Jump to content
Koumei & the Five Fates: Share Bug Reports and Feedback Here! ×

Because We Always Need More Fan 'frame Ideas.


Zicak
 Share

Recommended Posts

I know everyone does it and it's probably been done to death already, but it's all in good fun, right? Well, here are two that I've had in my head for a while and thought I'd throw out there for everyone to rip to shreds critique. I'd love to provide art for these, but in all honesty my drawing skills are subpar to that of an intoxicated orangutan, so you're just going to have to use your imagination.

 

Warframe class: Orpheus

 

A brother Warframe to the Banshee in that he deals with sound and acoustics to fight. However, unlike Banshee, who deals with stealth and assault, Orpheus stays much to the defensive and support side of things. While only mediocre on his own, he excels when he has a group to assist him, especially in higher-level play

 

The name, obviously, comes from the mythical Greek musician Orpheus, who served as a companion to the Argonauts. His musical talents aided the group greatly, most notably drowning out the dreaded song of the Sirens that had led many a sailor to his death.

 

Health: 75 (Max 225)

Shields: 150 (Max 450)

Power: 150 (Max 225)

Armor: 10

Shield Recharge: 22.5

Sprint: 1.2

 

Polarities: 1 V, 1 Bar, 4 Scratch

 

-While squishy health-wise, Orpheus has a decent shield rating, akin to Mag. This means that while he can take some hits, too many mistakes or one big one and he will be punished severely. Not a frame intended for close, melee combat, but can afford to move around the battlefield in a hit-and-run style of play.

 

Powers:

 

Dirge (25 power)

-Dirge emits a wide, but short-reaching AoE cone in front of Orpheus that can travel through objects. Enemies caught in the blast become stunned and a dealt a small amount of damage. Enemies with shields take additional damage to the shield as it shorts out. Boosting this ability increases its range and duration of the stun.

 

Soothing Melody (50 power)

-Orpheus singles out a target and plays a tune. The target and anyone in a small radius around them become calm and confused, able to still move around, but unable to attack. Boosting this ability will increase the range that Orpheus can cast the ability as well as the time that a target is affected. Does work on bosses, but has reduced effectiveness.

 

Reverberation (75 power)

-Emits a very large radial AoE at a specific resonance frequency complementing that of the metals in Grineer armor, Corpus robots and helmets, or the bones of Infested, weakening them. All damage received by the affected targets is increased by 25/50/75% for 15 seconds.

 

Heroic Chord (100 power)

-A single, powerful chord resonates throughout the ship, reassuring Orpheus' allies, no matter where they are. Downed allies are revived, and everyone gains a 20/40/60% damage boost and +20/40/60 armor for 10/15/20 seconds, and have a reduced chance to stumble. For the first five seconds, a Warframe cannot be reduced to under 1 hp.

 

Summary: While not the best of damage-dealers, Orpheus is best at making sure everyone else on the team does their jobs better. He is designed to be able to run in with the tanks, cast what he needs to, and take cover before his shield runs out, allowing his team to take over while he gives supporting fire. The damage increases may not mean much in early levels, but in higher waves of defense missions and "end-game" levels, that extra damage could mean the difference between success and failure. As for mods, his playstyle means that sprint speed could prove valuable, getting into and out of situations quickly. Power range and duration would also be beneficial. If you have room, Shield capacity would be beneficial, as his already high pool would be increased even more due to the fact that it is a % increase.

 

~~~

 

Warframe class: Yakumo (Name is work in progress.)

 

Another type of support frame, but rather than direct damage, Yakumo deals primarily with positioning. The Frame gives her the ability to create rifts in spacetime, allowing her to manipulate the battlefield in her favor.

 

This Warframe in both (working) name and concept is based off the character Yukari Yakumo of Touhou Project, the Youkai of Borders. In canon, her manipulation of borders can extend to anything from the border of space and time to the border of life and death or reality and fantasy. To keep things simple and not completely overpowered, I've limited the Frame to only spacetime manipulation.

 

Health: 100 (Max 300)

Shields: 75 (Max 225)

Power: 150 (Max 225)

Armor: 10

Shield Recharge: 22.5

Sprint: 1.0

 

Polarities: 1 V, 1 Bar

 

-Yakumo is, by all means, a caster. She is not intended for direct combat, but rather either from a distance or from behind cover. While this seems to make her rather inflexible, her abilities serve to be able to put her in favorable situations.

 

Powers:

 

Rift (25 power)

-Creates a rift at Yakumo's feet that opens up where her crosshair is located, teleporting her to that location. After she teleports, the rift stays open for 4/6/8 seconds, during which time any ally that approaches either rift will be teleported to the other, in either direction. Cannot be used more than once per player per cast. Range is limited, so the rift will open on either a wall or in the air at the maximum range, whichever is shortest.

 

Weapon Displacement (35 power)

-Opens a localized rift in the hands of an enemy, robbing them of their weapon. Said weapon will appear in Yakumo's hands for her to use. Any stolen gun will come with one full clip of ammo, and will not take from her ammo pool, and will come with a random selection of mods, depending on the level of the enemy that it was used on. Depleting the clip will cause her to throw it away and return to her original weapon. In the case of melee weapons, it will temporarily replace her current melee weapon for ten regular swings (in the case of Infested, she will literally swing around the disembodied arm of a walker or ancient, or punch with the torn-out jaw of a charger). On a charge swing, Yakumo will simply throw it away and return to her original melee weapon. The thrown object does cause the equivalent of charge damage. Boosting this ability will increase the range at which a weapon can be pulled and give it a better mod pool selection for its level.

 

Mirror Tear (75 power)

-Creates a vertical rift in front of Yakumo for 5/10/15 seconds that opens into itself. The rift will displace the trajectories of bullets passing through it antiparallel to their entrance, sending them back at their shooter. This does the same to enemies running through it, reversing their direction and causing them to become confused for a very brief moment as they become disoriented.

 

Null Void(100 Power)

-A large rift opens in the floor for 7 seconds, engulfing any enemy that passes over it, taking them out of the battle. At the end of the duration, the rift explodes, returning all enemies to the field and inflicting significant damage. Boosting will increase the size of the rift and the damage it deals.

 

Summary: Yakumo behaves similar to Loki in that her abilities all revolve around positional and enemy manipulation. She is a little more on the offensive side, however, more suited for a fight than stealth. She is flexible, and good for being able to provide mobile cover while at the same time ready to provide an escape for herself and her allies. For mods, +Power Max is a must, as you will be casting a lot. Range and Efficiency may also be good ideas, as well as shield recharge rate, so she can afford to not stay in one place too long.

Link to comment
Share on other sites

  • 6 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...