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Leqesai

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Everything posted by Leqesai

  1. No stay away!!! Its a bad build. Frost is low tier. Don't you dare try that build!!!! Jokes aside, here's what makes the build work really well 1: Avalanche strips armor 100% straight out the gate. Avalanche also causes a 65% slow to overguard enemies 2: Gloom pretty much locks down all non-overguard enemies by virtue of the cold proc's slowed animations being further slowed by up to 95%. 3: Icy Avalanche + giant range can easily maintain 1K-2K protection in steel path missions (falls off in circuit or endurance). Icy Avalanche gives status immunity which opens up build flexibility with high range AOE weapons. 4: Giant Bubble is easy to stack due to max efficiency (and as any Frost player will tell you, the only way giant bubble makes sense is if you're able to massively stack its HP since the sucker gets hit by everything). 5: Giant range means you can easily spread cold procs with Ice Wave, which can be helpful in slowing up eximus units when they're outside Avalanche's range. Edit: I removed a bit on here that said Gloom's drain was way higher than it really is. For some reason I completely blank-brained the listed drain as the max drain with 10 enemies, and thought that was the drain at max range.... This here is only 1.8 at max enemies. I still stand by what I said regarding the efficacy of the abilities when taking into consideration the spammy build intent, but that spicy dinosaur is right. You could certainly get away with a bit higher drain on the gloom. My previous setup had 3.3/s and it was fine. I'd run out of energy from time to time (especially in circuit where there are tons of enemies and not always a lot of energy) but the loadout with 1.8/s mostly invalidates those issues.
  2. Yeah its a pretty bad build. I wouldn't bother trying it if I were you. I'm a pretty bad Warframe player :P
  3. Yes. Gloom with min drain is, as I mentioned in my post, important. Especially when you're running that much range. With that much range, Gloom's drain can be significant. If/when Gloom drops or you're unable to spam avalanche (to keep icy avalanche active) you're done. Energize makes the energy management a non-issue.
  4. I feel that the "too much range hurts defense missions" thing is more an issue on specific tilesets than anything else. For missions where protecting the target has some manner of risk, the extra range is very helpful. Especially in steel path circuit or archon missions. The large range helps separate eximus units from the pack, which I've found useful. Especially when doing Steel Path density missions. But yeah, on some of the older or claustrophobic tilesets the large range can be a little problematic. Thankfully high str + avalanche is able to clear enemies well enough to mitigate issues that come about as a result of large AOE Gloom.
  5. After posting my build I realized I had borked up my shards testing stuff out. The shards I use are 1 casting speed 3 duration 1 tau power strength This results in min drain on Gloom (1.88) where the build I shared had 3.33 drain. The difference between 3.33 and 1.88 is pretty significant, given the much larger radius with my setup. It only has 169% power strength with just puts it over the threshold for 100% armor strip at mission launch.
  6. Thats similar to my build though I go for: Duration isn't needed. The armor strip is permanent. You just want enough duration to ensure your gloom drain is at the minimum value so the giant radius isn't impeded. Also Molt Augmented plus growing power and madurai get you to 95% slow with this setup, which when applied to enemies with cold procs results in like a 99% slow. Larger range makes Icy avalanche significantly more useful too.
  7. I don't think movement associated with an ability animation counts as movement for the afk timer. It might but I doubt it
  8. CC against overguard+eximus units is useful IMO. And for the record, I don't think Frost is garbage tier. I'd put him very high on the list right now specifically for his ability to easily remove armor while being one of the few frames that have any manner of CC against overguard.
  9. Shhh... no he isn't. Frost is a bad frame. People shouldn't use him... >.> <.<
  10. Couple of things. 1: Isn't Sevagoth pretty much the "grim reaper" frame? He literally has an ability called "reap" that reaps enemies... He also has a theme built around death/spirits and sharp things. 2: Why would a grim reaper frame have a "3 headed hellhound"? 3: He uses a chain to "reach down and pull a random warframe"? What? So he has a passive pet and an active pet summon? I don't really see much "Grim Reaper" in this idea outside the 4 and possibly the 2. An exalted scythe would be pretty cool. Though it makes no sense to me why it would do fire damage. The Grim Reaper isn't really known to burn people. I think you're combining Grim Reaper with Ghost Rider, or something...
  11. Frost is garbage tier. I'd just never use him if I were you.
  12. Yeah you're right. My initial reading of the TC's post did not consider the bug described in the thread, and I also misread what I believe they were trying to say regarding changing the frame rather than DE changing the game. Thanks for providing clarification and an appropriate frame of reference regarding the actual at-issue.
  13. https://warframe.fandom.com/wiki/Inactivity_Penalty Unless the wiki is incorrect, you are mistaken. The afk penalty goes into effect if you get kills in defense. The afk penalty was created, partly, to stop players from farming defense afk. You have to move 5 meters in two minutes to bypass the afk penalty. That is, outside of bugs that cause it to occur. Though it should also be noted that what the tc describes sounds a lot more like he is standing still pushing 3 and 4 every 30 seconds instead of the bug that has been described in this thread.
  14. I don't remember what my anniversary is. No way I'm going to remember the years stuff was introduced :P
  15. Bingo. Its also why Frost + Gloom is crazy good. Seems like doubling down on slow effects would be redundant but gloom applied to enemies afflicted with a bunch of cold procs has the net effect of causing a much more potent CC against regular enemies and consistent CC via cold procs against eximus units.
  16. My favorites from each category are: Primary: felarx Secondary: kulstar Melee: xoris Archgun: kuva grattler
  17. Damn has it been that long since it was released? Maybe it's been longer than I thought since I last messed with it. I know I did a load of builds with it at some point but who knows how long ago it's been.
  18. Additional projectile speed definitely hinders the homing trajectory in my testing. It isn't incredibly significant with lethal momentum on its own but if you also have a projectile speed riven or use zephyrs augment it is more clear. Negative projectile speed, however, has a noticeable benefit with regard to homing. It's off set by the slower projectiles though which can make using the gun a little weird. I will have to go ingame to double-check though because I last looked into this like a year ago (or more?)
  19. A riven with negative projectile speed greatly improves the homing capabilities of cyanex.
  20. Too bad New War made it so we can no longer hear this great song in Fortuna.
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