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Atlas suggestions


Madman_Sprinkles
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Ever since getting Atlas, he has been the most fun frame I have played so far, the stats are amazing didn't require forma for a good build and he's really good for mid level missions. The problem is that Landslide and Rumblers don't scale well with strength into late game, I'd find myself  spamming 1 against petrified lvl 60 eximus enemies more than against Phoroid.
Another problem is his rubble decay ,having to petrify a group of 5 or more enemies and destroy them one group at a time less than 30 seconds apart from one group to the other in order to keep it steady, which can be difficult when fighting a boss or if there isn't a lot of enemies heading your way.

Landslide relying on a weapon's mods for a stat stick kinda sucks, because you either build a melee weapon for using it or you build it just to use landslide. At low and mid tier levels it would destroy anything, but unless you min/max him for strength, lvl 60+ eximus enemies barely take a lick of damage.
IDK if giving him exalted fists or something would be the best idea, but then you don't have to look weird holding a sword/hammer/boomerang and punching people, while having a melee you can rely on when energy is low. It'd also be interesting if you could use weapon combos as the Landslide combos.

Rumblers' damage basically drops off as bad as Landslide's does though, it just feels like a bit of a waste to use 100 energy to summon them if they won't be killing as quickly as you or completely distracting enemies like Shadows of the Dead does.
Considering they're the 4th ability on Atlas, it'd be great if they could do as much damage as Shadows of the Dead, or a bit more with them being solely focused on damage instead of being two small/fast or tall/slow distractions that humorously knock down enemies with a boulder.

His rubble can make him one of the best tanks in the game, once its at max, which nets you about 2400 armor if you have steel fiber. Though it's a bit of a chore to keep it there, unless you're doing a defense where massive line of enemies are coming at you to Petrify and Landslide, it's pretty hard to keep that number up, which leaves him neglected as a tank when compared to Rhino with Iron Skin and Inaros with Scarab armor.
It wouldn't be a terrible idea for his rubble to either decay slower, be consumable like Iron Skin or even permanent until death like Scarab Armor, but at a cost of draining away a Bulwark or still by petrifying enemies, but with a slower build up if it's a permanent stack. Seeing that his body is visually covered in stone when summoning the Rumblers, maybe he could channel the ability for a while to build his rubble.

Petrify pretty much holds Atlas together, as much as Landslide is his bread, and butter and is perfect as is 🙂

Also kinda hoping he'd get some team synergy in any way that could in even the slightest way make him useful for eidolon hunting, maybe by letting him give rubble to allies, letting his Rumblers hurl boulders at the eidolon's synovia or cc vomvalysts. I know asking to be able to punch out their knee caps with Landslide would be asking too much though, it humors me 😛

I hope this was worth a read E>

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  • 3 weeks later...

I agree with you here.

My issue with atlas is that his kit set up confuses me. Is he a  melee tanker, area defender or caster/summon?  I truthfully feel you can only build around 1of his abilities - getting abilities to syngeries gets a bit costly and does not pay off (at least for me).

 

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When DE announced his changes, I immediately farmed for him, even doing that awful boss fight in the archwing solo. Then I paid the 50p to rush him. He quickly became my favorite frame. 

Then I took him to MOT.

He required so much maintenance to remain somewhat like a tank, which was kind of acceptable, until I realized his Petrify was hit and miss. Sometimes it'd petrify a whole group, sometimes it'd petrify 3 out of 5 or just miss entirely and then I'd die from the one shot shotgunner. Passed 20 minutes with the roll the dice 3rd ability just made him irrelevant for the harder content in the game. So, that really needs a fix. They also need to reduce the energy cost for his 1 and 3. If they do fix the wonky petrify mechanic, reduce energy consumption, and slow the rate of decay, I think he'd be near perfect. But they'd still need to something that 2nd ability. I don't have any ideas there...

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hes a low range high damage moderate aoe caster with moderate durability.  

If youre struggling with landslide at level 60 then you just need better melee mods. I can 1-2 hit enemies at lvl 100 aside from like bombard/nox/ or heavy gunners during armor sorties. I dont even build the suggested builds on youtube/wiki (i tried venka p and found it to pale in comparison to my orvius). I use [intensify][streamline][fleeting expertise][flow][steel fiber][vitality][redirection][transient fortitude], redirection used to be hunter adrenaline (which i didnt get enough use out of) but thats a flex slot that i also use for an augment or i could put blind rage in there if efficiency isnt a problem (i could also swap transient for blind rage for like +40 more str if  i didnt care about efficiency) but i have like 180 str and it seems to do well through sortie levels aside from the above mentioned enemies (for which i can just petrify and then spam 1 like 10-20 times while being invulnerable and obliterating anything else within range due to the aoe and the huge combo counter). If i get augur  secrets i might put it there but since i dont use petrify almost ever unless farming, the extra shield works well with mediray to keep my health topped off from any damage incurred between punches. The key is my solid orvius riven with like +170% melee dmg  +106% electric dmg and +94% heat dmg. 

You dont necessarily have to have a stat stick for him, just get a good riven for whatever melee youd already be using and you should be able to do alright with his 1.

Also I've only 2 forma'd him so a few of my mods such as steel fiber, redirection, and transient fortitude arent maxed.

Edit: also you really dont need flow but i find it useful in case of leech eximi, plus it's basically required during energy reduction sorties

Edited by JarodDempsey
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  • 2 weeks later...

The build I use works well, needs zero forma with every mod on max, but on eximus enemies at lvl 100 it kinda kills me to have to landslide a room full of them, one at a time for 10 punches each 😕

I like to use flow as well because I went into one of those sorties with reduced energy without it 😢

The main gripe I have is while I enjoy the micromanagement of the extra armor, if there aren't a lot of enemies, you're screwed

I'm really back and forth on it 😞

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