The First Descendant

The First Descendant

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KitKat 9 jul, 2024 @ 6:10
[Discussion] So, Valby build-making...
I take it with base 5% chance of Skill Crit Rate, it's pointless to try and build in that direction, eh?

Because so far, with a purple reactor that has yellow "+32.7% Skill Crit Rate" effect bonus + multiple crit chance mods, I was only able to reach 13.something% Skill Crit Rate... That's not a lot, sadly.

And if so, in which "direction" should I aim instead? Range + Duration, paired with Skill Power boosts? I'm mostly talking about the reactor effect here, but modding too, of course. For sure, with mods there's gonna be also cooldown reduction too.

So yeah, just looking for general tips on Valby building, I suppose.
Senast ändrad av KitKat; 9 jul, 2024 @ 6:23
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I looked into it and duration as a mod is kinda rare. I was hoping to slap one on Valby and Bunny for reasons.

For Valby I am guessing you are trying to maximize her DoT? Which would be range and duration. That is the direction I plan on going I really only use her 2 and 3 at the moment.
KitKat 9 jul, 2024 @ 6:23 
Ursprungligen skrivet av thorin.hannahs:
I looked into it and duration as a mod is kinda rare. I was hoping to slap one on Valby and Bunny for reasons.

For Valby I am guessing you are trying to maximize her DoT? Which would be range and duration. That is the direction I plan on going I really only use her 2 and 3 at the moment.
Thing is, I kinda tried a "99% caster" build already. And it works in group/coop play, when enemies are shooting at everyone and don't focus me. So what I do is "plop and swoosh" all around the battlefield, spamming her 1, 2 and 3 on a rotation, spreading puddles everywhere and dealing AoE DoTs to enemies. Rather impressive damage and overall kill-potential. The whole area is usually covered in puddles, as an "area of denial". And enemies die in 2-3, sometimes 4 ticks (excluding elites/bosses, obviously).

Problems start the moment I'm playing solo however. I get focused too much and eventually might die. Simply because enemies die, but not fast enough. Yes, they DO die, en masse, even the newly spawned ones right into the puddle, but after like 2-3 ticks of the DoT. So they have enough time to damage/kill me first. Simply because damage ticks are locked to 1 per second.

This is the main difference between Valby and Bunny - Bunny ticks damage "here and now", for every 7 meters travelled, which can be much faster than 1 second especially on her super-speed or even when just rolling around. So enemies don't really deal damage to Bunny because they die first :D Not the case with Valby.
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Which is why I am thinking of trying a different approach. I have my ideas, but decided to ask around what other Valby players can suggest.
Senast ändrad av KitKat; 9 jul, 2024 @ 6:25
Grimzy 9 jul, 2024 @ 6:26 
Ursprungligen skrivet av KitKat:
I take it with base 5% chance of Skill Crit Rate, it's pointless to try and build in that direction, eh?

Because so far, with a purple reactor that has yellow "+32.7% Skill Crit Rate" effect bonus + multiple crit chance mods, I was only able to reach 13.something% Skill Crit Rate... That's not a lot, sadly.

And if so, in which "direction" should I aim instead? Range + Duration, paired with Skill Power boosts? I'm mostly talking about the reactor effect here, but modding too, of course. For sure, with mods there's gonna be also cooldown reduction too.

So yeah, just looking for general tips on Valby building, I suppose.


Chose "equip recommended modules" its based on what people run most. then adjsut to your liking.
You can test everything you put on in the lab, and see directly how damage changes.,
For valby you would want cooldown, skill power, skill duration and range and then skill module.
KitKat 9 jul, 2024 @ 6:28 
Ursprungligen skrivet av Grimzy:
Chose "equip recommended modules" its based on what people run most. then adjsut to your liking.
You can test everything you put on in the lab, and see directly how damage changes.,
For valby you would want cooldown, skill power, skill duration and range and then skill module.
This looks like an AI generated reply. A "loading screen tip", if you may. Are you a human being or a forum bot?
Senast ändrad av KitKat; 9 jul, 2024 @ 6:29
Ursprungligen skrivet av KitKat:
Ursprungligen skrivet av thorin.hannahs:
I looked into it and duration as a mod is kinda rare. I was hoping to slap one on Valby and Bunny for reasons.

For Valby I am guessing you are trying to maximize her DoT? Which would be range and duration. That is the direction I plan on going I really only use her 2 and 3 at the moment.
Thing is, I kinda tried a "99% caster" build already. And it works in group/coop play, when enemies are shooting at everyone and don't focus me. So what I do is "plop and swoosh" all around the battlefield, spamming her 1, 2 and 3 on a rotation, spreading puddles everywhere and dealing AoE DoTs to enemies. Rather impressive damage and overall kill-potential. The whole area is usually covered in puddles, as an "area of denial". And enemies die in 2-3, sometimes 4 ticks (excluding elites/bosses, obviously).

Problems start the moment I'm playing solo however. I get focused too much and eventually might die. Simply because enemies die, but not fast enough. Yes, they DO die, en masse, even the newly spawned ones right into the puddle, but after like 2-3 ticks of the DoT. So they have enough time to damage/kill me first. Simply because damage ticks are locked to 1 per second.

This is the main difference between Valby and Bunny - Bunny ticks damage "here and now", for every 7 meters travelled, which can be much faster than 1 second especially on her super-speed or even when just rolling around. So enemies don't really deal damage to Bunny because they die first :D Not the case with Valby.
--------------------------------------------------------------

Which is why I am thinking of trying a different approach. I have my ideas, but decided to ask around what other Valby players can suggest.
That issue I guess comes down to skill power (so enemies die in as few ticks as possible) and duration (IF it affects the glide she does as that gives the 50% dmg reduction). 10% crit isn't all that bad if it is across 4 ticks but like I said earlier it sounds like you want as few ticks to kill as possible.
Grimzy 9 jul, 2024 @ 6:43 
Ursprungligen skrivet av KitKat:
Ursprungligen skrivet av Grimzy:
Chose "equip recommended modules" its based on what people run most. then adjsut to your liking.
You can test everything you put on in the lab, and see directly how damage changes.,
For valby you would want cooldown, skill power, skill duration and range and then skill module.
This looks like an AI generated reply. A "loading screen tip", if you may. Are you a human being or a forum bot?

That is quite ltierally how I made my build with her DOT hiting high numbers.
Its essentially a no-brainer what to use on her:
Nimblew fingers
Skill extensionm + expansion
Non-attribute skill damage
Then the Fusion / Dimension (i dont remember what her were exactly)
Then rest is personal choice what you lack: Defense / HP etc.

As for skill crit hit rate: the bonus is not additive.
You can see a green dot under the skill icons in the module screen it indicates that it impacts them
Senast ändrad av Grimzy; 9 jul, 2024 @ 6:45
KitKat 9 jul, 2024 @ 6:50 
Ursprungligen skrivet av thorin.hannahs:
That issue I guess comes down to skill power (so enemies die in as few ticks as possible) and duration (IF it affects the glide she does as that gives the 50% dmg reduction). 10% crit isn't all that bad if it is across 4 ticks but like I said earlier it sounds like you want as few ticks to kill as possible.
I'm thinking of moving away from "mostly caster" type of build and try a different approach here.

Instead of just running around the whole battlefield, spreading puddles with 1-2-3 (all comined, for maximum spread), I'm thinking of going for a more "focused" approach. Less casting, more blasting. I'm using Thunder Cage, with electro damage on it innately (other elements slapped on top though through modding), which synergizes with Valby's debuff - Laundry.

Primarily focus on using 1 to spread some puddles directly at enemies for DoTs/electricity debuff. Which means cooldown reduction and cost reduction(big maybe, thanks to her passive) to "spam" it and good range, to hit as many targets as possible. No duration, as the DoT isn't the focus, but rather constant spam to be able to apply the electricity damage debuff as consistent as possible, to as many enemies as possible. So yeah - cooldown, maybe cost reduction and range.

Second ability would be mainly for CC and also spreading that DoT/Debuff into larger group of enemies too. But won't be spamming it on a rotation, just "on demand" - when group appears or some elite needs some CC-ing. Plus as an emergency run away card.

Third ability will be also primarily as an "oh shi~" button, thanks to that 50% damage reduction - to quickly get out of sticky situations. NOT for spreading puddles, as I do now.

While lastly, the 4th ability is - obviously - mainly CC too.

And at the end of the day... As I said - less casting, more blasting. With the actual guns. Which means I'll aim for cooldown, range, as well as survivability(Def/HP mods and such). Playing her as more of a "weapons platform with a debuff", rather than "primary caster". Simply because pure caster build only works in coop, when Valby isn't being focused on, allowing her to spread those huge, high-damage puddles everywhere. Doesn't really work for solo though...
Lucas 9 jul, 2024 @ 6:57 
I sure wish skill crit rate 100% meant 100% crit rate but oh well

Valby sure makes me happy though, killing mobs as they spawn in blockade is fun
Yeah Thundercage is an obvious standout due to what Laundry does. That would mean the electric mod on your weapon so you are amplifying the use of Laundry. Not sure if Descendant mods would amplify electric specifically in that manner so probably just go for whatever set her skills cover like the guy above said.
Grimzy 9 jul, 2024 @ 7:13 
Ursprungligen skrivet av KitKat:
Ursprungligen skrivet av thorin.hannahs:
That issue I guess comes down to skill power (so enemies die in as few ticks as possible) and duration (IF it affects the glide she does as that gives the 50% dmg reduction). 10% crit isn't all that bad if it is across 4 ticks but like I said earlier it sounds like you want as few ticks to kill as possible.
I'm thinking of moving away from "mostly caster" type of build and try a different approach here.

Instead of just running around the whole battlefield, spreading puddles with 1-2-3 (all comined, for maximum spread), I'm thinking of going for a more "focused" approach. Less casting, more blasting. I'm using Thunder Cage, with electro damage on it innately (other elements slapped on top though through modding), which synergizes with Valby's debuff - Laundry.

Primarily focus on using 1 to spread some puddles directly at enemies for DoTs/electricity debuff. Which means cooldown reduction and cost reduction(big maybe, thanks to her passive) to "spam" it and good range, to hit as many targets as possible. No duration, as the DoT isn't the focus, but rather constant spam to be able to apply the electricity damage debuff as consistent as possible, to as many enemies as possible. So yeah - cooldown, maybe cost reduction and range.

Second ability would be mainly for CC and also spreading that DoT/Debuff into larger group of enemies too. But won't be spamming it on a rotation, just "on demand" - when group appears or some elite needs some CC-ing. Plus as an emergency run away card.

Third ability will be also primarily as an "oh shi~" button, thanks to that 50% damage reduction - to quickly get out of sticky situations. NOT for spreading puddles, as I do now.

While lastly, the 4th ability is - obviously - mainly CC too.

And at the end of the day... As I said - less casting, more blasting. With the actual guns. Which means I'll aim for cooldown, range, as well as survivability(Def/HP mods and such). Playing her as more of a "weapons platform with a debuff", rather than "primary caster". Simply because pure caster build only works in coop, when Valby isn't being focused on, allowing her to spread those huge, high-damage puddles everywhere. Doesn't really work for solo though...

Just remember that ability from thunder cage only triggers on the killing blow. Meaning if there are enemies you wont be able to kill fast you will not get any benefit from it, especially on bosses / mini-bosses.

The 4th ability can pull some minibosses. I manily use it on large crowds when the group is getting a bit overwhelmed.
Ursprungligen skrivet av KitKat:
Ursprungligen skrivet av Grimzy:
Chose "equip recommended modules" its based on what people run most. then adjsut to your liking.
You can test everything you put on in the lab, and see directly how damage changes.,
For valby you would want cooldown, skill power, skill duration and range and then skill module.
This looks like an AI generated reply. A "loading screen tip", if you may. Are you a human being or a forum bot?
I don't know if you're baiting but it literally says on the equip recommended modules pop up that its based off the top 10% of clears.
KitKat 9 jul, 2024 @ 7:27 
Ursprungligen skrivet av Grimzy:
Just remember that ability from thunder cage only triggers on the killing blow. Meaning if there are enemies you wont be able to kill fast you will not get any benefit from it, especially on bosses / mini-bosses.
I know. I have Thunder cage's legendary bonus maxed out already and it procs 100% chance on kill each time. BUT ALSO, my Thunder cage has Electric ATK as one of the bonus stat rolls, sooooo... :D

Ursprungligen skrivet av Grimzy:
The 4th ability can pull some minibosses. I manily use it on large crowds when the group is getting a bit overwhelmed.
Valby's 4th ability has been hella inconsistent for me. I don't get what it is wrong with it though. Sometimes it happens that a literal mini-boss (yellow hp bar) gets pulled in half across the battlefield (figuratively speaking), while a REGULAR, lowly grunt that is right next to the bubble outright is being ignored by the pull-in effect. Like if there's some sort of "line of sight" check, which is also actually bugged or something? I don't get it.
KitKat 9 jul, 2024 @ 7:30 
Ursprungligen skrivet av ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬:
I don't know if you're baiting but it literally says on the equip recommended modules pop up that its based off the top 10% of clears.
Imagine being lazy enough to use "recommended" stuff instead of digging into the modding system yourself and learning to understand WHY all of that stuff is recommended.

If you and others don't wanna bother with it - it's okay. Your choice. Nothing wrong with that. In general. I consider it "lazy", but that's just my opinion. We're all entiteled to them and you're afree to disagree with me on that.

Still, I prefer to know how things work however. That's why I've spent build-crafting in Warframe for over 4.5k hours, making some curious builds and synergies, just by digging through various stats, mechanics and combinations of mods.

As for that post in particular? Re-read it. Word by word. That's not how humans speak. That's some AI-generated "loading screen tip", same as "DID YOU KNOW THAT IN ORDER TO GO FORWARD, YOU PRESS "W" KEY? NOW YOU DO! AWESOME!" or something like that.
Senast ändrad av KitKat; 9 jul, 2024 @ 7:31
Frieren 9 jul, 2024 @ 7:34 
Ursprungligen skrivet av KitKat:
Ursprungligen skrivet av ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬:
I don't know if you're baiting but it literally says on the equip recommended modules pop up that its based off the top 10% of clears.
Imagine being lazy enough to use "recommended" stuff instead of digging into the modding system yourself and learning to understand WHY all of that stuff is recommended.

If you and others don't wanna bother with it - it's okay. Your choice. Nothing wrong with that. In general. I consider it "lazy", but that's just my opinion. We're all entiteled to them and you're afree to disagree with me on that.

Still, I prefer to know how things work however. That's why I've spent build-crafting in Warframe for over 4.5k hours, making some curious builds and synergies, just by digging through various stats, mechanics and combinations of mods.

As for that post in particular? Re-read it. Word by word. That's not how humans speak. That's some AI-generated "loading screen tip", same as "DID YOU KNOW THAT IN ORDER TO GO FORWARD, YOU PRESS "W" KEY! AWESOME!" or something like that.

People lazy enough to not even know that they have "recommended" in there. You have high hopes for human race.
The poor guy is probably ESL it's not like it was indecipherable alien language. The point of what he was saying was you use "recommended" and see what it equips, then you can see what's technically BIS (because its in the top 10% of clears for that particular descendant/weapon) then he said you add/remove whatever you like. I think that's pretty solid advice and didn't say anywhere at all that you shouldn't or can't be creative or free to choose. All you have to do is be able to follow a 2 step process in order to see whats quite literally the bis for valby and then you can adjust accordingly, for example you could remove stuff you dont like and add stuff you like while keeping the core things that obviously work.

I don't even understand what you're missing here it's all very straightforward and simple. The reason he said this is because you asked for " general tips on Valby building, I suppose."

by the way, even if you don't like recommended, it's still the top 10% of all data for the person you press the button on so its not like its just made up ♥♥♥♥, its quite literally the answers you're looking for
Senast ändrad av ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬; 9 jul, 2024 @ 7:36
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