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Desoloth The Golden Omen [PROPHET FRAME CONCEPT]


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Desoloth the Golden Omen
(Prophet Frame)

Stats
Health----------100(335)
Shield-----------75 (300)
Armor-----------110
Energy----------100(200)
Sprint Speed---1.1

Description
-Once a seer used by the orokin to see what is to come, not expecting his betrayal in the tenno uprising. Now a warrior of prophet who is always 1 step ahead of the enemy. Utilizing the power of the void, there is no outcome he can't see. Turning the battlefield into a play that is meant to always play out how he wants.

Abilities

Passive

  • -Desoloth would always see ahead of time what his enemies would do. Making to so enemies have their cast time increased by 15% and would show their markers of where they would land their abilities. (These abilities include Ancient's Pulls, Eximus Auras, Ground pounds, Butcher teleports, ghoul dashes, and etc.)

1)Prophet Seekers

  • -Create up to 3 wisp that will seek out enemies within 30m.
    • -These wisp will attach itself to an enemy and grant vision of that enemy and all damageable units within 8m of that enemy through walls.
    • -Enemies who are seen can be shot through walls no matter where they are nor how many walls the shot passes through.
    • -The enemy it is attached to takes double the damage.
      • -Prioritizes Eximus or unique units such as amalgams or demolitionist.
  • -Enemies seen are given a stack of exposed.

    (AoE explosive weapons that have their explosion instant, do not go through walls and can only damage enemies if they are near the wall)

Augment

Spoiler

Prophet's Instinct
-Prophet Seekers will now also seek for ayatan sculptures, and rare resource destructables if there aren't any. Making them visible to you and marks them on your map. 

2)Sealed Fate

  • -Charge up your next shot to deal 300(Power Strength)% more damage
    • -Additionally the next shot will deal 75% of its damage to all targets within 6m of its projectile path.

Augment

Spoiler

Sealed Blade
-
Damage will be increased on the next shot by 10% per enemy killed with your melee, but will make it so Sealed Fate now has a duration of 15s before it disappears if not consumed.
-Now has the added function; where Sealed Fate's active will now also trigger on heavy attacks, consuming it's duration. 
-How much the damage increased from Sealed Fate is, will be used as the damage increase for your heavy attack.
-Your heavy attack will unleash a wave that is x5 your melee range and in a 6m projectile line that will deal 100% of it's damage to all nearby targets.


3)Blinding Visions

  • -All enemies within Desoloth's vision will be given visions of their death and the death of their loved ones to all within his sights.
    • -Enemies within his vision will be slowed by 10-75(Power Stregnth)% based on how long they are exposed.
    • -Enemies who have been fully exposed they will be guaranteed to be inflicted by any of the damage type statuses.
      • -Enemies are fully exposed after taking 3 stacks, which they get 1 for every second they are inflicted
        • -Stacks last for 3s after not being inflicted, Blinding Visions last for 10s. 

Augment

Spoiler

Blinding Statues
-Enemies who have been fully exposed will now also inflict enemies with Blinding Visions in a 90* cone up to 12m.
-Last as long as Blinding Visions is active. 

4)Overseer

  • -Create a field of eyes that will see all within 20m.
    • -Slow all enemy projects by 50% and gain energy whenever you successfully dodge an attack during this abilities duration.
    • -Abilities cost 50% less energy and have their cast time significantly decreased by 75%.
      • -Field last for 10s but increases by 2s per attack successfully dodged.
    • -Teammates will be able to see what you see, allowing them to gain your passive
    • -Teammates will also be able to receive all benefits from your abilities.
  • -If Blinding Visions is active, all enemies within the field are inflicted with exposed and continuously be inflicted by Blinding visions.

 

 

Edited by weeaboopotato
adding augments
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I like the desing simple and unique 

3 hours ago, weeaboopotato said:

1)Prophet Seekers

  • -Create up to 3 wisp that will seek out enemies within 30m.
    • -These wisp will attach itself to an enemy and grant vision of that enemy and all damageable units within 8m of that enemy through walls.
    • -Enemies who are seen can be shot through walls no matter where they are nor how many walls the shot passes through.
    • -The enemy it is attached to takes double the damage.
      • -Prioritizes Eximus or unique units such as amalgams or demolitionist.
  • -Enemies seen are given a stack of exposed.

    (AoE explosive weapons that have their explosion instant, do not go through walls and can only damage enemies if they are near the wall)

 

I would thrown in the free golden instinct here , it just a thematically neat thing to have butnot necessary at all

3 hours ago, weeaboopotato said:

2)Sealed Fate

  • -Charge up your next shot to deal 300(Power Strength)% more damage
    • -Additionally the next shot will deal 75% of its damage to all targets within 6m of its projectile path.

Its way to good to make every sniper into a super arca plasmor affected by range, I would tie the aoe damage to getting a head shot on the first shot. It would keep the strength off the skill but give  it a execution barrier 

4 hours ago, weeaboopotato said:

3)Blinding Visions

  • -All enemies within Desoloth's vision will be given visions of their death and the death of their loved ones to all within his sights.
    • -Enemies within his vision will be slowed by 10-75(Power Stregnth)% based on how long they are exposed.
    • -Enemies who have been fully exposed they will be guaranteed to be inflicted by any of the damage type statuses.
      • -Enemies are fully exposed after taking 3 stacks, which they get 1 for every second they are inflicted.

I did not understood what the status park of the skill does 

4 hours ago, weeaboopotato said:

4)Overseer

  • -Create a field of eyes that will see all within 20m.
    • -Slow all enemy projects by 50% and gain energy whenever you successfully dodge an attack during this abilities duration.
    • -Abilities cost 50% less energy and have their cast time significantly decreased by 75%.
      • -Field last for 10s but increases by 2s per attack successfully dodged.
    • -Teammates will be able to see what you see, allowing them to gain your passive
    • -Teammates will also be able to receive all benefits from your abilities.
  • -If Blinding Visions is active, all enemies within the field are inflicted with exposed and continuously be inflicted by Blinding visions.

Unless the skill can turn hit scan intro projectile ( with is possible but should be stated because reducing projectile speeding hits an just increases falloff ) the skill bricks way to often. Also I can't exactly foresee how the game regiterns a successful dodge, maybe give him a unique roll that its parry Ifhte player gives no movement imput 

dmc5-royal-guard.gif

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2 hours ago, keikogi said:

Unless the skill can turn hit scan intro projectile ( with is possible but should be stated because reducing projectile speeding hits an just increases falloff ) the skill bricks way to often. Also I can't exactly foresee how the game regiterns a successful dodge, maybe give him a unique roll that its parry Ifhte player gives no movement imput 

 

the idea would be to use any parkour movement within 2m of a projectile, but to make sure it isn't exploitable; once a projectile is moved through, they are marked and can no longer have energy obtained from them.

Also that would seem like the case but pet moa's have proven it can be effective. 

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2 hours ago, keikogi said:

I would thrown in the free golden instinct here , it just a thematically neat thing to have butnot necessary at all

I initially also wanted to do that but I realized how convoluted the description already is.

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41 minutes ago, weeaboopotato said:

think of it as gaining 100% status chance but only against those enemies. 

It soundedike it ir proced every element on the gun at the same time. 

38 minutes ago, weeaboopotato said:

the idea would be to use any parkour movement within 2m of a projectile, but to make sure it isn't exploitable; once a projectile is moved through, they are marked and can no longer have energy obtained from them.

Also that would seem like the case but pet moa's have proven it can be effective. 

Seems way to tolerant but the alternative it registering all the player hitboxes for 1 or 2 seconds ( in the past) and looking if the enemies hitted that. Maybe leaving a trail behind the player Ann any hits against that would count towards the dodge. Since the trail has a simple enought geometry it could work 

42 minutes ago, weeaboopotato said:

Also that would seem like the case but pet moa's have proven it can be effective. 

The lambedo moa only works on projectile weapons,  on a web nobody noticed that but when this kind off nonsense was applied to a earframe ( zephyer could not block grinner fire ) this kind if problem would not fly

https://warframe.fandom.com/wiki/Stasis_Field

44 minutes ago, weeaboopotato said:

I initially also wanted to do that but I realized how convoluted the description already is.

Just add it in as a note , the devs already do that. Saying what a skill does but not really reveling all the info. Gyre for example says a bunch of her triggers are on kill but the triggers are the enemy dies with a elemental proc apllied by gyre

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1 hour ago, keikogi said:

It soundedike it ir proced every element on the gun at the same time. 

Seems way to tolerant but the alternative it registering all the player hitboxes for 1 or 2 seconds ( in the past) and looking if the enemies hitted that. Maybe leaving a trail behind the player Ann any hits against that would count towards the dodge. Since the trail has a simple enought geometry it could work 

The lambedo moa only works on projectile weapons,  on a web nobody noticed that but when this kind off nonsense was applied to a earframe ( zephyer could not block grinner fire ) this kind if problem would not fly

https://warframe.fandom.com/wiki/Stasis_Field

Just add it in as a note , the devs already do that. Saying what a skill does but not really reveling all the info. Gyre for example says a bunch of her triggers are on kill but the triggers are the enemy dies with a elemental proc apllied by gyre

i just realized i forgot to put his passive in

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