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Leriel

Grand Master
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Posts posted by Leriel

  1. http://warframe-builder.com/Warframes/Builder/Ash_Prime/t_30_3200020020_5-4-5-13-2-3-34-8-5-49-3-10-57-7-5-256-5-3-392-6-3-479-1-10-481-0-10_481-7-479-7-13-13-49-16-5-9-256-11-392-9-57-15-34-5-f-f_0/en/1-0-37/0

    Ignore the polarity, this build focuses mainly on team play. You can use either Naramon Focus or Zenurik Focus. Natural Talent and Constitution can be replaced with Fatal Teleport (finisher animation may not be engaged under certain circumstances, refer to Warframe wikia for more info) and Fleeting Expertise depending on your preference.

    Bladestorm build starts losing efficiency in terms of killing enemies in endless mission even with x4 Steel Charge setup, enemies would be invulnerable to ally damage when you or your clones engage attack animation on marked enemy. Allies cloaked by Smoked Shadow buff remains invisible even in Nullifier bubble which is better than Ivara's cloak arrow.

    Both Ash and Ivara can cloak allies and 1 shot enemies with Teleport/Sleep Arrows + Covert Lethality Combo. Depending on tileset, team composition and playstyle, one frame may excel against the other one. When it comes to personal survivability, Bladestorm and Teleport>Finisher provides temporary invincibility under risky situation.  

  2. Nullifiers and upcoming Kavats can counter invis. And you seem to be uninformed about Ash's Augment mod.

     

     

    A rather underrated tactic indeed, Ivara has to spend more time deploying invisible field + expending more energy and the field might get nullified while Ash's augment allows his allies to move freely without being confined to a fixed radius. In wide area maps like Interception, Ivara would be better at supplying invis field to allies at separate locations without having all allies to regroup for invis like Ash's smokescreen. 

  3. Less than 640 DC members voted, there were better ideas that should have won. Especially Equinox's last ability, the augment is a good way to "encourage" form-switching. When you see the other options available in the poll, you'll feel truly sad for the frame since DC members may not necessarily invest a good amount of time playing said frames. Having a small target group to vote for crucial augment abilities is a bad idea since not everyone in DC can make impartial decisions. I think that most of the augment abilities DE release are way better than most from DC.   

  4. Procs use the modified base damage.  Acrid base damage is 35; after Hornet Strike it's 112.  Half of 112 = 56.  Adding both multishot mods gives us 56 * 2.8 = 156.8 average tick damage per shot.  If you fire at an enemy for 1 second at 10 shots/second, that's 1568 Toxin damage per second.  If that enemy dies at this point or you pop a spore, the Toxin proc damage/sec of 1568 from the target gets spread to each recipient as 1568 * .5 = 784 AOE Viral damage that procs Toxin (and Viral) for 392 damage/sec.  

     

    The DoT does decay significantly in strength when in each individual spread case but if you have AOE that enables you to pop many spores at once, this damage adds up significantly.  Nevermind that you can just fill enemies full of Acrid darts, let them drop, and then proceed to the next enemy, mounting AOE damage as you go.  Gas Ignis also spreads hell from the sheer number of procs and spore pops that it causes.  

    The initial toxin proc after popping the first spore doesnt seem to make sense when I was testing Torid with only Serration mod. Affected enemies only receive low static toxin damage. I suppose there's some problem due to the fact that Torid was consistently popping all three spores from the host simultaneously. When using Gas Lanka, I was able to see 1000+ toxin proc from Spore spread on infected enemies which is still okay in mid-level missions. I still prefer using Hikou + Concealed Explosive to maximize the dps from Spore bursting which performs really amazing against groups of enemies. The mechanic of stacking Toxin damage is still pretty wonky among some weapons. Moreover, trying to stack a high Toxin proc on an enemy is impractical due to the fact that you have to AVOID hitting the spores otherwise you'll just spread minuscule damage of Toxin proc.

  5. The reason that current Saryn is able to kill high level enemies is due to the Spore and Hikou + Concealed Explosive combo. You may bring other AoE weapons for the combo but Hikou spreads the Spores relatively quickly such that there'll be a dozen of spores on each enemy. The number of spores increases exponentially with more enemies around, thus making Spore a very good damage dealing ability in Survival and Defense mission. The utility of Viral proc is undeniably good. 

     

    However in terms of the damage capability, it relies heavily on the numbers of enemies and the weapon that can spread the spores very quickly. The current problem lies with the restricting mechanic of the Toxin spread which basically resets the amount of Toxin damage you are stacking on the primary host after you pop the first spore on it. Toxin proc from AoE weapon doesn't seem to add to the Toxin damage spread after hitting the first spore, which might be a bug or probably due to the fact that all 3 spores are detonated simultaneously. Lanka is the only weapon that I found being able to stack up moderate toxin damage on the host before accidentally hitting the spore.

     

    Though the idea of stacking ludicrous amount of Toxin damage before spreading it is nice but it is near impossible to replicate in-game. The time spent to even build up 2 stacks of toxin damage is impractical since  1) enemies dies too quickly unless your weapon/teammates are unable to kill them fast enough in endless high level run    2) accidentally spread the spore (you basically can't even afford to hit the enemy with a Toxin proc without popping the spores after the chain-reaction of spores being spread.)

     

    tldr: If you want to see nice numbers from Spores, try running Survival/Defense mission using weapons that can spread spores quickly, don't even bother trying to stack Toxin damage. The mechanics on Toxin damage spread is impractical. You can afford to solo high level endless mission but be prepare for massive frame rate drop if you have a crappy computer. 

  6. Prenerf/buff Saryn Miasma build falls off in endless mission and ends up becoming a CC. You should build for ability 1 and 2 (range and duration), -50% max health from viral can allow your x4CP team carry different elemental combos. In the current state, Miasma is too inefficient in terms of energy and time spent on setting up a powerful radial DoT that last for a short duration.  

  7. 11) Go outside and try to get a girlfriend/boyfriend and end up getting rejected. Cry, chow down unhealthy fast foods and desserts alone, play Warframe until you've gained enough social confidence. Rinse and repeat until you get a girlfriend/boyfriend. 

  8. Some minor improvement/quality of life changes on these abilities please.

     

    Venom - Spores spread upon enemy death. Allow damage/duration to stack from new spores with cap limit. Subsequent casts with reduced energy cost. Allow spread radius to be affected by power range. One hand casting animation.

    Enemies die too fast before you can spread the spores. Excluding infested, most enemies do not group up close enough for efficient spore spreading. Usually, 4 or 5 enemies will get the spores. Casting animation of Venom is slow, halts movement and leaves you vulnerable to fire. Being able to cast venom on the move reduces the time spent on setting up for Miasma combo.  

     

    Molt - Upon cast, Saryn will be invisible for 2 seconds (unaffected by duration mods) or give molt the same SnowGlobe treatment.  

    Additionally, give molt a forced threat priority within a 10m radius.

    Currently, molt doesn't last long against level 30+ enemies without maxed power strength and with the upcoming changes to molt being a damage buffer for Miasma, molt needs to last long enough to be beneficial in terms of survival for Saryn.   

     

    (Rant) Miasma - Allow damage to stack from subsequent casts with a cap limit.

    Current Miasma is capable of dealing high burst damage in a short period which means there will be lesser enemies attacking you. With the upcoming change, Miasma will be turned into a high DoT ability which still leaves you open to the enemy's attack.

     

    Hypothetically speaking, a Miasma build that deals 1000 damage per second and last 30 seconds (30000 total damage) might be awesome, but it isn't feasible in a 4 person team against 80-100 level enemies due to the fact that the affected enemies would die within a short period of time. At most, Miasma might be able to deal 10000 DoT to high level enemies before they are killed. Miasma's true potential can only be seen in a 1hr+ endurance runs but most players tend to extract after 45-60 minutes.

     

    This is just speculation about the damage potential and practicality of Miasma, please don't bash me for ranting about Miasma. Maybe if DE allows Molt to have the same mechanic as SnowGlobe, the Miasma + Molt combo will be ridiculously good.    

  9. What Im seeing here is a hardcore build for players that doesn't rely too heavily on Loki's abilities as a crutch in high level content since Eximus units start spawning in larger numbers. Replace Retribution with Maglev/Rush. Get an Exilus slot so you can insert Enemy Sense/Sure Footed. Dodging bullets and getting to cover is not the usual playstyle of most Warframe players but it can prove to be the most successful technique for staying alive without relying too much on Warframe abilities. 

  10. I'm seeing a similar trend here when people argued about Latron Prime vs Latron Wraith, which is people whining about Latron Wraith being weaker but the latter end up being superior after numerous people showing proofs to convince people. People wanted Latron Wraith to be buffed on initial release because the physical damage pales in comparison to Latron Prime. 

     

    Anyway, Vay Hek could use a little more crit chance buff or Baro could be a gentleman and bring us a Primed Blunderbuss this coming Friday. 

  11. I just wished DE didn't nerf Viral Proc otherwise it would have been rather viable in high level corpus mission.

    Cernos is kinda the analogous representation of fast hitting secondary weapon with bad ammo economy and mediocre damage. Burst dps is definitely high at the cost of ammo economy.

    Green Chroma + Speed Trigger Rakta Cernos = Legolas

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