One thing that bugs me about the game after having played it for about half a year is how nebulous a lot of the roles are for the different Warframes, at least to me. I'm curious to find out what the community thinks the roles for the different frames are, and what the generally accepted direction is for modding toward those roles, both in low end and high end gameplay.
To that end, I'd like to keep a list of the various frames, and update it as people comment on what they think the role of that frame is. In order to keep it easily parsable for me, I'd appreciate it if you'd post in the following general format:
Warframe name
High end role (healer, crowd control, support, etc)
High end build style (high EHP, high power duration, high movespeed, etc)
Low end role
Low end build style
For purposes of this discussion I'm defining "high end" gameplay as things like endless defense, lengthy survival, nightmare, stuff like that. "Low end" would be farming, leveling, solar system map clearing, and so on.
You can provide as much or as little commentary and justification as to why you think the frame is suited to the role you describe as you like. Niche or little-used roles are also encouraged. I'll be collating as much of the input as possible into the table below. Discussion is welcome as well, but let's not let this turn into a heavily charged argument. I think we can use broad enough terms to satisfy everyone but still be useful.
Editor's note: The following information is the first posting, most basic info; it will be updated and improved over time.
The List (to be filled in as discussion grows):
Ash
High end role: Damage (outclassed by others)
Low end role: Damage, Solo starmap clearing
Banshee
High end role: Damage amplification, Crowd control
Low end role: Damage, Crowd control
Ember
High end role: Damage (outclassed by others)
Low end role: AOE Damage
Excalibur
High end role: Crowd control
Low end role: Damage, Crowd control
Frost
High end role: Objective defense
Low end role: Objective defense
Loki
High end role: Crowd control
Low end role: Solo, crowd control
Mag
High end role: Support, Damage (outclassed)
Play notes: Shield Polarity has a niche in that it is quite good against high shield enemies, and also restores friendly shields; dual purpose damage/heal ability.
Low end role: Support, Damage
Nekros
High end role: Support, farming
Play notes: Excellent in high tier Survival due to increased rate of oxygen drops from Desecrate
Low end role: Support, farming
Play notes: Excellent for farming drops due to Desecrate
Nova
High end role: Crowd control, Damage
Play notes: Massive slow and massive damage potential on the same ability. First pick for all high end content.
Low end role: Crowd control, Damage
Play notes: Molecular Prime tends to steal kills, which is a detriment to anyone in your party trying to level a specific weapon.
Nyx
High end role: Crowd control
Play notes: Chaos can cause enemies to de-aggro for a long time.
Low end role: Crowd control, Damage
Oberon
High end role: Support (outclassed), damage (outclassed)
Play notes: Lack of specialization hamstrings Oberon.
Low end role: Starmap clearing
Rhino
High end role: Damage amplification, crowd control, damage
Play notes: Universally good, the only thing he can't do is heal. Not the absolute best in any specific role, but viable through all content.
Low end role: Freight train, Hammer time, The Hulk
Saryn
High end role: Crowd control (outclassed), Damage (outclassed)
Play notes: Molt can be used as either a Decoy, or static Iron Skin if you remain in place after casting. Miasma is both a CC and Damage ability, however to max the CC duration requires minimizing the damage potential, and vice versa, as its damage scales inversely proportional to its duration.
Low end role: Damage, Crowd control
Trinity
High end role: Support
Play notes: First pick (with Nova) at high end content due to the ability to heal/make teammates invulnerable.
Low end role: Support
Play notes: Less useful due to the lack of damage output in lower end content
Valkyr
High end role: Damage (outclassed), Crowd control (outclassed)
Low end role: Solo, Damage, Crowd control
Vauban
High end role: Support, Crowd control, Objective Defense
Play notes: Excellent anti-Infested due to their need to melee.
Low end role: Support, Crowd control, Objective Defense, Damage
Volt
High end role: Support (outclassed), Crowd control
Play notes: Support takes the form of speed bonuses and his shield. Not terribly effective for ODD/ODS.
Low end role: Support, Damage, Crowd Control
Play notes: Speed bonus is excellent for blitzing Capture/Interception.
Zephyr
High end role: Crowd control, Tanking (ranged)
Play notes: Outclassed by Rhino, but has high personal survivability.
Low end role: Crowd control, Tanking (ranged)
General Consensus: Warframes that lack abilities that scale well with the content are at a massive disadvantage for higher end missions. Damage amplifiers, heals, and long duration crowd control are much better to bring than things like straight damage abilities, which tend to scale poorly as the enemies gain levels.
Question
STRFTR
One thing that bugs me about the game after having played it for about half a year is how nebulous a lot of the roles are for the different Warframes, at least to me. I'm curious to find out what the community thinks the roles for the different frames are, and what the generally accepted direction is for modding toward those roles, both in low end and high end gameplay.
To that end, I'd like to keep a list of the various frames, and update it as people comment on what they think the role of that frame is. In order to keep it easily parsable for me, I'd appreciate it if you'd post in the following general format:
Warframe name
High end role (healer, crowd control, support, etc)
High end build style (high EHP, high power duration, high movespeed, etc)
Low end role
Low end build style
For purposes of this discussion I'm defining "high end" gameplay as things like endless defense, lengthy survival, nightmare, stuff like that. "Low end" would be farming, leveling, solar system map clearing, and so on.
You can provide as much or as little commentary and justification as to why you think the frame is suited to the role you describe as you like. Niche or little-used roles are also encouraged. I'll be collating as much of the input as possible into the table below. Discussion is welcome as well, but let's not let this turn into a heavily charged argument. I think we can use broad enough terms to satisfy everyone but still be useful.
Editor's note: The following information is the first posting, most basic info; it will be updated and improved over time.
The List (to be filled in as discussion grows):
Ash
High end role: Damage (outclassed by others)
Low end role: Damage, Solo starmap clearing
Banshee
High end role: Damage amplification, Crowd control
Low end role: Damage, Crowd control
Ember
High end role: Damage (outclassed by others)
Low end role: AOE Damage
Excalibur
High end role: Crowd control
Low end role: Damage, Crowd control
Frost
High end role: Objective defense
Low end role: Objective defense
Loki
High end role: Crowd control
Low end role: Solo, crowd control
Mag
High end role: Support, Damage (outclassed)
Play notes: Shield Polarity has a niche in that it is quite good against high shield enemies, and also restores friendly shields; dual purpose damage/heal ability.
Low end role: Support, Damage
Nekros
High end role: Support, farming
Play notes: Excellent in high tier Survival due to increased rate of oxygen drops from Desecrate
Low end role: Support, farming
Play notes: Excellent for farming drops due to Desecrate
Nova
High end role: Crowd control, Damage
Play notes: Massive slow and massive damage potential on the same ability. First pick for all high end content.
Low end role: Crowd control, Damage
Play notes: Molecular Prime tends to steal kills, which is a detriment to anyone in your party trying to level a specific weapon.
Nyx
High end role: Crowd control
Play notes: Chaos can cause enemies to de-aggro for a long time.
Low end role: Crowd control, Damage
Oberon
High end role: Support (outclassed), damage (outclassed)
Play notes: Lack of specialization hamstrings Oberon.
Low end role: Starmap clearing
Rhino
High end role: Damage amplification, crowd control, damage
Play notes: Universally good, the only thing he can't do is heal. Not the absolute best in any specific role, but viable through all content.
Low end role: Freight train, Hammer time, The Hulk
Saryn
High end role: Crowd control (outclassed), Damage (outclassed)
Play notes: Molt can be used as either a Decoy, or static Iron Skin if you remain in place after casting. Miasma is both a CC and Damage ability, however to max the CC duration requires minimizing the damage potential, and vice versa, as its damage scales inversely proportional to its duration.
Low end role: Damage, Crowd control
Trinity
High end role: Support
Play notes: First pick (with Nova) at high end content due to the ability to heal/make teammates invulnerable.
Low end role: Support
Play notes: Less useful due to the lack of damage output in lower end content
Valkyr
High end role: Damage (outclassed), Crowd control (outclassed)
Low end role: Solo, Damage, Crowd control
Vauban
High end role: Support, Crowd control, Objective Defense
Play notes: Excellent anti-Infested due to their need to melee.
Low end role: Support, Crowd control, Objective Defense, Damage
Volt
High end role: Support (outclassed), Crowd control
Play notes: Support takes the form of speed bonuses and his shield. Not terribly effective for ODD/ODS.
Low end role: Support, Damage, Crowd Control
Play notes: Speed bonus is excellent for blitzing Capture/Interception.
Zephyr
High end role: Crowd control, Tanking (ranged)
Play notes: Outclassed by Rhino, but has high personal survivability.
Low end role: Crowd control, Tanking (ranged)
General Consensus: Warframes that lack abilities that scale well with the content are at a massive disadvantage for higher end missions. Damage amplifiers, heals, and long duration crowd control are much better to bring than things like straight damage abilities, which tend to scale poorly as the enemies gain levels.
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