HolidayPi3 Posted November 7, 2014 Share Posted November 7, 2014 Now that Viver has been changed make us spread out a bit more, what is the general strategy? I understand that you'll still want 2 Mags and 2 Trinities / Limbos, but where should they be positioned? Two mid points? I saw some ideas floating around in this topic: https://forums.warframe.com/index.php?/topic/340858-rip-viver-eris/page-3?hl=viver Just asking so that all of this information can be condensed in one page. Also so I have something solid to direct my farming groups to. Link to comment Share on other sites More sharing options...
vaugahn Posted November 7, 2014 Share Posted November 7, 2014 (edited) Two Mags, and a roaming Trinity and Excalibur. Have the Mags shut down their half of the map, with the Trinity and Excal running between and blinding/providing energy. Edited November 7, 2014 by vaugahn Link to comment Share on other sites More sharing options...
--MZez-- Posted November 7, 2014 Share Posted November 7, 2014 Be smart al i can say Link to comment Share on other sites More sharing options...
xkillo32 Posted November 7, 2014 Share Posted November 7, 2014 (edited) Two Mags, and a roaming Trinity and Excalibur. Have the Mags shut down their half of the map, with the Trinity and Excal running between and using radial javelin/providing energy. fixed Edited November 7, 2014 by xkillo32 Link to comment Share on other sites More sharing options...
Z123FFSS89 Posted November 8, 2014 Share Posted November 8, 2014 The best strategy to me is to have a Mag,Excalibur,Nova,and Trinity. Capture D Trinity stays in the hallway next to B spamming EV Mag,Nova,Excalibur stay on the overpass on D Mag is on the left side closest to C but in range for Trinity's Ev Excalibur is on the right side closest to B Nova is in the middle more so to the right. I got 5k one round and no boosters with this setup. Hope this helps. Link to comment Share on other sites More sharing options...
kubbi Posted November 8, 2014 Share Posted November 8, 2014 I've found having 2 excaliburs, 1 mag and one trinity to be the best. Have trinity and mag stay in middle. Excaliburs also in mid but one a bit near c and the other near b. You cap d then after a bit let them cap c to drag the round out. This earns me 8-10k per round. Link to comment Share on other sites More sharing options...
Tatersail Posted November 8, 2014 Share Posted November 8, 2014 limbo for energy, excal to kill shield-less targets or banshee to keep them clumped, and mag to kill the rest. Trinity is optional for energy but often hard to use as things die 62m away, mash powers on the global cool-down. Requires both range mods maxed, both efficiency mods and all 3 strength mods, and flow to allow trinity to add more buffer, or 50% casting speed if you energy plate. If you have room for shields or other mods your modding wrong. Link to comment Share on other sites More sharing options...
NullCurrent Posted November 8, 2014 Share Posted November 8, 2014 I run with the following setup: * Excal with max range + medium power (no Blind Rage, but Intensify + maxed Transient Fortitude) * Mag with max range and max power (all power, all range, all efficiency mods) * Trinity with max power and max range (all power and range mods) * Speed Nova with decent duration Positions: * Excalibur stands on top of the walkway, on D * Mag stands by the pillar beneath D, facing towards A * Trinity stands on the other side of the pillar facing the L shaped spawn point to the right of the map entrypoint * Nova stands on top of the console towards A This does not require much movement, sometimes it requires the Nova/Mag to run to cap A, and the excal to sometimes jump down and uncap C, but other than that people just need to spam their 2 or 4 abilities. I usually play the Mag, and I mainly spam Shield Polarize on CD, with the occasional Crush to CC enemies running towards any of us or towards A on the walkway (this ensures that Radial Javelin kills them if Crush does not). We get about 4k per wave on this setup, but since they moved the capture points we have frequently had to cap 2 points instead of just holding one, even on the third wave. Link to comment Share on other sites More sharing options...
Spixou Posted November 8, 2014 Share Posted November 8, 2014 (edited) Mag/Exca/Trinity and nekros as a bonus for the mods :) ps : nova is useless (fast or naw) Edited November 8, 2014 by Asphixion Link to comment Share on other sites More sharing options...
Tatersail Posted November 8, 2014 Share Posted November 8, 2014 (edited) if you have the mods then Mag + coil mag arcane head - Mash 2 : Overextended, Stretch, Fleeting, Streamline, Transcended fortitude, Blind rage, Intensify, Flow - All maxed Excal - Mash 4 : Overextended, Stretch, Fleeting, Streamline, Transcended fortitude, Blind rage, Intensify, Natural talent - All maxed Trinity Mash 2 : Overextended, Stretch, Fleeting, Streamline, Transcended fortitude, Blind rage, Intensify, spare mod - All maxed Trinity 2 gives around 200 energy a tick 62m range Mag kills most things with her 66m range and 40m aoe Excal cleans up All stand on 1 spot near the middle of the map, Cap 1 point, takes about 20m for a wave, and should be getting past 14,000 kills a wave the last frame means very little, but a second excal may add some kills. everything should die as it spawns 62m away, if your not getting about 10 kills a second something is wrong Less mods means less kills overall, but Range is a requirement Edited November 8, 2014 by Tatersail Link to comment Share on other sites More sharing options...
Question
HolidayPi3
Now that Viver has been changed make us spread out a bit more, what is the general strategy?
I understand that you'll still want 2 Mags and 2 Trinities / Limbos, but where should they be positioned? Two mid points?
I saw some ideas floating around in this topic:
Just asking so that all of this information can be condensed in one page. Also so I have something solid to direct my farming groups to.
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