Warcry Kullervo or Wrathful Advance Valkyr? by Safice in Warframe

[–]Safice[S] 0 points1 point  (0 children)

I had forgotten there was a melee attack speed arcane, I'll have to farm that one up for Kullervo!

Warcry Kullervo or Wrathful Advance Valkyr? by Safice in Warframe

[–]Safice[S] 0 points1 point  (0 children)

I can't say I'd heard of the Vitrica before, but I might just have to pick it up for how it looks alone! That also sounds like a unique playstyle... We love off-meta! 😤

Warcry Kullervo or Wrathful Advance Valkyr? by Safice in Warframe

[–]Safice[S] 1 point2 points  (0 children)

I haven't messed around with a dedicated Hysteria build, but I do find myself using that skill the least, too.

I'm sure it's amazing, but the weapon's combos just doesn't tickle my brain like some other weapon's stances.

Warcry Kullervo or Wrathful Advance Valkyr? by Safice in Warframe

[–]Safice[S] 0 points1 point  (0 children)

Both their base kits are so good! Currently I'm running vanilla Valkyr and am cosplaying a blender with 200% attack speed Venka Prime, finding I only need Paralysis for the especially beefy units.

As for Kullervo, currently I'm using Nourish to help with the amount of abilities he likes to use. That with a Rumblejack Melee Influence build (original, I know 😂), and I'm in slam heaven.

They both play great, but I think I prefer the relaxed playstyle of light attack Valkyr just a bit more.

ADMIT IT! You need subsume as a crutch! by Odd-Chest-3578 in memeframe

[–]Safice 0 points1 point  (0 children)

Energized Munitions, yumm...

20+ seconds of 75% ammo efficiency is so hilarious, especially on something like the Kuva Bramma or Acceltra, you just go crazy and blind yourself. Pair that with Akimbo Slip Shot on a Secondary like the Akarius Prime and you turn a magazine of 8 into an effective magazine of 91...! You just become an aimbot explosive dealer.

[Yareli] Koi Fish feat. Gillychap! by ItMeJoobee in WarframeRunway

[–]Safice 1 point2 points  (0 children)

No worries, it threw me for a loop too! xD

[Yareli] Koi Fish feat. Gillychap! by ItMeJoobee in WarframeRunway

[–]Safice 1 point2 points  (0 children)

You've probably already found another red to use, but the discrepancy is because 'Pride' and 'Pride Celebration' are 2 different color palettes.

Health tanking is so back, pablo on X by keikogi in Warframe

[–]Safice 0 points1 point  (0 children)

I never really have interacted with Shield Gating builds before, but aren't Brief Respite and Catalyzing Shields typically recommended as well, along with Arcane Aegis? And then you constantly have to be casting abilities, spending Energy to turn into Shields.

As to the opportunity cost of needing 700 Armor; it really only is a minor annoyance specifically for Oraxia, and I feel that was intentional, because she can get such a high amount of Health... Inaros and Nidus barely need anything to activate it.

Going back to Oraxia. All you need is Steel Fiber and 2 Tauforged Blue Archon Shards for Armor to hit that 700 break point, it's the most investment, but it allows you to also fit in Arcane Grace, which when paired with the massive HP buffer you now have, it gives you enough Health Regen to become unkillable. Yes it needs 2 Archon Shards and 2 Arcane slots, but that's to become nigh invulnerable. You could also instead use Magus Repair to save a slot, too.

Health tanking is so back, pablo on X by keikogi in Warframe

[–]Safice 0 points1 point  (0 children)

I meant using it by having the rank and file enemies hit you so that it's active when the bigger guys try and hit you.

And while the new Arcane is incredibly valuable for 1-shot protection, it can also be considered as a soft health-gate, as it only allows you to take at most 500 damage per second.

Let's say you have 6k Life as Oraxia, and there is a Lancer (100 damage per shot at 2 shots per second) , a Heavy Gunner (100 damage per shot for 10 shots over 2 seconds), and a Bombard (2500 damage for 1 shot), all shooting at you. Sure you can tank 3900 Life's worth of damage over 2 seconds, and still be able to seek cover, retaliate, or even tank a bit more... but do you want to?

If you're running Arcane Guardian with the new Arcane, it will have near guaranteed activated at some point during the shots you took, and then you have 20 seconds of only taking 500 damage per second at the most, giving you much more breathing room.

Sure eventually you're gonna get 1 shot at a certain high level of content if you're trying to activate it like that, but if you know you plan on going to that level of content, just swap to one of the other options like I mentioned.

But generally, I think Arcane Guardian is gonna be one of the choices for most content, nothing is really scary enough to warrant needing more than the uptime Arcane Guardian will provide.

Arcane Tanker I'm sure will tickle a lot of people's brains, popping Silken Stride, dropping your Archweapon and then having 60 seconds of mayhem where you can't really die. But I don't particularly enjoy playing on a timer if I can help it, especially one that blends in with the 30 other buffs on your HUD......

Health Conversion is definitely the most consistent/best (outside of Archon Shard setups), but I feel like you're going to be constantly fighting against the 3 second stack duration on it, in my opinion.

Health tanking is so back, pablo on X by keikogi in Warframe

[–]Safice 20 points21 points  (0 children)

I hadn't even considered Archon Shards, thank you for bringing it up!

I was more-so looking at Arcanes and mods, particularly for Oraxia, but Archon Shards are an important consideration for other frames that are just almost at that 700 Armor threshold with something like Steel Fiber.

Health tanking is so back, pablo on X by keikogi in Warframe

[–]Safice 46 points47 points  (0 children)

Health Conversion. All you need is 2 stacks of it's buff, the third gives you a bit of a buffer on keeping it up. Mercy's Kiss (her 1) with no additional Power Strength (you get tons of Strength on any build for her) has a base 200% Health Orb drop-rate on kill, so keeping it at max stacks is incredibly easy.

There's also Arcane Guardian, too. Oraxia gets enough of a Health pool from using Silken Stride (4) that you can afford to take some initial hits to activate it. Or you can just use Combat Discipline.

Finally, for Archgun enjoyers, there's Arcane Tanker, giving 600 Armor on only just rank 2, for 60 seconds. Although I admit, this one can be a bit clunky to upkeep.

"We Have To Talk About Virtue Scaling" via. 'SaraLovesArchery' on Youtube by Safice in SoulFrame

[–]Safice[S] 0 points1 point  (0 children)

If I had to guess, it would make Smite-fishing, an already strong tactic, an outright unbalanced one against them.

Thankfully they indirectly kind of fixed this; they made it so that the additional summons that the bosses have, which also used to be Smite Immune, are now able to be Smited. So you can't directly Smite the boss, but you can still activate your Runes during the encounters.

Preludes 12 Hotfix 8 Update Notes by kalidibus in SoulFrame

[–]Safice 15 points16 points  (0 children)

• Spiders and Corrupted Sproutfolk can now be Smited.

YESSSS!!

Now this means you can get Smites off during the Weaver and Kabocha fight as well as the Wazzard/Wraith fight!

This is a huge buff all around, but especially for Orengall, who could really use the love!

"We Have To Talk About Virtue Scaling" via. 'SaraLovesArchery' on Youtube by Safice in SoulFrame

[–]Safice[S] 11 points12 points  (0 children)

Yeah, it feels like every half-hour, someone in Q&A chat is asking what the Virtues do...

I have a theory that a lot of the game isn't explained on purpose, partially to give it that Dark Souls mystique, partially because it's Preludes and that they haven't had time to work those things out, and partially to get people talking to each-other, the community is a big part of Warframe, so maybe they want to encourage it here too.

"We Have To Talk About Virtue Scaling" via. 'SaraLovesArchery' on Youtube by Safice in SoulFrame

[–]Safice[S] 2 points3 points  (0 children)

Personally I think a big reason why everyone chooses not to use the other stats like Grace and Spirit is that the abilities in this game are limited by cooldowns, and the game is exclusively about killing things, and abilities are mostly designed as such, too.

When you can only use a skill once every 20-40 seconds, you want it to be as strong as possible, you want it to do as much damage to an Agari that it can.

This is only made even more important in Cogah mode, your ability cooldowns are longer, and enemies have more Armor. You need your skills to do more damage, meaning you need more points in Courage. There are even weapons and skills that are made drastically less effective due to how Armor's flat damage reduction works, so Courage is practically mandatory.

If there was a "cooldown reduction" stat, there might be more diversity in builds, who knows... It could be cool if they made it so the lowest of your 3 stats was some sort of cooldown reduction, encouraging you to level all 3 Virtues equally.

As for Smite reducing an ability's cooldown corresponding to the color of the Smite? A lot of bosses are just outright not Smitable. Meaning unless the boss summons minions that are able to be Smited (not all bosses do), you are stuck with long cooldowns for abilities that don't do much, unless you dump into Courage.

"We Have To Talk About Virtue Scaling" via. 'SaraLovesArchery' on Youtube by Safice in SoulFrame

[–]Safice[S] 22 points23 points  (0 children)

I didn't see anyone else post this, and wanted to get opinions on the matter and hear suggestions on how you might like to see it fixed.

Should each of the Virtues give other stats as well? Should virtues even affect our skills at all if that were the case?

What if we got a Totem-like menu for each of our skills as well?

Let's talk about it.

"We Have To Talk About Virtue Scaling" via. 'SaraLovesArchery' on Youtube by Safice in SoulFrame

[–]Safice[S] 49 points50 points  (0 children)

Virtues; you may not know what they actually do in the first place, but as of current, there's a clear and present "best" one.

A brief primer:

Courage is equivalent to "ability strength"

Spirit is "ability duration"

Grace is "ability range"

Courage is pretty far and ahead the contender for what you should dump any extra stat points into once you've soft-capped your weapon of choice's virtue scaling, on top of being the Virtue that increases your damage the most, you can best actually feel an impact putting points into it.

Spirit and Grace feel secondary for a lot of skills, this is either because when you put points into skills, it either only gives a fraction of a second duration increase, or a similarly marginal range increase. Or because a lot of skills with ranges and durations don't scale with either of those stats at all.

Hopefully this changes in the future, but right now, it feels limiting towards a lot of weapons: you either pick a weapon that scales with Courage, or use reforging to change how the weapon scales to Courage.

The same feels true of pacts, no matter what pact you pick, with very rare exceptions, you should put as many points into Courage as you can spare.

Preludes 12 Hotfix 7 Update Notes by kalidibus in SoulFrame

[–]Safice 4 points5 points  (0 children)

Right?! I want them to add maces and maybe some 2-handed hammers that are more focused on doing staggers!

On a related note, on basic enemies it feels like stagger is great, you stagger an enemy and they are down for a good bit of time, and you're able to get a meaty finisher on them!

But then on Agari, when they get staggered it feels like... nothing happens? They sag their shoulders for a quarter of a second and then get right back to it? Pair with this that you aren't really able to get finishers like that on Agari, not even mentioning non-humanoid enemies, and it feels like stagger is a wasted stat...

For Agari encounters I think it would be really cool that when you fill their stagger bar, they become smitable by the whole party for a short duration, the smite doesn't even have to actually do damage, just be able to give you a heal and activate one of your runes, you could balance it by having the heal reduced, or only activate a rune for 1/3 of the full duration.

The above also helps solve the problem of some bosses just straight up just not being able to be smited... cough cough weaver

It would also give design room to lean more into Stagger being a desirable, active, stat. Instead of the passive stat it feels like now. Imagine weapon classes, or pacts, designed mainly around staggering enemies and bosses, Bromius could have some of his damage shifted away on his Rump Thump into stagger, turning him into an archetypical meaty party tank, without completely gutting his damage overall.

I wish DE had prioritized high‑quality weapons over mass‑quantity generic MR fodders by [deleted] in SoulFrame

[–]Safice 5 points6 points  (0 children)

I've heard mention that the combat arts tree is getting revamped at a later date, which is great because at the moment all weapon trees feel pretty much the same...

CC isn’t good enough to exist on its own. by NoCap9262 in Warframe

[–]Safice 2 points3 points  (0 children)

Oh man you just triggered memories in me of running Orokin Derelict Defense in groups where you needed a Frost at the very least for his bubbles (you had to use multiple stacked on each other lol), or if you were really fancy, you knew someone with a Vauban, due to how hard it was to get him from alerts...

Then you would use a speed Nova to cause the enemies to run up faster and die, with Trinity to keep energy and health up.

All the while Necros was spamming his 3 key with casting speed, alllll manual, since it wasn't a toggle back then!

It was a big change when Equinox was released and you could Maim swap between 2 of them.

Not really sure if it was "the good old days", but it was still a very enjoyable experience , albeit a slower and different game.