Talk:Zephyr/@comment-2A00:23C1:BD01:F000:A43A:8D95:CD81:449C-20180202230058

https://forums.warframe.com/topic/915093-dev-workshop-warframes-revisited/

ZEPHYR

Some of Zephyr's abilities are cheaper to cast while airborne - details in progress.

Tail Wind  - Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you’re looking, and Dive Bomb activates if cast while looking straight down.

Air Burst  - New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.

Tornado  - Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside.


 * D DE remembered you exist, Zephyr!