This build focuses on the improvement of [Mag]'s Magnetize without rendering her other abilities useless.
"Aahaha, [Mag] is useless. That was your starter choice? Too bad."
...was one of the first advices I got when I started playing. No explanation, just "[Mag] sucks." This and similar things made me quit the game for half a year.
Thank god I gave it another chance and started learning and progressing on my own.
Compared to [Excalibur] and [Volt], [Mag] certainly is trickier to utilize as a beginner. But she has tremendous potential. And popcorn.
1 - Pull: Pulls enemies towards you and lets them fall down. Launching foes over a cliff is always an enjoyable hobby.
Pull is probably my least used ability. I use it to play around or launch enemies into oblivion if they're in a good position. Pull kills have an increased energy orb drop chance.
2 - Magnetize: Create a magnetic bubble around an enemy. Stuns. Others are pulled to the center. Multiplies all incoming damage, redirects all projectiles to the center. Explodes.
Is that Nox or Bursa annoying you? Do you see a tasty group of enemies and want them to hug each other? Hit 2, shoot, and everything will melt. Does very interesting things with projectile weapons.
3 - Polarize: Creates a slowly growing energy wave. Fully restores own and allies' shields (defensive objectives too). Deals damage and reduces enemy shields or armor. (Range is duration based, similar to [Nova]'s 4.)
Works fine on low to mid level enemies, but won't hurt or strip alot of armor off higher level foes. I mostly use Polarize to keep my squad's shields topped. Weakening and damaging enemies is a helpful side effect.
4 - Crush: Stuns and damages enemies in an area around you. Generates shields/overshields for your squad and companions (near you) per enemy hit.
One cast will add 3 ticks of overshields per enemy. So...with this build the tooltip says "Shield/Hit 55.63" and let's say you hit 10 enemies with your cast, that would generate
10*(3*55.63) = 1668.9
shields/overshields. The max amount of overshields you can have on top of your regular shields is 1200 (exception: Harrow, 2400), so you and your mates will always be topped out with one cast.
If you wanna...
- Kill a heavy enemy? Cast Magnetize (2), shoot.
- Refill all shields, mediocre aoe damage, weaken foes' armor? Cast Polarize (3).
- Stun all nearby enemies, bigger chunk of damage, generate overshields for everyone? Cast Crush (4). Hildryn players will love you.
- Bully a Grineer? Cast Pull (1).
Feel free to use any arcanes you prefer/own.
Energize: Despite 175% efficiency, your energy consumption can still be pretty high.
Grace: In case you get hit by a nasty toxin status effect, this can be your live-saver. Edit: Probably not the best choice anymore after the (recent) damage type and arcane reworks. Still good though.
- One could argue that [Corrosive Projection] or Energy Siphon would be more beneficial. Yes, probably. But Growing Power or the weapon Amp aura of your choice will do their job.
- Steel Charge would allow you to use max rank Adaptation and Power Drift.
- I might add an Aura Forma in the future to enable build variations.
- IMPORTANT: 175% is the efficiency maximum, so there's no reason to mod for more!
- This build works fine with regular mod versions, Umbral and Prime mods are just upgrades.
- Edit: I fiddled about with a few mod ranks. Feel free to adjust the ranks of Power Drift, Fleeting Expertise, Stretch, Streamline, or Adaptation to your own preferences...
- I haven't done much testing with [Mag]'s Augment mods (yet), so I cannot tell how powerful they are. Will be updated when it's done...
Grab a [Penta] (no optimized build needed), head to the Simulacrum (or any other place where you can get a bunch of heavily armored enemies into a Magnetize bubble), bubble 'em up and toss a grenade. Done, popcorn. ;)
Questions? Feel free to message me ingame or via Discord. :)
Warframe tips and beginner's guide here.