Hello and welcome to the Eidolon Wiki.
This document serves as an accumulation of knowledge about Eidolon hunts and everything surrounding them. This is not a “Guide: How to hunt Eidolons” but a collection of separate guides covering all kinds of aspects related to hunting. To make this a bit easier to digest, we have separated the wiki into two parts, with the first part containing guides aimed at players that are just starting out and the second part covering the more advanced things.
This is also not meant to tell you that the only viable way to play is exactly as we tell you, but rather a collection of knowledge to act as a foundation to any kind of Eidolon hunt. If you know the basics, it doesn’t really matter what exact build or team composition you’re playing, the game mechanics stay the same either way.
If you have any questions regarding any of the guides, want to help expand the wiki, notice that something is no longer up to date or have other feedback feel free to message me on discord (Dur#0001) or in-game (Dur_).
Additionally you can also join Khyuz0’s Eidolon Discord, the place where this wiki was created originally, where we have a dedicated text-channel to answer any hunting related questions.
At this point I wanna thank all the contributors to this wiki: .toto, eboomer, Shelly, Bunni, Cats., Mige, lumitunes and Trix for the time they put into this project.
We are up to date again!
Eidolon Beginner Guides - Part 1: The Setup
Eidolon Beginner Guides - Part 2: DPS Volt
Eidolon Beginner Guides - Part 3: VS Volt
Eidolon Beginner Guides - Part 4: VS Trinity Lure Handler
Eidolon Beginner Guides - Part 5: VS Harrow
Eidolon Beginner Guides - Part 6: Breaking the Eidolon’s Shield
Eidolon Beginner Guides - Part 7: How to behave on the shrine
Eidolon Beginner Guides - Farming Resources
Best Settings for Visibility and Performance
Eidolon Beginner Guides - How to gather Lures efficiently
Eidolon Beginner Guides - Quick Charge
Damage Calcs & corresponding builds
Vastilok/Sarpa Armor Stripping
DPS Watershield Shooting Guide
DPS Lure Handling & Charging Guide
Shielding for a Nova as the DPS
Achieving 4:03 Shrines at Mid and Long
Knell Prime Rivens & Build Guide
Shrine Cycles and how they work
How Host FPS affect the Shrine Cycle
Tips, Tricks and other neat things
(Author: Dur_)
Hello and welcome to the first beginner guide about Eidolon Hunts. In this part we're going to cover what the minimal gear requirements are that you should bring if you want to start hunting in a more organized way, instead of just joining a public bounty and praying it works.
The gear and strategies explained in this guide are easily enough to reach a 6x3 level in 4-man groups, which is the most amount of Hydrolysts you can capture in one night. However, let me make it clear that gear and builds are only the very start, to get fast runs you will need a lot of practice, and every member of the group needs to be aware of their role within the group.
The most important part to hunt Eidolons is obviously our Amp, so let's talk about that first. To unlock Amps, you need to have completed the quests The War Within and Saya's Vigil. To unlock more advanced Amps, you will also have to complete the Vox Solaris quest and reach the Old Mate rank with Solaris United in Fortuna.
But which Amps do you actually want to build? There are two amps that we will focus on:
1. Raplak - Shraksun - Lohrin (1-2-3): This is the amp you want to aim for if you don't have the Fortuna standing mentioned above yet. It offers solid burst damage and critical chance, and can easily one shot Eidolon shields with proper Void Strike management. All the parts for this Amp can be bought from Quill Onkko.
2. Raplak - Propa - Certus (1-7-7): The undisputed best Amp for breaking the Eidolon's shield. Extremely high burst and critical chance. A little more difficult to use because Propa requires quite a bit of prefiring to be effective. The Propa and Certus components can be acquired from Little Duck in Fortuna.
TLDR: https://imgur.com/gallery/zGAkEGY
No matter which Amp you decide to use, it is important to equip it with a rank 5 Eternal Onslaught Arcane that can be bought from Cavalero after reaching rank 2 with The Holdfast. Without that Arcane, Eidolon Hunts will be significantly harder.
Next we're gonna take a look at our gearwheel, which is one of the most important parts of Eidolon hunting.
There are three essential items we always need to have on our gearwheel and we need a plenty supply of them at all times:
1. Archwing Launcher: Your main source of mobility to get across the plains quickly, you definitely wanna set a hotkey for that (I personally use F1 as you can see) to jump into it with no delay.
2. Squad Energy Restore (Large): These will be your most consistent source of energy throughout a hunt, mostly used to keep up Operator Energy or rebuff yourself as DPS. You can get the 100x Blueprint from the Energy Lab in your Dojo. You definitely also wanna set a Hotkey for these, so you can use them instantly mid-air if necessary (I use F2 personally).
3. Ciphers: Used to instantly hack Lures without wasting any time completing the mini-game. Always keep at least 48 Ciphers with you at all times. The 100x Blueprint can be bought from the Tenno Lab in your Dojo. You don't need to set a Hotkey for those, the Cipher Hotkey can't be changed and will always be 'Y' on an english keyboard, or whatever letter the same key is on any other keyboard (e.g. Z on a german keyboard)
https://imgur.com/gallery/QxHImax
The last important part of our initial setup is our Operator itself. This consists of two parts. First, we need to talk about what Arcanes we want to use to upgrade our Operator. Once again, there is a basic setup from Onkko as well as a more advanced setup from Little Duck.
If you‘re just starting out and don‘t have most of the Focus abilities unlocked yet, we recommend a combination of Magus Vigor and Magus Husk. Both Arcanes can be bought from Quill Onkko and will provide you with a lot of survivability and sustain throughout the Hunt.
Alternatively, if you have Little Duck unlocked already, we recommend running a combination of Magus Repair and Magus Vigor. This combination provides you with very high sustain for both your Warframe and your Operator.
You can obviously combine any of the above mentioned Arcanes however you like as well if you feel like a certain combination fits you better. If you have Zariman unlocked as well, I highly recommend Emergence Savior + Magus Repair.
Regarding our Focus, there are a few key Focus nodes we need to unlock as fast as possible. Eidolons are the best Focus farm in the game, but Elite Sanctuary Onslaught or farming stealth kills with a Sleep Equinox are great alternatives when you‘re starting out. It is important to note that exchanging Eidolon Shards for Focus is always possible even when you maxed out your daily Focus capacity from different sources already.
When it comes to Waybounds, this is my recommended order of unlocking them (750 000 focus + Brilliant Eidolon Shard):
Void Flow: by far the most important one, effectively doubles your Operator Energy
Enduring Tides: increases your Operator Health & Armor by 200%, no more getting one-shot from Hydro lightning
Inner Gaze: boosts your Amp energy so you can actually shoot multiple shots if necessary
Also, depending on which role you wanna play, you‘re gonna have to unlock and max an additional Focus node:
If you want to play DPS, you need to unlock the Node Unairu Wisp, which will enable you to double the damage your shieldbreakers are able to put out
If you want to play as one of the three VS (shield breaker) roles, you will have to max out your Void Strike as quickly as possible, as it allows you to charge up a multiplier on your Amp damage.
Once that is complete, we recommend getting the rest of the Waybounds as quickly as possible in the following order:
Void Siphon -> Mind Step -> Eternal Gaze -> Rejuvenating Tides -> Far Sling
I do not recommend unlocking either of the Unairu Waybounds, they cause more harm than they help 90% of the time.
Additional useful Focus nodes:
DPS: Stone Skin
VS: Power Transfer -> Contamination Wave -> Phoenix Talons
Another underrated component is your Parazon, which has two very useful mods that I would consider mandatory to hunting: Runtime and Untraceable. Also make sure you're not running Auto Breach either.
Last but not least we recommend starting out in a full 4-man squad with the following team setup and builds:
DPS (always the host): https://overframe.gg/build/338998/volt-prime/beginner-dps-volt/
VS Volt: https://overframe.gg/build/131707/volt-prime/beginner-vs-volt/
VS Trinity: https://overframe.gg/build/131708/trinity-prime/beginner-vs-trinity/
VS Harrow: https://overframe.gg/build/339004/harrow-prime/beginner-vs-harrow/
General Usage Rubico Builds: https://overframe.gg/build/131711/rubico-prime/rubico-rivenless-full-damage/ or https://overframe.gg/build/153206/rubico-prime/rubico-rivenless-fire-rate/
If you’re a bit overwhelmed by all of this and don’t know where to start, this is the priority list of upgrades we recommend:
(Author: Dur_)
Our first role specific guide will be covering Volt in the DPS role. As you can already see from the overview of the builds, Volt is the most essential Warframe for Eidolon Hunts, because he has 3 useful abilities and one useless one that can be subsumed. The main reason we use him as our DPS frame is his second ability however, which gives him unmatched speed in Archwing.
DPS is definitely the most complex role to start out with, however with this guide we're gonna try to simplify it as much as possible to get you going right away.
https://overframe.gg/build/338998/volt-prime/beginner-dps-volt/
As with every build we created for this series, we have tried to keep both the Forma as well as the Endo required as low as possible, but the DPS is definitely the most expensive one and still takes quite a few hefty mods to really get going. Both Blind Rage and Narrow Minded are too strong to not run, as well as Vitality + Adaptation so we won’t just fall over. The rest of the slots we just throw in some more power strength. This is also the only role where the subsumed ability is very important, because Eclipse enables us to consistently one-shot Eidolon limbs. For all other roles it's mostly a quality of life improvement.
As the DPS player we have 4 primary responsibilities:
1. Hosting: we are the host of the whole squad, this means both our PC as well as our internet connection needs to be able to handle the added stress this causes. If either of them are not up to par, it will result in a very miserable experience for everyone involved, with minute-long loads, huge lag spikes and desync between the host and the clients or everything at once. As a general rule of thumb you should be consistently able to hit 100+ fps uncapped if you're just standing at the gate of the Plains, have the game installed on a SSD (or at least a modern 7200rpm HDD) and play on a stable internet connection.
2. Quick Charge: Our first responsibility is quick charging the first Lure so we can instantly start breaking Eidolon limbs without the Teralyst teleporting after every broken limb. Quick charging is something that needs both practice and experience and we have a separate guide covering it, which can also be found in this document.
3. Spawning Unairu Wisps: This is one of our two main jobs, and probably the most important one overall. As DPS we're gonna be running Unairu as our Focus school, which allows us to spawn Unairu WIsps (UW) by using our 2nd Operator ability on the ground between the Eidolon’s feet. These wisps will double the damage of our three Void Strike users will deal to the Eidolon's shields, enabling very consistent one shot capability.
4. Breaking Eidolon Synovia: Last but not least, we obviously have to break the Eidolon's Synovia (their limbs), which we will be using a sniper rifle, preferably the Rubico Prime, for. This is the build we generally recommend running:
https://overframe.gg/build/153206/rubico-prime/rubico-rivenless-fire-rate/
The exilus slot is optional, some people like -zoom, some don't, I personally prefer Stabilizer or Ammo Drum or Vigilante Supplies if you don't have the Primary Merciless Arcane. To make this as consistent as possible, you should be stacking up your combo multiplier between limb breaks. I recommend going to at least 3.0x, ideally 3.5x by the time you reach Hydrolyst.
As the host we'll be loading in first, and as soon as the gate opens we wanna jump out, buff ourselves with our 2nd ability and fly straight to our camp of choice to quickly charge the first Lure.
Then we fly straight to the Teralyst to set up before the first limb becomes vulnerable. This setup includes buffing ourselves, armor stripping the Eidolon with Sarpa/Vastilok, stacking some combo and proc’ing our Arcanes and ideally spawning a few Unairu Wisps.
From here on out it becomes relatively simple. We wanna spawn about 4-5 sets of UW after each limb break. In between, we wanna try and get our sniper combo counter as high as possible by spam shooting the Eidolon's body while it's invulnerable. At some point during the Teralyst, our Trinity will drop off two yellow Lures that we'll need to pick up.
After the last Teralyst limb is broken it'll fall to the ground and start its healing phase. During the animation of it falling down, it spawns 3-4 voms right below itself. Those Voms are essential for us to charge our 3 Lures, so we'll need to break them with either our Amp or a secondary beam weapon like Nukor, Gaze or Tenet Cycron before the Eidolon absorbs them to heal itself. Once that's done, we wanna use our 2nd ability and jump into Archwing to find one more set of voms that spawns around the Eidolon. If we're able to find those Voms, we'll have three charged Lures, two for Teralyst and one to anchor Gantulyst so it doesn't teleport.
When Teralyst starts standing up he'll usually spawn another 5 Voms, which can be either picked up by our Trinity with their Lures or we can use to charge our last yellow Lure in case we didn't find additional voms during the healing phase.
Now we just make sure that all our buffs (Shock Trooper, Eclipse, Speed) are active with sufficient duration and capshot the Teralyst. After the capshot we jump into our AW and fly to the shrine instantly to be in time for the loot Lure to teleport.
At the shrine, we always insert our shard first because we're the host, then we enter AW if we haven’t yet and prepare for the Gantulyst to spawn.
As soon as we see the yellow pillar of light, we fly to the corresponding spawn (it might take you a second or two to identify the spawn in the beginning but will become automatic rather quickly). Once we arrive at the spawn, we wait for the shield to go down and shoot the limb.
From here on it's pretty much the same as Teralyst, the only additional duty we have is keeping our Lure safe from the laser beams the Gantulyst likes to spawn, as those pose the biggest threat to our Lures during the entire hunt.
During the healing phase there isn't much to do for us except helping our Trinity charge their Lures in case they're not quite done yet at that point. Before you capshot the Eidolon, make sure that you have three connected Lures to avoid a kill, then fly back to the shrine and teleport the Loot once again.
On Hydro shrine, some Lure Handlers will park one or more Lures on the shrine, if they do that we just pick them up because it's generally not advised to leave any Lures on shrine at any time.
Then we insert our shard first once again and repeat the same process as on Gantulyst. On Hydro we don't need to pay much attention to our Lures at all, as there is nothing that can kill them within a few seconds, but the damage pressure from Hydrolyst is quite a bit more significant, but as long as we keep moving and our Trinity presses her 4 every once in a while, we should be good to go.
During the healing phase, we make sure that we have three charged and connected Lures, then we capshot the Hydrolyst and fly to the gate to teleport the loot Lure (always the first one to connect, some Lure Handlers will mark it). If you're not sure which Lure has the loot, you can just teleport and park all three by spamming X. We also wanna drop our Necramech at the Gate to keep it open. From then on we just sit in our AW and wait for the Lure to explode, press our 3rd ability to suck up the loot and fly into the gate.
- always try to shoot through a Volt Shield to guarantee one-shots on each limb.
- you can use Itzal's 3rd ability to suck up the loot from the Lures after Teralyst and Gant into one big pile, to make it easier for your VS players to collect it in their Operator
- after you break the first limb of Gant and Hydro, make sure to step away from the water, otherwise your blue Lure might not teleport
- stacking combo is very important, try to fill every second that you're not busy with other stuff stacking it
- always shoot capshots through a Volt Shield, if your VS Volt forgot to give you one, just place it yourself
- you can run Vastilok/Sarpa with Shattering Impact to reduce the armor of the Eidolon, this makes capshots a lot easier to one-shot and you don't need the melee slot for anything else, a full guide on armor stripping can also be found in this document
- additionally, ammo and shield/health pads can be useful if you struggle with ammo economy or survivability
- always keep your party on friends or invite only to avoid randoms joining in case of a dc
- always alternate the limbs you're shooting, so either shoot the Eidolon LRLRLR or RLRLRL
- if for whatever reason you weren't able to insert your shard first on shrine, go last because if a client and host hold X at the same time, it can bug out the shrine
- when reentering the gate between runs, you only need to do a single roll out of the gate, then you can turn around and jump back in
- Lures take about 5s to teleport and you only have 15s between capshot and them exploding with loot, so you need to be at shrine 10s after the capshot at the very latest
- sniper combo counter can only be stacked and only applies while in ADS
(Author: eboomer & Dur_)
Volt is the most important frame in an Eidolon hunt, because his 3 ability doubles crit damage, both for Amps and for guns. As VS Volt, you are placing shields primarily for your fellow Void Strike shield breakers, though it is nice to also keep the DPS in mind, especially if the DPS is not using Volt. If you just place one single shield at a reasonable distance in front of the Eidolon, angled in a way that’s usable, your team should be able to work with it. But with some knowledge and experience, you can set your team up a lot better, and get a lot more value out of his abilities.
The important thing in the build is to have at least 200% duration, and to be able to consistently survive. Duration is hugely important, and you will want very high efficiency.
You should not need a gun, but it’s nice to have Amalgam Serration for the increased Archwing speed. And as with all VS roles, it’s a good idea to have a competent sniper rifle in case the DPS is unable to break limbs for whatever reason (like the DPS disconnecting from squad or going AFK or something), and running a chaining beam weapon like the Tenet Cycron to assist with cracking voms below the Eidolon when it goes down.
First let’s go over what you do in the role, step by step through a hunt. When you first load in, jump out of the gate, enter your archwing, wait 1-2 seconds and blink towards the log at twin horns to force spawn voms. Then go straight to the Teralyst to place shields. Do not cast your 2 right at the gate, since the DPS Volt will get YOUR power strength on their 2, if they are within range of your 2 when you cast it, and the reduced speed will mess up their quick charge. To avoid this, just wait a second or two to make sure the DPS player is out of range.
Now it’s time to take down the Eidolon’s shields. This is done by alternating each VS player’s Void Strike cooldown. Generally Volt shoots first, then the Lure Handler, then the Harrow. For the last limb our Void Strike should be back up and we can shoot again.
When the Teralyst enters its healing phase, you can enter AW and fly around a bit to see if you can find some Voms to help your DPS and LH charge their Lures. Also make sure to place a capshot shield for your DPS. Right when the Eidolon starts standing up you cast your speed, enter AW and fly towards the long spawn to start preshielding.
For pre shields there are pretty much two options. Either you place them flat on the ground, to enable very fast ground detonations with the Propa Scaffold or you place them straight in case your Lure Handler is using Shraksun.
After pre shielding you fly back to the shrine, collect your loot and prepare to insert your shard. As a VS Volt, you’re generally gonna be inserting either 3rd or 4th, because DPS always inserts first and the LH generally inserts second so they can leave the shrine and get ready to break the watershield.
Once the watershield is broken, basically just repeat the same thing for the Gantulyst and Hydrolyst. Once again we’re rotating through the squad’s Void Strike cooldowns, with LH taking water Volt shoots second and Harrow third. Some Lure Handlers will not return for their second shield, in which case both Volt and Harrow need to shoot multiple shots to make sure the shield goes down quickly regardless. It is optimal to stay at the Hydrolyst until capture A) to maximize the Harrow’s Covenant as the Hydrolyst stands up (the damage YOU would have taken contributes toward the buff), and B) to provide healing with Magus Repair. You should also place a stack of 6 shields for the DPS for their Hydrolyst cap shot. Casting your 1 on them changes their appearance but does nothing functional for a hunt. You should also always leave your Necramech at the gate to hold it open for the squad. That way you can all go right through after picking up loot, and not wait for the gate opening animation.
This is the shield placement we generally recommend.
The shields should be as close to the eidolon as possible, while preventing knockdowns and staggers, and preventing Propa shots accidentally detonating directly on the Eidolon. Note that the top shield is angled upwards, to provide better coverage of the Eidolon for the DPS. The bottom shield in the front is good for Propa users, the front top shield is good for allowing Raplak users to hit any of the Eidolon’s limbs so they can get good feedback on the timing of their shots, and the shield in the back gives the DPS a shield that they can use that keeps them away from the VS squad, so the DPS doesn’t block their shots. Also by placing three shields at each spot the Eidolon staggers to, you will never have a mix of new and old shields, so you will never have one of the two nearly identical shields disappearing a fraction of a second before you shoot.
- The Augur set mods (like Augur Message) help you survive much better when casting Hydrolyst cap shields, especially with a cast speed mod (Natural Talent).
- If you just stand still, cast your 3, and transference out without moving, it leaves your frame a short distance behind your shield, allowing you to ‘instantly’ detonate a Propa shot off your frame! What this allows is for you to shoot one shot next to your frame, and one directly on your frame, and have them both detonate simultaneously! This is particularly useful for the 4th limb on Gantulyst and Hydrolyst in case your LH doesn’t return to shoot
- To buy yourself more time to preshield, you can leave as soon as the last limb is broken and you’ve placed your cap shot shield, and just start placing shields when the Eidolon starts to stand up. This is not necessary, you should easily have enough time by just leaving when it stands up, but if you’re struggling with that this might help. You can gauge this from the preshielding location one of two ways:
-> You can see when Harrow casts his Covenant, by seeing when your team’s health bars go grey, and start placing shields then.
-> Or you can place a waypoint on the Eidolon’s head, so that you will see the movement of your waypoint when he starts to stand up.
- You should mark any vomvalysts you see by placing a waypoint directly on them (especially if they’re near the Eidolon) so they can be used to charge lures, and so the DPS can clear the area of them to prevent knockdowns. You often can hear them nearby more easily than you can see them.
(Author: Dur_)
The second frame I'm gonna cover after talking about Volt for the first two parts is going to be Trinity. We're gonna be using her to collect and manage most of the Eidolon Lures during the hunt. Trinity is a great frame for this because of her 4th ability, Bless, which allows her to keep both the Lures and her party on full health for the whole hunt.
Additionally I recommend this Vectis build.
For our Trinity build we need 150% Strength and as much Duration and Efficiency as we can fit after that. The 150% is required to hit 75% damage reduction on our Bless. The Duration makes the buff last longer and the Efficiency to enable us to cast it more often without having to worry about our energy. Arcane Nullifier is a must so we don't lose our energy in case we touch the water or Harrow forgets to press his 4th ability. Range is useless on this kind of Trinity build because our 4th ability scales based on affinity range, which is 50m. Even though the affinity range in open world areas is technically 150m, Bless still retains its 50m range.
I personally prefer Vectis instead of Rubico for gathering Lures, which is gonna be the main thing we'll use our gun for. This build is especially made to collect Lures, we run Depleted Reload so we never have to reload because it will instantly reload after every Lure we collect.
We're gonna start the hunt the same way as on VS Volt by jumping out of the gate and swapping to our Operator as quickly as possible. Then we enter AW, wait 1-2 seconds and dash 4 times straight ahead to spawn Voms in the area in front of the gate. Then we instantly fly towards the big camp in the middle of the Plains, collect two Lures and fly to the Teralyst.
At the Teralyst our job is two park the two Lures for the DPS to pick up as well as shoot the 2nd shield with our Void Strike.
Now it's time to collect 5 more Lures. I'm not gonna go into too much detail about this here, because I already made a guide on just this specific topic,check out the table of contents on the first page for that.
Once we have those Lures we fly back to the Teralyst but stay a few meters away until our DPS player has charged both of the Lures we dropped off earlier. Then we collect any remaining Voms beneath the Teralyst and fly to the shrine as soon as the DPS shoots the capshot.
At the shrine our only real job is to keep our Lures out of the way so they don't block our team and us to insert our shards into the shrine. Regarding shard order, DPS as the host always goes first, and then it is our turn because it will be our job to break the watershield.
Once our shard is inserted, we jump into AW and hover above the lake until we can see wherever the Gantulyst spawns. We then fly to the spawn, swap to our Operator, cast VS and break the shield as quickly as possible. Then we make sure our Lures aren’t connected to the Eidolon and start looking for Voms out on the map. If you watch the example PoV linked at the end of the guide you can see that I force Vom spawns on 2 separate locations by hovering at a certain spot for a few seconds. If you don't feel comfortable doing this yet, I'd highly advise practicing it solo during a night cycle until it feels natural, but you can obviously just fly around and search for Voms too, which is slower but still gets the job done. While you’re doing this you will have to pay attention to the ongoing fight or ask your team to communicate to you once they have broken the 2nd and 3rd limb. At that point you will have to return to the Gantulyst because it’s your turn to shoot. Then you can leave again and keep charging until the Eidolon is about to go down, at which point you wanna return to collect the voms that spawn beneath. During the healing phase you can continue looking for voms, but make sure you’re back on time for the capshot.
At the shrine it's pretty much the same as before. You CAN park one of your three remaining Lures for the DPS to pick up, but it's not a mandatory thing as long as you're comfortable with teleporting the Lures on time so Hydro doesn't teleport.
As soon as Hydro spawns, fly to its spawn and break the watershield. Now you want to dash away from the water to make sure your Lures teleport to you and park them if possible.
From here on we just do normal VS stuff, rotating through the cooldowns. If you didn't manage to park your Lures before, do so after the 2nd limb has been broken.
Once the last limb has been destroyed, we unpark two of our Lures and detach them from the Eidolon by moving them further than 50m away from it, I usually just:
jump into AW -> blink -> wait for Lure to teleport -> fly back to Hydro -> wait for Lures to teleport again -> park Lures
Then we put a marker on the third Lure for the DPS to pick up, as that Lure will have the loot now. Right after the capshot we check the Lure again, and if it's still parked we pick it up and fly to the gate. Here we hover 2-3 meters away from the stairs and spam x to instantly park the Lure when it teleports. Remember that the Lure will always teleport behind you, so look towards the gate when you're doing this, or otherwise the loot might get stuck on top of the gate which is just a huge annoyance. Now just wait for the loot to explode and collect the arcane by using your 3rd ability in Itzal and fly into the gate.
- one of the the most important things to learn as a Trinity player is how to blink-hack quickly in Archwing:
fly to a Lure -> stop within 100m of it -> shoot it with your vectis -> blink -> press x -> press y (qwerty keyboard, on other keyboards it's the same button even tho it represents a different letter)
- when you come back to Teralyst and Gantulyst make sure you don't get caught by the magnetic waves while in Archwing, as that can quite easily kill you, if he's screaming while you're coming back either land further away or swap to Operator and dash the last few meters so the waves don't affect you
- I like to bring a high fire-rate secondary weapon to collect voms, which is just much more convenient than doing it with a sniper
- if the Gantulyst decides to cast its laser beams, instantly use your Bless, move your Lures out of the beams if possible, then wait for the beams to end and use your Bless again. Unless multiple beams stack on top of each other your Lures will survive if you do this, the 2nd Bless is purely there to heal them back up afterwards.
- this is the role that needs the two Parazon mods mentioned in the first part of the guide the most, so if you've been slacking on getting them, now's the time to do so
(Author: Dur_)
The last frame we're gonna need to take a look at is Harrow. Harrow players often get a bad rep, especially in rc as a lot of very new players will be told something like: "just play Harrow to start out in hunts". The problem with this is that Harrow is mostly a luxury frame for hunting, none of his abilities are truly necessary and more experienced hunters often don't even notice if they have a Harrow in the squad or not. However, this doesn't mean that Harrow is useless and can't contribute at all, we just want to put our biggest focus on getting our VS performance down as well as we can.
Harrow builds all look fairly similar, the most important part is our Duration. This depends a lot on preference, but anything between 85%-95% works quite well. I like to run 94%, as it allows us to cast our Covenant very early and provides us with a lot of time to get Shadow and UW. The rest of the build focusses on cast speed with Natural Talent as well as Efficiency with Fleeting and Streamline. 175% is the Efficiency cap, so we can leave our Streamline at rank 2. Flow to give us a bigger energy pool and Power Drift in the Exilus to make it easier to max out our buff.
We start the hunt by jumping out of the gate and entering our AW. Then we blink towards the log to force a set of voms on the rock in front of us. Once we see them we waypoint them and fly off towards the Teralyst.
Arriving at the Teralyst, we don’t really have to do much until we have to shoot the third limb, so I mostly focus on keeping the Contamination Wave debuff active on the Eidolon and casting our 4th ability to protect our team from the magnetic waves. On the third limb we activate our Void Strike and take the shield, then we go back to invulning magnetic waves.
When the Teralyst goes down we can enter AW and start flying around to try and find some voms and help our DPS/LH charge their Lures. However, make sure you’re back on time before the Eidolon stands up.
When the Teralyst starts standing up, we press 4 and position our Warframe on the "blood" of the Teralyst. This should hopefully absorb enough damage to max out our CC buff. As soon as the capshot has happened we jump into AW and fly to the shrine.
On the shrine we wait for the Lure to explode, suck up the loot with our 3rd ability in Itzal, and then get ready to insert our shard into the shrine. Generally, we’re either 3rd or 4th, due to DPS always going first and LH generally going 2nd. This however is a team coordination thing and should be established before the night starts. Once the last shard is inserted Gantulyst will spawn. We will just enter AW and fly to wherever he spawns.
Here we don’t have much to do but protect the team from the magnetic waves after every limb, so this is a good time to keep an eye out for stray voms and marking them for our LH as well as keeping the contamination wave debuff active. Our turn generally is on the 3rd and 6th limb, but we sometimes will have to shoot the 4th limb without VS together with our Volt if our LH doesn’t make it back in time or forgets.
The shrine and Hydrolyst are pretty much the same as Gantulyst, just with bigger shield values and more HP. Hydro has about 50% more hp than Gant, so it's essential that we max out our crit buff for the capshot, which should be relatively easy by just tanking a few of the lightning hits.
Then, once Hydro has been captured, we fly back to the gate, wait for our loot Lure to explode, place our Necramech at the gate to open it, suck up the loot with our 3rd Itzal ability and fly into the gate.
- when Teralyst is standing back up and spawning Voms, try to help your Trinity by using a beam secondary or your amp
- if, for whatever reason, you need to reset your Covenant buff, just take a quick bath and jump into the water, this cancels out all active Warframe abilities on you
(Author: lumitunes)
Breaking the eidolon’s shield is something that can happen over 100 times in a single night. Since it is something that has to be done frequently, minimizing time loss can greatly increase run speed. The first step in this process is getting consistent, clean breaks, ideally in one shot. Then you can begin to work on optimizing your timing.
There are a plethora of buffs we can use to increase amp damage enough to easily break the eidolon shields:
No matter the size of the squad, one madurai player will use VS for the first shield of the eidolons (water shield) because all subsequent shields are only half the size. Then any other madurai players can rotate using their VS one at a time so that, ideally, each shield has one player with VS active. The buff from void strike does scale with the amount of operator energy you have when casting it, so try to not to cast when you are out of energy.
Unairu wisps spawn from hitting Unairu’s second ability. They will automatically go towards allies in affinity range, prioritizing those who do not have or have the lowest time left on their buff. The unairu wisps do not spawn off most of the eidolon’s body. Wisps will spawn when you hit the ground beneath the eidolon's legs or the lower half of the legs. You can confirm you are getting wisps by looking for the trails that will come from underneath the eidolon or by checking if you have the buff yourself.
There are three common combinations of propa and raplak that can be used to increase the burst of damage:
Pros:
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*For PPP, only the first propa needs to be timed properly, just shoot the second and third propas as soon as the fire rate will allow you
**Both PPP and PPR are optimally down at 2 meters from your frame, use the waypoint system and back away from your frame until 1m changes into 2m
To take down the watershield as any VS user (we recommend the LH), you simply insert your shard first or second (first if you’re in a 2-man squad), enter AW and start hovering above the lake.
Then, as soon as you see the Eidolon spawn, you simply fly to the spawn and execute the following sequence of inputs:
Slam onto the pre shield -> swap to Operator -> cast your Void Strike -> shoot three Propas into the ground
(Author: Dur_)
Whenever newer players ask me how they can improve their runtimes, the most glaring issue is often their behavior on the shrine itself. Because of how the shrine works in its 2 second intervals, even small missteps can lead to significant timeloss. Because of this, I’ll be taking a closer look at what to do at the shrine and how to avoid the most common problems.
One of the most common problems is that newer players struggle to keep their Lures under control, especially in the rather tight space the shrine offers. I touched on this in the Trinity guide already, but the easiest way to avoid parking your Lures on accident instead of inserting your shard is letting them teleport to the back of the shrine and then kind of float into position naturally. You can see me doing this on every shrine in this video for example.
Alternatively you can keep them far in the back and only go close to the shrine at the very last second so the Lures don’t have time to get into interact-range. I personally prefer the first option, as it is a lot easier to do and can’t really fail.
The second big problem is generally the shard insertion itself. Ideally, the DPS player and host of the run should already be at the shrine, ready to insert their shard, a few seconds before the shrine activates. At this point they should start spamming their interaction button (x by default) to instantly insert their shard once the shrine activates.
Now it’s the VS players turn to insert their shard and assuming a 4-man squad, I HIGHLY recommend you to coordinate your shard order before the hunt starts. The shard order we used in the example runs looked like this:
DPS -> Trinity -> Volt -> Harrow
Alternatively, you can sort the insertion order by ping, but whichever way you do, the VS member who breaks the watershield should insert directly after the DPS player.
To make this as consistent as possible, as soon as the previous shard enters the shrine, the next player in line starts spamming their interact-key until their shard goes in, while everyone else doesn’t press anything. This is very important to avoid confusion, because if two players spam x at the same time, and only one shard goes in, they then have to figure out who hasn’t inserted yet, and waiting for the pop-up generally means losing 2 seconds because of one missed shard insertion. 2 seconds doesn’t sound like a lot but if this happens consistently (and in a lot of beginner hunts it does) this will stack up very quickly to 30s+ of time lost over the duration of an entire night, which can be the difference between getting an extra tricap or not.
(Author: .toto)
Khora: This person is going to be the host. Whoever the host, they are going to be the one who is doing all the killing using Strangledome w/ the pilfering augment to increase the loot received in the resource farm. The reason why we have this person be the host is due to having to spam transference with Magus Anomaly in order to pull in enemies to your strangledome. You also need to be ONLY using your strangledome for killing, to maximize the amount of loot. Strangledome contains slash procs which will sever the enemy into two pieces, allowing for your two Nekros to desecrate more. You need to make sure you always keep your Strangledome and Roar up at all times to allow for the most efficient killing using strangledome.
Nekros: We need two of these players regardless of what farm you are in. The main reason is due to your desecrate having a limit on how many bodies can be affected each second. Regardless of corpse/full enemy body, a Nekros can only desecrate a maximum of 3 enemies/corpses per second or 180 bodies/corpses per minute. This means that if your Khora is killing more than 90 enemies per minute, we need a second Nekros to help keep up w/ the number of kills per minute your Khora is achieving. Always make sure your desecrate is toggled on otherwise you will be trolling your squad.
Nova: Nova, or what we like to call speedva, is used to help speed up the enemies so they can get to your Khora’s strangledome faster. To achieve this we are going to be using the lowest possible power strength we can. Faster enemies to strangledome = more loot :O. Always keep your 4th ability up to ensure all enemies are always speeded up.
Well now that we got the 3 main roles, we can go and move on to the builds for each Warframe.
The main thing we want is generally high strength so the damage output of your strangledome is the highest. Depending on the mission type you can get away with less power strength but that depends on the location at which you're farming. For subsume, I always HIGHLY recommend roar as it will amplify your strangledome damage. More damage results in faster enemies getting killed which equates to higher loot.
The main thing that we want from our Nekros build is to have high efficiency and high range. The more range you have the larger the area you can have to desecrate bodies/corpses. Higher efficiency allows us to reduce the amount of Energy used by each corpse consumed.
We want the highest amount of duration and the lowest amount of power strength we can achieve in order to maximize our 4th ability(Molecular Prime) to the fullest. Our 4th ability is not affected by ability range in any meaningful way. The longer your duration, the bigger range of Molecular Prime you will have. And we want the range to be the largest to affect the most enemies as fast as possible so they get to your Khora’s Strangledome as quickly as possible. We want the lowest power strength in order to speed up enemies instead of slowing them down. The innate effect of Molecular Prime is that they slow down enemies at regular 100% power strength. However, if we reduce it to 10% power strength it speeds up enemies to the quickest they can be for us. Power Donation is not taken into account when looking at the stats in the Arsenal, which is why it will say 40% power strength.
We have 3 main farming locations that we hunters like to go to for our resources. One for Ferrite, one for Polymer Bundles, and one for Nano Spores. We do these missions in regular mode. Please for the love of god do NOT run Steel Path. We do not want your shitty SE/Resource Hybrid farming going on. If I wanted Steel Essence I would’ve asked to farm Steel Essence. There’s a reason why we ask for one specific material when doing farms. If you want to farm both Steel essence and resources at the same time, please put SP Mode after the role ping. Otherwise, run the mission normally.
Ophelia, Uranus
This is where we go to farm the polymer bundles that are used to make Energy pads which are useful for both VS users as well as DPS users.
This is the room you want to be searching for:
In the first picture you can see how the full room looks,, but we want to be moving towards the top right part of the room and enter the adjacent hallway to end up in the location you can see in the second picture. Here you want to place your Strangledome on top of the small barrels left of the stairs.
One thing to note about this tileset, you are not guaranteed to actually get the correct room. Each mission has three big rooms in total, if neither of them are what you’re looking for just reset the instance and try again.
Squads will usually end the mission around 20-30 minutes of mission time, due to strangledome’s damage starting to fall off around the 25-minute mark.
Oestrus, Eris
This is the location or mission that we use to farm nano spores. Nano Spores are used for both ciphers as well as energy pads so these are a vital resource to farm for your hunts. There are two tilesets that can be chosen from, one of them we want and the other one is a reset to get the correct room. To distinguish the room we use one very key indicator. There are going to be two waypoints at the start of the mission which will be shown below. If you only see one waypoint, abort the mission and queue the mission again until you see two waypoints.
There are two waypoints right above the head of my Warframe model. You are looking for two waypoints, one with an icon that looks like a diamond, as well as one with an icon that looks like an I. Once you see the two waypoints, you have the correct tileset and you can go on to the next step. The most important thing is that the host searches for the instance alone, and only invites the rest of the squad once he has found it. This will both make the search faster as well as cause more enemies to spawn during the farm, which increases the rate of the farm. If that’s not possible, have one player leave the missions once you found the right tileset and re-invite hafterwards to achieve the same result.
Once the mission starts, you will see three consoles that appear labeled A B, and C. You want consoles B and C to die. Console A is the one located next to my Warframe located in the screenshot. The reason why we do this is we want the mission to progress as slowly as possible to allow for the most nano spores. To do this we have two ways of slowing down the mission. We can either keep the console alive constantly until we reach roughly 90% mission progress located right under your minimap in the top left corner. Then we must leave the console to “decay” (essentially do NOT put antiserum into the console) till console A reaches roughly 10% then run the mission like normal. The other way we can do this is basically to let console A decay to 10% from the start then start to put antiserum every time the console reaches 7% health. We do this by putting antiserum at 7% HP for the first method as well. You can see the console HP to the right of your minimap. Generally it’s the Nekros players’ job to watch the console.
This is what your consoles should look like during the mission. You can see Console A is still alive and both Consoles B and C are destroyed(dead). Also to note, when a console is on, the text will be in color Blue, and when the console is turned off the text color will be Red. When the console is turned off the health of the console will start to “decay” like mentioned before and when the console is turned on it will start to gain health.
This is where you want to place both strangledomes and spam Magus Anomaly, that way all loot stays upstairs and the squad barely has to move to collect all of it.
As for the number of rounds the squad should do, you usually do 1-2 rounds and generally no more than 2 but if your squad wants to go more rounds you need to reset and repeat the process above. You should be aiming for roughly 300-350k after one round.
Ani, Void
This is the last location to be discussed here in this guide and will be the location that we farm resources and we will farm Ferrite here. This is the resource required to make ciphers which will help to keep the pace of the hunt smooth. They are also quality of life when hacking lures in the hunt. The main reason why we choose Ani, Void (lower-level mission) compared to Mot, Void (higher-level) is because in the mission Mot nullifiers will spawn which will get rid of strangledomes but do not spawn in Ani. Just like the nano spores farm, there are two tilesets that you can receive when starting the mission. When we load into the mission we need to look for a starting room that looks like the screenshot below.
For the room we are going to be using we are going to the room located on the right side. A closer-up picture will be located below.
Regarding Strangledome placement, you can either place it on the waypoint in the screenshot or on the golden “arch” on the ground in front of it. Enemies usually get stuck on the big staircase and if you go deeper into the room, strangledome won’t reach those enemies. Sometimes your strangledome won’t latch onto enemies and they will start to be inside your Strangledome. If this happens, you can just replace your Strangledomes to kill them off. This is usually caused by the ancients that spawn, but if this happens just kill them. After 20 minutes you should receive roughly 150k-175k.
There is literally only one arcane that is needed in your farms and every host should have it. Magus Anomaly is literally the one arcane that changes how well rates will go in farms. Allows you to pull enemies within 30 meters at max arcane rank. You might think that Nova is enough to allow for enemies to be caught in Khora’s Strangledome, however, some enemies choose to sit just outside the range of your dome, or are shooting you with their guns. So you need to use Magus Anomaly in order to get that extra little pull into your dome.
If you want to maximize the number of resources you will receive in the mission, there are a few ways to help increase the resources. One way is through the use of boosters. There are two boosters you need to have. You need both a Resource booster and a resource drop chance booster. Only one member of the squad needs the resource drop chance booster which increases the drop chance of all resources (polymer bundle, ferrite, and nano spores). For resource boosters, they will be individual and each squad member will need to own their own booster to maximize their own resource gain.
The next way to increase your resource output is having a Smeeta Kavat with the mod Charm. Charm is a mod that basically every 27s, there is a 28% chance to bestow the player with a possible buff. These buffs include critical chance increase, energy regeneration increase, but the main buff that we want during farms is the Affinity buff. During this buff, affinity gain will be doubled, as well as the resources you pick up. This effectively allows for you with both a resource booster and an affinity buff to have 4x the amount of resources you pick up. Now the big thing about this is that this Affinity buff from Charm can stack. And they will stack exponentially. So if you had 2x affinity buffs as well as a resource booster you will gain 8x resources. This is how we can gain very high amounts of resources within such a short amount of farming. Do note that these buffs are very RNG heavy to get a lot of them, and aren’t guaranteed once you hit the 28% chance every 27 seconds to gain a random buff from Charm. Don’t forget to also add the mod “Tek Enhance” to your Kavat build. This mod allows buffs and their durations granted by your Kavat to be increased by an extra 30%, allowing for a total duration of 155 seconds of Cat buff.
The last way to increase the rates of resources is to have an MR30 squad member or player bless your squad with a “Resource Drop Chance Bless.” It is essentially the same effect as resource drop chance booster but it increases it by a lesser amount. But this bless stacks with drop chance boosters. Therefore the more drop chance boosts you have from both bless and booster, the higher chance for the resource drops.
If you have to do the map reset ONLY the Host of the squad needs to abort the mission. This will pull the whole squad out of the mission and you will not have to remake the squad. If you are the Host and doing the aborts, make sure you are either on Friends Only or Invite Only for squad privacy. This will let you bring everyone in the current mission with you.
Sometimes an Eximus will get through or refuse to die, just shoot them in that case.
(Author: Dur_)
Step 1: Wait for Eidolon to start standing up
Step 2: cast your 2nd ability, enter AW and fly to long spawn
Step 3: put shields like this
Step 4: fly back to shrine and collect your loot
Pre shields have become pretty simple after the update because all you need is to place them at spots that have the lowest possible falloff and fly there with your AW. The exact spots can be seen in the video above. If you want to make sure that you don’t get knocked, you can place an ancient healer at mid spawn, as that one is a bit volatile from time to time.
There are two different ways of preshielding:
(Author: Dur_)
Hi, this is just a quick overview of the settings most experienced hunters use to have the best possible performance and visibility during the hunts.
Why is this important?
Most things in Warframe are somehow linked to your FPS. For example, you can have 15s loads between runs as host if you're running the game at 144fps, but have 40s+ loads if you limit your frame rate to 30fps. The Eidolon's animation times are also dependent on your fps as a host, which is why you'll see a lot more 0.0 and 0.1 limbs if your FPS are in the triple digits consistently. Stable FPS will also make your host feel a lot smoother for your VS players, and makes stacking shards on Shrine a lot more consistent if you're playing in a 3- or 4-man squad.
The second part is obviously visibility. Voms are sometimes hard to see, especially during rain, so we wanna reduce the clutter on our screen as much as possible to make sure we always see them asap.
Which settings are important?
While I will have an album with screenshots for a full example of settings at the bottom of this post, I wanna point out a few very important settings:
1. Graphics Engine & Dynamic Lighting: These are probably the most important settings if you're planning to play DPS and if your PC is younger than 5 years. Running Graphics Engine = Enhanced and Dynamic Lighting = off effectively doubles the damage bonus Eclipse grants you at night in the Plains, just because there is a lot more light than if you were running Graphics Engine = Classic. This however comes at the price of quite a bit of a performance loss, so if your PC can't handle it, I would advise staying on classic. In post New War plains, the benefits of running Enhanced are even stronger, but Classic also got a solid boost in damage.
2. Brightness, Contrast, Effects Intensity: These three settings enable you to see clearer at night on the Plains. I would recommend keeping Brightness between 40-50, Contrast at 50 and Effects Intensity at 150 or higher, this will make spawning Voms very easy to spot.
3. Field of View: This should always be at 90, literally just makes you see more at once.
4. Screen Shake, Teammate Visual Effects, Local Reflections, Volumetric Lighting, Glare, Film Grain, Ambient Occlusion, Geometry Detail, Distortions, Motion Blur, Depth of Field, Bloom: All these settings make things look fancy, flashy or just add more stuff to your screen. They cost both performance and visibility, so we want to have them turned off or at the lowest possible setting at all times. The biggest one here is Geometry Detail, as turning that to low will hide a lot of the smaller trees and bushes in plains, which will make it infinitely easier to see Voms.
5. High Shader Quality, Particle System Quality, GPU Particles, Shadow Quality, Texture Memory, Anisotropic Filtering, Trilinear Filtering, Anti Aliasing: These settings mostly determine how sharp and clean your game looks, but they cost you a load of performance at the same time. Some higher end PC's will be fine with having those higher, but for optimal performance you want all of them at the lowest setting possible. Most important one is High Shader Quality, as that setting can really tank your performance.
6. Resolution, Max Framerate: Resolution can only be changed if you're playing in Fullscreen or Windowed Mode, if you're playing Borderless Fullscreen you can only get your native resolution. Max Framerate you wanna either keep at 144 or cap it at a point that your PC can't quite reach anymore. However, I highly recommend not capping your fps ingame but to keep it unlimited and use RTSS to lock your frame-rate at a certain value, as that will lead to a lot more consistent fps. Uncapping past 144 only really helps as a host however (and only if you can hit higher fps consistently), as a VS player I would strongly recommend just sticking with 144 or whatever frame-rate you can stay at consistently.
7. Dynamic Resolution: Setting this to a lower value than 100 can boost fps quite significantly with weaker PC’s, otherwise I’d just keep it disabled.
(Author: Dur_)
Welcome to the long awaited (or so I've been told) guide on efficient Lure routes. There will be a written part and a video part where I explain and showcase a few of the different routes. In the written part however, I wanna delve into the theoretical part a bit more, take a look at Lure mechanics and talk about the general idea behind the different Lure Routes.
First I wanna talk about Lure spawn mechanics, as you will hear me mention in the video that certain Teralyst spawns "block" certain Lure spawns. Lures will spawn when you're within ~150m of their spawn point. If the Teralyst spawns too close to a Lure, it will spawn in once but won't respawn assuming one player being close to the Teralyst at all times. That Lure is now "blocked", which means you usually pick it up during the Teralyst fight because of its proximity, but then you will have to get the five Lures during healing phase from different spawns as that blocked Lure won't respawn. Most spawns block one Lure at most, however there are a few exceptions in the central area and the north of the lake that block multiple.
The second part I wanna talk about is the theory behind Lure routes in general. 99% of the time our goal will be to collect three Lures from camps with a single Lure and the remaining two from a double spawn camp such as the Grineer Main Camp in the centre of the Plains. This is because the double spawn camps are too far apart to fly to multiple places in one route without losing time. We also wanna try to collect the Lures in something that loosely resembles a circle around our Teralyst, to avoid having to fly 1000m+ back to Teralyst after we have collected our last Lure. This is especially important for the further spawns, because the Lures in the back of the Plains can be a lot more spread out than in the center.
Additionally, and this is mostly important if you're handling Lures as DPS, you wanna try and arrive at the Teralyst in a way that, when the Lures teleport, they drift away from the Teralyst (Lures will always drift towards their previous position right after teleporting and it takes a few seconds before they settle) because they might accidentally suck in some of the Voms spawning beneath Teralyst if you don't drag them far enough away. This is a very minor thing and not strictly necessary, but it can help, especially if the terrain at the Teralyst spawn is not even, which often causes Lures to behave unpredictable.
A map with all important Lure spawns, always base your route on one of the four red circled camps:
(Author: Dur_)
Another issue that obviously always comes up is the QC. I'll be using the east camp for this, but the camp on the left of the cliff, also known as bilibili camp, is equally viable. I recommend using east for the first run either way, though.
First run:
I leave about 5 seconds before night starts and just hover slightly behind the loc-pin. Usually voms spawn in instantly as soon as the night starts, if they don't just inch forward once and they spawn in. Let your VS players know that night has started, then **blink-hack (come to a stop at least 100 meters from lure, shoot lure, blink into lure, press x -> y)** the Lure, suck the Voms in with Itzal 3 and pop them so the Lure absorbs them. You want to make sure to full-clear the camp, not including the turret, otherwise your VS players might not get Voms on log. If it's a 4-man run, just fly to Teralyst afterwards. If it's not a 4-man, fly to log and pick up the Voms there. Once you arrive at log, you wanna suck the Voms with your Itzal 3 so they're frozen, then pop both of them, exit AW to recast your second Ability, proc Dispatch Overdrive if you have it, reenter Archwing and fly to Teralyst as soon as you see your Lure teleport. If your VS players failed to spawn Voms at log, or didn't see them, check the area quickly, but head to Teralyst rather soon for a 2+1 otherwise. Once you arrive at Teralyst, you wanna spawn a couple of Wisps, strip the Eidolon's armor, buff yourself and stack 1-2 mags worth of combo. If you're in a 3- or 4-man you will obviously have to spawn more Wisps, so you might have to postpone one or more of the above actions (just don't forget to buff yourself ). Then, as soon as the Eidolon's shield is down, you shoot the limb.
Normal run:
You exit the gate with a bullet + double jump, cast your 2 mid-air and enter AW. As soon as you are flying straight towards it, you blink at your loc-pin. You stop at the loc-pin until you see Voms spawn, this should happen almost instantly. If it doesn't and you get cats, inch forward in your Archwing to force a set of Voms on the camp. From this point on the procedure is the same as in the first run.
Notes:
- I personally only recast my 2 and proc Dispatch Overdrive on log, some players prefer to cast both their 2 as well as their Shock Trooper there. Both are fine and work equally well, it's purely preference.
- In the video you will see a few examples of 2+2, both in first and normal run, an example of a 4-man run and a 2+1 example to showcase how to lose the least amount of time if you have to resort to it . At the end I also show a clip of where I don't get instant Vom spawns on the Camp.
- Voms spawn at 6s and 12s mission time initially, so if you're too slow to reach the loc-pin for some reason, you need to wait for the next spawn.
- Important: to consistently reach the Loc-Pin on time, you want to run a maxed Hyperion Thrusters, Amalgam Serration, at least 200% Power Strength on your Volt and at least Rank 8 Piloting Intrinsics for the extra Archwing Speed. Also don't forget to blink as soon as you have a straight line of sight towards the Loc-Pin so you don't overshoot, or the Lure might not spawn.
- Advanced: You can heavy-attack slam into the ground while waiting for the Lure to teleport at log, which will activate Dispatch Overdrive and make you zoom across the map.
- Advanced: You can clear the entire camp to enable you to spawn a second set of voms for yourself, this can be useful if your team is unable to spawn voms at log
Good Luck!
(Author: Dur_)
Important: If you’re planning to transition to Zenith eventually, do not waste platinum on a Rubico Riven, the gun works perfectly fine without a Riven.
Since a lot of people have been asking about which sniper to use and which Riven to buy to accompany it, I thought I'd give you guys a little overview of what Stat-combinations to look for. This is gonna focus on Rubico, since it's the uncontested #1 meta-sniper currently, however most of this information is gonna be applicable to Vectis/Snipetron as well. I'll give each roll a price category: cheap = <1k moderate = 1-2k expensive = 2k+, so you roughly know what kinda price to expect when hunting for one of these. I will also be taking a quick look at different negatives and list the ones I consider to be harmless.
Before we go into the Riven discussion itself, I just want to mention that I will provide two different damage calculations, one is based off a player using Eclipse while running the Enhanced(Beta) graphics engine and having Dynamic Lighting turned off. The other calculation will be based on a player running the Classic graphics engine and a subsumed Roar. Both calculations will assume 254% power strength. I also set the grades of all Rivens used to the highest grades possible, however grades will never change anything apart from our Multishot grade on a three-stat Riven. Here we want at least 79.2% on the non-prime or 50% on the prime stats, to achieve 3.0 Multishot. Now that we got all the boring stuff out of the way, let's see what we got.
Option 1: [CC CD MS -harmless] (expensive)
This is the best-in-slot Riven in my opinion, it offers you great consistency and damage without having to sacrifice anything. However, these are quite difficult to find, especially with a decent MS grade, and they can become very costly. Pretty much pure Luxury, so unless you're sitting on a 5-digit amount of plat I wouldn't recommend this.
Option 2: [CC DMG MS -harmless] (expensive)
This is a slight downgrade in Damage (~5%), but offers the same consistency without any drawbacks as Option 1. I don't usually recommend these though, because they can get quite expensive, and there's other rolls that are usually cheaper that either achieve the same or more damage with very small drawbacks. But if you can get one of these for ~2k plat with a good MS roll, it will serve you well.
Option 3: [CD FR MS -harmless] (cheap)
This is a relatively newschool roll, that only really gained popularity after the buff to Critical Delay. The Fire Rate serves to balance out the negative Fire Rate from Crit. Delay, the CD and MS are the two best rolls for damage. This Riven achieves effectively the same damage as Option 1, but with slightly lower Crit. Chance. However, as our goal in this is to raise the damage floor, not the damage ceiling, this doesn't really matter.
Option 4: [CD Heat MS -harmless] (moderate)
Another roll that has gained viability due to the Crit. Delay buffs, this combination of stats allows us to replace Hellfire with a Mod of our choice (I personally like more Fire Rate, as we don't really need more damage). The damage here is slightly lower, as we are losing ~35-45% Heat, however this shouldn't really matter, at least not when running Enhanced+Eclipse. It's also the only stat combination that allows us to run Primed Chamber + Vile Acceleration if we are using the Classic engine. This is one of my favourite rolls to recommend to relatively fresh hunters, if they have a bit of plat stored up.
Option 5: [CC Heat MS -harmless] (moderate)
Very similar to Option 4, this roll doesn't need Crit. Delay or Hellfire, which means we don't make any sacrifices regarding Fire Rate or Mod Capacity. Because the Riven itself has very little damage stats, I prefer to run Stormbringer instead of more Fire Rate instead, otherwise the same as Option 4.
Option 6: [CD DMG MS -harmless] (moderate)
A more shitty version of Option 4, this gives you the highest possible single shot damage of any Riven on this list, great for solo runs where you have no time to stack combo, not so great for squad runs where you do have the time. Unless you're planning to go for lots of solo runs, I wouldn't bother with this.
Option 7: [CC MS -harmless] (cheap)
Once the Meta roll for Chroma, this is now a more or less obsolete roll, it doesn't really give us anything another roll wouldn't, and we still need to run Vigilante Armaments anyways, because the Riven Disposition of Rubico is so low these days. Pretty cheap to get, but not the greatest value imo.
Option 8: [CD MS -harmless] (cheap)
This is the roll that technically gives us the highest damage floor, however it sacrifices a bit of versatility because it's a two-stat riven and doesn't really leave us a lot of room to change Mods around. However, it should be relatively cheap to buy one of these, so it's a great Riven to start out with.
Option 9: [DMG MS Heat -harmless] (moderate)
Very similar to CD MS Heat but slightly lower damage. In return it’s usually a lot cheaper than CD MS Heat and the difference in damage is only ~5%, which sounds like a lot but because any of the triple-stat Rivens provides us with quite a bit of overkill damage, you will probably never feel it. The build remains the same, replacing Hellfire with the Riven and then running either double fire-rate mods on enhanced or Vile Acceleration + Primed Chamber on standard.
These are pretty much all good Riven rolls without having wasted stats, there are obviously others that you CAN run but I wouldn’t call them optimal, while you can pretty much equip any of the combinations above and never have to worry much about it again unless you want to absolutely min-max your damage.
On the next page, I’ll cover the best negative stats you can roll on your riven and will link an overview with all the builds for each riven in a damage calculator, so you can check out the rough numbers you can expect or just play around with the settings yourself.
-Zoom: the most obvious, and for some people best, negative there is, no downside performance-wise, some people might not like the reduced zoom levels though.
-Status Chance/Duration: basically the same case, so I'll add them together. Eidolons are immune to any kind of Status (excluding Coolant Leak, don't ask me why), so these are some of the best negatives you can get.
-Damage to Infested/Corpus/Grineer: Also not bad negatives to get, Infested and Corpus especially are completely harmless, while -Grineer gives us reduced damage versus Lures. This shouldn't really matter however, so we'll accept it into the fold.
+Recoil: Rubico's recoil is super low so this is not a big deal, however some people might not like this
-Ammo Max: for me personally this would be unplayable, however some people don't spam nearly as much combo as I do, so for those people this should be harmless
(Authors: Dur_ & Trix)
Please note that these builds are specifically tailored for a speedrun setting and will not work well for beginners, especially the weapon builds!
For Archon Shards we generally recommend all red shards, however they are not necessary so you can slot different colors based on personal preference.
(Author: Dur_)
This is the build I would recommend for either Sarpa or Vastilok as a DPS player:
Vastilok is the king of stripping, a single neutral attack with high noon strips 108 base armor, which is easily enough to one-shot every limb and capshot in a hunt.
The following attack patterns are what I would recommend:
Normal Strip: 1x neutral attack (108 armor strip) Overstrip: neutral attack -> forward attack
If you don’t plan on overstripping the Eidolon, you can run a Rank 3 Shattering Impact instead, run Bullet Dance instead of High Noon and use the following attack patterns:
Teralyst & Gantulyst: 3x neutral attack (108 armor strip)
Hydrolyst: 4x neutral attack (144 armor strip)
If you didn't have a chance to pick up Vastilok from the TennoCon stream, I would highly recommend running the Bullet Dance Sarpa build:
Normal Strip: 4x neutral attack (120 armor strip)
Overstrip: 4x neutral attack -> forward attack/2nd neutral attack chain
If you don't like Bullet Dance for whatever reason, you can still run High Noon and it will work just fine:
1 neutral attack: 7 procs of shattering impact -> 42 armor strip
1 forward attack: 5 procs of shattering impact -> 30 armor strip
Most efficient ways to strip each Eidolon with Sarpa:
Teralyst (125 base armor):
3 neutral attacks = 108 strip (recommended)
4 forward attacks = 120 strip (very slow and inconvenient)
Gantulyst (130 base armor):
3 neutral attacks = 108 strip (recommended)
4 forward attacks = 120 strip (very slow and inconvenient)
Hydrolyst (150 base armor):
4 neutral attacks = 144 strip ( Volt 2 buff required)
2 neutral + 2 forward = 132 - 144 strip (safe, but possibility of slightly less strip)
Going for 120 on Teralyst and Gantulyst is not recommended because forward attacks take a lot longer and are kinda annoying to do.
I would also highly advise casting your Volt 2 before stripping Hydro, as without it you sometimes randomly get 7 procs of Shattering Impact, which fully strips the Eidolon
An Attack Speed Riven is optional, it just speeds up the process slightly but doesn't change the numbers
(Author: Dur_ / Clips by Cats.)
Shooting water shields as DPS has become relatively simple since the Update. All you need to do is to make sure that you have Shock Trooper, Eclipse and your Speed before you enter AW.
Once your shard is inserted immediately blink towards close right, shoot out your disk, Vig. Swap and start prefiring right before your VS player inserts their shard. If it’s close right the limb will pretty much pop instantaneously, otherwise you’ll see a pillar of light popping up at one of the three other spawns.
At this point there’s one of three things you need to do:
CL: fly across the lake and do a 180° turn as quickly as possible and start spamming the limb
Mid: fly to the right without pressing SHIFT and start spamming the limb
Long: fly to long as quickly as possible -> pull out your synthesis scanner halfway there and scan the Eidolon -> swap back to your Zenith and start spamming the limb of your choice
Alternatively you can fly to a spot between CR and Mid where you are able to hit both spawns without changing position.
(Author: Dur_)
Not every hunt will end in a Nightcap so here are the most effective strategies to keep it away from the water in run 6.
Limbs are always from your perspective = R limb equals one of the Eidolons limbs on the right side, pushing him left from your PoV.
IMPORTANT: Warframe is not a game known for its consistency, so sometimes the Eidolon will just clip in a way that it shouldn’t and you’ll have to react accordingly. This is mostly an experience thing and I can’t really give you a predetermined solution for these situations, you’ll probably fail a few walks until you get used to it. This is especially common on close left and mid, while close right and long are very consistent.
If you don’t have time for 6 limbs before day (<1:26min at first limb break):
Close Right: LRLRLR
Close Left: LLL turn RRR
Mid: RRR turn LLL
Far: LLL turn RRR or RLLL turn RR
If there is time for 6 limbs:
Close Right: LRLRLR
Close Left: RLRRLL
Mid: RRLLLR
Far: LRLRRL or RLRLRL
If you manage to get 6 limbs before day starts, it will count as a capture, otherwise it will count as a kill.
If you’re unsure if you’re on time for 6 limbs, just do the following math in your head:
Each Energy Spike phase takes ~17.2 seconds and the healing phase takes about 48.2 seconds.
Which means, you need at least 1:26min after you break the water limb.
(Author: Dur_)
There are multiple different ways to successfully manage Lures as the DPS player. Some are more advanced than others, some are aiming to achieve different goals. I’ll be dividing the guide into three sections: Theory, Setup and Execution. This will cover everything you need to know about how to charge Lures efficiently, as well as how to manage them in a way so that you don’t lose time to Lure issues during your runs.
At the most basic level, our goal is to collect a total of 8 Lures and fill them with 24 Voms to get all of them blue. However, we can already eliminate one of those as our first Lure is the QC Lure which will be blue from the start of the run. I will mostly be talking about a duo/trio perspective here, as I don’t generally recommend DPS Lure Handling in 4-man squads.
The idea is that we gather one Lure from QC, five during the Teralyst encounter and the last two when the first six are charged. It is important to know about the Vomvalyst spawn mechanic that occurs whenever an Eidolon enters and exits its healing phase. After the last limb of an Eidolon is broken it will fall to the ground and spawn exactly four Vomvalysts in quick succession. At the end of the healing phase it will start standing up and spawn an additional 5 Voms. This means we get a total of nine Voms just from the Eidolons themselves, without even having to go out of our way to collect any additional ones.
This means, without collecting any additional Voms we can always get four blue Lures on Teralyst and seven blue Lures after Gantulyst. It is important to mention that obviously sometimes the Vom charges will be split up between multiple Lures, so sometimes you’ll only have three blue Lures after Teralyst with the other three charges split up between multiple yellow Lures.
Either way, this means we’re gonna need 6 more Voms during Gant to charge all four Lures we’re gonna have after the two from Teralyst explode on the shrine. The first four of those we will always get when Gant goes down, same as Teralyst. The last set we can either pick up between limbs or just during the Gant healphase.
As soon as we have 4 blue Lures, we can start picking up the last 2 Lures we need to capture Hydro. I usually prefer doing this during the Gant healphase, but it’s also possible to get them between Gant/Hydro limbs or even during the Hydro healphase, although I wouldn’t recommend this.
Those last two Lures will be charged with the Voms Hydro spawns as well as any Voms you can collect during the healphase. The only exception to this is obviously run 6 if you can’t get a nightcap. In that case you need to make sure to get every Vom from Terry and Gant as well as two additional sets of Voms during the Gant healphase to reliably charge all Lures.
IMPORTANT: I highly recommend only collecting one Lure each between limbs on Hydro. If you collect one -> wait one limb without collecting -> collect the second one you can get them from the same camp, which is usually east or lake camp. This also makes it a lot easier to be back in time to backup fire every limb, which is something you should always be doing as the DPS player in case of non-crits or hitbox issues.
There are three distinct scenarios that need specific Lure management:
There are three different ways of making sure that all the Voms that spawn while the Eidolons go down get at least their shell cracked so they can be absorbed by Lures nearby.
My personal favorite is just using a 7x7 amp with Shadow & Strike/Tempo. The Klamora Prism offers a very safe and consistent way of getting all the Voms in and is able to completely kill Voms in case of weird Lure pathing.
Alternatively, your Railjack Crewmate, preferably using a beam weapon that chains and uses a battery magazine, is a great way to make sure you get all the Voms on a single Eidolon per run. I generally use this for Teralyst, as I can just leave it to do the job while I’m gathering Lures and prewisping. The build doesn’t actually need a crazy amount of damage so instead I try to stack fire rate and magazine size.
The third option is using a Necramech with an equipped AOE weapon. Great Examples for this are Kuva Ayanga, Fluctus or Larkspur. This basically works the same way as the Crewmate but it’s obviously manual, not automatic. I generally see this as an alternative to the Amp method.
Overall I would always recommend dropping at least one Crewmate at Teralyst, it doesn’t hurt if the VS also drops his though. For Gant and Hydro I would recommend using either Amp or Necramech. Generally, but especially for Amp usage, try to stand behind the Eidolon so the Lures move on top of it and you don’t get staggered/stuck inside the Eidolon’s hitbox.
(Author: Dur_)
Hello and welcome to the Teralyst Guide for Duo DPS. This guide will cover how to get Teralyst done without hiccups, while still having 3 charged Lures and how to not get blocked by your Lures on shrine.
Step 1 (QC): Obviously, first we have to do our QC. I won't talk about this much here though, because there already is a guide on this further up in the wiki.
Step 2: Once we arrive at the Teralyst, we wanna do the following things in this order:
Cast a Volt Shield for our Nova -> Cast Shock Trooper + Eclipse -> Place a Volt Shield for ourselves to shoot through -> (Optional) Spawn UW and armor strip the Eidolon -> Vig. Swap + Proc Knell and start spamming the limb
Step 3: After the first limb is broken, we're gonna park our Lure and then wisp and shield for our Nova before the energy spike. We also want to drop and park our crewmate, equipped with a beam weapon, right about now. Right before we shoot the 2nd limb we cast our 2nd ability, and then hop into AW immediately after.
Step 4: Now we're going to collect 2 Lures, these specific routes can vary greatly depending on the Teralyst spawn. If possible, try to collect at least one Lure that's far enough away from the Teralyst to respawn before you have to collect Lures again during the healing phase. Ideally, we wanna be back at the Teralyst before the Energy Spike starts, however this is not always possible depending on the spawn. When we come back to the Teralyst we wanna spawn some Wisps for our VS player and recast our Eclipse. Then we get ready to shoot the 3rd limb.
Step 5: After the 3rd limb is broken, we wanna move the 2 yellow Lures to the spot the Teralyst is gonna end up at after the 4th limb is broken. We're gonna park them there and then prepare to shoot the last limb.
Step 6: After the 4th limb is down, we have to get the Voms that spawn beneath Teralyst into the Lures. This is generally automated by our crewmate. If you didn't park the Lures yet, park any remaining yellow Lures now. Usually this is just one of the two but sometimes the Voms split up perfectly and you will still have two yellow Lures.
Step 7: Once all Lures are parked, we cast our Speed and hop into AW to collect an additional 3-5 Lures (I recommend 3 starting out) we're gonna need for the run. I usually like to collect three Lures from camps that spawn one Lure and two Lures from a single double spawn camp. Now would also be the time to stack our Primary Deadhead if we rely on its damage for the watershields.
Step 8: Fly to long spawn, cast all your buffs and make sure your Nova gets the Shock Trooper and place a shield there between 1:50-1:55. Then fly back to Teralyst, unpark the loot Lure, make sure your other Lures are not on top of the Teralyst if one of the previously parked Lures isn’t blue yet. If you use Zenith for capshotting, make sure it’s in Semi mode and place a capshot shield for yourself.
Step 9: When the Teralyst starts standing up the spawning voms will be immediately cracked by our crewmate and absorbed by the remaining yellow Lure. Once it's charged we unpark it, then shoot the Eidolon’s head to proc our Knell buff and finally draw all Lures close to the Teralyst. Then we head to our capshields to prepare for the capshot. Right before we start spamming the head to get the fastest possible capshot, we Vig. Swap and cast our Volt Speed. Once capshot has happened, we can shoot one more Propa beneath the Teralyst to crack the rest of the Voms, then jump into AW, suck all the Loot and Vom cores on the ground up and fly to the shrine.
Step 10: We want to land at the back of the shrine, make sure to reload our Zenith and wait for the Lures to teleport. As soon as that happens, we can go to the front, buff ourselves with Eclipse and Shock Trooper and then place a shield on top of the shrine for our Nova to shoot through. Then we double jump, cast our Speed and enter AW. Now it’s important to make sure to suck the loot directly on top of the shrine, otherwise our Nova might have trouble getting the /unstuck technology to work. After that we fly to the back of the shrine to draw the Lures away, then blink on top of it and get ready to insert our shard.
A video tutorial can be found here.
(Author: lumitunes)
Some things of note:
Example Portal Setup and Watershield Pins
There are two different ways to waters:
Not Hanging Propa
When you don't intend to hang any Propas, the DPS and VS must place their mechs at CL and Mid to detonate the Propas instantly. The ground det at CL and Mid are not guaranteed one shots, but with the added elevation of detting on the mech heads, they will be guaranteed one shots. When doing this method, replace Power Drift with Cunning Drift to reach 280% range.
To use these portals, cast Void Strike after you see the host shard, then begin immediately spamming your interact key (default ‘X’) to place your shard, then shoot into all your portals (CR → Mid → CL).
Hanging Propa
When you do want to hang your Propa, the only mech that needs to be placed is at CL, usually done by the VS player. The 265% ability range on Nova will automatically place the portal exit in the correct spot at Mid. After you place your portals, you will want to move the mech to any other location so that the portal exit is hanging in the air. This is typically done anywhere on the riverbank as you are flying to Long.
To use these portals, pre-cast your VS before the shrine opens. The time on the in-game timer (the one you get when you press TAB) we recommend for pre-casting is 2:32 for a 1:23 terry shrine and 5:17 for a 4:05 gant shrine. If you expect to be on a different shrine cycle, simply add or subtract 2 seconds from these times. If these numbers don’t make any sense to you see the shrine cycle explanation in this wiki. After the host shards, you want to shoot into the Mid portal after ~300 milliseconds, much of this will be your reaction time but do wait a little. Then shoot into CL and CR after, if you are too close to your CR portal you may want to wait a few hundred milliseconds to not instantly detonate your Propa.
We recommend starting to place portals at 2:08 on the in-game timer when preparing for Gantulyst, and then after you see/hear the Gantulyst capshot for Hydrolyst. You want your portals to be close to the shrine so you can shoot through them from a spot you can also insert your shard. Excessive overlap can make it difficult to hit the correct portal as well.
Because of the setup required beforehand, we recommend using the roar after Teralyst at the long preshield as you may get back to shrine late if you wait at the teralyst for the dps to return, just remember to be at the preshield spot on time. You can roar at either Gantulyst or the long preshield spot when preparing for Hydrolyst.
Since Nova portals cannot reach long, we will be abusing the game's “/unstuck” command to take us there. To do this, fly to Long in archwing after you finish placing your portals. Go up to your preshield in operator or warframe (there is a difference explained a little further down). Then go into Operator if you aren’t already, jump up, and sling your way back to the Shrine. The shrine itself (i.e. the small rocky thing that the shards actually go in) is too rough of a location to be considered a “safe location.” Therefore, when we use /unstuck here it will take us back to the last “safe location,” which if done correctly is Long.
Warframe and Operator “safe locations” are independent of one another. If you want to unstuck to Long without going into warframe intermediately, you cannot land anywhere but the shrine itself, that means no walking around on shrine to grab your shard or whatever. The advantage to this is that you can break the shield significantly faster if you do it this way.
Getting 4:03 Shrine at 3 different spawns is going to require heavy use of macros.
When double hanging Propas, the first one to hang explodes very quickly after the eidolon spawns, typically even before CR. It is important Mid is hung first because they can be shot from the same spot.
If the Nova VS double hangs and precasts VS, they can unstuck to Long even before their shard goes in. This is similar to the old pre-dash mechanic, but with /unstuck instead of void dash. To ensure you don’t zero on CR, try standing further away from your portal or shoot at an angle that takes longer to reach the portal, too extreme of angle can cause CR to hang though.
To actually take the limb at long, you shoot a Propa down at an angle (doesn’t have to be this extreme of an angle) and melee into it to detonate it in about 30-40 milliseconds. Then you shoot the limb with Zenith. Since VS gives you 1000% damage, you don’t actually need Eclipse on your Nova, you can run the typical Roar. You do need Shock Trooper from your DPS though, typically you receive it wherever you give Roar to your DPS.
(Author: Dur_)
With the Knell Prime release we have seen an insane level of power granted to us unlike anything we could use previously. Its insanely high base crit chance as well as damage and fire rate meant that snipers pretty much lost all relevance when it came to high end hunting. With Knell Prime becoming the new standard, I get asked about Knell Rivens a lot.
Before I start talking about the Rivens themselves I need to explain a few things in regards to how I set up the damage calculations. Sadly the website I use currently doesn’t have Knell Prime added, so I had to add some buffs that might look really random to get the crit chance and base damage on a roughly similar level to those of the Knell Prime. This also means that these calcs sadly are far from perfect, but should still give a rough idea on how each specific Riven would perform. I also added a build without a Riven just to showcase that even without, Knell Prime is still definitely viable and should be considered nonetheless. Obviously, all Rivens assume a harmless negative as always.
It should also be noted that any of these setups are built with the highest possible fire rate in mind, as that enables the fastest possible limb breaks. All of these should still easily be able to take capshots, as the damage calculator does not have Secondary Deadhead added which obviously is a straight 30% damage multiplier for capshots.
While there are a lot of different, viable, Knell Rivens out there, I mostly want to focus on the few really strong ones, which are as follows:
Option 1 [CD MS FR]:
Probably the strongest overall option there is. Has no weaknesses. Provides extreme levels of fire rate. Can be very expensive.
Option 2 [DMG MS FR]:
Pretty much the exact same as Option 1, I assume it to be slightly lower damage because of the higher base critical damage of Knell Prime compared to base Knell, but I doubt it’s more than a few percent, so I’d just grab whatever you can get your hands on out of these two.
Option 3 [Heat MS FR]:
Still very similar to the first two Options, but with ~5-10% less damage. Considering how much damage Knell Prime has it doesn’t really matter though.
Option 4 [DMG MS]:
If you can get a Riven with at least 120% multishot, this is now the highest damage option available to us, but suffers from a lower fire rate than the first three rolls. This difference is relatively minor after the dispo nerf however.
Option 5 [FR MS]:
Same situation as Option 4, very high damage if you can grab a high multishot roll, but less fire rate overall.
Builds and damage calculations
(Author: Dur_)
Zenith is the new primary weapon of choice for DPS players in any kind of advanced setting. Its unique feature of infinite punch-through allows it to shoot water-limbs long before any other weapon would be capable of. It also has a very large magazine, enabling high fire rate builds that pretty much instantly break the limb as soon as the shield drops. The biggest weakness of the Zenith is probably its very low damage, which is generally compensated by a bunch of different damage buffs from both the VS and DPS player.
A few things I want to mention about the setup before we start:
In my opinion, there are only three Rivens that should even be considered:
Option 1 [CD MS]:
In my opinion, this is by far the best Riven to buy. It reaches 3.0 multishot without requiring an additional mod, which frees up a mod slot to add even more fire rate to the build. These can be somewhat expensive these days, as every high end DPS player is trying to get their hands on one.
Option 2 [CD DMG MS]:
By far the Riven with the highest damage ceiling of all three options. Its major weakness is needing Vigilante Armaments, unless you are able to stack Galvanized Chamber to reach 3.0 multishot. Also the most expensive option.
Option 3 [CD MS Heat/Electric]:
About 5% less damage than Option 2, but usually quite a bit cheaper. Typically a lot more affordable, because most people forget about this one. Also pretty rare for the same reason. Suffers from the same problem of needing Vigilante Armaments or having to stack Galvanized Chamber.
Option 4 [CC CD/DMG MS]:
Very high damage option, but Rivens will probably be extremely expensive. Needs to run Arcane Avenger instead of Arcane Arachne. Suffers from the same issue as every other tri-stat Riven of having to run either Vigilante Armaments or stacking up Galvanized Chamber
Additional notes:
To check out the full damage calculations, click here.
(Author: Dur_)
90% of an Eidolon speedrun revolves around hitting certain breakpoints regarding the shrine activation. Most people at this point know that the Eidolon shrine is on a 2 second rotation of when it can actually activate. If you miss that moment by even one millisecond, you’ll have to wait for the next interval, which will lose you the full 2 seconds of time. Most people know at least some of this, but they don’t really understand the breakpoints, how to read a log correctly and what to aim for, so I’ll be diving a bit more in-depth into timings, how fps affects the shrine and what can be done to potentially save an already lost shrine. I hope you like numbers, here we go.
To start out, let’s first look at the fastest possible runs. Unless DE changes core hunting mechanics, this is pretty much as fast as you can go, with maybe a few hundred ms to gain in a perfect world.
This is the log of the former world record single run, and as you can see it’s just shy of hitting the sub 6:46 mark, done by Sleent, HardForMe & akashi.-.
Looking at the shrine durations, you can see they’re 11.1 and 13.0s respectively, and with 10.9 for Gant and 12.9 for Hydro being the fastest possible, non-bugged, shrines these shrine durations qualify as very fast. How did they achieve this?
The key factor to look at are Terry and Gant downtimes as well as their capshot durations. As you can see they hit a 1:22.958 Teralyst downtime with a 28ms capshot, which overall adds up to a timing of 1:22.986. This very comfortably hits the fastest possible shrine interval. The slowest downtime for Terry on a high fps host including capshot is about 1:23.150 - 1:23.200. Any slower than that and chances are that you’re going to miss the first shrine cycle and that you’ll have to wait for the second one.
After hitting the first Terry shrine cycle, they also managed to hit the fastest possible shrine cycle for the Gantulyst shrine, which is also known as the 4:03 shrine. With a downtime of 4:03.474 and a 24ms capshot, they managed to hit a 13.0s shrine, which is ~0.1s of leeway, considering the fastest possible Hydro shrine is 12.9s. Considering the shrine times are rounded, it’s very likely that they probably had less than 0.1s overall, considering that on most high fps hosts the breakpoint is somewhere between 4:03.500 - 4:03.550. This concept also applies to every other shrine, and if we remember that the shrine cycle is pretty much exactly two seconds, the next shrine intervals would be 4:05.xxx, 4:07.xxx, 4:09.xxx and so on.
Now that we have taken a look at the fastest run ever done, let’s next take a look at some more common runs that people encounter on a daily basis.
The first run is only “slightly” slower than the world record, even though three seconds might as well be an eternity at these levels of speed.
As you can see, the Teralyst time is very similar to the first run, with the capshot and downtime actually adding up to the exact same timing. However in this run the Gant watershield is pretty much exactly two seconds slower, which results in hitting the second shrine, also known as the 4:05 shrine, with a downtime of 4:05.476 and a capshot of 44ms.
So why is this run 3.2 seconds slower instead of 2 seconds? The answer here is the Hydro watershield. The Hydro watershield in this run is ~1.4s slower than the one in the world record, but in return this run has slightly faster limbs and possibly a 0.1s faster shrine cycle, considering the downtimes are basically identical but the shrine times are 0.1s shorter on each shrine. This means that any time gained or lost on Hydrolyst is actual time that you gain or lose, while time gained or lost on Teralyst and Gantulyst is only actually relevant if it results in you hitting an earlier or later shrine. If the watershield in this run had been 1.4 instead of 2.4 the final Hydrolyst downtime would be the exact same, that second that was “gained” on Gantulyst would have just been lost again waiting for the shrine to reactivate.
Next let’s look at a run where things didn’t quite go according to plan. You can see that on Teralyst there is a 0.7 limb, which results in a 1:23.674 downtime. As we’ve already established, this is too slow for the fastest possible shrine, which means that we’re now on the 2nd fastest shrine cycle. As you can see, the shrine time is 12.3 which is very slow considering the longest possible Gant shrine is 12.9. In this case the squad was actually able to “skip” a shrine by achieving a watershield of ~2.4s or faster with very good limbs. The reason why people generally call this “shrine skip” is because originally the average watershield on a non-long spawn was somewhere between 2.8 - 4s seconds which resulted in hitting the 4:09 shrine if you missed the first shrine on Teralyst and the 4:07 shrine if you hit it. But due to the fast watershield and good limbs this squad was actually able to “regain” the 4:07 shrine, which generally results in runtimes between 6:51 - 6:53. This run had a relatively slow watershield and some unfortunate limbs at the end of Hydro, which resulted in an overall runtime of 6:54.623.
Next I wanna look at something slightly different. As you can see this run has an abnormally fast Teralyst downtime. This is because it’s the first run of that specific night, with the players already waiting in the Plains for the night to start. In that situation, the runtimer starts at the same moment the Teralyst spawns, and because it takes the Teralyst around 27.4s to walk out of the water and become vulnerable, that’s the first shield timing. If you compare that first shield time with the previously mentioned runs, you will notice that it’s about 3.8 - 3.9 seconds faster. This is because in a normal run, where you actually have to load into the Plains while it’s already nighttime, the Teralyst only spawns after about 3.8s into the run, and because of shrine cycles we might as well round that up to 4 seconds. This also means that if you’re evaluating any run with a Teralyst first limb looking like this, you will have to add 4 seconds to the runtime to have an actual comparison. But because the difference is not exactly 4 seconds, the breakpoints for hitting or missing shrine cycles are generally about 0.1s later than in a normal run.
The last run I want to mention in this segment showcases that you need both good watershields as well as good limbs to actually hit a certain shrine cycle. As you can see the first shrine cycle is missed because of a 1.1s last limb on Teralyst, generally caused by a non-crit or a 0. Then, even though a 2.0s watershield is achieved, there also is a 0.4s limb with decent but not amazing limbs on Gantulyst, which results in a downtime of 4:07.605 and even though the capshot is pretty fast at 41ms, this is still off by at least 0.15 - 0.2 seconds considering the Hydro shrine lasted 14.7 seconds. In this case, even though the downtime is 4:07, it’s actually the 4:09 shrine that’s hit and because of a mediocre watershield and a 0.5 second limb it results in a downtime of 6:55.402.
As almost everything in Eidolon hunts, the shrine cycle is also affected by the FPS of the squad host. This is why all players that are actively pushing for record speeds are usually playing on a host that’s hitting at least 180+ fps. This doesn’t mean that players with worse PC’s can’t or shouldn’t host, as most squads are not actually trying to hit a world record, it just means that if you are trying to do that, then a high fps host is an absolute necessity.
In the two pictures above you can see two very similar runs, but while the first one is run at ~200fps, the second one is run at ~80-100fps. What I want to focus on in this example is the Gantulyst downtimes as well as the Hydro shrine times. Even though the Gantulyst downtimes and capshots are only about 0.05 seconds apart, the Hydro Shrine in the second run is over a second faster. This is because in the low fps run, the shrine actually activates ~0.7s later than in the high fps run, which means even though the downtime is basically the same, the low fps host actually manages to maintain the 4:07 shrine while the high fps host drops to the 4:09 shrine. Now this might look like low fps are an advantage, but in reality this actually means that the low fps host has lost 0.7 seconds just from having less fps, before even making any mistake, which means that lower fps can sometimes be an advantage to get moderately fast runs but is a huge disadvantage when trying to achieve fast runs, especially when talking about the sub 6:50 minute territory. It should also be mentioned that this obviously applies to the Gant shrine as well, but not quite as extreme yet because the run up until that point has only lasted about 2:30 minutes, so high fps hosts will already have a 0.2-0.3s advantage before Gant even spawns. Additionally, higher fps results in faster limb times on top of that, which is another way high fps hosts gain time on low fps hosts on average.
To sum up the whole fps issue: higher fps result in faster runs on average, even though there might be some situations where due to lower fps a run is “saved” where it wouldn’t be on high fps.
To avoid this issue of losing shrines that are either not guaranteed to be fast enough o where you’d just miss them on high fps, there is the option of artificially capping your fps to 50-70 right after the last Teralyst/Gantulyst limb and uncapping them again right before the shrine activates. This enables you to “save” a shrine which means saving ~1.8s. The biggest gap between normal breakpoint and capped breakpoint I’ve seen so far has been about 0.3s, but on average it’s more around 0.2s. So if your Teralyst/Gantulyst downtime is more than 0.2s too slow, I wouldn’t bother capping generally.
I hope this guide helped clear some things up. I also recorded a video where I go over the same logs and just kinda talk them over, much in the same way as this guide does.
(Authors: Dur_ & lumitunes)
In this section we’ll add smaller mini-guides on less complicated or more niche topics.
A lot of people seem to be struggling with getting voms to spawn on log-dash in the first run of a hunt. The main mistake most people make is that they dash too early, and cross the spawn point before night has even started. Voms spawn in intervals of about 6s.
I usually just wait till I see the yellow Lure that’s being hacked by the DPS appear, then I just blink towards the log and the voms should spawn within a couple of seconds.
It is very important that your DPS makes sure to kill every enemy at the camp he uses to get the first Lure, otherwise the chance of no Voms spawning is very high.
Healskips are instances where the eidolon skips the healing phase after the first limb, characterized by a -48s kill/capshot. It nearly always results in a kill and therefore is something you want to avoid. They are caused by having a damage instance large enough to kill the eidolon (not much, only about 20% of hp bar) in the same frame that the final limb is broken. They are more frequent in larger squads due to more damage instances and on hosts with lower fps because their frame time is longer. Regardless, we have a few recommendations to avoid healskipping:
L or R = the left or right limb from our PoV looking at the eidolon
Close Right:
Mid:
Close Left:
Long:
Long obviously doesn’t have a portal/mech spot but shooting it in a way that makes falloff and weird angles less of an issue helps a lot.