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(PSN)MrNishi

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Posts posted by (PSN)MrNishi

  1. 23 hours ago, (PSN)AbBaNdOn_ said:

    Awesome!!!  I have wanted this since conservation was added to Plains of Eidolon.   Organically hunting animals is awesome.  Except now I REALLY need a simple range finder on the tranq rife to help point me in the direction of animals.  In cambion drift especially you can hear beeps before they even show up/get highlighted by tranq gun.  

    I dont understand why you left rare animals out of organic hunting.   You can find the rare animals in Plains and Cambion Drift without tracking.... So why not Orb Vallis???

    I see you tackled alot of bugs in open world bounties after making so many people farm in them for Resurgence/Namar...   This one above is a nice fix....It should help people get the bonus more often.......  BUT......  Can you disable pets or pet kills from counting during this objective???   My pets killing guys before and after downing the target is 100% of why I fail... even after I take the time to use precision weapons to only down the target......

    Also speaking of open world bounty bugs.  Alot of the bug fixes are awesome and I have experienced them all but one I dont see mentioned is:

    • stealth into the garage and hack the console  objective.....  the hack console can not be interacted with in any way shape or form.....  I think I made a bug vid for it...  

    Ok its   "Retrieve the Data" objective.......

     

    It is this reason specifically ... I run the Security Override on my Moa and drop a Liset Air Support Charge if the Moa does not hack in a reasonable amount of time.

     

    Please fix

  2. On PS Select Extractor screen has extractor images in square boxes all squished and weird looking.

     

     

    On that note: Any chance of upping the Extractor limit and allowing for the constant 1 extractor drone every 5 MR. (Even at MR Legendary 2 (32) that would be the same as MR30 for 6 Drones.

    (Prime access included would be 7, Founder & Prime Access would be 8)

    8 of 17 eligible Extractor deployable planets seems fair and still benefits players ranking up to shorten potential resource farming for Helminth Invigorations.  (Not Void, Rail Jack, or Open World at this time)*

  3. 1 hour ago, Traumtulpe said:

    Can't you also buy weapons from the market, and use them regardless of MR?

    No, weapons here are still MR locked. So even if you have the Plat you cannot buy some weapon and/or Warframes.

     

    Per the Topic of Kuva Bramma: when the weapon had the ability to kill the user. I saw far less low MR players trying to get one.

    Also during that time it was much harder to get the Kuva weapon you wanted because there was no weapon preview.

     

    A bunch of small things implemented together allowed for an easier time to farm Kuva weapons and also "Valance" them together to efficiently raise damage percentage on an AoE weapon with no self-damage and easily overcome downside of ammo. (Ammo mutation mod that also happens to boost Critical performance: Vigilante Supplies easily farmed from early game access PoE/Cetus)

     

     

    I think DE can see the numbers of what a spike in players have deemed acceptable for being considered with the longevity of gameplay investment in a weapon/Warframe.

     

    Kuva Ogris to me is better than Kuva Bramma, but it does require a mod that is locked behind Kela in Sedona and that may not be as build friendly as Kuva Bramma.

    MR5-8 players also won't be running a Riven on said Kuva Bramma since Rivens do not have an MR bypass.

    I don't think it is balanced, but that being said I would have preferred DE making Operators, Focus treess, and Amps the Overpowered items which require actual Story mission progression. Oddly it seems the Operator Focus trees have been getting the opposite of buffs in comparison to Warframes and their weapons.

  4. 24 minutes ago, (PS4)AbBaNdOn_ said:

    I have been using mag alot lately.   I do NOT build around magnetize.   I focus on pulse.  I hate that pulse and crush do NOT work off the same loadout.   Crush needs RANGE/STR.   Pulse needs DUR/STR.  You can not have all 3 of those so you have to choose.  

    Duration needs to kick rocks.   Mag should be all about range/str which would benefit ALL of her kit.  

    I agree crush is kind of weak for an ultimate.  

    The only thing I want for Mag though is damage reduction.  shields dont stop crap later on so it doesnt matter how many u got or how strong they are.  The only reason my mag survives now is because im insta killing everything around me with melee.   Shield Gating has helped and is nice on all frames.  

    I recently decided to finally try sorties.  I have almost 4k hours in game and never ran a complete one.  I used mag and blew right through one.  I have done the sorties each day after using mag lol.  Havent even died.  Im never first in stats, im not using my best gear,  but im usually second in damage and kills.   

    Strongly concur with this.

     

    The other difference I would like to see implemented (possibly in addition Sentinel/Companion/Moa)is varying Shield Regen stats: % of Shields Regenerated per sec and also the Shield regeneration delay amount.

    Maybe implemented as an additional passive on Mag that she boosts her companion's Shield Regen (Pets/Sentinel/Moa)

    • Like 1
  5. I'm going to give two answers:

    On my main account (MrNishi) : I level everything and have roughly enough slots to keep at least one variant of every weapon type.

    My alt accounts, have actual main(permanent roster) Warframes and weapons to fill certain restriction mode Missions (mainly Sorties/special alerts)* Mostly themed to a deluxe skin since starter plat can be used with log-in coupon on Deluxe skins but not Tennogen.

    (Videos or paying attention to what other players in your squad are using can help determine if you actually want to fully invest in the weapon. Sound and aesthetics play a big part if you hear/see a weapon scratching your preferences.)

    Never be afraid to ask other players on the forum or in-game how a weapon handles or compares to what you are looking for/prefer.

    ~Even if you decide on a non-meta weapon, there are some great community members that will assist with helping you get the most out-of-what "You" like best!!~

    Edit: added spoiler for Account loadout choice explanations:

     

    I always seemed to have preferred Corpus, Hybrid weapons(Seer/Acrid/Mutalist), or repurposed weapons like Quanta was Mining Tool, Spectra was crafting laser, or Serro being used for scrapyard until rebellion.

    On MrNishi currently I am transitioning to Modular loadout: Kitgun Secondary, Zaw Melee, and Moa. 

    The Modular weapons now being able to utilize skins: offer more personal tailoring than most weapons and their respective variants in the game. Also, modular weapons seem to be in an odd place where they are available with early MR access like some of the starter frames, but as one obtains more mods and understanding of game mechanics this same "Starter" can take you through most of not all content. Especially with Spoiler mode allowing for playstyle gap shortcomings to be covered.

    In short: 9n my main account while I keep and level almost everything; I heavily invest in weapons that have variation in configuration and require the most effort to work well in higher-levels.

    (Between Mining, Fishing, using standing, ranking before Making and then actually mastering, before finally being able to add Forma, Catalyst, and Arcanes)

    I have all the Archwing gear and one of each K-Drive (some K-drives with multiple Formas to fit mods)

     

     

    On my Alt accounts: Shadow-X1 and FRAGORPRlME

    They are more of "budget accounts" with limited slots (I don't always debit time to Nightwave or events on these accounts)

    Shadow-X1 (MR25) is simple Loki Prime, Nekros Prime (2 Umbra Forma) are the permanent residents (No Sacrifice Quest yet)

    Kohm er Kuva Kohm, Kuva Ogris, Cernos Prime, Vulkar Wraith are the only permanent Primary weapons

    Synoid Gammacor and Fusilai are the permanent Secondary weapons.

    Caustacyst, Reaper Prime, and Plague Keewar Scythe are the permanent Melee weapons because Nekros Deluxe skin

    Djinn with Prisma Burst Laser is the only permanent Sentinel/companion

    Kazas, Amesha, Itzal, Odonata Prime, Fluctus are the Archwing gear.

    Only Mote Amp with no RailJack nor K-Drive at the moment.

    Everything else is basically level and dispose.

     

    FRAGORPRlME (MR25) is a little easier:

    Mag Prime, Ivara Prime, Trinity Prime and Umbra are the permanent Frames.

    Miter, Torid, Mutalist Cernos, Lanka, Arca Plasmor are the Primaries

    Euphona Prime and Stug(awaiting an adjustment)* are the Secondary weapons

    Fragor Prime (2-Umbra Forma), Parcesis, and Skiajaiti are the Melee weapons and only one is really by choice.

    Odonata Prime, Amesha, Elytron, Itzal, Kuva Ayanga, and Agkuza are the Arch Gear

    Vulklok and now DeathCube Prime has replaced Dirgia for permanent "sidekick duty"

    Stasis and Frame/weapon slots are an ever revolving door on this alt-account.

     

    Main thing from my alt accounts that I can share for someone wanting to only invest in a few items:

    Almost any frame and or Weapon can carry you through all non-endless content. Invest in what you like the most, be it aesthetic or mechanics.

    Preferably invest in at least 1 Shotgun, 1 Bow/Crossbow, and 1 Sniper. (Just to make weapon restriction missions easier without needing to buy a premade Mk1 variant for credits and juggle weapon slot rotation)

    *There is no pre-made Sniper available for just credits, so try to always keep 1 in a weapon slot just in-case. (Hopefully they'll decide to make the Snipetron the entry Mk1 variant available fully built for credits to address this.)

     

  6. I mainly use throwing Mode only on Ferrox

    I do run Banshee with Sonar (Resonance)

    I can throw Beacon/Tether mode Ferrox in an area and watch the Viral + Electric ticks roll in.

     

    Amalgam Serration, Riven with +Fire-Rate (Ferrox Sati-mantidra), Vigilante Fervor, Primed Shred (I make sure to throw into ground or thick environment walls), Primed Cryo Rounds, Malignant Force, Speed Trigger, and Vile Acceleration

    (Not sure which Fire-Rate the tether ticks register as. UI shows 5.3 for Charge Fire-Rate & Throw Fire-Rate at 3.97. Charge rate of Primary dropped to .13, however the Throw Charge-rate remains stagnant at .50)

    (Have not forma'r enough yet for Infected Clip nor decided on a throw friendly Exilus (Maybe Terminal Velocity or Agile Aim, maybe Aero Periphery but Silence usually is providing Stealth multiplier already)*

    Since the enemy armor Nerf it feels to be more lethal than before. I also do have Shattering Impact on an Exodia Contagion Zaw that pairs well the Ferrox Throw tether.

    The tick numbers from hitting those Sonar Weakpoints is not as Substantial as Kuva Ogris with Nightwatch Napalm, but it is more fire & forget friendly.

    • Like 1
  7. 18 hours ago, (XB1)KayAitch said:

    Oh, it looks like the latest patch on PC has a fix for multishot for the Ocucor!

    Yeah, now I just need Ocucor to be skin eligible!

     

    • Fixed the Ocucor Arsenal stat displaying a Multishot value of 2 with no Mods equipped.
    • Fixed the Ocucors energy tendril that can home-in on enemies not being affected by Multishot. 
  8. I cannot post in the PC Update thread and I tried using the search function to no avail.

     

    With the new update did Mag retain her current Objective Shield healing with both Polarize and Crush?

    I am assuming DE did not allow Overshields on defense objectives/hostage. 

     

    To moderator please remove thread if already addressed: Literally, I did not see Mag on the list. Don't know if she is that negelcted by the community that she didn't even get a mention.

     

  9. 4 hours ago, Kainosh said:

    I think that each part should have its own dispo value (based on tier).  "By grip type" is just too simple for something as modular as Zaw.

    When you build a Zaw, its disposition = sum of all part dispositions.    I think that is the best way.  Weaker parts will give more disposition, and stronger ones will give less.   No "monthly dispo changes".

    I see what you mean.

     

    The Modular Rivens are currently weighted by only the Chamber (Kitgun) or Strike (Zaw)

    Kitgun Chambers define the Kitgun with the Grip and loader determining "weapon statistic and handling characteristics"

     

    Zaw grips and links are similar except the grip determines the weapon class of 1-hand or 2-handed.

    Status vs Crit vs Hybrid will ultimately determine how a player builds or rolls a Riven for individual weapon.

    I don't know if it would feasible to do a different Riven Disposition for every Zaw Strike, Grip, Link variant, that seems like asking for a lot of different multiplier for the same Riven. Where as just covering whether a Zaw is more popular as a Machete or Polerarm changes the Disposition Multiplier variant to only 2.

     

    Edit: 

    For clarification I am saying Rabvee Riven would still read as a Rabvee Riven, but the Disposition Multiplier for a Rabvee Hammer and Rabvee Machete would vary based on popularity.

    Like AkLex vs AkLex Prine

     

  10. Is there any chance Riven Disposition for Zaw can be based on weapon type.

    example : Plague Keewar Scythe (Zaw Scythes having a low base range)having less popularity and thus higher disposition than Plague Keewar Staff

     

    Similar to Gun and Melee Variants now having varying Dispositions base on which weapon it is equipped on.

    Gram vs Gram Prime, Nukor vs Kuva Nukor, etc...

     

    Off chance that a player might build both variants of a Strike to maximize Disposition when values are changed.

    Would also work for Kitguns if the planned same chamber was used for a Primary with the grip type determining whether a Primary or Secondary.

    • Like 2
  11. On 2020-04-25 at 2:29 AM, (XB1)GearsMatrix301 said:

    The duration scales with your combo counter. Yeah they ruined Zenistar.

    ^ This 

    If you want a longer disc duration without actually using Melee to hit enemies to build the combo:

    Corrupt Charge will bring you to 2x Combo for consistent 20 second disc duration.

    Pair with a Riven rolled for + initial combo to get 3x Combo for consistent 30 sec disc duration.

    That gets you closer to utility of Disc.

     

    Would have been nice of DE would have reset all Riven Dispositions with Melee 3.0 rework as a lot of Rivens lost their "niche rolls" with the mechanic changes. However,  as Zenistar usage goes down and Disposition rises; maybe you'll be able to get better stats.

     

    Or DE could also decide to allow Zenistar to start at 2x Combo multiplier thus giving a 20 sec Disc Duration with Corrupt Charge allowing for a 4x Combo for 40 sec disc duration. Would have offset the range Nerf for the Zenistar disc.

  12. 3 hours ago, (XB1)KayAitch said:

    You can't reskin the Ocucor? I would guess that's to do with how the tendrils are tied to the weapon model.

    None of the Beam weapons can utilize the normal Secondary weapon skins except for the Gaze Kitgun. 

     

    3 hours ago, (XB1)KayAitch said:

    I like the Ocucor, I just wish it didn't have broken multishot. I feel like it's very much about that tendril mechanic - I even rolled a riven for max magazine because of it.

    I don't think that's right for the Gaze because it was retro-fit. Chaining beams is a straight buff, but Ocucor's on-kill reload-reset mechanic is a whole different beast.

    Yes, Ocucor makes for a good reason for Holster Speed, Eject Magazine and/or Synth mod set for reload while Holster, or Arcane Pistoleer for maximization.

    I feel it would not be too far of a stretch for different Grips on Beam weapons to also have had the affect on chaining range and chaining damage %.

    Or Specifically a Pax Arcane that either increases number of chaining beams on Gaze or number of Projectile Multishot on other Kitguns.

     

    I find Beam weapons on console to fit better for maximizing Banshee Sonar Weakpoints due to all damage being directed to a single point.

    (Ocucor gets a pass due to main beam hitting Sonar Weakpoint and tendril beams consistently landing headshots)*

    Kuva Nukor - microwave expansion with body parts can be a hit or miss for registering Sonar Weakpoints. The chaining for me seems to always reach for enemy center mass, great for status application but not for Sonar Weakpoints on limbs or heads.

    Pax Seeker in open world on Gaze behaves more like Auto headshot aim from Ocucor Tendrils which works well when Sonar highlights heads.

    In closed maps I generally choose to equip Pax Bolt, for the Strength and Efficiency. 

    If there was a multi chaining beam/tendrils Pax Arcane...I would be using that. Fingers crossed we get Kitgun event Arcanes.

     

     

    As for the thread Necro: it was the open three when using search function. I asked a mod if I should open a new thread or reply, was told if topic response in open thread don't make a new thread.

  13. I am hoping we get new Kitgun parts akin to Plague for Zaws.

     

    Maybe Sentient themed due to Corpus Fortuna tie-ins.

     

    I want a Kitgun variant of the Ocucor...I had hoped when Gaze got chaining it would be Ocucor style.

    I even prefer the mechanic of having to headshot kill with the weapon to get additional chaining beams.

    Just prefer the Gaze Stats, ability to reskin, and Pax Arcanes

    (Cough* Full working Multishot*cough; why does Ocucor have a nerfed Multishot mechanic?)

     

    I am still using the Gaze over the Kuva Nukor, but mainly because of Zundi Pistol Skin.

     

    If normal Beam weapons are allowed to use skins: I will switch back to quirky Ocucor as I prefer its chaining mechanic over the Kuva Nukor.

     

    As is stands the Gaze is better than Spectra Vandal and Synoid Gammacor, but not Kuva Nukor for actual enemy attacking.

    It has some utility over the other Beam weapons but only because of the Arcanes that have utility buffs.

     

    Compared to how Zaws recently got buffed in comparison to other Melee Weapons; one would hope the Gaze could get some sort of attention. Not asking for damage number changes, mainly just beam chaining mechanic being changed. (Ocucor chain mechanic makes the most sense to me as it is Orb Vallis/Fortuna tie-in vs Kuva Nukor being Grineer Atmos + Nukor)*

  14. On 2020-04-17 at 3:56 AM, (NSW)Matt-S said:

    How am I incorrect?

    I did not say that she has the best CC ability, but that it's the best lockdown ability for the range she offers. Nova gets more range, but enemies can still move so you still have to play. Nyx is also the same as you still have to play (either by killing stuff or pressing 3 every so often).

    With Banshee you just capture each point, use Sound Quake in the middle and AFK. If playing with others, just Sound Quake and AFK while others capture the points.

    It doesn't affect Flying drones which will still go over hack the Interception Node Consoles.

    Sadly Silence stun Aura also does not affect said flying drones, so you either need a Sonic Boom cast or deal with it manually.

    I use Exodia Contagion, but I am also only using 100% range and just mobile stun Aura of Silence to interrupt enemy interception node hacking.

  15. 2 hours ago, Zsword said:

    Also further proving your inability to get the point, considering I was quoting a bunch of people who just said 'the passive is fine', implying they interpreted the topic was a complaint/request about Hildryns passive not being unique to her anymore, rather than what the topic is actually a request to update the description for the passive.

    Though if you want to split hairs, okay, so the OP didn't know about the longer invulnerability which I did not specify was not the important part of the opening post. The acknowledged part was indeed everything ELSE that's passive to Hildryn that is so critical to her play-style that most of the complaint topics refuse to acknowledge or consider. While my sarcastic demeanor was unprofessional, I was trying to guide the conversation back to the matter at hand: Descriptions need work. Which they do.

    Strongly concur: Descriptions need work

     

    You specifically quoted Aisu9 and others as information that was already addressed in the opening post as such the people quoted should be disregarded because none of them read the opening post or had anything to contribute.  I have the inability to convey how your message came across and have failed to show that the author of the post thought Hildryn's passive was the same Shield Gate and thus wanted : at least her full passive to be the passive description and possibly get something added to her passive to make her Shield gating unique.

    On 2020-04-22 at 10:15 PM, AlphaVilkas said:

    While an addition/change to her passive would be nice (as the recent gameplay tweaks have made a lot of her passive common for all frames)...

    On 2020-04-23 at 2:06 PM, Zsword said:

    she have a longer invulnerability window when her shield is depleted, also if Hildryn have overshield she can't take damage on health

     

  16. On 2020-04-23 at 5:43 PM, AlphaVilkas said:

    A couple things to note here--

    Hildryn's shield gating is also dependent on refilling her shields to full, just like the other frames are (you could make an argument that Grendel has an edge over most frames, as he has an incredibly small shield). Functionally however, the only difference is duration (3 seconds compared to 1.2). While you don't get the gray health, you are still invulnerable. This is something that they need to fix as well.

    I don't know quite how Companion shields work nowadays, but Tenno and Corpus shield gating is different. Tenno shields let you go entirely invulnerable for 1.2 seconds (once again, 3 with Hildryn), but Corpus still take 5% damage after their shields break, preventing a Level 1 Corpus unit from being invulnerable to damage that should kill it with ease.

    Part of the reason Hildryn Meme build with Decaying Dragon Key is a thing. Where maximizing her invincibility at the cost of losing her abilities might be preferred for something like Profit-Taker fight or against Infested.

     

    Yes, Tenno and Corpus Shield gating is different.

    As you mentioned, plus Corpus Osprey grant continuous Shield replenish. 

    Where Warframe Shield Gate if refilled by means other than natural Regeneration get invulnerability window reduced from 1.2 to .3 secs. (Guardian, Mag Polarize, Hildryn if Pillage cast with Shields deplete before ability added to Shields, Shield Restores, Arcane Aegis/Barrier, Brief Respite, Augur Mod set, Sentient restoration core, Shield Specters, or mind controlled/shadow of the dead osprey)

    In comparison: Corpus Shields restored by drone still grant the 5% pass through cap.

     

    So Corpus Shield gating is more consistent. With better scaling for bolstered (Adaptation/Damage Reduction) and larger Shield capacities.

    Augmented Enemy Enhanced Shield modifier is good example of a large shield pool with 5% pass though that can be continuously refilled; works. (Headshots, Moa Packs, and Bursa consoles, make that easily bypassable)

     

    The other differences are that Tenno Shields and Corpus Shields/Proto Shields have different resistances.

     

     

    Edit: Hildryn gets her full 3 sec Invulnerability no matter the source of shield restoration.

    She does not get reduced Invulnerability window if Shields were restored by an ability, drone, Sentient core, nor Shield restore pads.

  17. On 2020-04-22 at 10:15 PM, AlphaVilkas said:

    Now that Shield Gating has become available for all Warframes, her passive does not seem unique to the capabilities of other warframes.

    Her passive says, "Become invulnerable for a brief moment after shields are depleted. This ability is restored when shields fully recharge."

    To those familiar with Hildryn, there's a lot more to this passive than is shown here (How her overshields prevent health damage from status effects (which is only toxin now with the changes made to shielding), for example). It also doesn't mention anywhere in her ability screen that picking up an energy orb will convert it at a 1:1 rate with shield and bypass the shield recharge delay. 

    While an addition/change to her passive would be nice (as the recent gameplay tweaks have made a lot of her passive common for all frames), I understand that may not be feasible--Is there any plans to update her passive description in game at the very least to adequately reflect what sets it apart from other frames? 

    Edit: Just realized I posted this as a PC Bug. Will be moving it to the correct location, but can't delete.

    Literally - 

    On 2020-04-23 at 2:06 PM, Zsword said:

    I'm, glad we have a ton of people here who actually, read the post. =~=;;

    So, to TL:DR because

     

     

     

     

    All of this, while accurate, was acknowledged in the OP, when all this topic is about is: "Please Update Hildryn's Passive Description to better reflect its more unique characteristics." Which I agree with.

    The passive's description 1: doesn't clarify it's better than other warframes, and 2: Doesn't mention anything else. Now, if you DO toggle through her Tips, it does mention the overshields "Prevent Health Damage from Status Effects", and that she uses her shields as energy (which is also indicated on the ability cards themselves.), which is, okay and all, but could easily be added to her passive. What is never mentioned on her stats page or ability page, is that she can pick up Energy Orbs to gain shields. So yeah, her DESCRIPTIONS, could use a bit of an update.

    Also Blazing Pillage should of been a base part of her kit because she has 0 ability synergy otherwise. What happened to all frames having ability synergy?

    The OP literally has listed:

    On 2020-04-22 at 10:15 PM, AlphaVilkas said:

    Her passive says, "Become invulnerable for a brief moment after shields are depleted. This ability is restored when shields fully recharge."

     Then followed by:

    On 2020-04-22 at 10:15 PM, AlphaVilkas said:

    While an addition/change to her passive would be nice (as the recent gameplay tweaks have made a lot of her passive common for all frames), I understand that may not be feasible--Is there any plans to update her passive description in game at the very least to adequately reflect what sets it apart from other frames? 


    Original Post made it seem like Hildryn's invulnerability window was the same the new universal Shield Gate for Warframes with Shields. 
     
    You quoted everyone whom pointed this out: Saying it was addressed in the OP.
     
    The the person who. Started the thread posted after your post, in response to Hildryn having a longer invincibility window.
     
    On 2020-04-23 at 5:43 PM, AlphaVilkas said:

    This is true, I didn't look it up until now--She has a 3 second invulnerability period, as opposed to a 1.2 second period that other frames have. I did mention the other bit though, I was already familiar with this

    You sarcastically quoted reposnse as saying we read the post...but that what we were Addressing was already covered in the opening post. 

    Yet, the opening post with had misinformation about her Shield Gate compared to other Warframe Shield Gating. The person that wrote the original post had a follow-up post acknowledging it is not the same Shield Gate invincibility.

     

    Where in the opening post do you see that Hildryn's Shield Gate invulnerability is different from the Shield Gate?

     

  18. Other Warframes with Shield Gate only get the ability to not be 1 shotted but 2 shotted unless they refill Shields upon Depletion.

     

    Hildryn actually gets an invincibility window when Shields deplete.

     

    Those are not the same and so Hildryn's passive is still relevant. She can share this gating with invincibility via Haven.

    Somehow Sentinels, Moas, Kubrows, and Kavats did not get the normal Shield Gating that Tenno and Corpus received.

     

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