Due to some kind of snafu, I'll be attempting to move gaming build stuff here; along with reblogs from the original blog (lazyminmax)... if yall are interested
Don't wanna be here? Send us removal request.
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Just on the basis of Faction Guardians, you would need to unlock a total of 450 character slots to be able to get all of its available bonuses. *sigh*
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Here's my install link for Raid: Shadow Legends. Get it through this link and both of us will get some free stuff to boost us along! https://link.plrm.zone/app/ia4b9
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The new epic empowerment in Raid will dramatically change how I ull Ancients. 2x events > extra legendary > progressive events.
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Here's my install link for Raid: Shadow Legends. Get it through this link and both of us will get some free stuff to boost us along! https://link.plrm.zone/app/ia4b9
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Didn't have this on my F76 bingo card.
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RAID: Shadowlegends
I've been F2Ping this mobile game for a little over a year... not doing too bad.
Lots of intricacies and lots of grinding.
Here's my install link for Raid: Shadow Legends. Get it through this link and both of us will get some free stuff to boost us along! https://link.plrm.zone/app/ia4b9
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The Coven (Warframe)
I wanted to add some thematics to go along with the mathematics when considering which frames would be good witch frames.
Without considering Invocation mods, I've come up with a small list:
Wisp the Windwalker - with Lohk Canticle, Lethal Torrent and Arcane Velocity, fire rates up to +210% are attainable; add in a speed mote and 250-300% plus fire rate is achievable.
When considering multishot, Lethal Torrent and Galvanized Diffusion can effectively triple your modded "rate of fire" for ridiculous amounts of Magic Missiles being launched in a short time span.
Miarge; Mistress Malkavian - Hall of Mirrors allows additional primary AND secondary projectiles, multiplying the multishot of both modes and expanding the potential radius of both radial attacks. Although not as fast as Wisp (no motes), it's still quick, puts out a lot of bolts and covers a slightly larger area.
Witch Queen Saryn - Venom Dose and Toxic Lash provide Corrosive and separate Toxic damage, Accelerated Isotope gives you Rads; mod for Viral and you keep Electric as a freebie. Five damage/status types that can be used for Galvanized Shot. Ability Strength now plays into your Grimoire's damage and can be further enchanted by infusing Roar into the build. Words may not leap off the page as verbose as with the prior builds but they will have deep definition.
Harrow the Heretic - Does he even need a Grimoire? Sure, why not. Like Wisp, Harrow can get the fire rate up to a similar pace as well as allowing the tome to generate health and energy while pushing out the crits. Question is, what is your preferred infusion for such a well rounded frame? Nourish? Gloom?
DeathChilde Yareli - Infuse Airburst (w/Airburst Rounds); group, Sea Snare to immobilize, slow, DoT and soften up the mob, then strafe with blade and tome on the back of a wild sea creature. Cold, Slash, Electric, Rads, Viral; feed your Galvanized Shot; ramp up your Galvanized Diffusion.
I know there's a Nekros and Gyre in there somewhere but it's late and I'm tired, lol... good night.
#warframe#whispers in the wall#grimoire#wisp prime#wisp#harrow prime#harrow#saryn prime#saryn#yareli prime#yareli
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...decided to work on getting a maxed Arcane Velocity during the Gargoyle event; +120% secondary fire rate is hard to replicate without massive investment/sacrifice.
Was toying between this and Arcane Precision but getting a crit is easier than getting a headshot (especially when things get hectic).
Maybe I'll get both for a Grimoire meme build but for now: Wisp mote, Arcane Velocity, Lohk Canticle, Accelerated Isotope and Lethal Torrent seems the way to go to brrrream out my Grim's primary fire.
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Another quick Grimoire note: Vome Invocation + Growing Power = 29-85% Ability Strength when applying status effects from Grimoire alt fire for 4-15s. Pretty neat ability primer; especially for frames like Protea and Ember that can ramp up ability strength through their passive. Along with Molt Augmented; could open up more build diversity on any frame.
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Just a quick note; Accelerated Isotope (+Rad/+fire rate) mod does the Grimoire a small wonder. Increases dps and control; makes it feel better to use.
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Qorvex (Warframe) a quick look
(can you imagine if they gave this name to Citrine?)
Qorvex has good base health and armor; supplementing his shield gating and a decent energy pool.
+3 punchthrough on his passive synergizes with Containment Wall. Sounds really good for shotguns (Azima secondary fire also sounds like a revisit may need to happen)
Chyrinka Pillar's been disappointing some content creators but it's not a horrible power or even a bad one. It has two forms of crowd control; rad status effects and a slow... good duration and an okay base range for something you can have two of. Damage is not bad for a t1 support ability. It's definitely a defense/chokepoint ability; I wouldn't expect much more out of it than that.
It may be counterintuitive to have a cc (slow) on an ability that turncoats mobs (like the blind component of Breach Surge) but it still bumps up its own/your dps by converting trash mobs)
The line of sight may be an issue on certain maps but be less applicable in open world and roomy tilesets. I built to maximize range to start stacking those rad procs asap.
As a subsume, I'm not sure where I would go with this (outside of meming Wisp, Oberon, Atlas or Limbo)
Containment Wall is pretty fun; big wall smash type fun. It's a semi grouping tool (just lines up but doesn't bunch up mobs) that uses rad procs for its control, softens up mobs with damage vulnerability, does a bit of damage and doubles the dps of any pillers in its path for 5s (adjustable by duration mods). Strength modding to increase dmg vulnerability.
Disometric Guard - I hear that this isn't 100% status protection but it allows me to Bramma and Bubonico at point blank range, so I'm good. It's a persistent yet fluctuating buff; stay away from nullifiers.
Crucible Blast is an all or nothing "Combustion Beam"; works freaking great if there's a bunch of mobs that you can group up... not so much if mobs are scarce. Infuse (Piercing) Roar over Pillars and/or some Topaz shards to make this even more ridiculous.
Just my initial thoughts... nothing too in depth.
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Saryn Shard (Warframe)
Azure + Amber = Emerald shards (the green one). Glancing through the bonuses, two frames came immediately to mind; Saryn and Hydroid.
Toxin status effects deal 30% more damage; Toxic Lash/Contagion Cloud melee bonuses could make good use of this. Will it do well for Chroma?
Recover +2 health any time a toxic proc goes off - aoe heals from primer and aoe weapons the more enemiesaffected, the better the regen; again a nod goes to Toxic Lash/Contagion Cloud. May allow you to remove lifesteal mods in favor of more damage... or leave it for moar healz. [Now that Nourish Chroma can melee while Screaming, he can spew heals while swinging a lifesteal weapon and eating damage to build armor, damage and energy restoration. Throw in Archon Continuity and you're golden.]
Gain 10% multiplicative ability damage on enemies affected by Corrosive status. Any frame can seemingly utilizes this as long as they can source in Corrosive (weapons, abilities, companions, etc) but Hydroids kit may get the most mileage. Saryn peeks in with Spores and don't forget about exalted weapons.
Increase max stacks of Corrosive by 2 - more armor strip potential; especially for Hydroid and Saryn. Armor strip is an understated dps mechanic (as dps).
[Addendum: I missed adding Grendel to all the toxic shenanigans of this shard]
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Violet Archon Shards (Warframe)
We'll assume that fusion shards follow the same rules as regular archon shards; Tau versions are 50% better than regular versions and you can stack up to five of a like shard.
Red + Blue = Purple
+10% (multiplicative) ability damage on enemies affected by electric status - at first, I was limiting this to shock frames like Volt and Gyre or frames that infused shock abilities, like Nervos but any frame that can put out high ability damage can benefit... as long as they can source in electric procs from weapons, companions or abilities.
+30% Electric to Primary weapon (+10% for each additional slotted red, blue or purple shard). Not sure if it's a separate instance of damage or if it combines with Primary's equipped damage. Good for gun CO.
Health pickups give 20% energy and energy pickups give 20% health; Equilibrium replacement.
**At this point, I'd like to reiterate that shards are wonderful versatility tools that can give you more room to mod.**
Gain +25% melee crit damage; double if max energy is 500 or over. I didn't like this one, initially; it seemed redundant when compared to its Crimson counterpart but Primed Flow can put a few frames there with no problem or with assist from shards. So, I can have a +50% shard or a +75% tau shard... sounds very good for my Wrathful Dagath project.
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Melee Arcanes (Warframe)
Not going to discuss them all just the ones that intrigue me most.
Melee Retaliation (30% melee damage per 200 current shields; up to 420%... half that for overshields) - has Hildryn written all over it.
Melee Fortification (+210% armor on melee kill) - does it stack?
Melee Exposure (on cast, gain 60% Corrosive damage on melee strikes; stack to 240%) - First thought is the reworked Hydroid... other than that, it's like having an entire ability added to your kit; extra damage and armor strip on melee strikes)
Melee Influence (on melee electricity status effect, 20% chance to spread elemental melee effects to apply to enemies within 20m for 18s. Cannot refresh while active) To me, it reads like the Mecha set bonus but instead of a kill, it requires your melee to proc an electric status effect to spread any elemental effect you weapon has on it (not just elec). [addendum: it's just elec]
Melee Animosity (on melee hit, gain 42% crit chance on next heavy attack; stack to 420%) does a heavy attack proc this as well; feeding itself crit chance bonuses?
Melee Vortex (on melee kill on enemy affected by magnetic status; get a 45% chance to pull in all enemies with 18m) - reminds me of Exodia Hunt. If you can set up constant mag procs; this may activate fairly consistently.
Melee Duplicate (on yellow crit weapon hits a second time) - looking at you, Zenistar
Melee Crescendo (on finisher kill, gain 6 initial combo for the rest of mission) - Incarnon melees come to mind, as do glaives, Zenistar, Fragor Prime and heavy attack builds
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Multiple Bonds (Warframe)
Looks like you can have multiple Bond mods on your companions...
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Duplex Bond First Impressions (Warframe)
First, the cons... no ability usage from the clones and Sentinel clones don't appear to follow the player. Venari cannot be cloned.
Sentinels and Moas get the edge here because of access to sentinel weapons (who can say no to 3 extra guns?) and gun ai is better than melee?
Clones are Warframe ability buffable
Wisp motes do attach to clones (add THAT to a Nervos build)
All companions now have a slim chance of emulating Dethcube's Energy Generator (as it relies on actual companion kills as opposed to kill assists)
Want a really messy build? Nekros Shadows build with infused Nervos and Duplex Bond.
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A quick note... the Hound mod, Synergized Prospectus, activates Archon Stretch's energy regen effect.
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Dagath's rez ability (with bonus crit damage buff) plus an infused Wrathful Advance (crit chance buff) equals delicious?
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Ah, Yes... Duplex Bond (Warframe)

Out of the four companion mods, I feel that none has gotten the notice Duplex Bond has... I mean, it's more minions for... whatever you want to use them for.
My only dilemma... which frame/pet combo to use.
I really want to see if this works with Venari but outside of that:
Helminth Charger ‐ that sir, is a lot of maggots
Moas - whiplash mine, stasis field, DMR, Helstrum, Verglas
Kubrow - Mecha set
Hound - Diversified Denial, Repo Audit, Synergized Prospectus
Adarza Kavat - Cat's Eye, Reflect
Dethcube - Energy Generator, Sweeper
Helios - Deconstructor
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