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Wisp Prime

Nourished Wisp Prime | Weapon Amplifier | Team Buffer | Actually Tank

by last updated 9 months ago

60

Wisp Prime’s gilded splendor haunts the battlefield. Allies welcome her interdimensional beauty.

29 VOTES
5 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
370
SHIELD
370
SPRINT SPEED
1.25
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
210
Damage Reduction
41.2%
EFFECTIVE HIT POINTS
1,122
Guide
5 Comments
Wisp Prime builds
Builds by THeMooN85

Nourished Wisp Prime | Weapon Amplifier | Team Buffer | Actually Tank

Hello there,

Introduction:

Ah yes, another build for [Wisp Prime]! And no, it's not about stupid 9999% Strength.

Oh no, I'm not going to be like all those sheep writing a whole litany of how to build up default strength and how many moronic contortions it takes to shit yourself. No... if you're into numbers, you can fuck off on those builds.

Playstyle:

  • Start the mission, cast Nourish.
  • Put your Reservoirs wherever you want, no, you don't have to use Fused Reservoir.
  • When shit hit the fan, use Wil-O-Wisp to draw attention out of you.
  • Use Breach Surge whenever want/need/feel.
  • Use weapons of your choice.

Attributes & Abilities:

199% Strength, yes... only... yes, it's all you actually need, why the hell you need more? To show off? Good luck.

597 more Health, 59.7 hp/s, +24 hp/s from Arcane Reaper, 39% Bonus movement and attack speed, 59% Bonus Fire Rate, 3.98x Damage Multiplier, 39% Radiation Status Chance, 2.99x Energy Multiplier.

235% Range = 11.75m Reservoir Range, 35.25m Shock Range, 42.3m Blind Range, 28.2m Splash Radius.

45% Efficiency... You got Nourish and [Primed Flow], f*ck Efficiency. U good.

155% Duration means 46.5s Mote Lifespan, 24.8s Blind Duration, 38.75s Buff Duration.

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.
  • Coaction Drift - Increases an Aura's strength and effectiveness.
  • Cunning Drift - Increases slide, reduces friction and increases Ability Range.
  • Endurance Drift - Increases Maximum Energy and parkour velocity.
  • Handspring - Speeds up a Warframe's knock-down recovery rate.
  • Pain Threshold - Increases the stagger recovery of your Warframe.
  • Patagium - Increases the duration of Aim Glide and Wall Latch.
  • Power Drift - Increases Ability Strength and grants a chance to resist knockdown.
  • 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.

Suggested Warframe Arcane Enhancements (Max Rank Description):

  • Arcane Acceleration - On Critical Hit, 30% chance for +90% Fire Rate to Primary Weapons for 9s.
  • 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 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 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 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 Rise - On Reload, 60% chance for +150% Damage to Primary Weapons for 24s.
  • Arcane Strike - On Hit, 15% chance for +60% Attack Speed to Melee Weapons for 18s.
  • Arcane Tempo - On Critical Hit, 15% chance for +90% Fire Rate to Shotguns for 12s.
  • Arcane Velocity - On Critical Hit, 90% chance for +120% Fire Rate to Pistols for 9s.
  • 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.
  • Molt Augmented - On Kill, +0.24% Ability Strength. Stacks up to 250x.
  • Molt Vigor - On Operator Ability, 45% Ability Strength on next Warframe Ability Cast.

Suggested Archon Shards (Tauforged):

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:

Suggested Loadout:

Summary:

So tell me... do you really need a shitload of Strength on [Wisp] (Prime) to make her useful? I'm telling you, you're not. All you need is reasonable amount of Strength and clever idea for the build for her... She is so flexible, she can do much more than just buff your stupid random team.

Enjoy!
THeMooN85