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Feeling like im barely putting a dent in lvl 40+ enemies


Smoll_Skrimp
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While there is surely room to improve, you are doing a good job so far.

I'd suggest swapping elements to do a better job at what you want. While Blast is interesting against group of enemies, it doesn't do anything against single targets, so you may switch that to something that both debuff and scales well ; like Viral+Heat (really good value overall). Viral improves your damage on Health, and Heat strips Armor while applying a stacking DoT.

If facing Eximus enemies or Corpus Shield, you might have something in your kit (secondary or sentinel) that can apply Magnetic, to improve your damage on Overguard/Shield.

Radiation isn't that interesting. Toxin has some uses mainly against Corpus to bypass their Shields. Against armored units, you may consider Corrosive, but Heat also does the job (can use both !)

For your Skiajati, you may want to remove [Carnis Mandible], as it's often more advised to use +%Elementary (Heat, Cold, Toxin, and Electric) instead of +%Physical (Impact, Slash, and Puncture) ; because elementary scale of the total of your weapon damage, while physical only increase a part of it.
Also, you should immediatly level up the Stance mod ; [Blind Justice], which is going to give your more moves to attack with, while also granting you more mods points ! (Auras (for Warframes) and Stance mods (for Melee) don't cost capacity to equip, but grant some !)

Also, keep in mind that it's always better to have a few as maxed out as possible mods, instead of having a lot of mods ; for example, you could remove [Fast Hand] on Fulmin and Acceltra, [Perpetual Agony] on Gammacor, and instead pump up your +%Elemental mods.

For a final thought, if you really like a weapon and want to improve it further, you may consider farming, crafting and applying Formas onto your favorite gear to add new Polarities, that reduce the cost of the matching mod by two ; allowing you to equip more mods, and therfore, get more power.

Edited by dwqrf
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il y a 1 minute, Smoll_Skrimp a dit :

do you have a suggestion for a different secondary im mr9 and the few ive tried havent done much 

It really all depends on which type of weapon you like. There is the usuals brarrattatatatata, the boom-boom, and the utility kind.

You may consider hunting Liches or Sisters of Parvos. Those are mini bosses that do take a while to take down and sure aren't easy to understand at first, but can give you really good secondaries like Kuva Nukor or Tenet Cycron ; among a lot of interesting Primaries.

Else, people would suggest you to try to get Incarnon weapons, but I can't advise them (personal preferences).

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Hello there! 

One thing to generally keep in mind, is that. 1. A lot of power and effectiveness in Warframe, can be tied to progression. 2. Elemental modding, combinations and knowledge can be important. 3. Different weapons can have different strengths and how you mod can play into that. 

For example, quickly looking at your builds, I assume you do not have Vital Sense? Vital Sense is a Critical Damage Mod. You are using Point Strike which is a Critical Chance mod, but both the Primary Weapons you use (Fulmin, and Acceltra), have strong Crit stats. So being able to capitalise on boosting the Crit Chance with Crit Damage, should see much more effectiveness. Maybe you just don't have that mod yet though? Still, trying to acquire it eventually should be a general priority. 

Elemental combos and knowledge. Blast is a decent elemental combination, on certain weapons, in certain situations. I would say, try and do your best to learn what each status and element does. By themselves and when combined. Then also enemies and their vulnerabilities. The game will often tell you such info, in various places, like when you hover over elements on certain places, and when you select a node occupied by an enemy faction, they often tell you their weakness and resistance... Some statuses like Viral are considered pretty strong, because unless the enemy is immune to the status effect, it can act as a damage multiplier of sorts. Corrosive can be good at assisting in taking away armoured enemies armour, elements generally have strengths, weaknesses, utility. Nothing necessarily wrong with going with Blast, as long as you know and have a reason? 

Certain weapons can also often have an innate element too (Fulmin and Fulmin Prime, has innate Electricity). Acceltra/Acceltra Prime has Heat. Where you are now, you should generally get better results by going Viral. Though against Corpus, Toxin is quite strong. Also, you sort of have to learn how elements mix too. Like on the Fulmin, if you just add a Toxin mod, that will mix with the innate Electricity and create Corrosive... if you add a Toxin and Cold mod, that will end up with Viral and Electric. So thats something that can be good to know and learn. 

Given how important and strong elements are as far as modding, then like Vital Sense, trying to acquire 60/60 elemental mods should be something to generally do, as far as making your builds more powerful. Some of them can be tricky to get, but worth learning how, and trying to get them (like some you get by certain Spy missions, some you need to get from Baro), but they are pretty good mods, that are like... To put it another way? Those elemental mods, often get used way more than the elemental mods that go to 90. The way they work, often just benefits weapons much more and leads to more damage, because they not only give you the element, but give you status chance as well. 

Then as far as weapon strengths? Well Fulmin doesn't have a conventional reload, so you don't necessarily need Fast Hands. Acceltra has good crit stats, but not the best status necessary. Mod like Hunter Munitions can be good on for that reason. I assume you don't have that mod either, but again about progress. Stuff will just tend to get more powerful/easy, with time, as you slowly collect more stuff, resources... Like all the weapons you have, minus one, have upgraded versions. Like Prime versions of Acceltra, Fulmin. Synoid Gammacor, and an Incarnon for that... Lots of mods. Critical Deceleration, for example, will give a bigger Crit Chance bonus than Point Strike. 60/60 elemental mods, actually have less drain, so that should help you fit more on the weapons too... 

I mentioned a lot already though, so do not want to overwhelm with info, but if you have any specific questions or worries, feel free to voice them! 

Good luck as well! 

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A little tip on the combined damage elements - on the left of the modding screen, below the card with the weapon stats there is a search bar. If you type the damage type you need there (blast, corrosive, gas, magnetic, radiation or viral) it will show you all the mods you own that can be combined into that damage type.

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Quick tips would be:

1) Upgrade mod levels. Obviously the higher the mod the more effective it is. Better to rank all your mods bit by bit than rush 1 to max. For example, for the cost of getting 1 mod to level 5, you could get 2 to level 4, or 4 to level 3, ect.

2) In my experience, when you start you can focus on raw damage. If raw damage isnt holding its own any more, look to mod for whatever you current weapons excel at. If you have higher crit, go for crit chance and crit damage. If you have higher status, do for status effect chance and elemental damage.

3) On running status, use corrosive (poison and electric) if yellow health enemies are giving you trouble, or viral (poison and ice) for red health enemies. For general damage you can use explosive (fire and ice).

4) If you dont mind changing mod setups alot, you can match your elemental damage to enemy weaknesses depending on the mission.

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20 hours ago, Rimorbod said:

A little tip on the combined damage elements - on the left of the modding screen, below the card with the weapon stats there is a search bar. If you type the damage type you need there (blast, corrosive, gas, magnetic, radiation or viral) it will show you all the mods you own that can be combined into that damage type.

can also do stuff like
ty dur/str/ran (ability duration/strength/range)
% Cr crit chance and damage
% Da - damage

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Good advice here, though will remind you that having high damage mods will make a bigger difference for any weapon, but the final levels on the mods that go up to r10 cost the most and are best kept maybe 4 levels below max until you can afford it.  You can run fissures with relics and get forma easily which can help you slot in stronger mods as well.  Re-level the weapons while running in full group and stay within affinity range.

That weapon would do much better stacking critical rate and damage mods and you can consider using some mods from the Vigilante set, but you may be better off focusing building up the critical damage multiplier with help with mod like Vital Sense.  You may also get lot more bang for your mod slots using Critical Delay which is one of the corrupted mods that can give you +200% crit chance and using it in place of Point Strike might not be a bad idea as it should push the crit rate up further.  Also, I would highly suggest using the 60/60 mods (elemental dmg / status chance) for matching enemy weakness and use the bane of faction mods.  If you are still missing out on several of these mods, it may not be bad idea to do some trading.

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From my point of view, you generally avoid getting any effective combination on the weapons.😁  For a damage-dealing weapon, do not try to fit in anything else without having +damage,+element, and +multishot already in.

 

So, first, make sure you have a mod increasing the base damage (+damage). Most builds assume you do that by arcanes, but you are not at that level yet. So, do not forget + damage mods like serration or augur or whatever.)

Next, choose an element. One +90% or up to two 60/60 is enough for starters. Keep in mind, one upgraded mod is in terms of capacity more cost-effective than two half-baked. (There surely is no need to upgrade each mod to the max, but I would advise investing in the 90% mods. They are not that costly, and they will last you for a while. Push them at least to 4* - that way their capacity will be even, so once again, you will fit in more if there is a polarity on the gun. 60/60 mods are more efficient, but it will take you some time to obtain them.)

Then, multishot. (Even Vigilant Armaments is a good mod for any weapon on the base star chart.)

And last, if your weapon has over 20% critical chance, you can think about using a mod to increase that chance. But in that case,  always pair it with a mod increasing the critical damage. This part, however, usually does not fit into weapons without Orokin Catalyst. So, while you are just levelling, there is no need to bother.

 

For example that Gammacor - or any secondary. You did not put the base damage mod there - and you wasted your capacity by slotting two elemental mods upgraded only to 3*. If you swap one of the elemental mod for Serration, your damage will increase, the same goes for multishot.

 

Do the Nightmare missions, they drop some nice mods Like Lethal Torrent. Or some cost-effective elemental mods. (You can even be picky and only do those you consider easy. Take your time, there is no rush.)

Edited by kadlis12
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