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Is a maxed Arcane Energize any good?


Eradicyst
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Once you got a maxed Arcane Energize, you will never want to take it off again. The thing that made Arcane Energize is so powerful is that the energy buff it grants ignores energy gaining restriction while an ability with energy drain per second is active. 

This is Danse Macabre's Energy gain restrictions as an example while active from the wiki and has been proven (these restriction also applies to all abilities with an energy drain)

1. Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.

2. Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.

3. Revenant cannot replenish energy using  Energy Vampire, Rift Plane's innate energy regeneration, Squad Energy Restores,  Energy Siphon, or Energizing Dash while Danse Macabre      is active.

4. Danse Macabre's energy drain is not converted into shields by Augur Mods.

5. Energy can be replenished by Energy Orbs,  Arcane Energize, Orokin Void Death Orb energy restores,  Rage, and/or  Hunter Adrenaline while the ability is active.

 

 

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It's a really niche pick, so it depends completely on the context.

Normally it's meh at best, but with loot-frame builds (anything that causes extra loot drops) it's a bit better since you see energy orbs more often, and with Ivara in particular it's actually quite good because the bonus energy lets you use Prowl and Artemis Bow at the same time.

Still not exactly the best, though.

Edited by Dreddeth
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vor 1 Minute schrieb Dreddeth:

It's a really niche pick, so it depends completely on the context.

Normally it's meh at best, but with certain loot-frame builds it's a bit better, and with Ivara in particular it's actually pretty good.

Still not exactly the best, though.

It is good for Ivara?

Can someone make a build for that?

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18 minutes ago, Eradicyst said:

Sadly it only works if you find a Energy Orb, even with Fetch or something else, it isnt that good.

What does that even mean?
If you don't find ammo, then all the guns in the game are horrible, if they don't have some sort of unlimited ammo. But this doesn't mean all these guns are a bad pick.

Energy orbs drop pretty often. If there aren't enough enemies in the mission to give you energy orbs, then you don't need Energize in said mission.

Btw. not Energize is the problem here, it's Fetch. Everytime you have one energy from the max, Fetch will put an energy orb in you. Because of that you are wasting a great amount of energy orbs...

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I do find it useful on most frames, but I tend to gravitate to the madurai tree for the space cadet, meaning no zenurik dash (ie:free energy). 

My recommendation would be to use it on any build that requires a decent amount of energy or has channeled abilities. 

The only frames that come to mind that won't realy need it are Inaros, Hildryn, Nidus and Garuda, every outer benefits from one energise at least. Unless you run zenurik all the time... 

Cheers

Edited by Ahniar
Edits make it pretty :3
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2 minutes ago, Eradicyst said:

It is good for Ivara?

Can someone make a build for that?

Ivara's Prowl is a toggled invisibility that lets you pickpocket living enemies for extra loot, and then you can kill them for regular loot. That gives you twice as many chances at getting an energy orb. The only real downside is the halved movement speed and the parkour restrictions, but that's what Dashwire Arrows and Noise Arrows are for.

Artemis Bow is a strong contender for overall best exalted weapon in the game in terms of damage and AoE (700% base multishot in a fan which you can fire vertically for single targets or horizontally for multiple targets), and utility (it lets you alt-fire Quiver Arrows faster and more precisely than you can probably cast them), making the killing part quite easy.

A typical versatility-oriented build for Ivara, with effort taken to ensure that no stats are negative (at the cost of said stats not being particularly high aside from Efficiency), will reduce the base cost of Prowl to less than 1 energy point per second, and the per shot cost of Artemis Bow to ~6 energy points while still dealing great damage, with the second largest base energy pool after Volt Prime, last I checked.

Getting a better Small Energy Restore every time you pick up an orb, which is something you'll see twice as often thanks to pickpocketing if you're a little patient, lets you use this strategy basically forever up until the game starts spamming Eximus units faster than you can kill them, which won't happen for a while.

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