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Inaros Sortie Build


Almagnus1
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I've been using this Inaros for sorties for a bit now, and it's been extremely durable.  I figured I'd throw it up here to see if there's any way to improve upon it.

School: Naramon

Inaros
http://warframe-builder.com/Warframes/Builder/Inaros/t_30_4434000033_2-0-10-4-6-5-10-7-5-13-2-3-19-1-10-27-9-3-34-8-5-59-5-3-418-3-5-544-4-5_2-6-19-7-13-7-418-6-544-11-59-9-4-9-10-9-34-14-27-5_0/en/1-0-45

Hek
http://warframe-builder.com/Primary_Weapons/Builder/Hek/t_30_22200330_167-7-3-170-5-5-175-6-5-178-1-5-190-3-5-365-4-3-482-0-10-546-2-5_482-7-178-8-546-6-190-9-365-7-170-6-175-6-167-9/en/2-0-31
For a budget version, use the normal version of the primed mods.

Akstilleto Prime
http://warframe-builder.com/Secondary_Weapons/Builder/Akstiletto_Prime/t_30_02222003_193-0-5-204-3-10-206-4-5-212-5-3-263-6-3-487-7-10-543-1-10-605-2-10_193-11-543-6-605-7-204-7-206-6-212-7-263-7-487-8/en/3-0-80
Budget Version: http://warframe-builder.com/Secondary_Weapons/Builder/Akstiletto_Prime/t_30_02222030_193-0-5-195-6-5-204-3-10-206-4-5-211-1-5-212-5-3-222-2-5-328-7-3_193-11-211-5-222-5-204-7-206-6-212-7-195-6-328-7/en/3-0-80

Karyst
http://warframe-builder.com/Melee_Weapons/Builder/Karyst/t_30_322000002_238-5-3-240-6-3-241-0-5-245-7-5-251-4-5-298-8-3-557-2-3-729-3-10-733-1-10_241-6-733-7-557-7-729-14-251-11-238-7-240-7-245-11-298-10/en/4-0-6
For a budget version, use the normal version of the primed mods.

Carrier Prime
http://warframe-builder.com/Sentinels/Builder/Carrier_Prime/t_30_5004554445_268-0-5-275-6-10-276-1-0-277-9-5-283-8-10-284-7-10-289-3-10-545-2-5-742-4-5-770-5-5_268-4-276-4-545-11-289-8-742-3-770-4-275-7-284-6-283-7-277-4/en/11-0-12

Loadout Thoughts
I'm using Naramon mostly because it's what went well with Excalibur, but it also synergizes well with a Covert Lethality dagger.

The main loadout for Inaros is built around the thought of "I will not die".  It has proven itself to do just that, especially with the 4k HP.  Rage allows you to completely ignore your energy pool because you will (most likely) take enough damage and generate enough energy throughout the course of the mission.  Stretch gives you enough range to make Dessication and Darude useful, while the rest of the mods allow you to essentially ignore knockdown and status effects - provided you aren't being stupid about it >.>

Hek is a very easy to put together, strong weapon, which is why it's been my de facto sortie primary, but any other high damage primary can be used.

Akstilleto Prime is crucial here, because it's got solid single target DPS, and it also strips armor **VERY** fast because it's a crit/status build.  Yes, it's a primed item, but it's also arguably one of the best secondaries in the game at the moment.

Karyst can be any dagger with Covert Lethality - which is also going to be another way for you to heal yourself.  I chose Karyst half for Fashion Frame reasons, half for it's unique damage type.  Covert Lethality + Naramon has allowed me to easily take down the 100 Eximus Stronghold minions, with the build being strong enough to slog through that mess.

Carrier Prime doesn't have a weapon because you don't want it to draw aggro - which means improved survival for a free ammo mutation mod (useful with Akstilleto Prime), and also Medi-Ray which heals for an absurd amount of HP on this build.  Guardian is useless on Inaros, but that's included because it's useful on every other warframe, and I have no idea what else to put in that slot.  While the Carrier can be used instead of Carrier Prime, Carrier Prime's so much beefier than the normal version, it's worth taking the time to acquire.

 

Abilities
Dessication
Use whenever you'd like to stun stuff in front of you, combos well with Karyst to start taking down enemies.

Devour
I never use this ability

Sandstorm Darude
For example, if you have a teammate down, and you're getting swarmed, Darude to buy your teammates time to get everyone back on their feet.

Scarab Storm
At the start of the mission, if you are fighting Grineer or Infested, use Scarab Storm until you have about 3k HP, wait until you regen HP above 3k, and then get the Scarab Storm buff to 100%.  Never touch Scarab Storm again - and try to avoid falling into a pit, as that will remove the buff.  Do not use this ability fighting the Corpus or Orokin, because you will be bubble diving to shoot the bubble spawners in the face at point blank range.

 

Thoughts, comments, suggestions?

Edited by Almagnus1
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Learned this the hard way when I was corrected about it on the forums, but enemies trapped in Devour and then picked up with Sandstorm restore your health and become Sand Shadows, just as if you'd taken the time to eat them manually.  Great way to efficiently restore your health in relative safety, and get a few lukewarm bodies on the field to help you out, even if Sand Shadows don't last very long.

Use Scarab Swarm on massed groups of enemies, then stand in the middle of them - you'll regain health fast enough to not only restore your HP, but also replace your Scarab Armor.  It'll also heal your Sentinel, which is great because Sentinels tend to take a beating when Inaros tanks a lot of damage, especially when Napalms and Bombards are involved.

A Covert Lethality dagger is nice, but not strictly necessary.  Any well-built melee weapon with high base Finisher damage (Heavy Blades, Hammers) and the Finishing Touch mod can do the job almost as well.  I like to use a Jat Kittag with Vulcan Blitz, since not only do I kill the victim of my finisher, but also most of the poor schmucks around him too.

Edited by Arkvold
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On 12/13/2016 at 1:09 PM, Arkvold said:

Learned this the hard way when I was corrected about it on the forums, but enemies trapped in Devour and then picked up with Sandstorm restore your health and become Sand Shadows, just as if you'd taken the time to eat them manually.  Great way to efficiently restore your health in relative safety, and get a few lukewarm bodies on the field to help you out, even if Sand Shadows don't last very long.

Use Scarab Swarm on massed groups of enemies, then stand in the middle of them - you'll regain health fast enough to not only restore your HP, but also replace your Scarab Armor.  It'll also heal your Sentinel, which is great because Sentinels tend to take a beating when Inaros tanks a lot of damage, especially when Napalms and Bombards are involved.

That's a good tip, I'll keep that in mind =D

Quote

A Covert Lethality dagger is nice, but not strictly necessary.  Any well-built melee weapon with high base Finisher damage (Heavy Blades, Hammers) and the Finishing Touch mod can do the job almost as well.  I like to use a Jat Kittag with Vulcan Blitz, since not only do I kill the victim of my finisher, but also most of the poor schmucks around him too.

I've got a Nikana Prime to do the Blood Rush/Body Count shtick if I really want to go that route, despite not being a true gentleman about it...

That and you can't stab things in the face >.>

12 hours ago, Krumplifej said:

Just curious, why the antitoxin?

Rapid resilience already helps against toxic damage, I'd just use vigor for more health instead if you don't have a better idea.

That's half of what makes fighting the infested a walk in the park, as I've found both Antitoxin and Rapid Resilience (when combined with a 100% Sand Scarab with Steel Fiber and Armored Agility) allow me to essentially ignore the infested on the third sortie mission, provided that I'm not standing in the puddles.  I've had enough issues with the Moas deciding that the entire world is their litterbox...

It's probably overkill, but I'm also the one that's usually raising the rest of the team, so I'm willing to accept that inefficiency....

That said, against the other factions Vigor or something else (Primed Continuity?) is probably better.

10 hours ago, Coaa said:

Not being mean but pretty much anything in the game will work with Naramon. As long as a weapon can crit, or has maiming strike on it if it's super low crit, naramon makes any possible build and loadout viable.

Point, but what would you use for a different school?

Edited by Almagnus1
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