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Mana, The Battlemage


Yezzik
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Mana is a heavy female frame. Her theme is that of someone who doesn't so much cast as hurl around raw energy. Not for her grace and finesse, weaving intricate patterns and pretty colours while dancing around the battlefield; she has a simplistic and practical approach to all things, and her frame is large and bulky to provide additional space to contain all the energy she uses. Her power colour is locked at the same shade of blue as used by Energy Orbs, to represent that she wields energy in its purest form.

All Mana's abilities have secondary effects that only trigger if that ability is cast again before it ends. All eight effects--primary and secondary--are intended to provide utility rather than damage. As a result, her abilities don't deal much damage. Mana's secondary effects are not affected by her ability ranks.

-Abilities-

[Disc]

Mana summons a disc of concentrated energy just underneath her feet. The disc can be used as a platform to prevent falling and aid in parkour. The disc lasts for 3 seconds per ability rank. Each ability rank increases the disc's Health.

Casting Disc again while the ability is active causes her existing disc to shoot straight up into the air and dissipate almost instantly. Anyone standing on the disc when it goes flying, goes flying along with it.

Power Strength increases the speed at which the disc travels. Power Range increases how large the disc is. Power Duration increases how long it lasts (Primary only).

[Wall]

Mana summons a wall of energy directly in front of her. The wall is as tall as she is, and twice as wide. The wall is impenetrable to enemies only (to prevent trolling), lasts for 3 seconds per ability rank, and has low health. Each ability rank increases the wall's Health.

Casting Wall again while the ability is active causes her existing wall to charge violently forward. Enemies struck by the moving wall take Impact damage. Smaller enemies are knocked down and pushed back, larger enemies like Heavy Gunners are merely pushed back. Massive enemies don't move at all.

Power Strength increases the damage the wall deals (Secondary only). Power Range increases the distance it travels. Power Duration increases how long it lasts (Primary only).

[Overflow]

Mana tears the energy out of herself and gifts it to her allies. The process drains 5 energy from her every second, grants each of her allies 1 energy per second and lasts for 5 seconds per ability rank.

Casting Overflow again while the ability is active causes Mana to drain herself of all her energy to instantly gift her closest ally with 25% of that value.

Power Strength increases the percentage her ally receives (Secondary only). Power Duration increases how long the ability lasts (Primary only). Power Efficiency only affects the casting costs of this ability, not the drain.

[shield]

Mana summons a bubble of energy around herself. The bubble blocks all incoming and outgoing damage for 5 seconds per ability rank.

Casting Shield again while the ability is active causes her existing bubble to explode outward. Enemies struck by the exploding bubble are pushed back and take Impact damage.

Power Strength increases the distance enemies are pushed back. Power Range increases the range of the explosion. Power Duration increases how long the bubble lasts.

-Unique Cosmetics-

[Energy Tanks]

Mana can strap a number of extra energy tanks to her frame. These are purely cosmetic, and can replace everything from a syandana to armour plating.

[Energy Display]

Originally used to output reactor temperature in case of overheating, this digital display allows Mana to indicate to her allies how much energy she has left in her tanks. Comes in numerical (Grineer, cruder) and percentage (Corpus, fancier) flavours.

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+1 for originality

Firstly and least importantly, I would suggest renaming Overflow. It causes a net loss of energy between the two frames so it's not so much an overflow as a sacrifice. Maybe something like "conversion" or "shared energy" instead. Those are boring names but you get the idea.

I would say that the shield and the bubble perform similar functions and have similar alternate abilities. Consider adding a different ability or making one of them have a different effect. For example, the shield's secondary effect could allow bullets to pass through and heal players instead of simply blocking fire.

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The shield IS the bubble. Unless you mean the wall, in which case I see your point but I disagree because with one the player has to be right there in the middle of the enemy for maximum effect (and has the bubble to enable them to do just that) and the other is just an attack in one direction.

I expect the wall secondary would have a longer range (both innate and potential) to make it seem more attractive to use as well.

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