Energy in warframe is a big deal. not running out of energy is Synonymous to not running out of Health for many warframes and everyone wants to cast their abilities. "how do i not run out of energy" is one of the questions that newbies inevitably ask themselves and then, more likely, those around them. as with all things in warframe there is next to 0 official ingame documentation on what you are expected to do, or better yet, on what you should do.
for the purpose of discussing what you should do, i would like to Establish some Baselines.
Our Baseline energy regeneration sources will be Zenurik Wellspring, and rank 1 arcane Energize. Zenurik Wellspring is avalible shortly after the the war within is completed, and Zenurik is generally considered a good school for new players, and rank 1 arcane energize is both currently, and has habitually historically, been a reward for completing the nightwave challenges. someone whos been playing warframe for a few months and been doing what they should be doing will have access to one or both of these options, so were going to use them as our baseline for energy regeneration.
Rank 1 arcane energize gives, at most, 50 energy every 15 seconds. assuming that it always triggers on time, the most it can give you is 200 energy per minute, or 3.3 energy per second, though the actual in practice number will be less than this, and treating it as a per second number is also inaccurate since the energy is given in a bulk and bypasses things that normally disable per second energy regeneration. i am dithering, the point is that in ideal circumstances energize is equivalent too 3.3 energy per second.
Zenurik Wellspring at max rank is 5 energy per second, with the caveat that this effect is canceled out by things that cancel out energy regeneration, so between these two effects you can pick and choose depending upon the requirements of the warframe you are running.
(and for the record, rank 5 arcane energize gives the equivalent of 10 energy per second, once again in ideal circumstances.)
So why is energize bad? this question comes down to the idea of Opportunity cost. the short answer is that Arcane slots are more valuable than warframe mod slots are more valuable than Archon shard slots.
As of current year in warframe, the max statistical value of an arcane slot is 60 power strength, or 36 duration. 60 power strength is the largest bulk power strength option outside of Blind rage, which comes with a pretty sizable downside, and 36 duration is second only to Primed continuity. both of these are better buffs than alot of mods people regularly run, and that isnt talking about Arcane Blessing which is better than Vitality for any warframe but Inaros.
to be more blunt, you are better off running Equilibrium and Molt Augmented than you are running Transient Fortitude and Arcane Energize. (unless you actually want the low duration, and assuming you are doing endless missions, dont hit me with "well, my volt build for capture missions cant run molt augmented" because yeah no shit, but you shouldn't be running energize there anyway, you should be running Preparation).
This is primarily because of the changes made to Eximus units. Eximus units on death always drop 100 health worth of health orbs, and an energy orb (this energy orb is supposed to be a 50 energy large orb, but sometimes it just. . isnt, notably in Sanctuary onslaught, probably for balancing purposes).
running Equilibrium, each eximus killed is worth at least 135 energy and up too 165. plus whatever other health and energy orbs are generated by other sources, or other kills. ignoring all other sources of health/energy orbs, if 4 eximus die per minute, Equilibrium is already on part with rank 5 arcane energize. given how many health orbs will be dropped from orther sources (edit 1, i find it wacky that health orbs are so rare outside of eximus drops, thanks u/WhatABlindManSees), the reality of the matter is that equilibrium is in most cases giving you significantly more energy. there are other synergies that push this further into the soil. health orbs from the nekros that is a fixture in many survival parties. health orbs from Synth Deconstruct which you should probably be running anyway with Synth fiber that you are definitely running anyway. extra drops potentially from Blood for Health or blood for energy. and notably none of these require taking up your most valuble mod slots. they are either parazon or companion mods. of if you wanna be super, duper lazy, you could helminth in Protea's dispensary.
But, can we do better than a warframe mod slot? those are Pretty Valuable after all. you may not want to spare one.
Archon shards are the new hotness, and while the idea of yet more power strength or duration is enticing, the strength and duration buffs on offer seem deliberately small, likely a point of last resort.
for the purposes of our discussion, we will be ignoring Tauforged shards given you dont have an infinite supply of them and it will be years before use of tauforged in multiple builds become Practical.
Each Amber Archon shard gives 50% effectiveness of energy orbs. essentially an extra 13 energy (it rounds up) from small energy orbs or 25 from large orbs, making them worth 26 and 75 respectively.
with 1 amber archon shard and the mod blood for energy, each parazon'd eximus becomes worth 101 energy.
with 3 amber archon shards, opportunity cost of 30 power strength, each energy orb becomes worth 62 energy, large orbs worth 125.
(unfortunately, but not unrealistically, the health orb effectiveness on offer does not work with Equilibrium)
Across most of warframe's history, Equilibrium was a hard mod to use, for similar reasons to why rage is a hard mod to use (and why i am not discussing rage right now) because you have limited control over when, and how much, enemies damage you, and most warframes could not ensure they always had the ability to pick up energy orbs. we have gotten 2 solutions to this problem, Combat Discipline, and Synth Fiber, the latter of which is generally preferred unless you are in a setup where Link armor provides a greater benefit. Because of both this new tech, and the fact that a steady stream of health/energy can be gained from eximus units, these options have become both consistent, and powerful, and better yet, Scalable. if you kill faster, and get more orbs faster, Equilibrium or the shards will give you more energy, Energize does not scale with anything and has some very hard caps on its effectivenss, though it does retain the advantage that it can restore energy to the entire squad, if you are in a position where you can plan on multiple energize per squad, you are probably not the target audience of this post.
This is not the end of the energy talk. you could, if you wanted, talk about Energizing shot (which i feel has a nice in ESO, where you can rely on there always being an energy orb nearby), or Dethcube (the value of energy generator is hard to place, but testimonials say that when paired with high status gas damage on the dethccube the effect is strong, or Spectrosiphon (which is potentially infinite energy, but at a very high opportunity cost), or Exodia brave (which would be amazing for all the glaive and gunblade spam going on but its zaws only, lmao) or. . hell Lycath's hunt (aka Baby Thurible) and all of the many. . . many Warframe specific energy solutions, but ive probably made my point.
We are in an age of unprecedented energy restoring options, across warframe's history. we haven't had it this good since EV trin was mandatory in void keys and everyone could rely on having full energy, all the time. you have choices for solving this issue, and the answer does not have to be a 2000p arcane. you can do it cheaper, and in many cases. .you can do it better.
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source https://www.reddit.com/r/Warframe/comments/10wfabq/warframe_energy_solutions_alternative_working/
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