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[Fun Experiment 13] Versatile Sevagoth


STUVash
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Sevagoth is the last frame we got. He has two set of abilities like Equinox would except you can mod the two parts separately and the other form also comes with an Exalted weapon which can also be modded.

Sevagoth has debuff abilities, able to deal Blast radial damage based on 26% enemy Current Health, slow and apply lifesteal, switching to his shadow cost 0 energy but it requires your Death Well to be at least 75% full.
Filling up the Death Well is as easy as either keeping enemies alive within Sevagoth's Gloom or killing them under Sow or Reap debuff abilities.

His Shadow can grab enemies, dash through them and get lifesteal, and apply another damage vulnerability debuff. You can switch back to Sevagoth for free anytime you want.
The Exalted Weapon on his Shadow is a Melee weapon, his claws, that deal great damage like all Exalted Weapons would.

This leave alot of room to the player to mod these 2 entities in any way they like.
You could have among other plans:

Révélation

 

-Highest Ability Strength Sevagoth and a tanky Shadow to engage melee with the highest damage safely.
 

-Balance build Sevagoth and an Efficiency Range Shadow to grab enemies from afar with Embrace, to set up another Sow + Reap combo (with Fireblast instead of Gloom in case we're facing high armor enemies) and keep the Death Well full at all time in case a big enemy would need your Exalted Weapon.
Since Sow+Reap deal Blast radial damage based on 26% Current Health, without high Armor damage reduction any pack of enemies is bound to die instantly.
Current Health ratio do not scale with Ability Strength.
It is worth noting that you can't increase the range of the radial damage, so you'll have to pack enemies within 4 meters radius, regardless of your build.

 

-Combo duration support with Melee Guidance auras and Coaction Drift on both Sevagoth and Shadow so that your squad can keep their melee combo at all time. It would be +31.2 seconds combo duration just with Sevagoth and Shadow for the other squad members leaving them at 37.2 seconds combo duration (Shadow would only gain +7.8 seconds  for a total of 13.8 seconds combo duration which is fine considering it can only go melee)

 

-Energy support for the squad with two Energy Siphon auras with Coaction Drift on both Sevagoth and Shadow. Making it easier for everyone to setup their abilities.

 

-Melee with Sevagoth himself with Gloom, helping out the squad by providing lifesteal and slow for whoever would need it.

 

-Make Sevagoth unable to die by equipping Undying Will on Sevagoth, while giving Casting Speed bonuses on the Shadow making it much easier to revive.

 

-Use Shadow as a tank to lure enemy fire with Embrace and Guardian Derision on his Exalted Weapon to protect the squad, a decent tactic for time based defence mission and with very little risk since Sevagoth won't bleed out if the Shadow dies, you can just reposition or recast the Shadow if your Death Well is still full. 

 

-The fact Shadow dying doesn't make Sevagoth bleed out means it's the safest way to engage Melee with a Lich. The Shadow would get grabbed, die and you'd summon it right afterwards like nothing ever happened.

 

-An Efficiency oriented Shadow can also use Consume to fast travel in straight line multiple times.

 

-A Shadow with some Duration mods could provide a longer Death Harvest debuff and longer crowd control on Embrace. Both helping the squad and Sevagoth to set up other combos, however one must understand that Death Harvest is a weaker version of Reap and won't stack with one another, Death Harvest will even prevent Reap debuff to take over even if it's stronger.

 

-Wielding double Auras allow for multiple tactics that would be previously not possible. This leaves even more room to experiment, however having tried it myself. I have to say that not all Auras stack between Sevagoth and his Shadow. I had a list of tests I ran in the feedback thread. The short story is some stack, and most don't. Still nice to be able to explore the possibility with some of these.
My guess is that some of the restrictions might be intended, while others might be bugged. Here's a link for those that want more info on the tests.
Update 30: Sevagoth + Epitaph Feedback Megathread (Read First Post!) - Page 15 - (All Platforms) Update 30: Feedback & Bug Reporting - Warframe Forums

 

I've only been playing him for a couple days, I'm sure there will be even more plays to explore once some of the issues are fixed.
Happy hunting, Tenno !

 

Edited by STUVash
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Somehow I bet if Equinox came out nowadays both forms would definitely have separate mod configs.

So far I'm starting to like Sevagoth. Didn't fancy him much during the previews, still need to understand how he works better, but I'll reserve that forma and levelling spree for the weekend affinity boosters. But one thing is clear - he does everything I'd need him to. From having good survivability, great customization options, cc, hp regeneration, good damage output, and so on, he's feeling quite good as it is.

Unlike Lavos, if Sevagoth needs any post release buff or change, it's not apparent to me yet.

Edited by (PSN)Hikuro-93
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1 hour ago, (PSN)Hikuro-93 said:

Somehow I bet if Equinox came out nowadays both forms would definitely have separate mod configs.

So far I'm starting to like Sevagoth. Didn't fancy him much during the previews, still need to understand how he works better, but I'll reserve that forma and levelling spree for the weekend affinity boosters. But one thing is clear - he does everything I'd need him to. From having good survivability, great customization options, cc, hp regeneration, good damage output, and so on, he's feeling quite good as it is.

Unlike Lavos, if Sevagoth needs any post release buff or change, it's not apparent to me yet.

tbh, I thought of an idea for Equinox, but it just copies Sevagoth & Wukong

 

Make Equinox's passive so that both forms are always out, like Wukong's 1, & the first ability for each form will switch between them, with different abilities, like real different, not just a small change like what she has right now

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Posted (edited)

Edited original post, after running multiple tests I came to the conclusion that the radial damage from Sow+Reap synergy is 26% Current Health and Blast damage type.
Current Health ratio not scaling with Ability Strength.

Le 20/04/2021 à 21:06, (XBOX)TyeGoo a dit :

No, but guaranteed and everlasting (as of now) invulnerability should never, ever be considered in game development and should definitely not be considered when creating warframes. 

Ok :o

Edited by STUVash
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Nicely done,

I honestly had forgotten about the dual aura - i just assumed you only get the active aura.

Despite the frame feeling like a Frankensteins monster of other frame abilities he does manage to stay sufficiently unique to have his own playstyle and character.

I like it so far, has got most of everything i normally look for in a frame, acceptable damage/self buff/enemy debuff , good enough survivability/sustain to take a few shots after shield gate, some CC.

It is lacking a bit in the mobility department though, if i could teleport to the reap somehow it would be awesome.

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Posted (edited)
Il y a 6 heures, 0_The_F00l a dit :

It is lacking a bit in the mobility department though, if i could teleport to the reap somehow it would be awesome.

Maybe it'll be something from an Augment even if it might end up looking like Wisp Wil-o-wisp except it is lot slower, so it's really not a crazy idea, I think.

Edited by STUVash
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On 2021-04-20 at 12:06 PM, (XBOX)TyeGoo said:

No, but guaranteed and everlasting (as of now) invulnerability should never, ever be considered in game development and should definitely not be considered when creating warframes. 

There is, in my experience, two forms of immortality in this game:

Passive Immunity, and Active Immunity.

Passive Immunity is exhibited by only one Warframe to my knowledge: Inaros.

He has to do nothing, and he can survive for a good long while with the right build, even in high level content. You could kick up a Simulacrum, pop in level 100+ enemies, and just sit down while they rail into you, without giving an iota of a damn.

Meanwhile, Active Immunity is exhibited by only a few Frames, but it requires them to be, well, active.

In Sevagoth's case, he can revive himself over and over again, so long as there are enemies to fuel his life force, and even then, Shadow can be killed if the enemy is quick enough.

Nidus has a similar effect, though Nidus' survivability comes from the fact that he usually CCs everything before it has time to react, then kills it very shortly after.

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1 hour ago, (XBOX)TyeGoo said:

I was talking about the current vazarin/shield gate meta and not his passive.. I'll edit the post of mine. 

Basically some people claim he's "fine" regarding stats and gloom, because "I use the dragon key shield gate meta" etc. (or what I was talking about, Vazarin dash) 

That's what I meant with "should not be considered", and DE agrees as well. Armor has already been increased, and gloom is going through changes. The last I wish for is his extra resource having a passive buff/effect other than 'ability ready', much like other frames have. 

Fingers crossed. 

Ah, I gotcha.

I don't really know much about the Vazarin/Shieldgate meta, so pardon my non-knowledge.

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Posted (edited)
il y a 4 minutes, Dar.Karon a dit :

Ah, I gotcha.

I don't really know much about the Vazarin/Shieldgate meta, so pardon my non-knowledge.

Shield gate is quite powerful when you setup for it but it's not something specific to Sevagoth, any warframe with a Shield stat can use it not only that but his kit already helps to survive so why bother. Shield gate tactic seems far more useful on a Warframe with no consistent way to protect themselves.

Edited by STUVash
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2 hours ago, STUVash said:

Maybe it'll be something from an Augment even if it might end up looking like Wisp Wil-o-wisp except it is lot slower, so it's really not a crazy idea, I think.

The problem with augments is that they use up precious mod space.

Currently Sevagoths build is rather tight , maybe if there are more tweaks and buffs it will be looser (maybe if its on the exilus i might bother with it).

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il y a 11 minutes, 0_The_F00l a dit :

The problem with augments is that they use up precious mod space.

Currently Sevagoths build is rather tight , maybe if there are more tweaks and buffs it will be looser (maybe if its on the exilus i might bother with it).

Nah that's the thing really, he doesn't need anything specific. Sow+Reap doesn't need duration or ability strength to have its 26% Current Health radial burst, its radial range is restricted to 4m so range mods won't help for that either.

100% Ability Strength on Sevagoth is enough to have decent damage on Shadow... So you could fit anything really. The only reason you'd want ability strength would be to go overkill with Shadow damage. And the reason you'd want duration and range on Sevagoth would be to have a better Gloom and go melee with either Sevagoth or his Shadow. But since his shadow is dedicated to melee, it entices the player to use Shadow instead of Sevagoth for that.

This leaves aloooot of room for mod customizations

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33 minutes ago, STUVash said:

Nah that's the thing really, he doesn't need anything specific. Sow+Reap doesn't need duration or ability strength to have its 26% Current Health radial burst, its radial range is restricted to 4m so range mods won't help for that either.

100% Ability Strength on Sevagoth is enough to have decent damage on Shadow... So you could fit anything really. The only reason you'd want ability strength would be to go overkill with Shadow damage. And the reason you'd want duration and range on Sevagoth would be to have a better Gloom and go melee with either Sevagoth or his Shadow. But since his shadow is dedicated to melee, it entices the player to use Shadow instead of Sevagoth for that.

This leaves aloooot of room for mod customizations

For someone that started this topic with many build varieties you seem to be very focused on only damage by shadow.

I probably should have said ' my build is tight ' , which has more focus on cc and debuffing than upfront damage for which I do need some strength.

I have umbral intensify and vitality , partially levelled streamline and fleeting expertise along with primed continuity to have 105 duration and 175 efficiency. And topped it with stretch and augur secrets to gain 145 range and 179 strength. And adaptation for some survivability.

Arcane guardian and energize for added support.

With growing power in aura.

I have invested only 2 forma for now and the build is good enough to last me through steelpath without dying once with a free exilus.

The shadow is mostly a meat tank build with all umbral mods, 220 range using overextend and augur reach, HA for some sustain (other mods as per mood) this too has only 2 forma.

And the claws I have with sacrficial steel /CO hybrid. Also 2 forma.

I rarely need to switch to the shadow as I have competent weapons (made better with the damage vulnerability bonus) and the augur bonus paired with adaptation and life steal keeps me chugging along as I cast reap and sow very often with gloom almost always on that reduces incoming damage instances from up to 23 m away by slowing enemies by more than 70% (that's the size of medium rooms )

The current health based blast (reap + sow) damage falls off acutely for armored high level enemies (even more if they aren't grouped) so I don't depend on them for damage against grineer - it is rather Handy against corpus though.

I do not plan to change this setup as it gives me the most versatility with minimum limitations.

Edited by 0_The_F00l
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Posted (edited)
il y a 27 minutes, 0_The_F00l a dit :

I probably should have said ' my build is tight '
[...]

I do not plan to change this setup as it gives me the most versatility with minimum limitations.

More power to you my good sir. Glad you enjoy him.

 

il y a 27 minutes, 0_The_F00l a dit :

For someone that started this topic with many build varieties you seem to be very focused on only damage by shadow.

I'm not focused on Shadow damage at all. I'm stating that the base kit has all the minimum damage you'd need on Abilities.
This fact alone means you can make Any build and still deliver results.
The fact you don't need strength means you can add more if you want to.
The fact you don't need range to have crowd control on Sevagoth because you could have it on the Shadow Embrace means you can add more if you want to.
The fact you don't need duration to use most of Sevagoth abilities means you can add more if you want to.
The fact you don't need all that mean you could add more utility mods like bullet jump bonuses, defense mods, offense mods or even peculiar mods.

And being able to make any build decent is what makes a specific frame Versatile. From there you and I can make anything we want 😁

Edited by STUVash
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I tried him out on SteelPath again and boy he dies fast. And his shadow is not better. He really needs valkyr or Lavos stats.

On low lvl missions and Rj missions he was fine tho.

I just don't get how to control his shadow when Sevagoth dies. Like the thing just ping pongs all over the place and hitting anything with it feels like playing the S#&$tiest bowling game ever.

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Posted (edited)
il y a 8 minutes, JackHargreav a dit :

I tried him out on SteelPath again and boy he dies fast. And his shadow is not better. He really needs valkyr or Lavos stats.

On low lvl missions and Rj missions he was fine tho.

I just don't get how to control his shadow when Sevagoth dies. Like the thing just ping pongs all over the place and hitting anything with it feels like playing the S#&$tiest bowling game ever.

When Sevagoth dies, Shadow actions are restricted to the use of Consume and Heavy Slam. You could glitch and land some usual melee attacks but most of the time you're just casting Consume with any attack input you'd use. You need to kill 5 enemies using Consume to revive Sevagoth.

For Consume you'd want to be somewhat close to your target and aim at it to properly hit it. While it can go far with Range mods it seems to be working mostly at short range. I often get close enough like less than 10m from the target to be sure that it'd work.

Edited by STUVash
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17 minutes ago, STUVash said:

When Sevagoth dies, Shadow actions are restricted to the use of Consume and Heavy Slam. You could glitch and land some usual melee attacks but most of the time you're just casting Consume with any attack input you'd use. You need to kill 5 enemies using Consume to revive Sevagoth.

For Consume you'd want to be somewhat close to your target and aim at it to properly hit it. While it can go far with Range mods it seems to be working mostly at short range. I often get close enough like less than 10m from the target to be sure that it'd work.

This right here.

Rez Shadow is ridiculous in every possible way, control-wise, and damage-wise.

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45 minutes ago, STUVash said:

I'm not focused on Shadow damage at all. I'm stating that the base kit has all the minimum damage you'd need on Abilities.

This fact alone means you can make Any build and still deliver results.
The fact you don't need strength means you can add more if you want to.
The fact you don't need range to have crowd control on Sevagoth because you could have it on the Shadow Embrace means you can add more if you want to.
The fact you don't need duration to use most of Sevagoth abilities means you can add more if you want to.
The fact you don't need all that mean you could add more utility mods like bullet jump bonuses, defense mods, offense mods or even peculiar mods.

And being able to make any build decent is what makes a specific frame Versatile. From there you and I can make anything we want 😁

I understand what you are saying , but I don't fully agree, as much of what you state as fact is subject to playstyle and preference.

Making a build (minimally) viable is not the same as making it effective and versatile. Versatile for me is one where it can perform multiple roles effectively in the same build. It doesn't necessarily mean spreading out stat points (you could still min max).

It is also dependent on who you are going against , in which mission , and at what level. If you can start any mission blind and still be reasonably confident that you can finish it solo then that's a versatile build for me.

My current build is close (even with scope of further optimization) 

I already stated that it covers MOST of MY requirements for versatility but is still just a little lacking in one attribute of mobility (I can defintely compensate with kore investments , but is not all that needed as of now ) maybe after the hotfix that fixes his drain on gloom I may free one slot for some Parkour / sprint.

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Posted (edited)
il y a 48 minutes, 0_The_F00l a dit :

Versatile for me is one where it can perform multiple roles effectively in the same build. It doesn't necessarily mean spreading out stat points (you could still min max).

The versatility is much higher on Sevagoth because you can mod his Shadow too which comes with its own abilities.
You could have a build on Sevagoth that min-max most aspects as to make Sevagoth strong enough to never need his Shadow.
Or a build that is the .... Best (?)

But I wouldn't be making this topic if I was just talking about one build, and I wouldn't make it either if all the builds were not giving good results.
When talking about Sevagoth what you call ...
 

 

il y a 48 minutes, 0_The_F00l a dit :

(minimally) viable

... destroys armies of lvl +120 grineer enemies even with no mods needed. So any other build would do that and other things your typical Warframe build would Not Do.
Not every frame have such high power in their base kit and those that do often lose alot in Survival or Crowd Control but not Sevagoth because of his Shadow.
 Even Protea which has a similar defensive gimmick as Sevagoth's Shadow with Temporal Anchor suffer far more greatly from losing health during its use.

This is leaving alot of room for mods that give stats sure but also mods that grant more mechanic and tactics. Maybe you'd be using augment on an infused ability without worrying because of these free mod slots you had.

What's more versatile to you ?
-A frame that can kill stuff and survive,
-Or a frame that can kill stuff, and survive and do more ? This topic was about praising the "More".

il y a 48 minutes, 0_The_F00l a dit :

My current build is close (even with scope of further optimization) 

I already stated that it covers MOST of MY requirements for versatility but is still just a little lacking in one attribute of mobility (I can defintely compensate with kore investments , but is not all that needed as of now ) maybe after the hotfix that fixes his drain on gloom I may free one slot for some Parkour / sprint.

Congratulations, I'm glad you found what you were looking for. 

Edited by STUVash
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