Showing posts with label Update. Show all posts
Showing posts with label Update. Show all posts

Wednesday, July 29, 2015

[PSA] U17 Confirmed on Thursday EST (US)

It has been confirmed in a tweet by Steve Sinclair, one of the developers of Warframe, in a tweet that U17 will be launched this Thursday.


Steve also talks about a VERY long Change-log that spans 14 pages in a vine he tweeted. This really makes sense given the immensity of the update. According to Rebecca, DE's Community Manager, the update is a hefty 1400 MB (Warframe forum post).

Prepare yourself Tenno (for U17 and that 1.4 gig download)!

Wednesday, July 8, 2015

[PSA] The New Primes

Image Taken from here

The new Prime Items are here!

You can now purchase the Newest Prime Access here.

Here is a list of the new Primes:

  1. Ash Prime
  2. Vectis Prime
  3. Carrier Prime
These are linked to the Wiki Pages so you can start farming them!

I'll see you in the Void Tenno!

Sunday, June 28, 2015

[Weapon: Primary] Simulor Review and Build 16.10.1


Background:

Simulor was released in  16.10.0.

Acquisition:

The weapon can be obtained from Simaris for 75,000 standing. Just go to his sanctuary in any relay (it takes 12 hours to build).
You can also purchase the weapon for 210 plat.



Polarities:

It has a built in “D” and “-“ polarities which is nifty given that it’s a low status weapon. This means it’ll take less forma to max.

Primary Fire:

The primary fire function sends circular a projectile towards the target. If it hits anything, it’ll bounce off and deal no damage. It doesn’t destroy containers or any items that usually be destroyed by gunfire. Projectiles are not subject to gravity and will float in place after the initial 12m flight. Projectiles will disappear after 8 seconds.

Whenever 2 projectiles collide, these merge dealing an AOE burst around it. The more projectiles merge the stronger the damage, stacking up to 5. Once two projectiles merge, it generates a small field that makes other projectiles drift closer to it. The more projectiles merge the bigger and stronger the attraction will be to the other projectiles. Each time it merges with another projectile, the 8 second lifespan of the projectile is renewed. Once it elapses, the projectile is detonated.

Once 5 projectiles have merged a small vortex will be produced. This blocks weapons fire hitting the center, deals AOE damage and causes status procs. Any further projectiles merged with the vortex will refresh it’s 8 sec duration. Similar to merged projectiles mentioned above, the vortex will detonate if left for 8 seconds dealing AOE damage to all enemies close by.

Secondary Fire:

The RMB triggers the detonation of the projectile, merged or unmerged. The damage increases with each merged projectile capping at 5. The damage per stack is listed in the arsenal.

Mods:

All mods work with the weapon except the following:
  1. Firestorm
  2. Terminal Velocity
  3. Sinister Reach

Notes:

Jetstream (Turbulence augment), increasing flight speed, increases the speed and range of the Simulor projectiles. Using it is ill advised at high power strength because the projectiles deal no damage upon impact. If Terminal Velocity does get applied to this mod, test the percentages before using it in battle since faster projectiles tend to become less predictable.

Verdict:

It's a nice specialty gun that's fun. The fact that projectiles deal no damage suites it more for area control than anything. A running battle will find the weapon lacking since the usual suspects, Boltor and Soma are well suited for this.

The weapon might find use in Void defenses (T3 and up) where Nulliflers pop up since it can easily kill them even with the bubble on, once they get in range.

This won't replace Tonkor as your favorite launcher, but if you have the space, it might be a fun gun to carry.

Unranked Gameplay Video:


Final Build 5 Forma:


Fully Moded with 5 Forma Gameplay:


Sunday, June 21, 2015

[GamePlay Video] Excalibur Revisited 16.9.3 Energy Blade Build


Showcases the build and the damage mostly from energy blade.

This also shows you how to set up the energy to stay in Exalted Blade throughout the mission.

The builds can be found here:
http://warframechronicles.blogspot.com/2015/06/build-excalibur-revisited-frame-and.html

and here:
http://warframechronicles.blogspot.com/2015/06/update-exalted-blade-changes-1693.html

Friday, June 19, 2015

[Update] Exalted Blade Changes 16.9.3



This updates comes with a lot of changes to the Exalted Blade [EB] power along with some other fixes. You can see the change log here:

The gamepaly video can be found here:
http://warframechronicles.blogspot.com/2015/06/gameplay-video-excalibur-revisited-1693.html

Here’s how the changes affected EB’s energy wave:
(Tested these personally)
Mods that work:
  1. Elemental Mods
  2. Channeling Mods

Mods that no longer work (may be a bug)

  1. Pressure Point [PP]
  2. Spoiled Strike [SS]
  3. Syndicate Mods like Bright Purity [BP]
  4. NEW Steel Charge NEW


Other Changes to EB:
  1. Channeling effects now affect EB’s energy waves, but channeling doesn’t increase the damage (may be a bug)
  2. Using Radial Blind causes EB’s energy waves to deal Critical damage jumping from 2.1k to 19k (yellow/Crit)
  3. Power Strength affects the damage of Energy Blade (again)

Here’s my current build:

Basically just put as many elemental damage mods I can fit, plus Attack Speed and Life strike. It deals 2.1k damage and up to infested units in Gabii, Ceres.