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Ntrophy

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Everything posted by Ntrophy

  1. Because headshot charging on shotguns is lazy impractical design, shotguns should have vendetta charging, kills within 5 meters gains a charge
  2. Wait till this guy finds out the tenet detron has been using thermagnetic shells for years…
  3. I wish prime/vandals/wraiths/ and even lich weapons weren’t all separate entities, it would be better if we collected prime parts to ‘gild’ a weapon like we do amps and incarnons, same with vandals, wraiths, and lich, it would be same stats, same unlock requirements, same mastery points, but much less clutter… if you have unlocked or have ever unlocked the gilding prerequisites, you could transform a prime to a vandal or a wraith to a kuva vise/versa with the press of a button that goes for frames too, except umbra ig
  4. Akshually 🤓☝️ everyone already has a universal vacuum, its just a 2 meter radius so its hard to notice fr tho, mag’s change doesn't have to be drastic, just have her pull radius stack with vacuum. They should also consider making her immune or at least resistant to magnetic status, it just makes sense. | I personally think all associated frames should have this passive, full immunity would make most sense but i get that might be too strong, so i would say 90% resist at least. what im saying is, frost shouldn't be slowed down by cold, ember shouldn’t burn from heat procs(or overheat in general, thats a different topic..) nidus>radiation saryn>toxin Volt>electric etc. however, the devs have been asked this very question before and have esentially said, “lol no” so i just wasted your time :) also, iirc mags passive doesn't function period rn and is bugged
  5. I really wanted to mention your arca plasmor point, because i personally also run a mag riven plasmor and it is absolutely better than toxin, but thats not something i expect the majority to have so i settled on toxin. __ i appreciate the insight for archguns, however, i chose toxin for flexibility and further optimized builds against specific factions __ As for melees, ive thought about magnetic, the problem with magnetic is vortex just isn't as potent as influence most of the time, and its hard to justify for other slash based melees over toxin also im aware the agendus can slash and has multiX co, thats why i picked electric/influence because of agendus’s ability to headshot entire groups, as electric double dips off of headshot multi and triple dips over faction, so toxin and mag cant compete
  6. This list is just a personal, free from bias and objective as possible, list that i created for my own sake to give myself something current to look back on as well as for the many new players that have recently been asking this very same question, and with that being said, may you find something useful from this list as well. After 2500 hours of experience testing weapons, this post will list the objective best progenitor options for each Kuva/Tenet weapon in Q1 2024, while offering a brief explanation on why it’s so. If a weapon lists multiple elements, it will be listed from left to right in order from best to increasingly situational. (Any listed element will still be an optimal choice, unless it is not listed at all) If you think there is a detail i overlooked, or if you think my list is the worst thing you’ve ever laid eyes on, lets chat about it. I will also try to keep this list up to date in the future. ____ Kuva Weapons- Primaries: K-Bramma; Toxin Toxin to free a mod slot for firestorm and improve our economy after ammo changes K-Chakkhur; Toxin Toxin to free a mod slot for firestorm so we can take advantage of forced impact procs on direct and explosion using internal bleeding K-Ogris; Heat > Magnetic > Electric Heat is overall the best choice because of its synergy with nightwatch napalm, as napalms damage directly increases with modded heat allowing procs to consistently refresh and scale faster with a higher ceiling Magnetic is specifically good against corpus as it counters heats weakness to shields which will be our main source of dots through napalm Electric is optimal for grouping dps through electric dots surpassing napalm but covering a smaller area K-Tonkor; Toxin Toxin to free a mod slot for firestorm and improve our economy after ammo changes K-Zarr; Toxin Toxin to free a mod slot for firestorm and improve our economy after ammo changes K-Drakgoon; Toxin Toxin to free a mod slot for flexibility; because of this weapons slow fire rate and lack of status chance to make up for it, our choices are limited K-Hek; Cold > Toxin Cold progen to be combined with modded corrosive for a 3 mod corro-cold combo using just 2 slots. Corro-cold is the best combination for raw damage builds, and using a cold progen gives us that added flexibility Toxin is our second choice, however, the optimal setup for a kuva hek is still corro-cold so despite your toxin progen you will be forced to mod for toxin twice. K-Kohm; Electric > Toxin Electric because the kohm is first and foremost a status shotgun, and we can scale our electric bonus with primed charged shell and abuse electrics gimmick to double dip off headshot multipliers which can then triple dip over a faction multiplier which can then quadruple dip on top of a roar subsume… Toxin is an alternative for flexibility and focused approaches to specific factions, like modding for pure toxin against corpus or viral-hunter munitions against grineer. K-Hind; Toxin Toxin for added flexibility and because of the unpredictability of three different fire modes with opposing stats Karak; Toxin Toxin for added flexibility K-Quartakk; Toxin Toxin for added flexibility Secondaries- K-Brakk; Magnetic Magnetic because we are in a secondary heat meta and mag counters heat’s weak scaling against shields K-Kraken; Toxin Toxin is best because of this weapons high impact weight and alt fire gimmick allowing us to mag dump into enemies with hemorrhage for massive bursts of bleed damage K-Nukor; Magnetic Magnetic because we are in a secondary heat meta and mag counters heat’s weak scaling against shields, but also because nukor has innate radiation making mag the ONLY choice for priming setups K-MIGHTY SEER; Heat > Magnetic Heat is our best choice because of the seers specialization against armor (innate corrosive), we can use our heat bonus to scale with primed heated charge to optimize heats weight and chance of proccing. Magnetic is the second best choice for general content. I put it below heat because with the addition of magnetic we further drown heats weighting and cause it to proc less. Magnetic may be a superior option against corpus but it will be worse against grineer/mechs which seer is designed for because of this. K-Twin Stubbas; Magnetic Magnetic because we are in a secondary heat meta and mag counters heat’s weak scaling against shields Melee- K-Shildeg; Toxin Toxin for added flexibility, allows us to combine into raw corrosive with 1 slot for raw x12 crit damage or stat stick, pure toxin for anti corpus etc. Archgun- K-Ayanga; Toxin Toxin for added flexibility K-Grattler; Toxin Toxin for added flexibility Tenet Weapons- Primaries- T-Envoy; Toxin Toxin is our ONLY choice because envoy is innate cold giving use no cost viral T-Ferrox; Toxin Toxin for added flexibility T-Arca Plasmor; Toxin Toxin for added flexibility to solve for the many niche flaws this weapon has. T- Flux Rifle; Toxin Toxin because this is a slash weighted status weapon that requires an augment, and a toxin progen keeps our viral weight to a minimum while opening just enough room to slot its augment T- Tetra; Toxin > Electric Toxin is always the superior option for flexibility for single target primary weapons because hunter munitions does not care about modded status, only that it exists on the weapon and toxin also opens the window for an anti corpus pure tox build Electric is the optimal choice for kinetic ricochet augment because of its chain lightning gimmick turning the tetra into a pseudo half aoe half amprex on primary fire. Electricity also allows us to abuse deadhead as electric dots double dip over headshot multiplier which itself is multiplied by deadhead which can triple dip off of banes opening a higher damage ceiling than hunter munitions if you can manage aim Secondaries- T- Cycron; Magnetic Magnetic because it solves for heats pathetic scaling against shields while also doubling as the best progenitor for priming builds T- Detron; Magnetic Magnetic because unlike the kraken that i explained earlier, the detron doesn't have ips ‘forcing’ us to mod for heat, and as i explained 1 zillion times by now, mag is the best synergy with heat. T- Diplos; Toxin > Magnetic Toxin because of the diplos extreme fire rate and in turn exceptional status application, innate punch through, and usable slash ips allowing a natural viral-slash setup to not only be possible but optimal (unless stripping) Magnetic is of course the next best option because we are in a secondary heat meta and mag solves for heats weak scale factor against shields T- Plinx; Heat > Magnetic Heat is actually our top pick this time over magnetic for a HYBRID setup because the plinx’s god awful status application, we can use our heat bonus to scale with primed heated charge to optimize heats weight and chance of proccing and in consequence we apply heat procs and gain cascadia stacks at almost twice the rate of a mag progen plinx Magnetic is optimal over heat for ALT FIRE focused builds only. Magnetic will never be a detrimental choice for secondaries, as 90% of them use heat+flair for damage and magnetic only helps that cause. However, as i explained above, because the plinx is so horrible at keeping its status effects running, even by landing every shot you will only see an average of 4-5 magnetic procs on a single target, so mag simply isn't enough to justify solely on this, however, there is one advantage in that the plinx scales multiX with gunco on alt fire direct hits which is what magnetic will be superior for T- Spirex; Radiation > Toxin Radiation because this weapon applies forced impacts on direct hits. Impact just so happens to be one of the most effective procs against shields having additional multipliers against BOTH types, with these guaranteed procs in mind, magnetic is devalued over radiation for the additional multipliers against mechs and murmur for a full proof build against any faction. (I am aware that rad mods exist, but rad mods waste a mod slot and progenitors don't) Toxin is only here because i can't end this topic without talking about hemorrage. A toxin progen build can still work but its not optimal for multiple reasons. The problem with hemorrhage is it does not increase our damage, it just allows us to proc slash against the damage we already deal, more than that, we also have two instances of applying heat compared to internal bleedings one, (excluding the possibility of having to roll for an inconsistent at best impact progen), so while Hemorrhage does have a 70% chance to apply slash, with a heat build using gshot and 2 60/60s we have a 88.9% chance to apply heat that's also not limited to a 2.5 fire rate, so a Hemorrhage build is inherently worse and overrated once again. Melee- T- Agendus; Electric Electric to focus on melee influence, because of this weapons non existent slash, but large aoe and exceptional status, electricity is really our only option. T- Exec; Toxin Toxin is the proper choice since having a 38% base cc means we will absolutely be modding for x12 animosity and dreamers wrath tennokai, so being able to make viral out of just one mod is peak. T- Grigori; Toxin > Electric Toxin should be number 1 priority because of this weapons amazing slash weight, with toxin we can create viral from just one mod. Electric is a top contender because of its stupendous 38% base sc and aoe potential making melee influence a direct rival to toxin progen, you honestly couldn’t go wrong with either element T-Livia; Toxin Toxin should be number 1 priority because this weapon is nothing but slash, with toxin we can create viral from just one mod.
  7. I only make a talking point of archguns because archweapons is an already existing system… that no one uses unless they’re forced to. It would take more than stat bumps and probably an entire rework. __ Moving on, I also don't think any weapon should have separate variants either, because we are starting to run into the same problem destiny had. I don’t see why we cant just upgrade a braton to a braton prime by ‘guilding’ it like we do amps, it’s one weapon, two weapons worth of mastery, same stat bumps, same materials(maybe) required to guild it, it would still be called a braton prime/vandal but it would be less useless clutter we have to flip through, thats my take anyway
  8. Swear i thought they were gonna say they planned to make mirages eclipse multiX scaling but helminth eclipse additive
  9. Just wanted to start by saying i respect the grind, i know how hard it is to test and make guides for every single weapon, even if some are just a setup or a paragraph summary. So far i've built, tested, and written guides for around 100-120 weapons on overframe over the years, and i'm constantly updating all of them, and i gotta say its great work that you’re doing. Onto my main talking point, I don't suppose i agree that the incarnon genesis was a mistake, however, i think that a line needs to be drawn that says enough is enough. I remember a saying, “too much of a good thing is a bad thing” I think the incarnon age should have ended after the boar prime saga, yet, we have two new incarnons on the way as of 3-2024, and i think its time for de to move on before incarnons… ‘overstate their welcome’, may i say. We need a new idea to stem off of, but i think de already has the perfect candidate if they would only be willing to innovate on it. I am of course talking about archguns, i think with a bit of effort and experimenting, archguns could start a new age of power. After all, what could possibly be better than a waist mounted full auto rail gun? First off, archguns need a buff, a MASSIVE buff. We would also need to see some innovations on the equip and cooldowns, because using them for 30 seconds until they run out of ammo then waiting for 5 minutes is just lazy design. But, me thinks de could really take this weapon type far if they wanted, because unlike traditional weapons, they are separate from the arsenal and attached to the gear wheel, so they don't interfere with traditional loadouts, which could have been perfect if they weren't sitting on our shelves with wasted potential instead…
  10. Ye it's boring, but its balanced, and i think the changes to multishot was the best thing to ever happen to incarnon weapons because it creates a boundary. Incarnons are obviously the most powerful weapons in the game, so what's stopping them from absolutely dominating and taking over the entire game like the lich aoe’s did? What's stopping us from bringing an incarnon weapon to every single playable mission? The fact that incarnon weapons are slower to charge in lower level content is a good thing because it gives lower tier weapons a purpose, that being lower tier weapons are better in lower level content, and vise versa. Even if by accident this is the best case scenario to ‘balance’ our power crept meta. But i do agree that everything charging via headshots is boring as S#&$.
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