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Alternate (Warframe Specific) Auras And "passives"


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Posted

I'm sure that a thread has been made already, but I thought I should add some of my thoughts on the concept of warframe specific auras. 

 

I don't mean to steal ideas, but here are some of my thoughts on Alternate auras

 

for Ash

 

Anatomical Mastery: Ash's knowledge of vital structures increases critical hit chance on targets.

 

Expose Weakness: Ash will now highlight weak points in enemies hit with Bladestorm and Shuriken. Enemies will take more damage on exposed areas.

 

I wanted to make Ash more of a team player. These auras should help teammates see that Ash can live out his ninja-ness with a more team focused build in mind.

 

for Ember

 

Fueneral Pyre: If an enemy dies by Ember's fire attacks, enemies have a chance to burn into hot ashes. Enemies will ignite if these ashes are trotted on. 

 

Spontanious Combustion: Accelerant instantly ignites targets. In addtion, Fireball now hits targets instantly. 

 

Phosphoric Rounds: Adds bonus fire damage to all primary/secondary weapons

 

As far as auras go, this is in line with Ember's theme of "super-heating the air". The second ability is a bit on the offensive side, but the first could offer more control against infested. Since most of them charge into battle without much thought. 

 

For Banshee: 

 

Cadence: Increses the range of Sonar and Silence. Allows allies to have a silent footfall. 

 

Echo: Enemies hit with Sonic boom and Sound Quake will have a chance to be hit twice. 

 

To explain, Echo allows Banshee has a chance to hit enemies with her abilities two times in a row. This is with each subsequent hit. Something that can turn Sound Quake into a stun-locker. Cadence can be used to create a stealth warrior team before pressing the attack. 

 

For Frost:

 

Icebreaker: Chilled and Frozen enemies will take more damage from Impact Damage

 

Cold Snap: Freezes enemies inside of Snowglobe. Increases frozen and chilled durations.

 

These take advantage of Frost's element of Ice as it slows enemies to a crawl. This also give an incentive to use impact weapons to bear in the event that you freeze and enemy and wish to follow up with a crushing blow from a hammer. 

 

For Zephyr:

 

Velocity: Gives Divebomb an AOE attack that has a potent knockback. Allows Turbulence to push enemies near Zephyr.

 

Windshear: Applies slash damage to Zephyr's Tail Wind. May cause enemies to bleed.

 

Wind beneath my feet: Increases stamina and acrobatic speed at a fixed percent. 

A few ideas for a warframe based on wind. Air itself is made to be fluid in motion and application. So the idea is to give Zephyr's mobility a deadly advantage. The third ability is more of a party-based mobility buff. 

 

For Sayrn:

 

Caustic Rounds: Applies toxic damage to primary/secondary weapons. 

 

Deadly shell: Sayrn's Moult now explodes after it dies, Dealing gas damage to all enemies near the moulting. 

 

I wanted to make Sayrn's Moult have more impact in a team fight. Seeing that the moulting just stand there like Loki's clone just doesn't help out too much.

 

For Loki: 

 

Shadow Army: Allows Loki to summon multiple decoys. Enemies are vulnerable to stealth attacks while attacking decoys.

 

Intellegent Design: Allows Loki's Decoy to move and deal damage to enemies. 

 

These auras give Loki's clones more power. 'nuff said.

 

For Excalibur: 

 

Follow-up Strikes: Increases the melee multiplier bonus

 

Exquisite Swordplay: Applies bonus damage for finishing an advanced melee combo. 

 

For Excalibur, It's all about empowering melee weapons. Particularly in line with Melee 2.0 and the combo system. This gives players more flexibility to having a melee weapon equiped with increased damage to players that are mastering this new system of combat. 

 

For Volt: 

 

Lightning Rod: Allows allies to reverberate damage from Volt's Shock and Overload abilities. 

 

Conductivity: If Volt's Shock hits another tenno, They gain an electric aura that will zap enemies that come close to them.

 

These auras grant Volt more damage through contact with allies. They can ask Volt to give them a shock aura or Volt can use allies to reach enemies from great distances. 

 

For Mag:

 

Inverted Rounds: Enemies hit with bullet attractor will also have their bullets return to hit them. 

 

Neutralize: Shield Polorize now removes enemy buffs for a set duration. Also removes debuffs from allies.  

 

This increases Mag's usefulness (She was already useful to begin with!) tremendously. Neutralize, in particular, can really turn a bad situation around. 

 

For Oberon:

 

Conviction: Increases damage dealt while standing on Hallowed Ground

 

Empower: Strenghtens an ally's defenses when Oberon's Smite is applied to them. 

 

As with Volt, Oberon can manipulate his abilities to help his allies. In this case, these are a few ideas for how Oberon's powers can be used to buff his allies. He can still choose to destroy his enemies with his powers if he desires.

 

For Vauban:

 

Trapper's Finale: Causes Vauban's Vortex to explode after the duration has ended. 

 

Trapper's Cunning: Turns Tesla and Bounce into trip mines. This doubles the damage of the first enemy hit. 

 

Trapper's Finesse: Tesla will now hit multiple targets. Bounce will knockback targets on impact. 

 

These auras are meant to empower Tesla and Bounce. Since only one power can be equipped at one time, choosing between the three depends on playstyle. IF you find yourself using Vortex often, Finale could be useful. Cunning can help if you play Defense and like setting up before the wave comes in. Either way, it's up to you.

 

For Nova: 

 

Dispersion: Nova and allies turn into atomized matter upon leaving the wormhole, breifly gaining invulnerablility for a short duration. 

 

It's hard to try and invent powers for such an element as anti-matter. It is possible for Nova to manipulate enemies on a molecular level, but that's all in speculation 

 

For Nekros:

 

Zombify: Allows Soul Punch to execute targets. On Execute, fallen enemies will summon an ally to take their place.

 

Spooked: Shadows of the Dead has a chance to apply Terrify on enemies. 

 

Nekros already has a lot of control, so why not extend it? This also gives better emphasis on his first ability, which helps for gathering souls as part of his ult. 

 

For Nyx:

 

Focus: Using Mind Control on an ally removes all forms of self-doubt and raises confidence, increasing damage taken and accuracy from primary/secondary weapons. 

 

Frenzy: Using Chaos near allies inspires agression and letting go of their anger, increasing damage dealt for a brief duration. 

 

Mind over matter, as the old saying goes. With Nyx, these auras can rally the team when the going gets tough. Choosing which one is all dependant on playstyle

 

For Rhino: 

 

Momentum: When Iron Skin is active, increases the damage dealt with melee weapons and Rhino Charge

 

Taunt: Enemies will attack Rhino when he uses Roar. 

 

If Iron skin does'nt give the enemies the attention Rhino diservses, The aura from Taunt will. The passives I provide are for two different playstyles. The first is for a solo playstyle. The latter for teamplay, especially for curbing damage from frail allies. 

 

For Trinity:

Salvation: Trinity can overheal her allies. Overhealling will store health until death. Upon death, the overhealed health will be used to heal a tenno, saving them from death. 

 

This is the only aura I could think of. This is meant to be used in conjunction with Well of life. I could think of something with Link, but that's for another time. 

 

For Valkyr:

 

Beserker's Fury: Increases melee damage based on how much health Valkyr has left. Lower health increases damage output.

 

Avenger: Valkyr increases her overall damage after an ally takes fatal damage. 

 

Valkyr has extrodinary talant. This allows Valkyr to take her low shields and high armor as an advantage. With Beserker's Fury, it acts as an offensive upgrade depending on how you use it. As a beserker in legend would be like, You can only make them angry. And you don't want them to be angry. 

 

For Hydroid:

 

Brackish Waters: Increases the strength of Undertow. Increases the area of effect for Tidal Barrage. 

 

Waterlogged: Hydroid's attacks have a chance to jam enemy weapons, forcing them into melee combat.

 

Hydroid's theme of water is all to do with what water can do. In some cases, water could poison with particulate. In other cases, as with Waterlogged, it can get into the fine machinery of a gun and wreck it. 

 

--------

 

This is all That I have for now, I'm sure there may be more that come to mind, but feel free to comment if you wish

Posted

Seems the server slow down made you double post.

 

Anyway, I think a lot of people liked the idea of some Warframe passives (will need adjusting depending what what kind of passive they wish to give overall), but I also think that such things may be incorporated in the future Focus system.

 

I will be surprised if there aren't unique things per Warframe that comes from the Focus system.

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