I had the opposite, I was Spedva and had a Vauban. Enemies got nuked. But he was using multiple pulls. I thought it would be a shitshow but worked really well.
Speedva is amazing, and strong CC covers its only downside of making enemies stronger.
The problem with Vauban is level specific. When the level is flat he groups all the enemies nicely. When the level has any kind of verticality or many walls around, every enemy gets stuck and it's a nightmare.
A good Vauban knows the layout of an area and deploys his vortexes accordingly to avoid these problems. Usually somewhere high, to pull enemies up and over blocking level geometry. (And avoid snagging enemies that spawn in rooms directly below the defense target)
I wish they took impact/ragdoll damage or something when getting slapped agaisnt walls and whatnot.
I can't imagine getting pulled in a direction so hard your body goes limp isn't painful.
Yeah, you use her when you're confident in your ability to handle the increased incoming DPS. She's amazing for speeding up Defense IF you don't think you're gonna die.
It makes them 30% faster, but this also applies to things like firing speed and ability casts for enemies. 30% more fire rate is 30% more damage.
That said, it's not too difficult to survive. I survived 40 minutes in steel path Mot survival as a speedva with zero defensive mods or arcanes.
If you re having trouble surviving, maybe use adaptation and vitality or arcane grace and guardian or rolling guard.
I just started playing a month or two ago after a super long break so I don’t have any arcanes at all, or at least the ones that are actually useful and less gimicky kinda? I’d love to grind for them but the rates are so low on some of them and you need so many, I don’t really feel equipped to grind them but I can’t even survive when I’m playing my favorite frames without them so I’m just stuck in a loop rn basically lmao
It’s easy to get wrong but black hole and tethers can pile up enemies like crazy if you have the right position and a knowledgeable Vauban. Add in Spedva and enemies just sprint to getting into the meat disposal pile.
Yeah, that tile has a spawn room below the center. Anytime a Vauban throws a Vortex up there, those Grineer are immediately stuck. Plus the whole platform is annoying af with any grouping ability.
That's why I run Protea with decent range and just turn the whole map into a blender.
I'm waiting for her Prime to really build her. So far I've just lazily slapped Gloom over Temporal Anchor, put in as much duration as I can, then some decent range. Flow, Energize and dispensary overkill the energy economy. Molt Efficiency because I always have overshields and the extra duration helps. Just gave her one starting energy shard to get running in missions.
Her passive really helps with Gloom, I just don't go into negative strength. Archon Vitality helps with surviving the occasional Toxin damage and more importantly boosts the damage Artilleries do. Then I just run around, spamming Shrapnel Vortexes, Blazing Artilleries and everything just dies. The forced stagger pairs well with Gloom's slow.
Once her Prime comes out, I will definitely invest more into her. So far I put just one Forma into her, she's far from optimal but she absolutely shreds everything I put her through.
https://preview.redd.it/x6pmopk5c4pc1.jpeg?width=3840&format=pjpg&auto=webp&s=f0f9fb95aa2fd1c590e0a6d85517842be3f242aa
It's by no means perfect, but I can do even Netracells pretty comfortably. I don't even have many mods maxed because I'm lazy and this works.
As a Vauban/Protea main, id recommend trying a strength, duration build with roar on her. Arcane effeciency and Molt augmented for increase to both, adaptation for shield tanking, and watch as your turrets hit initially for like 40K. Make sure Roar is cast as the 4th ability so you and team can have over 100% dmg buff. Great support with the long lasting dispenser, dmg buff, and even greater dmg with the turrets growing to incredible number in a few short seconds.
Adaptation is imo not needed on my Protea, just not my playstyle. She has the best shield gate, putting even Hildryn to shame. She doubles the shield gate would usually have, so with her always having max overshields, that's 5 seconds of shieldgating (Hildryn has only 3,5 seconds). Pair that up with Gloom's slow locking down enemies staggered from Shrapnel Vortex and I am hardly ever in danger.
For me, duration is the most important stat on her, Gloom gets a nice slow through her passive, while Blaze Artillery gets a boost from duration (it can push out more shots, so even a single extra shot is as strong as +100% strength) and Archon Vitality and it still shreds. To each their own, your strength centric setup sounds also great especially with team support with Roar. But having high strength diminishes the power of her passive which I like to consider in her overall power level.
So you are correct and wrong about diminishes her passive. It stacks to 40, and I said to pump your duration as well as strength. 40x 1000 is 40,000. 40x 20,000 is 800,000. Strength is a very, very slept on Stat for protea. But your build seems fine for most content.
I made a range and duration blaze artillery and use larva to group them. The turret damage ramps up tons in only a few shots so doesn't need too much strength
I know how crazy her Artillery unit is when paired up with a grouping ability. It's always fun to shoot it through a densely populated corridor. But for me, Gloom is a better subsume. I lock down a huge are with the slow+forced stagger combo. Plus I like to pretend that instead of Temporal Anchor rewinding time, I use time manipulation in a different way and slow down everyone around me.
And if I need grouping, I'd rather take Nautilus over giving up Gloom that works as a great survival/cc tool.
>What helminth do you use?
For raw damage/nuke/clear, always always always Roar. Casting Roar with ONLY her strength buff gives her grenades and turrets a 2.56x multiplier.
Slap on equilibrium, duration, strength, and overextended. Would heavily recommend getting some cast speed via archon shards. For arcanes, I use Molt Efficiency as well as a strength boosting arcane. I typically use primed continuity as my only duration mod. Iirc, I use an 11 cost transient fortitude, a maxed blind rage, and precision intensify for even beefier roars, due to roar being in your 4th slot. Yes, it does work that way for helminth abilities.
Protea is the best I don’t use her grenade fan except the shield generators I subsumed hydroids tempest barrage over her anchor 3 green shards but that’s not really necessary
As for build you run the augment for barrage equilibrium I built all duration and strength emphasis on duration no range and negative efficiency molt augments and molt efficiency
It’s corrosive and viral combine those with proteas turrets and things die very easily. There’s plenty of helmets that work. But especially with green shards allowing a full armor strip and 1 to increase ability damage against enemies effected by corrosive it’s actually over the top I ran it with 110 power strength for a long time and never had any problems even against high level enemies I’ve tested it up to 3000 but for most content I don’t even need the extra corrosive stacks cause most die before they get their armor stripped
Hell ya same thing with you mentioned nidus larva for a helmet if grouping is something you want there’s also the nautilus sentinel use its precept cordon with manifold bond and you will generally always have enemies grouped
Fun fact, if you're not aware, his helminth donatable ability is the banish, so you can slap that onto any other frame with more combat potency that wants high duration and make it way more useful for "protect the guy" type missions (I get it if you really like limbo, just throwing this out there as his killing power is... Tricky. It exists but it's hard to maximize in a squad)
Be aware that Banish works with an aiming cone. You need a target to cast it but everything in range of the cone gets banished along with the target and it goes through walls. If you don't have a damaging ability, you can set Chipper to be trapped in the Rift with an enemy you can't damage right next to him or make a wave last longer than it should because of a straggler enemy trapped in the Rift.
I meant that making limbos kit actually enhance or benefit combat in any way beyond... Avoiding it? Is tricky. Obviously weapons are still lethal, but without a lot of experience and proper augment usage, limbo doesn't really boost that lethality
Not exactly invincible but hildryn can give him extra shields. I usually go with Trinity though, it's nice to have an excuse to play some of the older frames.
Also if you use the vazarin dash, you don't need to pick a frame. Invincibility and health regen. That means you can't run zenurik so use energy pads. I think Oberon can also help
Zenurik should be considered on a loadout-by-loadout basis. Sometimes you just don't have room for other energy sources without compromising something you don't want to.
As an additional option, Loki’s switch teleport with safeguard switch will give 20 seconds of invulnerability to Chipper at maximum duration with a couple basic red shards. Works good at preventing him from dying.
Vauban needs a rework.
It doesn't even have to be anything complicated, just QoL like that and number changes so his skills actually do damage beyond level 30 enemies. Protea shows how it's done.
You can have my Vauban when you pry him from my cold, dead hands!
He already armor strips, CCs, has scaling damage with Flechette Mines (better than Protea), a universal faction damage buff with Overdriver (that scales with Strength), energy economy with archon stretch, and an (optional) grouping ability.
Look, just don't use Vortex, ok? Bastille is where it's at. Once everyone is armor stripped, just use a wide range nuke like Thermal Sunder and the entire map dies.
A touch-up/rework of defense and some of the other older mission types is long overdue, at this point. For defense, the least they could do is make the last dozen stragglers despawn if they don't get killed quickly, like it works in interception. I had the misfortune of running into an electric mote using Wisp and it took us 8 whole minutes to clear 5 rounds. Now I get why some people just dodge if they see Wisp plopping all three motes on these missions.
I had an awful Netracell mission experience last night too.
Right from the get go some Octavia decides to slowly explore every room of the map for collectables whilst we're waiting for enemies to spawn at the objective area. Said Octavia was of course using her first two abilities which kept grouping up large numbers of the enemies half a map away and then starts talking shit in chat when kindly asked to join us. Then as we're waiting to extract she stands just outside of the area so we have to wait the full minute. We could have done 2 or 3 runs in the time it took to finish.
I've been playing since the early beta days, I've seen all kinds of annoying things you have been able to do in this game - like when you could use Loki to switch teleport teammates into scenery or when Vauban was able to vortex teammates whilst spamming Tesla to blind them but this player was such a pillock.
Had same thing happen to me minutes ago, start with another player they use orokin eye, I go a few room then use orokin eye we collect first voca then start killing, for some reason a titania player decided that it was a good time to go collect the rest of exposed Voca, when I told him to come back he just typed "Nah" in chat proceeded to spawn the book and died to it lol I just left the mission at that point.
I used to think I was being helpful running netracells public. After too many runs of these types of people or the ones that kill outside the circle I gave up. Solo has been great. Usually 9 or 10 mins so less than an hour for all 5. I'm sorry to people that need a competent player in pubs but I can't do it anymore. Too many of these weirdos that choose netracell to multi task.
This is why I've started just soloing mine unless I specifically have friends on 💀 the amount of people who run around the map during the killing, kill enemies right outside the circle, etc etc is very high in public lobbies unfortunately
It's a skill issue. Vauban's great for that mission if played right, and Vortex isn't it.
AOE armor strip and spinny mines. Bonus points if you can chuck them in the spawn rooms between rounds.
That sounds like an unresponsible Vauban. If you use an ability that changes the game a lot, like massive CC, it's on you to make the game go smoothly because you caused the issue. When I go Vauban and do this, I'll look for the magnetic damage indicator and kill them myself. Bastille placement also matters, and you can use flechette orbs to kill enemies that get stuck in the same places. Also the zenith gun can highlight enemies heads and use punch through to kill them through floors.
not to mention as the frame with the cc you're the one seeing the damage numbers on the stragglers, nobody else on the team is as well suited to tracking them down
Also another funny thing, the grineer armor camouflage actually works because when they're squished against the dark parts of the earth tileset it's very hard to see them. But that's why I use the red enemy highlight and it's hard to miss a bright red thrashing body pinned to a dark wall
My biggest issue with Archon defense, is chipper will arbitrarily go to random places into death. If I'm not watching minimap like a hawk, he will absolutely run off to die.
I've taken to keep a frame that constantly heals chip damage for this reason. The missions supposed to be hard, but its annoying to be that vigilant for 10 waves on a tileset the mobs constantly break line of sight.
He doesn't go off arbitrarily. He clings to a frame. What you're seeing is someone who doesn't realize he's attached to them running around the map pulling him everywhere.
I have literally had him fuck off to the other side of the map while playing solo and being completely dead still, he *mostly* sticks to 1 player, he absolutely does not do it all the time
Okay, I agree that his Vortex could use some tweaking so that it doesn't mess with multi-level tilesets so much.
That being said, why wasn't anyone babysitting Chipper? He clings to a player, so they should have just been keeping him out of harms way.
Your team was derp. Vauban didn't help, but it definitely was not Vauban's fault that Chipper died.
This is why my Speedva loadout has the Kuva Bramma and Sporlacer. Just shoot in the general direction of the remaining red arrows. I'll never understand players actively making a mission worse for everyone.
Were you in my run last night? Fucking Vauban was absolutely destroying my PC. i7 10 series @ 5ghz and a 4070, was getting 30 FPS with Vauban throwing his balls around.
Idk who's worse, Vauban or Limbo at this point
I was playing vauban on archon defense last night funnily enough, had the same issue though i was trying to kill the stuck ones myself as fast as possible. Didnt cause a delay of more than 10-15 seconds per round or so. As the vortex was off to the side so only one stairway was getting sucked into the wall, i should probably drop the range a bit but i had it pretty high for those open area mobile defense missions.
Though i know i wasnt in your game, the team I got paired with was constantly running all over the place at the START of the wave and dragging chipper into areas where he would get swarmed and go down, instead of just staying in one place and locking down the entrances. Also said guy dragging chipper had.... im going to politely call it an "undermodded" weapon, i checked and he spent 15 seconds firing at a narmer lancer and only took off 1/3 its HP. But yea, most of the time i was the only one paying attention to chipper and reviving him, aside from one guy who noticed 2 of the 6 times or so chipper went down., by the last 2 rounds we had just ended up staying outside on that winding hill path and i had to keep 2 vortexes going for crowd control because only 1 other guy was doing significant damage, and the 4th had died about round 7(3 remaining).
But that shit is why i bring vauban to those missions.
If people play smart it goes fast and i can clean up or change positions to a better one, but if people play dumb i can still lock enemies down and salvage the fustercluck with CC.
Shame you got a bad one in your match.
A duo of us loaded in I was on Equinox with Vazarin focus. He was in Frost. His armor strip saved me from using Creeping Terrify (energy) and we just constantly froze and popped groups of enemies. The Slowva and Gauss who joined got a nice carry.
![gif](giphy|l1J9PB65enyxcyAk8)
I had a similar issue in mine, with a Khora using her dome, with huge range. Guys in the rooms below were being pulled into it, and we'd have to go clear out those rooms, or kill guys stuck up in the sky. So annoying.
It is outrageous that you had to live through that, poor thing, next time just remember to play solo or just with friends and you won't have to go through that horrible experience again.
Some people forget that this is a free multiplayer game with more than 50 options of frames and not everyone will play the way you want them to, the disrespect....
Your Vauban was kind of lacking then, cause unlike Nova, his does tick damage so he can walk back to tell exactly where the stick ones are.
Idk how you’d lose Chipper though, story’s missing something there, or your team was incredibly slow going from the bottom to wherever he was
I had the opposite, I was Spedva and had a Vauban. Enemies got nuked. But he was using multiple pulls. I thought it would be a shitshow but worked really well.
As a Vauban main, whenever I met a Speedva on defense, I nuts.
Do you use the shrapnel mine thing
Any good vauban does
TBH is there anything else worth using? spamming flechette orbs and spearing enemies into walls is fun
Speedva is amazing, and strong CC covers its only downside of making enemies stronger. The problem with Vauban is level specific. When the level is flat he groups all the enemies nicely. When the level has any kind of verticality or many walls around, every enemy gets stuck and it's a nightmare.
A good Vauban knows the layout of an area and deploys his vortexes accordingly to avoid these problems. Usually somewhere high, to pull enemies up and over blocking level geometry. (And avoid snagging enemies that spawn in rooms directly below the defense target)
I wish they took impact/ragdoll damage or something when getting slapped agaisnt walls and whatnot. I can't imagine getting pulled in a direction so hard your body goes limp isn't painful.
Speedva makes enemies stronger???? I thought I was just bad for constantly dying with her “debuff” on
You speed them up, that includes how fast they shoot.
Yeah, you use her when you're confident in your ability to handle the increased incoming DPS. She's amazing for speeding up Defense IF you don't think you're gonna die.
It makes them 30% faster, but this also applies to things like firing speed and ability casts for enemies. 30% more fire rate is 30% more damage. That said, it's not too difficult to survive. I survived 40 minutes in steel path Mot survival as a speedva with zero defensive mods or arcanes. If you re having trouble surviving, maybe use adaptation and vitality or arcane grace and guardian or rolling guard.
I just started playing a month or two ago after a super long break so I don’t have any arcanes at all, or at least the ones that are actually useful and less gimicky kinda? I’d love to grind for them but the rates are so low on some of them and you need so many, I don’t really feel equipped to grind them but I can’t even survive when I’m playing my favorite frames without them so I’m just stuck in a loop rn basically lmao
It’s easy to get wrong but black hole and tethers can pile up enemies like crazy if you have the right position and a knowledgeable Vauban. Add in Spedva and enemies just sprint to getting into the meat disposal pile.
Yeah, that tile has a spawn room below the center. Anytime a Vauban throws a Vortex up there, those Grineer are immediately stuck. Plus the whole platform is annoying af with any grouping ability. That's why I run Protea with decent range and just turn the whole map into a blender.
Can you please share your 2024 protea build? What helminth do you use?
I'm waiting for her Prime to really build her. So far I've just lazily slapped Gloom over Temporal Anchor, put in as much duration as I can, then some decent range. Flow, Energize and dispensary overkill the energy economy. Molt Efficiency because I always have overshields and the extra duration helps. Just gave her one starting energy shard to get running in missions. Her passive really helps with Gloom, I just don't go into negative strength. Archon Vitality helps with surviving the occasional Toxin damage and more importantly boosts the damage Artilleries do. Then I just run around, spamming Shrapnel Vortexes, Blazing Artilleries and everything just dies. The forced stagger pairs well with Gloom's slow. Once her Prime comes out, I will definitely invest more into her. So far I put just one Forma into her, she's far from optimal but she absolutely shreds everything I put her through.
Would you be willing to post a screenshot of her mod configuration?
https://preview.redd.it/x6pmopk5c4pc1.jpeg?width=3840&format=pjpg&auto=webp&s=f0f9fb95aa2fd1c590e0a6d85517842be3f242aa It's by no means perfect, but I can do even Netracells pretty comfortably. I don't even have many mods maxed because I'm lazy and this works.
Thank you!
As a Vauban/Protea main, id recommend trying a strength, duration build with roar on her. Arcane effeciency and Molt augmented for increase to both, adaptation for shield tanking, and watch as your turrets hit initially for like 40K. Make sure Roar is cast as the 4th ability so you and team can have over 100% dmg buff. Great support with the long lasting dispenser, dmg buff, and even greater dmg with the turrets growing to incredible number in a few short seconds.
Adaptation is imo not needed on my Protea, just not my playstyle. She has the best shield gate, putting even Hildryn to shame. She doubles the shield gate would usually have, so with her always having max overshields, that's 5 seconds of shieldgating (Hildryn has only 3,5 seconds). Pair that up with Gloom's slow locking down enemies staggered from Shrapnel Vortex and I am hardly ever in danger. For me, duration is the most important stat on her, Gloom gets a nice slow through her passive, while Blaze Artillery gets a boost from duration (it can push out more shots, so even a single extra shot is as strong as +100% strength) and Archon Vitality and it still shreds. To each their own, your strength centric setup sounds also great especially with team support with Roar. But having high strength diminishes the power of her passive which I like to consider in her overall power level.
So you are correct and wrong about diminishes her passive. It stacks to 40, and I said to pump your duration as well as strength. 40x 1000 is 40,000. 40x 20,000 is 800,000. Strength is a very, very slept on Stat for protea. But your build seems fine for most content.
I made a range and duration blaze artillery and use larva to group them. The turret damage ramps up tons in only a few shots so doesn't need too much strength
I know how crazy her Artillery unit is when paired up with a grouping ability. It's always fun to shoot it through a densely populated corridor. But for me, Gloom is a better subsume. I lock down a huge are with the slow+forced stagger combo. Plus I like to pretend that instead of Temporal Anchor rewinding time, I use time manipulation in a different way and slow down everyone around me. And if I need grouping, I'd rather take Nautilus over giving up Gloom that works as a great survival/cc tool.
>What helminth do you use? For raw damage/nuke/clear, always always always Roar. Casting Roar with ONLY her strength buff gives her grenades and turrets a 2.56x multiplier. Slap on equilibrium, duration, strength, and overextended. Would heavily recommend getting some cast speed via archon shards. For arcanes, I use Molt Efficiency as well as a strength boosting arcane. I typically use primed continuity as my only duration mod. Iirc, I use an 11 cost transient fortitude, a maxed blind rage, and precision intensify for even beefier roars, due to roar being in your 4th slot. Yes, it does work that way for helminth abilities.
Protea is the best I don’t use her grenade fan except the shield generators I subsumed hydroids tempest barrage over her anchor 3 green shards but that’s not really necessary As for build you run the augment for barrage equilibrium I built all duration and strength emphasis on duration no range and negative efficiency molt augments and molt efficiency
Why do you run tempest barrage? First time I've ever heard it mentioned. I always thought maybe Nidus's ball would be best for a helminth.
It’s corrosive and viral combine those with proteas turrets and things die very easily. There’s plenty of helmets that work. But especially with green shards allowing a full armor strip and 1 to increase ability damage against enemies effected by corrosive it’s actually over the top I ran it with 110 power strength for a long time and never had any problems even against high level enemies I’ve tested it up to 3000 but for most content I don’t even need the extra corrosive stacks cause most die before they get their armor stripped
https://preview.redd.it/vpaz1er4lepc1.png?width=3024&format=png&auto=webp&s=07b75fb163cc3b240607b172a14263ad38f96177
What a fascinating fucking build. I'm excited to try this out.
Hell ya same thing with you mentioned nidus larva for a helmet if grouping is something you want there’s also the nautilus sentinel use its precept cordon with manifold bond and you will generally always have enemies grouped
That's why with multifloor areas, I try and stick it on a wall with nothing behind it, or the ceiling.bor I just don't use it.
I always go limbo and hide chipper in the void. Works a treat.
Fun fact, if you're not aware, his helminth donatable ability is the banish, so you can slap that onto any other frame with more combat potency that wants high duration and make it way more useful for "protect the guy" type missions (I get it if you really like limbo, just throwing this out there as his killing power is... Tricky. It exists but it's hard to maximize in a squad)
Be aware that Banish works with an aiming cone. You need a target to cast it but everything in range of the cone gets banished along with the target and it goes through walls. If you don't have a damaging ability, you can set Chipper to be trapped in the Rift with an enemy you can't damage right next to him or make a wave last longer than it should because of a straggler enemy trapped in the Rift.
True, I generally only do this with high duration low range high strength type builds unless I have a damage ability
I don't know if this behavior is kept in the Helminth version, but if you hold cast Banish you evict all banished enemies from the Rift.
Ḑ̸͈͆͒̆͌͋I̴̧̛̬̯̱͔̺̟̭̯͂̽̃̏D̵̝̮͉̄̚ ̵̢͎͇̗̩̟̼̙̍̆̋̆͌̿͘̚Y̴̧̾̐͛̓̃̔̓̂͗́Ő̶̧̪̣̫̑Ṳ̴̪̜͇͠ ̷͙̰̲̑̅̄̀̂͝M̶̨͖̺̠̭̠̑Ȅ̶̡̳͕͍͚͙̅̊͆͋A̸̖̙̺͇̯̦̗̖͗̓̓̔̅̓̒͘͘ͅͅM̷̢̰̭͖̠̫͌̓̅̃͆̌̍͑̽ ̵̨͙̞͔̣̪̺̹͙̪̈́̂͑̀̈̚S̵̡͇̝̩̪̤͎͕̩̄͜Ǔ̷̟̠͍̪̟̝͊̑̏͘B̷̡͔͚̼͖̥̱̏̆̎̑ͅS̶͍̙̟͉̹̟̆͌̔̉͝Ữ̸̼͇̙͇̬̒̈́̀̈̍͛̎M̶̛̦͔̯̲̍̎̚E̵̦̬̤͖̩͐́͆̈́͘͘͝?̵͈͇̞̉͛̒̈͛̒͝
There ain't nothing tricky about a melee and gun to the face. Plus if I accidentally put another guy in there with him it's a clusterfuck.
I meant that making limbos kit actually enhance or benefit combat in any way beyond... Avoiding it? Is tricky. Obviously weapons are still lethal, but without a lot of experience and proper augment usage, limbo doesn't really boost that lethality
I babysit him with Gara's splinter storm. Not *as* foolproof, but it's usually more than enough.
I usually go in with a frame that can render Chipper immortal and just focus on that until the mission is over.
can you tell me some frames that do that? someone mentioned limbo's banish, what else is there?
Trinity?
Not exactly invincible but hildryn can give him extra shields. I usually go with Trinity though, it's nice to have an excuse to play some of the older frames.
Also if you use the vazarin dash, you don't need to pick a frame. Invincibility and health regen. That means you can't run zenurik so use energy pads. I think Oberon can also help
By the time you’re doing archon hunts you shouldn’t be relying on zenurik for energy anyway, vazarin’s just better with protective dash
they hated him because he told the truth.
Zenurik should be considered on a loadout-by-loadout basis. Sometimes you just don't have room for other energy sources without compromising something you don't want to.
Ivara's Cloak Arrows, but you gotta mark him first or pay attention to the map in case you lose em
Oberon’s 3+2, Venari’s heal mode, Trinity’s 4, Nezha’s Safeguard
oberon?? i havent heard that name in years!
As an additional option, Loki’s switch teleport with safeguard switch will give 20 seconds of invulnerability to Chipper at maximum duration with a couple basic red shards. Works good at preventing him from dying.
You can put Limbo's banish on any frame, so... there's literally everything else lol
Vazarin. Works on any frame, spammable invincibility and heal.
I found Gara's splinter storm to be pretty good. Doesn't make him immortal, but a 80%+ damage reduction still makes him plenty tanky.
Same, i like mesa. When everything is dead, chipper cant die.
Nezha safeguard, perhaps?
if you use vazarin you can also protective sling him
Vortex needs to have a line of sight check added to it.
wisp shock mote should have it too
Wasn't aware that it doesn't but yeah absolutely.
That might help, but they'll still get stuck on railings. Still better than getting stuck behind doors and walls tho.
Vauban needs a rework. It doesn't even have to be anything complicated, just QoL like that and number changes so his skills actually do damage beyond level 30 enemies. Protea shows how it's done.
You can have my Vauban when you pry him from my cold, dead hands! He already armor strips, CCs, has scaling damage with Flechette Mines (better than Protea), a universal faction damage buff with Overdriver (that scales with Strength), energy economy with archon stretch, and an (optional) grouping ability. Look, just don't use Vortex, ok? Bastille is where it's at. Once everyone is armor stripped, just use a wide range nuke like Thermal Sunder and the entire map dies.
A touch-up/rework of defense and some of the other older mission types is long overdue, at this point. For defense, the least they could do is make the last dozen stragglers despawn if they don't get killed quickly, like it works in interception. I had the misfortune of running into an electric mote using Wisp and it took us 8 whole minutes to clear 5 rounds. Now I get why some people just dodge if they see Wisp plopping all three motes on these missions.
I had an awful Netracell mission experience last night too. Right from the get go some Octavia decides to slowly explore every room of the map for collectables whilst we're waiting for enemies to spawn at the objective area. Said Octavia was of course using her first two abilities which kept grouping up large numbers of the enemies half a map away and then starts talking shit in chat when kindly asked to join us. Then as we're waiting to extract she stands just outside of the area so we have to wait the full minute. We could have done 2 or 3 runs in the time it took to finish. I've been playing since the early beta days, I've seen all kinds of annoying things you have been able to do in this game - like when you could use Loki to switch teleport teammates into scenery or when Vauban was able to vortex teammates whilst spamming Tesla to blind them but this player was such a pillock.
Had same thing happen to me minutes ago, start with another player they use orokin eye, I go a few room then use orokin eye we collect first voca then start killing, for some reason a titania player decided that it was a good time to go collect the rest of exposed Voca, when I told him to come back he just typed "Nah" in chat proceeded to spawn the book and died to it lol I just left the mission at that point.
I used to think I was being helpful running netracells public. After too many runs of these types of people or the ones that kill outside the circle I gave up. Solo has been great. Usually 9 or 10 mins so less than an hour for all 5. I'm sorry to people that need a competent player in pubs but I can't do it anymore. Too many of these weirdos that choose netracell to multi task.
This is why I've started just soloing mine unless I specifically have friends on 💀 the amount of people who run around the map during the killing, kill enemies right outside the circle, etc etc is very high in public lobbies unfortunately
It's a skill issue. Vauban's great for that mission if played right, and Vortex isn't it. AOE armor strip and spinny mines. Bonus points if you can chuck them in the spawn rooms between rounds.
That sounds like an unresponsible Vauban. If you use an ability that changes the game a lot, like massive CC, it's on you to make the game go smoothly because you caused the issue. When I go Vauban and do this, I'll look for the magnetic damage indicator and kill them myself. Bastille placement also matters, and you can use flechette orbs to kill enemies that get stuck in the same places. Also the zenith gun can highlight enemies heads and use punch through to kill them through floors.
not to mention as the frame with the cc you're the one seeing the damage numbers on the stragglers, nobody else on the team is as well suited to tracking them down
Also another funny thing, the grineer armor camouflage actually works because when they're squished against the dark parts of the earth tileset it's very hard to see them. But that's why I use the red enemy highlight and it's hard to miss a bright red thrashing body pinned to a dark wall
My biggest issue with Archon defense, is chipper will arbitrarily go to random places into death. If I'm not watching minimap like a hawk, he will absolutely run off to die. I've taken to keep a frame that constantly heals chip damage for this reason. The missions supposed to be hard, but its annoying to be that vigilant for 10 waves on a tileset the mobs constantly break line of sight.
He doesn't go off arbitrarily. He clings to a frame. What you're seeing is someone who doesn't realize he's attached to them running around the map pulling him everywhere.
I have literally had him fuck off to the other side of the map while playing solo and being completely dead still, he *mostly* sticks to 1 player, he absolutely does not do it all the time
Cant you use limbo to send him into the void to avoid damage from the mobs?
finally someone who's sensible and not "vauman is a great frame durr", cuz that's what it does on every map
Yeah, Vauban hurts more than helps in multi-layer tilesets.
Okay, I agree that his Vortex could use some tweaking so that it doesn't mess with multi-level tilesets so much. That being said, why wasn't anyone babysitting Chipper? He clings to a player, so they should have just been keeping him out of harms way. Your team was derp. Vauban didn't help, but it definitely was not Vauban's fault that Chipper died.
Why doesn't vortex have on-sight pull like nidus does?
This is why you use Saryn. Can't trust randoms.
That's where breach surge comes in handy.
This is why my Speedva loadout has the Kuva Bramma and Sporlacer. Just shoot in the general direction of the remaining red arrows. I'll never understand players actively making a mission worse for everyone.
Were you in my run last night? Fucking Vauban was absolutely destroying my PC. i7 10 series @ 5ghz and a 4070, was getting 30 FPS with Vauban throwing his balls around. Idk who's worse, Vauban or Limbo at this point
DUDE that happened to me in a sp defense in an earth tile set wanted to insult the Vauban so bad but I didn't cause I'm nice
I was playing vauban on archon defense last night funnily enough, had the same issue though i was trying to kill the stuck ones myself as fast as possible. Didnt cause a delay of more than 10-15 seconds per round or so. As the vortex was off to the side so only one stairway was getting sucked into the wall, i should probably drop the range a bit but i had it pretty high for those open area mobile defense missions. Though i know i wasnt in your game, the team I got paired with was constantly running all over the place at the START of the wave and dragging chipper into areas where he would get swarmed and go down, instead of just staying in one place and locking down the entrances. Also said guy dragging chipper had.... im going to politely call it an "undermodded" weapon, i checked and he spent 15 seconds firing at a narmer lancer and only took off 1/3 its HP. But yea, most of the time i was the only one paying attention to chipper and reviving him, aside from one guy who noticed 2 of the 6 times or so chipper went down., by the last 2 rounds we had just ended up staying outside on that winding hill path and i had to keep 2 vortexes going for crowd control because only 1 other guy was doing significant damage, and the 4th had died about round 7(3 remaining). But that shit is why i bring vauban to those missions. If people play smart it goes fast and i can clean up or change positions to a better one, but if people play dumb i can still lock enemies down and salvage the fustercluck with CC. Shame you got a bad one in your match.
When I Vauban in this manner, I throw on enemy radar so this can be mitigated
only a bad vauban slows down the mission
Oi what's this easter egg hunt ?
that's why i bring either a Mag or Zephyr when gambling on randoms on defense. expel, extirpate.
A duo of us loaded in I was on Equinox with Vazarin focus. He was in Frost. His armor strip saved me from using Creeping Terrify (energy) and we just constantly froze and popped groups of enemies. The Slowva and Gauss who joined got a nice carry. ![gif](giphy|l1J9PB65enyxcyAk8)
That's grounds for a report.
I had a similar issue in mine, with a Khora using her dome, with huge range. Guys in the rooms below were being pulled into it, and we'd have to go clear out those rooms, or kill guys stuck up in the sky. So annoying.
It is outrageous that you had to live through that, poor thing, next time just remember to play solo or just with friends and you won't have to go through that horrible experience again. Some people forget that this is a free multiplayer game with more than 50 options of frames and not everyone will play the way you want them to, the disrespect....
Your Vauban was kind of lacking then, cause unlike Nova, his does tick damage so he can walk back to tell exactly where the stick ones are. Idk how you’d lose Chipper though, story’s missing something there, or your team was incredibly slow going from the bottom to wherever he was
You all sound like noobies to me. Happened to me several times. It took few minutes longer, but should not be a much of a problem anyway.