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LIVE ON ALL PLATFORMS: Operation: Plague Star (How-to & FAQ)


[DE]Danielle
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On 2023-11-06 at 2:18 PM, [DE]Danielle said:

Plague Star - Advanced
Enemy Levels: 55-65
Operational Supply Standing: 3,050

Players must have Eidolon Phylaxis and Infested Catalyst in their Inventories to start this Bounty. Read the FAQ below to learn how to acquire them!

Increased difficulty version of the standard experience with higher enemy levels and spawn rates. For those who had played the Operation in prior years, the difficulty is similar to mixing 4 Eidolon Phylaxis and 4 Infested Catalysts (the maximum amount). Unlike the standard Bounty, delivering the Toxin to the Boil summons the Hemocyte - a gnarly three-headed Infested creature. It must be defeated 4 times to allow the poison to take successfully. 
 

Plague Star (The Steel Path)
Enemy Levels: 100-110
Operational Supply Standing: 3,650

Players must have Eidolon Phylaxis and Infested Catalyst in their Inventories to start this Bounty. Read the FAQ below to learn how to acquire them!

Greater difficulty and greater Rewards await those Tenno on the Steel Path who seek the ultimate Plague Star challenge. Take on the same stages as the Advanced Bounty with Steel Path modifiers applied. Increased Kuva and Endo amounts are also rewarded in the Bounty Stage rewards.

Bonus Operational Supply Standing: 
Players can earn additional Operational Supply Standing during the Drone escort stage of all of the above Bounties by keeping it above 80% Health.

  • Standard: 50 bonus Standing
  • Advanced: 187 Bonus Standing
  • Steel Path: 225 Bonus Standing

Something is bugged,

Clicked advanced public matcmaking and enemy level was 100+ which can only occur for steel path and given 3237 standing which is for advanced. How could you mess this up, especially right when we went through the same thing for abyssal zone and I was trying to point out that there were more things wrong than just the factor we could public matchmake in the first place.

Edited by Numerounius
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16 minutes ago, Numerounius said:

Something is bugged,

Clicked advanced and enemy level was 100+ which can only occur for steel path and given 3237 standing which is for advanced. How could you mess this up, especially right when we went through the same thing for abyssal zone and I was trying to point out that there were more things wrong than just the factor we could public matchmake in the first place.

So you get the same amount of standing for steel path as you do for advanced i think that’s what you said right? Hope i read that correctly lol.

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47 minutes ago, Numerounius said:

Something is bugged,

Clicked advanced and enemy level was 100+ which can only occur for steel path and given 3237 standing which is for advanced. How could you mess this up, especially right when we went through the same thing for abyssal zone and I was trying to point out that there were more things wrong than just the factor we could public matchmake in the first place.

Is it all appearing for the entire enemies for you? In my case, the infested are at level 100+ while the Grineer are around 50+.

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1 hour ago, [DE]Megan said:

We're investigating for a fix now!

Please investigate and remove the method of abort farming off repeating stage 1:

Screenshot_2023-11-07_141135.png?ex=655d012c&is=654a8c2c&hm=7928a0e7c65e48779df2068b2260409b14172aa97528cb879bc3cc88d43bcf7c&

I'm assuming when you guys changed the way the bounty works and how Hemocyte gear is handled (plus adding Steel Path), you overlooked how the standing was distributed. This meta absolutely kills the point of farming the mission.

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6 minutes ago, Voltage said:

Please investigate and remove the method of abort farming off repeating stage 1:

Screenshot_2023-11-07_141135.png?ex=655d012c&is=654a8c2c&hm=7928a0e7c65e48779df2068b2260409b14172aa97528cb879bc3cc88d43bcf7c&

I'm assuming when you guys changed the way the bounty works and how Hemocyte gear is handled (plus adding Steel Path), you overlooked how the standing was distributed. This meta absolutely kills the point of farming the mission.

On top of this, if there's something that will be done for this, please look into how one player can potentially stall the whole progress by taking the canister with them, not doing anything with it and not being able to start the next phases of the bounty. I think a good compromise like if 1 min and the player who's holding the canister still doesn't start the next part it should let the other players start the next phase ahead.

Edited by Stafelund
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3 hours ago, Doomelf said:

Please add the bounties to the huts in plains of eidolon again. Going in and out of cetus each time and dealing with loading times is a huge pain.

This is probably a consequence of the way the consumables were changed. Still sad to see that feature go though.

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32 minutes ago, Stafelund said:

Is it all appearing for the entire enemies for you? In my case, the infested are at level 100+ while the Grineer are around 50+.

Only the infested at the final stage of the bounty, which includes the Hemocyte that is level 147 hp on its final phase.

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4 hours ago, [DE]Megan said:

Can you provide some more detail? Were you the host? Solo? What stage of the mission were you at? Is it the Spawn Pods that aren't breaking open?

Any info you can provide is great :) 

I've had it happen both when I was host and when I joined someone else.  Everything progresses normally then at the first phase when the infested should begin to spawn the spawn pods drop and nothing else happens.  The pods will keep dropping but nothing ever spawns from them so the gauge is stuck at 0%.  I'm not sure of their platform but I'm on ps5.

Edited by (PSN)nobodie999
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1 hour ago, Liakritz said:

I can't even attempt the different levels cause of the clan downgrade material cost bug making me need like 30k plastid to even make the infested catalyst blueprint in dojo.

We have a fix for research costs being in the negative (after changing Clan tier) coming in the next hotfix! It'll reset the research costs to the intended values for your Clan tier and if you contributed while it was in the negative those resources/Credits will be refunded into the vault. 

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Same glitch as last time... on the last stage, the infested big pod spawns infested pods but no enemies whatsoever, stucked at 0%. 

Last plague star happened the same multiple times... I guess this wasn't addressed when checking for bugs before implementing? again?

Edit: i've read a couple more comments stating the same happened to them.

Edited by CrachFire
Re-checking grammar + reading comments.
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In the midst of all the bugs, here's some tips to make the most of your loadout:

  • Volt is essential. At least ONE of your squad should run Volt.
    • Shock Trooper Augment boosts the Corrosive Damage modded onto weapons.
      • The Hemocyte and Grineer alike are weak to it, so this is naturally extremely effective.
      • Though, while this doesn't affect Necramechs? It CAN help anything that isn't a Necramech.
      • Such targets include: Specters, Kahl, Railjack Crew, Pets/Sentinels, etc.
    • Speed carries over into Archwing, this is useful as you can reach Titania speeds without much hassle.
      • It also buffs reload speed, which is nice.
      • The Drone in Phase 3 also gets affected by the Speed Buff, reducing the time it takes to have float it's way there dramatically.
    • Electric Shield will boost shots that pass through it.
      • Doubling Critical Damage is nothing to scoff at. Especially when said shots are from an Arquebex.
      • You also get a little bit of extra Electric Damage, which is nice. I don't recall it mixing with other elements, it's weird.
      • Just placing a few these will make a HUGE difference.
    • Replace Discharge with Roar or some other form of damage buff to allies.
      • Discharge doesn't really effect Hemocytes too much.
      • Grineer will be too far away (and on ships) to make the most use of it, as Discharge has some really weird range quirks.
      • The Infested can die to everything else.
      • Therefore? Finding a way to obliterate the Hemocytes faster is a good idea.
  • Other good Warframes pick include Titania, Wisp, Nidus, Equinox, etc.
    • All of whom have ways to buff or do great damage.
    • These choices are not strict however, just remember your pick should ideally cover as many roles as it can without becoming redundant if someone else brings similar.
  • Archwing choices can vary, depending on what you need.
    • Elyton's "Warhead" which allow you to effectively "punt" the Phase 3 drone a moderate distance.
      • Speed isn't exactly an issue IF you're using Volt. Otherwise, it may prove extremely slow.
    • Odonata has a variant of Volt's 3 that does Heat Damage instead.
      • Otherwise, it's effectively the same as Electric Shield and has an augment to apply it allies as well.
  • Using Zenurik helps both you and your squad aplenty.
    • Aside from energy regeneration, this also boosts Ability Strength by 20%.
    • Most useful because you're going to be in a given area for a good amount of time, so it's lingering field will absolutely come in handy.
  • As for weapons?
    • Hemocyte has no capability to be afflicted by Status. So Critical is the way to go here.
    • Using the Sarpa or Vastilok modded with Shattering Impact should allow you to make quick work of the Armor of enemies.
    • If you can afford losing a Primary OR don't plan on being the main attacker? Afentis can be used to buff yourself and allies with additional Fire Rate, doubled Reserve Ammo and reduced recoil.
    • If you can slot it on? Could be a good idea to look into Energizing Shot, so you can grab orbs from afar.

As for the actual mission itself?

  • Phase 1 needs you to grab Thrax Toxin which always spawns in a large vat located in caves.
    • The range of which these can spawn varies, but remember that the vat will ALWAYS be the same.
    • Archwings are disabled while in caves, use your Operator to go directly up if it goes too far down.
    • Some areas are pretty out of the way, if you can't find it? Remain calm and check narrow corridors. You may have just missed a spot is all.
  • Phase 2 brings you to a nearby encampment to amplify the toxin.
    • This is usually a part where you don't inherently need to do much.
    • This part is unskippable, so if you want? Throw a Tenno Specter out or similar to provide some extra firepower.
    • Just don't use Kahl OR Railjack NPCs yet. While they are far more powerful, they have cooldowns involved with them.
    • It may also be a good idea to deploy your Necramech to get some practice shots with Arquebex if you're not confident in those shots.
    • If you're playing Volt and see someone using their Necramech? Try to throw a few Electric Shields down, since it'll empower their shots.
      • Though, be mindful and don't spam them if they're getting upset. Sometimes it's just in the way. 
      • If you're unsure? Never hurts to ask.
  • Phase 3 is extremely simple. Fly to the drone.
    • The drone is ALWAYS in the direct center of the circle.
      • Only the person with the Toxin grabbed from Phase 2 can activate it, you'll know if you have it by a big yellow canister being on your hand.
    • Loki's Switch Teleport, Nova's Wormhole, Volt's Speed, Wisp's Reservoirs and several abilities all effect the Drone.
      • For all intents and purposes? PLEASE avoid trying to move it if somebody is already on it.
      • As the phrase goes "too many cooks in the kitchen". Too many people trying to move it will often make it slower.
    • If you plan on using Elytron's Warhead to move it? Keep it mind that it homes in on where your reticle is facing.
      • You may want to aim it slightly behind the drone as a result, as throwing it in the air halts it's advance.
  • Phase 4 is where you combat the boil.
    • I can't verify if DE kept this in, but the boil itself inflicts a "probably lethal" amount of Toxin Damage.
      • In case that isn't obvious? Probably not a good idea to stand on it.
    • Hemocytes will spawn at given percentages based on the mission itself. This halts progression until it is dead.
    • It's not a half-bad idea to use summons at this point to clear out the standard Infested.
    • If you must use abilities that change an enemy's speed? Use one that can be toggled quickly, as to avoid waiting or having weakpoints close too early.
    • Hemocytes have "Infested Sinew" as their Armor Type. One that exists on very few Infested enemies.
      • It only resists Blast, but removing the armor entirely should allow to negate that resistance.
      • This works favorably with it's Health Type being "Fossilized", effectively making both Blast and Corrosive the most effective to hit them with.
      • For more information? See the Wiki on such: https://warframe.fandom.com/wiki/Hemocyte
      • In addition, the "Data-Parse Widget" should allow Synthesis Scanners to double-check these values for you on the spot.
    • If you have a Styanax in your squad? It may be best to have them move less, as the Hemocyte may be more focused on them due to Rally Point.
    • Necramechs may have a bit of difficulty hitting the weakpoints precisely, but they DO work amazingly at clearing out the Infested after a Hemocyte is destroyed.
    • Titanias are mainly brought for STRICTLY this phase, as to take down Hemocytes quickly.
      • Given that their Dex Pixia will be in use when they combat them? Their other weapon choices aren't as important.
      • As a result, it's not a half bad idea to carry some "support" choices for weapons as a Titania. Such as Afentis, Zenith, etc.

These tips are mainly designed for players who haven't done Plaguestar yet and would like some direction.
However, maybe you have done it and can find something useful here?

I'm just sharing my knowledge, something to at least make SOME use through bugged instances.

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47 minutes ago, Binket_ said:

The Drone in Phase 3 also gets affected by the Speed Buff, reducing the time it takes to have float it's way there dramatically.

Careful, say that too much and they might pull a Limbo and Nerf Volt because of wanting to make a tedious bounty go faster.

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31 minutes ago, (PSN)rexis12 said:

Careful, say that too much and they might pull a Limbo and Nerf Volt because of wanting to make a tedious bounty go faster.

So what? It's not the fastest way. It's just the most feasible for most players.

Besides, Volt is a starter.
It's kinda exempt from the "petty nerf" schtick because DE can't possibly nerf favorites.

I've been here since the Pyrus Project.
It takes a whole unholy using forbidden and accursed magic to make rework first.
Only than do even CONSIDER lightly nerfing overpowered, overbearing and overused garbage.
Or just things that they can advertise the hell out of to casual newbies who wouldn't know gameplay if it bludgeoned them.

Just look at Maiming Strike. Not even the first wave of Melee getting hit hard managed to stop it.
... and at the time? That thing was effectively the "Thermal Sunder" of yesteryear. Entire rooms just stopped existing.
Couldn't even play the game because some killjoy decided "Nah."

I know what company I'm talking to. I'd be more impressed they had the sheer guts out of seemingly to do so if anything.
It'd show a FRACTION of spine left in there.

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