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Frame Concepts


Nick4

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WF TF hybrid “Romec

- Guns, rockets and necromechs.

low health and shields but High armor, energy and sprint.

Passive: Aura that boost gun damage by 10%

A1. surplus, 60% ammo efficiency and  60% ability efficiency 

A2. Barrage, fires a barrage of missiles in front of you

A3. Elemental Grenade, Aoe, Elements changes based on warframe color

A4. Artillery,  summons a heavy gun weapn. multiple firing mods including auto, Semi, and rocket laucher.

auto has high status and peneration, semi high critical damage and chance, and rocket launcher has aoe.

Not modible “maybe”

 

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CF “Lycano

-Wolfs, Shape, Moon

High health and sprint with lower shields and armor

Passive: each ally in affinity range increases damage and strength

A1. Crescent Slash, Slash based claw attack that steals [X] % health. Chains with greater energy efficiency and damage.

A2. Lunar howl, bonus armor to you and allies in affinity range

A3. Spectral hounds, Summons additional spectral allies. Wolves/kubrows 

A4.Full Moon, shift into a werewolf form. Increased health, movement, and armor. Claws replace weapons. Can have stages of transformation like nidus.

Full Moon Ability changes:

A1. devour, Steals hp until dead,

A2. Predator Howl, Stuns and enemies run away.

A3. blood moon, Draining health, Progressive increase to damage over time until HP exhausted. 

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WF “ Øxa

-Ice, Axes, and rage

High health, High armor, No shields. 

passive: Enemies killed by abilities, Or by cold damage drop Ice shards. Picking them up increases Meter. Meter increase armor and powers abilities 2-4

A1. Ice spears, Aoe target, Aim at a location and activate, Spawns Ice spears from the below damaging enemies and leaving a wall for defense

A2. Fury, sacrifice health for dramatic increase to armor, and bonus cold damage to all weapons.

A3. .Niflguard, at the cost of meter summon a power shield, blocking or aiming creates wide barrier. similar to volts shield when picked up. 

A4. Skeggøx, Summons an exalted Axe, Heavy attacks and slams summon ice spears on enemies within range. Costs meter but drains energy. Nilguard can be used in tandem with this ability. 

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EF WF “Aestus

-Metal, Metallurgy , Hammer

High armor, low shields

Passive: Defeating anchored enemies drops metal ingots. Metal is collected and powers A2 and A3. Increases the power of A4. Increases armor by 1 for each ingot collected and stored.

A1. Anchor round, primary/ secondary bullects/ projectiles have increase impact and puncture. Spawning anchers on contact Slowing or stopping enemies

A2. Reinforcement, Costs collected metal, Reinforces allies and self with Increased armor. Increases melee damage

A3.Carbon steal, Creates living metal constructs to fight for you. 

-can be like moa’s, drones, and/or  metal versions of enemies

A4. Hephaestus Hammer, Summons a Heavy two handed hammer. All collected metal is drained and increases the Damage and size of the hammer. Slam attacks deal fire damage.

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CF WF “ Baron

- Blood, Vampiric, a bit of castlevania 

Very High health, no shields, no energy. Abilities run off health and cooldowns.

A1. Swarm, Separate into a small swarm of flying creatures. [like cloud walker] freely fly around, flying into enemies damages, activates life steal, and leaves them in a dazes. cooldown

Passive: Becomes invisible when gliding

A2. Conversion, Sacrifice blood and convert enemies into boosted allies. Enemies dazed by swarm have reduced cost. 

A3. BloodArmor, Convert health into armor. The more health, the more damage reduction.

A4. Whip slash, Summon a dagger/ whip, exalted weapon. stealth/ Finishes have life steal and can over heal. On a 3x combo heavy attack and change dagger into whip. Whip naturally has “Blood rush” the mod

 

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Wf CF EF “ Apollo”

Healing, Music, Archery, Sunlight ( or fire)

Bard class

Passive:

A1.Oracles Light, Highlights enemies and negates armor

A2. Radial Sol, Cast radiation on all enemies within range

A3. Lyres song, 3 songs, when A4 is active songs have increases ability efficiency and strength

1. Metal, Fire-rate and status chance is increased for a time

2.  Classic , Cast health regeneration to you and nearby allies

3.Rock, cast energy regeneration to you and nearby allies

A4. Lyre bow, Apollos lyre can be used as a bow. Basically nataruk, fire/ Radition damage. Shoots through walls.

 

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WF “Sheriff”

Gunblade, Throwing knives, Dodge, playing cards

passive:

A1. Blast Knives, Throw 3 knives that explode on impact. 

A2. Dodge, Remain stationary but dodge/ evade all incoming damage.

A3. Deck, 3,

Stead, increases speed or summons a horse.

Law, When active stores damage on self and can be reactivated to use it on next attack. 

hangman, root enemies with binding rope. Shooting/ cutting ropes deals critical damage

A4. Old Iron, summon gunblade,  blocking, Aims weapon and fires like a handcannon. High Crit chance. Can block passively. Critical damage is based on combo counter. Modible. 

 

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TF, “ Guardian”

hildeyns little brother

Tank, Defensive and offensive.

Passive: option 1, on shield break, protective bubble spawn temporarily. With its health based on a fraction of total shields. Bubble also spawns on reviving allies or being revived.

option 2, shields recharge faster with a shorter delay temporarily after picking up orbs.

 

A1. Shield wall. Deploys A one way barrier stopping enemies. Allies can move and shoot through freely. holding, Launchs shield forward pushing or squashing potential enemies. 

A2 Enraged Agro, All enemies are agro’d on you. Allies gain increased damage and critical chance on effected enemies

A3. war shield, Summon shields that hover around the frame like eximus shield blocking damage.

A4. Shield breaker, Summon a railgun. High damage per shot. heavy energy toll.

 

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CF WF “ Warden” Grukta

- Grineer theme, The Warrior king, The Jailer, The Warden, The unbound. Kuva.

High armor and health, no shields, High sprint.

Passive:

A1. Law, Chains around his forearms Bind clusters of enemies together. Each defeated enemy in the chain reduces the speed and damage of the remaining. Activating ability again pulls them together.

Option chains could be replaced by Scrolls of orokin law.

A2. Sentenced, marks enemies in line of sight, on kill they drop one of three buffs: Melee speed, Movement speed, reload speed.

A3.Judgement, The frames armor augments. Increasing armor and health.by 2000 each for a duration.

A4.

Option 1:Executioner , Summons dual submachine guns. Each can be modded separately and can fire separately with the removal of aiming( like old halo dual wielding). or as an alt-fire.

Option 2:Executionor, Summons a massive great sword. Like berserk level. Heals on kill. Implementation of the chains can extend range during combos and slide attacks.

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CF “ Prime and detonate”

Priming status, Detonating status prox., Expolsions. 

passive: Immune to knock-back from radial damage self and/or enemies.

A1. Tap, Hold. When both applied enemies explode blast damage.

1.Chilling primer, Aoe spray, Prox cold status on enemies. Slowing

2. Fiery  detention, Aoe spray, Prox Fire status. 

A2.

A3.

A4.

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CF “jeykll and hide”

Both the hunter and the beast. dual class of both focused dps and Tank. Based both on Chroma and revenant.

Base form High speed, Mid armor, low shields.

Passive: Damage to health fills hyde meter. Headshots on enemies fill jeykll meter.

A1. Hunters mark, Cone lockon, Bullets auto lock and track to head shoot. With bonus critical damage for the duration.

Jeykll, auto burst with Crossbow Hitting all marked targets at once.

Hyde, Throws enemy that has been grabbed.

A2. Armored clock, Increase to armor    and movement speed for a duration.

A3. Evade, close the gap, immune to damage, leap or dash in a direction.

Hyde, Grabs enemys with path.

A4. Press, switch between Jeykll and hyde, Hold, Activates if meter is full. 

Jeykll, Summons a slow heavy hitting cross bow. High dps, slow fire, 2.9 critcal damge. Modible.

Hyde, Dramatic increase to health and armor values. scales off warframe mods.

frame also increase to necromech size and movements. Weapons are replaced with fistweapons, Impact primed with the chance to stagger bosses

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CF EF “Merlin”

Description: built arounds buffs and high radial dps. This class focus its arcane void knowledge into power abilities. with a higher cast time then normal to balance it out a bit.

Magic, Status, enchantments and radial damage.

High shields. 

Passive:10% chance to drop energy orb on kill. Has a Sentinel called familar.

A1. Omni-Tome, wield the omni-Tome and summon arcane power. 

Hold, to access special gear wheel of status effects. Select active element.

tap, casts

A1. Arcane attunement , boost allies damage with bonus elemental damage. 

Enchants.

A4.Cataclysmic, aim at a location a cast the element in A1 Nuking enemies with that damage type for high dps, and further enemies being damaged for decreased amounts.

 

 

signature weapon, a speargun with a radial attack. When head by “merlin” the damage type switches to “merlins” A1. with bonus damage.

when thrown on the ground you and allies game bonus ability strength and increased casting time.

 

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EF “Gravity”

Uses the power of gravity to crush his enemies or aid his allies.

Passive: Higher jump and bullet jump.

A1. Crushing field, Aoe abilty creating up to 3 zones. Inside enemies movements are slowed and are damaged over time.

A.enlighten step, you and allies gain increased movement speed, glide, jump, and bullet speed

A3. suspended  gravity, Launch a massive wave, Enemies hit are lifted into the air momentarily.

A4. Singularities Glavie, Summon a glavies with the power of gravity. When thrown creates a massive blackhole pulling in enemies and projectiles.

Slam attacks leave a “crushing field”

slide attacks lifts enemies

movement is increased, Glide is limitless, and gain an addition bullet jump.

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EF CF“Siren”

Cc base water elemental frame

Passive: enemies that die due to A1, A2, or A4 fill a meter. powering A3.

A1. sirens song, Enemy in range are charmed, vulnerable, and walk towards you.

A2. watery embrace, creates  puddles of water slowing enemies. 

Enemies effected by sirens song sink into the puddles. and are damaged over time until death or sirens song ends

A3. mermaids tear, Increases health by 100% for you and allies.  you and your allies gain a 1% health regen per sec.Can stake 10 times with a base durations of 2 seconds.

max base duration and regen being 10% health per second for 20 seconds.

A4. deadman's tale, A trident of water is summoned. replaces the melee 

but when using primary or secondary the trident acts freely. flying around damaging enemies.

 

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CF “ arachnid”

spider and puppeteer.

Passive: latching to walls has limitless duration and a energy regen of .5 per sec while latching.

A1. Razor wire, press, whips a wire around you dealing and procing slash

Held, Either pulls enemies to you or you to whatever else you hit. Grabbing energy, health or ammo increases amount.

A2. Binding web, Enemies are bound like harrows chain. Damaging enemies returns health.

A3. puppeteer, Control up to 4 enemies for a duration. controlling their bodies even after death.

A4.Fates thread, the threads of fate are revealed.  critical damage and chance against enemies are increased. slash has a chance to proc on hits. 

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CF “Jester”

Another showman like limbo. Weilds the power of the rift. crossing between and reshaping it.

A1. Jokers march, For a duration cross the rift becoming invulnerable to damage pr contact with enemies.

A2. Illusionary jacks, Create duplicate decoys that run interference. enemies focus on these duplicates. At the end of duration they explode dealing blast damage

Activating while in A1  causes the damage to be electric. Procing on enemies in range.

A3. Card trick, Randomly summons a buff of 1-4 for a duration

1. Diamonds, regen 5 energy per sec.

2. Clubs, 10% Ability strength.

3.Hearts, 3% health regen per sec

4.Spades , 15% movement speed

Can stake.

When in A1. This ability instead pulls Joker, Turning invisible for a short duration while in jokers march.

A4. Fools Rapier, Exalted rapier created from the rift.Deals radiation damage. And can damage enemies when in A1..

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CF “Blade dancer”

nimble as she is graceful. Dancing across the battlefield with stunning beauty and Deadly poise. 

Passive:

-while moving gain 30% evasion.

-bonus combo and combo duration.

A1. Capoeira, Gain increased movement, reload, and melee attack speed. 

A2. Sharp step, dance across 15 or more meters dealing slash and puncture status to enemies along path. you gain 1% evasion for every enemy hit. capping at 15%.

A3. rhythm, similar to octivias third ability.  where certain movements activates certain buffs. for a duration

each kill gives +1% evasion chance. caping at 30%. benefits you and allies.

-slide attacks proc electric status.

-head shoots proc slash.

-finishers/mercy, Heal 25% of enemies remaining health.

- Heavy attacks are faster.

 

A4. Blade dancer, short blades connected by chains spin around the frame. Enemies in range are dealt slash damage. The blades reflect 15% of incoming damage back.

 Enemies have a 10% chance to become vulnerable to mercy kills when proced by slash.

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