Warframe: Jade Shadows

More time with Hydroid: I got rid of Viral Tempest on my build and replaced it with Stretch.

And for my run-around build, I've also flipped Pilfering Swarm into the Augur Strength mod, if only because with a few red archon shards, Growing Power, and the Madurai buff, you can get to the max slow with Gloom, which I've replaced skill #2 with.

I still think a correctly built Frost is better, both offensively and defensively, than a Hydroid. OTOH, casting #4 with Frost all the time makes you stop in place which isn't where you want to be necessarily when you're with a good squad doing various things: Hydroid lets you be much more mobile. I'm not sure it'll replace Kullervo as my run-around frame for Steel Path... but it might. Even though I'm just using it for one skill (although I'll use #1 to prime enemies to get a better #3). But getting Corrosive damage on your Viral weapons is that good, especially since all the ones that do both naturally tend to be niche weapons (Kompressa for Mirage, etc.).

The Bond mods:

Everyone is going to have their favorite toy ones (mine is Reinforced Bond for the 60% fire rate), but it's quite easy to fit 2-3 on sentinels even though they're the least likely to benefit from them in uniquely interesting ways since all the uniquely interesting things are really designed around other pets.

I don't see how to fit more than one comfortably on Hounds since you want to be using as many crowd control mods on them as possible (and while Manifold Bond can add elemental status to those crowd control bursts, I'm not sure how to comfortably fit it on.

Moas can take three bond mods fairly easily but their AI leaves so much to be desired when it comes to both offensive output and protecting themselves.

And damage-based animals still take so many mods to be damaged based animals that there's still no room for anything else.


Linked vs. Pet Mods:

As someone who has never built for shields since Adaptation came out (even "shield frames" are Umbral Vitality + Umbral Intensify for me), I figured Calculated Redirection would always be better than Linked Shields now. This isn't actually the case.

In general, I think the least micromanagey route is to go Linked Health and Linked Shields but Metal Fiber over Linked Armor.

Screenshot 2023-10-22 073534.png

I did manage to squeeze my Reinforced Bond onto my Smeeta: Primed Packleader's overguard can protect the overshields that Reinforced Bond gives your pet (it takes two weapon reloads), ensuring that you keep the firerate buff. I REALLY enjoy this mod.

My favorite weapon for running around with Hydroid:

Screenshot 2023-10-22 062310.png

I don't even have a riven for Ocucor and I really haven't done the math on whether Cascadia Empowered (damage per status effect) is better than Cascadia Flare (damage via heat stacks), but once you have the Corrosive buff on this along with a tentacle or two from Sentient Surge, it gets absolutely nuts: especially if you have the 105% firerate buff from Amalgam Furax Body Count + Reinforced Bond on a pet. Since it won't ever run out of ammo (unless user error happens) it doesn't matter how fast you're firing.
 
Grendel: I hadn't revisited it after the rework because I didn't want to waste forma on a frame that was going to be obsolete when its Prime came out. Unfortunately, I think the Hydroid rework turned Hydroid into "Grendel with fewer button presses." Hydroid is just better at doing the same thing, imho, just cast #3 and run forward...

I guess the puzzle of building Grendel is how to hit 134% strength (what's required for 100% armor strip with #4) with Overextended on with as few mods as possible. So: Archon shards. OTOH, the benefits of range on Grendel seem limited due to really NOT generous line of site constraints (or maybe many skills are just buggy?) and the fact that you can't rotate your point of view after you start sucking in enemies to change the direction of focus. I still think Stretch-Augur Reach-Overextended (and enough power strength to get to 100% armor strip for Regurgitate) has some merit though, especially if you want to share your Nourish with a team.

I tend to judge warframes by how easy they are to level on Steel Path Sedna Survival by myself: do I insta-gib everything, am I in danger of sometimes getting ganked by Acolytes if I'm focused on grineer, etc.

By that judgment, recent frames like Kullervo and Citrine were like 10/10, where I smashed everything, was never in any danger.

Grendel is like a 6, imho. More fragile than it needs to be with lots of micromanagement - that I'm sure gets trickier if you're in a squad that's racing forward through a mission.
 
Dagath: is fine. The horse ability reminds me of Zombie Bears for the Witch Doctor in Diablo 3... Good times. I can imagine a maximum efficiency build just horsing everything to death in regular starchart.

As an all-offense frame, Dagath suits my proclivities, although maybe not enough to supercede other favorites. Especially because I'm sick of "40 degree cones" for abilities. (Doom) There's too much going on in Warframe, too many obstructions and corners in maps, for me to sign up for that limited field of vision nonsense.

Again, Stretch-Augur Reach-Overextended is tempting me just to get those Scythes on #1 to actually hit stuff before I've already shot it in the face.
 

flowercrate

Ars Tribunus Militum
2,946
Subscriptor++
Cross Platform Friends, Clans, and Alliances have arrived!


You can now add Friends and Clan/Alliance members from other Platforms. For each, there are steps to take in order to enable these Cross Platform features:


  • Friends: Provided Cross Platform Play is enabled, you can now freely add friends from other Platforms.
  • Clans: While the existing “Cross Platform Play” toggle is ON by default for players, a Clan’s Founding Warlord must enable it using the new “Enable Cross Platform Clan” setting from the Clan Management page (which is off by default).
  • Alliances: Located in the Alliance Management Menu, enabling Cross Platform Alliances works the same way as enabling Cross Platform Clans via their management page.
So since cross platform activation is a privilege of the founding warlord only, I've finally gone ahead and put in a support ticket to topple Vampyre. Do not worry, I'll be a gentle tyrant.
 
I submit to your lack of authority!

Finalish thoughts on Dagath:

Screenshot 2023-10-25 023428.png

[debating on whether or not it's worth an aura forma to get off of Brief Respite; I'm running lowish on them after having put them on every prime frame and it's been ages since I've run arbitration. Yes, Archon Flow over Flow Prime is a mistake there, but I'm not going to get Primed Surefooted onto this anyway, no explosions for Dagath!]

Power Strength breakdowns:

258 for 90% slow / 90% damage redirection / 90% defense reduction

288 for 95% / 100% / 100%

There's no point going higher than 288 (slow is locked at 95%) other than damage buffs increasing

This build required one red Archon shard to get past the 258 breakpoint but being 88% slow really isn't a big deal.

In fact, I haven't decided between Blind Rage and Transient Fortitude yet: on the one hand, the additional crit damage via #3 doesn't take any energy per second, it's passive, so Blind Rage takes advantage of that fact. (It does push the horses to just shy of 80K damage which can be many times higher in the real world; or much, much lower, depending.) On the other, anything you Doom gets dead instantly, anyway, so having as many casts available to you as possible pushes me toward Transient Fortitude.

The passive where you can occasionally get 300% from Orbs, when combined with Arcane Energize and maybe a yellow Archon Shard makes me believe that hoarding energy with Flow is probably better than Efficiency mods. (And if you want multiple pets from the Bond mod for using 100+ energy spells, this might be the frame to do it!)

I put four Archon Shards into Dagath because she suits my proclivities: I'm one of those people who tries to make natural 200% crit weapons with perfect rivens + arcanes and stacks Vigilante mods to give them Red-Red crits. I have a mirage with 5 Red Tau Shards set to + secondary crit %. It's something I like to do since I'm into numbers.

OTOH, anything even in advanced normal play is instagibbed WELL SHORT of that, especially when I'm with Ars clan, and Dagath is a very glassy glass cannon. That one enemy standing behind you that your scythe didn't hit WILL mess you up, often lethally. And suddenly you're still alive but playing Warframe with green Vaseline smeared all over your monitor.

In that regard, Dagath is a frame designed for situations that don't really occur in Warframe: it lets you deal more targeted damage than is ever strictly necessary while being too squishy given that enemies spawn in from all directions when you're by yourself. All of her abilities are too limited in their vertical dimension to properly work in Warframe level design. If I weren't obsessed with numbers, I don't think I'd have invested this much in her and I'd only recommend her to other people with a similar obsession.

The one change I'd ask them to make is to make the cooldown for Grave Spirt to start immediately after you die: then, with 250% duration (Narrow Minded plus Primed Continuity), you could be invulnerable for the full 25 seconds of the cooldown and then have a brief time to cast Grave Spirit again. That's nothing that Revenant can't do now, costing less energy, and with fewer mods (and mods that don't upend the frame's actual goals like Narrow Minded would to Dagath). If people are allowed to play Warframe terribly with Revenant, they should be able to play Warframe terribly with Dagath...
 

ScruffyNerf

Ars Tribunus Angusticlavius
8,552
Subscriptor
I spent the forma and put Steel Charge on Dagath, makes her Dorrclave a little better.

Am running Dagath with 183 Dur, 75 Eff, 145 Range and 258 Str, with arcanes of Energise and Augmented. No shards yet, my longterm goal is to shard up all primes before I work on non-primes.

She's a fun frame, although others do what she does better.
 
Screenshot 2023-10-25 083525.png

Final build for Grendel.

I gave rolling a chance. Really. I got enough power strength to get, supposedly, 100% armor removal on the ball. It didn't seem to help much: you just don't do enough damage vs. steel path enemies. It's good crowd control and does technically give you infinite time to kill things and since you can use your other skills, you can vacuum enemies and spit them at each other for slightly more damage, but that's Hydroid puddle-like play at best. It can be done but I'm not the person to do it. I'm NOT going to forma for Primed Surefooted YET: I'm going to give Catapult a try for at least a little bit because it is a fun bit of mobility. Will have to test the actual speed out in open world. I very unscientifically tested the Archon mod for bonus slam damage and it didn't seem to work with the ball jumps.

Archon Continuity does in fact let your #1 shoot out both toxin and corrosive simultaneously. 265% range doesn't help much with vacuuming enemies. Any tiny obstruction seems to block the viability check. But I still think max range is best for getting anything at all out of Regurgitation and for sharing bonus Viral damage with your wandering squadmates. It also lets you put a macro on for your jump button so you can turn into a ball and stay bouncing during mob defs or interceptions and let your team handle stuff while you go make some tea.
 
Baro has Gotva for 650 ducats: I'm finally an end-game player.

Screenshot 2023-11-04 090653.png

On the one hand, it's actually probably the BEST of the 100% status + decent crit rifles out there and that includes ones I have really good rivens for (but should probably melt down). On the other, without punch-through or chain-damage or explosions, it'll never be more than a "I don't hate this if I get it in Circuit" weapon.

I assumed that I knew this information but I was wrong and finally got around to double checking what counts as a channeled-ability for the sake of Incarnons:


Since the Incarnon-channeled requirement buffs are typically so good, it's another reason to put Gloom on every single warframe where it's remotely applicable...
 
Against my better judgment I tried a Kahl mission: I had been on the Murex mission forever now, not wanting to do it. Gave it a go.

* The movement speed buff doesn't matter much once you get the jetpack and you do in 2/3 of the missions so it's not a huge deal. It was fun getting an ignis (and a shotgun we don't have warframe access to) and it made getting jumping kills for an objective that much easier. It wasn't enough fun to make the mission fun though.

* I got all the achievements except for 3/4 codes for the locker, and that was after a THOROUGH scouring of the map, one that forced me to fight the sniper boss for no actual reason since the fourth code wasn't on or beyond her tile. This Kahl mission is still longer than it was at launch before the boss fight was created. It took me half an hour to finish the mission because of the boss and:

* I got 5x bundles worth two stock each but the time to find and blow up the walls hiding them (due to AI pathfinding issues) didn't make them a good use of my time; the best way to do the mission is to really just charge ahead and not die and get the 30 stock from that and whatever you can incidentally pick up without deviating from the main path

* If they want to make this stuff more tolerable, they need to reduced fixed timesinks like the amount of waiting to rescue a vat brother or the total number in the mission, period. It's not fun or challenging.

* If the Kahl mission is to be the "one thing I do in Warframe today" it's gotta tick all the boxes for your warframe playtime: it needs to apply toward your daily rep gain, it should give you some amount of focus if you're still playing for focus, etc. The fact that the mission is entirely parasitic game design and exists in its own world, sealed off from the rest of the Warframe experience, makes it a drag even if you're OCD about maxing out your potential archon shards. I might try it again next week but I don't think the changes remotely made it a rewarding thing to do.
 
Cracked a ton of rivens. Have an extra zylok, gammacor, and kunai (waaaay better than it has any right to be) riven now for any other incarnon collectors.

I put like 30 rolls into a brand new Dual Toxocyst riven (I swear I've melted at least 15 down in the past) and got Damage/Cold/Punchthrough which let me sub-out the punch through tier 4 perk for the crit one and now it's even more flipping insane. Also got a new Lato riven with Damage/Cold/harmless negative: the fact that the bouncy projectile is invisible (and only seems to actually bounce if you hit an enemy) makes it look and feel wack but it's... good.
 
Thoughts on the Kahl re-work now that I've done all three missions:

1. It took me 20 minutes to do the stealth mission: I was rusty and had some bad enemy placement but this mission didn't have many changes. I didn't like how many machete hits (or shotgun blasts) it took to break the collectables that you need to break. The physics of Warframe are built for insta-gibbing crates, not feebly wailing on them. I did like that there were extra collectables on the level but the map markers for things can only save you so much time. 100%'d the mission. If I could choose to only do this mission once a month and skip the others completely, instead of having a forced rotation to work through, I would...

2. The Thumper mission came with a "under 15 minute time limit" and I knew early on that I'd have to pick either that or other objectives and would NOT be 100%ing the mission. I chose "other objectives" but actually ended up failing two of them (only found 3/5 genestamps and didn't get 10 grenade kills) but beating the Thumper in 14:45. Not only did explicitly knowing that I wouldn't 100% feel bad -- and the new 10 collectable credits only made up for 1/3rd of those lost points -- the time limit made other arbitrary choices feel bad as well.

For example, every time you grenade and convert someone, the pointless animation lock wastes 10 seconds. Miss a grenade (I forget the real name for the ones that disrupt narmer masks) throw due to a random AI jump and that's another 8 seconds. Miss a rampart blast against the Thumper randomly jumping? The Thumper deciding to knock you down and stun lock you twice in a row, that's another 20 seconds. I had one leg to go on the thumper at 14:00 left and both of those things happened to me and I almost lost 15 stock reward because of that.

The map markers saved me a little bit of time but even with thorough exploration I still missed two gene stamps and there are so many icons now, I wasn't sure where the map direction for the spare parts were and had to backtrack -- not to mention the compulsion to check out things that ended up being weapons that I didn't need or had actually dropped.

3: The murex mission, as I said before, needs arbitrary length shortened. There's no reason why hostage rescues have to take as long as they do or there has to be as many of them as there are. The sub-boss needs to be removed if she's not an objective. The fact that no one thought of this makes me worry about the state of the team that's left on the game.
 
Some raidmates from FFXIV got me to reinstall during quiet raid season.

Any recommendations on weapon tier lists? I know they're not the end-all be all, but it's a good place to start for figuring out some weapon builds and some weapons to target for MR 5-7 ranks that just started. I'm well aware that mods are what make things shine (I'm MR 24), but it's nice to make use of potatoes.

I used to use this: https://www.cephalonwannab.com/ but it looks quite outdated at this point. Overframe.gg looked OK, but it also had builds from 2+ years ago that were still S tier, which isn't necessarily wrong, but it has lots of potential for not being up to date.

Looks like they've revamped the operator trees since I last played. Seemed like before the energy regen one was the most broken and used, is there still one that specializes in energy regen or did they nip that in the bud?

Lots of builds seem to go for Galvanized mods. Are they really necessary? Seems like for some cases they'd be a detriment - like bosses without adds for example.
 

flowercrate

Ars Tribunus Militum
2,946
Subscriptor++
So on the energy front, it's not that the Zenurik energy regen got nerfed, it's just that there are now a lot more options for gaining energy (kind of like when Trinity used to be mandatory until suddenly anyone could make their own energy) and the other trees do interesting and useful things as well. Most people rely on Arcane Energize but that might be hard to come by in the short term (they tend to hand out quite a few in the Nightwave rewards now).

The Galvanized mods are (if you can get them) no brainers because compared to the base versions the negatives are tiny and it's very easy to keep the increased bonuses going. And then there's Galvanized Aptitude (aka Gundition Overload) and it's variants that are enormous dmg increases on their own. Plus the time you spend on fighting bosses is somewhere around 1% of the game.

As far as recommending weapons, that's a difficult one. In general with the power creep that's been happening, lots of weapons that were previously unviable are now Steel Path capable, provided you put in the required work (Proper modding and arcanes). That also means that things that used to be good are now usually even better.
 
The biggest change, especially for when you wander into steel path, is the armor revamp: you either have to hit a grineer with near-infinite overwhelming force to kill it, or hit it many, many times -- hopefully simultaneously -- to apply status effects that help to negate armor. Granted, there are many Warframes that can negate armor but if you're lazy and just running around, having to stop and cast a spell for every group of enemies isn't necessarily where you want to be.

I generally carry one giant explosive weapon with toxin that will let me clear an entire room of infested/corpus and then another weapon with all galvanized mods (unfortunately they're definitely worth collecting) that has super fast fire rate (twin kohmak, kuva nukor) or fires tons of projectiles simultaneously (hopefully with a multishot riven) in order to completely coat an armored enemy in status.

Unfortunately, that makes almost all weapon builds exactly the same for every weapon that can get 100%+ status: damage mod, galvanized multishot mod, additional multishot mod (vigilante armaments or lethal torrent), galvanized status mod, cold+toxin+heat status mods (for viral + heat), crit or additional damage mod + Riven.

Most 100% status weapons are end game viable when built like that, if not necessarily fun to use. It's looking for the fun ones and exploring the different systems that keeps me engaged, at any rate.

My current "be lazy but instagib everything" choice for play is Hydroid (gives corrosive damage to all your weapons) + Primary Vermisplicer: unlike all the other chain-beams, it does additional IPS damage, so it's three more procs for the Galvanized Status mod's "damage per proc buff." I build for Viral + Electric, when combined with the Hydroid's Corrosive, can melt through armor and shields equally. And I barely have to aim.

Kuva Nukor or Incarnon'd Atomos are way easier to put together than Vermisplicer though so I'd start there.
 
Sounds like my plan of Ignis Wraith (MR 9), is fairly solid at least to start because of the high fire rate for good status effect application. I have a couple of extra BPs I got just for this kind of situation.

I was always a slacker on the Arcanes, I think I got some arcane armor with a few pips, but generally they're more RNG grindy than I have patience for. The main reason why is that it always felt like 1-3 were fantastic, the rest were garbage.
 
Steel path is pretty far off, my quest completion is slow. I'm hung up on the Necramech, but at least it's crafting now so I can go back to farming Citrine or maybe try to get Gauss or Grendel? Those were the two frames I was missing back when I stopped playing in late-ish 2019.

I tried to solo kill an Eidolon, man does my void Amp still feel like it sucks.

My current "be lazy but instagib everything" choice for play is Hydroid (gives corrosive damage to all your weapons) + Primary Vermisplicer: unlike all the other chain-beams, it does additional IPS damage, so it's three more procs for the Galvanized Status mod's "damage per proc buff." I build for Viral + Electric, when combined with the Hydroid's Corrosive, can melt through armor and shields equally. And I barely have to aim.

Kuva Nukor or Incarnon'd Atomos are way easier to put together than Vermisplicer though so I'd start there.

Kuva stuff seems like a pain to get, I don't run enough Kuva missions to get a Kuva Lich started. At least the Vermisplicer path is apparent - I've farmed up bunches of Mother tokens for Necramech stuff anyways, so I just gotta sacrifice the rep to get the BPs and grind.

Atomos Incarnon is super far off, it's gated behind all existing quests, you have to unlock Steel Path.

There's still a lot of garbage Arcanes. The easy ones to get drop from the Acolytes that spawn in Steel Path and for the most part they're good. These are the ones that'll let you drop Serration from most gun builds.

How are the isolation vault arcanes? Because so far those seem the most reasonable to farm.

So I'm guessing Steel Path stuff is Primary/Secondary Deadhead/Dexterity/Merciless? As I said, really far away for me. Dropping Serration doesn't seem like it will happen anytime soon.
 

flowercrate

Ars Tribunus Militum
2,946
Subscriptor++
How are the isolation vault arcanes? Because so far those seem the most reasonable to farm.

So I'm guessing Steel Path stuff is Primary/Secondary Deadhead/Dexterity/Merciless? As I said, really far away for me. Dropping Serration doesn't seem like it will happen anytime soon.
They're not very good. About the only thing they're good for is triggering unique visual effects.

If you don't want to get into SP I'd say the easiest to farm while being useful are in the Zariman. Molt Augmented and Cascadia Flare are really good.

In my experience you can usually pub Eidolons without too much pain. If your Amp isn't great, you should work on that since it comes in real handy. Especially once you've unlocked Last Gasp on Unairu. Fortunately the Amp arcanes are mostly Rep based.
 

flowercrate

Ars Tribunus Militum
2,946
Subscriptor++
So I foolishly started playing this street a multi year hiatus. Ten years is a lot of content, and I'm slowly making my way through it. What's the story with getting invited back into the clan, would like to run with my fellow Arsians again...?
Just let us know your ingame handle and we'll send you an invite.
 
So I finished the New War Questline last night. Lots of thoughts:

In short, it was dragged out. Probably took me 4 hours with some skipping. The Grineer and Corpus things at the start were actually a lot cooler than I would have ever expected, but they shouldn't have been frontloaded onto a 4 hour questline that locks you out of normal gameplay.

Overall I didn't have much to say about what happened in that first part. Tenshin stuff was alright, probably a bit too long. Also confusing that you needed to swap TO the same element as the sentients. Isn't their whole thing that they adapt?? It kinda devolves into hurling your glaive so it get boring.

The whole thing is horribly scripted with the Operator trying to hold onto Lotus being dragged into... some black hole/void portal/whatever. Pretty anticlimatic.

Drifter could have been neat, but you're starting to feel the time crunch by this point. I despise the Archon fights as Drifter. They're boring mechanically, take well over twice as long as they should, have too many add phases, and sometimes the adds between phases pack a surprising punch for no great reason. The Owl/Volt frame was awful because of the blink mechanic, making you miss even more shots.

All the stealth sections with the Deacons were super frustrating. The section in Fortuna was the absolute worst.

Duviri Paradox should be hard locked behind New War. I had done some of the basics in Duviri, but it spoils New War pretty badly. Pretty dumb.

There are some choices that are offered, such as Drifter/Operator. Not sure what kind of psychopath would choose Drifter. Even more unsure of why manually climbing the Ostron tower was in the game, it's literally able to be run-through without killing enemies as Operator/WF. It's also completely menial.

Railjack stuff is eh as always. I don't mind it all that much, it was partially cool in the final push to the last sentient mothership. The requirement for the Necramech was really dumb, definitely felt cash-grabby when I saw how much it was required and that it had been locking me from starting the quest.

The climax is half interesting, but mechanically the fights are fumbling to figure out what you're supposed to do. It doesn't feel satisfying fumbling around figuring out that you're supposed to destroy orbs, or that you can shoot him while he's channeling on Lotus. I know it's a different genre, but FFXIV new fights always at least feel clearable because the game establishes consistent markers for types of mechanics.

I have issues with Ballas. I don't feel like he ever got built up clearly enough to really care. Maybe it's because I'm back after a long break. But I don't think he had enough character development. He got rescued from somewhere, you got the paracesis, he's suddenly on a chain led by a sentient, why? Oh, and then he's the icon of a huge system-wide cult now?

In general, there's about an hour worth of content that should have been split out, two hours of busy time wasting drivel, and an hour of interesting stuff going on. And that's WITH skipping a lot of the drifter cutscenes that I would have tried to care about if I wasn't pissed about the time waste that was the Archons.

At least we have The Lotus/Natah/Margulis back. I went Margulis because it's nice to not have voice changer on the comms.
 
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I have to say I'm with you on every point.

I don't think you missed anything with Ballas: I never stopped playing but since that play didn't involve the storyline, I was just as "eh, whatever" as you on the points when they finally arrived. All in all, my basic takeaway is: "I'm glad you guys managed to finagle your existing game and engine (and existing assets) to do this, but taking a year to make a 2-hour Triple-BBB game, while not a waste of effort, isn't exactly something I'm going to be awed by since other devs do more with similar or less resources."

I mean, you nailed the Ostron tower thing: It's a lore thing I've been interested in, why is it made of meat, but it was a lot of work creating a tile set when it's not ever going to be used again, is a waste of gameplay as it is, and still doesn't really fulfill any lore points.
 
My basic takeaway is: "I'm glad you guys managed to finagle your existing game and engine (and existing assets) to do this, but taking a year to make a 2-hour Triple-BBB game, while not a waste of effort, isn't exactly something I'm going to be awed by since other devs do more with similar or less resources."

That's more or less why I'm expecting Soulsframe to be a hard flop. The Structure and Story are simply not there. The story aspect of the game has always been hard carried by the mysteries of what a warframe is, and how do all these things link back to the void and orokin. Then for gameplay it has a slider from "extremely casual" to "extremely min/maxable hardcore". None of that applies to Single Player.

I mean, you nailed the Ostron tower thing: It's a lore thing I've been interested in, why is it made of meat, but it was a lot of work creating a tile set when it's not ever going to be used again, is a waste of gameplay as it is, and still doesn't really fulfill any lore points.

I was always under the impression that it needed to be meat for shielding from the corruption of the void.
 
Primed Animal Instinct

Best mod in the game, imho, after Vacuum.

Best part about playing Khora is that you get 2x Primed Animal Instinct in play.

So Baro's primed mods this week:
Primed Expel Corpus (x1.55 Damage)
Primed Expel Grineer (x1.55 Damage)
Primed Animal Instinct

None of them seem worth it...

If you're min-maxing at the most primal, utmost, level, faction specific mods are actually really good. The multiplier happens after all the other math is done so it's at its very highest potential. OTOH, they don't play well with the Condition Overload type mods that we want on all our weapons now that we're seeking all the status AND all the crit; there's just not enough space for Expel This or Expel That, and even as a min-maxer, even everyday Archon hunts/Steel Path missions aren't 10% difficult enough to make me want to swap mods out pre-mission to match a specific faction. Maybe if I were doing a two hour survival, I'd think about a loadout like that, but otherwise, nope.


Also what are opinions on this:
View attachment 68728

It seems really good to me in usage, but I may be misunderstanding how melee damage is added...

It's just like having double-pressure point. You can probably do a lot better than that and Tonfa tend to have nice slide attacks based on the stance although -32% as a drawback is hardly meaningful these days when you can get 200% natural melee crit without a combo multiplier.
 
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Basic tip for rivens: every class of weapons has mods that are bad at something, comparatively, to other classes. And there are random things that are great, as outliers. For example, for Arch-Guns, all the mod stats are comparatively nerfed except for reload speed. So you can roll a gigantic bonus on reload speed on an Arch-Gun Riven, potentially making a land-based Arch-Gun with terrible reload into a monster. For Secondary Weapons, punch-through is hard to come by (Primaries have Primed Shred which is at least respectable compared to Metal Augur), so getting Punch Through on a Secondary Riven is something that tends to be pretty sweet.

For Melees, there aren't very many outlying mods but -Heavy Attack efficiency is always a good negative to roll unless it's for one of the few weapons that have heavy attack gimmicks.


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Generally for Melee Rivens, you want something that frees up a slot you'd normally be using + some sort of other bonus. So the above rivens are just generally good and you don't feel bad replacing another mod for them since stuff like +Attack Speed or +Elemental Damage aren't quite as juicy as other stock mods like the ones for +Crit Damage, etc.

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Furax Wraith is currently my favorite melee because it has an Amalgam mod that lets it do random blast proc explosions (another element for Condition overload) with a blinding effect. It also lets your secondary weapon shoot faster and I'm all about shooting things since I'm bored with melee. But the +range on the mod along with the fact that it's also an Incarnon weapon and gets a bevy of buffs there, means I don't need Primed Reach, freeing up room on my Furax for another mod.

So when you're rolling riven mods, be on the look out for something that might free up a slot you would otherwise be spending on something expensive or sub-optimal.

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Terrible weapons with great riven dispositions make good Stat-Sticks. This is what I use for Khora. The attack speed doesn't matter since I don't actually swing it, just mash #1.
 
New stuff from Nightwave:

Critical Mutation for Catabolyst: it looks good and Catabolyst is already a tier-1 meme weapon for people who play Vauban/Nidus (pack everything into a ball and spray, hopefully with Arcane Pistoleer so you never have to chuck your gun as a grenade but it's ok if you do). But unlike Ocucor's Nightwave mod, this one requiring three enemies available to keep your bonus, makes it kinda unsuitable for multiplayer. Having to be first down a hallway whenever you need to reload probably sucks. Meanwhile Ocucor is s-tier in every situation besides a boss fight.

Sporothrix: I have a +Damage/+Multishot riven so I'm biased towards this being good. I think it's currently the best sniper rifle for anything that's not an Eidolon because it's not headshot dependent and it can deal with grineer armor. The mod gives punch through and makes barbs explode instantly but what it really requires, imho, is that the barbs become part of the base damage so you get the Corrosive effect immediately before your Viral + Heat rounds are delivered, rather than the other way around. Sporothrix can two-shot anything but it'd need that to be a one-shot rifle vs. Steel Path heavy armors. I was kinda hoping this would be an Incarnon weapon but I guess this mod means they're not going to go that way. I also kinda feel that this mod should be exilus slot bound.
 
Hmmm, I didn't look that far down the path for Nightwave. The Riven info is helpful, however a lot of the time it seems like unless a weapon is crit based already, it feels bad to use a crit riven as well.

I cashed in 4060 ducats worth of prime stuff. Definitely not all, I have some sets of things that are easy enough to sell. Makes me realize how much stuff I still have, and could probably break 2500 plat if I sold all my stuff that's lined up on warframe.market. Either way, with 4k ducats on hand I did end up with Expel Corpus + Grineer. Gonna have to get a good endo farm going to get any of it maxed out though.

I finished Angels of the Zariman. Didn't take too long, just needed it to get Arbitrations open. At least operator stuff is getting a little more interesting. The Angel fight tempts me to get off the Zenurik tree.

SP got unlocked. We'll see when I dip my toes in, I feel like I need some mods if I'm not running Nezha.

It's just like having double-pressure point. You can probably do a lot better than that and Tonfa tend to have nice slide attacks based on the stance although -32% as a drawback is hardly meaningful these days when you can get 200% natural melee crit without a combo multiplier.

Isn't pressure point applied like Expel Corpus/Grineer, or does it factor in somewhere sooner and miss some bonuses?

I have a second Kronen riven, what would you think would be good to roll on it? I always shy away from Crit, as it seems like Kronen just don't have high enough base crit. Right now I have them set up with Crit/Viral, they seem to shred everything except heavy armor.
 
The Angel fight tempts me to get off the Zenurik tree.

Usually when we did it we had two people with Madurai so the first person one-shots the angel with their operator in one phase and once they're on cooldown for their #1 power, the second person one-shots it the next time.


or does it factor in somewhere sooner

It's the first thing that is applied, rather than the last. I'm not a math person but usually I find that once you get to about 300% damage on a weapon, elemental mods start to add more damage per point than additional generic damage.

I have a second Kronen riven, what would you think would be good to roll on it?

Anything that lets you skip something else on your loadout: I mean, if you get +Range/+attack speed+anything else on top of it is just gravy though.

As an end-game douchebag though, I'd never choose Kronen if only because it's a super popular weapon and the riven disposition is 1 out of 5 pips: but that's because from my perspective, all the melees are pretty much interchangeable (and will certainly do fine even in steel path) so you might as well find something unique that has something special or different going on or a very, very high riven disposition because other people overlook it. I mean, Ripkas is one of my most played weapons because it's got a great disposition and a unique mod that turns on additional gore like a Fallout perk (although none of the new enemies they've made over the last few years have gore animations afaik...)

But you have two Kronen rivens so I'm not telling you not to use it just because I'm crazy (and bored with Warframe). It's definitely on the more solid side of things.
 
Usually when we did it we had two people with Madurai so the first person one-shots the angel with their operator in one phase and once they're on cooldown for their #1 power, the second person one-shots it the next time.

The angel fights aren't too bad, I have a 177 prism. Getting through the initial shield/armor is the tougher part.

As an end-game douchebag though, I'd never choose Kronen if only because it's a super popular weapon and the riven disposition is 1 out of 5 pips: but that's because from my perspective, all the melees are pretty much interchangeable (and will certainly do fine even in steel path) so you might as well find something unique that has something special or different going on or a very, very high riven disposition because other people overlook it. I mean, Ripkas is one of my most played weapons because it's got a great disposition and a unique mod that turns on additional gore like a Fallout perk (although none of the new enemies they've made over the last few years have gore animations afaik...)

But you have two Kronen rivens so I'm not telling you not to use it just because I'm crazy (and bored with Warframe). It's definitely on the more solid side of things.

I totally get that you're exploring builds. I was super surprised to see Kronen in S-tier lists. I really liked Kronen aesthetically and gameplay-wise back in 2019 before I left. I don't think it was S-tier back then because of the stance that's used now wasn't out, or at least I didn't use it.

For the most part, I prefer to use what I like. Stradavar has always been something I really like, and I think there's a prime version out that I don't have now. The stuff I really like I'll try to make it work, but I'm still in catch-up mode and have lots of expensive things to acquire and level. There's lots of Galvanized mods to acquire, after all...
 
I don't think it was S-tier back then because of the stance that's used now wasn't out, or at least I didn't use it.

There were a bunch of phases of melee:

1. Melee was terrible plus your Tonkor hit for 9 million so don't ever melee

2. Attarax everything since your Tonkor does self damage now

3. Telos Boltace let your slide attack destroy an entire room with a shockwave

4. Boltace has its special effect changed and melee range is nerfed in three different ways but Zaws were still pretty good!

5. Condition Overload > Crit

6. Melee rework makes zaws terrible (but melee is so overpowered it didn't really matter) because they can only really be built for Crit or Status and suddenly lots of old weapons were buffed to be both.

I think Kronen Prime was released somewhere between 5 and 6 and it was the first new Prime to have the "both crit and status!" perk based on the new melee model which made it instantly popular for people not trying to take advantage of 5 pips of riven disposition on Hate or Dual Kamas Prime or some weapon that basically had all its stats doubled after the rework but the disposition for rivens hadn't been lowered.

Kronens stats are average now and its basic tonfa perk of faster bullet jumping is less exciting than some other options but it remained the default weapon for a LOT of people and those people convert other noobs -- or something, I really don't have an explanation.
 
I still have my tonkor from Era #1. It's still fun to run as a meme weapon in lower tier content. I stopped playing around Era 4-5. Zaws were great last I played. Ugly, but definitely top tier then, which is roughly between PoE and until after Fortuna release.

I'm glad I'm mostly caught up. Saw the trailer at the game awards and didn't realize a big new thing was about to hit - at a glance it seems like it might be as big as The New War. Either way, seems like the next big story beat step is getting started.

Did my first Archon hunt, also did the Grineer stealth mission (I need Archon stretch for my Volt!). It was a lot better than I expected. Not as many obnoxious deacons running around, and since you don't have to re-capture certain objectives it feels pretty good to go back in and master the level for more supplies. Now to wait for weekly reset so I can hopefully get level 3 and buy the mods.

Been working on cleaning out Fortuna the rest of the way. Working on Moas right now. I have a resource drop booster, so I'll probably mine extra so I can turn it in for standing as well. Man are those bounties cancer for rep.

Steel path is neat. I definitely enjoy how much more cohesive a group plays and clears through rooms. Thankfully having a decently tanky frame and sticking with the group seems to be enough to not get instakilled, tankiness in SP isn't as concerning as I though it would be.

Kronens stats are average now and its basic tonfa perk of faster bullet jumping is less exciting than some other options but it remained the default weapon for a LOT of people and those people convert other noobs -- or something, I really don't have an explanation.

I mean, look at overframe.gg or other popular sites. Most people just go pull the top rated 4-5 builds off there and use them mindlessly. People that truly understand how to mod properly are rare, people who theorycraft builds and number crunch are about as common as legendary cores.
 
Man are those bounties cancer for rep.

If you want to do your rep fast and don't care about the bounty rewards, hunting is the way to go: get the bait for Kubrodons and all the tranq upgrade items (and make a good Ivara loadout for perfect captures) and about 4 hunts (depending upon how many Incarnadines you get which are 8K rep each) will handle your daily rep.

I still have my tonkor from Era #1. It's still fun to run as a meme weapon in lower tier content.

Kuva Tonkor is still a good weapon and there's a mod that gives it an instant reload if you score a hit but it's locked behind a nightwave reward


But like all launchers now, it doesn't stack up well against armor. The only Primary one that I really use is Kuva Ogris because of Nightwatch Napalm making it good vs. Nullifiers and if you put Toxin on it (to ignore shields), it can clear a room of Corpus or Infested.
 
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