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    Warframe Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs!

    Warframe Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs!


    Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs!

    Posted: 04 Feb 2020 07:32 AM PST

    This thread is for sharing, discussing, or requesting Songs for our two musical instruments: the Mandachord and the Shawzin. Songs can be shared or requested any day of the week.

    Want to present your newest musical masterpiece or maybe just find someone to create one for you? Fear not, all you Octavia mains and Shazwin heroes. This is the right place for you!


    If you wish to just view top level comments (i.e. songs or requests) add ?depth=1 to the end of the page url.


    And remember...

    Songs can be shared or requested any day of the week!

    submitted by /u/AutoModerator
    [link] [comments]

    The new Shawzin is awesome

    Posted: 04 Feb 2020 01:35 PM PST

    Ah shit, here we go again.

    Posted: 04 Feb 2020 08:52 PM PST

    I was able to play the Conclave version of Ash in the Simulacrum with a bug. DE please give Ash a free-aim Teleport like in Conclave in PvE please.

    Posted: 04 Feb 2020 07:10 PM PST

    I think its about time the damn markers get a rework.

    Posted: 04 Feb 2020 03:22 PM PST

    Never have I ever regretted killing an enemy so much.....RIP

    Posted: 04 Feb 2020 03:34 AM PST

    Biggest QoL change this hotfix.

    Posted: 04 Feb 2020 11:36 AM PST

    Brand new to the game. Thought after I scanned Chroma, this was supposed to be a capture mission...I was wrong...

    Posted: 04 Feb 2020 02:01 PM PST

    I tried my best.

    Posted: 04 Feb 2020 04:33 AM PST

    Winter Fey

    Posted: 04 Feb 2020 08:09 PM PST

    Dude didn't like that I played Nidus in arbitration (I'm a casual player and mostly play with my bf. I also JUST unlocked arbitration yesterday) so he started flaming me and then went full on sexist/incel on me, claiming that "girlys" like me are ruining the game.

    Posted: 04 Feb 2020 01:36 PM PST

    DE can you add a rotate function when inspecting skins in the market like any other game that makes revenue from skins?

    Posted: 04 Feb 2020 12:15 PM PST

    Just in case you were thinking of converting your lich...

    Posted: 04 Feb 2020 02:28 PM PST

    This Is For People Who Run Support Frames(Banshee, Nova etc.) and Trinity Players/Mains Who Constantly Spam Blessing and Energy Vampire and Just Overall Help In General While Obliterating Everything In Sight.

    Posted: 04 Feb 2020 11:57 AM PST

    I love you. I appreciate you, and if I was a female i'd let you impregnate me.

    submitted by /u/MethAddictedJaguar
    [link] [comments]

    Empyrean: Kuva Lich Changes 27.1.0

    Posted: 04 Feb 2020 11:21 AM PST

    Empyrean: Kuva Lich Changes 27.1.0

    Source: https://forums.warframe.com/topic/1166021-empyrean-kuva-lich-changes-2710/

    https://preview.redd.it/ftkeuxqkiye41.jpg?width=1920&format=pjpg&auto=webp&s=cd6125ab5cad6c2dbfeabf4fa4fe003cf4e317d5

    2020 Kuva-vision

    The birth of the very first Kuva Lich came just over 3 months ago (October 31 2019)! A copious amount of Additions, Changes, and Fixes have been made in these 3 months; each one of them touching the surface of feedback, but not fully reaching all the way into the depths. Today, that changes! If you watched [Devstream #136](https://www.warframe.com/news/devstream-136-overview), the 2019 Player Survey showed us that out of the 27,000+ responses, the Kuva Lich system was the 2019 addition that was enjoyed the least. Many players voiced that the Kuva Lich system got progressively less fun the more time and energy was devoted to it. While finding the line between repetition and progress is one Warframe has struggled with since it's first day, Liches highlighted some issues we aim to address while walking that line.

    Let's get to the meaty changes shall we?

    1. The Kuva Larvling Who Lived

    Starting from the very beginning of Kuva Lich conception brings us to Kuva Larvlings. Kuva Larvlings will now play a key role in determining your future relationship with your Kuva Lich.

    • A downed Kuva Larvling will now display an icon of the Kuva weapon that it's birthed Kuva Lich will possess!
      • This allows players to decide upfront if they want to pursue that weapon by finishing the downed Kuva Larvling, or to ignore and attempt another Lich. The Kuva Larvling will be in this downed state for a max of 30 seconds before it perishes.

    https://preview.redd.it/y64vpw6niye41.png?width=1824&format=png&auto=webp&s=ca5017e3abac5849a649d20ff66450c39159d8fc

    2. Breaking Your Back for Knowledge

    The first time my Kuva Lich cracked my back like celery I knew I'd have to settle the score. But, over time- and 100 back-cracks and deaths later- Parazon Requiem Attempts started to feel overly negative. To alleviate some of that back pain, we've prioritized knowledge over chiropractic methods:

    • Your Kuva Lich will no longer kill you when you fail a Requiem guess, nor will they attempt to break your back. The Parazon stabbing animation will play but the UI will show whether it was a success or failure. Upon receiving a Requiem fail, your Kuva Lich will laugh at you and leave, leaving your back and dignity intact!

    3. Valence FUSION

    First introduced in 26.0.6, Valence Transfer, now re titled Valence Fusion for clarity, was designed to address owning duplicate Kuva weapons with different unique innate damage bonuses. Giving you the ability to replace a Kuva weapons innate damage bonus (plus investments like Forma, Focus Lens etc) with one from another Kuva weapon was a good start, but we can push this even further!

    • Valence Fusion now also boosts your Kuva weapons innate damage bonus. Examples:
      • Your Kuva Kohm with 25% damage can be fed into your 40% weapon, to make it 44%
      • Your Kuva Kohm with 40% damage can be fed into your 25% weapon, to make it 44%
      • Your Kuva Kohm with 25% damage can be fed into your 44% weapon, to make it 48.4%

    https://preview.redd.it/xwa1t0ipiye41.png?width=488&format=png&auto=webp&s=10bd47122ebef71c941dffe6b71b3626497b5fe6

    Your Kuva weapon duplicates now offer a gradual progression towards a "perfect" Kuva weapon, which would reflect a 60% damage value, if you choose to pursue this path.

    We're also looking at other places we could potentially use this mechanic (Railjack, etc)!

    As you can see, we've cracked a few eggs to make this omelette! We look forward to your feedback on these Kuva Lich changes!

    *Clarification on 'Abandoning Liches': We have removed the prototype for this for now, because rather than not fixing the core loop and just letting a Lich be banished, we intend to focus on the core loop first.

    *Comment on Murmur hunting - There are some questions about Murmur hunting that are outside the scope of this hotfix, but we will be reviewing in the coming weeks once the above changes are settled in.

    https://preview.redd.it/cbusf2oriye41.png?width=1920&format=png&auto=webp&s=391f54c762735680129b492d3da6c64de888953f

    NEW KUVA WEAPONS

    **KUVA HIND (variant)**

    This powerful Grineer burst rifle has been retrofitted to add semi-automatic and automatic fire modes.

    **KUVA NUKOR (variant)**

    A highly-optimized Nukor that allows for the weapon's microwave field to hit up to four additional targets.

    **KUVA BRAMMA (new)**

    This Grineer bow delivers vengeance in the form of cluster bomb-tipped arrows that can be detonated mid-air or on impact.

    https://preview.redd.it/jf2ebfmuiye41.png?width=1920&format=png&auto=webp&s=b0333410e9ced9f340b7cde3d6d122480db05a09

    Converted Kuva Lich ChangesConverted Liches have been criticized for their lack of endurance and firepower. They don't use their abilities, and leave a weak impression.

    • Increased Converted Kuva Lich minimum time to 2 minutes.
    • Increased Converted Kuva Lich Damage Per Second with damage bonus upgrade 3x.
    • Fixed Converted Kuva Liches not using their abilities.

    General Kuva Lich Changes & Fixes:

    • Doubled the chance of a Kuva Lich to have a Vengeful Ephemera from 10% to 20%!
    • Known Requiem/attempts now also appear in your Parazon Upgrade screen!
    • Changed all Kuva Thrall markers to consistently reflect the new icon brought in 27.0.11. This includes the minimap and when waypointing a Kuva Thrall.
    • Kuva pickup/rewards are now displayed as the fancy banner UI, similar to Argon.
    • Kuva Liches can no longer be Parazon stabbed as they are escaping. This resulted in invisible animations, and the UI unveiling if your Requiem Mod guess was correct but not registering it, thus not ranking up your Kuva Lich.
    • Cleaned up visual metal chunks from the Kuva Liches Carapace (Iron Skin) ability.
    • You can now search the Kuva Lich History Codex section by name, Kuva weapon, and Ephemera.
    • Fixed Lich 'Ruse' clones displaying the default Excalibur Helmet on their shoulder instead of the same Warframe Helmet as their owner.
    • Fixed Nidus Helmet Armor not appearing grayscale on Kuva Liches.
    • Fixed certain enemy types being allowed to be spawned as Kuva Thralls that shouldn't be.
    • Fixed cases of the Kuva Lich ping-ponging between locations when engaging its target.
    • Fixed script error when changing resolution while in the Kuva Lich screen.

    https://preview.redd.it/dbzc9wu0jye41.png?width=1920&format=png&auto=webp&s=bb4b6b56aaceec8389973f06a2dab585980b714f

    IVARA SKATHI SKIN

    From the darkest forest, a striking new huntress takes aim. Also includes an alternative appearance for the Artemis Bow.

    IVARA SKATHI COLLECTION

    Take aim with this striking collection of Ivara Skathi items. Includes the Ivara Skathi Skin, Dali Ballistica Skin and the Thiazi Syandana.

    https://preview.redd.it/rf00yru2jye41.png?width=1920&format=png&auto=webp&s=8a9c47fd87c31371025657cdc449c7fb74d705e4

    New Warframe Augments (at max rank)Garuda - Bloodletting Augment: BloodforgeGaruda's equipped weapon is reloaded up to 100%.

    Baruuk - Lull Augment: Endless LullabyPerforming a finisher on a sleeping enemy will retrigger Lull for 100% of the remaining duration. Passive: +50% Lull Duration.

    Baruuk - Serene Storm Augment: Reactive StormDesert Wind is granted +35% Status Chance and changes its damage type to match enemy weaknesses.

    Hildryn - Balefire Augment: Balefire SurgeFully charged shots restore 250 Shields to Hildryn. Impact with Nullifier Shields will destroy them and restore 750 Shield.

    https://preview.redd.it/j6aykfy5jye41.png?width=1920&format=png&auto=webp&s=d1bebdc5b773c1b5d8ab0548f28ed2410582930f

    CORBU SHAWZIN

    Shape intricate melodies with this geometric Shawzin.

    A note from our Sound Team: "We recorded many different real guitars to make this electric guitar Shawzin sound heavy. The sounds are a result of blending these different guitar tones together. Each of the notes has a couple of different variations so when you play it, it will sound like a realistic electric guitar."

    General Additions:

    • Drusus has a tale to tell! Visit the new Ivara Leverian to learn more and find her Prex card! You can find the Leverian in the Market or Codex when viewing Ivara!

    Railjack Changes & Fixes:

    • Omni tool is now available as a Gear item in your Inventory (Archwing Quest completion required)! This allows you to place the Omni tool in your preferred Gear spot for quick access!
      • If you forget to equip the Omni tool in your Gear upon entering a Railjack mission it will still be given to you for the mission.
    • Increased maximum power for Zekti Predator Avionic to 80%, from 72%
      • This Avionic was slightly under-performing its cheaper Vidar equivalent.
    • 'Show Equipped' will now show ranked Avionics that are equipped even when 'Show Ranked' is disabled.
    • Hijacked Crewships now start the reactor meltdown sequence when they reach zero health.
    • Ordnance weapon icons now become translucent while in cooldown, and will reflect a timer icon to better indicate it's current cooldown state.
    • Changed Railjack Engine Component rating stats from Kilometers Per Hour to Meters Per Second to be consistent in the equipped stats.
    • Fixed Railjack Speed stat showing a higher number than your in-game movement speed.
      • This fix needs some explanation. First of all, a bit of trivia, Railjack operates at a different scale than the rest of Warframe. Perhaps some of you have seen space-time breaking down in the form of truly enormous cats... The Speed that was being shown in the drydock in your ship Stats was in the wrong scale and gave numbers that were inaccurate. This also caused the bonus given by your engine, displayed in kilometers-per-hour, to be wrong: an engine might say that it gave an extra 30km per hour, but give far far more than that in the Stats if you did the math to convert. This has been fixed so that: 1) your Stats now show the correct Speed for Railjack's world scale, and, 2) your engines are rated in meters per second which matches up to the Stats. While it may look like your ship's Speed stat in the drydock has gone down significantly, please try flying around in missions and see how your ship handles. This only fixes how the UI reports the numbers in your Stats. No change to how fast your ship actually moves is intended, and if your ship doesn't fly at the meters-per-second shown in the Stats then it should be carefully measured and reported as a bug.
    • Fixed the Railjack Forward Artillery not damaging Crewships past their engines. You should find that the Forward Artillery hits harder and your shot isn't wasted on just destroying the Crewship engines!
    • Fixed Crewships not recovering after becoming disabled by your Railjack guns.
    • Fixed Railjack Host being able to use Navigation before the mission is complete and Clients inability to use Navigation at all when launched from the Dry Dock.
      • For clarification, the correct functionality is Host and Client can use Railjack Navigation after mission complete and neither can use Navigation before mission complete.
    • Fixed enemy Captains spawning in the "Asteroid Base Commander" POI and Commanders spawning in the "Kill the Galleon Captain" POI.
    • Fixed Galvarc Missile Launcher not functioning for Clients.
    • Fixed Fiery Phoenix not becoming disabled when Flux Energy reaches 0.
    • Fixed full ranked Flow Burn not being upgraded further when placed into a max rank Grid.
    • Fixed Battle Avionics remaining disabled for Clients after Railjack is repaired from Critical Breach.
    • Fixed Dome Charges being consumed when a Client enters the Forward Artillery, regardless of actually firing the BFG.
    • Fixed issue where Clients would see Forward Artillery reload multiple times while waiting for Host to put Dome Charges in the weapon.
    • Fixed Clients not seeing Shatter Burst Battle Avionic explosion FX.
    • Fixed Clients not seeing the missile created by Shatter Burst/Void Hole.
    • Fixed being left out in space if you were aboard a Crewship when it despawns due to mission completion.
    • Fixed cases of losing the Railjack Forge UI if you attempted to activate it while sliding.
    • Fixed Railjack Ammunition and supplies that were spent during a mission not saving at the end of mission.
    • Fixed losing custom Railjack Skin/Colors if a Host migration occurred and you were the last remaining player.
    • Fixed Railjack Avionic/Salvage pickups sometimes not showing distance markers.
    • Fixed the camera breaking when Warping to another player while in the Archwing Slingshot.
    • Fixed Tactical Menu Chase Camera to better reflect the view of the player's camera.
    • Fixed Dry Dock creating a blocking volume in a room that is built below it.
    • Fixed issues with selecting Veil/Saturn Proxima nodes when using the controller.
    • Fixed cooldown bar on Railjack Ordnance burst-fire weapons emptying and not start filling until after the laser's done firing, instead of when you initially fire.
    • Fixed Railjack Tactical Avionics cooldown tooltip information not applying Intrinsic cooldown reductions from Tactical Response and Swift Tactics.
    • Fixed Void Cloak cooldown timer not updating when viewing in the Tactical Menu.
    • Fixed Upgraded Avionics not showing their proper description and stats, such as being Ranked vs Unranked.

    Optimizations:

    https://preview.redd.it/q83fzhqijye41.png?width=1920&format=png&auto=webp&s=8f47439717e7955759bae9e3959b16e75b568a53

    • Optimizations for the Kuva Fortress tileset. This includes cleaning up wasteful materials, abusive lighting, volumetrics, overdrawn meshes and much more. More optimizations to come!
    • Made micro-optimizations to a script used in Survival missions.
    • Improved performance of the Railjack cannons.
    • Improved performance when using the Imperator Vandal in Railjack.
    • Optimized runtime lighting in an Earth cave tile.
    • Optimized real time lighting in the Jupiter Gas City Index tileset.
    • Optimized the Omni tool to fix a hitch when equipping it.
    • Made micro-optimizations to a script used for controlling doors.
    • Made some micro-optimizations to HUD performance, especially on Railjack.
    • Made a micro-optimization to UI performance, including while piloting the Railjack.
    • Made a micro-optimization Railjack POI once sub-objectives have been completed.
    • Made a micro-optimization to a script that handles fire breaking out on a Railjack.
    • Made a micro-optimization to Chroma's Effigy ability.
    • Made a micro-optimization to a script used to animate the Dual Kamas.

    Changes:

    • Melee Heavy Attacks are no longer able to be triggered by holding 'E', they again live exclusively on Alt-Fire.
      • The loss of Melee Combo Counter feedback due to spamming Melee drove the vast amounts of requests for Melee Heavy Attack to not be holding 'E'. A toggle for Melee Heavy Attacks is not in the cards, thus Melee Heavy Attacks are now essentially brought back to its original mechanic of having to use Alt-Fire.
    • NPCs now have about a second of delay before being able to perceive other players or NPCs that come out of invisibility, regardless of alert state. Previously, combat-state enemies would near instantly retarget in such cases. Seen in: https://www.reddit.com/r/Warframe/comments/ep76hd/can_we_add_a_very_small_delay_between_detection/
    • Removed Riven Mods from the Codex Mod section.
      • There were a few issues present here: 1) the Codex Mod section not display all of your Rivens Mods, and, 2) the Riven Mods that it did show would point their acquisition to Cephalon Simaris, which only applies to Companion Weapon Rivens. Considering the extensive amount of Rivens possible, this option in the Codex does not function properly, as it would need to look up unique information.
    • All Gas City, Sanctuary Onslaught, and Elite Sanctuary Onslaught Captura Scenes can now be sold for 3500 Credits for those that have duplicates!
    • A fully charged throw of the Orvius will now activate its unique enemy suspension mechanic.
    • Restored the original default Energy colors of the Limbo Limina Skin and Nekros Irkalla Skin to match its original artist intentions.

    Fixes:

    • Fixed inability to invite people to a squad if your Matchmaking was set to Solo before joining a Public squad via Invite.
    • Fixed a script error and loss of functionality when viewing Archwing weapons without having the Archwing Quest complete.
    • Fixed Garuda charging her Dread Heart at full strength from any amount of Energy regen.
      • This ability now charges at a reduced rate if you are at 0 Energy and incoming regeneration isn't enough to keep with how much Energy the ability wants to drain.
    • Fixed Mirage's Hall of Mirror clones not shooting the last round in your magazine.
    • Fixed Mirage's Hall of Mirror clones not animating properly for double/wall jumps.
    • Fixed Index enemies not attacking Gara's Mass Vitrify wall.
    • Fixed damage done by Oberon's Hallowed Ground during The Index will dramatically increase if the player is in Operator mode.
    • Fixed Glaive lifespan timers not functioning correctly for the Host.
    • Fixed Ivara Navigator not pausing some lifespan timers for projectiles, allowing the projectile to die of old age while you're still controlling it.
    • Fixed Follow-Through stat changing when the Sigma & Octantis and Cobra & Crane are equipped with a Stance Mod.
    • Fixed the Sanctuary Sentinel Mod and Companion Shelter Mod leaving an invulnerable shield lingering forever for the Host if used in a No-Shield Nightmare mission.
    • Fixed projectile explosion & embed damage not properly using Status Chance upgrades.
    • Fixed some cases of the 'Deploy Resource Extractor' button losing functionality.
    • Fixed cases of invulnerable Corpus Turrets.
    • Fixed K-Drives spawning ridiculously far away after being left on top of water in Orb Vallis.
    • Fixed Wisp's Agile animation not idling properly when the Shedu is equipped.
    • Fixed Blade and Whip weapons clipping into Wisp when she runs.
    • Fixed being able to revive in the ceiling in part of the Grineer Fortress.
    • Fixed being able to get behind the first Data-Conduit in Sanctuary Onslaught.
    • Fixed Power Menu UI remaining open when entering a Data-Conduit in Sanctuary Onslaught when using a controller.
    • Fixed Orb Vallis/Plains of Eidolon objective markers moving around when in Archwing.
    • Fixed Companion Weapon Riven Mods not displaying under the 'Mods' tab in Cephalon Simaris' Offerings.
    • Fixed Nightwave multi-rank up past 30 displaying incorrect tier numbers and prestige status on the rank up popups.
    • Fixed performance issues with Kela De Thaym's Rollers.
    • Fixed performance issues with the Ballistica projectile trail FX over long distances.
    • Fixed an issue where the Defense target's head would float above the cryopod in Defense missions, exposing it to the many dangers of the environment and also the dangers of not having your head connected to your body.
    • Fixed maggots potentially being created out of bounds when spawned by the death of a Brood Mother.
    • Fixed animation issues with the Grineer Flameblade causing its second and third attacks in its attack combo to miss its target.
    • Fixed Lephantis sometimes not immediately dying after all three heads have been destroyed.
    • Fixed being able to see outside the level from the gate in Cetus.
    • Fixed Fast Traveling to Fisher Hai-luk teleporting the player midair.
    • Fixed Ivara's Artemis Bow arrows not reflecting chosen colors when stuck into objects/enemies.
    • Fixed fully default Look Links not applying to your Warframe.
    • Fixes toward Look Link colors not applying properly to Kubrows/Kavats/Venari.
    • Fixed Look Link diorama for Venari appearing squashed and having a normal Kavat tail.
    • Fixed overwhelming Elemental FX on Titania when she is given an Elemental buff.
    • Fixed positional audio not working for stereo/headphone outputs (i.e. a sound playing on the left side of your view would be heard equally in both headphones).
    • Fixed in-game voice chat not functioning properly (would not play back any audio).
    • Fixed the voice input/output device toggle in the settings screen not having any effect the first time you tried to change it.
    • Fixed Pet Companions struggling to path ziplines. As reported here: https://www.reddit.com/r/Warframe/comments/ev3ekk/first_mission_of_my_kubrow/
    • Fixed having to click through Market items that only require one step to purchase (Relic Packs, etc), instead of displaying the quantity confirmation UI right away.
    • Fixed ability to escape the Grineer Settlement tileset level bounds via Nezha's Blazing Chakram.
    • Fixed missing door frames in the Grineer Settlement Sabotage Tileset.
    • Fixed missing minimap in part of the Grineer Shipyard.
    • Fixed a teleport volume in part of the Grineer Sealab that was larger than it should be.
    • Fixed a hole in part of the Grineer Sealab.
    • Fixed a rock that was missing collision in the Plains of Eidolon.
    • Fixed a rock clipping into a vent on the Corpus outpost.
    • Fixed extra music loop playing when selecting Little Duck's Exotic Goods.
    • Fixed Simulacrum Ammo pickup playing the 'Shield recharge' sound.
    • Fixed inaccurate Archwing quest tutorial text.
    • Fixed several potential script errors caused by Warframe abilities.
    • Fixed a script error that could break various Drone escort missions (including Plague Star).
    • Fixed a script error when changing loadouts while in Fortuna.
    • Fixed a script error that could break an bounty stage if the objective was destroyed right at the last moment.
    • Fixed a script error for Clients when changing Arch-Guns in the Arsenal in Simulacrum while another Arch-Gun is already equipped.
    • Fixed possible script error that could occur if you aborted a mission right as a missile locked onto your archwing.
    • Fixed script error that could occur if you joined a mission while the host was running a K-Drive race.
    • Fixed a script error when your Sentinel activates the Revenge Precept.
    • Fixed a script error when your Kubrow activates the Stalk Precept.
    • Fixed a script error related to a ragdolled enemy in Orb Vallis.
    • Fixed numerous script errors when casting certain Warframe abilities.
    • Fixed a script error related to Nidus' Undying Passive.
    • Fixed some inaccurate LOC text.
    submitted by /u/richardtrle
    [link] [comments]

    Gotta admit, the new parazon screen is really slick and comprehensive.

    Posted: 04 Feb 2020 12:29 PM PST

    So Hildryn's new augment lets her be perma helicopter spamming balefires.

    Posted: 04 Feb 2020 09:20 PM PST

    Instead of killing you the Lich just leaves you crippled and unable to do anything.

    Posted: 04 Feb 2020 02:02 PM PST

    For anyone that likes the Atomos, the Kuva Nukor chains in the same way, does more base damage(after elemental buff) and has a base status chance of 50%. This little gun absolutely shreds.

    Posted: 04 Feb 2020 10:25 PM PST

    Equinox of Sparta ⚔️

    Posted: 04 Feb 2020 10:46 AM PST

    2% toxin bonus

    Posted: 04 Feb 2020 06:43 PM PST

    Here is a 1500+ word write-up on BARUUK in prep for his new Augments! Builds, Playstyle, Info, Changes...etc

    Posted: 04 Feb 2020 04:30 PM PST

    Here is a 1500+ word write-up on BARUUK in prep for his new Augments! Builds, Playstyle, Info, Changes...etc

    https://preview.redd.it/0v8ynyryy1f41.png?width=1891&format=png&auto=webp&s=e11272d14d6cb19e99ffe0b7a4164d33edadbabc

    This document will go in-depth on everything Baruuk. Feel free to skip to any part that interests you. Also feel free to ask questions in the comments. Keep in mind this is written without the new Augment being tested, though I do give a slot for it to be put in the build and discuss them more at the end. Finally I would like to just say I am human, I probably have made a few errors in this post so feel free to give corrections below as well.

    WHY SHOULD I CARE? WHAT DOES HE DO?

    Let's start with some of the benefits of Baruuk. Firstly, he's incredibly tanky, if not one of the most tanky frames when modded well. None of his damage reduction is duration based either like say, Mesa. This means depending on how you play, you could end up with greater than 90% damage reduction for an entire game with only one ability cast. In addition to this, his melee exalted is incredible. It covers a very large area, going through walls, and when modded deals orange crits and guaranteed red on heavy attacks. You will absolutely sweep rooms with this melee. But, the most important reason as to why you should play Baruuk is... FUN! Let's be real most of this game is super easy, but as much as I could just pick Octavia and hide in a corner recasting my abilities, Baruuk offers a ton of power with a really fun melee.

    Baruuk is very good, especially in an endless mission. Funnily enough, his only real struggles are in the easiest mission types in the game. What I mean by this is due to the Restraint mechanic, which we will get into later, he benefits from being able to use a little bit of time at the start of a mission to get his melee ready to go. Because of this, if you pick him for say, exterminate or capture, it becomes a hassle to lower your restraint while the whole team is just sprinting to the end. That being said, you of course can still play him in these missions, it just will take a tad longer than sprinting to the end IF you want to be using the melee which you don't NEED to. Once again this isn't even a struggle of power, more just time.

    HOW DO I GET HIM?

    You get the Baruuk blueprints through Vox Solaris. Yes, you will need to grind out Fortuna. Lots of people hate this, BUT this does give you a reason to play Fortuna, a pretty massive piece of content. Keep in mind there is almost no RNG involved, and you unlock Fortuna pretty early into the game. The Fortuna grind will help you gain access to lots of other stuff too, like Hildryn, or Kitguns, so I would recommend just taking your time to enjoy Fortuna and to not purchase him with platinum. It's also worth noting that actual Vox Solaris rep can be gained super quickly by doing the Exploiter Orb. Do this during Thermia Fractures or with a booster and you're looking at 24k standing of Lazulite Toroids alone in a single run, 48k with both of those combined!

    ABILITY BREAKDOWN

    Passive: Baruuk has a restraint meter. Each of his first three abilities has a way to lose restraint. The goal is to LOSE restraint, as you will gain up to 50% damage reduction as you do so, and you will only be able to use your exalted melee if you have lost restraint. Yeah, the melee actually takes 0 energy to use, it only requires this restraint meter. When using this melee the meter will gradually fill back up. You can still lose restraint while the melee is active.

    Elude: Allows all bullets to pass through a certain angle around your body while not attacking. It is an energy drain ability. Every attack dodged lowers restraint.

    Lull: Put enemies to sleep in a circular radius around you. It requires line of sight from the center to each enemy. The enemies take a little bit to go to sleep, it's not instant. Increasing duration will increase the amount of time the enemies sleep but ALSO increases casting time. Putting enemies to sleep will lose restraint.

    Desolate Hands: Baruuk summons daggers that will surround him, the amount spawned is based on his strength. Each dagger gives 10% damage reduction, capping out at 90%. So if I have 12 daggers, I would be at 90% damage reduction unless I lost enough daggers to go below 9. You can recast this whenever you want which helps as well. How do I lose daggers? Standing next to enemies will shoot daggers out, disarming the enemy and losing restraint. This is effected by range.

    Serene Storm: Your exalted melee. Costs 0 energy, instead uses the restraint mechanic to cast. While using you will slowly rebuild your restraint over time. You will be kicked out of the melee when restraint is full. You can swap to use guns while active.

    HOW DO I BUILD HIM?

    Here are the following builds for Baruuk and his Desert Wind which I use. Before freaking out about forma cost, keep in mind two things. Firstly I USED MORE FORMA THAN YOU NEED, even for a min-maxed build. This is due to changing polarities while experimenting and aura forma...etc. Secondly, YOU DO NOT NEED TO MIN MAX HIM TO BE EFFECTIVE! I have gone completely over the top here, you can feasibly try him out without even using a forma, or maybe just a few for a solid build.

    So what do we want in a Baruuk build? Well STRENGTH is the number one priority. First it allows us to do more damage with the 4, and secondly it allows us to have more daggers with the 3. These are both massive benefits. EFFICIENCY and RANGE are good, and I would recommend at least 100% on both. Efficiency lets us use our 1 2 and 3 more which is good. Range lets us have a greater angle on the 1 and a greater radius on the 2, but is actually arguably bad for the 3 because it means you'll lose daggers quicker and need to recast it more which I personally don't like though that is preference. I think 100% is a good balance. NEGATIVE DURATION is certainly the way to go. Yes it will make the 1 take a bit more energy which is a bummer, but the only other thing it effects is our 2, and in a positive way. Due to the 2 being slow in general, and requiring line of sight, it will hardly ever be used anyways, but when we do use it, it will be for losing restraint. Negative duration means our 2 is now better at losing restraint due to it casting quicker and lasting less time before we can spam it again. The biggest reason to use negative duration however is being able to use negative duration mods without worry. With that being said here is an explanation of the choices made.

    Green = Core part of the build. Yellow = Good to have but not needed. Red = Flex Slots.

    The mods with the green checkmark are the core parts of the build, yellow are good to have but not needed, and the reds are even more optional. To start, a negative duration means we can use Fleeting Expertise and Transient Fortitude. This also makes Blind Rage an easy pick as strength is the most important and with fleeting we won't have negative efficiency. Umbral Intensify is a no brainer for having more strength, and Umbral Vitality will of course synergize with this and expand our health pool very well.

    I definitely recommend Primed Flow next as it allows a massive 800+ energy pool. Finally Adaptation will make you nigh unkillable when combined with everything else. Some would say it's overkill, but I like it. It really guarantees your safety, also allowing you a bit of breathing room if you forget to cast the 3 by accident.

    Now for the most flexible. Your Aura can really be a personal choice, note that Steel Charge will give you a greater mod capacity. Exilus is whatever. Finally the slot which I have Streamline is truly a Flex Slot. You could run streamline, a third Umbral, Stretch, a future Augment...etc. Arcanes also up to you, I use the melee ones for fun and they aren't even maxed out.

    You might ask why not use quick thinking? Well personally I'm not a fan of using that for a health pool when he already can tank very well without it. Relying on energy is a riskier move, and makes nullifiers, energy leeches...etc more threatening than before. It also makes it harder to use your other abilities.

    https://preview.redd.it/ysmzt35cz1f41.png?width=1910&format=png&auto=webp&s=1388f5bbd447f821a6a81c82e166ab2ce78738f6

    The Desert Wind build is a lot harder to fit. If you plan to use an Umbral forma, probably do it here. Overall you're just specing for crit chance and damage, and not using combo mods because the melee does not build combo. Keep in mind the new augment may alter this build slightly once we test it out.

    Edit: It is worth noting as some have pointed out, the Range mod does not effect your regular attacks with Desert wind, however I can say with almost 100% certainty that it DOES effect the heavy attack. Swap out for something like Fury if you wish.

    PLAYSTYLE

    Use your 1 to stand in front of a group of enemies and lose restraint. Enemies with guns are usually the fastest. The 2 and 3 can also be used to do this, but if you want to do it quickest just use the 1. Once you get your restraint down switch to the exalted melee and enjoy. Also make sure to always have your 3 up to at least 9 daggers when doing difficult content, recast when it goes below 9.

    Use the heavy attack on any enemy that doesn't instantly die, and then it will (:

    MOST IMPORTANTLY, THE FASHION

    Now now, I understand there is a key component here I have yet to cover. Some would even say this is Baruuks biggest weakness, THE FASHION. I actually like his look, its nice and simple.

    You can see plenty of screenshots throughout this post of my look, but here's another I liked from u/worstidever which uses tennogen.

    THE FUTURE / CHANGES

    The biggest change I hope is made to Baruuk is for him to start every match with some restraint already lost. Maybe 50/50. This would be a huge QoL buff without making him much stronger, and would make him more useful in quick missions. As for the augments, the Lull one sounds really boring because Lull really isnt that great to being with. Reactive storm looks great however, I can already see it making the flex slot of this build with ease. I hope a future augment may involve some sort of armor strip, that couldve been interesting for Lull to get. I'm expecting a 1 augment to work like an equinox of actually storing up damage that passes through you so you could send out all at once, or at least that could be really cool. For his 3 maybe something a long the lines of never going below 9 daggers, and all additional ones give a little speed buff or something.

    Thank you for reading

    Edit: Ive had some issues with the images loading but it should be fixed now.

    submitted by /u/white-bread_
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    Finally completed the entire collection.

    Posted: 04 Feb 2020 06:59 AM PST

    To everyone who opens vaulted relics in random groups

    Posted: 04 Feb 2020 05:01 AM PST

    Y'all are awesome. I've only actively been playing this game for about half a year (my account is older, but I stopped playing at around mr3) and so I don't have a chance of farming frames that have been vaulted for longer than that.

    I managed to get Saryn and Valkyr Prime just in time but anything before that I can't possibly have relics for. However I got several (!) vaulted frames and weapons from just running fissures with random people, and couldn't be more thankful, because the alternative would be spending a bunch of plat to buy the parts which I simply can't afford.

    So, a big thank you to all the people who sacrifice their ancient relics in fissures with randos, you're great and definetely deserve some more recognition.

    submitted by /u/joshi122
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    "Four Riders"

    Posted: 04 Feb 2020 01:08 AM PST

    Valence Infusion makes some weird adjustments to your kuva weapon's IPS damage.

    Posted: 04 Feb 2020 04:12 PM PST

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