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crimsonspartan1

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Everything posted by crimsonspartan1

  1. Shivering Contagion perhaps, although the mod itself could use a buff instead of only being useful on Sentinels equipped with the Verglas or the other ice beam sentinel weapons. Being able to do AOE cold procs with weapons would be neat without needing to lower your damage output for it, despite needing to mod for cold unless you're using something like the cedo, or that mod should receive a general buff so it could be actually useful outside of sentinels. Perhaps some other mods like sharpshooter, that sniper mod that grants energy on headshot kills and Harkonar Scope so utilizing sniper combos might actually be worthwhile. Basically never see those mods being used, and it's not like everyone's running around with sniper rifles these days?
  2. A single Dante can still keep an entire squad alive. Did a run of regular deep archimeda and an elite run with two different random squads and each one had a Dante that basically kept us all alive with overguard, with the only person ever going down was a Harrow in the latter who decided to split off from the team. LoS on tragedy is still a bit annoying from experience, since sometimes enemies I see simply do not get hit because of the layout of the map despite being visible, kinda wish it didn't have that, or they manage to fix the LoS enough so I can actually hit every enemy that I can actually see without some small thing on the map blocking the entire ability. Aside from the LoS issues on tragedy, imo he's still a really good frame. I'd definitely prefer to see new frames and come out really good and be left alone while buffing some frames that really good use one. Ofc everyone is going to flock to the brand new shiny thing when it comes out, while in the meantime I have never seen anyone use frames like Banshee in years
  3. I really should be doing that, but I don't play warframe as much as I used to do aside from weeklies and whenever an update / event comes out, so I haven't bothered to farm as much as I used to do. I guess they've saved up their umbral formas instead of inserting them into a lot of frames, unless they do have a lot of frames fitted with umbral formas, yet still have 20 umbrals sitting around?
  4. Should grab it myself, but kinda get a burnt out having to constantly do steel path or sit in a 1-2 hour survival for the essences. Have like 25 on me atm since I haven't done a lot of steel path recently and haven't really made use of any resource boosters i've obtained lately. Have like 6 Umbral formas on me right now so I have a decent amount spare since I only use them on prime frames, but doesn't hurt to have more?
  5. Sweet! Happy to see the Netracell drop tables sorted out. Should make Netracells feel actually worthwhile to do.
  6. I know that, but feel like I recall the mission changing anyway even if I don't actually do it. Guess i'll have to do that mission though? Guess i'll ignore the 15 minute challenge because my large stockpile of stock I had saved up has gone down and the mission isn't rotating anytime soon so i'll just have to run through that mission with a pretty bad combination of challenges.
  7. I haven't even done my Kahl weekly for the past two weeks and I still have the exact same mission with challenges, so guess I have to fully complete it despite the fact I feel like I recall it skipping to the next set of challenges despite me not touching the previous mission. So i'm stuck with a sneaky sabotage with removing veils, finding caches, completing in 15 minutes, not be spotted by a deacon and stun 5 deacons challenges which is perhaps the worst set of missions i've ever seen because I don't think I can do all of them in one go without skipping the 15 minute challenge.
  8. Fair. Revenant is very good for solo if you don't want to worry about dying thanks to mesmer skin. For teamplay I usually swap out his 4th for Roar or Nourish so I can at least support other players. Unless other Revenant players are just, not doing anything, having one in teams isn't bad, especially if they bring their Mesmer Skin augment. At least you can't just fully AFK like you could with Wukong pre-nerf back in the day?
  9. On my end I only play Revenant solo just to do the final stage of archon hunts and Netracells without needing to worry about lobbying up with others. Definitely makes me look lazy, but admittedly these days i'd rather get them over with each week so I can focus on other things. Mesmer Skin alone definitely just makes Revenant all sorts of broken. That could use some adjustments but in turn Revenant's other abilities could also need a buff so he doesn't just fall into obscurity like Wukong who I haven't seen in public lobbies since his nerf / change, despite the fact he isn't actually a bad frame at all.
  10. Another late response from me, thankfully didn't respond like almost a year late. Forum rp definitely is dead from the looks of it? Kinda feels surreal how active these forums used to be years ago, and how easy and frequent it was to miss out or lose track of rps due to how fast-paced they were. Now it's basically a ghost town and now everyone who did rp here either gave up on rp in general, or gave up on warframe rp specifically, and like, a majority of those people (if not everyone who still rps) moved over to discord or some other platform. I'm the latter of the two but haven't been very active in rps over in discord for ages and currently in a single group rp that's slow but mainly because i'm not as into rp as I was before and everyone else is more focused on one on one rps. Still play warframe very often so I haven't given up on the game as a whole, i'm just not really into rp as much as I used to be, don't really care about roleplaying warframe nowadays and my presence on the forums is very minuscule unless I feel like responding to certain posts. Things like Duviri, Zariman and the Murmur as a whole could definitely be interesting to include in rps, I just don't really see myself roleplaying warframe again unless I really do feel like it... Although then again a majority of the rps i've been in within these forums weren't exactly warframe rps outside of the warframes themselves being around. Hyper-chaotic, fast-paced action rps with some other scenes sprinkled in rps that branched as far away as possible from any kind of warframe lore seemed to be what I was involved in, and the more serious, lore-friendly warframe roleplays that were here, I either wasn't apart of or tried taking part and didn't overly vibe with them? Well if anyone could revive the rp forums, it'll probably be you with how popular Synergyverse is...? Welp this time I caused the necromancy of a dead post once again. At least it's a lot less dead than everything else over here?
  11. If you have the Primary Deadhead Arcane you can get from steel path, the rank 5 version of it gives you -50% recoil along and a +30% headshot multiplier along with the default bonus damage when you get headshot kills, so you can have that equipped and not worry as much about having recoil mods. Trumna specifically does have a lot of recoil so also having stabilizer on would nullify the recoil all together, or you can use the exilus slot for something else.
  12. Admittedly that's what i thought originally until I checked the wiki. I probably got a bit confused because I've been using my Nami solo a lot and that thing has pretty crazy range with it's incarnon form and primed reach.
  13. For exalted melee builds I always use Fury + Strike because it's just bonus damage on crit and bonus attack speed on hit and it's easy to trigger them. It probably does very well on low armored enemies like butchers at high levels since with a lot of damage and strength the base damage of Balefire can hit over 100k, but low crit and status as well as low fire-rate does reduce it's effectiveness, as well as low fire-rate. I just slap on Lethal Torrent and Accelerate Isotope to double it's fire-rate and charge speed and then either build it for Corrosive + Heat + Radiation (from Isotope), or Viral + Radiation + Electric which is probably the better build if you use pillage first. Exalted melees can also become a lot stronger if you make use of other frame's abilities, but that requires you to use helminth. Like you can subsume Valkyr's war-cry on a build for extra attack speed, slap on eternal war so you can keep the buff up longer if you get more kills and you get a pretty good speed boost from it, or you can subsume just about any damage buffing ability. Kullervo's Wrathful advance is also neat as that ramps your crit chance up by 100% base and it's increases by strength so with a lot of strength you can make Baruuk's and Valkyr's exalted melees into red-critting monsters. OFC Subsuming abilities onto frames is just a way to make their weapons more viable, but it doesn't exactly fix them in terms of their effectiveness. It'd be nice seeing weapon arcanes be put on exalted weapons, but I could see some insane possibilities like Exalted Blade and Desert wind being status spreading monsters with their augments with Melee Influence or Mesa's regulators being even more op with Cascadia Flare, but it could definitely help out Balefire.
  14. Exalted Melees can actually use Tennokai, as you can equip the Tennokai mods on them, so it would be nice to be able to make use of combo builds on Exalted weapons, if only it was easier to generate combos on them since Desert wind's shockwaves cannot add combo and neither can Exalted Blade's waves unless you don't use the augment and use Relentless Combination on your Exalted which adds combo when slash procs do damage so you can not only generate combo on the waves via slash procs, but can actually generate combo kinda quickly, but ofc that takes up a mod slot. Balefire isn't that op actually, the ragdoll effect makes it very annoying, although it can work well if you just use pillage to armor strip, but basically anything becomes viable once you strip off armor and shields. I don't actually use a stat stick with Desert Wind. I just have a lot of power strength on Baruuk and his augment and a viral + heat build and his exalted has over 100% status chance and crit chance and then I just go ham. Arcane Fury and Strike also helps out with melee damage + attack speed for just about any exalted melee. You're right about exalted weapons needing a heavy setup to make viable though. Regular melees can just run a combo build and melt enemies while Exalted weapons can't do that so you need to mod them further to make them viable. Not to mention you need stat sticks to make some of them actually work, like Khora's whipclaw which isn't a proper exalted weapon, but you get the idea? It's just way easier using regular melees but most frames with exalted weapons you'd usually build for the exalted weapon anyway unless you're experimenting with different builds?
  15. That's assuming the tome can actually be used as a weapon. From the Devstream I just assumed the exalted Tome is just how he uses his abilities, but if it's a useable exalted weapon then i'd hope it's strong enough to compete with the secondaries we have. Other exalted weapons definitely could use a buff of sorts. If they could also use combo mods outside of Gladiator Might and Gladiator Vice (for the set bonus) and Drifting Contact (the only combo duration mod that can be fitted onto exalted weapon builds for some reason) then i'd imagine exalted melees would be as broken as other melees. Most melees become busted because of combo mods like Blood Rush and Weeping Wounds so if we had access to them on stuff like the Exalted Blade, then other exalted melees would become much better. Outside of melees, you have Mesa's Regulators which are insane but unless you use the augment you're stuck in place, and Hildryn's Balefire Surge can also be quite strong but you're often just better off using literally any other weapon. That said, certain exalted melees like Baruuk's Desert Wind are already pretty ridiculous, busted with it's augment. Sevagoth's shadow's claws can do a lot of damage as well with high crit chance, crit damage and status chance, Exalted Blade can be very strong if you use it's augment and Valkyr's talons are also pretty strong, especially with it's Enraged augment if you don't mind the cooldown. It's kinda just easier to stick to regular melees however, considering how strong a lot of them are, especially if you use combo builds.
  16. As we mentioned earlier, some weapons can do electric procs regardless with certain attacks, like the slam attacks of the Ohma and Prova and the Korumm's special attack, but you'd need to frequently do those specific attacks to trigger Influence instead of just activating it by attacking normally, so some weapons can definitely use influence without needing electric on the build itself, but it's more difficult to trigger on those weapons. At higher level, steel path enemies those electric procs aren't going to kill as quickly against high-armored enemies. Lower level enemies or non / low armored enemies will definitely get melted, but tankier enemies become harder to kill, and influence doesn't have much effect against certain enemies that have a cap on the amount of status effects can be inflicted on them, like Liches or the Necramechs in the Sanctum. My main source of damage tends to be my melee itself with it's slash procs via direct hits while influence is mainly for AOE stunning with electric and priming enemies with Viral and for Conditional Overload. The Nami Solo actually became one of my favourite melees with influence coming out due to the amount of range I can have on the weapon itself and the ability to use a pure status build with zero crit mods and just massacre everything that doesn't have a status cap. Influence definitely feels like a weird case IMO. On one end it's really powerful, but on the other you have to mod for electric unless you use specific weapons with electric built in or have a way to proc electric on a melee without needing electric on the build itself. It might get nerfed in the future, like having a cooldown or having it's range reduced or whatever, but it could easily be way more overpowered if it was capable of spreading slash procs. It definitely outshines the other melee arcanes, but mainly just because of the ability to spread elements in such a wide radius.
  17. The fact it can't spread slash procs (as well as puncture and impact) and requires you to mod for electric unless you use a weapon that can proc electric through other means like the Ohma / Prova slam attacks and Korumm special attack definitely balances it out quite a bit. It's still a very strong melee arcane (if not one of the best), but it could definitely be far more busted. I'm glad we at least avoided another Telos Boltace situation with AOE slash spamming, but at least Melee Influence is still very strong.
  18. My corrosive + heat Tenet Agendus doesn't seem to do electric procs on disk attacks (unless i'm just getting really unlucky procc'ing it), but my corrosive + heat Prisma Ohma does electric on slams which I didn't know about originally, so good to know, and those slams can proc influence so that's definitely interesting. The Prova also seems to be able to do forced electric on slams. Both weapons have electric on the weapon anyway so part of me leans towards just modding for viral + electric anyway, but with my Ohma I can mod for corrosive + heat instead and still proc influence which is interesting, AOE heat spreading is gonna be really interesting, just a shame I can't mod for Viral + Heat as the Ohma's base electric damage gets in the way.
  19. Ok well from looking at the warframe wiki, apparently melee influence doesn't spread Impact, Puncture or Slash, so that confuses me a little bit on why I could murder rooms with my Nami solo, but that's probably because of the massive amount of range I have on it, and the many slash procs from the weapon hits themselves. Plus having conditional overload on my build probably makes it way better as well. Can use influence to spread viral for enemy weakening and electricity for AOE stunning and then just do a bunch of slash procs with my Nami solo and kill everything. Don't even need to mod for crit, just slash + viral + electric with a lot of status chance, range, attack speed and weeping wounds. Even if it only procs elemental mods, Melee Influence is still a lot better than some of the other melee arcanes IMO. Ye, it's generally easier to just build for electric. If I could do the Korumm's special "stick weapon in floor and shock enemies around it" attack more easily and if it did electric procs more reliably, then that would be the best weapon for Influence as you can still do electric procs with that specific attack while also modding for Viral + Heat, but that attack isn't the fastest and it doesn't proc electric all the time, nor would it trigger Influence all the time with it's 20% chance to activate. Think there's some other weapons that can also do forced electric procs, but nothing particularly comes to mind right away?
  20. Sometimes I wish Tennogen artists could model the entire frames so we could see some whole "Tennogen Deluxe skins" instead of just a newly modelled helmet and a reskin of the body, but something tells me that'll never be a possibility, despite the fact some people could potentially make banger designs and myself and others would likely throw money at it. Modelling an entirely new body is very likely waaaaay harder than modeling just a helmet, but i'm no expert on such things? I like some of Liger's skins like the Nezha deluxe and Nidus deluxe but I do also find some of their designs really weird like the newly revealed Styanax skin, but that's mainly just my opinion. Do wish we could also see some other skins from other artists as well as it feels like a vast majority of them come from one artist nowadays?
  21. High status, slash heavy weapons definitely benefit most from Melee Influence. My nami solo melts enemies but that's mainly because i'm doing a ton of slash procs on enemies combined with viral as well so at the very least lv200+ steel path grineer enemies are going to be killed really easily. I'd assume impact focused weapons like the Fragor or weapons with zero slash wouldn't be able to melt enemies with melee influence as fast as weapons like the Nami Solo or Dual Ichor (which can also spread status via the gas clouds from melee kills with it's incarnon, and create gas clouds from enemies killed by status effects spread by melee influence) which are both fast, have high status (especially with their last incarnon upgrades that increases status chance) and are slash focused.
  22. Melee influence requires you to mod for electric unless the weapon itself has a way to do electric procs without modding for it (the Korumm's special attack can do electric procs despite modding for Viral + Heat from my testing, but doing that specific attack to proc influence can be annoying). I use my nami solo with a lot of range and a viral + electric build with weeping wounds but also add Carnis Mandible to the build so slash can proc more often and it is an absolute status monster, but that's because the nami solo can have a lot of status chance (55% base with one of it's last incarnon upgrades), can have a base range of 5.5 meters when in incarnon form and can attack pretty fast as well, so really Melee Influence benefits weapons that have a lot of status chance, a lot of range and high attack speed. Slow melees, shorter ranged melees and low status melees can't really make proper good use of Influence, plus you need crowds of enemies in order to absolutely massacre enemies (plus you'd probably want to use a weapon with high amounts of slash damage in order to absolutely murder everything, especially if you mod for viral). Melee influence is definitely one of the better melee arcanes, if not one of the best, but you do have to intentionally mod for electric in order to make melee influence work (unless the weapon itself has innate electric, like the Lecta) so in a way it balances it out?
  23. I just had the "Strict Nat" pop-up last night when I logged in, but this morning it didn't pop up again (unless it intends to do so later), so should I assume that was a random occurrence or would something possibly be up? My brother also plays warframe on his pc, since the first cross-save came along so I don't know if that possibly has something to do with it, but if so then i'm surprised the Strict Nat thing didn't pop up sooner?
  24. Only issue i'd see for the tap / hold solution would be that 90% of people would specifically use the damage buff and the damage reduction side of the ability would mostly end up being irrelevant unless people decide to swap into it for whatever reason (like activating it momentarily to revive a teammate, hack a console, using it to aid in rushing to extraction, etc.) but it's really the only solution that wouldn't require changing the ability itself in some way or form. ^ Or what they suggested. Still a little bit inconsistent since you have to rely on the lightning, but at least that way you get to make work out of both buffs instead of specifically aiming for the damage buff.
  25. Atlas has 6 augments, one passive augment, one for each of his abilities and two for his ultimate, one of which was originally a PVP only augment until it got allowed into PVE. The augments aren't that amazing though, some potentially useless or a bit pointless, but he definitely already had a lot of them. Atlas himself mainly just needs a buff, and every prime frame that hasn't gotten a prime trailer yet should get one, but it likely takes a while to even make the trailers.
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