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Aranea, The Plagued, The Gluttonous (Spider)


VoidWraith
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I was brainstorming some ideas with another person about their idea of their Warframe (Widow). And I figured I might as well make one here. Since it seems fleshed out kind of?
But if you want to see the original thread where my idea kind of evolved from: Widow: Spider Frame

it is basically a Jorougumo (credits to: Samscrapbook) and the but it can spread disease Tsuchigumo. Resilient like the Ushi-Oni from a certain game (very NSFW, but here's a SFW version). 
Edit:
This idea concept seems to be somewhat similar to the new Nidus Warframe.

Design:
I don't really have a design in mind, except that this Warframe will have 6 arms (so basically 2 extra pair of hands/arms) and a pair of legs. 
It would look something like this:

Spoiler

f2nze92.jpg
This image was taken from the forums and from the same link I posted. Credits to the uploader and original uploader (if whoever wishes to come forward).
Found the original image. Creator of the image/art is TheStardweller.

Except the second pair of arms will have hands and fingers(same with the third pair). I don't mind if the fingers are claw like, just like the original arm-set/hand-set.
The upper arm set would come out from the back of the shoulder blades and come around to hug the upper torso, until need (skills/abilities/melee/wall-latching). The lower arm set would come out from the lower back and come around and hug the abdomen/stomach, until needed (skills/abilities/melee/wall-latching).
The face I don't mind if the face has a mouth that opens up like this:

anime-anime-boy-monochrome-anime-demon-F

So she can devour/consume corpses (robotic, flesh, or armored). Fangs will also be visible when the mouth opens up to devour/consume corpses.

It will have 4 eyes on the head/face. 1 eye on each of the back of the hands (the lower set of arms and the upper set of arms). So a total of eight eyes (like a spider). Although I say eyes, it's not an actual eyeball, just the back of the hands open up to some kind of demonic eye glow to it, same with the eyes on the face. The Warframe will have tiny tendrils (like the infested) coming out of some parts of the armor (mainly shoulders, back, outer thighs and legs, all of her arms, a little of the back).

This is an art by @(Xbox One)EternalDrk Mako, and commissioned by @GigantEdge to show what the frame should look like:

Spoiler

C7o2h4hVQAEtvF6.jpg:large

C9S_9nIUQAARX0N.jpg:large

Thanks for the art concept Mako!

 

Lore:

Spoiler

Aranea: The Plagued, The Gluttonous

A Warframe created to control the Infested that the Orokin has designed and unleashed. Its ability to manipulate threads and control viruses/diseases gives it an edge in handling and controlling the outbreak. The Orokin secretly built this Warframe and used Margulis's ideas of transference to try to control the Warframe through their own personnel, instead of depending on the devil children (referring to the Tenno children). The first couple attempts failed and resulted in comatose'd bodies of the Orokin personnel that attempted. They thought of utilizing multiple minds to see if it was possible (to strengthen the transference link and lower the strain on the Orokin personnel's bodies/minds). Of course, things were not so smooth. Margulis had realized what was going on and had one of her personnel sabotage the attempt. Just before the sabotage the Warframe awoke for the first time and then everything crashed as the chamber darkened and the equipment were fried. The saboteur reconfigured the Warframe through a device given by Margulis to inject Void energies into the Warframe, thus adding a certain consumption inefficiency (hence why it is referred to as The Gluttonous) and putting it to sleep, so that it can not be used by the Orokin. This would be one of the reasons for her execution further down the line. In its sleep, The Warframe slowly absorbed lingering energies left in its chamber even the ones remaining from the Orokin corpses. The chamber's surface was covered by a dark sludge and cold air because of the sabotage. Margulis's assistant was also lost to the sabotage and incidentally was claimed by the Warframe as well.

In order to get this Warframe, players will have to fight this Warframe and incapacitate it, and then comes a little quest to kind of rid the Warframe of the Orokin hive-mind trapped in the Warframe. The quest missions will take place on the Orokin Derelict tile-set/maps since it fits into the background of this Warframe. And the keys to get to the next part of the quest will be found in the Void, which will act like Maru's Ayatan Treasure hunt missions. So a total of 3 keys (blueprints for the chassis, helm, and system, with a final mission to get the blueprint of it where you face off against the Warframe itself. During the fight you will hear dialogue from the trapped Orokin minds in the Warframe. During the hunt for the keys in the treasure vaults, after you aquire the key, the rest of the mission will change atmosphere, in that infested start showing up in swarms, and to make it a little worse, the key slows you down. A spider-looking juggernaut (something like this) will also spawn, which forces you to kill it, before you can leave the room. Killing the juggernaut drops a pick-up that you place on the infested substance, blocking your exit. This causes the infested door to open up. Each spider-juggernaut (spidernaut?) will have a dialogue with the player throughout the fight. They also have two health bars, one is the Armor-skin health bar, and once that health bar is depleted, you move onto it's actual health bar. Each time you get caught in the stomp/floor stab/floor pound move that spreads infested substances on the floor, however, it will replenish a little of its Armor-skin as you stay in the AoE (well if you do more damage than its recovery Armor-skin recovery rate, you should be fine). It is not possible to do this in a party, except for the final part of the quest, where you actually fight the Warframe itself (beware as it has infinite energy due to the area map she is in, so it can spam certain skills). Upon defeating the Warframe, you will hear Margulis's assistant thanking you for stopping the Warframe, and she will edge you towards choosing a dark choice. Lotus will probably interject something else, like towards a moral high ground choice.
The morality choices, where they can free the Orokin minds in there and let them pass on, or control them, or possibly break them and turn them into void energy for player use. This is a morality choice that only affects the dialogue with Lotus, where if you free them, Lotus and Teshin will know. Controlling them will only let Teshin know. Breaking/converting them into energy is a choice that only Ordis will know, in which he will just respond saying there was a massive spike in energy in the chamber (player doesn't really get an actual power boost, this is all just for cinematics). The last choice dialogue with Ordis will probably be one of those mood swing-like ones where he compliments like: "I'm glad the Operator is safe and sound. Hope those guys passed on---were torn to pieces!" kind of thing?

This may or may not give the Operator some advantages (all morality choices give a certain advantage) in their powers. So the Operator's moral alignment at the end of this quest affects the kind of advantage they get. Separated by Sun (Light) Neutral, and Moon (Dark). If the moral alignment leans towards the Sun alignment, than you get the advantages towards the Sun alignment, and vice versa for alignments leaning towards the Moon. By leaning, I mean that it is essentially one moral choice from being fully of that alignment.
Also to note, this quest requires completion of Glast Gambit in order for this quest to unlock.

Helminth will refer to this Warframe as the Devourer, as she has consumed anything regardless of synthetic, robotic, flesh, or armor, and turned it into energy to grow herself (powers and her Armor-skin).

 

Stats:

Spoiler

Aranea
Health: 300 (675 at max rank)
*Armor-skin: 500 (starts at 0 in beginning of mission)
Armor: 175
Energy: 175 (350 at max rank)
Sprint Speed: 0.95
Polarities: 1x Naramon  20?cb=20150301001230
                 1x Vazarin 20?cb=20150301001231
Aura Polarity: Naramon  20?cb=20150301001230

*This Armor value is different, as it replaces the value of shields. Unlike Shields, this value does not regenerate by itself, and can only regenerate through the Warframe's passive ability. Armor-skin acts literally like a second health bar. Gears that restore shield will not replenish this; which means that sentinels/companions or Warframe abilities that restore shield or grant over-shields will not replenish this (which means over-shields will not be granted to this Warframe).
The infested-like tendrils will come out as the Armor-skin is replenished/full. But falls/chips away as it is damaged/depleted. Armor mods will of course increase the Armor-skin health bar, as well as the Armor Stat (reduced damage to health and Armor-skin) value. There is a Plague stack counter that effects her melee. the higher her Plague stack counter, the higher her melee damage and melee status duration (capping at 20% more melee damage).

 

Abilities:

Spoiler

Passive Ability: Plagued Gluttony
Her abilities and melee hits will infect enemies (corrosive effect animation on death) and causes a DoT that will drain the shield and armor (drains shield first, and then the armor). Enemies marked by this effect will restore the Health/Armor-skin by a 2 per second (duration is 4 seconds and stacks up to 5 times, renewing the duration each time it stacks). If Health is already replenished, it will replenish Armor-skin. This effect only benefit the Warframe, and allies/teammates that kill enemies that are infected will only return 1 per stack to Armor-skin (Health if Armor-skin is fully replenished). It is possible to gain an extra layer of Armor-skin (kind of like how over-shields are like). In which case, this will affect how the infested-looking tendrils growing more.
A Plague stack counter will show how much Armor-skin layer there are (up to a max of 100). First/base Armor-skin does not count, and so the stack counter will start at 0. Additional Armor-skin layer is gained/restored by infecting enemies with her passive ability,
Or she can consume corpses (within a 3m radius of her, where all her arms reach out within that radius to grab at corpses to her hungry mouth):

  • Restore Armor-skin by 100 and grants health regen for 10 seconds that is renewed every time a corpse is consumed (if a corpse is eviscerated by Nova's fourth ability, Nekros Desecrate/Despoil, the corpse exploded, or it vanishes due to expiration of the corpse, then it isn't possible to consume it).
  • Each time the stack counter increase by 10, it will increase the max Armor-skin by 100.
  • Plague stacks decreases by 1 after 30 seconds of not inactivity with plague counter (not consuming/devouring or anything to sustain the plague stacks; or non usage of it) followed by additional 1 decrease per 5 second tick of plague stack inactivity.
    • Basically you can't just stack this counter throughout the mission and hope to farm/store it, and forces you to use the stacks mindfully. it is a resource that is equivalent to food or hunger, since she is after all, embodying gluttony.
  • Capture Targets can not be devoured or consumed.
  • The Plague stack counter also effects status duration as a multiplier, so if the stack counter is 0, the status duration does not gain additional multiplier bonus, but if it goes higher, the status duration gains a multiplier bonus from it (if stack counter is 10, additional status duration bonus is 10%). Just to be clear, this status duration is only of her abilities and her melee. The higher the stack counter the better her efficiency to consume is, adding/giving more Armor-skin per consume, and higher rate of health regen.
  • Flesh corpses give x1 Armor-skin restore and health regen.
  • Armored corpses give x2 multiplier to Armor-skin restore and health regen.
  • Robotic corpses give x1 Armor-skin restore and energy regen.
  • This passive (consuming corpses) activates immediately however, if she kills with Finishers.

When Warframe is at max rank:

  • If she dies, and she has 20 Plague stack counter, she can molt her skin like a spider. The molted skin will dissolve in 10 seconds afterward to produce a mini-miasmic cloud (this is a gas cloud that procs toxin/poison and slows any in the AoE), similar to her third ability (AoE is very small and starts from the center of the skin spreading out to 3m), this cloud dissipates after 5 seconds. When she molts the skin upon death, she will have no Armor-skin, so do be quick to get out of there. The molted skin may act as a cover (does NOT take aggro), since the molt really looks like she ripped out of a cover of skin, through the back, so it can be used as a sort of cover, before quickly getting out of there as fast as possible, before the skin dies out. The molted skin is as wide as the Grineer's Blunts that they set up (health of the molted skin is the same as the max health of the Warframe, without counting Armor-skin).
  • Once stack counter reaches 10, she slowly spawns spiderlings (max of 2) that help consume corpses which feed back to her. If they die, they release an AoE fluid of 3m (that causes enemies to get stunned and slowed for the duration). Her plague stack counter value is used and drained by her abilities.
    • If the spiderlings consume corpses killed by toxin, viral, or corrosive effects, then spiderlings will get increase to their summon time as well as the spiderlings damage bonus.
    • Spiderlings have a small status proc chance of 15% but this stat is increased with Warframe's plague stack counter.
  • Her webs grow tendrils when her Plague stack counter value reaches 10. 
  • When Plague stack counter reaches 20, the webs acquire infested attributes (meaning Nullifier Bubbles will not dispel the webs and their effects).
  • Third ability and Fourth ability have a synergistic effect with each other. It enhances their effects. Their range will both increase and match each other. But this is only unlocked when the Warframe's rank is maxed and Plague stack counter reaches 5.
  • All of her webs are bio-synthetic-silks, but if she has 5 plague stacks, infested tendrils will start blooming from the silk.
  • Miasmic Aura of her third ability unlocks.

There is an additional power range and power duration bonus as the Warframe ranks up (but this is only unlocked after completing the quest for it and using the chair so even if you buy it, it requires you to do the quest to unlock this perk). 15% at max rank.

First abilitiy: Spider's Thread
Energy Cost: 15
Ensnare Duration (max rank): 10 seconds (set minimum)

  1. Ensnaring Web
    Duration (max rank) : 10 seconds (set minimum)
    Web Tendrils (max rank) : 5 Web Tendrils, 2 enemies per Web Tendril. (set minimum)
    Range (max rank) : 5m radius (set minimum)
    Ensnaring Web Amount : 3
    This will ensnare enemies in a certain radius when set. They become fully ensnared after a couple seconds upon entering/triggering the ensnarement. Flying enemies will drop to the floor when caught/ensnared. This will have a 25% chance at max rank to proc bleeding. Each second they spend ensnared by this, will proc that chance.
    The webs are basically a tendril-like webbing that come out from the floor and kind of sway around till enemies comes near its AoE, in which it ensnares an enemy. 
  2. Casting Net
    Affected Enemies : 5 (set), but trajectory starts curving at 2
    Projectile's Hit Box Range : 3m (set)
    Casting Net Amount : 5
    This will shoot at a projectile web (spike-shaped with web tendrils coming out the back of the spike-shape) that ensnares any enemies (up to 5) along its trajectory. If only 1 enemy is caught, the trajectory is unaffected. As more gets caught along the way the projectile gets too heavy and falls to the ground faster. The projectile has a trajectory it follows, similar to the Daikyu arrows, but when more enemies add on (get caught in) the trajectory arcs considerably to the point it would most likely hit the ground halfway before it reaches its supposed trajectory mark.
  3. Zip Trap
    Snare Range (max rank) : 5m radius, enemy that is caught procs a 3m radius snare (set minimum)
    Snare Duration (max rank) : 10 seconds (set minimum)
    Zip Trap Amount : 3 (set)
    It could be a zip-line type of ability (the ends of the zip-line where they attach spread out like tendril-webbing), but once an enemy comes into contact with it, it will ensnare that enemy and any surrounding enemy (5m?) from the initial one that got caught, to suspend upside down in midair attaching to the zip-line like a snare trap. Zip-line will become unusable once the Snare Duration reaches 0. The Snare duration starts the countdown upon catching/snaring an enemy. This is why this is semi-permanent, but if you try to use this when you have set 3 already, the oldest one will disintegrate. Beware that flying enemies can also be snared. Zip-line is usable by teammates, even if it is shot straight up from the floor to ceiling.
  4. Surface Hugging
    Duration (max rank) : 20 seconds (set and can't be increased or decreased)
    Can only target a wall or ceiling, it enables a wall/ceiling stick (crouched if sticking to ceiling) which can dismount with the jump key for aerial maneuvering, or crouch key for a straight drop. This lowers her presence as well, which means it reduces the detection range of enemies but it does not silence her. Tendril-webbing will attach onto the legs and thighs from the surface. Her upper and lower arms will also come into play to support her wall-latch when this is used (her upper and lower arms will always come into play when ever she wall-latches).

That is all under the first power, where the player can cycle through.
These shoot from her hands, and may also involve combination/coordination with her upper/lower arms. If she is reloading, then it would use her upper and/or lower arms.
Power strength can only increase the amount of enemies affected, since there is a cap that it can't go below if there is negative power strength. 

Second Ability: Ensnaring Cocoon
Energy Cost : 35
Enemies Cocooned Duration (max rank) : 20 seconds (set minimum)
Bleeding Proc Chance (max rank) : 100% (set)
Enemies affected by Cocoon (max rank) : 10 (set minimum)
Cocoon Burst Range : 10m (set)
Cocoon Amount : 3 (set)

Project from the mouth a web cocoon that will knock down first enemy that comes into its trajectory (this skill does not require an enemy to use, and if the skill hits a surface, it will simply attach to that surface). It burst/break shortly after (3secs but can burst by destroying it manually) and it will proc bleeding (from the sharp and thin tendril threads) and be infected with a virus that slows the enemies and then cocoons/ensnares them in a webbing produced by the virus. This can't be spread further from breaking/killing the enemies trapped in the cocoon. Bleeding damage is low and can't be increased with power strength mods. New web cocoons can be shot, only if the previous ones burst (naturally or by manually destroying/popping them). Enemies that become cocooned, essentially become objects, where damage to the object, is also transferred to the enemy encased inside. If in the event that the enemy inside dies first, the Cocoon will still remain, as a destroy-able object (act as cover?).

Third Ability: Diseased Glare
Energy Cost: 20 on cast, and 2 per second it is activated
Plague Stack Counter Drain: 1 upon canceling or is dispelled. 
Glare Range (135 cone): 15m (set)
Miasmic Aura Range (at max rank): 25m (set minimum)
Miasmic Aura unlocks only when Warframe is at max rank.

The Glare ability is a toggle to be turn on or off, but it has a chance to proc poison, petrify, or sleep (think of it like desecrate). Only one status can be applied though, so it should be a glare status icon that indicates if it's a poison, petrify, or sleep. the chance of the proc goes higher with each rank. Enemies that are put to sleep by this, is of course open to finishers, whereas enemies that are petrified by the Glare, will receive double damage or 1.5 times damage (this multiplier is set, and can't be increased with mods). Enemies that are poisoned by the Glare will receive direct health damage that bypasses armor and shields (damage is set at 10% as the minimum that can't be decreased by mods over Glare's duration). The Glare effect also has a duration that can expire (but renewed with the same Glare status or a different Glare status as long as the surviving enemy is still within the AoE of the ability), since it is a special status proc. There is also a miasmic aura (infested pollens that float around in infested tiles) that surrounds the Warframe.  The status proc from this aura is different from the glare proc and acts like a special status proc to enemies like "infested air" or something (not very creative, I know) but basically it acts like viral (except the health cut can happen only twice the longer the enemies stay in the field/AoE, so like first hp cut (50% of max health) within the first 2 seconds in the aura, and the second hp cut (1/3 of the 50%, so enem(y/ies) will have 2/3 of the 50% health left) 3 seconds after, and after that it caps, and no more cut but this can stack with viral procs from other players' abilities or weapons but not the same Warframe), but the effect only applies while in the AoE/radius field. So if enemies leave the field, there will be a 5 sec timer, where the health goes back to normal (although any damage they received will remain).

Fourth Ability: Orb Weaver
Energy Cost: 75
Plague Counter Drain: 5 (set)
Ability Duration (max rank): 50 seconds (set minimum)
Ability Range (max rank): 25m (set minimum) 
Base Impact damage on cancellation: 100
Is a large scale AoE Ensnare based around the warframe as the center of the radial ensnare.
-This skill will act as a dimensional web, by that; small pockets of miasmic air open up and act as bio-webs to form a dome. This will immediately ensnare enemies on a large scale, and can be scaled with power range. These webs can't be burned, but it allows enemies to catch fire just as easily, but if blinding effects or fire damage is applied, gas procs are activated on those enemies. Any new enemies that come in, will be slowly ensnared (meaning they can still attack you until they are fully ensnared). Warframe and team get increased movement speed in the AoE of the skill. This skill does not block incoming projectiles. It more or less acts as area CC and damage proc support.
A max of 2 of these can be out, but you can't stack it on top of each other. If you use it while within the skill's AoE, you will end the skill in that AoE and it would pull all enemies caught in the skill down onto the ground (enemies are knocked down and take impact and bleed proc, but any damage or status procs while they were previously within the skill's AoE and caused by the skill would not be removed, it would continue until the status duration ends). The AoE range can touch but not intersect/pass through each other. To make it interesting, players that are using Aranea can build onto another player's existing web-dome. This requires players to be more aware of where they place their web domes (environmental/tactical awarenes), since stacking this ontop of an existing dome wouldn't really help much in enemies already caught in the dome; although it can catch new ones, it does not stack or prolong the ones that are already caught in it, and might possibly end up "bunching" the mobs or crowds. Although, the Aranea can cancel the dome to pull the outer layer enemies caught in it, into the main dome (though they won't suffer the impact proc damage form canceling the skill, but it can essentially help to pull more enemies into the main dome).
As long as an enemy is caught in this AoE, there will be a slow energy regen.
Power Strength affects how many more can be ensnared (there is a minimum that it can't go under, to prevent negative power strength affecting this skill). The damage from the procs are dependent on the weapon's or powers that activated those procs. So if an enemy is ensnared and suspended in the air, the fire/burn damage and gas damage formula is dependent on the one who inflicted it. Blast damage types will not trigger the fire (only fire/heat, so yay, go ember or any other fire/heat weapons). Conversely an enemy can also trigger this, like a scorch/hyekka-master or napalm. Power Duration only affects the skill's duration, not the status duration.

 

Special Statuses/Effects:

  • Ensnared enemies regardless of which form from the first power, will always take more damage (this does not strip armor though).
  • Ensnared/Cocooned enemies that break out of being ensnared will have a webbing kind of look on them and are more susceptible to fire damage. The status will only last a few short seconds (5secs?). The fire bonus damage is also applied along with the damage bonus for those that are still ensnared. If fire damage was applied, the enemy would be afflicted with the burn proc for remainder of the webbing status.
  • While enemies are ensnared, they go into a panic animation like they are on fire (but different in that they are trying to actively break/rip off the web, which means they aren't actively shooting or attacking you: hand that has weapon is stuck to the sides or their head, arms entangled, legs entangled, etc.).
  • Blinding abilities will also proc heat/burn on enemies under Ensnare/Cocoon effect. If enemies are already blinded, and then you ensnare/cocoon them, it will not proc heat/burn, but will stack onto the duration that they remain ensnared/cocooned.
  • The Ensnare effect does stack with Ember's Accelerant ability.
  • Rhiono's Stomp that suspends ensnared enemies into the air, will further increase delay in which enemies can break out of the webbing (the ensnarement/cocoon status will begin countdown when Rhino's Stomp duration ends).
  • Ensnared enemies can be knocked down, in which case it also increases the delay in which enemies break out of it (useful since when they do break out of it, they will have to go through with the getting up animation).
  • If an enemy that is already blinded or on fire, becomes ensnared, they will quickly burn the ensnarement, and suffer the heat/burn proc (panic animation as well as the heat/burn DoT). If they are already on fire, then the status duration stacks on it.
  • She can not ensnare/cocoon enemies that are caught under effects of Bastille, Vortex, or enemies lifted by Focus schools/powers or Orvius. Although if they are released from it, and are still within the AoE (and the ability has not reached its max limit to affect enemies), then they may get caught in it. This is to promote synergy with other Warframes that use CC.
  • Enemies caught in the ensnarement/cocoons while they are asleep, will not be able to break out of the ensnarement/cocoon since they are asleep (They will be ensnared/cocooned and upon waking up, the ensnarement/cocoon status will begin to countdown).

This warframe is not meant to do lots of damage, and is also not meant to have nuking abilities. It is meant as a CC and DoT (damage support). Its passive is also meant to kind of give it some survivability. 

This can have a pretty versatile build.... Defense/Mobile Defense CC. or it can have solo plays to it. It can be stealth-ish, just no invisibility. Enemies affected by this will not be fully alerted (if they weren't fully alerted). It will just make them semi-cautious/suspicious.

Possible Augments:

Spoiler

For second ability:
With the web cocoon spitting, there could be an augment mod that spiderlings will spawn from the cocoons. The health of those spiderlings will be the remaining health of the cocoon + mulitiplier of the remaining health the cocoon (further increased with power strength mods). Those spiderlings will attack nearby enemies. On death they will release a gas proc'ing cloud. They attack like the Infested Maggots do, and have a slow health decrease (minimum set decrease of 10 secs before the spiderlings' health reaches 0, but the health decrease rate can be slowed by positive power duration mods). Spiderlings that attack enemies will also help in restoring the Armor-skin, and build another layer of Armor-skin.

For third ability: 
Enemies killed while under influence of third this ability; their corpses can be interacted with, in which players/teammates (Aranea can only devour/consume because of her passive, and this is more a team support augment) will perform ground finisher on the corpse; health orb that heals for 25 (75 if augment is maxed) will spawn. 

 

Quirk(s):

Spoiler

This Warframe can not equip any melee weapons. She uses her own claws as melee (claws basically extend out of her fingers and look like finger-claw sized Mios blades, the top part of it). Her passive will apply to her melee. She will have her own melee stance (does not give/provide additional mod capacity). The melee stance rank would unlock along with her rank (each 10 ranks with unlock a combo or two, till all is unlocked at her maxed rank). Her mod capacity of her melee is the same as the current capacity of the Warframe itself(60 at max rank with orokin reactor, or 78 with steel charge aura mod and polarity in it). 

  • Charge attacks can be chained together, but the first two are your arc'ing power slashes and the third one is a forward jump stabbing downwards (causes knockdown).
    • If the charge attack is channeled, webs will appear during the slashes, to drag close-by (2m, 135 degree cone) enemies forward.
  • It doesn't utilize kicks (except for tripping/leg sweeps to chain into a combo finisher), only the slashing of claws from her hands/fingers.
  • Slide attack is her doing a claw sweep with her lower and main arms by extending her lower and main arms out near the floor, and then doing a forward cross slash that sweeps the legs.
  • Finishers:
    • Her ground finisher is a quick claw stab with her upper arm set.
    • Her stealth finisher is claw stab with her main arm set to hold the enemy in place as she bites into the enemies neck if it is human/humanoid before ripping/tearing out with her claws (procs slash death if it kills), otherwise she grabs non-humanoid enemies with her main arms (digging her claws into them) and then using her upper and lower set of arms to slash at the body.
    • The front finisher (from opponents that are blinded or put to sleep), she will trip and then slash downwards with her claws from the main arm set.
    • Her corpse consumption animation is affected by the attack speed of her melee weapon.
  • One of her combos has her semi-ragdoll an enemy, into a finisher (she will do a sweeping swipe; in which she does a spinning swipe with her claws, which will cause a slash proc damage; that knocks enemies back; if melee combo is continued it will lead to her latching the enemies with webs; in a cone up to 3; and pull them into a claw slab that drives them into the ground; which will do ground finisher damage; that will proc impact and puncture damage).
  • Another of her combos will have her do a few wide slashes with her claws, and then she spins forward a couple meters, and latches onto the enemies(up to 2) that she hits with her spin with webs, and upon exiting her spin, pulls the enemies and whiplashes them over her head into a ground slam, that causes a small AoE impact proc damage.

Since she can not equip melee, I figured the melee slot will still be open for her, for players to put melee mods into. Otherwise if that is not possible, her damage output would depend on her power strength + multipliers. But basically, when players equip this Warframe, the melee weapon they had equipped; would switch over to this:

Ravenous Spider Claws (this is on all her arms, as this weapon is unique and usable only by Aranea, and auto equipped upon switching to her)
18?cb=20150811174234  Slash: 50
18?cb=20150810075255  Puncture: 15
18?cb=20140124221427  Gas: 20
Critical Chance: 20%
Critical Multiplier: x2
Status Chance: 30%
Status Duration: x1

  • Crits with her melee will help build her Armor-skin and kills will further build her Armor-skin by 25% of that layer (if the 25% goes over, then the remaining percentage will apply to the next layer).
    • This is only applicable if she switches to melee, and not quick melee (exception is stealth finishers/take-downs as the passive from her abilities apply to all of her finishers).
  • She will have a melee combo counter but will not benefit from melee combo multiplier.
    • This is because she will have a base damage from her claws that act as a melee weapon and additional damage multiplier from her mods (Warframe and/or melee mods).
    • There will be some multipliers in the melee stance's combos though, especially those that have finishers in it, since those finishers have their own animations in those combos(vs the default finisher animations I listed above).

Plague Stacks also affect how infested/diseased and miasmic her claws look. You begin seeing it at 10 stacks, and fully manifest at 20 stacks.

CC abilities of all her web based abilities while in melee mode, is enhanced slightly. Small damage bonus on enemies that are caught in her webs when she is using her melee mode.

Notes:

  • All abilities can be cast while on the move (jumping/in the air, rolling, sliding) except for the last/ult/fourth ability.
  • Forcefully canceling the fourth ability, can be done while moving or jumping as long as it is done while still inside the fourth ability's range.
  • Enemies can be forcefully pulled (warframes/weapons that pull/drag enemies) while they are ensnared. It just increases the ensnarement on them as they are ragged doll, but immediately stick to the first surface it comes into contact with. Since they are rag-dolled, they also have to go through with the knock-down recovery animation. This also applies to switch teleport from Loki, as he can just swap the enemies (though they will tip-over once Loki as switch teleported them).
  • Finishers are allowed on ensnared enemies, since they are restrained, but it is only through the interaction button only.
  • Finishers won't work with Cocooned enemies as they are fully wrapped in a cocoon.
  • First ability: Spider's Thread does not interfere with reloading.
  • Zip Trap (from the first ability set) can not be cast while in the air.
  • Second ability can not be used while rolling.
  • Third Ability does not interfere with reloading.
  • Power Strength won't really do much for this Warframe (except maybe increase the maximum amount of enemies affected, but it can't go below minimum), but Power Duration and Power Range will have a positive effect on this skill. There is a set minimum per each ability rank that even with negative mods, that it can't go below.
  • Rage mod will work since the Armor-skin is still considered her health and not her shield.
  • Nullifier bubbles reduces her stacks by 1, each 2 seconds she is in the bubble. It does not affect her Armor-skin.
  • Nullifier bubbles cause her to have a "gluttonous" de-buff where she must consume nearby corpses otherwise there is an energy drain of 1 per 2 second. If there is no energy to drain, it drains her health.
  • It is possible to consume containers and explosive/freeze barrels (no damage to health or Armor-skinbut it will immediately proc the corresponding status). When containers are consumed (does not restore Armor-skin or health) no drops (ammos/resources) will drop. If an explosive/freeze barrel is consumed, there won't be an explosion, but anything that the explosion is supposed to break open, will remain unbreakable as that wall or whatever required the explosion from those special barrels.
  • Helminth Cysts can't really infest this frame, since she will just consume it. This does not mean it will consume other players' cyst, but if a player tries to inject her with a cyst, she will consume it when it reaches maturity (if cyst matures while player is offline, it will be consumed upon login). While players can always try to inject her with it, she will always consume it when the cyst reaches maturity, and it doesn't grow back, unless other players inject her again.
  • All of her spiderlings could looking something like this:
Spoiler

theeriovixia.jpgAlternate-image-I.jpg

Multiple infested looking tendrils would come out the abdomen.
Also if these spiderlings are spawned, and enemies are not alerted, they can perform finishers. Their combat damage is 50% of the Aranea's current melee damage (with all the buffs and current mod set up).

 

To complement this Warframe, I was thinking it would have a weapon released alongside it. Like an Infested looking spear. It would act essentially like the Javlok, but instead of shooting heat elemental damage, it would shoot toxin elemental and puncture damage. The idea is that the projectile is a needle-like projectile that is poison. The projectile will pin enemies (on kill/death) to surface of the projectile's trajectory (like boltor bullets/projectiles). The second/alternative fire is the throwing of the spear, but it could cause impact, puncture and gas damage (it would also leave behind a gas cloud on impact of surface and some infested sludge on the surface it has impacted). The secondary/alternative fire will punch-through enemies, but will not punch through surfaces like doors/walls/ceiling/cover. It can punch through containers and impale blunts/turrets (punch-through the blunts/turrets but land/stuck on it to be retrieved later or automatic recover of 5secs?). The knockdown effect and gas damage proc will only happen it it impacts a surface or impales a blunt/turret. For enemies it will just puncture and punch-through till is hits a surface.

From what I think I know, or have seen such far, most infested weapons and so far the Djinn (which is the infested sentinel) don't have primes, which is understandable. I wish to make this Warframe not have a prime, and it will be the only version. Skins can be created by DE if they wish.

This Warframe can utilize the Infested room/compartment in the Operator's ship (Helminth).

Spoiler

When she enters the room, Helminth will address her negatively.
"The Devourer! Why is she alive?!"
"Leave us. We only serve the Master."
"Why did carve us, probe us, consume us..."

When she interacts with the chair, The hand above the chair will launch at her. She will grab it with her upper arms, and then using one of her main arms; she will stab into the palm of the hand, which she will drain and inject into the hand. Helminth will react even more negatively to this.

"Stop!"
"We shall obey... for now..."
"The Devourer continues to subjugate us"


This Warframe is also supposed to have good synergy with Nidus. Her fourth ability can combine with Nidus's fourth ability. The maggots can climb on the webs and attack enemies caught on in the webs. This would further grant double mutation stack gains for Nidus and Armor-skin for Aranea. Nidus's fourth ability range can go as far as the range of Aranea's fourth ability when their abilities combine.

Not sure if Nidus has this, but player(s) using Aranea will have unique dialogue interaction with Phorid and Lephantis, when running missions that involve these bosses.

Spoiler

Lephantis' Reaction to Warframe:
"The Devourer!"
"You consume us! Rip us! Tear us!"
"Our flesh and blood boils! You, who has taken from us!"
"We are weakening..."
"You have taken enough from us!"

 

Phorid's Reaction to Warframe:
"The one has come to feed her bottomless pit!"
"Go away!"
"Our life... draining from us...!"

If your idea evolved or sparked from this thread, I don't mind if you link it (like I have at the beginning). It helps.

Edited by VoidWraith
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I could absolutely get behind behind a Spider Warframe.

I've absolutely loved playing spider characters in games, Arachnae in Smite is great fun so is Elise in LoL.

There is something really enticing about spider themed characters in games, even if they are a villain that you fight.

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54 minutes ago, Klavinmour said:

I could absolutely get behind behind a Spider Warframe.

I've absolutely loved playing spider characters in games, Arachnae in Smite is great fun so is Elise in LoL.

There is something really enticing about spider themed characters in games, even if they are a villain that you fight.

I'm glad you like the idea. There's actually a few of the spider themed Warframe ideas, but some or half of them are about spawning spiderlings which I'm not crazy about, haha.

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Hmm... just realized....

Quote

Second Ability:

  1. Maybe the second ability can be something like a very quick dash forward but it ensnares any enemies along the way, while knocking them back and down. This will of course create a chance for ground finishers. They can only get up once they break out of ensnarement, either by themselves (expiration of the ensnare) or fire damage was applied.
    This will also immediately proc poison. Reduced damage while this skill is in the dashing animation.
    Power strength affects the duration of the ensnare, and only slightly increases the proc damage of poison. It also affects how far the enemies get pushed back. I guess range will affect how far you would dash. Duration is fixed (5secs?) for how long the poison procs last and can't be changed by mods. 
    OR
  2. Project from the mouth a web cocoon that acts as a destructible shielding object (will knock down first enemy that comes into its trajectory and the cocoon will land on top of the enemy). When it bursts/breaks from being destroyed it procs bleeding (from the sharp and thin spider wires) and to be infected with a virus that first paralysis the enemies and then cocoons them in a webbing produced by the virus. This can only affect up to a max of 5 enemies, and can't be spread further from breaking/killing the enemies trapped in the cocoon. A max of three can be out at once, and the range of this burst is 5m? (increased with range mods). Bleeding damage is fixed and can't be increased with power strength mods. Bleeding damage... let's say 10% of enemies' max health over the duration of bleeding.

Second Ability: Ensnaring Cocoon

Energy Cost: 35

Project from the mouth a web cocoon that will knock down first enemy that comes into its trajectory (this skill does not require an enemy to use, and if the skill hits a surface, it will simply attach to that surface). It burst/break shortly after (3secs but can burst by destroying it manually) and it will proc bleeding (from the sharp and thin spider wires) and to be infected with a virus that slows the enemies and then cocoons/ensnares them in a webbing produced by the virus. This can only affect up to a max of 5 enemies, and can't be spread further from breaking/killing the enemies trapped in the cocoon. A max of three can be out at once, and the range of this burst is 5m? (increased with range mods). Bleeding damage is low and can't be increased with power strength mods. New web cocoons can be shot, only if the previous ones burst (naturally or by manually destroying/popping them).

Possible Augments:
For second ability:
With the web cocoon spitting, there could be an augment mod that spiderlings will spawn from the cocoons. The health of those spiderlings will be the remaining health of the cocoon + mulitiplier of the remaining health the cocoon (further increased with power strength mods). Those spiderlings will attack nearby enemies. On death they will release a gas proc'ing cloud. They attack like the Infested Maggots do, and have a slow health decrease (minimum set decrease of 10 secs before the spiderlings' health reaches 0, but the health decrease rate can be slowed by positive power duration mods). Spiderlings that attack enemies will also help in restoring the Armor-skin, and build another layer of Armor-skin.

Maybe for second ability, with the web cocoon spitting, there could be an augment mod that spiderlings will spawn from the cocoons. The health of those spiderlings will be a mulitiplier of the remaining health the cocoon has (further increased with power strength mods). Those spiderlings will attack nearby enemies. On death they will release a gas proc'ing cloud.
Maybe this might satisfy those that like to have spider-spawns/spiderlings from the abilities of the Warframe.

 

On 12/4/2016 at 9:24 PM, (Xbox One)SilverWolf198 said:

Nice concept, but I terrified of spiders.

Haha, thanks.
Yeah the fear of spiders is understandable. I, myself used to be uncomfortable around them, but now they don't bother me so much.

Edited by VoidWraith
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I love the idea, but instead of poison, how about the passive be "spawn a spiderling when an enemy is killed under the effects of Arachne's abilities?" i mean I'm not all about spiderlings, but i think its cooler than simple poison, i mean sarin already poisons people.

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8 hours ago, Skjorer said:

I love the idea, but instead of poison, how about the passive be "spawn a spiderling when an enemy is killed under the effects of Arachne's abilities?" i mean I'm not all about spiderlings, but i think its cooler than simple poison, i mean sarin already poisons people.

Well, I don't care much for spiderlings, I put up the spiderling augment in the list, for those that like spiderling spawns. Saryn is more Viral spreading. Her third ability does giver her poison damage, and her molt, when it dies/explodes, does do poison damage, but that's about it. Her passive is just making status duration longer.

I could maybe think about changing her passive to something, but I like the idea of her doing DoT as a passive, I don't know...
But I have added it as an additional effect, under the condition that enemies that die by the passive's effect, will spawn a spiderling.

Edited by VoidWraith
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On 12/21/2016 at 6:09 AM, Skjorer said:

If she's getting a personal weapon, make it either tonfas, whip or throwing knives  they would make most sense for a spider.   

A whip I can understand, and possibly throwing knives, sure. Tonfas? Not so much.

I just like the idea of the infested equivalent of the Javlok.

Edited by VoidWraith
Just added a quirk in that she can't equip melee weapons.
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1 hour ago, Kothophed said:

Reminds me vaguely of Ungoliant/Shelob.  

yeah, I kind of wanted to make it like that.

But I also want it to have a infested-ish theme, where it was created to control or tame the infested. The theme of it's powers are based around that. As well as being an example of gluttony and disease.

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12 hours ago, GigantEdge said:

:thumbup: Lookin' good so far! Although :thinking:... I wonder what a relationship between Nidus & Aranea would be like?

BTW, anything on Aranea's Alternate-Helmets yet?

Nope.
The design I had was just borrowed, with some slight modifications that I had in mind. Anyone is free to contribute to the alternate helm design.

The model design I posted was still pretty much what I had in mind, except, as I have stated, the other arm sets would have actual hands instead of the spider legs.

Although for a deluxe skin, I wouldn't mind turning it into a slim geisha-like look. It would have the noh-geisha-like mask that opens up at the mouth part.

Edited by VoidWraith
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3 minutes ago, GigantEdge said:

Good to see that this concept looks like it's still going! :thumbup: :smile:

Ah yeah. Since I don't plan for this frame to have a prime version, because of her lore.
It keeps me motivated to add stuff. I don't mind if DE releases limited time skins of a prime or umbra or w/e for her (those skins will only be purely cosmetic of course).

Maybe as more quest/stories are released, I plan to maybe incorporate them in somehow to add onto this Warframe. Sort of like as the quest/stories progress and the Tenno/Operators evolve, so too will the Warframe.
I plan to treat this Warframe as like it is alive, and not just a meat/metal suit.

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huh... can't seem to edit the topic again... seem to be blocked.

 

well... anyway, wanted to add:

Not sure if Nidus has this, but player(s) using Aranea will have unique dialogue interaction with Phorid and Lephantis, when running missions that involve these bosses.
 

also adding a bit to the lore:

Spoiler

Aranea: The Plagued, The Gluttonous

A Warframe created to control the Infested that the Orokin has designed and unleashed. Its ability to manipulate threads and control viruses/diseases gives it an edge in handling and controlling the outbreak. The Orokin secretly built this Warframe and used Margulis's ideas of transference to try to control the Warframe through their own personnel, instead of depending on the devil children (referring to the Tenno children). The first couple attempts failed and resulted in comatose'd bodies of the Orokin personnel that attempted. They thought of utilizing multiple minds to see if it was possible (to strengthen the transference link and lower the strain on the Orokin personnel's bodies/minds). Of course, things were not so smooth. Margulis had realized what was going on and had one of her personnel sabotage the attempt. Just before the sabotage the Warframe awoke for the first time and then everything crashed as the chamber darkened and the equipment were fried. The saboteur reconfigured the Warframe through a device given by Margulis to inject Void energies into the Warframe, thus adding a certain consumption inefficiency (hence why it is referred to as The Gluttonous) and putting it to sleep, so that it can not be used by the Orokin. This would be one of the reasons for her execution further down the line. In its sleep, The Warframe slowly absorbed lingering energies left in its chamber even the ones remaining from the Orokin corpses. The chamber's surface was covered by a dark sludge and cold air because of the sabotage. Margulis's assistant was also lost to the sabotage and incidentally was claimed by the Warframe as well.

In order to get this Warframe, players will have to fight this Warframe and incapacitate it, and then comes a little quest to kind of rid the Warframe of the Orokin hive-mind trapped in the Warframe. The quest missions will take place on the Orokin Derelict tile-set/maps since it fits into the background of this Warframe. And the keys to get to the next part of the quest will be found in the Void, which will act like Maru's Ayatan Treasure hunt missions. So a total of 3 keys (blueprints for the chassis, helm, and system, with a final mission to get the blueprint of it where you face off against the Warframe itself. During the fight you will hear dialogue from the trapped Orokin minds in the Warframe. During the hunt for the keys in the treasure vaults, after you aquire the key, the rest of the mission will change atmosphere, in that infested start showing up in swarms, and to make it a little worse, the key slows you down. A juggernaut will also spawn, which forces you to kill it, before you can leave the room. Killing the juggernaut drops a pick-up that you place on the infested substance, blocking your exit. This causes the infested door to open up. Each juggernaut will have a dialogue with the player throughout the fight. They also have two health bars, one is the Armor-skin health bar, and once that health bar is depleted, you move onto it's actual health bar. Each time you get caught in the stomp/floor stab/floor pound move that spreads infested substances on the floor, however, it will replenish a little of its Armor-skin as you stay in the AoE (well if you do more damage than its recovery Armor-skin recovery rate, you should be fine). It is not possible to do this in a party, except for the final part of the quest, where you actually fight the Warframe itself (beware as it has infinite energy due to the area map she is in, so it can spam certain skills). Upon defeating the Warframe, you will hear Margulis's assistant thanking you for stopping the Warframe, and she will edge you towards choosing a dark choice. Lotus will probably interject something else, like towards a moral high ground choice.
The morality choices, where they can free the Orokin minds in there and let them pass on, or control them, or possibly break them and turn them into void energy for player use. This is a morality choice that only affects the dialogue with Lotus, where if you free them, Lotus and Teshin will know. Controlling them will only let Teshin know. Breaking/converting them into energy is a choice that only Ordis will know, in which he will just respond saying there was a massive spike in energy in the chamber (player doesn't really get an actual power boost, this is all just for cinematics). The last choice dialogue with Ordis will probably be one of those mood swing-like ones where he compliments like: "I'm glad the Operator is safe and sound. Hope those guys passed on---were torn to pieces!" kind of thing?

This may or may not give the Operator some advantages (all morality choices give a certain advantage) in their powers. So the Operator's moral alignment at the end of this quest affects the kind of advantage they get. Separated by Sun (Light) Neutral, and Moon (Dark). If the moral alignment leans towards the Sun alignment, than you get the advantages towards the Sun alignment, and vice versa for alignments leaning towards the Moon. By leaning, I mean that it is essentially one moral choice from being fully of that alignment.
Also to note, this quest requires completion of Glast Gambit in order for this quest to unlock.

Helminth will refer to this Warframe as the Devourer, as she has consumed anything regardless of synthetic, robotic, flesh, or armor, and turned it into energy to grow herself (powers and her Armor-skin).

 

Edited by VoidWraith
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