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    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!


    Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Posted: 17 Jan 2022 08:00 AM PST

    This thread is for sharing your Warframe experiences and good or bad luck. Experiences can be shared any day of the week!

    Whether you praise the Void or curse RNGesus, everyone here can sympathize; share any experiences that you've had in Warframe that you want! You can also freely share things that are listed as "disallowed posts" here.


    Comments are sorted by new by default! And remember...

    Experiences can be shared any day of the week!

    submitted by /u/AutoModerator
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    [OC] Umbra & Operator

    Posted: 17 Jan 2022 12:01 PM PST

    Just helped a baby volt today and it was one of the best experience I've had in this game

    Posted: 17 Jan 2022 06:31 PM PST

    Guy showed up in the middle of my Railjack during a mission, MR2 Volt with Boltor + Lato + mk1-Bo, the whole freshman package. He was lost and really didn't know what to do, so when we finished the mission I took my time to give him a tour on the Railjack and show what each part was meant for, and gave him a quick rundown on what to do during a RJ mission. We kept doing more missions, and at a certain point I brought him in to my dojo and gave him some basic mods like streamline, flow etc, and also explained him some game mechanics like modding, reactors and catalysts, nightwave, slots and etc.

    I'm not doing this to promote my image or anything, it's that this game can be very confusing sometimes, especially to oblivious new players. Being able to give a helping hand has got to be one of the most rewarding feelings ever

    submitted by /u/Vinicius_Pimenta
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    so lavos can dash into orphix zone without geeting kicked out

    Posted: 17 Jan 2022 03:06 PM PST

    4+ years since the release of Cetus and 'Liberate the Camp' remains the most atrocious objective in all three open worlds, especially in Solo.

    Posted: 17 Jan 2022 12:43 PM PST

    I mean, where to even begin with it. The ridiculously massive area you have to control? The fact that all enemies spawn in the borders of said area, making it even more irritating? The two and a half minute timer?

    Just plain bad. At least enemies don't seem to spawn in caves anymore, although that could be just me being lucky.

    Its equivalent in Deimos is far, far more sensible and fun to do. Smaller area, proper spawns, reasonable timer.

    submitted by /u/ULTsandwitch
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    Why is the outside of my Railjack covered in green jizz

    Posted: 17 Jan 2022 01:07 PM PST

    come on DE, I just wanted a sweet Black Widow front flip pic, WHAT IS THIS!? ��

    Posted: 17 Jan 2022 02:08 AM PST

    first time unlocking new hero as a free2play user. abandoned this game long ago and decided to rush grind as soon as i got affinity bonus.

    Posted: 17 Jan 2022 07:52 PM PST

    Coming Soon: Devstream #159!

    Posted: 17 Jan 2022 09:49 AM PST

    Coming Soon: Devstream #159!

    Tenno!

    We're back! Devstream #159 is coming to your screens on Friday, January 28th at 2 p.m ET. There will be spoilers - we are openly discussing a lot of The New War on this Devstream!

    We have lots to cover now that 'The New War' is in your hands, join us in celebrating its release and looking beyond to what 2022 holds!

    There will be Drops - watch to earn yourself a random Galvanized Mod! Let us know what you get - your Arsenal will grow more powerful, Tenno!

    See you over at twitch.tv/warframe Friday, January 28th at 2 p.m ET!

    Please note due to Omicron, we are resuming Devstreams from home. Our short lived time back at the studio will be missed and we hope to be back soon when it is safe to do so.

    P.S: Community Streams will resume in February! Expect more information later this month on how those will look this year.

    submitted by /u/rebulast
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    Ember | Lit

    Posted: 17 Jan 2022 09:20 AM PST

    Love at first sight... this skin is amazing

    Posted: 17 Jan 2022 08:16 PM PST

    Warframe is down (Australia) oceanic server maybe?

    Posted: 17 Jan 2022 10:39 PM PST

    4.289 credits and says she stole 6543 credits what?

    Posted: 17 Jan 2022 10:11 AM PST

    Is anyone having server issues at the moment, because me and my mates have all had server issues and it’s been like this for an hour now?

    Posted: 17 Jan 2022 09:20 PM PST

    Network not responding.

    Posted: 17 Jan 2022 07:03 PM PST

    Title. can anyone else not get in right now? or is it just me. rest of internet works fine.

    submitted by /u/PringlePenguin_
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    if you're selling wares in maroo's bazaar please stop standing directly in front of maroo

    Posted: 17 Jan 2022 01:39 AM PST

    and moving in front of me whenever i try to go around you

    sincerely,

    a frustrated player

    edit - and varzia

    submitted by /u/A3CUi
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    Elevator of Teleportation!

    Posted: 17 Jan 2022 08:48 PM PST

    Oxylus sentinel is AWESOME for fishing (and made me realize how many opportunities I’ve missed haha)

    Posted: 17 Jan 2022 06:20 PM PST

    Thought I was good at fishing (in PoE/ OV, CD is easy as the fish are above the surface) but oh man was I wrong. Got the oxylus sentinel BP from somewhere (only rank four in vox Solaris, maybe it was a random pickup after a mission) and realized I needed very little, so I created it, put on the mods it comes with, and went out fishing (just got a resource drop chance booster the same day it was done cooking, great timing!) in CD. Instantly notice the fish are all outlined bright white/blue. Hmm… ok let's try OV- omg I've missed so many fish! Seeing how many are visible while highlighted in the water blew my mind, I've missed SO MANY BEFORE without realizing it. Same when I tried a cave in OV, omg so many missed chances. Go to PoE, same thing.

    Well things have now changed! Lots of uncommon/rare fish with the booster and def a good sentinel for getting them. Got the botanist mod as well so I'll be trying that soon enough (haven't done the silver grove question yet but I'm building up for it).

    submitted by /u/irreverentnoodles
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    Does anyone know what colour the primary is because I don't think I own a pellet with it, It's a nice colour too.

    Posted: 17 Jan 2022 09:36 PM PST

    An extensive guide to all things Harrow

    Posted: 17 Jan 2022 10:16 AM PST

    Image for reddit's preview thingy but also it looks nice

    Introduction

    Originally, I wanted to get this guide out before Harrow Prime's release with The New War, but opted to go more in-depth than initially planned completely overboard, and ended up taking a break from writing it when U31 dropped. Since then I've worked on it gradually, and now here it is! - all 11 pages of it (what have I done).

    One particular introductory note - Harrow is often referred to as a "selfish support"; he needs to chain enemies and score kills himself to keep his kit running, and to provide his health/energy restoration. If there aren't enough enemies around, be it from 'competition' with allies or low spawn rates in general, it can become a struggle to do so. While this can definitely be an issue at times, it varies significantly between different mission types and squads, and is generally less of an issue than it's made out to be.

    Don't let it deter you from what Harrow has to offer! :)

    Don't let the length of this guide deter you either - I've gone a touch overboard in the depth department here, but what his abilities do and how to use them is covered in the first 2 sections. The rest is all about build options, weapon choices, and additional guidance. Feel free to use this guide more like a guide book, and just look at the sections you're interested in.

    The first section is a primer, for those that don't know anything about (or are not familiar with) Harrow's abilities.

    Primer

    Passive - doubled overshields cap (+1200 up to +2400), and 100% full energy at the start of missions (as of U31).

    Starting off with his third ability, Thurible, his energy source. Casting it once begins channeling energy (at a base 15% conversion rate) into a charge. Casting it a second time (or running out of energy) turns the charge into a buff for 35s, shown in the UI. When Harrow scores kills, the displayed value is restored as energy to Harrow and nearby allies within 20m, which is shown by a ring of energy around Harrow. Headshot kills restore 4x the energy.

    Next up is his first ability, Condemn. When cast, a wave is sent forward for 20m which expands horizontally as it travels, and chains any enemies it hits in place for 6s. Each enemy chained restores 150 points of Harrow's shields, building into overshields. Enemies chained in place by this ability have their arms spread apart (where applicable, of course - you're not gonna get a Moa doing the splits), exposing their heads for easy headshots.

    Following directly from Condemn is Penance, his second ability. When cast, Harrow sacrifices his current shields to gain a self-buff to fire rate/attack speed (35%) and reload speed (70%), while also healing himself and nearby allies for 5% of the damage he deals while the buff is active. The more shields (and overshields) he has when Penance is cast, the longer the duration of the buff will be. Additional casts of Penance will extend the duration, up to a cap of 120 seconds. The healing range is based on the Shared Affinity range, which is typically 50m (with some exceptions).

    Finally, Covenant. When cast, Harrow makes himself and nearby allies (within Shared Affinity range) immune to all damage for 6s. Damage prevented during the protection phase is displayed on a counter. When the protection phase ends, a flat critical chance buff is applied to himself and allies for 12s, with the buff value based on prevented damage (1.5% per 100 damage), up to a cap of 50%. The buff is 4 times as strong when landing headshots, up to 200% at the 50% cap. The buff has a base value (no damage taken) of 5%.

    It is worth noting here, that flat critical chance means that the value is added straight onto total crit chance (after other crit chance mods). For example at the full 50% value and on headshots (200%), a weapon with 10% critical chance will have 210% critical chance, while a weapon with 90% critical chance will have 290% critical chance. This means that Covenant can push most weapons into red-crit territory on headshots!

    Summarising the above, he has:

    • Considerable energy generation for self and nearby allies
    • Rapid healing for self and allies within 50m
    • A self-buff to fire rate/attack speed
    • A large self-buff to reload speed
    • Decent crowd control that also opens enemies to headshots + restores some shields
    • An invulnerability phase for self and allies within 50m, followed by a massive critical chance buff

    The general gameplay loop

    With all of the built in synergy between Harrow's abilities, his gameplay loop can be a bit daunting to get into at first, but it doesn't take long to become second nature, and makes him a very enjoyable frame to play once it does!

    With that said, a general sequence to follow to begin with:

    • Start by casting Thurible to channel up an energy charge - the value needed depends on the ability efficiency of your build, up to around 25-30 at the minimum of 45%
    • Use gun (or melee) to restore energy - use Condemn to help if you have energy spare
    • Cast Condemn towards enemies to build up shields and prevent them from shooting back
    • When not under fire or otherwise protected/in cover, cast Penance to sacrifice those built up shields and gain the fire rate, reload speed and life steal buffs
    • Use more gun (generate more energy, and now healing too)
    • Continue using Condemn to build more shields and CC enemies, casting Penance as needed to extend its duration
    • Keep an eye on Thurible, and recast it when its duration is low/expired
    • Covenant can be used at any time during this for its invulnerability buff (which can help protect shields while building them with Condemn)
    • Prevent damage with Covenant (both self and allies) for the critical chance buff when the invulnerability ends
    • After that, more gun
    • More Condemn
    • More Penance
    • Even more gun
    • Even more Condemn
    • Even more Penance
    • (you get the idea)

    I recorded this video as an example of how Harrow's kit plays back in December, not long before TNW dropped later that day. This was, as a result, recorded before the buffs he received in U31.

    ("fun fact" - I was running a 200 energy, 199% strength, 45% efficiency 'proof-of-concept' build, for a potential no-Flow Umbral setup on the Prime - more on this later.)

    Additional tech

    Condemn is a 'one-handed' animation, which means it can be used while performing other actions like shooting, reloading and bullet jumping.

    Always keep moving while building up shields for Penance, and when charging Thurible - the more you move, the less likely you are to be hit.

    Aimglide can be maintained even while casting abilities, including Penance and Covenant's long casting animations - you can use it to keep moving while casting them (just be careful not to fly into a pit/reset zone :P )

    Just like other duration based and channelled abilities, Penance "snapshots" the strength it had when first cast, until it runs out (or is nullified). This means that any temporary strength buffs to Penance's life steal, fire rate and reload speed bonuses (e.g. Fissure buff, Pax Bolt, Nidus' Parasitic Link) can be maintained forever as long as Penance is extended.

    Covenant's invulnerability phase is a great time to build up shields without them being damaged.

    Although Thurible's energy generation is stronger with headshots, they aren't actually necessary to sustain Harrow's powers - with more energy charge in Thurible (or enough enemies spawning) it's easily possible to maintain it with AoE kills alone.

    While explosive weapons can't score headshot kills with the AoE, they can still benefit from Covenant's 200% critical chance bonus if the blast strikes the head. This is particularly good with airburst weapons like Corinth/Prime's alt-fire. Doubly so if the weapon has a headshot-kill-capable fire mode as well for maintaining the Lasting Covenant augment (Corinth/Prime wink wink nudge nudge)

    Shield gating also activates when Penance drops shields to 0, meaning you are still invulnerable to damage as usual for 1.3s (or 0.33s if shield capacity was not fully restored since the last shield gate), leaving time to cast Condemn again and get shields back online. This can be used to 'safely' cast Penance even in the middle of combat, as long as you're quick getting a Condemn off afterwards to refresh the shield gate.

    In a similar vein, additional shields restored after Penance's cast animation is initiated do not count towards the duration added, nor are they subtracted by the two hits, leaving some shields up after the cast finishes which can negate some of the vulnerability. This can happen with the shield gain from Augur set mods/Brief Respite, when Condemn hits something while Penance is being cast, and from shield regeneration buffs like Protea's Grenade Fan.

    Condemn works on most bosses, including Acolytes, Demolishers/lysts and Liches/Sisters, which can be used to buy extra time and open them up for easier headshots.

    I don't know if this is intended or unintended, but Penance and Thurible are not dispelled by certain power nullification effects (namely Stalker's dispel, and Violence's Silence).

    The timing window seems to be very narrow, but it's possible to cast Thurible and Covenant simultaneously, if their buttons are pressed at the exact same time - the animations look kinda funny played together, but it works (contributed by u/HonorHero)

    How to build your Harrow

    These following sections cover how to approach modding Harrow, along with some advice on weapon choices.

    Ability stats

    A quick rundown of how the ability stats apply to Harrow's powers, in the form of tables:

    Condemn Impact
    Strength Shields restored per enemy hit
    Duration How long enemies remain chained for
    Range Wave length, width and width expansion rate
    Efficiency Energy cost
    Penance Impact
    Strength Fire rate, reload speed, lifesteal
    Duration Duration added per 100 shields sacrificed (cap fixed at 120s)
    Range Only affected by Affinity Range
    Efficiency Energy cost
    Thurible Impact
    Strength Energy conversion rate % (modifies charge speed, with same energy cost)
    Duration Duration of the energy buff after channeling (no impact on conversion rate %)
    Range Energy restore radius for allies
    Efficiency Initial cost, energy conversion rate % (modifies energy cost, with no impact on charge speed)

    The next table shows some example scenarios for the end results of different strength/efficiency values, from 150 energy. Charge rate is the Thurible charge built per second. "Time to 'efficiency normalised' 16"' is the time it would take for Thurible to charge to the equivalent of 16 energy at the build's efficiency value (e.g. 24.8 at 45%, 8 at 150%).

    Energy Capacity Efficiency Strength Full charge Charge Rate Time to 'efficiency normalised' 16 Total Charge Time
    Stock 150 100.00% 100.00% 19.75 4.50 3.56 4.17
    125% Efficiency example 150 125.00% 100.00% 27.25 4.50 2.67 5.83
    150% Efficiency example 150 150.00% 100.00% 42.25 4.50 1.78 9.17
    175% Efficiency example 150 175.00% 100.00% 87.25 4.50 0.89 19.17
    150% Strength example 150 100.00% 150.00% 29.13 6.75 2.37 4.17
    200% Strength example 150 100.00% 200.00% 38.50 9.00 1.78 4.17
    Blind Rage 150 45.00% 199.00% 22.42 8.96 2.77 2.39
    Intensify 150 100.00% 130.00% 25.38 5.85 2.74 4.17
    (Full set) Umbral Intensify 150 100.00% 177.00% 34.19 7.97 2.01 4.17
    (Full set) Umbral Intensify + Blind Rage 150 45.00% 276.00% 30.71 12.42 2.00 2.39
    175% Eff + 200% Str example 150 175.00% 200.00% 173.50 9.00 0.44 19.17
    Covenant Impact
    Strength Base critical chance buff, % critical chance buff gained per 100 damage prevented
    Duration Both the protection duration and retaliation duration
    Range Only affected by Affinity Range
    Efficiency Energy cost

    This final table shows how much damage it takes to max Covenant at 50%, for different strength values, including the minimum possible 10% strength.

    Strength Base covenant crit chance Damage needed for 50%
    10.00% 0.50% 33000.00
    40.00% 2.00% 8000.00
    100.00% 5.00% 3000.00
    130.00% 6.50% 2230.77
    177.00% 8.85% 1549.91
    199.00% 9.95% 1341.71
    254.00% 12.70% 979.00
    276.00% 13.80% 874.40

    Stat importance

    In terms of importance, duration leads as it makes it much easier to maintain all of his buffs, especially when there's a shortage of enemies

    After that, strength is very useful for Condemn's shield building, Penance's fire rate/reload speed buffs, and Thruible's conversion rate and charge speed.

    Range really depends on whether you'll be using Condemn or something else as your primary source of shields, and how much you value its CC.

    Efficiency doesn't really matter, as Thurible has very good energy output, enough to sustain practically any Harrow build. That said, higher efficiency does offer much easier energy upkeep when there aren't many enemies about.

    I'm also going to include health vs shields here - while Harrow has a higher base shield value of 150 (450) (200 (600) for Prime) compared to his health at 100 (300), and has abilities that restore/consume shields, Penance can restore health much more quickly than Condemn can restore shields. Additionally, his 2400 overshields cap already gives him a maximum capacity of 2850 (3000 for Prime) at rank 30 by default, increased to 3510 (3880 for Prime) with Redirection. As a result, it is generally more worthwhile to fit Vitality over Redirection or (Primed) Vigor.

    Specific mods

    A handful of mods that pair well with Harrow's kit.

    • Quick Thinking - paired with (Primed) Flow, this offers a fairly large boost to available hit points, and pairs nicely with the already high energy generation demands of a Blind Rage build
    • Adaptation - in addition to being an all-round useful damage reduction boost, it can also help retain Harrow's shields while building them up under fire
    • Rolling Guard - similar to Adaptation, a 3s invulnerability window can be a great help for retaining shields
    • Natural Talent - in addition to speeding up cast animations, Natural Talent (and Speed Drift) also increase the rate at which Thurible channels energy
    • Augur set mods/Brief Respite aura - Granting shields on ability cast can enable Condemn to quickly refresh his partial shield gate, even if the wave doesn't hit anything
    • Primed Sure Footed/Handspring - Knockdown resistance/recovery speed can be a lifesaver in some situations, as Harrow isn't durable enough to spend time on his ass!

    Arcanes

    For arcanes, Guardian is a solid first choice, as the armor bonus pairs nicely with the lifesteal from Penance, and boosts Quick Thinking's effectiveness as well (damage to QT is also reduced by armor).

    The second arcane choice is essentially a free slot:

    • A Damage/Fire Rate arcane, and Avenger are solid offensive options
    • Additional mobility offered by Consequence/Agility is great for closing gaps between you and enemies, especially when 'competing' with allies
    • Arcane Aegis can activate from damage to shields/overshields generated by Condemn for 12s of free shield gating, though with a low 3% chance

    Focus

    (Main story quest-line spoilers - if you have no idea what this refers to, ignore it til later :) )

    Vazarin has a few useful nodes for Harrow:

    • Mending Unity increases Affinity range from 50m to 75m, which applies to Penance and Covenant
    • Guardian Blast can be used to boost overshields in a pinch
    • Protective Dash (+ Magus Cloud for increased dash radius) is great for additional invulnerability in emergencies.

    Augments

    Harrow has 3 augments, which are:

    • Tribunal (Condemn) - Allies trigger 50% of the effects of Condemn when attacking chained enemies - I haven't used this one much, but it does have its applications on a build focused on high range for Condemn area coverage.
    • Warding Thurible - Grants 40% damage reduction (90% cap at 225% strength) to self and allies while channeling Thurible, and increases the energy charge by 0.5 each time Harrow or an ally is hit (affected by strength) - this one is particularly useful for building up a larger energy charge when using AoE weapons, and can push Thurible to excessive levels of energy if hit rapidly enough while charging it.
    • Lasting Covenant - My favourite of the 3, Lasting Covenant extends Covenant's critical chance buff by 3s (affected by duration) each time Harrow scores a headshot kill - it almost becomes its own minigame, trying to keep the crit bonus going for as long as possible. Has a cap of 3x the modded retaliation duration (so 36s base).

    Weapon choices

    Harrow's guns are essentially an extension of his power set, and as a result can have a pretty big impact on how he plays. Here are a few general notes, and some specific mentions:

    • While sniper rifles do go hand-in-hand with headshots, their generally slow semi-automatic nature leaves notable time-gaps between healing from Penance, which can be enough to get Harrow downed in intense situations. They can still work great, especially for putting down VIP targets like Demolishers/Demolysts, but consider bringing an automatic (or AoE) secondary to cover any need for rapid damage application
    • Assault rifles/beam weapons are great for taking out crowds while maintaining Lasting Covenant, over AoE alternatives
    • Aiming just above the head with shotguns is a great way to score headshots, as the pellets that hit the head tend to be the ones that score the kill
    • Wave-projectile based weapons like Catchmoon or Plasmor are amazing for getting headshots, just aim slightly over where enemies' heads are, and the bottom of the wave projectile will score many headshot kills in rapid fashion
    • While not exactly a weapon suggestion, although Covenant offers a massive critical chance bonus to most weapons on headshots, standard critical chance mods are still worth fitting (on at least one weapon) for when Covenant isn't active
    • Tying into the above note, weapons with a low base critical chance but high critical multiplier (e.g. (Kuva) Nukor and Sporothrix) benefit massively from Covenant's flat critical chance buff
    • Scourge/Prime's thrown headshot bullet attractor, combined with Knell/Prime (or other secondaries like Pyrana Prime) has an incredible capacity for scoring headshot kills
    • Scourge/Prime, modded for Viral + Heat alongside its base Corrosive, can be used to debuff Demolishers/Demolytsts, and then hit them with the bullet attractor from the alt fire - paired with Covenant it can make for some very swift kills
    • An alternative Scourge/Prime modding approach is to use Corrosive + Cold for the slow (+Radiation or Gas as an extra status overload proc), and Viral + Heat on the secondary weapon
    • Lastly, the Rakta Dark Dagger has a passive effect that restores shields when hitting an enemy affected by Radiation, which can very quickly push Harrow's overshields up to maximum - particularly useful in situations where there aren't enough enemies around (note that in order for RDD to replenish shields, you must already have at least 1 point of shields active, so cast Condemn first and then get to stabby stabby ASAP)

    Recent buffs

    First announced on the devstream alongside his Prime's reveal, a handful of buffs for Harrow released along with his Prime and The New War.

    • 100% mission starting energy added to passive - this one is very nice, and makes that first Thurible as good as any (though I still sometimes have my habit of scavenging lockers/containers at the start of a mission for energy orbs, haha)
    • Increased energy conversion rate of Thurible from 10% to 15% - in short, Thurible generates 50% more energy charge in the same time/energy as it did prior to the update, which is a pretty big buff, and makes a high strength + no Flow build even more viable than it would have been previously
    • Penance will now do a quick burst of healing based on shields sacrificed - does what it says on the tin; doesn't take much shield for a full heal, and is nice to have in general, particularly if HP is damaged while Penance isn't active
    • Condemn now has a fixed (non-scaling with range) AoE around Harrow - this catches enemies that are beside/behind Harrow, and don't get hit by the main wave, which is definitely useful in close-quarters combat

    Lastly, Condemn now has its radius growth scale with range. From what I can tell, prior to the change, Condemn's base width was affected by range, but the radius growth was fixed. What I can say for certain, is that Condemn has a larger width after the changes, as shown by these comparison tests I recorded, particularly at high range values.

    It's worth noting that this test footage only shows the radius growth up to the back wall - the maximum range is much longer, so the wave will get even wider as it travels further.

    The Prime's stats

    The Prime's stat upgrades are:

    • Shields - 150 -> 200 (450 -> 600)
    • Energy - 100 -> 125 (150 -> 188)
    • Initial energy - 50 -> 125

    Increased shields (as talked about in a previous section) aren't particularly relevant, but the energy buff is nice, both in general, and for Quick Thinking.

    The initial energy increase is only relevant in (Elite) Sanctuary Onslaught, as going through each conduit resets energy to the initial value, ignoring the bonus energy from Preparation and unused Warframe mod capacity. (In Index and Rathuum, frames spawn with 0 energy.)

    Build approaches

    There are two main approaches to survivability on Harrow:

    • One approach leans into Health (and Quick Thinking) as an additional damage buffer for when shields are down, with shields as more of a 'secondary' defense, all bolstered by Adaptation
    • The other approach builds entirely around shield gating and invulnerability phases from Covenant and Rolling Guard, with a Decaying Dragon Key to reduce the shields needed for full shield gate refresh

    The health approach works perfectly well for regular missions, even up to Steel Path, and pairs nicely with Lasting Covenant, as it offsets the loss in Invulnerability phases from additional casts of Covenant (Covenant cannot be recast while it is still active).

    The shield gating approach is better suited for endurance runs, built around either being invulnerable or ready to shield gate at all times, but has a very intensive playstyle to stay alive in such situations, and doesn't pair well with Lasting Covenant's critical chance buff extension. Here is a link to a build and video by u/ninjase, which covers it rather well.

    My personal preference is the health approach, as Adaptation with shields (and CC) from Condemn generally offers complete protection in most situations, while the boosted health takes over when shields are overwhelmed, and against toxin damage.

    As such, the rest of this guide will be based on the health approach, but feel free to try out both and see which one you like more.

    Narrow Minded and Natural Talent

    These two mods get their own special section. Both are solid choices for Harrow, but come with certain caveats:

    Narrow Minded vs. Primed Continuity - while the drop from 199% to 155% duration is fairly large, the regained range is a particularly noteworthy boon for Condemn. Even going from 79% to 100% range (switching out Stretch in the process) makes a surprising difference, and 79% to 145% (keeping Stretch) is a game-changer. If you can get used to recasting Thurible more often, it's worth running Primed Continuity over Narrow Minded.

    Natural Talent - there aren't any inherent downsides to running this mod, but Harrow's standard casting speed is manageable with some practice, and dropping Natural Talent frees up a mod slot for something else. (It is a key component of the shield gating build, though)

    To Umbral or not to Umbral

    There are two key components of the Umbral mod set:

    • A sizeable boost to health and armor, over the standard variants
    • +77% strength, without a penalty to efficiency or duration

    In Harrow's case, he's kinda middle-of-the-road as a choice for Umbra Forma; he has a standard base health value of 100, medium-low armor (175), and can run Blind Rage without issue, meaning that the Umbral mod set doesn't really bring much to the table, compared to other beefier or more ability efficiency-inclined frames.

    To compare the raw EHP values (ignoring Adaptation and shields here) of a non-Umbral QT build to two Umbral build options:

    Harrow Prime Health EHP Energy EHP Total EHP Total EHP (w/Guardian)
    QT + Primed Flow + Vitality 1,172 2,018 3,189 9,233
    Umbral set 2,893 0 2,893 6,103
    Umbral set + QT + Primed Flow 2,893 3,445 6,338 13,371

    (EHP, short for Effective Hit Points, is the amount of damage something can take, when accounting for armor and other sources of damage reduction.)

    Without arcane Guardian, a full Umbral + QT build does offer a reasonable EHP increase over the standard QT variant, but with Arcane Guardian the difference between them isn't as significant. It's worth noting that as Arcane Guardian cannot refresh (the duration must run out before it can be activated again), it does have some downtime, which the armor bonus from Umbral Fiber can cover for.

    In summary, the Umbral mods can be worth it on Harrow Prime, but applications are limited.

    Example builds

    In this section, I'll be going over three of my builds, the standard Quick Thinking build that I've run on Harrow for a long time, and two variations of an Umbral setup that I'm running on the Prime (yes, despite the above section :P ).

    Standard

    Image

    My tried-and-tested build, and the source of all of the above guidance. I'd write more here, but I've basically covered everything already in the build, lol. The augment can easily be switched out for something else if desired. The rest is pretty much fixed, with some alternatives as discussed earlier.

    Umbral

    Image

    There's a bit more to talk about here! - namely the fact that this build runs 45% efficiency without Primed Flow. At 276% strength and 45% efficiency, Thurible's conversion rate nets a maximum Thurible charge of 40.6 from 187 energy, while the target charge is 24.8 for a 45% efficiency build. Also, due to the high strength it has a charge rate of ~12.42/s, hitting 24.8 in just 2 seconds of channeling Thurible.

    The low capacity does make it very easy to run out if Thurible isn't recast, but the build can charge a 10.6 Thurible from just 75 energy (2-3 orbs). The build is also less durable than both QT variants, but still durable enough for most (non-endurance) missions.

    If you want to swap out Blind Rage, 177% strength and 100% efficiency offers very similar results; a full charge of 44.0, a target charge of 16 in 2.01 seconds, and 14.3 from 75 energy.

    Umbral + Quick Thinking

    Image

    Stick on your biggest armor attachments, because this one is a "tank". Fitting all 3 Umbrals, Primed Flow, Quick Thinking and Adaptation takes a lot of mod slots, but it offers the highest EHP of the 3 builds here. Blind Rage can be swapped out for another mod, like Stretch or an augment, while Primed Continuity is effectively locked in.

    Helminth

    Finally, some notes on Helminth. Harrow's synergistic kit initially makes him an awkward candidate for ability replacement, with his ultimate (Covenant) being the only real option.

    It is, however, possible to rely on the Rakta Dark Dagger + something to initialise shields (e.g. Augur set, Brief Respite, Raksa Kubrow's Protect), and switch out Condemn for something else entirely.

    A few mentions:

    • Swapping out Condemn for Pillage offers easier shield building (other than vs Infested) and an armor/shield reduction on enemies hit, at the cost of losing Condemn's crowd control and headshot opening
    • Roar, Xata's Whisper and Eclipse are solid alternatives to Covenant when using an AoE weapon like Bramma/Tonkor/Zarr/Envoy, especially when enemies are too busy exploding to charge up Covenant each time it's cast
    • Infested Mobility doesn't have any synergy with Harrow's kit, but Thurible can be used to easily fuel its energy demands alongside high strength, given its base 50 energy cost and 8 second duration - pair it with Arcane Consequence, Arcane Agility and Amalgam Barrel Diffusion, and Harrow go nyoom
    • Ensnare (as an alternative to Condemn) can group enemies up for Rakta Dark Dagger to rapidly build shields off of, while providing similar crowd control (contributed by u/sernamereddit)

    Final words

    I think I've written too much. Do I regret it? yes no

    If you've got any questions about Harrow or the guide, or have anything to add, go for it - I'll be checking back periodically :D

    submitted by /u/Prof_Blocks_007
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    Ash’s parts NEED to be moved.

    Posted: 16 Jan 2022 08:01 PM PST

    Currently, Ash's parts can be farmed from railjack defense missions. At a 10 percent chance. In C rotation. The time required just to obtain the blueprints for this Warframe can be anywhere from 8.5 to 30 hours. (Math Source) It's also locked behind Railjack, making it inaccessible to newer players.

    Ash as a Warframe is very simple, and easy to learn. In no way is he powerful enough to warrant being locked behind 30 hours of Railjack. (Neither is any frame, for that matter) As the ninja warframe, Ash is currently the hardest playable character to acquire, by a mile, in the game about ninjas.

    Ash needs to have his parts put back onto the regular star chart. One idea I had was to give stronger enemies a small chance to drop Ash parts when killed by stealth finishers. This would not only make him accessible to new players, but it would specifically be rewarded passively to players who enjoy a cloak and dagger gameplay style already.

    One way or another, he needs to have his parts moved from where they are now.

    submitted by /u/MurrajFur
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    Anyone want to chime in about my Lavos setup? I am trying to go for a Deimos/Nihil theme, so any suggestions about a secondary or anything else are welcome

    Posted: 17 Jan 2022 06:35 PM PST

    I'm going to need an explanation. Went bounty hunting in the Orb Vallis today and this happened. (Well, we got host migrated right before the last bounty, but we still only did like 3 bounties and the first one didn't drop any Aya at all). And that's after 2 runs without any Aya.

    Posted: 17 Jan 2022 02:17 PM PST

    NSFW I love the ragdoll and dismemberment in this game but ouch.. I felt this one.

    Posted: 17 Jan 2022 02:25 PM PST

    Hijacking others railjack is annoying.

    Posted: 17 Jan 2022 04:13 AM PST

    I was going after my Kuva Lich so I jumped on my railjack and started the mission.While I was doing the objectives someone got the forward artillery and just waited there. So I used slingshot to hijack the grineer crew ship and then that someone took control of the railjack and ran away. I mean I can teleport to my railjack but what can I do if the troll is driving it. Railjacks should only be controlled by the owner so that we dont have to deal with these kind of trolls.

    P.S:Booting them out of the seat is a better idea then making it a host only thing.

    submitted by /u/DocRevolc
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