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Warframe modding guide for beginners | Warframe Wiki
www.thegamer.com Warframe modding guide for beginners
As I said, this guide covers the basics of melee weapon modding, how to get the maximum out of your melee weapons, and the. For what it's worth, I've been considering using the Paracesis as my main melee weapon. It'd be great if folks could also not use too many. › builds › melee-weapons. Best Warframe Melee Weapon Builds · Sister Resister -- Flat Viral/Heat (Updated -- Sisters of Parvos Update) · Ripdolon (Definitely not OP crit redeemer). Why did you recommend flat damage builds on thrown weapons? They have guaranteed procs and can be dual-wielded, making them some of the best. They improve the base damage of your weapons and are a core part of every build. For secondaries, it is 'hornet strike' and for melee 'pressure. Warframe gives players the chance to master guns and melee weapons, and both Related: Warframe: Galvanized Mods And Weapon Arcane Guide. These should usually be saved for gear that you enjoy using. Stance mods are special mods for Melee weapons that increase a weapon's mod capacity. This boost is.

Asked by bejuizb , September 11, Hello, As the title may imply, I've only recently come back to the game after a sizeable absence. As such I'm playing catch up, and hoping to tackle both Arbitrations and the Steel Path soon. I did give the first Steel Path mission a go but seemed to be taking a good chunk of time trying to kill the enemies, which I am assuming is only going to get worse as I do higher end missions. From digging around, I've seemed to gather that melee is the best option for doing damage in the game at the moment, but I genuinely am struggling to understand how the system works. It'd be very helpful if I could get some explanation s on how melee works and how the mods help with that, just so I can formulate and adapt builds as needed. For what it's worth, I've been considering using the Paracesis as my main melee weapon. It'd be great if folks could also not use too many acronyms or technical terms in the explanation since I'm not the brightest bulb in the shed, so to speak lol. Thanks again, hope folks stay safe. When doing melee you want to do as much damage as possible while attacking as fast as possible at as long range as possible, be it light attacks or heavy attacks. All melee builds benefit from the Melee Combo mechanic in their unique way, because it's a powerful mechanic. Combo Multiplier multiplies heavy attack damage, but it does nothing independent of specific mods to light attack damage. The light attack build is based on combo scaling bonuses of two Acolyte mods which are always included:. Since you attack fast with this build, also always included are other types of scaling bonus mods they stack up as you attack, but not based on the combo multiplier :. There is also a scaling range mod Spring-Loaded Blade , but it is worse than Primed Reach, and can only fit with a riven, or in weapons that have a specific innate element generally Viral. These were six mods, leaving two slots open. If your melee is Slash-based, you should slot Toxin and Cold to get Viral, for best effect; if the melee has a non-Slash base make Corrosive; another good option is pure Toxin for Corpus regardless of the physical damage base ; if the weapon has innate Heat or Electricity, always go Viral. This is not optional it's very important. The heavy spam build is based on Initial Combo so that you can have a Combo Multiplier the big number in the lower right corner, 2x for example without actively increasing your Combo Counter the small number below the big number ; you can't actively increase the combo counter when doing heavy attacks only, because you reset it each time you do one. Increasing speed comes in two forms: first is the Wind Up Speed increase, provided by the Amalgam version of Organ Shatter. But you also want to speed up the portion of the heavy attack animation that is affected by bonus Attack Speed the part before and after the characteristic wind up sound :. These have been six mods. To optimize this build type for each weapon, there are different options for the last two slots. The best option for a weapon with forced Slash is always Faction Damage :. This build type is generally seen as being worse than the light attack build, while being harder to put together. The bonus provided by a riven can be much bigger than the bonus provided by the standard mods Focus Energy and Reflex Coil ; this part is complicated for a beginner as it involves Focus schools; my opinion in this matter is: keep this build as similar to the light attack build by using Combo Eff on riven and Naramon. The Combo eff build is a crossover between Light attack and Heavy attack build, mostly based on the light attack build despite being used to do mostly heavy attacks , so it's also based on combo scaling bonuses of the Acolyte mods:. These were seven mods. For any Slash-based melee forced Slash or not , the best fit in the last slot is Faction Damage it tends to be better than trying to shoehorn Viral in :. This is an excellent situation for pretty much any weapon, but this build excels with weapons with an innate element because there is more room to fit everything. The only problem in it is that it's overkill and hardly worth it compared to the already overpowered light attack build. Status has been changed. Physical damage no longer has a 4x weight to status chance so whatever has the biggest number has the highest chance. This means Weeping Wounds is quite good now. The biggest change is viral. Instead of halving health it now doubles the effect of other procs. Now weapon builds with slash and status want heat and viral. Minor status changes are electric procs arc across enemies and impact procs stagger enemies and are a bit annoying. Combo counter and heavy attack are the other big change. Combo counter builds faster they also buffed the base damage of all melee alongside this so melee is kinda even more busted now. Heavy attack is now equipped melee alt fire hold F then press middle mouse for PC. Damage scales with combo multiplier. I'd suggest looking at Fragor Prime and Scythe heavy attack builds. Heavy attack ground slams with combo at least now Lift enemies. Basically a mini Rhino Stomp. Also you can attack mid air Devil May Cry style by just not aiming down at least. Also a final note, Covert Lethality is dead and Hammers are the new Daggers. Hammers have high heavy attack damage and the highest finisher multiplier 16x. Which isn't a problem in any other Situation but for the Steal Path you definitely want more Status Chance. I've seemed to gather that melee is the best option for doing damage in the game at the moment, but I genuinely am struggling to understand how the system works. That's it really Weeping Wounds I heard it's now available some where in the new content that was released recently. Forgot it's name It's new. In any case the only mods you should be focusing on Are the ones that effect your Crit and Status Trying to explain how they all interact together at the same time would be too difficult for me Range Mods give a fixed value now rather than Multiply the base value of the Weapon, and Melee Weapons are overall more homogenized in Range low and high moved closer to the middle. All rights reserved. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. News Creators Store Prime Access. All Activity Home Community Players helping Players I could use some guidance on how exactly melee modding works, since my knowledge of the systems are woefully outdated. Weapons Mods. Posted September 11, Link to comment Share on other sites More sharing options Recommended Posts. Proscriptor Posted September 11, A mod that is included in all melee builds, of any major type: Range - Primed Reach without this mod melee sucks The light attack build is based on combo scaling bonuses of two Acolyte mods which are always included: Critical Chance - Blood Rush Status Chance - Weeping Wounds Since you attack fast with this build, also always included are other types of scaling bonus mods they stack up as you attack, but not based on the combo multiplier : Damage - Condition Overload Attack Speed - Berserker There is also a scaling range mod Spring-Loaded Blade , but it is worse than Primed Reach, and can only fit with a riven, or in weapons that have a specific innate element generally Viral. Another mod that is practically always included is a non-scaling mod: Critical Damage - Organ Shatter These were six mods, leaving two slots open. If your melee is Slash-based, you should slot Toxin and Cold to get Viral, for best effect; if the melee has a non-Slash base make Corrosive; another good option is pure Toxin for Corpus regardless of the physical damage base ; if the weapon has innate Heat or Electricity, always go Viral Don't use Primed Fever Strike when building Viral, because you will have too much Viral in relation to your Slash or Heat or Electricity. This build simply shreds. So much so that people complain about it. The mod included in all melee builds, of any major type: Range - Primed Reach The heavy spam build is based on Initial Combo so that you can have a Combo Multiplier the big number in the lower right corner, 2x for example without actively increasing your Combo Counter the small number below the big number ; you can't actively increase the combo counter when doing heavy attacks only, because you reset it each time you do one. But you also want to speed up the portion of the heavy attack animation that is affected by bonus Attack Speed the part before and after the characteristic wind up sound : Critical Damage, Wind Up Speed - Amalgam Organ Shatter Attack Speed - Berserker you don't attack very quickly doing heavy attacks, but still fast enough to fully benefit from this mod's scaling bonus; slotting Primed Fury instead is a mistake These have been six mods. The best option for a weapon with forced Slash is always Faction Damage : Faction Damage - Primed Smite it more than doubles your damage, because of peculiarities of bonus Faction Damage Often, Viral doesn't fit, but that's okay. DemonDaemion Posted September 11, General catchup since builds are basically the same just following some different rules. Lutesque Posted September 12, Posted September 12, Stance Animations are different now. Archived This topic is now archived and is closed to further replies. Go to question listing. Sign In Sign Up. 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