Jump to content

Lavos augment mods


Erl-King

Recommended Posts

Few ideas for Lavos augments

Passive augment
0. Lasting infusing
    Infusion doesn't disappear after ability cast and can only be replaced by other infusions after 3 seconds since last infusion. Infusing elements gives not stacking +25% power strength for 10 seconds.

1. Infectious bite
    For 15 seconds enemies affected by Ophidian Bite apply their status effects to other enemies in 15m range upon dying.

2. Infused coating
    Contacting coated area gives Lavos and allies 75% damage reduction vs infused element, also they get additional +30% elemental damage with infused element and +100% status proc chance on weapons for 30 seconds.

3. Gold to lead
    Transforms credits and resources pickups into Golden credits and Golden resources pickups. Golden pickups grant +75% ammo efficiency for 15 seconds.

4. Hazardous conditions
    Until the end of ability cooldown enemies affected by the catalyst receive extra +60% damage for each unique status effect on them.

Link to comment
Share on other sites

Before augments, some baseline changes I'd like to see first:

  • Passive
    • Infusing element lasts for 10 seconds after your first cast. Changing elements can still be done during these 10 seconds.
    • Duration mods do NOT affect status duration of your abilities/weapons anymore. Abilities are changed to have som direct value out of duration-modding instead.
    • Can still use the infusion of elements on Helminth-slotted abilities, if the Helminth-ability does not have a holdcast function.
  • Ophidian Bite
    • Can be aimed up/down
    • Now also produces a heal over time. The strength of the healing-per-second is equal to number of enemies struck multiplied by 2/3/4/5 (and is Strength-moddable). Base duration is 8 seconds, and is Duration-moddable (more duration = more ticks = more total healing)
      • So if you strike 5 enemies, you will heal 25 health per second for 8 seconds. With Continuity and Intensify, this is increased to 32,5 health per second for 10,4 seconds (i'd suggest it restores health every 0,1 seconds, so that 32,5 health per second is actually 3,25 health per 0,1 seconds).
  • Vial Rush
    • Vial pool sizes affected by Range mods.
    • On top of the vials scattered to the sides, Lavos also drops vials right behind him
  • Transmutation Probe
    • Upon expiration (i.e. when the cooldown of it triggers), the damaging and transmuting aura effect lingers for 3 seconds (this part is Duration-moddable).
  • Catalyze
    • Releases more drones, which go diagonally up/down as well, for better verticality
    • The damage-amplification for Catalyze from status-effects is now retroactive (meaning, you can increases its damage by applying more status-effects AFTER you have struck enemies with Catalyze)
    • Each enemy struck by Catalyze provides Lavos with 1/2/3/4% statuschance (additive to statuschance modding) for his weapons for 11/13/15/18 seconds (Duration-moddable). These bonuses start stacking up cumulatively and granting the bonuses immediately upon cast, and the duration also starts right away upon cast (meaning, as soon as the drones are launched, the duration starts and the bonuses show up and stack right away as they travel to strike enemies, rather than having the bonus be applied as a "lump bonus" when the drones are done travelling)
    • Base cooldown reduced to 22 - 25 seconds (30 is a bit much)

Now, onto the augment ideas:

  • Passive augment
    • Lasting Elements - Infused element lasts an indefinite amount of time, but can be changed after at least one ability has been cast after an infusion. Also increases Lavos' Ability Duration by 10/15/20/25%.
      • Note: If you manage to apply this debuff again on an enemy already affected by it (by reducing the cooldown via Transmutation Probe), it "detonates" prematurely as well, before refreshing the duration of the debuff.
  • Ophidian Bite augment
    • Ophidian Embrace - Struck enemies are debuffed for 4/5/6/8 sec, and when the debuff ends or an affected enemy dies, they explode with toxin damage in a 6/7/8/10 meter radius, equal to 20/30/40/50% of damage taken during the debuff.
  • Vial Rush augment
    • Slipstream Rush - While rushing forward with Vial Rush, all enemies within a 8/10/12/15 meter width of Lavos are dragged in to the midst of the path (Range-moddable).
  • Transmutation Probe augment
    • Transmutation Guard - The probe first hovers over Lavos' head and follows him around, for 3/4/5/6 seconds (Duration-moddable). After this timer has expired, or upon manual recast, the probe is sent forward as normal. Each strike from the probe also restores 5/10/15/20 (over)shields (Strength-moddable).
      • Note: If you send it forward early, you will NOT gain the remaining time added to the forward-moving probe.
  • Catalyze augment
    • Catalytic Reaction - Now also grants a critchance bonus to your weapons, equal to 25/50/75/100% of the ability's statuschance bonus.
Link to comment
Share on other sites

2 hours ago, Erl-King said:

3. Gold to lead
    Transforms credits and resources pickups into Golden credits and Golden resources pickups. Golden pickups grant +75% ammo efficiency for 15 seconds.

This sounds exceptionally troll-ridden unless DE was really careful as to what counts as a resource pickup. If Steel Essence/Vitus Essence or other super-rare resources can be transmuted, then it becomes a major problem. Even if those are excluded, I could still see a Lavos trolling PT runs by removing all of the credits that spawn when the boss dies, thus removing the biggest reason to run that mission.

Link to comment
Share on other sites

5 hours ago, -AoN-CanoLathra- said:

This sounds exceptionally troll-ridden unless DE was really careful as to what counts as a resource pickup. If Steel Essence/Vitus Essence or other super-rare resources can be transmuted, then it becomes a major problem. Even if those are excluded, I could still see a Lavos trolling PT runs by removing all of the credits that spawn when the boss dies, thus removing the biggest reason to run that mission.

I think you’re completely misinterpreting the augment.

Link to comment
Share on other sites

lavos its a very good warframe,,,tank, flexible, good mobility, heal skill(1) and nuke skill(4). He is perfect to do daily missions nw without using weapons build(cold, heat, toxin and etc)

My idea its a augment to skill 3 to lower the cooldown of skill 4 or add a augment to vial rush which will stop only when we press the skill again to stop...would be useful in open worlds. While the skill is active the damage will multiply up to a maximum of 5x.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...