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soshootso

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Posts posted by soshootso

  1. Ive done about 120+ hydro captures

    (3x3 or 4x3, one x3 = one tridolon hunt, Tera, Gantu & Hydro.) per cetus night.

     

    *-2-3 amp is currently the meta.

    Explaination:

     

    - 2 has highest crit chance & crit damage, has great AoE, but requires you to be close

    - 3 increases crit

     

    u can pick whatever for the first part. You wont be using it on the eidolon anyway, if youre maxing damage output.

     

    To further increase damage, you need  Madurai Void Strike, and / or Unairu Wisp. (best to have 3 VS, and 1 Wisp in squad)

     

    Then add the +60% Crit damage arcane to the amp (from quills)

     

    And last, but not least: Shoot amp through a volt shield to get a 200% crit damage multiplier. OPTIONAL: Use multiple volt shields and electrify these to add electricity damage to amp attacks.

    I have multiple amps, currently using a 2-2-3 for eidolon hunts.

  2. I wonder how many times this has been mentioned:

     


     

    - Eidolons sometimes decide to teleport, even though there are sufficient charged lures in range.

    - Lures despawn at 5 minutes before night ends, not allowing the player to capture any eidolons.

    - Void Strike (Madurai) gets removed completely after you die and respawn

    - Eidolons insta-kill players when it casts a "air burst" of energy and the player is mid-air. (not talking about the part after a limb is destroyed)

    - Eidolons sometimes dont get captured even if you have sufficient charged lures in range.

    - Cant use any abilties, cant switch to operator mode. Sometimes going out-of-bounds in water fixes this.

     

  3. 1 minute ago, SteamlordD said:

    Her trashcan passive could be changed to give her some kind of survivability instead, like an Overheat gauge that fills as she does heat damage, drains over time, and provides damage resistance, promoting active play (which was the goal of the WoF nerf) and providing sustainability.

    I do agree they need to buff somethig to make up for her low range, but since DE classifies ember as a "caster", giving her more surviability would go against their first reason to remove the overheat feature.

    They should just buff accelerant damage multiplier, explained in my post, so its somewhat balanced.

  4. Easy. Instead of 100% World on Fire damage, make it +100% strength, so it affects all her abilities. Since DE applied the x2 energy consumption, this seems to be deserved at the very least, putting her back to equal-ish terms of how she used to be performance wise.

    Since DE's intend was to balance ember so shes not being used as a "AFK farm" warframe. I believe its not to nerf her performance. 

    Spoiler

     

    The x2 energy consumption is definitely a nerf.

    But the biggest nerf is accelerant. You can no longer have a decent range (say about 18-20m at 100% world on fire), and have a high accelerant multiplier.

    You will have about 8-10m at 100% world on fire, if you want to goto higher levels, which then will bring ember into point blank range. So yes, that does mean you need to recast a lot. Which becomes a micro management thing and renders the mod "Energy Conversion" almost practically useless, with the ~15 seconds time to transition to 100% WoF.

     

     

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