I'm not fluent in English, so I'll be using Text-to-Speech. Thanks for understanding. Click [...more] for a text-based explanation, supplementary notes, and build examples.
0:00 Intro
0:14 Energy Recovery Mechanics
0:24 Wall Bounce Trick
0:50 Low-Altitude Slam Spam
1:06 Combat Mobility
1:32 600% Strength Banshee
2:30 Banshee Build
2:43 Archgun Ammo Management
3:11 Outro
Explanation and Supplementary Notes
(1) High-Speed Recovery with Brightbonnet
When you hit an already deployed "mushroom" with a Brightbonnet throw (projectile), a recovery pulse is generated. However, the projectile tends to bounce, causing the deployment position to shift. By bouncing the projectile off a wall once, it won't bounce off the mushroom itself, allowing you to stack them in one spot while still generating recovery pulses.
Note: The placement limit for Brightbonnet is 2, but immediately after throwing, a slight residue remains, showing about 4-5 on the minimap. When spamming Brightbonnet, it feels like recovery speeds up towards the end, possibly because the throw is hitting multiple residual mushrooms.
(2) Triggering Recovery Pulses with Low-Altitude Slams
Performing a low-altitude slam attack near Brightbonnet also triggers the recovery pulse. By canceling the slam with an ability or emote, you can attack while generating high-frequency recovery pulses. This is particularly effective when using weapons with wide AOE like Tenet Exec or Sampotes.
(3) Recovery via Periodic Pulses
By contacting the mushroom with Arbucep's ammo or blast, the mushroom enters an "Activated" state, reducing the recovery pulse cycle from 2.86 seconds to 1.33 seconds (2.15x speed). Any Ability Strength buffs also get doubled (up to 200%).
Note: Activation is removed if you step on the mushroom. Each time Arbucep's ammo or blast hits, it plays an animation similar to the recovery pulse, but this specific animation does not generate energy. The duration of the Ability Strength buff refreshes every time you hit a pulse, but the highest Strength value takes precedence. In other words, once you gain a +200% Strength buff, you can maintain that +200% buff by refreshing the duration with a standard +10% buff pulse.
To be more specific, Brightbonnet's Ability Strength buff effect does not reflect its own added Strength, but the Energy Recovery effect does. This means if you have a +200% Strength buff, the pulse's energy recovery amount increases by 20.
(4) 600% Ability Strength Banshee
Base: 100%
Blind Rage: +99%
Transient Fortitude: +55%
Umbral Intensify: +44%
Augur Secrets: +24%
Subtotal: 322%
Growing Power: +25%
Molt Augmented: +60%
Madurai (Sling Strength): +40%
Add 125% = Total 447%
With the Brightbonnet Strength buff (activated by Arbucep) adding 178%, the calculation reaches a maximum of 625%.
Note on Playstyle: At 625% Strength, 2 mushrooms recover 120 Energy every 1.3 seconds. However, aggressive movement might cause you to miss recovery ticks, leading to energy depletion. In such cases, return to your last placed mushroom to recover, or pick up an Energy Orb. If you have enough energy to cast a mushroom, throw it against a wall to fully reset and recover.
It gets tough if Arbucep runs out of ammo, as recovery drops to 120 every 2.8 seconds. For Banshee, her Sentinel clone produces plenty of energy, so it works out, but otherwise, you'll need to manage by wall-throwing mushrooms.
If ammo gets low, you can stop shooting Arbucep and fight using only abilities.
(5) About the Build
I forgot to mention in the video, but Augur Secrets is a flex slot. If you are unsure about survivability, prioritize slotting in Catalyzing Shields. You can maintain invulnerability without spending energy just by continuously casting mushrooms.
If you need two flex slots, you can remove Transient Fortitude and Primed Continuity. Feel free to swap the Arcane Molt Efficiency as well. (I tentatively adopted it to make it easier to maintain the mushroom buff when Ability Strength increases via Fissure buffs, as I didn't have a perfect Arcane for this slot.)
[Warframe Build from the Video] https://overframe.gg/build/929219/
Since enemies die from even slight damage, your choice of Arbucep and Sentinel weapons is flexible. Combining Status Duration + Gas creates lethal damage fields that linger for 15 seconds, which is a lot of fun.
[Arbucep Build Example (includes Riven for reference)] https://overframe.gg/build/929235/
The Arcanes used are Fractalized Reset and Secondary Fortifier.
[Nautilus Build Example] https://overframe.gg/build/929231/
Anti-Grav Array is just my personal preference, so consider it a flex slot. I rely on mobility for survival, and if the Sentinel goes down, Aerial Bond revives it. Having Primed Regen would make it even better.
[Verglas Build Example] https://overframe.gg/build/929228/
If you also have a Riven, you can extend the Gas status duration to nearly 20 seconds.
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