Yet another Harrow rework idea (Featuring small Atlas and Inaros touch-ups)
The decription of Harrow Prime reads:
>The Inquisitor Eternal arises, hallowed by the Void, preaching a gospel of iron and flame.
That is one hell of a line for a Warframe that doesn't fully practice what he preaches. "Iron and flame" obviously refers to guns, but despite how many stats a single ranged weapon can have and improve on, Harrow hasn't been exactly generous with his selection, or with sharing it with his squad.
Passive Ability:
Untouched.
First Ability - Condemn:
Functions the same, now strips overguard. Applies 1s of invincibility to Harrow if he has successfully chained an enemy.
I'd like for Harrow to chain stronger units, and not lose his gained shields immediately to enemies who haven't been chained, like when he's surrounded on all sides.
For anyone who has concerns over giving invincibility to the first ability, Atlas already has that on Landslide. Also, since the chains are applied only to unchained enemies, and don't affect bosses (Not counting mini-bosses), you can't spam it against one enemy over and over to be permanently invincible
Second Ability - Penance:
Harrow still shatters his shields, but the ability no longer converts damage into health. Harrow will instead receive bonuses from Penance depending on how much shields he has accumulated. Duration still based on shields sacrificed.
No matter the shield percentage, Harrow will always receive the usual increased Fire Rate and Reload Speed buffs. At 100% Base Shield, but under 100% base Overshield (The 1200 unaffected by his passive), Harrow will receive increased Punch Through and Projectile Speed buffs. At or above 100% base Overshield but under 200% Overshield, Harrow will receive increaased Damage buff (Thinking additive base 100%). At 200% Overshield, Harrow receives increased Multishot buff (50% base sounds fair to me, personally).
Now, you are probably thinking something along the lines of "That's a SHITLOAD of buffs for Harrow's guns, and that is precisely the point. We're returning the pain of flagellation back to our enemies five-fold. and if anything's still standing at the end of the gunfight, then we've done something wrong.
Third Ability - Thurible:
Allies within Thurible's range gain increased shield recharge rate and decreased shield recharge delay (Basically Fast Deflection). Harrow can hold down his Fire Weapon button to speed up the rate at which he strengthens the energy gain.
With how many buffs I gave to Penance, and how many I still plan to give Covenant, it felt that making Thurible also incredibly buff-heavy would have people up in (fire)arms.
Thurible disables Harrow's ability to fire completely, which is a rather odd choice for a Warframe whose theme includes guns, so I thought to lean into his other theme of being the fantasy priest who protects the party, and with his focus on shields, this was where that lead. And holding down the fire button for faster charge rate is something he should've had since the beginning.
Thurible might feel just a tad underwhelming as an ability, and with energy being so abundant lately, it may be the most likely candidate for a subsume into something like, say, the classic Breach Surge, but for a Condemn-spamming gameplay, having a way to make everything back does sound nice in theory.
Fourth Ability - Covenant:
Penance gives Harrow nice buffs. With the way I injected almost every steroid known to Man into it, it gives some very nice buffs. But it would be a shame for Harrow to keep this all to himself.
Ability now lasts 30s. At the time of casting, Harrow bestows 5s of Invincibility to all allies within affinity range, and for the entire duration of the ability grants them half of the bonuses given to himself by Penance, as well as the usual flat 50% increase to Critical Chance, increased to 200% on hits dealt to weakpoint hits (As opposed to currently just applying to headshots).
Weakpoint hits and weakpoint kills made by players in affinity range charge a bar that re-applies the Invincibility buff when it reaches 100% (Ratio of 2%/5% for hits and kills respectively). The same player cannot raise the bar by hitting the same weakpoint more than once every 1s.
This all reads super long, but it basically boils down to the same Covenant as before, just with Harrow's Penance buffs applying to other players now to improve their gunplay as well, headshot criteria changing to weakpoint criteria the same way it is for most incarnons, and invincibility coming back while weakpoints are being hit.
The change from "headshot" to "weakpoint" also means that the ability is much more useful against certain entities without a head.
I originally wanted Harrow to improve all gun types, giving them additional traits (Like lead-spitters ricocheting to the nearest enemy, or beams stripping defenses, and explosive ordinance perhaps receiving guaranteed status on all of their damage types, or maybe something else I haven't figured out), but that would require all of the current weapons receiving different labels, and then there's the alt-fires...it would end up as lot of work for just one ability.
So instead I focused on buffs. Lots and lots of sweet gun-related buffs that would be useful for almost any weapon.
Covenant bringing back invincibility while active was also something I figured could be nice in places where the more options for survivability you have, the better, and there are certainly places where you'd curse at having to wait out the ability duration, so this solves that in a way that's friendly to the current design of Covenant.
Moving onto Atlas, I'll keep the suggestions much shorter than the ones above.
The pseudo-exalted rework, and the invincibility of Landslide now properly applying to shields were both incredible for him, but as it stands, Landslide is his greatest asset, leaving the rest looking underwhelming in comparison.
Passive and First Ability:
Untouched.
Second Ability - Tectonics:
Change small wall to large rock spike (Practically a pillar) with all of the same benefits as before, but duration is now limited to base 20s.
Can be used as large cover, and can be wall-latched onto if that's what you or your squadmates want to do.
Atlas can re-activate the ability when looking at the spike to grab it, jump into the air, and suspend himself there for up to 2s to allow for aiming. He will then throw it in the chosen direction, hitting everything in a wide radius.
Throw damage should be based on the spike's health, which already increases the same way Frost's Snow Globe does, down to the invulnerability phase.
If the spike outlasts its duration, it explodes, sending debris flying in an area around itself.
The current Tectonics hasn't been much to write home about even when it came out. And with newer tilesets becoming wider and wider, a tiny wall in the middle of a hallway 5 times wider than it will do absolutely nothing. It doesn't even have heightened aggro so it just sits there ignored.
There could be some concern over the spike being used to troll by clogging up narrow doorways like those still on Grineer tilesets, but that is why the spike has a duration, and it can be designed so that there is an opening at the base large enough to allow for players to slide/roll through. If the spike is given four legs, then the amount of openings increase to two, even.
Third Ability - Petrify:
Petrifaction angle now scales with range. Enemies too strong to be petrified are instead slowed.
Fourth Ability - Rumblers:
Armor, Health and Damage scale with enemy level (As all summons should so they don't die 0.1s after being summoned). Rumblers will use Landslide against enemies in the 8-12m range to close distance (4s cooldown and won't use Landslide if there are closer enemies who can be reached). Rumbler Landslide and Rock Throws additionally gain the benefits of Atlas's Landslide mods.
Aims to make Rumblers more effective against tougher enemies, and just slightly more mobile. Rock throw damage scaling with Landslide mods is already something that Atlas's Rumbled augment does, so the precedent exists.
Lastly, Inaros.
While I do see some builds focusing on Strength to use the updated Sandstorm with its augment, the other abilities doesn't get as much of a benefit from this, with his fourth ability even scaling off of Health instead of Strength.
What I'm hoping for is basically this:
Give Inaros's abilities current-Health damage against enemies.
There are already abilities that do current-Health damage, Inaros is still the really tanky frame that deals little of much else, so this would at least pad up some of his numbers. It doesn't have to be a high rate, somewhere between 5-15%, depending on if the ability is single-cast or continuous.
TL;DR: Harrow gains and bestows a great many buffs. Atlas can throw a gigantic piece of rock. Inaros simply deals current-health damage against enemies.
Posted Feb 7, 2026, 11:01 PM UTC