I think its worth including that, when cycling for the kuva weapon for a lich, you want to finish the mission and try again instead of just quitting the mission immediately. The weapon you dont want will be removed from the pool if you complete the mission. If you quit it will stay in the pool while searching for your weapon.
Yeah well he doesn't really include all the info he should. Not really living up to his name. You'd think he would, since he already padded out the video to meet the 10m requirement 😂
The biggest downside for Acid Shell, that I'm surprised you didn't mention, is the fact that it uses enemy base health with zero modifiers. This has been a noted issue for years that anything besides levels that increase health basically nerfs this mod into the ground. This means that Steel Path, Netracells, Deep Archemedea, and anything else will have an effective health value of
The chain reactions Saryn can get between Venom Dose and Toxic Lash with Acid Shells will never not be ridiculous fun. I didn't know it was so good with Zephyr, though! Xaku I figured, but not Zephyr. Now, if only DE would fix the LoS bugs Acid Shells recently inherited (or something).
Yeah I winced when he did the gathering thing cause in my own testing, gathering seems to guarantee misses due to LoS unless you patiently wait for them to unragdoll from whatever (Zephyrs tornados aside because they don't care about such petty concerns as walls) I also used Garuda for mine, just to be different lol (though you could still Helminth Xatas on)
I keep hearing that Saryn's Toxic Lash doesn't do anything for the Acid Shells explosion, only toxin mods on the Sobek... Some people swear it does, some swear it doesn't. I personally would think it should, but I guess it's something easy enough to test in the sim.
"The twice as long normally", is so painfully true, I got two Tenet Glaxions in the same time it took me to get a single Sobek (50% of the time was spent trying to get the Sobek to roll).
It didn't took me that long, if the sobek had a low element power, i just farm another to make a fusion... Easylie, i got my Sobek with 60% on toxic damage
So about the acid shells zephyr combo. I don't really have the time to go in, get the gun and do the tests.. so this is all speculation, but it sounds a lot like the interaction that tornados has with electric procs where it grants them the weapons critical stats. And notably, that interaction ONLY happens when you (playing as the zephyr) are the mission host. Its a kinda deceptive, since if you test it in the Simulacrum, you're almost always the host, so it always works there, but if you take it out in the wild, you don't always get those results. If anyone with the gun could test this out for me I'd really appreciate it.
You're right, I forgot to mention it scales off normal health, ignoring Steel Path modifiers. SP is a 2.5x bonus to health which is why you'll see lower values in Steel Path. The builds I've presented are specifically designed to defeat that.
@@steveverera9999 counter counter counter counter There no need for faction mods. Galv mods and arcanes deal enough damage to late endgame. Faction mods are for sweats that want to deal 2 billion damage to a 100 thousand hit point enemy
@@madsvigan2898Counter counter counter counter counter, they are only used in this case because they are the only mod that directly buffs acid shells. They also buff toxic lash, and the toxin procs of toxic lash, which is what allows this niche build to work. For general use builds they are overkill
Saryn and Sobek can still do well even against armored enemies, as Saryn can just cast Spores on one enemy, shoot it whilst Toxic Lash is active, and immediately armor strip all nearby enemies thus instantly allowing for acid shells to do its thing
@@NathanTruby wait wdym changing soon? I heard that enemies now will have a minimum amount of armor that you cant strip? Is that what youre referring to?
@@rivershen8954 I can't find the post, but I saw a post from DE showing some of the changes to existing status effects, with corrosive being lowered to the first proc removing only 40% instead of the current 65%
@@NathanTruby wait since when did only 1 proc of corrosive give 65% armor reduct??? Last time i checked it only gave like 10 or something, and it stacks up to 80% at max. Only heat status immediately applies 50% armor shred at 1 stack, and no more after that.
You're winning no friends this episode, Ken. I might just put both main faction mods on at once to avoid swapping. My riven is toxin damage, which is too good for Saryn to risk re-rolling.
two faction mods are generally not worth it. you lose the extra damage that you're running the faction mod for in the first place. just use different loadouts for different factions if it's that complicated.
@@_.violyse._ The Sobek is somewhat unique though, in that it doesn't need to kill much for itself. It's slightly sub-optimal, but much less so than for weapons that don't have %hp mechanics.
Love your videos. Given your content, I would be happy to see a video on your favorite gun/weapons, or even a tier list video. I know they are a dime a dozen. But I feel your technical approach to weapons would make for an interesting list. I am also trying to grind MR so it is always fun to see suggestions for what to grind next!
He suggested using them in this single, niche build, because they are the only mod that directly buffs acid shell's damage. He did not say you should use them in every build. Hell, you need to use a specific subsume on the Frost build, a subsume he otherwise wouldn't use. Subsume that costs resources to add in, where as using a specific mod in a specific loadout for a specific mod interaction costs nothing. How hard is this to understand.
Nothing about it is hard to understand. However, most Warframe creators recognize factions mods as the awful design choice they are, and don't tell people to 'get over it' and use the crappy things regardless. My confusion isn't over him saying faction mods would help, it's over him actively defending and supporting the existence of faction mods in the first place.
The reason Kengineer recommended them here is that they are one of only a couple sources of Acid Shells damage. He even said you can still use the shotgun without Faction mods. You only need it to buff Acid Shells.
The thing about faction mods I still don't really care for, is that each weapon only starts with 3 config presets. And now, with the murmur, that's 5 faction mod sets now I believe. And who knows how many more in the future. Potentially sentient and narmer, after all corrupted are a faction all on their own. So it either becomes buy more slots for each faction set up and elements, or go in manually before each mission, which I will 100% (before mods) forget to do
Imma be real man, it’s just swapping a mod 🤷🏽♂️ If you don’t want to, sure, but this whole comment section is riddled with salty people who find just swapping a mod too much work to do. Let’s stop the weird agenda that faction mods are inconvenient 😂
@@speedyweasel681 if you’re the type of player that goes against different factions constantly, you’re probably not doing anything difficult so your builds won’t matter (SP doesn’t even need good mods to be done easily). The way I see it, players normally focus farm a specific mission for hours to get the resources they’re aiming for, or even bounties in a specific faction location. If swapping a mod is that much of an inconvenience between an hour or so of gameplay, then idk what to say. You know end game builds like those Kengineer does are going to include that mod because it is best in slot a lot of the times so why watch his videos when you should go to a channel catered to easier gameplay
most people don't farm a mission for more than 30 min at a time (they might farm a faction for an hour or two), but a 30 min SP mission is not scaling high enough to need faction mods. Also this is the first Kengineer video I've watched, so without ever having watched him how would I know. I also like seeing the maximum potential of a weapon I have, even if I don't intend to reach that level with it.
@@speedyweasel681 Exactly, if you’re not doing difficult content, idk why so many people in this comment section have such a hatred for faction mods. When you’re actually trying to go the distance in Disruption or Kuva Survival, they help so much with dmg output that swapping one mod before entering a mission being too much of an inconvenience feels so forced. Just so we’re clear, I am completely on board with pushing DE to combine all bane mods into a single mod as it becomes healthier for the game when you can streamline dmg output of players and create harder content that everyone can enjoy. But the way all Kengineer did was suggest a bane mod and everyone in here goes crazy LOL. I don’t wanna spout bullshit of how I couldn’t care less when I’m here typing away in a comment section but Bruh swapping a mod shouldn’t be this difficult if you wanna fulfill the human base desire of big number cool
Adding more mod slots is a bad thing for the game. Especially mod slots that give unimpeded damage bonuses like the one you are suggesting. This would fire damage numbers sky high for what amounts to a slight inconvenience.
Note: Capturing the target on Cassini (or any other mission) is totally fine. There's a grace period for the spawning mechanic to be triggered and I have never ever failed to have the flicker and then the larvling spawn after I already captured the target despite now having gotten all kuva weapons this way and multiples of several.
Uhhh, Zephyr Acid Shells sounds fun! I will try that! You also mentioned Toxic Lash and Xatahs Whisper scaling of all elemental damage mods. I thought Toxic Lash only scaled of Toxin mods. E.g. 2x 60/60 for Corrosive is +60% damage on Toxic Lash. You propose that it is 120% instead with Electric being converted to Toxin for Toxic Lash? If true, this makes modding for Toxic Lash sooo much more comfortable!
It definitely considers non-toxin mods for the Acid Shells explosion with Toxic Lash, including the DoT. I've not specifically tested it for normal usage (ie not Acid Shells) mind you.
I don't get the hate for Faction mods. They're a bunch of extra damage, for the cost of 10 seconds to go back to my arsenal and swap from Config A to Config B, and it'll be even faster with the upcoming changes. Do people not like having different builds for different situations? Does everyone want to steamroll the entire game with one setup?
it's that 10 seconds and the requirement to actually remember to do it when I'm just wanting to play whatever content I want to play. otherwise you end up like me, going into duviri then realize too late that your weapon had still been bane modded for corpus vs corrupted (or baned for grineer when going into narmer archon hunt which has no faction benefit for it) cause it was a somewhat old build where I actually tried to care but soon gave up from constantly switching due to the variety of content I try to play with the variety of gear I try to use.
Thanks for these kind of videos, i may have 2k hours but i dont really know all the small details there are to squeeze dmg out of a weapon. Wf just has too many combinations to know them all
Been using this frost build with Xatas whisper and the augment that gives you cold damage I got my kuva sobek at 60% on second day of release and it’s by far my favorite build right now. I really hope DE doesn’t kill it.
People that say "just use the faction mod" are the same kind of people that, when faced to a well thought out argument about why you should have a functional public transport system, will yell at you "oh just shut up and get a car"
He suggested using them in this single, niche build, because they are the only mod that directly buffs acid shell's damage. He did not say you should use them in every build. Hell, you need to use a specific subsume on the Frost build, a subsume he otherwise wouldn't use. Subsume that costs resources to add in, where as using a specific mod in a specific loadout for a specific mod interaction costs nothing. How hard is this to understand.
dont let the very inconsistent LoS issues distract you from the fact that this works upon popping an arctic eximus' bubble for some god forsaken reason
My personal choice is to run the Kuva Sobek as a Cold Progenitor, cold by itself is really nasty as its 50% crit dmg buff really isn't something to scoff at. I am running the weapon a little bit differently as I plan to use it either with Frost or Hydroid to balance out the armor strip requirement. I am running a mostly critical and multi builder kit with no Riven in line up. Shotgun RoF Arcane and ability duration Arcane when shields are up help a bit, but I use Primary Frostbite Arcane with all active cold sources to apply an additional 3% crit chance and 2.25% multi per application of cold up to 40 times. Combine this with Frosts 1 if your looking to freeze targets currently (have to be close to 8 cold to freeze the target reliably (Subsumed ability), after which then you can have a 200% dmg to and 200% crit bonus (Frost Only augment) to that target, meaning its a cryo grenade with extra bitch slap follow up). I use a sentinel to apply cold rapidly as I got lucky and got a cryotra riven for a crap ton of status to max that cold application applying that 40 cold stack with speed (a lot of pets can do this though so don't assume its the only option) (PS: You can change this from Cold to Toxin and run a Toxin special build instead as instead of crit that damage type stacks and causes easy to apply faction damage bonus material working with Primary Blight, works nasty with everyone's favorite toxin frame) For the weapon itself, I argue the only thing to use a Riven for is to add a good chunk of damage and remove the blunt effect for something more useful to save on mod space. The point would be to add status and multi to remove a slot, if it exceeds 90% additional status you can remove Steel Meridian Mod in favor of a more target intense nuker, especially if you pass up Acid shells like I do. I at current use the Steel Meridian mod purely for the 90% status and the extra damage proc as it staggers the enemy and creates moderate stagger effects/openers at times for finishers (parazon is modded to automatically load me a free full magazine without a worry of the reload speed). Now that the fluff is out of the way, the weapon itself is kinda nice, with Galvanized Savvy and Galvanized Hell the shotgun itself can crank its pellet load to insane status and damage potential as by that itself the gun can have close to 20 pellets, add in Vigilante Armaments and the Shattering Justice mod pushes the status to nearly 87% status per pellet (keep in mind this means the damage amps per status type effecting the target and throwing enough pellets means some will crit, vigil will push the crits at random between yellow and orange (with enough puncture its guaranteed to be orange and will become red crits), in steel path after 2 kills the shotgun itself will be superior at amping its damage on target as it applies all its core status effects such as blunt for shield crush and executions, puncture for increased critical chance to target (you can add 80% crit chance against that one target at max stacks, meaning the weapon becomes a 52% crit chance base per pellet, which is scary), and slash procs will be present regardless of having a slash weapon on board so you will ALWAYS have a slash proc to work with after scoring your first kill. Modding I did was as follows (Reference, again 56% cold Progenitor) Arcane: Primary Frostbite 1) Galvanized Savvy 2) Galvanized Hell 3) Shattering Justice 4) Chilling Reload (Or Frigid Blast) 5) Hunter Munitions (increasing the speed of which you apply slash) 6) Faction Mod 7) Vigilante Armaments (Can be swapped with a riven for adding Multi and if you can get lucky punch threw wouldn't be bad, or take the new mod from Nightwave Clip Delegation which amps the status and pellet count to absurd levels) 8) Tainted Shells (Increased odds that the full shells will make target hit the further away the target is, could be switched with a riven if you take clip delegation above) Optional Exillus: If you want a bit more milage and have forma-ed the shit this far I'd say toss in Fatal Acceleration (Increase your total range to take advantage of tighter spread) or Shotgun Ammo Mutation. This should give you 13.5 base pellet count (with Vigilante Armaments, up to 30.3 pellets without arcane, if you have all 40 stacks of arcane and the effects via clip delegation it should be 57.5 total pellets) 69.3% Status chance per pellet base with up too 155.9% (depends on if you add more via a riven with any possible changes decided upon for the last slot as can be higher) total damage per pellet should sit around 192.54 per pellet (+40% per kill up to 2x for each status type counted on target) (Based on the 56% cold and a 60% cold dmg mod) Meaning this will effectively do up to 11,071 dmg per shell (with maxed mods and arcane with no stats on target) after getting amped up with a guaranteed status proc per shell with a 50% chance at a bonus stat per pellet. Toss in puncture stats: Maxing at 80% increased crit chance to target and 25% crit dmg taken + 50% crit damage taken at 9 stacks of cold (again, can be done toxin as well using the other arcane and you just lose a bit of the crit dmg from cold and CC for a higher damage potential over time), a good armor strip and this gun is ready to slump armies after its first magazine
I feel like a potentially strong combo could be Heat+Magnetic, especially with the incoming changes. Heat's only weakness is Proto-Shield which Magnetic more than makes up for, and Magnetic's only weakness is Alloy Armor which Heat proc will shred in half. Assuming these weaknesses stay similar in Jade Shadows with the health type streamlining, I could see Heat+Magnetic being a good combo and I'm looking forward to trying it out on Burston Incarnon.
@@naenae2350 As it is now, corrosive damage is strong against armor stat. No armor means no weakness to corrosive. The rework will make all resistances be universal per faction. Corrosive bonuses will work on both HP and armor, and to everyone in that faction.
@@naenae2350 Well I'd hardly say it's useless, it's just that the Corrosive procs have done their job: strip enemy armour. I think without archon shards Corrosive strips up to 80% which doesn't sound great but keep in mind that at full armour strip any health type bonuses are removed. Armour is getting changed in Jade Shadows to make partial armour strip more viable. Cold+Corrosive will be a big benefit of this, since the damage types compliment each other very well and both are very useful status procs too.
See, a slightly condescending tone used by everyone who advocates for them to say "Get gud, use a faction mod" is why I will never use them Out of sheer spite, knowing it dampens my DPS
I don’t use faction mods with melee influence as players constantly tell me it will reduce my killing speed. My -2.1 billion damage cap Venka Prime beg to differ. Learn your weapons and keep modding. RU-vidrs just jerk the meta mouth foamers.
My biggest takeaway from this video: people that don't like faction mods are the most outspoken crybabies i've ever seen. For something they claim they get by fine without, they sure do love to make it known at every opportunity how much it hurts their little ego that they're missing out on damage they feel they're entitled to without effort for arbitrary reasons.
I just wish they would ad a QOL bane all mod for anyone that levels all the faction mods of that type (rifle/shotgun and so on) how I see it working is when you have all the shotgun faction mods maxed you get to merge them into a bane all mod for a cost of X, I’m all about any QOL mechanic added to any game and the less you have to swap out mods the better unless you want to pay plat to unlock the loadout slots 4 &5 for each weapon you use, if your a F2P gamers that’s really going to suck.
The solution is to boycott faction mods. As they are now, you don't need them and they're bad game design. They're a crutch for people who don't know how to mod, and a boring lazy tedious win-more button for those who do.
Well for casual sp missions, its not rly needed. When u go for something like ogris arbitrations, lvl cap void cascade or pt speedruns, it rly makes a difference, since it gives u more loot in less time.
I’ve just started using acid shells kuva sobek and thermomagnetic shells tenet detron with mag but not sure how they work with polarize, do you have any idea?
how come everyone i see play this game gets the "you have been playing for an hour please take a break" message except me? did i turn off a setting or sth years ago?
Sorry that I wasn't being specific enough. That's my own fault. I'm talking about in reference specifically to sarin since the only thing we need to change would be the arcane. You already get toxin from toxic lash.
So i want the toxin progenitor if i want to run acid shells saryn ? I just got my first larvaling and its 57% magnetic. Im gping for one more for the 60%
Why do people hate faction mods so much. You can’t be that lazy to switch them around. You’d think ken was asking y’all to murder your firstborns with this much hate
I know im late to the party and tbis will Probably get buried but are you able to do a video on the torid incarrnon like diffrent builds for the diffrent factions/sp
I hear HM mentioned here, for obvious reasons, its a good mod. But i saw it does puncture, had insane status chance, why no mention of iternal bleeding? Can you only apply one impact per shot. Is it not per pelet? Oike i actually have no idea how many impact procs and therefore bleed procs via IB it does per shot. I guess ill finally go do nerd stuff in the D-pad room.
the amount of hate and vitriol im seeing over faction mods is insane, what kind of build did you expect to see? ofc a gimmicky mod like Acid Shells is going to need help from stuff like faction mods.
I'm absolutely loving the Kuva Sobek as an alternative to the Strun and Cedo! Though I've run into a dilema that I've yet to solve after a month: Cold or Toxin as a progenator? I've run 30+ hours with both variants at +60% pre-status 3.0: Galv Diffusion, Galv Hell, Critical Deceleration, Primed Ravage, Primed Faction, Seeker, and Vigilante Supplies as the baseline mod setup. This has left 2 flex slots for modification, and I'm torn on the results. As a cold varient with Shivering Contagion, Hunters Munitions, and either Shotgun Vendetta or Primary Frostbite, it feels absolutely amazing spreading 5 cold procs in an AoE and should feel even better with the upcoming freeze changes, and can full proc 9-stacks in an AoE with 3x Tau Crimsons for primary status chance. The toxin varient running Primary Blight / Shotgun Vendetta, Toxic Barrage / Contagious Spread, and Motus Setup to boost its CC and SC past 100%. Even pre-armor cap, it is putting in work against SP Grineer despite being worse than slash, but immediately pulls ahead with 2-3x Tau Emeralds for Toxin Damage. Personally I think both builds are amazing and will probably farm out a second Kuva Sobek, but wonder if either would be superior to the standard Viral Slash setup without rivens being involved? (Though I am considering running 2 Tau Crimsons and 2 Tau Emeralds when Yareli Prime releases, versus comparing between a 3x Crimson Yareli for Cold and a 3x Emerald Excalibur for Toxin, but struggling with the viability of such a build.)
After few test, it is better than boar when use as shotgun even boar incarnon with extreme good riven( multi, cd ,cc). When mix with 2 emeral build, corrosive status can apply 14 stack corrosive in one shot. Yes it happen!
i would only use faction mods if we got if statements on weapon loadouts like a user setupable if statement thing so eg if using a soma prime if fighting corrupted use loadout a and/or if using this frame use loadout e
Faction mods are pocket roar, and acid shells is worth it. If you swap elements, you can swap faction mod. Or literally leave it on grineer/corrupted based on fissures or the only hardest enemies
Shattering Justice might become nichely useful once the blast proc changes happen, or maybe not. We'll have to see when the update drops. Hopefully Ken and the otehr warframe engineers in the community will have lots to tell us once the changes drop.
@@texttwenty-nine1627 Hi there mat, all good?!! I wrote you a thankfull reply yesterdy but not seeing it here so gonna repeat. I´m so gratefull for your help mate, gonna try it and then will give you the feedback.