Navigation

Account

Social

Zephyr Prime

Eternal Flights ZEPHYR | Grouping & Aerial Weapon Platform | Ensnare | SP

by last updated 4 months ago

30

Take to the skies with this golden bird of destruction.

0 VOTES
0 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
555
SHIELD
555
SPRINT SPEED
1.15
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,545
Guide
0 Comments
Zephyr Prime builds
Builds by H_ex

Eternal Flights ZEPHYR | Grouping & Aerial Weapon Platform | Ensnare | SP

Nulla. Introduction:


Helminth: Ensnare.

The stealth bomber who could. A Zephyr build centered around upkeeping Tailwind and grouping making for her suitable for a wide range of weapons - an aerial weapon platform. This is supported by number of abilities as well as the selected arcane.

Configuration above is the standard build, optimized without archon shards, check below for alternative build versions.


I. Unlisted Recommendations:


Gas/Electric Loadout:
Electric and Gas status produce are DoTs that exhibit an AoE effect, damaging enemies within close proximity. Each tick of status damage helps creates a feedback loop for both gas and electric, returning extremely high amounts of damage. The status effects of Heat/Toxin/Slash do not behave in the same manner, hence their discouragement (but still good due to the innate nature of [Zephyr]'s tornadoes). This also synergizes with [Archon Stretch] if you decide to slot that in of regular [Stretch].


II. Core Gameplay:


Main Playstyle:
• Upkeep Turbulence (3) to be able to keep deflecting projectiles essentially making you immortal against range enemies, however you'd remain vulnerable to melee enemies. To alleviate this, cast Tailwind (1) while high in the air, (but not too high where you are unable to absorb loot) allowing to take full advantage of Turbulence. Cast Tornadoes (4) on a group and Ensnare (2) any enemy to pull even more enemies into the Tornado. Tip: Acolytes are vulnerable to Ensnare making them sit in place while also grouping other enemies around it.

Survivability:
• Upkeeping Turbulence contributes to most of your survivability due to its [Reflect] all projectiles, however it should be noted that you are still vulnerable to AoE produced from projectiles. Ensnare and Tornadoes are strong abilities for crowd control, contributing further to your survivability. If shields break or status effects are damaging, [Catalyzing Shields] is present to assist with staying alive as well (by casting Tornado). Keep moving while in Tailwind to avoid certain Eximus abilities as some of them are still able to target you while you are mid-air such as Leech Eximus Units.

Energy Economy:
• 175% efficiency means the player is able to constantly cast abilities with max leniency in addition with the assistance of Arcane Energize making the whole energy economy almost non-existent. 105% duration also causes Tailwind to drain at max efficiency.


III. Modding Analysis:


Aura:
[Brief Respite]:
Due to recent changes of shield gate and the addition of innate [Enemy Radar], the aura mod: [Enemy Radar] has less of a reason to be slotted, so [Brief Respite] takes its place. [Brief Respite] allows for replenishment of shields, though shouldn't be often, can be reset by casting Tornado.

Exilus:
[Primed Sure Footed]:
Chosen to offset knockdowns. Alternatives: [Handspring]

Main Mods:
[Catalyzing Shields]:
Reduces maximum shield capacity, but increases the shield gate window at lower shield amounts, effectively restoring old shield gate without the need to equip the Decaying Dragon Key.

[Primed Flow], [Streamline] (r4):
[Primed Flow] increases the [Maximum Capacity] to hold energy and with Arcane Energize equipped, it allows [Zephyr] to drop efficiency slightly in favor of being able to gate with Tornado in one cast. [Streamline] is present to decrease the cost of all abilities (mainly Tailwind) while also satisfying the previous statement. Tailwind's energy drain at the current duration/efficiency configuration goes from 5/s (2.76s @ 179% ability duration) to 1.96/s (Tailwind consumes 70% more energy before after duration, before [Streamline]).

[Overextended], [Stretch]:
235% range results in Ensnare being able to group enemies 23.5m away with no energy cap. Ensnare also has the nice bonus of being the only grouping ability that doesn't require the need for Line of Sight to group and is possesses a hit-scan casting system as opposed to airburst which takes time to travel and must collide to group. [Archon Stretch] was not selected for this build because of high reliance of Tailwind making Archon Stretch's secondary function useless. Augur Reach can be a substitute for Stretch to assist with shield-gating.

[Primed Continuity], [Augur Message]:
179% ability duration decreases the amount of casting needed to upkeep Turbulence and Tornado while also decreasing the energy consumed overtime by Tailwind. Any lower and it might be considered a hassle.

[Natural Talent]:
Casting Speed is good given how often you will be casting Ensnare, Turbulence and Tornadoes. It is a flex slot however, if you'd prefer to slot something else or have already have Amber Archon Shards equipped. Recommended alternatives include: [Augur Reach], [Funnel Clouds].


IV. Focus & Arcanes:


Arcanes:
Arcane Energize:
Assists with managing energy economy.

Arcane Acceleration/Tempo/Velocity:
All the above arcanes increase the fire rate for our designated weapon of choice, it'll depend on what you bring as your main DPS weapon. Bring the appropriate arcane that boosts it accordingly.

Focus:
No particular synergies. Focus choice is up to you.


V. Archon Shards:


Crimson Shards:
• 2-3 +10% Ability Duration (2 +15% Tau): Extra duration positively affects her entire kit, except for Tailwind if at max energy drain efficiency.

Amber Shards:
• 2 +25% Casting Speed (1-2 +37.5% Tau): Can be slotted along with or to substitute out [Natural Talent].
• 2 +50% Effectiveness on Energy Orbs (1 +75% Tau): Allows for the removal of Arcane Energize if another arcane piques your interest.

Azure Shards:
• 1-2 +50 Energy Max (1-2 +75% Tau): Assists with managing Energy Economy further.

Emerald Shards:
• 2 Increase max stacks of Corrosion Status by +2 (2 +3 Tau): Allows the Corrosion status to fully strip.

Topaz Shards:
• Regenerate +5 (+7.5 Tau) Shields when you inflict an enemy with Blast Status: Assists with survivability, not mandatory in the slightest.

Violet Shards:
• 1-3 Gain +30% (1-2 +45% Tau) Primary Electricity Damage. Gain an additional +10% (+15% Tau) per Crimson, Azure, or Violet Archon Shard equipped: Good for primary focused builds without innate electricity (the bonus does mix with other primary elements) and if other shards that further boost the bonus are used.
• 1-2 Gain +25% (1-2 +37% Tau) Melee Critical Damage. When max Energy is over 500, the damage boost doubles: If melee is used, this can be considered, but not mandatory in the slightest.


VI. Final Notes:


Tailwind:
• While hovering, slide to accelerate faster than regular movement for a brief period.

Ensnare:
• Re-castable only on new targets.
• Ensnare is a two-handed ability.
• Slow group speed compared to other subsumes, but not a real drastic difference in this build.
• Ensnare does not need LoS (Line of Sight) to group.


VII. Logs (dd.mm.yyyy):


• 13/08/2021 - build made.
• 02/09/2021 - updated build with other player's preferences in terms of mod substitution from the warframe 'build' discord.
• 15/09/2023 - guide maintenance.
• 09/01/2024 - build update to match u34/35.