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It`s just not worth it. It`s cool that it scales forever, but you can`t take a break any longer than 2 seconds. There are many better ways to do enough damage while giving enough leeway to at least stretch your arms
You can do it on any frame with amesha, just press your 2 around def object and fly up to 200 m with one dash up and after 90 seconds just dash down, press 2 three times and go up again
I'm all in for custom builds like this. I'm pretty sure, though, that the majority of players don't talk about this because of the 2 second restriction.
@@inventor4279 no one denies the damage, the reason i say its not usable or practical is because u have to keep spamming it, literally no breaks and if u happen to miss it u gotta start from 0, its good if u wanna do damage but as an everyday thing hell nah, unless youre a masochist lmao
@@r32juan .....do you not know that if you hold that same ability you can just stay in the air? Also....recasting it resets your bullet jump so you can literally just fly lmao, you only need to touch the floor for as long as you'd like. So aside from a skill issue I don't see what the difficulty is
Subsume roar to increase the scaling speed. Furthermore the counter doesn’t start when you are knocked down, staggered or picking up an item. Mid air you can switch into operator and the counter of 2 seconds doesnt start. Pressing objects like crates or railings also counts towards the scaling buff
Zephyr is actually nasty if you have the Trumna since hitting any enemy with shots into the tornado builds it's alt fire, I've found it great for disruption since Trumna alt one shots them and pretty much everything else. Also her 3 blocks incoming enemy fire so I'm basically invincible floating in the air with endless Trumna alt fires.
Her 3 has an augment mod that 99.99% of people don't use but she gives 40% movement speed to your entire team and increased projectile speed. I wonder if she can run faster than Volt with that and Sprint speed mods.
What I like about her is she doesn't require a lot of forma do be viable. Also the fact that she can still nuke enemies even with negative strength is ridiculous.
Bruh, but like this literally requires only energy efficiency and a tad of duration to build for… the hardest part about getting this build is getting her augment… a trash build will 1 tap max level content with enough energy efficiency kek
Professional blunt force trauma patient here, I use this to run missions without much fear, and show off 99-100% damage dealt to friends in endless missions. If anyone wants to try this out, note, the APM requirement to be optimal is QUITE higher than what warframe requires. Diving onto the ground returns you to your previous momentum and resets your jumps. Bullet jump up then immediately flick down and dive to "Bounce", which is the premise of a fast-killing and high durability thumper zephyr. Just like the reasoning for low strength, dive distance is largely a nonissue, you'll be doing millions per unit on each bunny hop. If you need to help your team (Hacking, revives), don't hold Tailwind to hover, as your warframe will become grounded for some reason when you switch to operator. Just jump in the air and switch to operator and land. When you return to your warframe, you'll have 2 seconds to return to your regularly scheduled floor-is-lava. Tailwind-hover for most other uses is fine, such as turning on turbulence and going to get a drink. You'll only drop stacks when you hover and operator. Like others have mentioned here. Dive is a LOS based explosion and is very fickle beast. Past the range from Overextended, air mobility becomes better for hitting targets across distances or in more cluttered tiles. After a point, you'll overflow your damage on nullifier bubbles and instantly pop them from the outside. You can't dive into a nullifier, it'll turn on your air breaks, but you wont lose stacks so if it happens, it's an easy recovery. Frost Eximus bubbles require you to dive INSIDE them to do damage to either the enemy or the bubble. The rare Frost Exi Nullifier can be a small issue, but a quick rat-a-tat from your gun of choice can solve it. Aviator + duration is key for survivability. Streamline is all you need like the video suggests, using the operator energy well or using energy siphon is usually enough to keep you going forever. Thank you for coming to my BIRB talk.
@@Ayzev Rolling guard is better and more optimal, when you get to high-three to four digit levels where the only things who can survive chip damage without it are decaying shield gaters, stack rhinos and your average Baruuk. But rolling guard also is another layer of movement that doesn't fit in nicely with the thumper's already more input-heavy playstyle. Most players won't get a hang of target fix zephyr without having to consider weaving in rolling guards, and the extra foresight to know when to roll before a risky dives since that's training is required to be optimal, otherwise you'll be rolling out of dives and slowing down your kill rate. Until that point, and to note, this is all personal and tested experience, Aviator has served me perfectly well in regular Steel path and SP Circuit for durability. It's FAR from useless on its own, and only compounds if you happen to like running umbra fiber on top of the other umbra mods.
@@bixybixy2 What are you doing that is getting you hit, while playing a frame that deflects all ranged attacks and spends most of its time up in the air outside of melee reach Zephyr isn't like Mirage or Banshee or Nyx or whatever where you need to react to gating getting popped every second. She doesn't even need Decay key. You only need to Roll Guard on the rare occasion that a Scorch or Hyekka master hits you cuz they're a stupid exception to the deflection, and when a Muralist Osprey places its cloud somewhere you need to get through, or maybe to buy time for 3's casting animation or to save you when you forget to recast.
Any aoe, of which there's a lot that can still hit you before you kill them, the rare chance a Centurion hits you because they have insane hitboxes, and you can add legate lasers and Dax arrow storms to the list of stuff that turbulence doesn't touch... Legates aren't affected by status immunity either and I hate it. And I don't run decaying on my bird either. Iunno I was never one to actually do a shield gating style of survivability. There's a few other corner cases that happen enough to clip you out of your shield gate, but you'll usually live through it with armor or shield DR + aviator in the sub lv.500 stuff.
If you have enough energy (like when you're in the circuit with the decrees), you can use the first ability to go back into the air, essentially just pressing the first ability over and over again.
@@mikewolf7746It's a meme build and virtually useless outside normal star chart. Stick with air burst and tornadoes for hilarious CC and damage, while being nigh unkillable because of turbulence.
BTW hitting the tornadoes counts for the augment to trigger, also all enemies trapped in them counts and you can double dip if they are in range of the explosion and you can even triple dip as the damage made by the tornadoes to the enemies from the damage of your explosion counts too, you can get to really obscene numbers just by dive bombing 3 or 4 times into the tornadoes that need to remember you distribute the damage deal to them by that monstrosity while also dealing it directly all of that counting to the augment.
I tried to play around it. There is few problems though. First is that armored targets take way less damage so just spamming 1 doesnt work. You have to apply some status to kill armored. 2nd problem is that the build for this augment is very different compared to normal build and is weak if you dont have 1 stacked. Which is connected to third problem: you will eventualy loose all stacks, leaving you at 0 damage again. Fourth problem: the bonus damage is additive, meaning that the first stacks are most powerfull compared to current power while later stacks barely increase the damage at all... so there is a realistic soft cap.
Consider the tileset, most levels do not have big tileset, it is hard to stay hover. Mobility is greatly limited (It flies fast as fuck.) and extremely difficult to control. (If you bumped under something, your damage basically F*ed). Not to mention the staggering animation after she hit the ground. I'm sure many of people know this, but the inconsistency really bothers.
But imagine this: primed sure-footed, the mod that reduces self stagger and a mod/arcane for cast speed. Huge energy efficiency you can go cracked woodpecker mode!
@Radu Coroi Sure PSF would help, as well as casting speed. But imo the main problem is the corresponding relation between fly speed and ability duration. If only her 1 hold can allow her fly freely instead of hovering, that would be more appealing to me.
@belle berry Which considering how finicky the game can be will likely drop the buff most times for many players. If you don't have a great connection then just another 'op for those with perfect setup/connection' for the pile.
You keep duration under 183 for normal tile sets that’s how you control it better , on top of rolling when you hit something as you’ll react faster , I still run strength though for nest stream and makes the buff get to top gear faster since 4500 is a better number to multiple than whatb40% takes it too hahaah
one of the things I've learned over the course of switching from mag to zephyr and back to mag is that if you bullet jump and then immediately press 1 while aimed at the ground, you trampoline instead of landing
Fax, people here lack basic reading comprehension skills too so it’s unlikely it’ll get nerfed. They might completely rework zephyr tbh and change her augments before nerfing this underground play style
In hindsight I hope that never happens (like with Loki being placed in F tier in most tier lists even tho he’s unarguably the most busted frame in warframe cause safeguard switch and decoy traps)
You can activate the dive then hold the dive activation to float so you can position the dive to where you want. The floating will consume energy so don't float for too long.
Zephyr is one of those frames who is just kind of 'there' until you read the fine print of how her abilities work and then you realize she's essentially Mag 2. Underwhelming if you don't 'get' her kit, but TERRIFYING the moment it clicks and you start looking for the synergies, or realize her augments change her kit DRAMATICALLY.
All us hunters have been hit by that crimson comet at least once in our careers. The crimson glow that launches missiles before finally bombing you in Sunbreak is terrifying no matter how geared you are. I'm so using this build to see the other side as well.
This, this is the short that made me want to make zephyr. I like playing the floor is larva. Also note airburst is a pull if ya building for range my good tenno
Only ppl who main Zephyr do that. Actually, I don't know many ppl who main Zephyr, it's a frame which is fun to use once in a while but not worth main-ing even if you can do a lot of dmg with her. The problem is mainly the energy cost by spamming that ability (I know subsuming Gara's mirrors can fix this) and the biggest problem, the roof's height... In a small corridor, you would quickly lose the bonus, in grineer and kuva fortress set, you're often stuck on the ground. Sooo... But I wouldn't go as far as saying that it is the most OP ability because some other frames have better damage with less energy.
I never use this augment because it's just not as fun as airbursting a bunch of grineer into a death cyclone. Like yeah big damage number funny, but after doing it once or twice the novelty wears off.
@@Male_Parent After trying it, I wasn't convinced at all... It's a fun gimick, nothing more. But TBH, many high dmg combo shown on youtube are mostly gimmick or just not fun to play. Meanwhile, less effective but it does the job, I always enjoy my Epitaph primer + Kronen Prime...
I've been simping for this mod for months now, it's great. Max range nukes everything and makes her 2 even better, while max efficiency means energy is rarely a problem with just natural orb drops. Keeping the stacks up is pretty easy once you get into the flow of simply (bullet)jumping everywhere or every so often. Anchored Glide also feels like it improves the feel/control of Tailwind but that could be placebo. Mostly I'm just glad I'm not crazy and there are others that think it's good too, lmao
FYI you actually can touch the ground if you just switch to operator. The buff doesn't go away while in operator mode and you can do pretty much anything you need to do in the game except perform a mercy kill.
1 : i started just one mounth ago and i love zephyr 2 : when in a pinch against a group of enemies that tend to kill me in 2 seconds, my solution is to spring jump high and crash down with the 1, and it does just so much damage it kills almost everyone 3 : because of antigravity, a full vertical spring jump actually makes you jump way higher, and the higher you are, the bigger the crash damage Also, if you crash from high enough, the crash will make you bounce back in the air a bit, letting you airborne and being able to spring jump again with that same augment said in the video So yes, for the bird supremacy believers, that 1 and this augment are op
I remember back when Zephyr was one of the most unused warframe in the game. Her 2nd ability was the dive bomb functiion and her 1st only dashes forward
2 seconds on “the ground is lava” and a lot of screen shake (for unmodified settings) makes this a very situational mod for many. I think I’ll give it another go tho. Was a zeph main for a super brief time years ago.
Another great thing about zephyr is her survivability is infinite too seeing as instead of damage reduction or mitigation it is you just can't shoot me even if you're alive that is and [aviator] is an exilus mod for cheap damage reduction qol you have more than enough space for max range duration and a healthy dose of efficiency
Crazy how I've picked up zephyr lately and was wondering if there was a way to make dive bombing good since I enjoy it. Literally the perfect video lol thanks!
I call this build "the floor is lava". To me this is the best way to play Zephyr, because I don't like camping and wait for the enemies to come in my tornados. The 2s can make you anxious but that's actually what makes this build stupid an funny.
Okay, as a Zephyr main I can tell you that *in paper* a build with no strength *is* optimal due to infinite scaling. *However* in a game build arround speed i do recomend having at least positive strength for quality of life to end short missions faster, and in longer steelpath missions this will also help you deal *BIG NUMBER* damage. My recomendation is to drop *Duration* , "wont it affect my survivability having less duration on my shield?" If you get enough strength you can stack up to 26000% damage witch is relatively easy and then most things should be dead in one hit, granted the scaling is infinite, so even at a super high level steel path survival you should still oneshot. KEEP IN MIND YOU WILL NOT BE ABLE TO TRAVEL USING 1
This is a legit build. I took it on Steel Path Duviri Circuits plenty of times and do about 90% of the team's overall damage. It's especially good with a Huras Kubrow; you're invisible basically the entire time.
I saw someone russian that said its most dangerous way to be unlucky loosing all damage u trying save, but if u save............BTw better of u has that mode from 200/400 days that no one will punish u down
It kinda works, but it is a bit clunky. People who enjoy that kind of pressure to keep up the combo might use it. Personally, i play in the laziest way whenever possible. Find a doorway, holdcast nados 20 meters in front of me and shoot. Throw in the occasional airburst for flavor. Hell my melee is the falcor just because aiming is sometimes too much effort 😂
the problem i can see with this is that its simply not a very effort effecient build to do. yes its powerful but i would wager that the biggest reason people wouldnt use it is because of the amount of ideal conditions that must be in play in order for this to work. 1: you basically have to play the floor is lava for the entire duration in order to get that one thing to be of worth. which entails a LOT of constant jumping and floating maneuvers. 2: to properly do this you will need a map that is a big open space, as little obstructions as possible, high ceiling to maximize the float mechanic, AND the node has to be a mission that brings the enemies to you in large groups ( such as survival or defense). then you also have to consider that if the node is NOT that mission type, you will have to traverse the map from point A to B at some point. and you will very likely be on the ground a lot in order to navigate swiftly which will sacrifice all the priming you just and force you to start over on the next 6-12 enemies you might encounter in the next room.the alternative to that ismoving around while CONSTANTLY jumping through corridors with low headspace, big obstructions, narrow space, and in a lot of cases a LOT of geometry which then makes zephyrs float mechanic really...REALLY annoying. because you have very little directional control when airborne. she is great for straightline or big open spaces sure. but try doing this effectively on a mission like rescue, capture, interception, mobile defense, extermination, crossfire, sabatoge, or literally any mission that has you moving around the map alot.then combine that with the fact that the majority of the maps do not have the required open space birdgirl needs to do this effectively. thats not to say its impossible, but TLDR: theres a reason you chose to use the simulcrum and that VERY SPECIFIC void area on a survival mission to use as n example. because everything else is the equivilent to a bird trying to fly in a cage. just look at the amount of jumping he has to do in that ONE spot. now imagine having to do that through narrow clustered hallways...constantly, while you search for more enemies because you already killed the 10 that were in the previous room and dont wanna lose that buff... fun build, horrible effort efficiency. id give it 3/10 (afterthought) you can use this for maybe 4 mission types. survival, defense, excavation, disruption. so its ONLY useful in missions where enemies constantly come to you in large waves. so yeah id wager this is why people dont talk about it.
Yeah we do, just by the time you do that. If your playing with friends or public they done already killed those enemies before you pull that move. It’s fun in defense missions but not on archon hunts you will get killed quickly
I think a lot of people know about this, but they just don’t want to have a panic attack trying to keep Zephyr in the air all game when other frames can do similar things.