He will protect your sorry ass
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- Short Guide
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- 93
Djinn: General Use
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- Short Guide
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- 18
Djinn | Immortal + Self-Revive | Steel Path Endurance
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- Medium Guide
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- 15
Djinn Endurance
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- Medium Guide
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- 9
by Glogikon — last updated 13 days ago
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.
ITEM RANK
3060 / 60
APPLY CONDITIONALS
[Djinn] is immortal making it the only sentinel capable of endurance runs, so durability doesn't matter much. Therefore I didn't use [Primed Regen] and I built [Djinn] for utility. [Enhanced Vitality] and [Accelerated Deflection] are so [Djinn] dies less often, it can be replaced with what you want since dying won't matter much. I for example enjoy using Spare Parts to farm rare drops, but Medi-ray and Guardian can be nice to have. However, when Djinn is dead it can't use Sacrifice, [Medi-Ray], [Guardian], etc. The order matters since [Djinn] will use them from left to right, top to bottom, so place the mods in the order I have shown above. If you for example put Thumper before Sacrifice, then it might just decide to attack instead of reviving you.
Stinger: https://overframe.gg/build/527227/
Note: Since I have Unaraui way-bound passives I don't need to use [Sacrifice] so I instead use [Spare Parts] for some additional loot but [Guardian] or [Shield Charger] are very good too. I suppose [Primed Regen] is nice too, albeit a bit redundant with [Reawaken] already equipped. Synth mods and [Fatal Attraction] are flexible mods you can exchange to obtain the utility or durability you enjoy. [Djinn] is immortal like a panzer so death is not the end. The only mods I would consider tnecessary are Vacuum, Animal Instinct, and Reawaken for their quality of life on warframe.
Enjoy :)
Sweeper Prime: https://overframe.gg/build/485975/