Jump to content

Bakul

PC Member
  • Posts

    127
  • Joined

  • Last visited

Posts posted by Bakul

  1. i am at work,still 2 hours to go,nothing to do,all colleagues gone,why not fool around with a warframe idea

     

    my idea is a thorn / roots based frame (this has absolutely nothing to do with the marvel character) 

    Passive:

    Enemies killed with any of his skills give him additional armor while standing next to the corpses, you should see small growing thorned roots on the frame, this armor lasts until its consumed by incoming damage

     

    1.

    You launch a very fast spore projectile onto an enemy,this will give him XYZ type damage,after a second it grows inside him and shots thorns/branches to enemies around the affected one, they will receive damage based on the general health of the first hit enemy

    (it will also spread poison damage,but maybe thats op)

    2.

    You mark an area which will grow roots, if an enemy enters this area he will get stuck and be immobilized but still be able to attack but with reduced damaged

    -Immobilized enemies will receive massive XX% damage if hit with Skill 1

    3.

    You create a field of living roots around you,enemies entering this field will get interrupted during their action and will receive xx type damage if they stay in the field

    You can move around and run with the field activated,but it will vanish if you jump

    -(you get XX% more speed, but maybe thats op)

    4.

    You root yourself into the ground, for xxx seconds you are invicible and enemys attacking you get their damage thrown back + xx% damage + a knockback

    -enemies are also attracted to you while you stay rooted

    -you cannot move,shoot or use other skills during that time

     

     

    What do you think of a frame like that? Critic is very welcome

     

    (sorry for my english,its not my main language)

  2. Am 7.3.2018 um 14:37 schrieb TheGrimCorsair:

    1. Absolutely.

    2. Perfectly adequate for everything but solo eidolon capturing. There he requires a pretty specialized setup and serves a support role, which when enacted can cause him to struggle to balance healing lures and dealing effective damage, particularly when going after the Gantulyst and Hydrolyst.

    3. Sort of, but that's hardly unique to Hydroid as mods are where the power of all weapons and warframes lie. With Hydroid (Prime as of late), both shields and health modding are useful ways to go, but don't do them both at the same time. Typically if I build for health, I'll include Steel Fiber for the extra armor and Rage to generate power. If you go that route, you'll need a way to heal yourself quickly. My normal build uses Primed Vigor which gives me more than enough health and shields given that Hydroid's kit allows you duck damage with periods of invulnerability quite easily thanks to his 2 and 3 (mastering their use is the most important part of playing him actively and contributing to the team). When it comes to modding, duration is good, efficiency great, and range is paramount. You can sack power strength here and there or leave it neutral. Lemme just reiterate, never sack range. 100% or more (and more is generally much better for your 1, and to a lesser degree 3).

    4. Funnily enough, I do play Hydroid as a melee frame quite often, though he's less of a brawler and more of a bully in that aspect. Hydroid's 2 turns you invincible and carries you into (and often through) packs of enemies. At anytime during it, you can hit 3 to immediately cancel the dash and go into puddle form, dragging most of the enemies into the puddle (sometimes they're left on the edges, usually well within tentacle snare range). When you stand up (either by hitting 3 again, jumping, or dodge rolling out of puddle) you'll be surrounded by knocked down enemies, setting up ample ground finishers. Further, as they stand up, they'll start taking sneak attack melee damage (8x) which lets you tear them to pieces. Your 1 can be used to keep the mob suppressed (either drag them to where you cast it, or cast it from puddle before standing up). For what it's worth, Jat Kittag (with the Vulcan Blitz) mod and Hydroid's Corroding Barrage Augment is probably the best melee weapon for him (believe me, far from the only good option, just all around the most optimal). Corroding Barrage is handy as it lets you very quickly obliterate armor allowing you to easily deal massive damage in a large area.

    Another note about your 2 and 3, is that they both provide full immunity from damage, very nearly from the moment their cast begins, allowing you to duck out of the way of damage quite easily, giving you plenty of time to turn the tables on your foe. Your 2, however, only makes you immune to damage and, without its augment (Tidal Impunity), can still leave you in danger when you leave it tanks to status procs you gain while using it. Your 3 both makes you immune status procs and damage, so you won't pick up more while in puddle form and can ride out the ones you do have in relative safety, eeven recouping any health lost if you use its augment (Curative Undertow).

    As I said above, your 2 and 3 are the heart of your kit, and are mostly focused on what you do where you are, or where you're moving to. Your 1 and 4 serve as your primary way to project control over long distances. Your 1 serves as a way of keeping enemies from moving through areas you don't want them to, while setting them up for ground finishers and bonus melee damage as they stand up. It doesn't work on certain enemies (mostly bosses) or under certain conditions (like when there are Ancient Healers around) and occasionally heavy units will be knocked down, then immediately do their ground slam (or in the case of Infested Ancients, their ripline). Your 4 will CC enemies under the effects of Ancients and pretty much everything else save a small number of mini-boss units (also doesn't nab bosses but that's par for the course). Both can be cast from puddle form (though your 4 will be centered on the puddle and deal double damage while your 1 can be cast to anywhere in range) and both can be channeled, though to different effects. Your 1 will double its damage per projectile and duration at full charge while your 4 will summon twice as many tentacles and double the targeting area.

    In general, Hydroid's powers are less focused on large upfront burst damage, and more on damage over time as a secondary component of the CC, mobility and flexibility in range his kit offers, so make sure your weapon picks offset that. One thing to keep an eye towards are weapons with fairly large areas of effect and heavy damage. If you pair your ability to move enemies around to a single position, or keep tightly packed enemies in one place, with the Corroding Barrage augment, you can easily obliterate large numbers of enemies in short order. Corroding Barrage allows you to do this even against enemies like the Grineer as it will heavily reduce the effectiveness of, and even eliminate, their armor which is their principle defense against area-of-effect weapons.

    thanks alot,this really changed my view on him!!

     

    how much sprint would you give him?

  3. Am 7.3.2018 um 11:25 schrieb RagingLendi:

    Well, I am a owner of Hydroid Prime. Whilst I mainly use him as a Pilfdroid (Pilfering Swarm mod Hydroid) for farming purposes like Orokin Cell-farming,  I do find him usefull in group-play for blocking off routes the enemy can take in for example Mobile Defense or Defense. 

    You can ofc play him solo, but you can do that with any warframe. Althought most will perform better then Hydroid. But with good weapons you can solo any normal content.

    If I would give you 1 tip it's : Stop thinking about using only 1 warframe as your 'Main'. Each warframe is good in certain situations. Try out every warframe you can get your hands on and get a solid warframe for each situation. For example I use Rhino Prime for solo play. Group play depends on the mission. Ash Prime for Spy Missions, Hydroid Prime/Frost Prime for Defense, Excavation, Mobile Defense. Of course normal versions of the warframes will get the job done just aswell.

    i know what you mean , but i like having a frame which is able to do several jobs with his skillset

  4. since i started warframe i wanted the hydroid frame ( i just love deep sea creatures etc,don´t ask) , and after i finally got him,it was such a let down...BUT...someone recommended me nezha,which is most times on the least used frames list of many players,and right now he is my main,so,i thought,why not work with hydroid also, maybe i just used him wrong.

     

    so my questions are:

    1. can you main hydroid for most types of missions?

    2. can you play him also solo?

    3. does he work without specific mods? (just standard mods right now) and how would you mod him then? life or shields? maybe both?

    4. how do YOU play with him, i read he is very good as a caster/melee?

     

  5. vor 12 Minuten schrieb NinjaZeku:

    It's been 5 days, you could've just ... you know, tried your luck? :P
    I don't think you even lose a key if you fail the mission.

    Mag doesn't really offer anything special for that fight other than a bit of extra protection via Overshields
    (at least I think Magnetize, assuming it even works on Lephy, might not actually help in hitting the weak spots),
    but if you know what you're doing, it's not like there's a Frame that'd innately harm your chances or anything.

    i don´t have that much time to play on weekends ;)

     

    yes,because of magnetize

     

    i will test it it, if i run out of luck i will use rhino

  6. In my other threat i asked for an alround frame, while some of the mentioned frames i still need to get, i will concentrate on nezha first because he seems very interesting and is fun to play

     

    1. any specific tips/hints which i need to know while playing him?

    2. which weapons would you recommend? ( with the speed / slide /first ability i am specialy interested in melee weapons)

    3. is the frame endgame viable?

    4. is he completely solo viable? ( i sometimes run into energy problems)

    5. while testing it right now i use mostly the first and third ability, the second one is still a bit hard to get used to because the enemies don´t burn every time and targeting is a bit strange.

    also i think i cannot really rely on the teleport because after hitting 2+ objects you can´t tell where you will end up. any tips on that? because i really want to use the fire explosion!

    (the 4th ability is a bit expensive,therefore my panic button even if the animation is a bit slow)

     

    sorry for my english,its not my main language

  7. Am 15.2.2018 um 17:44 schrieb Hyperdrome:

    I see them?

     

    ok,i guess my browser at work does not show the pictures

     

    just playing nezha and i like that frame so i potatoed it!

     

    one question about the second ability,how do you guys use the teleport,because if i do it it moves so quickly that i land in totally random places, like when i try to use it with ability 1 mostly land outside of the mob, am i doing something wrong?

  8. yes the blue ones  and i got everytime the syndicate points and the message from simaris

     

    i will do some mars runs this evening and test it again,maybe one of the soldiers was not a blue one and i had mistaken it because the rest of the team attacked him with melee weapons

  9. vor 13 Minuten schrieb Sabreracer:

    Mag is fine at all levels but requires a little more thought in her useage, she's not just Press 4.

    ok,that is a point because many give her zero attention i guess ;) 

     

    tested her yesterday, the shield heal on 4 is amazing, i will give her a long run try!

×
×
  • Create New...