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Feedback on Wolf of Saturn Six

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I shall not reveal my secrets of wolf slaying. But I will say, it involves fists.

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Someone said that the void lasers do crazy damage if you can lure him into a trap, which makes sense.

I think that my catchmoon kitgun on Rhino shows around 3 to 4k damage per hit (between 2 and 3 hits usually shown), unless I roar when I'll see 5 to 7k. I roar often. Not absolutely certain about the numbers, I'll try to remember to snag a video the next time I run into him so I can review carefully. 

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There are a couple of ways. Smeeta/Adarza with Sharpened Claws is always recommended/preferred.

Naramon Void Stalking with Radiation melee works.

Crit Rad firearms with Chroma. Rubico Prime, Tombfinger, Catchmoon highly recommended.

Smite Infusion Oberon to buff teammates with Rad damage is great.

Magus Revert/Lockdown to CC Hell the Saturn Six Fugitives.

First I’ve heard Lantern working on the Saturn Six Fugitives. I might give that a go since you can have up to 3 Lanterns up at any given time.

 

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Step 1: Mesa
Step 2: Press 4
Step 3: Aim in the general vicinity.

Step 4: Click and Hold
Step 5: Cry in the corner because he dropped a Diamond Skin.

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Posted (edited)

Best CC I've found was by accident. Panicked (solo Kuva survival, so not really the time to get a visit) and Mass Vitrified the Fugitives, which also trapped my fellow Wolf as well. At some point he dashed upward-ish and escaped the glass prison (he must have been really pissed to be imprisoned again) but like I said, it was by accident, so I didn't cast MV while in the air for extra vertical range. Might have trapped him longer if I did, but idk for sure anyway.

Edited by Blade_Wolf_16
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4 minutes ago, SweatyFalcon said:

Step 1: Mesa
Step 2: Press 4
Step 3: Aim in the general vicinity.

Step 4: Click and Hold
Step 5: Cry in the corner because he dropped a Diamond Skin.

Except that he's not targetable with mesa's 4?

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4 minutes ago, (XB1)WhiteAngelWingz said:

Except that he's not targetable with mesa's 4?

that's weird
I've definitely shot him up before with Mesa

Maybe it was a hotfix

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Posted (edited)
8 minutes ago, kotex073 said:

I like that he pretty much legged it away from you as if to say "fk that!" 😄

Edited by Zilchy

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Naramon Void Stalking is probably the funnest way to deal with Wolf. I’ll probably try out my Plague Kripath Rapier and have fun dealing with him that way the next time I see him.

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Someone apparently baited him to fall in a hole, I would dearly love to try that. 

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Catch moon kit gun built for crit and modded for pure rad. the arca plasmor was my go to at first but my catch moon hits 2x harder.

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Same way I use to kill anything that's basically a walking stick of health that won't use Dispel on me, e.g. Tyl Regor, Mutalist Alad V, Kela de Thaym.

Bring Valkyr. Press 4. Spin attack.

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I find he varies a lot in power.  I’ve fought him with good radiation weapons and barely scratched him.  I’ve also killed him in a few hits. He scales up really steeply.  

Overall, a good melee works well for me.  I try to lead him away from his buddies because if I die it’s almost always due to them and not Wolf.  When I think I have Wolf out of line of sight of his gang I just lay into him with melee.  I sometimes have to back off to heal, but most of the time he goes down rapidly as my combo counter goes up.  

I find many guns have fairly poor dps on Wolf, but if you can get into a position where he cannot get to you then it’s easy to whittle him down at range.  But melee is a lot faster for me.  

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Radiation Knell.

Or have him spawn into an orokin laser in a void tileset and he dies before you can hit him...

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I like using a kavat to strip his armor, and a eternal war valkyr with either my dokrahm heavy blade zaw or the paracesis. Kills him in less than a minute depending on whether my kavat wants to strip his armor.

1 hour ago, Zilchy said:

Weapon wise I'm yet to find a better combo than Rubico P and Smeeta Kavat, Magus lockdown to hold him still as well, not sure if Temporal blast works? 
But I've heard Garuda can show him a good time as well.

From my testing temporal blast does nothing

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Just now, (XB1)Deathjt1218 said:

i just slash him to Death. Galatine/Gram prime is pretty good. 

That's interesting because he should be resistant to slash due to alloy armour. I guess you must be doing overkill raw damage to him?

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Tried Reave with Revenant some time ago. Build with 200%+ power strength. Supposed to take off around 20% max health at each go.

Frankly, it did not look like I was doing any damage... The red bar above the Wolf was not really moving.

Has anyone else tried ?

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2 hours ago, (PS4)guzmantt1977 said:

30k+ rad damage before crits, doesn't sound like a loss of any kind of punch. Better yet when status does proc on them, they pull some of the aggro allowing you to deal with their friends. 

And you figure that doing far less rad damage works better than doing more? Because 30k of rad damage from your normal fire turns most normal enemies into goop and anybody who survived THAT gets the same sort of radproc. 

Works wonders for the starchart except when farming with a Nekros, but still useful as an ace in the hole when you start running into too many eximus units later on in the run.

No viral procs is worse than viral procs. Radiation damage is complete crap against infested ancients. Viral damage doesn't do that well either, but proccing them will mean that I only need to deal with half of their health. Radiation damage is also no use against ferrite grineer, whereas viral still gets its 1.75x multiplier regardless. Radiation has a slight penalty against shields, whereas viral is neutral.

Again, I explicitly built my gun for rad + viral because I want both procs. They're useful to me in actual gameplay.

2 hours ago, (PS4)guzmantt1977 said:

Sounds like you have a strange idea of what you're going to be facing in the game, considering what you have been complaining about. Also a strange idea of what levels of preparedness for regular missions in the star chart would be. Also a strange idea of what changing the viral to rad on your preferred weapon would do to your playstyle. Also a strange idea of what a badly designed enemy looks like.

An enemy which completely ignores a large part of the game's basic combat mechanics (status effects) with an extremely weird and inconsistent health type (alloy over alloy - why is it not armour over cloned flesh like all the other grineer in a suit?) and a bullcrap always active flat out damage resistance (the signature of lazy design). Yes, that's a badly designed enemy. You not picking up on any of those issues is not my fault.

Being prepared for regular missions (sorties too, my loadout serves me perfectly well there) means having the ability to confuse, knock down and halve the health of enemies all on one weapon, with armour stripping and a little slash procs (plus puncture procs, but nobody really cares about those) on the other, and having a sufficient spread of damage over my weapons that I can always pull out a damage type that any particular faction is weak to. This damage spread handles all grineer, all corpus, all infested, all void and (the operator handles) all sentients.

The rest of the assassins can be dealt with using this loadout or something similar. They were actually designed semi-competently. The G3 put out a lot of damage and are pretty well armoured, but you still get the choice of either radiation damage as something their armour doesn't resist well, corrosion procs to strip their armour, or slash procs to bypass it. Zanuka is very fast, has decent enough damage output and shuts off your powers, but it's also relatively fragile (armour stripping does again work here) and you can evade its attacks if you're good with your parkour. Stalker hits very hard and can potentially get a 95% resistance to absolutely everything... but you have the ability to remove those resistances with the operator, or you can stack a whole bunch of different damage types and get him before he adapts.

Wolf... has none of those options. There's no counter play, there's no thought involved, there's no test of the player's skill. It's nothing more than "rad crits or else". This is what bad design looks like. Same as the original form of nullicancer, actually - that was a case of "rapid fire, or else" (not that it's changed much in the interim).

And I know full well what I face in the game. The wolf has appeared either 4 or 5 times for me throughout the entire mission series. If he showed up every single mission, or even every two or three missions, then it might be worth considering (though this would get very old, very fast).

But he doesn't. I am not going to sacrifice utility (and I don't care what your opinion on this is, all of the procs which I've built for are incredibly useful to me) for what is, and let me state this YET AGAIN, an extremely rare occurence of a monster which drops nothing of value.

2 hours ago, (PS4)guzmantt1977 said:

You've already shown that what you thought was a really great weapon for dealing damage to the wolf, is really very inferior for the purpose. Maybe just swap the profile of your weapon for one run and see if it causes the world to end. If the world doesn't end and you find it acceptable, you can run with it like that for a while until the event ends.

I never said that it was extremely good, only that it should be perfectly adequate seeing as how it already handles other alloy armoured grineer extremely well (kuva flood elite lancers go down in a single shot).

And again, I'm not altering my loadout and removing a very useful proc for three months (I believe that this event was stated as lasting 14 weeks) just because of one poorly designed low appearance rate random ambush monster.

2 hours ago, (PS4)guzmantt1977 said:

Last night I ended up dealing 90% of the damage to the wolf on Hydron, but my squadmate had tossed out spectres that kept the wolf occupied while we worked on him. That contribution was greatly appreciated because it more than made up for any lack of ability to cause damage. That's infinitely more helpful than anyone who just tucks tail and quits at the first sign of a challenge. 

"Challenge" means that there's some level of skill required, and also implies that there is some kind of reward at the end. As has been mentioned time and time and time and time and time and time again, there is no challenge in a gigantic wall of hitpoints. There is nothing that the player can do in-game to accelerate the fight. There's no test of skill, no reward from headshots, no extra damage from dodging and shooting some lesser armoured part in his back, no varied strategies like the rest of the entire game allows. It's a gear check. A very specific gear check. Nothing more.

I will have nothing to do with badly designed crap like this. This is why I'd just abort the mission instantly unless he's very low level.

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I mainly use valkyr in hysteria, injust shred him to bits as long as its not a kuva flood spawn. But i found a hilarious way to kill him on derelict or void missions, lasers, apparently they instakill him.  

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