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MISSION TIPS: General help for those who need it


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I'm hearing a lot about these lately, especially from my alliance, and feel like it needs to be put in one spot. Presently, these are what I can think of:

  • DEFENSE/EXCAVATION/INTERCEPTION: There is a predictable pattern in them because enemies want to get at whatever you're guarding. Makes the mission a little less difficult than if folks are running about to try to find targets, in the process sometimes letting enemies get to the target.
    • Void defense is a unique defense mission in that it has a central area inside of four consoles, each controlling a laser track that can take down anything the laser touches. When running with other players, it's often ill-advised to even touch the laser console(s) -- or as I do, even look at it -- because coordination may be(come) an issue and the lasers are not player-friendly -- one player manning the consoles can quickly wipe out their team.
    • On Arbitration Defense, Magus Anomaly is not advised as this will suck enemies towards you when you transfer back into your Warframe. If you transfer in while next/close to the defense target, you may inadvertently kill the target.
  • ESCORT (DRONE/HOSTAGE/OPERATIVE):
    • AI (DRONE): May get hung up on cliffs. Loki's Tele-switch works to fix it.
    • AI (RESCUE): Hostage/operative can be stupid. Worst case I've seen is freeing them from jail, running to the extract...and the hostage getting downed right outside the cellblock entrance, as I find when going back to revive them.
    • CLOAK: Ivara can use her Quiver and cast cloak arrows on most anything, which is useful for cloaking escortees. Recommended that you first mark them so you spend less time trying to acquire the target before casting a cloak arrow on them. After that, just reapply all the way to the extract.
    • MAP (SORTIE DEFENSE): Operative will move about the field. It's also highly recommended to mark them if you need to find them quickly -- this is because the marker on your HUD may not match their physical location.
    • WEAPONS: If you give a hostage/operative your secondary, it will perform as you modded it, minus the limit of a magazine limit (and no need for reloads) and an increase in fire rate. In their hands, a regular [Brakk] with no reduction of raw damage becomes a 200(+)-damage machine-pistol.
  • HIJACK: The crawler/tram only requires one person to feed it, yet can drain from multiple frames in range. (Smh when I run pub with a bunch of sub-1000 shields, and see a dead/sputtering crawler with several players on top.)
  • INDEX: It's a quota game. Turn in points for more time, reach the quota before time runs out to get bonus credits. 5+ points can be turned in at a time for bonus points, but there's an attached/increasing energy drain for more points.
    • Too often I see 'Christmas trees' running around in Index and not turning in their points -- go figure why I call 'em that.
    • Ill-advised to run really bright energy colors on frames with abilities where the energy color manifests, especially in a pulsing pattern like [HIldryn]'s Haven.
    • If you're lost on the new/dark indoor map, your side is red-lit while the side you need to score on is white-lit.
  • INTERCEPTION: If built properly (or at least decently), 'four towers, four players' makes the mission run faster. If a certain tower is giving you or someone else trouble, don't be afraid to request to 'castle' (=switch towers).
  • JUNCTIONS: [Mag] will roll over the specter
  • LOCATE CACHES: Will always emit a tone when you're close. Can be found (generally) with Loot Radar, and your Synthesis Scanner can be used to see the free-roam ones through obstructions/terrain, almost like thermal x-ray, but only visible as such if not yet scanned.
    • CACHE (EXTERMINATE/SABOTAGE): Unlike the free-roam caches, these cannot be X-rayed. An easy way to visually spot these is they will be silverish and seem to have been haphazardly arranged; regular lockers will be (pretty) flush to a surface with their doors facing directly away from what they're backed up against.
    • CACHE (ORB VALLIS): Caches will emit smoke columns. Easy to spot from high altitude. Be aware that one will likely spawn atop one of the mushroom trees.
    • CACHE (PLAINS OF EIDOLON): Lockers are small/triangular.
  • RAILJACK:
    • Boarders will not spawn in the bridge or the gunnery room; if they spawn in the ramp room, a [Mag] specter with decent weapons placed by the ramp will do a decent containment job since she doesn't require line-of-sight to Pull or Crush.
    • Reversing while in a turn and holding boost will tighten your turn, helping to keep eyes on fighters.
    • Crewships may sometimes spawn with energy shields, and require destruction of the exposed shield generators to drop said shields.
  • RESCUE (BREAKING IN): There's always an alternative to the front door, apparently.
    • RESCUE (LUA): The hostage will yell out when you hit the right cell.
  • SABOTAGE (MISSION): The easy way in is guarded by a laser barrier.
    • LASER WALLS (CORPUS): Laser barrier with obstructive plating. Wait for the plates to block the lasers, then hit the panel. (There's two in the room.)
    • REACTOR ROOMS: Check side rooms for reactors to shoot.
    • SUB-FLOOR TUNNEL (CORPUS): Easiest method is to go through hole in floor, take the right branch after disabling the laser sensor at its start, climb up, and remove the cell.
    • VENTILATION DUCTS (GRINEER): Check for ventilation ducts to enter the room at the end of the hall. Ducts may be in the main hallway's left wall or in one of the side rooms.
  • SPY: Vault only requires one person to complete; it also takes one to cause (risk of) failure. Multiple people in one vault is just asking for trouble. For this, it's generally good practice to call responsibility for a vault.
    • Certain equipment is ill-advised for Spy.
      • [Arcane Eruption] will trigger off ANY energy orbs picked up, even those dug up by your Kubrow or pickpocketed by Ivara, and will soft-alert any enemies that get knocked down.
      • The primary fire modes of [Fulmin] and [Nagantaka] are suppressed, but the alternate fire modes require [Hush] fully silence the weapon.
      • Even if you're invisible and don't break stealth, enemies will see any [Pathocyst]-spawned maggot(s) and fire upon them, risking you getting hit by stray fire.
    • LASER: Ivara's [Infiltrate] is one way (if more exist) to walk through laser sensors/barriers without tripping them.
    • LOCK HACKING: Corpus use a puzzle tile system; Grineer use a rotary dial lock. For Corpus puzzle lock, start with the outermost tiles that have the largest number of spokes, and finish with the central tile. For Grineer dial locks, the dial reverses course every time you hit hit X (or equivalent) and speeds up a little. [Intruder] is a huge help for both if you're doing it manually.
    • UNDERWATER VAULT: Turbines will periodically blow you away from your objective, or even into lasers. To disable them, peek out when the turbines are inactive and shoot at 4 panels at the corners of the turbine's frame.
      • Sortie spy requires only one vault to fail. If you can't do it, do not be afraid to pass it over to someone who can.
      • If you're worried about other players rushing into a vault you're responsible for cracking, keep an eye on the shared affinity icon in the upper-right corner of your screen. The minute that flickers on, prepare to have company...and a countdown.
      • Kuva spy vaults may have a slippery dome surface. In such case, look about for a console that activates non-slip planking. Remembering that such vaults can be walked through entirely might lessen your stress.

 

  • AIR MOVEMENT: A few tips...
    • Aim-glide is simply holding aim while gliding. However, your glide and distance can be extended by landing in a slide towards an edge, (while sliding) bullet-jump off the edge, aim-glide till you start to fall, jump once (to refresh) into another aim-glide, transfer out>in mid-air, and a slam attack. If this was done after your archwing was destroyed at high altitude, that can substitute for the launch while adding altitude. (This can help in the MR25 test to get between platforms.)
    • Remove archguns if you're doing a lot of air travel -- the gravimag lets you wield it in atmosphere, but it doesn't make the weapon completely weightless, and that weight will cut into your air time.
    • Going operator ejects you forward, so it can add range if done while airborne, tho you will eventually drop over distance. If done quickly enough, however, you can resume aim-gliding with little-to-no altitude drop.
    • Rolls will not break Ivara's cloak, but they are slow if done on the ground; if done while airborne, however, she's effectively an invisible pinball that can air-roll in any direction.
    • Used correctly, slam attacks from one platform down to a lower platform can cut travel time dramatically.
  • ARGON CRYSTALS: These are the only resources that have a decay rate. They also vanish if you start to make something that requires them, but abort. So if you had them before and can't find them now...well, now you probably know why your crystals argon.
  • BULLET JUMP: Speed helps with bullet-jump distance, but one thing you should be aware of is that the direction that the camera (at this time) faces determines which way you bullet jump.
  • COMPANIONS: IMO, highly ill-advised to bring moas/pets on high-level non-defense/interception missions as their AI can be kinda stupid, they are susceptible to being revive-camped if enemies down them, and can be left behind. In this regard, Moas are less of a problem as they respawn when you do, but pets (unless accompanying Oberon) do not.
    • Too often I see revive-camped companions doing the 'yoyo of death' because they can't take two steps without going back down. Again.
  • DEFENSE/INTERCEPTION vs SPAWNS: Things that require spawning will not appear (as needed) in defense/interception. Such examples are resource containers, Synthesis targets, Silver Grove, etc. (For this reason, I refer to them as closed or closed-environment missions.)
  • ENEMIES (GLASS): With the release of the Glassmaker phase of Nightwave, it's important to note that defeated Glass enemies will emit a tone of increasing pitch, signalling that they are about to self-destruct. This can kill you, so immediately back away when you hear the tone.
  • ENEMIES (NOX-TYPE): One very good way to deal with Nox-type enemies is to use Mag's bubble. The bubble will suck in any nearby enemies and absorb incoming weapons fire while containing weapons fire from all enemies in the bubble; if the bubble targets a Nox-type, that enemy is immobilized, effectively putting them in time-out.
  • ENEMIES (NULLS): Rapid-fire or beam weaponry (or rapid-fire beam weapony!) is the best way to deal with them as it gives little time for them to recover. 
  • ENEMY TRACKING:
    • Even if they can't see you, certain enemies -- or even enemies in entire missions -- are able to soft-home in on you, but will idle in your presence unless alerted. The Wolf of S6, for instance, can follow you from room-to-room on soft-homing, but will just wander about the same room you are in until it dies, is alerted, or sees something to attack.
    • Enemies on the Plains can track you out to absurd ranges, about 130m (iirc) when a frame is running (=without any abilities).
      • If running from Eidolon Voms, they can pursue you despite being 100+m away and fire from quite a distance as well.
      • Dargyns have been noted coming over to investigate a Warframe from 200m away, and can keep pace with a running frame (minus abilities) at 40m.
      • Bolkors are a nightmare to deal with, especially on Sortie-difficulty. This is because they are Grineer gunships that may park above a spot and snipe-shot you with its guns, but can orbit the battlefield while raining gunfire and missiles. If you see it, keep an eye on it.
      • Thumpers seem to have soft-homing, making themselves very annoying as they amble over to (seemingly) investigate whatever you may be doing. The fact that they can jump is problematic whether they're jumping over to you or away -- the latter case has been reported of a Thumper wandering over, taking significant damage, wandering off, vanishing...then (supposedly the very same one!) reappearing with it's health completely replenished.
    • Stalker cannot track a Voided Operator, but he can track and forcibly decloak a Warframe.
    • Ancients and Grineer Scorpions have a ridiculous/annoying ability to nail a moving Tenno from off-axis -- their arms may be pointed straight ahead, but they are not limited to directly ahead, or even a forward basket, in their ability to snag you.
    • Certain enemies can actively track you despite cloaking abilities, or even Void Mode.
  • REVERSE CAMERA: This swaps the camera from shoulder to shoulder. For MR tests involving stealth melee kills, should you choose to close in, I strongly suggest this be bound to a button as it can allow you to peek around corners.
  • SILVER GROVE: Silver Grove quest must be completed before this is available. Once this is done, run non-defense/intercept missions on Earth in the Forest map with at least one player equipped with an Apothic. When you hear Lotus mention 'neural network', stop moving from room-to-room and search all exits of the room that you heard her mention it. Look for a rocky tunnel with a breach in the left wall at the back.
  • SPECTER (TENNO): Tenno Specters, unplanted, divide their time between repositioning and engaging; if planted, they only have to worry about engaging, so their fire rate goes up. Also, they have a bottomless magazine, so they can auto-fire bolt-action (=1-shot) weapons like the Exergis at an increased rate.
    • When running Sortie (Radiation Hazard) or Nightmare missions, do not deploy Tenno specters or they will 'Order 66' you.
    • Tenno Specters can be used with Xiphos Turret and a non-Tenno specter army to provide covering fire for Defectors. Use a Tenno specter to prop open the door to the extract room, then deploy the rest further in toward the extract room -- this preoccupies incoming enemies with the Tenno specter while the more squishy turret/specters have a longer fire corridor to engage enemies while keeping enemies off them.
  • STANDING (SIMARIS): Requires the Synthesis Scanner. Simaris standing is not limited to just Synthesis targets -- when viewed through the Synthesis Scanner, scannables will glow (if unscanned). Containers and alarm consoles always grant 10; companions grant 51 (=your own requires you to go Operator). Unalerted enemies grant more than alerted ones, and unalerted Sortie enemies can net standing in the triple-digits.
  • STEALTH:
    • Enemies won't be alerted to your presence if they can't see you, but there's a number of ways they'll suspect you're there. Touching them, damaging them, something blowing up, spotting a dead body, etc.
    • Most enemies won't be able to see you, but can hit you if you intersect their line of fire. This is especially problematic if you're using a radiation weapon that doesn't immediately kill its targets. If you're using such a weapon, it's safer to stay near the walls or high up.
  • SYNTHESIS TARGETS: Will not spawn in Defense/Interception. Requires Synthesis Scanner to follow and capture. When using Synthesis Scanner in the presence of a Synthesis Target, Simaris will announce its presence and mark it.

 

  • NIGHTWAVE CHALLENGE (SIMULTANEOUS COMPLETION): If you have challenges for 50 kills, 50 melee kills, 50 corrosive kills, and 50 electric kills, run a Caustacyst with [High Voltage] or [Shocking Touch]. Provided you start them at the same time, that's 4 birds with one stone.
    • AIM-GLIDE KILLS: Do Earth missions with a range-heavy Mag and use Pull while aim-gliding. (This doubles for both enemy totals and magnetic damage.)
    • ELEMENTAL KILLS (MULTIPLE ACTIVE): If you have multiple elemental kill challenges, the weapon's natural element can be used to give the weapon at least 3 total elements, 2 of which would normally be impossible together.
    • FISH (RARE): Requires bait on either Orb Vallis or Plains of Eidolon.
      • FISH (ORB VALLIS): In caves, drop Charamote bait. One of the easiest to find is by starting Profit Taker bounty #1. When you enter the cave, there's a body lying next to a pool of water, where you're instructed to fish for data wafers. Fish there.   
      • FISH (PLAINS OF EIDOLON): In the south-east/bottom-right corner of the map, there's a Grineer firebase. Past that, there's a strip of land that juts out to create a small cove with the coastline. Drop Murkray bait there.
      • Certain bait will attract not just the target fish, but others as well that you might not see without the bait. For instance, Tralok appear when Murkray bait is dropped, possibly to feed on Murkray.
    • KILL ENEMIES (ELEMENT+TOTAL): [Amprex]+[Combustion Beam] or Kuva Nukor with any relevent elements can get this done very quickly.
    • MARKING MODS/RESOURCES: One of the easiest ways is to run with Fissure and mark mods or reactant.
      • If you need [Vacuum], I highly suggest [Thief's Wit] as it'll highlight things so you don't get too close that [Vacuum] might suck it up before you see it.
    • SLIDING KILLS: Use a range-heavy Mag on Earth. Bullet-jump, crouch mid-air so you land in a slide, then activate Crush -- Crush's field will move as you do, and steamroller enemies as they come into contact with it.
  • RIVEN CHALLENGE: Rivens for one weapon do not require that weapon to be used to complete the challenge. For example, a challenge requiring headshots on a melee weapon only requires it be equipped on a melee weapon (during a run) while you complete the challenge with a primary/secondary. Also, several rivens can be carried into battle if used on separate weapons, and multiple challenges can be done simultaneous if they match up. For instance, 'kill 30 enemies while undetected' and 'perform 30 finishers'.
    • BOW vs DARGYN: Use Mag, bubble the Dargyn, and shoot arrows into the bubble. May or may not kill the pilot, which is a separate challenge.
    • CATCH FISH WITHOUT MISSING A THROW: Goopola/Tralok in the bottom-left corner of the Plains, or Charamote in Fortuna caves, seem to be the easiest IMO.
    • COMBO COUNTER: Infested have few long-range attacks and will close to physically attack you. Build a polearm for combo duration, start Infested Survival, and begin whacking away.
    • DARGYN PILOTS: Mag might make this easier. Her bubble suction is strong enough that, even if the pilot bails out, they might float into (or even back into) the bubble if they're close enough to it.
    • FINISHERS: Night Equinox (with her [Calm & Frenzy] augment) would be best for simple finishers; if stealth is also required, Ivara would (IMO) be the less-risky choice.
    • HEADSHOT (100m): As an alternative to lateral shots, you can use Itzal to fly up 100m and take a vertical/angled sniper shot.
    • HEADSHOT (UNDETECTED ARCHWING): Use Itzal. Go close (like ground-level close) to a camp, get the enemy's attention, immediately cloak, then headshot them while they're confused. (I've heard it takes time, but it works.)
    • NO-KILL SURVIVAL: Lv30 is the minimum level requirement, if applicable. Infested Survival is suggested as enemies have less ranged attacks for you to worry about, and they're unable to hit you above a certain elevation. Just hit the life-support towers. Would suggest a stealth frame for this (just in case), and make sure your Companion doesn't have an attack method strong enough to kill or it will fail the challenge. 
    • PERFECT DEFENSE (=TARGET TAKES NO DAMAGE): Banshee built for duration of Sound Quake and accompanied by a Sahasa to [Dig] up energy orbs; if there's no Solo restriction, teammates with [Arcane Energize] can augment your energy refill. This also doubles for the 'no (energy) consumables' condition.
    • SYNDICATE MEDALLIONS: Run any Loot Radar mod on all non-Interception Syndicate missions -- for some reason, Interception doesn't spawn any medallions. [Loot Detector] is an aura mod, requiring only one person have it for the team to benefit, but every other Loot Radar mod must be personally equipped.
    • SYNTHESIS TARGET w/o ABILITIES OR TRAPS: I suggest Ivara because her cloak is battery-powered (=dependent on her energy meter). For safety, build her for duration, energy, and energy efficiency. When you drop into a mission, immediately juice up before activating her cloak and beeline for the target. The ability/trap lockout condition starts once you see the target (through the scanner) and Simaris announces it.
    • TUSK BALLISTAS: They're the female Grineer snipers in the towers on Plains of Eidolon. If a headshot is required but archwing isn't, you can put them to sleep with Ivara's sleep arrow and take your time.
    • UNDETECTED EXTERMINATION: Ivara is (IMO) better for this than Ash or Loki because her battery-powered cloak doesn't require downtime; if she is in danger of running out of juice, drop a cloak arrow at her feet, deactivate Prowl, and drop an energy pad to rejuice; if your bubble's about to time out while you're still juicing, just drop another cloak arrow. Bring a suppressed weapon (like [Amprex][Kuva Nukor], roll right over enemies, then get out -- the condition won't complete until you extract.
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Le 18/05/2020 à 10:16, (PS4)Raven-Ghosthawk a dit :

SYNDICATE MEDALLIONS

Go solo and use Limbo/Equinox max range, equip all loot detection mods, and nuke rooms with 4, after cleaning up there will be only the manual pickups left.

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41 minutes ago, XamTheOne said:

Go solo and use Limbo/Equinox max range, equip all loot detection mods, and nuke rooms with 4, after cleaning up there will be only the manual pickups left.

I personally use Ivara or Mag, but it still boils down to Loot Radar mods. Well, that and I also run [Carrier]+[Looter]+[Vacuum].

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Updated again.

Also, I had a horrific theory on the undetected Extermination that makes sense if you think about it, but needs testing on Eris to see if it'll actually work. What my theory was is that the crew would normally activate the alarm should security breaches occur; however, they're either already dead or currently under siege and...occupied. The system requires a functioning intelligence to operate it, but the previous means that the crew is either already dead or incapacitated, so there is nobody smart enough -- whether dead or alive -- to work the controls, so the alarm will never activate.

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  • 2 weeks later...

The preferred method I've seen for undetected  Exterminate is running in the Void. Since all "alarms" are handled by the neural sentry controlling all the enemies, no true alarm (klaxons etc) will be sounded in those missions. In the same way, pure Infested exterminates do not have alarms due to having a hive mind. I think there might be rivens that require a true "undetected" run, in that no enemy is even alarmed, in which case the Ivara method listed will work well. You can also use Equinox with a wide range build and heavy duration to put enemies to sleep- one of her augments will keep the sleep spiraling out every time a slept enemy is killed, although it's base range is very small.

For perfect defense, you can run Eris with Gara- her walls will prevent the infested from approaching and block shots from the few that have ranged attacks provided that you gave yourself enough space to avoid mutualist moa splash spread. It works well enough, unless say the Stalker decides to pay you a visit three times in a row, although I haven't tested it since the Infested rework.

If looking for sabotage caches in the Grineer ship tileset, there are at least two spots I know of that are high up and much less likely to be picked up on loot radar. One is in the narrow room with stairs in the middle and a perpendicular hallway at the bottom of them- in the upper level, jump up onto the pipes by the ceiling. The locker will be tucked away in a corner up there. The second is in the room that is roughly the shape of a triangle, with two slopes on either side leading to a flat path at the bottom with doors at each "point" and a large machine in the center. The lower path has ramparts and often has shock traps at both doors. If starting from high ground, take the left-hand path and jump into the rafters in the lower hallway close to the door.

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Infested only need to spot you, it seems, so my theory based on the actual alarm sounding is out.

With that out, I use is a duration+range Ivara run on Infested Exterminate (since they're usually close-range). [Primed Flow]+[Streamline] and [Carrier]+[Looter]+[Vacuum] is my preferred must to focus on fighting. Drop a cloak arrow immediately upon spawn, followed by two pads to juice up, then go to work -- energy shouldn't be a problem with Carrier and enemy drops. Loadout is

  • (suppressed) either semi-auto shotgun or combustion Amprex. Semi-auto trades full-auto's speed for damage, and vice versa; combustion Amprex should have them blowing up L&R.
  • (suppressed) Kuva Nukor. It's effectively a pocket Amprex with more flavor variety and just the visual half of [Combustion Beam] apparently.
  • Polearm with either [Bleeding Willow][Shimmering Blight].
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  • 1 month later...

For glassmaker enemies, using a slam melee attack instantly breaks the glass on them, with no need to hit the weak points.

As for companions, if you are using a Kavat, getting the Tek Assault mod from Fortuna is recommended. This mod gives your pet a 60% chance to avoid death when they run out of hp, and become invulnerable for a while, while regenerating their health.

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On 2020-05-18 at 4:16 AM, (PS4)Raven-Ghosthawk said:

LOCATE CACHES: Will always emit a tone when you're close.

This is by far the easiest way to locate them in Exterminate/Sabotage missions. Loot radar can help if you know a pattern like where loot never appears (but if it's there, you know it's a cache). For example, in Corpus Reactor sabotage, there are two air vents in the reactor room. Loot never spawns there but secret caches rarely do. There's a similar pattern for Lua exterminate. The Coaction Drift and Agility Drift tests have 2-4 side passages where loot never spawns but secret caches rarely do. And so forth... But the cache sound is the fastest way. It's even fast to reject a room or known hidden passage -- If there's no sound, don't spend time. For example, Void Saboge has a room with a water pipe that leads to a hidden room with lockers and loot. It's a bit tricky to go in and out of the water pipe (you can easily fall into a respawn volume) but if you stand above the water pipe room, you can hear if there's a cache or not.

As a consequence of this mechanic, I haven't played the game with music for almost a year now. I'm afraid if I turn the game's music on, I won't be able to reliably hear the caches. So awesome Warframe music is in the trash bin for now... I think DE should add a visual effect for players too (especially for players who can't hear as well as me).

EDIT:

On 2020-05-18 at 4:16 AM, (PS4)Raven-Ghosthawk said:

FISH (ORB VALLIS): In caves, drop Charamote bait. One of the easiest to find is by starting Profit Taker bounty #1. When you enter the cave, there's a body lying next to a pool of water, where you're instructed to fish for data wafers. Fish there.   

I used to do this, but I learned very quickly that Tromyzons are far easier to catch than Charamote. For one, Tromyzons are available in the scary Third Orb lake. Everyone has seen the ominous Third Orb and it's right there out in the open! You don't have to remember which caves to fish for Charamote or do Profit Taker #1. Secondly, Charamotes spawn during Warm Weather which is short and rare. Tromyzons spawn in Cold Weather which is common and longer duration. And the best of all, purchasing Tromyzon bait has the same rank requirement as purchasing Charamote bait.

IMO, I think Tromzyons are easier and more efficient to fish for than Charamote. Just try it for yourself! Wait for Cold Weather (which is practically always), fly to the lake with Third Orb, drop Tromyzon bait and voila. There they are!

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On 2020-07-17 at 2:51 PM, nslay said:

I think DE should add a visual effect for players too (especially for players who can't hear as well as me).

Not sure if it counts, but as I've said, If you can see into the room and eyeball a lot of the lockers, the cache is silver-white compared to the rest, even the Corpus ones. It's all haphazardly placed.

On 2020-07-17 at 2:51 PM, nslay said:

Wait for Cold Weather (which is practically always), fly to the lake with Third Orb, drop Tromyzon bait and voila. There they are!

Personally, I suggested Charamote because cave fish aren't temperature-dependent, they're big and relatively slow-moving, and bait can bring out a lot of them at once.

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FREE-ROAM RESOURCES:

  • Mining/Blue Veins: Gems
  • Mining/Red Veins: Alloys
  • Fish/Orb Vallis (Cave): Cave fish are unaffected by temperature, and will spawn if bait is thrown regardless of the temperature outside.
  • Fish/Orb Vallis (Lake): There's a lake in the backside of Fortuna surrounded by pipelines on the shores.
  • Fish/Orb Vallis (Pond): There's two ponds between the Transit Depot and Spaceport with a road between them. Said road leads down to the backside of Fortuna.
  • Fish/Plains of Eidolon (Ocean): There's a strip of land in the far lower-right corner past the outskirts of the Grineer base. Spawns a lot of Murkray if bait is thrown, which also attracts Tralok.

Tradeability: Since I'm seeing that a lot in Q&A...

  • Fish cannot be traded if cut up; gems cannot be traded unless refined
  • Alloys and Toroids cannot be traded.
  • A lot of things from the components section in your Foundry, especially if they come from a breakable resource container, are generally not tradeable.

Also, about gear and trading, general rule is "once made, can't trade". Applies to prime stuff, certain componentized weapons... 

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  • 3 weeks later...

Kuva weapon's bonus element is dependent on the Progenitor frame used to run the mission. If I may make a suggestion, keep a simple list like the following:

  • COLD: Frost
  • ELECTRIC: Volt
  • HEAT: Ember
  • IMPACT: Wukong
  • MAGNETIC: Mag
  • RADIATION: Loki
  • TOXIN: Saryn

Note that Progenitor only matters to spawn the Larva -- any frame can be used to kill the Lich. To spawn a larva, run a mission on a Grinder planet with enemies Lv20 or higher, and start killing very quickly once the screen flickers.

  • NOTE: At this time, there seems to be no signal to indicate the window has closed, and Wukong's clone is one case of an ability possibly not registering kills.

For quick kills, I'd suggest a weapon with [Cassowar]_[Orthos Prime] for having a combination of long reach (3.0 meters) and fast speed (1.17).

Once a Larva is Mercied to spawn a Lich, you must decode the Lich with the right combination of Requiem mods; this is usually done by Mercying Thralls in Lich missions for murmurs to learn the required mods, but it is entirely possibly (and extremely lucky) for you to guess the right combination on the first try. (My Lich was not happy with me...)

When fighting your Lich, it is far easier to deal with if the Lich cannot see a target (=Tenno!) to attack.

To trade a Lich, it must be converted (=not vanquished!) and requires the use of a dojo's Crimson Branch. (Neither player can be on Railjack, either.)

  • If the Lich has an ephemera, the ephemera rubs off on both the Lich's trader and receiver.
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