Sliphatos
Warframe - Equinox Night form Masochist Build for Tanking
updated
Incarnon Sicarus Prime is fun. I took it slow so you can see the damage easy, but you can light up crowds with Scourge directing shots to enemy heads (which is necessary for Sicarus since you only get Crits on Headshots with this build).
Music is 1973 by Pigeondust. Any questions or comments feel free to leave them below.
Timestamps
0:00 Yareli build
0:18 Scourge Prime build
0:21 Incarnon Sicarus Prime build
0:37 MOA build
0:56 First run
I thought it'd be interesting to leave behind a build I use before whatever changes take place to Trinity's kit. If it improves/worsens this build, I'll probably run it again when the update drops with more details.
For now, it's the same kind of PA build you have seen me use on my other frames instead this time it's Trinity. I subbed out Energy Vampire because it doesn't really help this build out much since I can maintain Energy from simply being hit through Rage (and even intentionally dropping some of my durability just so enemies can do more than just scratch me). Well of Life actually provides a fair amount of sustain through the passive healing + Life steal on hit any time you strike the target being held up by it. This is also why I'm not using a Pet or my Secondary/Primary for any assistance, just to showcase things off.
Link + Blessing + Parasitic Armor all stack and make Trinity even more durable than most of the frames that only hit 90% Damage Resistance with the Abilities in their kits (Trinity gets 93.75%, making her taking almost 40% less damage than any frame that only hits 90%, which is most besides I think Baruuk and Mesa in specific instances),
That's about all for now. Will see what the future holds. Take care everyone and thanks for watching. As usual, any questions or comments feel free to leave them below.
The music is Life's A Struggle (instrumental) by Electric
So one of the ways I like to use Jade is for defensive type play since she can make use of all the Aerial based Damage Resistance mods while using her 4 Glory on High. This combined with Parasitic Armor means that you can Tank quite a bit of damage relatively easy and have the sustain from your 1, Light's Judgement, restore your Health constantly.
With Molt Augmented at its' max effect and Power of the Seven Active, I can hit over 10k Armor on her (Growing Power and Archon Intensify are also at play in this scenario and ease to keep in effect) so most enemies would barely scratch her even with just that on.
It's so strong that you can even make use of just Parasitic Armor alone with her and use her on foot with a Primary, Secondary or Melee (I've tested it at SP Mot for an extended run and am waiting for her to pop up in SP Circuit to try her out there).
That's all for now, just a fun build I like to use, nothing special. The music is Alien Love Call by Turnstile FT. BADBADNOTGOOD & Blood Orange. Any comments or questions, feel free to leave them below.
Equilibrium seems to come up a lot when people are discussing ways to recover Energy, but I'm not a fan. Energizing Shot has been in the game for years now and changes to Zenurik and the addition of Nourish have only made it stronger, while being a more favorable option in many cases since it does not need to be on your core build.
Both Mending and Energizing Shot work by allowing you to shoot orbs to recover, and through Equilibrium, you can gain Energy as well with Mending Shot. However, neither Nourish nor Zenurik's passive apply to the Energy gain from Equilibrium, making it far weaker overall.
In fact, on this particular build a better variant found here: tinyurl.com/54a6b4y4 is what I actually run, since being able to use Energy Conversion means I get a stronger Nourish, Pacify & Peaceful Provocation and more Shield gained per kill from Mend.
That's all for now, just wanted to share and hopefully get people to realize they can just use Energizing Shot on a Secondary.
If you have any questions or comments, please feel free to leave them below.
The music is Simple Citizens - The Bearded Fist!
Music is Finnish Funk by Magic in Threes.
Any questions or comments, please feel free to leave them.
Being able to negate damage by remembering this is an option can be more useful for high level play than just stacking a high Overguard cap and is worth mastering.
Here's my take on a late game Dante build. Dante really feels like a low investment type of Frame that can handle most missions with relative ease. I haven't messed around too much with his 1, Noctua, but don't find it to be useful for the type of playstyle I demonstrate in the vid. Nourish is great for infinite Energy with him in conjunction with Energy Nexus, Zenurik and just regular orb pick ups (I have Energizing Shot on my Onos as well and never feel the need to use it).
Most already know how he functions, but just in case:
His 4 (Final Verse), is often considered his main focus. It requires either his 2 (Light Verse - Grants Overguard/Health Bonus) or his 3 (Dark Verse - Inflicts Slash Damage/procs on targets) to be used twice in order to activate one of 4 effects based on the order you use his Light/Dark Verses. The combos are as follows:
2/2/4 = Triumph - Overguard/Health Buff. Kills (Assist) cause Overguard Regen
2/3/4 = Wordwarden - Summons a copy of Noctua to attack in Tandem when you use Nocuta that dupes the mod config.
3/3/4 = Tragedy - Inflicts damage and makes all DoTs apply their full effect instantly.
3/2/4 = Pageflight - Summons 3 Paragrimms that fly around inflicting damage and Status Vulnerability on targets, making them easier to stack.
This build mostly focuses on using Tragedy and Triumph for Offense and Defense respectively, while casual assistance from Pageflight is a nice bonus and Wordwarden is unused. Due to the nature of needing to cast two Verses before you can use Final Verse, and the nature of Tragedy doing more damage the more DoT's a target has, I focused on high Cast Speed with Natural Talent and Tau Amber Shards. This allows me to rapidly Slash targets to be nuked by Final Verse.
I like using an aerial build for Dante since it allows him to easily survey the battle field and mark multiple enemies, which is why I use Aero Vantage and a MOA with Tractor Beam, which allow you to float in the air. The Telos Boltace also aids in that regard with its passive effect. It is also useful for Grouping enemies for easier Slashing/Nuking. The mobility you get from it is also nice for quickly moving around maps, as is having Dispatch Overdrive equipped for extra Sprint Speed on Heavy Attack/Slam (Slams are quicker with high Attack Speed and the increased Range allows for easily triggering it and additional CC through Lift, which you can then Roll Cancel into a Slide Attack to Group enemies with the Stormpath effect.
Because I do not use the Telos for attack, merely utility, I don't use any offensive mods. The same is true for the Tenet Ferrox (It's the same build you've seen me use a bunch of times in other vids) but I only use it here for the lockdown it provides through the tether.
That's the basic gist of things and how I've been using him in SP offensively (mostly Mot for now but waiting on getting him for SP Circuit).
If you have any questions or comments, please feel free to leave them below.
The music is Why Don't We Fall In Love (Instrumental) by Amerie.
Timestamps
0:00 Dante Build
0:18 Telos Boltace Build
0:26 MOA Build
0:31 Helstrum Build
0:44 1st run (Basic Demo)
1:22 2nd run (Aerial Demo w/Grouping)
1:37 3rd run (Aerial Demo w/o Grouping)
1:51 4th run (Dispatch Overdrive)
2:12 5th run (Tethering/Grouping)
This is the build I've been running with her for various activities (the new Disruption node as well as my personal favorite SP Mot) and found that it works best for me.
Full armor strip with Terrify after building up Molt Augmented a bit + the augment for it allows for easy kills/headshots for charging Incarnons (As well as Scourge Prime when you want to be lazy). I use Riptide to group enemies as well, which is great for the Incarnon form of Lex Prime, which can clear entire hallways of enemies even on its own raw power.
I subsumed Terrify over Aquablades instead of Sea Snares because I never really use Aquablades (I kill faster with most of my weapons, even melee with her and Sea Snares amping damage) and despite Merulina having the lowest cd on her personal casts at 175%, there are times when she struggles to hit large groups/specific enemies with the bubbles. Plus I like being able to emergency cc/debuff on demand if Meru is falling behind.
The damage resistance from Merulina does apply to Yareli on foot with the augment, which goes great with the increased amount of Shield you get from the Boreal mod. It can help with reducing how often you need to cover yourself with the damage immunity from reactivating Merulina pretty often and can naturally regenerate as you are protected by it or as you cc enemies with your 1, 3 and 4.
That's about it. As usual, any questions or comments please feel free to leave them below.
The music is Da Da Da by The Sound Defects.
Timestamps
0:00 Yareli build
0:12 Scourge Prime build
0:18 I. Lex Prime build
0:32 Pet build
0:39 1st run (No Strip/passive CC)
1:06 2nd run (Grouping/Armor Strip)
1:19 3rd run (Partial Strip w/o grouping)
*I forgot to kill 1 of them during my 2nd run, my bad.
** Once I get the spares, I'll probably go Cast Speed/Energy with Taus.
Just a quick one for you. Yareli's Abilities (Passive Critical Flow and Sea Snares) along with a Kavat providing passive Viral procs and Terrify for Armor Strip allow this weapon to do some respectable amounts of damage.
Getting used to the Zylok takes time since you have to actually balance out not just the Duplex firing mode (hold for one shot release for the second) but also utilizing the burst for the buff from Evo II Precision's Payoff and getting headshots in general. This is why past and present I tend to run Yareli with Scourge Prime, so I can at least make Headshots a lot more consistent to get (as you can see I'm not perfect though I do tend to practice a lot in live missions).
Once you get used to the weapon and up your Precision Headshot game, then it becomes a really formidable weapon.
Notes:
- The build will full strip in a single cast once I max out Molt Augmented, I just didn't for this demonstration.
- I'm aware of the upcoming augment for Yareli's 2 Merulina, that will allow it to passively cast Sea Snares at a set interval. I'll likely end up switching this build to Subsume Terrify over Aquablades once that drops, since I don't use it for this build at all.
- It's easy enough for me to Shield Gate with this build with Sea Snares, as well as take a few hits with the bit of Armor + Quick Thinking & Primed Flow even in SP for a while. My pet can passively heal me any time it attacks (though sometimes I'll use a Utility Melee with Life Strike on it). A variation of the build can drop Arcane Precision for less damage for another Arcane for survival (Blessing, Double Back, Guardian, etc.) but know that you can utilize Rage even at level cap by letting Sanguine Eximus Health sapping pools hit you on purpose, even while Shield Gating since the damage bypasses Shield.
- The Incarnon form gains AoE capabilities but a much slower Fire Rate. Due to the semi recent changes, AoE shots no longer get the Headshot Damage bonus either, but it can still be good for clearing up stripped enemies or weaker ones, as well as gathering Energy Orbs with Energizing Shot.
That's all for now, thanks for watching and feel free to leave any comments or questions below.
The music is Aquatic by Force of Nature.
Timestamps
0:00 Yareli build
0:16 Scourge Prime build
0:20 Incarnon Zylok Prime build
0:35 Panzer Vulpaphyla build
0:50 1st run (Against Armored foes)
1:37 2nd run (Against Unarmored foes)
2:13 3rd run (Against Unarmored foes + Sea Snares).
2:52 Incarnon Form demo for Energizing Shot.
While this is a concept you've probably used yourself or seen me do in previous videos, I wanted to make this quick vid, just in case anyone is not aware to demonstrate how it can be used for the two new Conditional Buffs for Efficiency: Seismic Bond and Netra Invocation.
**Rules**
- Channeled Abilities will not apply any buffs you gain after the CA has been cast. You need to deactivate the Ability first, then recast it while the buff is still active.
- Any effect that only applies to the next cast (Helminth's Empower, Parazon's Power Drain, Energy Conversion, etc.) will not be lost when you deactivate a CA. it will remain and apply to your next Ability Cast (so make sure it is the CA).
- Because Seismic Bond only activates after you activate your CA, it does not apply to it directly. The only way to have SB affect CAs is to have two of them on a frame, so that you cast one CA to allow the next one to retain SB, then use that 2nd active CA to maintain SB while you deactivate the 1st CA and reactivate it to also get SB.
in short, CA 1 triggers SB so that CA 2 gets it. CA 2 maintains SB, then CA 1 can get it after reactivation.
That's the gist of things, and I hope this helps anyone who may not have known before or was unclear.
Thanks for watching. Any comments or questions, please leave them below.
The music is Tranquilizer by Fat Jon.
Time Stamps
0:09 Archon Shards
0:15 Equinox Prime Build
0:27 Grimoire Build w/Netra Invocation
0:37 Panzer build w/Seismic Bond
0:58 1st run (Seismic Bond)
1:37 2nd Run (Netra Invocation)
Tennokai has opened up some doors for not just regular melee weapons, but even Valkyr's Talons, which are often thought of as pretty weak (and all things considering they are).
However, because Tennokai allows you to use Heavy Attacks without expending Combo, this greatly improves how effective her Talons can be when you need to actually do a bit of damage. The axe kick from her Talons (similar to Sparring weapons) can reliably hit enemies on the head for extra damage, and the Tennokai boosts at max combo also improve the output significantly (as does passive Viral from a pet and Armor Stripping of course).
Huge fan of Terrify since it'll keep enemies nearby with ease (and allow her to have a solid CC option in situations where killing isn't necessary).
Eternal War allows you to save on Energy costs by basically only needing to cast it once and kills will keep it up (Unless you get dispelled by an Acolyte (Violence)/Nullifier so be on guard).
Prolonged Paralysis is for grouping enemies toward Valkyr, (which under normal circumstances solo or with non AoE teammates, you can get a constant stream of killing going). Molt Augmented is great for snapshotting onto Hysteria (along with Power Drain if you have it on your Parazon) for an extra kick to your base damage, but isn't necessary.
I'm able to keep up Hysteria's constant drain due to the high Duration/Efficiency most times, but there are a few instances where I can potentially drain out (In groups. Solo, never) which is why I also run a Secondary with Energizing Shot, so I can gain additional Energy even while still having Hysteria active.
Notes:
- I'm aware I can add in Primed Pressure/Sac Pressure/Condition Overload with another Forma; I'm not quite finished messing around with the build to cement in my option however (likely going to be PPP since I mostly use Tennokai Heavy Attacks and don't deal with stacking too many status effects/already do enough damage).
- An alternative version of this build can use Molt Efficiency for more Duration, so that you can use a lower Rank Narrow Minded for more range (6 or 8 can be nice depending on your tastes) and still end up with basically the same Hysteria Drain (but with less Attack Speed).
- In non Circuit situations, Grimoire can be great since you can snapshot one of the Invocations (Vome/Netra/Ris) for extra Ability Strength/Efficiency/Duration respectively, depending on your tastes (remember to reapply if you are dispelled).
- Valkyr can equip her Talons, which allows her to always be immune to damage so long as Hysteria is active (an issue when they are not equipped since Aim Gliding makes you take out your Primary/Secondary and deactivates Hysteria's Damage immunity until you swipe with your melee again). This however does not allow her to use her Secondary for utility nor auto block bullets to build combo while her melee is out (manually blocking still works).
- Crimson Shards on Melee Crit Damage work on Valkyr's Talons while using Hysteria, so that is an option for people that want a more damage focused build.
Not the most damaging build you can do, but basically being immortal with decent movement/kill speed, utility and upkeep is good enough for me.
That's all for now. If you have any questions or comments, please feel free to leave them below.
The music is I'm Gone (instrumental) by Oddisee).
I'm still running some things, but I'm prob gonna put Umbral Intensify on him. He can reach a decent amount of Armor though so I'm satisfied with the results for now.
Basically, I drop his 1 for Parasitic Armor, since I don't really need the CC nor can use the shield it provides while using PA. I use his 4 to cover my Shield Regen enough to be able to use his 2 (requires Shield and the duration is based on how much you have when you cast) during the Damage Immunity, so that I can have Life Steal while using PA. Energy is a non issue with his 3 and can be used any time.
Not much else to say as of now, but going to continue looking at it.
As usual, any questions and comments below. Thanks for watching.
The music is All Night Thing by Invisible Man's Band.
Here's an example of how quick you can be on foot with Voruna. Gets crazier when you introduce Quick Glides, but those can be hard to follow if you are not used to them.
Feel free to leave any questions or comments below.
Music
Septembers by Fat Jon.
Gratitude by Nomak
This is a quick one since I'm still not quite done testing and min maxing, but it's already strong enough for SP Content (which I'm about to go run after the uploading of this video).
Melee Influence is one of the newer Arcanes that came with the recent update, and it allows your melee status effects to spread in a 20m radius. Xoris has innate Electricity on Heavy Attack, which makes it synergize well with this Arcane.
It also has infinite Combo Duration, so you cannot lose your combo ever so long as you only use Tennokai Heavy Attacks, as they do not consume your combo meter. This is made easier by using Discipline's Merit, which consistently allows you to build a THA every four hits. These hits can also be gained from a single attack if it hits multiple enemies, which works well with any kind radial attack (Glaives have a pretty decent one with Aerial melee attacks).
Opportunity's Reach extends the range of the THA, while also giving you more time to unleash it, which is good because Glaive have a bit of startup to their initial toss and triggered with manual detonation.
I use Aerodynamic and Aero Vantage on Wisp for several reasons (some of you familiar with my older aerial melee builds already know why). Aero Vantage allows you to lock your self in the air with Aim Glide which is great for Wisp since it will trigger her passive and allow you to avoid detection + make your attacks gain stealth damage bonus. Aerodynamic extends the amount of time you can be in the air, so it's also great for flying around using aerial melee attacks to build combo with Xoris before you start to use THAs.
Terrify most know is for the Armor Strip and Creeping Terrify for the CC (Otherwise enemies would run all over the place in a live setting). Breach Surge with this also increases the damage output and causes high damaging sparks to be released on the death of enemies and with a low percent chance when taking damage from the status procs on them (namely Elec procs).
Grimoire is pure utility. I have it set to Radiation is it is one of the damage types not covered by my other weapons + Radiation procs inflict a bit of cc, though overall it's not super important what Grimoire is set as. It's mostly used for Netra Invocation, which allows me to hit 175% Efficiency, which helps with keeping ability costs down (Wisp Prime has 300 Energy at max rank, I have 200 because I Formaed my frame right before I ran this build). Energizing Shot is also great because it allows you to shoot Energy orbs with your Grimoire and gain 54 Energy immediately, then another 50% of that value from Zenurik over 5s.
That's the basic gist of things, I'm going to go rank up my stuff now casually at SP Mot so I can get some live data. If I come up with any significant changes, I'll do an update video on the subject.
*I'm aware you can mod for Viral and do more damage on stripped targets, but Corrosive is more general purpose and I do enough damage already even without it and a Riven for Xoris.
*I have an Extinguished Dragon Key on reducing my damage down by 75%. This I find helpful for testing as it allows me to properly show some effects without killing the targets too quickly.
If you have any questions of comments, please feel free to leave them below.
The music is Synopsis by Fat Jon.
Time Stamps
0:00 Archon Shards
0:07 Wisp build
0:13 Grimoire build
0:20 Xoris build
0:35 1st run (initial setup)
1:06 Netra Invocation activation
1:11 2nd Run (Breach Surge w/THA on Armored foes)
1:27 3rd Run (THA on unarmored foes w/o Breach Surge)
(I forgot to activate the capsule for the Kuva because I'm a genius).
Please feel free to leave any questions or comments below.
Music used
- BT ver.3 from the UNLIMITED SaGa OST
- Da da da by The Sound Defects
Equinox with Pillage is a pretty safe way to run Disruption since you can easily gain a large enough amount of Shield to endure a few hits in SP, in conjunction with Pacify and Peaceful Provocation weakening enemy DPS. Under normal circumstances, I'd spend a little time maxing Molt Augmented so I could maximize Peaceful Provocations effect, and use Grimoire to lock in one of the invocations on to Pacify as well, but for only 8 rounds that's not really necessary (which is why my Peaceful Provocation was only at 40% Slow for most of the mission, and even that was enough).
Rest can be used to CC enemies for easy Headshots to charge Incarnons, and once Peaceful Provocation hits its max effect, it'll also allow you to easily score them. Pacify will also work on the Demos and keep them slowed so long as you are not in range for their temporarily nullification bubble they emit, so use a decent amount of Range and you'll be fine.
A "freezing" build with Gloom also works for Disruption if you feel you have weapons strong enough to kill demos without Armor Stripping them. Pillage serves as a solid way to keep yourself alive and Armor strip so you can use weaker weapons just as well/well enough for this.
Additional tips
- Rest works on the Battalysts and stops their disco lasers (Ex @ 6:35)
- If you have Power Drain, opening gambit should be to trigger it and snap that on to Pacify along with any other Conditional buffs if you have them (Ex @ 7:40).
*Please excuse my inaccuracy with Phenmor, it has been a while since I used the weapon.*
Thanks for watching. If you have any comments or questions, please feel free to leave them below.
The music is Closed Road [B] from the Resonance of Fate [ENG]/End of Eternity [JP] OST.
Been a while since I did a a proper build demo with explanation and this one def requires one. So first off let me make clear that:
- None of the weapons I use on this build are for anything other than utility, (largely so I can support/cc with Sonic Boom, Pull, SIlence and Sonar) since they aren't proper DPS builds. I can get away with this due to Banshee being able to Armor Strip with Sonic Fracture + Sonar amplifying damage greatly.
- I typically also run this with a pet, but didn't want it providing any additional support so you can see what you can do without Viral procs, stuns, etc.
- I have used this build for SP Mot, Alchemy, Mirror Defense and Netracells solo/groups (This is actually my preferred build for the last one, even more than using one of my newer Equinox ones).
- Sonic Fracture is a single cast full strip once I build up stacks from kills for Molt Augmented. Probably should've built that up first before recording but it's w/e.
----
So Tenet Ferrox is great for this because you get a free radial status infliction tool that passively emits shocks to all enemies within 10m for 30s. Tenet Ferrox in particular better than regular Ferrox since you can get a Magnetic or Cold element one to build for it Magnetic (I went the later route so I could do Viral on other builds). Doing so allows you to use Primary Obstruct and disable enemies with guns by jamming them 10s with max rank. More importantly though, this allows you to tag enemies with Magnetic procs, which allows any melee to be built as you please and still utilize Melee Vortex.
Melee Vortex at max rank will give you a 45% chance to drag in all enemies within 18m upon killing an enemy tagged with a Magnetic proc. This has no CD, so as long as enemies got Magnetic procs on them, you can continuously pull in subsequent groups of enemies as they spawn in during live endless missions.
This is also why I opt for a more high Attack Speed/Range build for my melee, since the faster I kill the more chances at triggering Melee Vortex, and I can do more than enough damage on stripped and Viral stacked enemies even with this "weak" build.
Though not shown in the vid, I use Grimoire with Energizing Shot for extra Energy (since I can burn through quick) and will also run it with Xata Invocation (when I get it), which can provide up to 10 energy/sec at max stack, which combined with three stacks of Exodia Brave (5en/s on Heavy Attack/Slam kills), it's possible to have a 25 En/s Regen. I also use Energy Nexus, which passively grants 3 en/s and if I were to use Zenurik could get another 5 en/s for a total of 33 en/s. I'm still messing around with the Canticle mods for Grimoire, but they are all possible to use with this build and Banshee in general, since Sonar and Sonic Fracture allow you to kill even high level SP enemies with a utility build.
That's the gist of it. If you have any questions or comments, please feel free to share them below and thanks for watching.
The music is On Fire (Instrumental) by Lloyd Banks.
Music is Feldschlact III from SaGa Frontier II OST.
Just wanted to toss this out there just in case anyone was looking for a universal option you can use for this. Topaz Shard grants 5+ Shield each time a Blast proc hits, which is constantly with alt fire and can happen on multiple enemies each time within the weapon radius. Catalyzing Shields gives you the full Shield Gate effect in exchange for a diminished Shield Capacity.
So long as you have this active near an enemy you should be set. That's all there is to it.
Music is Crime ft Kendrick Lamar by Mayer Hawthorne.
Thanks for watching.
This is one of the few Offensive oriented builds I use in Night form, but the one I like the most atm.
Will post builds later.
Build info
Equinox Prime: steamuserimages-a.akamaihd.net/ugc/2282827280424343862/84D1A0E783D02420C7F7944F04D74A47C09E69AC/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Incarnon Prisma Skana: steamuserimages-a.akamaihd.net/ugc/2282827280424351800/143BF22D542094EA101EA593E8F0F3845ED1A8F1/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Evo II Guardian's Promise
Evo III Swift Break
Evo IV Absolute Valor
Archon Shards: steamuserimages-a.akamaihd.net/ugc/2282827280424356588/66EE14E0BF5976EC59B8430D2937038E82822BD8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Prisma Obex http://tinyurl.com/5n7k6f25
Banshee Prime: http://tinyurl.com/nhdd8r23
Music is Naggin (Instrumental) by Yin Yang Twins.
That's all for now. Thanks for watching and I'll see you all next year.
Still kind of figuring out the best build for this kind of playstyle; I might go for more range.
Current build used in vid: https://shorturl.at/lsyK9
That's all for now, thanks for watching.
I've been messing around with some of the new mods (for now Precision Intensify and Vome Invocation) and the results are satisfactory. I had to make another Equinox to properly test out some of the things I wanted to do so here's number six. Basically can hit around 9k+ Armor (including base) now with Parasitic Armor + Pacify debuffing enemy damage down makes it so that even 20 of everyone's favorite Exos do insignificant damage. 9700 is where I want to get to eventually for the 97% DR.
I still need to max out the new melee Arcanes, so once I do I may do videos on them if I come across anything interesting.
That's all for now, Happy Holidays.
Music is - Souzou to Ki Metsu no Ryuu from 7TH DRAGON III code: VFD OST.
Build info
Equinox Prime: steamuserimages-a.akamaihd.net/ugc/2282827280424406905/278BE8118CDED8ABC6D46EE2C9FAB27258CA6505/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Incarnon Prisma Skana: steamuserimages-a.akamaihd.net/ugc/2282827280424407209/AD4B03400A9C6DC49A0BEE41819F24295B1A029E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Evo II Guardian's Promise
Evo III Swift Break
Evo IV Absolute Valor
Grimoire: steamuserimages-a.akamaihd.net/ugc/2282827280424415695/EA07FBE8CE6B3D9CAF99B9EBD3E9C4DAAC5E5958/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Archon Shards: steamuserimages-a.akamaihd.net/ugc/2282827280424356588/66EE14E0BF5976EC59B8430D2937038E82822BD8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Music is The New Work Out Plan {Instrumental) by Kanye West.
Edit: Build information
Frost Prime: steamuserimages-a.akamaihd.net/ugc/2227654465582008002/4A28E31F3183B3CEEAC9C86B7876E8574A5EB126/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Prisma Obex: steamuserimages-a.akamaihd.net/ugc/2227654465582007903/D145CA4A59D13BA4A5CD5BBB9BD6E4857C6208E0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Obex Riven: steamuserimages-a.akamaihd.net/ugc/2227654465582007802/64C9096AEF643C59392D1F79B7F440F0034EAFC7/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
I also use 2 Amber Shards on Casting Speed and 2 Tau Crimson Shards on Ability Strength.
Arcane Consequence + Dispatch Overdrive are for increased mobility. Heavy Attacks from Obex can hit enemy heads relatively consistently, while also causing a lot of damage especially if you are at high Combo Count. Min duration while using Biting Frost might seem counterproductive, but with increased Cast Speed, you can actually have enough time to follow up with a Heavy Attack right after you use Avalanche (easier to do with more Duration though so you can use a lower Rank Transient Fortitude or Crimson shards for more Duration). Using Freeze, Frost's 1 will also count toward Biting Frost, and that lasts almost 2s, which is more than enough time to take advantage of the augment's effect.
The other benefit is that both Pull and Avalanche's main effect of CC/Armor Strip are not affected by Duration, which is mostly what I rely on, as is the Overguard gained from Icy Avalanche. But Frozen enemies cannot be grouped with Pull, so by having them immediately thaw, it keeps the spawns moving toward you and easier to create large clusters of enemies to kill.
So recently I noticed a number of posts in the Warframe sub regarding different ways to recover Energy, instead of having to rely on Arcane Energize which for a lot of newer players and even some seasoned ones, can take a while to earn or trade for (and then it is often costly due to how good it is perceived to be). While a lot of the good alternative methods for recovering Energy were covered, many often overlook how good Energizing Shot is especially when it is paired with Nourish. So I'm going to show an application of this on one of my Banshee builds, as well as show how good Nourish can make the energy gain from Zenurik and Rage.
Energizing Shot is a mod for Secondary pistols (non AoE) that allows you gain additional Energy from shooting the orbs with your secondary. When maxed a single orb will provide 52 Energy when shot. Similar to Arcane Energize, this works even while channeling abilities, but does not have a cooldown like Energize does or a chance not to proc.
Furthermore, this gain is also affected by the Zenurik Passive, Energy Pulse, which gives an additional 50% Energy over 5s from Energy pick ups. So if you are running Zenurik with a maxed Energizing Shot, you gain 52 Energy immediately, then another 50% of the total amount you gained when you shot the orb (26) for a total of 78 En after 5s have passed. This effect also does not have a cooldown, so if you are able to shoot multiple energy orbs and get the additional 50% for each orb shot.
Even without Nourish, this means shooting two Energy orbs with Energizing Shot with Zenurik as your active focus (156 Energy) provides more energy than Arcane Energize does at max rank (150 Energy instant on Energy orb pick up 15s cd, 75% chance to activate) without any cooldown or chances to fail. If you do not have Zenurik selected but still are using Energizing shot, you'd only need to shoot 3 Energy Orbs to grant the same amount of energy.
With the addition of Eximus and abilities that can spawn additional Energy orbs, utilizing this is exceptionally easy and can allow most frames to function without having to slot Arcane Energize, with few exceptions.
-----
Nourish affects the amount gained from all sources of Energy except Arcane Energize which is a flat 150. Due to this amount being influenced by Ability Strength, you can gain a pretty high multiplier on all other sources of energy recovery (Conversion such as Rage, pick up from Energizing Shot and Regen through Wellspring) and make it so that they all are better choices.
The fun part about this that Energizing Shot will not only be a stronger source of consistent Energy with Nourish, Energy Pulse also benefits from the increased multiplier from it as well, so anyone running Zenurik with Nourish can gain several hundred points of Energy from shooting a single Energy Orb, with no cd.
This is how I'm able to use this highly inefficient Banshee build, with infinite Energy through all the combined sources of Energy recovery being enhanced by Nourish. Plus the radial explosion of damage from being hit not only recovers large chunks of energy through Rage, but damages enemies significantly from being marked with Sonar. And since Banshee can Armor strip with Sonic fracture, this works particularly well in endless missions, even when I'm no longer durable enough to utilize Rage directly beyond the Health sapping Eximus, since I'll still have two other options.
That's all for now, and if you have any questions or comments, please feel free to leave them below.
The music is Fly Love Song by Uyama Hiroto ft. Pase Rock.
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Timestamps
- 00:00 Banshee build
- 00:24 Inc. Lato build
- 00:39 Inc. Ceramic Dagger build
- 00:55 Zenurik Tree
- 01:04 Panzer Build
- 01:16 1st run (Rage + Nourish)
- 01:53 2nd run (same demo as 1st run)
- 02:28 3rd run (Energizing Shot run)
- 02:38 (Energizing Shot w/o Nourish)
- 02:40 (Energizing Shot w/ Nourish)
- 03:03 Reset using upgrade screen
- 03:09 Zenurik Wellspring w/o Nourish)
- 03:20 Zenurik Wellspring w/ Nourish)
Note: I didn't have Icy Avalanche at the time of the recording; I do now however.
I do like using Zephyr for it as well, But I've only been recently starting to seriously use her, so I've been getting accustomed to her kit during some Excavation runs.
I should've stayed one more for the C Rot.
Music used is:
Crater from Ys: Memories of Celceta OST
Beautiful Frozen Girl (Modern Version) from Cladun: This is Sengoku OST
I've done a video on Shield Tanking in the past, but I've always wanted to show off what a stronger build could really achieve. With high enough Ability Strength to get Pacify's Debuff on enemy damage output to ~90%, and by using both Eclipse's 75% Damage Reduction and Adaptation ability to push 90% against a specific type of damage, it becomes possible to reduce damage to insignificant levels.
Equinox's Pacify working on enemy damage before the attack is measured against defensive values is what allows it to cause damage from weaker enemies to simply not even do anything due to it being rounded down below a whole number. As enemy levels rise and their total damage does, they become powerful enough to actually cause a single digit of damage.
But with multiple stacking of defensive buffs, as well as multiple Equinox stacking Pacify, it is possible to reduce damage down from most enemies to manageable levels, far beyond what is thought to be currently possible.
If you'd like for me to do more of these against other enemies, let me know. I have a few in mind that I'd like to run a similar test with (Butchers, Gunners, Crewman, Sapper Osprey, etc.)
If you have any questions or comments, please feel free to leave them below.
The music is EGG Facility from the Shin Megami Tensei: Digital Devil Saga 2 OST.
Timestamps:
0:00 Initial Setup (Molt Vigor, Energy Conversion, Growing Power).
0:25 LV 1 Charger
1:09 LV 10 Charger
1:38 LV 20 Charger
2:11 LV 30 Charger
2:45 LV 40 Charger
3:21 LV 50 Charger
3:57 LV 60 Charger
4:32 LV 70 Charger
5:07 LV 80 Charger
5:42 LV 90 Charger
6:21 LV 100 Charger
7:00 LV 110 Charger
7:36 LV 120 Charger
8:13 LV 130 Charger
8:49 LV 140 Charger
9:26 LV 150 Charger
10:02 LV 160 Charger
10:37 LV 170 Charger
11:12 LV 180 Charger
11:47 LV 190 Charger
12:23 90% Adaptation DR%, No Pacify/Eclipse.
12:53 No Adaptation/Pacify/Eclipse.
Build used in demo: steamuserimages-a.akamaihd.net/ugc/2283954848393351796/1A32B1B36AC789890D67946F79BC889B0A8C868F/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false.
For testing purposes. A more practical build can be done for live missions.
Today I'll be showcasing a similar Arcane set up on two different builds for Equinox that I find to be pretty useful. But before I get into the builds I want to go over the two Arcanes I'm using.
Arcane Blessing most know will grant permanent Health increases for the duration of the mission each time you pick up a Health orb. This effect at Rank 5 grants 1200 Health after you pick up 50 Health Orbs. Eximus, especially if you are running SP content, make for a really easy way to max this out in a relatively short amount of time. This makes it great for a lot frames capable of enduring hits in particular Night Form Equinox due to Pacify weakening and slowly enemy attacks.
Arcane Intention is one of the new Arcanes you can acquire from SP Circuit that allows you to gain Health for each Channeled ability you currently have active. This is great for Equinox she she has 2 in her default kit (Pacify/Provoke & Mend/Maim) and with Helminth you can subsume a 3rd. Both Gloom and Parasitic Armor count as Channeled Abilities, granting Health when active and with a Rank 5 Intention, you get 250 Health per active Channeled Ability (750).
So on both builds, Equinox can get up to 1950 Health from having the max effect of both Arcanes active. The second build has even more health due to me using a full Umbral build + Primed Vigor, which sets Equinox's modified Health to 1612 before the Arcanes are considered.
*I sometimes run Umbral Intensify on 1st build when I want a stronger combined slow from Peaceful Provocation + Gloom, but this often makes it a bit more difficult to gain Energy through Rage if I do so, since enemies can end up basically frozen, especially if I trigger Power Drain before casting Pacify/Gloom to boost their strength.*
Some additional notes:
- Energizing Shot can be used to gain energy while using Channeled abilities. You get 52 Energy from a maxed ES, and if you also run Zenurik and have the Passive Energy Pulse acquire, you gain an additional 50% restored over 5s (an additional 26 Energy for a total of 78 from a single orb).
- Arcane Intention Restores Health, while also increasing the maximum you have, by the maximum value it provides. So at R5 it restores 250 Health and can be used with Parasitic Armor intentionally to recover Health by deactivating/Reactivating the ability.
- I like to run I.Lex Prime with a Heat build so I can get easy Parazon Finisher prompts due to the Heat procs sapping large chunks of Health away from enemies on body shots without killing. This makes triggering Power Drain* easy for boosting all my Channeled Abilities.
- 1:50 wasn't me just randomly shooting at nothing; that was showing the ammo Efficiency from Lex Prime's Evolution II Trusty Sidearm. I run Trusty Sidearm, Lex Talionis, And Critical Parallel Evos (forgot to show that in the build, my apologies).
*Also, Trusty Sidearm works with Gloom Regardless of enemies being in range, while Mend and Pacify Require enemies to be within Radius to take effect.*
- My Power Drift not being a max Rank on the second build was an oversight from me testing out something prior to demoing the build.
That's all for now; thanks for watching and if you have any questions or comments, please feel free to leave them below.
The music is Unkown's Flow by Fat Jon.
Timestamps:
0:00 1st Equinox Build Archon Shards
0:07 1st Equinox Build (Gloom).
0:16 Lex Prime Build.
0:27 Pet Build.
0:42 1st run.
1:14 2nd run.
1:50 Evo II "Trusty Sidearm" ammo eff demo.
2:18 2nd Equinox Build (Parasitic Armor)
2:40 1st run
3:08 Parasitic Armor maximization with Power Drain.
3:20 Pacify maximization with Power Drain.
3:33 2nd run
Been playing around with the I. Sancti Magistar a bit though not entirely sure if I need to change anything at this point since it performs to my liking.
My build is focused on high Attack Speed, Range and raw damage while aiming for heads with the attacks Crushing Ruin, which seems to work out ok. Being able to fly around thanks to Aero Vantage and utilizing not only Aerial Melee but Heavy Attacks while in the air also allows me to hit heads pretty easy.
The Sancti Magistar has always been a solid Impact weapon that is useful for trigger Parazon Finishers, which I use to proc Power Drain and buff Mend, Pacify and Gloom, which is why I deactivate and reactivate each ability during the 2nd run.
I am a little curious as to what a status build can do with the Evolution that can turn impact procs into bleeds, but it's not a priority atm.
That's all, Thanks for watching and if you have any comments or questions, please feel free to leave them below.
The music is Dark Knight from the Talesweaver OST.
*I forgot the build for the Sancti Magistar, my apologies*
Build: https://i.ibb.co/MBFZqsF/SM.jpg
Riven: https://i.ibb.co/vxZKBCc/SMR.jpg
Incarnon Evolutions:
II. Crushing Verdict - Increase damage by +20. With Channeled Ability Active: Increase Fall Off by 100%.
III. Orokin Reach - +1.4 Range
IV. Critical Parallel - Increase Critical Chance by +12%. Increase Critical Damage by +0.2x.
Timestamps:
00:00 Basic combo attacks into Incarnon form w/follow ups.
00:33 Parazon Finishers to Buff Channeled Abilities Pacify/Mend/Gloom.
01:04 Heavy Attack full combo w/headshot.
01:14 Front Finisher.
01:20 Back Finisher.
01:29 Aerial Melee strikes.
01:50 Aerial Heavy Melee strikes.
02:12 Slam Attack combo building/Heavy Slam dispersion/Heavy attack range demo.
03:00 Attack range demo on still targets.
Just finished up my testing with the I.Ceramic Dagger and I'm pleasantly surprised with the results. You can attain quite a bit of Initial Combo with the passives, mods and a Riven (working on it on one of my spares) and make it a really solid melee weapon for Heavy Attacks. The projectiles it shoots in Incarnon mode are also quite strong, though they are Impact based for some reason.
Both the direct hits from the blade and the projectiles are affected by your current Combo counter so be mindful about where it is at. Using a frame with grouping potential is one way to ensure you get a full damage strike on either attack. Using Corrosive seems to be one of the better elements to use when dealing with armored targets for raw heavy attacks, but if you are stripping, you can use Toxin or Viral for the damage bonus.
You can get more damage by using Condition Overload, but I dislike having to stack up status effects on some of my frames when I want to just use melee (non CO builds are also going to be better for SP Circuit depending on your frame choices and Decrees as well).
That's all for now and thanks for watching. If you have any questions or comments, please feel free to leave them below.
The music is Timeless Woman by Fat Jon.
Timestamps
00:07 Grouped Heavy Attacks.
00:22 Grouped Projectile Attacks.
00:40 Non Grouped Heavy Attacks (grouped at the end to clean up).
01:20 Non Grouped Projectile Attacks (grouped at the end to clean up).
02:14 Ceramic Dagger build.
I decided to give Kunai another video since I got a pretty decent Riven roll for it, as well as showcasing a unique and fun way you can use it.
Using Equinox's Mend or Gloom currently will Trigger the Incarnon II Evolution that gives you more Multishot, which is great for the I.Kunai since Incarnon form seems to double your base Multishot, so any kind of buffs are welcome.
By utilizing Aero Vantage, I can lock myself in the air and move about while firing Kunai that home in on targets heads causing massive damage, very quickly. This is great for surveying the battlefield from up high, allowing me to often safely avoid taking damage from most enemies, as they struggle to hit a moving, aerial target. The Aerodynamic Aura and a Moa with Tractor Beam also significantly improve the amount of time I can fly around.
This build slows targets with the combined effects of Gloom and Peaceful Provocation (Pacify's augment) to the point they often can't attack, while weakening enemy damage output with Pacify's default effect, making it minimal if they do. I do have a few Crimson Shards for Ability Strength, but I gain most of what I need from using Power Drain and Zenurik's Ability Strength boosts. Since those can snapshot on Channeled Abilities, I can do this with all 3 Channeled abilities if I choose to (and Peaceful Provocation only needs 200% to max the slowing effect).
By using Energzing Shot, I get 54 Energy per Energy Orb shot with my Kunai in either form allowing me to never have to deactivate any of my abilities. This allows for constant Life Steal from Gloom, and (Over)Shielding from Mend on kills, which means I constantly can Shield gate from killing enemies should I need to.
I am using the Furax's unique mod Amalgam Furax Body Count for some additional Fire Rate for my Secondary weapon.
This is probably my new favorite SP Mot build, So thanks DE for the new and improved Kunai.
*Note: Because Arcane Intention is new, I cant show off the full effect in this build unfortunately. When max, you get 250 health per active Channeled Ability. Since I have 3 of them active, I'll gain and additional 750 once I max it for a total of 1675 Health. I will prefer this to using Arcane Blessing, even though it gives 1200 total, because Arcane Intention's effects will be immediate at the start of missions*
That's all for now and thank you for watch/reading. If you have any questions/comments, please feel free to leave them below.
The music is Pudong New District by Shanghai Restoration Project.
Just wanted to do a quick video on this as I noticed it just now.
The Evolution II passive Sage's Resolve for Kunai requires a channeled ability to be active in order to get the buff. All three abilities I used in the video (Gloom, Pacify & Mend) count as channeled abilities due to Arcane Intention (Increases Health by 40 per active channeled ability) triggering, but only Gloom and Mend trigger Sage's Resolve.
I'm hoping this gets fixed as there are builds I use with Equinox where I don't always channel Mend or Gloom, but almost always use Pacify in Night Form.
I received a suggestion about using Exo Gokstad Officers for testing dummies, plus I wanted to show off how Armor stripping improves the damage.
I used less Ability Strength on my previous En build to show how strong this combo still is. The 2nd is for demoing Armor Stripping using Crush.
Same build for the weapon however. No significant difference to how quickly this will kill even with a weakened Magnetize on fully armored Non SP foes, but is about what you'd expect from stripped ones with a non Rivened build. I'll have to run some tests at SP Mot to see how it performs on the Gunners there as well.
That's all for now; I'll be working on my I.Furis and let you all know if I come across anything interesting. As usual, if you have any questions or comments, please feel free to leave them below.
Thanks for watching.
Time stamps:
00:05 Mag build
00:19 Latron Prime build
00:46 1st run (had to build Deadhead)
01:45 Magnetize + Incarnon Latron Prime
02:30 2nd Mag build for Armor strip
02:46 2nd run (Strip + some headshot kills non Incarnon)
03:05 Magnetize grouping for non Magnetize cluster damage
03:25 Magnetize + Crush strip + Incarnon Shot
03:40 Magnetize + Incarnon shot (no strip).
The music is Latitude (instrumental) by Five Deez.
Here's a little fun you can do with the Latron Prime and a non Rivened build with the Incarnon Genesis Adapter equipped.
I use the following Evolutions:
Swift Punishment
Extended Volley
Critical Parallel
Gotta remember to show those going forward, sorry. Hope you guys are getting the good frames on your runs.
Any questions or comments, please feel free to leave them.
The music is Temple of Drifting sands (Echo) by Millstones.
With the new Duviri update, along came some new toys for us to play with. These two weapons in particular have become weapons I hope I encounter on my SP Circuit runs and this video shows why.
With the Incarnon Adapters and Rivens, these seemly mediocre weapons become pretty serviceable, especially if you have access to armor stripping on your loadout (which everyone can nowadays). Even fully armored enemies can get shredded by these though from my testing in the SP Circuit and Mot.
Skana functions similar to most Incarnon Melee (build up combo then Heavy Attack to activate), with the ability to stun on Finisher being it's gimmick, though it is a pretty solid choice for Combo and Heavy Attack focused builds as well (I prefer the latter).
Kunai however is an entirely new beast once you get all of the Incarnon upgrades, since you can boost the base stats of the weapon significantly and can run a variety of builds depending on your frame and Riven rolls. Focusing on Multishot seems to be one of the best bets with the weapon since in Incarnon form, the weapon not only gains a significant boost to Multishot, but also homing properties ensuring all your Kunai hit.
Paring with Scourge Prime's bullet attractor effect on the head can help with gaining charges for Incarnon mode, but so can CC such as sleeps and slows (which Equinox has access to both of). Yareli was also a fun frame to run Kunai on in the lab and SP stuff.
I'll post anything else I find interesting in a video as a come across more of the Adapters. Until then, thank you for watching and if you have any questions or comments, please feel free to leave them.
The music is Take it to the Face (Instrumental) by 3582.
The music is Fascination by Fat Jon.
Saw a post about this and needed to test a video out on my new PC (old one died). Hopefully things will be a bit better going forward.
In any case, the MR 8 Test is capable of being completed with Sonicor as demonstrated.
That's all for now, going back to enjoying the Yareli buffs. Hope everyone is well and Happy Holidays if I don't hear from you.
The music is Aquatic by Force of Nature.
This one is brief but I wanted to make sure folks knew that the new Archon Intensify Mod does in fact work with these abilities despite what the Wiki/Reddit has been saying (and others mind you these are just the ones I showcased because I find them among the most useful).
Pay attention to the Buff Icon up top for it.
Fire Blast w/Augment @ 0:22
Mend @ 0:48
Molt w/Augment @ 1:28
If you have any questions or comments, please feel free to leave them as usual.
The music is Lyrical Terrorists (Instrumental) by Nujabes.
This is just a short video showcasing Arcane Avenger triggering when taking Shield damage. No Health damage was taking during this demonstration.
For sake of clarification.
I hadn't used it in a while but wanted to be sure that Zymos could hit 6 figures, even in SP, on armored foes and it can with a crit build. Mine isn't particularly good since I need a better Riven, but even so you def can.
This is also one of the ways I like to use Yareli, since she has pretty good sustain with Gloom, Sea Snares (which suspend enemies in air for CC and cause damage that heals you through Gloom), Aquablades (which I did not use in this video since it was about Zymos, but the damage from the blades will also heal you while Gloom is active), and Riptide for CC/Healing if you need it.
As you all saw with my Plinx videos, I use Scourge Prime for the Alt Fire effect making all shots that enter the bullet attractor field headshots, which pairs well with using Secondary Deadshot. But here I am not using Armor Stripping with Pillage or Mark of the Beast with a Glaive, so the damage potential is actually a lot higher than what I've show with a more optimal build. This suffices for casual runs though and can even kill Acolytes, so farming them is possible with similar setups (I actually maxed all mine a while back using Yareli, just for fun).
I really could use a Riven with -Reload more than anything else though, that's about the only thing I dislike about using Zymos.
In any case, thanks for watching and if you have any questions or comments please feel free to leave them below. Sorry I did this out of my normal order, usually I showcase the build first, but i did this on a whim while browsing Reddit.
The mission is Titan on Saturn (SP) and the loadout is at the end.
The music is Backseat Anonymous by Fat Jon.
PLINX
"Cultivate a meaningful relationship with this deceptively simple battery-powered pistol. The Plinx rewards attention and investment from the wise."
Say less.
The music is Save This World (Instrumental) from Phantasy Star Universe OST.
If you have any questions or comments, please feel free to leave them below.
So in recent times, with all the various mods and Arcanes we now have, I started using Plinx more simply because I like the weapon and it performs well with certain loadouts. The pinpoint accuracy and extremely low recoil makes it incredible for long distance sniping, and getting headshots pretty easy. So by focusing on that aspect, you can also use Arcane Pistoleer to give yourself a never ending magazine, in addition to a weapon that has a built in recharge system. This allows you to never stop firing and constantly get kills.
It pairs well with Scourge Prime's Alt Fire effect as well, so you'll always get a headshot just by shooting in the enemies general direction. Plus the way I modded it, you can switch to it fast, throw it fast, and have it function as a radial CC, inflicting Radiation procs.
Using a frame that can fully strip Armor ensures that you can quickly dispatch even the toughest enemies and using Equinox allows you also slow them to score easy headshots without even using Scourge Prime, if you so wish.
A lot of people overlook how good Energizing Shot is, as it can supply ample energy for your frame, since Energy Orbs drop frequently during endless runs. I pretty much use it over Arcane Energize on most builds, despite having a maxed R5 one. An alternate version of this build that also has a bit better Energy Efficiency for Pacify but still allows you to full strip is to switch Transient Fortitude for Fleeting Expertise, and Arcane Precision for Molt Augmented. The 60% you get from that Arcane is more than enough to fully strip with Pillage after you secure the kills.
Edit: Switching out Amar's Hatred for Augur Secrets and using Fleeting Expertise next to it with Streamline gives you 135% Efficiency and exactly 400% Ability Strength with this build.
Not the strongest weapon by any means, but usable even in SP endless under these conditions. A solid weapon for any frame that can strip armor, as well as Banshee who can amp damage considerably and always needs energy for spamming Sonar.
The music is Faceless (Instrumental) by Five Deez.
As usual thanks for watching and if you have any questions or comments, please feel free to leave them below.
So I still run into people thinking that you can't actually do much with shield besides Shield Gating (which is utilizing the brief invincibility window created from you losing your shield completely) but that's not entirely true.
Edit: practical build of this concept I use at Mot: tinyurl.com/Sliphatos
Time Stamps
0:00 - Equinox Prime Build
0:11 - Prisma Obex Build
Test runs
0:22 - 1st Run. Parameters (no buffs/debuffs active).
0:45 - 2nd Run. Parameters (Eclipse only).
2:56 - 3rd Run. Parameters (Pacify only).
4:45 - 4th Run. Parameters (Eclipse + Pacify).
9:19 - 5th Run. Parameters (Eclipse + Pacify + Mend).
Run explanations
After dying in between the runs, I circle around to let the respawn immunity wear off first before repeating each test, to be fair. I also build up Adaptation, let my Shield recharge fully, then let the butcher hit me until I die.
Adaptation is equipped throughout the run. It's not important to take it off for the first run since the initial hit clears all my shield anyway, and the second hit outright kills me. The 2nd and 3rd runs have similar amounts of durability because the total level of defensive layers is pretty much the same.
The 4th run is noticeably different as I'm able to build Adaptation while only losing about a third of my shield. I then let it recharge and enjoy the music while making sure to recast Eclipse every min, for several mins.
The 5th and final run is to show how Mend also is useful for this, since in a normal mission you'll be killing enemies and building shield, while enemies give you a free massage.
Discussion
A lot of people overlook that Damage Reduction buffs also apply to Shield values, just not any Armor related ones. In a similar fashion, Equinox's Pacify also reduces damage done to shield, but not by increasing your Frame's Defensive value, but lower the enemy's offensive strength.
It is similar to the RPG series SMT where buffs and debuffs play a huge role in how much damage you give and receive. Damage Reduction buffs such as Mirage's Eclipse function like Rakukaja and Equinox's Pacify functions like Tarunda.
Using either a buff or debuff alone, even while stacking it to the max you can go, will only have so much effect on their own. Combining both buffs and debuffs however provides a much more significant effect than having either alone. Interestingly enough, while the SMT community knows this to be damn near law when dealing with the toughest enemies in the game, the Warframe community has yet to realize not only the difference between what Pacify does as a debuff when compared to the various damage reduction buffs, like Eclipse, and why you should be using them together.
Let's say you have an attack that does 100 damage. Eclipse by itself reduces 75% of the damage so you'd only take 25 damage. If that were a 1000 damage hit, you'd still take 250 damage.
Let's say you take the same damage, but have an ability that gives you 90% damage reduction. 100 damage hit is only 10 damage, a 1000 damage hit is 100.
Hell, let's say you get 95% damage reduction. A 100 damage attack is only going to do 5 damage and a 1000 damage attack 50 damage.
The same thing happens when you ONLY use Pacify.
But Pacify works as a debuff on enemies, not damage reduction on allies. Pacify is making enemy attacks weaker before they even hit you. So when you combine its debuff with a buff what actually happens is the following:
Enemy does 100 damage with attack. Pacify reduces damage by 80% first, making the attack only do 20 damage. Eclipse grants 75% damage reduction, so you are only taking 25% of the 20 damage, which is 5.
if the attack does 1000 points of damage, Pacify knocks off 80%, making it do 200 damage at best. Then Eclipse kicks in when you are actually hit, reducing damage by 75%, which is 50.
On top of that, Adaptation is also kicking in each hit and adding type resistance to specific damage up to 90%. So that same 1000 damage hit that got reduced down to 50 damage by Pacify and Eclipse is now only going to do 5 damage.
This is similar to what you are seeing here with the Butcher as is scratches my Equinox's back and head with its cleaver to do single digit damage (sometimes double when they crit but like in the teens so its w/e) when Both Pacify and Eclipse are being used, and Adaptation is at max stack.
*NOTE*
For the record, I realize that this is not a viable build as most enemies in the game have ranged attacks. This is a showcase of how much more durable you can be when you stack both buffs and debuffs. There are practical builds you can utilize on Equinox that allow Pacify to be used in not only its default 16m radius, but with Range increasing mods as well, solo and especially in teams.
Thanks for watching and if you have any questions or comments, please feel free to leave them below.
The music is Astral Chain ~ Task Forces Neuron + Computer (extended)
Update* Wave Time Stamps:
0:55 - Wave 1
2:49 - Wave 2
4:44 - Wave 3
6:13 - Wave 4
8:13 - Wave 5
10:19 - Wave 6
12:40 - Wave 7
18:38 - Wave 8
20:58 - Wave 9
26:05 - Wave 10
33:53 - Wave 11
37:58 - Wave 12
41:54 - Wave 13
46:46 - Wave 14
53:08 - Wave 15
I used Wisp because because she is fun to play and not exactly the most effective frame to use for this. Her Motes allow me to buff myself slightly and give me Health/Health Regen, Speed for melee attacks, and the Shock motes for a bit of CC through Elec procs. I also Subsumed Spectrorage since it allows me to CC not just regular enemies, but also Eximus through Aggro.
I choose the Proboscis Cernos since it has the ability to inflict Viral, which helps to kill things faster, as well as the tendrils CCing and pulling enemies into nice clusters, which makes it easier to generate Energy Orbs through Spectrosiphon. Limited ammo without Ammo Mutation means I had to make my shots count.
Kompressa I choose because it also has innate Viral and allows me to dispel Nullifier bubbles pretty well. It was a nice back up for when my Panzer went down and I ran out of arrows for my bow.
Finally I choose the Sancti Magistar because it has built in Life Steal, as well as hammers being able to hit heads with their basic non stance combos, which nets more damage.
I feel like using Toxin or Slash on a melee would make it too easy so I avoided that.
As usual, any questions or comments, please feel free to leave em below.
The music is Battle -destruction- - Shin Megami Tensei V OST
I've been messing around with the new Incarnon weapons (as has everyone else) and decided to show how I've been using them with the Evolution V Devouring Attrition as well as the "En" build I've shown previously that uses Pillage to full strip armor.
Results are below. If you have any questions or comments, please feel free to leave them.
The music is No Need to Run 35 Mix (Instrumental) - 3582.
Timestamps
Build
0:00 - Equinox
0:09 - Phenmor Evolution selections
0:20 - Laetum Evolution selections
0:30 - Phenmor build
0:39 - Laetum Build
Demo
With Armor
0:50 - Phenmor Test run w/Armor. Parameters (Semi mode body/headshots, Incarnon mode body/headshots.
2:08 - Laetum Test run w/Armor. Parameters (Semi mode body/aoe/headshots, Incarnon mode body/aoe/headshots.
Without Armor
3:13 - Phenmor Test run w/o Armor. Parameters (Semi mode body/headshots, Incarnon mode body/headshots).
4:00 - Laetum Test run w/o Armor. Parameters (Semi mode body/aoe/headshots, Incarnon mode body/aoe/headshots).
I also use Rage on a few targets just for fun, but it isn't necessary with these weapons.


