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Zephyr Prime

The Flying Tank

by last updated 2 years ago

60

Take to the skies with this golden bird of destruction.

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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
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Zephyr Prime builds
Builds by Moonlightdoe

The Flying Tank

I picked up [Zephyr Prime] early into getting Primes, and she's been my Primary Frame ever since.
As a result, I ended up building her a bit differently from how I've seen others do it. As my teammates like to jest, I own a flying tank.
A discovery I made by accident which helped cement her position is this, is one I wish to share here.

The smaller the range, the better. Duration is what works best in high doses.

That sounds a bit crazy, but hear me out.

Tail Wind - Decreased range in Tail wind doesn't affect how far she can fly with this set up, the sheer speed she goes at means I can fly from one end of the Plains of Eidolon to the other without having to touch the ground. Hovering in one place makes you an easy target, keep moving and you'll have to worry about bullets and lasers a lot less.

Airburst - Decreased range means you basically get all three orbs touching, making it much easier to hit clusters in your tornadoes, giving you a higher damage output as it's much easier for them all to connect.

Turbulence - A very helpful ability for when doing Arbitration and Steel Path, makes you effectively immune to damage for a bit, very handy if you're in a pinch.

And last but not least.

Tornado - This is where the smaller range reveals it's true strength, precise crowd control. The range of Tornado does not affect how far away they spawn or how many enemies they can pick up. The range affects how close to your crosshairs they spawn. With the range shrunk this small, they spawn with their tops touching, exactly where you're pointing.
Need to get enemies off a defense point, three natural disasters dropped straight on their heads will do just the trick.
Want to revive a team mate? Drop those puppies down and revive away with ease.
Additional note, the Tornadoes don't 'Wander' as they're described, they follow where you're shooting, high strength and high duration mean this is easier to see, drop the tornadoes on one set of enemies, start shooting at another group, and your Tornadoes will [Rush] over to snatch the second group up.

To use an old saying, it's like shooting fish in a barrel, perfect for those days when you just want to ruin your enemies lives.
They're not going to Kansas, they're going to the morgue.