utility/cc.

Name: Steel Cutter

Tier: 1

Energy Cost: 25

Mobility Restriction: Air

Effects: Armor Reduce, -15% (STR); Knockback/Ragdoll from Caster

  • Slash Proc 50%

Damage: 100/175/250/300 (STR); Slash

Duration: 5/8/12/15 seconds (DUR); Armor Reduce Debuff

Range: 3/6/9/12 meters cleave radius (RGE)

Description:

  • As his namesake, Excalibur gathers power and quickly and ferociously swings his blade around him in a wide arc, releasing a wave of energy that cuts and rends steel and armor. Enemies struck will have their armor reduced. Enemies are also knocked back or ragdolled away from Excalibur.

  • “Cut-steel” is one of the meanings of 'Excalibur'.

  • Somewhat an opposite of Slash Dash in terms of purpose and utility. Mobility is taken away for the ability to do a quick crowd control as well as a debuff against armored enemies (basically anti-Grineer/Heavy).

  • Animation-wise, I'm thinking of Excal taking a step back, while raising his current melee weapon like the heavy-charge attack, then doing a super-fast swing. This would be pretty fast, like Slash Dash's 0.25s 'charge' and 0.75s 'dash'.

  • In a nutshell, it's a super-fast CC/Damage/Debuff heavy-charge attack.

 

Name: Evading Strike

Tier: 2

Energy: 35

Mobility Restriction: Air

Effects: Punch-through, Stagger

  • Puncture Proc 50%

Damage: 250/375/450/600 (STR); Armor Pierce

Duration: -

Range: 4/8/12/16 meters piercing range (RGE)

Description:

  • Excalibur leaps backwards, avoiding damage, and stabs forward, sending a piercing line of energy to stagger his opponents.

  • High damage, multiple target (along a narrow AoE) and a short invulnerability moment in one package, Evading Strike is for those situations where Excalibur needs to avoid as well as deal damage.

  • I'm pretty bummed out at this, Radial Blind is a dead useful skill with its iFrames and CC-utility. Might go back and change this, though probably after I'm done with the others.

 

Name: Cleave

Tier: 3

Energy: 75

Mobility Restriction: Air

Effects: Knockback/Ragdoll or Stagger

  • Slash Proc 50%

Damage: 250/375/450/600 (STR); Slash

Duration: 6/5/4/3 seconds casting time

Range: 10m; 180-degree AoE

Description:

  • Excalibur imbues a great amount of energy in his blade, then releases it in a decapitating wave of energy.

  • One of the things that Excalibur lacks is an AoE skill, Cleave is just that.

  • The casting time is there to prevent spammability.

 

Name: Valor

Tier: 4

Energy: 100

Mobility Restriction: Air

Effects: Simultaneous Ally Buff and Enemy Debuff

  • Allies get:

    • 15%/30%/45%/60% more damage dealt (STR)

    • 10%/20%/30%/40% damage reduction (STR)

  • Enemies get:

    • 15%/30%/45%/60% less damage dealt

    • 10%/20%/30%/40% movement speed reduction

  • Excalibur is invulnerable while casting.

  • Enemies are staggered when debuff is applied.

Damage: 250

Duration: 8/10/12/14 seconds buff and debuff effect (DUR)

Range: 25m

Description:

  • Excalibur lets his bravery and determination exude from him in the form of energy, its strength empowers his allies and demoralizes his enemies.

  • Animation-wise: Radial Blind animation, only with a wave of energy coming out a la Trinity's Blessing.

  • A mix of Rhino's Roar, a Trinity's Link (though reduced) and Frost's Snow Globe's slow; no idea if this would be well received, though I guess I could do like Evading Slash and just revisit it later...

 

Rhino

  • A CC/Tanker Frame with a sprinkle of Team buffs and some damage dealing, the alternative abilities below will emphasize either of his specialties.

Name: Howl

Tier: 1

Energy: 25

Mobility Restriction: Air

Effects: Enemy Damage Reduced, Stagger

- 5%/10%/15%/20% Damage Reduced

Damage: 50

Duration: 5/7/9/11 seconds (DUR)

Range: 25m (RGE)

Description:

  • Rhino lets out an empowered howl, rattling his enemy's senses and disrupting their equipment.

  • Cheap CC with a debuff. Too OP?

     

Name: Rhino Slam

Tier: 2

Energy: 50

Mobility Restriction: -

Effects: Knockdown

  • Blast Proc 100%

Damage: 250/375/500/650 (STR), Blast

Duration: -

Range: 20m (RGE)

Description:

  • Rhino leaps up and smashes his fist on the ground, knocking down all enemies in range.

  • Rhino is invulnerable while jumping.

  • Radial Blast 2.0, but with the added feature of being able to use mid-air.

  • Basically a CC/Damage skill.

     

Name: Stonewall

Tier: 3

Energy: 75

Mobility Restriction: Air

Effects: Movement Restricted, Invulnerability, Taunt, Ragdoll from Caster

  • Blast Proc 50%

Damage: 100/275/400/500 (STR), Blast

Duration: 8 seconds

Range: 25m (RGE), Taunt; 15m (RGE), Explosion

Description:

  • Rhino locks himself into place, covering himself with a special energy coating, and gains the malice of all targets in range, whilst ignoring all damage. After the duration ends, the coating breaks in an explosive release of energy, knocking all within the radius back.

  • Mobility and Damage replaced with Tanking/CC/Utility; I know there seems to be a history with DE removing invulnerability or near-invulnerability, though I hope 8 seconds of not being able to do anything but stand there and eat damage would be enough to compensate its invulnerability effect.

 

Name: Vacuum Smash

Tier: 4

Energy: 100

Mobility Restriction: Air

Effects: Ragdoll, Vacuum, Explosion, Damage Reduction during casting animation

  • 70% damage reduction on all levels.

  • Blast Proc 50%

  • Explosion part should make mobs fly away from Rhino

Damage: 50 per second (STR), Vacuum effect, Forcefield damage; 1000 (STR), Blast damage

Duration: 4 seconds Vacuum.

Range: 25m (RGE)

Description:

  • Rhino sucks in all targets in range for a few moments, then releases a devastating explosion.

  • Another CC/damage skill with a big boom.

  • Animation: Rhino goes down on one knee, vacuum begins, he raises his right fist upward as the duration goes on, then slams it right as it ends with a large explosion that shakes everyone's screens.

 

Ash

  • The Ninja Frame. All of his skills should center on the concept of 'Ninja'. Or at least what is stereotypically 'Ninja'. Or a close-combat expert.

Name: Nerve Strike

Tier: 1

Energy Cost: 25

Mobility Restriction: -

Effects: Slow, Silent

  • Slash Proc 100%

Damage: 250/375/525/750 Slash Damage (STR)

Duration: 10 seconds Slow (DUR)

Range: 20/25/30/35 meters (RGE)

Description:

  • Ash leaps to his target and delivers a powerful strike into his target's nervous system (or processing unit for robots), impairing their movements greatly.

  • Basically a single target Bladestorm.

Name: Fade

Tier: 2

Energy Cost: 35

Mobility Restriction: -

Effects: Minimizes Aggro, Damage Reduction

  • 30% Damage Reduction (STR)

Damage: -

Duration: 15s (DUR)

Range: -

Description:

  • Ash uses hard won skills to avoid detection and damage.

  • Enemy alert state is triggered only if Ash is visible for too long (approx 3-5s)

     

Name: Teleport

Tier: 3

Energy Cost: 35

Mobility Restriction: -

Effects: Teleport, Stun

  • Stun Duration 5s

Damage: -

Duration: -

Range: 20/30/40/50 meters (RGE)

Description:

  • Ash manipulates space and appears before his nearest chosen target.

  • Make it so it's easier to aim. Nearest mob in reticule, Ash teleports to it.

  • Momentum is carried. Any animation being done while teleporting is also carried (Charge Attack → Teleport → let it swing).

     

Name: Staggerblade

Tier: 3

Energy Cost: 35

Mobility Restriction: -

Effects: Stun, Target Lock

  • Slash Proc 100%

Damage: 250/375/450/600 Slash Damage (STR); 4/6/9/12 enemies targetted (STR)

Duration: 10s (DUR)

Range: 35m Throw (RGE); 15m Tracking (RGE)

Description:

  • Ash throws a large shuriken that tracks and stuns multiple enemies.

  • Cheap CC; Disappears after no more enemies to stun.

  • Making alternates to Teleport is frustrating as hell.

  • Can cast other abilities while projectile is tracking.

 

Name: Stalk

Tier: 4

Energy Cost: 100

Mobility Restriction: Air

Effects: Enemy Damage reduced, Blind and Bonus Damage

  • 100% Bonus Damage (STR)

  • 40% Enemy Damage Reduced (STR)

Damage: -

Duration: 20s (DUR)

Range: 25m (RGE)

Description:

  • Ash throws down a special smoke bomb, enveloping the area around him in smoke. All enemies inside the area will be blinded and the smoke with impair their senses and reduce their weapon's effectiveness.

  • As long as mobs are in the AoE, they are affected.

  • Enemies will find it difficult to see Tenno inside the smoke.

  • Pretty much AoE invisibility as long as no noise is made.

 

 

Frost

  • A solid Defense-oriented Frame, though that sadly comes from his most wanted skill: Snow Globe. His alternates will be oriented mostly in crowd control. I'm also including a rework on his original skills, because noone is going to take an alternative to Snow Globe since it's too good (100% immunity to range damage for 30-60s).

Name: Freeze

Tier: 1

Energy Cost: 25

Mobility Restriction: -

Effects: Freeze

  • Cold Proc 100%

Damage: 100/150/225/300 Cold Damage (STR)

Duration: 4/6/8/10 seconds Frozen (DUR)

Range: 30 meters

Description:

  • Frost sends out a bolt of freezing energy. Any target struck will be instantly frozen for a given duration. Ice will not melt when target is damaged.

  • Buffed Freeze to be a single target disable. Can be used on multiple targets, but using it on the same target will refresh the duration.

  • Bosses with only be affected by a slow debuff instead of freeze.

 

Name: Frost Spike

Tier: 1

Energy Cost: 25

Mobility Restriction: -

Effects: Slow, Punch-through

  • Cold Proc 100%

  • Puncture Proc 0% (tbd)

Damage: 150/250/375/500 Cold+Puncture Damage (30:70) (STR)

Duration: -

Range: 25/30/35/50 meters (RGE)

Description:

  • Frost launches a deadly spike of ice towards his enemies.

  • Damage/CC in one package.

  • The spike punctures indefinitely until it reaches its maximum range.

 

Name: Ice Wave

Tier: 2

Energy Cost: 50

Mobility Restriction: Air

Effects: Slow

  • Cold Proc 100%

  • Impact Proc 0% (tbd)

Damage: 175/350/450/600 Cold+Impact Damage (60:40) (STR)

Duration: -

Range: 25m (RGE)

Description:

  • Frost slams his hand on the ground, sending out a wave of biting ice.

  • Damage/CC yet again.

 

Name: Subzero Coating

Tier: 2

Energy Cost: 50

Mobility Restriction: Air

Effects: Damage Mitigation, Slow

  • Cold Proc 100%

Damage: 300/450/600/750 Mitigated Damage (STR), 250 Cold Damage (STR)

Duration: -

Range: 25 meters Cold (RGE)

Description:

  • Frost coats himself in a shell of flexible, damage-resistant ice. Receiving enough damage will shatter it, slowing all in the area

  • A defensive buff with cc-utility. Doesn't prevent Frost from being CC'd.

 

Name: Snow Globe

Tier: 3

Energy Cost: 50

Mobility Restriction: Air

Effects: Damage Mitigation, Slow, AoE Cold Damage when shattered

  • 40%/50%/60%/67% Slow

  • Cold Proc 100%

Damage: 750/1500/3000/4500 Damage Mitigation (STR), 50 Cold Damage

Duration: 30s (DUR)

Range: 5m Globe radius (RGE), 25m Cold AoE (RGE)

Description:

  • Same as old Snow Globe, but with a damage cap and a slow on shattering.

  • This is done because Snow Globe, as it is, is too good. Complete immunity to ranged damage from outside the globe's aoe is ajdfhkghkws.

 

Name: Chilling Mist

Tier: 3

Energy Cost: 75

Mobility Restriction: Air

Effects: Slow, Stagger

  • Cold Proc 100%

Damage: 300/400/575/750 Cold Damage (STR)

Duration: -

Range: 20m (RGE)

Description:

  • Frost sends out a freezing wave of energy, chilling everything in the area.

  • Still wracking my head on this.

 

Name: Avalanche

Tier: 4

Energy Cost: 100

Mobility Restriction: Air

Effects: Stun, Freeze

  • Cold Proc 100%

  • Stun during casting

Damage: 500/750/1000/1500 Cold Damage (STR)

Duration: 5s (DUR)

Range: 20m (RGE)

Description:

  • Same as old Avalanche, except for mobs staying frozen a few seconds after casting.

  • Damage is buffed up.

 

Name: Hypothermia

Tier: 4

Energy Cost: 100

Mobility Restriction: Air

Effects: Slow, DoT

  • Cold Proc 100%

Damage: 100 Cold Damage per second (STR); 4/6/9/12 enemies affected (STR)

Duration: 12s (DUR)

Range: 20m (RGE)

Description:

  • Frost reduces the temperature in the area drastically, affecting the movements of all enemies.

  • Deals Damage over Time.   

 

Nova

 

  • The Antimatter Frame. So far, all of her abilities have their own niche, with M Prime having the most extra features (kinda). Will be reworking Null Star and M Prime, mostly value tweaking.

Name: Null Star

Tier: 1

Energy Cost: 25

Mobility Restriction: -

Effects: Stagger

  • Puncture Proc 40%

  • Slash Proc 60%

Damage: 100/150/200/250 Puncture/Slash Damage (40:60) (STR)

Duration: 6 Stars (DUR) – every 14% = 1 Extra Star

Range: 20m

Description:

  • The same as the current Null Star, only with a puncture/slash combo and the old sure stagger that came with the Serrated Blade damage type.

 

Name: Molecular Prime

Tier: 4

Energy Cost: 100

Mobility Restriction: -

Effects: Bonus Damage, Slow, AoE Damage

  • 25% Bonus Damage (STR)

  • 50% Slow

Damage: 150/300/500/800 Blast Damage (STR)

Duration: 20s (DUR)

Range: 25m (RGE)

Description:

  • Brought down the bonus damage and the duration. Made the bonus damage affected by power strength mods. Duration is now affected by duration mods.

 

Name: Ion Cutter

Tier: 1

Energy Cost: 25

Mobility Restriction: -

Effects: Punch-through

  • Radiation Proc 50%

  • Slash Proc 50%

Damage: 150/225/375/500 Radiation+Slash Damage (50:50) (STR)

Duration: -

Range: 20/25/30/35 meters (RGE)

Description:

  • Nova fires a ray of condensed radiation.

  • Goes through multiple enemies and walls (probably 3m max).

  • CONFUSE RAY

 

Name: Quantum Conundrum

Tier: 2

Energy Cost: 50

Mobility Restriction: -

Effects: Tracking

  • Radiation Proc 100%

Damage: 100/150/200/250 Radiation Damage (STR); Enemies Targeted 3/5/7/9 (STR)

Duration: -

Range: 35m Throw (RGE); 15m Tracking (RGE)

Description:

  • Nova lobs a seeking bolt of radiation at her target.

  • CC-skill

  • Will it overshadow Nyx?

 

Name: Quantum Leap

Tier: 3

Energy Cost: 50

Mobility Restriction: Air

Effects: Leap

  • 10/15/20/25 meter Leap Distance (STR)

  • Blast Proc 100%

Damage: 250 Blast Damage

Duration: -

Range: 20m Blast AoE (RGE)

Description:

  • Nova manipulates matter to launch herself. She manipulates it again when she lands, knocking down all in the area.

  • Mobility Skill.

 

Name: Fission

Tier: 4

Energy Cost: 100

Mobility Restriction: Air

Effects: Invulnerability, Explosion

Damage: 1000 Blast Damage (STR)

Duration: 8s (DUR)

Range: 25m Blast AoE (RGE)

Description:

  • Nova wraps herself in a sheet of unstable matter, rendering herself invulnerable. After a few seconds, this sheet of unstable matter violently explodes, killing everything in the area.

  • Self-buff, higher damage than Mprime, but less utility on that end.

 

Ember

  • The Fire Frame. Bring havoc to the battlefield with her flames. Also wields those same flames to protect herself. Considering these, she should have two distinct builds: Damage and Tanking.

Name: Flashpoint

Tier: 4

Energy: 100

Mobility Restriction: Air

Effects: Burn

  • Proc Chance: 100%

Damage: 500/750/1000/1500 Heat Damage (STR)

Duration: -

Range: 25m (RGE)

Description:

  • The air around Ember starts to waver, then she snaps her fingers, triggering an immense conflagration that burns all foe into ashes.

  • A nuke skill, compared to World on Fire. Not much to comment on this.

Currently WIP

 

Vauban

  • The Trap/CC Frame. Focuses heavily on Crowd Control. Thus, his alternative abilities should be focused at CC-ing with maybe a dash of extra uses.

Name: Pulsebomb

Tier: 1

Energy Cost: 25

Mobility Restriction: None

Effects: Stun, Electric Damage

  • 2s Stun on all levels per pulse

  • Electric Proc 50%

Damage: 50 Electric damage per pulse (STR)

Duration: 3/5/7/9 seconds (DUR)

Range: 8/10/12/14 meters (RGE)

Description:

  • Vauban throws a grenade, after bouncing once, it will float in place, then continually release pulses of stunning electricity.

  • Cheap CC

  • Animation will be the same as with all of Vauban's throwing animations.

  • First pulse goes out after the first bounce (0s), each pulse after is 2s after (2/4/6/8).

Name: Disrupt

Tier: 3

Energy:

Mobility Restriction:

Effects:

  •  

Damage:

Duration:

Range:

Description:

  •  

 

All of this is open to comments and suggestions, as I am not totally experienced in all the frames to find viable alternatives.

--

 

Notes:

 

Soooooo, yeah. I kinda forgot about this in the last few weeks or so. No full list yet, sadly. I had a #3 for Vauban, but it was pointed out to me that it was basically a better Radial Disarm, so yeah, back to the drawing board on that one. 

 

I haven't really been playing much of WF lately, which is a bit sad since this is a pretty fun game, but eh. Hopefully 11.5 or the update later would give me some motivation to log in....

 

--

 

Log:

 

28/10/13: Added Rhino

11/12/13: Added Ember's #4 and Vauban's #1;

-- Added Frost and Ash ash is a hell to make alternates with

12/12/13: Added Nova

 

Edited by qqchurch
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Name: Steel Cutter

Tier: 1

Energy Cost: 25

Mobility Restriction: Air

Effects: Armor Reduce, -15% (STR); Knockback/Ragdoll from Caster

Damage: 100/175/250/300 (STR); Serrated

Duration: 5/8/12/15 seconds (DUR); Armor Reduce Debuff

Range: 3/6/9/12 meters cleave radius (RGE)

Description:

  • As his namesake, Excalibur gathers power and quickly and ferociously swings his blade around him in a wide arc, releasing a wave of energy that cuts and rends steel and armor. Enemies struck will have their armor reduced. Enemies are also knocked back or ragdolled away from Excalibur.

  •  
  • “Cut-steel” is one of the meanings of 'Excalibur'.

  •  
  • Somewhat an opposite of Slash Dash in terms of purpose and utility. Mobility is taken away for the ability to do a quick crowd control as well as a debuff against armored enemies (basically anti-Grineer/Heavy).

  •  
  • Animation-wise, I'm thinking of Excal taking a step back, while raising his current melee weapon like the heavy-charge attack, then doing a super-fast swing. This would be pretty fast, like Slash Dash's 0.25s 'charge' and 0.75s 'dash'.

  •  
  • In a nutshell, it's a super-fast CC/Damage/Debuff heavy-charge attack.

  •  

 

Name: Evading Strike

Tier: 2

Energy: 35

Mobility Restriction: Air

Effects: Puncture, Stagger

Damage: 250/375/450/600 (STR); Armor Pierce

Duration: -

Range: 4/8/12/16 meters piercing range (RGE)

Description:

  • Excalibur leaps backwards, avoiding damage, and stabs forward, sending a piercing line of energy to stagger his opponents.

  •  
  • High damage, multiple target (along a narrow AoE) and a short invulnerability moment in one package, Evading Strike is for those situations where Excalibur needs to avoid as well as deal damage.

  •  
  • I'm pretty bummed out at this, Radial Blind is a dead useful skill with its iFrames and CC-utility. Might go back and change this, though probably after I'm done with the others.

  •  

 

Name: Cleave

Tier: 3

Energy: 75

Mobility Restriction: Air

Effects: Knockback/Ragdoll or Stagger

Damage: 250/375/450/600 (STR); Serrated

Duration: 6/5/4/3 seconds casting time

Range: 10m; 180-degree AoE

Description:

  • Excalibur imbues a great amount of energy in his blade, then releases it in a decapitating wave of energy.

  •  
  • One of the things that Excalibur lacks is an AoE skill, Cleave is just that.

  •  
  • The casting time is there to prevent spammability.

  •  

 

Name: Valor

Tier: 4

Energy: 100

Mobility Restriction: Air

Effects: Simultaneous Ally Buff and Enemy Debuff

  • Allies get:

    • 15%/30%/45%/60% more damage dealt (STR)

    •  
    • 10%/20%/30%/40% damage reduction (STR)

    •  
  •  
  • Enemies get:

    • 15%/30%/45%/60% less damage dealt

    •  
    • 10%/20%/30%/40% movement speed reduction

    •  
  •  
  • Excalibur is invulnerable while casting.

  •  
  • Enemies are staggered when debuff is applied.

  •  

Damage: 250

Duration: 8/10/12/14 seconds buff and debuff effect (DUR)

Range: 25m

Description:

  • Excalibur lets his bravery and determination exude from him in the form of energy, its strength empowers his allies and demoralizes his enemies.

  •  
  • Animation-wise: Radial Blind animation, only with a wave of energy coming out a la Trinity's Blessing.

  •  
  • A mix of Rhino's Roar, a Trinity's Link (though reduced) and Frost's Snow Globe's slow; no idea if this would be well received, though I guess I could do like Evading Slash and just revisit it later...

  •  

I'm liking this idea, especially, the fourth skill, that stupid radial javelin is not amusing me, Excalibur would become an support warframe with this skill.

Edited by kubmix
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