[D7P] warframe melee weapon mod guide

( Updated : October 23, 2021 )

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Lastly: Channeling AKA “Rage Mode” There has been a lot of but that it has roots in Warframes lore, and a story behind it. › Warframe › comments › rage_mode. Rage Mode · Press a activation button to enter a feral state · in this state your melee weapon will glow and your warframe leaves aftermirage. Rage is a Warframe mod that converts a percentage of Health damage received into Energy. The amount of Energy gained from damage taken to health is affected. THE FUTURE 14) Channelling AKA “Rage Mode” and Future Plans! As you can probably tell, this Dev workshop is going to be a bit of a lengthy one. Her lore is quite interesting and you should definitely learn more about her origin story and her rage. She features a wide range of fast and furious melee. You can either level your own weapons or help a friend level their Warframes quickly with this setup. Make sure you change your primary emission color so. It'll teach you how to operate your warframe and allow you to choose your melee weapon shortly after. This will be used for handling enemies at close range. Yes, I am happy melee is changing, some of these changes sound great. Like if you needed [Blind Rage] on every build of your Warframe but it didn't have. Sticky Fingers when Equipping Melee! THE FUTURE. Channelling AKA “Rage Mode” and Future Plans! As you can probably tell, this section is going to be.

Lastly: Channeling 2. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made. DE should really finish their melee rework before moving on to nerfing melee? Phase 3? Turns out regular melee became so OP without it that the only way we're going to get it is after the current melee gets nerfed. Any Dark Mode users will be able to see your text without the colour change, while any Light Mode user cannot. I thought they would use Rage Mode as cover for nerfing melee outside of that mode. That could still happen I guess, but for now it gets added to the thick file of things I've been wrong about. The reason that melee is considered OP is because of the system that supports it. The fact that no melee is truly single target, the way many guns are, due to follow-through and radial damage, and the fact that they have a ramping mechanic that allows for significantly more power incredibly quickly, makes them simply easier and more effective than all but the widest affecting guns. With the fact that even the worst melee weapon can ramp up using combo-scaling mods to have high crit, high status, multiplied damage from both Status and Mods, high attack speed, a large radius of attack, and on top of all that has stances with guaranteed Bleed on regular attacks, guaranteed staggers to prevent enemy movement, and multiplied damage per hit at base These are all multiplicative things that guns do not have in almost any form. I have genuine experience of this by creating Riven builds for the Mk-1 Bo and Mk-1 Furax that are able to kill enemies at significant speeds up to and including the Steel Path level where similarly powerful Riven builds for single-target rifles whether auto, semi, or sniper or even shotguns cannot keep up because they cannot take their bonuses from one enemy to the next as easily as Melee can. While I can build a Rubico Prime to pop the heads off enemies on Steel Path very reliably, it just cannot be done at the speed a normal melee weapon can tear down a crowd of enemies, and the melee is not limited by things like the need to hit crit-points like headshots and can even bypass things like Nox armour or simple things like a stagger throwing off aim. Melee is not considered OP because it deals out so much damage per hit, and Shy's video is simply the little white tip of the pimple on this cystic issue that players like me have brought up since the actual changes were implemented. We saw the way the hot new builds like the Heavy Attacks or Hybrid Fill and Discharge Combo tactics all devolved into trying to come close to what the Kronen Prime could do. We saw the way that weapons could be built to out-do guns right from the moment people realised that Heat was now scaling damage and Viral was more effective at killing armour than Corrosive was. Guns can't compete because it's genuinely just easier to achieve the relative damage and sustain necessary with a melee. And it's only become more apparent with the release of the Steel Path because now people have actual damage sponge enemies to go to town on and observe the difference between the higher caps of damage from the guns vs the melee. If anything the actual video that people needed to watch on the topic was from I think he goes by KnightmareFrame, where he regularly hits the Level cap with different builds and he used a Banshee, Kronen Prime and the Kuva Nukor for pure status proc'ing, not rivens to literally out damage everything on the board with those fast-attacking melee weapons. And that was back in late It's not a new issue, and Shy is just the troll with the platform to make a highly telling video at the right time for DE to be promising new things. This is from the game DE worked on before, Dark Sector. The main character's weapon was called a Glaive, despite being a thrown weapon not resembling the actual pole-arm. In the game this was because it was supposedly an adaptive blade weapon that could be seen as a 'spear' by some or a different blade by others. That, and the meaning of the word Glaive has likewise adapted over time. Originally the word Glaive has etymology from swords, like the Gladius or Claymore, it was used in a more 'romanticised' way in those eras to describe that the person had a blade. In modern French, though, it's used to describe a short sword, and many scholars believe that it's the length of the blade, rather than the hilt or pole it's attached to, that made it a glaive in historical use. There is also sci-fi roots to the name, the movie Krull uses the name for a thrown weapon, as does the movie Blade and its sequels. So we have some precedence for 'Glaives' being the close range melee you can also throw. Despite the fact that these sci-fi uses are not even slightly related to the actual use of the word 'glaive', we're kind of stuck with it from here-on. Except it is. Remove two and we return to pre melee 2. You mean terrible animation locked stances, no ability to aim strikes, multiple enemies which outright cant be hit by melee or ignore rules specifically only for melee and only when not on open maps. Rivens are not and never will be part of balance, Its RNG loot boxes that can have more than a 9x total damage multiplier to a build. You mean have a unbalanced stance and for some reason carryover multihit guaranteed slash on heavy with no actual power curve breaking stats on the weapon itself? Almost as if its not the weapon at fault but a outlier in stances and Guns cant compete because people gravitate to efficient lazyness aka reward for skill to aim or aim for headshots as damage levels being percieved as too low when in fact its close to parity because the weakest per hit damage of melee is massively lower than that of guns. Ah, you mean how you can mow down a pack with a scindo prime about as well as a karak wraith. By you should just use Octavia. Or anything power stacking with Breach Surge or Nyx4 specter absorb or Gara, just maybe Saryn if on a good tileset. Either way my point is that the stance name line should be changed to at least "thrown melee" like on the rest of the mods or be renamed to chakrams which is closest in throwing disc idea while keeping the specific weapon and its prime named derpily as reference. If this is your response, logic's never talking you around, have fun down that personal rabbit hole. Melee can certainly perform with less effort than Guns, but it's not like Guns don't Kill stuff just fine anyways. Maybe also the 30 min survival if the person is really bad. Right now, automatic rfiles struggle to break 70k dps, and automatic secondaries struggle to break k. Meanwhile, 8 condition CO built melees range from k on pure physical kronen builds that also apply true damage bleeds per hit, to k dps monsters like the Silva and Aegis Prime. The worst melee follow through value in the game is. I don't think a melee exists in this game that doesn't casually break k dps at current, something only secondary shotguns and explosive primaries do otherwise. Also galaxy brain move on taking exactly 2 weapons whose stances i noted as outliers as per:. Now unless you're confusing things that are universally applicable external damage modifiers to dps like viral your numbers are way off, if not then your numbers are still way off because just the good old catchmoon and kuva nukor which cant even headshot thus take in effect one of the bigger multiplier options of guns headcrits hit k depending on mods. When the CO ramp takes less time than the cast time of roar from proper prep weapons, it's beyond silly to discount it. It's also something entirely frame agnostic. Sniper combo should be considered, especially for the Rubico which only needs one hit to apply a multiplier. But I didn't even reference single shot weapons, I specifically mentioned automatic rifles. And no, those numbers don't include viral. I include the catchmoon under the secondary shotgun list, and yeah it still can break k dps. You're severely overrating the kuva nukor by itself though. Headshot crits do bring some guns up, but there's tons of overhand melee swings that will still generate headshots. Even then, it's unlikely to be the bulk of your gun damage, unless you play slowly. Headcrits are also not equal across factions, Human corpus units take 2x damage on a headshot, but don't take the additional 2x damage on a headcrit in addition to the that. The Kuva Nukor is great, as a primer or a weapon. If you're counting the chains, the melee goes even higher because of no target cap and high follow through. If you mean multishot, that was already included. Totally not like a free 1. Ah yes, clearly 10 attacks on 9 stances, 3 of which are inefficient for full damage due to animations, 2 on the low end of base damage weapon types and only 4 actually having slash procs in them being 3 of the mentioned ones. Clearly that happening to overlap with the most used non-free weapons as per usage chart has nothing to do with that, noo, couldnt be that a massive damage modifier outlier is the cause. And no, you assume instant 12 combo and 8 statuses, when in fact its one strike with no procs and one with 1. Adding external performance fluffers in the first case is pointless as you could just shoot or swing one more time and kill the target. Even then, it's unlikely to be the bulk of your gun damage,. KNukor has 33 base damage, If you go for a unreasonably dumb and worse actual performance due to value of procs non status elemental case youd hit k. And yes actually aiming will give you the bulk of your damage because its literally a total damage multiplier and on crit against all enemies that arent already paper that die to tool build pox despite steel path modifiers it will be more than half your damage. Also no, most overhead swings suffer from prior mentioned full swing hitcheck which means it doesnt count as headshot, even new Rending crane neutral has dumb issues with something as basic as cracking a nox helm. Like I said, 44k sustained. You completely missed the neutral combo? And yes, some stances are bad. You've cheery picked such odd example, I don't know what you're going for here. Of course I'm calcing max combo, because it's trivially easy to hit and keep for entire missions. Both a primary vermisplicer, and kuva nukor are capable of putting up 5 statuses in under a second on multiple targets. There's also no holster time to worry about, since we have instant swapping. I'm not counting warframe buffs, because they're warframe buffs, and aside from toxic lash, they favor everything equally. And that's a pretty mid tier at best weapon. But hey, let's look at the Scindo you compared to a karak wraith instead, same build as above but we'll drop Voltaic Strike for Weeping Wounds:. And it breaks k at 3 statuses, and this isn't even using the highest damage combo available to heavy blades. But hey, I should include a reference build for the karak wraith You need to use actual big boys for guns to realistically compete with melee, such as the Stahlta alt fire:. Almost k sustained dps on this bad boy, even reloading after every shot. And the explosion radius is huge, so it competes well with melee range and follow through. There are precious few guns in this class. Meanwhile, thanks to base stat buffs, and stance buffs, melee is doing more damage than it ever has, even with CO and Blood Rush toned down considerably. I think it's worth remembering the context when "Rage Mode" was brought up: at the time, Steve and Scott were discussing Warframe's melee overhaul, but Devil May Cry 5 had also come out at the time, and clearly someone had played it and loved the game so much that they wanted its combat system in their own game. This is why we have the Lifted status effect in an unsuccessful attempt to implement juggling, for example, and why the devs fantasized out loud about a Devil Trigger-style mode. Now that the update has rolled out, its changes are pretty much self-sufficient without requiring that "Rage mode", and given the sheer amount of work that Melee 3. Personally, I'm actually kind of glad DE stopped before implementing that mode. I don't think it's necessary, and I think melee as we have it is already both bloated with tons of useless moves, yet simultaneously also still quite shallow due to how it still largely boils down to spamming the same attack all the time. Before adding anything else, DE ought to refine the melee system we now have, and try to make the most of what we've got. TLDR so you are completely ignoring part of the skill ceiling and over half the damage AND are unfairly fluffing melee numbers by counting external buffs which not only do take time because there is not just the gun shooting bit of the animation but the swap isnt even instant, ok. Guns all then do million damage because sonar. Whats hilarious is that you are unironically using external sources to multiply CO on outlier multiplier stances and still falling short of the initially proclaimed numbers AND ALSO completely ignoring that the entire gap you artificially fluffed just relies on CO at which point DE could do that long asked thing of just adding either a direct copy or crit version of CO for guns even tho they dint have to because your argument was comparing quicksand instead of a realistic self contained base No, i picked attack chains that arent animation locked to hell and back. You know the standard of pre 2. Again like the rest objectively false. Melee 2. You completely ignoring that the kuva nukor and vermisplicer exist, while insisting there's time to headshot every enemy is just absolutely hilarious. Especially when you also pretend guns don't need to reload. The sonar strawman was addressed, but it's hilarious you keep pushing it. I even gave you a chart of a weapon you basically called trash, using a stance you don't think is "outlier", despite the stances you think are outlier being less so than the trash ones you think are normal, and it blows away your comparison points. Dude, what. You can roll out of any swing at anytime. I honestly don't even get this complaint. Especially when they're less animation locked than before, when we couldn't roll out of them. The only way out of a pause combo in the old system was to stop meleeing, and wait for the window to reset. Instead of like now, where you just input the combo you want to switch to and do so. Plus you know, being able to roll cancel all melee, which didn't exist before. That still doesn't increase the weapon's single target dps, and melee still wins on the group dps because of follow through. You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. All rights reserved. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. News Creators Store Prime Access. Update Share More sharing options Followers 4. Prev 1 2 Next Page 1 of 2. Recommended Posts. Posted February 28 edited. From the dev workshop in Link to comment Share on other sites More sharing options Posted February Pretty sure the forums are Rage mode. Tiltskillet Posted February Andele Posted February Joezone Posted February Posted March 1. Chakrams aka glaives which are for some reason called that despite not being a polearm. Andele Posted March 1. Nok-Rntha Posted March 1. Gone, reduced to atoms. Andele Posted March 2. Posted March 2. Posted March 2 edited. Vermillion Storm Crimson Hurricane Teridax68 Posted March 2. Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community. Register a new account. Sign in Already have an account? Sign In Now. 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