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Teles - The Perfect Imperfection Warframe


(PSN)BKZ04-

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Teles is a Warframe I've had some time to think about since making her on Amino a year and a half ago.
Recently I felt like making improvements to her and her whole gimmick and Passive Ability.
I'll be going over that today and her possible implementation into the game.
Teles is an ancient Greek goddess of perfection, while other sources speak of Telesphorus, the Greek god of convalescence, or gradual recovery.
In this iteration, we're going over the goddess, a perfectly flawed goddess inspired over cracked pottery.
In her original design, Teles herself is cracked and broken open in some areas, not revealing much of an endoskeleton by design.
Her Impact might be miniscule or large enough to cause a shift. Either way, we have some business to do.
Since I've rambled long enough, let's get to this.


The first thing I want to go over is her statistics.
This is also the first thing that starts the broken rabbit hole.
Every stat, except for Energy, is at 100 at Rank 0, while Energy is at 150. Her Sprint Speed is also at 1.
The Health and Shield reach 250 and the energy reaches only to 200, with an Armor buff to 150 at Rank 30, max rank.
The reason they're like this is because the Health, Shields and Armor are Static and are unaffected by mods, with the exception of a few Auras like Physique and possibly a Shield gain aura that doesn't exist yet. This isn't much, but if they weren't Static, they'd be extremely powerful with the Passive.


Her Passive is somewhat of a double-edged sword, taking existing game data and doing calculations with it, requiring you to be able to do this alone or with others.
When starting a mission solo or on a solo-only mission, Teles's Health, Shields and Armor triples, into 750, 750 and 450.
This number does not change if other people enter into the mission outside of the party once it's already started.
For her other side of the Passive, Teles gains 25% to 75% of her ally's total Health, Shield, and Armor pools, depending on how many people are in the lobby at the start of the mission or when she joins into it, always equating to 75%.
For example, if there are 2 other people in the lobby, the highest number player that isn't Teles will give 50% of their pools, and the other will give 25% of theirs.
Three people in a lobby means 25% is taken from each of them.
This is why I called the Passive a double-edged sword. It'll either improve Teles significantly with a team of good builds, or make her a raging dumpster fire with new players or people who don't play the game well or haven't progressed far into the game.
Or is doing a dumb challenge--
The solo Passive is basically just an in-between of possibilities.
Originally, her passive was a spreadsheet of numbers. Warframes, companions, Specters even, she gained buffs on the spot statically, and she was useless alone. That was incredibly idiotic of me whenever I initially made her, so I changed it to still keep the gimmick of Teles while also not hindering her too much.


The first, and subsumable, ability is called Shatter, and is a fairly simple ability.
A number of shards that deal Slash damage split from Teles and get shot off at a wide radius, around 80 degrees in front of her at base.
This costs 5% of her current health and goes out to 20 meters at base at the cost of not being too powerful for the level you're at, although it does strip Armor when hit by 70%.
It also can't bypass walls.
This ability utilizes ability Range, Strength and Efficiency.
Increased Range increases the degrees and range of the ability.
Increased Strength increases the damage the shards deal and the armor strip percentage.
Increased Efficiency decreases the amount of health drain you receive, down to 1.25% of your max health.


Teles's second ability is Piledrive, a linear transportation ability that also doubles as a damage-dealing ability.
When using Piledrive, Teles launches herself as a kind of drill, traversing inside the ground for 10 meters at base.
During this time, nearby enemies are dragged to her from 7 meters away at base and deals 5 Impact damage per tick.
When she's finished traversing or hits an edge or wall, she bursts out of the ground to send enemies in multiple directions while dealing some damage to them, around 500 Impact damage, increasing by 100 per enemy launched at the end of the ability, leaving them slowed for 10 seconds at base.
This costs 50 energy to use.
This power utilizes all ability modifiers.
Increased Range modifies the distance Teles travels and the pull range during the ability.
Increased Duration increases the slowed timer.
Increased Strength increases the damage on all ends.
Increased Efficiency decreases your spent energy.


Her third ability is Golden Hand, both a team and a self-sustaining ability.
Half of this ability is simple as most of us know of something very similar.
Golden Hand has two states, a cooperative and a solo state.
The solo state allows you to activate the ability and, whenever you are supposed to die, you are instantly revived at 25% Health and gain 5 seconds of invulnerability. This solo state costs 100 energy and goes on a cooldown for 60 seconds once revived.
The cooperative state gives you the ability to revive players and companions from the Dead state at 50% Health. This ability prioritizes players over companions. This cooperative state costs 50 energy per ally revived from the Dead, of whom will always spawn next to Teles once revived, and they will gain 3 seconds of invulnerability.
This ability utilizes ability Strength, Duration, and Efficiency.
Increased Strength increases the Health revival percentage, up to a max of 50% solo and 100% cooperative.
Increased Duration increases the time of invulnerability you or allies have when revived.
Increased Efficiency decreases energy drain when the ability is activated.


Teles's last ability is called Call of All. It's an Exalted Weapon ability with its own unique stance, being the ability name.
The weapon itself is a dagger-type Impact weapon in the shape of a goat horn, being called the Horn Myriat.
It has a majority of Impact damage as its main damage type. Certain parts of the Call of All combos send soundwaves against enemies that are elemental and guarantee status procs of Impact and any element the Horn and your allies have.
The ally elements are based on the Progenitor element group the Warframe is assigned to.
It costs 25 Energy to initially bring out the weapon, and takes 3 Energy per second for every second it's out.
I currently have no actual damage calculations for the damage itself, but I can assure you that all Ability modifiers effect this weapon.
Increased Strength increases all forms of damage on the weapon.
Increased Range increases the range the soundwaves.
Increased Duration increases the time the statuses stay on an enemy while using this ability.
Increased Efficiency decreases energy costs.

Now, why did I make Teles this way? Her abilities aren't perfect, she's in fact hindered in her stats, so why have perfect in her title at all?
In reality, that's the exact point of Teles. She isn't made to be perfect. She's made to be an example of Greek gods, the fact that all are flawed.
I don't know if that was intentional when she was made, but that's how I view this concept.
Still, take it with a grain of salt, and have a good day you fellow min-maxing freaks.

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