An absolute unit of a chonker right there
What's on your mind?
Gotta love her new skin.
Been a while hope you are well sincerly patches
Just some decorating guru passing thru
In the first day, in the early access, when the first updates lengthened...
Nerfed by the idiocy of the developers, his Rage knew no boundaries, and his skin hardened by the firearms of the enemies. Buffed beyond ascension. He chose the path of
In his ravenous Roaring's he found no Energy orbs, and with weakening Ironskin he scoured the last Data packs from the Spy mission, seeking for rare Mods and the Eximus units who dared to challenge him with their Overguard.
He wore the helmet of the TennoGen, and those who tasted the bite of his Ghoulsaw.. name him...
(*Larkspur Division starts playing*)
Sorry if not correct.
Kuva Lich/S.O.P, but Infested. Assimilators. They take the form of the Zealoid Prelate, but smaller (Bigger than a Bastion, smaller than the Prelate), and use the infested weapons from the Bio Lab, such as the Synapse, Bubonico, Torid, Paracyst, Pox, Catabolyst, and Caustacyst. Weapon prefix would be Assimilated (Eg. Assimilated Bubonico). minions for Requiems would be Bastions (The really, really short prelates) and would play generally like a lich, except that instead of escaping, you have to fight it on Exequias, Deimos. They are aquired when summoned by opening a corrupt vault on deimos.
So, I was thinking of making a new Syndicate, the Outcasts. Basically, a few Grineer and Corpus outcasts/failed clones live in a makeshift “campsite” with loads of shops, where they just try to make a living off of any money or scrap they can get their hands on. In the open world, you can find Corrupted enemies. The name of the town is “Oberstate”, and the name of the open world is “Mountains Of Eris”.
Tell me if you wanna see more of this.
(also, sorry if this sucks, i’m not very up with the lore.)
(Not my post)
Still loving this skin. Pure muscle!
It's a small Orokin corner of mine, not much to say really, other than that this is my favorite place in the whole Orbiter; It's simplistic, easy to make, and looks just as good as a giant dragons in any Dojo!
(no, maybe not that last one...)
Lets say the quest name will be "The Veil's Purge" basically the quest is about The Red Veil purging the Origin System and causes a war between factions, the quest starts by The Operator getting a inbox message from the lotus saying "Tenno, something happened at the relay, get there and find out." so The Operator arrives at the relay and heads to The Red Veil, there's nobody there, The Operator leaves and is ordered by the Lotus to check every syndicate. So they do, first they check Cephalon Suda, it's completely empty, Suda's database has transferred to a different place, they check New Loka, Nobody's there, They check The Perrin Sequence, The Operator sees members of the New Loka and The Perrin Sequence guarding the syndicate base, The Operator quickly heads to The Steel Meridian and finds very few members of The Red Veil in the base, lastly The Operator heads to The Arbiters Of Hexis, Members of Cephalon Suda are there and Suda's database has transferred to Hexis, making her part of Hexis, but somethings wrong, The Operator looks around and spots a red veil member at the top of the base, the member drops down, killing a Hexis member with a Rakta Dagger. Tell me what you guys think, If you guys want me to make a part 2 i just tell me in the comments
Passive is the same as it was, except with a 50% chance
1st ability: same as before, 50% extra range when cast on permafrost(added after mods, this also includes freeze force).
2nd ability: permafrost. On cast (50 energy) and for 15 secods (affected by duration), the ground around frost in a 5m radius (affected by range) is frozen. Permafrost lasts untill death, but areas that a nullifier feild touches cant be frozen. Enemies standing on permafrost have their armour reduced by 10%(affected by strength and duration, cant excede 50%). While enemies stand on permafrost cold procs do not expire. With augment enemies are slowed by 10%(affected by strength and duration, cant excede 75%). Augment is now called permafrost impendance.
3rd ability: the same but with new synergy. If you or allies are standing on permafrost and inside a snowglobe your sheild recharge rate is increased be 100%(affected by strength). Augment is unchanged.
4th ability: armour strip is no longer affected by mods (still 40%, adds with permafrost, ex permafrost that would strip 29% plus avalanche armour strip would be a total of 69%). 50% extra range when cast on permafrost. Augment now also causes allies sheilds to start regenerating. Augment is now called icy sheilds.
All values are what it would be at rank 30.
After Angels of the Zariman
Crew: We are getting interesting readings. The void is revealing something. Investigate.
This unlocks a Node in the Veil Proxima titled ???
Upon entering, Cephalon Cy states that the void is out of control. He sees an "All-Seeing Deity" (Man In the wall) staring through the void, Reaching out. he directs you to a location to "Reach back". Upon reaching the point he says "Hey kiddo, come to pay me back?" and a voidwyrm destroys your Railjack, which crash lands in the planes of Duviri. then, the operator turns as a distant, shrill noise rings out, revealing a figure atop a strange horse-like creature. The rider is revealed to be some form of augmented or enhanced Dax, who turns and charges; in response, the operator attempts to use either Void Beam or Void Blast, but something seems to prevent him from doing so and the rider knocks him down.
The Drifter comes through and shoots the Dax with a new weapon (Found in duviri) which makes the Dax fall off the horse, into a pool of water, but he falls through the water, and phases out. the Drifter walks into the pool, and also disappears. Ahead is a crashed version of the Ten Zero, and a corrupted (And backwards, left is right, right is left) version of the chrysanthemum hub. The hub is named House Duviri, and has no NPC's. You can interact with the nothing at certain areas, revealing people stuck between worlds.
The Operator goes out, and finds another pool of water. they try to sink through as well, but it doesn't work. The drifter looks up through the water, and smiles.
You play the quest by switching between Drifter and Operator by using the void return (Melee) to switch between sides, where the landscape of Duviri is completely different. drab and black on one side, colorful and interesting on the other. Certain actions, like unlocking a door with Operator also unlocks it for the Drifter's side, and by doing actions, and causing things to happen on the other side, you release the people stuck between realms. after freeing everyone, you meet an Orokin named Lord Duviri (one of the SEVEN). then plays a cutscene showing the fall of the orokin, and several Dax trying to save them (one of them is Teshin Dax), however, they fail, and all but Teshin die. You save teshin, and drag him into Duviri, (Now teshin exists again, yay) and the people saved offer to help rebuild the railjack, so you can get off Duviri.
I know, it's not exactly thorough, but it's the best I could come up with.
Note: No, you don't get a new frame. You get new weapons, and a Void-Horse that can run in Open-Worlds. You can also shoot from this mount.
60 Votes in Poll
Thought I'd might share what I have if you guys are interested in viewing.
(Original image on bottom of post)
Bear in mind this is my second, I had an idea for an... Interesting? frame.
Working name: Treasurer.
Passive: Enemies will now drop Overshield Pickups and Temporary Armor Pickups.
1, Gild: Turn enemies in a 5/8/11/14 meter radius into gold for 3/6/9/12 seconds. killed enemies drop 1.25/1.5/1.75/2.0 times extra loot.
2, Animate: Turns all Ammo pickups into Turrets, that deal 100/200/300/400 damage per bullet. Turrets have ammo equal to the maximum ammo from a single ammo box of that type. they receive special affects according to the ammo used. Rifle Ammo shoots quickly and precisely. Shotgun has a slower speed but has 5x multishot. Sniper Ammo shoots slowly, but always gets a yellow crit and hits weak spots. Pistol Ammo fires twice at the same time. Heavy Ammo Shoots very fast, but has low accuracy.
3, Reshape: Health Orbs become Universal Orbs. Energy Orbs become Overshield/Armor Orbs. This affects a 4/8/12/16 Meter radius.
4, Hoard: Treasurer gains 2/3/4/5% extra damage and armor for every pickup within a 5/10/15/20 meter radius.
Passive: The Element-resilient:
Chroma, being in symbiosis with his Pelt, takes 50% less damage from basic elemental status effects and grants his allies an additional 25% basic elemental status resistance.
1st Ability: Spectral Scream:
While under the Pelt's protection, exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's and Effigy's abilities.
General Spectral Scream changes:
-Now drains 10 energy per second.
-Beam's direction is now tied up only with Chroma's reticle, rather than his head position.
-Status chance now can be increased with Ab. Strength.
-Deals maximum of 500 damage (at rank 3).
-Increased attack speed (5 ticks per second).
-Increased range (from 10 to 12 meters at rank 3).
-Added a 5m of elemental splash damage from each enemy connected by a beam.
Afterburn augment changes for PvE:
Allows Chroma to gain extra damage and attack speed while increasing the energy drain overtime, after 10 seconds, status chance of Spectral Scream increases up to 200% and depletes overtime when ability is off.
2nd Ability: Elemental Ward:
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
General Elemental Ward changes:
-All additional bonuses now will actually apply in percentages, for example: Heat will grant 200% additional bonus Health, which will be +200% from Chroma's basic Health value, and not a flat 200 Health.
-Everlasting Ward augment is now a part of the ability.
-Increased Electric Shield bonus from 100% to 200%
-Increased aura's range from 12 to 16 meters for allies.
-Increased range for Heat and Toxic damaging auras (6 meters at rank 3).
-Increased Status chance of Electric, Cold, Toxin, and Heat aura's (up to 50, 50, 100, and 75% at rank 3).
-Increased ability's duration from 25 to 30 seconds.
-Increased Status duration on enemies for 2 more seconds.
-Cold aura's armor increase now grants 500% armor (at rank 3) and redirects projectiles at higher speed.
-Electric aura's discharge, in addition to already existing x10 dmg multiplier, now deals x10 more damage and applies properly.
-Toxic aura now grants a faster movements speed, in addition to faster reload and weapons swap speed bonuses.
-Can be recasted.
New Elemental Ward augment:
While active, Chroma and protected allies gain an additional 50% damage reduction of the Elemental Ward's currently active element.
3rd Ability: Vex Armor:
Chroma becomes one with his Pelt in a state of concentration, increasing armor and weapon damage values overtime for Him and his allies, an incoming damage grades bonuses faster in exchange of extra energy consumption.
General Vex Armor changes:
-Instead of only gaining bonuses through taking damage, Chroma now gains them overtime (20 seconds for maximum value) all up to 275% of Weapons damage and 325% of Armor increase, each damage taken grants +5% to the additional bonus value (at rank 3).
-Changed ability cost from 75 to 50.
-Is now acting like Channeled ability and drains 10 energy overtime or 3 energy per hit, on maxing out the bonuses Energy drain decreases by a half and energy per hit removes completely as long as bonus wasn't lost by recast.
-increased range from 18 to 20.
Vexing Retaliation augment changes:
Taking damage every 10 seconds will trigger a 15m effect;
Shield damage will cause enemies to be heavily staggered, while Health damage makes them knocked out.
4th Ability: Effigy:
Chroma deploys the Effigy of the Ancient being he Slayed once, using it's power to prevail. Chroma's Effigy strengthens nearby allies and engulfs enemies in various elemental attacks, while granting Chroma a new set of abilities to control it's devastating power.
General Effigy changes:
-Effigy is now using an advanced Specter AI (similarly to a Wukong's Celestial twin), allowing it to act more reliable and efficient in battle.
-Effigy is acting now as a Channeled ability and working separately from Chroma, draining no energy overtime.
-Effigy can now be upgraded with Companion mods, similarly to the Khora's Venari.
-Increased ability's cost up to 100 Energy.
-Increased Status chance up to 300%
-Increased Effigy's maximum damage (800 damage at rank 3).
-Increased Effigy's Health from 8000 to 12000 (at rank 3).
-Removed the Double Credit/Credit chance drop bonus
-Now allies gain full Status chance protection against basic elements while in Effigy's area of effect (20 meters).
-Added a Health regeneration up to 100 Health per second for 10 seconds upon killing the enemy (does not refresh upon the kill).
-Chroma's armor reduction while in his lightened form is now doubles when applying to Effigy.
-Chroma's speed boost increased from 20% up to 30% when in his lightened form.
When separated from Pelt, Chroma gains Effigy's set of abilities in addition to his own:
1st Ability: Spectral Roar (previously Roar): Scroll through the elements by tapping the ability button, or hold it to unleash a powerful roar, staggering enemies in a 25m range for 3 seconds and slowing them down for 50%, making them unresponsive to the incoming damage, Chroma activates his Spectral Scream upon the cast, but uses half the energy per second and multiplies it's damage by x2 (Cost: 50 Energy).
2nd Ability: Feral dash (previously Knockback): Effigy makes a quick wide dash in one direction, dealing elemental damage to all the enemies on it's path and making them 75% vulnerable to any damage for 15 seconds, Chroma emits chosen Elemental Ward protective effect upon activation and reapplies upon recast (Cost: 75 Energy).
3rd Ability: Ethereal Mortar (new): Effigy changes his regular attack to an inferno of elemental explosions, causing massive damage to all enemies in a 90° radius in front of it for 10 seconds (additional damage based on an enemies Health %), Chroma's Vex Armor activates upon the cast with maxed out bonuses for him and his allies for 20 seconds, reapplies upon next cast (Cost: 100 Energy).
4th Ability: The Returning Guard (new): You become one with your Effigy once again, and create an enormous blast around you that deals 5000 Multi-elemental damage at once to all nearby enemies in 25m range, causing them to loose half of their defenses and weapons. (Cost: 0 energy, but adds a cooldown to the Effigy Ability. Cooldown: 30 seconds).
Guided Effigy augment changes:
Take the Effigy under control, and gain a 30% Energy Efficiency, 30% Ability Duration, and a 100% more Power Strength for it's abilities.
(Uses 15 energy per second while controlling Effigy).
(Controlled Effigy now works as a Warframe (similarly to that of a Sevagoth' Shadow) with it's own unique animations, abilities, and move sets, and can be upgraded with Warframe mods instead of Companion).
-Using Spectral Scream on enemy affected by Elemental Ward will mix up the elements and create a Combined one.
-Casting Spectral Scream while Vex Armor is active and at it's maximum Weapon damage bonus value will create a short-staggering wave in Chroma's reticle direction in a 90° radius.
So... yeah, i really want his potential at it's maximum, i just can't stop creating these!
What do ya think? overpowered? underpowered? too complicated? well, yah! there's no balance in the game anyway.
so why not?
P.S. Also you can steal it, whatever, if you make DE actually do this one and they add at least a half of it into the game i will literally thank you with all my heart.
Aliases: Technocrat, Subjugator of Circuitry
All alarm-related events have a prolonged start time. Spy vault data consoles take longer to destroy data. Your Robotics (Sentinel, Moa, Hound) are linked with 25% of Contourne's Health, Armor and Shields.
-Link bonus stacks with Link mods
Ability 1: Machine Error
Contourne generates a pulse that short-circuits nearby Consoles and enemy Robotics, turning them into stationary electrical hazards for a time.
Ability 2: Overclock
Nearby allied Robotics are empowered by Contourne, granting them a boost to damage, ability cooldown and fire rate for a time.
Ability 3: Redesignation
Targets enemy Robotics to aid Contourne for a time, causing them to attack enemies. Each hacked Robotic recharges Contourne's shields when nearby.
Ability 4: System Failure
Unleash your shields as a weapon scrambling cloud, stripping shields and armor, and causing enemy weapons to ocassionally misfire, dealing damage. Allied Robotics who contact this cloud are granted overshields.