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Specialised Frames


DiamondLlama

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Hi there! I'm an old vet returning fresh after a good 2 year break. I'm also a frame hoarder and grinder so I get a lot of value from Warframe.

Recently I've begun thinking about putting together specialised loadouts for specific jobs. For example, I maxed a Chroma Prime for Plains of Eidolon and Eidolon Hunts. 

I was wondering if the forums could give me some inspiration regarding other build setups, in particular for Deimos, Fortuna and Void Fissures?

Shoot with what you think is best, and I can always mix and match what I have/like with your advice.

Thanks in advance!

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I only make build for Tridolon and Profit Taker. 99% of gameplay I use default loadout and switch warframe/weapon individually. I find it much easier to manager rather than trying to juggle between 10 different loadout, and making sure they all updated.

As for making builds for certain content, its more about the enemies you are fighting. Go to wiki and look faction and damage type. Just play and do your own thing, this game is very hard to fail.

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A good saryn dps build is always nice to have. Mod for max range and the other stats are all yours to pick/customize in my opinion.

Hildryn does great against the corpus so she is a good pick for Orb Vallis/Fortuna. If you happen to have even an r0 arcane aegis or arcane barrier, put it on for more shields.

Against the infested almost anything can work, picking your priorities is what matters here. If you do Steel Path Cambion Drift missions you will be needing a lot of damage, a gun/melee with good status chance for fire procs often does better than warframe abilities.

Void fissures can be run with any frame, relatively low level enemies so this is all up to personal preference. When doing endless fissures things need a bit more thought, saryn will scale with the enemies if you keep the spores running, but there are many more options.

Your (preferred) play-style has an heavy impact on which frames to recommend because there are so many different builds and setups you can use. Perhaps you could give us a bit more details about what kind of tenno you are.

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5 minutes ago, Quimoth said:

A good saryn dps build is always nice to have. Mod for max range and the other stats are all yours to pick/customize in my opinion.

Hildryn does great against the corpus so she is a good pick for Orb Vallis/Fortuna. If you happen to have even an r0 arcane aegis or arcane barrier, put it on for more shields.

Against the infested almost anything can work, picking your priorities is what matters here. If you do Steel Path Cambion Drift missions you will be needing a lot of damage, a gun/melee with good status chance for fire procs often does better than warframe abilities.

Void fissures can be run with any frame, relatively low level enemies so this is all up to personal preference. When doing endless fissures things need a bit more thought, saryn will scale with the enemies if you keep the spores running, but there are many more options.

Your (preferred) play-style has an heavy impact on which frames to recommend because there are so many different builds and setups you can use. Perhaps you could give us a bit more details about what kind of tenno you are.

Thanks for the response!
 

Hmm, I seem to think of myself as a Magus/Spell Sword kind of Tenno. I like having area of effect damage and a little defense. I seem to prefer playing with Melee weapons, so you'll find me in the middle of a pack of enemies, flailing around with a weapon and bursting occasional spells.

Frost suits me pretty well, but I was looking for a new frame. Anything melee/burst centric out there? I admit, I haven't kept up with the frames or the metas.

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9 minutes ago, Rolav said:

I'm trying to get an Ash or Ivara so I can do a super-cheese Spy/Sabotage mission build. 

Does it work? Is it effective? No clue, I think it'd be fun for comfy solo-missions. 

As long as the mission doesn't require protecting objectives, invisible frame can usually cheesy thru with a breath. That including lich/sister fights, stay invisible and you basically shut down their AI.

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1 hour ago, DiamondLlama said:

Hmm, I seem to think of myself as a Magus/Spell Sword kind of Tenno.

Well, there's some good options for you there. I know your thread is more about specialised builds, but... I think there's a couple of frames you'd just enjoy. So here they are!

A really good caster frame that benefits from the dive-and-melee tactic at the moment is Gauss, who has some fantastic abilities for the purpose.

Here's an explanation of Gauss:

Spoiler

If you haven't played Gauss before, here's the cliff-notes:

Gauss is a frame that can run at neutral Strength, but likes Duration, Efficiency and Range, although he can benefit from Strength too, so an all-rounder build works really well.

His mechanics center around his 'Battery' meter. In normal play this will cap out at 80% Battery and go as low as 0%, this will affect everything he does, from the damage he deals with his abilities, to how effective his defenses are.

All of his abilities either charge or drain his battery, for example running and sprinting charge battery, using his 1 to dash around or run long distance charges his battery much faster, but costs energy.

His 2 is defense, and will reduce incoming damage from specific sources (reduces IPS, Heat, Cold and Blast damage, but you take normal damage from everything else), taking damage will drain his battery, but also generate Energy like a Rage mod. However, with his 2 active, his 1 gains additional damage as Slash, and Melee hits will now charge his battery too (this is what makes him a really good Melee frame, as Melee interacts with his kit).

His 3 is his area CC, his Damage, and his indirect scaling with Armour Strip. The Cold cast will raise his Battery, the Heat cast will drain it, so using the Cold is very beneficial to charge him up quickly and recover from hits taken while his 2 is active, etc. If enemies have been hit with the Cold or the Heat cast already, casting the opposite will strip armour from them and then deal Blast damage and inflict the new Heat/Cold proc on them with much higher damage (so casting Cold to slow them down then Heat for the combo will first strip armour away based on your Battery percentage, it will then deal Blast Damage, and then proc Heat with damage based on your Battery percentage plus the damage the Cold cast did, then only after that it drains the Battery to the appropriate level for the cast).

And his 4 is something you want always on. It's a bunch of buffs to everything he does, and it steadily drains his Battery to do so, but... most importantly... it un-caps his Battery so you can go up to 100%.

Being at 100% Battery gives you some major buffs to all functions such as: Energy for his 1 is halved. His 2 can now have 100% Damage Reduction against the specific damage types, and also adds 100% Damage to his melee, with a 100% chance to stagger enemies on hit. His 3's Cold cast will now instantly freeze enemies, the Heat cast can deal massively more damage and stack more with successive casts, and you can strip 100% Armour with the combined cast.

Along with the buffs the ability has at base... you have no reason not to activate his 4 at all times.

Now, a specific note. Once you activate Gauss' 4, there is a charge meter that builds on top of your Battery. The charge rate is affected by how full your Battery is, too. If you have 100% Battery from casting your 1 and the 3's Cold side, plus Melee with 2 active, then the charge will build at its max rate. Once the charge hits 100% you now have the rest of the Duration of the ability to use all of Gauss' abilities at 100% Battery, with no Drain for casting Heat or getting hit by things with 2 active.

Got all that? No? Yes? Superb.

So, here's the strategy. You activate his 4 and his 2, you run in with his 1 and start Melee-ing everything around you. Intersperse his 1 Dash with his 3's Cold cast to slow everything down for CC and light damage, and you have his Battery full. His 4 will make everything there better, and you will hit 100% Charge, and thus a massive amount of time with no Battery Drain for casting the Heat side of 3.

Keep using your Melee, but his 3 will now instantly freeze enemies for better CC, his Heat 3 will strip 100% armour on enemies you've frozen, and you can mow them all down with melee like wheat before a scythe.

Take a Melee mod for your Health, like Healing Return, and you're golden. You need never die, because the only damage types that can get through your 2's defense are ones that are uncommon enough anyway. They would already be a danger to other frames, but you have easy energy regen, easy damage reduction, everything you need to be a speedy melee player with some amazing casting.

Your build should prioritise Duration and Range, light Efficiency, but never go below 100% Strength, as below that your abilities start losing effectiveness.

Now that's a fun one, but how about something a little different?

Garuda is a Blood Mage frame, but works really well if you have a good eye for placement and can be fantastic with Melee too.

Here's a quick run-down of Garuda:

Spoiler

As a Blood Mage frame, Garuda has some really unique mechanics.

For example, she technically has infinite energy, her ability to heal herself from CC'd enemies, and then sacrifice her Health for Energy, means you can ignore many of the things that you would usually take for maintaining both Health and Energy and instead focus on your offense and how her other abilities help that.

Garuda's 1 is a dive attack that will deal damage and create a front-facing shield that will absorb damage (much like Volt's when you pick it up), it also generates an 'orb' of viscera that is permanently above your shield, even when the Duration of the shield ends (you have to recast to keep the shield's up). Damage absorbed by the shield is placed in the Orb and by holding the ability it will charge up the ball further for a really high energy cost, doubling the damage each second, until you Hadouken it into the enemies for a radial blast of damage. As long as you don't get reset by falling off terrain or being killed, that orb will stay there and be ready to use. Special note, if an enemy is below 35% health, then regardless of the enemy level, casting 1 will instantly finish them off.

2 is an enemy-based heal. You can have up to 3 enemies impaled on spikes that will give you Health as long as you're in range of them. Health regen is based on your missing health, so if you're really low, it will restore a lot, but if you're nearly full the heal rate slows down. Having all three fields overlapping creates some serious regen for you and your team.

3 is incredibly simple, sacrifice half your Health to convert it to Energy. This plays into Garuda's Passive which increases your damage the lower on Health you are. Energy is generated based on how much Health you sacrificed. So you can either choose to do this with your Heal around you to get large amounts of energy quickly, or you can use it to boost your damage with her passive.

4 is pretty damn useful. At only 134% Strength, casting this ability will guarantee that all damage on affected enemies causes a Bleed proc. At less Strength, less chance of it. The cast costs the same whether you tap it or hold-cast it, holding just increases the area of the screen you cover with the attack. The Augment is very useful here because it makes the tap cast radial, with the same effect.

Now, how does this play into Melee? Easy. You dive in with 1, have a protective frontal shield for charging down enemies, your 4 can be a radial stagger CC that guarantees bleeds (meaning you can use non-bleed Melees for much higher raw damage, like the Stropha gunblade, at way better effect), you can regen both Health and Energy at any time you want, and your only problem is that (besides the forward shield) Garuda has little other forms of defense.

An interesting point is that, if you're in trouble, her 4 also makes her 1's viscera orb proc Bleeds. Meaning that if you have let it charge up enough damage in the first place... that orb can smash through pretty much anything with Bleed ticks. It's definitely a mini-nuke power when you need it. Although it's not something to use all the time when you have the melee and 4 combo to work with.

Helminth is a good option on Garuda, there's videos on line of replacing her Heal with things like Wisp's Breach Surge, which is literally infinite scaling damage on enemies affected by her 4... but that's for when you're a little more back into the swing of things.

Build her for that 134% Strength minimum, then go with Range and Efficiency, plus specific Survivability mods like Adaptation or Rolling Guard, be sure to take a weapon that has the 'Longer Status Duration' mod installed to help out with the Bleeds. And you'll be pretty good on that ^^

So that might be worth your time.

Beyond that, Eidolon hunter Volt (because his Shield boosts the crit on Amps as well), or Lich/Sister killer Nyx? There's a fair few specialised builds out there you could enjoy. The Nyx one is easy enough if you want to know that.

As for more specialised builds for dedicated farming of specific modes... I don't have much for you. I just thought you'd like these because of your preferred style of play.

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a few fun builds I particularly like; 

"Xaku of many guns": build for strength and duration but keep range positive. cast 4 (vast untime) to prevent any duration timers from going down, then cast 2 (Grasp of Lohk); you'll steal enemy guns and also make orbs from enemeis that don't have guns. with vast untimes duration, and then your 2's duration afterwards, you can run around for ages surrounded by floating guns that wreck everything around you: it's pretty hilarious.

"Resonance Banshee". her 2 augment is insanely good, and with practice you can make a new sonar proc with every shot of a precision weapon.

"infinite Covenant Harrow" the augment for it is called Lasting Covenant but it stacks infinitely as long as you keep getting headshots. I cast 4 in front of a group, get max crit buffs and then see how long I can keep it goign for. 3 seconds added to Covenant Retaliation for each headshot (doesn't have to be a kill). you can even bring a deliberately weaker secondary if you want and use it on tougher enemies to build up the timer, sort of like how you use the pistol in Black Ops Zombies just to get points lol. 

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For Tridolons I made a Trinity Smite build because I pug a lot so I need to solo just in case.

Ensnare on any frame with a little range is great for everything. Group enemies up and take em out.

For basic melee God build make an umbral Saryn with no range, just strength and some duration and survival and use the 1 and/or 2 augment. Even if you use spores it spreads in the nearby vicinity to just weaken everything around you.

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5 hours ago, DiamondLlama said:

Thanks for the response!
 

Hmm, I seem to think of myself as a Magus/Spell Sword kind of Tenno. I like having area of effect damage and a little defense. I seem to prefer playing with Melee weapons, so you'll find me in the middle of a pack of enemies, flailing around with a weapon and bursting occasional spells.

Frost suits me pretty well, but I was looking for a new frame. Anything melee/burst centric out there? I admit, I haven't kept up with the frames or the metas.

In this case you have quite a big pool to pick from.

For spell casters i would definitely recommend checking out Hildryn, Nidus, Saryn or Volt.

For more melee tanking and fun you can always try Valkyr, Garuda or Wukong.

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8 hours ago, Rolav said:

I'm trying to get an Ash or Ivara so I can do a super-cheese Spy/Sabotage mission build. 

Does it work? Is it effective? No clue, I think it'd be fun for comfy solo-missions. 

Ivara with the Infiltrate augment just deletes spy vaults. The augment allows you to go through lasers/gates without triggering anything, so you just invisible-roll to the console. No timing or thinking involved, although that underwater vault on Uranus will still be annoying since you can't cloak underwater. Add Preparation/Streamline/Fleeting Expertise, and you can stealth at mission start and never uncloak until extraction (that said, you'll likely want to uncloak for sprint/parkour in-between vaults as it's a lot faster).

Yes it's stupidly easy mode, and yes it kind of defeats the purpose of the missions. But after going through all those spy missions perfectly to get the Ivara parts in the pre-prime days, I feel like I earned that cheese. 😃

Also, it's a great build to max up Simaris daily rep. Unalerted stealth scans in Steel Path are over 380 rep a pop. It goes fast.

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Don't really like eidolons so no comment on those

8 hours ago, DiamondLlama said:

I was wondering if the forums could give me some inspiration regarding other build setups, in particular for Deimos, Fortuna and Void Fissures?

Deimos: Ember Prime

Fortuna: Ember Prime

Void Fissures: This is a tough one, Ember Prime

You can do any mission with any frame steel path included, mod set up and helminth additions go a long way

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8 hours ago, ReddyDisco said:

Don't really like eidolons so no comment on those

Deimos: Ember Prime

Fortuna: Ember Prime

Void Fissures: This is a tough one, Ember Prime

You can do any mission with any frame steel path included, mod set up and helminth additions go a long way

I'm seeing a pattern here lol.

14 hours ago, Birdframe_Prime said:

Well, there's some good options for you there. I know your thread is more about specialised builds, but... I think there's a couple of frames you'd just enjoy. So here they are!

A really good caster frame that benefits from the dive-and-melee tactic at the moment is Gauss, who has some fantastic abilities for the purpose.

Here's an explanation of Gauss:

  Hide contents

If you haven't played Gauss before, here's the cliff-notes:

Gauss is a frame that can run at neutral Strength, but likes Duration, Efficiency and Range, although he can benefit from Strength too, so an all-rounder build works really well.

His mechanics center around his 'Battery' meter. In normal play this will cap out at 80% Battery and go as low as 0%, this will affect everything he does, from the damage he deals with his abilities, to how effective his defenses are.

All of his abilities either charge or drain his battery, for example running and sprinting charge battery, using his 1 to dash around or run long distance charges his battery much faster, but costs energy.

His 2 is defense, and will reduce incoming damage from specific sources (reduces IPS, Heat, Cold and Blast damage, but you take normal damage from everything else), taking damage will drain his battery, but also generate Energy like a Rage mod. However, with his 2 active, his 1 gains additional damage as Slash, and Melee hits will now charge his battery too (this is what makes him a really good Melee frame, as Melee interacts with his kit).

His 3 is his area CC, his Damage, and his indirect scaling with Armour Strip. The Cold cast will raise his Battery, the Heat cast will drain it, so using the Cold is very beneficial to charge him up quickly and recover from hits taken while his 2 is active, etc. If enemies have been hit with the Cold or the Heat cast already, casting the opposite will strip armour from them and then deal Blast damage and inflict the new Heat/Cold proc on them with much higher damage (so casting Cold to slow them down then Heat for the combo will first strip armour away based on your Battery percentage, it will then deal Blast Damage, and then proc Heat with damage based on your Battery percentage plus the damage the Cold cast did, then only after that it drains the Battery to the appropriate level for the cast).

And his 4 is something you want always on. It's a bunch of buffs to everything he does, and it steadily drains his Battery to do so, but... most importantly... it un-caps his Battery so you can go up to 100%.

Being at 100% Battery gives you some major buffs to all functions such as: Energy for his 1 is halved. His 2 can now have 100% Damage Reduction against the specific damage types, and also adds 100% Damage to his melee, with a 100% chance to stagger enemies on hit. His 3's Cold cast will now instantly freeze enemies, the Heat cast can deal massively more damage and stack more with successive casts, and you can strip 100% Armour with the combined cast.

Along with the buffs the ability has at base... you have no reason not to activate his 4 at all times.

Now, a specific note. Once you activate Gauss' 4, there is a charge meter that builds on top of your Battery. The charge rate is affected by how full your Battery is, too. If you have 100% Battery from casting your 1 and the 3's Cold side, plus Melee with 2 active, then the charge will build at its max rate. Once the charge hits 100% you now have the rest of the Duration of the ability to use all of Gauss' abilities at 100% Battery, with no Drain for casting Heat or getting hit by things with 2 active.

Got all that? No? Yes? Superb.

So, here's the strategy. You activate his 4 and his 2, you run in with his 1 and start Melee-ing everything around you. Intersperse his 1 Dash with his 3's Cold cast to slow everything down for CC and light damage, and you have his Battery full. His 4 will make everything there better, and you will hit 100% Charge, and thus a massive amount of time with no Battery Drain for casting the Heat side of 3.

Keep using your Melee, but his 3 will now instantly freeze enemies for better CC, his Heat 3 will strip 100% armour on enemies you've frozen, and you can mow them all down with melee like wheat before a scythe.

Take a Melee mod for your Health, like Healing Return, and you're golden. You need never die, because the only damage types that can get through your 2's defense are ones that are uncommon enough anyway. They would already be a danger to other frames, but you have easy energy regen, easy damage reduction, everything you need to be a speedy melee player with some amazing casting.

Your build should prioritise Duration and Range, light Efficiency, but never go below 100% Strength, as below that your abilities start losing effectiveness.

Now that's a fun one, but how about something a little different?

Garuda is a Blood Mage frame, but works really well if you have a good eye for placement and can be fantastic with Melee too.

Here's a quick run-down of Garuda:

  Hide contents

As a Blood Mage frame, Garuda has some really unique mechanics.

For example, she technically has infinite energy, her ability to heal herself from CC'd enemies, and then sacrifice her Health for Energy, means you can ignore many of the things that you would usually take for maintaining both Health and Energy and instead focus on your offense and how her other abilities help that.

Garuda's 1 is a dive attack that will deal damage and create a front-facing shield that will absorb damage (much like Volt's when you pick it up), it also generates an 'orb' of viscera that is permanently above your shield, even when the Duration of the shield ends (you have to recast to keep the shield's up). Damage absorbed by the shield is placed in the Orb and by holding the ability it will charge up the ball further for a really high energy cost, doubling the damage each second, until you Hadouken it into the enemies for a radial blast of damage. As long as you don't get reset by falling off terrain or being killed, that orb will stay there and be ready to use. Special note, if an enemy is below 35% health, then regardless of the enemy level, casting 1 will instantly finish them off.

2 is an enemy-based heal. You can have up to 3 enemies impaled on spikes that will give you Health as long as you're in range of them. Health regen is based on your missing health, so if you're really low, it will restore a lot, but if you're nearly full the heal rate slows down. Having all three fields overlapping creates some serious regen for you and your team.

3 is incredibly simple, sacrifice half your Health to convert it to Energy. This plays into Garuda's Passive which increases your damage the lower on Health you are. Energy is generated based on how much Health you sacrificed. So you can either choose to do this with your Heal around you to get large amounts of energy quickly, or you can use it to boost your damage with her passive.

4 is pretty damn useful. At only 134% Strength, casting this ability will guarantee that all damage on affected enemies causes a Bleed proc. At less Strength, less chance of it. The cast costs the same whether you tap it or hold-cast it, holding just increases the area of the screen you cover with the attack. The Augment is very useful here because it makes the tap cast radial, with the same effect.

Now, how does this play into Melee? Easy. You dive in with 1, have a protective frontal shield for charging down enemies, your 4 can be a radial stagger CC that guarantees bleeds (meaning you can use non-bleed Melees for much higher raw damage, like the Stropha gunblade, at way better effect), you can regen both Health and Energy at any time you want, and your only problem is that (besides the forward shield) Garuda has little other forms of defense.

An interesting point is that, if you're in trouble, her 4 also makes her 1's viscera orb proc Bleeds. Meaning that if you have let it charge up enough damage in the first place... that orb can smash through pretty much anything with Bleed ticks. It's definitely a mini-nuke power when you need it. Although it's not something to use all the time when you have the melee and 4 combo to work with.

Helminth is a good option on Garuda, there's videos on line of replacing her Heal with things like Wisp's Breach Surge, which is literally infinite scaling damage on enemies affected by her 4... but that's for when you're a little more back into the swing of things.

Build her for that 134% Strength minimum, then go with Range and Efficiency, plus specific Survivability mods like Adaptation or Rolling Guard, be sure to take a weapon that has the 'Longer Status Duration' mod installed to help out with the Bleeds. And you'll be pretty good on that ^^

So that might be worth your time.

Beyond that, Eidolon hunter Volt (because his Shield boosts the crit on Amps as well), or Lich/Sister killer Nyx? There's a fair few specialised builds out there you could enjoy. The Nyx one is easy enough if you want to know that.

As for more specialised builds for dedicated farming of specific modes... I don't have much for you. I just thought you'd like these because of your preferred style of play.

This is an incredible amount of feedback for a noob like me, thank you for your time!

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With the damage stats of the game being so over the top, I started de-powering frames to expand into more abilities or features instead.

So for instance I added healing and movement boost to my melee and filled my secondary up with utility mods.

 

Though I will say nothing beats stealth for combat, you get both 'immunity' to attacks and a damage bonus for melee.

It's ridiculous to show up somewhere and blast through everything on someone like ash or loki or octavia.

 

I thought about creating more of a support character, that hands out heals and buffs, but usually people don't notice and isn't needed either.

Instead my idea of being more helpful to the team is doing more of what i was already doing, stunlock the npcs and kill as many as possible, even while moving across the map.

Where I'd actually call myself a controller first and foremost. Usually by AOE primary to lock the room down but using frame abilities too.

So for instance I put range on atlas so I can petrify the whole room, even though I have immunity while sliding.

I very rarely build something for damage first.

Way I figure I already have several weapons that can kill everything, I don't need more of the same.

 

You asked for specialized builds, which makes sense for like mining with ivara or saryn for focus farming but it's also a lot of fun to build a frame that can do as many things as possible, since damage is easy to get from weapons.

 

 

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On 2021-08-20 at 1:01 AM, DiamondLlama said:

I was wondering if the forums could give me some inspiration regarding other build setups, in particular for Deimos, Fortuna and Void Fissures?

High-level Fortuna missions, you might want a Frost or Defense Limbo. This is only because of the "disable and defend a Coildrive" objective, which is a mobile defense target except WAY bigger, and high level Corpus deal a lot of damage. This is also a good idea if you are doing Thermia fractures

For Profit Taker and Exploiter boss fights, you just want Max tankiness. Nothing else matters except being able to ignore thousands of damage per second (and of course having a strong Archgun deployer, you will get that in the Profit Taker missions)

Deimos doesn't really have any strategy beyond "nuke all the Infested as hard as possible". The only hard bounty is the kill count with Garv, which is made easier if you have a good explosive weapon. If you are doing Vaults, you want a frame that can take a hit (no 300 HP builds) because of the Necramechs, but besides that you can use almost anything.

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The only ones I tend to use for specific missions are:

Vauban. For defence. mines at stratgetic points will kill most enemies as they come at you, and will kill them after they have turned golden for reactant. The vortex will also protect the objective at any time.

Ivara. For Spy. With her Infiltrate augment, she simply walks spy missions as if they weren't there. You cannot bullet jump about, slower is good sometimes, and you need a silent weapon.

That's it. I used to run Gara for defence, her 4 was really good. Most missions do not really benefit from specific frames, so just use the one you like, that suits your playstyle the most.

 

Others do use Protea for railack - infinite energy for the seeker volleys cheeses it. I like the pew pew though.

Limbo for rescue, banishing the target means you can leave them behind as you run to the exit. I found that also worked for deimos (dragon key) vaults, but TBH invisible Ivara works better.

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Max range Loki with resonator subsume is my go to for Plains. Switch teleport is extremely useful for speeding up the drone. Radial disarm + resonator removes most of the threat to defense segments. Use a voidrig for dps.

For fissures, I bring Volt for speed buffs to the squad. Really good for speedy exterminate or capture fissures.

Wukong with a high damage explosive is effective for vallis/deimos. The Celestial twin with a kuva zarr is very good.

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Well, my Eidolon-hunting Trinity is by far my most specialised setup. Umbral Vitality, Umbral Intensify, Primed Continuity, Narrow Minded, R4 Streamline, R4 Fleeting Expertise, Adaptation, Augur Secrets, Power Drift, Energy Siphon, plus Arcane Guardian and Arcane Nullifier. I've Helminth'd Roar onto her, built her a 5-Forma Velocitus and gave her a Sarpa with R3 Shattering Impact. Madurai with maxed out Void Strike. Solos Tridolon in 20-24 minutes, one-shotting each Synovia and the Eidolon in the final phase.

For Deimos and Fortuna, I typically use Octavia but she's not really a specialised build. For Fissures, my most used frame for the job is my 348% Strength Mirage and her Acceltra, with Helminth Elemental Ward for slightly more survivability. Recently, however, I've been experimenting and getting very interesting results from Ember with Thermal Sunder.

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In all honestly, while this is a good approach to face the game, the game currently offers the possibility to make almost any frame work as you want on almost any situation, so my advice is don't restraint yourself to a certain frame to do the jobs in the future, eventually you'll find synergies between mods, frames, arcanes, weapons and the operator to achieve your "perfect build" that fits your playstyle, sticking to your current mindset will lead you to that point since you'll be gathering good stuff regardless, so good luck there pal!

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I tend to make thematic loadouts based on fashion frame. The only content that needs actual planning are +4x3 Eidolon hunts. The rest of the game is basically: "there are frames and weapons that are more optimal, but anything built right works". 

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