Errodin

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About Errodin

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  1. Be me. I spend all of last Sunday ... all of it ... farming for Medical Bonds. I made 4 total in 50 solo runs, with bonus rewards and all ... only 4 ... then the reset came and i made 10 in 7 runs. Coincidence ... i doubt it, rng isn't all that responsible and my suspicion is the drop rates were changed to tether player progress.
  2. Errodin

    [Fortuna Map] Orb Vallis mapped and ready

    Upvote, cause this is gold. More must see it.
  3. Errodin

    New Mining Laser

    I too was taken aback by not being able to dual equip 2 different mining lasers, but if they are compatible for mining both ways why bother lmao.
  4. Errodin

    Any hope for new WEAPON SYNDICATE MODS ?

    Giving a weapon a boost in stats so that it goes from useless to hardly mediocre, unlike syndicate mods that allow for a secondary use of said weapon.
  5. Errodin

    Fortuna for me is a bit of a let down

    SO you claim to understand from a educated and mature point of view yet you still let yourself to be disappointed intentionally ... and then posted about it?
  6. Errodin

    Fortuna for me is a bit of a let down

    Wai so you want an entirely new open world map AND then a entirely new melee system which you would have to learn along with that? A little silly to me if i'm bring honest. How can Fortuna with craft-able secondaries, new pet MOAs, an awesome Warframe like Garuda, a slew of mod sets, and weapon releases just to name a few ... and here you want railjack and dual nikana that pales in comparison to the amazing work they've dished out to us on a silver platter? this hurt my soul, ungrateful to say the least.
  7. Errodin

    Fortuna weapons

    Super interest ... i cant wait to see how they feel and other ways to build them.
  8. Errodin

    Filled Sortie Ayatans

    ... but you can still sell them unfilled ... or are you asking for easy endo?
  9. I'd like to point out that it is hard to give constructive criticisms from a neutral standpoint when the other party is defensive in their beliefs/ideas. It's easier said than done if one could control the other, instead often we resort to blatant ignorance and sharp words. I hope this guide helps people so we can get a calmer more constructive forum.
  10. Errodin

    IPS and ELEMENTAL combos

    Personally imo, Slash should remain a primary source of damage, from a rational point of view of course. If a bullet shatters it can be considered shrapnel or flak ... which in turn "slashes" and causes bleeding ... practical. Having elemental damage compliment the IPS is an interesting concept, but having debuffs be "permanent" in my eyes is a little too strong, but i like the seedling of elemental damage complimenting the IPS in different ways.
  11. Ivara with the Wall Latching mod Patagium, use her invisibility and noise arrows to lure a large enough group, then any explosive weapon.
  12. Errodin

    Seith The Symbiote

    Yay Another Synbiote Character Suggestion! This guy is called Seith (or anything else really) and basically he's just a shell (think of Venom) who attaches himself to a host. Seith in his shell form is fragile and powerless. He has only one ability to start with called Bonding ... his other skills are unlocked and vary depending on the bonded faction (I.E Grineer, Corpus, and Infested ) and can only be bonded with "lesser" enemies. Health: 100 Shields:100 Armor: 100 Energy: 100 Movement Speed: 1.00 Passive: Weakened Detection- Seith is harder to detect due to his lack of presence and unbound Seith is extremely fragile, his base stats are increased based in his host but as he binds he become more of a hostile presence and detection is higher. Grineer (Health 400, Shields 150, Armor 300, Energy 100, M.Speed 1.00) Corpus (Health 150, Shields 600, Armor 100, Energy 300, M.Speed 1.50) Infested (Health 800, Shields 100, Armor, 100, Energy 150, M.Speed 2.50) First: Bonding/Detachment- (Effected by Range, Duration) Energy Cost 25. Upon casting Seith lunges at his host (effected by range) and bonds upon collision, and the host cannot die unless Seith is downed or it is consumed. Casting again will cause Seith to consume his host and detach to look for another one. Consuming will boost his health by 500 for 10 seconds, and recover 100 energy. This ability is effected by duration, when the duration runs out Seith will automatically consume his host. I'm thinking a minimum of 3 minute and max of 5 minute of duration. This is where confusion ensues, his kit gets very tricky because i want it to feed off of an enemy units kit and would require a whole lot of typing and explanation, so i'll be limiting abilities here and tying them to specific attacks. Second: --- Cloak: (Grineer Manic): (Effected by Duration) Energy Cost 25. Copying the Manics ability to go invisible, single cast, low duration. Like Ivara, attacking takes you out of stealth but quickly returns you, and running does not. Shockwave: (Corpus Shock Moa): (Effected by Range, Efficiency) Energy Cost 50. This ability mimics the Moas shockwave in that it can knock enemies ways/down for a short time. Spray: (Nauseous Crawler): (Effected by Range, Duration) Energy Cost 25. Mimicing the yellow fluid the nauseous spews to stun units. The player upon cast will spew fluid at all enemies within range of 180 degrees. Third: --- Scatter: (Grineer Seeker): (Effected by Strength, Duration) Energy Cost 75. Copying the Grineer Seekers ability to throw down Latchers (those little annoying round balls), summon amount scales off of strength up to 15 units, they act the same way (same AI) just targeting enemies instead of you, they can stagger and deal small amounts of damage and effected by strength. They last a short time effected by duration. Minefield: (Corpus Osprey): (Effected by Strength, Duration) Energy Cost 100. This ability summons miniature Mine Ospreys that circle the player, these do not attack but drop Energy Grenades to mimic the Ospreys ability. Enemies that run over these will receive blast damage that is affected by Strength, the Ospreys stay alive until destroyed or until duration runs out. Toxic Cloud: (Infested Osprey): (Effected by Range, Duration) Energy Cost 50. This ability mimics that toxic cloud we all hate. On cast it will create a toxic cloud that deals toxin damage over time, effected by Strength and lasts a small duration. Fourth: Armor Mutation (Grineer Commander Eximus): (effected by Efficiency) Energy Cost 100. This ability mutates the host to mimic stronger Grineer units, this would increase armor rating into that of Alloy or Ferrite. This ability is cannot be effected by Strenth, only Efficiency. It will drain Energy /second. Casting again can cancel it's channeling or running out of energy. (Energy Drain TBD) Shield Mutation: (Corpus Nullifier): (Effected by Strength) Energy Cost 150. This ability mimics the Nullifier but changes it's properties, since nullifiering enemies doesn't make much sense, Seith mutates the shield to reduce damage of incoming projectiles, and exactly like the way we can deplete a nullifiers shield it will shrink and become null after taking enough abuse. This ability scales off of Strength similar to Iron Skin or Wardng Halo, just large enough to encompass allies. Damage Distruption: (Ancient Healer + Disruptor): (Effected by Range, Efficiency, Strength) This ability works in two ways, allies within 15 meters have increased Damage Reduction not amplified by Range but effected by Strength ... and allies receive a healing pulse effected by Range and Strength. Healing pulse rate is effected with negative Duration. This ability costs Energy /second. Q&A: I'll be preemptively answering some forgotten information and other tid-bits. Feel free to inquire on sections of his abilities and add to in any way you please. Hope it was worth the read ... i know i had fun typing it and apologies for any grammar mistakes.
  13. Errodin

    Mods : About Ranks and Duplicates

    I've seen a similar suggestion before but i'm glad another like it has popped up ... and it's simplicity is to our benefit, once a mod is fully ranked allow us to adjust it's rank up or down to better suit/tailor to builds, rather than having a wasted mod slot to reach that target stat %. I'll use Harrow in an Eidolon team situation ... we can have his at 95% Duration for those faster runs or (was it 120%?) for slower runs ... rather than tossing in and out mods to reach that % why not just lower the mods rank without any cost to us and save that mod space for a mod that provides more survivability. There will be people to protest this ... and many like myself with dual rank mods to attain those situations i described above ... i myself don't mind the loss for this QoL suggestion.
  14. They said in October that they were shooting for the Nov 1st ... if you re-read what i just said ... "yesterdays Dev Stream confirmed it will not be coming this week." They are neither committed or expected to anything if they give you a time frame ... they promised nothing about Nov 1st.
  15. I believe they said we'd likely see Fortuna mid-end of November ... i didn't watch the DEv stream so maybe someone can reconfirm for us?