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WotV PvP Tactics & Mentality - Class Match 2 (CM2) Team Construction and Meta Preview

WotV PvP Tactics & Mentality - Class Match 2 (CM2) Team Construction and Meta Preview

Some would say I wrote this whole post just for this Flex. They're not wrong!
For this edition of WPTM I want to go into some analysis about the sorts of teams I expect to see be trouncing around in the second Class Match event (CM2). For those of you that don't know its starting tomorrow and will last for eight days - 40 matches in total. The rewards are very good - tons of viz and rare recipes - so I recommend everyone give it a spend. (Not to mention that Live PvP is the most exciting game mode in WotV - I might be biased...)

I'm going to review some info about CM2, some general PvP observations, then dive into highlighting the units, VCs, espers, and team compositions that I expect to see trouncing the opposition in CM2. You don't need to use anything in this post but you'd better have an answer to handle each of these compositions because you're going to be seeing them!
Without further ado...

A few notes about CM2

  • ***EDIT*** Matchmaking seems to have been changed for CM2 compared to CM1! In CM1 Diamond Masters were still matching with Bronze and Silver ranked teams. It now seems like the Matchmaker is trying to keep teams matched at similar rankings; this completely changes the strategy for those of us at the top of the bracket. For CM1 we needed to go 39-1 to have a shot at top ten but this time the win/loss records are probably going to be much more reasonable, say 30-10 or 35-5 for the folks in the top 10. To all my diamond master buddies: strap in because we're going to be seeing quicken gunners and theoretically perfect evade teams ALL DAY LONG. If you're in Silver or Bronze all my advice about dealing with auto teams still applies - there will be TONs of auto teams further down the bracket. ***/EDIT***

  • As we discovered in CM1, the key to making Diamond Master is to maintain the longest win streak you can as the bonus points due to win streaks grow all the way up to 20 wins in a row. Your final record is not nearly as important as where your losses happened to interrupt your streaks. For example, I went 39-1 in CM1 but had a loss on day six - I wound up in 6th place in the final rankings. Players 1-5 all were 39-1 as well but they had lost really early or lost after I did and so had a larger win streak bonus to pile up. In other words, its better to lose your first five matches then win 35 in a row thAn it is to go 38-2 and space those two losses at equal distances.

  • CM has three time slots and, anecdotally, myself and others in the Live PvP community felt that slot two had the softest competition and slot one had the hardest. No guarantees this continues!

  • CM2 has a *500* cost limit - that's the cost of your units, VCs, and Espers added together. 500 entails more sacrifices than 540 so expect folks to be reaching into the 'value for money' category of VCs/Espers (more on this later).

A couple notes about Live PvP strategy generally

  • Healers - sometimes useless, and sometimes godly. I could dedicate a whole post to this effect but I'll just point out here that the more hits your units can take (and here it doesn't matter if you can take 4 hits because you can survive that much damage or because the first 3 miss and you get one-hit on the 4th) the more valuable a full-life or big heal is. If your units are all one-shots then heals are useless because you won't be partially damaged in the match and a full-life only nets you value your situationally as you are spending one move to recover a character who will only take one additional enemy move to kill again. If you have a unit that takes 4 enemy moves to kill then that same full-life is going to burn 4 more enemy moves to kill that unit the second time!

  • This goes without saying, but you need to have a plan for how to kill the enemy and how to live long enough to achieve those kills. Every team I go through in this post may have a different answer to how they address those two questions but they definitely have an answer! In my section on team construction I will be explicitly asking and answering these questions for each team comp I present.

Noteworthy Characters in the Current Live PvP Meta

(thanks to wotv-calc.com for the screenshots!)

Halloween Little Leela (HLL)

The meta destroying mage of doom!
I predict HLL will be an MvP candidate for CM2. She combines high evade with instantaneous heals, full-life capability, and is a strong damage dealer in her own right. The evade meta has always existed and recent units like RK Sterne and Lasswell reinforced it but HLL has put it over the top.
Why is this? It goes back to what I said about Healers above - HLL is the first evasion healer. In a top tier evade team it can take several swings to connect with or kill enemy units so having HLL sit in the rear and heal up or drop the full-life when needed gives enormous value to the team utilizing her.
Couple this with her also ample damage dealing capabilities (powerful, long range, AoE...) means that HLL is one of the primary candidates for CM2 MvP!
Oh, and did I forget to mention she's only 70 cost? Gumi logic!

Ruin Knight Sterne (RK Sterne)

If only his Dad ever told him that he loved him none of this would've happened...
RK Sterne is the *other* meta defining evasion unit. He's going to be in samurai sub and you're going to see him doing the same two things at the opening of every. single. match. - popping bells and putting illusion on himself and his evasion partners in crime. His kit includes a counter-evade buff in Roar of Ruin and a frightening AoE in Hazard Crusher. There aren't going to be any light units of note in CM2 (maybe one guy with Ramza - you know who you are!) so being Dark doesn't penalize him.
RK Sterne's only downside is his mammoth 100 cost - you will have to make some sacrifices to fit him in, but he's worth it if you have the pieces to make evade work!


She's been my MvP since I pulled her Week2
Fred was the MvP of CM1 - its my understanding that about half of us in the top ten were using Fred in our teams. The reason? Her mammoth range and incredible power when coupled with Bells (Barrage is hungry for AP) and a maxed Fred's Dream VC. A quickened Fred can drop most units that she can hit with two barrages and at incredibly long ranges. Barrage isn't guaranteed hit and can miss evasion units but Fred is the 2nd highest innately accurate unit (behind Mustadio) so she'll reliably hit evade units before/after their evade buffs, particularly when coupled with an Alex ring or similar. Oh and she has the single most hated counter in the game - Reflex.
Fred's weaknesses - her frailty and her lack of Def penetration - don't matter in Live PvP where you can kill enemies before they can deal damage and Def tanking just isn't a competitive answer (You can kill WoL's friends then chain him like a raid boss to end the match!).
Her dominance in CM2 is in question though - high evade teams with HLL have the possibility to survive and recover through her barrages. If Fred has to fallback to using sharpshoot she can't take out the entire team before they can get to her.


Agrias is a unit whose value I took a long time to appreciate.
Of all the potential brawlers/bruisers in CM2, I predict Agrias will have the most impact. Firstly, she's Ice Element which is the element you want if I'm right about HLLs being all over the place. Lesiela sword+bells gives her plenty of accuracy and her LB has long range and if you can land it it wins matches single handedly. She's tough enough to survive multiple hits and in the current evade meta folks might not have accessory room for ribbons so judgement blade is another match winning option. I don't know how well bruiser teams are going to do in CM2 (I suspect they'll do just fine!) but Agrias has the best chance of leading the way!


PvE and auto PvP WotV has slept on this one
Nobody is talking about Chel outside of the Live PvP community and so you might go all 40 matches without seeing her - I have no idea how aggressively the larger community has been preparing her. But you can bet your ass that you if match up with a guy who has auto off and chel in their team you're going to be in for a rough ride! The reason is straight forward - Chel costs only 50 and has the highest AGI of the time mages with access to quicken. Sure Chel can drop hastes or fire off a Comet/Ruin in a pinch but honestly, she's just a fast quicken source. You might think that no single ability is enough to warrant a unit being included in this list but you'd be wrong. Quicken lets you take a mediocre unit's turn and translate it into your OP unit getting to go twice. That's two barrages, two Hazard Crushers, two level 3 Aerogas, etc. etc.... We will see Phoebes, Helenas, even Gilgameshes throwing quicken in matches but Chel does the job of quicken as fast as possible at the lowest cost possible and has high value for that alone.

Value for the Money VCs/Espers

Leonis Castle
Perhaps the biggest mispricing in VCs in WotV!
Everyone knows about Leonis Castle but it bears repeating - if you're running a bruiser comp in CM2 Leonis Castle is likely *BiS* for you, let alone value for the money! A great way for bruiser comps to save cost for the rest of their team.

Instantaneous 1,000 Needles, Cactuar

You laugh at Crit Rate up 9 until you win a match on a lucky Crit...
Cactuar has some sneaky value - some evade teams might take this to eek out some more evade/speed and any team that's relying on AGI to lap opponents might want to stack this with House B on that crucial unit.

Great Detective Little Leela

HLL loves this VC
The party ability for GDLL is not that much of a damage buff to magic teams, but the 25 ACC isn't something to sneeze at. ACC is maybe the most important stat in the current evasion heavy meta so here's a way to sneak in some ACC on a single unit. You can even stack this with the Aigaion or House B VCs for even more ACC...


His Esper is even better than his VC!
I've only got one value esper recommendation here and its little Cactuar. You're really reaching if you look at the other SR espers but Cactuar gives you 15% man-eater on top of MAG / MAG Attack. All of us and he's only 20 cost - a great Esper for HLL in particular!

Meta Team Categories and Examples

Most every competitive Live PvP team can be grouped according to its philosophy around how it plans to kill the enemy and how it plans to stay alive long enough to achieve that objective. Either you're going to kill the enemy before they can hit you, or you're planning on taking some hits and surviving them. I therefore group the various team categories accordingly:

Teams that Try Not to Take Hits


  • How do I Kill the Enemy: Deal moderate Slash (and magic with HLL) against the weakest or most out of position units. Strike or Missile damage is *possible* but atypical.
  • How do I Survive Long Enough: Dodge the enemy's attacks more than they dodge mine!
Lasswell is a great 'anti-meta' play with his innate ACC and elemental advantage to HLL
The premise of Evasion teams is to stack up as much LUCK, AGI, and direct Evasion as possible to cause unprepared opponents to swing and miss. From DesuSnow 's awesome spreadsheet, here are the top Evade units, including JP (I highlighted relevant global units):

Tidus EX is going to destroy the Meta next Year...
Note - Shadowlynx is on the bubble - we'll see her but I don't predict she'll have much influence.

I predict that Evasion teams will be the single most common categories of teams we observe in CM2. There are two reasons for this: first, in live PvP evade is at the top of the meta so many live pvp players will be employing evade teams, and second, evade is powerful in Arena/Guild Battles as well so many players on auto will bringing their modified to 500 cost evasion teams as well. Put these two groups of players together and you had best be ready to see these same teams over and over again!


  • How do I Kill the Enemy: Deal the strongest Missile damage possible to off out of position or weak units at maximum range.
  • How do I Survive Long Enough: Kill the enemy before they can close to deal any damage. If the enemy can close, try to force them into making poor trades. If all else fails, pray for Reflex.
This is my current CM2 team
Core Unit(s): Fred
Support Unit(s): Lu'Cia, Mustadio, Quicken Sources
The premise of Gunner teams is built almost entirely around the advantages available to Fred: solid AoE damage in the form of Barrage attached to the longest range and one of the highest AGI units in the game. Xiza's Bells are all but essential here - your Fred pops bells, typically as the first move of the game, then you see what your opponent does. If they charge you you start shooting right away and try to take them down in a hail of arrows and bullets. If they turtle then you cast Aimed Fire and take advantage of Fred's high AGI and maximum range to play the positional battle and punish any positional mistakes your opponent makes.
Its very common to couple Fred with a quicken source - I used Miranda in CM1, and will be using Phoebe in CM2 (because I didn't pull Chel...) as a double barrage is fatal to the majority of teams. Lu'Cia is becoming less common as a supporting unit for various reasons but having a second sharpshoot source in the evade meta is very useful. Expect to see some Mustadios as well but he's a much rarer unit in general.

Double Quicken

  • How do I Kill the Enemy: Move my carry unit into attack position with Quickens ready to resolve and deal overwhelming damage before the enemy can respond.
  • How do I Survive Long Enough: Kill the entire enemy squad before they can effect the battle in any meaningful way. Failing this, force a trade in my favor in the early game to set up the rest of the match.

I can't believe this is 500 cost either
Core Unit(s): RK Sterne, Fred, Glaciela, HLL,
Support Unit(s): As many Quicken Sources as you have
Perhaps one of the scariest teams to face in Live PvP is a team with two sources of Quicken. They require a ton of tuning/practice/work to get working but for the folks that have set them up they can do something no other team can do - completely eliminate enemy teams before they can take their second set of moves.
These teams are defined by the hypercarry unit they select. Typically folks will select whichever unit they have which can deal the most AoE damage possible - units like RK Sterne, Glaciela, and Fred are great for this. I haven't seen a hyper carry HLL yet but I don't see why this wouldn't work as well.
In CM2 double quicken teams will have to have an answer to evasion so look to see lots of ACC stacking (I believe only Ramza has a guaranteed hit AoE attack and its not repeatable as its his LB). If you're running an evade team, be sure to pop your evasion skills straight away and pray. If you're running a bruiser team you want to pop defensive skills or consider spreading your team apart if the situation is really desperate.
Despite their strengths, I don't expect double quicken teams to win more matches than the other archetypes for the simple reason that so much is on the shoulders of the hyper carry. Out of 40 matches you're probably going to run into a matchup with a team that's tanked from hell to high water against the damage type you're doing and force a really hard match. But if you want to farm teams on auto as fast as possible for the other 35 matches - double quicken can't be beat!

Teams that Tank the Hits


  • How do I Kill the Enemy: March towards the enemy as a unit and deal a mix of strong damage types - Slash being the most the common. Grind the enemy down, focusing on healers first where possible.
  • How do I Survive Long Enough: Be able to absorb enough hits in a row that you can heal in between enemy attacks sufficiently well to stay alive. Full-Life a dead tank and force the enemy to burn 3 or 4 actions to kill it again.
I predict Agrias will be a champion Brawler for CM2
Core Unit(s): Agrias, Kilphe, H.Rairyu, Lasswell, Cid
Support Unit(s): HLL, Miranda, Gilgamesh, Rain, Grace
The premise of the bruisebrawler team is to combine units with high effective HP with support units that can sustain them long enough to kill the enemy team.
The Bruiser category is the most in flux of the meta groups as bruisers have suffered the most at the hands of the evasion meta. Kilphe was a powerful weapon against pre-HLL evade teams with her tankiness and guranteed hit but HLL simply destroys Kilphe (also HRairyu - which is muting his impact in the Live PvP scene despite his incredibly strong damage capability). This leaves Agrias as perhaps the best brawler unit available. Lasswell is possible too as Mirage gives him more brawler capability and he also has elemental advantage to HLL but his lack of range compared to Agrias puts him back on the list for me.
For all you Cid lovers - I suspect we'll see a ton of him, but on auto - I'll cover that below. In Manual PvP Cid is still great but he suffers from more ACC problems than Agrias does as you're generally putting a coral sword in his hand and trying to pick up ACC elsewhere.
Rain is another unit whose importance has faded a bit but jamming thrust is always useful and he can tank HLL while healing - a possible sleeper unit?

(Dis)Honorable Mention: The 'I'm here from Arena and am on Auto' Team

This is what I think when I see Cid/WoL on Auto
Core Unit(s): WoL, Cid, whatever is popular in Arena/GB
Support Unit(s): Ayaka, HLL
The most common team you're going to see is going to be somebody on auto with either evade units (discussed above) or this team. A brawler Cid and WoL can be tricky to beat if you're not careful, particularly if Cid has Bells and can pop his LB. Take advantage of the predictability of the AI - you should have a good feel for how to take apart AI controlled Cids/WoLs by practicing in regular live PvP on the new map before starting your first CM2 matches tomorrow.

MIA Teams

There are some other team comps out there that have been popular or for whom we keep waiting on their popularity. You'll probably see them in CM2 but I'm not expecting to see them take over the meta for CM2.

Piercing Teams

Glaciela was supposed to usher in the pierce meta for live pvp but she failed to launch. Simply put - she's too delicate. Fred tears her apart and while she does have guaranteed hit for evade teams she can't brawl effectively against the likes of RK Sterne. Viktora has a cool LB but hasn't been much of a factor recently either. There are still some dedicated Aileen fans out there but she's not in the meta by any definition of the word.
Honorable Mention:
This isn't a pierce team - its a double quicken team! Run if you see it...

Magic Teams

HLL is going to be everywhere and we're going to see plenty of HRairyu too but they're typically complementary pieces to teams that are also dealing slash damage. Salire has never taken hold in live PvP and Medi bombs are still around but not nearly as common. Most medi bomb drivers have probably switched to using HLL.

One final note - WotV is actually way more balanced then people give it credit for. In this post I discussed units that I expect to see the most of but if you didn't see your favorite unit mentioned it doesn't mean that it sucks. Charm Xiza - still useful! Fry can step into bruiser teams, delita is a strong sleeper evade unit, etc., etc. - there are more units then I have time to discuss. But I do think the units I highlighted are the ones we'll see the most so hopefully this post will help you get ready for CM2!

Well that's it for this post, I hope you found it useful! I want to thank everyone on the WotV Live PvP Discord who spend hours theory crafting with me and who kindly donated many of their intended team comps for my usage in this post. If you're interested in learning more about Live PvP you can join us at the Live PvP discord server or join one of our guilds - we'll be happy to help!

WotV PvP Tactics & Mentality is an irregularly updated series of posts about the most neglected aspect of WotV: Live PvP If you liked this post, feel read to my previous entries in the series:
1. WotV PvP Tactics & Mentality: Playing Ahead vs Playing from Behind
2. WotV PvP Tactics & Mentality: Getting the most out of the GUI and the OODA Loop
3. WotV PvP Tactics & Mentality - Six Months of Mediena Bombs & how the Meta Evolves in PvP

submitted by RedKnightRG to wotv_ffbe

Update 29.5: Deimos Arcana

Update 29.5: Deimos Arcana
Since the initial Heart of Deimos release, you’ve delved into the putrid hills and caverns of the Cambion Drift and found a familiar place with the Entrati. As Deimos continues to fester within the Origin System, its insides twist and turn to expose new growth and life!
In this update, Deimos: Arcana uproots newly unearthed Isolation Vaults in The Underground of the Cambion Drift. The new Necramech, Bonewidow , with sword wielding weaponry awaits you in these unexplored rancid tunnels.
Prepare your Tranq Rifle and aim strong, the Undazoa and Nexifera have been spotted occupying the rotting landscape of the Cambion Drift. Remember to look both ways before crossing the Exocrine; the new Deimos Mitosid can attack at any angle!
Arm yourself with a slew of Infested weapons , build new Infested Kitguns , shatter enemies with the Gara Kaleida Collection , and much more with Deimos: Arcana!
***Please note, Test Cluster specific changes are at the very bottom of the Notes!*
The Cambion Drift Underground you’ve come to recognize swells with new areas to discover.
Mother has 3 new Isolation Vault Bounties to complete! These new Isolation Vault Bounties become available after completing the initial Isolation Vault tier, with the respective Mother then offering the new Vault Bounty. As you unlock these new Vault Bounties, the difficulty will increase to match the prerequisite Isolation Vault and rewards will differ per Bounty.
In addition, 4 new Entrati Vault ruins await you in Isolation Vault Bounties!
General Isolation Vault Changes:
  • Removed the Vome/Fass cycle reset on the Isolation Vault Bounties tiers.
    • Oftentimes the Vome/Fass cycle reset during an Isolation Vault Bounty was understandably confusing, for new players especially, and was reported as more of a “bug” than a feature - so we’ve removed its effect on Isolation Vault Bounty tiers! Also, with the addition of the new Isolation Vault Bounties, the time it may take squads/solo players to complete them all could exceed the Vome/Fass cycles.
  • Increased the speed of Loid/Otak in the Isolation Vault!
  • Reduced Loid/Otak’s base Health by 37.5% to compensate for the speed increase.
    • The slow speed of Loid/Otak was common feedback to be addressed, but increasing the speed made their journey too easy as enemies barely put a scratch into them as they attempted to catch up.
  • Changed Otak/Loids defend HUD marker to the standard yellow version to help differentiate between Allies and enemies.
  • Adjusted Loid/Otaks path to create a more evenly spaced consistent length path to avoid a long slow return to the Vault when all 4 Generators are activated, or when clusters of Generators are very close together.
  • Adjusted Isolation Vault Transmission flow at the very start to speed things up a bit and get into the phases a little faster.
  • Scintillants have a chance to respawn in Isolation Vault Bounties.
    • The new Isolation Vault Bounties bring you back through the previously completed Vaults and further into the Underground. Having Scintillant respawn grants another kick at the can even if Scintillant was already found in a Vault.
  • Esophages in Isolation Vault Bounties now have a press and hold context action to avoid accidentally interacting, and thus having to go all the way back down to do the Vault Generators.
  • Rebalanced enemy Voidrig (and the upcoming Bonewidow) Isolation Vault fights for a more fair experience that embraces the precedent set with Kuva Liches:
    • *Enemy Voidrig & Bonewidow Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects, meaning you can now apply Status Effects to Necramechs! Additionally, certain damage immunities and diminishing returns for Warframe abilities have been added to balance this out.
      • The damage immunities apply to movement abilities, such as Banshee’s Sonic Boom, to prevent yeeting the Necramech into the sun. The diminishing returns are present to also prevent 1HKOs - on par with Kuva Liches.
    • Increased the cooldown time when the Voidrig (and Bonewidow) cast their invulnerability shield while in their “armless” phase.
      • Necramechs are intended to have shorter cooldowns while missing both arms. The cooldown reduction was too high however and you’d often see Voidrig Necramechs recasting their shield within seconds!
  • Added an objective marker to the Bait Device if your Bait throw missed the monster-door.
New Isolation Vault Bounties also have 3 new encounter types within the Bounty!
Deimos Delicacies!
Daughter has tasked you to escort/protect a friendly POLYP-HOG JUGGERNAUT that is searching for Fungal Polyps! But we all know what happens when someone bothers us while we’re eating…
Infested Research!
Curious behaviors have been observed of the Infested interacting with the organic fluids in the underground caves. Subvert the fluid extraction device and throw it back at them to collect samples!
Cracks in Deimos!
There is a mysterious mist wafting throughout the area, driving the creatures within mad! Negate the effects of the mist with the Emitter Unit and seal the mist fissures before the creature's attempt to open the fissures.
BOUNTIES & ISOLATION VAULT FEEDBACK THREAD: https://forums.warframe.com/topic/1236087-deimos-arcana-new-bounties-isolation-vaults-megathread/
This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.
Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
Raise Bonewidow’s shield to block incoming forward damage.
Sweep surrounding enemies into the line of fire with a force beam.
Summon a devastating exalted blade.
*See balance details on these abilities at the bottom of the document from our Public Test Cluster!
*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!
Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.
*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!
BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/
New Necramech Mods (max rank):
Necramech Flow +150% Energy Max
Necramech Efficiency
+60% Engine Efficiency
Necramech Drift
+150% Hover Efficiency
Necramech Friction
+60% Slide Efficiency
Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!
Heart of Deimos brought forward the “Weapons Vendor '' of the Entrati, Father, of whom we mentioned would bring Infested Kitguns - and here they are! Purchase these parts from Father and visit your friendly Rude Zuud in Fortuna to build!
*Vermisplicer *
Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies.
Secondary: Three short-range proboscises fiercely latch onto targets and maul them.
Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger.
Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.
This secondary grip increases fire-rate while sacrificing little in the damage delivery.
This primary grip increases fire-rate while sacrificing little in the damage delivery.
Small loader that contributes to both Critical Chance and Status Chance.
Macro Arcroid Large loader that contributes to both Critical Chance and Status Chance.
A higher capacity small loader with a slower reload process.
Macro Thymoid
Massive capacity loader with a long, cumbersome reload.
Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.
*Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster!
Kitgun Arcanes (max rank)
Residual Viremia - On Kitgun Kill
20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes.
Residual Malodor - On Kitgun Kill:
20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes.
Residual Boils - On Kitgun Kill:
20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes.
Residual Shock - On Kitgun Kill:
20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes.
Warframe Arcanes (max Rank)
Theorem Contagion
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone.
+1 Arcane Revive.
Theorem Demulcent
Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
Theorem Infection
Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
ARCANE FEEDBACK THREAD:https://forums.warframe.com/topic/1236088-deimos-arcana-new-arcanes-megathread/
It takes two to tango, Tenno. Previously known as “Splitter,” the clever Mitosid splits in twain to divide and conquer as the Diploid. Both the Basal and Feral Diploid make up for what they lack in maneuverability with what they have in appendages!
*****New Mitosid Mod Set*
We anticipated shipping a Mitosid Mod Set with Deimos: Arcana. After review, these Mods needed a bit more time in the oven, and we wanted to make this clear for those who may have come across them on the Test Cluster in any form to explain their fate!. We’ll return to the drawing board and ship at a later date!
Aerial attacks now execute a spin attack that deals +20% damage repeating 2 times in succession.
Mitosid Carapace
+60% Armor, +90% Health
Mitosid Claws
+90% Slash, +60% Status Chance
Mitosid Viscera
+90% Slash, +60% Status Chance
To use the Mod Set Bonus, simply do a Neutral Aerial Melee Attack (Space to jump, no input on WASD, then Melee!)
Grandmother has a new ‘Mend the Family’ option that allows you to provide Deimos Resources for Tokens of each Entrati member.
  • Here with Grandmother, ‘Mend the Family’ gives you another option for those spare Resources, Gems, and Fish Parts to put towards Tokens outside of their usual Entrati member role. For example, use a mix of Resources and Fish parts for Son Tokens! Use a mix of Gems and Resources for Daughter Tokens! Keep checking back to see how you can Mend the Family.
Loid (or perhaps Otak..) are tooting their own horn with the Loid Sentinel Skin - available for Necraloid Standing with Loid! This faithful Necraloid has served the Entrati family for centuries. He now stands ready to offer his service to you. Complete the double-sided look with the Mask, Tail, and Wings.
Loid has come into possession of the Ayatan Kitha Sculpture! Struck to commemorate the Entrati family’s power and prestige, as well as safeguarding their memories of one another. Many things changed in the years that followed, and that which had once shone brightly grew dark and dim. But even a single Ayatan Star may make all the difference.
Spend your Necraloid Standing for this new evergreen item!
Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing!
  • Martyr Symbiosis: Drains and stores 20 Health from corpses within 25m up to 20% of their Master’s Health. Sacrifices itself to heal their Master if they fall below 10% Health.
  • Maggot Summoner: Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.
Grandmother has gotten her hands on a new Infested K-Drive and it can be yours by completing each of her Races out in the Cambion Drift! Once you’ve acquired the Ferverspine, Gristlebuck, Nodulite, and Steeba parts visit your friend Roky in Fortuna to build the Infested K-Drive!
Tenno have spent a lot of time with the Entrati family, and have shared valuable insights on how to improve their systems! Deimos Arcana brings many sought after quality-of-life improvements:
  • Vome/Fass time indicators now appear when viewing the map inside the Necralisk hub!
  • The mining drop rate of Thaumica has been doubled! We’ve also Reduced the chance of getting Namalon while Mining in the Cambion Drift so that the chance of getting Thaumica is significantly increased.
    • Both Necrathene and Thaumica were similarly rare, but Thaumic Distillate is used in a wider variety of Blueprints, so expect to see it appear more often from yellow mineral deposits.
  • Son’s Conservation tasks have been made more rewarding and accessible! There are two main factors to this change:
    • Higher quality Conservation captures will now provide better rewards, as they do in our other Free Roam landscapes. Scoring a “Good” capture will now provide 2 animal capture Tags instead of 1, and “Perfect” captures will award 3 Tags!
    • Son’s Token exchange has been reorganized, based on player inventory statistics. Smaller offerings will require more commonly found creatures, and larger offerings with more Tokens will require creatures that are harder to come by.
  • Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
    • With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions (see below for more details). We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
    • If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
  • Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
  • Universal Medallions can now be traded in the Necralisk at Grandmother for Entrati Standing and Loid for Necraloid Standing.
  • The Latrox Une Bounty mission has received a balance pass to address both the length this mission takes and the Bonus being too challenging compared to others:
    • Doubled the Drone Shields Health.
    • The Drone Shield now regenerates after being emptied.
    • Samples now drop at a faster rate.
    • Less samples are required to complete the mission.
We’ve increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech’s level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it’s always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape.
Undazoa and Nexifera now prowl across Deimos. Help Son study these new species of Infested wildlife!
These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant’s unique defense.
*Acquire the Undazoa Echo-Lure and Pheromone Gland from Son’s Offerings!
These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant’s landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape.
*Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift.
The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter!
FLAGELLOCANTH These specimens were originally parasites, breeding inside the wyrm-guts of Fass and scattered across Deimos in the debris of his explosive demise. They are drawn to his light. Processed Fass Residue is required to attract the Flagellocanth!
A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant.
  • Enabled Imprinting and breeding for Predasites and Vulpaphyla.
    • Mutagens and Antigens are inherited through breeding, allowing pets to stack their benefits.
    • Predasites and Vulpaphyla can only be named when Gilded, so naming after hatching is skipped.
    • Predasites and Vulpaphyla can not be cross bred with non-modular pets.
    • Imprints of Predasites and Vulpaphyla can only be taken when the pet is Gilded.
  • Disabled Conservation Tranq and Track during the Heart of Deimos quest.
    • When it was enabled you wouldn't have been able to catch anything or see anything on map, but there was a chance to just happen across a start point.
  • Companion Predasites and Vulpaphylas now have their own description, seperate from the wild ones in the Cambion Drift.
  • Improvements to trails to address some of the more drastic upwards jumps required to follow the path.
  • Made a bunch of updates to Lure sounds and mix effects. Added more variations to scat burst sound (yum). Also made adjustments to transmission timing.
  • Increased number of Avichea spawned at Call Points from 1 to 2-4 and improved spawn position.
  • Increased the number of Cryptilex spawned at Call Points from 1 to 2-4.
  • Expanded number of available call points in the Magna, Infested Seraglio, Undulatum, and Albrechts Prospect areas.
  • Added height arrow indicators to Conservation markers.
    • This reduces the number of call points that end up in caves. For the ones that do spawn in caves, the height arrow indicator should relieve that confusion.
  • Added debuffs to Deimos animals when they’re Wounded by Infested and reduced max Health on wild Predasites and Vulpaphylas so you’re not waiting around for Infested to wound the animals.
  • Added Vome/Fass cycle information to Deimos Conservation creatures in the Codex!
  • Fixed losing all control functions for a short period of time after throwing a Fishing Spear - most commonly experienced in Cambion Drift.
  • Fixed cases of issues with Avichea circling movement used when found ambiently and when they arrived at Call Points that would cause them to float way up into the sky.
  • Fixed Cryptilexes missing their Conservation drone pickup animation, which created an animation pop after capturing.
  • Fixed Conservation start points not regenerating on Deimos which would prevent certain encounters from spawning.
  • Fixed some Conservation call points spawning under the Endocrine.
  • Fixed ambient spawns only spawning common fish and ignoring bait (fishing with the Spear out still worked as intended).
  • Fixed Fishing after landscape time change not altering obtainable fish.
CONSERVATION FEEDBACK THREAD: https://forums.warframe.com/topic/1236093-deimos-arcana-conservation-changes-megathread/
  • *Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
  • Necralisk Fast Travel UI now displays the respective Token for each Entrati member.
  • Entrati Tokens you don’t have the required resources for will now appear greyed out in each Entrati member’s Token acquisition menu. Saving you from having to hover and view each Token individually to see if you have the resources needed.
  • Added “Mother Tokens” next to the Token icon itself in Mother’s ‘Reward Details’ screen.
  • Added “Requirements Met” category to the Necralisk vendors. Selecting this category will sort wares based on if you have the necessities to purchase it.
  • Added “Expiry” and “Tokens” filters to the Necralisk vendors.
    • “Expiry” sorts Tokens by remaining time until they expire. Tokens expiring sooner will be sorted at the top of the list.
    • “Tokens” sorts Tokens by the amount in one purchase. In other words, the higher the number of Tokens in a single purchase the higher it will appear in the list.
  • Added more idle Otak lines in the Necralisk when interacting with him.
  • Added another race node to the Cambion Drift Abyssal Skim race to lead the player better.
  • Increased the Deimos Juggernaut variants Affinity gain to 500.
    • This was done to be more consistent with the Deimos Saxum variants.
  • Made slight updates to Son’s skin textures and fixed neck seam issues.
  • Made slight revisions to Daughter’s textures to better match her head to her body.
  • Enemies in the Cambion Drift will now have a blue energy FX applied to their weapons when Vome is alive and wyrming around.
  • Added Deimos Leapers and Deimos Conservation animals to the Codex.
  • Made improvements to the enemy pathing in tight underground areas in the Cambion Drift.
  • Changed the number of Obelisks that appear in the Cambion Drift from 6 to 5.
    • With the introduction of the newest Bounties, we reviewed Obelisk spawn sites and saw that they were occupying vacant sites that we felt would be better used for new Bounty objectives! These sites were also difficult for enemies to maneuver and access, and they would often get stuck in the Obelisk shards.
Your Arsenal is about to get a whole lot more sticky with a slew of new Infested weapons!
Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol’s ammo bladder, the more potent its damage.
*Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo!
A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo.
*Acquire the Blueprint for the Proboscis Cernos from the Market.
Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament.
*Acquire the Blueprint for the Pulmonars from the Market.
This infested arm-cannon rapid-fires toxic terror on its enemies. Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire.
*Acquire the Blueprint for the Bubonico from Bio Lab Research in the Dojo!
This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality.
*Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties.
Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.
*Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties.
New weapons have emerged from the seething horror of the Infestation, each bringing a fresh, living aspect to their power. Featuring the bile-loaded Catabolyst Pistol, Proboscis Cernos Bow, Pulmonars Nunchaku, and the devastating Bubonico arm cannon.
INFESTED WEAPON FEEDBACK THREAD: https://forums.warframe.com/topic/1236089-deimos-arcana-tenno-reinforcements-megathread/
Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We’ll start simple with throwing mechanics, and work our way up:
Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives’ unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.
“Hold throw” mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.
In “Glaive + Gun” mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall
Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.
Throw melee inputs can be “queued up”, one after the other! Also known as “buffering”, this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.
Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.
With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we’re only getting started!
Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This “Glaive + Gun” mode is also getting a couple upgrades:
Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.
Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.
With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!
Glaive Mod Power Throw has been given respective buffs:
  • Increased Punch Through from 0.6 to 2m.
    • +2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)
  • Added 60% projectile speed.
This Mod will now be great for players who embrace the “catch and release” playstyle introduced by the changes to melee input queueing.
We also have two new Mods to help modify your playstyle even further…
Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through).
Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).
Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.
*Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies!
Below are some specific changes per weapon from the above changes:
  • Added guaranteed Toxin proc on Heavy Attack Detonation.
  • Increased Critical Damage from 2.2 to 2.3x of throw.
  • Reduced AoE fall off from 50% to 30%.
  • Added guaranteed Electricity proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
Glaive Prime
  • Reduced AoE fall off from 50% to 40%.
  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Reduced Max self CC from Knocked Down to Stagger.
  • Added guaranteed Cold proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Quick Throws now perform the Hover Attack.
  • Added guaranteed Viral proc to Heavy Attack Detonation.
  • Reduced Max self CC from Knocked Down to Stagger.
  • Added guaranteed Electricity proc to Heavy Attack Detonation.
Wolf Sledge
  • Now uses the new Glaive hold melee to throw mechanics (no air throws at this time).
  • Wolf Sledge now explodes on impact when Thrown.
Glaive specific stat display changes:
  • Removed ‘Damage’ value from Heavy Attack since this value is no longer used.
  • ‘Radial Attack’ has been renamed to ‘Bounce Attack’.
    • This stat is only shown when the weapon is equipped with a mod that has the chance to explode on bounce qualifier (ie. the new Glaive mods Volatile Rebound and Volatile Quick Return!)
  • Added a stat for % chance to explode on bounce.
  • Added ‘Heavy Radial Attack’ stat to both Throw and Charge Throw categories.
GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/
We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!
So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!
General Changes:
  • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.
Xata’s Whisper (Void Status Effect):
  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.
Grasp of Lohk:
  • Re-casting will now steal weapons up to the max number of affected targets.
    • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
    • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
submitted by CephalonAhmes to Warframe

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