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RaidOfStorms

Warframe reworks

May 22nd, 2019
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  1. Warframe reworks
  2. Titania
  3. Passive: the razorfly drones are moved to her passive, keeping them idle and giving her damage reduction (5% per razorfly) while they are alive. At the start of a mission, 1 razorfly will be active for every 5 levels Titania has gained (6 razorflies at level 30, Max 12).
  4.  
  5. 1: spellbind - changed to a line projectile like Nidus' virulence, but can travel in the air, enemies are pushed away from Titania. The status effect immunity stays as a radius around Titania. If a target affected by lantern is struck by spellbind, some enemies around that target are also turned into lanterns.
  6.  
  7. 2: tribute - Titania's razorflies now pick up the buff and fly them to Titania, giving said buff to the whole party.
  8. New effects: dust - keeps the accuracy debuff, but also pacifies enemies close to the tenno, making them stop attacking completely.
  9. Thorns - enemies struck with weapon fire have a chance to recieve random status effects with each hit (chance scales with power strength to a max of 50%)
  10. Entangle - now works like other slows, also is affected by power strength.
  11. Full moon - keeps it's usual damage boost, while also making kubrows and kavats terrify enemies they attack, causing them to flee from the companions.
  12.  
  13. 3: lantern - lantern now also commands razorflies to attack enemies near the lantern (and the lantern itself), while also spawning 2 additional razorflies.
  14.  
  15. 4: razorwing - makes all active razorflies invulnerable while active, and makes them move faster, while also getting Titania into mini archwing form like usual.
  16. ----------------------------------------------------------------
  17. Zephyr
  18.  
  19. Passive: maintains current floaty effect, and after two seconds of being airborne, Zephyr removes all negative effects on herself, and becomes immune to them until she lands.
  20.  
  21. 1 - Tail wind: grounded charge time reduced to 50%, Zephyr can now move around in the air while she is hovering, able to in any direction. Tail wind now ragdolls enemies that are hit directly by the dash or dive bomb.
  22.  
  23. 2 - Airburst: now behaves almost like Corinth's grenade, exploding automatically at a certain range, but also exploding on contact. Hitting a tornado will now not only make it grow, but also shoot 6 smaller airbursts in different directions from that tornado. Smaller airbursts don't split when hitting tornadoes.
  24.  
  25. 3 - Turbulence: while turbulence is active, your other abilities are now powered up:
  26. Tail wind - the dash covers a wider area, and dive bombs area is doubled.
  27. Airburst - damage is increased, the projectile will also home in on enemies instead of exploding in the air.
  28. Tornado - makes the tornados circle around Zephyr while active.
  29.  
  30. 4 - Tornado: fix the ragdolling to make enemies stay caught in the tornado. Tornado can now be charged to make larger tornados that do higher damage, for higher energy cost. Number of tornadoes and the speed of the tornado's movement is now increased/decreased based on power strength.
  31. ----------------------------------------------------------------
  32. Oberon buffs/rework
  33.  
  34. Passive: maintains current effect, while also giving your Warframe a boost depending on what type of beast companion you currently have with you:
  35. Huras Kubrow: 7% movement and parkour speed
  36. Raksa Kubrow: 50% increased armor
  37. Sahasa Kubrow: 25m loot radar
  38. Sunika Kubrow: 10% increased melee attack speed
  39. Chesa Kubrow: 50% increased energy max
  40. Helminth Charger: 100% increased maximum hp
  41. Adarza Kavat: 10% base critical chance on your melee weapon
  42. Smeeta Kavat: 10% ability efficiency
  43. Venari is special, and recieved an improved 35% health, shield and armor link.
  44.  
  45. 1 - Smite: now casts in an AoE, each target struck releases orbs that seek out other targets.
  46. The amount of orbs per enemy scales with power strength.
  47. AoE radius scales with power range.
  48.  
  49. 2 - Hallowed Ground: casting hallowed ground will immediately confuse all enemies that stand where it appears, and status chance is increased from 5/10/12/15% to 15/20/25/30%.
  50.  
  51. 3 - Renewal: Increased heal rate, now takes more energy to keep on, but energy cost does not scale with additional targets healed.
  52.  
  53. 4 - Reckoning: now always reduces armor of enemies affected, instead of only reducing armor if landing on hallowed ground, instead, enemies landing on hallowed ground release a shockwave that deals more damage to nearby enemies. Health orb drop chance now scales with ability strength.
  54. ----------------------------------------------------------------
  55. Revenant rework
  56.  
  57. Passive - Sentient Plating: upon taking damage, Revenant gains 4% damage resistance to that damage type for 10 seconds, which can stack up to 40%. Revenant is also immune to the electrified water on the plains.
  58.  
  59. 1 - Energy Geyser: Revenant launches a sphere of energy, upon hitting the ground or an enemy, it erupts from underneath into a large geyser that generates homing energy projectiles that deal damage based on the enemy's weaknesses [2 per second] for 10 seconds.
  60.  
  61. 2 - Mesmer Skin: stays mostly the same, however, enemies stunned by Mesmer skin will also have their resistance to all damage types reduced by 30%, and will be targeted more actively by Energy Geyser.
  62.  
  63. 3 - Adaptive Force: Revenant channels Sentient energies into his weaponry, adding a 25% bonus to damage that adapts to fit the enemy's weakest defenses, the damage bonus does not influence status chances. Enemies killed while adaptive force is active grant Revenant 2 stacks of mesmer skin, up to the current maximum if the ability is currently active, as well as dropping shield restoring pickups.
  64. augment - Shared Force: Revenant grants half of the damage boost given to himself to nearby enemies, additionally, nearby allies killing enemies also grants 1 stack of Mesmer skin if the ability is currently active.
  65.  
  66. 4 - Danse Macabre: stays mostly the same, however overshield pickups have been moved to 3 - Adaptive Force.
  67. status chance is increased by power strength, while holding fire while Danse Macabre is active doubles the current status chance.
  68.  
  69. adaptive damage changes:
  70. now works more accurately to what the enemy is actually weak to, for example grineer bombards are weakest to Radiation, and therefore take radiation damage from all forms of adapting damage output.
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