(XB1)Skullstachio

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About (XB1)Skullstachio

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  1. (XB1)Skullstachio

    Prestige Pack X Available Now!

    Is there an ETA on the Nidus Deluxe skin, I am literally dying to have that masterpiece!!!
  2. (XB1)Skullstachio

    Pink Cyst on Neck is annoying

    (*you will embrace us...) (*We are as one...) the cyst is not annoying in any way (for me anyway) because when I awakened the helminth on my Nidus, it felt like something special, like I have an infested guardian angel watching me & ensuring that everything goes to plan, honestly:
  3. (XB1)Skullstachio

    next prime

    Who knows, maybe there could be Inaros Prime, but Thant is entirely up to DE. (that & I'm waiting on Nidus's deluxe skin.) #maximumhype
  4. (XB1)Skullstachio

    Ember Won't Be Viable Until Some Changes Are Made

    Last time there was an ember thread. This was my suggestion/comment: Personally, Embers passive is what really needs working because, lets be honest here, who in the right mind is gonna set themselves on fire or even get set on fire by bad guys just for extra fire damage and energy regeneration if people know it is only going to nearly get them killed right? Really "This" should be more viable. Passive: Fuel for the Fire. Fire procs from weapons and embers abilities temporarily build up energy, at maximum threshold, that built up energy causes ember to burst into flames, granting enhanced fire damage, energy regeneration & resistance to fire damage for a few seconds. when Ember bursts into flames, She deals 100% extra fire damage from all sources (namely her abilities and any weapons that deal fire damage) that slowly degrades over time, she regenerates 10 energy per second from which the energy per second also degrades and she also takes 80% less fire damage which too degrades over time. dealing fire damage while the passive is active will keep her flames from dying out. should certain enemies be foolish to deal fire damage to ember while she is alight will only keep her flames from dying out. if embers passive was like this, she may very well be slightly ever more viable for those high-end missions. This suggestion could very well bring ember back to some "Degree."
  5. (XB1)Skullstachio

    Venari augment suggestion.

    Hi @[DE]Megan After reading this paragraph in patch note 22.19.0. Something has partly grasped my attention. Fixed Venari’s Heal being permanently active when equipping negative Duration Mods on Khora. what it is, is that in rare cases, even after healing through the heal posture, it may continue to indirectly provide regeneration depending on the scenario (I really have no idea, but when my shields hit 0 & my health goes down, it just instantly starts regenerating back to full health regardless of Venari's current posture, distance or mods affecting Khora's Ability Duration.) if you do find anything about it & put in some kind of fix, instead of fixing the said problem/benefit (here comes the suggestion mentioned in the title) why not work it into a special Precept/Augment exclusive to Venari. Venarous Regeneration (Exclusive to Venari) Polarity: Precept. Heal Posture Augment: After healing an ally, they will continue to regenerate health for an additional 60 seconds. Unranked: After healing an ally, they will continue to regenerate health for an additional 8.5 seconds. Rank 1: After healing an ally, they will continue to regenerate health for an additional 20 seconds. Rank 2: After healing an ally, they will continue to regenerate health for an additional 32.5 seconds. Max Rank: After healing an ally, they will continue to regenerate health for an additional 45 seconds. Notes: Health per second is unaffected (base ability strength affects the initial abilities health per second.) the Augments Duration is affected by Ability Duration. The amount of time left is indicated on the Buff tracker. Venarous Regeneration persists even after venari is killed. each Rank increases the duration additively by 12.5 seconds, up to 45 seconds which is identical to the amount of time left for venari to revive upon death. I do hope the team considers this in the long run as an option.
  6. (XB1)Skullstachio

    Ember did not deserve this

    Personally, Embers passive is what really needs working because, lets be honest here, who in the right mind is gonna set themselves on fire or even get set on fire by bad guys just for extra fire damage and energy regeneration if people know it is only going to nearly get them killed right? Really "This" should be more viable. Passive: Fuel for the Fire. Fire procs from weapons and embers abilities temporarily build up energy, at maximum threshold, that built up energy causes ember to burst into flames, granting enhanced fire damage, energy regeneration & resistance to fire damage for a few seconds. when Ember bursts into flames, She deals 100% extra fire damage from all sources (namely her abilities and any weapons that deal fire damage) that slowly degrades over time, she regenerates 10 energy per second from which the energy per second also degrades and she also takes 80% less fire damage which too degrades over time. dealing fire damage while the passive is active will keep her flames from dying out. should certain enemies be foolish to deal fire damage to ember while she is alight will only keep her flames from dying out. if embers passive was like this, she may very well be slightly ever more viable for those high-end missions.
  7. (XB1)Skullstachio

    MAKE STALKER FEARED BY PLAYERS ONCE AGAIN

    I still prefer my idea better, that & when was the last time a blueprint for the weapons "Hate" & "Despair" dropped for anyone from the shadow stalker, let alone other rare goodies? (for all I know, I may as well just go round, kill as many different bosses & stack on those marks despite the somewhat terrible RNG.)
  8. (XB1)Skullstachio

    Limbo: plat or grind?

    @nerdygamer1401 If you really must know how good limbo is, check out his details on the warframe wiki. http://warframe.wikia.com/wiki/Limbo for a deeper understanding of how Limbo's Rift realm works, you may also consult this article too. http://warframe.wikia.com/wiki/Rift_Plane Be forewarned though, there are a few articles in the warframe wiki that have stuff which is outdated (it is always updating to the latest revision) but it is at least 90% accurate in my opinion. also: Notes for limbo according to the Warframe wiki: It is advisable not to dispose of Limbo as of now, as currently the Quest to obtain Limbo can't be redone. It's not possible to obtain Limbo's components by joining the Excavation missions that reward his parts, if you are not doing the Quest. It might have been possible to obtain parts prior to Update 21 personally you are better off keeping limbo until they decide to release a prime version. (Who knows...) But if you & other readers must know what I think of limbo both solo & team-play wise, consult the spoiler below (it is there to keep the comment short)
  9. (XB1)Skullstachio

    Current Stealth System

    Have you tried using a raksa dark dagger (obtained from red veil at the rank of exalted) it reduces your detection radius while Equipped from which enemies will only be able to see you if you are 10m or closer.
  10. (XB1)Skullstachio

    MAKE STALKER FEARED BY PLAYERS ONCE AGAIN

    Maybe the DE can make it so that with each defeat the stalker suffers from a particular player, the more difficult he becomes for that player with the next time he arrives, make it so that the stalkers level rises by 5-10 with each time he is defeated, the higher the stalkers level is, the more likely he is to drop rare goods such as blueprints for agony, despair, etc instead of the same dread blueprint every time. However, should that player fall to the stalker, the stalker will leave knowing that justice is served (but more accurately, his level will drop back down to nominal levels as will the increased chance at rare goods.) High Risk = High Reward. P.s. This idea came to mind when learning about the Index (about how the enemies level rises with each kill/point capitalised.) I figured the stalker could use the same levelling formula.
  11. (XB1)Skullstachio

    Community Sourced: Octavia Augments

    Mentallical Resonation Resonator Augmentation: Octavia projects her melodical mind into the resonator, assuming direct control of it for the duration at a cost. Mod energy cost: Unranked: Assume Control of the Resonator at the cost of 20 Energy per second. Rank 1: Assume Control of the Resonator at the cost of 17 Energy per second. Rank 2: Assume Control of the Resonator at the cost of 14 Energy per second. Max Rank: Assume Control of the Resonator at the cost of 10 Energy per second. Notes: Energy Cost per second is affected by ability Efficiency. Energy Cost per second is affected by Ability Duration. (Longer duration = reduced energy cost.) Ability Strength & Range are unaffected as the ability by itself is affected by default. Mallets are automatically picked up when a controlled resonator moves near one. Trivia: Mentallical Resonation was inspired by the concept of Ivara's second Ability "Navigator". The word "Mentallical" is a unique combination of "Mental", "Metal" & possibly "Metallica" if plausible.
  12. (XB1)Skullstachio

    Defense problem moon first sortie

    I find it to be easier with limbo as you can banish the operative temporarily & just on the last few seconds, cataclysm followed immediately by stasis & shred through them with a powerful melee weapon (I used orvius.) namely, limbo makes defense/mobile defense/excavation missions trivial if built correctly. just remember not to take too much damage or pretty much any damage as there is the radiation hazard which can be disastrous as you can "Accidentally" down the operative in this instance.
  13. (XB1)Skullstachio

    (Name Pending) the Dream/Nightmare Frame

    It needs a lot more work from there (such as sprint speed, armor, health, shielding, etc.) but it looks alright for the time. just make sure you plan ahead when putting more work into such a good creation. (I should know as I am currently working on a masterpiece myself that the DE can use with impunity.)
  14. (XB1)Skullstachio

    Kavat 101 -A Full Breeding Guide

    When was the last time you revised your kavat 101 guide. the shrine of the eidolon update made it so that all standard incubators work just like a nutrio incubator (5% decay ratio & auto-stasis when DNA is at 5%) & upgrading to a nutrio incubator drastically reduces the cost of DNA stabilizers from 75,000 down to 5,000. Kavats are the only creatures in the world of warframe who's loyalty does not degrade upon death or over time. (in other words: infinite head scratches.)
  15. (XB1)Skullstachio

    Orvius vs Glaive Prime charged throw

    Orvius is one of the most Powerful weapons there is, Give it Condition overload & build it for just gas to go with the cold damage & it can do some serious damage. on a side note: consider pairing it with the Cycron (Cycron Regenerates ammo overtime when not fired) but building Cycron for status chance & Viral Radiation can make a good difference (considering it still procs heat despite only labelling the statistics as dealing viral & radiation only) thus making it possible "Beforehand" to deal flame damage with 100% stat proc but the added viral & radiation go by the status chance statistic which can be increased with pistol pestilence and other such stat increasing mods. However, when the beam weapon changes come in on console & the Cycron deals radiation damage, I'll be switching up the elements to deal corrosive & blast damage alongside its already awesome capabilities. back on topic: an Orvius built for cold & gas with Condition Overload & a Cycron with different elements that the Orvius doesn't have can lead to some surprising results when combined. for more possibilities on condition overload, consider checking out the warframe wiki page for it below. http://warframe.wikia.com/wiki/Condition_Overload otherwise, refer to this sheet for details. (Note that the Bullet attractor effect from mags abilities and the Scourges Alt. Fire count towards the Condition Overload) Damage Multipliers Status Effects Multiplier 0 1x 1 1.6x 2 2.56x 3 4.10x 4 6.55x 5 10.49x 6 16.78x 7 26.84x 8 42.95x 9 68.72x 10 109.95x 11 175.92x 12 281.47x 13 450.36x