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Ash Prime

Splinter Cell (post Duviri Paradox)

by last updated 10 months ago

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Distraction and subterfuge become lethal weapons with Ash Prime. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
150
HEALTH
555
SHIELD
465
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
185
Damage Reduction
38.1%
EFFECTIVE HIT POINTS
1,517
Guide
1 Comment
Ash Prime builds
Builds by THeMooN85

Splinter Cell (post Duviri Paradox)

Hello there,

Introduction:

[Ash] got buffed! This is a perfect moment to enjoy playing as him. Without further ado, I'll get to the point... to play ninja.

Playstyle:

  • Start the mission, go invisible (Smoke Screen). Start killing spree. Collect Energy Orbs, build Combo.
  • Cast Silence (Banshee subsumed ability), re-cast when it expires. Remember about it, this ability can prevent Eximuses and Acolytes to use their abilities around you.
  • If you encounter a very tough opponent (Stalker, Acolyte, Boss, Demolyst, etc.) on your way, soften it with Shuriken (strip its armor). With fully stacked Molt Augmented, you need only one cast to fully strip any armor.
  • Stay invisible thanks to Arcane Trickery (or Smoke Screen if needed), and mark your enemies with Blade Storm, activate it again to carry out the execution.

Attributes & Abilities:

Strength - with fully stacked Molt Augmented (250 and more kills), you gain 144%, and to strip any armor with Shuriken (with its augment), you need exactly 143%. Well, you have it. It also affects Blade Storm damage output.
Range - you want some but not too much, you are using Silence, so you can stun your enemies around you, but you can also move away from them and approach them again to do it again. Also affects Smoke Screen stun radius, and Blade Storm marking range.
Untouched Efficiency - it's up to you, you can actually increase it, but I personally didn't feel like I needed that. There will be plenty of Energy Orbs around you.
Duration - you want it, as much as you can have. It affects three out of your four abilities.

It is up to you if you choose to replace your Shuriken , or your Teleport, I picked the second option, because I do use an armor strip from time to time. If you pick the first option, you can actually drop [Umbral Intensify], Molt Augmented, and [Seeking Shuriken], because you won't need any Strength at all, while you decide to use the Silence. Yes! You can actually have "negative" Strength. This build will still be murderous.

Another "flexible" mod here is... [Rolling Guard]! Yes! I said that... This mod is absolutely optional, especially if you are planning to be invisible all the time, Shield Gating should be enough to [Protect] your inattentive ass. You can use this slot for more Duration, more Efficiency, even more Range, or utility like [Equilibrium], [Preparation], [Natural Talent], or whatever the hell you want.

Furthermore, Aura and Exilus are both also "flexible", pick your poison.

Aura Slot:

Suggested Aura Forma, so that it can be changed, when needed.

  • Enemy Radar - Pinpoints enemy locations on mini-map.
  • Loot Detector - Displays location of containers and resources on mini-map and makes modifications visible through walls.
  • Mecha Empowered - Increases damage against marked enemies.
  • Steel Charge - Increases melee weapon damage. The aura can potentially provide a total of 18 points, compared to most auras that provide 14.
  • Swift Momentum - Increases Melee Combo Duration.

Exilus Slot:

Must be unlocked with an Exilus Adapter.

  • NONE - if there is no such need, then there is no point in unlocking the slot.
  • Handspring - Speeds up a Warframe's knock-down recovery rate.
  • Pain Threshold - Increases the stagger recovery of your Warframe.
  • (Primed) Sure Footed - Increases a Warframe's chance to resist knockdown.
    Primed version 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.

Warframe Arcane Enhancements:

  • Arcane Bodyguard - On 6 Melee Kills within 30s, Heal Companion for 900.
  • Arcane Deflection - Passive, +102% chance to resist a Slash Damage effect.
  • 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 Resistance - Passive, +102% chance to resist a Toxin Damage effect.
  • Arcane Strike - On Hit, 15% chance for +60% Attack Speed to Melee Weapons for 18s.
  • Arcane Trickery - On Finisher Kill, 15% chance to become invisible for 30s.
  • 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%.

Archon Shards:

  • Crimson Archon Shards (RED):
    +10% (+15%) Ability Duration
  • Amber Archon Shards (YELLOW):
    +30% (+45%) Maximum Energy is filled on Spawn
    +50% (+75%) Effectiveness on Energy Orbs
    +25% (+37.5%) Casting Speed
  • Azure Archon Shards (BLUE):
    +50 (+75) Energy Max

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: ⇇ Recommended, but you do you.
    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.

Helminth Subsumable Abilities:

  • Silence - with augment Savage Silence, Damage Debuff, Disable Enemy Abilities, Stealth.
  • Sentient Wrath - Crowd Control, Damage Debuff.
  • Pillage - Defense Strip, Shield Restore, Status Cleanse.
  • Eclipse - with augment Total Eclipse, Damage Buff, Damage Reduction.
  • Terrify - with augment Creeping Terrify, Armor Strip, Crowd Control.
  • Roar - Damage Buff.
  • Tharros Strike - Crowd Control, Defense Strip, Healing.
  • Lycath's Hunt - Healing, Energy Restore.
  • Breach Surge - Damage, Crowd Control.
  • Xata's Whisper - Damage Buff, Bullet Atractor.

Loadout:

  • Weapons - any Primary, consider bringing something powerful against Acolytes, as Secondary I suggest any good Primer, like [Epitaph], now as for Melee I strongly suggest you to use this Ash Statstick (post Duviri Paradox).
  • Amp - chosen Amp parts and Arcanes.
  • Operator - chosen Arcanes.
  • Companion : Your Devoted Servant - kavat that will serve you in many ways.

Summary:

Lately [Ash] got buffed but very few people actually knew that. I was one of them. Now I'm on the other side, and now I am sharing my knowledge with you. Spread it, have fun until DE nerf [Ash] again xD

Enjoy!
THeMooN85