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(PSN)CommanderC2121

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Posts posted by (PSN)CommanderC2121

  1. 33 minutes ago, Drophys said:

    double damage when it crits, you'll always be crit with wrathful advance, at max rank its always 100% double damage

    As other said after, duplicate only works with base crits, naturally yellow. If you have wrathful advance and more then 200% crit its physically impossible to yellow crit with WA active. I understand the intention, just not sure if it works given the rest of the build

    • Like 2
  2. 30 minutes ago, Drophys said:

    Let me show a true one punch man build
    68dYtRv.jpg
    Get furax with incarnon, build as much damage as possible with crit damage

    YHm7oxx.jpg
    MORE CRIT DAMAGE!!!! and a bit of energy sustain
    829mV6W.jpg
    Slap a wrathful advance to get that sweet extra crit chance that is 1:1 with your strenght, about 231% crit chance

    And you'll punch up to millions of damage per punch

    Might I ask why duplicate? Ive found melee exposure to be better as its just free damage at all times

  3. Honestly I think AoE weapons are in some of the best state they’ve ever been. They have clear upsides and downsides.

     

    If we compare now to the other 2 major time periods for AoE, 1)  where you insta killed yourself if your shot was slightly too close to your frame, 2) AoE had no downsides at all and was beyond the most dominant weapon type, then I dont see how the current iteration isnt the best for the game.

  4. 19 hours ago, (XBOX)YoungGunn82 said:

    Question about this subsume. What did you replace, I’m assuming the rock wall? And what’s the play loop? Is it advanced wrathful, landslide landslide landslide then AW to the next enemies? Rinse repeat? I’m vary intrigued because I ran into the gem on YouTube and holy S#&$balls. 

     

    Pretty much. Dont forget to use prettify for more damage and passive stacking. Atlas’ rubble heap augment is amazing, and imo required for later game runs due to the benefits of free landalides

  5. 16 minutes ago, Xzorn said:

    They could. I dunno. Just fix them?

    When there was a combo Multiplier they worked fine. Slash Dash in particular hit like a truck. At the time everyone was using Excal as a turret over melee so I very much enjoyed giving him combo timer and letting those 600k Slash Dash hits rip. IMO a good start would be to fix the combo meter timer. It's a needless mod slot taken up.

    Just set it to 10s base and have it decay instead of vanish.

    Remember back in the day when wukongs passive was *+2 seconds to combo duration*

    15 minutes ago, (PSN)Madurai-Prime said:

    I agree, I love Stat sticks. 

    Another example of how average players ruin games because "I can't do what the YouTube guy does so get rid of it."

    It's not that hard to pick a high dispo weapon and roll some high stats.

    Not at all. My friend has been making gara a slash proccing monster while Ive been making excal an invincible dashing beast. Its so fun

  6. I feel like everytime I see people talking about a game mechanic they want removed, one of the most common are stat sticks for psuedo exalted weapons, those being the first ability of Atlas, Excal, Gara, and Khora. 
     

    Honestly, as someone who has for the last few months fallen in love with making excals slash dash a damage monster, I think we need more. 
     

    Not only have psuedo exalted weapons become more powerful with incarnons, but the new melee arcanes have further given them a lot of opportunities. Id go so far as to say in many cases the psuedo exalted weapons are equal or better then most standard exalted weapons. 
     

    So now, we need more psuedos, or ways to make psuedos. My first choice?

     

    Give mach rush a way to scale damage based on melee mods. Make it an augment, and finally let me run through every grineer A-train style!

    • Like 1
  7. Welcome to the fight club. Number one rule, we dont talk about fight club.

    But seriously welcome. As others have said, I highly recommend Kullervo’s subsume for instant easy red crits, and the Magistar, sibear, and ceramic dagger incarnons for stat sticks. 
     

    I will also however recommend the mk-1 Bo as a stat stick. It gives the highest status increase of 38%, bumping landslide from 5%->43%, which makes applying viral and other statuses extremely easy and effective. Condition overload sadly does not work, but even just viral procs crank up the effectiveness a ton. 

    • Like 1
  8. 9 hours ago, XHADgaming said:

    . . . But she did get touched. And having perma invuln is really helpful at times.

     

    She got minor changes but nothing that massively swayed the needle. Her defense strip is ok but its limited more then other comparable abilities, and while she can be invincible, so can many others, and they dont lose movement or a mod slot so that they can move.

     

    Tbh I just feel like she doesnt encapsulate the theme well enough. her 1st is a meh ability that requires more investment then it gives, her 3 is a very solid ability that sometimes runs into issues with enemies not targeting each other, and there could be an argument made that loki's radial disarm does what she does equally or better.

     

    Id love if she could actually mind control an enemy and play AS the enemy. The tech is theoretically there, with Kahl/Veso gameplay as evidence.

    8 hours ago, (XBOX)Upl0rdYT said:

    Bruh if her 4 had capped energy she would be top tier.

    Yes she doesn't excel in damage but that's because she's themed around mind bending, and even then she has some armor stripping potential..

    She's still decent (and honestly would only need touch-ups to her 2 and 4 at worst). The reason why she looks bad is because every frame to come out has had cc, damage, weapon buffs, and more in a single kit with no augments.

    Her 4 doesnt make sense with the rest of her kit. If she is a mind control frame, why can she generate forcefields. If she is a psionic frame, then why do we only see some psionics in her last ability? I don't need her to excel in damage, but I feel like she has a lot of potential with her theme that goes untouched. I feel like she would benefit more then any other frame if she received a rework because the game is such a different game then when she was released.

    • Like 1
  9. 35 minutes ago, (PSN)Spider_Enigma said:

    also y do i need an augment to heal myself?

    EDIT:  thanks for using the simulacrum witch doesnt show the problems with plunder, or the passive at all

    spam casting plunder in normal missions doesnt seem to do anything and i constantly get only 20-90% buff when the cap is 500% for the damage,testing myself and seeing it work in the simulacrum doesnt mean anything.... and because i dont know what the issue is i ant really submit a bug report 

    So spamming plunder isnt a good idea. It refreshes when you cast it, and the buff scales off enemies and the amount of corrosive stacks, after which it removes the stacks to make the armor reduction permanent. 
     

    Also you dont need an augment to heal. Theres a multitude of ways to heal.

    • Like 2
  10. I keep seeing people understandably talking about the styanax augment, as it is amazing, but I feel people are sleeping on the sevagoth augment. 
     

    For those not aware, the new augment allows sevagoth’s first (and the 3rd in shadow form) to provide an additional crit buff when shooting debuffed enemies. This is a base chance of 50% crit. 
     

    But heres the thing. Its additive crit….

    That means just 200% crit chance allows every weapon to guarantee crits on any debuffed enemy. And when a debuffed enemy dies it spawns a shadow (up to 3) to roam the map and further debuff enemies for free. As far as I can tell the shadows just automatically seek non-affected enemies allowing for almost constant uptime. 
     

    Its seriously so good and youve got to try it out. 

    • Like 5
  11. 1 hour ago, (NSW)fonglis said:

    Also a auto-fail timer on disrution after 15m without activating a talisman (I know it because ghoum saw stance far on mars disruption)

    Pretty sure theres a 15m autofail for survival if the life support has ended. I remember years ago playing valkyr and being curious how far I could go with no life support and having the mission suddenly end after having no air for a bit

  12. 26 minutes ago, (XBOX)GearsMatrix301 said:

    Pretty sure it said that nothing mechanically changes about the abilites. Just that they’re displayed through Overguard.

    The base defensive properties of these abilities and Augment Mods have not changed! 

    This change also has the added benefit of allowing “On Damaged” Mods and Arcanes to apply to all of the above! Prior to this change, the aforementioned abilities wouldmake the player "invulnerable" until the added survivability was depleted. Now, Mods and Arcanes like Adaptation and Arcane Avenger can now be triggered when damage is taken to Overguard, because it is treated similarly to Health and Shields.


    copied right from the patch notes, so assuming they are correct and the base properties were not changed…

    • Like 4
  13. In the most recent update DE wanted to make overguard more built into warframe kits, and changed Atlas’ rubble, Frost’s icy avalanche and Rhino’s ironskin into overguard. They specified that the way you gain ironskin will not change, nor does it values, but now ot does gain benefits upon taking damage, such as adaptation. 
     

    This makes rhino so much better right? Its already easy to reach a million ironskin, and with damage reduction counting towards it, the scaling is even more intense. 
     

    Im not crazy right?

    • Like 2
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