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Sentinel Abilities 2.0


CommanderB95
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Sentinel Mods Idea

 

This my idea for improved sentinel utility. These mods would serve the sentinels purpose of caring for their masters and helping them in their time of need. Each mod is an ability that could be cast by the tenno to whom the sentinel belongs. Just in case, if more than one of these mods are equiped, only the first can be used.

 

 

 

Charging

 

In order for your sentinel to use its new ability, it first needs to collect the required resource. Each time you pick up an energy orb your sentinel collects a small amount of this resource. However, if your energy pool is already full, your sentinel is able to collect a larger amount. Once full, your sentinel can cast the ability.

 

Abilities

Kinectic Armor

Description: Your sentinel flash-forges kinectic armor plates designed to temporaly shield you from incoming damage. These kinectic plates are not made to stop projectiles but to slow them down, reducing the strain put on your shields for a short period of time. This armor is also able to completely absorb powerful shockwaves but is destroied in the process.

Details: Your sentinel forges armor plates that reduce incoming damage by 5/10/15/20/25/30 % for 3/3/4/4/5/5 seconds. This armor is also able to block  knockdown procs but is destroied in the process.


High-Performance Compounds

Description: Your sentinel sumplements your equiped weapon with high-performance compounds which enable a higher damage output. These compounds temporaly prevent your weapon from being damaged by activities that exceed its operational limits.

 

Details: Your sentinel increases your weapon's damage output by 5/8/11/14/17/20 % for 3/4/4/5/5/6 seconds.


Improved Power Conversion

Description: Your sentinel connects with your warframe and allocates aditional resources to energy tranfer. This reduces the amount of energy lost  during ability-cast, increasing your damage output. (Explanation: This works on the asumption that abilities aren't 100% efficient. For example, an ability that consumes 100 energy would only convert 80 energy into damage and the other 20 would be lost during the convertion. This mod would increase the energy converted, from 80-20 to 90-10.)

Details: Your sentinel increases your next ability's power strenght by 5/10/15/20/25/30 %.

 

 

Overheating

Continuous use of these abilities during combat will make your sentinel's tool start to heat up. High temperatures may cause the material to become unstable. This will lead to secondary effects the next time you use the ability.

 

Kinectic Armor - Overheathing!

Description: Higher temperatures during the forging process prevents the armor from being able to discharge safely. This will cause the armor to explode dealing damage to nearby enemies.

Details: When depleted, your armor explodes dealing 100/200/300/400/500/600 damage in a 3/6/9/12/15/18 radius.
 

 

High-Performance Compounds - Overheathing!

Description: The high temperatures generated during fire may cause the material to become unstable and release considerable amounts of energy.

Details: Your weapon has a 7.5/10/12.5/15/17.5/20 % chance to deal 400% damage.

 

Improved Power Conversion - Overheathing!

Description: Residual amounts of energy are collected by the material each time you use an ability. An overflow of energy coupled with high temperatures enables access to these energy reserves.

Details: After activating this mod and casting an ability your next ability's power strenght is increased by 5/7.5/10/12.5/15/17.5 %.

 

 

 

 

Tell me what you think ^^

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