Warframe: Jade Shadows


I want the legendary arcanes but they also kinda suck so...
 
We (needle, tel, and me) managed to do the 29 research right off the bat: it was slow and irritating and the fact that doing it all over again with Elite toggled on will have the exact same missions doesn't feel fun, but I guess that's this week, only? Or do we have to unlock Elite every week? (edit: no, just one time.)

I had to break out Notepad.exe to write down what gear I was offered. It does give people the opportunity to focus on forma'ing up stuff that might be a little retro or underpowered before starting the mission.

Crew members with nuke weapons and Blood for Energy on your parazon seem necessary though, not for victory, but for sanity. Otherwise, most people can probably run around enough to stay alive. It's more "lots of annoyances" than "nintendo hard" though.

This tile set will get boring if this is the new weekly sortie though; if they could mix up random planets per level, might be nice.
 
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It's not as bad as it looks: most weeks, it'll just be an hour long sortie (just like when sorties were first introduced and survivals were 20 minutes) where you tick every single box for chaos and annoyance. With some weeks being more chaotic and annoying than others. But you'll get all the rewards in one go.

It'll mostly suck for people who don't have play groups though because if you have a good frame/weapon loadout gifted to you, it might actually be easier solo (since steel path enemy stats scale based on player count), which means that some number of elite players will skip out on carrying pubbies. And if you're the pubby who winds up in a group where everyone has bad/un-forma'd/ or "safe" frames (like Revenant) and no one has the ability to strip armor en masse or get energy back, it's going to be a really bad time some weeks.
 
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We did a thing. We wiped on our first try due to me not understanding wtf was going on with the invincible vampires tailing us but it was smoother sailing than yesterday due to the accidental gear refresh.

I got "kitgun" (no specific parts required) on my secondary list which was nice for the sake of flexibility. I need to update one of my zaws to the current meta in case that happens for melee as well.
 
I didn't get to play pre-nerf Dante but it's still pretty stupid OP once you understand the mechanics. I don't think I've ever gone into Sedna Steel-Path Survival before and done 1 forma per 5 minutes... without using guns... before.

I don't think they understand that all these Overguard frames have at least 2 more mod slots than other frames given that they don't need Adaptation + [whatever], which means stacking power past 300% is something that's so easy...

And yet we can't have old Ash or old Ember back? Seriously?

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My book is nuking everything like this (I'm bouncing between Lethal Torrent and crit mods, can't tell what I like better) but are all the fancy tome mods just gimmicks or should I spend the plat to buy the bundle (like 120 plat) even if it's just using party share ones every once and a while for lulz? I have the Vome one (power strength) but I'm not interested in solo farming these in a boring mode.

OTOH, everyone playing Dante all the time would just get boring.

Nezha spear augment: with Overextended/Stretch/Augur Reach the range is 25 meters which is fine. I'm not sure it's as overpowered as everyone is suggesting though and it's kinda just Kullervo's chain-kill spell but worse in most ways. At 50 meters pre-nerf, it was a lot better because it was still Rhino level crowd control, but I don't think it's the most devastating thing in Warframe even then.

Chroma vex armor augment: I've only used it solo but being able to charge up your damage without going to weird lengths to self-harm is very useful. OTOH, they could just fix the skill to make it less wonky and free up a mod slot... There are a lot of things that were cute and made sense when there were 15 warframes that are less cute when you're living in Dante's world.
 
I did a solo netracell run with Dante just to see what it would be like and I was going to say I wouldn't advise it because it took me 14 minutes and then I remembered that there was one of those mites outside a red circle and that held me up for like three. But if you're good at finding mites, it's actually a solid finishing time. Netracels aren't steel path though (I'm mostly sure?) so it's not actually easier by yourself and the enemy spawns might be better in some respects, worse than others.

But at no time did I feel like I was in danger. I often had to use my gun because I was out of energy (due to having all 4 debuffs) and couldn't tome fire (and your abilities aren't useful against void rigs), but it was probably more fun with that small element of danger (failing the mission if I went down) than it would be just sitting there while pubbies hallway hero outside of the red circle. Got a blue tauforged for my trouble. I still don't know why they gave us an addition 5 netracell charges for the week (instead of just 2) since that confused us into thinking that the Deep mission functioned differently than it actually does...

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I probably overforma'd my frame considering it might change again but the Natural Talent + Flow lets me mash buttons and I enjoy that. The Umbral Vitality is really just there for +15 strength. I like Viral/Heat/Radiation on my book but I did consider trying to exploit the Toxic archon mod to get Rad/Blast/Toxin plus free Corrosive procs. I figured simple was good though.

edit: did another one in 9:30, another tauforged blue. Dante is pretty slick.
 
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Somehow I did seven netracels by myself over the past two days. I think listening to youtube videos in the background and the novelty of Dante made it possible (and the novelty of doing it solo instead of just plinking away at stuff in a squad with max power Gloom enabled).

This week's Deep mission will have limited ammo (if going for maximum research level) + assassinate. That doesn't seem like a fair combo since I'm not sure meleeing the boss is useful.

My equipment will be Kullervo (or Saryn) + Komorex + Incarnon Kunai + Nikana Prime. Going to have to dump some forma into Nikana to a tennokai mod on.

Dante thoughts: I put a tauforged yellow on for +35% faster cast speed to pair with natural talent but it might be too fast: I'll usually go 2/2/4 + 2/3/4 + 3/2/4 but with this cast speed somehow the 2 on the final sequence (for the bird books) doesn't trigger some times and then I have to look at the interface. But maybe I can drop Natural Talent for more duration...
 
Hit my 3000 day mark today...

I think Wado checks out some of the youtube channels like tacticalpotato but, for my part, most everything falls into build your frames to just do something ridiculous because Warframe is 95% easy, even in Steel Path, except for the Deep Archimedia missions where you need a build for each frame that can do some sort of crowd control with minimum energy -- which isn't actually new, I mean we built that way for the community challenges and raids and the initial eidolon forays back in the day, too, because taking away your energy has always been a common hard mode decision.

Almost all weapon builds for me are exactly the same now: use the Galvanized status mods and try to get as many kinds of status onto the weapon as possible while using a riven for crit + multishot if possible.

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Most of my guns look something like this now: I use the Merciless arcane instead of Serration (it takes a few kills to get the damage buff up) and I build for Viral+Heat with traditional mods while using the brand new Radiation mods to add that as well. When you hit something with 6 status mods (+ sometimes an additional two from your sentinel, usually gas+electric for me), the Galvanized status mod that functions like a Cedo* does a ton of damage. "

(*not sure if you were still around for that gun, but it gets bonus damage per type of status already applied to the enemy like Condition Overload does for melee)

You can't build everything like this but it does make even some fairly bad guns passable in Steel Path.

You can't farm all the new stuff at once but if you don't have the vitus essence in stock, I wouldn't farm it from Arbitrations without a doubler/dropchance booster/smeeta cat. So if you get a booster of some sort from log-in reward/sortie, buy the other one, get your cat, and every once and a while you'll luck out with a pack of 8 essence from a single drop. A lot of us old-timers need to do arbitrations again for Aura Forma because we're running out so maybe that can be a team thing...

We farmed the new weapon arcanes by doing Sedna Steel Path Survival for an ungodly amount of time to get acolytes every five minutes but that wasn't really necessary: if you're running all missions, in general, in steel path, you'll see enough acolytes to make it happen naturally, so while you're getting other stuff done, they'll just pop up.
 
I'm 2 out of 3 for elite clears so far: failed on the assassination last week but only had time for two attempts with the clan. I think the rest of the group is 3/3 now. (I still don't think the assassination is fun -- firing at a bullet sponge for 10 minutes -- and since there are only so many missions on the tile set it's going to come up way too often.)

If you have a group of four long-timers, someone is bound to have a weekly selection frame that produces team overguard (which negates like half of the penalties they give you like random puncture procs, no armor, damage on casts/pickups) and someone with a decent crowd control ability. If you jump in with a bunch of pubbies who only have forma in one of their frames and it's a hallway hero frame like Revenant, you can tell they're not going to stay on task.

Reading is key, too: for our first attempt at the defense mission last week, I wasn't picking up runes since that's not something I normally bother with but there's a steady damage tick on the core so you have to heal it to some extent with the pickups. But not reading or having prebaked strategies on how to handle some of the random conditions is going to hurt some groups more than others.

I think my least favorite thing is that it's a Feels Bad with them forcing you to choose a random melee each week RIGHT after melee exilus slots and arcane slots were introduced to the game. Even as someone with comparatively infinite warframe resources, deciding whether or not to install adaptors in Tier 2 weapons or just play without access to the new game systems is not a fun and exciting choice. So it feels like them deliberately kicking you every week. Whereas the random guns are more like an invitation to kit out something interesting or unusual for the first time.
 
I needed to listen to something lengthy and I had somehow sequentially popped a doubler/drop chance from login rewards so I did some arbitration, which was survival 2x in a row (not a good arbitration mode since you can't "win" faster like a good squad can in disruption).

I tried one solo but the spawn rates for drones was super anemic. I'm so used to steel path solo survivals where you have a full squad worth of enemy spawns that going back to 1x was terribly boring. Averaged 1 vitus essence per minute for 20 minutes.

Fired up another one, this time with Dante as my bonus frame (600% power strength = nearly 100K overguard) with a full squad. I had some lucky cat procs for a few stacks of 8 vitus essence from a drop so I made 98 essence in 35 minutes.

Zero aura forma bps though. Got two seeding step ephemera from one run, too.

Arbitration hasn't aged well with power creep. I could make a sandwich without dying. And the duration vs. a very bloated reward table is not good. OTOH, I did make enough essence in less than an hour to buy all the mods, probably, should I have needed them.

Considering MR12s are doing archon hunts now, the challenge factor and rewards for all these old modes should be increased.
 

IceStorm

Ars Legatus Legionis
24,871
Moderator
Considering MR12s are doing archon hunts now, the challenge factor and rewards for all these old modes should be increased.
MR is not a good gauge of experience in Warframe. You're fully aware that the vast majority of gear and frames are not required to solo the hardest content. MR is just a gauge of how much equipment one has mastered in the game. It has very little to do with one's ability to engage with the game's systems.

I'm a near-maxed LR4 player (only missing Protea Prime and her weapons), and I do not have a ~2min Profit Taker loadout because I find the whole Baskin Robins damage test to be annoying. I also have never run to "level cap" as running a game designed around ~5min engagement sprints is a mess once it's pushed to 1hr plus. I'm sure there are plenty of MR16 players who do both of these things and have no intention of reaching MR30, let alone LR4.

If you wanted a "SP" variant of existing game modes, that's fine, but the progression of Star Chart to Arbitrations to Steel Path is not something that is easy to short circuit for new players if they don't have the right mods or resources. There's no reason to adjust the bar on older content when they can crank up the difficulty for a separate mission node. They added SP nodes to this year's Anniversary events, as a recent example.
 
* Umbra forma blueprints at Teshin this week

* My first Kuva Sobek was 26%. My second was 25%. My first Glaxion Vandal was 26%. This defies odds...

* Sobek is in a rough spot: it's a 100% fine weapon, but since the Corrosive Projection nerf hitting squads of smart players (where Acid Shells once caused chain reactions since enemies didn't have any armor with 4 copies of CP in the group) there's nothing about it that feels good or unique right now. It's fine for Steel Path and maybe better with the Nightwave mod but with the 1 pip riven it's not something I'm interested in playing. Maybe if Acid Shells was given exilus mod status.

* Tenet Glaxion is fine but I'm not anticipating using the new mod: end game players usually have other sources for energy and everyone itching to build it for crit are going about things the wrong way, imho. Crit is often the last greedy bonus you go for and usually off a riven or incarnon bonus. I don't see 90% crit damage as good on its own. I also think people are sleeping on Glaxion Vandal: while each enemy hit by a Tenet chain beam takes progressively less damage, Vandal's cold sphere can hit more than four enemies for full damage. So if you're using crowd control frames it has a lot of upsides despite the diminished stats compared to the new hotness. (err, coldness.) But if I had a good riven, I'd probably play Vandal over Tenet, despite losing out on a free element.

* I so don't miss people refusing to kill their lich/sister trying to be "optimal." What's optimal is everyone making as many attempts as possible and sharing free exp across the board in four player games. Not being selfish. It just speeds the game mode up considerably if everyone works together, always, while occasionally taking advantage of the consumables instead of hoarding them for no good reason.

* And I don't miss pubbie co-op where people insist on starting missions from relays, dragging the rest of us back to them. Geeze, go to your orbiter before starting missions, just in case the cruel warframe gods decide everyone needs to put up with you hosting from your Switch...

* Looks like Deep Archimedea's Alchemy mode has the "must throw pots at the right colored enemies but you won't have those pots because you need them for the target" clause again. Wasn't fun last time but I do look forward to this every week now.
 

I had never bothered to actually read this before. I assumed it helped bio pets but evidently not. I think a "nothing but piles of ammo" dispensary mod would be amusing if not often useful. But there are certain weapons, mostly secondaries, that just don't function well enough in Circuit type modes with the way their ammo pools are constructed.
 
Haven't really used specters since crew calls were invented but dropped one the other day and saw it was using its secondary, something that never happened in the old days except when they went down and they were typically bugged into not using them even then, ime. We figured out it was due to the new ammo system.

Kuva Zarr was my go-to weapon for crew/specters to splatter entire rooms but it can run out of ammo now. I'm not sure what I'd replace it with or maybe just pick a battery powered secondary so they don't have to resort to melee.

Since I haven't investigated specters in a while, I checked out what new frames did in the wiki:

Citrine uses all abilities, and offers passive healing per second -- and can drop Prismatic Gems to really up a team's damage potential if they have damage per status gear: good for static missions

Dante can give massive Overguard with light final verse. Noctua sucks (accuracy issues) and constant enabling/disabling of it takes away from damage potential with guns. It's hard to say how often the overguard gets handed out without a lot of testing but it might be good for Deep Archimedia on weeks you get screwed by your personal RNG but have access to your gear wheel.

Kullervo's cooldown on Collective Curse is only five seconds so it might be fairly powerful as an effect to have on the field most of the time.

Styanax: Final Stand is awesome but has a long cooldown and you can't plan when it gets fired off. Probably avoid this.

Yarelli specters do literally nothing...
 

Worth reading in full for the status/resistance changes. The amount of work here is really impressive with the amount of changes/fixes overall. Finding out that Dante was accidentally nerfed this whole time is hilarious though.


NEW VIDEO SETTING: REDUCE FRAME LATENCY


We have added a new Video setting: Reduce Frame Latency!

You have to enable it and then restart. Everyone should try it, they say.

  • As mentioned in Devstream #179, Deep Archimedea and Netracells now award Standing with the Cavia Syndicate. Deep Archimedea will award 15,000 Standing upon completion of the third mission with any modifiers (or none at all!) and Netracells will award 5,000 Standing per completed Netracell.

New Undercroft Mission: Alchemy

Your knowledge on the elements from your explorations of Albrecht’s Laboratories is required in Duviri, Tenno! Maintain the laws of alchemical science in the Undercroft with the addition of the Alchemy mission type.

Let the hatred flow through you...

Pathos Clamps are now rewarded from completing Undercroft Portal side objectives (story stage Undercroft portals do not reward Pathos Clamps) in the Duviri Experience! This is in addition to the current Decrees, Arcanes, and Steel Essence (if played on Steel Path difficulty) rewards.

Undercroft Portals completed on standard difficulty have a guaranteed reward of 1 Pathos Clamp for completion, while those completed on Steel Path have a guaranteed reward of 3 Pathos Clamps.

Maybe worth farming, especially if you're getting arcanes from them?

These are really interesting especially since punch through mods tend to suck so much. I'm not sure if they conflict with base damage mods yet:

New Semi-Auto Fire Mods

These new Mods can be equipped on Semi-Auto Fire weapons only, and prevent their firing speed from being modified once equipped.

Target Juno Sapper Moa enemies in Ascension missions to earn these Mods!

You can identify which weapons are eligible via the Arsenal if their Trigger type is “SEMI”.

Semi-Rifle Cannonade

+240% Damage
+1.5 Punch Through

Semi-Pistol Cannonade

+300% Damage
+1.5 Punch Through

Shotgun Cannonade

+240% Damage
+1.5 Punch Through

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baba264

Ars Scholae Palatinae
1,088
Let the hatred flow through you...
It really does, not only are those Alchemy mission not fun to play, they also tend to make my game crash. I really hope they're not going to push them more than they already have. The new mission though is quite okay as a sort of revamped Hijack mission type, though they apparently intend us to run it a lot if you want to acquire all the weapons and 2 copies of Jade.
 

flowercrate

Ars Tribunus Militum
2,946
Subscriptor++
There's a feature for the new mission where you can "assist" a random squad as Stalker. I've tried it and I don't see any reason to do that again. You get to play a pretty OP Stalker (like from the quest) with a 1k+ energy pool with the big downside of you don't get any radar or vacuum. It also dumps you into a non SP mission so all that millions of damage is wasted.

I'd rather play in SP with a frame of my choice that's actually fun. I guess it might make sense for people that have absolute garbage gear and only play solo.


As for the normal mission, the drop rates are absolutely horrible. I've done about 6 runs and it's been Endo all the time. It takes about 8min for a run and you get at least 19 motes if you do it right. One Jade part costs 150, a weapon is 300 (that's certainly a choice, considering they all have a 5% drop chance) . So 450 + 900 = 1350 (1800 for second Jade). That makes at least 71 runs, aka almost 10 hours. Getting a weapon BP will shave off 2 hours (15 runs) which would make a Jade part worth 1 hour.
 
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^ They also stack with Serration/etc. when possible: one interesting case is Kuva Ogris as previously the only mods that would increase the Nightwatch Napalm damage (for the area-denial clouds) were damage/multishot (and the same on Rivens), so this can be a substantial buff to that.

Overall, they seem to have done a fairly good job at forbidding weapons, maybe too good, as there's stuff like Tenet Detron that could really use the punch-through but because of the alt-fire mode, the semi mod is disabled. All the duplex weapons, too, seem like they deserve the punch through buff but they're disqualified.

I've been building a lot of weapons lately with the radiation mod instead of Serration/Primed Point Blank because the additional damage type pulls the weight of the damage-per-status mod. So I don't have room on builds to swap this in, often. On Secondaries, the radiation mod's extra effect is fire rate, so you'd lose that, too.

A lot of shotguns and sniper rifles benefit, obviously. Except the duplex and alt fire often interferes. Going to have to forma my Exergis but this could be more stupid... (if not the most fun weapon to use.)
 
Wasn't going to do any pubby stuff but I forma'd some items and wanted to level them up (takes about 1.4 runs to get something from 0-30 with all slots filled!) and had a really nice squad with Nekros (me)/Banshee/Wisp/Dante. The arcanes aren't expensive, relatively, but there's no reason not to get two of them with desecration on the sister, afaict, so it's definitely worth being Nekros if no one else will.
 
Baro has Primed Dual Rounds (archgun multishot): multishot has been a weakness for Archguns for a long time, especially since the stats for Rivens are actually based off of the regular Dual Rounds metric, which means that even with a negative attribute, a good multishot riven is hard to come by.

After plugging this into every weapon:

* The worse a gun is able to be modded, the better results you'll get from this upgrade in general. So if you have a weapon with a perfect damage/multishot riven, you can expect this to boost you 15-25%. If you have a weapon that's low tier and fiddly (Cortege), you can expect results of 35-40% improvement.

* Containment Breach (60% rad/30multi) is a really good mod and while swapping this for Dual Rounds is a damage upgrade, it's less diverse damage, which matters for when you're on the ground with the weapon.

* For a lot of Kuva weapons I'll pick Magnetic for my inherent buff, add Containment Breach, and then Status mods (or riven buffs) to get Mag/Rad/Viral/Heat on the weapon. If you're laying down flak with 4 elements plus some amount of IPS physical damage, then it makes it really easy for squadmates to mop up with condition overload on melee, etc. So I'll pick Containment Breach over Primed Dual Rounds if I'm forced to (for example, the weapon need crit/crit damage mods as well).

* I've spent a lot of Kuva rerolling rivens to get multishot in the past since Dual Rounds sucked so hard but this rendered that investment kinda bad though. I have at least 4 archgun rivens that are Damage+Multishot and they're actually kinda weak now, especially since the disposition never really rises past neutral.

Speaking of Damage+Multishot, I opened a bunch of rivens trying to get some for Incarnon weapons and only managed to pull a single Latron. I'm late to the party but that's kinda awesome. I don't really have room in my build for the new Semi-automatic mod with punch through though which is regrettable.
 
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