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Duality52

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  1. To clarify, the current Orphix nodes in Corpus Railjack are separate from Operation Orphix Venom back in Dec 2020. Best and advised that the missions should be completed for node completion only. The current Orphix gamemode is substantially more difficult than the Operation variant due to the faster level scaling and shorter downtime for new Orphixes to drop. Don't be surprised that Battalysts can blow a large chunk of your health with just their arm cannons. The Deimos Jugulus Rex's only issue comes from spawning in a specific tile in the Deimos Vaults known as the "Cenote" tile. Short and simple, Infested Sarlacc. Like the rest of Deimos's underground, it's randomly generated and encountered. When in doubt, you can trade the mods. Finally, DE repatch the mechs to now benefit from Operator abilities like Protective Sling (heal allies on Sling) and Wellspring (field of energy regeneration).
  2. Voidrig is focused on area denial, while Bonewidow is more focused on powerful hit-and-run with better tanking than Voidrig. Archguns Any Archguns are serviceable, but the Mausolon given for free on both mechs when built will pretty much be your main Archgun. While others recommend the Kuva Grattler or Ayanga, that requires hunting Kuva Liches. Personally, I enjoy burning enemies up with the Cortege or flinging plasma flak at the enemies with the Corvas Prime. In General Mods like Necramech Slipstream and Hydraulics are a must. Others include the increase to EHP and most Ability stats. In terms of controls, most are the same. Hitting and holding the sprint button will initiate a charge/dash. With Slipstream, you will dash faster than most frames in the game. While dashing, try jumping in the middle of it. If you time the start of a dash and jump within a short period, you're performing the Necracmech equivalent of a Bullet Jump. With a full ranked Slipstream and Hydraulics, it will achieve that same overall height and distance. The ground pound's recovery animation can be canceled by jumping. The dash/charge recovery animation can be cancelled by jumping while dashing/charging. Voidrig Necraweb (1) is what I call "Nova in a can". Any enemy standing in the field will have their movement halved. The misleading part about people deeming "useless" is shooting the field to get rid of the slow effect. In actuality, enemies will still get slowed for the field's full duration. It's only if you shoot the canister mid-flight. Can be handy in looting containers in a wide radius. Storm Shroud (2) is an instantaneous but weaker form of Rhino's Iron Skin. Only technical part that differs is that it reflects damage, but that's minor. Like Iron Skin, try to absorb the damage of a Blitz Eximus's shockwave to gain more health for the Shroud. Gravemines (3) is rather weak. Free Heat procs I suppose? Guard Mode (4) lets you wield the Arquebex, the strongest weapons in the game. Strong, but boring to sit in one location. I prefer to stay on the move. Bonewidow Meathook (1) can be used to heal yourself. Hooking almost any enemies will grant that quick heal, but preferably unarmored enemies. You can throw the hooked enemy into pits if you desire. Shield Maiden (2) is the core mobility of Bonewidow. Normally when you end a dash/charge on the ground, both mechs have a long recovery animation. Having the ability active will ignore the recovery animation. Very similar to Rhino's Iron Skin and Voidrig's Storm Shroud, but the Shield fits in between the two in terms of effective health. Keep in mind that you can only Hook or use your Shield at once. Firing Line (3) lifts enemies into the air while centering them in front of Bonewidow. It's easy for everyone to miss this since DE didn't update the description, but any lifted enemies suffer 50% more damage. More handy in Railjack or the Deimos Vaults with close spaces. Ironbride (4) doesn't match the damage of the Arquebex on a 1:1 scale of course, but it's much more mobile. For starters, the three-hit combo is decent. The attacks are frighteningly effective against Nullifiers due to destroying the shield drone. More important part that many people aren't aware of about the Ironbride is that charging/dashing will have your charge/dash inherit the Ironbride's full stats. Combine that with the Shield, and you can hack-and-slash more effectively than the three-hit-combo.
  3. The two second grace period of staying airborne should be trivial, especially with Zephyr's Passive and/or hover function of Tailwind. Back in Lua's Prey (Dec. 2022), DE added a QoL to the Augment where it resets your Bullet Jump upon using Tailwind. It can be conflicting should you need to revive a teammate or you forget that the Operator/Drifter must also fulfill that same grace period should you need them. Airburst is rather cheap for both CC and additional Physical status procs. Unlike Nidus's Larva, it bypasses line of sight and can be recasted in the midst of another Airburst vortex/implosion. I'll admit that Tornadoes are bugged still with sometimes not registering any damage from either Zephyr or her allies when attacking the Tornadoes. As per usual, you can always resort to Helminth for armor stripping. A bit glaring to state the issue Gara has of being outscaled despite being in your S tier? Gara is more heavily dependent on a stat stick to stack the Splinter Storm's damage. My builds are never that impressive. Most of my frames actually use this same build. Many would deem it ineffective and inefficient: Steel Charge Power Drift Umbral Vitality & Intensify Stretch Streamline Primed Continuity Constitution (Augments or Augur Message/Secrets) If you wish to min-max Target Fixation, focus on Range-Duration-Strength. Group enemies up with either Airburst or Tornadoes and Dive Bomb.
  4. Feels odd the list doesn't include Zephyr? More people are starting to appreciate Zephyr, since her completed buffs and rework in March 2021. She's potentially more powerful than Baruuk and everyone in the game with Target Fixation. The only few flaws are the Hollow Thrax Legati's magnetic beams ignoring Turbulence (adding how poorly designed that ability is). Even without Helminth, you can make use of her entire kit comfortably in the Steel Path Circuit.
  5. Nothing really changed about the Soma (Prime)'s stats since February 2018 (Shrine of the Eidolons), where the base Soma's base damage matches the Prime's. Even accounting Riven Disposition, Soma just suffered the usual bouts of power creep. Specify what about the Incarnon Genesis "not do it Justice"? The Evolutions corrects its low base damage, faster reload speed, and choices between Status or more Crit damage. Merely stating the Incarnon implies both the Evolution and the Form, which the latter I can understand the disappointment. On topic now, so far the Burston Prime becoming the Autoton Prime. Been using the Burston Prime rather faithfully even in the Steel Path. With Glided Truth and its effects, it's very reliable gun to use all around. No longer the "rip-off Halo's Battle Rifle" anymore.
  6. More or less the same, but remember it's usually a toss and switch for both Ferroxes' Alt-Fire. Pair the tether with something else much like the Scourge (Prime). If you used the Opticor, the Ferrox can feel awkward due to not having the large projectile size of the Opticor.
  7. We kinda have one in the form of the Tenet Livia.
  8. At the same time while most of everyone discusses her announcement, that also means the next Prime to get vaulted will be: Nidus Prime Strun Prime Magnus Prime With the Strun Incarnon Genesis, the Strun Prime gained more popularity and respect for being the Prime of Warframe's first shotgun. Primes are good signs of "I feel old". With Duviri's rather disturbing lore through the Lost Island Fragments, wonder what Kullervo will add with the "prison/dungeon"?
  9. For normal and in general, there's nothing wrong with hanging around on the controlled Orowyrm. Once Transference is performed, it's a matter of getting to the second phase of the fight. For Steel Path, having a player hang near the head as a backup in case the Transference ends before your team takes it to the portal. This can be due to: When and where Transference was performed on the Orowyrm over Duviri Shorter Transference timer due to Steel Path
  10. An interesting part is that Grendel's Pulverize serves as a faster and wider armor stripper than Regurgitate honestly. He's surprisingly one of the frames that can make more effective use of his entire kit in the Circuit compared to the base tilesets. Garuda Dread Mirror and Seeking Talons remains the classic scaling strategy for Garuda. To keep it interesting, I actually use Dread Ward to encourage more risky plays since there are no Corrupted Nullifiers. Titania Modes that doesn't involve heavy amounts of killing like Void Flood or Excavation increases Spellbind's and Lantern's value nicely. Snagging a Corrupted Ancient or a weakened Guardian Eximus with the latter can be difficult, but grants that tremendous defensive buff to the team on top of Thorns if you can land it. Razorwing, is just Razorwing. Frost At 168% Strength, Avalanche strips all armor. An interesting build involves the use of Ice Wave Impedance with high Range to render enemies immensely slow combined with the stacked Cold procs and the Augment. Stacks well with Decrees like Shattering Frost (increased damage against enemies with Cold procs), even with Luscinia's Suffering (passive Cold procs to nearby enemies). Zephyr In my opinion, the most powerful mod in the game. Even without Target Fixation, the rest of her kit works nicely. Airburst is a cheap 25 energy grouping ability working similar to Vauban's Bastille Vortex. Turbulence works against almost everything but the Legati's Magnetic beams. Tornadoes are terrifying with the right Decrees and weapons. Loki Insane as it sounds, maxing your Efficiency with the right Decrees allows Loki to disarm the enemies consistently, This leaves the Duviri Daxes and the Hollow Thraxes to prioritize. Yes, it requires Opportunity 10, and half of his abilities are from Ash. I find him rather fun to play around, especially with Punishment and his Passive. DE didn't play around with the Default build, making Opportunity 10 justified.
  11. Currently as of now, there isn't really anything time gated behind Railjack. Like the rest of the game, best to pace yourself out and decide what to tackle at the buffet then devour it all at once. Isn't that just like the rest of the game? Railjacks being the warship equivalent to Warframes? I'm aware how unbalanced and weak the Corpus Fighters are compared to the Gokstad Grineer, but your Railjack even without Seeker Volley spam can breeze through enemies. Removing Railjack is still a no-go considering the following: Quests The Call of the Tempestarii and especially the New War requires the Railjack. A quick note about the Kuva Lich/Sister of Parvos confrontation, only that latter needs the player their own Railjack due to the Call of the Tempestarii. Confronting a Lich requires the player to finish the War Within (which by that extent owning an Archwing). "Jack of All Trades" Farming The amount of Credits and Endo from Railjack is actually decent due to mission completions and the Wreckage you can scrap. Perhaps opening Relics in Void Storms, which can also net you some Radiant Relics will help out as well. Intrinsics & Plexus Collectively, they grant 81k Mastery Experience (75k Intrinsics + 6k Plexus like a Warframe). Due to the increased Affinity amount from most Empyrean enemies, this isn't too much of a hassle even for Rank 10 Intrinsics. Some Intrinsics are universal, with the most famous being the On-Call Syndicate Crewmembers. Kuva Lich/Sister of Parvos Confrontation Not an entire promise to the demo of Tennolive 2019 where Reb and the others confronted their first Lich via Railjack, but that can't be dismissed. Cephalon Cy Duviri recently has some memorable NPCs, but no one can match the one and only Cephalon Cy. Railjack isn't the case of Infested Salvage, Defection, or heavens forbid the Conclave. It surely isn't "dead content" considering the aforementioned reasons. The last point is something DE must always respect, especially with players wanting Railjack improved: the time-to-reward ratio. Short and simple, are the rewards worth the amount of time I spent? That along with the mission design of the Corpus Proximas are still worth the "refinement" aspect.
  12. There are three Anyo Corp members that are based on the Syndicate Operatives and their AI: Derim Zahn (Ferrox firing Lanka rounds) Tia Mayn (Ohma with Ash's Smokescreen) Jen Dro (copies player appearance using the Dual Cestra) What they're really doing with "glitch/teleport" is doing a bullet jump. This isn't different from friendly Syndicate Operatives, Hostages, or even Companions. Some Anyo Corp members should be prioritized due to their speed or resilience: Ospreys (002-ER, Raptor RX) Hyenas (Azoth, Lockjaw & Sol) Auditor (Bursa) The aforementioned three Usually, the Specters will backfire more than playing with teams. That, however, will always depend on the connection stability and the team itself. Said points must've been left too close to your Vault. The Anyo Corp will tend to spawn away from the Host, and some spawn points are close to the Vaults. In general: Index Bonus Points At minimum, 5 points carried plus 2 bonus points. At most, 10 points plus 4 bonus points. Any more points past 15 is a bit wasteful, not to mention the Financial Stress debuff bearing down on you. Frames Up to you on which role you want to take. Most popular and recommended would be Revenant. Thrall and Reave works with 2-4 passes depending on your Strength. Mesmer Skin is foolproof unless you get nullified by Jad Teran. Remember that Frost isn't only just Snow Globes, Strip their armor with Avalanche since by base at Rank 3, it strips 60% of their armor permanently. Gara can cast Splinter Storm onto them to render them more vulnerable to damage. Khora's Venari when installed with Fetch gives her innate Vacuum. The same is said with Titania via Razorwing. Map The outdoor Corpus Outdoor is the most popular. Simple, easy to navigate, The Gas City has more verticality and a frontal vent that leads into the team's Vault as a shortcut. Knowing where enemies tend to spawn in general helps too. Finally, if in a team, don't hesitate to pick up points even if there's a dedicated point banker. Last thing you want is an Anyo Corp member to snitch one and score last second.
  13. You can rename them regardless of rank. If you are renaming something Modular, they need to be Glided first. Renaming the first time for Modular items are free, but renaming after and anything that isn't Modular will cost some Platinum
  14. Speaking to either of these NPCs will allow you to rename them: Rude Zuud/Father (Primaries and Secondaries) Hokk (Melee) Any weapons, but mind the character limit.
  15. Best to mention that in the Neptune and Sedna regions of the Void, Corrupted Bombards and Nullifiers will start spawning naturally. If you see either one of them, you will know both will likely spawn later on the missions.
  16. Please rework the normal Centurion's Magnetic lunge attacks and the Legati's Magnetic Clone Beam to be more tolerable and interactable. Dodging and waiting for their attacks to complete in full duration makes them far more annoying than it needs to be. (Hollow) Thrax Legatus To further clarify, destroying the Legatus's clones with Void attacks merely cancel the attacks. There is no negative feedback inflicted to the original Legatus that casted the ability. Why not destroying each of the clones will have the original Legatus take off a percentage of its Overguard and/or health? There needs to be a windup animation before they go incorporeal. The fact that they tend to use the ability on first slight on you feels rather cheap. Thrax Centurion Why are they rendered invulnerable the moment they cast the ability and until it ends? Remove their invulnerability, but make replace it with damage resistance. Furthermore, I would make it so that Void Slinging into the Centurion during a charge could grant some sort of benefit. For simplicity, the Centurions crashes onto the ground from the Sling, rendering it vulnerable. For something interesting, the Hespar gets stolen by the Operator and Drifter. It then can be stored by them and thrown at enemies later, but for one use. Remember the Juno Elite Crewmen doing AoE damage with their Supras, and that it took nearly a year to fix that (Deadlock Protocol Jul. 2020 - Gara Prime Access May 2021)? There was also Napalms having larger than normal AoE. The Thraxes are more than annoying due to these mechanics that incentivize players to prevent them from using it at all (Banshee's Silence). Damage is one thing, but player-to-enemy interactions are lacking against Thraxes.
  17. That's what I meant as "no negative feedback". Destroying the clones doesn't negatively impact the original Legatus. No health loss, nothing but just no attacking until it returns. Not only that, but clients can't seem to destroy the clones. Same thing with the normal Centurion's Magnetic lunge attack, where they are completely invulnerable until they're done with the third and final strike. Contrast those two poorly designed attacks to the Void Angel's energy orb, where destroying it with Void attacks will cause the orb to explode close to the Angel, staggering it. This is only done when the Angel is still channeling the orb.
  18. Both the normal Centurions' invulnerable lunge attack and the (Hollow) Legati's clone Magnetic beam attacks have no meaningful counterplay. Waiting their attacks out isn't particularly interesting, as it's almost a "get out of jail" card for them. Destroying the Legatus's clones with your Void attacks has no negative feedback to the original Legatus. I'm rather surprised and not surprised that neither of these attacks have been reworked to be more tolerable rather than just playing the waiting game, considering how DE took nearly a year to fix Juno Elite Crewmen doing AoE damage with their Supras. Damage is one thing again, but the player-to-enemy interaction is the other important aspect still critically lacking. The other prominent issue still present are the invisible Legati such as stated currently in this post: I've found that Banshee's Silence is another cause of that. It doesn't negate the ability, as it continues for the full duration. It renders the Legatus that used it to be completely invisible and invulnerable until it uses the ability again. Worse is having it fall out of the map, which will softlock the Circuit during Defense
  19. Prism's overall damage scales based on the amount of times the beams damage enemies. Throw the Prism in the open of a large crowd and watch as the beams' damage scales drastically. Both the drawn out casting animation and channeled energy drain are meant to act as tradeoffs for that power.
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