Showing posts with label Build. Show all posts
Showing posts with label Build. Show all posts

Sunday, April 24, 2016

[Builds] Hybrid Bless and EV Trin


I'm not a fan of hybrids but I was asked a question in the forums about it and decided to give it a go.
Before yo proceed, please make sure you are aware of the basics of running an EV and Bless Trinity. You can check that here.

Here's the build.

And Here's the Ability window:

Ok so I sacrificed duration a lot to get high-ish range and 40 e per pulse. I also could not get the augment in, unless you want to remove Overextend completely (you probably could in tight maps).

You will encounter 2 problems with the hybrid build, that can be remedied.
1) Low Bless duration-You'll need to just cast more often.
2) High EV duration-You'll have to kill the target right after casting EV. This makes this build very difficult to use especially at higher levels.

Foregoing Overextended for Vampire Leech
You could do this if your team sticks together. This will limit your possible targets though (you need to make sure your team is getting the energy). I also suggest using that Exilus slot for Cunning drift for the 15% added range.


Sunday, November 29, 2015

[Builds] Rhino Shrapnel Spam [Novelty] [Energy Hungry] [Damage: 70]


[Novelty]
This is basically a FUN build. Use at your own discretion. :)

[Energy Hungry]
This build has no efficiency and works best in a team with an EV Trinity

[Damage: 70]
The damage dealt by this frame can deal with unbuffed normal enemies up to level 70

The Platina skin is out for Rhino! Time to give the big guy another chance. The original goal was to give Excalibur a run for his money but despite the relatively low damage, the spammy nature of Radial Javelin (RJ) is just too much for Rhino to compete with on top of the superior range RJ has.

The Build


It's a basic max build. Cram as much Power Strength and Range in, add a bit of duration and that's it.

Lightning Dash (LD) is optional of course and so is the Corrosive Projection.

I should forma that "-" polarity so I can use Primed Continuity instead of Constitution to get  more duration, but after getting knocked down by scorpions mid Iron Skin (IS) spam I'm kinda thinking the knockdown recovery might be nice. So that's up to you too.

Here's the Ability Screen

Pretty good Range and Damage Overall. Consider that all damage is affected by the Roar multiplier.

IS is also VERY powerful, clearing any mobs not killed by the stomp. Too bad the range maxes at 25 meters. Also the damage decreases the farther the enemy is from Rhino. Still it's a decent skill.

Damage Values while Buffed


Iron Shrapnel: 5698.56 (decreases with distance)

Stomp: 3799.04

Pretty impressive numbers as long as you can keep the buff up. :)

Execution


So you basic game plan is to keep Roar up 100% or as close to that as possible. With your range your Team will almost always be in range. Stomp, then toggle shrapnel while looking for stragglers and repeat.

Suggested Use Scenarios


This is a perfect complement to RJ Excal in Draco or for ODD runs as long as you have an EV.

This will not work in any mission without EV support as the skill cost would be too much to sustain effective power damage output.

Notes


Rhino is supposed to be reworked. That's another reason I'm holding off on the forma.

Rhino's not the best in terms of Damage output, but his Roar is one of the best straight damage buffs out there.  Rhino + Nova would result in a damage multiplier of 4+ depending on the build of the Rhino. Coupled with the fact that it affects everything that damage on your team it's pretty good. Think Syndicate Procs :). 4k Viral+Proc anyone?

I'm really looking forward to the rework.

Thanks for reading!

Saturday, November 21, 2015

[Builds] Blind Mirage - LoR Worthy [Specialist] [Heavy Control]

[Specialist]
This build is focused on only one or Two abilities to achieve a specific goal

[Heavy Control]
This build is focused on controlling the battlefield to improve survive-ability.

This Mirage build is the standard in terms of control, high Duration and Range allows for massive control range despite physical barriers (the reason why Mirage is picked over Excalibur) that lasts.

I'll be showing the bare bones build, then possible additions to the basic build.

The Basic Build



This is your bare bones build focusing on Range and Duration. The low Power Strength allows for less deaths allowing for better control of the already spawned minions.

You can of course swap Energy Siphon (ES) for something else.

Please do not mind the Polarities of the remaining slots as they were from a different build. :)


A lot of people think that mirage doesn't need duration. The blind duration stat should clear that up.
This build has the potential to stop spawns, if played correctly.

Note:
Stop casting blind to let Vor appear in T4 Interception.

Three Slots Left

With three slots left you have a wealth of options to choose from. Below are some of the easier choices. A bit of Duration reduction might work, but try not to reduce Range.

Natural Talent (NT)

Faster cast time? Here it is. I personally do not use this though since I feel that casting early also has the same effect.

Quick Thinking (QT)

Since you already have Max energy, why not use it for survive-ability? It's a good pick. Make sure you have an EV in the team or ERs to help you replenish the lost energy.

Enemy Sense

With Animal Instinct and ER, this gives you the location of enemies in the map. If you see fast movement, recast blind. :)

Fleeting Expertise (FE) and Streamline

It's a good pick. Correctly time and with at least 1 ES in the team, you will never run out of energy. The more ES in the team, the better this mod combo works. Don't forget to go R4+R4 so you get the least amount of duration reduction from FE.

For people who do not want a Duration reduction, you can stick to streamline.

Lightning Dash (and other Exilus mods)

I usually use this since I have a stray V polarity and nothing else to fit in. Not bad for mobility,; so you can go to the middle of the int map and start spamming, but not really needed.  Use it only if you have nothing else to put in or if you feel that mobility is key.

Rush and Armored Agility (AA)

If you really need speed... but Exilus mods (see above) make you go faster.

Vitality, Redirection and Vigor

All three, a combination of or one of would be okay. Use it only if you have nothing else to put in.

Explosive Legerdemain

Only for LoR and only if you're bored out of your wits. The consoles provide another layer of control. Converting the drops to proximity mines also allows you to use it if nothing goes near.

Personal Choice

Here's what I use for T4 int. :)

Not much of a deviation from the basic build.


I swap out QT for Redirection or Explosive Legerdemain for LoR since I don't want to be caught dead with 0 Energy.

Blind Mirage Use

She's pretty basic and easy to execute. use your ultimate and end it immediately. The faster you end it, the less energy you use.

There's really no point in letting it go on for too long, especially if you're at max range... unless you're in a really out of position for some reason.

Your other abilities aren't really needed, it'll just drain your energy needlessly and force Trin to EV, and possibly kill something.

Slight of hand though, may be quite useful in LoR, just don't use it for T4 Int.

Thanks for reading!

Sunday, November 15, 2015

[Builds] Super Nova [Novelty] [Specialist] [Heavy Control] [EV Dependent] [Damage: 60]


[Novelty]
This is basically a FUN build. Use at your own discretion. :)

[Specialist]
This build is focused on only one or Two abilities to achieve a specific goal

[Heavy Control]
This build is focused on controlling the battlefield to improve survive-ability.

[EV Dependent]
This build has no efficiency and works best in a team with an EV Trinity

[Damage: 60]
The damage dealt by this frame can deal with unbuffed normal enemies up to level 60

With a host of new Warframe and the queue of new Warframe to come, a lot of people seem to have forgotten this little powerhouse. Nova continues to be a staple because of her command of Time and Space, but not a lot of people use her for her sheer destructive potential.

I have a build that revolves around Molecular Prime (MP) that is especially good against Low to Mid level enemies.

The Build



Replaceable aspects: Primed Flow, Lightning Dash, Aura

The build stacks as much Duration, Power Strength and Range as possible to make MP chain reactions potent.

The low Efficiency means it will heavily depend on energy restores or an EV trinity.


Your chain reactions will be effective as long as enemies are within 16.9m and will die with 2704 Blast damage. This will easily clear low-mid level enemies. With higher level enemies, the doubled damage PLUS the explosion damage of possibly multiple nearby enemies will help whittle their HP. Couple this with the syndicate weapon/modded weapon of your choice and you have a very powerful destructive force.

Another advantage is that the MP will cover a huge distance and will slow enemies to cap allowing you to slaughter with impunity despite the low Health and Shields.

Alternatives

If you don't have the cores to max Blind Rage (BR), know that a Maxed Intensify with a Rank 2 Blind Rage will allow you to reach the 75% movement speed reduction cap. This will also reduce the cost of the skill significantly. This would also be nice for the LoR trial.

Replacing Primed Flow with Transient Fortitude will allow you to deal more damage, but will also confine you to 1 MP cast without any intervention from your EV trinity or energy restore. Your ability coverage will also decrease slightly given the loss of duration.

Lightning Dash can be replaced with any Exilus mod, but Handspring or Surefooted might be a good alternative since knockdowns at high levels could be fatal.

Notes

With the removal of Burst Damage frames like Saryn and Mesa, a lot of frames are starting to fill the niche. Let's not forget that Nova is one of the frames that can dish out a lot of punishment along with a good measure of crowd control.

Sunday, November 8, 2015

[Build] Saryn Revisited


Saryn's rework was meant to balance her and make her more than a one button killing machine. Did DE succeed?

The biggest challenge with Saryn post rework is the need to consider Duration into her build. Prior to the Rework, Duration was not a concern and was even lowered for maximum effect. Builds did not have to worry about Transient Fortitude (TF) or Fleeting Expertise (FE) affecting builds. Duration mods like Continuity and Constitution were also unnecessary. Now TF and FE have severe drawbacks and Continuity and Constitution have become mainstays; meaning you need more mods to achieve less of a result.

The good thing about the rework is that her other abilities have been brought to the forefront with multiple buffs (along with name changes). The synergy between Spores, Molt and Toxic Lash (TL) is amazing. I find myself using these during ODDs without the need for Miasma, especially with its heavy cost.

I currently have two main builds for Saryn and the builds are pretty tight. One is used for teams with an EV Trinity since it has no efficiency at all and focuses on Range, Power Strength and Duration, while the other is pretty balanced with a means to regain energy.

No Regard for Efficiency






This build still works wonders but it does require a decent EV Trin to support you. You just need to cycle through Spores, Molt and Toxic Lash and you will be okay. There's almost no need for Miasma.

The basic trick is just to layer layer dot over another + Contagion Cloud is perfect for Infested or doorways. :)

Range helps spread the damage even when you kill without popping the Spores especially when using Ignis.


Somewhat Balanced




I use this for most of the things outside of an organized group. I can do Nightmare missions, tank, spam with this. Great for solo runs. Just need Furis with Winds of Purity (WoP). If you do not have that you'll need Regenerative Molt (RM), which will take up a slot... either Flow or Constitution will have to be taken out.

The good thing with this is that you can easily build energy just by getting hit. Regen life then spam. This is perfect because you'll be going in close with melee+TL anyway. With flow you can build up your Energy and spam for a bit before diving in again for more carnage.

Max Efficiency?

Still trying out if this will work. I'll post an update in case it does.


Loadout



You'll want High Status weapons that proc Toxin so you can take advantage of Spores. Ignis also works wonders, but you can't make it do just Toxin damage. Grinlok does the job well.


If you aren't using RM, don't forget your Furis with WoP.

For melee, I chose one with high Status Chance and Range, Lecta. Any should do since you will be using TL a lot. Max range would be nice though. Here's how I built Lecta. The Radiation procs are a nice bonus to keep the heat off of you.


Saryn's not in top form at the moment but i'm hoping she will be soon. I'll post another build in case there are other changes to her mechanics.

Thanks for reading.




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!

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.

Friday, September 25, 2015

[Builds] Raid Support Weapons and Companion


So you've done a Trial (or raid) or two and now, you might be wondering what else you can improve beyond your frame to make Trials a bit easier. You're in luck since i'll be tackling that in this post!

I've chosen to tackle, Primary, Secondary and a Companion for the Trial. These are support weapons that you may want to include in your current raid arsenal. Feel Free to mix and match. the idea is to find the builds that will complement your play style.

The Primary: Vectis Prime


Why Vectis?

  • First, because of 100% status. Viral is powerful if you need to kill something faster.
  • Second, it's hit-scan. This helps with the elimination of the Nullifier Drones in NM. 
  • Third, If you play EV Trinity, you might find that the scope helps find EV targets.


Here's the Build I use. With the right shots and procs, you'll be able to kill off the G3 one at a time.



The Secondary: Vaykor Merelok


Why Vaykor Marelok?

  • First (again) 100 % status.  Viral is powerful if you need to kill something faster. You can also  use it as a knockdown weapon if you need more CC without killing since it is relatively spammable.
  • Second, (again) it's a hit-scan weapon. We really don't like those Nullifier drones.
Here's my Vaykor Marelok Build:



The Companion: Shade (Vanilla or Prisma) or Huras (Kubrow)


Why Shade or Huras?

  • Stealth. That chance to live longer is worth it.
That is basically it. You just need to max the stealth ability of your chosen companion, give it some survive-ability and you are set. I prefer Shade since you can remove it's attack precept.


Melee: For Blocking (Optional)


**Thanks for Bryan for the comment. It does make sense although i have not encountered the need yet.

Thanks to the revision of stamina, you can now block/parry and take a little as 15% damage from sources in front of you. Here's a link to the wiki for Melee 2.0. The section on Parrying contains the list of weapons you can choose. I would personally go for a weapon that can block 85% of the damage without channeling.

In case your team does not have enough CC, you can opt to block attacks coming from an enemy.

Why is it optional?
Well, you can just shoot it if it gets too close basically. If it can catch you off guard, it might not have come from in front and hence, cannot be blocked either way.

Notes

Why not Carrier
Very little killing is done during the raid. That's why most if not all the frames used are CC frames. No killing = no loot. Hence there is no need for carrier.

I am not saying that Carrier is trash or for casuals. I love Carrier, but there is a place for everything. I can use carrier during a loot trip (basically all non Trial missions) anyway.

Hope it helps! 


Saturday, August 22, 2015

[Build] What the HEK!


The Hek was one of the old favorites since closed Beta. Since closed beta til now I've used Hek on and off but still managed to accumulate more than 21 million experience on it (17% of my total usage),

Usage waned as new weapons came in after he damage falloff was introduced. Now, shotguns are making a major comeback with the U17 buff increasing most shotgun stats and setting a 50% damage floor beyond the falloff.

The Build

The basic concept is to maximize damage and then to efficiently deliver this damage.

Hell's Chamber, Primed Point Blank (vanilla point blank), Scattered Justice, and Blaze are meant to increase damage.

You Get damage and a bit of utility from Vicious spread allowing you to hit and kill multiple enemies at a distance, especially at normal levels (non endless).

Most of your ability to deliver comes from Seeking Fury, which helps with reloads and Gives you punch through, allowing you to deal the same amount of devastation to 1.2 meters-worth of enemies behind your original target, effectively multiplying your DPS!

Elements will depend on the faction you're opposing in the mission. I would suggest to go 4Vs and 1 - when applying Forma so you can use Viral when necessary.



Thanks for reading!

Saturday, August 15, 2015

[Build] Survive or Die Frost



Frost just got reworked in U17 and is now even more viable as an area control frame especially against the infested.

The build focuses on the use of Snow Globe and the augment, Chilling Globe to control areas near the defense objective or the pod.

The Basic Concept of the Build

The focus of the build is to stack as much Range as you can to give you and your team wiggle room in the Snow Globe. Since this is an infested build, it's important to make sure that you are never FORCED to up close if you do not want to.

Another focus is to stack Duration to make the effect of your Chilling Globe last. The base duration is 8 seconds (100%) the more Duration you have the longer it will last. Since it activates 50% of the time, it will definitely help control the amounts of infested streaming into the Snow Globe.

Avoid sacrificing Range for Duration as in using Narrow Minded since it limits the area you can maneuver in.

The Build


The Strategy

Cast a Snow Globe around the Pod and at the entrance to the pod area. Place them as close as possible with as little overlap as possible.

If your team is getting overwhelmed, recast globe to push the enemies back.

Refresh Snow Globe at the start of every round to be safe.


Why It Works

Slow is already an effective means to control the infested, add a 50% chance to freeze for 8 seconds or more and you'll definitely be in charge of the battle.

The Snow Globe also works to prevent your team mates from being harpooned by Ancients from the outside. Another is it prevents the sludge that the infested MOAs sling from hitting the Pod.

Warframe powers also pass through the Snow Globe, which makes it east for AOE frames, even Excalibur to deal damage from a safe Distance.

Who to Team With

Fast Nova
Miasma Saryn
WoF Ember
Eternal War Valkyr
Exalted Excal
BS Ash

The frames above will help deal with the infested as they get in, keeping the Pod safe.

Gear

Bring a weapon with a Syndicate radial effect. I used Hek in my run. I would also recommend Furis. Just avoid getting into Melee Range especially because these guys are hard hitters.

Notes

Gorgon Wraith is a Nightmare alert and I assume the rest will also be Nightmare alerts. Be mindful of this fact and which penalty you will get. We got "No Shields" in the team I joined and we did okay. Don't be afraid to abort the mission if you get something nasty.

Good luck and Enjoy the Challenges!