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NoeLL2

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  1. Let's move on from comparing Nezha's Firewalker to Saryn's Molt. I admit I subsume on his 3rd skill instead of his 1st because his 3rd skill only gives 90% DR and status immunity which by the way, on level cap, doesn't stop your shields from getting one shot. As for the status immunity part, his 1 already gives it anyway (by walking over the flames). Even if there is invincibility for 3 seconds right after casting 3rd skill, unless the skill has been updated to be recast-able while active, I can't rely on it to give me consistent i-frames; I utilize gloom/breach surge + shieldgates + vazarin dash instead which offer way more consistent i-frames and CC for my survivability. So I'd rather keep his 1 more than his 3, usually subsuming gloom or breach surge over his 3. This was why I wanted them to increase the speed boost on his 1. While most ppl tend to subsume over his 1 and tend to ignore about it, I don't. I want to feel like there was good reason not to subsume over it, more than just because I personally find subsuming over his 3 is better than subsuming over his 1.
  2. I do, but I've mained gauss and volt for a long time too, Saryn also to an extent, so his Firewalker buff + passive just isn't that noticeable to me, being only 25%. If it were affected by mods, say Ability Strength, it would only reach 4x its original value (100%) with a whopping 400% Ability Strength, so what I'm tryna say is that increasing it with mods would already be kind of hard unless you do meme 400% Strength build or something, so by the end of the day best I'd get is only 60% Firewalker (assuming it would be affected by Ability Strength). So as you can see, the buff increase wouldn't even be that big, so why not just make it official? Not like it hurts his other kit in any way, or not like the buff would be increased so much it would break him. I didn't mean to compare them back to back like that, I was just replying to the previous person who replied first. Still, if anything, I'd say with her usual nuking build (high strength), her molt makes her go really really fast, which I feel already makes her faster than Nezha even with his passive combined. I may not be able to back this up with proper calculations on the speed buff of both, if someone else can I'd appreciate it.
  3. Whether it's an augment mod, or simple Ability Strength mods or whatever it is, I'm in for it, as long as I can increase the value from 25% to something else bigger. He just feels really slow compared to others, even Saryn. At least give a reason as to why his Firewalker speed buff cannot be affected by mods or anything else, or has there already been one that I'm not aware of? If the sole reason was for "balance", you still can't exactly compare Firewalker to Saryn's Molt, as her other skills' killing (nuking) potential already more than makes up for the lacking features in Molt. Meanwhile on Nezha's case, he can't even nuke (yet). Sure his Firewalker has some interaction with his Blazing Chakram but I wonder who actually utilizes that interaction to an extent?
  4. As the title says. I'd appreciate it if the devs can make Nezha's first skill scale with mods, specifically the speed boost part, so I can have more of a reason to not subsume over his Firewalker skill. I don't care if it scales with Ability Strength or movement speed mods or Ability Range or what have you, as long as it can be affected by something (to make it faster - have bigger value than just 25%). That is all, thank you devteam and everyone else reading.
  5. I will very much love for tenet envoy and other weapons alike, to have a new holster "animation" where it transforms into an attache case and the player holds it as such in one of their hands (can be left or right, so might as well make it two new separate holsters), much like how Sisters of Parvos holsters them in the Sisters menu. When switching to secondary/melee, make it so that the player holds it on the other hand. If it's a dual wield, then I won't mind if the tenet envoy is holstered on the player's back, as normal. Even if the game charges plat for them, I would definitely pay up. Thank you, devs.
  6. PASSIVE - Sense of Dread: Enemies can sense Erebus' presence from miles away which causes them to gain permanent -25% attack accuracy and attack speed debuffs. Starting at 25 meters (range) away from Erebus, an enemy's debuffs increase by -1% everytime the enemy gets closer to Erebus by {range/50} meters, up to a maximum of -75%. Sense of Dread AoE bypasses obstacles. AoE range is affected by Ability Range. SKILL 1 - Death Stare (25 energy, subsume-able skill): Erebus instantly removes all negative status effects currently affecting him. He stops moving and creates an invisible spherical cone AoE in front of him whose vertex lies at the center of Erebus' face that lasts for 0.5 seconds. The vertex angle is 90° and can be extended up to a maximum of 180°, in which the AoE becomes half of a sphere. Death Stare AoE doesn't bypass obstacles. Enemies inside the AoE immediately gain a chance to paralyze in place for 10 seconds. At 25 meters (range) away from Erebus, paralyze chance is at 50%. Paralyze chance +1% everytime the enemy gets closer to Erebus by {range/50} meters, up to a maximum of 100%. Enemies gain another chance to paralyze in 0.5 seconds after they survived the previous paralyze chance. Subsequent casts can reset the duration of already paralyzed enemies. Paralyzed enemies have a mark above their heads. Marked enemies can be seen on the map. Enemy bosses are not affected. AoE vertex angle is affected by Ability Range, AoE range is affected by Ability Range, paralysis duration is affected by Ability Duration, energy cost is affected by Ability Efficiency, and paralyze chance reset time is affected by Ability Duration with the equation: [reset time = initial reset time ÷ Duration]. SKILL 2 - Darkeater (0 energy): Erebus replaces his current melee with his exalted melee, the Darkeater. Darkeater is a scythe that deals 95% slash damage. All slash damage dealt to shielded enemies are converted to toxin damage, including the status effect. Initial base damage, base heavy attack damage, critical chance, critical damage, status chance, attack speed, and attack range are 500, 3000, 25%, 3.0x, 90%, 1.4, and 2.7 meters, respectively. Attack speed, attack range, and heavy attack wind up speed stack with combo multiplier by 0.1, 0.3 meters, and 10% per combo multiplier, respectively. Wielding Darkeater grants Erebus +25% velocity and movement speed as well as x-ray vision, but Erebus loses 2.5 energy per second. Holding the heavy attack button while aiming at an enemy target will teleport Erebus to that enemy target's shadow and strikes the enemy target with a heavy attack. Heavy attacks cost 20 combo count. Darkeater loses 10 combo count per combo count reset. Holstering Darkeater pauses the combo count and energy drain. Heavy-teleports work on enemies behind obstacles. Heavy-teleport and x-ray vision range are both 25 meters. Darkeater can be modded as its own separate weapon. Heavy-teleport and x-ray vision range are affected by Ability Range, movement speed%, +velocity%, and Darkeater's damage are affected by Ability Strength, while energy loss rate is affected by Ability Efficiency and Ability Duration with the equation: [rate = initial rate×(2-Efficiency)÷Duration]. The min. rate is when Efficiency = 175% and thus omitting Duration from the equation. SKILL 3 - Obscure Doppelgänger (50 energy): Erebus animates his own shadow into an untouchable ally for 30 seconds. Shadow can walk through obstacles. Shadow has a higher threat level than Erebus and any other allies. Casting Death Stare forces Shadow to cast another Death Stare behind Erebus, facing behind Erebus, and with no extra energy cost for Erebus. Shadow uses another Darkeater to attack enemies. Shadow can teleport with Darkeater and can trigger Darkeater buffs without extra energy drain for Erebus. When Erebus isn't wielding Darkeater, Shadow actively attacks enemies that are inside Sense of Dread AoE. Shadow prioritizes killing paralyzed enemies and enemies that are the closest to Erebus. Shadow will not target enemy bosses. Shadow's movement speed is affected by movement speed mods. When Erebus is wielding Darkeater, Shadow synchronizes its movement speed with Erebus', then mimics Erebus' movements AND attacks with a 0.5 seconds delay from behind him, until Erebus swaps to another weapon. While mimicking Erebus, Shadow's Darkeater state (buffs, combo count and multiplier, etc) synchronizes with Erebus's Darkeater state. Skill duration is affected by Ability Duration, Shadow's damage is affected by Ability Strength, and energy cost is affected by Ability Efficiency. AUGMENT - Shadow Exchange: For every extra 45% Ability Range Erebus possesses, he summons one more Shadow and extends the duration of the skill by 7.5 seconds. Unlike the original Shadow, these Shadows will not mimic Erebus' movements and attacks nor cast Death Stare. Damage dealt by each Shadow is only 50% of the damage dealt by the original Shadow. Erebus can teleport to any Shadow with heavy-teleports. When Erebus takes lethal damage and dies, he can choose a Shadow to reincarnate as Erebus. The sacrificed Shadow will disappear from the battlefield. Obscure Doppelgänger's energy cost becomes 75. Energy cost is still affected by Ability Efficiency. SKILL 4 - Purgatory (100 energy): Erebus removes his Sense of Dread aura and condenses it into a stationary spherical domain with initial duration of 60 seconds and initial radius (range) of 25 meters. Its center is at the surface area Erebus was standing on when he casted Purgatory. The domain's outermost layer absorbs all light in the domain. Thus, the domain appears really bright from the outside, which lures enemies into entering the domain. The domain also becomes pitch black on the inside; enemies can't see anything in the domain from the outside and also become completely blinded while in the domain. Enemy bosses and allies aren't affected. For every enemy killed in the domain, the domain extends its current range by 2 meters to a maximum of {2 × range} meters. The extension effect remains until the domain disappears. Only one domain can exist at any time. Purgatory range is affected by Ability Range, Purgatory duration is affected by Ability Duration, and energy cost is affected by Ability Efficiency. Health: 225 Shields: 75 Energy: 300 Sprint speed: 1.25 Erebus Build(s): - Aura: For Darkeater focused build, use Swift Momentum or Steel Charge. Other BiS is Brief Respite as Erebus can shieldgate very easily due to his very little shields. Otherwise anything else works. - Stat priority: Erebus is mainly a CC frame. Put as much Ability Range as possible; use Stretch, Overextended, Augur Reach, and Cunning Drift. Erebus' CC capabilities can scale a lot with Ability Range. DON'T use mods that hurt his Ability Range in any way. - Exilus: Cunning Drift for the Ability Range. - Shieldgate: When not using Brief Respite, use Augur Reach and another Augur Mod instead, so Erebus can fully replenish his shields with one Death Stare cast (provided he is using the Dragon Key and his Ability Efficiency ≤ 100%). - Darkeater: Maximize Ability Strength. Cancel out the Ability Strength loss on Overextended with Molt Augmented. Have at least 100% Ability Duration. - CC: Maximize Ability Duration. Ability Strength doesn't matter much. - Survivability: Use his augment mod, Shadow Exchange, to have multiple lives and at the same time aggro the enemies away from you even more. - Arcanes: Use Arcane Energize to compensate for the little to no bonus Ability Efficiency on this build. For Darkeater build, use Arcane Strike or Arcane Fury. Other BiS is Molt Efficiency. Anything else works. - Archon Shards: Maximize melee CD bonus from Crimson Shards for Darkeater focused build. Otherwise, maximize Ability Duration bonus from Crimson Shards. DON'T go for casting speed bonus from Amber Shards because his Death Stare AoE duration will be reduced from 0.5 seconds to an even shorter duration, unless it's for spamming shieldgate. Another good option is to go for +Velocity from Amber Shards or +max energy from Azure Shards. - Helminth: Ideally, subsume over Darkeater for skills that can armor strip or give extra damage. For example, Terrify is especially a good choice since Erebus is Ability Range oriented. Muzzle Flash isn't needed; that's what Purgatory is for. Darkeater Build 1 (normal attack and heavy attack hybrid, 12x combo multiplier): 1. Stance: Darkeater has its own stance. 2. Condition Overload: self explanatory, pairs well with a primer. 3. (Primed) Faction Damage: 1.55x multiplier to direct damage and 155²x DoT multiplier. 4. Blood Rush: 137.5% CC, guaranteed crits. 5. Amalgam Organ Shatter: 5.55x CD and 60% HA (heavy attack) wind up speed. 6. Sacrificial Steel: 190% CC on NA (normal attacks) and 245% CC on HA. 7. Weeping Wounds: 486% SC; almost always proccing 5 status effects in one hit. 5 slash procs = 5x slash DoT multiplier. 8. Killing Blow: 1.2x HA damage increase and 120% HA wind up speed. 9. Flexible Slot, BiS options: - Gladiator Might: 7.35x CD (1.8x damage increase from previous 5.55x CD), 272.5% CD on HA, and 217.5% CD on NA. Best one out of all other BiS options. - Sacrificial Pressure: 203.8% CC on NA, 272.5% CC on HA, and 1.375x damage increase. - Dispatch Overdrive: +60% sprint speed for 15 seconds after successful HA hit. Darkeater Build 2 (HA spam, no combo multiplier): 1. Stance: Same as the previous one. 2. Sacrificial Steel: 135% CD on HA. 3. (Primed) Faction Damage: 1.55x direct damage multiplier and 1.55²x DoT multiplier. 4. Amalgam Organ Shatter: 5.55x CD and 60% HA wind up speed. 5. Corrupt Charge r2: 2x combo multiplier, in other words, 2x HA multiplier. 6. Sacrificial Pressure: 7125 HA base damage and 162.5% CD on HA. 7. (Primed) Attack Range: 5.7 meters range. 8. Killing Blow: 10k+ HA base damage and 120% HA wind up speed. 9. Flexible slot, BiS options: - Berserker Fury: 2.38 hits/second (0.98x damage increase). Attack speed isn't important if Darkeater is used only for heavy-teleporting. - Primed Fury: 2.17 hits/second. More consistent than Berserker Fury, ideal for solely taking down demos or acols. - Gladiator Might: 7.35x CD and 165% CC on HA (1.8x damage increase). In terms of DPS, this is still better than the options above. But, the sheer amount of enemies usually overpowers the need for more damage, which is why hitting faster is better. - Dispatch Overdrive: +60% sprint speed for 15 seconds after successful HA hit. Counterintuitive when Darkeater is only used for heavy-teleporting. Playstyle (Applicable for all the builds above. Also, this list is NOT in order): - Use his Darkeater to teleport to enemies (or Shadows) that are in strategic positions. - Use his Shadow(s) especially when doing solo runs because they act as your ally Warframe players replacements. They can aggro the enemies away from you and at the same time kill them. Death Stare gains an extra AoE behind Erebus as well. Also, because a Shadow mimics Erebus' attacks, the net damage dealt with Darkeater will be increased significantly: [Total multiplier = Darkeater multiplier + Shadow Darkeater multiplier × Shadow damage multiplier]. For example, with 150% Ability Strength, total damage multiplier = 1.5+1.5*1.5 = 3.75x. - Get close to groups of enemies (eg. with heavy-teleports) to CC effectively and efficiently, and to potentially deal a lot of damage with Darkeater. - Cast Death Stare whenever Erebus is afflicted with negative status effects and/or whenever Erebus' shields run out. - Cast Death Stare against groups of enemies instead of just individual ones. The closer and the larger the groups, the better. - Cast Purgatory to protect defense objectives. Basically, any run that involves staying in one area. It also serves as another panic button, second to Death Stare. - Remember, Erebus ISN'T A GOOD FRAME TO GO AGAINST BOSSES, with exception of mini-bosses like the Stalker and Acolytes.
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