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Warframe Passive Augments


Kai
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So here's to add more fun for our Warframes, if you've seen the title then you know what you're gonna see. I present to you Passive Augments, these mods are more inclined in Solo Play to give them a bit of an edge while being alone and as a result, they take up the Warframe's Aura Slot if needed. Each Warframe will have 2 Passive Augment Mods that they can choose to expand their capability.

 

So read below for an extensive list of Passive Augments for each Warframe available.

 

Ash

  • Bladed Armaments - Non-Sprint Maneuvers inflicts Slash Damage and applies Bleed Proc on enemies in contact.
  • Internal Hemorrhage - Bleed Proc deals increasing damage as enemies move.

 

Atlas

  • Tremor - Knockdown or Knockback effects against Atlas instead triggers a small quake around him, causing nearby enemies to be knocked down.
  • Earthen Guard - Standing still for more than 4 seconds will generate an Armor around Atlas that absorbs incoming damage, decaying quickly if Atlas moves.

 

Banshee

  • Deafening Presence - Enemies outside the room will not be alerted to Banshee's presence if an Alarm has been triggered.
  • Muted Strike - Enemies struck by Banshee's attacks are Silenced for a duration, preventing the enemy's attacks from alerting other enemies.

 

Chroma

  • Elemental Weaponry - Chroma's equipped weapons gains the same effect as his Passive, gaining the ability to inflict Elemental Proc based on the weapon's Energy Color.
  • Dual Element - Chroma's abilities can now apply two Elements based on his Energy Color and his Attachment Energy Color.

 

Ember

  • Meltdown - Ignited enemies will have their weapons melted, causing it to be briefly jammed before exploding and disarming them.
  • Solar Prominence - Once Shields are depleted, Ember instantly restores her shields and becomes engulfed in flames, gaining the effects of Ignition without receiving Heat Damage for a duration. Enemies in contact with her are briefly set ablaze.

 

Equinox

  • Summer & Winter - Enemies affected by Equinox's Day Form abilities are marked with Sun (Similar to Conclave). Enemies marked are briefly ignited if attacked by Equinox while in her Night Form. Enemies affected by Equinox's Night Form abilities are marked with Moon (Similar to Conclave). Enemies marked are briefly frozen if attacked by Equinox while in her Day Form.
  • Celestial Alignment - Energy Orbs can now Overshield Equinox while in her Night Form while Health Orbs grants a second of invulnerability to Equinox while at full Health and in her Day Form. Activating Metamorphosis while Overshielded or Invulnerable will remove the effect.

 

Excalibur

  • Assault Shot - Excalibur's Combo Counter will now apply to the first Primary or Secondary shot fired. Resets Excalibur's Combo Counter upon usage.
  • Peerless Form - Channeling while Blocking will now guarantee to deflect incoming shots back to the enemy with increased damage.

 

Frost

  • Freezing Caress - Upon taking Fatal Damage, Frost freezes all enemies in a wide radius around him and converting his Armor to Health. His Armor will slowly regenerate back to normal overtime and Frozen Caress will not activate if his Armor has not been fully restored.
  • Frozen Road - Frost's Bullet Jump and Slide Maneuver will create an ice obstacle for a duration and will inflict Cold Proc to enemies walking over it. The ice obstacle can be traversed safely by Frost and his allies, acting as platform. 

 

Hydroid

  • Liquid Composition - Shots has 35% chance to phase through Hydroid, dealing no damage to him and causing it to be deflected to enemies.
  • Drenching Decay - Enemies affected by Hydroid's abilities becomes sluggish and is briefly slowed. Slain enemies affected by Drenching Decay will restore a percentage of Energy back to Hydroid.

 

Inaros

  • Emperor's Sign - Upon entering his Sarcophagus, Inaros spawns 2 Tomb Protector to continue his fight. Damage inflicted by his Tomb Protectors contributes to Inaros's revive meter.
  • Everlasting - When Inaros's Health drops below 10%, he temporarily gains Invulnerability for a short duration. During this time, Inaros's attacks heals him by 10% of the damage dealt. This may only occur once until he is revived from using his Revive Token or through his Sarcophagus.

 

Ivara

  • Huntress's Instinct - When three or more enemy aligns themselves on Ivara's crosshair, it glows with her energy color and causing her attacks with Primary and Secondary Weapons to gain an indefinite Punch Through.
  • Trophy Hunt - Killing an enemy will highlight the same enemies within Ivara's Sentry range, revealing them through obstacles and walls as well as causing increased damage for each same enemy killed. Resets upon killing a different enemy.

 

Loki

  • Fatal Escape - If Loki's Shields are depleted, he creates a stationary decoy and briefly enters invisibility for a short duration. After a few seconds, the decoy explodes and deals Blast Damage to nearby enemies. May not occur again until Loki's Shields are fully recharged.
  • Essence Shift - If Loki's Health is below 30%, staying near an unalerted enemy will initiate a link for 3 seconds afterward, Loki's Health and the target's current Health swap. Loki gains Shields and can be Overshielded from the excess Health.

 

Limbo

  • Rift Gate - Limbo can Banish up to five enemies, further enemies Banished to the Rift enters a stasis, preventing them from attacking and moving while also negating any damage dealt to them. This may last indefinitely as long as Limbo has more than five enemies in the Rift at a time, Limbo is within the Rift or until the Banish Effect wears off. 
  • Chaos Rift - Banished enemies are constantly affected with a random status proc, changing every 10 seconds while within the Rift. If Limbo kills an enemy affected, the slain enemy will release a pulse of their current afflicted status proc, inflicting nearby enemies within the rift with the same status proc.

 

Mag

  • Repulsive Aura - After casting an ability, Mag generates an aura around her that deals Magnetic damage and forcefully knocks enemies away upon contact.
  • Magnetic Lock - Marking an enemy (default "G") will cause Mag's Primary and Secondary Fire to gain slight homing capability as well as Punch Through.

 

Mesa

  • Bullet Time - Ammo Pickups can now surpass Mesa's Magazine Capacity or Clip Size. Firing while the weapon is Magazine or Clip is above its normal quantity, Mesa's shots gains increased damage, multishot and fire rate.
  • Gun Show - Firing with either Mesa's Primary or Secondary weapon against an enemy's line of fire has a chance to deflect the shots and redirect them to enemies.

 

Mirage

  • Twilight Gambol - Performing a Bullet Jump while bathed in light will blind nearby enemies for a brief duration while under the cover of shadows, Mirage will instead terrify enemies and causing them to flee briefly.
  • Sly Performance - Performing a Maneuver against an enemy will allow Mirage to phase through, causing them to stumble and opening them up to Finisher Attacks.

 

Nekros

  • Shadow Order - Slain enemies will spawn a shadow orb that will follow Nekros around for a duration, granting him increased Armor for each shadow orb trailing him. If Nekros's Shields are depleted, all active shadow orbs will seek out enemies, dealing Slash damage and reducing the target's armor for a duration.
  • Funeral Rite - Slain enemies will cause their corpses to detonate upon expiration, dealing mixed Impact and Slash damage to nearby enemies in the area. Soul Punch can launch corpses and explode upon impact, successful Desecration will immediately detonate corpses and Shadows of the Dead will also trigger explosion upon end of duration.

 

Nezha

  • Eternal Circle - Nezha's Roll, Flip and Bullet Jump Maneuvers grants a small amount of health and the ability to deflect incoming attacks briefly during the Maneuver
  • Third Bloom - On Nezha's third ability cast, he releases three novas around him, slow enemies in the first nova then Puncture damage and Heat damage. Nezha can only trigger Third Bloom every 30 seconds.

 

Nova

  • Spatial Chaos - Enemies who stay near Nova slowly becomes affected by the antimatter, steadily decreasing either their Armor, Damage or Speed as they remain exposed to Nova.
  • Unstable Space - Performing a Bullet Jump causes Nova to generate a unstable space on her initial position and at the end of her maneuver. The unstable space prevents enemy fire from breaching through it and instead charges it, causing it to explode in a wide radius upon reaching maximum charge.

 

Nyx

  • Third Eye - Casting an ability triggers Nyx's Third Eye, revealing weak spots on enemies around her. Enemies affected by Chaos or Mind Control will prioritize hitting these weak spots revealed.
  • Overpowering Mind - Enemies below 30% health has a chance to fight for Nyx's side instead.

 

Oberon

  • Guardian's Oath - When an ally or companion takes Fatal Damage, Oberon becomes enraged, gaining increased movement speed and his abilities will not cost energy for the duration of the Bleed-Out. If an ally or companion dies, Guardian's Oath becomes inactive until Oberon himself uses a Revive Token.
  •  Nature's Tribute - Taking Health Damage will create a shield that absorbs incoming attacks from behind Oberon, eventually expanding as Oberon takes more damage to his health until it becomes a full dome that lasts for a brief duration. May only occur once until Oberon reaches his maximum Health.

 

Rhino

  • Adaptive Fortitude - Rhino becomes less susceptible to future status proc if he has been already been affected by it. 
  • Breakthrough - Rhino's Sprint gradually gains speed overtime but becomes more harder to turn. Once Rhino reaches his maximum speed, he becomes immune to knockdowns and knockback, also he will knockdown enemies directly in his path. Performing any other action will reset the effect.

 

Saryn

  • Plague Bringer - Saryn constantly emits a unique poison Aura around her for a duration based on her most recent cast. Casting Spore will emit a Viral Aura, Molt will emit Gas Aura, Toxic Lash will emit a Toxic Aura and Miasma will emit a Corrosive Aura. Auras does not stack on each other, replacing the previous Aura and refreshing the duration.
  • Poisonous Spread - Slain enemies while under the effects of Viral, Toxin or Corrosive will cause their corpse to emit a cloud for a brief duration, inflicting nearby enemies with the same status proc.

 

Trinity

  • Genesis - Killing an enemy while in Bleed-Out state will automatically revive Trinity. For each time Genesis triggers in a mission, an additional 2 enemies must be slain to re-activate Genesis.
  • Revelation - Each time a Revive Token is used, Trinity will create several pillars of light that will blind and deal health percentage damage to nearby enemies. For each Revive Token used after the first, the number of pillars increases as well as the damage dealt.

 

Valkyr

  • Unstoppable Force - For each enemy in a certain radius around Valkyr, she gains increased Armor and Speed. Each enemy slain by Valkyr restores a percentage of her Energy.
  • Brutal Retaliation - Whenever Valkyr recovers from a knockdown, she briefly gains a massive increase in damage. 

 

Volt

  • Energy Conduction - Taking damage from enemies and damage absorbed by Electric Shield also charges Volt's Static Discharge. Passively increases the maximum cap to 2,000.
  • Shock Warning - Enemies within a certain radius of Volt become tagged with Shock Warning. If the enemy becomes alerted of Volt's presence, they are immediately stunned for a brief duration.

 

Wukong

  • Gathering Storm - Wukong's Slide Attacks generates a vacuum that pulls nearby enemies behind him. Melee Attacks that strikes multiple targets at once causes each enemy struck to count towards Wukong's Combo Counter. 
  • Monkey King - Performing a Backflip Maneuver creates a specter of Wukong that lasts for a certain amount of duration. The specter will mimic Iron Jab and Primary Fury if Wukong performs the ability.

 

Zephyr

  • Wind Tunnel - Performing a Bullet Jump, Tail Wind or Nose Dive will create a Wind Tunnel. Shots passing through the Wind Tunnel are instead re-directed towards the end of it (trailing Zephyr) and can deal damage to other enemies.
  • Air Current - Zephyr is capable of performing triple jumps. In addition, performing a Tail Wind allows Zephyr to perform an additional jump. While in the air, Zephyr receives reduced damage based on how far the enemy is from her.

 

 

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Well that's all I can think of at the moment, took me a total of 3 days to finish this thing (Taking breaks and playing Warframe of course). I hope you guys enjoy reading through them!

Edited by Harowing
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Just now, Kaokasalis said:

These sounds very cool but I do think they should take up the Exilus spot instead of the Aura spot.

I honestly initially planned that but seeing how Passives plays with the Warframe alone and Aura Mods are meant to be played in a group, I decided to take that path where you can use these mods to do Solo Play much more effectively (although you can always bring them in team mods, lacking in Aura that is). Per say, Trinity's Passive Triage is completely useless if you don't have an ally or a companion to do so, but these mods will help you take advantage of such when needed.

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1 hour ago, Raniu said:

Passive augment mods? Sounds great! :D

Adds fun to the game and variety to the builds.

Most of suggested augments appear to be balanced too! Hope DE sees it =)

Thank you very much!

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15 minutes ago, (XB1)Closegato said:

well in my point of view theyre all broken with insane repercussions in game

but truly creative and cool +1

That may be the case but I made these mods with the sole intention of Solo Play which should give a player/warframe an advantage they would need. Thank you for the feedback :D

Edited by Harowing
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