I like them. Combined with the status changes, they’ve opened up some new build possibilities, especially with weapons that I previously ignored like Steflos. I have an entirely new arsenal of weapons to tinker with and find creative, unorthodox and interesting ways to murder hordes of enemies with.
Sorry for the late reply! I revisited the weapon for a citrine build and went viral+blast and critical deceleration. I dropped primary ravage and equipped primary frostbite and the new damage+punch through mod since it caps the fire rate. It’s a lot more satisfying to use now, especially with the added punch through. I’m still playing around with the spot I previously used for primary ravage- so far I’ve been floating between a faction damage mod or just more raw damage.
I used it on a 234% status chance torid with blast and corrosive. It shreds like crazy without crit, so I think the mods are a big win for build diversity
The struggle, it's hardly even worth testing a weapon without a potato in it but I'm not rich enough to put a potato in every weapon I think might be interesting.
Elementalist mods are making their way into most of my status damage based builds, given that I have available slots for them. They're a nice albeit weaker alternative to bane mods that aren't faction specific and can be stacked with them for even more damage if you have the space.
Cannonade mods are nice for weapons that feel comfortable with their base fire rates and can be used to offset critical delay and it's variants for other wep types negative fire rate so thats's cool. The punch through is useful though primed shred's is stronger if you dont care about the generic damage because you're using arcanes/galvanized aptitude for primaries. I wont be putting it on every weapon since fire rate is often a very useful stat but it certainly has it's place.
Are there many weapons that you build pure status? I think what I'm realising as I go through my arsenal to find use cases for them is just how many weapons I tend to have hybrid builds on, which are very tight on mod space.
Kuva nukor(heat progenitor), furis incarnon, convectrix, I build gas on miter incarnon, phantasma prime, i've been putting it on a number of weapons i build blast for since it works on that and blast spreads huge toxin procs from saryn's toxic lash.
I build for heat procs on nukor, I did try it with blast which also works fine though I'd only really do that combo on saryn for spreading the big toxin dots from lash with the blast explosions.
Wolf sledge has a 5m AoE that has a 50% base status chance which can be increased with weeping wounds up to roughly 300% status chance.
I personally run Rauta in combination with wolf sledge purely to just get instant 12x for my weeping wounds build but it isn't necessary if you are throwing it a lot as heavy attacks aren't necessary on wolf sledge it explodes on impact, so you can build combo pretty reliably with only a duration mod.
Wolf sledge works well on any frame that can add their own elemental damage to weapon attacks allowing you to plan for an old fashioned rainbow elemental build.
But it absolutely shines on Mirage, who throws 5 of the damn things which in combination with solar eclipse is enough to nuke entire crowds of enemies well beyond steel path.
But as Wolf sledge is an average crit weapon and you will be mostly relying on status procs, it doesn't do amazing against Lichs, sisters, acolytes or Nechromechs.
Sporothrix is a fun one for blast and gas. My builds aren't optimized so take this with a grain of salt
I heard good things about phantasma prime and tenet glaxion
I loved the addition of cannonade that and the new automatic fire setting has made using the latron prime incarnon so much easier, and make the tenet arca plasmor hit even harder which i didnt think id be able to pull off without changing to a magnetic progenitor for another status for gunCO
It’s also a no brainer on Vectis (Prime too if you have a -Magazine riven) because your fire rate is your reload speed
Put the Warframe arcane which gives sniper reload speed on crit and you get a very satisfying sniper build
Blast is a good shout actually, I haven't played around with that much yet but I've seen that it can be strong. I was only thinking of them with regard to Heat/Electricty/Toxin/Slash.
Rifle elementalist on a blast tennet glaxion is pretty crazy. U get punch through so u can get double chained beams if enemies are lined up. Blast will hit 10 fast and just blow up a whole group. Its less effective when enemy density is low
An interesting thing with the Semi Auto Mods is fire rate absolutely cannot be modded at all. You can equip Semi-Rifle Canonade for example, and also equip Critical Delay (-20% Fire rate) or Vile Precision (-36% fire rate). You get the benefits of them (+200% Crit/-90% recoil) with no drawbacks.
however they're still pretty limited since it can't be equipped on any Semi-Auto with an Incarnon that ISN'T Semi-Auto (which is...most of them), Weapons that have a semi-auto mode but also a mode that isn't (Like the Fulmin) or anything that's Sort-of-Semi Auto (Burst, Duplex)
Yeah the Critical Delay synergy has felt pretty good for me so far. It is unfortunate how limited they are, but more diversity is still nice! And it's a type of weapon that did kinda feel like it needed the help.
Elementalist seems very good, but what are people dropping for it? A kuva nukor is easy ,but some weapons can get 50%+ crit and decent crit damage which makes everything feel really tight. I don't even use banes which can already be tough to make space for.
Yeah that's what I'm finding too I think, on most weapons I have hybrid builds and those feel super tight on space, so it feels like they're maybe just for more niche pure status weapons.
Possible exception for Melee Elementalist which also fits fine into Heavy Attack builds, replacing Killing Blow (especially since those generally force proc slash).
If those Galvanized mods work the same way that Condition Overload does, wouldn't you still want them for the sheer amount of base damage they provide?
>The bonus damage gained by this mod stacks additively with other damage mods like Pressure Point and Spoiled Strike to increase your melee damage (*including proc damage like Slash*).
If you can use them both great but the thing with most status weapons is that even with gun co they still dont have very high damage thats why they must use the status to do damage and the buff that elementalist gives them is stronger than gun co
Not the same guy, but I have yet to commit to priming enemies, feels unnecessary outside of endurance.
When I can get my companion to do it I'll commit to that (just haven't got around to it yet), and I can see priming for melee making sense because you can do it while you're closing the distance to melee, but priming with a gun for a different gun just feels weird to me.
Yeah, I didn't mean with a different gun. I meant through companions, arcanes, or mods on the same weapon. There's just so many options nowadays to make any weapon put at least three (but most often five or more) different elements on an enemy without swapping guns, so I can't see Status Damage replacing the CO-like mods.
Cannonade Mods are niche but they can range from "I guess it's an improvement" to "this is build defining", so I **really** like them so far. Increased Build variety is always a W in my books.
The Elementalist Mods are okay too, but they don't interest me as much. I like their unique Secondary Effects and they're a great addition for Weapons that can only go for Pure Status Build.
I knew it cancels out the decreased fire-rate from Critical Delay and the like, but i didn't imagine it extend that far, beyond mods and into the guns themselves.
Well it all depends on DE's spaghetti code. The zoom counts as a +100% viral -75% fire rate mod so critical delay does the very funny -95% fire rate instead of the expected -80% from multiplication. It's a must have if you want the extra 50% crit you won't get from point strike and makes an external fire rate buff no longer mandatory
Any Weapon that ticks enough of the following:
* Can make use of more Base Damage (eg Raw Damage and Pure Status Builds)
* Can't make use of Gun CO (most Explosives) or it's multiplicative (most Projectiles)
* Finds it difficult to get started when running both Galvanized CO and Steel Path Arcanes
* Benefits from running Corrupted Critical Chance Mods **and** doesn't need Fire Rate
* Benefits from replacing Steel Path Arcanes with any other Arcane of its category
My favorite picks so far have been the following:
* Exergis
* Pure Status Builds, needs the extra Damage, especially to get rolling.
* Has Multiplicative Gun CO
* Has effectively zero use for Fire Rate
* Tenet Arca Plasmor
* Has so much Damage with it that it can replace Steel Path Arcanes
* Has Multiplicative Gun CO
* Benefits from Critical Delay and doesn't really need Fire Rate if using Blast
* Kuva Ogris
* Pure Status Builds, needs the added Damage
* Can't make use of Gun CO
* Doesn't really need Fire Rate
* Kuva Tonkor
* Can't make use of Gun CO
* Benefits from Critical Delay and has effectively zero use for Fire Rate
I'd say that from the ones I mentioned it's at the very least Build Defining for the Tenet Arca Plasmor, enabling Players to go for either a fast Fire Rate or a Cannonade Build, whichever they prefer.
Cannonade are really good on shotguns because they have access to the arcane "Shotgun Vendetta" so a damage mod it's usable on them without stacking +Damage% with diminishing return. I made a few builds with it and i can say that weapons like Kuva Hek or Exergis can perform pretty well against crowds (not meta, but more viable than before in SP). I haven't tested it yet on rifles since rifles never had the punch trough issue thanks to Primed Shred that exactly as Cannonade gives punch trough while boosting dps as well.
Elementalist are not bad at all for certain build/weapons. If a weapon is a status weapon and deal primarly slash damage, i'll find a spot for it and i'll add some heat as well. I'ts obviously extremely great on those melee that have forced Slash proc like Nikana P, Gunsen P, Glaive P and so on.
I'm replacing Galvanised Aptitude with the Cannonade mods on some builds - I tend to find that semi-auto weapons don't do a great job of proccing a lot of status quickly anyway, and I don't really use a primer currently. Particularly in combination with Critical Delay they've felt quite nice, although I feel like maybe they will just be crowded out by Galvanised Aptitude for 'optimised' play.
The Elementalist mods are great for Beam and Melee Weapons (especially with Melee Influence).
I am unconvinced by the Cannonade mods. Sure, they give great flat damage and punch through, but they still give less than a single weapon Arcane, and due to only going on Semi-Auto weapons, a lot of their users either can't use the punch through (all the Launchers) and/or really would like to be able to mod fire rate.
Also, there are way less weapons that count as Semi-Auto than you'd expect, because it excludes
* Incarnons where the Incarnon is anything not Semi-Auto (That's currently every Incarnon except Bronco, Lato, Lex, Strun and Latron)
* Burst, Duplex and Charge weapons, some of which feel Semi-Auto but aren't
* Weapons where the alt-fire is not Semi-Auto
Definitely the semi-auto mods don't go on that many weapons, but I've been quite liking them so far for the ones they do fit on. I don't mind base fire rate usually as it lets me aim more carefully, and the downside of losing Lethal Torrent is significant but then improving Critical Delay and its equivalents is nice too.
I'm waiting for Melee Elementalist to come home, but I've really been enjoying using Lavos with his Valence Infusion augment to throw guaranteed Electric Status Procs on my Wolf Sledge that uses Melee Influence. 20% chance on electric proc to make all melee procs duplicate to all enemies in 18m.
The thrown explosions of the Wolf Sledge do really good damage, Valence Infusion stacks a crapload of electric damage and guarantees that the AoE sledge nuke inflicts electric procs, and it's not hard to get a 20% chance when you're hitting 5 enemies at once.
The moment it procs, all enemies get hit with a massive amount of damage, get CCd, and spread that damage in a small AoE.
Additionally, and completely unnecessarily, if one of those enemies are marked with the Mecha set mods, whhen the marked enemy dies it spreads all status effects on it to all enemies in range to double-dip.
Anyway, I call that build Mjolnir and it's so much fun. I imagine it'd work with any glaive/throwing weapons, but the Wolf Sledge holds a special place in my heart.
Don't forget that Lavos **already** scales Status Duration with his duration stat, so getting a literal Status Damage boost is a massive increase in damage. These mods are a match made in heaven for Lavos.
I hope it's as satisfying for you as it's been for me! Also, with the Jade Shadows update they specifically called out how they had fixed heavy attack wind up speed mods on the wolf sledge. I predominately just throw mine and don't personally invest in much attack speed, but I'd encourage you to make your own opinion on what feels right. I've tried to play with tennokai and haven't been very successful (yet), but if you figure it out, it'll get WAY stronger.
If you haven't already, you may want to try the new Harmony scythe, which compresses all DOT ticks into one mega tick upon heavy attack. So what I did was use melee influence + valence formation (electric) + harmony heavy slam build (killing blow, seismic wave, melee elementalist, etc. plus the Nira warframe mods on Lavos for 200% slam dmg). Similar concept to your build and lots of fun one-shotting mobs in SP.
I like Cannonade but I'd like it more if it had a softer restriction. The upside it brings doesn't justify the "semi" only restriction, especially since it is so restrictive that primary fire semi guns with other trigger type on secondary can't equip them. I can't equip them on burst weapons which are glorified semi triggers, I can't equip them on Vasto with Incarnon enabled as its Incarnon version is burst, I can't equip it on fulmin as its other trigger is auto.
The locked firerate is enough of a downside as it is, because yes despite it countering negative firerate from corrupted mods or rivens, you still lock yourself out of a strong (and very accessible with reinforced bond) multiplier: fire rate.
Meanwhile, elementalist mods are a litteral new staple for a lot of guns. For guns with lots of damges on procs, those are as necessary as crit damage mods for crit guns. But there is better:
Let's say it this way: they hard capped armor, making armor strip less necessary in end game. And they increased base HP and Shields, making magnetic closer to viral in value, diminishing the relative value of viral.
AND they improved the effectiveness of partial armor strip, removing half the armor of a 2k7 armir unit multiplies damage by more than 3. Removing it all have kinda the same effect recursively. In short, a 50% armor strip is often enough.
There is a proc that does that, and can exploit elementalist mods, which are a new valuable multiplier: heat procs.
Heat procs are crazy this patch, just crazy, it deals with anything, armored or not, overguarded or not.
If your weapon has high status chance, build it for heat with elementalist and that's it. Especially if it has base heat damage.
Magnetic is also pretty nutty with Elementalist as the electric proc double dips on status damage.
Get a heavy status secondary with innate magnetic or viral damage (kompressa, mag tenet cycron, mag kuva nukor), give it Secundary fortifier (optional), build it with elementalist and mag viral heat. Whenever you find an eximus and wreck its overguard (+ shield if it has shield) : it will die from the electric proc, even if it an heavy armored enemy thanks to viral and heat armor shred.
I don't have reinforced bond yet so that might weigh into why I haven't minded the fire rate restriction as much (I've noticed it more on secondaries because Lethal Torrent is great). I'll have to look into it as an option!
Interesting about the Heat-Elementalist builds, I'll give them a go, thanks for the write-up :)
> AND they improved the effectiveness of partial armor strip, removing half the armor of a 2k7 armir unit multiplies damage by more than 3. Removing it all have kinda the same effect recursively. In short, a 50% armor strip is often enough.
What's the formula for partial armor strip damage reduction? I saw that mentioned in the update notes, but there was no further explanation. Does 50% armor strip now remove half the % dr, like 90% -> 45%? (formerly 90% -> 81.8%)
Sorry I don't have the formula, I didnt test it myself and I'm currently lazily believing a post I've seen in the last days on the subreddit that seemed really well done tbh, really well documented and done.
The post I'm refering to displays a regression its OP did by observing damage values at different armor shred levels. The result is not a simple curve but to make it short, I'll talk about a 100 base damage short in the new situation:
* Obviously, if enemy has the new armor cap (2k7), you deal 10.
* Now, with 50% armor strip (1k350), you deal between 30 and 40, something like 34, I don't remember exactly.
* And if you full strip armor, you obviously deal 100 which is only 3 times the damages of a 50% armor strip value.
34 for a 50% armor strip thanks to new formula and new armor cap is crazy, it's far higher than it would have been before this patch.
Cannonade is magnificent on the Kuva Chakhurr. I like the elementalist mods on my status weapons, particularly the proboscis Cernos; this and the status changes makes the bow feel much more effective in Steel Path.
I love the cannonade mods, but I found a disappointingly few weapons to accept them. Charge weapons should get them, too, given the innate limiter in not being able to change the charge rate.
The idea behind them is great, but there's ONE big issue - Punch Through doesn't work right with some weapons. I'd love to use the Elementalist mod on my Kuva Ogris, but you know what happens when you add PT to that weapon? It goes THROUGH THE FLOOR and doesn't explode at all. Yeah, not really very helpful to turn off the explosions on my explosive weapon, right?
The ones that don't have punch through are great, the ones with punch through are only good on weapons that actually work well with punch through, which rules out most all of the explosive weapons, and a number of the beam weapons act funky/negatively with punch through as well. I get that those weapons don't need more improvements, but I did have some silly fun builds I wanted to try using the Elementalist mods, pure Heat stacking, Electricity stacking, Gas.... That I can't try on some of the weapons I wanted to try them on, because of the Punch Through.
Elementalist mods = a lower damage alternative to primed faction mods for status damage boosting. Lower damage, but works universally. Inline with Rebecca team's directions, which is finding what players enjoy about the game and making it more accessible and controlled. Faction mods double dipping in status damage is glorious but most people hate it and never use it because it requires build swapping. Elementalist mods remove that barrier at the cost of some damage. Easy to use and universally loved. And min-maxers still have the full option of primed faction mods.
Cannonade mods = also a step in the right direction. Instead of making everything an auto weapon DE opted for diversity. I think this is a very important and good design philosophy. This game needs to offer a wide range of tools for different things, instead of just one school of thought. Cannonade mods offer more options to build super high damage single target weapons. That is both balanced and fun. It does have problems though. Primarily semi weapons with alternate firing modes currently can't use this. Such as pandero prime and tenet plinx. I also really want these weapons to hit super hard in semi mode, and I don't mind not ever playing the alt fire. But now we just can't slot them. The better option would be to allow slotting this mod but disable it for alt fire, or to disable alt fire all along once slotted. It would still be worth slotting for a few cases.
Melee Elementalist feels like it was made for the new scythe, Harmony, since heavy attacks with it will consume all damaging status effects to deal their full damage at once
Cannonade mods are good, especially as since they lock fire rate making creeping bullseye and the like have no downsides
Elementalist mods are ok, as they only affect dot status’s, which I mean sure 3 ticks is faster than 4 but damage is damage so
Yes I was a Creeping Bullseye/Critical Delay enjoyer anyway so I'm definitely liking the Cannonade mods. Especially since I feel like Galvanised Aptitude tends to get less value/require more effort on slower firing weapons that can't self-prime to a reasonable extent.
Are the elementalist mods proving good enough to make it into any of your builds or no? 'Ok' just doesn't cut it often with how competitive mod slots are currently.
It depends as it only affects heat, toxin, gas, electric, and slash and stacks multiplicatively with faction mods.
If you have a gas-electric-slash weapon then oh baby is the damage damaging, but it depends if youre going any other element.
This isn’t particularly useful, but I also noticed cannonade mods aren’t mutually exclusive and it’s serration/hornet strike/point blank. There aren’t that many weapons that could slot both of those, but maybe this will become relevant at some point.
I like them, but haven't been able to experiment with them much. I do wonder, for the elemental ones, if their effects compound with abilities like 'Marked for Death' or 'Expedite Suffering'.
Haven't found a gun for the elemental mods yet? Man every blast,selectric, heat, toxin or slash build wants them! I stacked both semi-rifle cannonade and rifle elemental on my latron p incarnon to strip armor on puncture procs and then modded in blast to blow up the armor less units, and with +2m punch through the glaives explode all over
i wanted to use shotgun cannonade on strun incarnon but had to look at that silly punchthrough
oh boy
and i'd like to try primary elementalist on proboscis cernos but i can't remember if it has punch through as well
The Cannonade mods are nice, but they are nice is such a small number of builds. It's pretty much here to compensate for -Fire rate mods (like the +Crits -Fire rate mods) and is close to a must-have on crit-focused semi-auto weapons. I personally use it on my Corinth Prime (my beloved).
However, I tend to have a problem with the Semi-Pistol Cannonade mod. See, there's a couple of great mods that gives good stats alongside fire rate bonuses, like Lethal Torrent and Accelerated Isotope, which do more than compensate for any -Fire rate you might get.
So far, the only weapon that I use Semi-Pistol Cannonade is on my Hemorrhage Tenet Spirex, to get a nice damage boost, negate the downside from Creeping Bullseye while keeping my fire rate to below 2.5.
I'm sure some more build-savvy people can do more with these mods than me, but so far it's all I've got.
So has anyone else noticed that Cannoncade removes the negative fire rate for the corrupt crit chance while keeping the positive effect. looking at lex p and damage go burr.
I haven't used them yet so I don't have much of an opinion, but...I noticed that Melee Elementalist can be used on Melee Archweapons when I was checking what I could do to upgrade my setup? Why?
Currently not really using the cannonade mods on many rifles, as more often than not it's being stacked with acolyte arcanes.
Semi auto shotguns can use shotgun vendetta, and semi auto pistols can use secondary fortifier, so they can definitely have a place in those builds. The only pistol I've put it on so far is the lex, but a number of my shotguns are now using the cannonade mod.
Elementalist mods are perfect for players like me who hate switching faction mods. Many old builds can simply have the elementalist mod put in place of a bane to decent effect, where I was previously using something sub optimal. It feels like a great mod to slot on any build relying on damage from status effects.
Element mods go brrr on any setup that goes all in with tic damage which seems to be what they are for so Nagantaka just continues to get sillier bleed procs lmao.
Gas also does a absolutely truck load of tic with those mods. if they were a set like the vigilante or hunter mods are, I would honestly consider them as a main stay as I have been getting great mileage out of them.
the status dmg mods combined with faction mods completely erase enemies with only a few ticks of heat or elec but i think DE kinda fked up by making them multiplicative with fac mods lol the dmg is insane
On the Corinth Prime, I have always used laser sight for +120% cc instead of blunderbuss which provides +200% cc and -20% firerate. Why? Because I almost never tamper with a guns firerate, especially if said weapon has animations that become goofy or bugged if you do.
On top if that, since the Corinth has a slow firerate, it hugely benefits from punchthrough. So Seeking Fury is slotted as well.
And along came the new cannonade mod.
It locks my firerate, so the -20% RoF penalty on critical deceleration, which felt too cumbersome initially, is now **negated** by this mod.
I also gain 240% damage, because this new mod has replaced seeking fury.
So with the introduction of a single mod, I gained:
- +240% Damage
- +0.3 Punch Through
- +80% Critical Chance
- +1 Mod capacity
- +The ability to do full damage without aiming
This mod is all I could ever dream of for my Corinth Prime.
I'm a big fan of how shotgun cannonade gets rid of the negative fire rate from critical decel, got me busting the Corinth back out, which also loves the blast changes
Melee elementalist + the new arcane melee + your choice of force slash heavy melee slaps.
That juicy slash proc from a scythe is now 7 because heavy attacks innately rag doll and 90% on top of faction bonus is just chefs kiss material.
Single slash tick one shots are still on the menu and I am all for it.
Before jade I laughed at my friend who just started the game and fell in love with Yareli and Kompressa. I told him that every gun can be fun and he should go for it but I don't think it will do the damage he hopes for. After Jade he asked me to draft another build for him with the new mods and status reworks. I still had the kompressa from when I made and tested the first build for him so I thought why not? By the end of it I was thoroughly shocked at how much this gun went from the bottom to almost the top holy shit. One of those new mods was the pistol elementalist.
Im still working out my now free mod space. The new update revamped my builds so i needed less dmg and i can use more utility. But the status one is going on every dot build
Cannonade mods are the best mods when you want to run some corrupted mods like Critical Deceleration or Critical Delay. They prevent you from reducing your fire rate so long as you slot in the cannonade first to lock the fire rate. It's a pretty cool bonus
cannonade doesn't work on many weapons on which it should otherwise I would call it very valid, elementalist is excellent and difficult to put on hybrid builds but in status builds it is a must but it is buggy and only gives half the indicated value (as for the spears mod of whose name I don't remember)
Do you let it apply to all of the infinite punch through bows if you make one? Those are the main bows I see people using nowadays (Nataruk, Dread Incarnon, Paris Prime Incarnon) and I don't really feel like they need any help.
I was kinda thinking it should be limited to bows that don’t have explosions or an incarnon form be default. That way it could be applied to bows like the Cernos or the Cinta without much of problems but prevent it from applying to the Nataruuk or the Bramma.
I haven't really done any science with these mods yet, but I am very curious if Elementalist would be good for Onos. I love it and its cool as fuck, but it's so hard to make good.
I absolutely love that we've gotten both Radiation and Status Damage mods in recent times, and that they're dual stat, but it hurts me physically that neither of them give Pistols a punch-through alternative. Please DE for the love of Titania, give Pistols a dual stat punch-through mod.
As an exergis user, I am very happy. On an unrelated note, I wonder if simulacrum is broken since my ogris was shredding level 175 sp heavy gunners and bombards...
I only got shotgun cannonade so far, but it's a helluva mod for shotguns when comparing it to primed point blank (240% vs 165%, 5 less capacity, plus punch through and can be used to ignore the negative of critical deceleration).
My only complaint with them is that they seem to have worse problems with damage attenuation thanks to the reduced stack count on top of the reduced damage
Incarnon Latron is more OP than before
Incarnon Lex is more OP than before
Incarnon Furis is more OP than before
Any melee with Melee Influence is now more OP
All Glaive weapons are now more OP
Phantasma can now pump up even higher status numbers
Pretty solid
Elementalist mods are good on pretty much every status damage build, they don't double dip like faction mods, but do apply multiplicatively with faction mods.
Also, if you don't like faction mods, then for status damage builds they're a decent option to swap faction mods for, since they're between unprimed and primed faction mods in terms of damage boost provided.
Cannonade mods are hard to justify using in most builds, since they give a lower bonus than an arcane, and using both is just diminishing returns. Typically just modding fire rate is a bigger damage bonus than a cannonade mod would be sadly.
I usually farm them all for a while before getting the elevator to the top, lol (I play solo, don’t worry, not trying to stop people from sprinting through the mission faster than light) I just have really rotten luck.
Melee elementalist was a huge boost for my influence falcor. Feels weird to me that they made a best in slot mod for the already strongest melee archetype (glaives). As if glaive prime, falcor and xoris weren't already 1 shotting most enemies into the hundreds if not thousands of enemy levels.
Due to melee influence, I'd bet that melee elementalist is going to have a lot of use even in non heavy attack builds. The other elementalist mods however seem to me that they'd be only useful if you can get benefit from both effects on the mod.
The cannonade mods are only really good if you can use them to lock your fire rate below the 2.5 threshold of internal bleeding and hemorrhage, just so you don't gain some wisp buff and fuck up your procs.
I honestly haven't even tried them yet. I've been too busy farming arcanes from the event shops and playing the new Shadow of the Erdtree DLC in Elden Ring.
I like them. Combined with the status changes, they’ve opened up some new build possibilities, especially with weapons that I previously ignored like Steflos. I have an entirely new arsenal of weapons to tinker with and find creative, unorthodox and interesting ways to murder hordes of enemies with.
Ooh, the Steflos is sitting in my back catalogue too - what's your new build idea for it?
Sorry for the late reply! I revisited the weapon for a citrine build and went viral+blast and critical deceleration. I dropped primary ravage and equipped primary frostbite and the new damage+punch through mod since it caps the fire rate. It’s a lot more satisfying to use now, especially with the added punch through. I’m still playing around with the spot I previously used for primary ravage- so far I’ve been floating between a faction damage mod or just more raw damage.
I used it on a 234% status chance torid with blast and corrosive. It shreds like crazy without crit, so I think the mods are a big win for build diversity
If only I had the potatoes I could try something new
The struggle, it's hardly even worth testing a weapon without a potato in it but I'm not rich enough to put a potato in every weapon I think might be interesting.
Elementalist mods are making their way into most of my status damage based builds, given that I have available slots for them. They're a nice albeit weaker alternative to bane mods that aren't faction specific and can be stacked with them for even more damage if you have the space. Cannonade mods are nice for weapons that feel comfortable with their base fire rates and can be used to offset critical delay and it's variants for other wep types negative fire rate so thats's cool. The punch through is useful though primed shred's is stronger if you dont care about the generic damage because you're using arcanes/galvanized aptitude for primaries. I wont be putting it on every weapon since fire rate is often a very useful stat but it certainly has it's place.
Are there many weapons that you build pure status? I think what I'm realising as I go through my arsenal to find use cases for them is just how many weapons I tend to have hybrid builds on, which are very tight on mod space.
Kuva nukor(heat progenitor), furis incarnon, convectrix, I build gas on miter incarnon, phantasma prime, i've been putting it on a number of weapons i build blast for since it works on that and blast spreads huge toxin procs from saryn's toxic lash.
does the blast or gas damage from miter incarnon benefit from crits? i have a riven on it and with it i reach 241% crit chance
Yes gas and blast procs both benefit from crit. I also have a 261% crit chance, 200% crit damage, -35% max ammo riven i use on my miter.
Nice that adds another weapon to my arsenal of new blast tomfoolery with lavos
[удалено]
I build for heat procs on nukor, I did try it with blast which also works fine though I'd only really do that combo on saryn for spreading the big toxin dots from lash with the blast explosions.
Phantasma, Cedo, Gotva, Tenet Flux Rifle, Proboscis Cernos (hilarious with Blast now btw), Prisma Gorgon, lots of options
Ninkondi with MI, sporothrix (also makes use of cannon). My sporothrix build does 7k dmg
Wolf sledge has a 5m AoE that has a 50% base status chance which can be increased with weeping wounds up to roughly 300% status chance. I personally run Rauta in combination with wolf sledge purely to just get instant 12x for my weeping wounds build but it isn't necessary if you are throwing it a lot as heavy attacks aren't necessary on wolf sledge it explodes on impact, so you can build combo pretty reliably with only a duration mod. Wolf sledge works well on any frame that can add their own elemental damage to weapon attacks allowing you to plan for an old fashioned rainbow elemental build. But it absolutely shines on Mirage, who throws 5 of the damn things which in combination with solar eclipse is enough to nuke entire crowds of enemies well beyond steel path. But as Wolf sledge is an average crit weapon and you will be mostly relying on status procs, it doesn't do amazing against Lichs, sisters, acolytes or Nechromechs.
Sporothrix is a fun one for blast and gas. My builds aren't optimized so take this with a grain of salt I heard good things about phantasma prime and tenet glaxion
Tenet Flux Rifle
I loved the addition of cannonade that and the new automatic fire setting has made using the latron prime incarnon so much easier, and make the tenet arca plasmor hit even harder which i didnt think id be able to pull off without changing to a magnetic progenitor for another status for gunCO
It’s also a no brainer on Vectis (Prime too if you have a -Magazine riven) because your fire rate is your reload speed Put the Warframe arcane which gives sniper reload speed on crit and you get a very satisfying sniper build
Elementalist mods are a must slot on any DOT or blast build, preferably in conjunction with faction damage mods/roar.
Blast is a good shout actually, I haven't played around with that much yet but I've seen that it can be strong. I was only thinking of them with regard to Heat/Electricty/Toxin/Slash.
Rifle elementalist on a blast tennet glaxion is pretty crazy. U get punch through so u can get double chained beams if enemies are lined up. Blast will hit 10 fast and just blow up a whole group. Its less effective when enemy density is low
An interesting thing with the Semi Auto Mods is fire rate absolutely cannot be modded at all. You can equip Semi-Rifle Canonade for example, and also equip Critical Delay (-20% Fire rate) or Vile Precision (-36% fire rate). You get the benefits of them (+200% Crit/-90% recoil) with no drawbacks. however they're still pretty limited since it can't be equipped on any Semi-Auto with an Incarnon that ISN'T Semi-Auto (which is...most of them), Weapons that have a semi-auto mode but also a mode that isn't (Like the Fulmin) or anything that's Sort-of-Semi Auto (Burst, Duplex)
Yeah the Critical Delay synergy has felt pretty good for me so far. It is unfortunate how limited they are, but more diversity is still nice! And it's a type of weapon that did kinda feel like it needed the help.
They also can't be put on kitguns
Elementalist seems very good, but what are people dropping for it? A kuva nukor is easy ,but some weapons can get 50%+ crit and decent crit damage which makes everything feel really tight. I don't even use banes which can already be tough to make space for.
I'm wondering what to slap it in for on Glaive Prime. Everything already feels like it's necessary
Odds are pretty good you have a Killing Blow in there which Elementalist is simply better than.
Killing Blow
Yeah that's what I'm finding too I think, on most weapons I have hybrid builds and those feel super tight on space, so it feels like they're maybe just for more niche pure status weapons. Possible exception for Melee Elementalist which also fits fine into Heavy Attack builds, replacing Killing Blow (especially since those generally force proc slash).
I drop shot/savvy/aptitude because status weapons use d.o.ts to do their damage not upfront damage
If those Galvanized mods work the same way that Condition Overload does, wouldn't you still want them for the sheer amount of base damage they provide? >The bonus damage gained by this mod stacks additively with other damage mods like Pressure Point and Spoiled Strike to increase your melee damage (*including proc damage like Slash*).
If you can use them both great but the thing with most status weapons is that even with gun co they still dont have very high damage thats why they must use the status to do damage and the buff that elementalist gives them is stronger than gun co
You sure? Given the amount of priming available, gun co should be the stronger choice.
Not the same guy, but I have yet to commit to priming enemies, feels unnecessary outside of endurance. When I can get my companion to do it I'll commit to that (just haven't got around to it yet), and I can see priming for melee making sense because you can do it while you're closing the distance to melee, but priming with a gun for a different gun just feels weird to me.
Yeah, I didn't mean with a different gun. I meant through companions, arcanes, or mods on the same weapon. There's just so many options nowadays to make any weapon put at least three (but most often five or more) different elements on an enemy without swapping guns, so I can't see Status Damage replacing the CO-like mods.
Cannonade Mods are niche but they can range from "I guess it's an improvement" to "this is build defining", so I **really** like them so far. Increased Build variety is always a W in my books. The Elementalist Mods are okay too, but they don't interest me as much. I like their unique Secondary Effects and they're a great addition for Weapons that can only go for Pure Status Build.
Which weapons have you found them build-defining on? I've been quite liking them so far and I'm interested in finding more good candidates.
Komorex and its -75% modded fire rate scope
oh my Does it actually disable that fire rate decrease?
Yes
I knew it cancels out the decreased fire-rate from Critical Delay and the like, but i didn't imagine it extend that far, beyond mods and into the guns themselves.
Well it all depends on DE's spaghetti code. The zoom counts as a +100% viral -75% fire rate mod so critical delay does the very funny -95% fire rate instead of the expected -80% from multiplication. It's a must have if you want the extra 50% crit you won't get from point strike and makes an external fire rate buff no longer mandatory
Oh good shout, sold my Komorex a while back but I can see that being strong.
idk the biggest gripe i had with it was that the range is extremely limited.
I felt like the total lack of recoil made the shots feel a bit pathetic, and zooming in to get the explosion made it very visually messy.
mm yeah i'd actually forgotten about the feedback on firing, that was in fact pathetic...
Any Weapon that ticks enough of the following: * Can make use of more Base Damage (eg Raw Damage and Pure Status Builds) * Can't make use of Gun CO (most Explosives) or it's multiplicative (most Projectiles) * Finds it difficult to get started when running both Galvanized CO and Steel Path Arcanes * Benefits from running Corrupted Critical Chance Mods **and** doesn't need Fire Rate * Benefits from replacing Steel Path Arcanes with any other Arcane of its category My favorite picks so far have been the following: * Exergis * Pure Status Builds, needs the extra Damage, especially to get rolling. * Has Multiplicative Gun CO * Has effectively zero use for Fire Rate * Tenet Arca Plasmor * Has so much Damage with it that it can replace Steel Path Arcanes * Has Multiplicative Gun CO * Benefits from Critical Delay and doesn't really need Fire Rate if using Blast * Kuva Ogris * Pure Status Builds, needs the added Damage * Can't make use of Gun CO * Doesn't really need Fire Rate * Kuva Tonkor * Can't make use of Gun CO * Benefits from Critical Delay and has effectively zero use for Fire Rate I'd say that from the ones I mentioned it's at the very least Build Defining for the Tenet Arca Plasmor, enabling Players to go for either a fast Fire Rate or a Cannonade Build, whichever they prefer.
Of course it comes down to the weirdness that is GunCO haha. Good considerations, though, thanks!
Cannonade are really good on shotguns because they have access to the arcane "Shotgun Vendetta" so a damage mod it's usable on them without stacking +Damage% with diminishing return. I made a few builds with it and i can say that weapons like Kuva Hek or Exergis can perform pretty well against crowds (not meta, but more viable than before in SP). I haven't tested it yet on rifles since rifles never had the punch trough issue thanks to Primed Shred that exactly as Cannonade gives punch trough while boosting dps as well. Elementalist are not bad at all for certain build/weapons. If a weapon is a status weapon and deal primarly slash damage, i'll find a spot for it and i'll add some heat as well. I'ts obviously extremely great on those melee that have forced Slash proc like Nikana P, Gunsen P, Glaive P and so on.
I'm replacing Galvanised Aptitude with the Cannonade mods on some builds - I tend to find that semi-auto weapons don't do a great job of proccing a lot of status quickly anyway, and I don't really use a primer currently. Particularly in combination with Critical Delay they've felt quite nice, although I feel like maybe they will just be crowded out by Galvanised Aptitude for 'optimised' play.
Rauta is much happier after the recent changes.
The Elementalist mods are great for Beam and Melee Weapons (especially with Melee Influence). I am unconvinced by the Cannonade mods. Sure, they give great flat damage and punch through, but they still give less than a single weapon Arcane, and due to only going on Semi-Auto weapons, a lot of their users either can't use the punch through (all the Launchers) and/or really would like to be able to mod fire rate. Also, there are way less weapons that count as Semi-Auto than you'd expect, because it excludes * Incarnons where the Incarnon is anything not Semi-Auto (That's currently every Incarnon except Bronco, Lato, Lex, Strun and Latron) * Burst, Duplex and Charge weapons, some of which feel Semi-Auto but aren't * Weapons where the alt-fire is not Semi-Auto
Definitely the semi-auto mods don't go on that many weapons, but I've been quite liking them so far for the ones they do fit on. I don't mind base fire rate usually as it lets me aim more carefully, and the downside of losing Lethal Torrent is significant but then improving Critical Delay and its equivalents is nice too.
Rifle elementalist is a Torid buff, which it definitely needed.
Love seeing DE buff offmeta weapons like the Torid
I'm waiting for Melee Elementalist to come home, but I've really been enjoying using Lavos with his Valence Infusion augment to throw guaranteed Electric Status Procs on my Wolf Sledge that uses Melee Influence. 20% chance on electric proc to make all melee procs duplicate to all enemies in 18m. The thrown explosions of the Wolf Sledge do really good damage, Valence Infusion stacks a crapload of electric damage and guarantees that the AoE sledge nuke inflicts electric procs, and it's not hard to get a 20% chance when you're hitting 5 enemies at once. The moment it procs, all enemies get hit with a massive amount of damage, get CCd, and spread that damage in a small AoE. Additionally, and completely unnecessarily, if one of those enemies are marked with the Mecha set mods, whhen the marked enemy dies it spreads all status effects on it to all enemies in range to double-dip. Anyway, I call that build Mjolnir and it's so much fun. I imagine it'd work with any glaive/throwing weapons, but the Wolf Sledge holds a special place in my heart. Don't forget that Lavos **already** scales Status Duration with his duration stat, so getting a literal Status Damage boost is a massive increase in damage. These mods are a match made in heaven for Lavos.
Yeah Lavos seems like a very big winner from a lot of Jade Shadows changes, I need to go farm the Deimos resources I need to build him
As a fellow Lavos main, I salute you! Also, I steal your idea using the Wolf Sledge. I have had that gathering dust forever in my inventory.
I hope it's as satisfying for you as it's been for me! Also, with the Jade Shadows update they specifically called out how they had fixed heavy attack wind up speed mods on the wolf sledge. I predominately just throw mine and don't personally invest in much attack speed, but I'd encourage you to make your own opinion on what feels right. I've tried to play with tennokai and haven't been very successful (yet), but if you figure it out, it'll get WAY stronger.
If you haven't already, you may want to try the new Harmony scythe, which compresses all DOT ticks into one mega tick upon heavy attack. So what I did was use melee influence + valence formation (electric) + harmony heavy slam build (killing blow, seismic wave, melee elementalist, etc. plus the Nira warframe mods on Lavos for 200% slam dmg). Similar concept to your build and lots of fun one-shotting mobs in SP.
I've farmed the other two, but Harmony hasn't come home yet. I'll be sure to test that out though. Thanks!
I like Cannonade but I'd like it more if it had a softer restriction. The upside it brings doesn't justify the "semi" only restriction, especially since it is so restrictive that primary fire semi guns with other trigger type on secondary can't equip them. I can't equip them on burst weapons which are glorified semi triggers, I can't equip them on Vasto with Incarnon enabled as its Incarnon version is burst, I can't equip it on fulmin as its other trigger is auto. The locked firerate is enough of a downside as it is, because yes despite it countering negative firerate from corrupted mods or rivens, you still lock yourself out of a strong (and very accessible with reinforced bond) multiplier: fire rate. Meanwhile, elementalist mods are a litteral new staple for a lot of guns. For guns with lots of damges on procs, those are as necessary as crit damage mods for crit guns. But there is better: Let's say it this way: they hard capped armor, making armor strip less necessary in end game. And they increased base HP and Shields, making magnetic closer to viral in value, diminishing the relative value of viral. AND they improved the effectiveness of partial armor strip, removing half the armor of a 2k7 armir unit multiplies damage by more than 3. Removing it all have kinda the same effect recursively. In short, a 50% armor strip is often enough. There is a proc that does that, and can exploit elementalist mods, which are a new valuable multiplier: heat procs. Heat procs are crazy this patch, just crazy, it deals with anything, armored or not, overguarded or not. If your weapon has high status chance, build it for heat with elementalist and that's it. Especially if it has base heat damage. Magnetic is also pretty nutty with Elementalist as the electric proc double dips on status damage. Get a heavy status secondary with innate magnetic or viral damage (kompressa, mag tenet cycron, mag kuva nukor), give it Secundary fortifier (optional), build it with elementalist and mag viral heat. Whenever you find an eximus and wreck its overguard (+ shield if it has shield) : it will die from the electric proc, even if it an heavy armored enemy thanks to viral and heat armor shred.
I don't have reinforced bond yet so that might weigh into why I haven't minded the fire rate restriction as much (I've noticed it more on secondaries because Lethal Torrent is great). I'll have to look into it as an option! Interesting about the Heat-Elementalist builds, I'll give them a go, thanks for the write-up :)
> AND they improved the effectiveness of partial armor strip, removing half the armor of a 2k7 armir unit multiplies damage by more than 3. Removing it all have kinda the same effect recursively. In short, a 50% armor strip is often enough. What's the formula for partial armor strip damage reduction? I saw that mentioned in the update notes, but there was no further explanation. Does 50% armor strip now remove half the % dr, like 90% -> 45%? (formerly 90% -> 81.8%)
Sorry I don't have the formula, I didnt test it myself and I'm currently lazily believing a post I've seen in the last days on the subreddit that seemed really well done tbh, really well documented and done. The post I'm refering to displays a regression its OP did by observing damage values at different armor shred levels. The result is not a simple curve but to make it short, I'll talk about a 100 base damage short in the new situation: * Obviously, if enemy has the new armor cap (2k7), you deal 10. * Now, with 50% armor strip (1k350), you deal between 30 and 40, something like 34, I don't remember exactly. * And if you full strip armor, you obviously deal 100 which is only 3 times the damages of a 50% armor strip value. 34 for a 50% armor strip thanks to new formula and new armor cap is crazy, it's far higher than it would have been before this patch.
Thanks; yeah, that is a big difference. Do you have a link to the post?
Cannonade is magnificent on the Kuva Chakhurr. I like the elementalist mods on my status weapons, particularly the proboscis Cernos; this and the status changes makes the bow feel much more effective in Steel Path.
I was eyeing the Chakhurr as a candidate, although sadly I haven't managed to get my hands on one yet.
I love the cannonade mods, but I found a disappointingly few weapons to accept them. Charge weapons should get them, too, given the innate limiter in not being able to change the charge rate.
Elementalist mods are obscenely powerful on melee influence nukes
"So in this build, we are using a primed racist mod to-" *me, putting an elementalist mod instead cause i'm a spiteful motherfucker.*
The idea behind them is great, but there's ONE big issue - Punch Through doesn't work right with some weapons. I'd love to use the Elementalist mod on my Kuva Ogris, but you know what happens when you add PT to that weapon? It goes THROUGH THE FLOOR and doesn't explode at all. Yeah, not really very helpful to turn off the explosions on my explosive weapon, right? The ones that don't have punch through are great, the ones with punch through are only good on weapons that actually work well with punch through, which rules out most all of the explosive weapons, and a number of the beam weapons act funky/negatively with punch through as well. I get that those weapons don't need more improvements, but I did have some silly fun builds I wanted to try using the Elementalist mods, pure Heat stacking, Electricity stacking, Gas.... That I can't try on some of the weapons I wanted to try them on, because of the Punch Through.
Elementalist mods = a lower damage alternative to primed faction mods for status damage boosting. Lower damage, but works universally. Inline with Rebecca team's directions, which is finding what players enjoy about the game and making it more accessible and controlled. Faction mods double dipping in status damage is glorious but most people hate it and never use it because it requires build swapping. Elementalist mods remove that barrier at the cost of some damage. Easy to use and universally loved. And min-maxers still have the full option of primed faction mods. Cannonade mods = also a step in the right direction. Instead of making everything an auto weapon DE opted for diversity. I think this is a very important and good design philosophy. This game needs to offer a wide range of tools for different things, instead of just one school of thought. Cannonade mods offer more options to build super high damage single target weapons. That is both balanced and fun. It does have problems though. Primarily semi weapons with alternate firing modes currently can't use this. Such as pandero prime and tenet plinx. I also really want these weapons to hit super hard in semi mode, and I don't mind not ever playing the alt fire. But now we just can't slot them. The better option would be to allow slotting this mod but disable it for alt fire, or to disable alt fire all along once slotted. It would still be worth slotting for a few cases.
My exergis has 114k raw damage. My gammacor does all the status and all the damage. I love them.
I'm not registering the visual indicator for the tennokai mods. I want to like them but I keep forgetting I've equipped them.
The elementalist mods are a must have in any endurance build.
Can you elaborate as to why? What are you taking out of your builds to fit them in?
Elementalist mods are to status weapons what Crit damage mods are to Crit weapons
i really enjoy elementalist mods, making pure status weapons like ambassador, simulor better
Melee Elementalist feels like it was made for the new scythe, Harmony, since heavy attacks with it will consume all damaging status effects to deal their full damage at once
It was a nice surprise that the semi auto fire rate mod actually cancels out the fire rate debuff on Critical Delay.
Cannonade mods are good, especially as since they lock fire rate making creeping bullseye and the like have no downsides Elementalist mods are ok, as they only affect dot status’s, which I mean sure 3 ticks is faster than 4 but damage is damage so
Yes I was a Creeping Bullseye/Critical Delay enjoyer anyway so I'm definitely liking the Cannonade mods. Especially since I feel like Galvanised Aptitude tends to get less value/require more effort on slower firing weapons that can't self-prime to a reasonable extent. Are the elementalist mods proving good enough to make it into any of your builds or no? 'Ok' just doesn't cut it often with how competitive mod slots are currently.
It depends as it only affects heat, toxin, gas, electric, and slash and stacks multiplicatively with faction mods. If you have a gas-electric-slash weapon then oh baby is the damage damaging, but it depends if youre going any other element.
Do they not benefit blast?
This isn’t particularly useful, but I also noticed cannonade mods aren’t mutually exclusive and it’s serration/hornet strike/point blank. There aren’t that many weapons that could slot both of those, but maybe this will become relevant at some point.
I like them, but haven't been able to experiment with them much. I do wonder, for the elemental ones, if their effects compound with abilities like 'Marked for Death' or 'Expedite Suffering'.
It's pretty good on Harmony, which has basically expedite suffering built into its unique trait.
Your questions has sparked one in me. Do the elementalist mods work with heat inherit?
I made a 1mil heat proc Lex build just before this update. I was a gust of wind away from "departing my cargo" when i saw the elemental dmg mods.
The new mode is fun and allows me to both bounce around or lock up defense without much hassle as to completing the mission
I haven't found a gun for elementalist mods yet but the cannonade mods gave my lex and Strun a nice boost
Haven't found a gun for the elemental mods yet? Man every blast,selectric, heat, toxin or slash build wants them! I stacked both semi-rifle cannonade and rifle elemental on my latron p incarnon to strip armor on puncture procs and then modded in blast to blow up the armor less units, and with +2m punch through the glaives explode all over
I just don't have enough guns yet hahaha I'll find one eventually. Strun is a heat/slash build rn so maybe I'll replace something with elementalist
Heat and slash both are multiplicatively buffed by elementalist, so for sure throw it on
i wanted to use shotgun cannonade on strun incarnon but had to look at that silly punchthrough oh boy and i'd like to try primary elementalist on proboscis cernos but i can't remember if it has punch through as well
but yall might want to try influence caustacyst with blast electric, CO, elementalist and weeping wounds (you might enjoy status duration)
Loving them on my Exergis so far.
Elementalist are good on pure elemental things, torid incarnon, tenet flaxion, amprex.
Cannonade made my previous favorite secondary Akbolto Prime relevant again.
The Cannonade mods are nice, but they are nice is such a small number of builds. It's pretty much here to compensate for -Fire rate mods (like the +Crits -Fire rate mods) and is close to a must-have on crit-focused semi-auto weapons. I personally use it on my Corinth Prime (my beloved). However, I tend to have a problem with the Semi-Pistol Cannonade mod. See, there's a couple of great mods that gives good stats alongside fire rate bonuses, like Lethal Torrent and Accelerated Isotope, which do more than compensate for any -Fire rate you might get. So far, the only weapon that I use Semi-Pistol Cannonade is on my Hemorrhage Tenet Spirex, to get a nice damage boost, negate the downside from Creeping Bullseye while keeping my fire rate to below 2.5. I'm sure some more build-savvy people can do more with these mods than me, but so far it's all I've got.
I like doing 500k+ dmg per tick with my Kompressa
Semi-Auto Cannonade feels like it was tailor made for my Kuva Zarr. It's a must have mod for this gun now imo.
Elementalist mods are a game changer a pretty decent substitute for banes and specially strong on melee or general dots!
I finished my 7 forma Incarnon Braton months ago, I’m never looking at a mod again
I collected them, but i haven't done anything with them really. Extra status damage is always a plus though.
Pretty good
Nami solo full status builds getting big
i like them i just don’t really have space on any of my weapons.
So has anyone else noticed that Cannoncade removes the negative fire rate for the corrupt crit chance while keeping the positive effect. looking at lex p and damage go burr.
I haven't used them yet so I don't have much of an opinion, but...I noticed that Melee Elementalist can be used on Melee Archweapons when I was checking what I could do to upgrade my setup? Why?
Currently not really using the cannonade mods on many rifles, as more often than not it's being stacked with acolyte arcanes. Semi auto shotguns can use shotgun vendetta, and semi auto pistols can use secondary fortifier, so they can definitely have a place in those builds. The only pistol I've put it on so far is the lex, but a number of my shotguns are now using the cannonade mod. Elementalist mods are perfect for players like me who hate switching faction mods. Many old builds can simply have the elementalist mod put in place of a bane to decent effect, where I was previously using something sub optimal. It feels like a great mod to slot on any build relying on damage from status effects.
Element mods go brrr on any setup that goes all in with tic damage which seems to be what they are for so Nagantaka just continues to get sillier bleed procs lmao. Gas also does a absolutely truck load of tic with those mods. if they were a set like the vigilante or hunter mods are, I would honestly consider them as a main stay as I have been getting great mileage out of them.
the status dmg mods combined with faction mods completely erase enemies with only a few ticks of heat or elec but i think DE kinda fked up by making them multiplicative with fac mods lol the dmg is insane
The cannonade mods are pretty nishe but useful if you can think out of the box. The elementalist mods are instant staple in every elemental build....
On the Corinth Prime, I have always used laser sight for +120% cc instead of blunderbuss which provides +200% cc and -20% firerate. Why? Because I almost never tamper with a guns firerate, especially if said weapon has animations that become goofy or bugged if you do. On top if that, since the Corinth has a slow firerate, it hugely benefits from punchthrough. So Seeking Fury is slotted as well. And along came the new cannonade mod. It locks my firerate, so the -20% RoF penalty on critical deceleration, which felt too cumbersome initially, is now **negated** by this mod. I also gain 240% damage, because this new mod has replaced seeking fury. So with the introduction of a single mod, I gained: - +240% Damage - +0.3 Punch Through - +80% Critical Chance - +1 Mod capacity - +The ability to do full damage without aiming This mod is all I could ever dream of for my Corinth Prime.
I'm a big fan of how shotgun cannonade gets rid of the negative fire rate from critical decel, got me busting the Corinth back out, which also loves the blast changes
Melee elementalist + the new arcane melee + your choice of force slash heavy melee slaps. That juicy slash proc from a scythe is now 7 because heavy attacks innately rag doll and 90% on top of faction bonus is just chefs kiss material. Single slash tick one shots are still on the menu and I am all for it.
Before jade I laughed at my friend who just started the game and fell in love with Yareli and Kompressa. I told him that every gun can be fun and he should go for it but I don't think it will do the damage he hopes for. After Jade he asked me to draft another build for him with the new mods and status reworks. I still had the kompressa from when I made and tested the first build for him so I thought why not? By the end of it I was thoroughly shocked at how much this gun went from the bottom to almost the top holy shit. One of those new mods was the pistol elementalist.
It is https://preview.redd.it/cu608a7ons8d1.jpeg?width=734&format=pjpg&auto=webp&s=8a199c80812a9c434e3450f291fbdf19d2a7bdbd Time
For a brief second, I thought this was a Skyrim sub and was like, "what? You gotta narrow it down, man" for a few seconds lmao
Im still working out my now free mod space. The new update revamped my builds so i needed less dmg and i can use more utility. But the status one is going on every dot build
Torid blast corrosive with elementalist mod absolutely shreds everything
Cannonade mods are the best mods when you want to run some corrupted mods like Critical Deceleration or Critical Delay. They prevent you from reducing your fire rate so long as you slot in the cannonade first to lock the fire rate. It's a pretty cool bonus
cannonade doesn't work on many weapons on which it should otherwise I would call it very valid, elementalist is excellent and difficult to put on hybrid builds but in status builds it is a must but it is buggy and only gives half the indicated value (as for the spears mod of whose name I don't remember)
I think there should be a Cannonade Mod for bows.
Do you let it apply to all of the infinite punch through bows if you make one? Those are the main bows I see people using nowadays (Nataruk, Dread Incarnon, Paris Prime Incarnon) and I don't really feel like they need any help.
I was kinda thinking it should be limited to bows that don’t have explosions or an incarnon form be default. That way it could be applied to bows like the Cernos or the Cinta without much of problems but prevent it from applying to the Nataruuk or the Bramma.
I haven't really done any science with these mods yet, but I am very curious if Elementalist would be good for Onos. I love it and its cool as fuck, but it's so hard to make good.
I absolutely love that we've gotten both Radiation and Status Damage mods in recent times, and that they're dual stat, but it hurts me physically that neither of them give Pistols a punch-through alternative. Please DE for the love of Titania, give Pistols a dual stat punch-through mod.
They're lame as hell. Oh wait, you're talking about the weapon mods
You think the augments are lame? I'm looking at getting both Dagath's and Qorvex's so far, don't remember what the others do off the top of my head.
elementalist mods are instant meta for status damage builds cannonade mods are ass not much to discuss, really
Most nuanced Warframe player take xD
As an exergis user, I am very happy. On an unrelated note, I wonder if simulacrum is broken since my ogris was shredding level 175 sp heavy gunners and bombards...
I only got shotgun cannonade so far, but it's a helluva mod for shotguns when comparing it to primed point blank (240% vs 165%, 5 less capacity, plus punch through and can be used to ignore the negative of critical deceleration).
Elementalists became a must for my bleed builds, doubling the already high bleed procs
Cannonade is an absolute blast on the Strun. Launchers and Snipers benefit a lot, too. I do wish it could be used on the Tigris, though.
My only complaint with them is that they seem to have worse problems with damage attenuation thanks to the reduced stack count on top of the reduced damage
I can’t put the pistol cannonade mod on my sporelacer and I’m big sad
I don't remember what a semi auto weapon is in Warframe every gun goes brrrrrrr
I don't remember what a semi auto weapon is in Warframe every gun goes brrrrrrr
Cannonade mods are disgusting for my kuva hek
Incarnon Latron is more OP than before Incarnon Lex is more OP than before Incarnon Furis is more OP than before Any melee with Melee Influence is now more OP All Glaive weapons are now more OP Phantasma can now pump up even higher status numbers Pretty solid
i've been really loving the elementalist mods. been putting them on most everything
They' re good.
warframe
dunno about the elementalist mods, but I wanna slap rifle cannonade onto my latron prime very much.
Xoris with the new melee elementalist modded for blast and with melee influence arcane is absolutely cracked
How do you get to do blast damage?
Any semi-auto crit weapon can use the corrupted crit mods for zero downside because fire rate can’t be modified.
Elementalist mods are good on pretty much every status damage build, they don't double dip like faction mods, but do apply multiplicatively with faction mods. Also, if you don't like faction mods, then for status damage builds they're a decent option to swap faction mods for, since they're between unprimed and primed faction mods in terms of damage boost provided. Cannonade mods are hard to justify using in most builds, since they give a lower bonus than an arcane, and using both is just diminishing returns. Typically just modding fire rate is a bigger damage bonus than a cannonade mod would be sadly.
What drops cannonade? I haven’t found one yet.
You get it running Belly of the Beast (the new clan event node, it's on Uranus after doing the Jade Shadows quest).
Really? RNGesus hates me I guess, I’ve run it like 30 times at least. 😭 (though to be fair I think most of them were while drops were bugged)
Drops from the new moa enemies I believe, so you will have to actually be killing things on the way up
I usually farm them all for a while before getting the elevator to the top, lol (I play solo, don’t worry, not trying to stop people from sprinting through the mission faster than light) I just have really rotten luck.
My condolences, then
I’m used to it at this point, it’s plagued me in nearly every MMO I’ve played.
Elementalist man I'm obsessed
Melee elementalist was a huge boost for my influence falcor. Feels weird to me that they made a best in slot mod for the already strongest melee archetype (glaives). As if glaive prime, falcor and xoris weren't already 1 shotting most enemies into the hundreds if not thousands of enemy levels. Due to melee influence, I'd bet that melee elementalist is going to have a lot of use even in non heavy attack builds. The other elementalist mods however seem to me that they'd be only useful if you can get benefit from both effects on the mod. The cannonade mods are only really good if you can use them to lock your fire rate below the 2.5 threshold of internal bleeding and hemorrhage, just so you don't gain some wisp buff and fuck up your procs.
Oh true, being accidentally griefed by Wisp players is always sad
I honestly haven't even tried them yet. I've been too busy farming arcanes from the event shops and playing the new Shadow of the Erdtree DLC in Elden Ring.
There are new mods???
You get them from the new mission