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Nekros Build With Despoil And Soul Surviver?


total90
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I'd like to build my Nekros with the 2 syndicate mods in it, which leaves us 6 more mod slots. What are your recommendations and is it a viable option in end-game level?

 

I'm thinking (EDITED)

- Corrosive projection (aura)

- Natural talent

- Equilibruim

- Intensify

- Stretch

- Vitality

- Fleeting expertise

Edited by total90
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It's a pretty hard balance to strike, especially if you want to make him a functional all rounder, rather than still a desecrate spammer with some extra utility.

 

Calypso has a good vid for it: 

 

But I also have my own build for getting all of his abilities into a usable state. Though I still constantly tweak it. 

If we get augment slots I can make it work nicely, right now it's kinda gimmicky.

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Right now the build I've been playing with only has soul survivor but if you wanted to add despoil then I would swap it out with streamline. This build does allow me to use shadows with decent effectiveness, if I'm with a new group the number of shadows tends to surprise them a little(I'll run paris prime and bring back 10 or more heavy's most times). Whenever I'm not doing really high level stuff I swap out soul survivor for something like narrow minded to push the duration higher, I only run soul survivior if I know people are going to be downed and its going to be hard getting to them. Desecrate doesn't really need to much additional range, to me a simple stretch is enough, people should be grouped up somewhat close anyway. I prefer not to use natural talent, instead I use a huras kurbrow, the cloak actually has a pretty short wait and I find it more reliable then the shade, and kurbrows are harder to kill. Don't know if its a bug with one of the mods or not, but If he goes down I run over a handful of health orbs and it will actually revive him. Not exactly sure whats going on, I just know it works. 

 

http://goo.gl/wJeYFn

 

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Right now the build I've been playing with only has soul survivor but if you wanted to add despoil then I would swap it out with streamline. This build does allow me to use shadows with decent effectiveness, if I'm with a new group the number of shadows tends to surprise them a little(I'll run paris prime and bring back 10 or more heavy's most times). Whenever I'm not doing really high level stuff I swap out soul survivor for something like narrow minded to push the duration higher, I only run soul survivior if I know people are going to be downed and its going to be hard getting to them. Desecrate doesn't really need to much additional range, to me a simple stretch is enough, people should be grouped up somewhat close anyway. I prefer not to use natural talent, instead I use a huras kurbrow, the cloak actually has a pretty short wait and I find it more reliable then the shade, and kurbrows are harder to kill. Don't know if its a bug with one of the mods or not, but If he goes down I run over a handful of health orbs and it will actually revive him. Not exactly sure whats going on, I just know it works. 

 

http://goo.gl/wJeYFn

The lowered power efficiency would mean loosing more health per cast, and without vitality (plus with slash procs) that's playing a dangerous game.

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The lowered power efficiency would mean loosing more health per cast, and without vitality (plus with slash procs) that's playing a dangerous game.

Well honesty its more built for soul survivor. Thinking back on it I would replace redirection with a vitality and use a lower ranked blind rage like around rank 5, would leave you with about 60% efficiency boost. Honestly I wouldn't really want to sacrifice the extra shadows, I almost never have energy problems with that build as it. Most bodies stick around for 15 seconds(infested are only 5 seconds) so I don't find the need to spam super hard. Normally twice every 10 seconds is what I do. 

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Dont need the Rage+QT imo, swap for a strength and a range mod.

 

Also, CP aura. Always CP aura.

I agree, I now changed to

- Corrosive projection (aura)

- Natural talent

- Equilibruim

- Intensify

- Stretch

- Vitality

- Fleeting expertise

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I'd like to build my Nekros with the 2 syndicate mods in it, which leaves us 6 more mod slots. What are your recommendations and is it a viable option in end-game level?

 

I'm thinking (EDITED)

- Corrosive projection (aura)

- Natural talent

- Equilibruim

- Intensify

- Stretch

- Vitality

- Fleeting expertise

are you looking for an only-desecrate build or all around build..if an only-desecrate build then here's mine, I also kinda got it from calypso:

overextended (you can use stretch), vitality, streamline R4, fleeting expertise R4, natural talent, equilibrium, 2 augment mods

the reason I took out strength is because both terrify and SotD need duration pretty badly, which you don't really have, so strength would be kinda useless specially in high lvls   

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Totally nekros'ing this tread(see what I did there?) But has anyone tried this build vitality(max), natural talent, equilibrium, primed continuity, stretch, fleeting expertise(rank 5)?

The theory seems decent, and I am missing the augment mods(working on ranking up my red veil). Can't wait to give it a whirl.

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I'd like to build my Nekros with the 2 syndicate mods in it, which leaves us 6 more mod slots. What are your recommendations and is it a viable option in end-game level?

 

I'm thinking (EDITED)

- Corrosive projection (aura)

- Natural talent

- Equilibruim

- Intensify

- Stretch

- Vitality

- Fleeting expertise

 

I researched this: http://warframe-builder.com/Warframes/Builder/Nekros/t_30_000023003_4-3-5-5-1-4-6-4-5-8-8-5-54-0-10-55-5-4-256-2-3-398-6-3-458-7-3_54-14-5-8-256-9-4-9-6-6-55-5-398-9-458-9-8-14_0/en/1-0-12

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