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Buhrserk

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Posts posted by Buhrserk

  1. Vauban was never 'nerfed' really, its just a result of horrible power creep. He got a very minor rework to a couple of his abilities, but truth be told only reason people use Vauban anymore is for Bastille + the Augment.

    • He's weak in HP/Shield/Armor 
    • Teslas are practically useless in everyday gameplay.
    • His Mines are memes (although the trampolines can be a fun spam tool in low level play.),
    • Bastille is about the best CC for defense objectives. but without the augment it's pointless as after the cap enemies can just walk in. (Gara does it much better, essentially.)
    • Vortex can be good, but the radius is very limited in Mod scaling in regards to range.

    Honestly, he can still be a fun time if you take the time to set up with his kit, but I think having to set up is one huge achilles' heel considering the pacing of Warframe.

     

    EDIT: I didn't realize that Repelling Bastille was nerfed, as per @DeathshotSE's post. Whelp, RIP any bit of utility he had.

  2. 2 minutes ago, (XB1)GearsMatrix301 said:

    then replace primed continuity with primed flow. Nidus benefits from lower duration as Larva tends to glitch out a bit and stay when all enemies in it are dead or there’s one enemy stuck on the terrain. It’s annoying to have to wait out a long timer.

    So, obviously some modwork needs to be done on my part, but something like this would look the part in your opinion?

    f4d68f06c0f34e4a0bb257f1d6e0e2a6.jpg

  3. Just now, (XB1)GearsMatrix301 said:

    Replace trans fort with blind rage and augur reach (or stretch if you don’t want to spend another forma) with rage

    I understand where that is going in my mind, however, without any efficiency buffers such as Streamline, wouldn't that kill his ability to combo efficiently without an Energy mod like Flow?

  4. Hey there folks, today I wanted to discuss my first test to an Endgame NIDUS Adaptation build, with the additional use of Umbral mods. It should be noted that unless Umbral Forma are introduced, you will NOT be able to make use of the Maximum rank of all 8 Mods without using Steel Charge in place of Growing Power.

     

    Steel Charge or not, you will be entirely unable to utilize the Exilus slot until a way to polarize Umbra slots are introduced, that being said, here's my first rendition of this build:

    2d078a13a8b3f444e6fb62029d40e4b6.jpg

    Aura used for this build preferably would be Growing Power for the extra Power Strength on top of your already fantastic 224%, though this can be switched for Steel Charge for an extra four mod points, or repolarized to be used with Corrosive Projection.

    Very bare-bones, the build utilizes Rank 8 Umbral Vitality combined with a Rank 5 Umbral Fiber to give Nidus a huge boost to Health and Armor.

    Maxed Augur Reach and Stretch will allow Nidus to maintain a solid 175% Range on his Larva, as well as Maxed Transient Fortitude and Rank 8 Umbral Intensify to  increase Nidus's power strength for better scaling into the endgame (120+ units).

    Primed Continuity at Rank 8 is applied to negate the effects of Transient Fortitude's duration reduction, allowing for decent up-time on Ravenous & Parasitic Link.

    Finally, Adaptation at Rank 8, allowing for a 9% Damage Reduction per stack, at a maximum duration of 18 seconds per respective damage type.

     

    Things I would change!

    Obviously being able to use that Exilus slot would be wonderful, most likely for a Cunning Drift to maximize NIDUS's effective range just that much more.

     

    Given the opportunity to add additional Forma onto Nidus, I would Forma both range mod slots to be able to add Ranks to existing mods, totaling for a maximum of 7 extra points (without Steel Charge), allowing the addition of a Maxed Primed Continuity and Adaptation, and an upgraded Rank 8 Umbral Fiber.

    To add to this, it should be noted that if you DO decide to switch Growing Power for Steel Charge, Umbral Intensify and Umbral Vitality should be prioritized to be maxed BEFORE Umbral Fiber.

     

    Finally, to anyone who's paid attention to the Arcane meta as of recent, in combination with Adaptation, a minimum of one Maxed Arcane Grace, if possible two. If you're not capable of possessing two maxed Arcane Graces, the second one would most likely benefit more as a Maxed Arcane Guardian.

     

    Content and Gear Priority

    I've slammed this build together, and even without the proper Arcanes, it is very capable at clearing scaled endless content such as Arbitration. That being said, seeing as NIDUS has far less health than something such as Inaros, it would be worth investing into a Zaw using the Life Strike mod, or the Hirudo fist weapon with a Blood Rush build, for the stacking regeneration.

    6eb8377fd534e88a5f5ea104df1b20a9.png

    (A VERY un-optimized build that I've used while experimenting in Arbitration, will likely be socketing additional Forma to maximize potential damage output.)

     

    It should be noted that the general build with Nidus shown above is capable of clearing the entire starchart, however does suffer at the hand of missions with a drought of enemies, as his stack building (and thus his main source of damage reduction) are typically going to be slower than preferred.

     

    NOTE: I am by NO means an expert in revolutionizing builds, that being said, any of you who are more adept than myself, please do let me know if there are things about this build that I haven't previously mentioned that can be changed to make Nidus more efficient.

    • Like 1
  5. Greetings @Reeda_jr,

    To my knowledge, it appears that your profile is autonomously linked with your chosen Glyph in-game, and can only be changed as such. If you are wondering how to update it to a more recent choosing, I would have to believe that there is likely a specific time per day (or week) that has the Forums updated to the most recent changes.

     

    Happy Hunting, Tenno.

  6. Greetings @ruey50,

    Ivara is available from the Warframe Market in-game for 325 Platinum, or she can be found as a reward from successful Spy Missions.

    If you are unable to see her in your Marketplace, ensure that your 'Blueprints Only' and 'Hide Owned' parameters have been unchecked from the bottom of the marketplace.

    3df4ece99e67e3f0a127ce065317fa26.png

     

    Happy Hunting, Tenno!

    • Like 1
  7. 2 hours ago, (PS4)warhero229 said:

    This is a great start. I've been trying to work on a shield frame for a while but it's just difficult to come up with things other than exalted shield and sword/hammer, and giant wall. 

    Your lore also sounds similar to my own work with Havoc, but I mean that in a good way. It matches the theme and format but on a different planet with a different character.

    I think this would be amazing if this and Havoc were released alongside such other. Defense and offense. Below is Havoc by the way, but I'll also look back through my shield-frame notes and see if I have anything that could help you or that you could add in.

    My version of shield-frame was more of a knight sort of visual theme, but I'm sure theres some elements of it I could pass along to help you.

    Anyway, again, great start, looking forward to seeing it refined.

    After going through your Frame concept of Havoc, I like it! It really sits in my mind with the whole Iron Man idea with the multitude of gun-based abilities that the frame provides.

     

    As far as coming up with abilities, there comes a point where you've got to think outside the box in regards to defense. Warframe has so many means of "Protection" even if it doesn't directly have to create something, hence where my second ability came from. It isn't a material ability, but a good Bulwark player will always have it active, synergizing with his own Ospreys and other frames. It's all about synergy, and as much as people don't like to admit it, there needs to be more of it to make the game feel more teamwork oriented.

  8. 4 hours ago, FallenDemonX said:

    I gotta say, this a pretty neat concept. Not sure if you mind, I just wanna make a small analysis on every part of it.

     

     

    Backstory: Simple but functional. DE kinda left the whole Ambulas lore to rot imo. The idea of having more prototypes roaming around would help the worldbuilding a lot, even if it mean having another Corpus frame (Valkyr being the first).

     

    Passive: This is just cool. Player taunts should be a thing.

     

    1rst: Might as well rework Atlas. As you pointed out in the second ability, there is already a lot of barrier abilities in the game, but I guess having a big ass wall that does nothing but being a big ass wall is somewhat new. Find it dull personally but could be fun.

     

    2nd: Considering you will be drawing aggro all of the time I am not sure how much you want this. I get the idea though, basically change energy costs for maintaining defensive skills into shield costs. Considering the high energy costs this guy has, this is well though out.

     

    3rd: I dont know why but this one just feels weird. It is a standard tank/paladin ability, the main effect feels kinda underwhelming and the floating effect is just odd. Does it remain on top of the players or is it like a bunch of mini snow globes?

     

    Ult: Exalted shield and weapon sounds cool, gets that paladin fantasy going on.

    No, I didn't mind at all! I'm actually glad you did!

    Backstory: Yeah, they really did. Trying to revive it in the recent events was something, but it hasn't really done much justice to some of the most dangerous Corpus enemies in the game.

    Passive: I agree. Maybe not every frame, but having a frame with the capability makes it really nice.

    As far as Ability 1 goes, it's the same idea in the sense of Gara's Mass Vitrify to a smaller scale. Suck up enemy attacks before they're allowed to progress, which given the idea that you can connect multiple of these barriers together to create a fortress around something or someone, thus allowing with a competent (or even kill-hungry) team to defend something with leisure.

     

    Ability 2: This ability alone has given me some trouble ideally. Originally designing this frame I wanted to design a mechanic that possessed an idea of losing one to gain another, or in this case restoring defensive powers. This could be helped simply by increasing Bulwark's maximum health, but seeing as there aren't many frames that possess a stupid large health pool AND Shields makes it difficult to replicate it. There are frames such as Volt who replicate the opposite of such, with a large shield pool and not much health, which could potentially work in reverse scaling.

     

    Ability 3: This, is, unfortunately true. When designing Bulwark's abilities this was the one that was an outlier in terms of how I wanted it designed. The problem with working on these numbers too extensively is that unlike Sentinels these Ospreys are on a duration, so it'd make sense to make them powerful, but then, it doesn't. The effect of the Osprey is a bit weak, and I am thinking about buffing those shield numbers and the intermission between them to make it feel more viable.

     

    To answer your question though, the on-death effect of the Ospreys would essentially latch to the Frames they are following, Disappear and turn into a miniature Snow Globe that reduces incoming damage.

     

    4: This ability makes me gitty. I want to swing around a giant @$*$ing Hammer with a large shield.

    EDIT: Sir, you are an absolute genius. Look out for edits in the near future. of the original post.

  9. Just now, (PS4)Equinox21697 said:

    Aside from his ult it's a pretty good concept, I don't think we need a generic shield guy like Reinhardt in the game because you know your team aren't going to camp behind you even during a farming run. What I wouldn't mind seeing is a massive Brocket barrage! How awesome would that be 

    While I do agree to an extent, that is primarily why I strayed away from making it solely a Shield ability and added the Exalted weapon into the mix. I definitely see how playing such a mobility based game creates an issue for bulky anchoring abilities, but still having the ability to use the equivalent to Mjolnir as an exalted weapon might turn to be a really cool concept. It all depends on what DE would do to this concept with Augments and things of that sort.

  10. On 2018-07-07 at 1:05 AM, Rikimaru_dota said:

    The idea is nice but this frame concept already exist in some way. The ideas nice btw.

    warframe_widow_by_thestardweller-d6q632c

     

    The image to the right gives me a sort of feeling similar to Khora's Strangledome, I don't know lol.

     

    As for your written concept though, @(XB1)SAOxSonicKirito, I definitely think the idea is cool, although I'm not sure how much I'd favor the gimmick of the RC Spider. She definitely seems like an interesting CC frame with some sustainability, but I'm not sure if those abilities alone in her kit would make her too fun. That being said, I do have a couple issues, primarily with your first and second abilities.

     

    The first ability concept, while pretty nice on paper, does have the limitation that you mentioned of being primarily single target when in her frame variant, which is an issue inofitself due to the way that AI in Warframe function. I could see this viable at low levels, but having to get into melee range in Warframe's lategame content is essentially a suicide mission, and I don't see that being much different here as the likelihood is you'll always have more than one target funneling through a doorway, ready to light you up.

     

    As for ability #2... I don't get it. Don't get me wrong, if you add some functionality to it, it could be great. But as it stands right now, what it looks like to me is something similar to Wukong's Mist or Hydroid's puddle, just being an invincibility that doesn't really do much to help you aside from being, y'know, invincible.

  11. 1 minute ago, Xetael said:

    Dude this looks amazing, but i would think for a tanker like this the speed sohould be like 0.75 or something cause this sounds like a pure tank and making him run around fast will just make people use him as a dps somehow, making him a pure anchor would be awesome. Need someone like that in this game who doesnt keep jumping around like a freaking ninja

    I was debating in lowering his speed, my only issue is to my knowledge DE doesn't give us much in regards to speed deductions to play around with aside from Cold Procs and certain augments such as Nyx's Assimilate Augment. I'll play around more with it and do some modifications to my frames to simulate that type of speed and see if it seems viable!

  12. Hello, Tenno. For years I've watched Warframe expand on its arsenal of weapons and frames alike, and to this day I've never found a Warframe that has an entirely and pure defensive skillset. Yes, I know Rhino has fantastic defensive abilities, as well as Equinox's night form, but I mean something More, a purely defensive frame that utilizes material shields to be able to defend teammates and uphold a team's survivability more than just standard crowd control, but by manipulating your team into an indestructible force.

     

    Backstory

    Designed by Ergo Glast as a prototype design of the Corpus Proxy AMBULAS, Bulwark is the Corpus' closest attempt at replicating Orokin technology, which was lost to the outer reaches of Pluto when the Corpus Manufacturing plant nicknamed "SECHURA"  fell victim to a spreading infestation, of which too was of Orokin biological tech. Pristine and untouched behind a varying multitude of Corpus made technology stands Bulwark, a Corpus designed Warframe utilizing scraps of Orokin ruins found in the bounds of Lua after Orokin security began to reactivate after millennia of standing dormant, peaking the attention of the Corpus and Grineer alike. 

     

    Cosmetic Design

    Though I'm no good with art tools, the picture in my mind is imagining him with a very bulky stature similar to Rhino. The overall design of Bulwark will be similar to a Bursa's armor, possibly with portions of the body that fuse Orokin and Corpus tech to give a very mut-like appearance, a fusion between the two factions.

     

    Base Stats

    ARMOR  175

    ENERGY 100

    HEALTH (100 -> 250)

    SHIELD 175

    SPRINT SPEED (1.00 -> 0.85)

     

    Abilities

    PASSIVE: When BULWARK's abilities are active, enemies within 50m will agro only on him and those abilities, ignoring other players as well as security protocol.
     

    ABILITY #1: Phalanx: (10 Energy/Cast @ LEVEL 30)) User selects two points on the ground, creating a wall on the linear path between them.

    RANGE: Increases or decreases the size of the barrier respectively, as well as the maximum distance that between the two points. 

    STRENGTH:  Primarily increases HP of the wall by 2,500/50% as well as minorly increasing the verticality. (7,500 Base HP @ 30) 

    EFFICIENCY: Effects the casting cost of the barrier.

    DURATION: Primarily effects the casting cost of the barrier, but also minorly increases HP. 

     

    ABILITY #2: Siphoning Barricade: (Shield Drain 50/1000 HP) Upon activation, Bulwark amplifies that available resevoir of HP of all defensive abilities in the area by absorbing Bulwark's shields, which include: (Inaros's SCARAB SWARM, Gara's MASS VITRIFY , Loki's DECOY, Khora's VENARI, Frost's SNOW GLOBE, Atlas' RUMBLERS TECTONICS, Nezha's BLAZING CHAKRAM, Rhino's IRON SKIN, Nekros's SHADOWS OF THE DEAD, Trinity's WELL OF LIFE, Volt's ELECTRIC SHIELD, Nidus' PARASITIC LINK, & Bulwark's PHALANX SENTIENT OSPREY)

    (Parasitic Link, in this case, was a special type of synergy which I think could be interesting in play. What this essentially does to that ability in specific is when Nidus' link is affecting an enemy, it increases the Health of that enemy to double of their cumulative hitpoints, thus making it harder to kill when it's eating shots for Nidus. When it's affecting another player, this will essentially just max out the frame's Overshields (if they have any to begin with.) As for the rest of the abilities, it will just gradually add hitpoints to that ability.

    RANGE: Effects the area in which abilities are amplified by Bulwark's Shields.

    STRENGTH: Increases the ratio of Shields to health of each ability, every 50% adding or removing 200% more HP respectively.

    EFFICIENCY: Increases or decreases the number of shields consumed per "cast" of this ability.

    DURATION: N/A

     

    ABILITY #3: Sentient Osprey: (100 Energy) Bulwark creates Corpus Ospreys fused with Sentient tech to follow all of his allies. These Ospreys follow the players, restoring 50% of their Shields every 5 seconds. Upon cumulatively losing 100% of their HP, the Ospreys will fuse with the players, creating a dome-like barrier around them for 5 seconds, reducing 50% of damage taken during that time.

    RANGE: Effects the size of the barrier created upon the Osprey's death.

    STRENGTH: Effects the collective HP pool of all the active Ospreys.

    EFFICIENCY: Effects the energy cost of the ability.

    DURATION: Effects the duration of which the Ospreys remain active, and how long their barrier stays upon their death.

     

    ABILITY #4: Exalted Weapon: Trauma & Bastion: (Initial Cost: 25) (Energy Drain 2.5/sec @ LEVEL 30) Bulwark wields the legendary Hammer & Shield Trauma & Bastion, a designed weapon combo. Trauma is a blunt force hammer similar to the Arca Titron that functions in a cleaving motion when using it in Assault mode. Bastion, the shield of the legendary combo that is of fused Orokin design is the primary use of the Monolith mode which is activated by holding RMB when using the ability. Upon holding RMB, Bastion creates a large barrier held by Bulwark in front of where he's looking. This barrier is can be shot through by allies from behind, but not from in front.

    RANGE:   Effects the size of Bastion's shield, and effects the cleave distance around Trauma's swings.

    STRENGTH:  Effects the damage of Trauma and the Energy Drain when Bastion's barrier is taking damage.

    EFFICIENCY: Effects the ability's drain overall.

    DURATION: Primarily effects the energy drain, but also effects Trauma's swing speed minorly. (+/-0.05 per 25% Duration)

    EXALTED WEAPON STATS (Base)

    ATTACK SPEED 0.833

    CHANNELING COST 7.5

    CHANNELING DAMAGE 2.0x

    CRITICAL CHANCE 20%

    CRITICAL MULTIPLIER 2.0x

    DAMAGE BLOCK 100%

    LEAP ATTACK 2,100.0

    SPIN ATTACK 964.0

    STATUS 15%

    WALL ATTACK 621.0

    SLASH 45.5

    IMPACT 555.0

    PUNCTURE 0.0

     

    So, that is my concept work for Bulwark. Any feedback is always appreciated, do remember though that these numbers are primarily placeholders, and they can be changed to better balance the frame for general play. Thanks for reading!

    Credit to Xetael & FallenDemonX for inspiration for following:

    @Xetael : Sprint Speed Reduction (Due to being a Tankframe)

    @FallenDemonX : Health Increase (for the frame to work better with Siphoning Barricade) & Osprey Ability Buff

    EDIT: Added a bit of additional text to Bulwark's Passive to better clarify. The modification made is to have the Ospreys become both more viable and more suseptible.

  13. 3 hours ago, UbernoobGaming said:

     

    2 hours ago, --Q--Voltage said:

    I would personally go with your first build. The benefit of Vigilante Armaments is not going to give you an edge in terms of sustained damage and Vile Acceleration increases DPS very well. The status chance will benefit you as well as the high fire rate and critical multipliers. If you ever get into Riven Mods for Amprex, I would search for ones with Critical Chance, Critical Damage, Damage, or Multishot, and a good negative (recoil is the best here).

     

    Definitely build #2. Vigilante Armaments is nowhere near as effective as Vile Acceleration in regards to DPS, and as well unlike other beam weapons, doesn't do much to the Amprex's ammo economy. As Voltage stated though, a Riven for the Amprex with any of the listed stats are fantastic and make the weapon completely insurpassable.

  14. 10 minutes ago, FallenSand said:

    After setting to highest quality (and yes the graphics card is just fine for it) the quality (at all other settings too) has worsened since my new graphics card... I did get the newest drivers, maybe I am missing some setting?

    If your game continues to act up, I'd recommend using a program such as DriverEasy to update your drivers to ensure everything is completely up to date. Secondarily, and probably the more likely of the options is to reinstall WARFRAME as a whole, as it might have something to do with the native resolution that may irk it.

     

    Let me know if either help!

  15. On 2018-07-23 at 2:16 PM, Eldirian said:

    Hi! So a couple of hours ago I was playing Ambulas assassination sortie as Titania. After using Razorwing one of the two Ambulases killed me while I was small. After forcing to die I recasted Razorwing and tried attacking the same Ambulas. And my Dex Pixia could not damage it which is weird. My Dex Pixia was doing Toxin and Radiation damage.I left Razorwing and tried shooting it using one of my weapons and every weapons worked. Recasting Razorwing didn't fix this behaviour. Dex Pixia worked on other Ambulases. I tried replicating this bug in Simulacrum but it didn't work (I think it's because you can't go into revive mode).

    Did you happen to see the health of the Ambulas that you downed to prior to reviving? It may have been a very rare glitch when you hit one of the segments of the Ambulas' health that caused it to stay "immune" but only while you were in your Razorwing. Either way, that's interesting. If you happen to catch it again, toss a clip of it here so that there's a glimpse of what you're talking about.

  16. Good morning everybody.

    Today, I ask here as I've seen previous many ask the same question, but I think It's time to look around myself- so. Would anyone here in the Warframe community be willing to create a Clan Emblem for my clan known as Stryker Squadron? I know, a bit arbitrary of a name considering my online alias, but I like the idea. As it currently stands, the clan emblem only really suits my frames with the Emblem being a Roman Numeral "VI" or six to represent my name.

    I feel now that I am growing my clan outward that I help make my other members feel at home, first starting with a more universal clan emblem of sorts. I will be on periodically over the next 72 Hours or so to check back here, so feel free to leave your replies with concepts for a logo for Stryker Squadron.

    Thanks guys!

     

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