Hello there,
Introduction:
THIS IS NOT A BUILD!!!
This is my blank guide formula.
Playstyle:
In here I describe how I use my build.
Attributes & Abilities:
Here I describe the stats present in a given build (already modified) and any additional information about "non-standard" mods, as well as abilities (including passives) and attributes.
Suggested Aura Mod:
For best results use Aura Forma, so that it can be changed, when needed.
Suggested Exilus Mod:
Must be unlocked with an Exilus Adapter.
- NONE - if there is no such need, then there is no point in unlocking the slot.
- Aero Vantage - A set mod that grants reduced gravity during Aim Glide.
- Agility Drift - Reduces damage taken while airborne and reduces enemy accuracy when targeting the player.
- Aviator - Reduces damage taken while airborne for the player.
- Armored Recovery - Grants damage resistance while knocked down at the cost of reducing slide distance for the player.
- Battering Maneuver - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Impact damage to Bullet Jump.
- Coaction Drift - Increases an Aura's strength and effectiveness.
- Conductor - Warframe Augment for Octavia that allows her to command Resonator by reactivating it, ordering it to move to her reticle with increased speed.
- Cunning Drift - Increases slide, reduces friction and increases Ability Range.
- Endurance Drift - Increases Maximum Energy and parkour velocity.
- Enemy Sense - Displays all enemies within its radius with red markers on the mini-map.
- Escape Velocity - Grants Nova and her allies increased movement speed after teleporting.
- Firewalker - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Heat damage to Bullet Jump.
- Gale Kick - Jump Kicks deal a percentage of the equipped melee weapon's damage as Impact damage, and knocks nearby enemies down when killing with it.
- Handspring - Speeds up a Warframe's knock-down recovery rate.
- Heavy Impact - Allows a Warframe to create shockwave from heavy landings.
- Hysterical Assault - Warframe Augment for Valkyr that allows her to pounce onto enemies while in Hysteria, dealing damage on contact.
- Ice Spring - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Cold damage to Bullet Jump.
- Kavat's Grace - Negates hard landings from high velocity falls.
- Lightning Dash - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Electric damage to Bullet Jump.
- Maglev - Increases slide speed, and decreases Friction.
- Master Thief - Grants a chance of unlocking locked lockers.
- Mesa's Waltz - Warframe Augment Mod usable in both PvE and PvP that allows Mesa to move at half speed while channeling Peacemaker.
- Mobilize - Increases Bullet Jump speed and the duration of Aim Glide and Wall Latch.
- Motus Signal - Increases maximum Double Jump Height.
- Pain Threshold - Increases the stagger recovery of your Warframe.
- Patagium - Increases the duration of Aim Glide and Wall Latch.
- Piercing Step - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Puncture damage to Bullet Jump.
- Power Drift - Increases Ability Strength and grants a chance to resist knockdown.
- Proton Pulse - Increases Bullet Jump speed after performing a Wall Dash.
- Rending Turn - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Slash damage to Bullet Jump.
- Retribution - Grants a chance to deal Electricity damage to enemies when they deal shield damage to a Warframe via a melee attack.
- Revealing Spores - Warframe Augment Mod that causes enemies affected by Saryn's Spores to show up on the minimap.
- Rime Vault - Gives a purely cosmetic Cold effect to Bullet Jumps.
- Rush - Increases the speed at which a Warframe moves while sprinting.
- Speed Drift - Increases sprint speed and casting speed.
- Stealth Drift - Increases enemy detection on the mini-map and Aim Glide and Wall Latch time.
- Streamlined Form - Increases Holster Speed and slide speed, and decreases Friction.
- Sure Footed - Increases a Warframe's chance to resist knockdown.
Primed Sure Footed is exclusive to the Daily Tribute system. It will become available at first at day 400. TAKE IT!!! - Synth Reflex - Increases weapon holster speed.
- Thief's Wit - Adds a loot radar to the minimap.
- Toxic Flight - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Toxin damage to Bullet Jump.
- Venomous Rise - Gives a purely cosmetic Toxin effect to Bullet Jumps.
- Vigilante Pursuit - Displays all enemies within its radius with red markers on the mini-map.
- Voltaic Lance - Gives a purely cosmetic Electricity effect to Bullet Jumps.
- Warm Coat - Increases a Warframe's shield resistance against the cryogenic temperatures environmental hazard.
Suggested Warframe Arcane Enhancements (Max Rank Description):
- Arcane Acceleration - On Critical Hit, 30% chance for +90% Fire Rate to Primary Weapons for 9s.
- Arcane Aegis - On Shield Damaged, 3% chance for +30% Shield Recharge for 12s.
- Arcane Agility - On Damaged, 60% chance for +60% Parkour Velocity for 18s.
- Arcane Arachne - On Wall Latch, +150% Damage for 30s.
- Arcane Avenger - On Damaged, 21% chance for +45% Critical Chance for 12s.
- Arcane Awakening - On Reload, 60% chance for +150% Damage to Pistols for 24s.
- Arcane Barrier - On Shield Damaged, 6% chance to instantly restore all Shields, 6s cooldown.
- Arcane Blade Charger - On Primary Weapon Kill, 30% chance for +300% Melee Damage for 12s.
- Arcane Blessing - On Health Pickup, +24 Max Health. Stacks up to 50x.
- Arcane Bodyguard - On 6 Melee Kills within 30s, Heal Companion for 900.
- Arcane Consequence - On Headshot, +60% Parkour Velocity for 18s.
- Arcane Deflection - Passive, +102% chance to resist a Slash Damage effect.
- Arcane Double Back - Gain +25% damage resistance for 4s per Dodge, Double Jump and Bullet Jump. Stacks up to 3x.
- Arcane Energize - On Energy Pickup, 60% chance to replenish 150 Energy to self and allies within 15m. 15s cooldown.
- Arcane Eruption - On Energy Pickup, 100% chance to Knockdown nearby enemies.
- Arcane Fury - On Critical Hit, 60% chance for +180% Melee Damage to Melee Weapons for 18s.
- Arcane Grace - On Health Damaged, 9% chance for +6% Health Regeneration/s for 9s.
- Arcane Guardian - On Damaged, 15% chance for +900 Armor for 20s.
- Arcane Healing - Passive, +102% chance to resist a Radiation Damage effect.
- Arcane Ice - Passive, +102% chance to resist a Heat Damage effect.
- Arcane Intention - Gain +250 Max Health per active channeled ability.
- Arcane Momentum - On Critical Hit, 60% chance for +150% Reload Speed to Sniper Rifles for 12s.
- Arcane Nullifier - Passive, +102% chance to resist a Magnetic Damage effect.
- Arcane Phantasm - On Parry, 45% chance for +60% Speed for 18s.
- Arcane Pistoleer - On Pistol Headshot Kill, 60% chance for +102% Ammo Efficiency for 12s.
- Arcane Power Ramp - On Ability Cast, Next Ability cast gains +9% Strength, stacking up to 4x. Resets when the same ability is recast consecutively.
- Arcane Precision - On Headshot, +300% Damage for 18s on Secondary Weapon.
- Arcane Primary Charger - On Melee Kill, 30% chance for +300% Primary Weapon Damage for 12s.
- Arcane Pulse - On Health Pickup, 60% chance to restore 300 Health to allies within 25m. 15s cooldown.
- Arcane Rage - On Headshot, 15% chance for +180% Damage to Primary Weapons for 24s.
- Arcane Reaper - On Melee Kill, +24 Heal Rate/s and +660 Armor for 10 seconds.
- Arcane Resistance - Passive, +102% chance to resist a Toxin Damage effect.
- Arcane Rise - On Reload, 60% chance for +150% Damage to Primary Weapons for 24s.
- Arcane Steadfast - On Ability Cast, 20% chance that the next 3 Abilities will not cost Energy.
- Arcane Strike - On Hit, 15% chance for +60% Attack Speed to Melee Weapons for 18s.
- Arcane Tanker - On Archgun Equipped, +1200 Armor for 60s.
- Arcane Tempo - On Critical Hit, 15% chance for +90% Fire Rate to Shotguns for 12s.
- Arcane Trickery - On Finisher Kill, 15% chance to become invisible for 30s.
- Arcane Ultimatum - On Finisher Kill, +1200 Armor for 45s.
- Arcane Velocity - On Critical Hit, 90% chance for +120% Fire Rate to Pistols for 9s.
- Arcane Victory - On Headshot Kill, 75% chance for +3% Health Regeneration/s for 9s.
- Arcane Warmth - Passive, +102% chance to resist a Cold Damage effect.
- Theorem Contagion - Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing 150 damage increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for 30s upon leaving the zone.
- Theorem Demulcent - Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. The effect persists for 20s upon leaving the zone.
- Theorem Infection - Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within 90m by 24%/s stacking up to 15x. The effect persists for 20s upon leaving the zone.
- Molt Augmented - On Kill, +0.24% Ability Strength. Stacks up to 250x.
- Molt Efficiency - While Shields are Active, Gain 6% Ability Duration per second, up to a maximum of 36%.
- Molt Reconstruct - Heal yourself and your allies within Affinity Range 6 Health for each Energy point spent on the initial casting cost of abilities.
- Molt Vigor - On Operator Ability, 45% Ability Strength on next Warframe Ability Cast.
Suggested Archon Shards (Tauforged):
- Crimson Archon Shards (RED):
+25% (+37.5%) Melee Critical Damage
+25% (+37.5%) Primary Status Chance
+25% (+37.5%) Secondary Critical Chance
+10% (+15%) Ability Strength
+10% (+15%) Ability Duration - Amber Archon Shards (YELLOW):
+30% (+45%) Maximum Energy is filled on Spawn
+100% (+150%) Effectiveness on Health Orbs
+50% (+75%) Effectiveness on Energy Orbs
+25% (+37.5%) Casting Speed
+15% (+22.5%) Parkour Velocity - Azure Archon Shards (BLUE):
+150 (+225) Health
+150 (+225) Shield Capacity
+50 (+75) Energy Max
+150 (+225) Armor
+5 (+7.5) Health/s Regenerated - Violet Archon Shard (Crimson + Azure) (VIOLET):
Gain +10% (+15%) Ability Damage on enemies affected by Electricity Status
Gain +30% (+45%) Primary Electricity Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped
Gain +25% (+37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles
Health pickups give +20% (+30%) Energy. Energy pickups give +20% (+30%) Health - Topaz Archon Shard (Crimson + Amber) (ORANGE):
Gain 1 (2) Health per enemy killed with Blast Damage. Max 300 (450) Health
Regenerate +5 (+7.5) Shields when you inflict an enemy with Blast Status
Increase Secondary Critical Chance by 1% (1.5%) every time you kill an enemy affected by Heat Damage. Max 50% (75%)
Gain +10% (+15%) Ability Damage on enemies affected by Radiation Status - Emerald Archon Shard (Amber + Azure) (GREEN):
Toxin Status Effects deal +30% (+45%) more damage
[Recover] +2 (+3) Health each time enemies are damaged by a Toxin Status Effect
Gain +10% (+15%) Ability Damage on enemies affected by Corrosion Status
Increase max stacks of Corrosion Status by +2 (+3)
Suggested Focus School:
- Madurai:
Power Transfer - 50% Casting Speed on switching to Warframe.
Sling Strength - Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s. - Vazarin:
Void Snare - Ability launches a projectile that spins up a vortex trap on impact, or tap 2 again to detonate in-flight. Trap lasts 8s.
Protective Sling - Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost. - Naramon:
Power Spike - Melee Combo Counter now decays while out of combat by 5 every few seconds, instead of depleting completely. - Unairu:
Poise - Gain immunity to slow, stagger, and knockdown effects for 40s after transferring between Operator or Warframe.
Magnetic Flare - Use your first Ability to create a 8m radius field that lasts for 30s and disables the shields of any enemy that enters it.
Caustic Strike - Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap 2 again to detonate in-flight. - Zenurik:
Energy Pulse - Energy pickups grant 50 % additional energy over 5s.
Wellspring - First Ability creates a well of energy for 8s. Allies passing through the well gain 5 Energy/s for 30s. Use your first Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
Temporal Drag - Second Ability emits a radial burst, slowing any enemy it touches by 80% for 10s.
Suggested Helminth Subsumable Abilities:
- Empower - Increase the strength of your next ability use.
- Infested Mobility - Increase your parkour velocity.
- Master's Summons - Heal your companion and call it to your side.
- Rebuild Shields - Instantly restore your shields.
- Perspicacity - Automatically succeed at your next hack attempt.
- Energized Munitions - Imbue your weapons with ammo efficiency.
- Marked For Death - Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it.
- Expedite Suffering - Hit enemies in a cone, affected enemies will have their Bleed and Toxin status removed, and their remaining damage dealt in a burst.
- Parasitic Armor - Sacrifice Shields to reinforce Armor for a period of time.
- Hideous Resistance - Grant yourself immunity to Status effects.
- Voracious Metastasis - Consume Energy to heal yourself and grant matching Energy to each ally.
- Sickening Pulse - Emit a pulse that adds stacks to Status Effects already afflicting enemies, except Bleed, Heat, and Toxin effects which are duplicated with fresh timers.
- Golden Instinct - Send out a short-lived Void Spark that is drawn toward the nearest Medallion, Ayatan Sculpture, rare crate, unscanned Kuria or unscanned Fragment.
- Shuriken - Damage, Slash Status on Hit, with augment Seeking Shuriken, Armor Strip.
- Petrify - Crowd Control, with augment Ore Gaze, Scan to Codex, Farming.
- Silence - Damage Debuff, Disable Enemy Abilities, Stealth, with augment Savage Silence, Increasing Finisher Damage.
- Lull - Crowd Control, Stealth, with augment Endless Lullaby, re-trigger Lull, Increases Lull's Duration.
- Sentient Wrath - Crowd Control, Damage Debuff.
- Fractured Blast - Crowd Control, Healing, Energy Restore.
- Elemental Ward - with augment Everlasting Ward, Support.
- Wyrd Scythes - Crowd Control, Damage.
- Fire Blast - Crowd Control, Armor Strip, with augment Healing Flame, Healing, with augment Purifying Flames, Status Immunity.
- Rest & Rage - with augment Calm & Frenzy, Crowd Control, Damage Debuff, Stealth.
- Radial Blind - Crowd Control, with augment Radiant Finish, Increasing Finisher Damage.
- Ice Wave - Crowd Control, with augment Ice Wave Impedance, Slowing Down Enemies.
- Spectrorage - Crowd Control, with augment Spectrosiphon, Increasing Drop an Energy Orbs.
- Blood Altar - Healing.
- Thermal Sunder - Crowd Control, Nuking, Damage Buff, with augment Thermal Transfer, Increasing Elemental Damage.
- Nourish - Crowd Control, Damage Buff, Energy Restore, with augment Hearty Nourishment, Clear Status Effects, Gain Status Immunity.
- Coil Horizon - Damage, Crowd Control.
- Condemn - Crowd Control, Shield Restore.
- Pillage - Defense Strip, Shield Restore, Status Cleanse.
- Tempest Barrage - Damage, Crowd Control, with augment Corroding Barrage, Inflicting a Corrosive Status Effect.
- Desiccation - with augment Desiccation's Curse, Crowd Control.
- Quiver - Stealth, Tap-cast for Cloak, hold-cast for Noise, with augment Empowered Quiver, prevent Status Effects.
- Ensnare - Crowd Control.
- Wrathful Advance - Damage Buff, Movement.
- Vial Rush - Damage Buff, Crowd Control.
- Banish - Crowd Control, with augment Rift Haven, Support.
- Decoy - Crowd Control, Damage Absorb, with augment Savior Decoy, Swaps Locations, with augment Deceptive Bond, Redirects Damage.
- Pull - Crowd Control, with augment Greedy Pull, Pull Pickups.
- Shooting Gallery - Damage Buff, Crowd Control, with augment Muzzle Flash, Blinds Enemies.
- Eclipse - with augment Total Eclipse, Damage Buff, Damage Reduction.
- Terrify - with augment Creeping Terrify, Armor Strip, Crowd Control.
- Fire Walker - Crowd Control, Movement Speed, Status Cleanse, with augment Pyroclastic Flow, Damage.
- Larva - Crowd Control, with augment Larva Burst, Damage.
- Null Star - Damage Reduction, with augment Neutron Star, Damage.
- Mind Control - Crowd Control, Support, with augment Mind Freak, Increasing Damage.
- Smite - Crowd Control, with augment Smite Infusion, Damage Buff.
- Resonator - with augment Conductor, Damage, Crowd Control.
- Dispensary - Healing, Energy Restore, Ammunition Restore, with augment Repair Dispensary, Revives Robotic Companions.
- Chyrinka Pillar - Damage, Crowd Control.
- Reave - Healing, Shield Restore, Invulnerability, with augment Blinding Reave, Blinds Enemies.
- Roar - Damage Buff, with augment Piercing Roar, Crowd Control, Damage.
- Molt - Status Cleanse, Damage, Crowd Control, with augment Regenerative Molt, Healing.
- Gloom - Crowd Control, Healing.
- Tharros Strike - Crowd Control, Defense Strip, Healing.
- Spellbind - Crowd Control, Status Cleanse, with augment Spellbound Harvest, Regain Energy.
- Well of Life - Healing, Crowd Control, with augment Pool of Life, Energy Restore.
- Warcry - Attack Speed Buff, Crowd Control, with augment Eternal War, Extends Warcry's Duration.
- Tesla Nervos - Crowd Control, with augment Tesla Bank, Damage.
- Shock - Crowd Control, with augment Shock Trooper, Damage Buff.
- Lycath's Hunt - Healing, Energy Restore.
- Breach Surge - Damage, Crowd Control.
- Defy - Invulnerability, Armor Bonus, Status Cleanse.
- Xata's Whisper - Damage Buff, Bullet Atractor.
- Aquablades - Crowd Control, Damage, with augment Surging Blades, Increasing Damage.
- Airburst - Crowd Control, with augment Airburst Rounds, Damage Buff.
Suggested Loadout:
Summary:
Summary of the whole thing, a few words for the readers, a flick on the nose for the haters.
Enjoy!
THeMooN85