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Sunai_Moonswing

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Posts posted by Sunai_Moonswing

  1. I've got a few I like. These builds are all zero forma required, on Banshee Prime.

    bDGYEx2.jpg
    Here's my most used build, usually used to take out liches, or if I feel like playing a nice relaxing cover shooter, just use cover and slowly progress through extermination missions. It's fairly straightforward: cast 2, recast whenever duration is about to run out. Shoot the glowing bits. If you're getting overwhelmed, blow them down with your 1. If you have to move through several tiles, cast 3 and keep jumping away through the map. Usually, the stun ends by the time you're out of range. Hunter adrenaline is there because I run around with a furis and the Winds of Purity mod (As well as a riven to increase its damage output). Otherwise, I'd suggest using intensify and redirection as she benefits more from shields than from health.


    xfEsanI.jpg
    This build takes advantage of the Skiajati's ability to make the warframe invisible on finishers. But grabbing Arcane Trickery won't hurt, as that arcane will allow you to cast abilities without breaking invisibility. It's somewhat of a gimicky build that only really shines against very tough individual targets. And really worked best back when daggers had infinite finisher damage.

    LaZFdU5.jpg
    This last build is meant to clear missions up to level 40 with ease. If you see anything on your minimap, press 4. If you see any enemies nearby, press 4. If anyone is still alive, get within melee and... PRESS 4!

    With the shield gating update and upgrade to her armor, Banshee feels much tankier than she used to be.

  2. I'd personally like the sentients to glow when they're no longer held by stasis. Some kind of red outline resembling their Murex. 

     

    Or... Forego stasis completely and have it just slow them down like in conclave. 

  3. From having spent some time running defection, I've got the feeling that this is the one area where just increasing their damage made them a lot stronger. When the infested reach level 60 or so, they can down a kavor in 6 hits. Something that's easily attainable if you're not providing deadly, preventive care for those survivors. 

    Which does make the game mode feel a lot more balanced, as before you could just tell them to go from C to A, and just let them go. So now it's a proper escort mission. 

     

    As far as other damage situations go, like defense objectives, yeah, it feels well balanced and it works. 

  4. You can break the massive inertia her 1 gives with a ground slam (aim downwards and press melee) or recasting 1 towards the ground.

    I've not tried this build yet, but I've heard that the augment for her 1 can reach some large damage numbers pretty quickly. 

     

    Second ability, I have to agree that even it's synergy with her 4 is laughable, as the projectiles follow random paths and are more likely to hit enemies in the tornados than the tornados themselves. 

     

    Her 3... Will keep you safe from all projectiles as long as you have 100% range. Any less and you do run the risk of latency, or your own speed causing shots to hit you. Meaning that only AOE (flamethrowers are AOE, be careful around them) and melee can affect you. 

     

    And her 4... The tornados NEED A FREAKING AI THAT DOESN'T HAVE THEM HIDE INSIDE WALLS! the damage they do, by being near a target when you shoot or melee them is superb! Favorite example is a kuva lich, if a single tornado is trying to lift him, he will take the damage from your melee, and the damage you did to your tornado. 

  5. On 2020-04-04 at 4:32 PM, kapn655321 said:

    if Auras get stronger, what happens with Combat Discipline, Power Donation, etc.? We'd hit negatives on those values.. which I don't think the game has a plan for, let alone that team mate.


    Just a few snags to consider.

    I think I've seen a Video about that, a Nidus with negative strength linking up with a trinity, causing the trinity to have negative strength as well, then casting bless. It caused a soft crash, as everyone was killed, but not killed, because they were healed to - 100% health and shields. 

     

    The whole idea behind trinity is to always have one of the two abilities up, eithet link or bless. Honestly, I kind of wonder more what the point of her one is, when her 4 does it better. 

    • Like 1
  6. I read it all, but only will reply to things that I'm familiar with/use.

     

    I'm not sure his armor really needs a buff. I mean sure, with your replacement of the icy avalanche, it would work great. I've got another idea for icy avalanche, which I'll get to later. 

    Sprint speed, on both, I'd say is okay, but he could use a friction buff, kind of like Nezha. I'm not a fan of Frozone, you can't prove anything! 

     

     

    His passive, REALLY needs a change, I've only seen it go off 3 times, I think. And as far as I know, it only seems to activate if the hit does damage to his shields and health. Your suggested ability might be a bit much, I'll have to do a test with Nova to see if 20% is too much. However, I do like how different it is and how much change it would bring to the playing field. I do see it being very useful in a lot of situations. 

     

    Never really used his 1.

     

    Never really used his 2. 

     

    His 3? Yeah, I could see it having a damaging part to it. Not sure if it's safe to have it do a percentage of enemy HP as damage would be that good of an idea though. I'm saying this because you could have a range based Frost covering decent sized areas of defense tilesets, where enemies would wind up severely damaged and... Wait, actually that's a good thing. Plus he can only have a limited amount of snowglobes out. Nevermind, yeah that's a good thing. 

     

    For his 4: energy cost change, maybe? Having more energy available, I'm all for that!

    As far as the augment goes, While I do like damage reduction, as it is very modern, I like having that extra HP and status immunity. I would have went with power strength and duration limiting the extra HP that Frost can gain and share, thus forcing a bit more duration on Frost builds, thus allowing snowglobes to absorb more damage before they can be damaged. 

    The idea is, instead of doing a single Icy Avalanche, and that's your total possible armor, you instead have a maximum you can reach by icing as many people as you wish. Kind of like Nidus' mutations stacking up the more he casts virulence. 

  7. Reminds me of when I tried to play her as a full on caster, without using her 4. This was before you could even choose what tribute you got. Casting while aimgliding, or sliding was a must, even with both cast speed mods. 

     

    There's another thing that I found lacking, a sort of regeneration that would feel very welcome to her spellbind: when cast on self and allies it provides status resistance. Why not add some regeneration to it too? 

     

    And lantern... It used to be you could mesmerize entire rooms, I loved doing that, as it really made the cast time worth it. And then for some reason it started only working on a fixed number of enemies, like Vauban's Bastille. Is that still the case? 

    • Like 1
  8. I was going to say he was fine, but then remembered that indeed, there's a bunch of his abilities that I don't use. 

    Vector pad, I gave it thought too. I thought it could be an AOE instead, one that slows and lowers damage of incoming bullets and projectiles, while boosting bullet jump speed. 

     

    Bastille works fine as an armor remover, and encourages you to stay in the Bastille, sometimes risking overwhelming return fire from those not in the Bastille. 

     

    Orbital Bombardment NEEDS to have its silly timer removed. Sure it works great when combined with Vortex. But I like playing extermination missions like they're a cover shooter (you'd be surprised at how well the AI plays along too!). And sometimes, I just want to send a "regular" grenade up that platform, or down those stairs, around a corner (performance wise, orbital strike is a regular grenade). 

     

    As far as I know, a proper damage reduction ability is the only reason why Vauban still is seen as more of a caster of CC, and DPS. Armor is nice, but full on damage reduction is MUCH better in this day and age. Plus, let's face it, only vulnerability that most casting frames have, is range. 

  9. As stated above, it's multiplicative. I'll do a little progression thing that will look ugly, but hopefully be understandable. 

    Going to use Baruuk since he's the topic focus. 

     

    Grineer Balista shoots an impact only round (not counting the small amount of puncture to save time and math.)

    The round does 1000 damage base. 

    Fully charged adaptation (90%) brings the damage down to 100

    His 3 has more than 9 daggers available (90%) the sniper's round now does 10 damage. 

    His 4 makes him more resistant as well (40%) the round now does 6 damage 

    His passive  further reduces the damage (50%) the Grineer scratched Baruuk's paint with a whopping 3 damage. 

     

    Another way to see this effect is the endurance hall of ascension on Lua. Each of the laser beams does a bit under 1 damage, maybe even 0.5. I didn't try to calculate. But most warframes with adaptation and over 200 armor can just stand there without shields, and without taking damage. I believe this might have changed in Warframe Revised, I'll try later. 

    • Like 1
  10. I actually played alongside a wukong. Was pretty fun, since the twin has an enemy radar and won't just stand around waiting for enemies to enter Limbo's bubble. Still unconfirmed if he can actually hit those targets. 

    I usually play as Limbo, Vauban, Banshee, Equinox or Zephyr for the event. 

     

    Banshee might be my favorite. Because 10x damage on all highlighted areas makes enemies very squishy. 

    Vauban just makes things feel easy with his bastille and damage dealing abilities. 

    Equinox, can either be built to increase damage, or just put everything to sleep... And it winds up being the same as stasis. 

     

    And Zephyr, provided the oplinks spawn close enough together, you can protect them all with a 10m radius turbulence. 

     

    All I ask for is that other players know their frames well enough to perform. And have their weapons built to kill. I played alongside a single starter Excalibur, still with the MK1 braton and everything, and he was more useful than some Mesa Prime's because he was actually patrolling the limbo bubble, rather than waiting for everything to move again. 

    My friends run Wukong and Nezha together. (Sadly not matching colors, but they're still a cute couple) They're proactive as well, instead of just following instructions. It winds up taking as much time as all other runs, oplinks take same amount of damage, but the run feels more casual and relaxed. 

    I usually try out different builds and methods with them around. My next try will be Atlas with either path of statues, or Ore Gaze. 

    Although, I have seen Nyx, Nekros (his shadows of the dead have high agro) and Revenant have some pretty interesting effects. 

  11. 2 hours ago, KnightKrawlur said:

    DE would just make the craft time 10 days so they could watch people complain.  lol.

    Believe it or not, I would be okay with that. I've started making sure to craft one forma daily. I think that in 20 days, there's been an hour and a half of time loss between forma crafting. It's not much, but it means that I can only afford to lose 20 minutes, and then I'll have a 10 hour gap. 

    All because it's a repeat process every day. If it were a weakly thing, that would be okay, because there's much less time lost. At least in my mind.

    HOWEVER for those who are on the other spectrum, of more rewards faster.. That would be a step in a bad direction, the pay to progress, because of the time gate. So maybe, make it impossible to rush blueprint, that is more of something the player has to opt in on, and allow players to have a stack of 10 in 10 days, and still craft normal forma. 

  12. I get that self damage is fun to play with, in the sense that it adds challenge, risk and... Not as much reward as just firing a high crit, hunters munitions high rate of fire weapon at a group... 

    But, some weapons are better off without self damage. My favorite example is my kunai, with a fire rate of 10 ammo per second, multishot of 4, and an 80% chance for explosives on each one, it usually takes less than a second to down myself if an enemy charges too close, or an ally jumps in front of me. As it deals an average of 800 damage per ammo, and thus 8000 per second.

    Sure, it's not as bad as having an ogris, or lenz going off and dealing tens of thousands of damage in a single hit, but the idea is there. 

     

    A second long stun is much better than a revive lost, especially at lower MRs where people still struggle against level 100 enemies. And, if the warframe is already being overwhelmed, that single second is enough to kill them off. 

     

    Just read the thread. Wow... I didn't even know that edgelord self harm Chroma was a thing. I usually just stood in a crowd and let them hurt me, pull out the Winds of Purity Furis and gunned everything down with a single magazine,... Self harm for profit is bad. (I'm looking at you Garuda. I know you're only doing it for the attention) 

     

    As far as amp self staggering goes, I don't know, it's a trade-off. Get to damage everything equally, including yourself, or damage everything excluding yourself, but you are staggered for a second. 

    I'd say that if either choice bothers you, maybe you should switch to an amp that's easier to use and doesn't risk hurting you.

    • Like 1
  13. Just like above, Hildryn with overshields ignores toxin and gas. 

    That's better than mag's passive. You know what Mag's does? It sucks, and only when she jumps. In the era where EVERYONE has access to loot magnets. 

     

    So, maybe give her some love before Hildryn? 

    • Like 4
  14. It depends on if you have a finisher build or not. I have a multipurpose Heat Dagger that my Baruuk uses. Yes, it works. Especially when lich hunting, as I can lull entire rooms to sleep, slash the lich, backstab a minion, get the lich and all that without the lich attacking as they are asleep or slowed for all of it. 

    However, if you know what you're doing, go for +finisher on rapiers and hammers. 

     

    Honestly, negatives depend a lot on the weapon. And how you plan on using it. For instance, my favorite rapier is built for finishers and heavy attacks, so I have negative combo duration.

     

  15. Only time where less duration works wonders, is when fighting a kuva lich in melee. As their armor will never drop, and they will be affected by the ability. 

    Which usually results in a level 5 lich always giving you maximum overshields. 

  16. You mean defection? Or salvage? 

     

    Defection solo, just bring a high duration Trinity with some strength. Recharge yourself whenever you need it with energy vampire (2), keep the Kavor alive with bless (4). 

     

    Infested salvage solo, grab Vauban, give him a range duration build. Tap Mines (2) once, then hold mines (2) near each objective. Hold Bastille/Vortex (4) on top of each shrapnel mine to create a Vortex on top of each mine, forcing enemies into it. Regularly kill all enemies caught in it if they aren't already dead, and keep the air freshers fed. 

    You may also use a max range, high efficiency/duration Equinox to quickly kill all enemies. 

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