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Welcome to the world of Amp combinations!Īmps comprise of three different components. Upon coming to this agonizing realization, you immediately head for “The Quills” in search of anything that can at least put a scratch on those bastard Eidolons. Eidolons, whose stats alone are lightyears higher than your average level 100 Grineer Lancer, are going to stomp you into space dust before you can even gasp at the Mote Amp’s nonexistent damage. Seriously, enemies that are even remotely armored are going to scoff at you for even trying to take them down with that thing. Lastly, the Mote Amp you’ve oh so generously been given by DE` works on Eidolons about as well as a feather hooked to a long selfie stick. The average size of Warframes and most enemies make your operator feel like a midget, in comparison.
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Your operator’s running speed is about as high as a toddler who just learned how to walk. You remark several things about your brand-new body. You may also want to join/start your own clan and get access to Dragon Key blueprints, as these will let you farm up 'Corrupted' mods, which allow you to further min/max builds.Picture this you’ve just completed “The War Within” quest and can finally freely run around as your operator. If you've already acquired all the base stat mods, then I'd recommend completing planets on the starchart to unlock Nightmare missions, as these offer some powerful and important mods.
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However, the same basic rule applies - go for the base mods before anything fancy, as they alone will be able to serve you moderately well alone. There's separate mods for general primaries (said to be rifles, but applies to most primaries), shotguns, secondaries and melee weapons.įor Warframes, it's a lot harder to define, as Warframe build variety is much more diverse. There are other mods (multishot) that feature as if not more unanimously, but they're rarer and crop up later in the game, and they're not needed for any starchart or quest content, although they will make them much easier of course. That being said, you don't need to worry about getting a great build at first. Almost all powerful builds use raw damage, and will either use the 60/60 mods or crit mods depending on the weapon.
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There's builds that don't use them, but the base damage mods, the crit chance and crit multiplier mods and one of either elemental mod four each base (toxin, heat, cold and electricity) is important - preferably what are known as the 60/60 mods, gold mods that add 60% of your base damage as elemental damage and 60% status chance, but ultimately it's the elements you want first for the secondary elementals, so the raw elementals (known as 90% mods, as they add 90% elemental damage) are also good early-game. In terms of must-haves for weapons, the base stat mods are the most important. lots of niche mods useful for specific things aren't listed. I'm sure someone else will add to the list, e.g. Syndicate mods (frame powers, weapons, etc) Weapon: Blood Rush, Weeping Wounds, Condition Overload, Berserker, Healing Return, Life Strike, Hunter Munitions Miscellaneous Very Nice Mods ( many of which are practically mandatory in different builds)įrame: Rage, Hunter Adrenaline, Adaptation, Health Conversion, Energy Conversion, Handspring, Enemy Sense, Natural Talent, Quick ThinkingĪuras: Corrosive Projection, Energy Siphon, Steel Charge, Enemy Radar, Loot Detector, Rejuvenation, Growing Power, Swift Momentum Weapon: Magnum Force, Heavy Caliber, Vile Acceleration, Anemic Agility Lethal Torrent, Drifting Contact, Ice Storm, Shred, Constitutionįrame: Blind Rage, Transient Fortitude, Fleeting Expertise, Overextended, Narrow Minded Melee: Pressure Point, Reach, Fury, Organ Shatter, True Steel
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Secondary: Hornet Strike, Barrel Diffusion, Gunslinger, Seeker, Target Cracker, Pistol Gambit Primary: Serration, Split Chamber, Speed Trigger, Metal Augur, Point Strike, Vital Sense A roughly organised, not necessarily complete list of mods that see frequent use:įrame: Vitality, Redirection, Steel Fiber, Streamline, Intensify, Stretch, Continuity, Flow