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Concept Checkup: Arbalest, the Sniper Warframe

Hello and welcome back to the Concept Checkup. The point of Concept Checkup is to dive into
the Warframe forums, look for a community-made Warframe concept, and talk about it. For the purpose of Concept Checkup, I will
use my custom-built evaluating method known as.. ASS. Without further ado, let’s begin the Checkup. For today’s Checkup we have Arbalest, the
Sniper Warframe. Arbalest was created by Rekkou on the Warframe
forums, and is designed to be somewhat like a long-range version of Mesa, albeit with
fairly average stats in place. Arbalest’s passive is Master Marksman. The bonus to headshots is a nice touch, but
the straight projectiles is the bigger piece of the passive. Although a non-arcing bow or kunai doesn’t
sound helpful, given how Arbalest is intended to be played as a long-range Warframe, having
a straight-shooting weapon such as a Daikyu can help in picking off enemies from far away
by not having to adjust for the travel arc. In other words, bows turn into snipers. Arbalest’s first ability is Chain Shot. High Crit chance could be useful with Chain
Shot so long as you make use of the 20% bonus headshot damage. Chain Shot also comes with the Chain Reaction
Augment, which also applies Status procs to every ricochet’d enemy, allowing Status weapons
to be very useful with Arbalest. Arbalest’s second ability is Sky Ward. Sky Ward is useful for creating perches where
there are none, further reinforcing Arbalest’s role as a sniper Warframe. Since Arbalest teleports to the platform upon
using Sky Ward, it can also work as an ‘escape’ ability. Sky Ward has the Sky Fortress Augment, which
grants all players on the platform a flat 60% damage reduction at max rank, but it can
be increased with Power Strength. Sky Fortress is an Augment that I find to
be unfitting for a long range Warframe, as the job of a sniper is shoot from far away
without being shot at. Granted, Arbalest won’t be on big open maps
all the time, but I personally think that this Augment does not fit Arbalest, as he
is not Mesa. Arbalest’s third ability is Assault Shrike. Given by the lack of stats for Assault Shrike,
I assume that the drone cannot be destroyed. Regardless, Assault Shrike could make for
a pretty good support ability if it has some degree of free will, similar to a Kubrow or
Kavat, but being completely indestructible might make it totally overpowered, depending
on the secondary weapon it’s given. Assault Shrike also has the Carrier Shrike
Augment, which grabs up to 4 pickups at a time within 30 meters. However, only health, energy, and ammo can
be picked up by Assault Shrike, and even then, only when you need it. Carrier Shrike is an interesting variant to
the Carrier we all know and use, but honestly I don’t see the point in this Augment when
chances are you already have a Companion that picks up everything for you already. Arbalest’s fourth ability is Light Bringer. Needless to say, I find that to be a cool
idea, as that would make weapons that are constrained to close range very viable in
a buffed, long range form. As great as this sounds, shots are fairly
limited because of the 10 energy cost per shot, and because of Arbalest’s fairly average
stats. Light Bringer comes with the Light Discharge
Augment, which blinds enemies within 12 meters of you for 10 seconds at max rank after firing. Much like Sky Fortress, I really don’t see
much point in this Augment for a LONG RANGE Warframe, unless you plan on being as close
to fights as possible for whatever reason. With all that in mind, here are Arbalest’s
scores. For my personal thoughts, I believe that Arbalest
can become a very good concept if his stats and kit are completely set in stone, namely
the lack of stats to Light Bringer and Assault Shrike. A long range Warframe is something I would
really like to see be added, although it doesn’t necessarily have to be a sniper Warframe. So that’s Arbalest’s Checkup. Tune in next time where I will perform a Concept
Checkup on Volucris. Thank you for watching.

100 thoughts on “Concept Checkup: Arbalest, the Sniper Warframe

  1. sword warframe excalibur archer warframe ivara pistol warframe mesa shotgun warframe sniper warframe kubrow warframe warframe warframe

  2. chain shot: bounces to 6 targets, dealing 20% less damage after each bounce. So for the 5th it does nothing, and for the 6th it heals the enemy for 20%. Sky fortress: 60% damage reduction, scaled by power strength. Sure with like 60% power strength make all warframes invincible? Also no duration on it, with guardian derision to protect eh shield you made a permanently invincible team of warframes.

  3. Light Bringer + Secura Penta,

    Can I set it off or is the projectile accounted for a hit scan shot making it either bounce at an insane angle / speed?

  4. Hey I know how to make assault strike op

    Depending on if it can use weapon augments couldn't you just give it furis with that healing augment for it to heal either you or the drone?

  5. imo we do need a sniper warframe. it is already one of the worst weapon classes thanks to the run and gun nature of the game and got gutted again with the terrible combo system (sure it rewards having good aim and/or quickscoping but some weapons require reload speed mods to be even viable with this gimmick).
    to have a warframe with passives and skills that are MADE to be used with sniper rifles would be great.

  6. here a few ideas i think u will like

  7. Are you willing to take checkup requests? Because I made one and i'm wondering if it's any good. Here it is:

  8. All these cool concepts and what do we get? Soundboard the frame edition. Who is amazing, yes. But looks weird as all hell.

  9. Not very good ideas for powers.

    Sky Ward would be either useless or a bug magnet on enclosed maps.

    Assault Shrike sounds more like a sentinel/pet. We've all seen how "great" the AI on those are.

    Light Bringer sounds confusing in implementation. Assault Shrike states that it would be turned into a drone. Yet the skill description states that it just changes the behavior of your weapon. So is it a summoned weapon or an ability modifier?

    The main weakness of sniper weapons is that the balance of the game is heavily tilted in favor of aoe weapons that can clear out the swarms of enemies that are constantly spewed at you. Even the various abilities suggested seem to know that, and have components and effects to protect against or disable nearby enemies. This acknowledgement itself means that thee frame the role/theme it is designed around, is not viable in most content and scenarios.

  10. In order to make her first ability "Chain Shot" scale, while keeping the damage fall off after every enemy hit, I believe that after every enemy chained, status chance is significantly increased.

  11. so if I hit an enemy with the amprex and chainshot, the main beam would arc to six enemies, and then those six enemies would all arc towards an indefinite amount of nearby enemies.
    the damage would probably be really bad, but that would be a lot of energy arcing everywhere

  12. Making Assault strike immortal is OP? Then let's not talk about the already OP Weapons/Warframes/Weapon & Warframe combos then shall we? Even with the tad nerf to Nidus he's still an immortal god that doesn't even require you to use your weapons at all.

  13. since he is a sniper, his Sprint speed should be higher along with stamina, his health can go down a little.

  14. I came up with my own warframe concept but since im not a good artist i will just share it here with plain text. I dont know if any of it has been done before, and if so, i sincerely apologize. Id like to hear your opinion about it ^^
    Name: Premara

    Health: 90 (270 at rank 30)
    Shields: 150 (450 at rank 30)
    Armor: 25
    Power: 150 (225 at rank 30)
    Sprint speed: 1.15

    (dont know what passive to give her yet)
    1: Overpressure (25 energy): Create a local overpressure in front of an enemy within a range of 50 meters, forcefully blasting the target 5/10/15/20 meters away and forcing a ragdoll, dealing 50/100/150/200 blast damage. Damage is affected by powerstrengh, cast range by power range but pushback distance is not.
    Augment: Implosion: An Implosion precede the knockback, drawing all enemies within 3/6/9/12 meters to the center of the cast before after a 0.25 second delay knocking all of them back. Knockback distance is reduced to 4/8/12/16 meters and the implosion deals 50% of the knockbacks damage. All enemies cought in the effect suffer both instances of damage.

    2: Compressed shield (50 energy): Premara engulfs herselfe in a small aura of immense pressure for 10/15/20/25 seconds, affected by power duration, that speeds up her shield regeneration by 20/40/60/80% and the delay after which the shield regenerates after taking damage down to 1 second. Being struck by a melee attack causes the attacker to suffer 50 blast damage and a guarnateed knockdown. Shield recharge rate and recharge cooldown are not affected by power strengh, the damage against melee enemies is.
    Augment: Allies within a 20 meter radius also gain the aura for 50/65/80/100% of the duration.

    3: Pressurized Cartridge: (40 energy + 5 energy per second affected by power efficiency and duration): Premara begins to channel, building up pressure in her ammo that can store up to 2500/5000/7500/10000 damage, affected by power strengh. Each second she stores 125/300/375/500 damage, affected by power strengh. Upon activating the ability a second time or running out of energy, the stored damage gets applied to your weapon, each shot dealing a fraction of the maximum stored damage. The fraction is determined by the fire rate of the weapon you are using. For example, a weapon with a firerate of 10 shots per second will drain 1% of the maximum per shot and add it to the weapon as flat damage, while a weapon with a firerate of 1 shot per second adds 10% of the max to its damage. The damage type is determined by whats the biggest portion of the 3 basic damage types on your weapon. If the weapon has none of those types or is split evenly, it is instead added as puncture damage. Shotguns split the damage evenly over all their pellets, so do multishot weapons. This additional damage can critical strike, but only for the weapons base multiplier and if added as punture while there were none of the physical elements present, caus status effects. She can move freely and perfom other actions while casting and channeling this ability. It has to be discharged entirely before being able to channel it again.
    Augment: Bullets enchanted by the additional damage gain infinite punchtrough trough enemies but the added damage per shot is reduced by 50/40/30/20%

    4: Null (50 energy + 10 energy per second affected by efficiency and duration): Creates a sphere pure vacuum around you that is stationary after being cast in a radius of 15/20/25/30 meter radius, affected by power range, that deals deals constant damage to enemies equal to 25/50/75/100 flat + 2/3/4/5% of the enemies missing health as finisher damage per second, affected by powerstrengh. Enemies inside the bubble are choking and have reduced acuracy and mobility. Non-Hitscan weapons travel 30% faster inside the vacuum, not affected by power strengh.
    Augment: The sphere moves with her but its range is reduced by 30%.

  15. bruh we need a sniper frame with an exalted sniper….
    some sort of invisibility, some sort of self healing, some sort of CC like smoke or blind. passive gives sniper and rifles increased accuracy and range

  16. building crit would be nice on chain shot but modding for status and blast or radiation on the right weapon will make a great CC ability given that the number of enemies increases with power strength.

    sky ward is unfitting considering how this game functions and there are no real open areas in the game as of now.

    that drone better have infinite health and some CC on duration or else it would be useless past level 100 depending on its base values. also its augment is useless.

    4th ability is fine as is, people complaining about it being way too much for high damage weapons even tho equinox is still a thing. augment should be replaced with something along the lines of:
    each enemy you kill that is over 50 meters away from you and add an effect like the enemy respawn as your allied spectre or give you energy back or anything that makes sense really.

    nice frame overall, seen better things on this series tbh

  17. "I quit warframe"
    Makes more warframe videos


    (Not complaining or anything, you do make great content and i truly wish DE would watch and listen to your videos.)

  18. How to make a long range warframe in warframe make it close range. It isnt that kind of game with snipers not saying it cant be done but you nor anyone else plays long range sniper in warframe because your dps will go down the shitter. Giving him close range advantaves would be woser than long range bs

  19. The skyward augment is obviously to support other teammates, he may not use it himself all the time, such as on a map that already has good vantage points. Its a support option clearly. Like what most ability augments do. Come on now. You think a bit too one dimensional on these concepts at times.

  20. LOVE this idea!! Tweaks aside, it’s fantastic. My only gripe is it shouldn’t convert everything to hitscan, only massively increase a projectiles velocity (and there’s no drop off with his passive, anyhow). Projectiles have their place, and are especially devastating when passing through multiple Volt shields, as each add to base electricity for either radiation or corrosive. Imagine using him against an eidolon, converting a Tigris into a sniper!

    Also—4th augment: Dilation Scope. Converted weapons utilize a special scope with 4x zoom. Targets touching or within the inner reticle circle are slowed by 25% (affected by str mods as well)

    Otherwise…PLEASE give us a specialized class like this, DE!

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