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WupwupTCR

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Posts posted by WupwupTCR

  1. My issue with zorens is...well, I see them every other game I'm in. They're basically the reason why I want to swap out my Gram, but not for the same thing. Zorens right now IMO are way too good and I don't really feel like they'd work for me =/. (It's more of a personal issue if anything). There's also other weapons as well, so zorens can't possible be the only choice here. But I do understand your analysis on the matter and agree, I'm just not interested in going that route, as good as it may be.

    I feel the same on using the Zorens, actually. I recognize and acknowledge their goodness and potential but I myself don't want to hop on that bandwagon.

    Alternatively, I might suggest a Fragor/Scindo coupled with either Fire Rate + Melee Damage or a few Charge Speed/Damage mods. With how the state of the game is right now, it really depends on what you'll be doing with either one of those weapons because the spawn rate of the Grineer are just a little bit higher than super insane, almost on par with what I've seen with the Infested except with guns. Both are fairly straightforward weapons and their standard damage slapped on top of 100% crits make the Fragor a meat grinder and the Scindo an oversized mobile guillotine. The one that I've been personally using was the mobile guillotine, and while it only has been upgraded to the 15 nodes + a 20% Fire Rate, 15% Fire damage, and 24% Melee Damage mods, it still works fairly fairly well against all the factions. And it's funs.

    Or if you really wanna be a real special snowflake then go for the Furax. Slap Charge Damages and a Charge Speed or two onto that mofo and start punching things into chunks, so fast it doesn't even matter if you're against the Infested (provided you can see enough to aim your punches) since you're just making chunks (not the biological variety) all over the place. Just a different perspective, since the Furax's real potential lies within the Charge Damage and Armor Piercing it deals.

  2. I would strongly suggest trying out the Dual Zoren for a spin. Not too difficult to craft, and it seems to answer some of your needs.

    At first glance it might not seem like the best choice. Low charge damage and damage in general, but the hidden gem of the Dual Zoren is that any crits it gets, and since you'll be in smokescreen quite often, the damage is tripled. Crits are normally 2x and Red Crits are normally 3x, but the Dual Zoren have the innate "passive" of dealing 3x regular (I mean regular, not charged) crit damage. Couple that with being the only Dual-Anything whose standard melee attack can hit multiple enemies, this turns the Dual Zoren into what you asked for: a lawnmower. Note: This is once the Zoren's upgrade nodes are maxed out

    Second glance you might be more inclined to try it out. But some players have issues with how fast this thing is. If you stack enough fire rate mods on it to get as many crits as possible for supagrasscuttingtime, it's going to prove to be a challenge hitting that E button so fast. Oddly, but fortunately enough, if you've looked in the control bindings of Warframe you'll notice that there's a second column of keys. You can bind a secondary key to the same action. Like binding both spacebar and friggin'.. P to jump. Both works. So you bind something that is much easier to spam than mashing E, usually MWheel Down or Up, your preference.

    So what I would suggest is the following: as many Melee mods as you're comfortable with on your Ash to free as many slots you're willing to part with, and a mix n' match of what you feel is good between Crit Rate + Damage, and Fire Rate. I would personally suggest 3 mods into Crit Damage, 2 into Fire Rate, and 2 into Crit Rate. As a warning though, my knowledge of mods and Crit caps is fairly limited, so I suggest looking around the forums if you're interested in this.

    I feel like a salesman. boop boop

    Edit: Some of my information on exactly how much extra damage the Dual Zoren does with crits is probably inaccurate to a degree, so take this with a grain of salt.

  3. Id like to put forth these ideas for Ember's skills:

    1) Fireball - Keep the direct damage portion and replace the burn dot with a direct damage (decreasing from point of impact) within a splash radius of initial hit. Keeps it useful for flushing things out of cover, but makes sure it can deliver on the promise of damage.

    Please, please, this would be incredible. None of the current frames, except for Excalibur and Rhino (Frost too but his skills just make this one nonexistant) have a good '1' enough to warrant using regularly.

    2) Overheat - Keep the increased armor, add fire to your melee weapon, and a speed boost. Turns overheat into a multi-purpose defense/utility/aggressive skill.

    If, if, the changes made below to Fire Blast were to come true, then Overheat would be overshadowed. Perhaps make this a mobility/escape skill? Some kind of a jump similar to Excalibur's Super Jump maybe(?).

    3) Fire Blast - it's good in its current incarnation with some toned down graphics. Or make it like a fire aura that radiates from Ember herself and moves with her for its duration.

    Toned down graphics would be extremely nice, but the fire aura feels unecessary. The skill on its own is already amazing, just add a lesser damage-zone to the inside of the ring (ex: Lv1 Fire Blast's outer ring hits for 100/tick, the inside could do half as much.

    4) World on Fire - Make it sort of like the shockwave moa's stomp. It damages things it hits, knocks them back/down, and catches them on fire.

    Not to be used as an offensive ability but more like a hybrid between CC primarily and burst secondary (?)

    I like these ideas, a lot. Additional suggestions in bold. But I'm afraid this might make Ember too good in some scenarios.

    Also, does fire receive a penalty against armor, automaton and the likes?

  4. -Wallrunning-

    What You Need: Nothing. Every frame and every loadout can do this.

    How To Execute: While moving forward at a wall, Press and hold Sprint, press and hold jump.

    Wallrunning is always faster than just sprinting. If there is an open wall that is runnable next to you, there is no real reason not to run along it for a small little speedboost. The thing to note is that when you jump off a wall by releasing the jump key, your jump will achieve a further distance than both the front-flip from Leap-Frogging and a standard jump while sprinting. It is a bit hard to aim properly because the jump is always at an angle, however. You can also wall-run around corners. If you jump off a wall, then press and hold jump next to another wall, you will continue your run on the next wall and can also switch from a horizontal wallrun to a vertical wallrun.

    The problem with this: You can't wallrun everywhere, and for how long you can run is heavily dependent on your frame's stamina/stamina regen. The game can also get really finicky with your inputs (It is hard to describe but you will know what I mean after you try it for a bit).

    I'd like to add to this.

    If you wallrun and subsequently walljump off of a wall, you should notice a fairly nice boost in speed from coming off the wall. From my experience (Using a Loki and Excal) sprint speed does affect this, but the important bit is that the sooner your walljump, meaning you jump off almost after immediately beginning the wallrun, the farther and faster you travel. Of course, this will always be at an angle to do how walljumps and wallrunning works, but this should definitely help with speedrunning and/or moving with frames, so watch where you're going and don't land in pits. Additionally, this method of travel doesn't require much stamina seeing as you only use stamina to initiate the wallrun and again to push off the wall and zoom zoom. Oh, and if you overshoot your jump you can always do your midair melee to almost-immediately descend to the ground.

    One other thing: Wavedashing scales extremely well with frame speed, so once "Knife Skating" (also works with any of the normal speed weapons, meaning non heavy) no longer provides a faster travel speed than sprinting with mods, Wavedashing just gets even better. this means nothing anymore because I'm bad

  5. Just got a couple questions, probably fairly nooby. Anyways -

    1) How does ranking up work? I am at 2,700 until rank 3 but it's just kinda stayed there for several missions now. How do you acquire the xp to rank up?

    When you level up a weapon you get 100EXP for your rank, leveling up a frame gives you 200EXP IIRC.

    2) I have the frost warframe and got rank 30 on it, is that the max rank or can it go further? Just asking because the tree isn't full.

    It's the max, but considering the open nodes after spending 30pts that might change in the future.

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