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whats a good moa build?
im looking for a sturdy ish moa that can endure well and im not sure what build to do

and im not sure what the heads do
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Exibindo comentários 19 de 9
Pakaku 7/ago./2019 às 16:51 
The best way to help them survive is actually in mods like Link Health and Pack Leader (the mod that heals companions based on melee damage), but I would still say build for health and armour unless you are running a shield Warframe like Hildryn or Harrow

Heads only determine which two precept mods you get with the MOA, and you can use any of those mods with any other MOAs you build later
Última edição por Pakaku; 7/ago./2019 às 16:55
Escrito originalmente por Pakaku:
The best way to help them survive is actually in mods like Link Health and Pack Leader (the mod that heals companions based on melee damage), but I would still say build for health and armour unless you are running a shield Warframe like Hildryn or Harrow

Heads only determine which two precept mods you get with the MOA

alright cool!
Zorlond 7/ago./2019 às 17:26 
Quick note, leave the Anti-Grav Grenade mod out of play. It's a bit bugged atm. Stuff goes up and never comes back down, which is bad for Defense missions (ya gonna notice the bodies way up there in the sky?) and also Survival (the game limits the number of spawns at any time, and if you don't clean up the floaters, mobs stop spawning in to feed you air).
Kittenpox 7/ago./2019 às 21:23 
Heads should give the MOA-specific mods. You'll want to make all three (for the mods), but they dont really affect the final result.
Similarly, legs are primarily aesthetic - but affect polarity. If you have a favourite, theres always Forma. :-)

If you want to maximise effective health, then https://www.framemastery.com/how-to-build-a-moa-companion/ recommends Drex+Atheca.
Última edição por Kittenpox; 7/ago./2019 às 21:26
Cookie 8/ago./2019 às 0:02 
Better avoid them, they need fat buff to be usefull.
pavig 8/ago./2019 às 1:43 
Who cares about useful, they're fun. :) The hacking one can be hilarious. If you loiter on corpus tilesets it'll hack moa bays for you and you'll quickly find yourself accompanied by an army of friendly little moa companions. :D
No_Quarter (Banido(a)) 8/ago./2019 às 1:52 
Escrito originalmente por Cookie Baws:
Better avoid them, they need fat buff to be usefull.
not too fat, here's my take

1) which parts you pick makes very little effect on your final HP and shields, that delta needs to be way higher.
2) well they do use pet Ai and that thing is just too bloody dumb to be effective
3) you have no control

Thing is, introduction of MOA's it made pets kinda look dull, how can we have full on personality with our moa while all our pets are the same? So in actuality pets do need to receive that, I'd say a simple stance mod that determines behavior and that is enough, make like 3-5 different ones and we good, free one that roams alone and goes far to do stuff, close guardian, kind amid distance, aggressive, defensive, tune those things and we can talk about it.
Introducing stance specific actions on demand would be cool, like being able to target enemy, maybe even pick up allies, knockdown on demand, maybe even hunter doggo who tracks animals.... That would make them fun instead of just randomly running around doing stupid stuff and being totally unaware that they've lost 80% HP in 3 seconds there and they they should GTFO.

We need a button to call our pet or moa ot come, they are stupid and they get stuck in stupid scenarios, I wanna be able to call them to make them leave that and also it would be useful when pet Ai cuts a fart and stops working.

Lack of communication with them makes them dull, both moa's and pets. I honestly think that would fix majority of issues with them.

When we are at it, how about telling sentiniel when he can and when he cannot attack? Sure, put in mod or don't, put in weapon or don't. But things change during missions, especially random bounties and feel like current system of making them attack or not is outdated for current state of the game. And even more compared to where the game is going with Railjack.
Host Migration 8/ago./2019 às 3:09 
Escrito originalmente por Zorlond:
Quick note, leave the Anti-Grav Grenade mod out of play. It's a bit bugged atm. Stuff goes up and never comes back down, which is bad for Defense missions (ya gonna notice the bodies way up there in the sky?) and also Survival (the game limits the number of spawns at any time, and if you don't clean up the floaters, mobs stop spawning in to feed you air).
Oh, i did an arby a few days ago and there was around 5 enemies on the roof, that explains it.
dontomazo 14/abr./2020 às 16:42 
Escrito originalmente por No_Quarter:
Escrito originalmente por Cookie Baws:
Better avoid them, they need fat buff to be usefull.
not too fat, here's my take

1) which parts you pick makes very little effect on your final HP and shields, that delta needs to be way higher.
2) well they do use pet Ai and that thing is just too bloody dumb to be effective
3) you have no control

Thing is, introduction of MOA's it made pets kinda look dull, how can we have full on personality with our moa while all our pets are the same? So in actuality pets do need to receive that, I'd say a simple stance mod that determines behavior and that is enough, make like 3-5 different ones and we good, free one that roams alone and goes far to do stuff, close guardian, kind amid distance, aggressive, defensive, tune those things and we can talk about it.
Introducing stance specific actions on demand would be cool, like being able to target enemy, maybe even pick up allies, knockdown on demand, maybe even hunter doggo who tracks animals.... That would make them fun instead of just randomly running around doing stupid stuff and being totally unaware that they've lost 80% HP in 3 seconds there and they they should GTFO.

We need a button to call our pet or moa ot come, they are stupid and they get stuck in stupid scenarios, I wanna be able to call them to make them leave that and also it would be useful when pet Ai cuts a fart and stops working.

Lack of communication with them makes them dull, both moa's and pets. I honestly think that would fix majority of issues with them.

When we are at it, how about telling sentiniel when he can and when he cannot attack? Sure, put in mod or don't, put in weapon or don't. But things change during missions, especially random bounties and feel like current system of making them attack or not is outdated for current state of the game. And even more compared to where the game is going with Railjack.


This.

After playing SWTOR, my requirements regarding companions have been raised. The companions in that game heal, cover, CC, and (usually) obeys commands.

...and having played pet / summon classes in other games also - the lack of even basic controls is annoying and detracts from an otherwise fun and exciting game.

It would be easy to add a companion mod slot for behavior where you can place a range of choices, or maybe even a toggle, similar to specters. (Follow, Hold ground.)

Última edição por dontomazo; 14/abr./2020 às 16:43
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Publicado em: 7/ago./2019 às 16:31
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