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* The so-called "Corrupted" Mods obtained from the Orokin Derelict vaults definitely qualify-- they give a massive upside, but also a fairly sizable downside. With the right build, the downsides can become irrelevant[[note]]Such as Heavy Caliber, which increases a rifle's base damage by up to 165% at the cost of a sharp decline in accuracy - which barely affects beam weapons such as the Ignis and Amprex.[[/note]] or even a straight upgrade[[note]]The Narrow Minded Warframe mod increases how long an ability lasts but shortens its effective range-- not much of a problem for an ability that only targets or benefits yourself, such as Chroma's Vex Armor, Loki's Invisibility, and Mesa's Shooting Gallery and Shatter Shield[[/note]].

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* The so-called "Corrupted" Mods obtained from the Orokin Derelict vaults definitely qualify-- they give a massive upside, but also a fairly sizable downside. With the right build, the downsides can become irrelevant[[note]]Such as Heavy Caliber, which increases a rifle's base damage by up to 165% at the cost of a sharp decline in accuracy - which barely affects beam weapons such as the Ignis and Amprex.[[/note]] or even a straight upgrade[[note]]The Narrow Minded Warframe mod increases how long an ability lasts but shortens its effective range-- not much of a problem for an ability that only targets or benefits yourself, such as Chroma's Vex Armor, Loki's Invisibility, and Mesa's Shooting Gallery and Shatter Shield[[/note]].Shield, and all of Gauss's abilities except Thermal Sunder[[/note]].
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** Another fairly popular Helminth ability is Sevagoth’s Gloom, combining a decently strong enemy slowdown over a large radius around the user with a LifeDrain affect for any damage done in the radius by the user and their allies, lasting as long as until energy reserves run out. It’s only flaw is the lack of a Death Well to fill, [[FakeBalance a moot point on all other frames]], as well as [[MechanicallyUnusualClass Lavos]] only being able to use it for ten seconds before a twelve second cool down. While universally decent, it proves very powerful in the hands of certain frames, such as [[TheGunslinger Mesa]] gaining health from enemies shot down via Peacemaker and [[BloodMagic Garuda]] gaining an infinite health to energy feedback loop via use of her [[CastFromHitPoints Bloodletting]] ability.

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** Another fairly popular Helminth ability is Sevagoth’s Gloom, combining a decently strong enemy slowdown over a large radius around the user with a LifeDrain affect for any damage done in the radius by the user and their allies, lasting as long as until energy reserves run out. It’s Its only flaw is the lack of a Death Well to fill, [[FakeBalance a moot point on all other frames]], as well as [[MechanicallyUnusualClass Lavos]] only being able to use it for ten seconds before a twelve second cool down. While universally decent, it proves very powerful in the hands of certain frames, such as [[TheGunslinger Mesa]] gaining health from enemies shot down via Peacemaker and [[BloodMagic Garuda]] gaining an infinite health to energy feedback loop via use of her [[CastFromHitPoints Bloodletting]] ability.
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** Another fairly popular Helminth ability is Sevagoth’s Gloom, combining a decently strong enemy slowdown over a large radius around the user with a LifeDrain affect for any damage done in the radius by the user and their allies, lasting as long as until energy reserves run out. It’s only flaw is the lack of a Death Well to fill, [[FakeBalance a moot point on all other frames]], as well as [[MechanicallyUnusualClass Lavos]] only being able to use it for ten seconds before a twelve second cool down. While universally decent, it proves very powerful in the hands of certain frames, such as [[TheGunslinger Mesa]] gaining health from enemies shot down via Peacemaker and [[BloodMagic Garuda]] gaining an infinite health to energy feedback loop via use of her [[CastFromHitPoints Bloodletting]] ability.
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** The Rumblejack initially doesn’t seem like much, being an [[ScrappyWeapon Impact-based dagger with innate electric damage]]. However, it does major damage upon a BackStab, even for a dagger weapon, thanks to a forced [[ShockAndAwe Electric status effect]] inflicted by the weapon before the actual finisher damage is incorporated. Combine the dagger’s innate Impact and electricity with, say, [[Anti-Armor Shattering Impact and Toxic mods to create Corrosive damage or Cold mods for Magnetic damage]] and a frame that can force enemies into being open for finisher attacks such as Inaros, Gara, or Ash, and you have a dagger fully capable of one-shotting even [[MadeOfIron Steel Path level Grineer]].

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** The Rumblejack initially doesn’t seem like much, being an [[ScrappyWeapon Impact-based dagger with innate electric damage]]. However, it does major damage upon a BackStab, even for a dagger weapon, thanks to a forced [[ShockAndAwe Electric status effect]] inflicted by the weapon before the actual finisher damage is incorporated. Combine the dagger’s innate Impact and electricity with, say, [[Anti-Armor [[AntiArmor Shattering Impact and Toxic mods to create Corrosive damage or Cold mods for Magnetic damage]] and a frame that can force enemies into being open for finisher attacks such as Inaros, Gara, or Ash, and you have a dagger fully capable of one-shotting even [[MadeOfIron Steel Path level Grineer]].

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** The Nataruk is a ludicrously strong [[CriticalHitClass crit-focused bow]] that also comes with [[BottomlessMagazines infinite ammunition]], easily cracking into red crit territory upon properly timing a shot. What makes the bow even better is the abnormally large projectile shot with either a perfect or fully charged shot is fully capable of hitting multiple close together Mooks at once.

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** The Nataruk is a ludicrously strong [[CriticalHitClass crit-focused bow]] that also comes with [[BottomlessMagazines infinite ammunition]], easily cracking into red crit territory upon properly timing a shot. What makes the bow even better is the abnormally large projectile shot with either a perfect or fully charged shot is fully capable of hitting multiple close together Mooks at once. Taking the HerdHittingAttack capabilities as well as the extremely strong CriticalHit potential of the weapon, and you have yourself a decently strong boss killer weapon.
** The Rumblejack initially doesn’t seem like much, being an [[ScrappyWeapon Impact-based dagger with innate electric damage]]. However, it does major damage upon a BackStab, even for a dagger weapon, thanks to a forced [[ShockAndAwe Electric status effect]] inflicted by the weapon before the actual finisher damage is incorporated. Combine the dagger’s innate Impact and electricity with, say, [[Anti-Armor Shattering Impact and Toxic mods to create Corrosive damage or Cold mods for Magnetic damage]] and a frame that can force enemies into being open for finisher attacks such as Inaros, Gara, or Ash, and you have a dagger fully capable of one-shotting even [[MadeOfIron Steel Path level Grineer]].
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* During the New War, [[spoiler: around the second act [[AndNowForSomeoneCompletelyDifferent you end up playing as the Drifter, an aged up Operator]] from an AlternateUniverse ([[Timey-WimeyBall long story]]), and to take on the [[GimmickBoss Archons]] you are given the [[SwordofPlotAdvancement Nataruk]], a Sentient bow, by none other than [[EnemyMine Hunhow himself]], said to be the only weapon that can scratch them]]. Upon completing the quest, you are given said bow as well as [[spoiler: the Drifter’s]] makeshift dagger, the [[ShockStick Rumblejack]]. Both weapons are given Orokin Catalysts from the get-go, and adding modifications to the weapons ends up revealing them to be very powerful.

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* During the New War, [[spoiler: around the second act [[AndNowForSomeoneCompletelyDifferent you end up playing as the Drifter, an aged up Operator]] from an AlternateUniverse ([[Timey-WimeyBall ([[TemporalShenanigans long story]]), and to take on the [[GimmickBoss Archons]] Archons you are given the [[SwordofPlotAdvancement Nataruk]], a Sentient bow, by none other than [[EnemyMine Hunhow himself]], said to be the only weapon that can scratch them]]. Upon completing the quest, you are given said bow as well as [[spoiler: the Drifter’s]] makeshift dagger, the [[ShockStick Rumblejack]]. Both weapons are given Orokin Catalysts from the get-go, and adding modifications to the weapons ends up revealing them to be very powerful.
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* During the New War, [[spoiler: around the second act [[AndNowForSomebodyCompletelyDifferent you end up playing as the Drifter, an aged up Operator from an AlternateUniverse ([[Timey-WimeyBall long story]]), and to take on the [[GimmickBoss Archons]] you are given the [[SwordofPlotAdvancement Nataruk]], a Sentient bow, by none other than [[EnemyMine Hunhow himself]], said to be the only weapon that can scratch them]]. Upon completing the quest, you are given said bow as well as [[spoiler: the Drifter’s]] makeshift dagger, the [[ShockStick Rumblejack]]. Both weapons are given Orokin Catalysts from the get-go, and adding modifications to the weapons ends up revealing them to be very powerful.

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* During the New War, [[spoiler: around the second act [[AndNowForSomebodyCompletelyDifferent [[AndNowForSomeoneCompletelyDifferent you end up playing as the Drifter, an aged up Operator Operator]] from an AlternateUniverse ([[Timey-WimeyBall long story]]), and to take on the [[GimmickBoss Archons]] you are given the [[SwordofPlotAdvancement Nataruk]], a Sentient bow, by none other than [[EnemyMine Hunhow himself]], said to be the only weapon that can scratch them]]. Upon completing the quest, you are given said bow as well as [[spoiler: the Drifter’s]] makeshift dagger, the [[ShockStick Rumblejack]]. Both weapons are given Orokin Catalysts from the get-go, and adding modifications to the weapons ends up revealing them to be very powerful.
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* During the New War, [[spoiler: around the second act [[AndNowForSomebodyCompletelyDifferent you end up playing as the Drifter, an aged up Operator from an AlternateUniverse ([[Timey-WimeyBall long story]]), and to take on the [[GimmickBoss Archons]] you are given the [[SwordofPlotAdvancement Nataruk]], a Sentient bow, by none other than [[EnemyMine Hunhow himself]], said to be the only weapon that can scratch them]]. Upon completing the quest, you are given said bow as well as [[spoiler: the Drifter’s]] makeshift dagger, the [[ShockStick Rumblejack]]. Both weapons are given Orokin Catalysts from the get-go, and adding modifications to the weapons ends up revealing them to be very powerful.
** The Nataruk is a ludicrously strong [[CriticalHitClass crit-focused bow]] that also comes with [[BottomlessMagazines infinite ammunition]], easily cracking into red crit territory upon properly timing a shot. What makes the bow even better is the abnormally large projectile shot with either a perfect or fully charged shot is fully capable of hitting multiple close together Mooks at once.
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* Zephyr after her rework has become this, as her new 2nd ability, Airburst, pulls in enemies into a pile or can be held to do the reverse and knock enemies away. This ability by it self is good, but pairing it with her Tornado ability means that Zephyr players can pull more targets into the funnels. Add in the fact that now she can drop down tornadoes that don't move, and any area is now locked down by Zephyr so long as she has the energy to do so, and as mentioned above, can be given Gara's Spectrorage through the Helminth system to use Spectrosyphon to make sure that, outside of certain instances, she'll always have enough energy to use her combo, which is very good when farming for the weapon arcanes on the Steel Path, especially when paired with a good [=AoE=] weapon.

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* Zephyr after her rework has become this, as her new 2nd ability, Airburst, pulls in enemies into a pile or can be held to do the reverse and knock enemies away. This ability by it self is good, but pairing it with her Tornado ability means that Zephyr players can pull more targets into the funnels. Add in the fact that now she can drop down tornadoes that don't move, and any area is now locked down by Zephyr so long as she has the energy to do so, and as mentioned above, can be given Gara's Spectrorage through the Helminth system to use Spectrosyphon to make sure that, outside of certain instances, she'll always have enough energy to use her combo, which is very good when farming for the weapon arcanes on the Steel Path, especially when paired with a good [=AoE=] weapon. [[ArsonMurderAndJaywalking And as a cherry on top]], [[CriticalHitClass she has a extra 150% base critical chance for all weapons when she’s in the air]].
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** While her 3rd ability, which also is the ability that she grants through the Helminth system, Spectrorage isn't that great considering what it does, it's Augment Spectrosyphon is a godsend on longer missions, as enemies who die in it's range will always drop energy orbs. This basically makes the energy economy get thrown out the window, and since this is her infused ability, you can give it to other frames with grouping abilities like Zephyr and Khora and allow them to keep their energy up for longer survival runs.

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** While her 3rd ability, which also is the ability that she grants through the Helminth system, Spectrorage isn't that great considering what it does, it's Augment Spectrosyphon is a godsend on longer missions, as enemies who die in it's range will always have a 50% chance to drop energy orbs. This basically makes the energy economy get thrown out the window, and since this is her infused ability, you can give it to other frames with grouping abilities like Zephyr and Khora and allow them to keep their energy up for longer survival runs.
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** While her 3rd ability, which also is the ability that she grants through the Helminth system, Spectrorage isn't that great considering what it does, it's Augment Spectrosyphon is a godsend on longer missions, as enemies who die in it's range will always drop energy orbs. This basically makes the energy economy get thrown out the window, and since this is her infused ability, you can give it to other frames with grouping abilities like Zephyr and Khora and allow them to keep their energy up for longer survival runs.


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* Zephyr after her rework has become this, as her new 2nd ability, Airburst, pulls in enemies into a pile or can be held to do the reverse and knock enemies away. This ability by it self is good, but pairing it with her Tornado ability means that Zephyr players can pull more targets into the funnels. Add in the fact that now she can drop down tornadoes that don't move, and any area is now locked down by Zephyr so long as she has the energy to do so, and as mentioned above, can be given Gara's Spectrorage through the Helminth system to use Spectrosyphon to make sure that, outside of certain instances, she'll always have enough energy to use her combo, which is very good when farming for the weapon arcanes on the Steel Path, especially when paired with a good [=AoE=] weapon.

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** The Kuva Hek, a variant of the above mentioned Hek that increases every stat and adds a new alt fire that just empties all four barrels of the gun into whatever poor sucker happens to be in front of you. Really, there's little to be said for this that wasn't already said about the Hek, though like the Vaykor Hek it does lack the ability to use the basic Hek's unique mod. Though, also like the Vaykor Hek it has improved critical chance and critical damage, making it an absolute critical hit monster with decent mods.

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** The Kuva Hek, a variant of the above mentioned above-mentioned Hek that increases every stat and adds a new alt fire that just empties all four barrels of the gun into whatever poor sucker happens to be in front of you. Really, there's little to be said for this that wasn't already said about the Hek, though like the Vaykor Hek it does lack the ability to use the basic Hek's unique mod. Though, also like the Vaykor Hek it has improved critical chance and critical damage, making it an absolute critical hit monster with decent mods.



** Some of the weapons (the Tenet Envoy, Tenet Diplos, Tenet Grigori and Tenet Livia) have access to the Granum Attache system, which in the former two automatically reloads the gun while it’s holstered, whereas the latter two melees pause the combo counter. While not entirely game-breaking on its own, it certainly helps keep the weapons in prime shape for usage.
** The base Arca Plasmor, while fairly powerful on its own, suffers from being a ShortRangeShotgun. Not only does the Tenet Arca Plasmor do away with this flaw, but the shots also bounce off of walls, meaning it is entirely capable for it to [[OneHitPolykill wipe out entire rooms with a well placed shot]]. Oh, and thanks to the update introducing it reworking how Mercy finishers work and the gun’s forced Impact status procs, it tends to pair great with killing [[HeavilyArmoredMook heavy units]] regardless of damage.
** The Tenet Flux Rifle, unlike the normal Flux Rifle, functions on a more traditional ammunition system instead of the [[BottomlessMagazines recharging magazine]] of the latter. That is the ''only'' disadvantage the gun has over it’s vanilla counterpart[[note]]and even then it’s much less of a downside, since the Tenet Flux Rifle has a very large ammo pool and quick reload allowing to keep firing instead of waiting for a recharge[[/note]]. A much better range, and fairly great crit and status chance are all well and good, but this gun retains the ability to equip the Flux Rifle exclusive mod granting heavily increased status chance. As such, this rife verges heavily on being a MasterOfAll, excellent for combining with Condition Overload or Galvanized Aptitude for increased damage.
** As mentioned before, the Tenet Envoy has an auto-loader. That is just the very tip of how good this weapon is. It’s a rocket launcher with a PainfullySlowProjectile ([[DownplayedTrope well, at least compared to other launchers]]), yet said projectile hits like a truck thanks to the gun’s [[CriticalHitClass very high crit chance and multiplier]]. The Envoy also excels at hitting hard to hit targets in the air or behind cover. Why? The projectile’s a guided missile capable of Roboteching almost on a dime. One of its only flaws is the predictably slow fire rate, as well as a puzzling [[GoodBadBugs tendency for the missile to get stuck in mid-air upon contact with a]] [[DemonicSpiders Nullifier bubble]].

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** Some of the weapons (the Tenet Envoy, Tenet Diplos, Tenet Grigori and Tenet Livia) have access to the Granum Attache system, which in the former two automatically reloads the gun while it’s it's holstered, whereas the latter two melees pause the combo counter. While not entirely game-breaking on its own, it certainly helps keep the weapons in prime shape for usage.
** The base Arca Plasmor, while fairly powerful on its own, suffers from being a ShortRangeShotgun. Not only does the Tenet Arca Plasmor do away with this flaw, but the shots also bounce off of walls, meaning it is entirely capable for it to [[OneHitPolykill wipe out entire rooms with a well placed shot]]. Oh, and thanks to the update introducing it reworking how Mercy finishers work and the gun’s gun's forced Impact status procs, it tends to pair great with killing [[HeavilyArmoredMook heavy units]] regardless of damage.
** The Tenet Flux Rifle, unlike the normal Flux Rifle, functions on a more traditional ammunition system instead of the [[BottomlessMagazines recharging magazine]] of the latter. That is the ''only'' disadvantage the gun has over it’s its vanilla counterpart[[note]]and even then it’s it's much less of a downside, since the Tenet Flux Rifle has a very large ammo pool and quick reload allowing to keep firing instead of waiting for a recharge[[/note]]. A much better range, and fairly great crit and status chance are all well and good, but this gun retains the ability to equip the Flux Rifle exclusive mod granting heavily increased status chance. As such, this rife verges heavily on being a MasterOfAll, excellent for combining with Condition Overload or Galvanized Aptitude for increased damage.
** As mentioned before, the Tenet Envoy has an auto-loader. That is just the very tip of how good this weapon is. It’s It's a rocket launcher with a PainfullySlowProjectile ([[DownplayedTrope well, at least compared to other launchers]]), yet said projectile hits like a truck thanks to the gun’s gun's [[CriticalHitClass very high crit chance and multiplier]]. The Envoy also excels at hitting hard to hit targets in the air or behind cover. Why? The projectile’s projectile's a guided missile capable of Roboteching almost on a dime. One of its only flaws is the predictably slow fire rate, as well as a puzzling [[GoodBadBugs tendency for the missile to get stuck in mid-air upon contact with a]] [[DemonicSpiders Nullifier bubble]].
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* As mentioned before, the Tenet Envoy has an auto-loader. That is just the very tip of how good this weapon is. It’s a rocket launcher with a PainfullySlowProjectile ([[DownplayedTrope well, at least compared to other launchers]]), yet said projectile hits like a truck thanks to the gun’s [[CriticalHitClass very high crit chance and multiplier]]. The Envoy also excels at hitting hard to hit targets in the air or behind cover. Why? The projectile’s a guided missile capable of Roboteching almost on a dime. One of its only flaws is the predictably slow fire rate, as well as a puzzling [[GoodBadBugs tendency for the missile to get stuck in mid-air upon contact with a]] [[DemonicSpiders Nullifier bubble]].
* The Tenet Spirex is essentially a secondary version of the Kuva Chakkur, albeit with slighter lower critical stats and better status chance. Oh, and while the Chakkur has a slow reload time and runs off of the fairly uncommon sniper ammo, the Spirex uses the more common pistol ammo and headshot kills speed up reloading. Not bad for formerly EnemyExclusiveEquipment!

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* ** As mentioned before, the Tenet Envoy has an auto-loader. That is just the very tip of how good this weapon is. It’s a rocket launcher with a PainfullySlowProjectile ([[DownplayedTrope well, at least compared to other launchers]]), yet said projectile hits like a truck thanks to the gun’s [[CriticalHitClass very high crit chance and multiplier]]. The Envoy also excels at hitting hard to hit targets in the air or behind cover. Why? The projectile’s a guided missile capable of Roboteching almost on a dime. One of its only flaws is the predictably slow fire rate, as well as a puzzling [[GoodBadBugs tendency for the missile to get stuck in mid-air upon contact with a]] [[DemonicSpiders Nullifier bubble]].
* ** The Tenet Spirex is essentially a secondary version of the Kuva Chakkur, albeit with slighter lower critical stats and better status chance. Oh, and while the Chakkur has a slow reload time and runs off of the fairly uncommon sniper ammo, the Spirex uses the more common pistol ammo and headshot kills speed up reloading. Not bad for formerly EnemyExclusiveEquipment!UnusableEnemyEquipment!

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** The Tenet Flux Rifle, unlike the normal Flux Rifle, functions on a more traditional ammunition system instead of the [[BottomlessMagazines recharging magazine]] of the latter. That is the only disadvantage the gun has over it’s vanilla counterpart[[note]]and even then it’s much less of a downside, since the Tenet Flux Rifle has a very large ammo pool allowing to keep firing instead of waiting for a recharge[[/note]].

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** The Tenet Flux Rifle, unlike the normal Flux Rifle, functions on a more traditional ammunition system instead of the [[BottomlessMagazines recharging magazine]] of the latter. That is the only ''only'' disadvantage the gun has over it’s vanilla counterpart[[note]]and even then it’s much less of a downside, since the Tenet Flux Rifle has a very large ammo pool and quick reload allowing to keep firing instead of waiting for a recharge[[/note]].recharge[[/note]]. A much better range, and fairly great crit and status chance are all well and good, but this gun retains the ability to equip the Flux Rifle exclusive mod granting heavily increased status chance. As such, this rife verges heavily on being a MasterOfAll, excellent for combining with Condition Overload or Galvanized Aptitude for increased damage.
* As mentioned before, the Tenet Envoy has an auto-loader. That is just the very tip of how good this weapon is. It’s a rocket launcher with a PainfullySlowProjectile ([[DownplayedTrope well, at least compared to other launchers]]), yet said projectile hits like a truck thanks to the gun’s [[CriticalHitClass very high crit chance and multiplier]]. The Envoy also excels at hitting hard to hit targets in the air or behind cover. Why? The projectile’s a guided missile capable of Roboteching almost on a dime. One of its only flaws is the predictably slow fire rate, as well as a puzzling [[GoodBadBugs tendency for the missile to get stuck in mid-air upon contact with a]] [[DemonicSpiders Nullifier bubble]].
* The Tenet Spirex is essentially a secondary version of the Kuva Chakkur, albeit with slighter lower critical stats and better status chance. Oh, and while the Chakkur has a slow reload time and runs off of the fairly uncommon sniper ammo, the Spirex uses the more common pistol ammo and headshot kills speed up reloading. Not bad for formerly EnemyExclusiveEquipment!
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* The Corpus answer to Liches, Sisters of Parvos, also come with their own brand of weaponry, Tenet variants. While some of the weapons vary in quality, there are some standouts.
** Some of the weapons (the Tenet Envoy, Tenet Diplos, Tenet Grigori and Tenet Livia) have access to the Granum Attache system, which in the former two automatically reloads the gun while it’s holstered, whereas the latter two melees pause the combo counter. While not entirely game-breaking on its own, it certainly helps keep the weapons in prime shape for usage.
** The base Arca Plasmor, while fairly powerful on its own, suffers from being a ShortRangeShotgun. Not only does the Tenet Arca Plasmor do away with this flaw, but the shots also bounce off of walls, meaning it is entirely capable for it to [[OneHitPolykill wipe out entire rooms with a well placed shot]]. Oh, and thanks to the update introducing it reworking how Mercy finishers work and the gun’s forced Impact status procs, it tends to pair great with killing [[HeavilyArmoredMook heavy units]] regardless of damage.
** The Tenet Flux Rifle, unlike the normal Flux Rifle, functions on a more traditional ammunition system instead of the [[BottomlessMagazines recharging magazine]] of the latter. That is the only disadvantage the gun has over it’s vanilla counterpart[[note]]and even then it’s much less of a downside, since the Tenet Flux Rifle has a very large ammo pool allowing to keep firing instead of waiting for a recharge[[/note]].
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* The Galvanized mods one can get from the Arbitration Vendor are DE's attempt to close the gap between melee and the primary and secondary weapons, and for the most part they've succeeded. Namely the Status mods for non-shotgun primaries and secondaries due to second effect, which grants a Condition Overload like effect to the weapon on kills for a few seconds, which ''stacks'' up to 3 times, giving primaries and secondaries that are tuned more to status a means of doing tons of damage, especially if they have innate elements on them on top of the physical damage types. Paired with the Multishot Galvanized mod for that weapon type, which grants more multishot on kill, and you'll have a weapon that can both spread status and kill effectively.
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** The Kuva Nukor, a variant of the Nukor Pistol. The base Nukor's gimmick is that it has an amazing base status chance, while having one of the lowest critical chances in the game at only 3%-- but has a ''4x critical damage multiplier''. The Kuva Nukor has a still not-great 7% critical chance, but also has a 5x critical multiplier, which can go up to 10.5x before Rivens. But wait, ''there's more''-- while the base Nukor can only damage one enemy at a time, the Kuva Nukor sends out an additional beam on contact with an enemy, which does a surprising job at speeding along the clearing of rooms.

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** The Kuva Nukor, a variant of the Nukor Pistol. The base Nukor's gimmick is that it has an amazing base status chance, while having one of the lowest critical chances in the game at only 3%-- but has a ''4x critical damage multiplier''. The Kuva Nukor has a still not-great 7% critical chance, but also has a 5x critical multiplier, which can go up to 10.5x before Rivens. But wait, ''there's more''-- while the base Nukor can only damage one enemy at a time, the Kuva Nukor sends out an two additional beam beams on contact with an enemy, which does a surprising job at speeding along the clearing of rooms.enemy.

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* The deceptively simple [[ShotgunsAreJustBetter Hek]], a Grineer shotgun that a player can purchase or build early on, doubling as a DiscOneNuke. Without any mods being applied to it, it has a base damage around five times that of many standard mooks, even those who would normally resist its damage type, like the Corpus, and has an absurdly tight pellet spread, giving it mid to long range capabilities. Apply mods to it and throw on a catalyst for good measure, and the thing can make normally difficult bosses like the Terra Frame or Corrupted Vor completely trivial. The only faction it has difficulties with are the [[spoiler:Sentients]], as they become mostly immune to it after a few volleys due to their natural abilities. [[spoiler: Not that it matters that much though, as the player would have access to the Operator's anti-Sentient power by the time they start facing Sentients]].

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* The deceptively simple [[ShotgunsAreJustBetter Hek]], a Grineer shotgun that a player can purchase or build early on, doubling as a DiscOneNuke. Without any mods being applied to it, it has a base damage around five times that of many standard mooks, even those who would normally resist its damage type, like the Corpus, and has an absurdly tight pellet spread, giving it mid to long range capabilities. Apply mods to it and throw on a catalyst for good measure, and the thing can make normally difficult bosses like the Terra Frame or Corrupted Vor completely trivial. The only faction it has difficulties with are the [[spoiler:Sentients]], as they become mostly immune to it after a few volleys due to their natural abilities. [[spoiler: Not that it matters that much though, as the player would have access to the Operator's anti-Sentient power by the time they start facing Sentients]].Sentients. As well, Excalibur Umbra can serve as a decent cover for this with Radial Roar, since that also removes Sentient resistances]].



** The Kuva Nukor, a variant of the Nukor Pistol. The base Nukor's gimmick is that it has an amazing base status chance, while having one of the lowest critical chances in the game at only 3%-- but has a ''4x critical damage multiplier''. The Kuva Nukor has a still not-great 7% critical chance, but also has a 5x critical multiplier, which can go up to 10.5x before Rivens. But wait, ''there's more''-- while the base Nukor can only damage one enemy at a time, the Kuva Nukor sends out additional beams on contact with an enemy, chaining together up to four enemies with hilarious results.

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** The Kuva Nukor, a variant of the Nukor Pistol. The base Nukor's gimmick is that it has an amazing base status chance, while having one of the lowest critical chances in the game at only 3%-- but has a ''4x critical damage multiplier''. The Kuva Nukor has a still not-great 7% critical chance, but also has a 5x critical multiplier, which can go up to 10.5x before Rivens. But wait, ''there's more''-- while the base Nukor can only damage one enemy at a time, the Kuva Nukor sends out an additional beams beam on contact with an enemy, chaining together up to four enemies with hilarious results.which does a surprising job at speeding along the clearing of rooms.


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** The Kuva Hek, a variant of the above mentioned Hek that increases every stat and adds a new alt fire that just empties all four barrels of the gun into whatever poor sucker happens to be in front of you. Really, there's little to be said for this that wasn't already said about the Hek, though like the Vaykor Hek it does lack the ability to use the basic Hek's unique mod. Though, also like the Vaykor Hek it has improved critical chance and critical damage, making it an absolute critical hit monster with decent mods.
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* The deceptively simple [[ShotgunsAreJustBetter Hek]], a Grineer shotgun that a player can purchase or build early on, doubling as a DiskOneNuke. Without any mods being applied to it, it has a base damage around five times that of many standard mooks, even those who would normally resist its damage type, like the Corpus, and has an absurdly tight pellet spread, giving it mid to long range capabilities. Apply mods to it and throw on a catalyst for good measure, and the thing can make normally difficult bosses like the Terra Frame or Corrupted Vor completely trivial. The only faction it has difficulties with are the [[spoiler:Sentients]], as they become mostly immune to it after a few volleys due to their natural abilities. [[spoiler: Not that it matters that much though, as the player would have access to the Operator's anti-Sentient power by the time they start facing Sentients]].

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* The deceptively simple [[ShotgunsAreJustBetter Hek]], a Grineer shotgun that a player can purchase or build early on, doubling as a DiskOneNuke.DiscOneNuke. Without any mods being applied to it, it has a base damage around five times that of many standard mooks, even those who would normally resist its damage type, like the Corpus, and has an absurdly tight pellet spread, giving it mid to long range capabilities. Apply mods to it and throw on a catalyst for good measure, and the thing can make normally difficult bosses like the Terra Frame or Corrupted Vor completely trivial. The only faction it has difficulties with are the [[spoiler:Sentients]], as they become mostly immune to it after a few volleys due to their natural abilities. [[spoiler: Not that it matters that much though, as the player would have access to the Operator's anti-Sentient power by the time they start facing Sentients]].
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* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while it's primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complemented by its secondary fire, which fires off a ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high-level heavy enemies such as Bombards, Juggernauts, and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.

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* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while it's its primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complemented by its secondary fire, which fires off a ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high-level heavy enemies such as Bombards, Juggernauts, and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.
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* Almost every polearm or whip, utilized in the infamous "spin to win" setup. Even after they a nerf preventing melee from hitting through walls and obstacles, when properly modded they can still tear through enemies like tissue paper, so long as the player can stomach constantly spamming slide attacks like a carousel.

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* Almost every polearm or whip, utilized in the infamous "spin to win" setup. Even after they added a nerf preventing melee from hitting through walls and obstacles, when properly modded they can still tear through enemies like tissue paper, so long as the player can stomach constantly spamming slide attacks like a carousel.

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* The Redeemer Prime. It had its ups and down, starting out as a 100% status chance shotgun (which was a melee weapon with infinite ammo) that could exploit exponential scaling with pre-nerfed Condition Overload, then after Melee 3.0 it became a status/crit hybrid, and then once the shutgun-status nerf hit the scene, the weapon became a heavy-attack crit nuke instead, and it was the go-to weapon for bursting down the tanky Condrix bosses in the Scarlet Spear event. No matter what happens to the meta, the Redeemer Prime just trucks along as one of the heaviest hitters anyway.
* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while it's primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complimented by it's secondary fire, which fires off a ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high level heavy enemies such as Bombards, Juggernauts and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.

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* The Redeemer Prime. It had its ups and down, starting out as a 100% status chance shotgun (which was a melee weapon with infinite ammo) that could exploit exponential scaling with pre-nerfed Condition Overload, then after Melee 3.0 it became a status/crit hybrid, and then once the shutgun-status shotgun status nerf hit the scene, the weapon became a heavy-attack crit nuke instead, and it was the go-to weapon for bursting down the tanky Condrix bosses in the Scarlet Spear event. No matter what happens to the meta, the Redeemer Prime just trucks along as one of the heaviest hitters anyway.
* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while it's primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complimented complemented by it's its secondary fire, which fires off a ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high level high-level heavy enemies such as Bombards, Juggernauts Juggernauts, and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.
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** The Kuva Chakkhurr, a flintlock rifle (yes, seriously) that has the highest base damage of all semi-automatic rifles, with a base status chance of 27% and a base critical chance of ''50%'', which can get boosted up to 150% even without Rivens, deals extra damage on headshots. It was also (prior to Update 27.2) one of the only weapons that dealt Blast damage that didn't kill its user if they hit something that was too close to it, yet it ''still counted as a launcher!''. The only things really holding the weapon back are the below-average ammo maximum, the fact that it uses the uncommon sniper ammo type, and its abysmal three-second reload time.

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** The Kuva Chakkhurr, a flintlock rifle (yes, seriously) that has the highest base damage of all semi-automatic rifles, with a base status chance of 27% and a base critical chance of ''50%'', which can get boosted up to 150% even without Rivens, deals extra damage on headshots. It was also (prior to Update 27.2) one of the only weapons that dealt Blast damage that didn't kill its user if they hit something that was too close to it, yet it ''still counted as a launcher!''. launcher!'' The only things really holding the weapon back are the below-average ammo maximum, the fact that it uses the uncommon sniper ammo type, and its abysmal three-second reload time.
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* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while it's primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complimented by it's secondary fire, which fires off a ricocheting Glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high level heavy enemies such as Bombards, Juggernauts and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.

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* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while it's primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complimented by it's secondary fire, which fires off a ricocheting Glaive ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high level heavy enemies such as Bombards, Juggernauts and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.
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None

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* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while it's primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complimented by it's secondary fire, which fires off a ricocheting Glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high level heavy enemies such as Bombards, Juggernauts and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.
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* The Helminth system allows Tenno to replace an ability on any warframe with a different ability, some exclusive to Helminth, some from other warframes. Out of all of them, Rhino's Roar is the most popular since it boosts *all* damage. Despite the lowered power, infused Roar can allow many frames to do insanely high amounts of damage.
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* The Sonicor, aka the Tenno Space Program. Modded for blast damage, it was capable of launching enemies into the air, and sometimes even straight into the ceiling. When it can't, it still is capable of always ragdolling whoever is unfortunately on the business end of it.
** Due to various updates to the game engine, blast damage and ragdolling, the Sonicor can no longer deal high damage from launching enemies into the sky, nor can it do so at all anymore. While no longer a fan favourite, it still finds niche use in the hands of hostages for Rescue and sortie Defense missions.
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* Wisp has a simple but effective kit, including multiple semi-permanent boosts in her first ability (bonus-health plus regen, a movement and attack speed boost, and a CC ability, all in one), a movement skill that can also serve as a distraction, an AOE crowd control skill than doubles as another movement skill, and a WaveMotionGun for her last skill. Not only that, but all of her skills synergize with each other, making her simultaneously speedy, tanky, a good damage dealer, a decent crowd controller, and one of the best team supports in the game, all in one.

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* Wisp has a simple but effective kit, including multiple semi-permanent boosts in her first ability (bonus-health plus regen, a movement and attack speed boost, and a CC ability, all in one), a movement skill that can also serve as a distraction, an AOE crowd control skill than doubles as another movement skill, and a WaveMotionGun for her last skill. Not only that, but all of her skills synergize with each other, making her simultaneously speedy, tanky, a good damage dealer, a decent crowd controller, and one of the best team supports in the game, all in one. Her passive, where she's invisible while airborne, also has a one or two second long grace period once you land, thereby giving you potentially permanent invisibility just by tapping the jump button, making some quests' mandatory stealth sections a joke, and certain objective-based missions very easy.
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* Chroma's Vex Armor is considered to be ''the'' damage buff in the game. Vex Armor increases Chroma's Armor and damage depending on how much shield and health damage he takes. While the amount of damage he needs to take to reach the maximum is capped, the potential buff is not and is only capped by how much Power Strength Chroma is modded up with. A Chroma modded exclusively for Power Strength could buff everyone's damage by as much as 1500%, albeit at the expense of costing a boatload of energy and only lasting for about 10 seconds (although it can be refreshed). In addition, this ability can buff other nearby players depending on your range, potentially allowing your entire party benefiting from it if they're coordinated enough. Parties that embark on Eidolon Hunts and Orb Heists often include a single Chroma for this reason so they can one shot the otherwise very tanky bosses.
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* Mesa, the gunslinger frame, is pretty much a tanky murderous aim-bot on legs. Her Shatter Shield can provide a patently insane 95% damage reduction to projectiles, while her Peacemaker ability makes it so that by holding down the fire-button she rapidly murders everything in her sights with her built in dual pistols, ''including [[AdaptiveAbility Sentients]], who can literally just be overwhelmed by the sheer amount of [[MoreDakka Dakka]] pouring out of her to the point that their damage nullifiers barely have an effect.

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* Mesa, the gunslinger frame, is pretty much a tanky murderous aim-bot on legs. Her Shatter Shield can provide a patently insane 95% damage reduction to projectiles, while her Peacemaker ability makes it so that by holding down the fire-button she rapidly murders everything in her sights with her built in dual pistols, ''including [[AdaptiveAbility Sentients]], Sentients]]'', who can literally just be overwhelmed by the sheer amount of [[MoreDakka Dakka]] pouring out of her to the point that their damage nullifiers barely have an effect.

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