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Dante

Dante - The Book of AssWhooping

by last updated a month ago

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Seeker of knowledge. Keeper of history. Daring researcher of Leverian lore. Dante composes arcane tales to support allies and devastate enemies.

225 VOTES
19 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
270
HEALTH
390
SHIELD
240
SPRINT SPEED
1.15
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
145
Damage Reduction
32.6%
EFFECTIVE HIT POINTS
899
Guide
19 Comments
Dante builds
Builds by THeMooN85

Dante - The Book of AssWhooping

Hello there,

Introduction:

[Seeker] of knowledge. Keeper of history. Daring researcher of Leverian lore. [Dante] composes arcane tales to support allies and devastate enemies.

Playstyle:

In general, I have found that his [Noctua] is the least useful skill, so if it does not suit you, in my opinion it is a candidate for a skill from Helminth.

  • Enter the mission - use Light Verse (preferably 2x), finish with Final Verse. This will give you Triumph. It will give you protection in the form of Overguard, as well as heal

Now the fun begins with skill combinations and you actually have seven of them.

  • want to nuke entire maps? .... use Dark Verse 2x and end Final Verse (you'll get Tragedy) and all light and medium armored units will go into oblivion
  • use Dark Verse and Light Verse to end Final Verse to get Pageflight, which will summon three Paragrimms drawing all attention to itself and weakening enemies, a very good debuff on stronger units
  • Use Light Verse and Dark Verse to end Final Verse to get Wordwarden, to summon a spectral [Noctua] companion that will attack nearby enemies hit by your weapon. You can "share" this skill with your team (one book per ally)

Attributes & Abilities:

In this build I focused primarily on two stats, Strength and Range. In addition, I boosted the Final Verse skill by an additional 90%, which gives me a powerful kick to all the skills found in Final Verse.

Suggested Aura Mod:

Dante is a Warframe with a built-in universal Aura polarity.

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.
  • Enemy Sense - Displays all enemies within its radius with red markers on the mini-map.
  • Handspring - Speeds up a Warframe's knock-down recovery rate.
  • Pain Threshold - Increases the stagger recovery of your Warframe.
  • Power Drift - Increases Ability Strength and grants a chance to resist knockdown.
  • 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.
  • 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!!!
  • Vigilante Pursuit - Displays all enemies within its radius with red markers on the mini-map.

Suggested Warframe Arcane Enhancements (Max Rank Description):

  • Arcane Aegis - On Shield Damaged, 3% chance for +30% Shield Recharge for 12s.
  • Arcane Avenger - On Damaged, 21% chance for +45% Critical Chance for 12s.
  • 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 Nullifier - Passive, +102% chance to resist a Magnetic Damage effect.
  • Arcane Steadfast - On Ability Cast, 20% chance that the next 3 Abilities will not cost Energy.
  • 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%) Secondary Critical Chance
    +10% (+15%) Ability Strength
  • Amber Archon Shards (YELLOW):
    +50% (+75%) Effectiveness on Energy Orbs
    +25% (+37.5%) Casting Speed
    +15% (+22.5%) Parkour Velocity
  • Azure Archon Shards (BLUE):
    +50 (+75) Energy Max
  • Violet Archon Shard (Crimson + Azure) (VIOLET):
    Gain +10% (+15%) Ability Damage on enemies affected by Electricity Status
    Gain +25% (+37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles
  • Topaz Archon Shard (Crimson + Amber) (ORANGE):
    Gain +10% (+15%) Ability Damage on enemies affected by Radiation Status
  • Emerald Archon Shard (Amber + Azure) (GREEN):
    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:

Suggested Loadout:

Summary:

I am surprised! Surprised that DE released a male Warframe that literally nukes entire maps and is virtually indestructible in the process. Knowledge is power, [Dante] encourages you to read books!

Enjoy!
THeMooN85

What is it like to be a scribe? Is it good?