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Djinn

LJ's Undying Synth Djinn

by last updated 4 years ago

30

With 'Thumper' and 'Fatal Attraction' as default Precepts, Djinn is a combat Sentinel. Djinn also comes with a poison dart weapon. Note: This item requires two open slots.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ARMOR
80
HEALTH
560
SHIELD
250
Guide
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Djinn builds
Builds by LJHalfbreed

LJ's Undying Synth Djinn

[Overview]

I really really like [Dethcube], but let's face it, even with [Shepherd], after a while enough AoEs will nuke him, and well... no more cubeyboii. Normally no big deal, but i'm trying to push my Nekros further specifically for certain farms/events where I don't want break my finger spamming [Hydroid]'s 4 or have nukers on team kill stuff before they get hung by [Khora]'s 4.

So the goal here is to have a companion that uses the two Synth mods (for increased orb generation), has barely enough armor/hp to survive an aoe or two (combined with [Shepherd]), and of course, have the Simaris mod "Awaken". End result is hopefully a companion that can survive extended Toroid farming, at least every 90 seconds or so. With my [Nekros] build, the synth combo is too good to pass up. YMMV

The goal is also to make the [Djinn] 'vanilla' enough to be useful for my [Nezha] and [Rhino], but we'll see.

Next idea would be to rig up a special [Smeeta Kavat] (and do some adjustments on my [Nekros]) to aim for synth+link setup. However, sentinels give me access to weapons like the Dethmachine Rifle, which means I can spam lots of gas+electric to get plenty of AoEs out there and trigger Deconstruct more often. A MOA could work, but I feel the MOA mods are kinda junk compared to kavat/Kubrow/Sentinel mods.

MODS

In case you didn't already know from like forever ago, this combo means your companion generates health orbs, and the Fiber means you can always pick up health orbs to double your companions armor. This also means you can continually trigger useful warframe mods like "[Health Conversion]" and "[Equilibrium]". On a [Nekros], [Rhino], or [Nezha], being able to maintain that 1350 armor is unbelievably useful.

Finally, it's tough to check, but it seems like Fiber is a 'total modifier', as opposed to base or whatever. Metal Fiber takes us up to 105, Shepherd makes that 180-ish, and then doubled would be 570. That's a pretty healthy

Somewhere around lvl 100 enemies that have lots of AoEs (Toroid Farming, Scarlet Spear) eventually the [Dethcube] will go down. From there, it's only 2 more lives then game over, and I have to bail. I [Hate] bailing right when it is getting fun.

I think having both is a bit overkill, but the idea is that I don't want to wait 90 seconds for my health-equilibrium-healthconversion engine to kick in. The idea in my head is that it would go Reawaken->Regen->Reawaken for at least 6-ish lives, as long as Djinn isn't dying much more than every 50-ish seconds. And if he's dying that fast, I probably have to bail and rethink my build anyway. I just would prefer to have more of a buffer, especially against Sentients.

I get tired of spamming health pads during downtime between waves, so [Repair Kit] is in. [Vitality] and Fiber are great though.

The rest of the utility needed in the kit. Instinct to know where the loot is, assault to generate more orbs, [Vacuum] to shlurp it all up.

And that's that. I pair this with a Dethmachine Rifle loaded with Gas+electric to make sure things get damaged, and some of the Vigilante set to round things out.