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Joined 1 year ago
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Cake day: June 11th, 2023

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  • Wukong kind of got hit kind of hard by that ammo nerf. The clone tends to burn through ammo fairly aggressively, and his abilities aren’t really focused towards killing enemies.

    He’s still a good choice for missions like Spy and Capture, and his abilities offer a lot more survivability compared to other frames.

    If you want utility from his clone, give him a weapon with Radiation/Cold for some minor CC, or something that’s good at applying multiple statuses for CO mods.

    Cloud Walker is great for avoiding enemies and covering large gaps like the ones on the Gas City tileset.

    Defy greatly increases Wukong’s armor, it’s kind of disappointing that this ability is still nerfed from the Helminth, and would have been a great alternative to requiring shield gating for endgame content. Obviously armor only goes so far, but for non endurance missions the survivability from this ability would have been more than enough.

    Iron Staff is pretty disappointing, it seems it’s only use would be to get one of the buffs that require you to have a channelled ability active.


  • If you’re going to touch content on the Zarmain, you might need to invest a bit in an amp if you haven’t already so that you can deal with Thrax/Void Angels. Madurai/Unairu are the two focus schools I’d recommend for these missions if you’re after Void Angles.

    If you struggle at all with steel path, play the daily 5 missions in public. It’s an easy way to get the steel essence required to buy arcane adapters for your weapons, and a chance to get the Deadhead/Merciless/Dexterity Arcanes if an acolyte spawns.

    If you don’t have Galvanized mods yet, you can pick them up from the Arbitration Store for Vitus Essence.


  • A good point to start is just running the daily public missions to get Primary/Secondary Arcanes, and the steel essence required to purchase adapters from Teshin.
    Hildryn isn’t a bad choice for steel path, Pillage is great for armor strip, she’s very tanky and had some minor CC if you take her Blazing Pillage Augment. If you really want to use Hildryn for the infested, it might be worth putting Harrow’s ability on her or the Rakta Dark Dagger to regenerate shields.


  • I wish they would just bring back self damage instead, it’s a lot easier to get the vex armor buffs when you can bypass shield gating and don’t have to deal with team mates nuking/CCing the entire map.

    Depending on what they consider an ally, you might run into issues where Shadows/Thralls become an issue for Chroma or objectives with a large hp pool.



  • Equinox is kind of interesting having two frames in one.

    Its passive could use a QOL update to match the recent change to equilibrium, allowing Equinox to pick up health orbs if its energy isn’t full. I’d also like to be able to forma/mod the two forms independently (like Sevagoth) because of how energy hungry the night form is. Unfortunately, Equinox is a very RNG heavy farm, so it probably wouldn’t be worth the extra time and resources to do this.

    It would also be nice enemies with overguard were still effected by CC/Debuffs, but with diminished effectiveness, rather than the all or nothing approach.



  • The pressure point mods are usually more useful against status immune enemies, some enemies are only immune to certain status effects, so CO could be better depending on what elements you have. CO also doesn’t work with every pseudo exalted ability, so if you’re lazy like me and don’t want to check if it’s compatible, it’s easier to just grab a weapon with pressure point.


  • I haven’t really had time to make a new Hydroid build since his rework, but I think he’s less effective against Eximus/Overguard than Khora. Khora is able to do most of what Hydroid does, but is able to do it better in my opinion.

    Khora’s abilities work together to damage trapped enemies, and Ensnare can be used to increase the damage the enemies that are CC’d. It’s probably best to think of Khora’s Strangle Dome as an AOE ability that scales off of your melee weapon instead of a CC ability.
    Khora is also a little more versatile for other missions like Disruption where you want to be able to slow down a priority target.

    Hydroid on the other hand, feels like he has too much range (for his tentacle swarm) and traps enemies out of sight, sometimes in adjacent rooms. This tends to lead to missions taking longer because you need to clean up enemies individually between waves if it’s a Defense mission. It starts to feel a little like playing with a max range Limbo/Vauban/Wisp Motes trapping enemies far away from the objective.
    *I still need to play around with reducing range to see if there’s a good balance where his 1/3 are usable while not making the tentacle range obnoxiously large.


  • Dystopia@dormi.zonetoWarframe@dormi.zoneWeird game behaviour
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    6 months ago

    If they’re on PC, they can try clicking the settings cog on the launcher and verify their downloads cache. (No clue how to do this on console)

    The only other thing I can think of checking is to make sure your Network Ports are set to different values if you’re on the same network. Warframe will usually pester you if multiple people on the same network are using the same ports, so this probably isn’t your issue, but you can find it under Settings > System > Network Ports. Any value is fine there as long as it is set to something different from the settings used for your game.

    If you still run into issues, you might have to make a bug report on the forums to let them know that certain dynamic/interactable objects, like the hatches Zaramin, are indestructible while your partner is playing as a client. Still no clue what’s going on with Lua but at least that one seems pretty minor because it’s in a vault where only used for that mission and it’s in the state for an alternate path rather than a state preventing completing the mission.


  • Dystopia@dormi.zonetoWarframe@dormi.zoneWeird game behaviour
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    6 months ago

    I’m guessing that you’re playing as a squad, and that they are the Client while you’re the Host. These sound like some issues with host vs client game states and were actually pretty common on the Zaramin at launch with the destructible objects hiding hidden paths, though I thought they fixed it there.

    I have noticed that joining mid-mission into the new tileset that the grates aren’t destructible for me. I’m guessing these were already destroyed before I loaded in and my game did not load their current state resulting in an unbreakable object. (was the same bug on the Zaramin, but I don’t think it required loading in mid-game for them to be unbreakable for clients).

    That last mission sounds like Lua Spy? Not too sure what’s going on there, other than their game probably thinks something already triggered the chandelier to fall.

    Have you tried to repeat any of this with your partner hosting and you being the client?






  • Speedva really helps with the pacing of slower missions, especially the sortie Defense missions on the new Corpus Ship maps. Slowva on the other hand can be a little too much CC and some hitboxes can end up out of sync with what you see in game which can make it awkward to use.

    I would recommend putting a CC ability onto nova to help with clumping up anything rushing towards you, assuming you aren’t playing with very low range. Protea’s Dispensary is another option for anyone trying to relevel weapons, and is especially useful for Archguns if you’re trying to level them on a standard tileset instead of an Archwing mission.

    Wormhole is nice for capture missions and Escape Velocity if you like a little more movement speed while running around the map. For some unknown reason, teammates will only use your portal if you misplaced it and it leads into the Void.

    I’ll usually use both Power Donation and Over Extended to make enemies as fast as possible, but you can play around with Transient Power Strength Buffs (Zenurik’s Hardened Wellspring/Madurai’s Sling Strength/Growing Power etc.) so that you have a range of different speeds you can play around with if you’re getting overwhelmed or if enemies have started scaling up significantly higher than what the mission initially started with.


  • My main use for Saryn is mostly using it to add/substitute elemental buffs onto weapons. This works together with the Galvanize Shot style mods to make gimmicky builds usable on high level enemies.

    Spores/Venom Dose: A ability which spreads a persistent damage over time debuff between enemies, and forced Corrosive procs which is very helpful when trying to prime enemies for Galvanized mods. It’s Venom Dose augment allows you to buff your weapon with Corrosive Damage freeing up mod slots on the weapon to be used for a different elemental combination, or one that is usually not possible like Viral + Corrosive on the same weapon. It also does not combine with existing elements the way something like Thermal Transfer would, so you don’t need to worry about your weapon randomly doing Gas/Blast damage in the middle of a mission.

    Molt/Regenerative Molt: A quick status cleanse ability and provides a distraction to help relieve pressure. The augment is QOL, but is pretty helpful for anyone that doesn’t have access to an alternative healing method.

    Toxic Lash/Contagion Cloud: Toxic Lash is a little weird, its functionally a multi-shot buff dealing toxin damage with a forced toxin proc rather than a direct weapon buff like Venom Dose. Unlike other single element buffs, this will not combine with other elements to change elemental combos, and it will not dilute elemental combos. Contagion Cloud is functionally the same as the old gas procs which created an area of Toxin damage. Generally not very useful against Grineer (without armor stripping) but still useful against Corpus/Infested. This ability does have an issue where a kill from the extra hit will not count as a weapon kill, which may make triggering certain arcanes like Pisotleer/Deadhead difficult to do against the Corpus.

    Miasma: A forced Viral proc on enemies within its range, does not scale with duration so it’s not really useful if you’re trying to use it to debuff enemies. It does however greatly increase the amount of damage Saryn’s Spores deal to enemies. This ability isn’t too useful on it’s own, so if you aren’t making use of Spores, this would probably be the ability you would replace with something else from the helminth.