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(PSN)Hopper_Orouk

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Everything posted by (PSN)Hopper_Orouk

  1. Oh I'm having a lot of trouble dealing with shields on steel path...high level steel path, void fissures, etc...but I wasn't using nourish so maybe the lack of damage is why,
  2. Yeah well I am because I'm having trouble making a build that is satisfying for me...I keep asking the forums maybe I'd get something unique...I try to post once everyday so I don't bloat the forums with my stupid posts...but i'll cut it out, my bad that's sounds more interesting, I'll definitely go that route.
  3. I will, it took me a lot of forma tho, couldn't decide which build to use, probably why I asked here. I am also using 5 tau shards I don't quite understand what skill set does tentacle swarm have to not replace it... the idea here is that now, Hydroid is an armor based buffer, he deals with armor, and health, never shields...he also has a high shield count so he can't properly shield gate. Pillage provides an answer to everything hydroids lacks, first of all, You really don't need to have armor to max out plunder, you need 20 or plus stacks of corrosive...armor just helps a little When having Plunder active, you have no other means for permanent armor stripping...so pillage fills in that role during the lifetime of the buff Pillage also helps you shield gate with Hydroid.
  4. I'll keep pillage for a while because I just remembered I'm having major problems with him against shields and I don't run Unairu nor use magnetic damage. If I have viral tempest + plunder + Pillage I'm probably well balanced against every faction
  5. I can't decide man, probably dispensary is the best choice with my 45% eff
  6. If I replace tentacle swarm with pillage, while having plunder too, what's the pro and cons of this idea?? considering Pillage requires armor and Plunder takes armor...
  7. busoshoku haki type ahh attack. not gonna lie, I love these suckers...they're stupid, and plague star have shed some light on their stupid-ness. they're probably the only last annoying challenge we face right now, but people don't really complain all the time about them because we rarely fight infested. they bypass all defenses, all shields, all invulnerability periods...make no mistake, there's no place you can hide. any reason why that's the case?
  8. a 2014 machine...wouldn't be surprised but, what am I supposed to do now lol
  9. I keep getting kicked out at the start of the mission, and at early host migration when someone else joins in. how unfair it is, to be the second, third, fourth player in the squad and you get kicked because, miraculously, a fifth PC player just intruded somehow. why do we allow more than 4 players queuing is beyond me. this all started because of crossplay, and I must admit, crossplay is the worst thing that happened to warframe by far...absolutely horrendous system that alienated platform only options, and made anyone who's not using new gear suffer. one of the worst network and peer to peer system in my opinion
  10. very interesting take, I love my abilities cheap and useful so I find this augment amazing. it's indeed one of the best first abilities right now, I totally understand the hype around the augment, I love it too but it's kind of overkill sometimes. it's the cost for me, it has grouping, status cleansing, corrosive proccing and mobility, imagine all that and it only costs 15 energy? that's quality of life right there for me. I want to also dedicate my frame into one playstyle or theme, since I rarely do that, I discovered while it's extremely buggy, you can stack ore gaze and pilfering swarm together by petrifying enemies already held by tentacles not before. this makes Hydroid a decent loot frame, but I think people will still prefer Khora.
  11. Viral tempest: Pro: Very powerful and kills enemies super fast, as well as priming them for Viral, eliminating the need to mod viral on your weapon Con: Kills enemies too fast sometimes, even on steel path, causing you to loose potential corrosive stacks for plunder. also Epitaph exists. Hydroid without it: Not a strong ability platform frame but still very good at stripping armor, and some damage overtime Tidal impunity: Pro: A lot of good pros, status immunity and extremely low cost makes tidal surge very good for fast dashes and support, probably faster than Gauss. Con: It takes up a mod slot. low duration. Hydroid without it: tidal surge without this augment is honestly not worth it. Rousing Plunder: Pro: In case you want a little bit extra armor to max your armor count at 2700 (90% DR) and an occasional heal on cast, damage is negligible. Con: Stats are too low and don't scale with strength, takes up a mod slot. Hydroid without it: probably better and more efficient because Rousing plunder needs more armor to plunder than normal. Pilfering swarm: Pro: double loot, saves half the time, supports hydroid with extra ammo, health and energy orbs. Con: Hitting held enemies is cumbersome, enemies that can't be held can't be looted, useless in boss fights, short missions. Hydroid without it: Just a normal CC/weapons platform Warframe. I can't decide what type of build I want my hydroid to have, I love my builds tightly packed and stretched to the limit, to allow multiple positive stats...unfortunately, this means I get to use at most one augment mod, sometimes, I can't use any. So I made this discussion to see what other people think about these augments? Tidal surge seems the most important one, especially since I'm not planning on replacing tidal surge at all. buuuuut no space.
  12. Does her bubbles buff the damage hemocyte take? if so I have only one thing to say SOFTO AND WETO have stolen it's health.
  13. nice to see I'm on the right path, because I also use Pyrana prime for this...it's dps is just right.
  14. Hemocyte is weak to corrosive unarmored. I don't really want to stay an hour in a mission like this, and I need to stockpile a duck ton of forma.
  15. With maximized damage build the advanced run takes about 20 minutes, 30 if I bring slow guns, and 40 if I don't strip armor...I get 3200 standing. with my Made in Heaven Nova build (it's a speeva/wormhole speed build) I finish the regular or low level one in 9 minutes tops. but I get 1050 standing. so it seems that I get MORE standing per minute with the normal run. right? what do you guys think? also what are you frame/gun choices to shred the boss faster?
  16. Yeah something like that, Harpak is one of my favorite guns, and it's augment gave you a reason to use the hook...but sadly the gun is too large and bulky for a Harpoon. the same way you gave us the protokol skins can you give us a skin for Harpak like it?
  17. If anyone values my opinion, I guess here's my tee. I think what we really need is another look at what should be an augment and what shouldn't. I spend a lot of forma and time trying to make a build comfortable for me, and most times than not, these builds involve at least one augment...Some augments are too much of a quality improvement to ignore, others are literal bandaids. and others are too fun to ignore. The Fun augments most of the time are excilus slots. like catapult, conductor, repair dispensary etc. so they already have their own slot. no problem there. the bandaids shouldn't exist, that simple, these augments are too important to the Warframe like energy transfer, Iron shrapnel, they all shouldn't exist, they should be part of the ability itself, the trend of DE releasing band aid augments should stop....it just shows they're too lazy to mess with the original ability. the Quality augments, are the normal ones, these are fine...for example viral tempest...this is shouldn't go to the excilus and shouldn't be part of the main ability, and it's value is high, so it's normal occupying a normal slot. I think there should be a Grafting system in Warframe, where you can Graft an augment on an ability but you loose some of it's base stats. for example Graft Iron shrapnel on Rhino, but loose 50% of it's base strength.
  18. I wanted the effect or the illusion of controlling a shadow, made into a fun excilus mod...I realized Gloom doesn't need any further buffs from augments...so it's the perfect candidate for that. Maybe the right way to do this is make the range TWICE as big, but the gloom is a narrow cone, that you can steer and curve? Nope, not even close.
  19. I wanted an augment that would basically give you the mechanics of controlling a shadow or darkness. maybe it's range is twice as long with no range increase but it's a narrow cone that you can manipulate it's direction?
  20. Gloomy shadow: Gloom will no longer have a range increase, increase or decrease the range of gloom by aiming and steering the camera. MISC: Steering the camera upwards narrows down the range of gloom but increase it's length. Steering the camera left or right steers Gloom's length into a curve allowing it encompass more enemies.
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