EQUINOX PRIME

by last updated

5

Night and Day in final balance; the graceful perfection of the one that walks the borders.

ITEM RANK

30

7 / 74

FORMA COUNT

0

ENDO

56940
DURATION
155%
EFFICIENCY
130%
RANGE
280%
STRENGTH
40%
ENERGY
248
HEALTH
925
SHIELD
300
SPRINT SPEED
1.15
ARMOR
120
DAMAGE REDUCTION
28.6%
EFFECTIVE HIT POINTS
1595
9
Streamline

Streamline

+30% Ability Efficiency

WARFRAME

9
Calm & Frenzy

Calm & Frenzy

Rest & Rage Augment: Killing an affected enemy causes the effect to spread to enemies within ?m for ?% of the remaining duration.

EQUINOX

7
Augur Reach

Augur Reach

+30% Ability Range

⬤○○○○○

40% Energy spent on abilities is converted to Shields.

SET: WARFRAME

7
Primed Continuity

Primed Continuity

+55% Ability Duration

WARFRAME

5
Cunning Drift

Cunning Drift

+12% Slide

-30% Friction

+15% Ability Range

EXILUS

9
Stretch

Stretch

+45% Ability Range

WARFRAME

6
Vitality

Vitality

+440% Health

WARFRAME

6
Overextended

Overextended

+90% Ability Range

-60% Ability Strength

WARFRAME

14
Energy Siphon

Energy Siphon

Warframe Energy regenerates.

+0.6 Energy Rate

AURA

9
Enemy Sense

Enemy Sense

+30.0 Enemy Radar

EXILUS

Guide

This is an expanded guide on the Night Form Equinox build posted here

Goals

  1. The build must be fun to use!
  2. The build must be simple ( Maximize the use of an ability and be supported by the rest)
  3. The build must have decent survivability (Include Vitality whenever possible)
  4. The build must be able to beat the starchart in solo mode.
  5. The build must share Affinity slots across all the other builds, not wasting Forma.

Abilities

Night Form

Upon switching to Night Form, Equinox can use Rest, Pacify, and Mend.

Equinox gains at max rank, 250 armor and 150 shields, affected by Ability Strength.

Setting your primary Energy Color in Appearance to a darker color will spawn you in the mission in the Night form. When selecting an energy color, note the stance your Equinox stands to get a bearing if the Energy is dark/light enough.

Rest

Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 50% of their current values.

Wakeup health threshold is not affected by Ability Strength.

Sleeping enemies are:

  • Open to Melee Finisher attack prompts (default E );
  • Susceptible to Stealth Damage Multipliers;
  • Cannot recover from stagger, knockdown, and ragdoll effects until they wake.
  • Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.

Stat Priority
Range > Duration > Efficiency > Strength

Pacify

Night Equinox emits a crippling aura that, at max rank, affects all enemies within range, reducing their damage up to 50% the closer they are to Equinox. While Pacify is active, 0.5 energy is drained per second for each enemy within the aura.

The damage reduction falls-off with distance.

Damage reduction is affected by Ability Strength. Energy drain per enemy is affected by Ability Efficiency.

Despite being a channeled ability, this does not interrupt energy regeneration from Energy Siphon or Energizing Dash and it is unaffected by Ability Duration.

Stat Priority
Range > Strength > Duration = Efficiency

Mend

Night Equinox emits a crippling aura that affects all enemies within range, at max rank, reduces their damage up to 50% the closer they are to Equinox. While Pacify is active at max rank, 0.5 energy is drained per second for each enemy within the aura.

The damage reduction falls-off with distance.

Damage reduction is affected by Ability Strength. Energy drain per enemy is affected by Ability Efficiency.

Despite being a channeled ability, this does not interrupt energy regeneration from Energy Siphon or Energizing Dash and it is unaffected by Ability Duration.

Stat Priority
Range > Strength > Duration = Efficiency


How to Play

This is a SOLO Affinity/Focus farming frame, although, also very suited for EXTERMINATE, SPY and CAPTURE missions. We try and abuse the CC capabilities of Rest by maxing out range and providing a decent bit of duration.

To try this out, let's do this on Adaro, Sedna, a level 32-45 Grineer Exterminate Mission.

Ideally, we load into the map already in Night Form by using a dark energy, as well as bringing a high-range, high damage weapons, such as the Guan Dao, Tipedo or Maiming Atterax. From here, we check our map where the nearest enemy cluster is.

Once we locate the nearest cluster, we cast Rest, making sure that the visual cue of strings dangling from the enemies is present-- then, we run up and either use Finishers on all of them, or immediately kill them with our melee.

We try our best to not only abuse the decently good CC of Rest, but what is also affectionately called, Stealth Kill Affinity Bonuses. SKAB's not only increase damage dealt to enemies when they are UNALERTED and CC'd, but also increases the amount of affinity you get after every kill (starting at 100%, then scaling to 500% after every consecutive unalerted kill after the first), making it the easiest way of farming Affinity/Focus solo.


Mods

We didn't have to mod at all for this specific build, as all the end-game required mods fit perfectly.

Enemy Sense
The point of this build is to detect enemies at range and sleep them BEFORE they see you.
Try and note the alertness icons of identified enemies.

  • A hollow red indicator denotes UNALERTED
  • A partially filled red indicator denotes MINOR ALERT
  • A fully red indicator denotes FULL COMBAT ALERT

Stretch, Overextended and Cunning Drift
Range, range, range and more range. We need to put enemies to sleep far enough that they don't see us and shoot us.

Calm & Frenzy and Streamline
Streamline simply reduces the energy cost of your abilities. Calm and Frenzy allows your Rest to spread to nearby enemies after you kill them, reducing the need for you to recast the ability.

Primed Continuity
At 155% Duration, Primed Continuity gives you some buffer of 15-17 seconds of sleep before you can murder your enemies.

Vitality
Vitality provides a flat survivability stat for you to swing around, just in case someone decides to shoot at you/slash proccs and or viral clouds.

Energy Siphon vs Corrosive Projection or Enemy Radar
Aura provides some utility here. Energy Siphon is only good for Night Form, as both Pacify and Mend are abilities which CAN keep Energy Siphon running (as Provoke and Main turn these off in Day form.) thus providing you some sustainability.

Corrosive Projection is negligible at this point, as ideally, you're relying on Stealth Bonus Damage with your melee attacks, but if you need a slight nudge in damage, always consider Corrosive Projection.

Enemy Radar adds more visibility for you, referencing Enemy Sense in the list.

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