CHANGES AND FIXES 35.0.9 (Jan 17th 2023) • Dreamer's Wrath patched to do +32% critical damage on Tennokai • Violet shards for melee critical damage were apparently overperforming. You may notice weaker results now
Hey Kengi, just wanted to point out that you could drop Merit from the Staff in favor of more damage or what have you, since the Merit on Praedos would still make it work in 4 hits. I prefer Killing Blow in that slot, myself, and don't mind the light hit combos at all because of their unique properties.
@@nPhlames Kengineer provides mostly just information straight from the game, alongside testing. Most other youtubers apply their opinion on top of it. TBF he does too, but to a much lesser extent. I like to hear direct information so I can form my own conclusions. But go off and be a clown.
One of the best parts about tennokai strikes is that they animation cancel. You can use it to cut certain long combo attacks short or use it out of the middle of a fast/long distance gap closer to give yourself some distance. like say wise razor's spinny dash-slam, or vengeful revenant's swirly spin-cut. You can also burn it to use a power slam for free to open up some space in a large group.
It also works with primers. Once you get the tennokai attack, quickly swap to your primer to get some stacks in. Use a normal attack to quickly swap to your melee and then, do an animation cancel with your heavy tennokai attack.
@@bananaballs3205 yep. Definitely easier with opportunity's reach, which has been my go to. Cause then I got a lot of time to finish my combo or find a new target/run and approach one while shooting etc.
It really must be emphasized just how much Tennokai makes heavy attacks and light attacks feel like they're not in constant conflict with each other. Again, I wish they'd done it differently, but this works well enough all the same. If you use Sevagoth's Shadow at all, I cannot stress enough just how much you should be putting Tennokai on the claws.
Opportunities Reach in practice works for me really well, since frequently tennokai pops up as the guy in melee dies and is wasted. They extra 4 seconds lets you get to the next guys faster and results in the least wasted tennokai for me.
I'm very interested to see your take on glaives after these changes. The exilus slot existing makes some difference and I think it will be interesting to see what the builds look like for Xoris, Glaive Prime, and Cerata. I love how much detail you give in your reasoning and what works together instead of what I see a lot of other people doing of "do this" without the reasons why to do that and why not to do other things
Glaives are amazing with Tennokai... But you need to either sac two slots on a cramped weapon type, or just deal with RNG and run Opportunity's Reach alone. The 4s window is the only way to get the throw off in time under most circumstances, barring warcry abuse or something.
I like how Tennokai adds new playstyles, that’s my main praise. However, I am worried that equipping two Tennokai mods may be unintended as they can be equipped on companions. Another reason I fear a nerf is due to the recent Topaz shard murder.
@@jaycarl85 I just checked to see if it’s been patched and it’s still there. You can equip Tennokai mods on melee companions. I haven’t tested it yet, but I doubt they actually affect the Warframe.
@@likal2971 The shards gave you shields on blast proc so you could have a small shield gate, however people found out resonator's blast damage activated the topaz shard effect despite not applying the status, after the patch the shard only gives shields while having shields active.
Just a note on slide heavy attack: you CAN do a Tennokai Slide Heavy Attack. However, you need to double tap the heavt attack button to do so. It definitely seems bugged, but it's possible with this workaround.
Currently, one of the very few melee weapons with access to a 1.0 follow-through is the Nami Solo Incarnon. With tennokai, you can get up to an 11.5m 360-degree heavy attack that also force procs slash on every enemy hit. Combine that with melee vortex, and you effectively have a supercharged version of the pre-nerf telos boltace. It's easily one of, if not the strongest melee in the game right now.
I feel like Condition's Perfection would be much more worth consideration if it were to take a page out of Empowered Blades' book, and apply a Status Damage multiplier as well.
Sadly, the only Tennokai that seems to work reliably on thrown melee is Opportunity's Reach because of the double window, even if the range doesn't work very well. Preserving the combo counter all the time on a glaive is worth it though, especially with Naramon or Xoris. Xoris can also use the electric arcane because it force procs, so that's very fun. Meanwhile, Discipline's Merit seems to be the best in slot for slow melee weapons, or stances with long single inputs like the Crushing Ruin forward right click hammer combo, because they can't roll the Tennokai dice as often.
It's funny, at first I was using Tennokai with Ash until I got Melee Crescendo. I have it at rank 1 now and I've completely dropped Tennokai entirely in favor of raw heavy attacks from Crescendo. With a rank 5 version you can get a full permanent 12x combo multiplier from just 36 Blade Storm kills.
i do wish we could mod follow through, sure some weapons need it as a bandaid, but man i would love to have 1.4 follow through on something like...wukongs staff, smack the 5th enemy for like 4x dmg
Even if they did add Follow Through Mods, there's a hard cap of 1.0, you can see it in action with the Nami Solo Incarnon, technically it has 1.12 Follow Through.
@@merlintheageless hu didnt know that, but if they were to add to that, they would fix it(probably break 3 things at the same time to) if they were to add them though
@@drantino lol xD yur () killed me xD modding for follow thorugh would be busted on heavy weapons like hammers that have an insane falloff. they can easily gain 50-100% dps if enough targets are given while daggers barely gain 20% with 0.9 baseline
@@johannesdatblue4164 well thats the thing, the weapons are base structured with the different values already. a mod slot is a huge amount depending on the weapon, and tennokai makes builds tighter already, so the amount a heavy could get isnt as strong as youd think
Use tennokai on gun blade is very funny. Test on redeemer P, which shot many hit. Im pretty sure that tennokai happen more than stropha. But the range of gun blade is very small. De did that to make sure gun blade is still blade, not gun
One additional note about Tennokai is that it's basically completely useless on Baruuk. Tennokai cannot be triggered by hitting enemies with the waves of damage that Baruuk emits from his melee, you have to make physical contact with the enemy in order to have a chance of gaining a Tennokai attack. I finished an endurance run of The Circuit in Duviri with Baruuk and during that time, I was only able to proc tennokai on the handful of enemies that survived long enough for me to get within punching range. Over the course of the 20 or so waves I did, I procced Tennokai maybe 5 times.
hey Ken I was wondering what is the actual build you were using in that Innodem clip, because I saw it and thought "oh, that's a hell of an ideia", tweaked with mine and it did great, but I wonder what you've differently
Is the bundle worth getting? It sits at about ~$10 worth of plat needed to purchase to get it. I suppose Alchemy isnt the worst, but its an awkward game mode from my experience with it. Edit: it seems most of the Tennokais aren't very notable, and Alchemy has Mandonel parts in it. Seems i may have to bite the bullet and grind some Alchemy
nothing really awkward. it's really fast if you're competent. like 3-4 minutes a round solo or just with a friend (if you're not a highly distracted combat and looting inclined individual like myself). All the enemies love to swarm towards the room with the crucible. Just have someone with a constant form of CC to get enemies trapped in and periodically empty it to get a large helping of shiny elemental baubles. (vauban? Gyre sort of? Khora maybe? Frost freezes+armor strip? Baruuk sleep? or you can make them kill each other with nyx? spear them and pick them off with nezha? etc) they you just pick up a bauble with your frame. pick one up with your operator. dash on over, chuck one in. press 5, chuck the other in, then return to find more until you can start the "cooking" section where you gotta manage the reactor heat for a bit like that volatile corpus railjack mission. If you're into buying your plat, you can get way more than 100 plat for a lot cheaper if you keep patient and wait for a coupon to pop. 50% or even 75%. a nice bundle of 2100 plat for 25 dollars (in my case, AUS dollars, less or more for you depending where). keeps all your desired for forma and reactors for your top weapons and and slots for picking up more things covered for a long time. provided you're not blowing it on cosmetics.
Thank you for making a build that isnt about how to make broken stuff even more broken like all the others are. Im sick of mesa. Hildryn, and revenant. I want ember, caliban and all the others who need more love and updated builds. All the ones i see are extremely outdated.
As soon as TennoKai got announce I knew that I had to remod Wukong to have access to Iron Staff. I've been enjoying a Defy replaced Roar and using Wukongs Iron Staff.
I didn’t realise you could equip more than one. I’m always looking for ways to eke out just a bit more for Valkyr. It’s just a shame that nothing I do makes Hysteria comfortably sustainable.
I got a good build from MHBlacky recently. Use Equilibrium with Diriga as a companion. The Diriga needs its abilities, manifold bond for condition overload and cooldown reset, and synth deconstruct for health orbs. You can use archon shards to double the effect of health orbs, and that translates through equilibrium. I also use a companion riven mod so i can get an IPS weapon above 50% CC for tenacious bond and condition overload. and if you want to, you can build the claws for toxin and equip archon continuity to also proc corrosive.
@@mayhemivory5730 I've actually been using that same build. It's from the video he posted last month or so. It's good, but even so I find that outside of missions with a frankly ludicrous volume of enemies no amount of energy drops/health for equilibrium makes it truly sustainable.
I'm a little bummed about Dreamer's Wrath. I was using it on my gunblades and glaives, seeing as Tennokai doesn't really add anything to your normal heavy spam build. I didn't know it was ONLY for Tennokai heavy attacks.
Other mods have been made into Exilus melee mods. You don't HAVE to put a Tennokai mod in there. You could put whirlwind to have the glaive fly faster (as long as you can get comfortable with timing) or you could put Dispatch Overdrive in there to get more movement speed after all the Heavy attacks you're spamming.
Wait. Would Baruuk's Desert Wind pull from Discipline's Merit on his standard melee as well? I'm assuming you tested this before putting the video up, but wanted to make sure. Even if it IS a bug, I'd still enjoy using that.
It should, since the bug is just a regular stacking one. Opportunity is hilarious on Valkyr, on a related note. She doesn't need Discipline consistency and her kick hitting a giant AOE and killing everything is worth it.
haveing 80% heavy efficiency is a must for heavy attck build the dmg of a heavy attck scales with every stck of combo meter, heavy attcks remove combo stackso at 0 efficiency 12xcombo is all gone on 1 heavy attck. at 80% takes from 1 or 2 stacks. 1 tennoki with 80%eff and your set. only use tennoki attck intill at 8or max stacks and youll be set to be at 12x always. also tennoki on glaive is funny as hell
Hmm. Baruuk in particular can actually benefit from Discipline quite a lot, too. Why? His heavy is actually very useful for killing elite units such as Steel Path Eximus enemies or bosses, but it's hard to build and keep combo. So that plus the beast exclusive Bond mod can keep you at 12x reliably while mitigating the issues of trying to heavy on Desert Wind (namely, his lengthy single inputs and the waves ragdolling enemies too much for random Tennokai chance to be reliable). Similar for Excal, although his heavy isn't as exceptionally strong as Baruuk or Valkyr's. Meanwhile, if you're only throwing on one for Valkyr it should probably be Opportunity's Reach, since she can build combo on her own and keep it fairly easily, not having a massive ragdoll AOE.
I noticed that when I'm the game host mele guidance aura doesn't let my tandem bond give me infinite combo. It's as if the mele guidance aura works backwards ... Completely bonkers build when you aren't host. It's so much fun
Perfect video 5 out of 5 on the old rating system. I can no longer count on et's fingers the number of five stars I've given thanks to this video. Tldr subscribe for life
Worth mentioning from my own personal testing, Blood Rush/Gladiator Set/Weeping Wounds totally applies to Exalted weapons if it’s equipped on your base Melee weapon.
Glad Set working has been a thing for quite a while, that's why Gladsticks are a thing. However, Blood Rush and Weeping Wounds don't transfer. I was able to confirm via the Simulacrum. Edit: Clarification, the Buff Icon for Blood Rush and Weeping Wounds will still show up from the Exalted weapon's Combo Counter, but it will not be applied
Im not sure ill be able to get any tennokai mods outside of the basic ones due to the rotation c bullshit(and a tennokai mod not being guaranteed since guess what, endo and mandonel parts have a stupidly high drop chance)
I think it does consume combo, at least when I was using it, whenever I get the tennokai I have to cast wrathful advance on the ground then attack an enemy with the tennokai to get it to not consume combo
what have you done! now i gotta update my valkyr build again! replace roar with Melee Crit Chance, so that my melee crit chance breaks 400% with a 13x crit multiplier, with approaching 10k damage on the talons themselves. i've so far enjoyed dreamer's wrath in the tennokai slot for valkyr, but it's more that the heavy attack can add a bit of extra burst against a single target than anything else. generally speaking, i run out of enemies to keep my combo chains going, so i don't get much past a 5x with valkyr. tends to zero when everything except steel path void angels and enemies with attenuation die in one hit.
Tenet grigori cannot throw a million damage glaive with tennokai unfortunately... I rely on the mele guidance but with tandem bond for a infinite combo counter so long as my companion swipes a enemy. Infinite 12x combo makes glaives, syam, and tenet grigori really powerful. Make sure you use rank 0 reflex coil with tandem bond or max rank focus energy (if you want to use mele influence for insane damage) The tandem bond mele Chad build only works if your not the squad host so u have a 3/4 chance at having stupid powerful melee without naramon for the whole mission. Mele exposure is the only mele arcane that works as a stat stick for wukong and etc.
Wukong doing a full combo that requires 4 seconds to prepare and multiple extra mods is now on par with a single shot from sporelacer, a weapon from two years ago. Which can fire 7 shots in one second. Lmao.
Tennokai and the new arcanes are really dope, but does anyone else really feel like melee did not need the pick-up? DE spent so long trying to get primaries and secondaries to a good place to be viable again compared to the melee meta, and it almost feels like this just throws it back a bit. I'm also just really annoyed that melee exalted weapons like Iron Staff are getting exilus slots now, but now primary or secondary exalted weapons like Artemis or Titania's guns.
I went straight for Dreamers Wrath, foolishly thinking it would do what it says it does. It don't. The damage increase, only on tennokai attacks isn't even noticeable, but the frequency does go up a lot. Not bad, but it was very bad at doing the job it was supposed to do. Does DE even beta test these things before giving them to us? I figured put the issue within a few missions.
The other benefit of Opportunity's Reach is that it makes using Tennokai with Glaives, Wolf Sledge, and Slam-focused Weapons easier and more consistent, since it gives you time to recall your last hit and ready the next one, whether thats charging another throw or jumping up for another slam. This makes weapons like Tenet Envoy and Sampotes much more potent and easier to use their gimmicks, and makes using glaives a lot more comfortable and allows you to make the most of your Glaive Prime.
That’s the first thing I did was make a tennokai build for wukong, shit is broken, light attacks kill the fodder and apply status and heavy attacks clap heavy units and acolytes into oblivion.
id like to see the 22.5% tennokai chance of dreamer's wrath compared against discipline's merit, both are rare mods and both take slots, admittedly dreamer's wrath is a different polarity and 2 more drain, but discipline's merit is itself 2 capacity more than the null/default tennokai mod
The interactions with Sarpa with Discipline's Merit is probably noteworthy, as each pellet hit counts for one hit for it, so you can do Tennokai after every attack input. Shame Sarpa is clunky and relatively weak to use, heavy attack locking you in place for the duration of the animation once it goes off.
One thing I'm unclear on (and haven't had the chance to test) is whether or not Wrathful Advance can be used to activate a Tennokai. Looking at the Wukong gameplay footage at 10:40, it looks like you gain the critical chance bonus from the ability without performing a heavy attack, which I am uncertain how you've done this.
Also, Tennokai doesn't get activated with Wrathful Advance. It's best to do the teleport and gain the crit chance, and then melee your way to use Tennokai as usual.
Primed and Archon Continuity both serve basically the same purpose here. Archon would allow use of a Toxin staff instead of Heat, also getting the Corrosive proc, but spelling out that option ended up being cut for brevity.
Thanks for the reply! That makes sense. I thought there was some 4D chess move I was missing LoL! I’ve never been a Wukong enjoyer, I think I just leveled him up and set him aside. But this build really made me return to monke. Just in case you see this I wanted to express thanks for the videos you make. Seeing a new vid pop up puts a smile on my face. Keep up the good work! ❤
Some mods are what's known as Acolyte Mods as they dropped from the Acolytes when first introduced as an event. For... reasons... those mods were not made compatible with exalted weaponry. The game has moved on but the restrictions have not.
Would it be better to change from forced slash proc full heavy attack Reaper (or Hate nowadays) to using tennokai? Just heavy attacking with those weapons kills pretty much everything in one hit in steelpath. With tennokai way instead, would it be better for clearing stuff or worse? At least I assume the heavy attack way is still better if you plan on using your melee weapon only occasionally to clear big groups?
Hearing Valkyr be described as an "effective killer" felt so jarring to me as a Valkyr main. I mean, it felt nice, but I'm not used to hearing her be described as being actually good. She definitely does need a rework though.
@@daSora_1 He doesn't need the right build to be invincible the whole mission. He just has that out of the box. Valkyr needs a rework because she's been left behind.
Do you have a valkyr guide? I felt like wukong's kit and weapon were stronger than her's and the short range of her claws. But the final comment of the video had me wondering if anything changed
I have 2 Valkyr setups that use Tennokai, one for regular melee weapon spam with Warcry (Nikana Prime + Daikyu statstick for lifesteal) and another for Infinite Hysteria (good for Steel Path/Archon missions due to high enemy density, very crappy for anything else). Those setups benefited more from the purple shards than Tennokai, though, as the insanely high crit damage she gets from them practically melt anything in the game (with a few exceptions like Rogue Necramech Eximus in Steel Path missions).
Valkyr has a bit of umbra tax if you want to get the most out of her claws because her massive crit chance and low status chance means you're always going to want at least sacsteel (and ideally double sac). Worth it though. You can basically oneshot everything constantly with a solid tennokai+sacrificial heavy build. Opportunity for maximum fun (i.e., huge AOE) or discipline for consistency.
I give Valkyr primed reach and the +3 range does so much work. Tennokai also has felt really good on her so far, though only relevant against things that I don't one-shot (there isn't much that survives my initial hits)