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Duality52

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Everything posted by Duality52

  1. Both Shuffling and Lumbering Fragments do not like getting ragdolled. They end up dying as they're unable to recover from a ragdolled state, just like throwing enemies into pits in a ragdolled state. This correlates as to why they don't appear in Grendel's guts most of the time for the former, and rarely for the latter.
  2. There we go; you're using Lohk instead of Jahu. That should correct your Mercy, but now you need to finish off your Level 5 Lich. A tip, but it's ultimately up to you to follow - never Mercy your Lich until you learn at least one of your Requiems. You're Mercying them to test your Requiems, not to gain Murmurs rapidly. By leveling them up, this resets their Rage meter (chance of spawning) and you make it harder to kill them. With the right Requiem Words, you can test them out in particular orders. Once you acquire Oull, as aforementioned by @16Bitman, Oull simplifies the testing of your Requiem words a lot. For instance: Current Order: Oull, Xata, Ris Learned: Xata, Ris, Unknown Oull will always succeed, but shouldn't be used on the third slot for testing your Requiems. If Xata succeeds, you now have a 50% chance that Ris is correct on the final slot. If you fail, Ris is first, while the unknown is last. Play your cards right (and on some cases lucky), you can face your Liches at Levels 2 or 3 on average. Worse case scenario, they will be at most Level 4.
  3. As you perform your Mercy on your Lich, the game is effectively testing your Requiem mod sequence/order. With the 1st slot correct, you don't need to move the Requiem Word in the first slot. However, since the second Requiem was incorrect, you can swap that between the third known Requiem. More context will help. For instance, what are the Requiem Words needed for the Lich? Can you show us your Mercy (stabbing) attempts against the Lich? Do you have all 8 Requiem Words (Oull is special, but not required).
  4. Speaking of the Thraxes, their abilities need some addressing. There's no meaningful counterplay to their abilities as they get complete invulnerability and they tend to use their abilities upon seeing you within range. Legati are particularly more notorious with their Magnetic Beam clones, as cilents can't disable the Clones nor does destroying the clones deal any ill effects to the real Legatus. The Void Angels and even the Fragmented Trios have ccounterplay to their attacks that can even stagger them, but what about the Thraxes? With the more recent frames getting innate armor stripping, defensive perks, and innate higher damage overall in one kit, there are frames and their Augments that should be addressed. For instance, Garuda's Blood Altar is perfectly usable, but many would simply favor Sevagoth's Gloom. Oberon is serviceable, but the Reckoning synergy with Hallowed Ground is starting show age. His Smite shouldn't have its damage heavily split considering some frames easily outdamaging the scaling. Several older Augments should be innate while being reworked to be more interesting. Plans of new Augments shouldn't be alotted to just QoL (think of people asking Titania's Tribute to get one similar to Wisp's Fused Reservoirs), but Augments like Harrow's Lasting Covenant and Hildryn's Balefire Surge should complement and add something interesting to their kits/their teams.
  5. The Pom-2 consoles to summon your Necramech isn't random, as their placements in specific tiles are pre-set. All it takes is a matter of exploration and memory to quickly locate the Necramech Pom-2 Consoles.
  6. I'll admit that modding the Necramechs aren't cheap, but it's crucial to have fully ranked Necramech Slipstream (+Dash Speed) and Hydraulics (+Jump Height). If you dash and jump, you get the Necramech equivalent of a Bullet Jump. Bonewidow could use Necramech Fury as the Melee Necramech mods apply to the Ironbride. Try the aforementioned tip for Bonewidow:
  7. Admittedly lazy on my end, but my standard build that never uses Adaptation, Rolling Guard, or Primed Sure Footed even in Steel Path is more than sufficient enough. Dagath is rather deceivingly strong, but her tips lack some clear information. Specifically, Doom (2) dealing bonus 35% True damage of the total damage victims taken within the next 2 seconds of being affected by Doom. That leads to: Wyrd Scythes spreading Doom onto new enemies from previously Doomed enemies. Double the crit bonus from Grave Spirit onto Doomed enemies. Armor stripping from Rakhali's Cavalry With the sheer amount of Viral procs from her abilities, you can swap them out for something else. For those using Molted Augmented, be sure to fall into pits to recast Grave Spirit for the higher Crit Damage.
  8. During the 1st phase of the Steel Path fight of the Orowyrm, you can't just go straight to the head to perform Transference. You instead must align the large Pathos Values on its segment to a particular alignment, as @Chewarette displayed above. The more players there are, the more Pathos Values that need to be aligned. In short, a short but neat mechanic that involves less of artificial brute forcing.
  9. Aside from the stats not matching 1:1 for obvious reasons, the Ironbride possesses better mobility than the Arquebex. What many players aren't aware of is the technique of dashing with the Ironbride out. Your dashes will fully inherit the stats of the Ironbride. Pair the dashes with Shield Maiden to animation cancel both: the ending lag of the third shockwave combo of the Ironbride and the ending dash animation on the ground. Admittedly chunky, but allows Bonewidow to make tighter and deadlier dashes around enemies. There will be times that the over excessive damage of the Arquebex isn't necessary, and that's where the mobility of the Ironbride will overtake it. It's not just Bonewidow, but Voidrig's kits that needs a bit more help. Exalted weapons lead to the problem that the exalted weapons themselves just becomes the entire kit of a character (i.e Mesa, Titania, etc.). In short, exalted weapons shouldn't be heavily relied upon or be the "sole reliable" playstyle. Meathook should still be used while Shield Maiden is active, but performs a Maiden's Kiss to leech health. Shield Maiden should absorb damage and uses that damage to increase Bonewidow's Archgun, Maiden's Kiss, and Ironbride's damage. Make it more different than Iron Skin and Storm Shroud. Retain and refine Shield Maiden enhancing Bonewidow's dashes. Sustainability and mobility is Bonewidow's playstyle over Voidrig's lockdown. Firing Line's damage vulnerability (to be fair, many players aren't aware of) should scale off of mods. All enemies if they come in contact with the beams will be vulnerable to more damage. Ironbride's heavy attack sword beams are not only faster in terms of attack speed, but Bonewidow can fire up to three of them. Increase reliability of the sword beams to hit enemy weakspots such as Severed Warden arms. Extra combos on the Ironbride beyond the three-slash combo, ground slams, and heavy attacks. Unique dashing animations while the Ironbride is active.
  10. A few more QoL would be preferable: Equipped Arcanes from non-equipped ones Unlike mods, there is no way to tell which of the two same Arcanes are equipped or not. Say that I'm trading a full ranked Arcane Energize, but I also have a second full ranked Arcane Energize. Now I have to "gamble" which Energize isn't equip on most of my frames. A similar dilemma occurs with mods; two of the same mods that are actively equipped, but the game doesn't specify which equipment is currently using them. I had a scenario where I went re-equipping Primed Target Cracker to almost all of my Secondaries but two of them due to this "gamble". Arcanes need the QoL of the ones equipped. At the same time, both Arcanes and mods need a "droplist" of a sort to specify what equipment are equipped with said mods/Arcanes. The Muzerah Entrati Coffer in the Netracell are reused as Rare Containers of the Labs, albeit smaller. Both those containers and the "reinforced" Thalmin Entrati Coffers are severely lacking in not only loot, but QoL the other Rare/Reinforced Containers have: Finally, the droptables of the Labs overall (Tennokai, Grimoire Tome Mods, Bounties, and especially Netracells) are the few bad marks the update brought. There's a large reliance on Rotation C drops, and how Netracells can drop the Uncommon/Rare Melee Arcanes already dropped by the Fragmented and Whispers. The latter especially interferes with additional Archon Shards.
  11. There are preset locations where you can play Komi in Duviri: Orion's Tower Tower near the Citadel Most towns/hamlets The adjacent island near Lonesome Lookout Besides the King's Palace The tower Komi boards are the most reliable. With the "cheese" strategy, it's an easy Decree within a few minutes compared to other tasks.
  12. I wouldn't disregard the Sporothrix entirely. The misleading parts of the gun being "weak" to people involves: the damage component of the gun and being a "Status Sniper". The gun's like a sniper of the Zymos, but it doesn't rely on headshots and there are good chunks of Slash procs (both the impact and explosion). Building the gun for its AoE is the mistake; most of the damage comes from the initial projectile. Being a Sniper Rifle, it builds up more damage for its combo counter, and headshots enhances its Slash procs due to the Headshot Multiplier. Building it for its Crit Damage is a niche, but still possible: Harrow's Covenant (especially Lasting Covenant if you like to be risky) Adarza's Cat's Eyes Arcane Avenger Sevagoth's Shadow Haze Puncture Procs The only thing I can sympathize is how the grind of the gun isn't great.
  13. Don't forget the fact that he used the Ekhein and uses a Zylok Prime, the latter having him take up arms against the Murmur during the Sanctum attack. Not as much drip as Albrecht 1999, but he's got the balls to face the Indifference if needed.
  14. Appreciate it. As for the differences, it's still rather subtle, but I see some: Size aside, the middle and lower segments of Ancient Molted Casks are more tilted downwards than Molted Casks The Void energy tendrils all converge towards the top and around the Ancient Molted Casks When destroyed, I suspect that the Ancient Molted Cask's lower section is much larger than Molted Casks If I were to add a something to differentiate it from the Molted Casks, a "Void flame" could be emitted at the top of the Ancient Molted Casks. Funny thing to note is that one of the Undercroft tiles features some Molted Casks on parts of the tile.
  15. Neither the Wiki nor the people commenting at the bottom won't state the lore description of either Zariman Containers (Common, Uncommon, and the Molted Casks). I'm not even sure if they're even aware that those Containers have lore descriptions. I was hoping for an actual picture of the completed entry along with its description, not just a link to a guide. A guide can go so far due to RNG, being just as ruthless as the Xiphos parts.
  16. The container inside the Netracell that contains the main drops would be reused as the Rare Container in the Labs, albeit smaller. The game only counts the variant in the Netracell, so technically scanning that counts for your Rare Container. Beyond that, the Netracell doesn't contain any Rare Caches or Vocas, the latter is indicative of any Rare Container/Ayatan spawns. I smell luck is on your side, and a screenshot of the Codex entry (lore description and picture) would be most appreciated. For a Reinforced Container, it's strangely hard to distinguish it from the normal Molted Cask.
  17. Rather disappointing for their rarity and lack of QoL. Expect Entrati Labs resources, Entrati Lanthorns, and a Booster as normal. Unlike (Ancient) Molted Casks, there are no Formas. The fact that Thalmin Entrati Coffers need 5 scans like the Auroron Entrati Casket from the Cambion Drift means it's a copy and paste minus the drops.
  18. As listed in the patch notes, there's a Rumbling Fragment. They're Shuffling Fragments glowing with Void energy that explodes, being Murmur counterparts to the Volatile Runners. They spawn during the fight against the Fragmented Anchorite, but their Codex entry is bugged that the ones in-mission don't match the entry in the Codex. In short, can't be completed. Lumbering Fragments, but as aforementioned above, the ones in mission do not match the Codex entry. Can't be completed. Copy of Shuffling Fragment and its Eximus. Notice that almost all the other Murmur have their Eximi profile but Lumbering Fragment (it doesn't have one) and Shuffling Fragment. Thalmin Entrati Coffer, the Reinforced Container of the Labs. It's literally the Auroron Entrati Casket from the Cambion Drift. The Rare Container of the Labs is the very same container you open in the Netracell for the main drops, but smaller. DE somehow didn't implement certain Rare/Reinforced Container QoL, as detailed in this feedback post I've made two weeks ago. Out of curiosity, but rather far-fetched. Have you completed its Codex entry yet? The Molted Cask is the first Rare Container to have lore if you complete its entry as: So far ever since April 2021, no one posted any lore description of the Ancient Molted Cask, but fair enough that it's exceptionally rare for people to hunt down for.
  19. Yep, that was unfortunate on my end. Reception with the quest isn't as stellar as Whispers in the Wall, making it hard for some topics during Angels of the Zariman to resonate with the player.
  20. As discussed above, it's the Void's cruel humor of conceptual embodiment. Where one's ideas becomes real thanks to the Void. It was even enough that the Holdfasts retain enough of their memories of how they died in their ill-fated attempt of redemption.
  21. While true, recall and remember that conceptual embodiment didn't exist as a term in Warframe until the Seven Crimes of Kullervo (June 2022), which is a little over a year after Angels of the Zariman (April 2021). The latter had Yonta and the Holdfasts made references, but didn't directly state the term until a Zariman tablet in Duviri directly defined the term. Admittedly though, it was my part on how easy it was to overlook the concept on how it was applied retroactively to a large chunk of the game's events before the Zariman quest.
  22. Not likely, but Yonta's scenario shows it's possible since she was on board the Zariman during the Void Jump. Even though she used the Jade Light on herself, she was brought back as a Void Ghost along with the other Holdfasts. Another funny part is that Ballas is still reeling from Margulis's death, and sought to create Khora Prime in honor of her.
  23. Qorvex comes in as Labs' counterpart to Gyre, I'll examine practical parts of Qorvex: Grind & Acqusition Similar to Lavos (upon first two weeks of release), Voruna, and Citrine, Qorvex's got both parts in drop tables and a vendor. Good and standardized, but the standing cost for Qorvex's parts are little excessive. Cutting the entire costs down by half would be preferable. Passive Additional Punch-Through is mostly welcomed, but this does highlight certain weapons that don't work well with Punch-Through. For example, the Trumna's Alt-Fire was changed so that Punch-Through is never applicable as the orb would be wasted by going through the level's geometry. Chyrinka Pillars (1) Starting off, a limit of two pillars feels very weird compared to other abilities (Oberon's Hallowed Ground having four instances, three fallout fields from Caliban's Fusion Strike, etc.). Raising it to three would have some consistency and better coverage. The suggestions for the "empowered" form of the Pillar is best to be discussed with the other ability synergies. For context, the Pillars get empowered by: hitting the Pillars with Containment Wall, hitting the emitter with a Crucible Blast and the charged Mandonel blast. This allows it to tick Radiation damage and procs faster. Containment Wall (2) A satisfying crunch to line enemies up, making them more vulnerable to damage. Very similar to Bonewidow's Firing Line (grouping & damage vulnerability). Range affects the entire length of the Wall, but not the deployment width of 10 meters. This actually makes the ability less reliable in grouping than Firing Line. Have Ability Range affect the initial casting width of 10 meters. Its synergy upon striking Chyrinka Pillar is just empowering it, but we can go further. When the Walls strike a Pillar, this should result in the Walls getting an energized state and explosion. Said state will lower the enemy's damage resistance by 50% similar to Atlas's Petrify, on top of the 25% damage vulnerability. It's debatable to give Containment Walls armor stripping, but it's equally monotone that Armor obstructs Qorvex's Crucible Blast and that many other frames have innate Armor stripping (i.e Dagath, reworked Hydroid, etc.) Disometric Guard (3) Very similar, but obviously different and much weaker than Revenant's Mesmer Skin. Status immunity is still great to have, saving players for those who slot Primed Sure Footed/Constitution a slot. It's rather strange that Qorvex is built on endurance based health stats, he lacks any sustainability. As such, each time Disometric Guard expends a charge, a health regeneration buff is applied Stats include - 1% per second of total health, affected by Strength, 3 second Duration, and multiple charges expended can stack up to 5 times. As an added synergy, Disometric Guards that are healing Qorvex and his allies will have their Durations of healing increased if they come in contact with a Chyrinka Pillar (empowered or not). Crucible Blast (4) The most effective use of Crucible Blast requires both the Chyrinka Pillars and Containment Walls to be effective. As a QoL, offer a tap/hold functionality for the ability, Holding it will have Qorvex channel and fire the Crucible Blast in a sustained beam. While channeling, an additional synergy will be to have the Crucible Blast drain the charges of Disometric Guard, adding ramping vulnerability to Radiation damage. Around 0.75-1 seconds of firing the channeled Crucible Blast will expend a Disometric Guard charge. Thoughts? TLDR: Standing cost from Bird 3's shop should be halved. Containment Walls (2) has an additional synergy with the Pillars similar to Atlas's Petrify. Disometric Guard (3) should heal and heal more overall within range of a Pillar. Allowing a channeled sustained use of Crucible Blast, with more synergy from Disometric Guard. Disometric Guard is less passive and more active as a resource for Qorvex to use.
  24. UPDATE: Turns out the Thalmin Coffers are the Reinforced Containers of the Labs. The container that contains the main drops of the Netracells? A smaller variant of those containers are the Rare Containers of the Labs. All the aforementioned points still stand.
  25. Garuda's Blood Altar allows her to perform a feedback loop of healing lost Health from Bloodletting for virtually infinite Energy. Unsurprisingly, it's the main ability that many people replace via Helminth due to certain abilities from other frames provide far more effective utilities than Blood Altar (i.e infamously Gloom, Breach Surge, etc.) The suggestion is to add another ability synergy with Blood Altar with Dread Mirror: have the Dread Heart siphon health from any enemies used as Blood Altars, draining their health while scaling the Heart's damage. To elaborate upon: The Heart's damage scales at 15% of the victim's total health (scales with Strength), The victim's health drain will remain the same rate as if it was healing allies/Garuda. It won't increase if Garuda needs healing while scaling the Heart's damage. Furthermore, if you want to scale the Heart's damage even further, channeling the Heart in an Altar will double the aforementioned Altar scaling. This time, this interaction will drain the Altar victim's health faster. Blood Altar fits Garuda's visceral and elegant huntress theming, but needs extra interactions/synergies to justify its placement in Garuda's kit. Certain frames like Harrow and Hydroid are ideal kits, where all of their base kit are powerful, but present a tough choice for players if they wish to infuse an ability via Helminth onto them.
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