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Zeclem

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  1. and how many acolytes do you fight? if it ends up as big of a problem, unairu exists. fireblast is not "whack" and it knocking enemies back is not a bad thing for protea. i mean not really? it covers a good cone in front of you, and a base range of 9 meters isnt really all that bad. and the range drawback is well worth trading in all the things i've mentioned that tharros strike has over what this augment provides. way quicker armor/shield removal, healing that procs archon intensify, way cheaper energy cost, does not require the clunk city ability to use. oh and does not take up a mod slot. not really? especially not on protea who gets quite a bit of power strength through her passive. yeah, instead you have all the other massive issues that people have been telling you but you are constantly ignoring them. yeah everybody who played protea for more than two seconds knows that. almost like there is a reason to why nobody mentioned that her ability making you go back 4 rooms constantly as a negative. because we know that it is cancellable. everybody does. so please drop this insufferable attitude. just because you cant address what people can see as weaknesses of this augment does not mean other people are "scrubs". or don't. i have been on the internet and on this forum long enough that the attitude never goes anywhere so feel free to do whatever you want. i am not going to respond to you any further.
  2. the augment "literally" does not give you any layer of protection, it just gives you armor strip. and if you just want armor strip, there are better skills. styanax's 2 does it way quicker, heals you (which procs the archon strength mod) and also removes shields. fireblast, terrify and pillage or some other options as well, and none of these require a mod slot to actually do it and are way cheaper on your energy stores. you can have your turrets kill those bombards way quicker with these options and won't need to deal with the weirdly off place ability that is temporal anchor. "not needing helminth" is not really an advantage either. its just another feature of the game.
  3. honestly, dissapointed in this weeks stuff. mechanicwise they are somewhat passable but the final evolution perks on basically all the weapons cept boar prime are just laughably low to me. like, who thought it was okay to give gorgon buffs in the single digits as its final evo perk?
  4. why do people make threads like this when we have steam charts that completely destroy this ded game arguments?
  5. i run sp most of the time, and basically everything on sp with a bit more focus on endless fissures. and i did try using blessing on my builds and on frames that couldnt generate orbs it took a while to get 50 stacks, so its not an orb pickup thing since arcane itself lets you pick up orbs when not fully stacked as well.
  6. I really liked garuda when i got her, and this is one of my earlier capturas with her.
  7. i am using panzer cat with deconstruct and i am not getting nowhere enough for it to be noticable. let alone getting all 50 stacks in a few minutes. yeah ok i agree, if you couple it with guardian it is quite a bit. this is where i'll disagree though. one amber shard is not really comparable to arcane energize. if you find it to be enough for you, that is ofc fine but it is simply not enough for me.
  8. what meta are we talking here? the ways to reliably get orbs are pretty much limited to two helminth skills that arent really great outside of that specific niche. if you are talking about the base health orbs you get from eximus kills and such, that is not really efficient enough to be meta. and this arcane itself is like, what, 1200 extra max health? i wouldnt say its worth the effort if you cant get health orbs reliably through your base kit already. you dont really need this for squishy frames to do good in steel path, shards are fine even without the incredibly busted shield gating. you would be better off using that specific slot for something else.
  9. yes, i excluded portions where combat performance does not matter so your arcane suggestions do not matter as well. you are going to ignore the math i just put out that shows that that "second strongest duration" is far from the truth in actual practise wont you? ah yeah, you just did. no, you do not. if you did you would understand the fact that math is clear on the topic. very very few frames have 2.4k shields, and that is the amount that gets dunked on by a single basic unit of the faction that people fights the most against at a mid tier level. so no, im not underestimating any strength. the strength is just not there. there is a huge reason why people prefer smaller shields for the shield gating because the amount it adds to ehp of a frame is close to nothing. only true dr like from gara and citrine and iron skin fully protects shields, and that is far from "most frames". ah yes, cc. the thing that was already weak and got nerfed to death with overguard. if you think you can keep literally everybody on a map cc'd constantly (because as already established, even a single enemy is enough a punch a hole through your shields), you are just lying. yes, because she cant tank with it because it is worse than her 2. that does not make it a "staple", and she already has much better ways to get a helminth if needed. it does not when its exalted weapons. power str applies on a 1 to 1 basis to their damage. you thinking they had diminishing returns is simply a skill issue. this would be a logical conclusion IF I HAD NOT LITERALLY SAID THE OPPOSITE EXPLICITLY. which I DID. this is not hard to understand if you are arguing in good faith, which you appearently arent. or you just do not read. your choice to decide which one you are at. ok so how do you get to that level of power strength genius? archon intensify gets you %60 at most, and those two mods are the only ones that get you over %200 power strength unless you are using yet more niche things like energy conversion or limiting yourself to zenurik's aoe or dedicate tons of crimson archon shards to a single frame, which is a very limited resource on its own that forces you to sacrifice other stuff that you really just do not need to. almost like thats why i said damage OR survivability. you clearly just cut the part where i said that so blatantly just so you can strawman what im saying. and i am the one who is doing "kindergarten level attempts"? this is such a hilariously pointlessly made in bad faith that i am not going to respond any further. let me know when you can actually refute the actual maths that i have posted instead of just "strength of shields" and try to learn how a properly mannered, civilized discussion is supposed to be had. @(PSN)Joylesstuna no need to be confused, they just did not know that.
  10. in missions where you are need to kill things, 125 kills is really nothing. in endless missions, 250 isnt a big number either. you most certainly do not need to spend an hour to get to those kill counts. not even close. molt augmented is actually just passive. you get more power per enemy you kill. no need to go find cover for 6 seconds to get something out of that arcane. if you have a build that needs the duration from molt efficiency, that build is not going to be anywhere near reliable because of you constantly losing your duration buff in middle of combat. it can not replace a mod when you are going to lose that buff constantly in any mission that actually has enemies that are worth building anything against if you care about having a reliable build, and if you think an intensify mod is going to be better than ma %90 of the time you arent playing steel path or missions where you actually need to kill. you clearly do not play much in levels where balance matters if you think this is a legitimate answer, so lets make a simple calculation to demonstrate how incorrect this statement is. an elite lancer, the most basic grineer unit, does 150 damage per burst(they use hinds so they always fire in bursts) at base level. the enemy damage multipliers goes with this formula:. at level 100, that means they have about 16 times the damage per burst, which is 2.4k damage per second. so unless you are playing frames like hildryn or volt where they can keep spamming a skill to keep their shields topped off, you are going to lose that shield in less than a second to a single enemy that is also the most basic unit of the grineer. in a horde shooter where much, much stronger enemies are more than plentiful. and no, adaptation isnt going to let your shields survive on its own either. even if it gave complete %90 dr at max stacks, which it does not, that is still more than enough damage that will come your way to eradicate your shields. not to mention that level 100 isnt even high to begin with. steel path starts with higher levels than that. cept it is worse than your 2 at healing, definitely worse than gloom and elevate as well. why should i spend an arcane slot on something that i already have better options for? how in the world is this a "staple"? you do know exalted weapons damage do directly scale with power strength right? considering that and the fact that fire rate is a stat that has severe diminishing returns just like every other stat unlike power strength on exalted weapons, and secondary weapons already tend to build for fire rate with lethal torrent, you arent really getting that much extra dps with titanias augment. and to get %200 fire rate with that mod you would need to have at least two hundred power strength, for which you need either blind rage or transient fortitude, both of which has their own sets of negatives. especially for blind rage since titania whose augment requires constant casting of titanias other skills while maintaining a channeling ability, basically making arcane energize a necessity. tldr: yes, you can use arcane pistoleer on titania. but its not some kind of staple, bis arcane for her. not even remotely close, unlike what you are claiming. problem is they are good on very, very narrow niches thus making them not necessarily great examples to bring up in this conversation, especially when basically everybody agrees on that already. and not to mention that even in their niches they arent strictly superior to other options that are way more widely usable so that is another reason why they arent the best on those specific niches either, they are simply viable alternatives. ok how many frames are there that this applies exactly? because i can tell you that every frame will care/need help on either damage or survivability. including those you just listed. and just energize alone is more than enough to support those examples as well so you dont really need steadfast. i quite literally said the opposite, that them being niche is not a bad thing because we dont need more power creep. i never once said it would be bad to have an alternative to arcane energize either, because i actually think it would be great if they did that (which they have but then they nerfed that arcane). maybe try reading what people say before you accuse them of doing that? just a thought.
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