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- There are 4 meta roles to eidolon fights, the current meta is: Trinity, Chroma, Volt, Harrow (in order of importance. I’ll outline their roles individually, and notes at the end about the hunt in general.
- Trinity:
- RESPONSIBILITIES - Trinity is, by far, the most important role in the eidolon fights. Trinity has to job of both collecting the lures and keeping them alive (there is an exception to this that is explained in the chroma section).
- FOCUS - Trinity is one of the three meta frames (Trinity, Volt, and Harrow) that uses the Madurai skill – primarily for the “void strike” ability. One important note about Void strike is that its prerequisite ability, void radiance is the ONLY focus ability that gets worse the more you level it. This is the only skill (void radiance) that i have not maxed out.
- ARCANES – The arcanes used on trinity vary based on how much spare platinum you have... Ideally, you want to be using 2 arcane Energizes. This helps drastically with the energy cost of the frame, minimizing the use of Energy pads. Otherwise, Arcane nullifiers can be used to allow entering the magnetic water without losing energy.
- Chroma:
- RESPONSIBILITIES – Chroma is the second most important frame in the squad, and their main job is to kill the limbs of the eidolon, and do the final kill shot. There are ways to get around having a Chroma, but it is not as effective (magus melt, please ask me or Google if you’re interested).
- Additionally, when in a co-ordinated group, Chroma has the role of collecting a charging an inntial lure, so that the first eidolon does not warp away once a limb is broken.
- FOCUS – Chroma is the only member of the meta squad that does not use Madurai. Instead, Chroma uses Unairu. The ability that warrants the use of Unairu is the ability “Unairu wisp”. This ability makes it so that when a void blast (Melee) a wisp is spawned on the ground (It looks identical to a Cetus wisp, just smaller and orange).
- This is why we (and chat) requested that you remove Vacuum/Fetch from your frame – These wisps are affected by these mods, which would make you steal them all from the other members.
- Chroma is the best choice for the frame to use unairu as they want to stay out of void mode (so can’t charge void strike buff)
- ARCANES – The arcane use on Chroma varies by a lot of factors. When there is no harrow, 2 Arcane nullifiers are used (can be a mix mash of tiers, so long as it reaches 100%, i.e one tier 3, and one tier 0).
- Assuming you use Rubico Prime, in all other instances, Arcane momentum is used alongside Arcane acceleration.
- I, however, have a very particular riven, that allows me to use a spare mod slot for Vile acceleration. This means that i do not need Arcane acceleration, and therefore use Arcane energize.
- Volt:
- RESPONSIBILITIES – Volt’s job is to place shields under the eidolons to buff the operator amps, and in a stack of 3 at a vantage spot for the Chroma to shoot through. There are 2 hidden abilities inherent to the volt shield, which are not expressed anywhere but the wiki (afaik). These two abilities 2x crit damage (not stackable) and +50% electricity damage (stackable up to 3).
- Because of this, Volt only needs to place 1 shield to buff the Amp’s crit damage, whereas the Volt should stack 3 shields for Chroma, so that they deal additional damage (even if it isn’t ideal damage).
- FOCUS – Identical selection and reasoning to Trinity.
- ARCANES – Either 2x energize or 2x nullifiers. Depends on if you want to be able to step in water or spend less on energy pads.
- Harrow:
- RESPONSIBILITIES – The job of harrow is to keep the other frames immune during the eidolon scream (so that the squad doesn’t lose their energy, what you experienced today). As a nice consequence, this immunity also grants a 50% additive crit damage buff – 200% for headshots.
- This is the frame that was missing during our run. This means that instead of 1 shotting the limbs and head of the eidolon, it was 2-3 for the limbs, and 4-6 for the headshot. This is the reason you got shots in occasionally.
- FOCUS – Identical selection and reasoning to Trinity.
- ARCANES – Either 2x energize or 2x nullifiers. Depends on if you want to be able to step in water or spend less on energy pads.
- Focus commitment – After those eidolon fights, you acquired multiple eidolon shards. These eidolon shards can be directly converted into focus to unlock focus abilities. If you want my personal suggestion, and you want to do more eidolon hunts, I recommend: Maxing out Energizing dash, and Energy Pulse in Zenurik – as this is the tree you use in all but eidolon environments.
- Then, the next step depends on what role you want to play. For Chroma, unlock Void spines, then Magnetic Blast, and then max Unairu wisp. There isn’t any other mandatory mods in that tree for hunts.
- If you want to play a non-Chroma role, unlock Madurai, and then unlock (AND DO NOT UPGRADE) Void radiance, and then max Void strike.
- After that, work on unlocking and unbinding all of the “waybound” abilities. These are the abilities that can be used in all of the trees, not just the one they originate in. The most important of these abilities is the dash speed, because this also affects the range of the dash, making moving around much faster (both for eidolons, and normal play).
- Operator arcanes – generally, either Magus Husk, or Magus vigor. Magus Husk gives more Effective Health Points (EHP) than Vigor, but I am unsure if this is only with the Hp, Armour, and health regeration waybounds unlocked.
- There are other options which include: magus repair, magus lockdown, and magus glitch. I personally run with Magus repair and magus lockdown, but that is only because I don’t swap my arcanes between eidolon fights and normal play. Ideally i would use Magus Repair, and magus Husk.
- For the Amp’s arcane slot, Virtuos Shadow is used almost exclusively. This arcane grants a 60% crit chance buff to the operator, significantly increasing damage. This arcane can be proc’d by void dashing into the eidolon’s head – this method avoids wasting void strike stacks.
- Weapon choice/builds – There are a few options for weapons and in each category, each with their advantages and disadvantages.
- Primary selection – For a primary weapon, there are 3 main options. The Lanka, Rubico prime, and Vectis prime. All of these are competent weapons and can all do the role of destroying limbs. However, all 3 of them work better than the other two, if you have a riven for them. Additionally, there is benefits to all of them.
- Lanka is a charge fire weapon, but it has a crit chance that can, without a riven, get over 100% - this is good for consistent damage, as crit multipliers can be very significant.
- Rubico prime is a hitscan weapon, but cannot, without a riven, surpass 100% crit chance. It lands at 95%. Getting a no-crit hit is unlikely, but it does happen and needs to be mentioned.
- Vectis Prime is a niche case that is only preferable if you either have Primed Chamber (one of the most expensive items in the game, don’t even think about getting one, you can’t afford it). Or a riven.
- Secondary selection – The only secondary weapons I have seen used by our squads are Catchmoon, and Staticor.
- The catchmoon can 1 shot lures, making it ideal for chroma and trinity, and it also has infinite non-wall punch through, meaning it can shed multiple Vombolyst’s physical form in a single shot.
- Staticor is a weapon I experimented with, and enjoyed using, but had to discard as my current riven roll means that I need to have a secondary to kill lures with. Staticor’s charge shot produces an AOE effect that can shed Vombolyst’s physical form without directly hitting them.
- The only other mention is a self damage weapon (i.e. Hikou prime). I personally prefer Cerata over these methods of self damage, as it is far quicker and does not waste time damaging the shields of the frame.
- Melee selection – The choice of melee (or even to have one equipped) depends on the role of the user.
- For Chroma, I strongly recommend Cerata. Cerata can grant the entire damage buff of the Chroma (100 damage to self) in as little as 1 second.
- For other frames, I recommend using no melee at all. The reasoning for this, is that if you have a melee weapon equipped, and you use it, you will waste a void strike charge. Having no melee equipped eliminates this problem.
- My build for Chroma is here: https://imgur.com/a/mFQDHj7
- My build for Rubico is here: https://imgur.com/a/nC78Tk6
- There is a HUGE caveat to this build – it REQUIRES heat/electricity on a riven to function, at all. Without a riven, you need to use a second elemental mod to create Radiation, and replace Vile acceleration to vigilante armaments.
- Additonally, this build is specifically for Chroma and his Vex armour. With other frames, replace Primed cryo rounds with Serration.
- My build for Cerata is here: https://imgur.com/a/5LOwNqk
- Other small notes:
- Some squads will “precharge” their VS before night actually starts. This charging changes how the chroma and trinity have to play their roles, as they have VS charges to use and the chroma can shoot sooner than usual. In this instance, it is important that you do not leave the gate area, as doing so can cause grineer to spawn, which blocks spawning spaces for Vombolysts that are used to charge the initial lure that the chroma grabs.
- We usually charge void strike after the eidolon has been downed into it’s regenerative state (when the eidolon absorbs the vombolysts). We dump any excess charges before we do this to ensure that we charge the maximum possible, 8.
- The amp that we use in the fights is some variation of an X27. X meaning any, 2 meaning the Shraksun scaffold, and 7 meaning the Certus brace. The X23 is a slightly weaker, but significantly easier amp to obtain. The only difference between the two is the crit chance.
- What we did on stream today was a 3x3 – 3 sets of eidolons. We usually achieve a 5x3 if all goes smoothly. Hopefully we’ll be able to tutor you towards that higher end, and do a 5x3 together :D
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