Showing posts with label Mods. Show all posts
Showing posts with label Mods. Show all posts

Monday, February 1, 2016

Orthos Prime: Maiming Strike Build (Shadow Debt Mod Set)




We all love the Orthos Prime for it's insane range, One of it's biggest drawbacks is the damage. This caused players to look elsewhere to get their fix of stealth slide kills... until the new mods came out.

Shadow Debt was a unique event that gave the chance to drop one of the new mods that was added in Update 18.4.1. Most of these new mods were odd, but there were a hand full of gems, including a lot of great melee mods.

This build uses some of these new mods to boost it's damage output per slide attack.  Blood Rush and Body Count give a boost to the damage multiplier and Critical chance. Maiming Strike will drive this up by 90% guaranteeing yellow crits per slide attack with a chance to do red crits.

The Build



This particular build is focused on Grineer and per slide damage (stealth kills/one hit). This is the reason why I did away with the Attack speed mods like Berserker.  I also opted to remove True Steel and instead add Spoiled Strike, which will add more damage compared a small increase to the critical chance.

Since you are making use of 2 slots for elements, you can easily change the elemental combo. the only restriction is that you can only have 1 elemental combo.


Executing High Damage Slide attacks


Once you're done with the build, you can start by just slide attacking everything. With the immense reach of Orthos Prime with Primed Reach, you can safely clear clusters of enemies while maintaining the damage multiplier from stealth.

Be careful with heavy units. you might want to channel to kill them safely and avoid breaking your stealth bonus streak. Once you have a high enough multiplier you can just slide attack them as normal.

I usually use this to farm focus with Loki. in Ceres (Extermination or Sabotage). After a few days of farming, I can say it's easier than using War or Tonkor and breaks the stealth bonus streak less frequently.

Shadow Debt: The Rise of Naramon


Naramon's Shadow step has never been in such a wonderful position. Prior to this update, Naramon had very tempting options related to melee attack crits and invisibility. Now, with a reliable source of crits (maiming strike and any melee weapon with at least a 10% Critical chance will proc crits 100% of the time), you will just need enemies and you will get 10 seconds of invisibility that is resistant to nullifiers.

Luckily, Orthos Prime is such a weapon with a 10% Crit rate. Now slide attacks with amazing range now comes with a 100%  Crit chance.

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, August 12, 2015

[MODS] Maxing 10-Rank Mods: Some Insight into The Amount of Credits and Cores Required (Rare Rank 5 Edition)


This is it, the final installment of the 10-Rank Mod Max marathon. It's may even be the most economically impacting post i will write.

Why? Be cause we all know that R5 mods cost about 1 plat. Knowing how many R5s a specific maxed 10-rank mod will give you a guide regarding it's pricing, although, i must caution against the use of this as a hard pricing guide since several factors will continue to affect mod prices.

Here we go.

The Data

The table below details the amount of rare rank 5 cores (r5) and credits it takes to max a 10-rank mod from 0.

10 - Rank ModR5 CoresCredits
Common132415800
Uncommon264831600
Rare3961247400
Legendary5281663200

Economics

If you are going to ask me, the most profitable mods to sell are the Common ones like Vitality and Redirection and the Legendary ones.

Common Mods aren't only common and necessary, but coupling that with the relatively low cost makes it an acceptable purchase even at 160 p.

Legendary mods are often sold close to 1k plat when it only costs a little more than half to make. Pick a really important one like Continuity or Point Blank and you're in business.

Rare cores and Uncommon cores usually cost less than it'll cost you to make em with Uncommons like serration or Hornet Strike costing about 200 a pop and rare ones like Blind Rage or Transient Fortitude Costing about 300. There's no money in those.

Of course, the fact that i'm posting this might already affect the market so don't expect things to stay the same.

Legendary Cores


So are Legendary cores worth it?

I say, if you're not the farming type, go for it. They are usually sold for 1k and will max any mod (ideally a legendary one, without a credit cost.

If you can farm, don't bother. Even if you do not have the rare cores to max a legendary mod, a combination of common and uncommon cores will eventually get you there.

Core TypeCores for A LegendaryCredits for a Legendary
Rare Cores5281663200
Uncommon Cores8621810200
Common Cores27752081250

Approximate Core Value

Here's a little more data. This gives you the equivalent value of each core based on the value of a common core. If you check the table below, you'd see that an R5 is worth about 5.26 Common Cores (Rank 3). This is based on the amount of each core required to max a Legendary (Primed) core.

Core TypeApproximate core value
Common1
Uncommon3.219257541
Rare5.255681818

The Screenshots

Legendary

Rare

Uncommon

Common

Thanks for reading!

Sunday, August 2, 2015

[Showcase] Parkour 2.0 Damaging Mods


Parkour 2.0 is an amazing step to the right direction. It made the game feel really fast and accurate. the movement was mostly fluid, and the moves were more inline with battle and escape.

To assist with these, a new slot was created, the Exilus slot, where Parkour and other mods can be slotted. If your frame does not have an Exilus slot unlocked, you can always put it in with the other mods.

Here's a video of the mods in action!



I personally love the effects of Battering Maneuver. It really sounds explosive. :)

Share your favorite Parkour mod in the comments below.

Thanks for watching!

Sunday, July 19, 2015

[MODS] Maxing 10-Rank Mods: Some Insight into The Amount of Credits and Cores Required (Uncommon Rank 5 Edition)

More than a month ago I provided data regarding the Maxing of 10-Rank Cores using Rank 3 Common Cores (C3 Cores). It was very interesting information and now i can add more to it.

I have gathered enough Uncommon Rank 5 Cores to do the same thing. Here is the data. I hope it helps.

The Next Step of course is to do this with Rare Rank 5 Cores (R5 Cores). It might take some time but i'll publish it once I have the data.

The Data


here is a table that contains the number of U5 Cores and Credits required to max a 10 - Rank Mod from Rank 0.

10 - Rank ModU 5 CoresCredits
Common216453600
Uncommon431905100
Rare6471358700
Legendary8621810200


The Screenshots







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. 


Thursday, June 18, 2015

[Build] Excalibur Revisited: Frame and Weapon Build (as of 16.9.1)


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!


Sunday, June 7, 2015

[MODS] Maxing 10-Rank Mods: Some Insight into The Amount of Credits and Cores Required

The following are screenshots of the amount of Common rank 3 cores needed to max a 10-rank mod. I’ll be showing Primed, Rare, Uncommon and Common mods.

I’ll be listing the amount of cores and credits required for each.

i hope you find it useful.

Here's a table of the values
CoreCost in Cores (Common rank 3)Cost in Credits
Common694520,500
Uncommon1,3881,041,000
Rare2,0811,560,750
Primed2,7752,081,250

I was quite surprised at the linear progression of the cores and cost. I thought it was more exponential.




Primed
Cores Required: 2,775
Credits Required: 2,081,250

Rare
Cores Required: 2,081
Credits Required: 1,560,750


Uncommon
Cores Required: 1,388
Credits Required: 1,041,000



Common
Cores Required: 694
Credits Required: 520,500