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"Variable Nova" Build: Speed + Slow, all in one? (Proof of Concept in OP)


Retequizzle
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So I'm not sure if I'm posting this in the right area or not, or whether this concept has been done before, but I saw nowhere else for getting feedback or advice on builds.  Mostly, I'm making this thread in order to seek build refinement.  We're all familiar (hopefully) with Nova and her kit; Slow Nova's pretty sought after for tougher gametypes, while Speed Nova is the community's way to force DE to "lessen the grind", if you will. :^) 

This build incorporates both into one loadout, with enough space to even fit augments that would otherwise be overlooked (lookin' at you, Neutron Star and Antimatter Absorb).  You can find a proof of concept video here: 

 

With that being said, let's start with the essentials for this build:

Spoiler

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The principle behind the build is to utilize every aspect of Energy Conversion in order to determine whether you'll cast a "Speed" M Prime or a "Slow" M Prime.  Growing Power also plays an active role in this (thanks to Inarticulate for providing me with more info on this) of bumping up your Strength further, and Coaction Drift will bolster the 25% to 28.75%, giving you a total of 78.75% increase to work with.

This is one potential option for a CC Variable Nova build:

Spoiler

6592b14c39fd6f8b4d0814c1ce912c52.jpg

Normally, I wouldn't consider running Neutron Star as an augment, but this provides an additional layer of CC in the event that you don't have an energy orb already on hand for a Slow M Prime.  Double-casting it allows you to guarantee a Blast proc on anything within 15.2 meters, which in most cases, will at least let you get through a door and out of a room with a high density of enemies.

In the event you just can't bring yourself to grab Neutron Star for anything other than your Codex collection - that's fine!  Here's some alternate options with brief explanations next to them:

  • Antimatter Absorb: Extended range along with feasibility with using Variable Nova provides this the utility it needs, expanding it's absorption radius up to 5.7 meters.  Combined with a Speed M Prime, you have a contingency plan for clearing a room.
  • Stretch: Combined with a Slow M Prime and reasonably high duration, you have a great way to spread damage out through mobs.  M Prime's damage multiplier will also scale off of Energy Conversion, giving you a 2.4x damage multiplier and an explosion damage of 960, compared to 2x multiplier and 800 explosion damage, respectively.
  • Natural Talent: Faster casting, pretty simple stuff here.  M Prime does leave you vulnerable for a brief window, so this would alleviate that.  Not much of an innovation, but worth mentioning since we have the extra space.

I'm more than open to any feedback on this be it negative or positive - so far, I've had pretty good results but I'll admit, I'm also biased on this since I tend to be pretty favorable towards my own stuff.

Edited by Retequizzle
Updated OP with more consistent information based off of feedback.
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21 minutes ago, Retequizzle said:
  • Growing Power (Aura) + Rapid Resilience: Additional 25% power for 6 seconds when afflicted with a status, with Rapid Resilience addressing Nova's fragility by cutting status duration down by 75%.  Personally, I'm not a fan of this, but it would guarantee a 145% Power Strength M Prime at the cost of additional maintenance while in a mission.  
    • If you do opt to do this, consider swapping Redirection for Vitality to mitigate some of the risk of Toxin/Bleed procs.

Growing Power activates when you inflict a status on an enemy with a weapon (Warframe abilities don't count), not when a status is inflicted on you.

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1 minute ago, Inarticulate said:

Growing Power activates when you inflict a status on an enemy with a weapon (Warframe abilities don't count), not when a status is inflicted on you.

I thought it was the other way around?  I'll edit that then, since it makes it a bit more viable.

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Personally I like more specialised builds on my nova taking either a slow, speed or neutral build depending on the mission type.

But yeah. This can work as well.

Though 3 things.

1 vitality rules over shields all day every day as long as the frame is not on mag base levels.

2. --- corrected ---

3 70% power strength is the neutral nova level. Not speed. So basically this build is for neutral <> slow.

Edited by Airwolfen
2 already corrected
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1 minute ago, Airwolfen said:

Personally I like more specialised builds on my nova taking either a slow, speed or neutral build depending on the mission type.

But yeah. This can work as well.

Though 3 things.

1 vitality rules over shields all day every day as long as the frame is not on mag base levels.

2. You may have a misundetstanding about growing power from what I read. It is not You who has to get a status but you need to inflict the status on an enemy. So take a status weapon and growing power is a go.

3 70% power strength is the neutral nova level. Not speed. So basically this build is for neutral <> slow.

Yes, I did misunderstand Growing Power when I first saw it.  That one hadn't even dawned on me initially but throwing this idea around with friends, one of them brought it up and I took what they said at face value.  Still my fault for not doing enough reading on it.

That being said, that indirectly addresses the Intensify vs. Power Drift as well.  I don't use Nova often so this was my first crack at doing something different with her.  I'll update the thread once I get some updated screenshots for the first spoiler box.

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it could only work if you have several Players with Growing Power (maybe a couple and Co-Action Drift), to counteract the negative Power Strength.
a bit too reliant on other Players for my taste. also means you can't have atleast most of the Armor stripped through Auras.

53 minutes ago, Retequizzle said:
  • Stretch: Combined with a Slow M Prime and reasonably high duration, you have a great way to spread damage out through mobs.  M Prime's damage multiplier will also scale off of Energy Conversion, giving you a 2.4x damage multiplier and an explosion damage of 960, compared to 2x multiplier and 800 explosion damage, respectively.

the 2x Damage Multiplier on Prime is fixed. Range is only relevant for the Range you can Teleport with Wormhole and the Attack Range of Null Star.

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2 hours ago, taiiat said:

it could only work if you have several Players with Growing Power (maybe a couple and Co-Action Drift), to counteract the negative Power Strength.
a bit too reliant on other Players for my taste. also means you can't have atleast most of the Armor stripped through Auras.

the 2x Damage Multiplier on Prime is fixed. Range is only relevant for the Range you can Teleport with Wormhole and the Attack Range of Null Star.

Doesnt it affect the explosion range for MP as well? 

OP, it is a good idea too change the pace according to the situation,it may have its applications but I guess I would never ever use Neutron Star in any situation.

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16 minutes ago, (PS4)lhbuch said:

Doesnt it affect the explosion range for MP as well? 

yes, but those Explosions are only really relevant for Chaining lots of low Level Trash Units together.
they're not really all that useful. not nowadays.

i.e. Players aren't Equipping Range Mods for those Chain Explosions, even if they look neat sometimes.

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3 hours ago, taiiat said:

it could only work if you have several Players with Growing Power (maybe a couple and Co-Action Drift), to counteract the negative Power Strength.
a bit too reliant on other Players for my taste. also means you can't have atleast most of the Armor stripped through Auras.

the 2x Damage Multiplier on Prime is fixed. Range is only relevant for the Range you can Teleport with Wormhole and the Attack Range of Null Star.

I feel that you're overanalyzing the range aspect of this; yes, I did say that using Stretch would give you the 235% range to increase the explosion radius from chaining enemies together, but unless you're going to throw on Narrow Minded to bring the range back down, you'll be at 190% with this build.  With 183% duration, you still get a M Prime affect on the map for roughly 11 seconds, which is enough to blanket most spawns.

I've said before I'm not familiar enough with Nova to claim to be an expert though, so it's entirely possible I'm understating how long her M Prime needs to be active to be "effective".  By the same token though, if you already have the stats for this, would you mind sharing why it's irrelevant instead of just stating that it is?  It's an open question for anyone really, but you mentioned it first so that's why I'm asking.

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49 minutes ago, Retequizzle said:

I've said before I'm not familiar enough with Nova to claim to be an expert though, so it's entirely possible I'm understating how long her M Prime needs to be active to be "effective".  By the same token though, if you already have the stats for this, would you mind sharing why it's irrelevant instead of just stating that it is?  It's an open question for anyone really, but you mentioned it first so that's why I'm asking.

the amount of Duration is generally sufficient for all but the extreme largest map areas, but some opt for even more(or less).

the Explosions from Prime aren't very interesting because of what the Warframe has to offer other than it. a ridiculously long CC, a global Damage Bonus, mapwide coverage, as well as super high Damage Output via Antimatter Drop.
Antimatter Drop is pretty much what makes the Chain Explosions not very desired, even when looking to deal Damage with Novas' Abilities. as Antimatter Drop can deal 800,000 Damage fairly easily (400,000 cap * 2 from Prime), and that's far more valuable for dealing Damage than the 800 Damage Explosions on Enemy death.
it's not exactly so much that the Chain Explosions are not useful, but that Nova has generally superior AoE options and can then often sacrifice Range without much penalty, mostly just not being able to Teleport as far with each Wormhole.

Edited by taiiat
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19 hours ago, taiiat said:

yes, but those Explosions are only really relevant for Chaining lots of low Level Trash Units together.
they're not really all that useful. not nowadays.

i.e. Players aren't Equipping Range Mods for those Chain Explosions, even if they look neat sometimes.

Yeah,maybe I miss nuking rooms with Nova too much

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