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Báo cáo lỗi dịch thuật
Sorry, I don't mean the game mode. I mean the ability of your frame to survive damage.
basically the more shields max , when u hit zero shields the longer the SG invul window is , so having a larger pool of shields gives u a bigger cushion
for those that preferred the playstyle that the decaying dragon key gave , there is a new mod called catalyzed shields that locks the SG duration at 1.7 secs and drastically lowers ur max shields
Rolling Guard and Adaptation + the Umbral mod set is probably my goto for 'survivability' on most frames , its simple and works across the board [obvs certain frames can benefit more from building around their specific abilities]
Qorax the new brutalist radioactive reactor frame has a huge base armor , so he's very durable with lots of armor mods + guardian + grace
Nekros is still awesome with Equilibrium + Despoil
there is a new energy mod called Energy Nexus that gives huge regen , ive replaced primed flow or streamline on a few builds to incorporate it [although there are new purple fused archon shards that give big melee crit dmg if ur nrg pool is larger]
the new melee arcanes are excellent , and the tennokai system and the melee exilus slot are welcome additions imho
i feel like im basically rambling now XD , TLDR there's a lot of new stuff and personally/imho WF is in the best state its been in in years
Thank you, very helpful. About the SG window, do overshields count for that? Because if so, that seems like a nice buff for frames like Mag who can create huge overshields for themselves.
His 2 power makes you basically immortal. Doesn't matter what level the enemy is or how many. You can die but only while recasting power 2 or if it ends. He can also make an undying army that scales with enemies, which counters his power 2's weakness quite well. In my opinion Revenant is effectively the most powerful survival frame in the game.
As much as I like Revenant, I like to play more than just one frame out of all of the ones in the game.
Yeah it's the only problem with him lol. He effectively trivializes the entire game at any difficulty and can make the game rather boring. I really only use him when the game has enemies that can one shot you with basically anything. He's good for mindlessly farming steel path or archon hunt.
Generally, for warframes more reliant on shields, rolling guard is pretty clutch, both for an extra layer of protection, and for shaking off status effects that can kill low-health frames very quickly.
For warframes that have a source of damage reduction within their own kit (Mesa, Gara, Nidus, etc) I find they shrug off damage just fine with adaptation.
For warframes that neither have their own built-in damage reduction, nor 'tank' warframe mechanics, they might also get rolling guard, but usually it's more about out-healing damage, or mitigating it through other means, like CC, projectile blocking mechanics, or just always wanting a melee weapon out.
You could look into the arcane Molt Reconstruct. At full rank, it gives you 6 health per energy spent on the initial casting your abilities for you and all allies in affinity range.
Arcane Reaper heals for 24/s and gives 660 armor for 10 seconds on melee kill at max rank.
You could subsume Gloom, Blood altar, Dispensary, Reave, Tharros Strike, Voracious Metastasis and Well of life as they're all heal your frame in different ways.
More minor stuff are
Sentinels can get the mod Medi-Ray to heal 12% over 4 sec.
The Vizier Predasite has a mod called Iatric Mycelium that when maxed, releases spores every 8 sec, healing for 300 over 5 seconds.
Hirudo fist weapons can be built to over 100% crit and steals 5% life per hit and increases max health 5% per kill (up to 25%) for 15 seconds.
The mod Healing return gives you up to 11 health (per hit?) for every status type affecting the target.
The mod Life Strike is 20% life steal on heavy attack at max rank.
Nothing can hurt you if nothing is alive :D
To get into the numbers of shield gating:
Shield gate now scales from 0.33 sec to 2.5 sec depending on max shields, starting from 0 and capping at 1150. The shield gate duration you get is based on the highest your shields regenerated/restored to before they were broken, so a partial recharge is finally better than no recharge at all.
Overshields do not contribute to the gate, but can still be used to rapidly generate normal shields. In addition, shields have had their innate damage resistance increased to 50% from 25%, making shield tanking (as opposed to gating) a potential option for frames with high shield generation.
The Decaying Dragon Key now caps shield gate to 0.33 sec, regardless of shield max.
The new warframe mod Catalyzing Shields performs the old mechanic of the key, reducing max shields by 80% but fixing the shield gate duration at 100% recharge to 1.33 sec.
Hildryn and Protea can extend the shield gate duration.
Hildryn's Haven extends shield gate to 3.5 sec.
Protea's shield satellites double the shield gate duration, changing the range to 0.66 - 5 sec.
Primed Redirection was released via Baro shortly after the Whispers in the Walls update, allowing most frames to break the 1150 max shields threshold.
Since any air time reduces enemy accuracy, less hits means less damage taken.
Othervise using the "gimmick" survival ability of each warframe, such as Iron Skin for Rhino, Molt for Saryn, Turbulence for Zephyr, Hysteria for Valkyr and etc.
What has changed is the addition of the Bond mod series to companions and the rework of base stats and mod percentages. DE knew the mod percentages weren't intuitive (i.e. 300 HP +440% = 740 HP???), so they changed how the math was done so they could make the percentages very straightforward and also buffs many frame's base stats along the way. You'll find many frames have higher health and shields than they used to, this was so the maximum values with mods remains the same; you'll also see mods now do what they say on the tin (300 HP +100% = 600 HP).
Bond mods promote some synergy with your companion, providing benefits to both it and your warframe. Restorative Bond makes health orbs restore an additional 60 HP and also reduce your companion's recovery timer by 3 sec (they just go down for a time instead of dying ever since part 1 of the companion rework). Mystic Bond will give a free warframe ability cast every 5th ability cast by your companion. Vicious Bond will give your companion's melee attacks 15% armor strip, and if their target has been damage by a warframe ability recently, that strip gains a 9m AoE. I'll stop listing mods here.
Otherwise, our tools are the same as they were before.