Jump to content

Redspace0095

PC Member
  • Posts

    165
  • Joined

  • Last visited

Posts posted by Redspace0095

  1. 2 minutes ago, Maka.Bones said:
      Reveal hidden contents

     

    She's still too fragile for that. In order for it to work 1) She'd need a base-stat rework. 2) she'd need other, new abilities to synergize with her new shield (her fireball I.E. would still be useless). Like something else that helps her survival while the shield isn't up.... something that helps her heal herself/mitigate damage/replenish hp/shield or something.

    3) not many things deal fire damage, so we would still have a passive that's situational... so still kinda crappy. 

    Plus, I thought DE wanted her to be an offensive-casting frame. Not a defensive brawler.

    If the x% of incoming fire converted by is used as a Damage Reduction maybe a 80% incoming damage converted to Energy at max Power (therefore a 80% DR for the life of the shield), it can be used as a survival upgrade and a better way for the frame to regain energy to fuel the less efficient WoF

  2. How about changing her 3 to a flame shield. 

    Duration ability, set range, converts x% incoming damage to energy (affected by Power Strength). incoming Melee strikes cause striker to receive fire proc (Base Heat damage plus Heat damage as per mod set up on primary weapon to assist in scaling)

    Change Passive to Fire Damage heals rather than energy regen, Healing received scales in size of fire proc.

  3. A build I have been messing around with of late with Valk is to make use of all the Energy Regen/Orb Bonus and Melee Channel Efficiency buffs from Zenurik, with Rage/Hunter Adrenaline, Vitality, Primed Flow, Continuity (to be swapped with Warcry Aug when I get access to it), Quick Thinking and both Armoured Agility and Steel Fiber. 

    This gives 2100 armour, which appears to be as high as you want to go before damage resistance gains become marginal. I use this build primarily as Channelled Melee only using Warcry to buff melee speed and Hysteria Mode as a Heal. 

     

  4. 4 minutes ago, AEP8FlyBoy said:

    I'd first like to see them rework Channeling as a system first. Because in cases where you're surrounded by enemies, a few channel swings and you could be out of energy. I really think that Channeling should be a mode you can toggle on/off while in Melee, and one that drains a certain amount of energy per second, rather than per enemy hit. A function could be implemented that incorporates a combo counter into Channeled melee hits as well, increasing damage over time, sort of how like Body count or Blood Rush works.

    Just to make Channeling a bit more lucrative, anyway. But yeah, I agree that Zenurik's efficiency for channeling is nice.

    There is a option to turn channelling, blocking and aiming to toggle in control options, but I'd prefer it to stay energy per hit rather than per second in case i forget to turn it off when i'm using a melee only build

  5. 5 minutes ago, (PS4)T0katax said:

    It states that the armor impacts the size of the health package thats created. It doesn't state wether or not this health package in turn is affected by armor or not.

    At the very top of the wiki entry:

     

    Quote

    Rhino's total armor multiplied by 250% is also added to the buffer's health.

    There is no damage mitigation from armour to incoming damage to the Iron skin as far as i am aware. 

  6. When you cast Iron Skin, it looks at your armour rating and ability strength. Then It makes you invulnerable for 3 seconds and any incoming damage is then used to buff the EHP further. The WIki gives you the full formula for working it out

  7. alternatively, just save rewards every 5 waves so if you do get ganked in this fashion you haven't lost your rewards already earned and bonus xp. Another idea would be to spawn a extraction point after wave 5 so that you can bail out.

  8. but the extraction requires at least 2 out of 4 players to be there and it ends it for the whole party. A more defence style one, even if it is set for every 10 waves, would at least allow those that have reached the point of their weapons/frames usefulness at current mod level to bail without losing affinity or resources collected. Plus they would have to also stay alive during the 60 seconds or so for the extraction to work. 

     

  9. Rhino is in a good spot as far as I am concerned, especially for a warframe that is available to players so early on. He is set up as a Support Tank and is very good at it. He has good base armour, good shielding levels and reasonable health. He has a self-shielding anti-CC, Anti-Status ability that for the first 3 seconds can use incoming fire to buff the strength of that shield further. When this is tied to the skill specific augment, it can be detonated as a aoe blast and recast again. It also pairs with the augment for his charge for even more. And this is only is 2nd ability....

    As other have stated, his only naff ability is his passive. I'd prefer that his charge augment become his passive. His current one really doesn't do anything but be irritating as you are trying to catch up with the nimble buggers racing ahead.

    Side thought: I wonder if using a melee with Guardian Derision and  Electromagnetic Shielding before casting iron skin would be worth losing 2 melee mod slots.

  10.  

    48 minutes ago, yilPhil said:

    Tip that has worked for me, try equipping a non-maxed Investigator mod on him. I tried it with one almost maxed out, and now he scans about 80% of the time on the starchart, where-as before he would never scan.

    tried it with a rank 3 investigation mod for 2 runs. First run got 1 scan, 2nd run got 3. Really seeing no point in using Helios any more, whilst it's offence is pretty good I prefer not to have them armed so they don't attract aggro.

×
×
  • Create New...