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Post by Eliard on Nov 27, 2013 19:29:27 GMT -5
With Update 11, Warframe's damage system received an enormous overhaul, rendering many (if not all) weapon builds that were "Rainbow" builds obsolete. Here's a new place for us to share the many ways we tweak our tools of war! If you're not familiar with the new damage system, here is a good guide that breaks it down for you. Furthermore, your Codex will (upon completing all scans for a given enemy) reveal enemy weaknesses and resistances. I've compiled a list of each weapon's primary damage type and all of the current surfaces and their respective weaknesses/resistances here. IMPORTANT! Read the following: This will explain a lot about the new elemental combo system: And this will save you a lot of grief when polarizing your weapons:
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Post by Eliard on Nov 27, 2013 19:31:34 GMT -5
Still relevant, as it's a Warframe configuration: NEW AND IMPROVEDTrinity (post U10.3.0) "POWERTHIRST" A highly specialized version of the Endless Energy Loadout that utilizes the new Corrupted mods, ideal for defense and survival. Be advised that this loadout works best in a well-coordinated team of casters, as the loadout is designed to maximize Energy Vampire's effectiveness by reducing power duration - that is to say, your two tanking/defensive abilities (Link and Blessing) will have considerably shorter durations. Red slots indicate Forma was used to alter the polarity. Alternate Helmet: Either Meridian or none. Orokin Reactor: Yes Aura: - Energy Siphon= Well of Life 5 (3) | - Fleeting Expertise 11 (6)
| Stretch 9*
| Focus 11
| = Energy Vampire 7 (4) | = Link 9 (5) | D Redirection 14 (7) | Streamline 9 | V Blind Rage 16 (8)
| = Blessing 13 (7) |
Energy used: 69/74 * You could switch out Stretch for Flow, but Stretch makes it easier to supply squadmates with energy. The large energy pool from Flow only really matters when you have to cast ultimates back to back on the run, which isn't a primary concern on this loadout (plus your casters should be keeping the damage off you with all that energy you're supplying them with). - Fleeting Expertise greatly reduces the duration of Vampire, which means you don't have to wait long before all four energy pulses have ticked; it also reduces the cost of casting it, countering the negative effect of Blind Rage.
- The reduced duration and the enormous boost to Power Strength means that you'll be doing insane amounts of damage with Vampire too - in 3-4 ticks, you can kill even armored Grineer units. Throw a Rhino Roar into the mix, and you have a surprisingly effective way of almost immediately taking out any heavy units that come your way.
- Blind Rage also increases the amount of energy ticked per pulse by 99%. Stacked with Focus, you get more energy from a single tick than it costs to cast Vampire, allowing your squadmates to also use the Blind Rage mod without worrying about the increased energy consumption.
[EDIT] HAHAHA AWESOME, I left Blind Rage at 2 ticks for now and Blessing costs 25 energy to frikkin' cast Note: Energy Vampire now deals Slash damage, making it extra-powerful against Infested and less so against Grineer and Corpus shields.
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Post by Eliard on Nov 27, 2013 19:32:13 GMT -5
Ditto: Trinity (post U10.3) "Boris" (I AM EENVEENCIBLE!) Another super-specialized build, which I recommend for high leveled survival, possibly high-risk areas like Phobos (them damn Eviscerators), and pretty much nothing else. This build min-maxes for Blessing's invulnerability duration, providing just over 28 seconds of immunity to death. The flip side is that Energy Vampire is nigh worthless, meaning you have to find some other way of replenishing your energy (e.g. a Trinity with an energy loadout). Red slots indicate Forma was used to alter the polarity. Alternate Helmet: Aura (+25% duration, -5% health) Orokin Reactor: Yes Aura: - Corrosive Projection or Energy Siphon= Well of Life 5 (3) | - Constitution 13 (7)
| V Continuity 9 (5)
| Flow 9 | = Energy Vampire 7 (4) | = Link 9 (5) | D Narrow Minded 16 (8)
| Streamline 9 | Redirection* 14
| = Blessing 13 (7) |
Energy used: 73/74 * Redirection can be replaced with Vitality 12 (6) for Infested missions where you may encounter Toxic Ancients. - Energy Vampire will last for over 25 seconds, meaning you have to wait over 6 seconds between energy pulses. This can be handy for stunning an enemy in a pinch, but as far as restoring energy goes, it's crap. This is why this build doesn't have Focus or any other power strength mods, and also why Narrow Minded's negative range effect doesn't matter that much.
- Streamline and Flow become more important than ever here - not having a reliable way to restore energy quickly means you have to make the most of what you have and be able to pick up energy when it becomes available.
- Link becomes highly effective for redirecting friendly fire onto enemies because of how long it lasts - just be aware that its range is reduced considerably, so you may need to move around to find targets when fighting ranged enemies.
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Post by Eliard on Nov 27, 2013 19:32:47 GMT -5
Ditto 2: Loki (post U10.3.0) "Paul Denton" (Stick with the prod) A fantastic build for high level non-Infested defense and survival that focuses on cheaply disarming hordes of enemies at once. Loki is a very squishy frame, and ranged enemies - especially Grineer with their hitscan weapons - can be a nightmare for both him and the rest of the squad, hitting from many angles and positions, thwarting escape. This loadout lets you easily and consistently take away the variables in facing ranged enemies, confining their attack range to essentially where they physically stand. If you play this Loki right, you should basically never hear enemy gunfire. Pairs very well with Vauban's Bastille (and Vortex, at that). And you don't even need to polarize Loki - just toss a Reactor in! A quick breakdown: - Radial Disarm's range is increased to 50 meters, and costs only 25 energy to cast.
- Invisibility and Decoy have their durations shortened to the point of near worthlessness.
- Highly specialized build for Grineer/Corpus/maaaaaybe Corrupted defense/survival.
Alternate Helmet: Swindle (+15% range, -5% health) Orokin Reactor: Yes Aura: - Enemy Radar (or Energy Siphon, if you're feeling lucky) = Decoy 5 (3)
| D Redirection 14 (7)
| Fleeting Expertise 10
| Overextended 11
| = Invisibility 7 (4)
| = Switch Teleport 6 (3)
| V Streamline 8 (10)
| Flow 9
| Stretch 9
| = Radial Disarm 13 (7)
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Energy used: 73/74 The long version:- Radial Disarm is obvious, as it's the crux of the entire build. As for the rest:
- Invisibility won't last long enough for you to do any damage - it's mostly there to give you some breathing room in case you do somehow come face to face with an armed enemy, or for a very brief damage boost when the defense objective is swamped.
- Switch Teleport, though regarded by most as just a trolling ability, actually can be handy in a pinch in defense against disarmed enemies - if there's a single heavy unit that's meleeing the pod, you can switch with it, saving the objective while giving yourself room to attack it while it runs back to its target. This skill does NOT need to be ranked up, as it is already at maximum range with this loadout.
- Decoy is the only skill that you could leave out of this build - it doesn't last long at all, meaning enemies won't be distracted by it for long, and if it is placed poorly, it will be destroyed in a few hits from enemy prods. Its primary use, then, would be to situate yourself or teammates in hard-to-reach locations using Switch Teleport.
- Streamline and Fleeting Expertise reduce the cost of Disarm without negatively affecting it. You'll notice I did NOT max either of those mods; this is due to the efficiency hard cap of 75% (FE 50% + Streamline 25%) - maxing both will not allow you to cast for any less than 25 energy. With Loki's 450 energy pool from Flow, you can Disarm often enough in Survival missions that your teammates will think the game is spawning only Prod Crewmen and Flameblades. As a plus, Disarm gives a short 1-second stun to enemies that can be affected by it (including those that have already been Disarmed), and since it's only 25 energy, it's no skin off your back to give your teammates a little breathing room if they need it.
- Stretch and Overextended help to maximize the range at which enemies are disarmed - combined with the Swindle helmet, this ends up being 50 in-game meters, an area larger than your minimap can display. This effectively means you don't need to Disarm as often.
- While you may think to pass up Enemy Radar for a more "useful" aura, keep in mind that with Disarmed enemies, no red dots near you means you won't be getting hit. Combine this and Loki's squishiness with the fact that Disarmed enemies (with the exception of some heavy units) hit harder than they do with their normal weaponry, and you're likely to suddenly appreciate having a constant, accurate view of exactly where your enemies are. If you want Energy Siphon or something else, coordinate with your teammates so that at least one person has Enemy Radar.
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Post by Eliard on Nov 27, 2013 19:35:41 GMT -5
Ditto 3: Loki (post U10.3.X) "Foxiest of the Hounds" Now that Loki's Invisibility finally cloaks his sentinel too, melee Loki no longer sucks for soloing everything! This is the build I use for Infested Survival, be it solo or team play, but it's overall a good stealth and survivability build (and nice for fleeing to extraction for survival after you run out of oxygen). The primary skill in this loadout is Invisibility, min-maxed for duration. This also requires some use of Decoy, as enemies will not swarm to your position if you are invisible - clever placement of your Decoy will also ensure it lasts as long as it can. Be sure to bring a melee weapon that can take out large swathes of enemies at once (I use Orthos Prime) and guns that can help you deal with Toxic Ancients (Ignis is a good choice for overall crowd control, but you may want to bring something that ignores armor specifically for the Ancients, like Kunai or something). Post-U11 amendment: Ancients now are unarmored.Alternate Helmet: Essence (+15% power efficiency, -5% armor) Orokin Reactor: Yes Aura: - Enemy Radar = Decoy 5 (3)
| D Narrow Minded 16 (8)
| Constitution 13
| Streamline 9
| = Invisibility 7 (4)
| = Switch Teleport 9 (5)
| V Continuity 9 (5)
| Flow 9
| Vitality 12
| =
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Energy used: 68/74 - What can I say, really? It's a pretty straightforward build. You'll be invisible for over 30 seconds per cast, meaning your supply of enemies could dry up before your cast runs out because there's no apparent target. This is why you have Decoy - and there are some strategic ways to place your Decoy to draw enemies toward your position. Never simply place it on the ground level where things can walk up to it. (Triburos has a guide that gives you tips on how to place Decoy properly.) Ideally, you would put it where even Ancients' charging knockdown attack can't move it - under some stairs, lodged between two large crates, etc.
- Radial Disarm is not included because lol infested. Granted, it can do 500 damage to Chargers in range, but it's definitely not worth the energy and the animation can in fact get you killed. With the short range caused by Narrow Minded, it's even less useful. I've personally never used Switch Teleport in Infested Survival, but it's generally accepted to be useful for getting places in conjunction with Decoy. Again, be mindful of the shortened range.
- Enemy Radar is equipped in place of other auras to help compensate for the immense numbers of Infested you will encounter. Personally, I always have Radar on if I can swing it - I find the tactical advantage of knowing where everything else is outweighs slow energy recovery by a considerable margin, especially when soloing.
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Post by FireEclipse on Nov 30, 2013 2:42:32 GMT -5
Ultimate rhino roar solo build (goofed up the original defense polarity lol) Trin Trin! (you can swap out overextended for flow or something if the enemies you are facing are close range like infested or radial disarmed enemies) <input id="mac_address" value="" type="hidden">
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Post by Eliard on Dec 22, 2013 9:39:54 GMT -5
Banshee (Post U10.3) "Lockdown" Two words: Crowd Control. Sound Quake's duration is not affected by mods; this means you can use Fleeting Expertise and Streamline to jointly lower your energy cost by 75%. Sound Quake ALL DAY BAYBEE Alternate helmet: Reverb (-Health, +Max Energy) Orokin Reactor: Yes Aura: (Flexible; your preference.) = Sonic Boom 3 (2)
| V Focus 11 (6)
| Flow 9
| Fleeting Expertise 9
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| D Overextended 11 (6)
| Streamline 8
| Stretch 9
| = Sound Quake 13 (7)
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Energy used: 56/74. Feel free to put other abilities on; this build centers on the two listed. If you're cheap like me, instead of polarizing you can just stick Streamline on her second V slot (10 energy to equip there). It'll all still fit, even if you have an aura with a mismatched polarity. You can also polarize one of her = slots (probably the one with Silence) to a D polarity if you're not comfortable with having her base shields/health. - Reverb is used instead of Chorus because you won't be able to go below 25 energy per Sound Quake; the extra max energy can be helpful.
- Stretch + Overextended give Sound Quake a range of 47 in-game meters, allowing you to stunlock everything in a huge radius.
- Fleeting Expertise + Streamline allows you to spam Quake with impunity at a mere 25 energy per cast, "locking down" your enemies and allowing your allies to take them out without resistance or revive a fallen player without being attacked.
- Be advised that this setup is meant to be used in a group setting. Overextended greatly weakens Banshee's damage from Quake, meaning the skill is meant as crowd control only - your allies should take advantage of it to deal out damage.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 4, 2014 14:35:47 GMT -5
B U I L D 11.9.2
P R I M A R Y Ogris — Universe Eater ★★★★★★
Soma — Big Skeleton ★★★★
S E C O N D A R Y Bronco Prime — Tea Time ★★★★★
Detron — Robocop ★★★★★
M E L E E Dual Ichor — Apex Glide ★★
Fang Prime — Vortex Coil ★★
Galatine — Claymore Behemoth ★★
Glaive Prime — Slipstream
S E N T I N E L Sweeper — Rampage ★★★
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Lazermaniac
Clan Member
Do not stare into beam with remaining eye.
Posts: 36
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Post by Lazermaniac on Jan 18, 2014 14:59:08 GMT -5
Not posting any sort of discrete loadout, but the Grakata is a freaking crit/proc BEAST now. 20% chance on either right out the box. Considering the high ROF and the event reward toxic/status mods further boosting proc % by up to 60, you can get 40% proc chance and around 60-ish crit AND leave space for those delicious elemental mods. That's a whole lot of status effects, things just MELT under combined Slash and Viral. I can also mix and match mine to put out any combined element and one additional basic, or just stick with Toxin+Whatever and slap an appropriate physical damage booster on there if I'm so inclined.
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Post by Visage on Jan 21, 2014 2:21:48 GMT -5
Holy cow. Just build the Grakata for clip size, firing speed, proc, and reloads, and you have a crazy good CC weapon (with Blast damage). Though prolly not as good as the Embolist for that...
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