Sorry for how peak-y the audio is in this one, I did my best to fix it but I still find it kinda harsh. If it's too distracting, just turn your volume down. I'll try to find out how this happened so I can minimize it in the next video. Aside from that, feel free to reply to this comment with any questions or ideas regarding this strat. Thanks again for watching!
But wouldn’t banshee sonar spam(with resonance probably) turn the enemies into absolute butter 🧈? Especially using a proper weapon for the resonance augment Maybe using sonic boom to move the enemies in range of faradom and destucking/stucking the void angle🥵 And maybe sound quake to cc them while the turrets do their things(or just using any other helminth)
What about Xiphos turrets being added as well? From the air support thing? Could be helpful to help focus dmg, plus it’s MORE TURRETS even if I think they might be weaker
Great ideas, I think though unairnu with the full 100% armour strip be more useful for turrets and angel alike, I have also have not had issues killing high level angels using onslaught, plus magnus melt helps there which should free up the focus school, bringing it alot closer to level cap viable.
@@soybab Wisp isn't as tanky as people say she is, at least on steel path. If you are NOT spamming her 2 or jumping around with a glaive your health will drain very quickly, so having a large health pool with all three umbrals (i think my wisp has around 1.8k health) means you have a larger buffer to not be one shot as much.
I would enjoy the game mode way more, when you actually would need to play around the turrets and they would not be affected by cooldown but health and shields. Maybe with an option to maintain the turrets, through support frames, restoring health and buffing shields and being able to upgrade them or some more turrets like that, I think the mode could be very fun to play if done right but atm I don’t really see the point.
I don't think so. It'll either make steel path turrets last forever or never at all (like loki's decoy) depending on how their health and shields scale, neither of which are very good, because you'll either be afking and having the turrets kill for u, or they do nothing at all.
I wouldn’t mind if the Argozene cost for the turrets scaled with their effectiveness. Less Argozene gives weaker turrets, while more Argozene gives stronger turrets. Could give the player options of either a cheap turret that merely moderately distracts targets, or a strong turret which effectively denies the entire area from enemies.
I actually decided to test this out myself after watching your vit. I didn't have a zenistar or a Mutalist cernos so i threw viral on on a random synoid simulor i haven't touched in years so i could just leave their orbs at each entrance. Worked amazingly. I was on wisp with subsumed Roar and brought along a volt with subsumed eclipse + shocktrooper. Our 3rd and fourth teem mates were -90% speed novas, one with subsumed ivara quiver for stealth one with stealth kubrow, both spit up into the exoliser rooms to collect the resource drops and speed up enemies each round. We walked out of there after an hour with 7 Arcanes and more quills than I care to count. Great method, fun with a team and reminds me of those old groups in void defense before relics were introducted to the game where you would sit for hours just to farm prime parts.
'Kay, so, there are some options you missed. Worth noting that a chunk of this is covered by your Zenistar build, but hey. Also this is primarily theorycrafting, rather than something I've practiced, so there may be details I've missed that make this less viable. Thermal Sunder // Thermal Transfer, for example. The capacity to put Heat on your turrets is HUGE. It doesn't work as well for Wisp in particular as, say, Eclipse would, but it would work fantastically well for, say, Chroma. My Chroma currently can maintain a nearly 1100% damage boost. This applies to allies in range automatically, without having to mod anything like Total Eclipse, and would say somewhat makes up for the lack of fire rate boost from a Speed Mote if you're playing solo. Thermal Transfer allows you to put heat on your turrets with no open elements. 75% for 30 seconds. Given you primarily use Faradon, this allows the Heat status effect to apply in full, instead of combining. You also have the option to double up the damage by putting down a Cold field, which will give both heat and cold to the turret at full strength, allowing for 150% Blast. I don't know if the extra damage boost will be worth the loss of Heat's armour reduction, CC, and stacking DoT effect however. By using Thermal Sunder however you also open up additional CC options. You can cool/freeze enemies as needed, and the fire mode operates as a persistent panic cc field in a pinch. Vex Armour snapshots your strongest buff on initial cast, and later casts will maintain that strength. Don't know if that's particularly going to be handy in a mode where you have to leave the frame behind to deal with the void bodies of angels though, but I suppose as long as you refresh it before you go in you should be fine, particularly if you're using Madurai. Do note that in terms of dealing with Void Bodies, especially if you're NOT using Madurai for any reason at all, it can be worth it to use the Virtuos Trojan arcane for your amp, as void angels in their pocket dimensions have the Flesh health type which is +50% (1.5x) weak to Viral, and can also be inflicted with the Viral status effect. Chroma may end up being a two-unit powerhouse though. Having someone else able to deal with Void Angels without sacrificing too much of their buff potential would be fantastic, and Wisp is always a relevant pick for that sort of thing. Note that in a two-unit cell, with Vex Armour providing the vast majority of the damage buff, Wisp would be able to comfortably run something else that would more than make up for the lack of Eclipse, and Chroma would be able to run Combat Discipline to keep Vex Armour charged more reliably thanks to the Vitality Mote if you're not otherwise using a weapon with self-healing potential since this would prevent Gloom from being an option to cover that... unless the second player went for Thermal Transfer instead. Chroma also has the funny little option of being able to load Elemental Ward onto the Relic if he stands near it, or is using Everlasting Ward. Heat wouldn't do much, but COLD certainly would, as it would reflect damage back at enemies attacking it, inflicting cold procs and quite possibly staggering in the case of Grineer weapons which have a lot of impact. This is especially viable if you already have a second player running Wisp to give you and the relic extra health capacity and healing.
I was thinking while making this that if any other frame could do it solo, it'd probably be Chroma. Completely forgot about Thermal Transfer though: it's still new enough that it slipped my mind completely. I'll have to play around with it and see how it does!
@@CoolKid369 There's also the option of running Smite Infusion + Venom Dose on Saryn, covering BOTH of the Grineer's armour types simultaneously, and giving a pretty radical amount of damage in the process that may somewhat make up for Eclipse's need to stay in the light. Given that Saryn can apply corrosive and viral status effects at will in a huge radius though, and has innate access to Toxin status effects at ALL TIMES, she becomes a pretty well-rounded option, only really lacking in the healing department for the relic. Another two-unit ""support"" option, I suppose. I must admit I don't know how much the elemental damage add-ons scale with base damage, however. They do combine with open elements, but on some wiki articles they list some of these augmentations as being 'base damage' elements, which implies that they might not scale off of base damage like Eclipse, and I have no idea if that's just me getting confused by inconsistent terminology or what.
if you want to max your vex armor you should consider using a hema with tactical reload for its health drain. If you shoot 5-6 times and then switch weapon you have your buff maxed in 1-2s.
@@minegagadoli Specters can't use mods and are really inconsistent with when they use abilities. It's definitely doable, but I imagine it would be really annoying lol.
I did enjoy the video and I had thought that you could buff the turrets. Since I use roar for a universal bane alot but I never tested it. So thanks for taking the time to do so! See, I hate void flood the most, especially after DE nerfed faming frames ability to increase the amount of the juice enemies can drop. I find myself spending waaaay too much time trying to find more juice to close a portal. It feels slow solo or in a squad (in my experience at least). Void Arma is also a slower mission cause of the wait times between waves but it makes sense since you often need to travel like 500 meters or more to get to the next area to defend it. The being able to build defenses is also pretty fun. Void cascade is my favorite, and after doing 32 of the thingies in steel path, the enemy spawns can get pretty crazy but its fun. Its also very rewarding in arcane drops. Viable solo or in a squad, tho squad is generally faster + more enemy thrax spawns = more arcane drops. Exterminate is fine of course, the best mission to run if your searching the map for plumes imho and mobile defense is just boring. In fact mobile defense on steel path can be total bullshit with enemies able to ignore cc and the ability to 2 shot the objective sometimes (do not recommend it).
weirdly its actually the fastest gamemode to get to lvlcap to in the game although after a certain point it stops randomizing the debuffs so if you get a specific debuff the run is basically dead because it cant be sustained with that specific debuff 24/7
Oh dear, you have recommended both smite infusion and roar to buff turrets. And I have a infusion subsumed Rhino prime minmaxed for power strength so badly it costs 100% of it's energy to cast both skills once. *Insane Laughter*
i still want vauban flecht orb thingy, to be just a miniminigun turret that will go and find enemies to attack, as opposed to the orb wich can't decide if it want to hit the enemy next to it or not.
Easily becoming one of my favourite warframe youtubers I actually didn't know a lot about this mission type until now, especially turret choice Thanks for the entertaining videos, Cool kid, great stuff
Its not a perfect answer but maybe kickstart some ideas, i love to play my Support Saryn, I play her with her 1 Augment, Toxic slash and oberons smite infusion. so normally i would hit a enemy (growing power) then press 1,3,4 for buffing my team (in this case turrets) with corrosive, radiation and toxin damage for about 60 seconds with 220% damage buff or something like that. I really enjoy this playstyle because you dont need the typical 1+4 Saryn combo to deal damage
I've only just found your channel, but you have got the funniest spin on words and were very entertaining to listen to. Looking forward to any future videos you put out.
I'm to not a fuck gonna play this game mode, but ArgoLEAN and Cool Academy with the 'not a dick' finger are the best jokes I've heard 😂😂😂thanks for the content bro shits eternal gold 🔥🔥🔥
Ok, so...you go with a forfeit the exodamper strat, and let enemies come to you? I've always divebombed to the two exodampers to defend them directly, usually just place town 1-3 Giottica, and suppliment defenses. can you follow up on why my strat might be worse, than just holing up at the ultimate objective? the reliquary room isn't...my favorite for combat, it felt really clustered, bad sight lines, and stuff.
The main reason I stay in the relic room is because it's really annoying as Wisp to move between two exodampers and place new motes constantly. If I was just playing the gamemode normally and not focusing on the turrets, I'd stick by the Exodampers, though in a team with more than one Wisp you could definitely apply this strategy to the Exodampers too.
@@CoolKid369 ahh, okay, so do the exodampers get nuked when you stick to the reliquary room? does the mission time increase? kinda curious, really, if it works it works, i rarely solo missions like this, or if I'm gonna employ STRATS I won't solo. [I know WIERD right?]
A bit late to the party, but my favorite thing to do for casual armageddons is to use the corralizer (whichever one is the tether, but I think that’s the one) plus garuda’s 4, tons of slash procs, and they get slowed :))
They do, but you can't put them on Wisp. We're using Wisp for her fire rate buff primarily, which is why characters like Ember and Frost aren't being used for this strat. I will say though, I totally forgot about the Thermal Transfer augment, which works for this too.
I will say the way the turrets function is actually fairly intuitive. I was able to figure out effective placements fairly quickly, despite how dark the tileset is.
I went ahead and tested this and yes, it does, but it seems kinda weird. For Faradon, the electric proc will become magnetic/radiation, but heat and cold procs can still happen too.
It does, but the turrets don't seem to have any crit chance, making the shields rather weak. Come to think of you, you could maybe give the turrets a crit chance with an Adarza Kavat, though I have no idea if that works.
@@erichoward1977 They do, but it's only a 50% boost if I remember correctly, which solo isn't really enough to justify taking Volt. In a team it could work though.
Not sure if you still read comments or not but is it possible to make this build even better with the archon mods/shards? I have a feeling it wouldn't change much but just a thought
what if you used corralizers with a shock mote and then you put the haste motes with 2 extra long range turrets in the back? also, does volt's shield work with the turrets?
imo armagedon game mode is flowed by design problem is why make turret if players can do more dps using guns or frames and all turret types are dps type (even if you consider cold turret as support /cc it is not good turret for this game mode) imo there should be either incentive to make dps turrets ( make them as good as player) or make new types of support turrets for example: turret that is basically banshe sonar ( enemy radar and debuff enemy to make them take more damage) turret that buffs players/other turrets in area it can have movement speed firerate reload element damage etc vortex turret that cc enemys like gyre 2/vauban 4 ( yes those are frame skills but i spend 5 min to think about it and i m not dev also i would prefer utility over dps) devs dont want make turrets to good bc then game plays it self but also there is no reason to build turret right now waves are basically time gated and 40 sec you get is so long that you can go form A to B by walking no bulletjump no sprint just base walk speed image if you could press X on def point to instant start wave like in defection that alone would speed up game so much
@@the_linguist_ll that is another topic idk why we dont get same extraction system as relict endless maps where you can vote to exit or stay and not have players held hostage if 1 wants to extract and other want to stay ( or 1 want to stay and rest want to exit)
I still don’t get this mission , you’re supposed to defend the stations and if one goes down you have to protect the finger which is being drilled by a spider and then fight an angel and it’s just a cycle
Sorry for how peak-y the audio is in this one, I did my best to fix it but I still find it kinda harsh. If it's too distracting, just turn your volume down. I'll try to find out how this happened so I can minimize it in the next video.
Aside from that, feel free to reply to this comment with any questions or ideas regarding this strat. Thanks again for watching!
But wouldn’t banshee sonar spam(with resonance probably) turn the enemies into absolute butter 🧈?
Especially using a proper weapon for the resonance augment
Maybe using sonic boom to move the enemies in range of faradom and destucking/stucking the void angle🥵
And maybe sound quake to cc them while the turrets do their things(or just using any other helminth)
@@ayrtonmesquitabasto3893 wisp is eye candy though
You forgot about gauss?
What about Xiphos turrets being added as well? From the air support thing? Could be helpful to help focus dmg, plus it’s MORE TURRETS even if I think they might be weaker
Great ideas, I think though unairnu with the full 100% armour strip be more useful for turrets and angel alike, I have also have not had issues killing high level angels using onslaught, plus magnus melt helps there which should free up the focus school, bringing it alot closer to level cap viable.
engineer gaming
engineer gaming
engineer gaming
engineer gaming
Let's solve logistical problem
@@strigon012WITH GUNS
Something to note about the Wisp build, Umbral Fiber actually gives more survivability if you're using health motes
Or use all three lol
@@Darthmufin Oof please don't. Wisp is definitely not a frame that you should be using triple Umbral on.
You need all 3 for max strength though
@@deathvalley200exo Wisp doesn't need max strength usually, you can easily get over 300% str on a pretty balanced setup with 2 umbrals
@@soybab Wisp isn't as tanky as people say she is, at least on steel path. If you are NOT spamming her 2 or jumping around with a glaive your health will drain very quickly, so having a large health pool with all three umbrals (i think my wisp has around 1.8k health) means you have a larger buffer to not be one shot as much.
oh baby
its time
to play the game by letting the game play itself
EXACTLY AS PABLO INTENDED
WE LOVE TURRETS
@@CoolKid369 THE ENGINEER IS ENGI-HERE. POWW TARARARARATATAWW
As I live in a wet cardboard box, if you're in my walls I feel bad for us both
it's very dank in here
[Just starting the video] I am so glad to hear that the Engineer is capable of upgrading the turrets
I would enjoy the game mode way more, when you actually would need to play around the turrets and they would not be affected by cooldown but health and shields. Maybe with an option to maintain the turrets, through support frames, restoring health and buffing shields and being able to upgrade them or some more turrets like that, I think the mode could be very fun to play if done right but atm I don’t really see the point.
I don't think so. It'll either make steel path turrets last forever or never at all (like loki's decoy) depending on how their health and shields scale, neither of which are very good, because you'll either be afking and having the turrets kill for u, or they do nothing at all.
yeah, Void Armageddon should be a proper tower defense mode, tower upgrades and all
I wouldn’t mind if the Argozene cost for the turrets scaled with their effectiveness. Less Argozene gives weaker turrets, while more Argozene gives stronger turrets. Could give the player options of either a cheap turret that merely moderately distracts targets, or a strong turret which effectively denies the entire area from enemies.
That's how endgame looks , playing tower defense
"it serves as jet fuel to the angels steel beams"
That sir... Is FORKED...
I actually decided to test this out myself after watching your vit. I didn't have a zenistar or a Mutalist cernos so i threw viral on on a random synoid simulor i haven't touched in years so i could just leave their orbs at each entrance. Worked amazingly. I was on wisp with subsumed Roar and brought along a volt with subsumed eclipse + shocktrooper. Our 3rd and fourth teem mates were -90% speed novas, one with subsumed ivara quiver for stealth one with stealth kubrow, both spit up into the exoliser rooms to collect the resource drops and speed up enemies each round.
We walked out of there after an hour with 7 Arcanes and more quills than I care to count. Great method, fun with a team and reminds me of those old groups in void defense before relics were introducted to the game where you would sit for hours just to farm prime parts.
"I swear that is a finger" - my sides split after seeing the picture then you said this, thank goodness.
1:30 ahh yes my favorite,
Void Angle
I unironically like to play tower defense in Warframe
has nothing to do with the information in the video but the choice in background music is highly appreciated :)
'Kay, so, there are some options you missed. Worth noting that a chunk of this is covered by your Zenistar build, but hey. Also this is primarily theorycrafting, rather than something I've practiced, so there may be details I've missed that make this less viable.
Thermal Sunder // Thermal Transfer, for example. The capacity to put Heat on your turrets is HUGE. It doesn't work as well for Wisp in particular as, say, Eclipse would, but it would work fantastically well for, say, Chroma.
My Chroma currently can maintain a nearly 1100% damage boost. This applies to allies in range automatically, without having to mod anything like Total Eclipse, and would say somewhat makes up for the lack of fire rate boost from a Speed Mote if you're playing solo.
Thermal Transfer allows you to put heat on your turrets with no open elements. 75% for 30 seconds. Given you primarily use Faradon, this allows the Heat status effect to apply in full, instead of combining. You also have the option to double up the damage by putting down a Cold field, which will give both heat and cold to the turret at full strength, allowing for 150% Blast. I don't know if the extra damage boost will be worth the loss of Heat's armour reduction, CC, and stacking DoT effect however.
By using Thermal Sunder however you also open up additional CC options. You can cool/freeze enemies as needed, and the fire mode operates as a persistent panic cc field in a pinch.
Vex Armour snapshots your strongest buff on initial cast, and later casts will maintain that strength. Don't know if that's particularly going to be handy in a mode where you have to leave the frame behind to deal with the void bodies of angels though, but I suppose as long as you refresh it before you go in you should be fine, particularly if you're using Madurai.
Do note that in terms of dealing with Void Bodies, especially if you're NOT using Madurai for any reason at all, it can be worth it to use the Virtuos Trojan arcane for your amp, as void angels in their pocket dimensions have the Flesh health type which is +50% (1.5x) weak to Viral, and can also be inflicted with the Viral status effect.
Chroma may end up being a two-unit powerhouse though. Having someone else able to deal with Void Angels without sacrificing too much of their buff potential would be fantastic, and Wisp is always a relevant pick for that sort of thing. Note that in a two-unit cell, with Vex Armour providing the vast majority of the damage buff, Wisp would be able to comfortably run something else that would more than make up for the lack of Eclipse, and Chroma would be able to run Combat Discipline to keep Vex Armour charged more reliably thanks to the Vitality Mote if you're not otherwise using a weapon with self-healing potential since this would prevent Gloom from being an option to cover that... unless the second player went for Thermal Transfer instead.
Chroma also has the funny little option of being able to load Elemental Ward onto the Relic if he stands near it, or is using Everlasting Ward. Heat wouldn't do much, but COLD certainly would, as it would reflect damage back at enemies attacking it, inflicting cold procs and quite possibly staggering in the case of Grineer weapons which have a lot of impact. This is especially viable if you already have a second player running Wisp to give you and the relic extra health capacity and healing.
I was thinking while making this that if any other frame could do it solo, it'd probably be Chroma. Completely forgot about Thermal Transfer though: it's still new enough that it slipped my mind completely. I'll have to play around with it and see how it does!
@@CoolKid369 There's also the option of running Smite Infusion + Venom Dose on Saryn, covering BOTH of the Grineer's armour types simultaneously, and giving a pretty radical amount of damage in the process that may somewhat make up for Eclipse's need to stay in the light. Given that Saryn can apply corrosive and viral status effects at will in a huge radius though, and has innate access to Toxin status effects at ALL TIMES, she becomes a pretty well-rounded option, only really lacking in the healing department for the relic. Another two-unit ""support"" option, I suppose.
I must admit I don't know how much the elemental damage add-ons scale with base damage, however. They do combine with open elements, but on some wiki articles they list some of these augmentations as being 'base damage' elements, which implies that they might not scale off of base damage like Eclipse, and I have no idea if that's just me getting confused by inconsistent terminology or what.
if you want to max your vex armor you should consider using a hema with tactical reload for its health drain. If you shoot 5-6 times and then switch weapon you have your buff maxed in 1-2s.
If you are solo, you can just use a wisp specter
@@minegagadoli Specters can't use mods and are really inconsistent with when they use abilities. It's definitely doable, but I imagine it would be really annoying lol.
finally bauban becomes a real engineer
he even got a degree and every thing
No wonder my Panzer Vulpaphyla has been acting weird, youre inside my walls! Get out before he starts firing viral quills at the walls.
You made me fall asleep with that hydrostation playing in the background. Great video btw gave me more ideas for turret gameplay.
I did enjoy the video and I had thought that you could buff the turrets. Since I use roar for a universal bane alot but I never tested it. So thanks for taking the time to do so!
See, I hate void flood the most, especially after DE nerfed faming frames ability to increase the amount of the juice enemies can drop. I find myself spending waaaay too much time trying to find more juice to close a portal. It feels slow solo or in a squad (in my experience at least).
Void Arma is also a slower mission cause of the wait times between waves but it makes sense since you often need to travel like 500 meters or more to get to the next area to defend it. The being able to build defenses is also pretty fun.
Void cascade is my favorite, and after doing 32 of the thingies in steel path, the enemy spawns can get pretty crazy but its fun. Its also very rewarding in arcane drops. Viable solo or in a squad, tho squad is generally faster + more enemy thrax spawns = more arcane drops.
Exterminate is fine of course, the best mission to run if your searching the map for plumes imho and mobile defense is just boring. In fact mobile defense on steel path can be total bullshit with enemies able to ignore cc and the ability to 2 shot the objective sometimes (do not recommend it).
weirdly its actually the fastest gamemode to get to lvlcap to in the game although after a certain point it stops randomizing the debuffs so if you get a specific debuff the run is basically dead because it cant be sustained with that specific debuff 24/7
this was so much more entertaining than i expected
High quality video. Honestly super impressed
Oh dear, you have recommended both smite infusion and roar to buff turrets. And I have a infusion subsumed Rhino prime minmaxed for power strength so badly it costs 100% of it's energy to cast both skills once. *Insane Laughter*
I love videos like these, always get me ecstatic to try out a new build or a warframe/weapon/gamemode I've been neglecting. Keep up the good work!
10:53 Laetum approved this clip.
Very informative, I like how you planned out everything in this video. Bravo General CoolKid, you got a fish award 🐟
I used this for farming the hespar blade blueprint, made it actually more chill. Thank you for this lol
A video that uses MS Paint to explain placement and strats like a fuckin NFL whiteboard.
Finally. Culture.
i still want vauban flecht orb thingy, to be just a miniminigun turret that will go and find enemies to attack, as opposed to the orb wich can't decide if it want to hit the enemy next to it or not.
I really want this to become a mini sub community where people see how long they can last playing tower defence and theorycraft new strategies :D
I don’t even play void armageddon.
Why did I watch this.
That Cool Academy bit gave me flashbacks to 5th grade math class lol
Easily becoming one of my favourite warframe youtubers
I actually didn't know a lot about this mission type until now, especially turret choice
Thanks for the entertaining videos, Cool kid, great stuff
Do not feel ashamed for the janky MS paint section. It was by far the best part.
This is a masterpiece man. Really good work
I LOVE ARGOZENE
Better than nitain
Good stuff!
Universal medallion
I FUCKING LOVE CONSUMING ARGOZENE ❤️❤️❤️❤️
I haven't touched the Zariman since finishing the quest, but damn this video is good.
the two AoE turrets are really fucking good on their own, ngl (do a really good job of stalling enemies)
Its not a perfect answer but maybe kickstart some ideas,
i love to play my Support Saryn, I play her with her 1 Augment, Toxic slash and oberons smite infusion.
so normally i would hit a enemy (growing power) then press 1,3,4 for buffing my team (in this case turrets) with corrosive, radiation and toxin damage for about 60 seconds with 220% damage buff or something like that.
I really enjoy this playstyle because you dont need the typical 1+4 Saryn combo to deal damage
I've only just found your channel, but you have got the funniest spin on words and were very entertaining to listen to. Looking forward to any future videos you put out.
I think you are missing cascadia empowered, yes it adds on a extra tick of VISABLE dmg on turrets you make
I actually knew about this before making this video, but I'm pretty sure it's not intentional so I decided to leave it out.
@@CoolKid369 ah that is fair, but at the same time it does just say on any status hit from you (or pets)
@@brendenmcmad too bad theorem infection is inconsistent here
Strategizing in Warframe? Impossible!!!
the Cool Academy segment killed me
1:30 haha void angle
that mf 🅱️oid Angle
I love this
Warframe | Breaking Void Armaggedon's Turrets
Warframe | Breaking Void Armaggedon's Turrets
@@CoolKid369 Warframe| breaking your mom
Warframe | 🅱️reaking Void Armageddon's Turrets
Warframe | 🅱️reaking 🅱️oid
I'm to not a fuck gonna play this game mode, but ArgoLEAN and Cool Academy with the 'not a dick' finger are the best jokes I've heard 😂😂😂thanks for the content bro shits eternal gold 🔥🔥🔥
Damn bro, this is so sofisticated, I just jump into missions and kill stuff :D :D
8:18 pay rent
for me Armageddon is just simplified Sanctum
2:19 gah damn that void statue on the right is thicc asf 🤤
Ok, so...you go with a forfeit the exodamper strat, and let enemies come to you? I've always divebombed to the two exodampers to defend them directly, usually just place town 1-3 Giottica, and suppliment defenses. can you follow up on why my strat might be worse, than just holing up at the ultimate objective? the reliquary room isn't...my favorite for combat, it felt really clustered, bad sight lines, and stuff.
The main reason I stay in the relic room is because it's really annoying as Wisp to move between two exodampers and place new motes constantly. If I was just playing the gamemode normally and not focusing on the turrets, I'd stick by the Exodampers, though in a team with more than one Wisp you could definitely apply this strategy to the Exodampers too.
@@CoolKid369 ahh, okay, so do the exodampers get nuked when you stick to the reliquary room? does the mission time increase? kinda curious, really, if it works it works, i rarely solo missions like this, or if I'm gonna employ STRATS I won't solo. [I know WIERD right?]
@@TizonaAmanthia You just have to wait for enemies to destroy the dampers if you stick by the relic, so yeah, it does slow things down a fair bit.
@@CoolKid369 Ahhh, okay, thanks for the feedback. *thumbs up*
corralizer and nova is pretty nasty
A bit late to the party, but my favorite thing to do for casual armageddons is to use the corralizer (whichever one is the tether, but I think that’s the one) plus garuda’s 4, tons of slash procs, and they get slowed :))
Frost, Ember and Saryn all have their own versions of Shock Trooper
Do those not also work?
They do, but you can't put them on Wisp. We're using Wisp for her fire rate buff primarily, which is why characters like Ember and Frost aren't being used for this strat. I will say though, I totally forgot about the Thermal Transfer augment, which works for this too.
Gotta love people who embrace the jank in their academy :)
I will say the way the turrets function is actually fairly intuitive. I was able to figure out effective placements fairly quickly, despite how dark the tileset is.
eclipse + augment, or roar? hmmmmm
Did he say.. void.. angle?
Can someone tell him they're angels? Not angles?
🅱️oid angle
11:56 the moment I find you based asf.
i know he was explaning but i thought i was in virtual class for a sec
Think my favorite thing about this game mode is you can fail and keep your rewards
Kartyr from the future here, eclipse changes to a tap / hold, you don’t need to worry about light anymore
ArgoLean strat
*Sees turret take your buff
*Hmm what else can you take?
*Proceeds to over engineer the turrets
I like how you think my dude.
man i love argolean
Does Thermal Transfer affect the turrets adding heat or cold or blast?
I went ahead and tested this and yes, it does, but it seems kinda weird. For Faradon, the electric proc will become magnetic/radiation, but heat and cold procs can still happen too.
@@CoolKid369 that could jsut be thermal sunder procing them with its area
Does Octavia's Amp boost turret damage?
Haven't tested it quite yet, but it should.
Would volts shield also work on the turrets
It does, but the turrets don't seem to have any crit chance, making the shields rather weak. Come to think of you, you could maybe give the turrets a crit chance with an Adarza Kavat, though I have no idea if that works.
@@CoolKid369 don't they also give electric damage
@@erichoward1977 They do, but it's only a 50% boost if I remember correctly, which solo isn't really enough to justify taking Volt. In a team it could work though.
@@CoolKid369 and here comes shadow haze
this entire mode is a huge missed opportunity. Has potential to be heaps of fun. Imagine if the MIGHTY SEER was a turret, it'd be ridiculous
You are "Legendary"
Nobody gonna talk about the name of their Helminth or just me?
I was hoping somebody would notice
@@CoolKid369 lmao, although I will say there is some semblance
Not sure if you still read comments or not but is it possible to make this build even better with the archon mods/shards? I have a feeling it wouldn't change much but just a thought
Does Nourish work on the turrets? Or is it the exception for some reason?
I love Ms paint! I love Ms paint!
That Mike reference
what if you used corralizers with a shock mote and then you put the haste motes with 2 extra long range turrets in the back? also, does volt's shield work with the turrets?
Use arcon stretch and energy is no longer an issue
Is there anything to be said or added by Xiphos turrets here?
I don't have walls.
gyattica
imo armagedon game mode is flowed by design problem is why make turret if players can do more dps using guns or frames and all turret types are dps type (even if you consider cold turret as support /cc it is not good turret for this game mode)
imo there should be either incentive to make dps turrets ( make them as good as player) or make new types of support turrets for example:
turret that is basically banshe sonar ( enemy radar and debuff enemy to make them take more damage)
turret that buffs players/other turrets in area it can have movement speed firerate reload element damage etc
vortex turret that cc enemys like gyre 2/vauban 4
( yes those are frame skills but i spend 5 min to think about it and i m not dev also i would prefer utility over dps)
devs dont want make turrets to good bc then game plays it self but also there is no reason to build turret right now
waves are basically time gated and 40 sec you get is so long that you can go form A to B by walking no bulletjump no sprint just base walk speed
image if you could press X on def point to instant start wave like in defection that alone would speed up game so much
I mean I think the big flaw is that they have yet to fix the extract bug
@@the_linguist_ll that is another topic idk why we dont get same extraction system as relict endless maps where you can vote to exit or stay and not have players held hostage if 1 wants to extract and other want to stay ( or 1 want to stay and rest want to exit)
10:57 DAYUM, no chill lol.
So, Wisp with roar huh... damn now i gotta farm her again.
I still don’t get this mission , you’re supposed to defend the stations and if one goes down you have to protect the finger which is being drilled by a spider and then fight an angel and it’s just a cycle
burgr
Wait I feel like you forgot thermal sunder augument, which is basically 2x stronger than smite infusion and shock trooper. Wouldn't that work?
I fucking lost it when I saw your helminth name
"MS Paint Adventure"
What about Grendel and toxin
1:30 ravenous void angle lol its angel
Does Roar really affect the turret dmg? It's not an ability, it's the turrets weapon, so boosting ability dmg doesn't seem worth it to me...
What is your zenith build?
What is the laetum build?
Yo imma need the laetim build
"Room temperature IQ"
Finger drawing kinda sus
what is a void angle?