Bernkastal Posted December 11, 2014 Share Posted December 11, 2014 Simple change. Health cost instead of Energy cost. Energy Efficiency suddenly becomes irrelevant, mod space can be given instead to duration and power strength for more ability to cast with his remaining 2 abilities (yeah, I still massively dislike Soul Punch). Will this make him 'viable' and to what degree? Link to comment Share on other sites More sharing options...
Satwo Posted December 11, 2014 Share Posted December 11, 2014 bleeding himself in hopes that his skill drops enough health orbs to survive, or bank on rejuv. it all seems legit. Link to comment Share on other sites More sharing options...
God_is_a_Cat_Girl Posted December 11, 2014 Share Posted December 11, 2014 Depends if Rage procs or not. Link to comment Share on other sites More sharing options...
democrator Posted December 11, 2014 Share Posted December 11, 2014 maybe if there is a trinity or some sort of healer Link to comment Share on other sites More sharing options...
Bernkastal Posted December 11, 2014 Author Share Posted December 11, 2014 I'd like to remind everyone that there's a 2 hp orb exhange for a single cast of Despoil. in large rooms or number of enemies, it'll be a massively effective cast, I've had up to 8 hp orbs drop in a single cast. also can help with a trinity for inherent damage reduction on a team. I'll do some testing and update the thread. Link to comment Share on other sites More sharing options...
PsiWarp Posted December 11, 2014 Share Posted December 11, 2014 Bone daddy's officially a masochist. All in the name of loot (I am Groot!) Link to comment Share on other sites More sharing options...
Racercowboy Posted December 11, 2014 Share Posted December 11, 2014 Despoil + equilibrium. What are energy costs again? Link to comment Share on other sites More sharing options...
LurkenLurker Posted December 11, 2014 Share Posted December 11, 2014 Despoil + equilibrium. What are energy costs again? Problem is for the mod to work he has to take a hit in health and energy to activate Link to comment Share on other sites More sharing options...
Ronyn Posted December 11, 2014 Share Posted December 11, 2014 Despoil + equilibrium. What are energy costs again? Truth. Problem is for the mod to work he has to take a hit in health and energy to activate Nope. By spending health to desecrate, then picking up the health orbs it creates, he gains energy. Link to comment Share on other sites More sharing options...
es.iiden Posted December 12, 2014 Share Posted December 12, 2014 bleeding himself in hopes that his skill drops enough health orbs to survive, or bank on rejuv. it all seems legit. Maxed Equilibrium. IMMORTAL. jk but hes got some absurd mechanic now Link to comment Share on other sites More sharing options...
ShardsSuperior Posted December 12, 2014 Share Posted December 12, 2014 This mod is really good for Nekros, as a whole. Desecrate spam build requires Nekros to build Fleeting, and thus lower Duration. This change means that Nekros no longer has to gimp both Terrify and Shadows of the Dead for his main purpose. Link to comment Share on other sites More sharing options...
LurkenLurker Posted December 12, 2014 Share Posted December 12, 2014 (edited) This mod is really good for Nekros, as a whole. Desecrate spam build requires Nekros to build Fleeting, and thus lower Duration. This change means that Nekros no longer has to gimp both Terrify and Shadows of the Dead for his main purpose. So we can actually Build Power Strength Now while having a spammable Desecrate this mean natural talent and rage maby quick thinking now time to test. Edited December 12, 2014 by LurkenLurker Link to comment Share on other sites More sharing options...
Sniperoth Posted December 12, 2014 Share Posted December 12, 2014 maybe if there is a trinity or some sort of healer Trinity nerf incoming Link to comment Share on other sites More sharing options...
Azawarau Posted December 12, 2014 Share Posted December 12, 2014 Anyone else see perma invi trinity coming back? Link to comment Share on other sites More sharing options...
vaelamin Posted December 12, 2014 Share Posted December 12, 2014 Fleeting and Streamline affect the health loss. Link to comment Share on other sites More sharing options...
LurkenLurker Posted December 12, 2014 Share Posted December 12, 2014 Fleeting and Streamline affect the health loss. dosent matter use use equilibrium so you dont need fleeting with this. Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted December 12, 2014 Share Posted December 12, 2014 (edited) Despoil allows to spam Desecrate without consuming energy. So we can drop Rage and Fleeting Expertise for other 2 mods.Equilibrium shines with this mod, it synergize really well and won't make you ever be energyless.I went from a full Energy gain build with -which allowed me to run everytime with full mana and spamming Desacrate- to a more balanced build, and I felt no energy problem at all.. Just losing vitality makes you even squishier than before, but it's a matter of getting used to.Life Strike becomes mandatory.Rejuvenation Aura becomes a possibility to consider.BEFORE:http://warframe-builder.com/Warframes/Builder/Nekros/t_30_043002003_2-1-10-4-4-5-5-7-5-34-8-5-49-0-6-54-2-10-55-6-5-59-5-3-256-3-3_49-12-2-6-54-7-256-9-4-9-59-5-55-11-5-9-34-14_0/en/1-0-12/0PS: I know the Efficency hard cap is 75%, on the previous build will only result in a single rank less on Fleeting Expertise, raising the power duration by 10%.. forgettable numbers.AFTER:http://warframe-builder.com/Warframes/Builder/Nekros/t_30_043002003_2-1-10-4-4-5-5-7-5-12-5-5-34-8-5-49-0-6-54-2-10-256-3-3-458-6-3_49-12-2-6-54-7-256-9-4-9-12-6-458-9-5-9-34-14_0/en/1-0-12/0PS: The screenshot have been made with an additional Intensify, so Shadows are 11 instead than 13, enemies terrified are 18 instead than 22 and Soul Punch damages drop to 700 about.The real improvement comes from having from 7 to 11 shadows that lasts from 30 to 48 seconds. Which allows to rely more on Shadows of the Dead as an indirect crowd control and survival utility.The damage on Soul Punch is anyway forgettable.The duration on Terrify and the number of targets hit are going to be more effective, but the fact you won't have it for other 40 seconds and the core issues the skill has (target moving away, hard to hit, detrimental to cooperative play, ...) doesn't get fixed by this change.The real problem is.. Now that we are 90/100 full energy, what are we going to do with all this Energy? Edited December 22, 2014 by Burnthesteak87 Link to comment Share on other sites More sharing options...
Azawarau Posted December 12, 2014 Share Posted December 12, 2014 Despoil allows to spam Desecrate without consuming energy. So we can drop Rage and Fleeting Expertise for other 2 mods. Equilibrium shines with this mod, it synergize really well and won't make you ever be energyless. I went from a full Energy gain build with -which allowed me to run everytime with full mana and spamming Desacrate- to a more balanced build, and I felt no energy problem at all.. Just losing vitality makes you even squishier than before, but it's a matter of getting used to. Life Strike becomes mandatory. Rejuvenation Aura becomes a possibility to consider. BEFORE: http://warframe-builder.com/Warframes/Builder/Nekros/t_30_043002003_2-1-10-4-4-5-5-7-5-34-8-5-49-0-6-54-2-10-55-6-5-59-5-3-256-3-3_49-12-2-6-54-7-256-9-4-9-59-5-55-11-5-9-34-14_0/en/1-0-12/0 PS: I know the Efficency hard cap is 75%, on the previous build will only result in a single rank less on Fleeting Expertise, raising the power duration by 10%.. forgettable numbers. AFTER: http://warframe-builder.com/Warframes/Builder/Nekros/t_30_043002003_2-1-10-4-4-5-5-7-5-6-6-5-12-5-5-34-8-5-49-0-6-54-2-10-256-3-3_49-12-2-6-54-7-256-9-4-9-12-6-6-11-5-9-34-14_0/en/1-0-12/0 The real improvement comes from having from 7 to 13 shadows that lasts from 30 to 48 seconds. Which allows to rely more on Shadows of the Dead as an indirect crowd control and survival utility. The damage on Soul Punch is anyway forgettable. The duration on Terrify and the number of targets hit are going to be more effective, but the fact you won't have it for other 40 seconds and the core issues the skill has (target moving away, hard to hit, detrimental to cooperative play, ...) doesn't get fixed by this change. The real problem is.. Now that we are 90/100 full energy, what are we going to do with all this Energy? Nothing I havnt been able to use it except for QT And with trinity theres perma god mode Link to comment Share on other sites More sharing options...
Noble_Cactus Posted December 12, 2014 Share Posted December 12, 2014 (edited) Ramifications? It further cements Nekros' role as a Desecrator. Just what he needed. And now he's potentially a masochist battery for Blessing. And no, his other abilities won't get more use because they are decidedly mediocre. They won't get more use anyway because what is Nekros supposed to do in a group? Desecrate. Edited December 12, 2014 by Noble_Cactus Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted December 12, 2014 Share Posted December 12, 2014 (edited) Anyway let's be more positive, Digital Extreme isn't Arenanet, we have some hopes! Edited December 12, 2014 by Burnthesteak87 Link to comment Share on other sites More sharing options...
vaelamin Posted December 12, 2014 Share Posted December 12, 2014 dosent matter use use equilibrium so you dont need fleeting with this. Equilibrium for what? My energy is always full because the rest of nekros skills are just plain garbage. Link to comment Share on other sites More sharing options...
LurkenLurker Posted December 12, 2014 Share Posted December 12, 2014 (edited) Equilibrium for what? My energy is always full because the rest of nekros skills are just plain garbage. To gain health back from energy orbs necros terrify can lorwer a targets armor By u to 40 to 45% corrosive projection on top of that lets nekros see high lvl game play and his shadows even though they have stripped down AI Can still body block and protect him the fact the shadows come back with the exact same armor stats as a target killed means there also are viable living shields in late game. Not to mention desecrate itself can use use as party support and for just plain better loot drops. just think out side the box at what this single mod allows nekros to do and we haven't even gotten the augments for the res of his ability's. Edited December 13, 2014 by LurkenLurker Link to comment Share on other sites More sharing options...
vaelamin Posted December 13, 2014 Share Posted December 13, 2014 To gain health back from energy orbs But you dont gain health if you're at max energy. Link to comment Share on other sites More sharing options...
Azawarau Posted December 13, 2014 Share Posted December 13, 2014 But you dont gain health if you're at max energy. Use SOTD or Eq for that Also QT as a backup Link to comment Share on other sites More sharing options...
RealPandemonium Posted December 13, 2014 Share Posted December 13, 2014 Simple change. Health cost instead of Energy cost. Energy Efficiency suddenly becomes irrelevant, mod space can be given instead to duration and power strength for more ability to cast with his remaining 2 abilities (yeah, I still massively dislike Soul Punch). Will this make him 'viable' and to what degree? Lolno, max efficiency still outweighs whatever you're gonna do without it. Why jump through hoops with Equilibrium and w/e when you can just use a health/energy restore for the odd drought? This mod will open an alternative but ultimately irrelevant playstyle for Nekros. Nekros needs polish on his abilities, not trivial augments that don't even bandaid anything, let alone create good gameplay. The instant revive augment is alright, though. Link to comment Share on other sites More sharing options...
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