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Zephyr Help Please


(PSN)d-iabLOFan
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Building Zephyr to primarily use "Tornado" would be beneficial. It's a good ability to calm down a large crowd and you can gain good kills from it. If you're making "Tornado" strong, you'd probably make "Dive Bomb" strong as well. That'll make it so if you're ever in a situation with your tornadoes, you can still kill something around or at least stun them.

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I know it has awesome crowd control ive tried it to an extent it just doesn't kill worth anything especially higher tier missions I guess if I want a full on tornado build ill bring my penta along to handle the scraps thanks for the tips though guys my idea is

 

turbulence

tornado

Redirection

Vigor

blind rage

intensify

streamline

fleeting

flow

 

cant think of the last mod I want maybe vitality for more tankiness with turbulence idk ill have to do some work and ill edit this when I come up with something im at college right now lol (I know I know I should be studying)

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You don't use tornados to kill stuff. If it does, great, but it runs out of steam pretty quickly as enemy levels increase.

 

It's a CC ability and should be used as such. There are much better things to build Zeph around (turbulence...) than tornados.

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You don't use tornados to kill stuff. If it does, great, but it runs out of steam pretty quickly as enemy levels increase.

 

It's a CC ability and should be used as such. There are much better things to build Zeph around (turbulence...) than tornados.

I use turbulence to get away from enemy fire for a few seconds just long enough to get the shields going up ... other than that i don't use it just as an oh **** button is all i don't need it to last 40 seconds lol tailwind got fixed and i don't like dive bomb so tornado seems the most viable for my style everyone has a different preference dude ill be sure to post my results :)

 

EDIT:  You did notice in my last reply that i know it doesn't kill higher level enemies right? and that i also know its a crowd control ability.... thanks for nothing

Edited by (PS4)d-iabLOFan
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Well, if you want an opinion on the actual build, well, you're doing it wrong.

 

What Zephyr has that is mostly unique to her is a high chance of avoidance of incoming damage. That means turbulence. You build for this. You do not want to take hits, even with her high base stats. Tornados are strictly for CC and tailwind is QoL. I don't use divebomb except on infested (usualy don't bother with Zeph on infested) where it would replace turbulence.

 

You don't need a huge duration, but you do need high efficiency. That means fully ranked fleeting expertise and enough of a streamline to hit 75% efficiency. Max rank vitality and redirection and a rejuv aura tops it all off. To make up for the duration hit from fleeting, you run constitution and continuity. This will get you around a 20sec duration on turbulence.

 

Lastly, equilibrium or rage can help with energy recovery, depending on personal preference. I tend to run equilibrium on survivals and rage on rushrushrush missions where orbs might not be terribly common.

 

There you go, scooter. Zeph isn't a damage 'frame so you build around survivability, like you were told.

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how does one do it wrong? when everyone prefers something different I personally do not suck at this game at all I can run with no shields or health and no turbulence (my original build) never died with her I don't feel the need to be tanky and use turbulence constantly it doesn't make you a good player if your not taking damage (like all the rhino noobs)

 

but seriously thanks for the rage..... I had a feeling you would after I quoted you lol

 

I was looking for advice not telling me "oh you're doing it wrong" obviously I don't care and I will build her as I please just wanted maybe a little direction I already stated the type of build I wanted why would I build her that way just because you did? and when she comes out awesome ill be sure to let cha know ;)

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Tornado is good for killing enemies in very rare occasions. This is when you can cast it so the enemies are pinned between the tornado and the ceiling and aren't flinged away. You also need to change the damage type depending on the enemy.

 

But almost always it's just a CC ability and you'll always do more damage with weapons.

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Tornado is good for killing enemies in very rare occasions. This is when you can cast it so the enemies are pinned between the tornado and the ceiling and aren't flinged away. You also need to change the damage type depending on the enemy.

 

But almost always it's just a CC ability and you'll always do more damage with weapons.

You are right but if my tornadoes at least weaken them enough in high level missions ... I planned on having to "cleanup scraps" just want the tornadoes to do the most possible damage they can. It would still make them easier to kill also while pulling everything away from you I think I tested her with just blind rage and intensify on kepler, phobos and I must say the damage was pretty nice until wave 25 ish and even then the enemies were weak enough for me to slash them with my dragon nikana one time and they died

 

Thanks for not raging at me lol and trying to make me do it your way like that other #$&(% and you do more damage with a weapon yes but with tornado if your a good shot you can also pull some kills off while they are spinning around in it (penta ftw :P)

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You are right but if my tornadoes at least weaken them enough in high level missions ... I planned on having to "cleanup scraps" just want the tornadoes to do the most possible damage they can. It would still make them easier to kill also while pulling everything away from you I think I tested her with just blind rage and intensify on kepler, phobos and I must say the damage was pretty nice until wave 25 ish and even then the enemies were weak enough for me to slash them with my dragon nikana one time and they died

 

Thanks for not raging at me lol and trying to make me do it your way like that other #$&(% and you do more damage with a weapon yes but with tornado if your a good shot you can also pull some kills off while they are spinning around in it (penta ftw :P)

Without trapping the enemies between ceiling and the tornado, you won't weaken them enough in high level missions. Sure it deals some damage but for the trade off of the enemies flying everywhere, making them harder to kill without aoe during that time, that little damage isn't worth the time.

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