Warframe

[Warframe Rework Suggestion] Ember, Furnace Passive and New 4th Ability

Warframe5 - [Warframe Rework Suggestion] Ember, Furnace Passive and New 4th Ability
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KEY ISSUES REVIEWED WITH EMBER'S CURRENT KIT

GOAL OF THIS REWORK SUGGESTION

  • Minimizing changes to abilities 1, 2, and 3.
  • Creating a new self-support ability for Ember which increases self-survivability and reinforces her Heat abilities as an ultimate
  • Creating a passive which offers a unique approach to Heat damage-type's non-scaling restrictions while improving Ember's damage potential in many areas.

NEW PASSIVE: FURNACE

All fire continuously grows stronger while near Ember. Ignited enemies 30 meters from Ember have ticks inflicted on them increased by 60% of their previous tick damage.

  • Base Ignite DoT of 400. With Furnace passive, damage per tick goes from 400, 640, 1024, 1638.4, 2621.4, 4194.3, 6710.8. As opposed to a normal Heat proc lasting total of 2800 damage, with Furnace the total damage would be up to 17227. This does not of course take into account Armor scaling.

ABILITY 1 – FIREBALL

  • Fully-charged Fireball burns 50% of enemy Armor.

ABILITY 2 – ACCELERANT

  • Accelerant resets the duration of bonfires creates from Fireball and Fire Blast within Accelerant's range and increases the radius.

ABILITY 3 – FIRE BLAST

  • Fire Blast's ring is removed.
  • Increasing base damage of Fire Blast's wave.
  • The wave from Fire Blast marks enemies for XX seconds. Marked enemies killed will combust into bonfires which deal damage based on XX% of the killed enemy's Health.

NEW ABILITY 4 – PYROMANIA

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Ember becomes one with the fire. Ignites herself with mending flames continuously recovering her Health while active. Attacking and self-tending wounds builds up and stores thermal power for the next Fireball or Fire Blast. In this form, fires never go out.

  • Ember maintains a self-health Regeneration of XX Health per second.
  • All Heat procs on enemies within 10/12/16/20 meters from Ember have their Ignited status duration constantly reset while toggled on
  • Each Hit on enemies adds XX Bonus Heat Damage stack buff
  • Each health recovered from Pyromania adds XXX Bonus Heat Damage stack buff
  • 10% of the total accumulated Bonus Heat Damage is added separately into weapon attacks from Ember. (Max stack of 1000 Bonus Heat Damage)
  • Bonus Heat Damage stacks remain on Ember for XX seconds when toggled off
  • The next Fireball or Fire Blast cast consumes all Bonus Heat Damage adding the bonus to the base damage of that activated ability's damage

INTENDED PLAYSTYLE FLOW

  • Taking advantage of Ember's Furnace passive to maintain ramping damage over time on Ignited enemies as long as you are within range for the passive to kick in
  • Use bonfires created from Fireball and Fire Blast to set powerful traps on wandering enemies igniting more prey which will also have their ignited procs ramp up.
  • Fireball acts as a very powerful one-target ability burning away half of an enemy's armor. Along with Furnace, you can use Ember's first ability more efficient to take out more dangerous targets
  • Accelerant remains as is due to being a semi-convenient stun and debuff skill. The Augment also serves to make Ember more team oriented. The proposed Accelerant effect on bonfires was more of an aesthetic choice to show that Ember has control of all manner of fire around her.
  • Fire Blast already acts like a semi-useful Crowd Control ability with the wave's knockdown alone. Adding an effect which primes enemies to become bonfires makes trapping non-Ignited enemies a lot more convenient. A quick combo of Accelerant + Fire Blast + Furnace can make for a useful AOE crowd clearer which should take little time to finish enemies off.
  • Pyromaniac serves as a powerful self-sustaining ability for Ember which also builds up Bonus Heat damage which can either be used to consistently apply Heat procs on enemies or unleash powerful nukes using the collected Bonus Heat stacks when casting Fireball or Fire Blast. Coupled with the fact that Pyromaniac maintains Ignited status on enemies while toggled on makes for another useful combination with Furnace.

REPLACING FIRE BLAST AUGMENT SUGGESTIONS/IDEAS

  • Fire Blast can be used while Ember is down in a Bleeding state self-resurrecting herself to full Health and unleashing a Fire Blast with an increased damage of XX%. (This augment's effect has a cooldown of XX seconds).

CURRENT PYROMANIA AUGMENT IDEAS

  • Parkour Maneuvers add Bonus Heat stacks.
  • While toggled on, Fireball and Fire Blast mends allies healing XXX Health from Fireball and XX from Fire Blast

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