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Critique My Rhinop Build


T0rin1
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I'm pretty new to the game, been playing less than a week. I decided on RhinoP for my first 'serious' warframe to enable me to farm up what I would need to venture into other warframes/weapons. It's been going pretty well, but I'm trying to transition into something that is capable of hanging in the 'end game'.

 

I settled on a 114.5% damage Roar build, since it seemed to me like that was the most beneficial build for the likes of T4D.

 

I don't have it forma'd or fully ranked yet, but I have all my mods finally and am in the process of growing. This is my build:http://goo.gl/8MH1FX

 

Comes out to be: 129% power strength, 3% power duration, 3% power range and 35% power efficiency

 

My main questions are whether my 25.8m radius Roar that lasts 15.5 secs for 48.75 power, going to be sufficient to keep it up during waves (2 roar per wave?) on T4D and the like? It doesn't seem like there is any way to get more efficiency without dropping strength, which seems counterproductive as long as this is feasible to maintain.

 

And any other improvements to the build would be appreciated.

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Looks pretty good to me. If you are having energy efficiency problems you *could* level NM higher, reducing your range a bit. I think a 20m radius would work just fine for Roar, but makes Stomp a bit less useful. Depends on how much you Stomp, I guess.

 

Edit: I use a very similar setup for preform defenses, http://goo.gl/5LFRoX, which is basically the same but drops Redirection for more duration. It's a challenge tho, you need to pay a lot of attention to the damage you're taking so IS doesn't drop at a bad time.

Edited by Darzk
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I'm pretty new to the game, been playing less than a week. I decided on RhinoP for my first 'serious' warframe to enable me to farm up what I would need to venture into other warframes/weapons. It's been going pretty well, but I'm trying to transition into something that is capable of hanging in the 'end game'.
 
I settled on a 114.5% damage Roar build, since it seemed to me like that was the most beneficial build for the likes of T4D.
 
I don't have it forma'd or fully ranked yet, but I have all my mods finally and am in the process of growing. This is my build:http://goo.gl/8MH1FX
 
Comes out to be: 129% power strength, 3% power duration, 3% power range and 35% power efficiency
 
My main questions are whether my 25.8m radius Roar that lasts 15.5 secs for 48.75 power, going to be sufficient to keep it up during waves (2 roar per wave?) on T4D and the like? It doesn't seem like there is any way to get more efficiency without dropping strength, which seems counterproductive as long as this is feasible to maintain.
 
And any other improvements to the build would be appreciated.

 

well, first : this is a rly good build

 

imo u should try to max fleeting andstreamline. u need the efficiency 

narrow max is imo important too

and maybe try to change intensify with flow ( u need many energie) and the benefit from the intensify mod is only less

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I haven't found the need to stomp much, I was even half tempted to get rid of it entirely. But I'm usually only doing T2/T3, so I don't know exactly what lies ahead. I did a T4 extermination last night and was on edge the entire time, I think it is a bit out of my league right now. I seem to mostly use it as a panic button to either revive or DPS down a lot of stuff that is attacking something I should be defending. It doesn't seem that it has the potential to scale remotely well enough to be a viable source of damage, and it seems overly expensive as well.

 

It's also kind of hard for me to tell (without seeing the visible glow on allies) how far away my Roar is actually going. I try to Roar and get everyone involved, but sometimes I just don't know if it hit everyone. (too busy killing stuff)

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In a Roar based build, Stomp is intended for the CC only, rather than the damage. It gives you breathing room to get a teammate up, or clear out some enemies swarming the pod. 

 

This setup would work much better for Defenses or static Survivals. For something like an exterminate, I wouldn't bother even bringing Roar, let alone building for it. The damage output isn't needed to quickly kill enemies at lower levels (even T4 non-endless counts as lower level with good weapons). 

 

I would ditch Roar, or use it as a couple second damage boost before a nuke, when doing other game types. For example, http://goo.gl/5vjvA8 is nearly impossible to die with (over 50k ehp). Here you use Stomp to CC enemies and shoot them; it's not about the damage. If you want to keep Roar, you may consider something like http://goo.gl/qQQD34 which gives you 6 seconds of doubled damage, just long enough to take out a heavy, shoot at a boss during a vulnerable phase, or buff yourself or teammates before a nuke.

Edited by Darzk
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For something like an exterminate, I wouldn't bother even bringing Roar, let alone building for it. The damage output isn't needed to quickly kill enemies at lower levels (even T4 non-endless counts as lower level with good weapons). 

 

Noted on your other points.. on the topic of weapons, I've seen a lot of controversial information about what is good, and after digesting the damage 2.0 mechanics and the various enemy types and their resistances, I've come to some conclusions that may well be false.

 

As a general course of action, I plan to use Boltor Prime and Serration, Split Chamber and Heavy Caliber on every loadout. For enemy specific types (non-void) I plan to use the appropriate Banes. Outside of that, this is my general game plan:

 

Grineer: Corrosive/Heat 73/27 split (malignant+infected+stormbringer, hellfire, bane)

Corpus: Viral/Radiation, 50/50 split. (cryo+infected, stormbringer+hellfire, bane)

Infested: Corrosive/Heat 73/27 split (malignant+infected+stormbringer, hellfire, bane) 

Void: Pure Corrosive (maligant+high voltage+infected+stormbringer, shred)

 

It seems like you can't cater to the ancients/gunners and the weaker units on the Grineer/Infested build, so you have to go lopsided on one or the other. Heat as a standalone (vs Blast I guess) seems to be the better option for Grineer and Infested, but maybe I'm missing something.

Edited by T0rin1
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Noted on your other points.. on the topic of weapons, I've seen a lot of controversial information about what is good, and after digesting the damage 2.0 mechanics and the various enemy types and their resistances, I've come to some conclusions that may well be false.

 

As a general course of action, I plan to use Boltor Prime and Serration, Split Chamber and Heavy Caliber on every loadout. For enemy specific types (non-void) I plan to use the appropriate Banes. Outside of that, this is my general game plan:

 

Grineer: Corrosive/Heat 73/27 split (malignant+infected+stormbringer, hellfire, bane)

Corpus: Viral/Radiation, 50/50 split. (cryo+infected, stormbringer+hellfire, bane)

Infested: Corrosive/Heat 73/27 split (malignant+infected+stormbringer, hellfire, bane) 

Void: Pure Corrosive (maligant+high voltage+infected+stormbringer, shred)

 

It seems like you can't cater to the ancients/gunners and the weaker units on the Grineer/Infested build, so you have to go lopsided on one or the other. Heat as a standalone (vs Blast I guess) seems to be the better option for Grineer and Infested, but maybe I'm missing something.

 

Your combos are wrong not quite right:

 

Grineer: Radiation/Viral ALWAYS. No exceptions to the rule, EVER. - The reason you have viral is because the proc halves Grineer HP and Grineer are tanky.

Corpus: Magnetic/Toxic (kills them good toxic ignores shields (or so I've been told). Corpus have low health so viral is not needed) - Magnetic strips shields which the corpus have in excess so it's a better choice than Viral

Infested: Corrosive/Heat (you got this one right)

Void: Corrosive/Cold or Corrosive/Heat (up to personal preference, I build Corrosive/Cold if I can). - Corrosive for the Heavy Gunners, Cold to assist with shields.

 

Try not to use Shred unless going with Latron P. You'll often find more damage to be handy and dandy.

Edited by Semshol
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Your combos are wrong not quite right:

 

Grineer: Radiation/Viral ALWAYS. No exceptions to the rule, EVER. - The reason you have viral is because the proc halves Grineer HP and Grineer are tanky.

Corpus: Magnetic/Toxic (kills them good toxic ignores shields (or so I've been told). Corpus have low health so viral is not needed) - Magnetic strips shields which the corpus have in excess so it's a better choice than Viral

Infested: Corrosive/Heat (you got this one right)

Void: Corrosive/Cold or Corrosive/Heat (up to personal preference, I build Corrosive/Cold if I can). - Corrosive for the Heavy Gunners, Cold to assist with shields.

 

Try not to use Shred unless going with Latron P. You'll often find more damage to be handy and dandy.

 

So, something like these?

 

Grineer: http://goo.gl/aJI2Th

Corpus: http://goo.gl/arfgWm

Infested: http://goo.gl/e5pMNw

Void: http://goo.gl/XcZFgs

 

Seems like 5 forma builds are kind of unavoidable.

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Looks great. You can also use Speed Trigger in place of Bane mods, or Cryo Rounds for Void, but you might have ammo troubles. I might also consider Wildfire in place of Hellfire or Mal Force for the Infested build, because the added clip size is very helpful when getting swarmed. Against other factions you can just duck into cover to reload.

Edited by Darzk
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