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https://www.youtube.com/watch?v=k5xu-wiZ5hs
https://www.youtube.com/watch?v=RsxTm9u5hG8
Falcor does forced electric on hits from charged throws, not just from charged throw heavy explosion, so melee influence will always be active, without having to drop your combo.
Also yeah it's a combo weapon with subpar crit stats, but good status, but melee influence is a thing.
You want it bouncing around so don't use Volatile Quick Return, and instead just use Volatile Rebound to make it explode on each bounce.
Mirage with a build centered around her 1 and 3 make Falcor an absolute monster because you never have to heavy attack to make it good. The clones from her 1 won't detonate mid-air glaives, but Falcor doesn't need that, so you have 5 of them bouncing around making explosions and spreading all the status everywhere.
It's homing, so you can have up to 5 homing glaives bouncing around causing explosions and spreading status everywhere.
I can admit to possibly having helped get melee influence nerfed to not work on Mirage's clones. I reported a CTD bug from it being just plain so awesome that it crashed my game repeatedly when I entered a mission and threw 5 of them with mirage right at the start of the mission.
Yeah, I love this weapon, especially on Mirage, it's just bonkers fun and effective at clearing entire city blocks.
Think the reason why Xoris has so many users is because it's a tool for Granum Void and it does behave like the Glaive P (which has only recently be rereleased after about a decade in the vault) but is a great value version of it.
So, to come back to this.
Basically, yes - the Falcor with Melee Influence is fantastic for clearing entire sheets of enemies due to its high status chance, even (especially!) in Steel Path. It's viscerally fun that way, even more than the Xoris with Melee Influence.
However, it doesn't have the heavy hit potential of the Xoris or Glaive Prime, since it's really not a crit weapon.
Fun? Oh yes. An Acolyte killer? Eh, not like the Glaive Prime or Xoris, but it'll do the job.
Build is: Astral Twilight stance, Condition Overload, Corrupt Charge. Killing Blow, Volatile Quick Return, Melee Elementalist, Voltaic Strike, Virulent Scourge, Vicious Frost. Needed 1 forma, a Catalyst, and a melee arcane slot (for Melee Influence) to make.
Something that impressed me is that recent mods and the balance changes both make many weapons much more viable than they were before - and this is a great thing. Enjoy!
You listed melee elementalist twice.
Also I suggest Volatile Rebound instead of Volatile Quick Return. You end up with smaller explosions, but you get bounces which result in more explosions, which can really tear up clustered enemies.
It has good riven dispo so if you can get one with a couple elements on it in a usable order then you can drop the 60/60s for Blood Rush and/or Weeping Wounds to make use of the combo you can build with it. Being able to run Corrosive/Blast on it really spreads the mayhem.
Thank you - fixed. I was using Corrupt Charge.
That's a fair point. I am very attached to large explosions, but I can definitely try other options for mayhem.
True enough - 4/5 disposition is not nothing, but I don't yet have a Riven for it. I will try Corrosive/Blast though - it does sound fun.
NGL, I like the Falcor, whether or not many players see warts. The name got me to hum the theme song of the 1984 movie adaptation of "The NeverEnding Story."
It's already made it onto my list of "must get" weapons but watching MCGamerCZ's recent video, that you brought our attention to, has reinforced my desire to acquire Falcor, sooner rather than later.
How I like thinking of it is, which weapons perform which purpose.
At earlier levels, it's often far better to lean on crit items, and you'll be fine. Status weapons often require the damage boosting mods to really make them work (e.g. Condition Overload, and the Galvanized mods for guns), otherwise they're simply debilitating.
Now, mind you, there's nothing wrong with being a weapon collector - I definitely am.
Given we have heavier gun, sidearm gun, and melee options... we have a lot of options for weapons that fulfill a specific purpose. Don't be afraid to experiment, as each weapon has its nuances.
It's only a visual change, but one that I'd like to do without.
The Falcor can be holstered while using a primary, but you have to hold it in your right hand while using your secondary. There are plenty of melee weapons that don't push your secondary into your left hand, and I'm not sure why these type of weapons needed to be different in this way.
In short, Dark Sector callback. :D
Hayden Tenno rocked the pistol + glaive combo in that game, and DE can't resist adding it for Tenno too. I agree that other melee weapons should also work for this (like, say, the Redeemer), but it's one of those "cool factor" things I can't throw popcorn at them for.
OK, that's enough validation for me, but yeah, don't leave out all the other one-handed melee weapons. It's the inconsistency that made it a very minor issue for me, at first.