Talk:Zephyr/@comment-24439501-20160412002442/@comment-1348475-20160424155311

Suggestions:

Zephyr in General
Increase base armor to 65. Seriously, as a frame designed for direct combat, she should be able to take hits and not rely on Turbulence completely to not die.

OR

Increase base energy to 150 (250 by LV 30). If we're going to go by Zephyr being a combat caster frame, she should be able to use abilities more often (because you know, that's her shtick). She isn't Excaliber or Wukong who have low energy, shields, and health, but compensate by having high armor values for survivability. She isn't Volt either who has low armor and energy, but his abilities are focused on melting people's faces off with lighting. Zephyr's abilities are disruptors designed for support like Loki, and she should be able to cast them more often (plus isn't that what makes her types fun? I mean how'd you like a Trin or Loki gimped at 150 maxed base energy?)

Tailwind
Fine as it is

Dive Bomb
Dive bomb should be dual-purpose and given an upgrade to make it more viable in all situations, given how Zephyr can't always zoom all over the place. Example:

If Zephyr is airborne, Divebomb functions as it is, but enemies within 20m will be suspended in the air for 2 seconds.

If Zephyr is on the ground, Divebomb becomes a frontal knockback attack and suspends enemies in the air for 2 seconds.

Turbulence
Immunity to knockback or 100% innate knockback recovery (Because Bombards)

Increase deflection range so that bombard rockets don't automatically mean death for her.

Since Jetstream increases projectile speed, the mod should increase punch-through for all weapons by 0.4 max for Zephyr and her allies to make it more effective.

Tornado
Pretty fine as it is.