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Brosephelon

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Posts posted by Brosephelon

  1. Was doing a T2S with Inaros and decided to mess around with devour.  It can now 100% reliably create sandshadows.  

    Before, you would devour an enemy and unless the devour damage killed the enemy you would not get a sandshadow.  This was rather problematic as things like Kubrows, Sentinels, and allies could and would kill the devour target mid-devour giving you nothing. Not to mention devour damage scaled horribly to the point you could be doing 0 damage to tanky enemies.

    Now, you devour an enemy and so long as they die while you are actively devouring them a sandshadow will spawn.  My kubrow was running up slapping my devour targets as normal as I was messing around with the ability and sandshadows were still spawning even when apparently not killed by devour damage.  

    A similar change to this was made for pilfroid awhile back and it was great, and seemingly they have made the same change to Inaros and it is equally as great.  I haven't fully tested this, and I was just toying around in a T2S when I noticed what was happening.  I checked the 18.6.2 patch notes again and noticed nothing about this being mentioned.  Perhaps it just didn't make it in the patch notes or its a full on stealth buff/fix.  Either way this is seemingly great news for Inaros. 

  2. 10 hours ago, SpyGhostOtissss said:

    Sayrn's supposed to be a lethal toxicating warframe lady ninja and Excals supposed to be "Balance" warframe and Excalibur is great, but Sayrn is supposed to be a DPS frame and does less dmg than excal? That dont make... sense

    You've probably just watched Brozime which if thats where you got  your information from you've sadly seen a very biased and misinformed source of information.

    Below is another video, it has a direct comparison between a PROPERLY built Saryn, PLAYING PROPERLY.  Vs a standard Draco built RJ excal (also built and played properly).  The Saryn out performs the RJ Excal mostly due to RJ's line of sight restrictions and the fact it takes about 20 billion more energy spamming RJ vs 1-2 casts of spore.  Both builds are team oriented nukers that need support, but as you can see Saryn can and will outright demolish RJ Excal in higher end content.  

    The issue with Saryn is people are dumb, they try to force the press4 build when realistically reworked Saryn shouldn't be pressing 4 much at all.  Saryn isn't flawless she could really use a bit of extra bulk so she could get into melee better or possibly getting some performance tweaks to make Molt work better vs higher level enemies to again support her being more aggressive especially solo.  

    Saryn after the rework is all about making AoE weapons amazing.  She can make weapons like the Ignis, Hikou, and other AoE weapons that usually fall off later in the game due to low damage still pack a late game punch by using spore with its debuff and toxic spreading nature.  Shes a specialized AoE monster who focuses on spore.  Just because you "can" combo doesn't mean you "should" and sadly a lot of people don't seem to realize that.  Saryn RIGHT NOW is in a GREAT place, sadly most of the warframe community doesn't even realize it.  

  3. 20 hours ago, TheHun7er said:

    When you use your brain, you will realize when. Maybe when you like being tank? If I'd like being tank, I'd chose Unairu.

    I like being tanky, I like playing tanky frames, I picked Unairu as my first school day1 of the second dream release and have poured the vast majority of my focus points into it wanting to make it work.  

    I have a brain, and I've used it.  I even posted in the thread before this comment explaining how it DOES NOT provide any real added durability.  The armor passive at max rank adds 12% armor which will work out to about 2% damage resist, 2% damage resist cannot be noticed in actual gameplay terms it adds no real durability or tankiness.  The armor shred on melee is also mostly useless it is out performed by a single corrosive proc, let alone things like teams using CP, not only this you can only reduce armor to zero meaning if you already have armor shred its 100% useless, meanwhile things like damage reflection, crit chance, slash damage, energy regen, none of these have an effective cap no matter what your team has or is doing you can ALWAYS use more crit, damage, and energy... but not armor shred and this armor shred effect is actively mediocre anyhow.  Oh but medusa touch will save us!  NOT REALLY while its unique and not bad its more for flavor than effectiveness, it ONLY effects melee attackers, its a 50% chance, and you still have to take full damage from the hit for it to have a CHANCE at petrifying the enemy.... or you know you could just be Naramon and be invisible and not taking hits and be infinitely tankier.

    What this all means is that the "tank focus" doesn't add any real tanky stats.  2% damage resist is it really.  But with Naramon I can be invisible and not taking damage.  With Vazarin I can have damage reflection, and heals easily providing more effective heal/durability while also doing more damage to enemies by being more durable with damage reflection!   Vazarin is 100% the better tank focus in every measurable way, it has a better active, better passives, and does more to make you tankier and reward taking damage (EVEN FROM RANGED ATTACKERS!!!!!) than Unairu could every dream of doing.  Its not even like Vazarin is super strong or OP like say Naramon, its just that Unairu is just actively and objectively bad and not useful.  

    The only real benefit/time to use Unairu and have it not just feel like "If I had ANY other focus I'd be more useful" is when I fought juggernauts and could petrify them in place so you could easily and safely spam attacks into there belly.  It had nothing to do with tankiness or durability, just a basic CC power.  That is the one and ONLY use I have found for the Unairu focus tree having used that focus tree from day one of the Second Dream release.  

     

    Realistically people like to talk about Naramon being OP, but realistically most focus trees should be on Naramons level.  Vazarin should have the ability get generate overshields besides healing.  Madurai lasers should do finisher damage equal to X% of the targets health so that they will 100% kill things they are lasering no matter the armor, shields, anything they will pierce anything and everything with unstoppable damage lasers.  Zenurick should have more CC options, its basic power does CC but then nothing else in the tree really provides much of any meaningful CC, having something like a disarm, or a minor slow aura like a beefed up sentinel coolant leak type effect would be nifty.  Unairu needs to go back to the drawing board for every single ability, even just straight buffing the abilities would still end up with a lack luster abilities.  

    How would I change Unairu?  Active ability grants X charges of damage immunity to the player and nearby allies like special shields of earth/stone.  12% armor should be changed to flat armor bonuses that add to the frames BASE armor up to 100 armor at max rank (as an example), this would REWARD players using Unairu for actually using steel fiber and being tanky and still help squishy frames be tankier without being op.  Instead of armor shred let melee attacks have an X% chance to DISARM the opponents, with at in place the Medusa Skin petrifying passive could actually be useful and not just a stupid gimmick you never really use.  Naturally the complete change to the active would require changes to happen for the passives that boost/augment the active.  Such as adding damage auras, defensive boosts, the stone shields exploding for damage when they get used, or similar such things.  At that point Unairu is 100% about being durable and tanky, rewards people use Unairu building tanky, and yet still isn't going to be a must use or OP.  

  4. MR2 doesn't give you a lot of good weapon options.

    As far as frames go, Rhino is from the boss on Venus and is a nice tanky frame for new players.  Most frames you can get easily early on are from bosses on the planets, each planets boss drops parts for a particular frame there are more frames that just from those but they are the easy ones to get early on and offer a decent variety.  Also you might not want a tanky frame but want something else, just look up the frames on the wiki and the wiki will also contain how to get them.  

    As far as weapons at MR2 or lower.  Kohm is a shotgun/machinegun hybrid, it burns through ammo but is pretty fun.  Boltor is solid enough and you are already building it so there is that, Sonicor is a secondary but its pretty fun, If you get lucky any of the weapons from Stalker like Dread, Hate, and Despair are all great weapons.  As far as melee's go Dual Zoren are solid for MR2 weapons and you can't really go wrong, at MR3 the Broken-War from the Second Dream quest is truly great.  

    Really for both weapons and frames its more about the type of weapon/frame you want, and less about "whats the best" at MR2 there is nothing "top tier", and beyond that even with weapons that arn't "top tier" you can crush basically all of the games content anyhow.  The Sybaris is a great example of this, it is not top tier by any measure its a mid tier weapon in even the best case scenarios.  Yet you can still mod it to do great damage and be fine for 90%+ of the games missions/content.  So unless you just fall in love with an actively bad but beautiful weapon like the Silva and Aegis you can't really go wrong.  

  5. Yes, Unairu is hands down the weakest focus school by several orders of magnitude.  

    Petrify beam is one of the worst actives powers, it has lots of modifications for damage when it doesn't really do much damage.  Its moderately useful for taking out some bosses like petrifying a juggernaut in a weakpoint position for a free easy kill even against a high level jug, though for most other things why petrify things when you could have utility or just flat out kill them?

    The passives are highly undertuned.  You have things like Naramon with Shadow Step which is just bonkers, Madurai with damage amp passives, Zenurik with energy regen, even Varazin with instant revives and damage reflection.  Compared to all of that useful and unique things you have +12% armor which is useless even on the most armor stacked frames or literally giving you single digit armor returns on non-tanky frames, some armor shred on melee attacks (made useless by CP), or a chance to petrify melee attackers.... realistically none of these really stack up to the other trees.

    The armor passive needs to give a realistic amount of armor, 12% armor at max rank is "nothing".  Ember Prime is "middle of the pack" with armor at 125 armor, at 12% that means Ember P gets 15 armor.  Which is about 2% extra damage resistance which you will 100% never notice.  Now you might say "but what about Valkyr, Inaros, or some other really armor stacked frame, certainly they will get more out of it?  Valkyr at 600 armor will get 72 extra armor but because of how armor scales even though Valkyr is gaining "more" armor in reality shes only going to gain about 2% extra damage resistance aswell, this will hold true for almost all frames.  

    Now I don't know the details of how the armor passive stacks with steelfiber, other armor buffs, etc.  Perhaps with proper modding, situational powers like scarab armor or ironclad charge it might give you more like 4% damage resist instead of 2% though I don't know how its stacking functions exactly though even then 2% vs 5% isn't much.  To help put those percentages into some real examples for you.  Trinity has 15 armor that gives her just under 5% damage resistance, Loki has 65 armor giving him just shy of 18% damage resistance both frames are going to get utterly demolishing and one shot by high level enemies, both frames are doing to "tank" low level enemies without issues, 5% damage resist vs 18% damage resist in real gameplay terms is not strongly felt.  Yet this passive only gives 2% damage resist, not 13% or more.

    In real terms you could make the armor passive give 100% extra armor and on all but the already tankiest frames almost nobody would notice it.  Yet instead of being 100% its 12%... its just utterly and completely underwhelming and useless.  

    So what about armor shred on melee and petrifying enemies WHEN THEY HIT YOU.  The issue with the armor shred on melee passive is that it doesn't stack, and that its already possible in a team setting to remove 100% of armor, its not bad its just underwhelming the worst part is that its weaker than a Corrosive proc, Corrosive proc reduces 25% of current armor, the armor shred passive maxes out at 15%.  Meaning a single corrosive proc will do more than this passive ever could, let alone the fact that corrosive procs stack.  Then you have corrosive projection which is teams means full armor removal or solo means you are already at 30% armor removal anyhow.  Overall its just low impact thats already out performed by other game mechanics and doesn't add much.  You can always use extra energy, extra damage/crit, and similar, but armor reduction only goes so far.

    Petrifying melee attackers is cool, its a neat ability, an at 50% chance it can happen reasonably frequently.  Sadly its only melee attackers considering its a permanent passive after activation and its not something you can get anywhere else its honestly not terrible.  Its not very useful and you arn't going to rely on it, but its decent and interesting and watching ancients trying to slap you get petrified is sorta funny.  Its worth noting the petrify only happens AFTER getting hit by the attack and taking its full damage THEN the chance to petrify happens.  

     

    What does all this mean?  It means Unairu is in a pretty bad place relative to all the other focus trees.  It has a less than stellar active, bonuses to unlock for the less than stellar active to let it do more damage but never stack up to Madurai or be generally useful anyhow.  Its passives are mostly not that useful or needed.  Things like Naramons Shadow Step + Crit chance, Zenuricks energy regen, or Varazins damage reflection and instant revives tend to provide more utility and damage.  Sadly for being the "tanky focus" it doesn't really provide much durability or tankiness.  

  6. 27 minutes ago, Ambiroa said:

    I missed the stream, so what exactly is the genderswap? An option in Arsenal, or a list of frames that might swap genders?

    Its nothing.  It was a question posed to the devs which the devs have previously answered as "no", this time it was asked as "could you let tenno-gen make genderswap skins".  To which they responded that they never really considered (likely because they have already against the concept previously).  

    Disclosure, I'm generally opposed to the concept.  Warframes to me are pretty gender neutral they are suits of armor more so than a living thing.  People who feel the need to change their gender can do so with there tube-child in the backseat.  I'm also not a general fan of "sexy fanart" or having other people sexualizing my hobbies.  I realize and understand that some people are really really into that, and they love going on tumblr and looking of genderswap sexy fanarts, though I don't feel that has any real place within Warframe.  Nothing is stopping the fanart they desire, but keeping it out of the game and on tumblr/twitter/wherever seems the best course of action.  

    I'd also in general rather have more deluxe skins, and more just nice skins for pre-existing frames/identities not recreating whats already their with a different gender.  Further the concept of yeah thats the default skin, but if you want the cool high quality skin with shiny parts you gotta have boobs or a codpiece, is just a rather unfortunate concept.   

  7. 32 minutes ago, ----Fenrir---- said:

    An auction house would likely make trading easier, yet at the same time also ruin prices.

     

    Reduced prices but also a higher trade volume would likely even out to some degree. The only people it would have a serious negative impact on are people trying to get hundreds/thousands of plat by playing the market (these people are scumbags out there price gouging and anything bad that happens to them in game or in life is fine with me).  

    Truly rare/limited things will retain a high value regardless.  The same price gouging scumbags can and will just corner the markets on rare gear and set the prices they want for them.  If anything prices on truly rare/limited things would likely RISE with an auction house because of the potential market control a few wealthy players could exert of it.  This happens often in other online games with auction houses.  Anything sold at below "the price" is simply purchased by the market controller and relisted at "the price".  

    Conversely some things like gold fusion cores, would have to have a base value of atleast 1plat in an auction house system making it the base price for to go off of for ranked up/maxed mods add more real prices and reasons to those prices for valuable mods.  

    The main place you'll be seeing prices collapse will be on things like Lifestrike, Quickthinking, Stances, etc.  They might sell for 10-20 plat right now but with enough supply and a limited demand their value will drop more so than they already have.  Which is probably a good thing as mods like these are "needed", trying to run a melee focused build without life strike or the one stance for that weapon type that also happens to be rare is basically impossible/non-viable.  

    If they were going to institute an auction house ideally they make more mods have more ranks creating a dramatically increased demand for gold cores as the base traded item within the auction house and hopefully manage to bring enough incentive for people to pay more than 1plat for a gold core.  

  8. Honestly just give it self damage, its how every other explosive weapon in game is balanced.  They have solid AoE power, but you might just blow yourself up in that AoE.  The fact the Tonkor can hit harder than the self harming explosive weapons while ALSO being immune to self harm damage is just too much of a good thing.  

    Add a secondary rocket jump/alt fire ability if you want, but make the normal damaging ability also hurt the player too just like every other explosive weapon.  It would still have a niche with its low MR requirement, crit oriented nature, and overall strong damage.  

  9. Honestly I'm sorta optimistic for the Mag rework.  In general one button to destroy them all game play is complete S#&$ so I'm fine with shield polarize getting changed.  

    So far with the rework.  

    Pull is basically unchanged besides having bonus damage from using it with other powers.  Aka her pull is purely being buffed unless they nerf the damage to instead try to force synergy usage which is still possible as they were talking about changing numbers and such.

    Bullet Attractor and Shield Polarize swap places so Bullet Attractor is now her 2 and Shield Polarize is now her 3.  This is obviously a cost nerf to Shield Polarize and a cost buff to Bullet Attractor but thats about it for the swap and honestly isn't a big deal.  

    Bullet Attractor got buffed signficantly to effectively act almost like a Nyx absorb you cast on an enemy.  It honestly looks like a fun and useful power for solo'ing as Mag or in unorganized random missions of defense, survival, and similar.  

    Shield Polarize isn't restricted to corpus anymore (effectively), will reduce/remove armor, will still do lots of damage to hordes of shielded enemies, and will have synergies with bullet attractor by charging up the absorb aspect.  Its main downsides compared to currently in comparison to those buffs is that it has a travel time like Molecular Prime instead of being an instant nuke, as people have mentioned depending on how enemies are grouped this could mean its abilities to one shot entire waves might be reduced if not completely removed with only killing the enemies close by while only damaging enemies further away.  Overall the changes and direction they are talking about with Shield Polarize to me seems great, its still a solid looking "push button to F*** up all the things" button that is no longer strictly limited to being useful against Corpus.  To the people wanting push single button win the game, its likely not going to be their cup of tea but I'm fine with that.

    Crush they said was mostly unchanged functionally but that final numbers and relative strength/potential synergies weren't settled on.  Realistically it looks like the power they are going to use to overall balance her kit to keep her from demolishing the universe.  Regardless a worst case scenario from the looks of things will be that for Mag to kill everything she has to press two abilities instead of one, shield polarize to strip shields/armor then crush to finish off anyone that survived.  

     

    Overall I felt generally positive about the direction they were taking the rework.  The Bullet Attractor shown on the devstream looked like a really fun/cool ability, shield polarize getting nerfed, while also getting buffed seemed rather fair.  Crush remains to be seen and I was hoping they would do more with it like having all enemies effected by crush be pulled towards the target of crush making it something of a vacuum type effect.  Considering the only time to really use Mag right now is on supershield sorties it looks like a great improvement.  

  10. A day or three ago when Sortie3 was an interception mission the Kavats there were 1shotting people even with a full stack of trinity overshields.  

    Since then I've noticed Kavats do insane damage here and their.  I notice a few people get 1shot on later waves of Draco when grabbing loot with Kavats nearby.  

    I think it has more to do with their damage scaling as right now they all show up as lv1 on my screen regardless of all the other levels around so I'm assuming they are taking stats from their summoner which is hyper inflating there damage at higher levels.  I didn't notice insane Kavat damage during the Inaros quests or in lower level missions which I haven't done much of.  

  11. On 3/16/2016 at 4:29 PM, Chipputer said:

    Doesn't exist? Fact.
    Can't exist? Not a fact.

    The argument boiling down to, "you can impose your own challenges," does nothing for the game's health as a whole. Why should we have to not use 90% of what's at our disposal just because the game doesn't have any real challenge? Where's the logic in that? Apply this argument to literally any other game and you'd get people calling the game exactly what it is-- unchallenging and, often times, bad. Why is it suddenly okay for Warframe to offer next to no form of challenge for its long time players and, therefore, force them to completely destroy any sense of progression they may have made just so they aren't sneezing on enemies and killing them?

    Rebalancing powers and enemy AI that forces the players to adapt is the basic way to make this game hold any challenge. You may think that it's impossible, "because different builds exist," but I'm calling you a narrow minded fool.

    Narrow minded fool, thats pretty harsh bro.  

    Ok heres a very simple example.  What can you make that will challenge a well modded and geared Loki, that will not be impossible for a moderate to new player without great weapons or mods using a relatively frail frame like say Ember.  

    There is no way to make it challenging for the Loki player while also making it fair/challenging for the Ember player.  To have perfect balance on "challenge" you need a static game, this isn't some sort of "narrow minded thinking" its just reality and a concept that has been proven time and again.  This is why something like Go, Chess, or similar static games which use set pieces can provide lots of challenge and depth, conversely a game without set static frameworks cannot provide this same type of challenge instead having the right piece for the right job becomes more of the challenge and less of how you use the pieces given to you.  Its the nature of these games and what makes them different and diverse.  

    There are plenty of games that are very popular that don't have this sort of challenge or as some people in this thread are calling it "fake difficulty".  Warframe itself is not at all unpopular but the same holds true for WoW, Diablo, and almost any sort of PvE focused game with choices.  Plenty of people are ok with "fake difficulty", and thats even just conceding the notion that skill/inputs don't matter in Warframe which is 100% false anyhow.  

  12. A relatively new player with Mag (starter frame) Rhino (available on venus, MR2, great noob frame) can hold their own for most sortie missions.  The hardest sortie missions are the Sortie3 super shields if you don't have a mag, they have a mag and can use shield polarize it doesn't matter how good or bad you are, you press the button, they die, you profit.  For most other modes having a durable Rhino which doesn't even need rare mods to do decently and you can do just fine.  Assuming an experienced trinity is with them both Mag or Rhino can be spamming their ults for decent CC on any mission type.  Spy sorties are solo affairs anyhow because spy is dumb.  

    The real issue is simply their weapon damage, if they need to shoot and kill lv100+ enemies its just not going to happen at MR4 unless they have seriously boosted themselves with plat buying maxed serration, heavy caliber, and similar rank10 big power mods.  There are decent weapons to get by MR4 assuming they had the mods, but the mods would be the real issue and from a legit gameplay standpoint someone at MR4 just likely doesn't have the raw amount of cores and credits to have rank8+ serration and similar which is probably the minimum you are looking at for Sortie3.  

    Personally I don't like MR locking stuff.  MR isn't about skill, ability, knowledge, or anything like that its a collection score it says "I've leveled up a lot of weapons and frames" which you can do in Draco without ever firing a single @(*()$ bullet or ever using Serration.  

    I'm MR14, I was MR10 for @(*()$ ages until syndicate primaries made me grind stuff I DIDN'T WANT just so I could get weapons I DID WANT.  I had the weapons and frames I liked, yeah sure Mesa is cool but I like tank and support frames Mesa totally isn't my jam and I had no reason to want her.  The same holds true for loads of weapons, no... I am not going to build and level up that piece of trash known as the machete.  If I want to be a "hydroid main" or whatever the concept that I will have to get and level up every other warframe just so I can get high tier weapons, or go on high tier missions is stupid.  Some people want to specialize and focus on particular things, they shouldn't be restricted from the game for that.  One Trick Ponies/Specialists should be embrassed not shunned and the MR system actively shuns OTP's.  

    The real deal is that their is no way to prevent getting bad players, outside of making your own teams.  No amount of MR requirements, skill based match making, etc is going to change that.  No matter how much we might fantasize about them being able to just edit and MR requirement and "fix" you getting bad teammates its not going to happen.  You are still going to get people who only play Limbo because they think hes awesome.  You are still going to get random groups with 4 frosts not being able to kill lv100+ enemies effectively.  You are going to get people who like playing Oberon and try to recruit you into there S&M fanclub.  S#&$s weird, you are going to run into good and bad players and there isn't much that can be done about it.  If you want to do random queue sorties, bring safe frames with a decent weapon. I usually bring Mirage + Synoid Simulor, cheesey and cheap?  Sure but its also a nearly free win.  

  13. On 3/12/2016 at 4:20 AM, Naftal said:

    And what feature makes it better than for example Win 7 right now?

    Edge is mucher nicer for dealing with IE required websites, so if you have to use IE for something being able to use Edge is a nice change.  

    DX12, Win7 is never going to get it.  This also somewhat depends on your machine if DX12 is even relevant to you.  

    Basic OS searching and indexing is greatly improved and just hitting the windows key and typing what you are looking for is VERY reliable with win10.

    Storages Spaces and general file explorer improvements are nice, but not noticed by the average user from my experience.

    Win10 notifications are pretty nice especially if you use it for things like emails and such often.

    Touch screen support, greatly improved multi-monitor support.

     

    How much of that is really relevant to you is the real question.  I actually work from my computer, have to find lots of old files, used to have to use RAID's but have since started using storage spaces to great effect, and I really like Edge when having to interact with IE required things.

    The main downsides is forced updating, but at the same time updating has also been more streamlined.  They really seem to be pushing microsoft accounts, using onedrive, using Office365 and generally wanting to get you into the microsoft ecosystem.  Performance wise I've seen nothing but improvements aside from general random bugs/issues which you will find with all versions of windows and are just sort of a natural aspect of working with computers.  

    There is talk of privacy stuff, but it was literally a few check boxes and "who gives a F***" unless you are part of an illuminati privacy conspiracy movement.  

  14. 2 hours ago, Chipputer said:

    Real difficulty involves forcing the player to respond to new situations on the fly by throwing units and tilesets at them that don't allow them to just sit in one place, but also don't allow them to just rush forward.

    That doesn't exist and never will.  

    The problem is that while you might be able to force certain frames/specs into certain situations those same situations would be 100% unfair/unwinnable to other frames/builds or conversely wouldn't really impede them at all.  

    That sort of difficulty can only exist within a static game, for those sort of thing to exist within a warframe mission they would have to give you a warframe, weapons, powers, builds, etc and enforce that you use JUST that restricted setup for a particular mission, which in large part defeats almost every relevant aspect of warframe of getting new/different things and using them if/when relevant.  

    The beauty of warframe is that while you can go full cheese mode, you can also go full challenge mode.  Want 1000 cuts to be challenging (as you personally see challenging) make it so with your own restrictions.  

  15. I don't think so, sometimes he might be a loot bot but he still useful other abilities even if some people really love hyperbole.  

    Yeah hes not going to ever be a damage monster, hes never going to be an unkillable tank, hes not supposed to be any of those things hes a support/utility caster.  spammable ragdoll on 1, aoe fear and armor shred on 2 (which is actually pretty good if useless in speed runs), the almight loot-o-matic on 3 that also allows him to sustain forever with Equilibrium, and his 4 is "ok" its just that to maximize his 4 he sacrifices the the strengths of 2 and 3 which are in general much better abilities and his 4 even when maximized isn't worth those sacrifices.  

    The problem with Nekros isn't the warframe itself, its people wanting "the god of death" they want to grab a scythe have an all black color scheme and go around killing the universe in an unstoppable god of death fashion.  Its their personal fantasy they want, and there is nothing wrong with that but at the same time its not a fantasy Nekros is designed support.  

  16. 5 hours ago, ClinkzEastwood said:

    If you need a weapon for quick melee, Broken War.

    If you need a weapon for melee only, Nikana Prime.

    What. this is not true at all.  

    For purely quick melee Nikana Prime wins hands down because at that point its literally just a stat war you put the two numbers beside eachother and go "ok bigger wins" and in that department Nikana Prime wins by a mile.  The Nikana Prime has more damage, more crit, better slide attacks, and has a damage spread that allows it to get even more damage from modding by being more slash focused so buzzkill gives it even more damage than an identical build for the Broken War.  For quick melee it is 100% no contest that the Nikana Prime wins.  

    Now for actual equipped melee and using stances the Broken War stands a chance because Crimson Dervish is an insanely strong stance.  That said Nikana stances are also really good and as mentioned above the Nikana Prime has the pure stat advantage.  Assuming you have both I'd suggest the Nikana Prime its a monster of a weapon that can and will kill all the things quick melee, using stance benefits, anything really.  Broken War is still very good and if you have crimson dervish and like using melee stances its still an amazingly good weapon, its just been power creeped upon rather hard, just like how the Broken War power creeped the ever loving F*** out of the Dakra Prime.  

  17. I did the tactical alert quiet a few times hoping for the dual stat mods.  

    I did it first with a full tank wukong, with a primed reach mios.  I only used energy on life strike.  Did it 2-3 times like this, never died during the entire thing on any of the runs.  Lifestrike + Rage along side lots of armor, health, and shields made for a rather easy time.  It was a 100% non-meta build I did specifically just for the mission, I would never run that build outside of that particular mission, but it worked rather well.  

    My Inaros only finished this saturday and once it was leveled I took in to the tactical alert to farm it some more.  Used a covert lethality dagger, no life strike only life gained through finisher passive and his 4 (activating his 4 costs 25 energy).   It was a basic Inaros build I'd run for any mission, nothing special at all and it straight up crushed the tactical alert.  

    I'm pretty sure I could do that tactical alert with basically any frame using a build similar to what I did with Wukong.  Not because I am "pro as F***" or anything, but simply because you go full tank + rage/lifestrike and you will crush things so long as your melee weapon does decent damage.  

     

    I haven't found any of the sorties or nightmare missions that unfair either unless I go in their with an normal meta build on a squishy frame with requirements/specifications SPECIFICALLY designed to punish squishy frames and make people use other things.  My only real annoyances are spy sorties because I hate spy missions, and sniper only because snipers blow &#! and it basically becomes "time to use warframe powers" and less about actually making snipers interesting or useful, the sniper just becomes the weapon I am holding (AND NOT USING) while world on fire (or whatever else) kills everything.  

  18. On 3/11/2016 at 2:10 AM, Maicael said:

    If the info on Core drop rates is correct, then perhaps it's getting ready for being able to convert duplicate mods to fusion cores that was discussed in a Devstream.

    I think I've got about 30k-40k duplicate mods ready to become fusion cores.

    I use my duplicates as fusion material already, I have plenty of credits I never have enough fusion cores it seems.  

  19. His 1 is fine and feels like his core ability.  Blind, finish, repeat and its solid.

    His 2 feels generally lack luster.  I can rarely if ever seem to make a sand shadow thing and in general I've mostly avoided the ability.  The invuln while using it is nice, but that isn't super useful and in of itself.  

    His 3 feels "ok" I haven't tried overtly building for it but I've noticed some issues.  It seems to have a limit to how many enemies it will effect at once with sometimes enemies just standing beside you doing as they please while others are still tossed in the air.  This feels like an "ok" ability as is, but it also feels like one of those "get the sandstorm augment to that reduces armor of effected enemies by X% per second!", I seriously think the ability was designed as is to get an augment like that.  Without any augments or changes to it, this is basically a panic button at best and not really a core part of the kit.  

    His 4 is amazing its everything I want in a warframe power.  It gives tankiness by sacrificing health with the rest of his kit gives him ways to get health back letting him have great tanky stats.  Its active ability is a great decently long duration CC that also heals.  The main issue I've found with this ability is that its pointless to use the CC/Heal part of this ability on anything under lv60 or so everything else you will just plow through and its not like they can scratch your tankiness anyhow.  Perhaps a change that causes you to regenerate scarab armor stacks when an enemy dies while effected by scarab armor, this wouldn't do much at the higher end but it would make using the active component of the ability useful and realistic for 90% of the content actually being played without just being "giving up armor for no good reason".  

    His death passive is really weird to me.  The few times I've seen it I'm not really sure what I am doing or how fast I'm charging things up or if I will bleed out before it recharges.   Really its just sorta confusing from a display standpoint and doesn't really explain whats going on or what I should be doing.

    Overall I am loving Inaros, hes everything I want in a warframe.  Tanky, Sustain, and CC.  Yeah he doesn't fit into the draco/power farming meta, but hes an absolute joy to play in long duration missions and is great as a "sword alone" frame.

  20. People who think mobility powers are useless, less useful, or obsolete are just using everything all wrong. IMO.

     

    Combine these powers with Parkour 2.0 & now you have more mobility than you once had & more than any other frame. Something that could take Mr.360noscop3 8 seconds could take you 2. 

     

    This has been my experience so far.  Zephyrs were insanely mobile, Nova's still give you that cross map in a flash potential, Valkyr gap closes harder (bullet jump>double jump>ripline to wall is strictly more powerful than not having ripline).  I haven't seen many Loki's and dopple-port was a nifty trick and presumably it still can be, it will probably have nifty usage with wall grabbing and crossing big gaps. 

     

    In general things feel much more vertically mobile than they used to be, even with air melee sometimes sending leaping over a tall building.  Horizontally things feel slower and in general any powers or abilities that helped with horizontal movement will still be just as good.  Main powers to look for that get shorta shafted would be vertically oriented ones like Vaubans jump pad which was already arguably obsolete due to air melee before parkour 2.0 even hit (outside of its usage as CC).  

  21. Use double jump and bullet jump to gap close for air melee.  If anything air melee and slide attacks are much more accurate now since theres no "and now I'm over here!" effects causing you to move a lot.  

  22. So Brosephelon you run a Augmented Desecrate+Terrify?What exactly do you do when the mobs reach the lvl when you have to empty a whole clip in just one enemy?Or when a nullifier pops up with a mob under the bubble?Or you are shot at from a distance that Terrify cannot reach?Your build will only take you as far as your weapons otput, granted that goes for Sotd but atleast SotD will draw some of all that agro, give you backup that scales and when augmented gives a %dmg reduction.

     

    Hopefully this BB code quote tag works, since the forums seem to be getting slammed at the moment.

     

    Basically Kleerr2, The build is ideally suited to groups, its specifically built with running corrosive projection in mind since it doesn't need energy expect to spam fear and Equilibirium is generally more than enough to keep that going, and there are energy packs if needed.

    Damage in general isn't that bad, Terrify is an armor shred, combined with your own CP even if solo is still a decent amount of armor shred to help kill enemies.  

    For the most part you are not going to be solo'ing 40+ minutes of survivals.  Could you?  I guess but its not really my cup of tea, I'd rather do it with a group regardless of frame/weapon/etc.  

     

    Finally as you said yourself SotD isn't going to change this, a best case scenario is that it helps you live a bit longer.  Its not going to do anything about being able to kill enemies effectively.  

     

    Basically I think you a presenting a scenario that doesn't really exist, even at wave 20+ or minute 40+ enemies will still die, sure you might need to shoot them 2-3 times but if they are feared it doesn't matter too much.  If you are having issues with bubbles I'd suggest carrying a good machine pistol secondary, they tend to chew threw bubbles decently if your primary can't.  If the bubbles are relatively isolated you can go melee, with lots of energy + life strike you should be able to channel them down and remain alive without too much issue unless they are covered in bombards/whatever.  

     

    At the end of the day for high end content (infinite duration defense/survivals) its all about CC and your weapons.  Things like Mesa/Saryn are going to get outscaled to the point they don't just obliterate everything.  But your good highend weapons like Dreads and Tonkors are not, they can still crit hard and strong especially with armor shred.  Bubbles are always an issue, and they can really gimp your terrify spam if you need it..  though they are not impossible to deal with.  This same issue with bubbles is experienced by basically all CC frames like Nyx, Hydroid, Vauban, you name it.  All of these frames except maybe Hydroid would have a much harder time solo'ing than Nekros because they are so squishy but also have no real sustain mechanics (unlike Nerkos or Hydroid).  

     

    I don't think Nekros is untouchable or can solo anything forever.  But you are also talking about trying to solo the literal hardest content in the game.  If you want to do that go to Loki and enjoy your OP perma stealth.  But as a utility/support frame Nekros as is brings unique CC and support and does so in a meanigful way that isn't useless.  

  23. Flow, Streamline, Fleeting Expertise, Energy Siphon.

    Take care of all your energy needs, and reduce your duration slightly to go hand in hand with chaos.  Obviously primed flow if you have it.  A big reason to run flow is to help maximize your Absorb.

     

    Natural Talent is super useful, you'll be casting things often and this helps.

     

    Maxed range, Overextended and Stretch.  Make sure your Chaos covers as much as possible.

     

    Make sure you have a Vitality mod in there incase of toxic ancients.

     

    That leaves your V polarity and a few options.  Transient Fortitude to reduce duration more and give extra power, Intensify to give slightly extra power without tanking your duration any further, or Rage if you feel that needed even with all the other energy mods.  You could also consider running a forma or two in other slots and putting whatever you want here be it an extra health mod like vigor, or whatever else.  

     

    Thats the basic Nyx build to be looking at with the optional mods to consider.  Anything beyond this is generally a fringe optional build generally looking at focusing output on mind control, bigger/faster burst damage on absorb, and so on.  Generally they don't work out aswell in many cases.  A big reason low duration works well for Nyx is that Chaos stuns, THEN does chaos things, by having a really low duration you are more spamming a stun than you are spamming a "chaos".  

  24. My personal build.

     

    Despoil, Equilibrium.

    These two are basically required (imo) they let you go for days and even be pretty liberal with non-desecrate ability usage.

     

    Stretch, Overextend.

    Maxed range is great for two abilities.  Terrify and Desecrate these are also the two abilities I really think define Nekros currently.  If you have no interest in using Terrify, arguably you can drop one of the range mods for "something else" but it would still be a nice QOL mod just for desecrate spam.

     

    Streamline, Fleeting Expertise.  

    Maxed cost reduction, this also works with despoils health cost.  Since you are not running flow, energy siphon, or any other things but just equilibrium and relying on the energy and health from those these are pretty key.  Fleeting Expertise is kept one from the top (4 of 5) since that will get you to the cost reduction cap of 75%.  If you felt like it technically streamline can be one from the top aswell, but you don't need to as there are no downsides and there is plenty of mod energy.

     

    For the V polarity slot I tossed in and Intensify, it doesn't do much but it helps mitigate the power strength loss slightly.  I've also tried running Rage here, but its never seemed that useful.  The main thing using power strength is Terrify so this gives you a few more targets and shred.

     

    Also one durability mod, generally this is Vitality but some people try a quick thinking option, though personally I don't like it.  This can and will get sacrificed for the revive augment soul survivor.  I don't really run this augment, but if I had to this would generally but where I'd toss it

     

    For your Aura basically 24/7 Corrosive Projection.  You have no need for Energy Siphon with the maximized despoil/equilibrium build.  That said if you opt to use Soul Survivor (revive augment) Energy Siphon can be functional here, I don't personally use this setup but if you are needed as a revive bot make the changes accordingly.

     

    SotD is simply a bad ability.  By maximizing it you weaken your two best abilities on the frame (terrify and desecrate) terrify wants power and range, desecrate wants range.  Terrify can use duration, but doesn't really "need it".  The big deal is that for optimized terrify/desecrate you want range, for optimized SotD you DON'T need/want range.  You also have to fit in there the SotD augment to make it worth using, and by doing this the only thing you gain is a high damage resist at the cost of your CC and team sustain/drops.  

    If/until SotD gets an AI rework were the AI shadows are actually useful for something more than a meat shield I just don't think you can focus on it.

     

    Terrify on the other hand is amazing.  Since its "recent" buffs its spammable, it also intelligent fears things not already effected by the fear.  So you can basically fear an entire room dumping your energy, you and your team kill all the feared things, desecrate using your health, get a full refill with all the orbs thanks to Equilibirum, and repeat.  By being able to fear literally "everything" you don't need the revive augment as much since you just fear all the things then res. 

     

    In general the SotD build (with augment) is only sorta decent for Tower/Void defense missions.  Outside of this generally there shouldn't be a good reason for you to need a billion damage resistance.  The worthless shadows also help slow/protect the pod by distracting things.  For everything else just fear things as needed, and keep the orbs showing up.  The fear spam even works decently on defense missions since a feared target is not attacking the pod.  

     

    Hopefully this was helpful, if you are hard set on the SotD build go for it.  Perhaps you'll find it more useful than I did.  

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