Kaldo

joined 1 year ago
[–] [email protected] 4 points 1 day ago* (last edited 1 day ago) (2 children)

I know it works well, I just personally really dislike the concept of shieldgating. what do you even dump in favor of pillage, her #1 ability?

[–] [email protected] 5 points 1 day ago* (last edited 1 day ago) (4 children)

I never got her to click with me but I recently took her into a SP circuit and holy hell... that was a wild ride, electricity procs for ages all over the map. Tons of energy to spare, electricity procs from various weapon decrees, it was amazing.

The only issue, as usual with frames that don't have any built-in defenses, is lack of DR to tank higher level enemies, so you either gotta shieldgate or dodge and toggle operator like a chipmunk on heroin I guess. I do like how all her abilities fit together though, none are free helminth slots.

[–] [email protected] 2 points 4 days ago* (last edited 4 days ago)

Updating with screenshots of my final build, it works extremely well and I love it. It's funny to me that after all these years of warframe, of all the changes and new mechanics, in the end my favorite warframes are Frost and Ember 😁

My Frost and his Glaxion (if you dont want to use bane mods or want a generic kill-all build, just use vital sense instead). I use a Hound for priming, I have enough energy to replace zenurik with madurai and secondary/melee you can take whatever you want. Glaive Prime actually goes extra well with this since its critical chance comes to around 120% if I did my Biting Frost calculations well, which is better than the usual build's default of 70% in terms of proccing Melee Duplicate

 

I've been procrastinating obtaining these for years but now I'm thinking that I'm missing out. I was hoping someone needs any mods from syndicates I'm friendly with and would like to exchange some.

I am negative with New Loka / Perrin Sequence so I'm offering any syndicate mods (or other items) from the other 4 syndicates in exchange. I'm missing 13 mods from Loka, not sure if there are any unique ones in Perrin.

Can be available in afternoons, central EU timezone

[–] [email protected] 2 points 1 week ago* (last edited 1 week ago) (1 children)

Good to know about HM, I thought it might be good due to frost's biting force but I was never a fan of it. I should try punch though, I didn't know it works with beams like that. In that case primed shred is superior to vile acceleration in every way and it will probably make shivering contagion obsolete too, thanks!

No Vital Sense? Does it not stack well with Photon Overcharge, I thought they'd go hand in hand and stack crit dmg to ludicrous amounts?

I only have cold and magnetic on the glax, hound is doing most of the priming but i've been eyeing radiated reload if i have spare mod slots one day... but I will probably put a faction mod instead.

I'm using a basic stretch over overextended since strength affects the added cold modifier of Freeze Force too, and I don't want to be freezing enemies too far from objectives anyway. With just BR+OE the armor strip on #4 is below 100% too so I'd need more mods, archon shards or molt augmented to get it back to over 100%.

I'll probably go Nourish+Equilibrium once I have photon overcharge but for now I'm slotting in a regular streamline+arcane grace.

 

I just took anything synergizing with cold damage and put it on Frost and it works pretty well!

Frost

  • Biting Frost augment
  • Arcane Ice Storm
  • Freeze Force augment
  • Icy Avalanche ofc

Tenet Glaxion

  • Shivering Contagion
  • Primary Frostbite arcane
  • Photon Overcharge (still missing this one but soon I'm adding it too)

Glaxion melts everything in front of you, spreads cold like crazy which also adds ability strength and duration due to arcane ice storm, you have huge crit chance and dmg, you have excellent armor strip and can easily generate overguard.

Since no merciless on glaxion you have to run serration but if I had max rank arachne I'd maybe try that instead of arcane grace once I have photon overcharge from NW. Am I missing anything else thats fun and that could be added to the mix?

Not sure if I should go with vile acceleration on glaxion or maybe add something like hunter munitions or bladed rounds instead.

In any case, it takes a bit to set up the whole build but it feels very thematic and flexible, Frost really becomes even more of a powerhouse with it, I only ever used him for his bubble until now.

edit: I'm also thinking about what to subsume over his #2 since it seems kinda useless, it is low damage and you have plenty of cold procs even without it. Nourish might be the boring but safe option?

[–] [email protected] 2 points 2 weeks ago (2 children)

I know she got better but between the clunky merulina, many abilities being CC in a game filled with overguard enemies nowadays and her style, I was never too interested in dumping any forma in her.

Also, I know Merulina adds DR but it does so by redirecting it from Yareli into Merulina's HP, and its defenses are not affected by adaptation or other sources of DR, right? Doesn't this mean you will get practically instantly dismounted in any high level mission?

[–] [email protected] 3 points 3 weeks ago

I guess we're waiting for the akmagnus incarnon adapter? :P

[–] [email protected] 3 points 1 month ago (1 children)

I remember reading that Secondary Encumber only works on the first target hit, not on any other chained beam victims, so its not that good on nukor though

[–] [email protected] 3 points 1 month ago

I really like Lavos but I've been waiting for years now for DE to make it so it remembers your last cast element instead of making you re-select it over and over again before every cast.

I also haven't tried him in EDA so not sure how reliable is his health/armor tanking there, but in regular SP it was always more than enough.

Had no idea Valence Formation augment exists (red veil and loka are red for me 😥) but that one looks amazing for the profit taker, right? I should try it one of these days

[–] [email protected] 5 points 1 month ago

I am so on board a 1999 boyband / 2k virus infestation crossover, it's such a good idea to connect these 2 places/times and introduce the long awaited liches too

The city open world looked amazing, I just hope they kept it not too big, and they never add archwing to it

Other than that not a lot of solid announcements or even news, but tbh I've been feeling pretty confident and optimistic about WF since Rebb took over so I'm willing to give them the benefit of the doubt and let them cook.

[–] [email protected] 2 points 4 months ago (1 children)

Hmm maybe, I don't have all the incarnon upgrades yet so it could feel better later on. I still feel like a lot of stars have to properly align in order for the incarnon mode to actually feel powerful, otherwise it's just meh - especially if you compare it to something like lex incarnon which seems better in pretty much every way.

 

The entrati armcannon doesn't really seem to live up to its hype - the normal fire is just slow rifle-like fire with no aoe or punch through and the incarnon mode seems to be a big short lived beam with low damage, short range and width, and can only fire a few times before running out of charge.

Am I missing something, like how to build it, or is it really underwhelming?

[–] [email protected] 1 points 4 months ago

I usually run a max range nekros so range is rarely an issue. It also feels really good to cast petrify when you run into a corridor full of basic grunts, you get an instant statue/pinata gallery 😁

[–] [email protected] 4 points 4 months ago

Yep, it's been really painless! I even got all other weapons after a few hours of grinding (onos and ruvox). As a thanks to DE I then spent 50 plat to rush the foundry which I usually never do😁

 

It's busted as hell but I really like it. It's a simple change in the overall gameplay but having to look out for this quick popup and being rewarded with a free heavy attack is such a neat addition to the experience.

I've pretty much switched to Naramon on all frames because of it.

 

For example the new grimoire needs to kill enemies in order to proc its bonus. Trumna needs to kill enemies to get alt-fire charges. You need to land the killing blow to proc Merciless.

For those who don't know, the Wyrd Scythes+Doom combo places a mark on enemies that gathers/stores damage for a few seconds and when that damage exceeds the enemy's remaining HP, it triggers and kills them with true damage.

If you're playing Dagath and using your doom abilities, are you inadvertently kill-stealing and making it impossible for your allies to complete these on-kill challenges? Or for that matter even for yourself?

 

I really like her abilities but to be completely honest I haven't figured out what kind of a build to go for on her. Damage seems good even if you just spam and spread doom around, #4 is a really good "ohshit" button when you find a large group of enemies that need killing, but her survivability seems a bit low, she doesn't have any damage reduction or even healing abilities by default (and low base armor value as well). She seems overall solid but doesn't really excel in anything and doesn't do anything extraordinarily fun?

I kinda mitigated the low defense with a few blue armor archon shards, as for healing her signature melee weapon can restore health but it seems like bad synergy - her #3 boosts crit weapons but her Dorrclave is a status weapon? So that seems like a trap.

Adaptation, arcane grace and her #3 lifeguard do a lot of heavy lifting but all in all, it doesn't seem as reliable as other frames. Maybe subsuming gloom would help but I'm not sure what to replace, and that's kind of a boring thing to do anyway.

So anyway, any thoughts, how have you been playing Dagath so far?

 

Now that we're not locked into 1 or 2 companions that can't die, we can finally start using them to fill the gaps in our warframe's arsenal! Did you find any good uses like that yet?

Looks like Helios is a pretty good armorstrip bot now, combining the Deconstructor with Vicious Bond.

Dethcube seems like a good fit on energy starved warframes thanks to its energy (orb) generator, possibly combined with Duplex Bond? Dunno if companion weapons ever get strong enough to kill high level enemies on their own though

I was thinking about trying out a Chesa for survival missions when you don't have a Nekros but I dunno if Retrieve helps at all since it only fires off every 10 seconds with a 45% chance of success

What kind of stuff have you tried?

25
Warframe Devstream #173 Reminder (store.steampowered.com)
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 

(approximately 10h after this post was made)

 

I guess now it just went from a subtle funny nod to actual canonical lore 😁

20
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

Whispers in the wall:

In this new story-driven cinematic quest, you'll be caught in the middle of a deadly battle between Albrecht Entrati, one of the Origin System's most brilliant minds, and the unknowable Man in the Wall. The board is set and the pieces are moving. Can you put it all together in time, Tenno?

I guess we're fighting Wally, indirectly maybe? Murmur confirmed to be his creations as well

Naturally, you won’t be fighting unarmed, either. Hold fast against the dangers littered throughout Albrecht Entrati's secret laboratory with an all-new Secondary weapon class — the otherworldly Grimoire.

Grimoires confirmed to be secondary weapons, in case people were wondering

Warframe 1999:

Long before The Old War, the deeds of Albrecht Entrati have cast an ominous, lingering shadow over the Origin System. Who is he? What is his story? Learn more of his secrets in Warframe: 1999.

Time travel confirmed?

 

I think the only officially confirmed thing is the pet rework, right? Everything else is up in the air. I'm still personally hoping for more railjack updates, for some UI work (an LFG tool or a better minimap/buff bar), maybe a way to favorite weapons or a better way to navigate the huge amount of gear we have.

In terms of cinematic quests and story I hope they focus a bit on smaller side stories instead of spending years on big new war / duviri content drops. Warframe has a big universe and they can do so much with it that is unrelated to Wally, the orokin or the tenno, but even those could use more smaller but more common updates IMHO.

I guess a big focus will be Soulframe but I'm not that invested in it (yet) so I hope it's not the main thing they discuss.

 

Source

Echoes of Duviri: Hotfix 33.6.4

Incarnon Genesis Changes:
A little over two weeks have passed since the Gammacor, Angstrum, Boar, and Gorgon Incarnon Geneses became available to earn on the Circuit. This has given you time to put them to work in-mission and share your thoughts with us and much of the feedback we’ve seen has consisted of requests to improve their Incarnon Forms. So today’s Hotfix brings you tweaks to reduce the friction to charging Transmutation and to increase the fluidity between modes. Paired with some other general stat improvements and fixes, take them for another spin and see how they feel!

The changes below apply to the base and variant versions of the weapons. Please note that we’re also reviewing the Anku Incarnon for our next Hotfix.

Gammacor:

  • Charging the Incarnon Transmutation gauge is now twice as fast!
  • Increased the explosion damage of its Incarnon projectile from 620 to 660 (Synoid from 760 to 800).
  • Increased the Critical Chance bonus from Evolution IV Perk 1 (Critical Parallel) from 18% to 20% (Synoid from 6% to 10%).
  • Increased the Critical Chance from Evolution IV Perk 2 (Survivor's Edge) from 10% to 12% (Synoid from 4% to 6%) and the Status Chance from 6% to 10% (Synoid from 4% to 6%).
  • Increased the Status Chance from Evolution IV Perk 3 (Elemental Balance) from 12% to 20% (Synoid from 6% to 10%).

Angstrum:

  • Now uses direct projectile hits instead of headshots to charge its Incarnon Transmutation gauge.
    • The projectile must physically hit an enemy in order for it to count towards the charge, not the AOE damage dealt to them within proximity of the projectile.
  • Improved tracking, speed and targeting of the Incarnon projectiles and added more ricochets off the walls to make it easier for them to land.
  • Increased the Critical Chance bonus from Evolution IV Perk 1 (Critical Parallel) from 10% to 14% (Prisma from 6% to 10%).
  • Increased the Critical and Status Chance bonus from Evolution IV Perk 2 (Survivor's Edge) from 6% to 9% (Prisma from 4% to 6%).
  • Fixed being unable to reload the Prisma Angstrum after switching to Incarnon Form.
  • Fixed Angstrum’s Incarnon Form altering the ammo pool of the equipped Primary weapon.

Boar:

  • Changed the way Elemental Balance’s Status Chance bonus (we will be doing the same for Survivor’s Edge in a follow up hotfix) applied to be consistent with the Strun Incarnon: Now it applies to each projectile instead of being divided by the Multishot count.
    • Prior to the above change, Elemental Balance’s 12% Status Chance bonus would grant 7.5% - 9% per projectile. Now it grants 7.5% - 19.5% per projectile.

Gorgon:

  • Removed the initial charge delay on Incarnon projectiles fired and replaced it with an automatic trigger type.
    • In other words, you can now hold the fire weapon input to continuously fire its projectiles as long as a charge is available. The former 1.2 second charge delay is its new auto fire rate.
  • Adjusted projectile detonation times so that it better matches the fire rate of each variant (base version having the longest and Prisma the quickest).
    • This goes hand in hand with the two above changes, with the initial charge delay removed and replaced with an automatic trigger there was room to establish a better rhythm for detonation while firing in auto. Instead of many projectiles taking a while to detonate, they will now roughly do so around the next auto shot fired.

General Incarnon Fixes:

  • Fixed the Evolution VI Incarnon Challenge (Complete a mission with an Incarnon Weapon in every slot) not completing for the Felarx, Innodem, Laetum, Phenmor and the Praedos when using weapons with Incarnon Geneses installed.
  • Fixed the Lex Incarnon Genesis’ final evolution challenge (Get 5 Headshots with this weapon in Incarnon form in a single mission) considering headshots from all weapons.
  • Fixed the Sibear Incarnon Genesis’ Evolution II “Thane’s Wrath” perk missing its UI icon.
  • Fixed the “Incarnon Form” text missing from the bottom right UI elements for the Gammacor and Synoid Gammacor while in Incarnon Form.

Overguard Changes:

  • Player Overguard now protects against Arctic Eximus’ slow auras.
  • Overguard granted by Styanax’s Intrepid Stand Augment Mod is now capped at 15k (at 100% Ability Strength), which scales with Ability Strength.
    • Outside of maintaining the status quo (excluding Rhino’s Iron skin, which requires skillful timing to scale), the Augment allowed for infinite amounts of Overguard to be stacked effortlessly and quickly, which could trivialize challenging content and limit future design space. The survivability and team support element that players have been enjoying on Styanax is still preserved, just at a more practical level to encourage more dynamic play.
  • Overguard granted by Frost’s Icy Avalanche Augment Mod now stacks on cast (up to 15k, which scales with Ability Strength) instead of keeping the highest value from the original or recast.

Corrupted Jackal Undercroft Assassination Changes:

  • The following changes have been made to address feedback that the fight feels a tad too challenging on the Steel Path.
    • The Corrupted Jackal Asssassination mission will now appear at stage 4 and onwards in The Circuit to ensure players have had a chance to earn more Decrees before taking it on.
    • Slightly reduced Jackal’s health and the number of seeking projectiles released per phase during its Grid Wall attack.

General Changes:

  • Wisp Prime’s cowl cloth has been returned to her helmet instead of her body as intended. As reported here:
  • The Prisma Ohma is now tradeable!

Fixes:

  • Fixed active Warframe Abilities (ex: Voruna’s Ulfrun’s Endurance Augment Mod, Equinox’ Maim, Gauss’ Redline, and Ember’s Immolation) getting deactivated and reset at the end of each Stage in the Circuit.
    • This was caused in our attempt to fix the issue with being able to teleport out of the Undercroft and back into the Duviri landscape using Wisp’s Breach Surge or Wil-O-Wisp in the Echoes of Duviri update. We have reverted that fix in order to address all abilities being affected.
  • Fixed melee weapons with projectiles launched from heavy attacks (Glaives, Gunblades, Edun, Argo & Vel, etc.) causing Kullervo’s Wrathful Advance to potentially miss its target.
  • Fixed dual wielding Glaive and Pistol causing loss of function after casting Kullervo’s Wrathful Advance.
  • Fixes towards being revived causing the camera to turn 90 degrees after Transference. As reported here:
    • This is a workaround non-code solution to address the majority of the camera issues with reviving. A Code fix is still required to fix it in its entirety, which means that you may still encounter it in certain scenarios (e.g. Last Gasp).
  • Fixed slow loading players being prevented from entering Deck 12 if another player began the fight during the loading process. Those players will now be automatically teleported to the fight upon loading in.
  • Fixed the Prime Details toggle missing for Wisp Prime while her Dex Skin is equipped.
  • Fixed the flame VFX missing from Wisp Prime’s Helmet.
  • Fixed Atlas’ Landslide not increasing the amount of rubble dropped from Petrified enemies by 50% as intended.
  • Fixed being invisible after closing the game and rejoining the in-progress Orowyrm fight during the Kaithe stage.
  • Fixed the new Captura Scenes released with Echoes of Duviri not appearing in Acrithis’ Wares.
  • Fixed general control binding callouts appearing during The Duviri Paradox Quest instead of the intended Drifter ones.
  • Fixed incorrect binding callouts appearing during the Drifter combat tutorial in The Duviri Paradox Quest if the “Melee with Fire Weapon Input” option is enabled.
  • Fixed controls for the Ludoplex minigames (Frame Fighter, Happy Zephyr, and Wyrmius) not working when using Steam input.
  • Fixed controls for Komi, Recover the Paragrimm’s Tomes, and the security cameras in Break Narmer missions not working when using Steam input.
  • Fixed being able to fire weapons during Wisp’s Sol Gate ability after casting it and then immediately following it with Dispensary (Helminth).
  • Fixed “HUD not initialized” dialog appearing when starting Exterminate and Mobile Defense missions from the Crysalith elevator.
    • Also fixed the enemy kill count to not displaying correctly in Exterminate missions under the same start condition.
  • Fixed stealth melee kills not counting towards the “Close Up Kills” Break Narmer challenge (Kill 3 enemies with melee).
  • Fixed Grineer allies disappearing after dying and respawning in the “Junk Run” and “Prison Break” Break Narmer missions.
  • Fixed an error popup (“You must complete the Vox Solaris Quest”) preventing players from speaking to Eudico after returning from the Orb Vallis during stage 5 of the Vox Solaris Quest.
  • Fixed the Wisp Prime Skin icon in the Arsenal appearing as a blank square.
  • Fixed shields (from Sword and Shield Melee weapons) sitting backwards on Baruuk’s arm when his Doan Skin is equipped.
  • Fixed the Protovyre Apex Syandana clipping into the Drifter Keeler Suit.
  • Fixed offset issues with the Left Prisma Daedalus Shoulder Guard when equipped onto the Drifter Keeler Suit.
  • Fixed the right Emblem offset being too far forward on all Limbo skins when equipped on Limbo Prime.
  • Fixed several offset issues with leg attachments equipped on Kullervo.
  • Fixed offset issues with chest attachments equipped on the Drifter Saita Prime Suit.
  • Fixed offset issues with the Imugi Prime Shoulder Plate equipped on Gauss.
  • Fixed offset issues with shoulder attachments equipped on the Nova Atomica Skin.
  • Fixed being unable to equip the Balefire Einheri skin on Hildryn’s Balefire Prime.
  • Fixed the Cognitive Relay Facial Accessory sitting weirdly on the Duviri Drifter.
  • Fixed the Demolyst’s beep SFX at times slightly offset if in a far away room.
  • Fixed the Syam, Azothane, Edun, and Sampotes missing several SFX with various Melee Stances.
  • Fixed an issue with the sample used for Sevagoth’s Sow SFX.
  • Fixed the Bronco Prime not leaving bullet holes in the environment.
  • Fixed a rare bug where Nihil’s health bar could go missing.
  • Fixed several HUD script errors related to the Nihil fight.
  • Fixed double spacing in the Wisp Prime Accessories Pack.
  • Fixed a crash that could occur if Host returned to a town hub before Client managed to get into the open landscape.
  • Fixed a rare crash when going from town to landscape and failing to connect.
  • Fixes towards being unable to chat link several Kavat and Kubrow Fur Patterns.
  • Fixed being unable to chat link the 2023 Pride items and the Pride Celebration Color Palette.
  • Fixed text appearing cut off in the in-game Market after opening a chat link.
  • Fixed being able to equip Primary weapons in the Dojo after using the Shawzin emote.
  • Fixed the Accessibility Color Palette not being available in the Customize HUD Colors screen if accessed in-mission.
  • Fixed Kahl (summoned from Skaut’s “Kahl Beacon” Air Support) not shooting when commanded to hold position.

Click here for the Known Issues List


Credit to CephalonAhmes

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