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nslay

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Everything posted by nslay

  1. And Phage can be modded to additionally dish out Corrosive/Heat for up to 90% armor strip... can be important for the armored Corpus units as well as for non-Corpus units should you use the setup against other factions. I especially love how it wipes out Eximus Overguard fast. In this regard, one advantage Toxin has are the Toxin elemental mods that increase both the overall damage and DoT damage... nothing like that for Slash. And Slash DoT has a nasty 0.35 multiplier while Toxin DoT has a larger 0.5 multiplier. 10% armor remaining won't scale forever though ☹️
  2. If you carry something like a Corrosive/Viral/Heat weapon like Phage, the Cerata can also very efficiently dispatch armored SP units too. It might not scale to level cap, but should work just fine for 1-2 hour runs. If you build the Cerata with Heavy Attack in mind, the loss of the Xoris combo gimmick doesn't really matter anyway.
  3. Try Cerata (BP in Infested Lab in your Dojo). The Toxin will make all those SP Corpus units trivial. It's a Glaive like your Xoris so you'll have no problem figuring out how to use it. Mod it purely for Toxin damage. And no, Cerata is not mastery fodder. It is worth investing a Catalyst and Forma into the weapon (also needs Forma as a crafting ingredient to build 🙁).
  4. I solo'd it with Revenant and used my favorite combo of weapons: Phage, Catabolyst and Cerata. The Phage/Catablyst were modded for Corrosive/Viral/Heat and the Cerata as pure Toxin with the Smite the Murmur mod. The whole mission took me about 25 minutes... seems to be an efficient way to get Curses for the event (although it's nerve-wracking!). I didn't know the boss was immune to Viral. It sounds to me like Phage/Catabolyst didn't do much here aside of Heat procs I do appreciate this version of the boss being able to nullify Mesmer Skin! I think all versions of the boss should be able to nullify abilities!
  5. I think the 60 eyes boss is how this boss should work to begin with! It should be able to nullify you somehow! Otherwise, just use Revenant and be immortal all the time...
  6. I wonder if these are "syndicate medallions". DE recently changed Nightwave to not count Voidplumes (they used to count!)... I'm guessing these "syndicate medallions" aren't syndicate medallions.
  7. I don't see why Khal or the Corpus guy (I actually forget his name despite the running gag), couldn't work similar to Operator, except with a team of Grineer/Corpus robots. So if you call down Khal, you control him and use his commands to make the team of Grineer do things in the Warframe mission for you. I know the new lander has this... but it's not you using Khal as a weapon for the Warframe mission, it's terrible AI! EDIT: Let me clarify what I mean... call down Khal in this case is synonymous to "popping Operator". Only you control Khal and a team of Grineer. Similar could be done for Corpus guy, but with Moas and Ospreys.
  8. Like many in this thread, I built for Crit/Status/Multishot/Fire Rate... I used Primed Pistol Gambit over Creeping Bullseye. For elemental damage, I built this one for Corrosive/Heat... it's a shame you can't really fit Viral on there, but I think the armor strip is more useful than Viral's effect combined with electric's status effect. Besides, I'm not a fan of Viral/Electric except for something like Proboscis Cernos where the enemies get pulled together and can really effectively use Electric's status effect well (the pulsing damage to nearby enemies). Cascadia Flare actually works decently well in a Corrosive/Heat Grimoire build (with high fire rate!)! No Hornet Strike needed. Did not get a hold of the new Tome mods yet. Can't wait to try them! I did look at the Radiation mods, but I don't want the Radiation status procs to compete with Corrosive or Heat status procs. IMO, Lethal Torrent is better here. A nice coincidence is that when the Grimoire is modded with Jolt/Pistol Pestilence and Primed Heated Charge+Scorch ... you get almost 50/50 Corrosive/Heat proc priority! You don't need to mess around with lower rank mods to balance the proc priorities!
  9. Might become Corrosive/Viral/Toxin... which I observe generalizes way better against all factions than Viral/Slash. But I think DE will know better than to make a Viral or Corrosive dual mod... surely. There's just no way, right?
  10. Well, thought it was obvious.... Neural circuitry may be flexible enough to control non-humanoid forms.
  11. Are you familiar with transhumanism? Maybe humans can be augmented with more limbs or other curious abilities or physical attributes (like that guy with an antenna).
  12. DE, I think this is how you should deal with melee in PVP... this Q3 Arena with Gauntlet (melee weapon). Notice the complete lack of melee animation that locks you up along with (usually) undesirable forward thrusting motion. IMO, these stance motions/move combos from PVE have NO PLACE in PVP (this is not Street Fighter either!). Heck, I don't even think a lot of stances/combos have a place in PVE either!
  13. Yeah, just tried it out. I re-binded melee to a key in the far off right corner of the keyboard ('Pause' for me) and I just used the snow balls. Got lots more kills and died less. IMO, don't use melee in this event because it's like a really bad version of normal Warframe melee... it locks you in animation and thrusts you forward like normal Warframe melee, but feels way worse! Instead, kill the players who using melee. They get locked into something like 1 second of uncontrollable melee animation (more if pre-frozen) and they are ripe to be picked off.
  14. I don't like the melee weapon. Maybe I can rebind it to an impossible-to-press key.
  15. And let's not discount powerful Heat/Electric/Slash procs where each DoT tic instantly drains all shields. IMO, you really have to have some status immunity because it's very annoying (and energy draining!) to have to press a button every DoT tic to stay alive.
  16. Maybe Blind Rage can help? Make your abilities cost more to make Brief Respite and Augur Mods work harder. I think a 100 energy skill will cost something like 155 energy with Blind Rage... then one Augur Mod and Brief Respite should net you 294 shields. That's pretty close.
  17. Yeah, anyone can put any combination of mods on their sentinel. The question to you is: Is that actually a good build for your sentinel? Will it be modded like that in practice? And especially given all the new updates in this patch... I'm guessing probably not. The big one is the changes to shield gating which is a vastly better survival mechanic to use on your sentinel than simply stacking armor. Even before the patch, faster regeneration of the sentinel's shields ensured the full shield gate effect for the sentinel. Now more shields even increases the invulnerability time! There goes one more slot. Well, gee... it's good thing you can safely toss the Synth Fiber for the ability to tank any amount of damage for an even more prolonged period of time. So would you like to explain why you think my build is "weird"? What's so "specific" about it? How about share your build... maybe it's great! Or maybe it can be improved. I'd be happy to help you despite your childish rhetoric.
  18. Again... so what if it is multiplicative? You can't fit both. See? Even you're not going to use both... you might use it if it were on parity with Metal Fiber which it isn't even close like it was before. Look, it may be theoretically better to stack with Metal Fiber... as it stands now, no one is probably ever going to use this mod again. They're probably going to figure that 250% is enough and that there are diminishing returns on even more armor and that they could use the slot for something more useful. You want to consider it a "nerf" ... fine... "Nerfing" it would make it more competitive with Metal Fiber and it might see use that way. Better to be practically useful than being a mathematical curiosity. I use Gas because you get way more Health Orbs due to Gas' AOE. Repair Kit is definitely an option slot for other precepts but I do appreciate it more than more armor because I'm not always killing for health orbs... could be running toward a disruptor or speed running a Capture mission or something of that nature.
  19. I have no room for both in the old system on Oxylus, Djinn, Dethcube, Helios, Carrier, Nautilus or my novelty Taxon. Let's see, I generally use these 10 in the old system: Synth Deconstruct/Fiber, Enhanced Vitality, Accelerated Deflection (for shield gate), Primed Animal Instinct, Repair Kit, Primed Regen, Vacuum, Assault Mode, and a unique sentinel precept. I don't see how Metal Fiber can fit.
  20. If it is multiplicative... it shouldn't be. But it being potentially multiplicative is beside the point because you wouldn't normally be compelled to equip both Synth Fiber and Metal Fiber at the same time before... that's due to limited mod slots and near identical armor values before the patch (old values Metal Fiber: 110%, Synth Fiber: 100%). Before the patch, why try to fit Metal Fiber when Synth Fiber was just 10 percentage points shy of its effect? Or vice versa... So no, I disagree, it should be buffed because I can't imagine anyone using both at the same time even after the patch... especially now that we have new shield mod options and companion mod options which put more pressure on mod slots. And by convention established by almost all other mods, effects and abilities (if not all)... IMO it should also be additive if it's actually currently multiplicative.
  21. Great update DE! I've looked mostly at your Sentinel changes... it's going to take me way more time to parse these patch notes! Here's what stuck out to me: Metal Fiber is now 250% armor Synth Fiber is still 100% armor for 12 seconds. I think you forgot to update Synth Fiber! Am I wrong? Synth Fiber is what we used to use to reliably proc Health Orb mechanics because equipping Synth Fiber enabled us to always pick up Health Orbs before this patch. But now that we can always pick up Health Orbs to trigger mechanics... I think you need to buff Synth Fiber to make up for this loss of utility and also because it's really really bad compared to Metal Fiber right now. I propose something like this: Synth Fiber should buffed to something like 300% armor for 12 seconds. You do better than Metal Fiber for a temporary amount of time. There is no other real benefit like before with the Health Orb mechanic. Sure, you get a small holster bonus I suppose. Something like 300% seems more fair!
  22. Try switching to Steel Path Void Fissures. Pub players in Steel Path endless missions tend to play a bit longer.
  23. Sometimes the game will have a connection issue and force a player back into the Orbiter during loading or just after joining the game. Happens to me occasionally during load screen, but even had it happen seconds after loading finished (when the annoying animation plays with Warframe dropping in from an air vent). I also tend to see players leave when encountering Kuva Zarr players, Thermal Sunder players, etc...
  24. It does seem a bit rare. I don't think I've ever converted Pathogen Rounds into Endo since starting the game and I have 92 copies total. That's 92 copies over several years. I'd spare one for you at no expense! Feel free to message/friend me although I will not be online until a bit later.
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