Saturday, October 31, 2015

[Trading] The Price of a Legendary Core


So recently another set of Legendary Cores was released. This sparked a buying frenzy in Trading. The question though is, how much is a Legendary Core?

If you've read this post, you know that to max a Primed mod, you'd need 528 R5s and about 1.6 mil credits.

Assuming you've got credits to burn, how much should you be buying Legendary cores? Should you even be buying them?

Let's look at the numbers.Each trade allows you to get 5 items. In the market, 5 cores sells for 4 plat, this  is a very conservative amount. I've seen people offer 2-3 plat per 5 cores. For the purpose of this, I will use the most conservative value, which is 5 R5s for 4 plat.

Rounding it up, you'd need 530 R5s. Also each trade is taxed, 1 rare mod will cost you 8k and 5 rare mods will cost 40k.

At 4 plat for 5 R5s, you can buy 530 cores for 424 plat after 106 trades. 106 trades will also cost you 4,240,000 credits.

The full cost of a Legendary core then sums up to 424 platinum, and 5,903,200 Credits.

This doesn't account for all the trades you'd have to do and time you'd need to acquire the credits.

Whatever amount you're going to offer, you'd have to consider convenience and it's price.

So, how much is a Legendary core? I'd have to ask you, how much your time is. :)


PS

I didn't get a Legendary Core :(

Wednesday, October 21, 2015

[Builds] The Only Archwing Builds I have...

With the influx of Archwing content like a new Boss, new alert types (Destroying Fomorians), new Mission Types (Defense and Mobile Defense), the release of the first Primed Archwing mod and of course new weapons, Archwing is experiencing a resurgence.

Relatively more people are playing Archwing missions and are willing to play Archwing missions. And it's a good thing. DE just needs to continue making Archwing relevant.

Another thing that DE will probably eventually address are the builds. Quite frankly there's very little variation.

Here are mine.

Archwings

You will see a trend. Armor is too low to be significant. I prefer to use shields as a buffer then flee when it's depleted. Superior Defenses allows me to dive back in with afterburners blazing.

Itzal

An amazing frame for interception. The buff to system reroute allows me to camp with Penumbra while killing enemies. This is especially necessary because of how fragile it is. Be careful of your Fighter Escorts though. They seem to attract a lot of missiles and explosions near youy can still damage you and even knock you out of your invisibility.




Elytron

This is a powerhouse. Don't limit yourself to Thumpers and Warheads. Use Bloomers liberally and Core Vent can save your life. With Maxed System Reroute, you can pretty much spam Core Vent and fight around the cover without fearing missiles.

Don't forget than you can stack 4 Thumpers to increase the damage.



Odonata

It's a very good all arounder. The mix of defensive and offensive powers is going to allow you a lot of flexibility. Dive in with your blades flashing while releasing Disarray to protect you from missiles or Stay behind your Energy Shell while spamming Seeking Fire. Repel also really does well to clear an area fast.




Weapons

For weapons it's basically cramming as much damage as I can. Most of it is from elemental mods, so expect to see all 5 there. I did not Max Centaur and all it's crit glory. I just do not think the 10 rank Crit damage mod is worth it at this point in Archwing development.

My weapon choice is mostly aesthetic. :)

Phaedra

It looks amazing. Coloring the metallic bits properly can give it the "Prime" look. It's a hit scan weapon that you can spray to destroy any target up-close or a whole cluster from afar. Alternate with your melee once you run out of bullets to keep the damage up.

Kaszas

This one just looks nice. Puncture is an amazing damage type with all the machinery out there. Similar to Phaedra it can also be given the "prime" treatment with the right colors.


Sunday, October 18, 2015

[Build] Disarm Loki - Raid Worthy


Raids are about crowd control (CC) and nothing says CC more than a well built and used Loki!

Here's my Loki build and I'll show you what are the most important things to focus on when building Loki for a Trial/Raid or just any match you'd like to provide CC support to.

Disarm Loki


There are two requirements for Loki to be Trial/Raid-ready. The first is max Energy. The second is max range.

Max Energy will help Loki reliably carry Tritium bombs. Not only will you have More than half of the required energy to arm the bomb, you'll also be able to carry it longer without a recharge.

Max range is for CC, mostly for map 2 when bombs are not part of the mission.

Duration will help with decoys throughout map 2 and 3 allowing your Bless trinity some time in between casts. This will also allow you to stay invisible in between bomb carrys.

I have survive-ability mods just because I have nothing else to put there. Might go with an undying will though. So you can replace Redirection, Vitality and Vigor.

I got great suggestions as replacements from the forums. Streamline, Natural Talent can definitely be used in lieu of the Survive-ability mods. Irradiating Disarm can replace the last, if you prefer. I'm a bit iffy about it.


Arcane swindle helps but it amounts to a 3 meter improvement.
 Irradiating Disarm is something that I have been considering especially with the amount of Disruptor drones in the nightmare version. I guess it would be okay, but you'd need duration for that too. It's not essential though.

Execution


Make sure you are at max energy before you carry. Coordinate with your EV Trinity so you always get Energy. Bring Energy Restores so you don't drop the bomb when there are suddenly no enemies for trinity to EV.

Disarm only on the second map. You don't need to carry here. Your energy is just for the bomb in the first and third maps. If you have a good Trin though, feel free to spam it.

Decoys will help in the second and third maps. In the second map, use the decoys to lure enemies near your EV trinity or a teammate that needs energy. in the third map place it away from your team so Hek launches his missiles at it. Both ease the pressure away from your Bless Trin in between casts (while she's trying to kill herself with her Glaive XD ).

When carrying bombs, wait for the arming to hit 100%. you know that this has happened because your bomb UI reads "Stability" instead of  "Arming". In map one, you just need to drop the bomb near the Toxin Injector. In map three, you need to go in the generator and drop it at the base. If you have the luxury, try to drop it 10-15 seconds before Bless expires (check the buff indicator at the upper right, near your health and shield indicator. Being too close to the explosion without Bless will kill you.

Hope it helps! Thanks for reading!

[Guide] Ranking-Up Outside of Draco

Draco, since it's existence, has been the go-to place for ranking up things from weapons to Warframe. It's fast and gives a ton of EXP even without a booster. The downsides? It's difficult to find a willing damage dealer (Mesa/Saryn/Excalibur) and it's boring.

Here are a few alternatives to Draco for those who want to get the ranks without getting bored out of their wits.

SPY 2.0


Spy 2.0 gives a lot of affinity (EXP). On Pluto, Oceanum, you get 12k per terminal, that's 24k with a booster.

The catch is, you need to do it without tripping any of the alarms in the spy rooms. Tripping any of the alarms and still retrieving the data will net you 1/3 of the exp (4k without a booster/8k with a booster). Like many things, there's a learning curve. if you do your homework and learn from your mistakes you'll be doing perfect runs in record time.

Upon completion, you can also get great things like mods, and Void keys. This is where i farm my T3 Mobile Defense keys. :)

Weapons are the easiest and safest things to level using this method. You don't need to kill anything, even the cameras. Make sure you only have the weapons that you want to work on equipped to maximize the EXP, set up your Loki (Prime or Vanilla) and do it.

Frames may be possible... but it takes too much work. The next suggestion might be more plausible for frame ranking.

Here's my tricked out Loki Prime if you want an idea of what you should focus on.
Focus on Duration and Eff

Know how long your Invisibility lasts so you can find a safe spot to recast before it expires
Learning to Spy might take time, but it's worth it. You can start off with low level spy missions. These have less obstacles, but also give lower affinity. Once you are confident, you can work your way up. You also have to choose if you want to Spy against the Grineer or the Corpus. Each faction has it's own spy rooms and enemy sets, which may be problematic unless you are prepared. One of the biggest factors that you want to consider are the Corpus Nullifiers. If you can deal with these quickly, you're set. If not, you might have to Spy against the Grineer instead... just be careful of the arc traps!

Lucky look from one of the new enemies I killed during the spy mission.
One last thing though, do it solo. More people make Spy difficult, plus, other people bring complications that may become tiresome and at times, frustrating.

Stealth

Stealth has always been a part of Warframe. Each stealth kill gives bonus affinity. The first kill gives 100%. If you perform another stealth kill within 30 seconds, the bonus increases by 100% and becomes 200%. You can continue getting the bonus 100% until you're getting affinity at a rate of 500%. That is a lot of affinity.

You just need silent weapons to do this. A bow, a thrown weapon and your favorite melee weapon will do the job. If you want to use your usual loadout, make sure that you equip mods that reduce the noise of your weapon (also in the link above).

The key here is to do 1-hit kills. So pick a planet that is relatively low and start there. if you find it too easy, move up. If you find it difficult, move down. You need to also be able to deal with mistakes. Don't expect to be able to do perfect stealth kills all the time. You will need to clean up every now and then.

I suggest that you do you stealth killing sprees in Sabotage or Spy missions. Enemies are unaltered at the beginning and will not be alerted as you complete your objective (unlike capture).

Keys


These are an Alternative to Draco, but, are still very similar. You might still get bored. ODDs and T3 Mob Def Key shares are the best place to do this. People won't enerally complain since you are using your key and as long as you are not too greedy (don't being low rank frames AND weapons).

Survival


With maxed weapons and a Rank 0 frame (with much Vitality and or Redirection) I go for long survival runs at Elara in Jupiter. Going solo beyond 20 minutes gives great exp and you can also get NS, which is perfect for those who build forma every day. Thanks to the person who helped me remember here.


These are my suggestions for Draco alternatives for people who are sick and tired of it.
I also want to clarify that I am okay with people doing Draco. I also did Draco. It's just that I got bored fast. if you feel the same way, try this out. You can decide which you prefer after. :)

Hope it helps!

Thanks for reading.

Saturday, October 10, 2015

[Build] Ember Prime CC and Damage


Ember's been reworked and now she's in demand. Turning WoF into a toggle ability really allowed more slots for other mods. Unfortunately not a lot of ember players know how to use Ember. This Build covers the build plus a short execution guide.

The Build


The build focuses on Range, balancing power, duration and efficiency to ensure that you are at the min energy drain. You may opt to replace Overextend with something else like redirection for higher level enemies so you can deal more damage in a smaller area.

Flow just gives Ember more room for CC especially in the void where energy is abundant to prime frames.

The Aura slot is pretty flexible. you can choose to keep Loot Detector since you will be killing a lot outside of your line of sight (LoS). Another viable and logical option is Corrosive projection especially for a 4 CP team, this Ember build will wreak havoc.


Focus will be on World on Fire (WoF) and Accelerant. Fire Blast will be used for CC, and will be used sparingly.



Reminders


Make sure to use weapons that deal Heat damage in your arsenal. it doesn't have to be purely Heat damage, as long as it deals a substantial amount of Heat damage to work off of your Accelerant. Especially when going against the infested.

Bring a weapon that can kill Nullifiers in their bubble like Sonicor or Simulor (anything that deals AOE damage basically if you are against the Corpus or if you are going to the void.

Execution


For low level enemies, just use WoF and you should be okay. Pop the occasional Nullifier/Corrupted Nullifier bubble when you encounter it. If you spot any Ancient Healers or Mutalist Moa, kill them as they buff the units around them.

Once you notice that multiple enemies are able to get close, start using Accelerant. This will increase your damage. Accelerant also does CC so if you find that you have been swarmed/surrounded/under heavy fire/or similar situations, feel free to use Accelerant and then Fire Blast to knock them back. This is your "panic button". The high energy pool along with max efficiency will allow you to several uses of this while maintaining WoF.

If you need to revive or pop a life support tank, don't hesitate to use your panic button.

Results


This result was from a 60 minute T2 Survival run I found myself in. Up until the 30 minute mark, the build was doing pretty well and was pretty much unmatched by the enemies. After than I found myself shooting more as well as spamming Accelerant. Near the 60 minute mark, all the WoF can kill are the non-heavy units. Sonicor was very helpful with the killing and CC.

I was downed three times and died once (had to revive). It was pretty intense near the 60 minute mark. Accelerant spam and Excalibur's Radial Blind helped when reviving or popping life support tanks.


Friday, October 9, 2015

[Builds] Trinity Bless and EV- Raid Worthy




Trinity Prime is out and Trinity's (Vanilla or Prime) never been more in demand.

 EV has been a staple since the nerf of Mag's Greedy Pull Augment and Bless is a viable replacement for frost especially when the mission is not as static as defense or Mobile Defense. This makes a really good Bless Trinity important in raids.

I'll showcase My EV Build and Bless build pointing out the most important stats for each.

EV Trinity


Ev Trinities are relatively easy to build for and are very common given the demand. This particular trinity build replaced Mag as the "battery" of the team after the greedy pull nerf.


The most important aspects of the build are Min Duration, Range and Power Strength.

Given that the energy is delivered throughout the duration of Energy Vampire (EV), the lower the duration the faster the energy is delivered.

Range affects the max distance teammates can be and still benefit from EV.

Power Strength directly affect the amount of energy provided.

I left the 2nd D unpolarized and placed a Redirection there. That's a free slot that you can use for any mod you think will help the build.

you don't need as many polarities in Trinity Prime. I just put that much to fit in the Lightning Dash.

56 energy X 4 Pulses for a total of 224 energy over a radius of 58.75 meters.

Execution

EV trinity just spams EV. With the augment, you provide shields (and overshields) plus energy so your team mates can spam their powers.



Bless Trinity

Bless Trinity is more difficult to build and execute compared to EV Trinity because of the nature of the skill.

Bless Trinities take advantage of the damage reduction from their ultimate, Bless. It can go up to a maximum of 99% based on how much health (percentage missing) from the health of the team mate with the lowest health. So if you have 1/100 health and cast Bless you will get 99% damage reduction (DR) for the duration of the ability. You also get healed by the ability.

So aside from the Warframe you also need a weapon that will damage you enough, but not kill you. Thrown weapons are the best option here given that these do not run out of ammo and deal enough damage to get you 99% DR if built correctly.


The most important aspect of the build is Duration. You just need Intensify to get max healing.

I placed Stretch so i can EV in a pinch.

Streamline is can be replaced with any mod you deem helpful.

Flow (Primed or Vanilla) works with Quick Thinking to keep you alive with VERY low health so you can take advantage of the maximum DR rating of 99%.

Duration directly affects the length of the DR buff to your team.

Power Strength affects the amount of Shields and Health healed. As mentioned above, Intensify can provide enough to max the healing.

Try to polarize the Aura slot. "-" is very versatile allowing you to equip Enemy Radar (ER), Corrosive Projection (CP) or Energy Siphon (ES). Both Rejuvenation and Physique make it more difficult for Bless Trinities to get the highest possible DR from Bless.

Rejuvenation restores your health all the time so you might find yourself with 95% DR instead of 99% while Physique increases your health pool. If you have too much health you end up getting less DR from bless or more attempts at self damaging before you can get 99% DR.

30.7 Seconds of the DR buff thanks to all the duration mods and the Arcane Aura Helm.

Execution

Bless Trinity starts the cycle by damaging herself, then casts bless to get the highest possible DR. Then she has to wait for the ability to expire to repeat this.

you can also manually restart the cycle by casting bless at very low DR values then damaging yourself. This is useful when you are about to go into a dangerous area or a boss fight. It's also useful when you need to recast after someone is revived or after someone joins the game.

The best Bless Trinities strive to keep the buff up 100% of the time.

Reactively casting bless is a futile tactic since more often than not you never are fast enough. the method above is more reliable in terms of providing a consistent DR buff.

Weapon of Choice; Glaive Prime



This build allows you to deal damage directly to your health, bypassing shields, due to the toxin damage type.

Power Throw makes your thrown weapon explode on the last bounce or when you press the left mouse button (LMB) mid flight. It can be very tricky to time it consistently to deal self damage so you need Quick Return. This mod reduces the number of bounces by 4 at max level, making the first bounce the last hence making it explode on contact.

All these mods work so that you can throw the Glaive at your feet and get damaged by the explosion. This can then be followed up quickly with your ultimate, Blessing, to give you a lot of DR.

Hope this helps! Thanks for reading.

Wednesday, October 7, 2015

[PSA] MR 21 Test and Bug


So with the arrival of the new prime access pack we also get access to MR 21. Of course you need all the Founder Items, Event items and everything else basically to get it.

The test is just the same as MR 20's, an Archwing test.


The thing is i don't think you are supposed to get this test yet. If you just go straight in, you'll find that you cannot move forward and eventually failed. Try this out in practice sessions at the sanctuary first.


So what did I do to get to MR 21? I turned around and flew! Then I went back to the course and finished it. Thanks to afterburners, I was able to complete the test. Of course I made sure to do practice runs at the sanctuary first.

Another bug is that it'll tell you that you get another loadout slot, but it's not true. I think it's also part of the bug.

DE, I am sure you will fix it. GL to the early birds!

Here's the video

Monday, October 5, 2015

[Guide] Understanding the Efficiency and Duration Change for Toggle Abilities post 17.5




With the advent of 17.5 came the changes to how duration affects abilities that can be toggled on and off. It mostly affects Ultimates like Excalibur's Exalted Blade and some non-Ultimate abilities like Spectral Scream.

The Gist


Keep Duration at about 100% and Add 175% Power Efficiency.

The Details


This effectively (but indirectly) nerfs Transient Fortitude and Fleeting Expertise for toggle abilities. Prior to this change duration was not necessary for these abilities, but now, duration mods will become mandatory if you use either of the mods above.

The Formula


(Base Drain*(1-Total Efficiency [total mod values]))/Total Duration [stat value or total mod 
value+100%]



Your Duration should be at 400% [total mod value+100%] before you can remove efficiency mods completely and achieve the minimum energy per second drain.

I created a table for those who want to play around the values. You can find it here.

The sheet is pretty straightforward. Just plug in the values from the mods you are thinking of equipping and you will see the final energy drain. Don't forget to plug in the base energy drain from the skill, it's defaulted to Exalted Blade since it's what I used to determine the formula.

Feel free to copy it to excel. Please give me credit (link this post) if you are going to share the formula.

Thanks!


Sample Builds


Excalibur



Ember


Need one more forma to replace Redirection with Primed Flow