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- Rhino is good tank with his 2nd ability
- Valkyr's 4th ability makes her immortal (while it lasts...) and pretty deadly with that...
you get Rhino parts blueprints from Venus assassination mission (Jackal), and Valkyr from Jupiter assassination (AladV), so you can get both of them...
maybe you should also consider doing some void to farm prime parts and trade them for plat...
- The one with CC, Crowd Control, Rhino and Frost.
Rhino on Venus, the closest one to Mercury and Frost on Ceres, the furthest one.
- The one that jumps to the fray, Valkyr.
Valkyr is on Jupiter.
- The one who is technically immortal, Inaros.
To get Inaros, you must buy the quest first from Baro Ki'Teer, craft it, and begin the quest.
Look them each on the Warframe Profile that DE provides.
Rhino and Frost both has decent shield and health.
Rhino can buff himself up using his Iron Skin to absorb damage.
While Frost may not as tanky as Rhino, his CC is quite formidable as it can freeze enemies for few second, leaving them vulnerable to your shots.
Valkyr has low shield but really high armor. Her ultimate is channeled, which means will drain your energy each second, but provides lifesteal for each of her attack, which can make you invulnerable as long as you keep attacking.
Inaros has no shield at all, but in exchange has a massive increase for his health pool. Each finisher he made will restore about 25% of his health, which means he can keep himself alive as long as he always peform finisher moves. Also, his undying passive means that he can self revive as long as there's an enemy around that he can "drain".
If you want immortal warframe, go with Valkyr. She literally can be immortal but she is bad in Excavation and defense missions.
his 2 also makes him invincible as he drains HP from an enemy, or anyone who is draining HP from an enemy in a sand pit from his 2
Frost, wukong, rhino play in the much more traditional sense.
Wukong is easily available if one has access to dojo research, via joining existing clan.
Obtaining Inaros will be difficult for OP given the nature of its quest, but in pursuing it with an interim frame might produce the necessary plat to free up another slot.
Edit: Oberon is also an easy frame to aquire and has durability beyond that of mag.
EDIT: Just remembered Chroma. He is pretty great Tank too with some Damage from his abilities.
Parts drop from the jackal on venus.
You don't need any rage or efficiency mods other tank frames need to make rhino work and you're immune to all the annoying knockdown so you also don't need mods that make you get up faster -if you even have those yet .
Most frames have some way to keep themselves from dying, but if you're specifically looking for tanks- there's a surprising number of them. Valkyr's probably the best tank if you take into account both her armor and her invincibility, but if we're ignorning abilities and looking directly at stats, Inaros is probably the most tanky frame.
Shields are bypassed by alot of procs eg: punc,toxin,fire and quickly neutralised by ice conditions and mag weapons.
Boosting ones shield recharge, overall shield, health and mission specific proc resist will all help with passive survival. (Vitality, Redirection, Vigor, Fast deflection) recharge is redundant if fighting against shield using enemy.
Boosting mag's armour helps with damage mitigation but isn't cost effective use of mod slot.
Mods that improve her powers
Crush - kills low level enemies and provides breathing space against others.
Pull - ragdoll enemies to interupt them, open them up for finishers and throw them out of bounds for insta kill.
Shield polarise: Boost ones own shields while causing damage to enemy benefiting from shielding... prioritse osprey and other shield generating units.
Bullet attractor: apply to near enemy for adhoc bodyguard/bullet sponge. Apply to bosses in principle.
Depending on your playstyle depends on which mods and its difficult to boost all ones frame abilities without hindering an aspect of another.
Eg melee mag, uses melee weapons with block function and spams bullet attractor to control field and crush to stun enemy, sheild polarise to recharge and pull for annoying targets like flyers. Would focus on range and effieciency to allow for more mob coverage and cheaper casting. Mods would include stretch (uncommon) Streamline (rare) and possibly flow (rare)
Toxin clouds and fire are its weakness so would require a resist Antitoxin (vs infested) or flame repellent.(vs Grineer). In this case i'd go steelcharge for aura - (uncommon via alert). There are better mods but they're nightmare/corrupted/primed so probably not all that obtainable at this time.
Natural talent - quicker power cast. Reflex guard - autoparry. Retribution - chance to stun enemy when hit in melee. Heavy impact - additional crowd control/stun when jumping into enemy. Equilibrium - Health=Power pickup. These are all mods that might compliment a melee orientated build.
Have fun.
If you want Tanks, you go for anything with high armor, with Valkyr being the strongest in that aspect. Slap a Rage mod on her and you will not ever have energy problems as well, just take a hit or two after ult and go right back into it.
Other frames that work are Frost, Atlas, Rhino and Inaros.
On the other hand, it's possible to go virtually endlessly with Hydroid's tidal wave and the augment, because it lets you shrug off all the procs that kill you (it's rarely straight damage that knocks you out, even early on - grineer rifles do 6 damage per shot or something). It's always risky to play like that, but it's just as fun every time when people alternate between wanting to quit the game because things are too silly, and between wanting to stay and see how long you're actually going to last. So that's one option with relatively low armor, low shield and no real healing ability, that still lasts. Kind of similar approach as limbo - you'd focus on a different area than what normally would give you solid defense.
Or you have the frames with DR - Mesa, Trin, Mirage, Valkyr, Zephyr.. a few others? If you have almost immunity against incoming fire, you can spec for something else than armor.
Then again, early on you're not going to have sentinels with guardian, or rage-builds that tend to work better with the dragon keys equipped, and so on. So then both Volt and Mag have really good shields. So with vigor and faster recharge, you can easily get away with using Mag as a melee frame for very long into the game without any of the crazy mods. Volt would have to be ranged to get the most use out of the abilities, though. But building for efficiency on casts and shield recharge instead of armor+rage, and so on, works for a long while.
Usually defense is a complete waste, though. Tactically, it doesn't really make sense, because sooner or later you can't sustain damage from any source for more than a few seconds anyway. So you rely on some ability to disable or damage the mobs instead of tanking them. In a way, the only real tank-frame in Warframe is Nyx, because the absorb is (almost) endless. But she's too soft to work that way without quick thinking and flow + rage. And that fizzles out pretty quickly, and the other abilities work against the tank role. Absorb also can't throw back enough damage to kill high-level mobs before the mission ends eventually (incoming damage scales much less than enemy health and armor).
So either: buffer with shields, increased recharge (and sentinel with ranked guardian + shield buff/recharge abilities).. this works early on, has too many weaknesses later. Armor+vitality&rage for melee-type frames. Disable casts. Or DR/damage bypass abilities.