Seeker for punch through to prime more enemies at the same time?
Dystopia
Brief Respite and the Augur set mods can be used to prevent Harrow's Penance from triggering his shield gate. Penance drains shields based on your current shields when cast and the small shield restore from these mods will keep your shields from fully depleting. Augur mods are slightly better because they work in overguard shield ranges.
My only real issues with Trinity are her low duration on her 1, 3 and 4, and her augments really need to be better, especially champion's blessing which wasn't really usable because of shield gating and is even less usable now with Overguard becoming more common. Energy Vampire Trinity still has its niche though, and is still probably my go to frame for the Index. Link isn't bad either in Radiation sorties besides the very low duration.
Protea is a fairly strong caster frame that also doubles as a support frame.
Protea's shield grenades are extremely helpful for any content where enemies do very high damage to the player as long as the damage isn't toxin. They're functionally Arcane Aegis as an ability. The Tap/Hold functionality can be inverted in settings if you find you primarily use one mode over the other making it a little more comfortable to cast. The slash grenades offer some minor CC but the damage feels a little lack luster to me, at least when compared to her turrets.
Blaze Artillery is a very strong ability and it becomes more effective the more duration you mode for. It still requires some range to be effective though. Grouping abilities also help to make the turret more effective because the splash damage also increases its shot multiplier. There is also the Temporal Artillery augment for this ability which essentially turns the turret into one of Xaku's, but the combo count is capped to 20, and requires using Temporal Anchor to be used at the same time.
Dispensary is Protea's other support ability. it's very useful if your loadout includes weapons with very low maximum ammo/arch guns or if you're going to be doing anything that requires staying in a small area for a some amount of time like piloting a railjack or defense/survival missions. The augment for this ability was never really worth using and after the recent QOL changes to radar and companion reviving is even less useful. The Helmenth version of this ability was probably over-nerfed and only has 50% of the duration when subsumed onto another warframe.
Temporal Anchor is an ability that feels like it griefs you more than it helps you. If you forget to cancel the ability before the timer expires, you can be sent back far behind the rest of your squad. If it was possible to cancel the rewind while in progress it wouldn't be as bad, but as the ability functions currently, you're probably better off replacing it with something else. The Temporal Erosion augment seems somewhat useful, but with the armor rework it's probably less important to have.
CC could be a little more usable on eximus in general, I wish they got the Sentient/boss nerf to CC abilities where the abilities just have diminished effectiveness rather than it either works or it doesn't.
I've been running around with a resonance Banshee a lot for this event, it's nice seeing lots of highlighted enemies spreading the debuff around. I don't think Silence makes that much of a difference when you can out walk the beams of death, their damage still seems bugged to me though, Covenant shows almost 2M damage prevented if I stand still for the duration of one of the beams. I don't think it can damage objectives though.
It would be nice if they would add some of the new game modes to the sortie rotation. It's nice that they've done that they've added some of the new missions from Zaramin/Sanctum to the steel path rotation and Omnia Fissures though.
The dev shorts today mentioned something about a hot fix possibly today which should have some general QOL fixes for the game mode and they did mention elevator speed/charges, so hopefully that get's better communicated to players in-game.
Overall, I think the game mode is pretty fun/relaxed. It doesn't feel like there's a meta loadout being enforced, and for the most part, you have the freedom to bring whatever you want to the mission.
There doesn't really seem to be any failure condition either (other than maybe the first objective, but I've never managed to fail there).
The pity system is also nice to have for anyone who doesn't have the time to farm or has terrible luck and the event cosmetics also look really nice.
Hildryn is one of the more fun tank frames to play, and is actually pretty good for harder content if you're having trouble staying alive.
Balefire unfortunately falls off in higher level content, exalted weapons are probably in need of an update to make them on par with current weapons.
Pillage is a very versatile ability, removing armor/shields from enemies and replenishing the players shields and cleansing status on the caster and their allies. As long as you can keep Hildryn's overshields active with this ability, toxin damage will not be able to bypass your shields.
Haven along with the Blazing Pillage augment makes Hildryn usable against the infested too while providing a bit of extra CC with the Heat procs.
Aegis Storm is also kind of useless, it reduces your mobility and only lets you use Balefire as a weapon. It can generate energy orbs but those are really only useful for your team mates and only moderately useful to Hildryn.
Rakta Dark Dagger is a pretty good weapon to pair with Hildryn as an alternative to Blazing Pillage or if you just want to quickly max your shield without waiting for Pillage to end.
I also like using Chroma's Elemental Ward (Electric) and replacing Hildryn's 4. It both gives Hildryn even more shields and reflects damage done to Hildryns shields back to enemies. Abilities that drain Hildryns shields like Haven will also trigger this effectively turning Hildryn into a walking shock mote. This used to be really fun with the old Unairu's damage reflect, just being able to walk into a group of enemies and killing them with all the reflected damage.
Harrow is probably one of my most played warframes. He has great survivability and some very strong weapon buffs which make weapons that have usability issues a lot more viable and fun to use. It is a lot easier to play Harrow if you only focus on modding for solo gameplay rather than team support. Missions I would typically use Harrow for would be Disruption and Survival, and mostly focused on duration and strength.
Condemn works great for quickly freezing important targets like Demolysts in place for easy headshots. It still won't hold them for long but with Harrow's fire rate buff and crit chance, you should be able to kill most Demolysts very quickly. I would not bother using the condemn augment, especially with how easy it is to get energy now.
Penance has a useful interaction with shield regeneration mods like Brief Respite and the Augur set, If you don't have active Overshields with Brief Respite equipped, the shield regen will prevent your shield gating from tripping making it a lot safer to use around enemies. The Augur set is a little better if you can fit one of the mods as it can prevent penance from triggering shield gating even when cast with active overshields. Penance also gives a large boost to your weapons fire rate and reload speed making certain weapons much more usable without wasting mod slots.
Thurible is mostly just used to keep your own energy up and allows you to run around with negative efficiency and always have a cast of condemn ready for emergencies. I don't find Warding Thurible to be very useful.
Covenant and the Lasting Covenant augment are what I usually try to mod for on Harrow. This is mostly for precision weapons or if you loadout is focused around headshots with arcanes like Arcane Pistoleer or single target weapons. If your team is nuking or CC focused with Gloom/Shock motes, it's best to find a group of enemies alone to get your full buff or find a couple exploding barrels to take self damage.
For weapons, generally I like to use snipers, Penance and Lasting Covenant help to work around the lower fire rate and reload speeds, and the Sporothrix is pretty fun with this setup and its Volatile Variant augment. For pistoles, Arcane Pistoleer and anything that's full auto and has a high fire rate like the Twin Grakatas. As long as you're getting headshot kills, it's like running around with an infinite ammo fissure buff. The melee weapon typically doesn't matter, Rakta Dark Dagger to quickly refill shields or the Furax with Amalgam Furax Body Count if you want to have even more fire rate on your pistols. It's also probably one of the few warframes where spearguns like the Scourge and Afentis can be useful.
Probably one of the harder warframes to farm because a blueprint is on a Rotation C mission. If you see her as a reward for the Duviri Circuit it can save you a lot of bad RNG trying to get her Neuroptics from a Survival mission.
Her abilities make most difficult missions doable even while solo, and my favourite use for her is to use Mallet to quickly spawn a Sister of Parvos. Her kit is pretty versatile giving mild CC, damage, invisibility, and even energy regeneration which can also be granted from Octavia Specters.
Isn't the fire rate cap meant to be 5 for semi auto weapons after that "nerf/buff" that didn't really solve accessibility issues a while back?
The reload time doesn't seem too terrible if it still has the infinite ammo gimmick from the Magnus Prime unless you constantly reload out of habit. Not being able to use Deadly Manoeuvres does make the single Magnus the better weapon to me.