(XBOX)YoungGunn82 Posted November 6, 2018 Share Posted November 6, 2018 (edited) I'm kinda curious about the Tek mod set. What sets do you have your eye on? Edited November 6, 2018 by (XB1)RDeschain82 Was a quick post, srry about the photo shop interference. Link to comment Share on other sites More sharing options...
Aeromancer Posted November 6, 2018 Share Posted November 6, 2018 Tek Gravity overlaps with the Exodia Hunt arcane, but I guess it's fine for those who want the pull in effect for non-zaw weapons. Link to comment Share on other sites More sharing options...
WhiteMarker Posted November 6, 2018 Share Posted November 6, 2018 1 minute ago, Aeromancer said: Tek Gravity overlaps with the Exodia Hunt arcane, but I guess it's fine for those who want the pull in effect for non-zaw weapons. It doesn't overlap completely. Exodia Hunt creates an aura around your Warframe pulling enemies to your Warframe. Tek Gravity will pull enemies to the point of impact. I, for example, love to use Exodia Hunt on Tempo Royal Zaws. Using the August Mesto Combo, flipping all over the place and pulling enemies in for CC and finishers. While Tek Gravity will provide CC aswell, it won't help with finishers, if you move away from the point of impact. Link to comment Share on other sites More sharing options...
Eisdschungel Posted November 6, 2018 Share Posted November 6, 2018 Mecha is the only one the interested me. Moving Status is gonna be nice for CO melees and weapons with high DOT (30m Tigris nuke? Yes pls) Link to comment Share on other sites More sharing options...
White_Matter Posted November 6, 2018 Share Posted November 6, 2018 The kavat one seems decent, but gotta test it first. Link to comment Share on other sites More sharing options...
Steru Posted November 6, 2018 Share Posted November 6, 2018 Synth fiber might be ok while using Nekros or Nezha; just use the normal sentinel's armor mod with other warframes... I'm curious about Tek enhance because it could work with Venari's abilities Meka set seems clunky to me... many of these mods require a marked enemy and 15s to mark one may be a long time, plus i don't really trust pets' IA as they are often unreliable Link to comment Share on other sites More sharing options...
Olphalarepth Posted November 6, 2018 Share Posted November 6, 2018 Synth seems okayish Tek intrigues me and looks like it has potential Mecha FOR ME is a no go except for the warframe mod and it seems to require the whole set to trigger. Aura is terrible, 40% extra damage against a single enemy chosen at random? Lol no. I dunno, maybe once get used to it could be the greatest set ever but on paper without the chance to try it.....no thanks. Hopefully I will change my mind Link to comment Share on other sites More sharing options...
BioKillerOdin Posted November 6, 2018 Share Posted November 6, 2018 i think they will include a mod like Hunter munition for the secondary wearpon , i think this couldt be a really good idea for a lot of builds Link to comment Share on other sites More sharing options...
(XBOX)Danowat32 Posted November 6, 2018 Share Posted November 6, 2018 (edited) Tek Collateral could be good, a nice crit damage boost on top of the crit chance boost that the Kavat can (sometimes) give looks like value to me. Edited November 6, 2018 by (XB1)Danowat32 Link to comment Share on other sites More sharing options...
Loza03 Posted November 6, 2018 Share Posted November 6, 2018 1 minute ago, ChaosSabre said: Absolute garbage. The kavat one might have some use while running khora ( even that is stretching it a lot ) and tek gravity for wukong staff but that's about it. I dunno. I could see some interesting setups coming out of this. I think DE's trying to drift away from mods that are just flat boosts and more towards specialist mods. Link to comment Share on other sites More sharing options...
DeadNexus_ Posted November 6, 2018 Share Posted November 6, 2018 Synth Charge might make Knell really useful. That is all, rest really ain't that WOWZA to me. Link to comment Share on other sites More sharing options...
Madway7 Posted November 6, 2018 Share Posted November 6, 2018 Proudly hosted on photobucket Link to comment Share on other sites More sharing options...
dwqrf Posted November 6, 2018 Share Posted November 6, 2018 (edited) It seems like the power of the three sets was made to balance the usage of Sentinel/Kavats/Kubrow, making a really potentially powerfull set for kubrows, less strong for kavats, and weaker for sentinels. The synth bonus set will exist with only one single mod on sentinel and will allow to always recharge primary/secondary weapons while not used (allowing you, even if you are at 0/0, to keep clipping in the ammo you pick up, while using another weapon). It's not a bad set bonus, but maxing it will be costly, as usual. The kavat set is not bad, but not amazing. The +30% kavat spell duration seems nice though (as more duration means lower energy cost per cats, overall), but the set bonus doesnt scale really well (as we dont know what kind of aoe damage type it would do, and would be capped at 400 damage every 15 secondes (50/s for 8s every 15s.) The kubrow set bonus seems really strong, especially if you can combine it with the hunter command to force your pet to mark desired target already affected with slash. Best mods (imo) : Synth Deconstruct (not strong, but might create synergies and allow for one piece set bonus, which will always work hard in the background) Tek Gravity (Much fun, high range) Tek Enchance (for smeeta kuva farming, or adarza eidolon farming) Edited November 6, 2018 by dwqrf Link to comment Share on other sites More sharing options...
Eirshy Posted November 6, 2018 Share Posted November 6, 2018 13 hours ago, (XB1)RDeschain82 said: Was a quick post, srry about the photo shop interference. Protip, use imgur instead next time lol Anyways, Synth I might try to find something I can use from it, but not sure if anything there I could actually use in it. Mecha is interesting but I don't have any kubros I like using yet. Tek is gonna be great for my Eido-Cat and Kuva-Cat. I'll probably try to fit at least Enhance into my normal Adarza sets, too. Link to comment Share on other sites More sharing options...
Chappie Posted November 6, 2018 Share Posted November 6, 2018 (edited) Mandatory...absolutely not. Potentially amusing and interesting...absolutely. This game does not require absolute min/max to beat content. Thus, beyond a certain it is what floats your boat. Be curious if using peacemaker would activate the "reload" buff. 😉 Edited November 6, 2018 by Chappie1975 Link to comment Share on other sites More sharing options...
Rakosta_Kai Posted November 6, 2018 Share Posted November 6, 2018 Mod sets look nifty I guess. The naming and focus on pets gives me hope that they come along with robo- Kubrows and robo- Kavats as well because I still want my own personal Zanuka type pet. Link to comment Share on other sites More sharing options...
Kobrakai Posted November 6, 2018 Share Posted November 6, 2018 The new mods look weird and niche, I'm not sure if I would use them. I feel like they are running out of ideas at this point. Link to comment Share on other sites More sharing options...
evilChair Posted November 6, 2018 Share Posted November 6, 2018 I'm not gonna go into this before I actually test the mods, but I'm disappointed that the modsets weren't named something along the lines of "fence", "runner", "informant", "saboteur" etc. to provide a complementary thematic nameset to the ones from cetus, which are based on the quills' monk-like appearance (augur) and the ostrons' plains life (hunter) and resistance to the grineer (gladiator, vigilante). Fortuna, after all, does house a lot of fences, runners, informants, etc., so the set-names we had revealed are a bit out of touch with the populace. But god damn is the Mecha set Bonus friendly to a zakti+condition overload thrown melee build. Link to comment Share on other sites More sharing options...
dwqrf Posted November 6, 2018 Share Posted November 6, 2018 Don't forget that they MAY add a fourth set, which would'nt be compagnons oriented (as we saw three sets for warframes with the opening of Cetus, and the Hunter set came later) Link to comment Share on other sites More sharing options...
Umquaptovis Posted November 6, 2018 Share Posted November 6, 2018 The synth mods seem interesting Especially as they can be used with the moa pets too, so there could be something really good there. At least if I'm remembering the devstream right. Link to comment Share on other sites More sharing options...
SmallerRidley Posted November 6, 2018 Share Posted November 6, 2018 80% bonus self-damage on Angstrum sounds great. Link to comment Share on other sites More sharing options...
Loza03 Posted November 6, 2018 Share Posted November 6, 2018 50 minutes ago, ChaosSabre said: The problem is that you'd have to replace one of those good flat mods that give boosts with a mod that gives bad stats and a really gimmicky passive. Indeed. It's far from a perfect situation. Link to comment Share on other sites More sharing options...
AnonumusSoldier Posted November 6, 2018 Share Posted November 6, 2018 Synth set will help with sentinel survivability, and possibly replace ammo mutation for the few weapons that need it/Not make ammo replenishment a carrier exclusive, increasing build diversity. The Kubrow set is lacking to me, i dont see myself ever using it. Kavat set, now that i am ready for, Looks awesome cant wait to use it. Link to comment Share on other sites More sharing options...
Peter Posted November 6, 2018 Share Posted November 6, 2018 Depending on how Mecha set works i can find some utility, but coming from DE the expectation is that it is a garbage and / or completely nerfed. Just trying to find out. Link to comment Share on other sites More sharing options...
HugintheCrow Posted November 6, 2018 Share Posted November 6, 2018 9 hours ago, Loza03 said: I dunno. I could see some interesting setups coming out of this. I think DE's trying to drift away from mods that are just flat boosts and more towards specialist mods. Problem is, as long as those previoulsy made general boosts exist, specialist mods are destined to be DOA. Link to comment Share on other sites More sharing options...
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