SHARE
TWEET

Trial: The Jordas Verdict Builds and Setup

tgdm Nov 6th, 2015 (edited) 8,585 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. LAST UPDATED: 19.7.1
  2.  
  3. Exilus slots are now factored in to these builds.
  4. Understand the difference between luxury and necessity; this is just a template.
  5. If you're already using an incompatible multi-forma build then use your own discretion.
  6.  
  7. Install an Orokin Reactor for these frames and builds.
  8.  
  9. BUILDS:
  10.  
  11. >>ARCHWINGS
  12.  
  13.     ODONATA PRIME    :: Auxiliary Power(5), Energy Field(3), Energy Inversion(3), Efficient Transferral(3),
  14.     (+ENERGY SHELL)  ;; Energy Amplifier(5), Enhanced Durability(5), System Reroute(10), Hyperion Thrusters(10)
  15.     (+DISARRAY)      ;; -- 1 Forma (—). Use #1 and #2 sometimes. Use melee + #4 to push spores.
  16.                      ;; Recommend using the augment to enhance non-Odonata user's damage more reliably.
  17.                      ;; If you multi-forma'd your weapon, you should be coming as Odonata for more damage vs Golem.
  18.                      ;; Repel is decent for CC but no longer pushes Spores.
  19.                      ;; Related note: Power Strength does not affect Energy Shell, but shooting through yours
  20.                      ;;     and someone else's will result in more damage.
  21.  
  22.     ITZAL            :: Auxiliary Power(5), Energy Amplifier(5), Energy Inversion(3), Efficient Transferal(3),
  23.     (PENUMBRA)       ;; System Reroute(10), Enhanced Durability(5), Cold Snap(3), Something(x)
  24.                      ;; The new augment is useful, but not mandatory as you will rarely be using that skill for TJV.
  25.                      ;; -- 0 Forma. Use #1 sparingly; can get you stuck. Use #3 to pull spores only if asked to.
  26.                      ;; Safe to use #4 whenever. Hyperion Thrusters would require a Forma, but Blink is faster.
  27.  
  28.     AMESHA           :: Enhanced Durability(5), Energy Amplifier(5), Hyperion Thrusters(10), System Reroute(10)
  29.     (VENGEFUL RUSH)  ;; Energy Inversion(3), Efficient Transferal(3), Auxiliary Power(5), Primed Morphic Transformer(10)
  30.     (+WARDING GRACE) ;; Your role is to support all of the other squad members.
  31.   (+BENEVOLENT DECOY);; -- 2 Forma (V —). Use #1 to protect yourself and allies. Use #4 as often as you can,
  32.                      ;;     place #2 in areas you need to avoid damage, and do not use #3
  33.                      ;;     when pushing spores because it will slow their movement. Only use it for killing the Golem.
  34.  
  35. >>WARFRAMES
  36.  
  37.     NEKROS PRIME     :: Primed Flow(10), Stretch(5), Overextended(5), Quick Thinking(5),
  38.     (DESECRATE)      ;; Fleeting Expertise(4), Streamline(4), Something(x), Cunning Drift(5)
  39.                      ;; Exilus: Mobilize(3)
  40.                      ;; Variants: Replace V slot with bullet jump mod of choice. Mobilize is fine.
  41.                      ;; -- 3 Forma. Turning Desecrate on is your only real role here. Would recommend against the
  42.                      ;;     augment but it's your choice. Avoid using Shadows due to visual clutter. Terrify Augment is ok.
  43.                      ;; NOTE: Make sure to help feed injectors
  44.  
  45.     NOVA PRIME       :: Primed Continuity(10), Primed Flow(10), Constitution(3), Narrow Minded(10),
  46.     (MOLECULAR PRIME);; Intensify(5), Quick Thinking(5), Cunning Drift(5), Stretch(5)
  47.     (NEUTRAL/SLOW)   ;; Exilus: Power Drift(5)
  48.     (+AMD)           ;; Variants: Overextended (for Neutral, replace Intensify), Escape Velocity, Streamline
  49.                      ;; -- 3/4 Forma (D D — —). Recommend changing 1x V to D or —. No Arcane Helmet.
  50.                      ;; NOTE: Only MP on Stage 3. Use #2 + good AMD weapon for everything.
  51.  
  52.     NOVA PRIME       :: Primed Continuity(10), Primed Flow(10), Constitution(3), Narrow Minded(10),
  53.     (MOLECULAR PRIME);; Overextended(5), Quick Thinking(5), Stretch(5), Something(x)
  54.     (SPEED)          ;; Exilus: Cunning Drift(5)
  55.     (+AMD)           ;; Variants: Just don't get power strength
  56.                      ;; -- 3/4 Forma (D D — —). Recommend changing 1x V to D or —. No Arcane Helmet.
  57.                      ;; NOTE: Only MP on Stage 1 and Stage 2. Use #2 + good AMD weapon for everything.
  58.                      ;; NOTE2: If running with Equinox, you could use Speed Nova and Equinox's
  59.                      ;;        Provoke to turn it into a Neutral speed for Stage 3.
  60.  
  61.     TRINITY PRIME    :: Quick Thinking(5), Transient Fortitude(10), Blind Rage(10), Fleeting Expertise(5),
  62.     (ENERGY VAMPIRE) ;; Overextended(5), Primed Flow(10), Stretch(5), Vampire Leech(3)
  63.                      ;; Exilus: Power Drift(5)
  64.                      ;; Variants: Replace Power Drift with Mobilize or maxed elemental bullet jump
  65.                      ;; -- 3 Forma (— {AURA} — —). No Arcane Helmet.
  66.  
  67.     TRINITY PRIME    :: Primed Flow(10), Quick Thinking(5), Blind Rage(3-5), Streamline(5),
  68.     (BLESSING)       ;; Natural Talent(3)*, Narrow Minded(10), Constitution(3), Primed Continuity(10)
  69.                      ;; Exilus: Power Drift(5)
  70.                      ;; Variants: Replace Power Drift with Mobilize or maxed elemental bullet jump for speed runs
  71.                      ;;           You could just lazily throw on a max rank Transient Fortitude as well but be
  72.                      ;;           mindful of the duration loss.
  73.                      ;; -- 3 Forma (— {AURA} — —). Aura swapped to —. Arcane Aura Helmet.
  74.                                        
  75.     EQUINOX          :: Quick Thinking(5), Primed Flow(10), Stretch(5), Blind Rage(10),
  76.     (MAIM)           ;; Natural Talent(3), Overextended(5), Primed Continuity(10), Transient Fortitude(10)
  77.                      ;; Exilus: Cunning Drift(5)
  78.                      ;; -- 4 Forma (V V D —). Day form.
  79.                      ;; NOTE: Highly recommend but not required. Use #3 in Stage 3.
  80.                      ;;       When possible, use #2 to get enemies moving even faster.
  81.  
  82.     BANSHEE          :: Primed Flow(10), Streamline(5), Quick Thinking(5), Blind Rage(6+),
  83.     (SONAR)          ;; Transient Fortitude(10), Stretch(5), Primed Continuity(10), Resonance(3)
  84.                      ;; Exilus: Power Drift(5)
  85.                      ;; Variants: Swap Transient Fortitude or Streamline for Energy Conversion or Intensify
  86.                      ;;           Swap Power Drift for a bullet jump mod
  87.                      ;; -- 4 Forma (— {AURA} V D —). Arcane Chorus Helmet.
  88.                      ;; NOTE: Your sole purpose in the raid is to press #2. Sound Quake is not useful.
  89.                      ;;       You need to stay mobile, you need spawns to run to you.
  90.  
  91.     LOKI PRIME       :: Quick Thinking(5), Fleeting Expertise(4), Primed Flow(10), Streamline(4),
  92.     (RADIAL DISARM)  ;; Primed Continuity(10), Overextended(5), Irradiating Disarm(3), Stretch(5)
  93.                      ;; Exilus: Cunning Drift(5)
  94.                      ;; Variants: Replace Cunning Drift with Mobilize or maxed elemental bullet jump
  95.                      ;; -- 0 Forma. Arcane Swindle Helmet.
  96.  
  97.  
  98. TEAM SETUP
  99.     The Core
  100.                 Trinity   ::    EV build. Strength, Range, and negative Duration.
  101.                 Nova      ::    Molecular Prime (speed/neutral) build. Strength and Duration. Use Anti-Matter Drop
  102.                                 for AoE nukes as well.
  103.                 Equinox   ::    Maim build. Stack up a bunch of damage then detonate it. Duration, Efficiency, Range.
  104.                 Nekros    ::    Desecrate build.
  105.                
  106.     The Extras
  107.                 Trinity #2::    Blessing build. Duration, Strength, and some Efficiency.
  108.                                 Useful vs Armor Integrity mechanic.
  109.                 Nova #2   ::    Molecular Prime (neutral/slow) build. Negative Strength and positive Duration.
  110.                                 Use Anti-Matter Drop as well.
  111.                 Equinox #2::    Maim build. Stack up a bunch of damage then detonate it. Duration, Efficiency, Range.
  112.                 Loki      ::    Irradiating Disarm can be useful, but it can also slow down enemies.
  113.                                 It's okay on Stage 3 but avoid ID on the others.
  114.                                 Just use him for the Decoy&Switch if you need it.
  115.                 Banshee   ::    Sonar build + augment. Never use Sound Quake.
  116.                
  117.     Other loadout considerations:
  118.                 STANDARD MODE: Weapons modded for Corrosive + Heat damage
  119.                 ARCHWING MODE: Primary weapon modded for Radiation + Cold damage (for the Golem)
  120.                 4x Corrosive Projection Auras (remove enemy armor)
  121.                 1x Enemy Radar (really helpful when hunting for Antiserum)
  122.                 2-3x Energy Siphon (convenience)
  123.                 (Large) Team Energy Restores / Health Restores / Shield Restores.
  124.                 Medium is fine, bring more. 50+ recommended for
  125.                 Energy/Health for worst-case scenarios.
  126.                 Shield for Stage 3 tunnels.
  127.                 Do not bother with sentinels or kubrows focused on damage dealing. Huras is actually alright here.
  128.                 Arcane Barrier and Aegis are ridiculously useful inside the Stage 3 tunnel runs, but kind of a crutch.
  129.                 Bullet Jump mods HIGHLY recommend for speed runners. Being able to get around faster is king.
  130.  
  131. WANT TO READ MORE? OKAY GO NUTS
  132.     Why these frames? Why not the others?
  133.                 Simply put: 50% of the raid is about murder. The more enemies you kill,
  134.                 the more that spawn, the more sources of Antiserum you generate. But, seeing as
  135.                 how Infested are a pain in the ass and swarm you, the other 50% is CC.
  136.                 You need that Trinity to keep you nice and healthy with Blessing and Energy Vampire.
  137.                 Make sure Nova players are mashing AMD + fully charging to help AoE. Equinox is queen
  138.                 of AoE for TJV, though. Make sure you bring one to speed up Antiserum gets.
  139.                 Viral damage is weak against Infested enemies.
  140.                 Avoid using frames or abilities which slow down enemies outside of Stage 3.
  141.                 Nidus can be useful if built for an efficient and fast-acting #2, but meh for the rest.
  142.                 And just avoid Limbo because any game mode with an objective means he's useless.
  143.     Why these wings? Why not the others?
  144.                 Elytron's #1, #3, and #4 no longer impact spore pushing, but it's just not all that useful here.
  145.                 The only thing Elytron does in TJV is have high EHP if enemies are hitting you. Core Vents is ok.
  146.                 The tunnels on Stage 3 are % based, so Elytron's high numbers mean nothing in there.
RAW Paste Data
Top