UPDATE:
Visit here for a more updated build based on 16.9.3:
http://warframechronicles.blogspot.com/2015/06/update-exalted-blade-changes-1693.html
the gameplay video can be seen here:
http://warframechronicles.blogspot.com/2015/06/gameplay-video-excalibur-revisited-1693.html
Visit here for a finisher build that does more than one mil damage based on 16.9.4:
http://warframechronicles.blogspot.com/2015/06/build-excalibur-max-damage-finisher.html
The new changes to Excalibur just went live. Feedback is being gathered in the forum and so far, it’s been fun!
The official
change log can be viewed here:
Here’s the
bit about the rework:
Excalibur Rework
No matter your play style, Excalibur is always a formidable Warframe choice. With newly re-worked Abilities, he is now more versatile than ever.
The following changes have been made to Excalibur’s Abilities. Please note that we will continue to monitor these changes after launch to make any necessary tweaks to balance.
First Ability: Slash Dash: Slash Dash will now target enemies within a conal distance from Excalibur, targeting all enemies within the range of cast. Enemies hit by Slash Dash will count towards the player’s melee combo counter.
Second Ability: Radial Blind: Cast on the move and opens AI to finishers.
Third Ability: Super Jump has been removed from Excalibur’s Abilities.
Third Ability: Radial Javelin is now Excalibur’s third Ability and costs 75 Energy to activate.
Fourth Ability: New Ability: Exalted Blade: Excalibur summons a sword of pure light and immense power.
Stat changes: Excalibur Armor: Excalibur’s base has been increased to 225 and to 250 for Excalibur Prime.
Excalibur’s Abilities have all been given a visual overhaul in line with his new Exalted Blade ability.
I personally
enjoy the new Slash Dash and Exalted Blade.
Here’s the
Excalibur Build:
This build
focuses on the damage of Exalted Blade energy waves. With this build and the
Arcane Pendragon helm, you can deal 1321 damage per wave to level 38 Volatile
Runners (tested in Seimeni, Ceres). Your melee slashes will still deal a lot more damage so don't be afraid to use Slash Dash to finish tough enemies or to get close enough to whack them with the energy blade.
The basic
game plan is to fill up with energy using Rage and Winds of Purity (Furis),
then turn Exalted Blade and never turn it off. It’s a fun build that showcases
the changes to Excalibur.
Synergies:
Rage, Winds of Purity (Furis), Flow (Primed or not), Steel Fiber and Vitality
Survivability:
I took
advantage of the armor buff and placed Steel Fiber and Vitality. This gives the
frame a larger health pool and armor to survive with.
Damage:
The increase
comes from as many efficient sources as I got my hands on. That means Transient
Fortitude and Intensify. Blind Rage was too costly in terms of efficiency so I passed
on it. Another good mod to increase damage is Steel Charge which increases melee damage, including the damage of Exalted Blade slashes and energy waves.
Efficiency:
I after
testing max efficiency, I went with maxed Fleeting Expertise. Duration didn’t wasn’t
a problem and 60% efficiency was more than enough to always have Exalted Blade
on after filling your energy with rage and Furis (Winds of Purity) especially
with the already low drain on energy that Exalted Blade has (3 per second base)
Range:
Stretch was
replaced Streamline to make Slash Dash more viable in the build. I might
replace it with something else.
Duration:
Duration was
not moded for in this build.
Here’s the Melee
weapon build (Skana/Prime):
UPDATE:
Visit here for a more updated build based on 16.9.3:
http://warframechronicles.blogspot.com/2015/06/update-exalted-blade-changes-1693.html
Damage:
This weapon
was not meant to be used outside of Exalted Blade. I placed Pressure Point,
Spoiled Strike and Bright Purity for Damage since these are the only mods that
affect the damage of the energy wave at this point.
Attack Speed:
Fury and Berserker
help with the speed allowing the frame to create more energy waves. Berserker only
has a chance to proc if your energy sword hits an enemy (not the wave). Easy
enemies will not even get close, but if they do manage to, the Berserker proc
will allow you to push enemies back with a barrage of energy waves!
Utility:
Reflex Coil,
Focus Energy and Life Strike provide a source of survivability without having
to cease Exalted Blade. The good thing about it is it only counts as a channel
hit if your energy sword (not the wave) hits the enemy. So you can just Slash
Dash if you need health and keep channeling on with Exalted Blade without
having to worry about losing energy too fast.
Alternatives:
Other weapons that may work are any melee weapons with a syndicate mod that adds +100% melee damage. If you don't have one, a regular Skana should be okay.
Enjoy the build!
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