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sandriver @dormi.zone
Posts 17
Comments 96

What are your dream buffs for the Trinity "light rework"?

If you've been avoiding Trinity, what would entice you to play her? Alternatively, are you a Trinity main with a wishlist of buffs for the lovely lobster?

Not enough of a Trinity player to dream up cool stuff, but for example here are some of mine.

  • Mild: base duration and maybe animation speed improvements
  • Wild: one of her augments generates Overguard for the squad. Some kind of buff for Champion's Blessing that makes it easier to stack, and makes the buff permanent until downed or something?
7
Weekly Warframe: Gyre
  • Gyre herself is the "nobody else gets to play" frame. I run 155% duration so I just need to get a handful of kills at the start and the buffs are self-sustaining. Enemies only need to be tagged by Rotorswell or Coil Horizon to get the duration extension, so after a point you just have to keep up and keep throwing Coil Horizon.

  • Weekly Warframe: Gyre
  • Yeah, while it's a powerful nuke, it works best with her 2. It also has redundancy with her 4 in that both are "deal electric damage". I've tried replacing her 2, but the utility of an absolutely massive grouping ability is too hard to pass up.

    If you don't like shield gating and want a more passive build for general play, eclipse+primed redirection+arcane aegis+adaptation passively tanks for a while, although I haven't tried to see how far it scales. Her damage output and CC are good enough that she doesn't actually take that much damage to begin with.

  • Weekly Warframe: Gyre
  • If you want to avoid the squishiness, the new holy trinity of passive defensive tools is Eclipse+Primed Redirection+Arcane Aegis, but Health Conversion+Arcane Blessing+Fractured Blast/Lycath's Hunt is still good. The Eclipse build can tank really well for a few hundred levels, and it's my daily driver Gyre build. Anything more and Pillage sadly does just kind of win for survivability, and is what I use for Circuit.

  • Weekly Warframe: Gyre
  • Yeah, two big changes came down the wire (hee hee) for Gyre: the first was Cathode Current, which makes enemy deaths trigger a double damage Rotorswell discharge, and also keeps it self-refreshing the way Cathode Grace does. The second was the capping of enemy armour at 90%, so now her lightning hits hard.

    I believe ragdolled enemies take electric radial ticks to every individual body part too, so just suctioning enemies into Coil Horizon will heavily damage them, if not killing weaker factions outright.

    Instead of "Volt but not as much" I'd compare Gyre to grape flavoured Saryn. She's all about abusing the hell out of electric mechanics to blanket the map in huge amounts of damage.

  • The full-cold Frost build with Glaxion is pretty good?
  • No Vital Sense? Does it not stack well with Photon Overcharge, I thought they’d go hand in hand and stack crit dmg to ludicrous amounts?

    I actually forgot, but critical stats define a curved surface (a hyperbolic paraboloid if you're curious), so they're actually a bit better than the linear growth seen in base damage and elemental damage. When you're considering ratios of mod configs, they're a bit more than the linear growth class, but much less than the exponential growth class (like adding on a Faction mod).

    edit: I missed something and worded the above in a misleading way as a consequence. You get quadratic growth along the combined axis CC and CD, but you get linear growth just adding one. Crit has the unique property from that curved growth pattern that the complementary crit stat props up the other. Depending on the weapon's base stats, the linear growth in one or the other crit stat can outpace other kinds of linear scaling like base damage or more elements.

    This is a Desmos 3D graph of the Tenet Glaxion's critical growth that should hopefully help tie what I'm saying to something concrete. It's vertically flattened by a factor of 10, but if you rotate the graph side on you can see the curve still. https://www.desmos.com/3d/czqqgsg13l

    I’m using a basic stretch over overextended since strength affects the added cold modifier of Freeze Force too, and I don’t want to be freezing enemies too far from objectives anyway. With just BR+OE the armor strip on #4 is below 100% too so I’d need more mods, archon shards or molt augmented to get it back to over 100%.

    And yeah I forgor that I put 40% ability strength shards in Frost basically as soon as I was able, lol.

  • A Second Look at Secondary Fortifier

    This is quickly becoming my favourite secondary arcane. Giving up Secondary Encumber (and Surge in a few cases) was hard, but it's fairly easy to compensate nowadays.

    So what's so great about Fortifier? It performs two roles: it gives overguard to frames that can't generate it but enjoy useful synergies with their native defenses, and it also rapidly strips overguard from affected enemies with a x8 damage to overguard multiplier, opening them to CC. CC might have died for a bit, but Fortifier has kind of brought it back.

    I'll cover two points in this post: frame synergies, and my favourite Fortifier weapons. Let's start with the synergies.

    Frame Synergies

    Stealth frames benefit hugely from Fortifier for two reasons. The first is that they typically enjoy running Molt Efficiency, and the extra layer of overgating ensures Molt Efficiency is always running at max power. The second is that overguard broadly cancels almost all negative effects on the frame, including Conduit debuffs in disruption, Netracell debuffs, Archimedea debuffs, Eximus effects etc. One of my banes on Ivara was getting hit with Arson waves while I was on my dashwire and not able to react, or the punishing energy drain conduits working against Prowl. No longer, I am free! The same can be said for Loki for Disruptions and if choosing to run Irradiating Disarm or using Decoy.

    Revenant benefits from Overguard for similar reasons, as some negative effects still apply to him even through Mesmer Skin.

    Zephyr, my favourite frame of all time and the core of my Warframe addiction, became very clunky to play after Zariman and Overguard, but Fortifier, especially on a good rad weapon, means Turbulence can do its job and keep her very safe again.

    Finally, and credit to the wiki for this, damage redirect frames, notably Yareli and Nezha, and to a lesser extent Nekros and Trinity, hugely extend the effective overguard provided by Fortify, up to 150k for Yareli, Nezha and Nekros, and 60k for Trinity.

    Favourite weapons

    Grimoire goes without saying. The pulsing AoE and chaining property means this rapidly strips overguard in a wide area. Tome mods provide great utility. Without Surge, I only use the Fortifier config on frames that can compensate the damage, like Zephyr and Yareli.

    Akarius Prime is a nice hybrid pistol with a massive radius, easily spreads radiation and other statuses while shredding overguard.

    Hystrix Prime remains my staple for Disruptions. Still primes well without Encumber due to the puncture and forced element mechanic.

    Twin Graks are an incredible hybrid weapon. High single target damage so they shred easily, and absolutely enormous proc per second rate for priming.

    Tenet Cycron with magnetic progenitor. Beam weapon so procs rapidly, and very high damage output. Can do mag/viral for priming. Magnetic rapidly shreds overguard. Mag beam so rapidly pops bubbles.

    Lex Prime Incarnon. Has enough damage to spare that it can afford to use a utility arcane. Easily oneshots eximus, and the punchthrough and large projectile can deal with Ancient Healer overguard balls.

    Tenet Plinx. Lex but radial instead of columnar.

    Awaiting testing

    Epitaph (waiting for Prime), has higher status and an even IPS spread, as well as two guaranteed elements before modding. Charge shot might be good enough for oneshotting Eximus overguard. Probably not enough damage on the radial tapshot for Archimedea AoE strip.

    Synoid Gammacor Incarnon. If you're not running a Contagion Verglas robo buddy, has the nice utility of forced Cold procs. Does spicy AoE hits a la the Tenet Plinx. Un-carnon form has innate mag. The lovely space cubes restore your energy <3

    1
    Weekly Warframe: Caliban
  • Unhinged Caliban enjoyer here with some thoughts about the funny space man.

    In overview: despite his bad reputation, Caliban is a crowd controller-debuffer type character, which gives him incredible offensive potential and a corresponding wide and flexible arsenal of weapons to play with. His reign as the spicier Nyx was short, however, with Zariman adversely affecting his playstyle due to the Overpocalypse killing all CC not named Chaos or Irradiating Disarm (or Resonator at the time; RIP Octavia).

    So, let's talk abilities.

    The passive is kind of meh, but, I did stress test a hyper-offensive mod build that only ran Aegis and Brief Respite, and it comfortably went to the mid 200s in Conjunction Survival, which is honestly pretty impressive. After the shield rework, it jumped to providing up to 75% DR on his very rapidly regenerating shields. I'm going to keep tinkering with the build until he can Eclipse tank Mot and EDAs.

    Razor Gyre is rightly considered his helminth slot. It's broken in a basic way. The damage is acceptable given the synergy with his Sentient Wrath, but that's about it. He can AoE knockdown with it, and use it to dash to an enemy. It also heals him if for some reason you're trying to health tank on Caliban... which I may have tried when Veilbreaker dropped... In Pablo's teaser, he showed it functioning as a forward dash, albeit with no visible knockdown. May have Gloom synergies in the future? We shall see.

    Sentient Wrath, my beloved. A big spicy combined CC and DV, kind of like a souped up Sea Snares. The target cap has gotten worse now that Precision Intensify exists. Has glacial vertical tracking, in tilesets where that matters such as Lua and Entrati Labs. It also scales harder than Roar, and does not trigger the mutually exclusive damage Helminth lockout, so you can slap it on Rhino or Mirage if you please. Works really well with the new Blast and its weird buggy calculations. Combined with Fusion Strike, Caliban is a spicy boy.

    Lethal Progeny is great. Regenerating up to 75 shields at base is a huge deal, and they provide some minor distractions. I wouldn't call this CC, but they do keep the heat off Caliban. Basically a budget Aegis provided you use the Augur set or Brief Respite to stay above 0 shields, and combine very well with Aegis itself. That all said, this is the first of Caliban's ridiculous energy drains. At base, devours 150 energy every ~28s. A 95% duration, 175% efficiency build makes this much more manageable. In the rework teaser, this is shown summoning all your li'l sentient buddies at once, so hopefully this fixes the time spent casting and the energy burden.

    And finally, Fusion Strike. The cooler Gaze, almost a functional nuke, and a horrific energy tax, all in one! Arguably poor scaling for endurance content due to the debilitating animation lock, although it might be a bit better with the Primed Redirection shield gate nowadays; in my experience not an issue in teams either, having gone into the 1000s in Circuit. For everyday use though, it's fantastic. Up to three fullstrip fields can be placed, which in most tiles is enough to ensure all enemies approaching have 0 armour or shields. But let's talk about that energy burden... fields last 15s. That 95-175 build I mentioned earlier will be eating 1.35 energy a second to keep all fields up, and with Lethal Progeny it's around 2.8, just a bit over energy neutral with Energy Nexus. The rework teaser showed the Conculyst buddies contributing their own beams, so I feel like this is going to become a powerful linear-style nuke, like Qorvex's laser.

    Overall, I can't wait for the deluxe skin, and I hope the future is bright for one of my favourite, secretly OP Warframes.

  • Weekly Warframe: Caliban
  • Pre-rework Hydroid is definitely overselling how bad he is, lol. Pre-rework Hydroid couldn't even shieldgate without a Helmnith once they "fixed" his energy economy; pre-rework Hydroid had obnoxious charge casts and long casting animations all over his kit. Pre-rework Hydroid was a relic and clearly built around hiding in his puddle to get his crowd control off so he could play for a bit before repeating the cycle. Pre-rework Hydroid was what people who don't play Loki think Loki is: a slow, weak, pure CC frame.

    In my opinion as an active Caliban player, there are four core criticisms of him that all appear to being addressed by the rework:

    • his energy economy is absurdly stringent and even Dispensary/Equilibrium can only just keep up if you're trying to juggle all 3 of his buddies and all 3 fallout fields; good luck trying to manage a shield gating Helminth without Duviri decrees.
    • his 1 was fundamentally bad at everything it tried to do (another CC, a mobility tool, and a nuke).
    • his 4 is so close to being a functional nuke, but falls juuust short.
    • much less time spent casting.

    And as a bonus I seriously hope they unbug Sentient Wrath so it applies its DV through Overguard again, like it's supposed to. It works fine on Demos and Acolytes! Why is it broken suddenly!

    Even though I think there are frames that genuinely need it more, I'm overjoyed he's getting a rework. I genuinely love the frame and how strong he already is, so I can't wait for what is hopefully another golden age for a hidden boss, like what happened with Sevagoth and Yareli.

  • Operator Mode: A Few Questions for the Community
    • I love School synergies. So I don't use my Drifter as a "warrior" per se, but I do actively use School abilities. I typically run Vazarin, and the Void Snare mass-finishers are great for proccing Trickery and stacking Crescendo. Void Snare with the Phahd scaffold is exceedingly powerful. Drifter mode offers good mobility if I'm on Ivara.
    • I have an Arcane Adapter-fitted 777 and 547. I plan to go through and make XX7s to get a feel for the other Scaffolds, but Phahd seems to generally be the best for Last Gasp recoveries.
    • I use Magus Lockdown and Magus Melt for general use (Lockdown covers CC and demolysts; Melt covers Void Angels and Thrax). My 547 is fitted with... something. Whatever the standard became when the Zariman amp arcanes dropped.
    • I almost always use Vaz. I started with Naramon. Vaz is, imo, the best general purpose school as it gives you free emergency invulnerability and lets you easily stack Crescendo. I use Madurai on Gyre and my health tank Sevagoth so I can lock in +125% power strength on their abilities. All my schools are maxed, and I have fully finished collecting all the Represent swag.
    • I did most of my focus farm before Zariman, so my main methods of focus farming were fitting different nuke frames with Eidolon Lenses and farming ESO. When I managed to catch tricap groups with the alliance, I would use shards. I mostly did not enjoy the Sanctuary farm, as it was very repetitive and one-dimensional, but some methods were fun (like Nezha with the Akarius). Nowadays I could quite happily do it on Gyre or Sevagoth as they have very mobile nuking styles.
    • Phahd spam is powerful, but it pales in comparison to the kinds of chaining beam incarnons we have now, like Torid and Boar. Void Snare spam is theoretically very powerful for objective defense, but I play Warframe for the movement, so it's not very fun.
    • Everything about Vazarin is incredible.
    • It's effective, but "maining" Drifter/Operator seems to run contrary to what makes Warframe compelling and unique. Drifter/Operator feels best to me as a component of your loadout.
  • Blast Xata has a weird interaction, and Xata Ivara makes it weirder...
  • So, Dystopia actually figured this out last month. It turns out Blast double dips Elementalist mods, and then Xata adds another factor for a cumulative triple dip of a 1.9^3 ~= 6.8x multiplier. I'm going to assume the extra damage comes from Empowered Dashwire, since Xata has some kind of spaghetti code to allow it to benefit from crit stats without critting.

  • Yareli can tank a level 6300 Bombard rocket. (Plus some thoughts on survivability.)

    Calculations for my extreme turbo tank build:

    • Base health with Umbral Vitality R8: 763
    • Health with Arcane Blessing R5: 1963
    • Armour with 5x Tauforged Azure: 1230
    • Armour with 3 stacks of Health Conversion: 2580
    • Base EHP = 1963/(1-2580/2880) = 18844.8
    • EHP with Merulina = 188,448
    • EHP with Eclipse = 753792

    Bombard rocket does 65 damage at base, which oneshots Yareli at around level 6300, or around 3100 with the +200% T4 Void damage multiplier.

    Yareli is truly a "Metal Slug". We're so close, sea slug fans!

    On a more serious note, if you don't want to invest so heavily in stacking armour, Eclipse shield tanking is a good alternative: Primed Redirection gives her 62,160 effective shields, more than enough for anything EDA can throw at you aside from the Mech Mines.

    That all said, I think Pillage or Condemn + Primed Redirect is the most ideal way to tank nowadays, as the 2.5s shield gate from shield healing works nicely with the chunky Merulina shields for a good mix of active and passive defenses.

    3
    The full-cold Frost build with Glaxion is pretty good?
  • HM is basically not worth it anymore, unless the weapon has very high crit and very low procs per second, which is definitely not the Glax family. (Candidates would be for example: crit snipers like Rubico and Vectis, radial weapons like Tenet Tetra or Kuva Tonkor... you get the idea.) Even under the ideal conditions of Biting Frost, HM is only a 10.5% damage increase, so its value before Jade Shadows came from that 10.5% increase being bigger than anything else you could put on your weapon whenever the enemy had more than 98% armour.

    If you're using Galvanized Aptitude, base damage still beats adding another element, so it's still a valid choice if you don't want to run faction mods. Radiated Reload is a good option as it distracts any enemies with status caps, and reload is underappreciated as a way of increasing sustained DPS.

    I previously suggested Corrosive, which was not a good suggestion for Frost, but it is your best bet if you want the gun for other frames.

    Tenet Glax falls under the category of chain beams that can chain off punchthrough, so Primed Shred is basically locked in on the build.

    I think Shivering Contagion may be a bit redundant on Frost, given he has Avalanche.

    Currently my Tenet Glax build looks like:

    • Mag progenitor.
    • Galv Chamber, Galv Aptitude, Crit Delay, Photon Overcharge, Primed Shred, Amalgam Serration, Radiated Reload, Primed Cryo.

    Rad Reload is the smallest loss if you want to keep Shivering Contagion. Faction would be better than Amalgam Serration.

    For Frost, since I run Overextended and Blind Rage, and since I usually use him on endless missions with low mobility requirements, I run Equilibrium and Dispensary. (I also have a Sibear-centric build that runs Lycath over his snow globe, and keeps his Ice Wave for the Impedance augment.)-

  • The full-cold Frost build with Glaxion is pretty good?
  • I think if you can fit corrosive, it should yield more damage than HM. Basically, after the armour cap change, HM is only good on the select few weapons that have very high crit per shot, but very low procs per second... so basically just crit snipers, radial weapons, and the bolt action type guns like Chakkhur.

  • Blast Xata has a weird interaction, and Xata Ivara makes it weirder...

    If you know, you know: Xata Ivara is an absolute powerhouse of damage output due to Xata's weird spaghetti code mechanics, and now we can finally use that potential to N U K E.

    Video is captured footage of the end result, although I hadn't begun labbing things at the time. You can also freeze frame and spot a whopping ~8x Xata hit coming off a Blast death detonation.

    Basically, Xata will trigger a second hit off Blast detonations, and be scaled massively off the big death blast detonations. I've been having the most luck with the hybrid snipers like Lanka, Sporothrix, and Komorex to place big blast procs. Komorex is in a class of its own with the elemental boost, high rate of fire, and AoE though.

    I plan to continue testing this with blast beam secondaries, due to Arcane Precision's capabilities in setting large Blast detonations quickly, as well as good status and hybrid Blast spreaders like Akarius Prime. Epitaph is also potentially an option, since the tapshots do both Blast and self-prime a multiplicative Shiver and Galvanized Shot with forced Cold...

    If anyone else wants to test some weapons, please do let us know here.

    Final note, I did a quick test on my Xata Loki and it seems to work just fine on regular Xata users. Blast is already silly, this just makes it sillier.

    3
    Weekly Warframe: Yareli
  • A while ago Merulina gained a scaling mechanic like Warding Halo, so the "well it's only good for shield gating" isn't true anymore. Loyal Merulina is still relatively squishy, although you can do silly things like standing in jade lights and activating Merulina for the tail end where all the damage is.

  • Weekly Warframe: Yareli
  • Yareli my beloved. The frame that got me super into Warframe after dabbling casually on and off since 2015.

    Along with Zephyr, I'd say she has a pretty safe shot at being the best Secondary Surge abuser, which has all kinds of monsters like the Lex, Grimoire, Epitaph, Gammacor, Tenet Plinx, Zylok Prime... and hopefully the Catchmoon once they unbug Cannonade on it :^) #MoonMeta #BringingItBack

    More in-depth comments from an enthusiast of Warframe's bestest mollusc frame (Hydroids don't @ me):

    Sea Snares applies Damage Vulnerability, which applies at both steps of status calculations, meaning Yareli has some fantastic Blast setups. Unfortunately, as Sea Snares do not reliably target into Riptide, you would have to prepare Snares before Riptide; but honestly shooting a radial or punchthrough Blast into a Riptide kills everything anyway.

    Merulina is Merulina, not much more to say. Pablo finally capitulated and let us play on foot... but a small part of me is a bit sad. Loyal Merulina opens highly accessible shield gating options such as Primed Redirection + Pillage or Condemn, and more reliable health tanking options such as massively stacking EHP Azures and Eclipse. (Or I guess Null Star if you want to nuke your range and run double augments?)

    Aquablades is the most disposable ability for a helminth slot, although it can deal fair slash ticks with Surging Blades. Surging Blades was bugged for ages from release and didn't accrue damage on enemies in Riptide, so I never used it extensively. I also think that Slash is generally a weaker value proposition after the Jade Shadows armour cap, given Yareli's easy access to massive Heat and Electric dots through their respective primed element mods. On the flipside, this is crazy powerful for new players who pick up Yareli as a dojo frame for clearing the star chart.

    Riptide, boy, what a journey this ult has been on. Will suction enemies over a decent range and leave a small persistent hazard. The suction range shrinks down rapidly, which can leave enemies behind if they get caught on things. Hold-casting for an instant detonation will knock down enemies in a wide radius. Fantastic for blocking a choke point in a tile's navmesh and shooting radial status effects into. Still quite functional as a nuke, and moreso now that we have Precision Intensify to play with. Loyal Merulina hugely facilitates this playstyle by making it easier to use armour strip helminths.

  • Secondary Surge gives the Grimoire new life

    Quick maffs to compare it to Secondary Encumber+Galvanized Shot:

    Hornet Strike/Secondary Surge: (1+2.2)*8 = 25.6. Encumber/GShot: 1+1.2*13=16.6.

    In fact, your Surge multiplier only needs to hit 5.19x to reach parity with Encumber/GShot.

    Now, there are two big caveats here, of course. The first is that you will need to build for max energy on your frame, which some people won't want to do. The second is that this is an altfire build, which is fine since the primary fire is adequate for killing weak enemies and charging the altfire.

    I'll do a quick rundown of my "greatest hits" builds that I've tried so far:

    • Banshee: affinity range fullstrip and an extra 3x multiplier on Sonar with Vome Invocation. I just change my rhythm to double-casting Sonar before doing an altfire nuke.
    • Mirage: the clones also shoot their own altfire, although it doesn't benefit from Secondary Surge.
    • Inaros: the living grouping ability strikes again! Ball 'em up, zap 'em down.
    • Yareli: Crit buffs, and a ragdoll grouping ability. Can spam Sea Snares to charge Surge. Natively high energy pool.
    • Zephyr: I finally have a use for Airburst Rounds. Not sure what the interaction with tornadoes is, and hard to test because everything is dead immediately.
    • Ivara: Natively high energy pool, can set up for a big Navigator shot with just one extra cast beforehand. Haven't tested if it's even possible to exploit Piercing Navigator.
    • Harrow: occasional headshots have kept Lasting Covenant rolling on my 155% duration build. The bullet hose effect from Penance is quite nice for using the primary fire too.
    • Equinox: book rips off armour, so I can just Maim to my heart's content and run a more defensive Eclipse build.
    • Gyre: more power strength! And a bit of armour strip, not that she needs it. Coil Horizon naturally sets up for the altfire. Electric ticks from Cathode Grace can keep Arcane Precision rolling passively.
    0
    New Favorite Melee Weapon: Hespar
  • So I got Hespar this week on Archimedea, and I heard that Melee Afflictions works on any heavies with forced knockdowns. Normally the Hespar only provides a 2x slash modifier, but Afflictions adds an extra 6 stacks and pushes that to a 14x multiplier. It's pretty juicy!

  • My 700-day anniversary!

    2

    Let's share our fun frame facts!

    I'd love to hear esoterica or historical curiosities or fun synergies; or whatever else you can think of!

    15

    Do you think Caliban Prime will increase his usage rate?

    I'm looking through the old 2023 stats page, and I see Caliban is extremely unpopular. Part of this is definitely availability, since he's gated behind a bounty farm after New War. But how much is it availability?

    I get the sense that Caliban is a cult frame, split between people (especially YouTubers) who think he sucks and a minority that appreciates how wide his support toolkit is.

    Will Caliban Prime give the sus space man some new appreciation, or will the stink stay on him forever?

    7

    Bansheeball

    The sport of champions

    play Banshee btw

    0

    How slow do you want your Acolyte?

    Stacking Sibear Incarnon's bonk slow, Cold stacking, and Ice Wave Impedance.

    1

    Melee Meathead Mag: brain free blast

    https://youtu.be/ujE8Mq0ZMqk

    Will hopefully edit this later with a text version of the opening 5 minutes. Last 20 minutes are a gameplay and weapon demo.

    Let me know if you'd like to see any other frame builds in particular! Two Frost and two Nyx builds coming up.

    2

    The "lost twenty": forgotten frames I'd like to see reworked

    Looking at the bottom 20% of frames by cumulative usage, most of which I play often, a few stand out to me as potentially benefiting from a rework. Might have some bad takes, so feel free to tell me how you play them! Always happy to learn something new about frames I haven't clicked with.

    Need a refresh

    Atlas: very tied to weapon selection which makes SP Circuit dicy. I'd like to see more innate power on his kit, or a change to petrifaction that improves its damage buffing, maybe with armour removal.

    Equinox: augment syndrome. Some of them could be passives or otherwise extended (e.g. Energy Transfer could work on Pacify &amp; Provoke too). Major systems rework could let her mod Day and Night separately, which would be nice as they both like different stats.

    Chroma: funny damage man. Got a good buff with Circuit scaling his Spectral Scream (but not Effigy! what!) into actual strong damage abilities. The "keep two buffs rolling" playstyle is bad though. Spectral Scream could be a one-handed single cast that shoots actually good projectiles. Would also be nice to have Vex Armour store its buffs for recast, for accessibility reasons. Let Elemental Ward be recastable. Otherwise give him an augment or a passive that lets Ward and Armour refresh on some condition. Why does Gyre get to have all the braindead pew pew fun?

    Could benefit, arguably fine

    Gara: due to how full and synergistic her kit is, hard to fit shield gating on her build without Decaying Key usage. Good at health tanking, but that has scaling limits. Mass Vitrify deserves a buff to bring it in line with how easy Snow Globe is to scale infinitely.

    Oberon: his damage buffing is very conditional on enemies reaching his garden. Very harsh range (235%!) and strength requirements if you want a fullstrip build without giving yourself RSI by double-casting Hallowed Ground constantly. Reckoning being able to blind on kills within a duration would be nice. Renewal could benefit from shield generation due to how healtanking falls off.

    Lavos: please give him scaling survivability without dipping into Muzzle Flash or Resonator, or Arcane Trickery.

    Trinity: absolutely horrible to play with the agonisingly short buff durations; this one is definitely personal preference though. Might benefit from damage buffing such as EV applying a small damage vulnerability in its area, or Abating Link being a target-radial armour strip that can be recast.

    Out of the other low-usage frames, who would you like see refreshed or reworked?

    13

    What do you want from the Hydroid rework?

    I think the three big problems in his kit are:

    • Lowest damage potential in the game. He needs damage buffing or armour removal
    • Tentacles move enemies out of range, necessitating radial weapons (and making most of them significantly worse due to the length of the tentacles)
    • THE CAST TIMES

    Also a mild nuisance that Barrage essentially doesn't scale off range. The knockdown radius does but big whoop, that's not how you use it anyway.

    I love Hydroid, and I have a hot take that he's really good for when you get him due to having what you need to clear the starchart in a really fun way, but by god the scaling on this poor frame is atrociously bad.

    Anyway, some hopes:

    Passive is some kind of damage buff or a loot buff.

    Undertow and Tidal Surge are merged. New ability is a damage vulnerability or an armour strip. (I don't see them buffing Barrage given they completely passed over Corrosive Barrage previously, maybe for Helminth reasons.)

    NO MORE CAST TIMES

    Tentacles have damage transference a la Tornadoes, or at least don't lift enemies up in the air where you can't hit them. Suction effect so enemies actually get caught in them.

    Tentacles scale off range or power strength, or at least spawn intelligently according to the navmesh so you don't get random wasted tentacles doing SFA.

    12

    Dog days?

    More like dogwater lmao

    But on a lighter note... do you enjoy Dog Days? Do you look forward to it every year? Let's chat!

    7

    "Unique" melees

    Let's discuss!

    I'm thinking melee weapons that have some kind of overt gimmick, or otherwise unusual properties. Examples:

    • Keratinos grows and gains +2~3m range when you do a 12x heavy
    • Ghoulsaw has 100% followthrough
    • Caustacyst globs force enemies open to finishers
    • Gazal machete gains Corrosive damage after Djinn casts Fatal Attraction
    • Sarofang has a vortex on heavy slam

    That said, I don't want to consider signature passives, as they're already documented. Incarnons are also well-documented, so I don't think they're as interesting to document or discuss.

    Whether they're "good" or not is irrelevant.

    Edit: while it throws all equip slots into the same page, the wiki page "Passives" (https://warframe.fandom.com/wiki/Passives/Weapon) lists all weapons with a passive effect.

    Still, worth documenting other standout weapons, like the mentioned Ghoulsaw.

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    Are there any other Nintenno here?

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    Zaw strikes to make multiple of?

    Been having an episode of Zaw Brain again and looking through my collection. I'd love to hear some other Tenno's "wishlists" for zaws you'd make different variants of if forma, time, and inventory weren't considerations. Or maybe if you could time travel and go back and build them differently.

    Here are some candidates I've been considering:

    Cyath. Currently an Ekwana II Jai/Seekalla variant. Twirling Spire has an initial slam on the moving block, so it's a good Hunt candidate, and can throw out some juicy slashes, especially with Boreal's Contempt. Considering a Vargeet II Jai/Peye variant since it's the slashiest Machete Zaw. (Unless you do a -impact Kronsh riven.)

    Plague Kripath. My first two zaws were the Plague Star zaws and they're both messes that I never use. I want to do a Vargeet II Jai/Plague Akwin variant so I have another rapier for my collection. Dehtat has better dispo, but it also looks stupid.

    Dokrahm. Currently using an Ekwana Jai II/Seekalla variant for the Hunt memes. I want a Vargeet II Jai/Seekalla so I have a good Contagion hybrid for Hildryn and Vauban fashionframe... although I think I can fix it with a CC riven, so this is a low priority one.

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