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Frames and Modding

tom_cruise Apr 2nd, 2017 (edited) 27,278 Never
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  1. ====================================================
  2. =                                                  =
  3. =                FRAMES AND MODDING                =
  4. =                                                  =
  5. ====================================================
  7. 1. Intro and Explanation
  8. 2. Mods
  9. 3. Abilities and Scaling
  10. 4. Frames
  11. 5. Useful Links
  12. 6. Changelog
  14. ============================
  15. = 1. Intro and Explination =
  16. ============================
  17. This guide is for all you little shits who need help modding. A big issue with builds for new and intermediate players is that they will try and follow them to the letter, and end up not being able "to see the forest for the trees." The best way to talk about modding is to say "Prioritize strength, then duration," or in this case "Strength/Duration."
  19. The Mods section will go through the main categories of mods and give a bit of information for each one. The Frames section each frame will have a bit of information on them, and then go over their roles and how to mod them.
  21. Above all else, don't ever take things at face value. Ask questions, experiment, and figure things out. Just don't ask questions that are answered in this guide.
  23. - NOTE: criticism -
  24. This guide is 100% open to criticism, assuming I see it. If you have something to say just give reasons, screenshots, math, or whatever. Shitposting doesn't get you anywhere.
  26. - NOTE: "tiers" -
  27. If you haven't seen it by now, there is a tierlist of frames circulated on /wfg/. The author of this list fails to realize that every frame has niches it fits into, which makes rating them on a single "Bad-God" scale is inaccurate. In order for frames to be ranked on tiers, there must be tiers for EVERY niche, which has not been done (and probably never will).
  31. ===========
  32. = 2. Mods =
  33. ===========
  34. Each of the major mod categories are listed below. When reading through the frames section, refer to this list for which mods to use. Primed and Umbra mods are not included here, but you should use them at whenever you can to minmax your stats. Useful Augment Mods will be listed under the frames section.
  36. Quality of Life mods are listed just so you know what mods are reasonable to use. In general these should be put on AFTER you have mods from the other categories.
  38. IMPORTANT: Mods with a '*' next to them are niche mods that you only use on one or two frames.
  40. == Strength Mods ==
  41. [Intensify] [Blind Rage] [Transient Fortitude] [Power Drift] [Energy Conversion]*
  43. == Duration Mods ==
  44. [Continuity] [Narrow Minded] [Constitution] [Augur Message]
  46. == Range Mods ==
  47. [Stretch] [Overextended] [Cunning Drift]
  49. == Efficiency Mods ==
  50. [Streamline] [Fleeting Expertise]
  52. == Quality of Life Mods ==
  53. [Flow] [Equilibrium]* [Rage]/[Hunter Adrenaline]* [Mobilize]* [Rush]* [Natural Talent]* [Speed Drift]*
  55. == Survivability ==
  56. [Quick Thinking] [Vitality]* [Redirection]* [Steel Fiber]* [Armored Agility]*
  58. == Aura Mods ==
  59. [Corrosive Projection] [Energy Siphon] [Shield Disruption] [Growing Power] [Rifle Amp]* [Stand United]*
  61. - NOTE: Negative Stats -
  62. Corrupted mods like [Overextended] will give negative stats. When you are modding, make sure that these negative stats do not interfere with the build. For example: If I have to build strength, I don't want to build [Overextended] in MOST cases because it hurts power strength.
  64. - NOTE: Channeled Abilities -
  65. Any ability that consumes constant energy over time while active is a channeled ability, and modding for them is tricky. In order for channeled abilities to hit minimum energy drain you must have either 175% Efficiency/100% Duration or have 190% Efficiency/40% Duration. Keep in mind that the UI won't go past 175%, but 190% efficiency from mods is still possible.
  67. - NOTE: Rank 10 Mods -
  68. An important thing to realize is that any rank 10 mod is not actually worth getting to rank 10. Get it to rank 8 or 9, then move on. You don't have to spend that much endo for +9% more strength. Someday when you have endo and credits to burn you can go back and finish maxing.
  72. ============================
  73. = 3. Abilities and Scaling =
  74. ============================
  75. Whenever you talk about warframe abilities and the damage they deal, scaling comes up. In order for a warframe to be an "endgame" damage dealer it must have an ability that deals damage based off of either enemy damage or enemy health. Enemy damage and health do not have an upper limit, so any ability that scales with them also has no damage cap.
  77. Infinitely Scaling Damage Abilities:
  78.  -Maim (Equinox): 100% of health damage dealt inside of radius shot back out and
  79.                   distributed evenly among enemies in range.
  80.  -Energy Vampire (Trinity): 6.25% enemy health per tick, ignores armor.
  81.  -Mallet (Octavia): Reflects enemy damage back 2.5 times over in an AOE.
  82.  -Magnetize (Mag): Ticks of 25% of damage dealt to enemies within bubble during
  83.                    ability, 200% of damage dealt to enemies inside of bubble
  84.                    dealt upon detonation.
  85.  -Smite (Oberon): 35% of enemy health distributed evenly among orbs shot out
  86.                   of target.
  87.  -Cataclysm (Limbo): Average of health of all enemies inside Cataclysm dealt at
  88.                   the end of the ability duration.
  89.  -Undertow (Hydroid): Ticks 2% of enemy health, increasing after each tick.
  91. These abilities are technically the most powerful abilities in game, even if they are difficult to use effectively and may not be worth building for. It is important to remember that there are other abilities that increase in damage but have an eventual cap (e.g. Nyx's Absorb being limited by her energy capacity). Abilities like this are NOT infinitely scaling.
  93. - NOTE: [Covert Lethality] -
  94. [Covert Lethality] is a mod for daggers that guarantees an enemy will die if you perform a stealth finisher animation on them. There are several frames that can make use of this mod, essentially giving them a pseudo-scaling ability. Remember: ground finishers are different than stealth finishers and do NOT benefit from [Covert Lethality].
  96. Finisher Forcing Abilities:
  97. -Silence (Banshee using [Savage Silence])
  98. -Teleport (Ash using [Fatal Teleport])
  99. -Rest (Equinox)
  100. -Radial Blind (Excalibur)
  101. -Desiccation (Inaros)
  102. -Quiver's Sleep Arrow (Ivara)
  103. -Prism (Mirage)
  107. =============
  108. = 4. Frames =
  109. =============
  110. Each frame is listed below (alphabetically) with a few details and information on how to mod. This guide assumes you have already read the wiki pages for basic frame info, there is no need to repeat all that shit. Here is what each line means.
  111.     FRAME: Duh, baka
  112.     AUGMENTS: List of GOOD augments. Useless augments won't be listed.
  113.     ROLE: Gives role(s) that the frame can be in
  114.     MOD FOR: First Priority/Second Priority/Third Priority/etc.
  116. Use this to start your modding, and then take a screenshot and post to /wfg/ if you need advice. It's better to have someone give you advice on how to improve a build, rather than asking for a whole lesson.
  118. Hint: Ctrl+f
  120. ----------
  122. FRAME: Ash
  123. ROLE: Finishers, MOD FOR: Efficiency/Range/Augment
  124.     -The best way to deal damage with as is with [Lethal Teleport]. Pairing it with
  125.      [Covert Lethality] will kill any enemy you can perform a finisher on.
  126. ROLE: Damage, MOD FOR: Efficiency/Strength/Duration
  127.     -Bladestorm can now be used without having to watch animation. Scales with melee
  128.      combo, so make sure to keep it from resetting. Mark enemies from stealth for
  129.      an energy discount.
  130. ROLE: Stealth MOD FOR: Duration/Efficiency
  131.     -Not very popular because of his low base duration, but can be used in a pinch.
  132. AUGMENTS: [Seeking Shuriken] [Lethal Teleport]
  134. ----------
  136. FRAME: Atlas
  137. ROLE: Damage, MOD FOR: Strength/Efficiency/Duration
  138.     -Straightforward... Consecutive Normal Punches. Make sure to petrify
  139.      enemies for an armor buff.
  140. ROLE: CC MOD FOR: Range/[Natural Talent]/Duration/Strength/Efficiency
  141.     -Ore Gaze can be cast very fast for a large AoE freeze.
  142.     -Note: All of these builds will be innately tanky, but modding for CC is
  143.      the most useful way to keep yourself/others alive.
  144. ROLE: Utility, MOD FOR: Efficiency/Strength
  145.     -[Tectonic Fracture] will let you place multiple walls, which is useful for
  146.      bugging and manipulating some game mechanics. Petrify can be used to
  147.      heal your walls.
  148. AUGMENTS: [Tectonic Fracture] [Titanic Rumbler]  (for Utility)
  150. ----------
  152. FRAME: Banshee
  153. ROLE: Damage (Silence or Sonar), MOD FOR: Duration/Strength/Range/Efficiency/Augment
  154.     -[Savage Silence] amplifies finisher damage and the stagger it causes keeps
  155.      enemies from seeing you until the stagger is over.
  156.     -Sonar lets you amplify weapon damage by a fuck-ton. The problem is that you have
  157.      to mod for all four stats to make it good.
  158. ROLE: CC, MOD FOR: Range/Efficiency/Duration
  159.     -Soundquake staggers enemies indefinitely in a huge AOE. Make sure to mod for
  160.      as long of casts as possible with the right Efficiency/Duration mods.
  161. ROLE: CC (Resonating Quake), MOD FOR: Range/[Natural Talent]/Efficiency/[Resonating Quake]
  162.     -Resonating Quake's damage was nerfed, but its increased range and quick cast
  163.      time is a massive CC AoE.
  164. AUGMENTS: [Resonance] [Savage Silence] [Resonating Quake]
  166. ----------
  168. FRAME: Chroma
  169. ROLE: Tank/Buffer, MOD FOR: Duration/Strength/Health/Armor/Efficiency (Cold allignment)
  170.     -Chroma is all about stacking armor on top of his health (sometimes called EHP,
  171.      effective hit points). Energy dependent, but very powerful.
  172.     -If you feel generous, [Everlasting Ward] can be used to help teammates.
  173.     -NOTE: The nerfs of Feb 2018 did not change the build of Chroma.
  174. ROLE: Credit Hound, MOD FOR: Efficiency/Duration/[Guided Effigy]
  175.     -You can use Effigy to double credit pickups in a 10m AOE, but this is not
  176.      effected by range or strength mods.
  177.     -[Guided Effigy] isn't that important and has shitty pathing, but its sometimes
  178.      useful.
  179. AUGMENTS: [Everlasting Ward], [Guided Effigy]
  181. ----------
  183. FRAME: Ember
  184. ROLE: Damage, MOD FOR: Strength/Duration/Efficiency/Range/Augment
  185.                    OR: Efficiency/Duration/Strength/Augment
  186.     -Two possible options: Mod strength first too make up for her weak scaling or mod
  187.      for Efficiency first if you are fighting easy stuff and want to go AFK.
  188. ROLE: CC, MOD FOR: Range/Efficiency/Duration/[Natural Talent]/Firequake
  189.     -[Firequake] is useful because of its guaranteed knockdown. Once you start
  190.      fighting enemies that you can't oneshot [Firequake] becomes a necessity.
  191.     -Because of the Feb 2018 change, recasting World on Fire is important to
  192.      keep the high CC range.
  193. ROLE: Buff, MOD FOR: Strength/Duration/Augment
  194.     -Powerful buff for allies, but only works on certian abilities.
  195. AUGMENTS: [Fireball Frenzy] [Firequake]
  197. ----------
  199. FRAME: Equinox
  200. ROLE: Damage, MOD FOR: Range/Duration/Efficiency
  201.     -Maim scales with enemy health (after they are killed), so it requires no
  202.      strength. It is VERY powerful...
  203. ROLE: Buff, MOD FOR: Strength/Duration/Augment
  204.     -Only buff in game that gives power strength, so very useful for damage abilities.
  205. ROLE: CC, MOD FOR: Strength/Duration/Augment
  206.     -[Peaceful Provocation] slows enemies around you by a significant amount.
  207. AUGMENTS: [Calm & Frenzy] [Peaceful Provocation]
  209. ----------
  211. FRAME: Excalibur
  212. ROLE: Damage, MOD FOR: [Chromatic Blade]/Strength/Efficiency/Duration/Range
  213.     -Exaulted Blade scales off of your melee mods, so build [Berserker] and element
  214.      damage.
  215.     -[Chromatic Blade] works with [Condition Overload] (as of 8/1/17) so build  
  216.      Blast/Corrosive and go crazy. Use whatever energy color gets you this combo.
  217. ROLE: CC, MOD FOR: Range/Efficiency/Duration/Augment
  218.     -Radial blind with [Radiant Finish] makes everything stop shooting you and take
  219.      extra melee damage. ez
  220. AUGMENTS: [Radiant Finish] [Chromatic Blade]
  222. ----------
  224. FRAME: Frost
  225. ROLE: Defense, MOD FOR: Efficiency/Range/Strength/Augment
  226.     -Use this to spam Snowglobe in order to use the 4 second invincibility as much as
  227.      possible. Do not build for more than ~150% Range, because nullifiers pop globes
  228.      on contact. [Chilling Globe] is not effected by power strength.
  229. ROLE: CC, MOD FOR: Range/Efficiency/Duration/Augment
  230.     -Use for large AOE slowing and freezing by spamming 2 with [Ice Wave Impendence]
  231.      an spamming 4 for constant Elsa shit.
  232. AUGMENTS: [Ice Wave Impendence] [Chilling Globe]
  234. ----------
  236. FRAME Gara
  237. ROLE: Support, MOD FOR: Duration/[Intensify]/Efficiency
  238.     -Damage reduction caps out at 90%, which only needs 129% power strength. [Intensify]
  239.      is all you need for this.
  240.     -Splinter Storm can be cast on allies and some objectives. This is her most
  241.      viable use
  242. ROLE: Damage, MOD FOR: Strength/Range/Efficiency
  243.     -Using Mass Vitrify and Shattered Lash can deal a decent chunk of AOE damage. This damage
  244.      does not scale well, only expect to use this on low/mid level enemies.
  245. ROLE: Damage, MOD FOR: Strength/Duration/Range/Efficiency/[Natural Talent]
  246.     -Detomating Mass Vitrify while standing OUTSIDE of it with Splinter Storm active will add
  247.      significant damage to Splinter Storm. This damage is in a very small AoE.
  248.     -The Mass Vitrify + Splinter Storm combo is by far the least usable in game. It is powerful,
  249.      but extremely annoying to set up and use.
  250. AUGMENTS: none
  252. ----------
  254. FRAME: Harrow
  255. ROLE: Tank, MOD FOR: Duration/[Rage]/[Quick Thinking]/[Steel Fiber]/[Vitality]
  256.     -The most effective way to play Harrow is to be greedy and only worry about
  257.      yourself. Your lifesteal and energy regen from your abilities will add to
  258.      [Quick Thinking], letting you out-heal a lot of damage.
  259. ROLE: Support, MOD FOR: Range/Duration/Strength
  260.     -A poor mans EV Trin, limited by keeping your teammates close. That being said,
  261.      if you have a way to to kill large amounts of enemies (especially
  262.      with headshots) then you can fill up energy very fast.
  263.     -Can also be used for cheesing boss fights by casting Covenant at the right time.
  264.      Most common use is to prevent damage from Teralyst energy spikes.
  265. AUGMENTS: none
  267. ----------
  269. FRAME: Hydroid
  270. ROLE: Loot Hound, MOD FOR: Strength/Duration/Augment
  271.     -His most useful role. Stand in a corner and spam his ultimate to get more loot.
  272.     -Make sure that when you are casting that you charge the ability up for the max number
  273.      of tentacles.
  274.     -Most effective when you are hiding in a corner and letting the enemies bottleneck into
  275.      tentacles, so range is not important.
  276. ROLE: AFK Damage, MOD FOR: Efficiency/Duration/Strength/Augment
  277.     -Powerful, but boring as fuck. Puddle can hit crazy damage and Hydroids rework makes
  278.      it easy to use. [Corroding Barrage] lets you strip armor, so no need for teammates.
  279. AUGMENTS: [Corroding Barrage] [Pilfering Swarm]
  281. ----------
  283. FRAME: Inaros
  284. ROLE: Tank/Self Heal, MOD FOR: Health/Armor/Range/Efficiency/Strength/Augment
  285.     -One of the strongest solo frames. Stack your ulti first and then spam pocket
  286.      sand.
  287.     -Augment is useful for avoiding radiation and magnetic status effects
  288. AUGMENTS: [Negation Swarm]
  290. ----------
  292. FRAME: Ivara
  293. ROLE: Stealth, MOD FOR: Efficiency/Duration/Range/Augment
  294.     -Slower than Loki, but has looting and can use finishers more easily.
  295.     -Use augment if you suck at spy.
  296. ROLE: Damage, MOD FOR: Efficiency/Strength/Augment (dependant on rifle mods)
  297.     -Useful for sniper/bow only sorties or for hallway clearing. Set up on a dashwire
  298.      with [Empowered Quiver] and spam arrows.
  299. AUGMENTS: [Empowered Quiver] [Infiltrate] [Concentrated Arrow]
  301. ----------
  303. FRAME: Khora
  304. ROLE: Damage, MOD FOR: Range/Efficiency/Strength/Augment
  305.     -Whipclaw scales with melee mods, so its crits can be pretty high. Warning: this
  306.      gets really spammy
  307.     -As of 6/2/18, Whipclaw is effected by rivens. Go nuts
  308. AUGMENTS: [Accumulating Whipclaw]
  310. ----------
  312. FRAME: Limbo
  313. ROLE: CC, MOD FOR: Range/Efficiency/Duration/Casting Speed
  314.     -Use Stasis+Cataclysm to lock down an 80m wide AOE.
  315.     -Use Rift Surge frequently, it will keep you from getting oneshot when your ult
  316.      ends.
  317. ROLE: Damage (Weapon), MOD FOR: Range/Strength/Efficiency/Augment
  318.     -This is a bit niche, but having [Rift Torrent] with a large ultimate range can
  319.      give a really good damage buff. Useful for taking down bosses quickly.
  320. ROLE: Defense, MOD FOR: Duration/-Range
  321.     -Useful build for isolating the defense point from everything. Since nullifiers
  322.      pop Limbo's ultimate on contact, this build can keep that from happening.
  323.      Obviously, this won't protect you or your team so plan accordingly.
  324. AUGMENTS: [Haven] [Rift Torrent]
  326. ----------
  328. FRAME: Loki
  329. ROLE: CC, MOD FOR: Range/Efficiency/Duration/Augment
  330.     -Powerful disarm in an AOE, and the augment turns it into a better form of Nyx's
  331.      Chaos. Owning will make you part of the Loki Master Race.
  332. ROLE: Stealth, MOD FOR: Duration/Efficiency/Augment
  333.     -Use [Hushed Invisiblity] for godmode invisiblity.
  334. ROLE: Fast, MOD FOR: Sprint speed
  335.     -He is fast... Like, really fast.
  336. AUGMENTS: [Hushed Invisibility] [Safeguard Switch] [Irradiating Disarm]
  338. ----------
  340. FRAME: Mag
  341. ROLE: Damage, MOD FOR: Range/Strength/Duration
  342.     -Powerful, but situational. Max range increases both bubble and explosion radius.
  343. ROLE: CC, MOD FOR: Duration/Augment
  344.     -If you are desperate, you can use [Counter Pulse] for a short CC on enemies.
  345.      Duration of weapon jam is effected by power duration, and recasting causes
  346.      current wave to disappear.
  347. AUGMENTS: [Counter Pulse]
  349. ----------
  351. FRAME: Mesa
  352. ROLE: Damage/Tank, MOD FOR: Strength/Duration/Efficiency
  353.     -Peacemaker is your source of damage, and Shatter Shield gives you up to
  354.      95% damage reduction.
  355.     -Peacemaker scales off of pistol mods, so make sure to mod for Damage an Crit.
  356. AUGMENTS: none
  358. ----------
  360. FRAME: Mirage
  361. ROLE: Damage, MOD FOR: Duration/Strength/Efficiency/Augment
  362.     -Hall of Mirrors makes you a gunzerker, and [Hall of Malevolence] is pretty good.
  363. ROLE: CC, MOD FOR: Range/Efficiency
  364.     -Your disco ball will blind anything with line of sight to it, so throw it up in
  365.      the air and then pop it after a few seconds. Not very dependable because of the
  366.      LoS limitation.
  367. ROLE: Buff, MOD FOR: Strength/Duration/Augment
  368.     -Strong buff, but only works on certain abilities so its use is limited.
  369. AUGMENTS: [Total Eclipse] [Hall of Malevolence]
  371. ----------
  373. FRAME: Nekros
  374. ROLE: Loot Hound, MOD FOR: Range/Efficiency/[Health Conversion]/Augment
  375.     -The go-to loot hound. Will "desecrate" nearby bodies and give more loot and
  376.      health orbs. This is why [Health Conversion]+[Despoil] is so good on Nekros.
  377. ROLE: Nekromancer Tank
  378.        MOD FOR: [Health Conversion]/Augment(x2)/[Equilibrium]/Strength/Duration/Efficiency
  379.     -This is a bit complicated, but long story short: Cast zombies, cast Desecrate,
  380.      and pick up health orbs. Can give damage reduction in the 90% area.
  381.     -Use [Shield of Shadows] and [Despoil] to get really high damage reduction.
  382. ROLE: CC, MOD FOR: Range/Strength/Efficiency/Duration
  383.     -[Creeping Terrify] Can be either a panic button or a AOE CC. Niche but useful.
  384. AUGMENTS: [Despoil] [Creeping Terrify] [Shield of Shadows]
  386. ----------
  388. FRAME: Nezha
  389. ROLE: Support, MOD FOR: Strength/Efficiency/[Health Conversion]/Augment
  390.     -[Warding Halo] blocks status effects and a decent amount of damage, so it has its
  391.      uses in radiation sorties, raids, etc.
  392.     -Using [Health Conversion] can roughly triple the amount of damage your halos block, use a
  393.      self-damage weapon and then pick up health orbs.
  394. ROLE: Damage, MOD FOR: Range/Strength/Efficiency
  395.     -Use this for Divine Spears spamming, or personalize it for a general use build.
  396.     -Build -Slide Friction to go super fast.
  397. AUGMENTS: [Warding Halo]
  399. ----------
  401. FRAME: Nidus
  402. ROLE: Tank/Damage, MOD FOR: Range/Strength/Health/Rage/Efficiency
  403.     -Another strong solo frame. Cast 3, then 1 until you have 100 passive stacks.
  404.     -[Insatiable] is useful for quick missions where you are in a hurry to build stacks,
  405.      and as of 6/28 it is bugged so that it applies the % chance to get an extra stack to
  406.      stacks given by the mod
  407. ROLE: CC, MOD FOR: Range/Efficiency
  408.     -Larva can be used to group enemies together for easy killing. Is not a replacement for
  409.      Vauban, but is useful for leveling weapons.
  410. AUGMENTS: [Insatiable]
  412. ----------
  414. FRAME: Nova
  415. ROLE: "Slowva" CC, MOD FOR: Duration/145% Strength/Efficiency
  416.     -Molecular Prime will slow enemies when building for strength. Make sure to wait
  417.      till the duration is over before recasting.
  418. ROLE: "Speedva" Utility, MOD FOR: Duration/40% Strength (Overextended)/Efficiency
  419.     -Molecular Prime will speed up enemies when building for -strength. This can only
  420.      be done by using [Overextended] and no strength mods.
  421. AUGMENTS: [Escape Velocity]
  423. ----------
  425. FRAME: Nyx
  426. ROLE: CC, MOD FOR: Range/Efficiency
  427.     -Chaos works in a large AOE, and is cheap and spammable. This build serves as an
  428.      all round build for Nyx.
  429. ROLE: Tank, MOD FOR: Efficiency/Duration/Augment
  430.     -The "Terminator Build" using [Assimilate]. Basically invincible while you have
  431.      energy, but limits you to a slow walk. Use melee combos with movement for moving.
  432. AUGMENTS: [Mind Freak] [Assimilate]
  434. ----------
  436. FRAME: Oberon
  437. ROLE: Support, MOD FOR: Range/Efficiency/Duration/Augment/(Primed) Flow
  438.     -Good (niche) for AOE no-dying-zone. Cast Renewal while in Hallowed Ground for
  439.      flat armor buff to squishy teammates.
  440. AUGMENTS: [Phoenix Renewal]
  442. ----------
  444. FRAME: Octavia
  445. ROLE: Stealth, MOD FOR: Duration/Efficiency/Strength
  446.     -Indefinite stealth with no movement penalty. Use a song with 48 notes per bar,
  447.      and all three groups at minimum volume for best results.
  448. ROLE: Damage, MOD FOR: Range/Duration/Strength
  449.     -Mallet scales with enemy damage, so a large radius means a huge AOE of infinitely
  450.      scaling damage. For best results do not use Resonator, it keeps enemies from
  451.      pumping damage into Mallet.
  452.     -[Partitioned Mallet] will let you cover choke points better at the cost of some
  453.      damage, since enemy aggro will be divided between the two.
  454. ROLE: Buffer, MOD FOR: Strength/Duration/Range/Efficiency
  455.     -Has several AOE buffs. Use a song with 48 notes per bar, and all three groups at
  456.      minimum volume for best results.
  457. AUGMENTS: [Partitioned Mallet]
  459. ----------
  461. FRAME: Revenant
  462. ROLE: Damage, MOD FOR: Efficiency/Strength
  463.     -Revenants ulti isn't particularly strong, but the AoE is large and the changing
  464.      damage types is convenient. Use for clearing trash mobs en masse.
  465. AUGMENTS: None
  467. ----------
  469. FRAME: Rhino
  470. ROLE: Tank, MOD FOR: Efficiency/Strength/Armor/Augment (x2)
  471.     -The best way to use Iron Skin, but the build only matters once you're fighting
  472.      lvl 60+. Both augments are needed because you have to be able to cast a new Iron
  473.      Skin when your old one is close to dead. Hit enemies with [Ironclad Charge] to
  474.      get a bunch more armor, which adds to Iron Skin health.
  475. ROLE: CC, MOD FOR: Range/Duration/Efficiency
  476.     -Simple, just stomp on the ground. Jump, jump, jump, move it all around.
  477. ROLE: Buff, MOD FOR: Strength/Duration/Range
  478.     -Roar will give 3.2 damage multiplier if you have 349% power strength. Fun.
  479. AUGMENTS: [Ironclad Charge] [Iron Shrapnel]
  481. ----------
  483. FRAME: Saryn
  484. ROLE: Damage, MOD FOR: Strength/Range/Duration
  485.     -Saryn 3.0 doesn't have very many changes from 2.0. The important difference
  486.      is that Spores is now a single cast that spreads by killing enemies. This makes them
  487.      easier to use and lets their damage build up over time.
  488.     -Since Spores and Toxic Lash are single casts, you can get away with ~60% efficiency.
  489.      How much efficiency you build will be up to your own preference.
  490. AUGMENTS: none
  492. ----------
  494. FRAME: Titania
  495. ROLE: Damage, MOD FOR: Strength/Duration/Efficiency
  496.     -Razorwing weapons scale off of your rifle/shotgun/melee mods, so make sure to have them
  497.     equipped and properly modded
  498.     -Good for bow/sniper only sorties. Razorwing uses your primary and melee mods for
  499.      its weapons, which lets you use a rifle instead of bow/sniper.
  500. ROLE: Utility, MOD FOR: Range/Duration/Strength/Efficiency
  501.     -Decent buffs and CC, but not that important in a game. Use this as a general,
  502.      all-rounder build.
  503. AUGMENTS: none
  505. ----------
  507. FRAME: Trinity
  508. ROLE: Support (EV), MOD FOR: Range/12% Duration/Strength/Augment
  509.     -Required in many team comps. 12% duration is important, because it makes the 4
  510.      waves of energy tick faster. Augment will give overshields after energy is full.
  511.     -EV's damage scales off of enemy health, so it can be used to slowly chunk away
  512.      lvl 9999 enemies. Synergizes with Maim Equinox.
  513. ROLE: Support (Bless), MOD FOR: Duration/150% Strength/Efficiency
  514.     -Only needs 150% strength to give 75% damage reduction. Range is not important,
  515.      because it is fixed at affinity sharing range. You can see who is in range by
  516.      pressing "z" (default) and looking for the 3 dotted icon.
  517. AUGMENTS: [Vampire Leech]
  519. ----------
  521. FRAME: Valkyr
  522. ROLE: Tank, MOD FOR: Duration/Efficiency/Strength/Range
  523.     -Stay in Hysteria and keep [Eternal War] going for as long as possible. Use
  524.      Paralysis for cheap and fast CC.
  525.     -Hysteria's claws scale with melee mods, so make sure to build crit and damage.
  526. AUGMENTS: [Eternal War]
  528. ----------
  530. FRAME: Vauban
  531. ROLE: CC, MOD FOR: Range/Duration/Efficiency/Augment
  532.     -This works for both Bastille and Vortex. [Repelling Bastille] is vital for this,
  533.      since without it you will have to build strength.
  534. AUGMENTS: [Repelling Bastille]
  536. ----------
  538. FRAME: Volt
  539. ROLE: Utility, MOD FOR: Strength/Duration/Efficiency/Sprint Speed
  540.     -FAST
  541.     -Speed is based on your sprint speed, so stacking it makes you go exponentially
  542.      faster. Cast it near allies to give them the speed buff as well.
  543. ROLE: CC, MOD FOR: Range/Duration
  544.     -Static Discharge built for high range will chain to everything in sight, so it
  545.      is pretty good for locking down rooms.
  546. AUGMENTS: none
  548. ----------
  550. FRAME: Wukong
  551. ROLE: Tank, MOD FOR: Efficiency/Duration/Augment
  552.     -Technecally the most survivable frame in game, but also very boring. Cast Defy
  553.      and forget about ever dying. Cloudwalker is also useful and can breeze (heh)
  554.      through some spy vaults.
  555. AUGMENTS: [Enveloping Cloud]
  557. ----------
  559. FRAME: Zephyr
  560. ROLE: Tank, MOD FOR: Strength/Duration/Efficiency/Augment
  561.     -Niche, but powerful. Makes it so you cannot be hit by ranged attacks, and makes
  562.      you run as fast (if not faster) than Volt. Will also make Tonkor have the
  563.      trajectory of a bow and explode on impact.
  564. AUGMENTS: [Jet Stream]
  566. ----------
  570. ===================
  571. = 5. Useful Links =
  572. ===================
  573. Various stuff for reference:
  574. -Warframes (wiki): http://warframe.wikia.com/wiki/Warframes
  575. -Efficiency (wiki): http://warframe.wikia.com/wiki/Power_Efficiency
  576. -Armor (wiki): http://warframe.wikia.com/wiki/Armor
  580. ================
  581. = 6. CHANGELOG =
  582. ================
  583. -3/30/17: created
  584. -4/1/17: added more information to builds, added Channeled Abilities note
  585. -4/2/17: added useful links, updated Limbo
  586. -4/19/17: updated Limbo entry
  587. -4/30/17: updated Oberon entry
  588. -6/9/17: added Chroma and Excalibur augments, updated wording of some builds
  589. -7/7/17: added Harrow, updated a few descriptions
  590. -7/31/17: added Abilities section, small formatting changes
  591. -8/21/17: updated Hydroid after his buff
  592. -10/16/17: added Gara
  593. -2/9/18: updated Ash, Atlas, Chroma, Ember, Mag and Zephyr. Volt coming soon
  594. -4/12/18: added Ivara's new augment mod
  595. -5/1/18: updated Trinity with Linkbomb now that it has become more meta and not
  596.          worth hiding anymore. Added Khora.
  597. -5/19/18: Updated Saryn
  598. -6/2/18: Updated Khora
  599. -6/28/18: Added Nidus, Ivara, and Octavia augments. Removed Linkbomb Trin, rest in peace.
  600. -8/26/18: Added Revenant
  601. -9/7/18: Added Khora and Wukong augments
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