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Ruriko

Grand Master
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Posts posted by Ruriko

  1. Semshol, I realize that my comment here may come across as insulting or counter-intuitive to the mentality that a lot of people have, but I think the issue that you are seeking advice on is one of personal illusion. I know I am in the extreme minority when it comes to equipment, but the stats and features you are looking for are wrong for several reasons. Please allow me a moment to explain my point of view.

     

    1. Style of Play. Weapons are directly influenced by how you choose to play. Right now, the Rambo style is the most prevailing style. Players lean toward powerful, low-thought, low-focus weapons that they can exploit as they blitz through an area with little regard to strategy or approach. The most commonly used weapons are weapons that players can use while they ignore team dynamics and shun the purpose of playing as part of a cell. In fact, they are using this as a crutch as this method of play hides the fact that they don't know how to actually play the game. Very few of the most popular weapons are exempt from this fact. To this end, weapons that require extremely high skill to use effectively, like the Latron, are except from this truth. Their power is a direct reflection of skill and prowess as opposed to reckless gameplay. I applaud your self-discovery, but feel inclined to ask you a question about how you choose to play.

     

    There are weapons that serve almost no purpose outside of support. They sport low damage and high utility, making them excellent choices for manipulating encounters to the whim of the user, but they need additional assistance of a team to reach their peak. You were kind enough to throw a nod to various weapons people generally ignore for one reason or another, but they do not tell me how you choose to play the game. How you play the game is just as important as seeking the most powerful weapon that you can get. Don't make the mistake of choosing a weapon for its raw power alone. Your desire to seek understanding tells me that you're better than that.

     

    2. Functionality. As stated in the previous point, there are weapons that sport virtually no damage and incredibly high utility. These weapons are often ignored because people would rather have raw power for their Rambo style of play. As a personal choice, I like weapons that have high status chance because of their ability to manipulate battles. As a result, I lean toward weapons like the Amprex, Marelok, Drakgoon, Vectis, Grakata, Magnus, Akstilleto, Silva & Aegis, Dual Ichor, Jat Kittag, and Venka to name a few. A few of these have the ability to stand alone (Marelok, Drakgoon, Vectis, and Grakata) while others require a different set of tactics to use to their full power. You're making an attempt to compare the Boltor Prime to the Latron Prime, so I don't really know if you are looking at the functionality aspect of your weapons. The Boltor Prime is a prefered weapon by most players because it requires very little skill to use effectively. The Latron Prime requires a high level of skill to use effectively. Both weapons have their place in the the game, but have quite the opposite design of functionality. The Boltor Prime fares better in tighter ranks, while the Latron Prime does better at a longer range. Boltor Prime is considered a low risk-reward weapon while the Latron Prime is considered a high risk-reward weapon. Naturally, your skill level had direct influences on this, but this hold true for most of the player base.

     

    As a rule of thumb, I ask myself how well a weapon fares in General Combat. This is roughly Mid to Mid-close range, where most people will tend to be in relation to their enemy. The Latron Prime requires a much faster response time to be used effectively at this range. It also requires a fair amount of control and precision to make it shine. There is also the downside that at this range, enemies are shooting you with heavy intensity, putting you in a much worse position overall. The Boltor Prime was designed for these sorts of situations. Thanks to its simple design and a non-reliance on landing headshots repeatedly, you can just "Spin to Win", if you can pardon the term's use here, to wipe out a lot of enemies at this range. Even accounting for the bullet travel time, you can predict when enemies will be vulnerable with almost no effort. You still are at the same damage risk, but you don't have to be precise, meaning you can bring down more enemies in a much smaller window of time than the Latron Prime can. This is why people believe the Boltor Prime to be the superior End Game weapon at the present time. If you can get away, say Mid to Mid-Long range, the Latron Prime vastly and handily tops the Boltor Prime. Assuming a skilled player, these weapons are roughly equal at Mid Range (though I will admit that I don't think most people can call themselves Skilled with a Latron. This is proven by the general lack-of-use the Latron and Latron Prime sees in the current game.)

     

    3. Fun. This is something that varies person to person and isn't really set in stone. How fun is a weapon to use? This is not a question of the weapon's power. It is about whether or not you actually enjoy using the weapon. Some players pick weapons because they make them feel like a Divine Being, raining judgment on those deemed unworthy to live in their world. Other people choose weapons because they want to feel like a Super Hero (I'm talking to people who choose the Silva & Aegis and think they're Captain America or the people who use the Venka and think they're Wolverine). Why a weapon is fun to you is entirely your to decide and no one can judge you for it, but you should be playing with weapons not because they're powerful but because they are fun. If it can put a smile on your face, it is a weapon worth using.

     

     

    I guess what I'm getting at is that you should put the calculators away and stop fussing over the details. Choose the weapons you enjoy for the reasons you like and that fit your style of play. It doesn't have to be the most powerful thing out there. It just needs to be something you won't look to replace because of a desire for power. Warframe is a Team Game. Don't choose weapons over your enjoyment of the game with friends.

  2. I think that they are saying is that these items, which are indeed core parts of this game, will not become available until possibly the end of mercury (assuming they're going to continue the view that mercury is a starting player playground to learn the game and its various mission types). To be honest, this is going to have no effect on the new player base as they tend to A. Not the credits available to just do fusion, B. Don't have the resources necessary to make things in the foundary until AT LEAST Venus, and C. Not grasp the mod system at all until they get to Vor.

     

    I'm actually in favor of this. Keep the emphasis on learning the core mechanics and add the extra goodies as their understanding of the game grows.

  3. Shameless Bump to my own thread. This update brought some minor changes to each section as to reflect Melee 2.0 and the removal of the Stat Helms. I also went back and changed some of the sections by adding new loadout pictures and by adjusting existing weapon loadouts. I had planned to include Loki, Valkyr, and Ash sections in this update, but after three crashes, I've lost the mood for the day. Stay Tuned for them to appear in a future update.

  4. Most people overlook this but this is actually in game. Rhino has a mastery rank requirement of 4 before he can be built or purchased (Or at least he did back in U7). All the OP is saying is apply that to other frames as well. In truth, I happen to actually agree with this.

     

    You could tier the frames on a fairly simple series.

     

    No requirement: Loki, Mag, Excalibur, Ash, Ember, Volt

    Rank 2 Requirement: Frost, Oberon, Hydroid, Banshee, Saryn

    Rank 4 Requirement: Rhino, Valkyr, Nyx, Zephyr

    Rank 6 Requirement: Trinity, Nova, Nekros, Vauban

     

    Note that the most abused frames (Sans Rhino, since there is a precedent for it already) have the highest rank requirement. This prevents people from raising the argument that there aren't enough frames to level up easily.

  5. I understand where you are coming from. Frost was the first frame I dedicated myself to trying to master, but I have to say I disagree with your feelings on this subject. I've followed the forums and livestreams closely, and the Devs have openly discussed ideas that they've had to improve Frost such that he is seen for more than Snow Globe.

     

    Freeze does need some work and is easily the worst ability in the game by a vast margin. I make no effort to deny this, but I do not think that improving the speed or making it an AoE will deal with this issue at all. The very design of Freeze, as an ability, works against the very game dynamics that exist. There is literally no point in using a skill that is immediately ended by damage. The only fair thing that DE could do is drop Freeze entirely and replace it with a new skill.

     

    As for Snow Globe, I believe you may be under the same false impression that I was: That Frost's armor is multiplied and then that value becomes the armor value of the Snow Globe. This is not how it works. Instead, Frost's Armor directly increases the health of your Snow Globe by a value equal to 5x that of your armor. Currently, no one is sure if this value is added before Power Strength or after, but my hunch is most definitely the latter. If it was added before, the Armor value that transfers over would be beyond the potential of a maxed Blind Rage.

     

    As for Avalanche, contrary to your experiences, they did make this ability faster and more powerful. The animation time is roughly half what it used to and it deals about 20-30% more damage per casting. What you're experiencing is the limited use of Ice in terms of an element. Virtually everything in this game takes reduced damage from Cold (With the notable exceptions being Shields and Ancient Healers). What you are experiencing is the aftermath of Damage 2.0. This is not an issue with the ability, but with the element of Ice/Cold.

  6. .... Ugh, major facepalm incoming.

     

    So yeah, I was using WFBuilder to fiddle with the energy efficiency to make a 25 energy snowglobe. Unfortunately, WFBuilder incorrectly shows SG as having a 75 energy cost, and I raaaan with that without double checking. My bad.

     

    After this discussion, I've revised my high level def builds.

     

    I think I'm gonna start using http://goo.gl/3TnLH6 for the strongest possible globe @ 25 energy (this time for real!) or http://goo.gl/61C6nv for better survivability.

     

    I'll keep the 40 second globe for lower level stuff tho, cast+roam is more fun/beneficial/possible then.

     

    While in general more efficiency is better than more damage, this holds true only for abilities that cannot be spammed. SG falls under both categories, both in that it can be refreshed once destroyed and yet can't be (*shouldn't be) stacked for higher damage reduction with multiple casts. 

     

    So with the argument that a stronger globe is more important than an efficient one, because the pod/teammates are vulnerable when its down, Blind Rage isnt a bad option. However when looking for maximum energy efficiency, BR rank 2 is ideal

     

    +72% PS (30 Intensify +27 BR +15 Squall) +75% Efficiency (+60%FE+30%Str-15% BR) and +110% armor from SF gives 8015 absorption for 12.5 energy, or 641.2 damage/energy.

     

    A lower cost on SG, irrelevant of the power strength gain/loss, will also give higher damage absorbed / energy due to a higher % uptime of the absorbing/invuln period...

     

    If I didn't use Carrier I would definitely go for 75% efficiency using only BR Rank 2. Because I do, I'll be aiming for 50% efficiency.

     

    +117% Power Strength, +30% Duration, +50% Efficiency, and +110% Armor.

     

    3500 x 1.17 = 4095

    399 x 5 = 1995

    Final Strength: 3500 + 4095 + 1995 = 9590 Health for 25 Energy.

    Strength-To-Cost Ratio: 384 to 1

     

    I find this build to be extremely respectable. It is an excellent middle ground between our builds, combining a high health pool with low energy consumption. I honestly feel that by focusing in on the 25 Energy cost, you have actually found a very flexible build that is useful at all level ranges. Your other proposed idea would be fun to play around with for low level defense missions, but aside from independent survival, I don't really see how it could outdo the former concept. Generally, anything that isn't a danger to your snow globe isn't going to be a danger to Frost. This build also provides more health than a maxed blind rage, by a minor amount without nearly the penalty (+100HP at 15 fewer energy)

  7. Size is an issue of opinion. While I agree that too large or too small is an issue, I think either base size or -21% range works equally well for most purposes... while a larger globe works for better absorption during the 4 seconds and a larger area to play with, a smaller globe works better when you're precasting, as it takes less damage from undirected fire. In addition, moas in particular will run just inside a regular size globe, while remaining outside the -21% range globe. The slow field is unaffected by range, and I do like that the snare starts right before the globe.

     

    That's an excellent point and something else that I failed to consider. That is a tactical advantage in a Snow Globe of slightly smaller-than-normal size that I had not really considered. As for the Slow Field, I still think that the fact that the field doesn't shrink with the globe is an unintended bug. Otherwise, it is a very brilliant use of Snow Globe in a way I had not considered.

     

     

     

    And yet the build you posted uses just SG and Avalanche? And the use of SF literally only boosts a single ability?

     

    Much like how Size is more based in opinion than not, Armor also falls into this category. I openly admitted this is my take on the traditional and overly common "Snow Globe Only" build. Avalanche is my safeguard against the enemies that dare to enter my globe. Avalanche's footprint is roughly the same as Snow Globe's at regular size, allowing me to deal with the vast number of enemies that trespass within its protective walls. Given that Ice damage is basically the worst of the elements against anything that isn't a shield, alloy plate, or sinew flesh, this only provides a limited means of combat. The brief freeze time that follows, however, is usually enough to deal with them.

     

    After my next Forma, it is my intention of adding Ice Wave as it is actually my favorite Frost ability and my attack of choice from his skill set. I do have a vacant Scratch Slot in my build that needs something and it sure won't be Freeze.

     

     

     

    Is your 630 more health worth costing 2x as much energy? IMO I would go right to full BR with the same orb cost and ~2.2k more health.

     

    Actually, your Snow Globes cost 15 energy, not 25. +60% (Fleeting Expertise, Rank 5), +30% (Streamline, Rank 5) make +90%. You are losing 20% from Rank 3 Blind Rage, giving you a total of 70% Efficiency. Snow Globe costs 50 Energy, which at a 70% reduction brings the cost to 15 energy per casting.

     

    My build costs 20 Energy. +60% from Fleeting Expertise, +30% from Streamline, and -30% from Blind Rage Rank 5 gives me a total of 60% Efficiency, resulting in cost being 20 Energy per casting.

     

    Revisiting the Health for a moment, if you look at my earlier post where I compared Your Build, My Build, and Friedricetheman's Build Post Max Blind Rage, you'll see that the difference in the health of our Snow Globes is actually more than 630. It is 1390. For 5 additional energy, I would argue that it is actually worthwhile to invest in Steel Fiber, Max Rank or Not. If my Steel Fiber was max Rank, assuming everything else remaining the same, It would provide an additional 285 Health. This would result in a Strength-To-Cost ratio of 448 to 1.

     

    There is no way you could possibly maintain a 25 energy cost if you were to upgrade to a max rank Blind Rage. Frost simply does not have the capability of offsetting a -55% Efficiency through mods that are only capable of reaching +90%. At best, you'd be resigning yourself to 35% Energy Efficiency in exchange for that extra strength, which means 32.5 -> 33 Energy per casting. While you are gaining 2205 extra health, you're also dropping your Strength-To-Cost ratio to 292 to 1, a massive drop from your current 486 to 1.

     

     

    You have given me quite a bit to reflect on. Thank you for correcting my misunderstandings. Also, I haven't figure out how to really make the Multi-quote work. My apologies for the fact that these quotes do not name you directly, Darzk.

  8. Hi guys,

        Thanks for all your input. So, from what I have gathered so far, Blind Rage is better than Steel Fiber as it adds more to snow globe's health?

    Should I go R5 Blind Rage or Maxed Blind Rage? Will maxed blind rage makes snow globe a bit too much to cast? Should I forma the aura to - for energy siphon if I go blind rage?

     

    I would strongly recommend using a Forma to change your Aura Polarity to Bar and use Energy Siphon if only because of how Frost is designed. He is effectively a Heavy Caster/Mage Tank. It is ultimately up to you to decide if you really want the extra 45% Power Strength. You will offset almost all the benefit of a max rank Fleeting Expertise to gain that power, coming up with 35% Power Efficiency if you are also using a Max Streamline. Assuming you are using both of these mods at rank 4, You'll only have 20% Power Efficiency.

     

    3500 x 1.44 = 5040. This is the bonus provided by your Power Strength if you go this route.

    190 x 5 = 950. This is the bonus provided by Frost's armor.

    Final Strength: 3500 + 5040 + 950 = 9490 Health for 40 Energy.

    Ratio of Power to Energy Cost: 237 to 1

     

    Assuming you have 35% Efficiency from a max rank Streamline and Fleeting Expertise with a Max rank Blind Rage, your Ratio of Power to Energy Cost becomes 292 to 1.

     

    Using the build provided by Darzk:

    3500 x .81 = 2835.

    190 x 5 = 950

    Final Strength: 3500 + 2835 + 950 = 7285 health for 15 energy

    Ratio of Power to Energy Cost: 486 to 1

     

    Using the build I provided:

    3500 x .99 = 3465

    342 x 5 = 1710

    Final Strength: 3500 + 3465 + 1710 = 8675 health for 20 Energy

    Ratio of Power to Energy Cost: 434 to 1.

     

    Based on these equations, I would argue that going with a maximum rank Blind Rage is actually a very bad idea. Even though I disagree with his design, I must admit that Darzk's build is the strongest one proposed thus far based on the power of his Snow Globe vs the Energy necessary to use the ability. With that said, the choice is ultimately yours, but I strongly advise against taking Blind Rage any higher than Rank 5.

  9. Then I stand corrected in that regard. I am mistaken about how Armor affects health.

     

    With that clarification, My build has 8675 Health base before absorption is taken into account.

     

    Your correction of my incorrect assumption has given me room for pause, as now I am curious if Armor or Power Strength is taken into account first. If Armor is considered first, then even this number is flawed. Working with the stats from my build: 3500 Base + 1710 from armor = 5210 Health. 5210 x .99 = 5157.9 which would be rounded to 5158 in game. 5210 + 5158 = 10368. The 8675 would only be true if Power Strength is applied first. Unfortunately, I do not have the means to test this in game.

     

    Thank you for the food for thought.

  10. Darzk,

     

    I am constantly jumping between various frames and the like and only apply forma as necessary to certain frames. I don't feel Frost merits a second Forma yet, as it seems somewhat wasted to aim for additional duration when his snow globe has a certain level of health that causes the effect to end prematurely. The basic 30 seconds is more than sufficient and anything over that is wasted potential against higher level enemies.

     

    Additionally, I find that builds are more fun when they are less hyper-focused on achieving a single goal. This gives me the flexibility to do things outside of being a One Trick Pony, as many players often do with various Frames (Such as Loki, Frost, and Nova). I strongly believe in being flexible with your builds so that you can adapt to various situations instead of relying on a single tactic for a frame. This may seem moot, as I am openly proposing an otherwise OTP build for Frost's Snow Globe. Rather than saying "Here's a build that is all about X with Snow Globe", I'm offering up an extremely balanced option that is more viable than someone who focuses on Duration or Power or Armor alone.

     

    Looking over the build you have offered, I find myself concerned that you are making the push for extra duration. As I have already stated, 30 seconds (or therebouts) is more than enough time on its own. Anything more than that, and you're losing the edge against higher level enemies. Anything less and you run into the gambit of needing to cast it more often which can result in energy issues. Moreover, the loss of size on your Snow Globe is not a benefit. In many ways, it is actually hurting you. A larger snow globe means more protected area for yourself and your allies. It also means that it has a much larger area to be hit by enemies, making it much easier to maximize your Absorption Time. That being said, too much size is equally as bad as too little. The regular size has worked well for me. I may not be able to maximize the absorption phase, but I also don't run the risk of Rapid Burnout due to the massive size either (Or worse, enemies entering the globe en mass, thus virtually negating the benefit of absorbing and blocking damage). The only benefit I see to your build is the Slow Field. By choosing the larger area, along with more Active Defense (Redirection) and the inclusion of Ice Wave, the build you suggested strikes me as a Close-Quarters Frost, with an emphasis on Snow Globe as a last resort.

     

    If your main complaint is that I have not maxed Steel Fiber, then I have little to take away from your suggestion. Given that our builds serve different purposes, I do not feel it is necessary to compare them on a Usable basis. However, I take issue with the claim that your build provides a stronger snow globe, as the following bit of math will prove.

     

    FrostPrimeSGStatswithLoadout_zpsd5af64d4

     

    This is my Frost, using the build I mentioned in my original reply. This Screenshot is only to showcase his Stats, as well as my choice of weapon load out to best compliment such a focused style of play.

     

    Let's begin with Snow Globe's Health. At max rank, it has a base health value of 3500. Squall Helm + Intensify (Rank 5) + Blind Rage (Rank 5) = +99% Power Strength. 3500 + (3500 x .99) = 3500 + 3465 = 6965 Health. This is with the build I use. Using the build you linked, you have only +81% Power Strength due to your Rank 3 Blind Rage. 3500 + (3500 x .81) = 3500 + 2835 = 6335 Health. In this regard, my build has more base Health for Snow Globe by 630.

     

    As for Armor, I trust you realize that Snow Globe's armor is equal to 5 times that of Frost's armor. With the build I suggested , Frost has a base armor of 342. 5 x 342 = 1710 armor. Working with the more-or-less proven Mitigation Formula from U11, we can calculate the exact damage reduction. 1 / (1 + (Armor / 300)) -> 1 / (1 + (1710 / 300)) = 1 / (1 + 5.7) = 1 / 6.7 = .1493 or 14.93%. This means for every point of damage that Snow Globe takes, it only takes .1493 damage. To put this into perspective, let's assume a Grineer Bombard's rocket deals 300 damage. 300 x .1493 = 44.79 which is rounded to 45 damage. Due to the revision of Armor in the aftermath of U11, Armor effectively lacks the diminishing returns that it used to and has become a viable stat to consider. At the maximum health that my build can achieve at this time, Snow Globe could handle 154 Rockets against this theoretical Bombard assuming it absorbed 0 damage during its 4 seconds Absorption Phase.

     

    If you have formulas to disprove my math, I welcome it as it will help me to grow as a Frost User. That being said, utilizing only a single forma, I have suggested a far more viable build for Snow Globe. I do not believe such a build would work for every player, as their style of play is their own. It does, however, work for me and my friends in game with no issue and I encourage all players to find and develop builds that suit their style of play the best.

     

    I offered my build as a guide to help a fellow Frost user grow as a player, not to validate my experience. The best advice I can offer all Frost users is not to ignore all your potential benefits. Also, be careful not to Overstack on Power Efficiency. A lot of players don't see the benefit in keeping a Rank 2 Streamline around for their Efficiency builds, but saving yourself the extra mod points really makes a difference. It is not always worthwhile to maximize this potential either, as even 60% is potent enough to sustain you in the long run. If you need more information, you're welcome to check out my WIP Project regarding the various frames along with their benefits, weaknesses, and overall balance in the all aspects of the game. You can find the link here: https://forums.warframe.com/index.php?/topic/205347-discussion-wip-frame-balance-and-build-suggestions/#entry2398828

  11. Welcome to the world of Frost, Friedricetheman.

     

    FrostSGBuild_zpse67edc4c.jpg

     

    This is my Frost build. I have the benefit of having a regular sized snow globe with the regular 30 second duration. However, it does have roughly 7000 HP before damage absorption is taken into account and a whopping 1710 Armor. It works very well for me.

  12. Caution: This post is a long WIP. It will be updated regularly. I will update this post as I finish each section.

    Current Update: The 13.2.4 Update

     

    Notice: I realize that some of the URL tags are still lingering around some of the pictures. I have decided to leave these alone as every time I remove them, the formatting for this post goes haywire. Sorry for the inconvenience.

     

    I apologize to every in advance. This post is going to be massive and ask that you please bear with it. I have applied spoiler tags for each frame to help make this appear more presentable.

     

    There has been a ton of feedback concerning certain frames, either crying foul over things they believe to be are considered Overpowered or Underpowered. I understand where you are coming from, but very few of you provide any real data to justify your frustration. This thread is meant to give credence to certain points of view while remaining objective as to give fair, honest feedback.

     

    Allow me to begin with a brief explanation of where I am coming from with this. I have been around since Update 7. I've seen how much the current game has matured but know nothing of where it began. I am not an elitist player, chasing the glory of the ultimate build or to be the best there is with a given frame. I don't like using the Supreme Weapons just for the sake of damage. Everything I do is done with purpose and honest reflection to pursue the most viable, sustainable build for each frame that maximizes its potential without stealing the fun away from other people trying to do the exact same thing. A build that is too overpowered strips the fun, the challenge, and the creativity from this game. It is for this reason that I intentionally build frames that have vulnerabilities in one form or another, or do little to overcome their natural weaknesses.

     

    It is worth mentioning that I only recently finished unlocking all the basic frames and am still struggling to complete a few primes. I do not own every weapon either. Although I will give the weapons I do not know honorable mention in builds where they would be suited, I cannot offer advice for builds to adjust them to a specific frame design.

     

    One more thing: If you'd like to laugh at my choices for appearances, feel free. I am an avid fan of the Touhou game series and have painted most of my frames to reflect a Touhou character of similar style and theme.

     

    For this examination, I will show you the build(s) I use for a given frame, explain the reasons why I chose to do it that way, discuss my choice of weapon load outs to support the frame's abilities, and finally rate the frame on four criteria: Power, Survivability, Flexibility, and Balance. I welcome any and all feedback regarding each frame.

     

    Excalibur/Excalibur Prime

    Touhou Theme: Youmu Konpaku

     

    When I began the game, I picked Mag as my first frame. However, even though I chose Mag to start things out, it wasn't until I decided to become a Grand Master that I really started to enjoy the game. Excalibur Prime was the first frame I played that met my basic criteria for a frame: Fluid, Fast, and Fun. There was something magical about using Slash Dash as both a swift-evade and a really potent attack. I stopped using Excalibur as time went on, but I went back and rebuild my Excalibur Prime recently to fit the vision I had when I first started.

     

    The Build

    ExcalPrimeBalanceBuild_zps9d09d251.jpg

     

    After returning to Excalibur after he spent so long collecting dust, I asked myself a simple question: What is Excalibur’s strength by design? He isn’t like Ash, who is pure Ninja (Deception and Swift Murder). He always felt like more of a samurai and that is why I chose to build him as a master of Iaijutsu (Masters of the Blade Draw). This choice of mods seems like I am all over the place, but the truth is that this was given a lot of thought.

     

    For those of you who don’t know, Iaijutsu is a rare practice in Japan these days. Back in the day, it was a sign of incredible status, as they were know to be able to strike down an opponent in the blink of an eye. The strikes were fast, strong, and completely controlled. It was a discipline that required incredible focus and was both feared and revered. To capture this feeling, I chose to build Excalibur with a focus on Power Strength over everything else. If the build had permitted it, I would have added Natural Talent to make it a more accurate portrayal.

     

    By combining Blind Rage (Rank 5), and Intensify, I was able to increase my Power Strength to +84% for the price of losing 30% Energy Efficiency. I countered this energy cost increase by adding Streamline, then added Fleeting Expertise for another 60% efficiency at the cost of losing 60% Power Duration. Since losing Power Duration meant that Slash Dash would only travel a very small distance and that Radial Blind would not be the potent CC that it is, I added Narrow Minded (Rank 5) to recover this lost duration. The loss of Range caused by Narrow Minded meant I would lose the advantage of every single skill I had, so I added Stretch to recover the lost range. To round out the build, I added Vigor to give Excalibur some shield and health and opted to use the Rifle Amp as my mod of choice.

     

    Although people would argue that I should Forma the aura slot to allow for Energy Siphon, I do not feel this is necessary. People assume that Energy Siphon is the be-all-end-all aura for every frame in the game, but unless you are attempting to make an ability spammer, this is completely untrue. Excalibur’s 150 Energy lasts quite awhile when you have 60% Energy Efficiency. It helps that you don’t just resort to spamming abilities for no reason. Careful understanding of your build and the right loadout to complement it can make a great deal of difference in keeping your energy levels high.

     

    This build gives me the following stat changes:

     

    +84% Power Strength

    +60% Power Efficiency

    +3% Power Duration

    +3% Power Range

    +120% Shields

    +120% Health

    +27% Rifle Damage (Aura)

     

    Please note that if you have the Pendragon Helmet with bonus stats, you get +15% Power Strength for -5% Armor.

     

    Weapon Loadout and Build Stats

     

    http://s50.photobucket.com/user/angelstar107/media/ExcalPrimeBalanceStatswithLoadout_zps83befc9e.jpg.html'>ExcalPrimeBalanceStatswithLoadout_zps83b[/url]

     

    Excalibur’s abilities merit a combination of a Mid-to-long range weapon and a close-range weapon. Depending on your tastes, you may prefer a close range primary, such as a Shotgun, with a mid-to-long range sidearm, such as the Akstellito or Lex. However, given how Sidearms are generally more powerful than their main hand counterparts due to mods, I prefer my mid-to-long range weapon to be my primary weapon as to benefit from Rifle Amp. Weapons like the Hind or the Burston Prime are great choices for this as they deal very good damage with high accuracy and are quite ammo efficient. Unfortunately, this limits your sidearm options to either heavy hitting, rapid fire weapons or shotgun-like weapons. The Bronco and Akbronco series of weapons (That means the Prime versions are also options) are very potent complements to Excalibur, with the Brakk and the Detron being the top-tier weapons if you have them due to their high strength and reasonable accuracy.

     

    For me, I found that the Burston Prime + Bronco Prime formed a very fitting combo for this build. As I closed ranks, I could land multiple headshots with the Burston Prime, then use an ability like Radial Blind or Slash Dash to give me an opportunity to mop up any enemies with the Bronco Prime. I am still trying to get the Akbronco Prime, which I feel will be more suited to this loadout.

     

    For Melee Weapons, Excalbur’s options are really limitless. He can use all manner of melee weapon with high effectiveness thanks to Radial Blind. Depending on your tastes, you can choose from any melee weapon you really enjoy. I picked the Dual Ether because of how well it fit with Youmu's character. The Swirling Tiger Stance is a beautiful stance that really captures the essence of what it means to be the fastest swordsman in Gensokyo.

     

    Frame Strengths and Weaknesses

     

    Excalibur is neither bulky enough to be tanky nor incredibly powerful enough to stand alone. His armor is better than most non-tank frames by a pretty hefty margin, but it isn't high enough to be worth investing in over another enhancement. He has an average amount of energy, average health and shields, average armor, and average speed. He is a very neutral frame in terms of his stats, making him a jack-of-all-trades: A frame of many talents but a master of none, but therein lies his greatest strength.

     

    The fact that most frames need a balance of Strength, Duration, and Range to maintain the flexibility needed to be workable should hinder Excalibur's potential. He is a frame that is best suited for a single design, such as a Duration Build made around Radial Blind, or a Damage Build that gives Excalibur the ability to destroy enemies effortlessly with Slash Dash and Radial Javelin. However, it is this very thing that makes Excalibur so great as a starting frame. He is naturally so flexible that he can adapt to many different play styles. He is essentially the “Red Mage” of Warframe. If you’re willing to work for it, he can do a lot.

     

    If I had to pick one ability that I would consider to be Excalibur’s best, it would definitely be Radial Blind. Packing a 25m radius at maximum rank, this skill stuns all enemies for 5 seconds and blinds them for 10 seconds. This is enough time for you to escape when you are badly outnumbered, or just shut off heavy incoming damage. This ability also has the ability to hit enemies behind cover and even behind walls. Enemies that are blind do little more than wander around aimlessly, unsure of what to do. They respond to gunfire by blindly shooting in that general direction, meaning they aren’t likely to hit you that much while they are affected. Some of them might throw grenades at you (which they do with surprising accuracy for being blind), so that is probably your only real worry. If you’re an opportunistic person, you can also take advantage of the time where enemies are stunned with this skill to deal 4x normal melee damage to them. This skill is incredible, both defensively and offensively, as it creates opportunities to protect yourself, destroy your enemies, or get out a bad situation.

     

    When choosing the build that is right for you, decide what abilities you want to use first, then make your build around making those abilities outstanding. Don’t worry about stats you don’t feel you will need. I chose my build because I wanted the strength to make Excalibur akin to an Iaijutsu Samurai of old while making sure he could survive even the toughest encounter.

     

    Frame Synergy

     

    Excalibur's roster of skills makes it pair well with a large number of frames: Ash, as it can further enhance his invisibility by giving his enhanced damage a 4x bonus with Radial Blind; Mag, as Radial Javelin and Bullet Attractor is the single most powerful attack in the entire game by a large margin (Maximized Power Build launches 37 Javelins dealing 2440 damage each for a total of 90,280 Damage, which is then doubled to 180,560 damage because of Bullet Attractor's effect). Loki benefits for the same reasons as Ash and can take advantage of Radial Blind to create clones of himself that will draw attention of blind enemies, both while the effect continues and when it wears off. Loki could also be cruel and just steal all those blind fools weapons, leaving them completely defenseless. Volt can take advantage of blind enemies as they wander around clueless, giving him plenty of opportunity to shock large number of enemies with no danger of being hit, or can use Speed to invoke a melee killing frenzy on a group of disabled enemies. Sadly, the Excalibur’s skills does not provide much enhancement or advantage to the rest of the frames, though Radial Blind can still be considered a safeguard to any member of the Cell.

     

    Final Ruling

     

    Power: 3/5. Excalibur is good, but made better with other people. His abilities do not scale well with level, but remains quite useful even as their power begins to wane.

    Survivability: 4/5. With average stats for Health and Armor, Excalibur is neither squishy or hard to bring down. His abilities are useful for both offense and defense, giving him an edge in the survivability category.

    Flexibility: 3/5. Excalibur is primarily a damage dealer and doesn't really have much in the way of support. However, Radial Blind is one of the most potent abilities in the game, giving much needed support to any cell.

    Balance: 4/5. For all the issues people have with Excalibur, he is one of the most balanced frames in the game, combining good damage and speed with control. He supports others decently and is well supported in return. His only flaws are that his damage does not scale well with level and are only brought to their peak by certain other frames. Those things aside, Excalibur is the very definition of what it means for a frame to have true balance in this game. He balances offense, defense, skill, and ease of use better than any other frame currently in the game.

     

    Mag/Mag Prime

    Touhou Theme: Komachi Onozuka

     

    Picking Mag as my starter frame back in U7 was a major kick to the head. Because of how her abilities worked, and because Grineer didn’t have shields (unless they were heavies), it meant I had unknowingly handicapped myself in a game I barely understood. My frustration with the frame but the love of the game is what made me become a Grand Master to get all the benefits along with it. Excalibur Prime was the reason I was able to keep going long enough to truly enjoy the game. After Mag got reworked a few updates ago, I revisited my former antithesis and discovered she was incredibly fun to play all the sudden. Everything that I hated about Mag suddenly became what I absolutely loved about her. I needed the understanding that came with experience before I was ready to actually able to truly enjoy Mag. Sadly, the Mag Prime Systems continues to elude me (Damn you, RNG).

     

    The Build

    [url=http://s50.photobucket.com/user/angelstar107/media/MagBalancedBuild_zpsc4ec8fe8.jpg.html]MagBalancedBuild_zpsc4ec8fe8.jpg[/url]

     

    Much like Excalibur, I asked myself how I should build Mag. It wasn’t very clear to me since I only have a basic understanding of the changes made a few updates ago. However, playing around with her newly tuned abilities gave me enough of an idea to go on. I decided to build Mag around Shield Polarize, which meant I needed power and range.

     

    I added Blind Rage (Rank 5) and Intensify to increase Power Strength by 84%. I added Streamline to combat the -30% Power Efficiency, and then Fleeting Expertise to give me 60% Efficiency as to give Mag some staying power in the energy department. I didn’t want to lose all the power I am was working to get, so I picked Stretch over Overextended. I added Equilibrium (Rank 6) to give Mag an easier time of recovering health and energy, but this left me facing the problem of what to do about Bullet Attractor. With a -60% Duration, Bullet Attractor just wasn’t worth using, so I opted to add Continuity on my scratch slot to reduce this penalty to 30%, leaving me with about a 10 duration, which I felt was very workable.

     

    I decided to Forma Mag’s Aura slot away from the V slot and to a Bar slot to take advantage of Energy Siphon. This still feels like it was a bit overkill, but against massive incoming waves in the void, it actually proves to be a benefit to Mag as I heavily rely on Shield Polarize as both a means of survival and to turn the tide of battle by exploding shields.

     

    This build gives me the following stat changes:

     

    +84% Power Strength

    +60% Power Efficiency

    -30% Power Duration

    +45% Power Range

    +17.5 Health/Energy on Energy/Health pick up

    +.6 Energy Regeneration (Aura)

     

    Please note that if you have the Coil Helm with Stats, you can benefit from +25% Power Range for -5% Shield Max.

     

    Weapon Loadout and Build Stats

     

    MagBalancedStatswithLoadout_zps6bb11a7c.

     

    As far as weapons go, Mag pairs well with a shotgun and a long-range Side Arm. I use the Strun Wraith (Blast+Corrosive) with Akstellito (Status Build with Viral/Radiation). I picked the Reaper Prime more for flavor than functionality, as Komachi uses a Scythe. To keep with the aggressive strikes that Komachi is known for, I decided to use the Stalking Fan stance with a build focused on speed, range, and status chance. This load out takes advantage of Pull to draw in enemies for a rapid barrage of bullets (Shotgun) or to quickly hack them to pieces (Melee), and Shield Polarize to eliminate shields and follow up by quickly destroying health (Sidearm).

     

    Frame Strengths and Weaknesses

     

    Mag used to be a squishy, underpowered frame. Now, she is slightly less squishy and actually quite powerful. Although Mag’s greatest strength is her ability to strip shields from enemies while restore the shields of her allies over a rather extensive range, she still remains rather fragile. She has below average health, above average shields, average energy, average armor, and average speed. Much like Excalibur, she doesn’t have enough armor to merit making her tanky, but this is actually still quite possible in skilled hands.

     

    Mag has a few major flaws. First and foremost is her ultimate ability, Crush. This low-radius, decent damage attack leaves Mag vulnerable to attack for a few seconds every time it is used. This isn’t helped by the fact that Pull is wildly out of control right now, as enemies are ragdolled at the moment that pull is used and therefore go flying through the air instead of toward Mag. This makes using Pull and Crush in combination almost impossible to do.

     

    There is also the matter that all of her attack abilities deal Magnetic damage, which is awesome against Corpus, but really bad against everything else. The only saving grace to this that Shield Polarize deals damage based on the amount of enemy shields drained multiplied by up to 2.5x, so it scales incredibly well with level as the damage is based on fixed percentages of shields, even if it is all Magnetic damage. If you’re draining 2000 shields from enemies, you’re dealing 5,000 AoE damage before resistances are factored in, so it isn’t an issue that most enemies don’t take a lot damage from Magnetic damage. It also helps that if multiple shielded enemies are near each other when you use Shield Polarize, they’ll take damage from each exploded shield, so you can hit enemies multiple times within a single use.

     

    Mag’s survivability is actually quite high, even though she is a fragile frame. Shield Polarize will essentially restore your shields to full in most cases while Bullet Attractor can actually create a buffer between you and a large number of enemies. If you’re willing to position the enemy affected with Bullet Attractor between yourself and all the other enemies, you can literally use them as a shield until their friends finish murdering that poor, helpless target. With the build I have chosen for Mag, I can stop an entire army while making them kill heavies and taking almost no damage at all as Bullet Attractor becomes nearly Snow Globe in size.

     

    If I had to pick a single ability that is Mag’s best, I would have to say it is Shield Polarize. This is Mag’s version of Radial Blind, only more awesome. While more limited in use than Radial Blind, being able to recharge a large amount of your shields instantly is awesome. Being able to do that for your whole team is incredible because you are actually being a team player. Add to that the fact that you’re literally exploding your enemies shields to create huge AoE damage that scales extremely well with level… This is pretty much a no brainer. Although Pull is amusingly funny right now, it doesn’t begin to hold a candle to Shield Polarize.

     

    Frame Synergy

     

    Mag unfortunately doesn't mesh well with other frames. She is half of the most powerful combo in the game when combined with Excalibur, but other than that, she really doesn't have skills that enhance her fellow frames. What she does, however, is completely destroy enemy shields while keeping her allies with nearly full shields all the time. This may make it easier for allies to lay waste to the enemies, but it really depends on your play style. Bullet Attractor can protect allies by redirecting all the damage back to the target and enhancing it too, meaning it becomes much easier to down that annoying heavy/boss.

     

    Final Ruling

     

    Power: 3/5. Mag will destroy any enemy that has shields (Corpus and the Void) with brutal effectiveness. Against everything else, she falls short.

    Survivability: 4/5. Although Mag is a fragile frame, good use of Shield Polarize and Bullet Attractor can easily give Mag the upper hand, making her very difficult to kill.

    Flexibility: 4/5. Mag is almost all utility. She can keep her allies shields almost fully topped up while laying waste to shielded enemies all while controlling the incoming damage with Bullet Attractor. A skilled Mag user can actually make her Tanky, but this requires a large amount of skill and she won’t hold up against the other “Tanks” in the game.

    Balance: 2/5. Mag is a mixed bag in this category, with Pull and Crush being my only issues. Pull has such incredible reach but THROWS enemies across entire rooms rather than drawing them to close quarters, while Crush is essentially a Mag making a last stand. Shield Polarize and Bullet Attractor are her best abilities by a vast margin and it would be nice both Pull and Crush received tweaks to bring them into the balanced category. There is also the small matter that Shield Polarize is quite possibly the best ability in the game as it is currently the only one that scales with level. This makes me question her balance in the game’s structure as she easily stands as one of the three most powerful warframes in the game.

     

    Frost/Frost Prime

    Touhou Theme: Letty Whiterock

     

    When I grew tired of Excalibur and irritated of my inability to make progress to get Frost, I caved and purchased him with some of my platinum I got from becoming a Grand Master. He was the first frame I ever made an honest effort to master. When I first started using this frame, I actually had an extreme dislike of Snow Globe. It seemed like it was completely worthless, so I decided to make my first frost build into something like an Ice mage. I did not succeed. However, as time went by and I came to understand Frost’s abilities better, I realized that Snow Globe was incredible. Alas, the days of God Moding defense missions as Frost have come and gone, with several revisions putting an end to the days where all you ever needed was Snow Globe. While these days were a long time coming, it meant that my understanding of the frame needed to change as well. After playing around with the frame after the most recent revision, my dream of an Ice Mage Frost was finally capable of being realized.

     

    The Build (Ice Mage)

     

     

    FrostSGBuild_zpsc2540761.jpg

     

    Being an Ice Mage has always been a dream of mine for Frost. I always believed he had the potential, but the game needed time to make it a viable build. I took the most Ice Mage-esqe skills (Ice Wave and Avalanche) and made this build around them. For this to work, I wanted power strength over just about everything else.

     

    Blind Rage (Rank 5) and Intensify grants +84% Power Strength at the cost of -30% Efficiency. Streamline offsets the efficiency loss, while Fleeting Expertise gives me 60% efficiency overall. The loss of 60% duration has no effect on this build. I wanted to keep Frost very resilient to damage, so I added Redirection (Rank 7) and Vigor for +440% Shields. To keep Frost mobile, I then added Rush. The end result is a Frost that actually feels like an unbreakable Ice Mage.

     

    I decided to Forma the Aura polarity away from a mostly useless D slot to a Bar slot for Energy Siphon. As an Ice Mage, it means I will be spamming abilities to accomplish most of my damage and I wanted the energy to sustain that.

    This build gives me the following stat changes:

     

    +84% Power Strength

    +60% Power Efficiency

    -60% Power Duration

    +440% Shields

    +30% Sprint Speed

    +.6% Energy Regeneration (Aura)

     

    Please note that if you have the Squall Helm with Stats, you will benefit from the extra +15% Power Strength in exchange for -5% Shields.

     

    Weapon Loadout and Build Stats

     

    FrostPrimeIceMageStatswithLoadout_zps554

     

    This build has a lot of raw power just in terms of abilities, but you can’t always spam your abilities to get by. Frost has a high degree of resilience, making him a prime candidate for heavy primary weapons. High damage and high fire rate weapons, like the Soma, Supra, Gorgon-Series, Boltor-Series, Sobek, and Boar-Series actually fit very well for Frost. The Grakata, built for status procs, can also be a very effective weapon for Frost because it becomes something more than just raw damage, depending on your chosen status effects. I recommend avoiding Blow-Back weapons, such as Ogris and the Penta for this kind of Frost. Since you will be very mobile, you run the risk of catching yourself in the blasts and potentially even killing yourself.

     

    To keep with the idea of Frost as Letty Whiterock, I wanted to use at least one non-hit scan weapon. For this purpose, I turned to the Boltor Prime. It is a high fire rate, high damage weapon that can manage a very reasonable status chance, making it possible to build it to overcome its weaknesses or enhance its strengths. As a side arm, I needed something with more precision and again opted for the Akstiletto with a Viral-Radiation Status Build. As for Melee Weapons, I wanted something that was faster than Frost is, which limits my options quite a lot. He doesn’t have the speed to really take advantage of most weapons, and even though he can take quite a beating, slow weapons were just unacceptable. I decided to take the Orthos Prime as my Melee weapon. Utilizing the Shimmering Blight stance, I felt that I had found a way to overcome the slow feel of Frost by giving him a fast, wide-striking weapon.

     

    The Build (Forcefield AKA Snow Globe)

     

     

    FrostSGBuild_zpse67edc4c.jpg

     

    The advent of Hotfix 12.4.5 meant more changes to Snow Globe. DE has been listening to people who have been crying foul over the overhaul that Snow Globe got in an earlier update (I believe it was update 11). I’ve said it before, and I will continue to say it til the day the world dies: Snow Globe was overpowered and needed to be addressed. I don’t necessarily agree with how DE changed Snow Globe, but I feel the tweek they did in Hotfix 12.4.5 actually makes this workable.

     

    Now that I have more information on how this change actually affected Snow Globe, I was forced to realize that a few forma will be necessary to make this particular build effective and not something that compromises survivability. However, I am not going to go through all of that just yet.

     

    I didn’t want this build to be a One Trick Pony build, so I added Avalanche to the build to give me some level of offense in this otherwise stationary build. Snow Globe benefits the most from Power Strength, so I added Blind Rage (Rank 5), Intensify to get +84%. I added Streamline to offset the -30% Efficiency, then Fleeting Expertise to give me +60% Efficiency. I didn’t want to deal with a low-duration, high power Snow Globe, so I added Narrow Minded (Rank 6) to offset the duration loss from Fleeting Expertise, and then Stretch to offset the loss of range from Narrow Minded. This left me just enough points to add Steel Fiber (Rank 7) to give me the ability to resist damage outside of my protective bubble while adding a large quantity of armor to my Snow Globe. The end result is a regular sized Snow Globe with far higher resistance (8150 Base Health for 20 Energy)

     

    The downside to this build is that Frost’s defenses outside of Snow Globe are pretty low, even with 427 Shields and 342 Armor. You’ll have to seek cover routinely or move between multiple globes to ensure you have the staying power.

    This build gives me the following stat changes:

     

    +84% Power Strength

    +60% Power Efficiency

    +3% Power Duration

    +3% Power Range

    +80% Armor

    +.6 Energy Regeneration (Aura)

     

    Please note that if you have the Squall Helm with Stats, you will benefit from the +15% Power Strength for -5% Shields.

     

    Weapon Loadout and Build Stats

     

    FrostPrimeSGStatswithLoadout_zpsd5af64d4

     

    Since Frost is going to spend most of his time inside his protective bubble, I opted for something with a little more power than the Boltor Prime. I chose the Penta using a Viral-Radiation status Build with the Akstiletto using a modified Viral-Crit Build. Again, the Orthos Prime is my go-to Melee for the same reasons as explained in the Ice Mage Build.

     

    Frame Strengths and Weaknesses

     

    Frost has a lot of potential, but it is very easily wasted. He doesn’t really have any outstanding strengths, and a fair number of weaknesses. He has Average Health, Above Average Shields, Good Armor, Average Power, and Below Average Speed.

     

    Frost exclusively deals Ice damage, which is good against shields and certain members of the infested family. He has pretty good range on all of his abilities, including Ice Wave which can go on for quite awhile. A stealth tweek to Ice Wave finally made it able to up and down stairs and ramps, something it was not able to do for the longest time. All of Frost’s abilities have a secondary effect to them, which is actually a rare trait. Freeze is a short duration CC that freezes an enemy in place while dealing a minor amount of damage. Ice Wave deals a fair amount of damage and inflicts slow on anything it hits. Snow Globe stops all incoming damage for a certain amount of time and up to a certain amount of damage while also heavily slowing down any enemy that enters it. Avalanche staggers and freezes enemies that get caught in it, so it can actually be used to CC enemies that are within range.

     

    However, this itself is Frost’s weakness. Ice damage is pretty bad against most enemies, so your potential damage really drops off with these skills. The secondary effect for them remains unaffected, which is a blessing in disguise. That being said, Frost’s greatest weakness will probably be something that never goes away: Snow Globe. Once upon a time, it was the only reason anyone even cared about this frame and DE saw the needed to change that. He has been undergoing several rather heavy changes as of late to help recover the damaged image he received as a result of the adjustment. The latest changes to Snow Globe now make it an exercise in intentionally being in a bad situation to really showcase the power of this one skill, though the build I use has a significant health pool and quantity of armor without having to concern myself with the bonus HP it gets from absorbing damage during its first 4 seconds.

     

    He is probably the only frame that has to care about every stat in one form or another. He needs Duration to keep Snow Globe active, but it has HP now so he’ll be casting it a lot more as levels start to rise. It may not even last the basic 30 seconds, so attempting to go beyond that seems like a waste. He needs Power to make his skills viable, regardless of what skill is used, and he needs Range to actually affect a reasonable amount of enemies (or area, in the case of Snow Globe). To add to the mix, he needs to be able to survive while doing all of this, so he needs more shields, more armor, and more health. Is he a tank? Is he a defensive utility? Is he a caster? No one knows anymore. Frost can literally be built to do just about anything, and that is good to a point. The problem is that no one knows what to do with Frost anymore and his damaged image really doesn’t help.

     

    If I had to decide which of Frost’s abilities is the best, I would argue that it would have to be Ice Wave. Ignoring the fact that Ice damage is pretty weak vs anything that isn’t a shield, Ice Wave combines long range with a fast travel time and good damage. This actually makes it better than Avalanche, since it is useful against mid-to-close range enemies. The added slow effect means that even if you don’t manage to kill your targets, you’re slowing down their DPS and giving yourself more room to breathe. As an added bonus, slow targets are a lot easier to hit. All in all, Ice Wave is a very well rounded ability and doesn’t cost a lot of energy to use, making it a reliable skill you can fall back on.

     

    Frame Synergy

     

    Frost doesn’t directly help any frames in the game. What he can do is CC or hinder enemies while giving allies a shielded area from which to fight. He is a very good support frame in that sense. Unfortunately, none of his abilities can be used in combination with any ability from any other frame. Outside of being passively helpful, Frost has no Synergy.

     

    Final Ruling

     

    Power: 2/5. Frost can be made to be quite powerful, but his abilities scale very poorly with level due to his niche element.

    Survivability: 5/5. Frost has an incredible amount of shields and armor potential, making him hard to kill. He can also deploy Snow Globe when he needs a moment to recover shields.

    Flexibility: 4/5. Frost can be built multiple ways to accomplish a given goal. His abilities have built in control to them, making him a highly flexible utility with a very bad perceived image.

    Balance: 2/5. Frost is capable of doing a lot, and rather well, but his abilities do not scale well with level. The limited effective of the ice element, combined with his over-flexibility and limited design makes it difficult call him Balanced. When the heat is on, Frost remains only useful because of Snow Globe.

     

     

    Ember/Ember Prime

    Touhou Theme: Fujiwara No Mokou

     

    Ember is one of the frames I have used the least. It isn’t that she is a bad frame, but her dynamics don’t really mesh well with my style of play. Where most frames can be played defensively in one form or another, Ember is a frame that absolutely shouldn’t be played defensively. Since the most recent set of changes to Frost, I decided to dust off Ember give her another try. She’s received a number of little tweeks since I last played her, and while some are good, others remain lacking. Overall, I’m genuinely impressed with changes, but some of her more glaring problems still remain.

     

    The Ember Build (Kamikaze OTP)

     

    EmberOTPBuild_zpsaf1142c0.jpg

     

    For those of you who aren’t familiar with the term OTP, it stands for One Trick Pony. It is a term used to describe a frame build whose design is completely centered around using a single ability. I know I’m also using Accelerant here, but this is only because this is my version of the very standard OTP Ember Build.

     

    I started with adding all the efficiency I could by adding Fleeting Expertise and Streamline (Rank 2). I am opting for a lower rank Streamline here because there is a 75% Efficiency cap, so it is a waste of points to use a max rank Streamline. From there, I added Narrow Minded (Rank 6) to offset the duration loss from Fleeting Expertise, then Continuity and Constitution to actually generate a positive bonus. Intensify and Natural Talent simply round out the build by adding more power to World on Fire and speeding up that long cast time. Accelerant’s only purpose in this build is to provide some defense to this otherwise extremely fragile frame.

     

    I am intentionally foregoing Range in this build due to the nature of how World on Fire was adjusted. Rather than affecting a few enemies within range with a high damage DoT, now it causes explosions within the radius and the explosions deal the damage. I wanted to keep this range small so that the explosions would be condensed over a smaller area, hence the name of this build (The Kamikaze OTP). Even though people remind me that this is the flaw in the build, I need only to tell them that anything that gets close to me is completely and utterly destroyed.

     

    This build gives me the following stat changes:

     

    +30% Power Strength

    +75% Power Efficiency

    +61% Power Duration

    -42% Power Range

    +27% Rifle Damage (Aura)

     

    Please note that if you have the Arcane Helm, you will benefit from the +25% Energy Capacity for -5% Shields.

     

    Weapon Loadout and Build Stats

     

    EmberOTPBuildStatswithLoadout_zps070230a

     

    The flaw in the OTP design is that you are generally going to end up doing the Kamikaze routine. This limits your weapon options to ones that tend to do better in close quarters. You’ll be looking as Shotguns, or high fire rate, high damage Non-Hit scan weapons to really bring the pain. I originally opted for the Drakgoon as my primary weapon, but I just didn’t have the speed I needed to make it work. As a result, I decided  to take the Sobek and modded it for High Damage, High Clip Size, Reduced Spread, and focused exclusively on the Fire Element as to take advantage of the benefits of Accelerant. This ended up being a remarkable setup for this build, so much so that I decided to Forma and push the potential further.

     

    For side arms, you’re still limited to weapons that fare better in close quarters. Sidearm Shotguns, such as the Bronco-Series, Brakk, and Detron are obvious choices. I wanted something with more status potential and originally opted for the Dual Magnus, but the long reload made this unsatisfying in this build, even after adding Quick Draw. Yes, I was landing a lot of status procs, but it required too much precision for a Kamikaze build. I also considered the Akstiletto, one of my favorite sidearms in the game, but it, like the Dual Magnus, required too much precision for this build. Instead, I turned my attention to a modified build I made for the Wraith Twin Vipers. This modified build gave me a lot of critical chance and damage, respectable status chance, and a quick reload speed. The very nature of the Wraith Twin Vipers actually fits this build rather well, as it is a weapon that fares better at close range than most other side arms.

     

    For my Melee weapon, I wanted something that could kill enemies in a very small amount of hits. Since that meant I had to focus on Critical Hits, my options were immediately trimmed down Zoren Axe-like Weapons (Dual Zoren, Dual Cleaver, Dual Ichor) and the Obex. I also heavily considered the Jat Kittag, but it is was weapon I hadn’t played around with enough to determine viability when I made this build. With my options limited to 4 weapons, I opted to take the Dual Ichor. With a Critical build, it is no different than its counterparts except that it deals pure elemental damage. Toxic damage is generally better than the basic damage types, with a few notable exceptions. I added North Wind to make it Viral damage, thus giving me all I needed to demolish whatever got in my way. The Swirling Tiger stance allows me to strike an impressive amount of foes that are foolish enough to close ranks for devastating damage. Assuming it was strong enough to charge through World on Fire, it generally takes only a single blow to kill those strong enough to enter melee range.

     

     

    The Ember Build (Flame Mage)

     

    EmberNeutralBuild_zps9d2b1f6d.jpg

     

    Taking the dynamics of Ember into account, as well as her vulnerabilities, I came up with this build. I decided that Duration was the most important stat for an Ember to have, as it increases the duration of World on Fire and Accelerant. With that in mind, I added Narrow Minded (Rank 6), Constitution, and Continuity. I added Stretch to offset the range lost to Narrow Minded.

     

    For Abilities, I decided on Fireball, Accelerant, and World on Fire. I toyed with those last few slots, originally settling on Flow, Streamline and Flame Wave, but I found that I expending energy too quickly, even for the massive energy pool of 487. So, I upgraded Streamline to Fleeting Expertise, feeling that added efficiency would prove more effective than having an extremely high duration on my abilities. I was right, but the frame’s design still left me vulnerable, so I swapped out flow for Redirection, and then added Flame Wave because I didn’t have the points for much else.

     

    Since I hadn’t forma’d that blasted V Aura to a Bar for Energy Siphon, I opted to use Rifle Amp and it was actually a very solid choice given what I eventually settled on for weapons. This build is very much so a Mid-Range build, focusing on using Fireball to break up clusters of enemies and soften heavies. World on Fire was reserved for situations where I felt I was getting overwhelmed by enemies, giving me a chance to barrel through enemy ranks to a safer position. Accelerant came in handy for when I was dealing with pesky shield lancers or stubborn heavies, while Flame Wave… was pretty underwhelming. It’s good for if you’re holding a position, but just not worth using otherwise. If you choose to use this build as a guideline, I’d recommend dropping Flame Wave.

     

    The benefits to this build is that you can keep to Mid-Range more effectively than the Kamikaze OTP build, which greatly improves your odds of survival. The duration is enough to give you a good burn time for World on Fire if you have to get out of a bad situation, but it isn’t enough to rely on for too long. The added benefit of Redirection increases your shields, making you more likely to survive if you happen to take a lot of damage.

     

    Just as a footnote: You can use Fireball when you are reloading your weapon without resetting the reload timer. This proves to be incredible helpful.

     

    This build gives me the following stat changes:

     

     

    +62% Power Duration

    +3% Power Range

    +60% Power Efficiency

    +320% Shields

    +27% Rifle Damage (Aura)

     

    Please note that if you have the Arcane Helm with Stats, you can benefit from the +25% Energy Capacity for -5% Shields.

     

    Weapon Loadout and Build Stats

     

    EmberBalancedBuildwithStats_zps8bd59bc7.

     

    As I weighed weapons for this build, I wanted to keep their effectiveness to Mid-Range. As I looked through the roster of weapons, I eventually figured out how best to equip this build. Even though I’ve already pointed out that Ember is more suited to close-range weapons, I decided on the unlikely combination of the Latron Prime and Twin Gremlins. The Latron Prime, while a long-range weapon, packs a major punch. I modded it for Critical Chance, Critical Damage, and Status Chance with a Fire and Viral elemental combo. The Twin Gremlins I modded for Reload Speed, Multishot, and Status with a Viral elemental focus.

     

    As for a Melee weapon, prior to Melee 2.0 I had finished building and enjoying my Jat Kittag. However, since I have yet to chance upon the stances for the Jat Kittag, I needed a good, fitting weapon. Sadly, a weapon that carved a wide-swath of Elemental Status Procs is basically non-existent for me currently. In an effort to avoid using the same melee weapons over and over, I opted for the unexpected and went with the Glaive Prime. Although the effectiveness of it as a Mid-Range Weapon has been really scaled back since Melee 2.0, the combos it has affect very large areas. With a build focused on a combination of Channeling and Status Chance, you can have a very powerful melee weapon that has 29.5% Status Chance in addition to hitting large groups of enemies effortlessly.

     

     

    Frame Strengths and Weaknesses

     

    Ember is a purely offensive frame with incredibly limited defensive potential. She is one of the first frames designed for highly aggressive game play, which works for some people and not so much for others. She has Average Health, Average Shields, Poor Armor, Good Energy Capacity, and Average Speed.

     

    Ember’s flaws, however, come in many forms. She is incredibly squishy and there is nothing you can do about it. Even adding Redirection and Vitality doesn’t make her any less squishy, buying her only a slight increase in time before enemies completely destroy her. Her defense is actually her offense. The more aggressively she is played, the more likely she is to survive. Attempting to be defensive usually serves to gets her killed, but this is really just the beginning.

     

    Her real issue is two-fold: One, she is perceived to be an OTP. Her best ability is arguably World on Fire, which can deal incredibly high amounts of damage and be crowd control at the same time (with a little luck). Two, however, is that her abilities scale quite poorly with level, worse than Frost’s (But only because Frost deals far more damage per hit). The amount of effort it requires to keep her damage output viable grows completely out of control as enemies start to reach and surpass level 30. Up to that point, it can be done with relative ease, but goes back to the fact that it requires an OTP build. This limits her options so severely that she just becomes un-fun as time goes on and restricts her to low level missions.

     

    That being said, on lower level missions, she is possibly the most powerful frame in the game by a rather hefty margin. She can win entire missions by just running for the exit and letting her World on Fire destroy anything that happens to be close by without issue. She has a fair amount of AoE going on thanks to adjustments to Fireball. These strengths aside, she has a lot of glaring flaws that just make this shining star to dim significantly.

     

    Being a player that likes to play defensively, Ember isn’t that much fun for me to play. With that being said, Ember Prime is a whole different kettle of fish. Although they share the same abilities and same core stats, it is Ember Prime’s different polarities that really expand her options. The Fujiwara Volcano build I highlight here because it requires more precision than the standard OTP or even my Flame Mage  build. It gives Ember the chance she needed to be played defensively since I am trading utility for offense and defense. Ember Prime is a great example of how a Prime Frame can be different from its original frame and how this difference can draw in new players to a frame they may never have considered.

     

    If I had to pick Ember’s best ability, I would begrudgingly say World on Fire. It affects a large area, the explosions tend to place themselves under enemies and occur often. They can also inflict the burn status. The explosions follows you around, making it an active attack and defense in one. Its only handicap is easily worked around (Duration), making this one of the easiest things to make a build around, but therein lies my issue with it. Everyone does it. This ability is so dynamic and so much better than any of her other skills that there is little reason to use Fire Blast or Fireball. You just trigger it, run head-long into a large group of enemies, hit Accelerant, and watch the world burn.

     

    Frame Synergy

     

    Like Frost, Ember has no synergy with any frames. Arguably, Ember has synergy with other Ember users because Accelerant increases fire damage. With most people using elemental combos, you’ll be lucky if you help out non-ember frames.

     

    Final Ruling (Ember)

     

    Power: 3/5. Ember is very powerful against lower level enemies, but too underpowered against higher level enemies.

    Survivability: 1/5. Ember has no true defensive abilities, relying on Accelerant to stun and escape. Her lack of armor, average health, and average shields means she drops quickly if she gets surrounded.

    Flexibility: 1/5. There is only one way to play Ember: Aggressively. A passive/defensive Ember is possible, but they are not viable in the mid or long term.

    Balance: 2/5. Due to the fact that fire damage scales poorly with level and that this frame can only be played aggressively, she is very unbalanced. Her only reason for getting a 2 and not a 1 is because she destroys low level missions.

     

    Final Ruling (Ember Prime)

     

    Power: 3/5. Ember Prime, like Ember, is very powerful against lower level enemies, but is underpowered against higher level enemies.

    Survivability: 2/5. Although Ember Prime still has no defensive abilities, she is more capable of surviving than her original counterpart thanks to adjusted polarities allowing for more durable builds.

    Flexibility: 2/5. Ember Prime trading in those two bar polarities for a V and a D expands her potential to be played defensively and offensively, something that could not be easily accomplished by Ember.

    Balance: 2/5. Even though Ember Prime gained the ability to be played defensively and has boosted flexibility and survivability over her normal version, she retains the same issue: Fire damage does not scale well with level and World on Fire just dwarfs her other abilities by a vast margin.

     

     

    Nyx

    Touhou Theme: Reisen Udongein Inaba

     

    I used to have some issues with Nyx. I thought her design and her abilities were generic and boring. Then I finished making the frame and found her to make a surprising degree of sense. The very design of her frame portrays her as being very frail, but her abilities span such an impressive range that she is actually one of the most powerful frames in the game when it comes to surviving a mission. As I have done with all of my frames for the purpose of this project, I have revisited my neglected Nyx and updated her mods and weapon loadouts to better suit her talents.

     

    The Build (Lunatic Red Eyes)

     

    NyxLREBuild_zps6f712eef.jpg

     

    Going into this build, I wanted to put the emphasis on Nyx’s ability to control or distort minds. For those of you who don’t know Touhou, this is almost a perfect representation of Reisen Inaba’s abilities. Her Lunatic Red Eyes confuse those who look into them, driving some to madness and destroying the weak minded. However, a build based entirely in Mind Control ends up being a little too much of an OTP build, so I made some adjustments.

     

    I started by adding Energy Siphon as her Aura, even though this build is not a spammer build. I knew that this build would need a lot of range, so I added Overextended as Power is pretty much a worthless investment for Nyx due to her limited combat potential. From there, I added Fleeting Expertise achieve 60% Power Efficiency. Even though Nyx has a surprising amount of basic duration for all her skills, I didn’t want the 60% duration loss, so I added Continuity and Narrow Minded (Rank 6) to give me a +33% Duration.

     

    To give Nyx the ability to have incredible staying power, I added Equilibrium (Rank 6) and Vigor. With the remaining points, I decided to take Psychic Bolts and Absorb even though the build didn’t call for either of them.

     

    This build gives me the following stat changes:

     

    -60% Power Strength

    +60% Power Efficiency

    +33% Power Duration

    +48% Power Range

    +120% Shields

    +120% Health

    +0.6% Energy Regeneration(Aura)

     

    Please note that if you have the Vespa Helm with Stats, you will benefit from +15% Power Duration for -5% Armor.

     

    Weapon Loadout and Build Stats

     

    NyxLREStatswithLoadout_zps274bb5d9.jpg

     

    Nyx is about as Non-Combat as frames come without being a stealth frame. She doesn’t need to throw herself into the fray to reach her potential like other frames do. With that in mind, I wanted to give her weapons that were Mid-to-Long Range. These generally have high power to offset their range, making it easier to destroy confused and mind controlled enemies with little effort.

     

    To this end, I gave her the Vectis Sniper Rifle, modified for Critical Hits and Viral Damage. This keeps with Reisen’s backstory in the Touhou games as well as giving her an incredibly potent main weapon. As for her sidearm, I wanted to make sure that Status Chance was a major part of her design as well, trying to keep the focus on her ability to confuse enemies. I took the Marelok Pistol, finding it to have a decent fire rate, excellent damage, and the best status chance of any hit-scan side arm. Modded for Viral+Radiation, it makes an incredibly powerful sidearm that pairs well with the Vectis.

     

    It was difficult finding a melee weapon that fit with this build. With both her primary and secondary weapons being fairly long range, I needed a fast, hard hitting melee weapon to act as a safeguard against close-quarters enemies. To this end, I chose the Dual Ichor, modded for Critical Chance and Damage with a focus on Viral and Radiation. Naturally, I am using the Swirling Tiger Stance with this setup.

     

    Frame Strengths and Weaknesses

     

    Nyx has some of the most impressive crowd control abilities of any frame. Chaos can singlehandedly turn an entire enemy army against itself, allowing you to sit in a safe location and destroy enemies one by one. You could also take advantage of Chaos by moving through the army and using Mind Control on the Heavy Enemies. Mind Control overwrites Chaos, bringing these powerful units under your control. The limitation to this is that you can’t Mind Control more than one enemy at a time, so choose wisely.

     

    While Chaos and Mind Control are incredible abilities with major defensive advantages, Nyx’s other two skills are far less impressive. Psychic Bolts is probably the least useful ability in the entire game by a vast margin. It is both difficult to use and very underwhelming in terms of power. The bolts it creates home in on enemies, and since they fly upward before beginning their arc toward enemies, they get caught on walls and ceilings more often than not, leaving this ability as only useful outdoors. As for Absorb… Absorb is a powerful ability with very underwhelming range. Being able to stop all incoming damage for a period of time, then explode outward dealing all that damage back to enemies is actually very impressive. However, the max rank of 10 meters without any bonuses means that all that damage is generally wasted unless you are being attacked by close-quarters enemies. This ability is best used to provide temporary cover for downed allies, making it easier for your allies to revive them. Outside of this use, Absorb is generally a wasted ability. That being said, Absorb, combined with a Range-focused build, can actually be quite impressive but only if you’re willing to throw yourself into the fray.

     

    Nyx is a very fragile frame, having average health and shields, poor armor, above average energy capacity, and average speed. However, Chaos and Mind Control actually grant her incredibly high levels of survivability as she can control the very flow of battle, something few frames can do.

     

    If I had to pick Nyx’s best ability, it would be Chaos. The ability to confuse every enemy within a massive range and cause them to kill each other is beyond impressive. For a frame that is as frail as Nyx is, this ability gives her complete control over any encounter. If there are 50 enemies in a room, she can shrug it off with Chaos and then just pick off the strongest enemies one at a time while the rest of the enemies thin themselves out. She doesn’t have to waste a lot of time, ammo, or energy to accomplish this. For a single skill to provide as much control as Chaos does, it could easily be argued that this ability is actually Overpowered.

     

    Frame Synergy

     

    Nyx has limited synergy, combining well with other Control Frames such as Nova, Banshee, and Loki. She plays a remarkable support role, using Chaos and Mind Control to remove the danger that enemies present to an entire cell and allowing them to maximize their power with little risk of injury. Loki can take advantage of Chaos to disarm all enemies and force them into close quarters for other abilities or frames to further exploit. Banshee’s Sonar turns Chaos into an amusing sight, as enemies can hit the weak spots the ability creates and deal enhanced damage. Nova’s Molecular Prime turns Chaos into a Crazy Bomb, allowing Nova and Nyx to sit back and snack on popcorn as a room full of crazy people kill each other and set off a massive series of explosions. Almost every frame stands to benefit from having a Nyx in the cell, something that cannot be said for every frame.

     

    Final Ruling

     

    Power: 4/5. This score is not a measure of her ability to kill enemies directly, but a measure of her overall strength. Chaos is incredibly powerful, almost too powerful.

    Survivability: 4/5. Even though Nyx lacks armor to reduce damage, her abilities greatly reduce the amount of damage coming her way. It makes it very easy for her to survive even as the enemy levels break 50.

    Flexibility: 1/5. Much like how Ember can only be played Aggressively, Nyx can only be played defensively. Her abilities lack the the strength to give her offensive capabilities and are more attuned for disrupting combat than ending it.

    Balance: 3/5. Nyx is a remarkable frame that broke the perception I had about her. However, her lack of fair offensive capabilities, and an Ultimate ability that is designed to be offensive but incapable of being anything close to that means that her balance is called into question. She excels as controlling the flow of battle and it would be nice if her other two skills could be adjusted to fit with that design.

     

    Rhino/Rhino Prime

    Touhou Theme: Hong Meiling

     

    Of all the frames that I own, Rhino is the frame that bothers me the most. It isn’t that he isn’t tactical, or defensive, or too combat-focused. It’s that he is the very embodiment of what I find detestable about the player base for Warframe. Rhino is -the- Rambo frame, pure and simple. That isn’t to say that it isn’t fun to just rambo your way into the enemy front lines with complete disregard of your own safety because you can toggle God Mode by pushing 2. These gripes aside, Rhino is actually a very well designed frame, but he is the one frame I take the most issue with because he condones poor teamwork.

     

    The Build (Rambo OTP)

     

     

    RhinoRamboBuild_zpsb0be9185.jpg

     

    Rambo Rhino is build around two things: Speed and Power. This build is about being reckless, destructive, and vainglorious. Essentially, this is all most people do with Rhino, hence the OTP tag. The build is designed around using Iron Skin to shrug off any and all incoming damage while Rhino Stomp is your typical Spam-To-Win ability if you get overwhelmed or just feel too lazy to shoot everything.

     

    To begin, I added Rifle Amp as the aura. Redirection (Rank 7) and Vigor fit nicely into the two D polarities, giving me a buffer in case Iron Skin drops prematurely. From there, I added Blind Rage (Rank 5) and Intensify to add +84% Power, then Streamline to offset the -30% Energy Efficiency from Blind Rage and Fleeting Expertise to give this build an overall +60% Energy Efficiency. The loss of duration is nothing to worry about as this only affects the Stasis duration from Rhino Stomp. Lastly, I added Rush on a scratch slot to make this truly worthy of the Rambo name.

     

    This build gives me the following stat changes:

     

    +84% Power Strength

    +60% Power Efficiency

    -60% Power Duration

    +30% Sprint Speed

    +440% Shields

    +120% Health

    +27% Rifle Damage (Aura)

     

    Please note that if you have the Arcane Vanguard Helm with stats, you can benefit from +25% Movement Speed for -5% Power Strength.

     

    Weapon Loadout and Build Stats

     

    RhinoRamboStatswithLoadout_zpsbc0a1795.j

     

    Rhino’s design caters well to heavy and/or hard hitting, rapid fire weapons. Rambo is all about Speed, so I decided to avoid the heavy weapons and take something that fit into the latter category. In spite of Rhino’s near God-like immortality (Iron Skin), I decided to take the Boltor Prime as my main weapon instead of a shotgun like the Boar Prime or the Strun Wraith. While shotguns are very tempting, I find the Boltor is more satisfying overall. Optionally, you could choose one of the Mini-Gun weapons (Gorgon, Gorgon Wraith, Supra) if you want to do Rambo proud.

     

    As for sidearms, I wanted something that would be a very deadly sidearm. I felt the Boltor Prime covered the Mid-to-close range well enough that I didn’t need to bother with a close range sidearm. While weighing the various sidearms for the right combination of deadly effectiveness and relatively good range, I eventually settled on the Marelok. A high status, long range weapon like the Akstilleto or the Akmagnus would also work with this kind of build, as both fit the design of High Damage and the image of being something Rambo would use.

     

    In the melee department, the very essence of what it means to be Rambo (Fast and brutally powerful) severely restricts the viable melee weapons to the Zoran-like weapons. Here, I opted for the Dual Ichor as it is one of my most developed weapons in this category. The fact that I deal Viral and Radiation damage on every hit in high amounts is none too shabby either thanks to that 5.4x Crit Modifier and 40% Crit Rate. Naturally, Swirling Tiger is my Stance of Choice. When combined with Berserker, this weapon is the very definition of Rambo.

     

     

    The Build (Gate Guardian)

     

     

    RhinoGateGuardianBuild_zpsbb5ea0a0.jpg

     

    Getting away from all the OTP nonsense that is Rambo, I wanted this build to be an accurate reflection of Hong Meiling. As a Gate Guard, she is a powerful defender of her post (when she isn’t asleep) and a highly skilled martial artist. In order to reflect that, I started with the Rambo build and made the necessary adjustments. Namely, the inclusion of Roar.

     

    I opted for Steel Charge as the Aura of choice here to reflect Hong Meiling’s martial arts. With the bounty of Mod Energy this provides, it makes this build capable of happening without any forma. I kept Redirection (Rank 7), Blind Rage (Rank 5), Intensify, Streamline, and Fleeting Expertise, just as were in the Rambo build. What differs here is the inclusion of Narrow Minded (Rank 6) in place of Vigor and Stretch on the once vacant scratch slot. This was done to make Roar a viable skill. The loss of 60% Duration means it only lasts for 4 seconds. By adding Narrow Minded, I end up with something around 15-16 seconds, or roughly the normal duration. As to keep being a team player, I didn’t want to keep my range limited to only the small area around me, hence why I chose Stretch.

     

    The beauty of this design is that Stretch is really an optional mod. I could easily replace it with any other mod worth 10 points or less. The concern here is that this build doesn’t really require anything additional benefits. Sure, increased Stamina or Energy Capacity would be nice, but they wouldn’t really be that utilized. With Rhino’s ability to blatantly ignore the overwhelming majority of anything, I don’t need to worry about recharging my health when I pick up energy. Rather than taking a mod that serves little-to-no purpose, I felt Stretch was at least somewhat useful as it lets me be a team player more easily.

     

    Again, I’m using the Vanguard Helm in this build. It makes sense for a Martial Artist to move quickly, naturally. As in without sprinting.

     

    This build gives me the following stat changes:

     

    +84% Power Strength

    +60% Power Efficiency

    +3% Power Duration

    +3% Power Range

    +320% Shields

    +60% Melee Damage (Aura)

     

    Please note that if you have the Arcane Vanguard Helm, you can benefit from +25% Movement Speed in exchange for -5% Power Strength.

     

    Weapon Loadout and Build Stats

     

    RhinoGateGuardianStatswithLoadout_zpsbeb

     

    Coming up with a loadout that was fitting of Hong Meiling was incredibly difficult. I watched videos of her various spellcards, hoping to come up with something but that failed pretty miserably. As I thumbed through the various weapons, I remembered something my Sensei told me when I studied martial arts: “You do not win a battle through Strength and Skill, but rather through Wisdom. Make your enemy believe he is stronger and more skilled than you, then strike him when he is most vulnerable.” This served as the inspiration for the loadout.

     

    What my Sensei was saying was that you had to pick your moment, then strike with great strength not because you are powerful, but because you stuck where they are most vulnerable. Loosely translated: Critical Hit. In the category of Critical Hit Weapons, there are few weapons to choose from: Paris Prime, Dread, Soma, and Synapse. I felt that bows were not a good fit for Meiling in theming, so I opted for the Soma here (Danmaku does translate to “Bullet Hell” after all). With the Soma’s 75% Crit Chance and 8.4x Crit Modifier, this seemed like a no brainer. I added Jolt and Malignant Force to this build to give me a Corrosive element with a 33.1% Status Chance.

     

    The critical hit sidearms are even less plentiful than the main weapons. The Akmagnus leads the critical hit sidearms with a whopping 25% chance, but the weapon is too sluggish to use in a way that I was comfortable with. Instead, I opted for the #3 weapon: The Wraith Twin Vipers with 18% Crit Rate base. A few mods later, I had a fully automatic weapon sporting a 39.8% Crit Chance with a 3.2x Crit Modifier, and a 22.1% Status chance with Viral as my only element

     

    With Meiling being a Martial Artist, my melee weapons were limited to the kick-and-punch category of Fist weapons, leaving me to decide between the Kogake and the Obex. I opted for the Obex here for three reasons: 1. Because it has a higher crit chance (25%). 2. Because when Meiling punches things, you can bet that the air forms mini-mach cones around her fists. and 3. 1.7 Attack Speed. I chose to use the Brutal Tide stance and it fit more with the Chinese Martial Artist theme that Meiling captures. Even though it is technically the weaker of the two stances, I really like the feel of this one. Berserker turns it into an utterly devastating experience.

     

    The combination of Corrosive and Viral fits well in the design of a what a Martial Artist can do. Shaolin Monks were said to have fists as hard as steel, and there are legends of monks who could pierce armor with a single punch (Corrosive). Many forms of martial arts focus on planting attacks on the most vulnerable parts of the body as to trigger the body’s “Sickness Reflex”. In most cases, these attacks would cause incredible amounts of internal injuries, rending an opponent too weak to continue the battle (Viral).

     

     

    Frame Strengths and Weaknesses

    Rhino is one of the most powerful frames in the game currently. All of his abilities are a reflection of his strength: Rhino Charge to barrel through enemies like the Kool-aid man through walls; Iron Skin to literally toggle a highly durable God Mode with no duration and up to a lot of damage; Roar to enhance damage output of yourself and nearby allies and really bring the pain; and Rhino Stomp to just make every enemy feel really stupid as they take a lot of damage (twice, in a lot of instances), and then float helplessly as you grin and slaughter them.

     

    He is an incredibly easy frame to build up, as you can pretty much take just Power Strength mods and murder anything without any real effort. He is also incredibly durable, possessing average health, above average shields, Good armor, and slightly below average speed. However, should you be in possession of his Vanguard Helm, he is actually the fastest warframe in the game. He is incredibly well rounded is the true Tank class in Warframe. He just doesn’t care.

     

    Therein lies Rhino’s biggest issue. There is nothing more frustrating than going on a mission with someone who doesn’t want to be a team player. We all deal with “That Guy”, the one that runs ahead of everyone to monopolize kills to make himself look better. He doesn’t care if you are bleeding out. He doesn’t care if you have 10 Heavy enemies breathing down your neck. You’re inferior to him and he doesn’t care that you are there. Rhino actually condones and reinforces that issue because that is what he does. Rhino doesn’t care that there are 10 Heavy enemies in front of him. In skilled hands, Rhino is the closest thing an Immortal in all of Warframe that doesn’t give up combat potential to get there. He can ignore knockdown, knock back, ragdoll, stun, and stagger with Iron Skin while blocking incredibly high amounts of damage and dishing out extreme pain to anything that gets caught in his wake.

     

    His roster of abilities are, in fact, too good for his design. The Rambo build only uses two skills: Iron Skin and Stomp, and it literally accounts for more kills in a single mission than almost any frame while being nigh-God Like while doing it.

     

    Rhino’s best skill is Iron Skin. It wraps you in armor capable of absorbing up to 1200 damage before any strength mods are considered. It also prevent a metric ton of debilitating status effects such as Stun, Stagger, and Knockdown. While its active, you also are unaffected by the Bleed Status since you do not take direct damage. It only costs 50 energy, which means you can spam it for 23 energy if you have 75% Energy Efficiency. Between its high defensive stats and its low cost and instant cast time, this is sort of a no brainer for why it is Rhino’s best ability.

     

    Frame Synergy

     

    Measuring Rhino’s synergy is complicated. Rhino, being the bruiser he is, lacks the ability to have synergy with frames, but yet he somehow still does in the form of the ‘Stasis’ created by Stomp. By temporarily immobilizing enemies, he creates vast opportunities for other frames to abuse the helpless masses of badly battered foes. This is the very limit of his synergy. While Roar is a support ability, it does not combine with other warframe abilities to create something new and enhanced. That being said, Rhino and Valkyr have the Bad &#! Beatstick Combo going with Roar and Warcry, giving their allies +50% Armor, +50% Attack Speed, and +50% Damage before Power Strength is taken into account. With the right builds, these numbers actually grow to over +100%, which makes for an extremely potent buff for their 15-ish second durations.

     

    Final Ruling

     

    Power: 4/5. Rhino is a highly adept killing machine. That which he cannot kill outright dies as they tumble helplessly in stasis. His abilities do not scale well with level, but the secondary effect from Rhino Stomp will always give you a tactical edge. Also, Iron Skin is ridiculous, with or without enhancement.

    Survivability: 5/5. Between Iron Skin, Rhino Stomp, and his two natural D polarities for mods like Vigor and Redirection,  Rhino is incredible difficult to kill.

    Flexibility: 3/5. Rhino is a Tank, tried and true, but he actually can be used to support his friends when he isn’t busy being Rambo.

    Balance: 4/5. Rhino is fast, difficult to kill, and easy to kill things with. He can be used defensively or offensively, and fits very well with Rambo players. His only reason for not getting 5/5 is that the Rambo playstyle is insulting to everyone else. No frame should condone bad behavior, but Rhino just about rewards it. In the design of the game, he is the very definition of God-Like, and that isn’t always a good thing.

     

    Trinity

    Touhou Theme: Eirin Yagokoro

     

    In RPGs, every character falls into a specific role. You have Tanks, Mages, Bruisers, and Healers. Warframe does a very good job at showcasing the first three categories. When I first read about Trinity, I asked myself why would this frame exist in this universe and how would it ever be useful. For the most part, I didn’t know anyone with the frame, and no one ever actively used her in missions, leaving me with the obvious conclusion that she was terrible and not worth using.

     

    That’s when someone proved me wrong. A group of friends of mine had founded Clan Kireru and I joined their ranks. The leader was an avid user of Trinity. After running several defense missions with them, I found myself awed and humbled by how effective Trinity was at just about everything. I never found myself wanting for health or energy, never felt like I was in incredible danger, even as the enemies grew in level and number. I couldn’t understand how this one frame, which no one in the community actively used, was this good.

     

    Eventually, the leader left the game and left Kireru in my care. Shortly thereafter, I completed my own Trinity and began to truly understand how awesome of a design she had. Like most frames, she eventually got shelved in favor of another project frame, but after the recent changed to her abilities, I wanted to re-examine Trinity to see where she stood in the current game system.

     

    The Build (Hourai Elixir)

     

    TrinityHouraiElixirBuild_zps808cfa74.jpg

     

    Going into this build, I had a lot of problems I needed to address. Trinity’s roster of skills covers the gambit incredibly well with a single notable exception (Well of Life). Well of Life, Link, and Blessing all benefit from Duration whereas Energy Vampire… is punished harshly with duration. With that in mind, I decided to just go with what the best overall and have to cope with the downside.

     

    The first thing I did was use a Forma to switch the Aura slot from the basically useless D to a useful Bar. This build requires a steady income of energy to function as intended, so I knew I was going to need Energy Siphon. With the stable energy return address, I was able to focus on the build. Fleeting Expertise would provide me a strong reduction in energy cost, making Trinity’s energy supply nearly everlasting with this build. To offset the loss of duration, I added Narrow Minded (Rank 6), and then added Constitution and Continuity to maximize my remaining duration potential by pushing it to +61%. I didn’t want the range of Link and Energy Vampire to suffer from Narrow Minded, so I added Stretch to give me a slight bonus to power range. Trinity has virtually no armor, so I added Redirection (Rank 7) to boost her shields. This left me enough points to set all her abilities and still have 2 points left over should I choose to boost Redirection further.

     

    Redirection really isn’t necessary because of how this build functions, but the options for D Polarity mods are really limited in function, which greatly hindered my options. Usually, I would opt for Vigor for the extra Health, but Trinity really doesn’t need it. There is actually a part of me that feels this build would actually benefit more from Quick Rest than Redirection, but I chose not to heed that gut feeling as there will be times where you won’t have energy to protect you. I felt that Redirection was the safer mod option overall as having just a slight improvement in staying power means a lot if you find yourself in a bad situation.

     

    This build gives me the following stat changes:

     

    +60% Power Efficiency

    +61% Power Duration

    +3% Power Range

    +320% Shields

    +0.6% Energy Regeneration(Aura)

     

    Please note that if you have the Arcane Aura Helm with Stats, you can benefit from +25% Power Duration for -5% Health.

     

    Weapon Loadout and Build Stats

     

    TrinityHouraiElixirLoadoutwithStats_zpsc

     

    When it comes to weapons, Trinity is very capable of using literally anything. She is the most durable, lightly-armored frame in the game and currently the only one who can turn self-damage into a weapon. The very nature of her abilities makes her highly defensive, so she stands to benefit from mid-to-close range weapons moreso than other frames. She cannot turn to her powers to devastate enemy forces like Ember or Rhino, so she does this with Damage Return and Immortality.

     

    That being said, I chose Eirin’s weapons to fit with her Touhou character. Eirin is known to use a Bow, so I opted for the Paris Prime. In spite of being a long range weapon, it actually works out pretty nice since I can use Link to ignore 70% of all incoming damage while I leisurely snipe enemies regardless of their distance to me. Since the Bow upgrade, being able to guarantee a critical hit is incredible, so I use a Crit Build with mine. For a sidearm, I chose the Akstilleto, finding that it actually fills the role of a variable range weapon quite well. With its very well secondary stats, I decided to mod it for Status Chance with a focus on Radiation and Viral. It made sense to use these elements because Eirin is a doctor and therefore can apply her medical expertise into wiping out any enemy.

     

    Choosing a Melee weapon for Trinity was incredibly difficult. She is an excellent candidate for weapons that would otherwise leave your vulnerable like the Galantine and Jat Kittag, or ones that strike with blinding speed like any of the Zoran-Weapon, the Obex, and the Kogake. I opted instead for something that fit with Eirin’s medical skills: Dual Ether. Listed as a weapon used to humanely cleansed those who have become Infested, this seemed like the only logical choice. The Swirling Tiger Stance gives her a sense of grace to go along with her immortal nature.

     

    Frame Strengths and Weaknesses

     

    Trinity is a very strange frame. She has average health, average shields, above average energy capacity, poor armor, and average speed. These stats should make her one of the most frail frames in the game, as in keeping with the idea that Healers are vulnerable and need to be protected. However, this is where Trinity proves everyone wrong.

     

    Yes, Trinity by her nature, is a soft, frail frame. She is, however, in possession of the most well rounded and self-sustaining abilities of any warframe. She can turn offense into healing with Well of Life, Recharge energy for nearby allies in a small amount of time, reduce damage she takes by 70% while redirecting 100% of the damage she would have taken back to nearby enemies while at the same time making herself immune to irritating status effects like stagger and knock down, or she could just become the divine essence of life itself and grant temporary immortality to -everyone- in the cell. She doesn’t need a lot of outside help to become a literal Goddess. In skilled hands, she makes Rhino look like a horribly out of shape child trying to reach for that candy bar that is just out of reach.  

     

    Trinity’s weaknesses come in two forms. Out of all the frames in the game, Trinity ranks among the highest skill requirements to play well. She requires a completely different approach that is neither defensive nor offensive. She is pure utility, beyond that of even Nyx, but her utility is what gets her into trouble with the second issue: Zero combat enhancement with her skills. This goes along with her high skill requirement.

     

    Some of her skills actually work against the idea of combat, such as Energy Vampire. If you target an enemy with Energy Vampire, they’ll take roughly 5% of their max HP in damage each time an energy pulse is released. If you kill an enemy before all four pulses are triggered, these pulses are lost and the potential is reduced. Other skills, like Well of Life, temporarily make an enemy have 10x normal health, meaning they are that much harder to kill. Well of Life also has a maximum limit on the amount of life you can recover for any single affected target, which is a royal pain. There is also an issue wherein enemies who are not killed or do not have their bonus HP completely drained by the time the effect ends are released with full health. There are reports of this issue happening for some users, but not others and the factors for its occurrence are unknown. It is also worth noting that Energy Vampire is the only skill in the roster that benefits from the loss of duration, whereas all her other abilities greatly benefit from duration increases. Losing duration actually increases the rate that you recover energy, while increasing duration reduces the rate that you recover energy.

     

    These issues aside, let’s talk about Link and Blessing. Link is one of the most incredible defensive skills I’ve seen in the game, right up there with Iron Skin. It has a decent duration of 12 seconds at maximum rank, a great range of 20m, and it connects to up to 3 targets. You channel your status effects into linked targets for the duration, so if that pesky shield lancer just body checked you with his shield, he just knocked down up to 3 of his friends (or possibly himself). You also reflect 100% of your Pre-mitigation damage back into these targets. Did that Bombard just shoot you in the face for 300 damage? Well, you take 90 damage and three lucky (read: unfortunate) enemies take 300 damage. It isn’t a God Mode skill, but it is so easy to make this one ability God Like. It is grin-inducing to watch massive armies unknowingly kill so many of their friends while you run around and beat the hell of out them, seemingly unphased by it all. Link actually turns Trinity’s frail nature in a weapon in a way that is difficult to ignore. Link, by its nature, is not a combat skill. It is a defensive skill. For people like me who love defensive abilities, Link has the potential to become offensive if you’re willing to play it smart. Once again, we run into the Skill Requirement.

     

    Blessing is a whole different story. Many players make OTP builds around this one skill and for good reason. Blessing is the absolute best Ultimate in the entire game, bar none. Ignoring the short cast time, Blessing literally shuts off all incoming damage for you and your allies regardless of how far away they are from each other. It fully restores Health and Shields to boot. If you decide to make an OTP build around Blessing, the duration is roughly 28 seconds per casting, which is almost obscene. Even if you pay the full 100 energy for this skill, recovering your energy is incredibly simple thanks to her roster of abilities.

     

    While there is no doubt that Blessing is Trinity’s best overall ability and the best ability in the game, I would not say it the true best skill that she has. I give that title to Link. For any skill to allow an otherwise extremely frail frame staying power and give it the ability to become a war machine is incredible. While I draw comparisons to Iron Skin when it comes to this skill, the two are nothing alike. Iron Skin is a spammable God Mode, while Link requires significant help to become Trinity’s hidden powerhouse. it is currently the only skill in the game that turns the downside of Blowback weapons like Ogris and Penta into an extra, lethal weapon. Offensive abilities aside, the 70% damage reduction, combined with the 100% Unmitigated damage reflection makes for an incredible well rounded skill.

     

    Frame Synergy

     

    Trinity is in a league of her own when it comes to her abilities. While classified more as a Utility Frame, Trinity’s abilities do not combine with other frames. Her abilities can be used to support any cell, but sadly her abilities cannot combine with any known skills to produce an incredible, enhanced effect.

     

    Final Ruling

     

    Power: 4/5. Trinity’s abilities are some of the most impressive in the game, covering the full gambit of recovery and ascends into temporary Godhood.

    Survivability: 4/5. Although she cannot enter temporary Godhood as frequently and cheaply as Rhino, her roster of skills makes this frail frame one of the hardest to kill.

    Flexibility: 2/5. Trinity is heavily invested in supporting her allies and it is very difficult for her to do much else. The only reason she didn’t get a 1 is because a skilled player can turn Link into an incredible lethal offensive ability.  

    Balance: 4/5. DE designed Trinity far better than most frames. She fills her role well, supporting allies and herself in levels and ways previously thought impossible. Due to their passive nature, all her abilities scale very well with level, but not perfectly. She is proof that being frail doesn’t mean having to be in hiding to survive. Trinity is not afraid to stand on the front line with the best of them.

     

  13. I am trying out a new frost prime build (and enjoying every second of playing it as the Ice Mage concept I dreamed of when I first tried out Frost), but after today's 30 minute survival, I noticed that I had 128 Melee Kills. I know I only killed less than a handful of enemies with my Dual Ichors. Given I killed 450 people during that mission, I can safely say that these counted melee kills must have been coming from Ice Wave and Avalanche.

     

    I don't think this holds true for other frames and their abilities but I am pretty sure that skills shouldn't count as Melee Kills (unless you're Ash).

  14. So, I decided to try out a new build for my Frost Prime and wanted to try it out on a low level grineer survival. I went to Apollodorus and got a mission in progress. However, immediately after my screen blacked out to bring up the loading screen, I got this instead...

     

    WeirdBugWarframe_zps6291ec35.jpg

     

    I wasn't quite sure if this was my UI going crazy or something about the matchmaking suffering a breakdown of some kind. I wasn't able to bring up the menu either and had to close the game to exit out of that trippy screen.

  15. DarkTails,

     

    The reason for pushing beyond that is that the status chance you see is the chance to inflict 1 status. You're fully capable of landing more than that. Weapons like the Tysis go well beyond that, as just using Pistol Pestilence and the new Jolt mod results in 110% Status chance before factoring in Multishot. This means that it will always inflict 1 Status Proc per bullet. It is unclear if it is currently possible to trigger more than one if you exceed the 100%, though most likely not since it would fall under the Critical Hit Chance category.

     

    All the formulas that people have presented thus far in this thread cannot account for an over 100% Status Chance. That's what makes this hunt so interesting. There is a master formula for everything, but the fact that we have different equations for Rifles/Pistols/Shotguns leads me to believe that we haven't found it yet. Everyone thus far has contributed a piece of the puzzle, but we're not quite there yet. :D But soon!

  16. This may seem like a pointless thread, but I've been wracking my brain trying to figure out how Status Chance is actually calculated. This goes beyond the really obvious like that Status Chance increases mods are multiplied into the base status chance of a weapon. Specifically, I'm trying to figure out how Multishot is factored into this calculation. I have yet to figure this out and felt opening this to discussion would allow us to finally figure this out and move onto the REAL question, which I will get to later.

     

    For this discussion, I'd like to focus on the Akstellito, one of the most popular sidearms in use currently. There are a number of reasons for this: 1. It has a good status chance at 15% and 2. Sidearms currently have the highest level of multishot in the game at 180%, making it possible to fire 3 shots for every 1 bullet ammo consumed.

     

    What we currently know is that Status Chance is multiplicative. Using Pistol Pestilence at max rank provides us with a 60% increase in status chance. .15 x .6 = .9 + .15 = .24. This means that an Akstellito using only Pistol Pestilence as a status increasing mod has a 24% Status chance.

     

    Multishot makes this get very weird. I played around with the multishot levels in conjunction with Pistol Pestilence see what the HUD says, but figuring out how the multishot gets into the mix is really confusing and doesn't seem to follow traditional formulas.

     

    What is clear is that these numbers represent the chance that 1 status effect will occur per 1 Bullet ammo consumed. The issue is that how these extra bullets are factored into this isn't clear. I've tried several different probability equations and have successfully managed to make the calculation for Pistol Pestilence + Lethal Torrent work, but it is when Barrel Diffusion is added into the mix that all my equations fail.

     

    If you don't care about the equations or if math makes your head hurt, please ignore this spoiler section.

     

     

    From the HUD

    Pistol Pestilence alone: 24% 

    Pistol Pestilence + Lethal Torrent: 42.2%

    Pistol Pestilence + Lethal Torrent + Barrel Diffusion: 56.1%

     

     

    Probability of either Bullet 1 or Bullet 2 triggering a status chance: .24 + .24 - .24^2 = .48 - .0576 = .4224 OR 42.24% (This matches the HUD)

     

    Probability of either Bullet 1 or Bullet 2 or Bullet 3 triggering a status chance: .24 + .24 + .24 - .0576 - .0576 - .0576 - (2 x .24^3 = .72 - .1728 - (2 x .013824) = .72 - .1728 - .027648 = .519552 OR 51.9552% (This does not match the HUD which shows 56.1% as the maximum chance of a single status instance)

     

     

    The reason I turn to the community regarding this is twofold. First, it will help us to better understand how Shotguns determine their Status Chance Per Pellet, as the likelihood of landing every single pellet on your target is very low unless you're point blank (and sometimes, not even then.) The second reason is more at the heart of this discussion. With the release of the new mods from Tethra's Doom, we can now push the status chance beyond the 100% threshold, making the Status Build actually viable for a number of weapons. On certain weapons (such at the Tysis), it may even be game-breaking. A bonus of +120% Status Chance means a base 50% Status chance becomes 110% before multishot is even considered. 

     

    Even weapons with lower overall status chances (such as the Soma with 7.5%) can become somewhat terrifying given their rate of fire. That 7.5% Status Chance becomes 16.5%. Weapons with no spool up time and decent status chance (AKA Boltor Prime with its 10 Fire Rate and 10% Status Chance) become absolute terrors as they unleash status chances at 22% per bullet ammo consumed. Certain status ailments, like Viral and Corrosive, will decimate enemies as Viral is a fixed percentage of max health and Corrosive is a fixed percentage of armor per proc. Even something as overlooked and under appreciated as Blast results in incredibly high amounts of crowd control, while Gas turns single target focused weapons into AoE Death Machines. 

     

    To me, it feels like the Status build just became quite significant. Yes, it won't get you those pretty, pretty numbers that are outstandingly high, but you are gaining more viability and flexibility in exchange for that. In many instances, you're trading a meager amount of damage for a massive increase of status procs. 

     

    The only way to know is to experiment and to understand the math. That is where I turn to you, my fellow Tenno. What do you think about this?

     

     

  17. I wasn't really sure where to actually post this thread, since there is no clear section for the discussion of Mods. This topic doesn't really fit under "Warframes and Abilities" because it is far too general. It affects warframes and weapons equally. If a community moderator could place this in the most fitting section, I would greatly appreciate it.

     

    I've been around since about Update 7 when the 'current' mod System went into effect. Back when I began, I understood the need for you to have a separate mod for each rank, but time does strange things to understanding. The justifications that were accepted back then start to lose merit over time as the game grows and improves. With the discussion slowly turning to the idea of "General Abilities" that can be used on any warframe, I think it is worth asking the question: Why don't mods have adjustable levels? One could argue that they do, and is indicated by the Rank you've achieved through fusion, but this is not what I'm talking about.

     

    Increasing the level of a mod through Fusion makes perfect sense and I find it to be acceptable. What I don't understand is why I cannot willingly choose to make my Powerful 10 Rank mod a level other than Rank 10. In a way, the very effort of making these mods Maximum Rank becomes an extreme handicap when working with lower levels weapons and Frames. It means these low-rank things remain weaker longer than really necessary.

     

    Yes, you can make the argument that "Leveling is easy! Just do a 15-30 minute Survival and there is X ranks right there!", but that's not the point. That's looking at it as a veteran. Think about it in the broad sense instead. Let me provide an example. You are leveling your Ember and it is currently Rank 10. You put a Catalyst in it so you can have 20 mods points. You use a maxed Rifle Amp aura to give you an extra 14 mods points, bringing you to a total of 34. You really like World on Fire (13) and want to maximize duration so it can continue to burn your enemies to a fine ash. You have a maximized Narrow Minded (16), Continuity (9), and Constitution (13). Putting World on Fire and Constitution on their respective polarities reduces the mod cost to 7 each, for a total of 14. Just these 4 mods together add up to be 39 Points, which is 5 more than you have. What do you do? You have to forgo a Mod. If we could adjust the rank of our mods, we could make this work. That means you achieve far greater potential at an earlier point than you could normally.

     

    Please understand that I am not suggesting the fusion system be removed. This is something to compliment it. If you think of the Mods as a fabrication machine, you control how hard that machine works, within the limitations of the system. Only want to run the machine to make 20 parts an hour when it can do 100 parts an hour? You can do that. That's your choice. So, wouldn't it be nice if we had control over our mods in the same way?

     

    Something else to consider. If such a thing were to happen, it would mean that you would never find yourself unable to fuse a mod because it would exceed the limits of Weapon/Frame X Build Y. This error would literally disappear because you have already told that particular build to use a specific rank. You'd be free to level mods as you choose without having to go back and remove it from every frame/weapon you are using it on just because it 'exceeds the limits'. Personally, I would greatly appreciate being able to do that because different frames and different builds call for more flexibility than the system currently provides. It punishes creativity because it requires greatly increased extra effort just to see if an idea is viable. Maybe it's just me, but I'm tired of having multiple copies of every single mod just because I want my frames to be able to have the option of utilizing all their mod slots without needing a huge investment of resources and additional copies of mods.

     

    NOTE: I am not saying that a Sentinel and weapons should be able to use the -same- mod just because their different ranks. I totally get that the mod is "In Use" if the weapon/sentinel is actively USING it. This is not what I am talking about. I'm only talking about mod ranks.

  18. That's mildly disappointing. I suppose it was necessary to make the slam attack consistent with various weapons in terms of damage and range. It's kind of unfortunate that we currently have no means of boosting that slam attack, meaning it is only viable as a Knockdown tactic. It also makes it far less effective than Paralysis, which deals considerably more damage over a larger range and gives players access to the 4x Melee damage bonus.

     

    I will be running some tests over the next few days and see how things end up for me. I'm almost positive they'll verify your findings. I think that a lot of the confusion regarding Hysteria comes from the fact that DE made the ability very complex. There are so many factors that go into Hysteria and many more that do not. Players will be made to decide between a weapon that maximizes their power in Hysteria and a weapon that can be utilized in actual combat. There is also the issue of how these abilities end up coming together in the final math.

     

    Admittedly, I'd like to ask for your idea of how Hysteria's attacks will feel with the melee attack button likely going away in Melee 2.0. Do you have hope that the secondary fire (Or Aim or Charge Attack or Detonate, depending on what you're using) will become something to build onto hysteria? Or do you think it'll just use your regular attack?

  19. PsycloneM,

     

    Forgive my misunderstanding where the second damage number was coming from. I had assumed that because it was at 200% of the critical damage, it was likely the influence of an outside ability without digging into it much further. I appreciate you stepping forward to correct me on the matter.

     

    The 7.7x is a misnomer caused by frequently changing information on the wiki. I had a chance to review the Hysteria page this morning and found that it had been clarified. As such, the numbers I indicated in my last post are completely flawed. I've revised my equations to reflect this, and again apologize for my poor understanding of the math involved with this particular ability.

     

    Assuming double damage: 300 + 1.75 x 70 x 2.29 x 3.8 = 1366 Damage per hit before resistance (7786 / 15572 damage per critical). Adding Paralysis increases the damage to 5465 damage per hit before resistance (31144 / 62289 damage per critical)

     

    Assuming triple damage: 300 + 1.75 x 105 x 2.29 x 3.8 = 1899 damage per hit before resistance (10824 / 21648 damage per critical). Adding Paralysis increases the damage to 7596 damage per hit (43297 / 86594 damage per critical)

     

     

    I think it is safe to say that we are in agreement that the possibility does exist for Melee 2.0 to make Hysteria an incredibly powerful skill, beyond where it stands now. As a few people have pointed out already, being limited to single target hits means that the skill required to reflect this potential is far higher than some people feel is workable. It does lead me to ask a question regarding the slam attack that Hysteria gains. Does the slam attack have its own independent damage or does it follow this damage formula as well? If it uses these same formulas, then the slam attack, even though only 5 meters in range, is actually very strong small AoE damage. Can you shed any insight to this, PsycloneM?

  20. I think I may be one of the few people who can honestly say that they love Paralysis and love how it actually fits with her current list of abilities. With the right build, it becomes lethal at lower levels and an ability that reduces upper level enemies to dust in combination with either an extremely powerful melee weapon or Hysteria. As an additional bonus, while under Hysteria, Valkyr takes no damage at all, meaning you can use Maximized damage Paralysis every few seconds. It is quite a powerful and useful skill, but it unfortunately doesn't really fit well with how a lot of people use her in the game.

  21. Cyrionn,

     

    Not to sound provocative, but you say that I have no idea how Hysteria works then provide the math to justify my point. I appreciate the assist on that. I also noticed that you failed to see that I openly admitted that reaching upwards of 80k damage could be the result of Melee 2.0 if all they did was increase the raw damage of weapons to make them viable against high level enemies. Presently, no one knows what changes we are going to see with Melee weapons as a whole in Melee 2.0. Enemies might have their armor broken into two categories, one for ranged and one for melee. Who knows?

     

    Just going with that final equation, let's assume a doubling and a tripling of the melee damage that exists on the Dual Ichor. We'll also assume critical damage modifier remains the same at 7.7

     

    Double: 300 + 1.75 x 70 x 2.29 x 3.8 = 1366 total damage per hit before resistance (10518 / 21036 damage criticals)

    Triple: 300 + 1.75 x 105 x 2.29 x 3.8 = 1899 total damage per hit before resistance (14622 / 29244 damage criticals)

     

    Please note that both of these equations only factor two things: Valkyr's raw solo potential (First critical number) and Nova's Influence (Double damage, the 2nd critical number). This does not account for the 4x damage modifier from Paralysis, which I also see that the equations you posted also do not include. If you factor Paralysis in, before adding any damage it may contribute, Valkyr's damage becomes as follows.

     

    Double: 1366 x 4 = 5464 Damage per hit before resistance (42072 / 84145 damage criticals)

    Triple: 1899 x 4 = 7596 damage per hit before resistance (58489 / 116978 damage criticals)

     

    Even assuming that Melee Damage doesn't change significantly, the equations you posted already confirm my point. With Paralysis included in the current build of Valkyr's Hysteria, her damage per hit is 3328 before any resistances are added (which makes her critical hits 25625, well above the 12000 damage threshold that I indicated in my original post. This is before any added influence, such as Nova's Molecular Prime, which boosts that to 51251 per hit)

     

    What this shows is that the fear of just increased weapon damage actually does approach the numbers I suggested, even at just a doubling. All it requires is the influence of a Nova to accomplish. At a Tripling, it goes well beyond my predictions.

     

    Thank you again for contributing the equations to the discussion.

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