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Trinity Prime

[A] Abating Link + Breach Surge Trinity

by last updated 7 months ago

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Become the bastion that defends allies using powerful healing abilities with Trinity Prime. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
555
SPRINT SPEED
1.1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,277
Guide
1 Comment
Trinity Prime builds
Builds by JuneSE

[A] Abating Link + Breach Surge Trinity

Greetings!

Here's my general use [Trinity] build.
[Trinity] is an oldie, her kit is still somewhat decent, although I'd love for DE to tweak some numbers, especially when it comes to her ability duration.
She is locked behind long boss fight, but her Prime variant usually does not cost much, as she is not very popular among the community.
This build "does the job" for me, hopefully it inspires yours.

Requirements

  • Rank 5 Syndicate (Abating Link augment)
  • Arbitration (Adaptation)
  • Helminth ([Wisp])

Purpose of this build
This build aims to be self sufficient, but fits well into public squad in general : it can crowd control, remove enemy armor and give DR and energy.
It should work decently in pretty much every content - excluding (very) long endurance and round 10/12+ SP Circuit.
It does not try to [Reach] level cap enemies and whatnot, I just wanted to survive a few hits and not have to think about shield gating every second.

Abilities
[Trinity] passively revives quicker and from further away : basically has no passive, happens.

Well of Life (1) lifts an enemy target in the air and make it invulnerable. Trin and her allies within the aura are healed and immune to status effects.
This is not a very interesting ability, its aura radius and effects are negligible : Helminth slot yey!
Note that this ability works on systhesis target.

Breach Surge (Helminth - 1) blinds enemies (eximus through overguard included) around the caster. If an enemy is struck by damage from a weapon or an ability, it has a 10% chance to release a homing projectile that seeks the head of another enemy, which will deal rediation damage - based on damage dealt to the first enemy, and amplified by 2 (increased by ability strength). A blinded enemy will always release a projectile if it is killed.
This is crowd control and more damage, pretty much all we need!

Energy Vampire (2) staggers an enemy target, and make it emit 4 pulses in the span of its duration (killing the enemy procs every remaining pulses), restoring energy to Trin and allied warframes. This ability does true damage based on target's current health. With high strength and some Viral status, it can basically one shot an enemy - but this is a fun fact for another build! Everyone loves energy, so definitely a keeper.

Link (3) tethers Trin to the 3 closest enemies - bypasses obstacles. While linked, she reduces incoming damage to herself and transfers incoming damage as well as status effects to the tethered enemies. Additionally, the [Abating Link] augment strips the armor of the tethered enemies.
This is one of the many DR tool we have to facetank enemies, as well as being our armor strip/status immunity.
Small tip : a linked is within Energy Vampire pulses' range so you know you will get energy back if you combine these two.

Blessing (4) restores health and shields of Trin and her allies within her affinity range. It also grants a DR buff for some duration.
Basically and oops button - or it can keep your allies alive when their shields break for instance.

Build
Aura is up to personal preference, Corrosive Projection is not required as we have more than enough str to shred the enemy's armor entirely from the get-go. I usually run [Sprint Boost].
The mod setup goes for negative efficiency but does not use [Brief Respite] nor Augur mods : Blessing is our way to shield gate when needed, but we generally aim to face tank enemies, hence the Umbral and Adaptation setup.
Sure Footed in case you run AoE weap/Link is not up/in range. Handspring is also an option, or even Power Drift if you feel like Link is enough - further justifying the choice of running [Transient Fortitude].
If the energy drain seems like too much, run [Transient Fortitude] over [Blind Rage], Molt Augmented will make up for the lack of strength in order to fully armor [Shred] with Link.
Low efficiency means we need to use [Flow] if we don't want to be out of energy from the use of only one ability.
Range does not matter for Blessing, but is required for every other ability, hence the use of [Overextended].

Helminth
Went into some details in the earlier sections.
Breach Surge feels like the best option, but feel free to try any other crowd control ability - think Resonator, Condemn, Ensnare, ect...

Arcanes
Augmented will increase Breach Surge damage and Energy Vampire sustain the longer we go.
Energize is an option if you are afraid of running out of energy at some point.
Other than that, find what feels best for you : be tankier with Guardian/Reaper/Tanker/Barrier, deal more damage with Avenger/Arachne/ect...

Archon Shards
This build is playable with no Archon Shards.
If you want to spend some, run Casting Speed x2, and some Duration/Str and/or Health/1 Armor.

Gameplay
Try and keep 3 active as much as possible. It helps to keep track of enemies position, and make you a lot more tankier.
Use 2 to [Regen] energy when necessary. If you are using a projectile based weapon, try and shoot before casting on your target.
Use 1 to blind enemies, and enjoy the sparks dealing millions.
Use 4 if you want to help an ally out to regen his hp/shield, or yourself. Keeping the DR buff up further increase your DR, especially when Adaptation is not stacked.
Using your ability while aim gliding will help with the animation lock.

About me
PC - June#681
I like support-frame the most - such as Trinity and Citrine.
I like to write stuff and am a depressed mess IRL.

Last update : 13/10/23 (dd/mm/yy)