Warframe Arbitrations Guide
By: Geek
Arbitration Goons Discord: https://discord.gg/8Xr8bgqHyk
*These are all my personal opinions, by no means the be all end all. Run any build you like, this is simply meant to provide a good starting point for those looking to improve their arbi game*
Welcome to the endgame organized farming of Arbitrations, our primary goal is to acquire lots of vitus essence and exchange it for loads of Kuva to feed our crippling addiction to purble cards.
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Sechura, Tessera, Outer Terminus
The idea is to buff the hek out of each other, and kill all the enemies on spawn as fast as possible. While collecting vitus drops at the right time (near the end of defense waves) and in a timely manner; meaning get back to the camp spot to continue spawn killing mobs as fast as possible. It all sounds harder than it is, but you’ll learn the spawns as you go so don’t worry too much if you’re new, just shoot the red dots on minimap. There are some additional resources in the discord #General pins.
*If you don’t have Primed Sure Footed yet, I dont really recommend Unairu poise or handspring exilus mod for faster knockdown recovery. If you are willing to give up an additional mod slot you can run these two mods instead of primed sure footed. The Saryn and Mirage builds are a little tight, so youll be giving up something in exchange for that peace of mind.
As of update 35: Whispers in the wall, Upon using an Archgun Deployer, players will now gain 2,000 Overguard (Prevents knockdowns). This can be easily depleted by allies getting electric proc’d from the rail on Cinxia/Casta/Seimeni tile for example, so you may have to reactivate it occasionally.
Be aware that past wave 80 or so, the 2000 overguard will vanish with 1 bullet, you’ll get 1 second of overguard gate, and then youll be susceptible to knockdown again as well as potentially still taking damage. If you get knocked, and are taking damage, you will very likely die and throw the run. So unless you are fully confident in your dps and movement, I strongly suggest making room for knockdown resistance.
🔻Current Global Meta is sort of an amalgam of the previous metas, as well as making good use of the corrosive green shards. When recruiting for squads you can refer to the playstyles as 2:2 or 3:1, they are the same frames but with different subsume choices and roles. Everyone runs nidus specter.
🔻Do not press TAB to view kills and damage% during arbitrations, especially later on in the mission. Game client becomes clunky during longer missions and people will disconnect from the host. I just wouldn’t press tab/P at all for defense, and for interception you can kinda get away with it during wave changes where you're capturing points. Another bug, If you are playing windowed or have a multi monitor setup and your game pauses when you ALT TAB, then you will disconnect from the host if you do so for more than 7 seconds.
🔻AI bug is when the defense operative roaming freely in/near spawns often breaks them for 5~10 seconds, causing enemy ai to break for the rest of the mission and just stand there when they do finally spawn, leading to much less overall spawns and vitus. So until they fix it, anchoring is the solution.. Anchor is when the team goes into operator mode before triggering the start of the mission, generally the host should be the one to trigger. After that you lead him to the camp spot in operator mode and then go back into frame. The person who anchored should not go back into operator mode from then on, to avoid breaking the anchor. Occasionally he will follow someone other than the host, then that person will have to do it. It helps to drop an On Call Crewmate at the start of the mission to handle the initial wave of enemies so he doesn't get shot right away breaking the anchor.
Kuva Zarr is ideal, but any modded aoe weapon will suffice for this initial wave.
(Crewmates do not utilize rivens in non railjack missions)
Other than the initial start of the mission, if the defense operative takes damage from any enemies, he will begin to follow the player+mode who killed whatever damaged him, whether that be a warframe with ogris, or an operator with an amp. The dispensary user should take vazarin and void dash the defense operative if enemies start getting too close to the camp spot, so that he does not take damage and break the anchor or fail the mission due to being one shot past 90 waves.
🔻You should always be casting dispensary while nidus noodled to increase the amount of drops per pulse. Nidus specter link lasts 60 seconds and he will recast 20 seconds after it breaks or expires. To manage this easily, cast dispensary while linked, then run/jump more than 40m away to collect vitus so that it breaks the tether. By the time he links you again it will be just in time for another dispensary with zero down time. This will make the dps very happy :)
*Dispensary users should be running vazarin to protect the defense operative if needed*
🔻You can make Kuva Ogris full auto with this setting, be careful though, you can incinerate your ammo very quickly. You only need to shoot each spawn 2-3 times as you’re rotating through.
- You can vote yes quickly between waves by spamming the Y key (default normally unless you bound something else to Y) and for controller it would be ▲. A good signal to start pressing that is right before the vote screen appears, the whole team is granted invulnerability and health turns gray.
- Graphics Engine no longer matters for achieving maximum Eclipse percentage. Disable screen shake. Max FOV helps you see more at once, motion blur and depth of field can be annoying. Turning off bloom and elemental FX helps reduce strain on your GPU.
- Visual effects intensity set to 0/200 by typing it in and confirming (if you just drag the slider it can only go down to 10)
- Set both energy colors on Kuva Ogris to smoke palette black to effectively mute napalm’s visuals:
🔻Saryn is the primary DPS - Don’t take this role for defense if you’re newer to arbi
Toxic lash applies 195.6% of weapons total damage as toxin alongside all sources of damage (not combining) including nightwatch napalm's fire ticks. This triple dips bane/roar. Lash benefits from base damage, elemental damage, and eclipse as well.
- Venom dose will give the team 652% corrosive elemental damage and some nice status weighting.
- Contagion cloud is more significant than at first glance. It will create 10m diameter toxin clouds that last 29 seconds for each enemy killed while toxic lash is up. These 3,912 toxin damage clouds add up quickly and will overlap with each other, x2.47 roar = 9,662. Our main priority is the arbi drones, because they drop the vitus, and having as many possible damage instances at once is very beneficial for killing the drones (before they can shield gate) because only 5 arbi drones can be spawned in at one given time. Another side benefit of contagion are the damage ticks on screen as enemies spawn to allow for easy spotting and faster kills per minute.
- Madurai focus tree with phoenix talons for an additional 30% physical damage passive and void strike active with fuel’s 40% ammo efficiency. Run Vazarin dash instead if running with inexperienced supports in order to safeguard operative for emergencies. Archon Continuity currently does not work with toxic lash/contagion, potential oversight.
The +45% more toxin status effect damage from the shards acts as a separate multiplier in the final calculation for toxic lash’s toxin DoT which is pretty darn good, and fully worth using but not required. Here is some maff for the da nerds showing Lash Toxin DoT from Nightwatch Napalm Ticks:
150 is the Nightwatch napalm damage tick
(1+0.6) is the Kuva Valence bonus
2.22 is the Toxic Lash ability %
0.5 is the calculation for toxin status effect damage
(1+1.65+3.6+23.59) is Heavy Cal, Primary Merciless and Chroma’s vex ‘base damage’
(1+0.9+7.39+7.39+3.49) is Toxin, Shock Trooper, Venom Dose, and Nourish ‘elemental’
0.3 is the Nightwatch Napalm modifier
(1+0.9) is the double dip on all strictly ‘modded Toxin’
(1+0.55+2.47) is the triple dipping on Bane and Roar ‘faction damage’
(1+1.35) is the Emerald archon shards (in my case, 3 Tauforged at 45% each)
(1+15.55) is Mirage’s Eclipse
This equation gets you very close to the expected in-game damage numbers, but warframe implements damage quantization to the nearest 16th at various steps of the calculation. Lash Toxin procs from the actual impact/AoE from Ogris shots will deal much more damage with higher base damage and without that 0.3 modifier from Nightwatch Napalm to consider. This is just showing Lash Toxin from napalm ticks.
🔻Subsumed Eclipse is base 30% but Mirage herself still gives base 200%
Solar Eclipse will provide a 1,380% final multiplicative damage buff to allies within 15m, and requires augment mod. Buff does not persist, so when you move or your allies leave the radius they lose the buff. Make sure you invert abilities for Mirage specifically, so that Solar Eclipse becomes tap to cast.
- Mirage should run Zenurik focus school and make sure to drop hardened wellspring at the start of the run for chroma and wisp to give +20% strength for their initial buffs.
With this build Mirage reaches (237 +60(molt aug) +50(energy conversion) +90(squad dono)) x1.58(tether)= 690.46 strength. Mirage's clones are granted crit and status chance 0.4x strength. So in the case of our unmodified 9% crit chance and 92.4% status chance (with a 3p1n +sc riven and 1 tau red primary status chance) and assuming 4 multishot, and only 2 clones shoot, the 8 pellets per shot from the clones would have 33.85% crit chance and 347.59% status chance (3 guaranteed status procs and 47.59% chance of a 4th for each pellet) With 1 tau corrosive green shard you can easily hit 13 corrosive stacks with each shot, stripping 98% of armor.
*Props to @z3rr for pointing out the clone bonuses and pushing for corrosive stripping.
🔻Throw afentis every 10~20 seconds at the camp location, but you can also help with kills via sporelacer or akarius if you’re playing with an inexperienced squad to reduce risk to defense operative. For interception missions, you should be placing a pair of health and haste motes at the camp spot and both of the main two capture points so that dps do not lose the buffs between waves. Wisp is also usually responsible for neutralizing the 3rd point for 2 cap interceptions. Do not place shock motes, they only contribute to causing AI bug to occur. You can use wisp’s 2nd ability to teleport back to spawn after looting if you dropped it before going to collect. Double tapping it also makes you invulnerable for 3 seconds in panic situations.
- The most important aspect is to upkeep roar on both DPS players as much as possible. Wait for link, cast roar (if you don't hit both, you can recast at any point due to augment mod), throw afentis before going to loot at least 40m away, this breaks the link and nidus will recast his link 20s later. You can easily ensure you hit both DPS by observing the minimap or looking at their buff timers for the infinity symbol which means they are standing within motes.
Nidus specter is a hard requirement for wisp role
(if using molt vigor, cast contamination wave (2) to trigger it for next cast)
(should be energy orbs around from ally dispensary and Sahasa kubrows)
(use a specter or on-call crew to trigger Archon Intensify again on demand if too slow)
*You can only have 6 motes down at a given time. If you were to place a 7th mote, it would delete the oldest one. You don't need to buff all of your motes, just the initial health and haste mote. If allies lose the buffed mote at any point during the run, they can return to buffed mote location:
🔻Lizard man
Vex armor can be quickly stacked on grineer shipyard tileset with the electric rail. For other tilesets, as of update 35.5.6, you can now stack the damage portion of vex armor via ranged kills, granting base 15% per kill and scaling with strength. It will take around 19 kills. It will provide 2,359% base damage to allies within 14.2m. Once you’ve done all the work for the initial cast, build up to the max value before refreshing, and the value will stay that high. Buff does not persist, so when you move or your allies leave the radius they lose the buff.
- Elemental ward with toxin energy color will grant 101% reload speed to allies within 9.5m and persists with the augment mod everlasting ward.
*There is a bug where even if your energy color is toxin, it can randomly change to another element during the run. Due to this, make sure you subsume over your 4 so you retain the ability to rotate ward elements with your 1.
Read Dispensary User Note here.
🔻Alternative to Chroma
Volt is similar to chroma providing reload speed and damage buffs. I recommend Chroma for newer players because his vex effects napalm (whereas shock trooper does not) and Chroma’s reload buff is a bit more consistent to land on the whole squad, leading to less failed runs for said newer players. Volt’s 2 increases ally movement speed to make collecting vitus essence faster so they can get back to covering spawns faster. For this reason, a more proficient squad may prefer Volt over Chroma.
- 117% reload speed buff and is re-castable at any point, it lasts 34.8 seconds with Molt Eff in a 20m radius, persists, and provides a 3.25x speed multiplier.
- Shock trooper provides 767% electric for the team that does not combine with other elements, it lasts 104 seconds in a 12m radius.
*Volt’s electric shield can be used to grant further electric damage to shots fired through it as well as doubling critical damage. Not really needed but it can also be used strategically to defend the operative in certain cases.
Read Dispensary User Note here.
🔻Alternative to Chroma
Amp can be thrown down to create an 11m radius zone that provides 1,760% base damage for allies standing in the zone for 87 seconds. Can be recast, and persists at the location it was thrown. You can only have one zone at a time. Subsume over your 1 or your 2 for Octavia.
- Metronome gives 3 buffs that are triggered in different ways. The main one we care about is the 264% Multishot buff that is triggered just by shooting while within 9.5m of Octavia, buff lasts 39 seconds and persists and is refreshable. The 264% movement speed buff can be triggered by jumping while within 9.5m of Octavia, so it’ll mainly just be her getting that buff. The invis buff from spam crouching isn’t really needed. But it’s nice if mirage does it, so she hides her clones.
In comparison to Chroma, if you go dispensary you’re giving up reload speed in favor of ammo and multishot. If you go elemental ward, you’re giving up consistent ammo in favor of reload speed and multishot. You can either run 2 protea specters (Saryn and Octavia) orrrr you can just spend ammo pads and keep the benefits of running 4 nidus specters. Ammo pads benefit teammates so it doesn’t have to be just one person dropping pads throughout the mission.
*Set energy color to smoke black, and mute mandachord for everyone's sanity.
Read Dispensary User Note here.
This comp consists of Wisp+Roar, Jade+Disp, Saryn or Mirage+EM and a :Shyte:
Before you try to hop right in and attempt to shyte dps, you need to fully understand a few things:
For those off meta tilesets that shyte makes playable again, if you are running a Mirage as supporting dps, its a good idea to have them run 265% range to ensure eclipse coverage. They would drop narrow minded for extended, augur secrets for stretch and hall of malevolence for augur reach.
Enemy highlighting still works with effects intensity at 0/200, and is nice for helping to spot enemies that can start to blend with the terrain if they escape spawns when playing shyte.
🔻Cytes first ability gives infinite terrain punch through, the punch thru value listed in mod screen is for body punch through, 3.4m with this build which is sufficient. Cytes 3 makes you invisible and its duration is extended via weak point kills, which happens fairly consistently via the electric procs and the headshots you end up landing. This is easier to upkeep on corpus tilesets, not so much infested, and grineer is the middle ground for consistency of upkeeping his 3.
Kuva Sobek with cold valence element with the primed electric mod gives each pellet a nice magnetic weighting which can help a tiny bit with the arbitration drones. Cytes 2 set to electric for example will force proc electric regardless of which valence element you choose. This force proc is applied to every pellet that makes contact with an enemy, as well as the acid shells explosions themselves, which is how the damage can self propagate and clear whole spawns. *If you’re running with a saryn, do not take the toxin valence element on your sobek, it causes overflow issues with corrosive elemental bonus damage and you end up not being able to damage the drones. The same applies to an electric valence element while running with shock subsume.*
With a base fall off of 25-40m, the stat you want the most of for this is Projectile Flight Speed. 2p1n is ideal to get more pfs, but if you go the 3p1n route, you are only giving up around 25% pfs on average, which equates to roughly 6-10m of falloff. Ideal 3p1n riven would be pfs, ms, elec with negative ammo, reload, firerate or impact. -Recoil would allow you to drop deadhead in favour of Primary Crux for more quality of life with the ammo efficiency.
For secondary you should be running akarius and an Adarza kavat with the synth mod. Synth mod is mainly used for pocket reloading the akarius when you (rarely) have to pull it out to clear super close panic spawns, so that you can swap back to sobek immediately without having to worry about finishing the reload for next time. It can also help spawn some extra health orbs which turn into extra energy with equilibrium.
🔻Since shyte becomes the primary dps in this comp, reload speed from Volt or Chroma is less called for. Jade will provide 150% ability strength with her 2 to all allies as well as the nidus specters. This brings their noodle to 1.88x with 3 power dono if shyte is running combat discipline, and 1.96x if 4 power dono. The enemy radar in the 2nd aura slot greatly improves shyte’s quality of life spotting spawns on minimap.
Read Dispensary User Note here.
🔻This requires communicating with your team before the mission, but you can go in with nidus initially and give a stronger nidus tether to your wisp and or chroma for strength snapshotting. You cannot rejoin the mission if it goes past defense wave 3, so make sure the team doesn’t start nuking the map yet. Nidus pre-buffing is only really necessary when people don’t have full builds or if attempting to go past 100w, don’t feel like you have to do this for every mission. With equinox, This build gives a 2.82x strength multiplier.
- Make sure Wisp/Chroma knows NOT to have their own nidus specter summoned, their specter's tether will cancel yours. Also worth mentioning that you would not benefit from a nidus specter yourself, it would remove your specter’s tether once you cast tether, plus it could cancel your tether early as well.
*Chroma needs to build up his vex armor dmg % to max before he recasts otherwise he will lose the snapshotted strength. Once he is maxed, he can safely recast vex armor and keep it for the rest of the mission as long as he doesn’t let it expire.
🔻Her 2nd ability gives strength to allies within affinity range up to 150% strength. You would need to proc molt vigor, 4x power ramp, energy conversion and growing power along with Zenurik’s hardened wellspring to reach the breakpoint of 600% strength. If you don’t meet the breakpoint, and don’t want Nidus to waste a stack buffing you, you could utilize a nidus specter to hit the breakpoint. Dispensary subsume to help squad proc energy conversion.
*For both pre-buffing loadouts it's a good idea to run Sahasa Kubrow with its Dig augment, in order to make proccing Energy Conversion even easier for everyone.
🔻Enemy Radar helping with ai pathing is a MYTH, in defense missions the operative is marked as a priority target and mobs will sprint towards him. In interception the enemies will gravitate towards captured points or allies whichever is closer. The spawn engine only relies on squad members' line of sight (or FOV, as it will attempt to spawn enemies outside of your rendered view) with bias towards the host. So the only benefit to running enemy radar is easier spotting of mobs via the minimap.
- Majority of the tiles only require the innate 30m radar to provide full coverage with Primed Animal Instinct to see all of the spawns. Infested ship ”F1” requires 1 enemy radar if you do want to see all the spawns, which ideally Wisp would run, since the additional 30% strength benefits her the most.
🔻Kuva Ogris is the main source of mob clearing
The napalm ticks are one of the main things that kill the arbitration drones after the initial impact breaks their shield, instantly, before they can shield gate. The mobs will stack many heat status procs but the drones will not. Nightwatch napalm stays on the ground for 6 seconds and is not affected by status duration. The heat procs are affected by status duration, but it's not that big of a deal since heat constantly refreshes all heat procs after each new proc. If you are shooting very quickly with energized munitions for example, there is a limit to the amount of napalms alive at once, and you'll be forcing them to despawn earlier than 6 seconds.
- Nightwatch napalm's damage is only increased by flat damage, bane/Roar, Eclipse and Kuva valence percentage. The valence percentage amount does not matter, 25% would be just fine. But if you can, you might as well go for 60% to maximise damage output.
- Elemental Vice is a permanent upgrade item for one Rank 40 Adversary Weapon (Kuva, Tenet, and Coda), which allows you to freely swap the damage type of that weapon’s Valance Bonus. Can be purchased from Eleanor with standing after rank 5 Hex syndicate, or from in-game market for 20 plat after completing The Hex quest. Go toxin valence for Mirage for the corrosive weighting full strip nonsense, cold valence on Saryn since she always runs ‘modded toxin’ and it’ll give her some viral weighting, and heat valence for the rest of the frames.
Heavy caliber r6 because the extra spread is good for coverage, if you're confident on nailing all the spawns or don't like the spread then Amalgam Serration's 25% sprint speed helps collect vitus essence that much faster. I’m recommending r6 due to the variance in coverage area with the addition of Adhesive Blast. You can run a higher/lower ranked heavy caliber based on how much spread you prefer. Big circle below is r10, then the smaller inner circles are r4, r5 and r6 respectively.
🔻Support(s) throw it down shortly after the start of every wave or every time you cast roar. Spear lasts for 10 seconds, allies that kill 1 enemy while in the spear's aura receive 100% ammo pool, 50% reload, 20% firerate, and -50% recoil for 40 seconds. You only need reload speed, fire rate and twitch mods on Afentis, you do not need a riven. Firestorm does not affect buff radius. Amalgam Serration is nice for the movement speed. Fractalized Reset isn’t required but if you already have it, it's nice as well.
*Twitch can be activated normally by swappin to Afentis for alt fire, or when performing a quick melee or ground slam then returning to fire, and the -recoil lasts 8 seconds. This buff also applies to your secondary.
🔻This is for your warframe’s secondary slot if you are running Afentis in primary slot.
Sporelacer - Haymaker - Splat for assisting the team with killing mobs. Run lethal torrent if you don’t have a riven. You could use a Kuva Grattler with an archgun deployer on your gear wheel for the first few minutes of the run to build up to 250 molt aug stacks faster if you really wanted to. The only issue with this is having to get rid of it to throw Afentis buff for your team and redeploy it roughly every 50 seconds. So it’s not worth running Grattler the entire time, only for getting stacks.
🔻An alternative to Sporelacer, which feels slightly nicer to use, but really needs all the buffs the team provides. So if you get host migrated in the later waves, the damage is too low to finish out the waves sometimes. If you have good internet and aren’t worried about migration this may be a better option, or if you’re the host you don’t have to worry at all then.
🔻This provides a 20% reload speed buff to all allies within affinity range for 30 seconds when you recall the projectiles through an entity. You can easily proc it by hitting specters at the camp spot. If you have a Chroma or a Volt in the squad this isn't really needed, but if you are playing with an Octavia or a Jade this helps make up for the lack of ward.
🔻With movement evolutions. Max cap heavy wind up speed for those occasions where you accidentally go to shoot with melee still out. Jugulus mod set (2/3) creates a pillar that stuns enemies within 6m when using slam attack to get around faster. Nothin too special, just kinda nice AOE stun if you land in a pile of mobs. The number of tendrils scales with combo multiplier, with the 5th evolution you will have 12x combo the entire run unless there’s a large amount of downtime.
Max attack speed just allows for faster recovery from slam attack animation.
**LESS TIME SPENT COLLECTING = HIGHER KPM = MORE VITUS**
Chesa Kubrow’s Retrieve mod falls under the same category as Nekros desecrate, and does not affect the arbitration drones.
*Reinforced bond is still bugged for clients, you will not get shields from reloading, but you can use shield pads on gear wheel to grant your companion enough overshields*
🔻Dig Dog Dug
Roughly every 20 seconds, Dig will give 2 drops with 70% chance at a 3rd drop of ammo/energy. It will not dig if the player is attacking, and checks every 3 seconds. It also will not recast in the same spot, unless you move a few meters to reset it. While it’s very inconsistent and cannot replace Dispensary, it can offer some additional ammo.
🔻Shytie Car
Adarza kavat provides a FLAT 60% critical chance to all allies within 25m for 13 seconds then goes on cooldown for 20 seconds. The additional FLAT crit chance is mainly beneficial when running Shyte. The synth mod is mainly used for pocket reloading the akarius when you (rarely) have to pull it out to clear super close panic spawns, so that you can swap back to sobek immediately without having to worry about finishing the reload for next time. It can also help spawn some extra health orbs which turn into extra energy with equilibrium.
🔻Skill Issue kavat
Since reinforced bond is bugged for clients, if you can’t be bothered to use a shield pad here and there, this can be your no thoughts empty head solution. Panzer will have over 1200 shields consistently without needing to pad, reaches breakpoint for critical chance for tenacious bond, and will provide you a get out of jail free card if you manage to die. It will sacrifice itself to heal you and give you 1 second of invulnerability.
Claws build the same as Adarza.
🔻Current data suggests only the host needs market drop chance booster, doesn't hurt to have it incase host migration occurs or you start a squad. This stacks with drop chance blessing and only one person on the team needs to have this, again preferably the host. Everyone should always have the market resource booster as well, it’d be silly not to.
- You need to leave the relay once the squad has received a drop chance blessing then form up again once everyone has exited the relay. This ensures the blessing takes effect.
🔻Warframe specters and their weapons DO NOT copy the installed mods or appearances (On-call crew does copy weapon’s mods, but not rivens). Just use 1 star for Nidus because you get 10 specters per craft, and 5 per craft on 2 stars. Star level affects specter spawn level, but that's not important.
Give your warframe specters an innate battery style weapon, such as the Shedu. This not only prevents the constant reload sound bug when specter is out of ammo and you’re full, but it also prevents specters from stealing your ammo drops. Shedu is the best option out of the battery primary weapons due to large AOE stagger/electric procs, heat inherit shenanigans, and decent base crit/fire rate. Ammo drops are player independent, but specters share with you. Also equip them with an innate battery style secondary weapon such as Tenet Cycron, since they seem to swap to secondary occasionally. Give them a short range melee such as Vastilok or Furax so they shoot Shedu instead of trying to melee. Kitguns with pax charge do not count, specters do not copy mods or arcanes.
*Also keep in mind when specters are summoned they copy your currently equipped warframes level, so if you just forma'd your warframe, the specter will be level 0 as well, and tether will be minimum rank only giving 1.1x multiplier at base. you should summon another one once your frame reaches 30.
Old gen console players (ps4) can crash if you throw your specters straight downwards, so throw them straight up in the air if you have an old gen player on your squad.
🔻Potential arcane alternatives to the ones shown in listed builds
🔻These are my personal opinions, based on NOT JUST average vitus/run, but number of spawns, spawn frequency, ease of looting, accessibility and dark sector resource drop chance bonus.
- F-Tier maps are not listed (NON defense/interception maps), because they are abysmal vitus/run, mostly due to bad spawns, or large tilesets that are way too spread out to be efficient on.
- No matter the tileset, defense or interception arbitrations are much better kuva/hr than Kuva survival on Taveuni which caps out at about 70k/hr, even a bad arbi map with randos can net you 300 vitus essence in an hour or 120k Kuva.
- Don't bother trying to remember the names of each tile, just hop into it solo to take a look and you can quit without penalty as long as you do it before wave 5 on defense. This can also be helpful if somebody brought the wrong build or whatever. If you go past wave 5 the arbitration is marked as completed and removed from availability for that hour.
*When organizing a squad make sure to set the party to friends only, so that if someone disconnects from the group, a rando doesn't pop in. Any squad member can then re-invite and they should be able to reconnect as long as it's before wave 5, if they get an error message have everybody reset. (invite only mode only allows host to send invites)
🔻Here is an example of spawn killing and using bullet jump, rolls and ground slams to go fast. After launching yourself into the atmosphere you can aim down sights with right click to slow down slightly while you aim where you’d like to land with ground slam.
Operative tends to follow a random player and can be 1 shot easily past 90w. So to avoid this, Collect vitus near the end of the waves and try to maintain high KPM and spawn kill enemies.
Anchoring fixes this issue, click to read more on that.
🔻To see more video examples of where to aim for spawns check #general in the discord and look at pinned messages. If you’re still confused: shoot the red dots on minimap.
Red star indicates enemy spawn points
Blue circle indicates which interception capture points to utilize for 2 cap.
Green circle indicates atomicycle or ancient healer locations that can be used to hold doors open to either make spawns more accessible or to keep enemies from getting stuck.
https://www.youtube.com/watch?v=2AxLdauS7JY
*Spear and Kadesh can roll 2 different starting rooms, look for this specific one so that you do not get the random spawn 130m away from the camp area. Alator does not have this issue.*
https://www.youtube.com/watch?v=FOCBQu6UPQU
https://www.youtube.com/watch?v=AL0in8XSot4
https://www.youtube.com/watch?v=-HsabIutq14
https://www.youtube.com/watch?v=oGZ3l39V16U
https://www.youtube.com/watch?v=Gj_VKXuPc6o
Look for the below tile out of the 3 possible for this node:
https://www.youtube.com/watch?v=1JbAeWUu9DE
🔻Alator, Cinxia, Odin and Ose. There’s two primary methods for interception: 2 cap and 3 cap
Enemy level scales exponentially until wave 96, where enemies are level 1628.
At wave 96 and up enemies scale linearly, increasing in level by 18 per wave. Data sheet.
- Depending on your squads KPM and various other factors like mod drop chance booster on top of drop chance boosters and blessing on the team you may want to increase the frequency at which you collect drops. From what I could find, the hard cap is 50, the 51st deleting the 1st and so on.
https://www.reddit.com/r/Warframe/comments/2r5x0f/resource_drop_limit/
https://forums.warframe.com/topic/164093-update-1170-1171/
- Since the squad’s KPM is so high, the 5 minute despawn timer on Vitus essence doesn’t even matter at this point, as it can easily be removed when the 50 total drop capacity rounds over. Typically you’d see the icon blinking on screen to indicate it’s about to despawn, but when it gets removed earlier like this there is no visual indicator. I find it best to collect every 20% of 2 cap interception and every 2 waves of defense. If you start to notice vitus despawning, increase the frequency at which you collect.
Way #1 is to have a friend in the party and queue up the arbi mission, best to do it relay so u can get blessings while you hold. Make sure the friend knows not to vote to accept the mission so it does not start. If they leave the party that also removes the mission queue. It is possible to have a 3rd person join and stay so the 2nd person can leave if they have to. This is the best way to hold the mission and can be done as long as needed. Set party to friends only.
*Also worth noting, if you change loadouts while in queue, you lose the 300% arbi buff if you had it say on saryn+300 and you swapped to volt to link a build and swapped back to Saryn. If you stay on the same loadout you get to keep the 300% buff.
Way #2 is to change your region to one located geographically far away from your position, and to set the minimum squad ping requirement to 100. This method kind of sucks because you can still get random people joining you because you have to set the party to public in order to pause the mission queue. I think this is due to other people attempting the same thing as you at the same time. You cannot leave the navigation menu or it cancels the queue.
Using way #2 it is best to organize the squad via a discord thread and ensure correct roles and loadouts ahead of time before inviting anyone, including who is running enemy radar (if needed based on tileset). Once everyone is ready to begin, invite one of them only, once they join the 20 second countdown will begin, you need to wait till the mission starts to send the invite to the other 2 players to avoid it canceling the mission. Make sure the squad knows NOT to use /join or to join from the friends list as it can cancel the mission.
*Players that have already completed the arbitration(or have it marked as completed for going past wave 5 on defense or from failing) can still join another squad for the same one, they just cannot see it or queue the mission for the squad. Another player can join temporarily just to queue a mission if needed.
(Discovered by: MeisterKleister)
Doing this lets you get more out of a good defense tileset without having to risk going past 100w with defense operative. This can be good just in case the next arbi ends up not being a good tileset. For an Interception; this is not necessary due to the much slower enemy level scaling.
**If you exit the relay after doing it the first time it will remove the arbi from navigation.**
This works out well for most defense tilesets, except for the Ice planet tileset which has 3 possible spawns, it's not worth trying to double dip unless all 4 players are trackin to keep pm's open for the 3 other members to be able to easily invite them as all 4 players attempt to find the good ice planet tile, then once someone finds it they send invites to the other 3. Don’t forget to set the party to “Friends only” or “Invite Only” to avoid randoms. Most prefer not to bother double dipping for Ice planet tile due to not getting the right tile the 2nd time around or if one of the players that gets it could potentially prove to have poor connection as a host.
Steps 1-3 can be employed as a failsafe for all missions. In the event someone DCs early on or if someone has to leave, you’ll be able to do the arbi again.
🔻MadLad @UMBRAL_MASH#8049🔻