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Dria the Forest Guardian [Warframe Concept]


Arcsyrine

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Name: Dria

From Dryad and Gaia

Themes:

Forests, Ents, Nature, Trees, Plants

I designed her abilities thinking about walking into a forest. First you walk through fields and flowers, then bushes and shrubs, until finally you get to the trees, and as the forest ages tree fall down, doing more damage the bigger they are. I also tried to make her abilities interdependent and play off each other.

Visuals:

Given that the name comes from two Greek words/names I thought it would be appropriate to base her visual style off of a Spartan (the ancient Greek type, not the si-fi Halo ones). I am absolutely terrible at drawing but did a helmet concept anyways. I was thinking along the lines of a Spartan Warrior but integrated with trees and nature.

Spoiler

Dria-Head-2-front.pngDria-Head-2-side.png

The idea was to have a tree growing out of the top of her head to be the head crest on a Spartans Helmet, with the lower face guards representing the lower half.

Stats:

Armor: 300

Energy: 150 (Rank 0) / 225 (Rank 30)

Health: 150 (Rank 0) / 450 (Rank 30)

Shields: 100 (Rank 0) / 300 (Rank 30)

Sprint Speed: 1.0

Passive: Hardened Bark

Dria's Shields are reinforced by her armor and benefit from some of her healing, but recharge slower.

Spoiler
  • 50% of Dira's armor is applied to her shields.
    • 50% is not affected by mods.
    • Is 50% of her Total Armor Value, including other modifiers and abilities.
  • If Dria's Health is full, her Flowers restore Shields with 50% Efficiency.
    • Shields are restored by 1/2 the amount the healing would restore health.
    • Cannot give Overshields.
  • Dria's Shields recharge 50% slower than normal.
    • Does not affect recharge delay.

(The idea is that Dria's Shields are her bark that grows to protect her)

Ability 1: Bloom

Dria grows a field of Nightshade flowers in a small radius that deals toxin damage and has a chance to afflict enemies with a Flower.

Spoiler

Cost: 25

Duration: 20 seconds

Range: 30 meter Cast Range, 7-meter Radius

Strength: 300 Toxin Damage per second, 10% Flower Chance

Misc: 30% Status Chance

  • Anytime an enemy is damaged by Bloom there is a 10% chance they are seeded with a Flower.
  • Status Chance is not affected by mods.
  • Only 3 instances of Bloom can be active at a time.
  • Enemies must be within Blooms radius to take damage.

Visual

While Bloom is active Dria would have Energy flowers growing on her.

--------Flowers

As the Flowers grow on enemies they drain them to produce health and energy which is released on death.

Spoiler

Duration: Infinite

Range: 30 meters

Strength: 100 Toxin Damage per Flower per second, 25 Health per Flower

Misc: 10% Energy Orb Chance, 3 Flowers per enemy

Bloom can afflict enemies with up to 3 Flowers at a time and each Flower deals 100 Toxin Damage per second. When the Enemy dies they release a healing pulse that gives all allies within 30 meters 25 Health per Flower. Additionally each enemy that dies has a 10% chance to drop an Energy Orb per Flower.

  • Energy Orb Drop Chance is Additive per Flower.
    • 1 Flower = 10% Energy Orb Chance
    • 2 Flowers = 20% Energy Orb Chance
    • 3 Flowers = 30% Energy Orb Chance
    • 4 Flowers = 40% Energy Orb Chance
    • 5 Flowers = 50% Energy Orb Chance
      • Can never have more than 1 orb drop per enemy.

Synergy

Ability 2: Razor Vines

Enemies affected by Razor Vines have 3x the chance to be afflicted with a Flower by Bloom and can grow up to 5 Flowers.

  • Not affected by mods.
  • Extra Flowers above the normal 3 Flower cap are kept even after Razor Vines are gone.

Augment: Fracturing Roots

Each Flower on an Enemy reduces their armor by 15%. But Flowers only last 10 seconds.

Ability 2: Razor Vines

A wave of brambles rapidly grows in front of Dria trapping enemies for a short time dealing Slash Damage. Every enemy with a Flower caught by Razor Vines increases Dria's Ability Damage.

Spoiler

Cost: 50

Duration: 7 seconds

Range 15 meters

Strength: 300 Slash per second

Misc: 60-degree arc, 30% Status Chance, % Ability Damage Increase

  • Arc and Status Chance are not affected by mods.
  • Enemies must have at least 1 Flower to contribute to the Ability Damage Increase.
    • more than 1 Flower per enemy does not stack.
  • Enemies increase Ability Damage based on their level.
    • Levels 1-9 provide a 1% increase per enemy.
    • Levels 10-19 provide a 5% increase per enemy.
    • Levels 20-29 provide a 10% increase each.
    • Levels 30-39 provide a 15% increase each.
    • etc.
      • Enemies only provide the Damage Increase for as long as they are affected by Razor Vines.
      • Ability Damage Increase is not affected by mods.
      • Razor Vines is affected by it's own Ability Damage Increase
  • Hitting an enemy already trapped by Razor Vines will refresh the duration.
    • Multiple Razor Vine hits do not stack.

Visual

Dria would stretch out her hand as vines grow along her arm, and stay until the Ability has ended.

Synergy

Ability 3: Oak Skin

When Oak Skin is active Razor Vines also affects all enemies within 5 meters of Dria.

  • Affected by Ability Range.

Augment: Creeping Thorns

Razor Vines lasts 3x as long but only gives half the Damage Boost.

Ability 3: Oak Skin

Fun fact; Originally Dryad used to refer to oak tree nymphs only, as opposed to all types of tree nymphs.

Dria creates protective armor made from Oak to protect her. Flowered Enemies that die within range strengthen the armor.

Spoiler

Cost: 25 Cast, 5 per Second

Duration: 5 Armor lost per second

Range: 20 meters

Strength: 300 Armor, 50 Armor per Flower

Misc: 5 seconds Status Immunity

  • Every Flowered enemy that dies within range adds 50 Armor per Flower to Oak Skin and 5 seconds of Status Immunity.
    • Status Immunity is not affected by mods and duration does not stack with multiple Flowers.
    • Killing another Flowered enemy will refresh the duration of the Status Immunity.
  • Armor can Stack forever.
    • Armor added by Flowers is lost at a rate of 5 per second.
      • Affected inversely by Ability Duration.
        • 5 Armor per second / [Ability Duration]
    • Enemies can be killed by any source to give Damage Reduction.
  • Base Armor of 300 is not lost over time.

Visual

Dria would be covered in an energy shell that looks like tree bark.

Augment: Evergreen

Armor from Flowers is no longer lost over time, but the number of Flowers that can contribute is capped at 30.

Ability 4: Timber Fall

Dria summons a large branch and slams the ground with it creating a shock-wave staggering enemies. The more armor she has the more damage this Ability does.

Spoiler

Cost: 100

Duration: N/A

Range: 20 meters

Strength: 2000 IPS Damage,

Misc: 50% Armor Bonus Damage, Guaranteed Stagger

  • Percentage of armor converted to Damage is not affected by mods.
  • Armor bonus includes all Armor Modifiers at the time of casting and is based off of her total Armor.

Visual

The branch would get bigger the more armor she has.

Augment: Deforestation

Enemies with Flowers that are hit by Timber fall release their own 7 meter shock wave that deals, per Flower, 5% of their max health as IPS Damage.

 

 

 

I hope you enjoy this concept and I look forward to your comments and suggestions.

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4 hours ago, (PSN)Reaper330011 said:

the golden parts seem out of place. It looks like prime aspects.

They are supposed to be a brass colour as opposed to gold. Basically the colour of the spartan helmets you see in movies. But yeah I see what you mean, I should have gone for a more bronze tone.

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