Damage in Warframe is pretty complicated just like the rest of the game. The amount of damage you do to a given enemy depends on the type of physical damage you’re dealing, what kind of elemental mods you have equipped, if those combine into more powerful elements, and much more. Electric is a better CC than blast, corrosive is better over all in damage but viral proc is devestating. Most my guns now load cold/corrosive or electric/viral. On levels 50+ the electric/viral really shines since its taking many shots per kill.
Hildryn in Warframe is what I would refer to as an active tank. What I mean by this is that you need to consistently use and balance her abilities to keep her alive. While Rhino's Iron Skin puts him in the passive tank category, with Hildryn you will be using one particular ability a lot to keep her alive. In this guide, I will go through what I consider to be a good, and pretty achievable, Hildryn build for just about anybody in the game.
Hildryn Build Guide
Warframe Radiation Damage
You can see the mods that I use for this build above. Before we get into the reasons for why I used certain Mods, we should talk a little about what makes Hildryn unique among Warframes. Hildryn has a lot of shields, and very little health, and she also uses her shields in place of energy to power her abilities. This gives Hildryn a few advantages over other Warframes. She has a huge, regenerating pool of power for her abilities, and she doesn't need to worry about enemies like Nullifiers and Disruptors.
Her passive ability is also worth highlighting, as when her shields run out she will become invulnerable for 3 seconds, her passive will then reset the next time her shields are fully charged. If you use a Sentinel with the Guardian mod, fully ranked, this will then instantly refill her shields, and reset her passive. Her first ability is an exalted weapon called Balefire. You can use Pistol Mods to make it more powerful, and it fires a slow moving projectile that can be charged for more damage, but at the cost of more shield drain. It also does AoE damage which is increased by Range Mods.
Her second ability, Pillage, emits a large circular pulse that strips enemies of their shields and armor, and then bounces back to Hildryn, charging her shields. This pulse will also remove any Status Effects from Hildryn, allow you to protect yourself from anything that can bypass your shields, such as Slash procs. Hildryn can also use this ability to generate Overshields, making her exceptionally tanky.
Her third ability is called Haven and will protect allies and damage enmies. Hildryn will link to anything in range, friend or foe. Friendly Warframes and companions will receive increased shield capacity and recharge rate, while enemies will take Radiation damage. Every linked enemy and the friendly unit will increase the shield drain of this ability.
Her final ability is Aegis Storm, where she user thrusters to lift herself into the air. While she is flying, enemies units will be suspended in mid air, taking Radiation damage, and will occasionally drop energy orbs for allies. You can also reactivate your ability, and Hildryn will slam into the ground, knocking down and further damaging enemies with Impact damage. The only weapons you can use while her 4th ability is active are her Balefire Chargers, and you cannot use her second ability during this time.
Why These Mods
Cuphead download mac. I have tested this build in long Arbitrations, Sorites, and all other late game activities and, to put it simply, Hildryn just doesn't die. Redirection and Augur Accord both provide a large shield pool to work with, while Cunning Drift and Stretch provide additional range to all her abilities. Intensify improves how much damage her abilities do, while Streamline and Fleeting Expertise reduce how much of he shields she drains to use them. I also used Primed Continuity to reduce her ability drain, even though we don't need to worry about Duration for her abilities, it is actually one of the best stats to build into with Hildryn. I also used the Aviator Mod to reduce the amount of damage Hildryn takes when airborne, as this is very useful when using her fourth ability.
Now, this is just a build for a zero-Forma Hildryn. As I Forma her, and can add more cards, I will more than likely switch up the build to involve Constitution for more Duration, the Umbral Vitality and Umbral Intensity to increase her Health pool a little, and her ability damage, and I would also strongly suggest farming Arbitrations to get the Adaptation Mod, which will reduce all incoming damage.
The best way to think about building Hildryn is not just to give her a large pool of shields, but also to reduce the drain on this shields, either through her abilities, or from incoming damage. I'll be doing a 5-Forma Build Guide for Hildryn as soon as I am happy with the build that I come up with. I also haven't worried about Arcanes for this build too much, as you can just use whatever you like. This Hildryn has never died in a mission, so I am unsure if you will even need to Forma her to survive late game stuff. Just make sure you spam her second ability a lot and you will be fine.
Finally, a note on her Balefire Chargers, you just want to build these the same way you would any other heavy hitting pistol, with lots of Damage mods, Corrosive Damage, and maybe something to reduce the charge time, as they are charged weapons.
If you’re looking for a more classic version of the Kitgun you should definitely pick the Rattleguts as your chamber. Playing with it feels very similar to already popular secondary weapons (e.g. the Akstiletto Prime) and it also feels pretty close other automatic weapons, e.g. rifles. Besides the innate Radiation damage the Rattleguts features innate PIS-damage, with the Impact damage highly depending on whatever grip you use. While it is possible to get a good amount of Impact damage it is also possible to get absolutely no Impact damage if you use the Gibber grip. Fl studio 12 mac free download.
When building your Kitgun don’t forget that you can always experiment a bit and try to find your own build. We do however recommend our builds mentioned below, simply because they are the best version in terms of damage output. But everyone has their own play style, so just use our builds as a basis and play whatever you like most.
- Innate Radiation damage
- Innate IPS-damage
- Hitscan beams
- Fast fire rate
- Innate Radiation damage
- Impact damage based on grip
The Different Builds
The Rattleguts is probably the only Kitgun chamber that can easily be combined with all four grips and still get a decent damage output without any impactful negative aspects. Picking the Gibber will give you less damage and zero Impact procs, but the faster fire rate makes up for that. Or you could go to the other extreme and pick the Haymaker, which will give you a lot of damage, but decreases the fire rate by a lot. If you rather have a middle ground, we recommend using the Lovetap as your grip. We went with the Haymaker version, but in the end we tried out all three versions and liked all of them.
Radiation Damage Warframe
No matter what grip you prefer, we really recommend picking the Splat loader and going for a hybrid build with a focus on critical chance and damage. You could even play the Haymaker version and pick to counteract the lower fire rate.
Tip:If you want to know more about the Rattleguts and its abilities, feel free to take a look at the wikia page. Pdf dmg 5e.
The Standard Hybrid Build
The biggest advantage going with the Haymaker and the Splat in combination with the Rattleguts chamber is the fact that you get to reap the highest benefits from using and (or the normal versions). doesn’t really have any negative effects on the weapon and getting more fire rate and multishot with and feels like a good improvement.
You also want to add two +60% status chance mods, even though 54% doesn’t seem like a lot. But since you’ll get to shoot nearly six bullets per second you do get enough status chance procs for it to still be useful. Can you download netflix episodes on mac. You don’t necessarily have to pick Corrosive damage here, but rather bring whatever is needed for your next mission. You also could think about bringing instead of or to increase your critical chance even further.
Conclusion
The Rattleguts is a great Kitgun, but it also feels like the most ‘boring’ version you can build. Especially if you already have a larger collection of secondary weapons you probably rather play with another hitscan weapon instead – even though the Rattleguts has the big advantage of allowing you to play with Pax as a Arcane. But in the end it is still worth building the weapon and experimenting with the different version.
If you think we missed some important information or if you simply want to share your own build, make sure to leave us a comment!