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Archon Shards Builds


vehkandvehk

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Give me your best uses for Archon Shards to take a build to the next level.
Haven't figured anything too interesting myself yet, but I can tell you that:
Mesa with 5 crimson shards for secondary crit and max rank primed pistol gambit or creeping bullseye can get her regulators into orange crit territory at 103% and 106,25% respectively; 118,62% and 121,87% with tauforged shards.

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26 minutes ago, vehkandvehk said:

Mesa with 5 crimson shards for secondary crit and max rank primed pistol gambit or creeping bullseye can get her regulators into orange crit territory at 103% and 106,25% respectively; 118,62% and 121,87% with tauforged shards.

True! There are many CC breakpoints that shards will definitely help achieve. The corrupted Crit chance mods was something I was using before they were buffed, most notably for me on my Lenz combined with a riven mod to achieve >200% critical chance for constant orange crits. Sadly the crimson shard doesn't provide a primary CC bonus but for secondaries it could be something worth exploring.

 

For builds, 

I'd say making Titania even more speed incarnate. Sadly there isn't a sprint speed bonus shard but the amber shard cast speed or energy on spawn should help it. 

 

The Parkour buff is also pretty nice, haven't explored it yet but with ice spring onto almost every single one of my builds this could be worth exploring to see if the buff effect is enough to replace it. 

 

Most of the shard's bonuses are just see bigger number that maybe might replace the effect of a mod given enough shards rather than enabling new builds to be possible. So I'm not going to get too invested into it.

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23 minutes ago, vehkandvehk said:

Mesa with 5 crimson shards for secondary crit and max rank primed pistol gambit or creeping bullseye can get her regulators into orange crit territory at 103% and 106,25% respectively; 118,62% and 121,87% with tauforged shards.

I guess you could swap Primed pistol gambit for other mod to achieve more something else.

 

Imho, 5x shards would be nice for more crit oriented weapons. With melee crit damage from shards baruuk & valkyr can achieve 4x crit multi

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  • 3 months later...

Rhino Prime.

  1. Molt Vigor.
  2. Parasitic Armor.
  3. Build Maximum Strength and Shields possible (primed vigor, redirection, corrupted mods, umbral fiber and intensify, etc).
  4. 5 Azure shards with 150% shield capacity.

On mission start:

  1. Switch to Operator.
  2. Cast any ability.
  3. Switch back to Rhino.
  4. Parasitic Armor.
  5. Iron Skin.

Now you have a 60, 70k+ Iron Skin at your disposal. Slap a Molt Augmented for when you need to recast, to make it even better after a bunch of kills, or if you're filling frisky, wait on a Arcane Guardian proc and repeat the process for an even bigger value.

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On 2022-10-03 at 9:21 AM, vehkandvehk said:

Give me your best uses for Archon Shards to take a build to the next level.
Haven't figured anything too interesting myself yet, but I can tell you that:
Mesa with 5 crimson shards for secondary crit and max rank primed pistol gambit or creeping bullseye can get her regulators into orange crit territory at 103% and 106,25% respectively; 118,62% and 121,87% with tauforged shards.

Blue sharts are under rated imho.

Garuda has 3 blue sharts in health regen, 1 tau yellow for casting speed and 1 for parkour velocity. I also have her running grace/guardian. Shes extremely difficult to kill and that health regen means you can use bloodletting 100% all the time. She also has all 3 umbral mods so.. shes pretty tanky.

Inaros 5x blue shards in armor for even more EHP and making grace/healing more effective. Granted kind of a meme build.

Mesa i went with 3 blue shards in armor and 2 red tau in secondary cc. Everyone ive talked to is like oh well mesa doesnt need armor because shatter shield exists. Okay i get that but there are certain things that can still be an ouchie like aoe landing next to you or toxin procs. Plus it makes companions using link armor less squishy. I run velocity and energize on her now instead of energize and guardian like i used to.

Baruuk 5 red shards but i might change that. I have 2 i think in strength so pillage becomes 100% armor strip with 1 corrosive projection and 3 in melee crit damage to help his 4 be even more stupid but idk. I might change stuff around.

I never cared for the decaying shield gate meta so i like the blue shards being a way to give an armor boost to squishier frames or frames less forgiving of oopsies.

Some other general stuff im experimenting with or interested in trying:

>duration on protea mainly for turrets. 

>duration on loki who i almost never use to be invisible even longer.

>a tankier umbra build because theres a lot more high level content/emphasis then their used to be in this game.

>not that he really needs it but tankier wukong because why not? Or maybe just more strength to make his roar better (replaced his 4)

>armor for wisp to make her harder to kill. Not that she "needs it" but would make it comfy imo. Or just more strength since her motes and roar (again subsumed 4) would benefit.

I used to play oberon alot but havent in awhile. A big part of that is i feel like he kinda got usurped by wisp as a go to support frame. 

I might experiment with different setups for him.

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limbo - 3 hp, 1 cast speed, 1 parkour velocity

  • I value the hp a bit more than cast speed so its a bit harder to die and faster movement speed is always nice

yareli - 2 armor, 1 hp, 2 cast speed

  • armor also applies to merulina so that's funny, also having exactly 1k hp is funny too

wukong - 4 melee cd, 1 parkour velocity

  • more damage = better and faster movement speed is always nice

inaros - 4 armor, 1 parkour velocity

  • funny tank and faster movement speed is always nice

volt - 1 cast speed

  • honestly have no idea what else to put, maybe more cast speed?
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Faster cast and strength on Xaku to replace natural talent and not have to rely on an extra strength mod or gimmicks like molt augmented, relentless lost, growing power, energy conversions, sling strength etc. to hit 200 from the start of a mission. That 200% strength sucks on Xaku, Caliban and Styanex because the values on strength mods aren't made to hit that number, shards can provide that little extra to get you over the hump without getting locked into another source of strength. Total game changer. 

Faster cast and duration on Mag to replace natural talent and Primed Continuity to make room for augments and/or more range. In the case of Mag I wish that her augments were just the base ability because every single one of them feels almost necessary. I could easily build comfortable Mag loadouts without shards if magnetize discharge, fracturing crush and counter pulse weren't augments. However, that's not the case, so she was the first frame to get shards. 

Both frames just feel more comfortable to play after freeing up a mod slot or two. I've always enjoyed playing them both but it sucked choosing what mod to leave out of a build. I never felt satisfied with a build until I had faster cast shards on them.

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Wow , a necro thread that is actually relevant now ....

Anyway ,

I only have my equinox with 5 shards ,

1 blue for health , 1 blue for max energy , 

1 amber (tau) for cast speed , 1 amber for Parkour velocity ,

1 red (tau) for duration ,

The above is more to pacth holes in my build than actually minmaxing anything.

Hoping to get a tau blue some time to get more max energy ,

My equinox is made for shifting between forms comfortably , so i have energy transfer and replaced her 3 with terrify ,

Lots of range , 

Sufficient efficiency to stay comfortable with health and  drops (Synth fiber on companion) 

Just enough strength to get 100% strip with terrify ,

Slightly more than neutral Duration 

Arcane ultimatum to give high tanking potential even if shield gating fails , 

Arcane energize for a safety net.

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5 crimson shards on gauss for duration

 

why? Because all of his redline buffs scale off duration. Want 375% bonus fire rate? Gotta hit 500% duration which also requires a helminth invigoration, but then you have 375% fire rate, 180% attack speed, 250% reload sped, 250% casting speed for god knows what reason, and all your abilities last more then 4 minutes (250 seconds). Have fun

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  • Rhino x5 armor shards / Nourish.  Range/Duration/Str.  Molt Eff/Aug.    I dont care what others think.   I like playing Rhino as Support.  Im loving this build...   He gives squad viral procs and 2-3x extra energy from orbs,  I also buff Damage for squad by 117 once molt aug caps out.  (more if there are other peoples buffs in play.   My Rhino is armored now and has adapt so he is actually a tank like he was suppose to be.  As long as I am in a squad I dont have any energy problem.  Solo the orbs flow waay to slow lol and I cant even do simple nightmare defense missions lol.   
  • Nekros x4 armors, x1 shields(meaningless probably lol, should be Crit damage maybe..) / Spectrosyphon  Molt Eff/Energize??   Nekros is super tanky now and creates HP/energy orbs.  Spectro is a super nice enemy distraction that keeps everyone safe if they are nearby.   Most people dont let enemies reach spectro which is a problem lol...  But this is my fav build for him.  I also have a Thermal Sunder Nekros I do not have the strength for that to be any good... 
  • Garuda x4 HP shards.. I prob should have just taken x5 crit damage..   But geez my garuda is just beyond tanky now.  I use prime flow and energy 4 lethal damage.  with all the hp her blood sacrifice gives her tons of energy back.   So I can spam the crap out of talons
  • Gave Caliban x5 strength shards to make his 4th 100% armor strip just with my umbra intensify.  He also has 175% efficiency so I can just spam the holy hell out of all of his abilities.  HIs 4, his drones, his aoe....  sooo fun...  

Cant remember any others.   Gara will prob get x5 duration.. but then again more strength would make her even deadlier... Ember is prob gonna get x5 strength.  Mag is a tough call.... duration for pulse or strength for crush lol...  ill prob give umbra excal x5 crit damage.  Nidus would definately get x5 HP(mine is max range and only uses his 2).  I really love titania and need to do something with her.  First thought is just more duration.   That would actually help to fit her lantern augment.   But I see people modding tiania for offense w/ thermal sunder or nullstar,  nourish would be awesome to refill her energy,  roar would make her guns stronger??...

Voruna is insteresting... You could armor her for insane tank or bump her HP giving adapt more time to work and depend on her mechanics more..

I really love playing Harrow to... My harrow already gets up to 4k shields lol.  x5 shield shards might not make a dent...750??  But thats get doubled or something so 1500 or 2250?  dont know the maths offhand.  X5 strength would also be killer for penance.   X5 casting speed for thurible??  I think my harrow has like 400-600+ max energy? 

I wish it was easier to experiment with different builds.  

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On 2023-02-02 at 3:37 AM, (PSN)GipsyBanana69 said:

Rhino Prime.

  1. Molt Vigor.
  2. Parasitic Armor.
  3. Build Maximum Strength and Shields possible (primed vigor, redirection, corrupted mods, umbral fiber and intensify, etc).
  4. 5 Azure shards with 150% shield capacity.

On mission start:

  1. Switch to Operator.
  2. Cast any ability.
  3. Switch back to Rhino.
  4. Parasitic Armor.
  5. Iron Skin.

Now you have a 60, 70k+ Iron Skin at your disposal. Slap a Molt Augmented for when you need to recast, to make it even better after a bunch of kills, or if you're filling frisky, wait on a Arcane Guardian proc and repeat the process for an even bigger value.

I run a similar build. Try adding Rhino's 1 augment, gather some enemies, crush 'em and THEN activate guess armor. Super easy 700k- 2 million armor in about 8 seconds. 😂

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16 hours ago, DarkSidePie said:

Nidus with 4 health regen shards for all the passive heals. (last shard is starting energy to help him get started)

 

Because meta is overrated, and so is dying.

Same here - love to see the numbers 

 

Trinity - replaced needing flow with max energy shards

Voruna - complement an Equilibrium/Combat Discipline build with health and energy efficiency shards

Mesa - Reds for secondary crit

Titania - shards to start with full energy for razorwing build

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Baruuk - 1 Yellow for Casting Speed, 2 Blues for Health, and 2 Reds for Melee Crit Damage
I'll replace the Yellow one with the Tauforged Yellow when I get it - that's 3/4 a Natural Talent mod.
The Blues allow me to ditch Vitality in favor of Adaptation. Vitality only provides 30 higher HP than 2 normal Blues for Baruuk (who has 75 base HP).
The Reds because Desert Wind Prime.

Frost - 2 Yellows for Casting Speed, 1 Blue for Energy Max, 2 Reds for Power Duration
Frost's 150 energy has always been a bit of a pain point for me, even with 160% efficiency, but I don't have the mod slots for Flow. The Blue shard remedies that a bit.
The Red Shards are to alleviate the penalty from Transient Fortitude. I'm not sure about this, but I do like the freeze CC.

...yeah, I think most of my Archon Shard use is for replacing mods and remedying build drawbacks.

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