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Magneu

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Posts posted by Magneu

  1. 1 hour ago, KingBeneathTheMountain said:

    Because it is your actual warframe it has to be just as strong, but you have to be able to leave it in every situation (non aw) so, you could just activate valkyrs hysteria or what so ever and then leave your frame, because the tenno only controls, not powers it. This way the wf could assist you during kuva missions without allways pulling you back in when it takes minimal dmg

    The problem wit that would be like having a running car, but suddenly disconnecting the fuel system. The machinery will try to operate, but with no energy/fuel, it can't function.

    Lorewise, just explain it as "Void trace residue" from the Operator that lets the frame still move and shoot. Alongside teased Focus reworks that will make Focus actually useful besides passives, I feel like Operator mode and a fully functional frame acting autonomously may be a bit much.

  2. On 6/17/2017 at 3:32 PM, peterc3 said:

    But Escape Velocity and Hysterical Assault have no damage component whatsoever. Unless you are asking to have the scream and the damage as it moves removed, it does not work as an Exilus mod.

     

    4 hours ago, Tesseract7777 said:

    Unless they remove the damage and cc, which I would be disappointed to see go, it should not and will not be exilus. 
     

    The issue is just that effigies drain is too high in general, but putting this in exilus won't fix that problem... 

    True to both of these. I guess my problem is that I really want to use it, but slotting it disrupts my build a good amount. Still, guess this is the point of augments, to create alternatives.Personally, I would be fine without the damage component of the augment. However:

    5 hours ago, Satosa said:

    its definitely a cool mod.. and I personally use it for the constant relocating for the bump damage, but the effigy at its core needs some help.. such long pauses between breaths.. maybe leave an elemental trail instead of bump damage?

    Effigy at its core does need help. I think the reason as to why I think Guided Effigy should be Exilus is that I believe that moving Effigy should have been part of the ability in the first place. If the augment added the damage/instant scream aspect, and could even add in something like leaving an elemental trail behind, that would be an augment worth disrupting a build for. Currently, it seems that recasting gets most of the effect without having to slot the mod.

    Also, keeping Effigy out for long periods of time/moving it with the augment is cool, but it still gets shredded at high levels. Here's hoping DE someday (a) gives Effigy the armor it takes, (b) lets it be affected by Vex Armor and (c) has it actually buff allies.

  3. 18 minutes ago, SenorClipClop said:

    Here's the counter to your argument, though. It's not purely utility, since it includes damage and CC in the use of the augment. While it may not seem like much in the late-game, Effigy deals 2000 damage to every enemy it bumps into, about the same amount of damage as many Warframe ults, for free. It also CCs when it gets there -- not amazing CC, but certainly better than Effigy's original CC potential.

    If the mod is not worth it for you, don't equip it.

    If you think the mod should be part of the base ability, do you just mean that you like the mod but don't want to give up a slot in your build?

    True, it does have a non-mobility aspect, forcing screams and the damage. However, that damage is limited to the Effigy hitbox, which is tiny, compared to the next smallest, IIRC, Miasma at 15m. In addition, except for Toxin, Effigy's breath is a useful CC tool in itself; not a hard CC like the scream/flap, but consistent damage (five ticks per listed damage per second) with useful elemental procs.

    As for being part of the base ability, Effigy feels incomplete. Chroma being able to direct Effigy (even if for a nominal energy cost) is something that should have come as part of the package, and adds some much needed interactivity for Chroma.

    Yes, I would like to use the mod, but am unwilling to give up a current mod, as giving up a mod besides Exilus would reduce the effectiveness of my Chroma by a large margin. Even if I could use the augment in the Exilus slot, my Effigy still costs almost 80 energy to cast and 6.1 e/s (and even then, the near 18k health dissapears even in Sortie 3 levels; please just give Effigy the armor it takes!). 

    To be honest, I could care less about the damage and forced CC; I just want to be able to make my Effigy fly while not being hamstrung. 

  4. Chroma, easily. I can straight up AFK level 145 gunners/bombards as long as my buffs are up. I can spawn 20 level 145 Kuva Hyekka Masters and as long as I block, my health goes down at most 10-20 a second once the Hyekkas start swiping me. All about those dual Arcane Grace sets.

    Of course, this is disregarding invincibility mechanics. Straight up tanking, Nidus and Chroma are at the top, with Rhino/Nekros not far behind with damage reduction. Oberon (Prime) holds a high pedestal as well, due to good armor buffs complimented by high health regen; although he doesn't negate as much damage, his health regen sustains him pretty far.

    EDIT: I've got two videos uploading comparing my usual Chroma build to a 90% SoS Nekros Prime. The results are exactly what everyone in this thread expects except the OP. They should be finished within two hours, if anyone still cares at that point.

     

  5. AFAIK, Hysterical Assault and Escape Velocity are the only augments that can be slotted in the Exilus slot, for the reason that they only provide mobility, like most other Exilus mods (even the Drift series of mods provide movement bonuses along with their stat bonuses). In my opinion, it would open up a lot more build paths if augments that primarily affect movement (like Guided Effigy) could be slotted in the Exilus slot. Mods that directly affect abilities like Chromatic Blade or Negation Swarm (buff augments) shouldn't be able to be slotted in Exilus, due to their non-focus on movement.

    Yes, Guided Effigy's main use is Effigy relocation, along with the (minor) damage when it occasionally bumps into enemies. It doesn't help Effigy deal more effective DPS, and its CC benefit is minor compared to simply leaving Effigy up. Even simply recasting Effigy somewhere else is more effective at higher levels, as Effigy is then fully healed (give him armor pl0x).

    One of the biggest problems with Guided Effigy is that Chroma builds are both extremely tight, and extremely expensive to use; Blind Rage features prominently in many higher-level builds (this problem happens with a lot more frames than Chroma), which makes Effigy extremely expensive to use compared to any other channeling ability in the game, aside from maybe Resonating Quake (the base cost of 50 to cast and 10 e/s makes Effigy on par with most fourth abilities with only five seconds of activity, which isn't even enough to time to use the breath attack in many cases).

     I don't know about you, but I would gladly swap Power Drift or Handspring for Guided Effigy at higher-levels, even if I'm of the opinion that Guided Effigy should have been part of the base ability, just to see a high health Effigy zipping around (as without armor, you need very high levels of strength to keep it alive).

     

  6. 16 minutes ago, (Xbox One)FCastle74 said:

    Still want a Excalibur Prime trailer and a noggle!

    Even if I can't get him, an Excal Prime trailer would be rad AF. In any case, EP (kek) hype will die down with the (Soontm) release of Excal Umbra.

    Based on my previous retail work experience, the only way to make sure people knew EP wasn't ever coming back would be to display a full-screen image everytime they log-in that simply reads: HE IS NEVER COMING BACK. And even then, people will still ask.

    It's just human nature.

  7. The only thing I got from that is that Chroma isn't a good tank.

    Ice Chroma can tank better than practically anyone bar invincibility mechanics while also having one of the best all-round damage buffs in the game (one-shotting level 145 heavies is great); try the Brief Respite aura if you have trouble getting Scorn buffs, everytime I case my buffs I get almost 350 shields. However, the frame you're concerned about;

    Wukong. Practically no useable CC, but damn can that monkey stay alive.

    Rage/Defy provide a practically infinite loop, but you will need a way to regen health to counteract the loss of health when Defy triggers constantly at higher level, as it'll become more and more difficult to have space/time to recast without getting killed. Arcane Grace definitely help with this, and a melee with a way to heal a la Life Strike/Drifting Contact/Hirudo will help you keep the loop infinite as long as you top off health when you can.

    Eventually though, you will have to recast Defy to reset the drain. Bullet jump up while decasting, recast, done.

    If Primal Rage scaled better and had useable combos with anything higher than 20% attack speed, I'd be sold. 

  8. 2 hours ago, lukinu_u said:

    On a slash melee weapon like Scindo, the best thing to do is to build for full crit/statut without any elements to maximise slash proc chances.
     

    I dont use Scindo but if I have to, I would use the same build as my Galatine prime, so :

    • Tempo Royal
    • Primed Pressure point
    • Primed Fury
    • Primed Reach
    • Drifting Contact
    • Blood Rush
    • Weeping Wounds
    • Berserk
    • Relentless Combination / Enduring Affliction / Life Strike depending on the situation.

    That is, to be blunt, horrible advice. The Scindo Prime hits far too slow and has too low of a status to consider a full slash-status build; that's Atterax/Prisma Dual Cleavers/Galatine Prime territory, as pretty much only they has the necessary slash/crit/status chance combo. The only time pure slash would scale better is with stealth/forced stuns above a certain level; the damage bonus/effects of procs like Corrosive or Viral are of far greater value at most anything a player will ever face.

    The DPS increase of doubling down on on attack speed mods is far less than elemental combos in any case. Also, if using status, why would you not use Condition Overload?

    To OP: if you're just using quick melee, I'd say; (Primed) Pressure Point, Primed Fury or Berserker, (Primed) Reach, two 90% elementals, two 60% elementals of the same type, and for the last slot I'd say Drifting Contact, Buzzkill, or a healing mod; your choice.

    In any case, as you said, Silva/Aegis Prime is far superior. Pressure Point, Blood Rush, Berserker, Condition Overload, two 60% elementals, Drifting Contact, and a healing mod will scale with frames like Oberon decently far after level 100, at least in full melee. Just swap Blood Rush/Berserker/Drifting Contact with more damage or crit if only using quick melee, which to be honest is a waste of the weapon's potential.

  9. Depends. 

    I have every obtainable weapon in game except for the Hema (just waiting on plat to get it from the market). However, I joined just after closed beta ended, so I lack the Braton Vandal/Lato Vandal. I also wasn't able to afford Founders, so I lack the Skana/Lato Prime. I have every event weapon, but some people don't.

    If it's every currently obtainable weapon (even including event), a fair amount of people do. That number drops with Closed Beta weapons, and drops even further with Founders, as the Lato Prime was the highest tier pack, $245 IIRC.

     

    EDIT: I totally misread the question. Most likely only YouTubers like AGGP, who seems to keep everything. Most likely some OCD people out there as well, or just classic video-game hoarders.

  10. Even though it's largely game mechanics to stop people from doing that for quite literally an entire mission, it raises interesting implications.

    This means that Warframes have some sort of inner ear/fluid mechanism for balance. Even as made of Technocyte as they are, this implies they have many systems similar to traditional human physiology. 

    There's also been the quote from Salad V about Warframes not having eyes; if so, how do they see? Thermal imaging?

    Now I want an interactive diagram about Warframe biology that you can click to dissect. 

  11. 2 hours ago, Evanescent said:

    5)Effigy benefits from Elemental Ward and Vex armor

    7)Effigy draws all aggro

    These are my two biggest complaints with current Effigy, along with Effigy not actually buffing allies. Effigy goes down pretty dang fast at sortie 3 level even with 200% power strength, as IIRC, it has no actual armor to protect it. Considering it takes half of Chroma's armor, let it use it! Letting it benefit from Vex would help its damage scale to decent levels as well.

    Energy drain is not an issue for me, as Rage keeps my energy high even with Effigy out and 45% efficiency, as long as enemies are shooting at me.

    Still waiting for the augment that lets us be Effigy...

  12. Strun Wraith. With a Riven for 173% multi and 130% crit chance, it 3-4 shots level 145 gunners with full armor.

    High pellet count, sequential reload (which is amazing for multiple enemies)m good crit stats, can build Corrosive/Fire instead of Corrosive/Blast due to high status. Extremely versatile weapon.

  13. The most egregious example is the Shockwave Moa stomp; why does this knock Effigy, a flying entity, up and back? I don't think heavy groundslams do anything, but this may have to do with Effigy being immune to knockdown, but not knockback. Shield Lancer bashing I can kind of understand, but honestly Effigy should just be immune to being pushed at all. Being able to be deployed midair would also be snazzy.

    While we're at it, can Effigy actually buff teammates like the description says? At the very least remove the false description of "strengthens nearby allies". Just give a static 10-15m radius Elemental Ward from Effigy, or even a watered down version of Vex Armor, and elemental damage buff, anything. 

    There's also the issues of Scream being worthless and his elements having no ability to be switched in mission, but that's for another, more extensive topic.

  14. Looking for a Tigris riven with at least 60% status chance. Nothing lower will be taken, 60% is the absolute lowest I need. Acceptable negatives are anything crit related, max ammo, at or below -25% magazine capacity, -factional damage, -flight speed, -status duration or any -IPS (reasonable amount of -slash, please). 

    Basically, I need at least 60% status, not -25% or greater magazine capacity, and no negative damage/multishot. Will pay sufficiently well for this specific riven. Polarity is irrelevant. PM me on forums or in-game with offers.

    Anything without 60% or more status will be ignored.

  15. Shred trash? HC yes, but Shred is practically mandatory for it.

    Elementalsx2 (corrosive, your choice 90% or dual stat), Serration, Split Chamber, Vital Sense, Point Strike, Shred, and the important part, a Riven with at least 110% crit chance; crit damage and multishot are your two best stats after that. If you get one with -impact/-slash/-ammo max, you're in luck.

    Being underused, the Latron Prime gets a fair Riven disposition. I've seen frankly insane ones that easily push the weapon to beyond top-tier. Sucks we have to rely on Rivens to make it amazing, but when you get that one Riven...it's oh so worth it.

  16. 10 hours ago, -N7-Leonhart said:

    It may be better, that's true....but not in all situations. However, the words 'straight-upgrade' were thrown all around the forums. Should I really need to explain to you the definition and meaning of those words?

    At lower levels, they will kill at just about the same speed. At higher levels, status is king, especially status mixed with crit.

    You don't say something is a great performer because it can drive nice in a city. You say something is a great performer when it posts crazy lap times and melts your face off with acceleration/braking/handling.

    In regards to where weapons show their differences, AKA higher levels, yes, the Sybaris Prime is a straight upgrade.

    Sorry for the car analogies.

     

  17. 10 hours ago, -N7-Leonhart said:

    And exactly that doesn't make it a straight upgrade, since it's not better in all the possible scenarios.

    That's like saying a cutting-edge Ferrari isn't better than a ten year old Honda Civic, because the Civic is more economical. It's true, but when your concern is speed/handling, you'll pick the Ferrari.

    It comes down to what you're looking for. Mid-level Infested? Dex and Prime will be pretty equal, with handling/raw crit damage going to the Dex, with the Prime's status potential being mostly wasted as the enemies die in one/two bursts (Civic vs Ferrari around town).

    Against high level armored/shielded enemies though, the Prime will destroy the Dex because even with less crit, the combination of more shots per clip, higher base damage, and most importantly the much higher status chance, the Prime can either strip armor or reliably proc Viral, Magnetic, or even stack Toxin procs (Civic vs Ferrari on a racetrack).

    In real gameplay, i.e. maxing out at sorties, the weapons are pretty similar. I expect people will only see a substantial difference at the end of a sortie 3 survival, or an hour into a Mot run.

  18. Swap the two 90% elementals for dual stat mods. The hybrid crit/status will shred enemies. Your only problem will be ammo on tougher enemies.

    Check out DistantObserver's video on the Akstiletto Prime, and why crit/status combos are so good. Very educational.

  19. 2 hours ago, (PS4)DarkEVILomoreX98 said:

    you can handle the rest without listening to noobs

    One of the greatest things about DE is that they listen to their players. Taking that away would make the game worse, no question.

    In any case, insinuating they shouldn't listen to noobs, does that mean my opinion is worth more to them, as a player since late 2013 vs your 2016 join date? Or that anyone with more time in-game instantly gets more authority to their opinions? That's a dangerous proposition.

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