In my opinion, the idea for my Chroma would be this:

1: Elements can be swapped (holding the 1st/2nd/3rd ability button would cycle through each), but the energy colour of choice will add a bit of the respective element's damage due to the output being of that colouration.

AKA: Any selected element that doesn't correspond to your energy-selected element will have a 10% damage conversion to that element, combining the correct element adds a bonus of up to 10% extra damage.



2: If Chroma successfully activates Elemental Ward and Vex Armour within eachother's timeframes, it will trigger the pelt's ability to adapt to damage, rendering him immune to one damage type for as long as both abilities are active. Automatically procs if Chroma's shields fail. Has a cooldown period. When active, shields cannot regenerate and Chroma cannot deploy the pelt.



3: Due to the change in 1 and the fact that the pelt IS a Conculyst, Chroma's new passives would be: 1: Bonus effectiveness with staff/polearm weapons. 2: Elemental damage resistance based on selected element. 3: A slight boost to jump height and aim-glide when at at least 100 energy.



4: Rework of Effigy: Holding the power will activate it if enough energy is present (i.e: 100 in Conclave), tapping it again will return it as usual.

The change: Tapping the power will force Chroma to drop the pelt, which will play a short animation where it'll position itself as cover. In this state, Chroma can move it by walking into it, and use it to block or provide cover. This will not drain energy as the pelt is still 'off'. Tapping the power when Chroma has attained the energy needed will remotely activate the pelt.



Be advised that distance between Chroma and his pelt will affect reaction times as follows: Activation may take a second if within Chroma's Spectral Scream range, deactivation will also add that amount of time to the animation.



Without the pelt, he loses his passives and ability to swap elements.



But I like the idea of mixing elements here, though it could be melded into my ideas as displayed.



Short version:

1: Element swapping like how Vauban can toggle trap types.

2: Activating 2 and 3 will trigger equivalent of Sentient damage adaption if pelt is mounted.

3: If pelt is attached, staff/polearm weapons are given benefits to range and attack speed.

4: Tapping 'Effigy' will drop the pelt into a small cover piece like Tectonics. Holding it activates 'Effigy' as was.