There are generally 5 catagories of weaponry.
- Critical (crit) chance White numbers are normal damage / yellow are critcals / red is over 100% critical chance currently only achievable on bows - Raw damageAimed entirely at pure elemental and raw damage
- Status chancelook under the health bar
focused mainly upon the area of applying status effects such as slash or impact procs
- Heavy These weapons are focused around destroying crowds of enemies
- Mastery fodder (a.k.a. free mastery exp)
anything that doesn't fit in the category above / you don't like the weapon at all
As with everything in warframe there are staples for each type of build which are deemed essential to most tenno's in the field;
Critical chance staples - Crit chance / Crit Damage Mods
this would be the main staples to any crit build and the same would be reflected upon melee and secondary weaponry
With these builds a minimum of 25% critcal chance
is technically needed as anything below that would be a very very low chance and not viableShotguns: Blunderbuss / ravage
Status chance staples
these can be ambiguous much like the crit builds. However, anything in the 20%-25%+ range can be effective
Ideally these mods would be a staple but 1-2 out of the 4 are only accessible to veterans and players with alot of platinum
The Reciprical event mods listed above in the order (tethra doom / Breeding grounds / Cicero crisis / cryotic front would be used for each weapon type
Raw Damage Staples
this section is mainly dealing with mods you should have on your primary weapons. (Though Heavy calibur is a hard to get/rank mod anything around 5-8 is fine. 9+ is for people who wish to tackle the harder content such as T4 voids of very high levels.
These mods would also be reflected upon the secondary and melee weaponry. However for secondary theyre are labelled as follows;ShotGuns:
Blaze (nightmare) / Point blank / Hell's chamberSecondary:
Hornet Strike / Magnum force (useless mod dont bother ranking to 10) / Lethal torrent (nightmare mod) - barrel diffusionMelee:
Point strike / Spoiled strike (vaults) / Fury (is always nice to have on)
this area of expertise can be very skewed in terms of builds. Heavy weapons are generally deemed as things such as the penta or ogris. which fire projectiles which explode when triggered.
it should be noted heavy calibur is a preference thing since the accuracy loss can be seen on most weapons at a long distance. Though more is better right :3 so slap that thing on!
These mods are always nice to slap into random extra slots because youre too much of a noob to max the mods above ^ XD (jkes me love you.)
Bane Mods (fraction specific damage): These mods are used when there is a free slot or so. these help maximise damage against one specific fraction.
Fast Hands: is not a must but can be nice for weapons with insane reload times (cough soma cough) but INTERESTING TIP!: the soma reload animation is only partial. when the reload circle reaches about half way the ammo is 100% so if you roll or something you can cancel the lengthy animation.
Metal auger / Shred: are punch through mods. These mean bullets go through a certain distance at various ranks. This can mean you can shoot through walls or the riot shield grineer units.
Ammo Mutation: these are very situational. Weapons which have low ammo caps (cough penta) OR drain alot of ammo (cough amprex) utilise these mods very well. only issue is you have to have the weapon equip for the ammo to be converted otherwise it wont count.
THINGS TO NOTE:Like all games, a full loadout isn't necessary.
The secondary can be alot better than the primary. One such example is the angstrum (a very nice explosive based secondary) and the boltor (arguably a top tier weapon) through the boltor is nice to clear massive waves of crowds - the angstrum can clear whole rooms of people with ease with a few "bullets"Frame is always the most powerful weapon in your arsenal.
Unless its unranked and your leeching. Utilise weapons with your warframe abilities to truely master the way of the tenno.Use the way of the ninja to get around.
Utilise walls or gaps to cut travel time into a trillion little pieces.
- wall running and leaping off you can gain a tremendous amount of air time and distance.
- combo'ing sliding (sprint + crouch) and alternating between that and front flip jumps you can go faster than those who just walk or sprint
- coptering is the best way to get around. To make a list would be insane but heres the general idea. Any fist weapon / low attack speed (less than 1.0~) cannot be viable for coptering. To do this so called coptering.
1. Jump in the air
2. Slide mid air
3. use your melee attack while sliding
4. Profit $$$?
but spin attacking you gain alot of movement speed. this can be done on the ground in the same manner except it is more controlled. However, to clear a large area jumping is advised.
----------------------------------------------------------------------------------STATUS TALK (get it? status bar? loading bar... okay back ontopic.)
With the update of damage 2.0, elements became vital to the building against a certain faction. By following the table below a general idea can be formed as to what types of builds i might need against certain factions. Ive made it easy for you all by listing my ideal builds I use when i run against certain groups.
Tenno Vs the;Corpus (Magnetic [cold + electric] + toxin)
running Magnetic (Cold + Electric) is a must. If there is possible slots open then the addition of pure toxin should be added in the remain slots.Grineer (Viral [cold + toxin] + Radiation [heat + electric]
Why Magnetic? The corpus are generally always shielded targets. With the magnetic combination - these shields are removed when proc'd. generally a corpus is 2/3 Shields 1/3 health. Hence removal of the shields gives a big advantage. 90% of the corpus are generally weakest against magnetic.
Why toxin? Toxin goes applies the damage directly to the health meaning the shield is by passed entirely.
used for the general grineer missions.
For harder game content with the grineer (Corrosive [electric + toxin] + Blast [Heat + cold])
Easy content: Harder content:
Why Viral? viral affects 95% of the grineer enemies as they all posses "cloned flesh" which gives our weapons a 50% boost in damage. As well as if it procs the viral status will half their HP over time.
The grineer are usually a mix of "cloned flesh" and "alloy" with radiation it gives a 75% damage boost. When the status is proc'd it will also force a confuse effect which causes the target to attack their own team mates.
@DoForCash asks; "why dont you use viral / radiation? hurrr durr"
why no viral?: 50% damage to flesh meaning only = corpus crewmans and sniper and the crap.
why no radiation? -25% to sheild (every corpus unit) but! 25%+ to machinery so moa's etc. to be simple - everything is shielded and machinery isnt much of a issue in the corpus maps unlike the bigger corpus guys (tech i think?)
Why Corrosive? when you have top end damage and weaponry damage is not an issue. the only issue is the armour the grineer possess. When you reach harder content the only issue is the Bombards and Napalm grineers. These posses excessive amounts of armour. Meaning instead of the usual 100 points of damage only 10 would apply since armour negates the damage. Corrosive lowers this armor they have permanently meaning you can apply upto 100% of the damage as opposed to a reduced amount. Infested:
The grineer build would be applicable to the infested build. (since i lost half of it due to max character limit :3 - aim for the ancient healers first (they heal.) then the toxics. DONT BRING MELEE TOXIN WILL SHRED YOUR HEALTH! unless you bring life strike (keep unranked its not worth at the higher levels)