Thank you everyone for the support and compliments! Looks like we got another slow burner, good thing I build these things to last. Probably what I get for taking my time too, and not going with the rat race lol. Well worth it though. Regardless I hope you all enjoy Caliban with his fresh coat of paint, I know I am. Corrections and additions from comments: 1.Your summons shield regen has a range stat to it now, before teleporting you at 60 meters there will be a dead zone where they can't link to you. (thank you Oriondezagrats4228) 2. Full strip isn't as needed anymore, I personally still focus to do that, but with armor changes in recent times Partial does work just fine. (thank you Oriondezagrats4228) 3. Arcane blessing is optional, I like the extra safety it give when I just want to do casual runs, but for level cap it can be swapped for something else. (thank you electricisnthereatthemomen6535) 4. Razor Gyre 25% refund is affected by ability efficiency, the less efficiency the more energy back, the more efficiency the less energy back. This is due to the cost of the ability specifically the percentage stays the same. (thank you nataliepatalie3834) Thank you everyone, hope y'all have a great day!
Heyo, same old caliban 'main' from last time. I love that you said that they barely changed the kit! Its true, his 3 was substantially changed, but his 1 and 2 just... work as they should now? 100%, if people like caliban now, they didnt give him a fair shot before. He was essentially the same frame, but the abilities had some setbacks that needed fixing. Also really nice that you tested how tau worked, i didnt know the specifics of it and also about the secret conculyst ability lol. Overall i agree with almost 100% of the video. Just got 2 minor notes: -Ortholysts, when buffed by an elemental ability like nourish, become crazy good dps units since they will devastate enemies with status. While using nourish in a fairly similar build, i have never had a single case where conculysts outdps'd ortholysts. Really, i have no idea what conculysts are for now since i always run him as a summoner. This might be a bug even, because the damage seems way too high. Also worth noting that his ortholysts got shadownerfed in the following hotfixes. I have videos from launch that do WILDLY different damage than now. They could wipe a whole simulacrum of 255 SP CHG in
Hey great to see you again! Glad you enjoyed the video. 1. Conculysts are more of a minor taunt totem, but also give you wider coverage with your Fusion Strike. But they really do a massive amount of slash and melee damage, I've seen these suckers slap enemies for 1mil no joke, and yeah they had to do quite a few changes on him to iron out the AI bugs and most likely silently nerfed them a little. 2. It's true he didn't need it and yeah the previous tactic still works just fine too, I personally like the new version as a mobility tool and very slight cc. but to each their own, like you said he can get more than enough energy on his own, I just see the value of the ability and try to utilize it in some way. Thank you for the support!
@@ProfessorDysto no problem. But what i mean is that ortholysts wete hitting for several millions before and 2-3M now. They are extremely cracked. How did you get conculysts to work? Even with nourish they consistently lost to ortholysts, pre and post nerf. Even using his 4 along, they seemed to do even less due to the cast time About razor gyre, absolutely. Now that it works at all you can safely play him helminthless. I mean that, compared to how good his 2 and 4 are id still choose gyre as the less valuable slot, even if its not nearly a dead slot.
I was just running Red Plague, probably a bit of luck involved though they typically deal 500k on lifted fully stripped enemies, the more Viral stacks on them the higher the numbers got. The 1mils I was seeing where probably headshots from them.
The second I saw you had also tried Tesla Bank on Caliban I knew you knew what you were doing - it's basically a mini version of Equinox's Maim, and after the health rework nothing resists electric to mess with the damage if you had access to 100% armor/shield strip.
It should be noted that full strip is nowhere near as vital as it used to be, as a full-strip only results in, at most, 10x damage, and because damage reduction is spread more evenly now up to the cap, you can still get notable kill time improvements even if you're not hitting 100% strip. ...This is why I strongly recommend using a maxed Molt Augmented on any modern Caliban build, alongside a Rank 9 Umbral Intensify, or a Max Rank Intensify + Rank 3 Power Drift. The full strip in one cast is nice, but not NECESSARY. As a result of this, I additionally _strongly_ recommend using these two mods: Streamline, and Boreal's Hatred. This results in +45% Ability Efficiency (just _slightly_ more than half-cost) as well as a small boost to maximum Shields that gives almost-maximum Shield Gate duration. Alongside Zenurik and Razor Gyre, I find that typically you don't often need alternative energy generation sources. -- One single augur mod is all you need for your summons to help you increase your gate duration on any given cast. Prof. D here recommends Secret in many builds. Personally, I recommend Message or Reach, since one mod and one arcane is all you need to hit max strip. Your summons do not teleport to you immediately when you get away from them. There is a deadzone where they can travel yet also not be in range to boost your shields. Reach on top of Stretch helps to make that deadzone smaller, as well as making the affected radius of Fusion Strike larger. Message will make everything last longer, always appreciated. ----- The Thermodynamics build shows having Blind Rage in addition to Molt Augmented and Arcane Ice Storm, and yet it removes perhaps the most impactful ability to have additional ability strength on beyond just 100% for full strip. In addition, while Thermal Sunder can be great for flash-freezing an entire group to get a bunch of Arcane Ice Storm stacks all at once, if your weapons of choice don't both 1) have cold not already be spoken for, and 2) have an open element slot, then you'll be relying on your companion or ability exclusively to tick up the arcane. The end result is that it may be preferable to have an ability with a more lasting background effect, as Thermal Sunder does not dynamically inflict new cold procs to enemies entering the affected area. Both Ice Wave Impedance and Vial Rush allow for that, as they leave lingering zones behind that will continually inflict cold procs. Compare and contrast: Ice Wave Impedance: ~ Affects large area. ~ Uses energy, fits into use of Augur for shield recovery alongside summons. ~ Will regularly cause high-density clumps of enemies as the slow stacks over time. ~ Freeze durations last significantly longer than average once enemies hit 10 procs. ~ Compared to Thermal Sunder, can freeze enemies in a single cast without requiring a pre-existing cold proc. ~ Unlike Thermal Sunder, _needs_ a slot for augment, where augment is optional with Thermal Sunder. Vial Rush: ~ Affects smaller, more scattered area. ~ Normalized proc durations compared to Ice Wave Impedance can result in affected enemies becoming repeatedly _trapped_ by being frozen again and again, causing individual enemies to tick up Arcane Ice Storm again and again, resulting in better overall arcane maintenance. ~ Mobility tool that can prime an area as you enter it. ~ Does not use energy, and thus has no impact on energy economy, but also does not contribute to Augur shenanigans. ~ 5 second cooldown, but accessible even if energy has run out. ~ Does not require augment. For the sole purpose of upkeeping Arcane Ice Storm, I've found Vial Rush to be the most preferable option, as it by far takes the least effort to maintain and often has the most negligible impact on a 'frame's energy economy. That said, unlike Ice Wave Impedance or Thermal Sunder, you will not get a large chunk of arcane progress all at once, but a reasonable amount drip-fed over time, so the punishment for letting it fall off is felt slightly more in exchange for it being way harder for it to actually fall off in the first place as long as you make use of the ability every now and then, even if just to zoom around.
Always love seeing your comments, you give a nice critique that actually is reasonable and uses the information provided. Also before anyone pulls an UMMMM ACTUALLY on this: Your summons do not teleport to you immediately when you get away from them. There is a deadzone where they can travel yet also not be in range to boost your shields. Reach on top of Stretch helps to make that deadzone smaller, as well as making the affected radius of Fusion Strike larger. Message will make everything last longer, always appreciated. He's talking about before 60 meters, if you don't have enough range there is a dead zone as he puts it where the shield regen of your summon can't get you because they now have a range stat applied to them. Thank you for your support!
With the melee sentients doing fusion strike with Caliban, I am pretty sure it is also intentional, as I do not recall them being able to do so pre-rework. That and with some snooping around, I found they do less damage with it compared to Caliban himself.
Oh I cover that for sure, It's the disco prism attack that they shouldn't be doing. Their AI seems to bug out some times and they use an ability a different unit has.
i dont think ive ever have had the urge to actually buy a 3rd duplicate of a frame just beacuse ive run out of build slots....you know the funny thing? it really is just "caliban but he did 5 more push ups",and i couldnt be any happier,its still my loveable sentient,now with a glorious and functional kit i really cant wait for augments and tennogen...and maybe some QoL so the summon elemental buffs are notable (i have 0 clue if smite infusion is actually proccing even when testing) but i aint picky thank you Pablo,you did amazing here ~~please lavos prime and loki rework soon~~ and thank you Dysto,the caliban community appreciates it
There's one issue with your red plague build, molt Augmented will stop applying nourish to sentients (at least the Ortholysts) when it reaches the 250 kill mark.
Worse still, Theorem Infection just straight up won't give its effects to the sentients if you get even one stack before casting them. Ortholysts have a freaking floating head yet still Caliban can't float with the most sentient weapon in the game, the Shedu, or float to move with a leg and a half. Meanwhile Mr perfectly functional legs wizard does. Then we get to Tau, sentients can proc it.... So you may ask what does it do for the sentients? Absolutely nothing. I love that a faction got their own dedicated status effect and they can't use it but all of their half siblings (Amalgams, Caliban, and some Narmer) can. I love Caliban to death and all of these issues have been reported but I haven't heard a wink from D.E
Man it looks like you needed to vent a little, glad you did though. There's one issue with your red plague build, molt Augmented will stop applying nourish to sentients (at least the Ortholysts) when it reaches the 250 kill mark: I haven't run into this, they take nourish always. Are you casting nourish right after? they need to have it cast onto them, they don't work like Vauban Flechette orbs they are their own entity. Shock Trooper, And other status giving abilities also aren't given to the sentients if specifically Caliban casts it: They do work, these buffs apply to their weapon not their abilities, you can test it yourself summon a Ortholyst and give it to them, their basic attacks will proc electricity, but the mortar wont due to it being an ability not a weapon. Worse still, Theorem Infection just straight up won't give its effects to the sentients if you get even one stack before casting them: That's just a problem with Theorem arcanes in general, half the time they do work, a quarter of the time they don't want to stack at all, and a lot of other arcanes can just do better compared to them. Hell The theorem arcane for buffing allies doesn't even work on companion clones from Duplex bond. They are just bad and buggy. Ortholysts have a freaking floating head yet still Caliban can't float with the most sentient weapon in the game, the Shedu, or float to move with a leg and a half. Meanwhile Mr perfectly functional legs wizard does: I mean yeah it sucks he can't float but that takes a lot more work to set up than you think, they need to do an entire person rig to capture it and set up MULTIPLE different animations for it to work out. That's why Wisp and Dante get to is because they are built around it, Caliban sadly got skipped in that regard. Also yeah the floating heads don't need to be there. Then we get to Tau, sentients can proc it.... So you may ask what does it do for the sentients? Absolutely nothing. I love that a faction got their own dedicated status effect and they can't use it but all of their half siblings (Amalgams, Caliban, and some Narmer) can: Insight 20/20, happens. but also mechanically it wouldn't affect us anyways, we can only take one stack of any proc unless you have a specific modifier stacking it up on you like in DA. Thanks for the support!
by the way i'm not sure if I missed this somewhere, but could you explain why you use arcane blessing instead of arcane aegis in some of the builds? or is that just preference
Yeah should've made note of that. It is just personal preference though, extra health isn't a bad thing. But Aegis is a great option and so is molt efficiency. Treat it as a free slot if you don't want it.
@@ProfessorDysto haha I see it . I was expecting a blood alter health tank defensive support build 😂 But ngl you hit it out of the park with these builds yet again.
Hey Prof I just wanna ask what specific weapon do you reccomend to take with caliban in the mid game stage, that's the stage I am at, or doyou reccomend the generic weapons of mid game. Thank you so much and love your videos, btw sorry for the late comment, college keeps me very occupied, anyway thx
Thanks for the support! Don't feel bad about being late, I keep an eye on all comments for questions. Plus it's only been out for 3 days lol. But for weapon recommendations there's a good amount. A top tier recommendation is Sobek with Acid shells, you can easily clear rooms with that on Caliban. But also a these Ocucor (with augment), Komorex, Kohm (Kuva version if you can), Atomos, Cerata, Falcor, Halikar (Wraith version specifically), Amprex, and Acceltra. You can also pretty much run anything, I do recommend going with Blast and electric damage though, with full strip you basically don't have to worry about damage mitigation, and you can enhance that damage by a drastic amount.
@ProfessorDysto Thank you so much, just one thing, all these weapons you mentioned are obtainable mid-game correct ? Thank you again and sorry for the bother
@@davidrodrigues2826 Absolutely! I made sure not to go too deep into late game for you, if you mentioned your MR I would be able to give a more accurate response but a lot of those are a good mix of MR.
havent finished watching the video yet but something worth pointing out about razorgyre is that the energy refund is percentage based not flat so having negative efficiency just means you refund more energy as well lol, i have 40% efficiency and hitting 5 enemies makes me go positive as well
As much as I love the rework, the tau primers are still slow and despite the synergy betweeen the sentients that copy fusion strike as you press also 4, they removed the pull from it. Thats something i didnt like at all. The rest is good.
Thank you everyone for the support and compliments!
Looks like we got another slow burner, good thing I build these things to last. Probably what I get for taking my time too, and not going with the rat race lol. Well worth it though.
Regardless I hope you all enjoy Caliban with his fresh coat of paint, I know I am.
Corrections and additions from comments:
1.Your summons shield regen has a range stat to it now, before teleporting you at 60 meters there will be a dead zone where they can't link to you. (thank you Oriondezagrats4228)
2. Full strip isn't as needed anymore, I personally still focus to do that, but with armor changes in recent times Partial does work just fine. (thank you Oriondezagrats4228)
3. Arcane blessing is optional, I like the extra safety it give when I just want to do casual runs, but for level cap it can be swapped for something else. (thank you electricisnthereatthemomen6535)
4. Razor Gyre 25% refund is affected by ability efficiency, the less efficiency the more energy back, the more efficiency the less energy back. This is due to the cost of the ability specifically the percentage stays the same. (thank you nataliepatalie3834)
Thank you everyone, hope y'all have a great day!
unironically the most fleshed out and in depth caliban video on youtube rn
Thank you thank you!
He's back just when the world needed him most
The right person in the wrong place.
Highest quality content on Warframe right now, amazing guide as always
Thank you for the compliment!
This is quite a neat guide, made me feel more interested on the character.
Glad to hear, thanks for the compliment!
Ugh, I love these long build videos. Excellent work, as usual. :)
Thank you thank you!
Love the video, trying all the builds. Thank u
Thank you for the support!
Heyo, same old caliban 'main' from last time. I love that you said that they barely changed the kit! Its true, his 3 was substantially changed, but his 1 and 2 just... work as they should now?
100%, if people like caliban now, they didnt give him a fair shot before. He was essentially the same frame, but the abilities had some setbacks that needed fixing.
Also really nice that you tested how tau worked, i didnt know the specifics of it and also about the secret conculyst ability lol.
Overall i agree with almost 100% of the video. Just got 2 minor notes:
-Ortholysts, when buffed by an elemental ability like nourish, become crazy good dps units since they will devastate enemies with status. While using nourish in a fairly similar build, i have never had a single case where conculysts outdps'd ortholysts. Really, i have no idea what conculysts are for now since i always run him as a summoner. This might be a bug even, because the damage seems way too high. Also worth noting that his ortholysts got shadownerfed in the following hotfixes. I have videos from launch that do WILDLY different damage than now. They could wipe a whole simulacrum of 255 SP CHG in
Hey great to see you again!
Glad you enjoyed the video.
1. Conculysts are more of a minor taunt totem, but also give you wider coverage with your Fusion Strike. But they really do a massive amount of slash and melee damage, I've seen these suckers slap enemies for 1mil no joke, and yeah they had to do quite a few changes on him to iron out the AI bugs and most likely silently nerfed them a little.
2. It's true he didn't need it and yeah the previous tactic still works just fine too, I personally like the new version as a mobility tool and very slight cc. but to each their own, like you said he can get more than enough energy on his own, I just see the value of the ability and try to utilize it in some way.
Thank you for the support!
@@ProfessorDysto no problem. But what i mean is that ortholysts wete hitting for several millions before and 2-3M now. They are extremely cracked.
How did you get conculysts to work? Even with nourish they consistently lost to ortholysts, pre and post nerf. Even using his 4 along, they seemed to do even less due to the cast time
About razor gyre, absolutely. Now that it works at all you can safely play him helminthless. I mean that, compared to how good his 2 and 4 are id still choose gyre as the less valuable slot, even if its not nearly a dead slot.
I was just running Red Plague, probably a bit of luck involved though they typically deal 500k on lifted fully stripped enemies, the more Viral stacks on them the higher the numbers got. The 1mils I was seeing where probably headshots from them.
WE GETTING OUT OF NARMER WITH THIS ONE
Great video bro, always doing great with the guides
Thank you for the support!
The second I saw you had also tried Tesla Bank on Caliban I knew you knew what you were doing - it's basically a mini version of Equinox's Maim, and after the health rework nothing resists electric to mess with the damage if you had access to 100% armor/shield strip.
Thank you for the compliment!
it's never too late to become a calibro
Yeah bro, Caliban that wave dude.
Lol at the outro, I literally just linked one of your vauban videos on Reddit like 30 mins before watching this. Keep up the good work!
Thank you for the support! Slowly getting better.
Honestly? Cinematic Masterpiece
Absolute cinema.
The king is back, hell yeah
Many will be moistened by this intro.
From Professor to Master chef cuz bro cooked once again!
Been waiting for this one
I was waiting for this!
Good thing I farmed one set looking for some mods, now I have one for my helminth
It should be noted that full strip is nowhere near as vital as it used to be, as a full-strip only results in, at most, 10x damage, and because damage reduction is spread more evenly now up to the cap, you can still get notable kill time improvements even if you're not hitting 100% strip.
...This is why I strongly recommend using a maxed Molt Augmented on any modern Caliban build, alongside a Rank 9 Umbral Intensify, or a Max Rank Intensify + Rank 3 Power Drift. The full strip in one cast is nice, but not NECESSARY.
As a result of this, I additionally _strongly_ recommend using these two mods: Streamline, and Boreal's Hatred. This results in +45% Ability Efficiency (just _slightly_ more than half-cost) as well as a small boost to maximum Shields that gives almost-maximum Shield Gate duration. Alongside Zenurik and Razor Gyre, I find that typically you don't often need alternative energy generation sources.
--
One single augur mod is all you need for your summons to help you increase your gate duration on any given cast. Prof. D here recommends Secret in many builds. Personally, I recommend Message or Reach, since one mod and one arcane is all you need to hit max strip.
Your summons do not teleport to you immediately when you get away from them. There is a deadzone where they can travel yet also not be in range to boost your shields. Reach on top of Stretch helps to make that deadzone smaller, as well as making the affected radius of Fusion Strike larger. Message will make everything last longer, always appreciated.
-----
The Thermodynamics build shows having Blind Rage in addition to Molt Augmented and Arcane Ice Storm, and yet it removes perhaps the most impactful ability to have additional ability strength on beyond just 100% for full strip. In addition, while Thermal Sunder can be great for flash-freezing an entire group to get a bunch of Arcane Ice Storm stacks all at once, if your weapons of choice don't both 1) have cold not already be spoken for, and 2) have an open element slot, then you'll be relying on your companion or ability exclusively to tick up the arcane. The end result is that it may be preferable to have an ability with a more lasting background effect, as Thermal Sunder does not dynamically inflict new cold procs to enemies entering the affected area.
Both Ice Wave Impedance and Vial Rush allow for that, as they leave lingering zones behind that will continually inflict cold procs. Compare and contrast:
Ice Wave Impedance:
~ Affects large area.
~ Uses energy, fits into use of Augur for shield recovery alongside summons.
~ Will regularly cause high-density clumps of enemies as the slow stacks over time.
~ Freeze durations last significantly longer than average once enemies hit 10 procs.
~ Compared to Thermal Sunder, can freeze enemies in a single cast without requiring a pre-existing cold proc.
~ Unlike Thermal Sunder, _needs_ a slot for augment, where augment is optional with Thermal Sunder.
Vial Rush:
~ Affects smaller, more scattered area.
~ Normalized proc durations compared to Ice Wave Impedance can result in affected enemies becoming repeatedly _trapped_ by being frozen again and again, causing individual enemies to tick up Arcane Ice Storm again and again, resulting in better overall arcane maintenance.
~ Mobility tool that can prime an area as you enter it.
~ Does not use energy, and thus has no impact on energy economy, but also does not contribute to Augur shenanigans.
~ 5 second cooldown, but accessible even if energy has run out.
~ Does not require augment.
For the sole purpose of upkeeping Arcane Ice Storm, I've found Vial Rush to be the most preferable option, as it by far takes the least effort to maintain and often has the most negligible impact on a 'frame's energy economy. That said, unlike Ice Wave Impedance or Thermal Sunder, you will not get a large chunk of arcane progress all at once, but a reasonable amount drip-fed over time, so the punishment for letting it fall off is felt slightly more in exchange for it being way harder for it to actually fall off in the first place as long as you make use of the ability every now and then, even if just to zoom around.
Always love seeing your comments, you give a nice critique that actually is reasonable and uses the information provided.
Also before anyone pulls an UMMMM ACTUALLY on this:
Your summons do not teleport to you immediately when you get away from them. There is a deadzone where they can travel yet also not be in range to boost your shields. Reach on top of Stretch helps to make that deadzone smaller, as well as making the affected radius of Fusion Strike larger. Message will make everything last longer, always appreciated.
He's talking about before 60 meters, if you don't have enough range there is a dead zone as he puts it where the shield regen of your summon can't get you because they now have a range stat applied to them.
Thank you for your support!
With the melee sentients doing fusion strike with Caliban, I am pretty sure it is also intentional, as I do not recall them being able to do so pre-rework. That and with some snooping around, I found they do less damage with it compared to Caliban himself.
Oh I cover that for sure, It's the disco prism attack that they shouldn't be doing. Their AI seems to bug out some times and they use an ability a different unit has.
i dont think ive ever have had the urge to actually buy a 3rd duplicate of a frame just beacuse ive run out of build slots....you know the funny thing? it really is just "caliban but he did 5 more push ups",and i couldnt be any happier,its still my loveable sentient,now with a glorious and functional kit
i really cant wait for augments and tennogen...and maybe some QoL so the summon elemental buffs are notable (i have 0 clue if smite infusion is actually proccing even when testing) but i aint picky
thank you Pablo,you did amazing here ~~please lavos prime and loki rework soon~~
and thank you Dysto,the caliban community appreciates it
Thank you! Glad you like it!
Insanity
Bru cooked
THIS IS MADNESS
Vauban, Banshee, Caliban...
That guy was right, there's a trend here, lol
Sadly they are the only frames with ban in their names :C.
GRAHHHH BLOODBORNE SOUNDTRACK MENTIONED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Vauban Boy commiting the cardinal sin.
And i'm gonna enjoy it.
It feels good to be bad.
Waiting on a video for Nekros. 👀
Sentient Boi 🎩
Is good video. Me press like. 👍
Me thank you much!
@@ProfessorDysto 😂 Nice one.
For the thor clip you should've used violence lol 😂
That would have worked too, but having umbra the anti sentient warframe felt fitting.
Ooh, more peak content
There's one issue with your red plague build, molt Augmented will stop applying nourish to sentients (at least the Ortholysts) when it reaches the 250 kill mark.
Shock Trooper, And other status giving abilities also aren't given to the sentients if specifically Caliban casts it.
Worse still, Theorem Infection just straight up won't give its effects to the sentients if you get even one stack before casting them.
Ortholysts have a freaking floating head yet still Caliban can't float with the most sentient weapon in the game, the Shedu, or float to move with a leg and a half. Meanwhile Mr perfectly functional legs wizard does.
Then we get to Tau, sentients can proc it.... So you may ask what does it do for the sentients? Absolutely nothing. I love that a faction got their own dedicated status effect and they can't use it but all of their half siblings (Amalgams, Caliban, and some Narmer) can.
I love Caliban to death and all of these issues have been reported but I haven't heard a wink from D.E
Man it looks like you needed to vent a little, glad you did though.
There's one issue with your red plague build, molt Augmented will stop applying nourish to sentients (at least the Ortholysts) when it reaches the 250 kill mark:
I haven't run into this, they take nourish always. Are you casting nourish right after? they need to have it cast onto them, they don't work like Vauban Flechette orbs they are their own entity.
Shock Trooper, And other status giving abilities also aren't given to the sentients if specifically Caliban casts it:
They do work, these buffs apply to their weapon not their abilities, you can test it yourself summon a Ortholyst and give it to them, their basic attacks will proc electricity, but the mortar wont due to it being an ability not a weapon.
Worse still, Theorem Infection just straight up won't give its effects to the sentients if you get even one stack before casting them:
That's just a problem with Theorem arcanes in general, half the time they do work, a quarter of the time they don't want to stack at all, and a lot of other arcanes can just do better compared to them. Hell The theorem arcane for buffing allies doesn't even work on companion clones from Duplex bond. They are just bad and buggy.
Ortholysts have a freaking floating head yet still Caliban can't float with the most sentient weapon in the game, the Shedu, or float to move with a leg and a half. Meanwhile Mr perfectly functional legs wizard does:
I mean yeah it sucks he can't float but that takes a lot more work to set up than you think, they need to do an entire person rig to capture it and set up MULTIPLE different animations for it to work out. That's why Wisp and Dante get to is because they are built around it, Caliban sadly got skipped in that regard.
Also yeah the floating heads don't need to be there.
Then we get to Tau, sentients can proc it.... So you may ask what does it do for the sentients? Absolutely nothing. I love that a faction got their own dedicated status effect and they can't use it but all of their half siblings (Amalgams, Caliban, and some Narmer) can:
Insight 20/20, happens. but also mechanically it wouldn't affect us anyways, we can only take one stack of any proc unless you have a specific modifier stacking it up on you like in DA.
Thanks for the support!
by the way i'm not sure if I missed this somewhere, but could you explain why you use arcane blessing instead of arcane aegis in some of the builds? or is that just preference
Yeah should've made note of that.
It is just personal preference though, extra health isn't a bad thing. But Aegis is a great option and so is molt efficiency.
Treat it as a free slot if you don't want it.
Ey prof , where my bloodborne
Bruh it's in the intro cinematic.
@@ProfessorDysto haha I see it . I was expecting a blood alter health tank defensive support build 😂 But ngl you hit it out of the park with these builds yet again.
Funny to me that Caliban is still getting shat on by some people after the glowup
☠️
Surely you're not talking about brozime.
@@modernprophet5942 i'm willing to bet money he's talking about brozime
@@modernprophet5942SURELY
Hey Prof I just wanna ask what specific weapon do you reccomend to take with caliban in the mid game stage, that's the stage I am at, or doyou reccomend the generic weapons of mid game.
Thank you so much and love your videos, btw sorry for the late comment, college keeps me very occupied, anyway thx
Thanks for the support!
Don't feel bad about being late, I keep an eye on all comments for questions. Plus it's only been out for 3 days lol.
But for weapon recommendations there's a good amount.
A top tier recommendation is Sobek with Acid shells, you can easily clear rooms with that on Caliban.
But also a these Ocucor (with augment), Komorex, Kohm (Kuva version if you can), Atomos, Cerata, Falcor, Halikar (Wraith version specifically), Amprex, and Acceltra.
You can also pretty much run anything, I do recommend going with Blast and electric damage though, with full strip you basically don't have to worry about damage mitigation, and you can enhance that damage by a drastic amount.
@ProfessorDysto Thank you so much, just one thing, all these weapons you mentioned are obtainable mid-game correct ?
Thank you again and sorry for the bother
@@davidrodrigues2826 Absolutely!
I made sure not to go too deep into late game for you, if you mentioned your MR I would be able to give a more accurate response but a lot of those are a good mix of MR.
@@ProfessorDysto I am actually MR 9 but I just verified and a lot of those are not hard to get thank you so much
havent finished watching the video yet but something worth pointing out about razorgyre is that the energy refund is percentage based not flat so having negative efficiency just means you refund more energy as well lol, i have 40% efficiency and hitting 5 enemies makes me go positive as well
Absolutely, I do go over that but in a different manner. Probably should have covered the 25% part.
Jesus Christ what is that shard count my dude! 27:07
Gotta do your weeklies my dude.
I liked Caliban before it was cool 😤
YOOOOOOOOOOO
YOOOOOOOOOOOOOOOOOOOOOOOo
As much as I love the rework, the tau primers are still slow and despite the synergy betweeen the sentients that copy fusion strike as you press also 4, they removed the pull from it. Thats something i didnt like at all. The rest is good.
Ik subsuming his 1 was bad. Ppl were liars
4 minute long intro? We’re losing 90% viewer retention with this one
It's sitting at a nice 55%, wanna try again with something creative?