@@dexyiv have you like, played on the zariman or murmur tilesets? move speed is easily one of the best stats for reducing mission completion time unless you always wanna be playing titania and praedos.
Amalgam barrel diffusion is so good with a tauforged parkour velocity shard. You can just roll everywhere so fast or bullet jump combined with rolling. You can effectively speed run as fast as volt/gauss with any frame. You don’t need to use Praedos anymore for parkour/sprint speed as a stat stick if you like using other melees.
The highest single-stat mods for Strength and Duration are +44% (Umbral Intensify) and +55% (Primed Continuity) respectively. Around the value of 3 taoshards and 4 taoshards. Let's call it 4 to be generous to energy max shards. 4 energy max taoshards gives you 300 energy max. Now, in order for that to be competitive with the highest single-stat mod for energy max (Primed Flow), a frame would need to have a base, rank 30 energy max, of less than 162. The only prime frames with energy maxes below this value are Ash, Frost and Rhino. This means, on any other prime frame, you're better to source your energy max from the Primed Flow mod slot, and your power stats like Strength and Duration from shards. Also noteworthy, Voruna is the only frame that doesn't have a prime yet whose energy is below 162, so depending on whether her energy increases or not, she may be added to that list. For now, on her non-prime, energy max shards are fine. But, they're terrible on ANYONE else. Definitely not a top tier shard. Also, A tao Energy Orb Effectiveness shard gives you (0.75*25) +18.75 more energy per energy orb. A tao Equilibrium shard gives you (0.3*50) 15 more energy per health orb (to say nothing of the healing on energy orbs). Energy and health orbs are, under normal circumstances, equally likely to drop. That 3.75 energy difference per orb really shouldn't make 2 tiers worth of difference. Especially not when you actually contextualize the effects, and consider that methods of generating health orbs are far more abundant than ways of generating energy orbs: Synth Deconstruct which can go on ANY companion, Desecrate, Lycath's Hunt, Chesa's Retrieve to name a few. Even abilities like Fractured Blast and Blazing Chakram, which increase the likelihood of both orb types dropping, increase health orb chances by more than double that of energy orb chances in both cases. Methods of generating energy orbs are significantly more narrow and niche: Dethcube's Energy Generator, Gara's Spectrosiphon augment, Sahasa's Dig.
The thing you are missing with the energy shards is that you are mathematically breaking it down instead of seeing one major thing with it; necessity. With most builds in the game, you can be comfortable with around 300 energy max (not just from shards), with the exception of lower efficiency builds that require excessive casting. If you have 500 energy, most of the time you will seldom dip below 200 or even 300 energy. Energy is not about how much you can accumulate like other stats; it's about what you can get in order to be comfortable with your energy economy. With most warframes you can do this with 1-2 energy shards. If you are using more than this, you are misusing them, and then yes it is 100% not S tier. But none of these would be if you are misusing them warframe.fandom.com/wiki/Pickups?so=search According to this, you are incorrect about health pickups being as frequent as energy orbs. My experience in general confirms it too. You can increase health orb drops through more means then energy orbs, yes, that is true. But you generally need to have other benefits surrounding the warframe that you cannot quantify through mathematics alone in order to make that +30% worth it on the equilibrium shard. That margin of 3.75 energy you mentioned neglects the fact that the orbs do not drop at the same rate (which you didn't know so it's excusable), and the fact that health orbs do not regenerate energy innately. It's not nearly the same comparison in practice A good portion of the strength in the archon shard system is what you can slot in to replace other things. That's why the energy shard is there (to replace flow), and why the energy orb effectiveness is there (to replace arcane energize). So, yeah, those are definitely not moving from S tier as they are the staples of replacing some of the efficient sources of energy economy in the game lol
According to the wiki the toxin status damage is additive to the elementalist mods. Meaning it does affect weapons. Therefore they aren’t as niche and don’t require only 2 warframe to be effective.
You aren't going to be able to have a weapon that deals toxin status 100% of the time, and this video's ratings are based on that fact. So it does not consider weapons unless an exalted or semi-exalted is in play, or the warframe has an interaction that makes it a good weapon platform for specific weapons. These shards are equipped on warframes, not weapons I am aware of all of these interactions with the shards. I am not considering them because I think the real viability of warframes and shards lies in their ability to properly stand on their own, not be good or viable with a hyper specific loadout. The context of how and why I rate them is explained at the beginning
Health per second I use for frames that reallly suffer from toxin. If you slap a couple on the frame it essentially doubles the amount of toxin needed to kill your frame.
That HP/s isn't going to help you all that much with Steel Path level enemies. One toxic eximus is bound to oneshot you or apply a toxin proc worth hundreds a second
i would like to add about the Corrosive stacks shard. It works for any weapon, not just your frame (goes for most of the shards involving status reading, they count weapons unless stated otherwise), so things like beam weapons and Influence setups/any sort of mass proc spam setup its very strong to have one or two shards of it. Granted, now that armor is now hard capped per high level its not nearly as important to full strip, but it does make a very noteable difference for any build doing a lot of procs, even just one Taoforged one tends to be super nice for stuff like Cascade or Disruption that aside, fine list, only thing id outright disagree would be spawn energy for some frames helps a ton in setups you cant spare the exilus ie Gyre or Titania to get their wheels rolling, then maybe put armor and health in the same tier being effectively an interchangeable bonus depending on base stats def appreciate more people using energy max shards tho, the amount of builds i have that are made so much more convenient by that bit of 50 energy to replace flow is crazy lol
I agree with the corrosive stacks shard. It is powerful given the right loadout, but since deep archimedea and the circuit are amongst the more relevant high-level content, I decided to make the tier list based on random loadouts as if you were doing that content. I mentioned it at the beginning of the video (I think, may have been one of the many takes and I have a tendency to ramble so maybe I missed it). But yeah the corrosive stacks shard got its placement entirely because of its narrow usage cases for randomized loadouts. Strength wise it's incredibly good when utilized to its full potential and for specific loadouts, incredibly good
Mesa user here, generally speaking the amber shards can be used in a hyper specific setup to hit guaranteed red crits on her regulators for her prime. However that's the better version of the red shard effect and the red effect its really not gonna be adding much and the damage is less comparatively on the frames that do have exalted secondaries to power strength unless its already very high.
Primary status is usually not a good shard but it can be good on elementalist builds ie. building for status chance and status damage. But that usecase is niche enough that I would not change it's ranking from D. Parkour velocity is a nice shard on few frames that gimp movement in some way or need to close distance faster. Mesa with peacemaker augment can get mileage from it although there are better shards for her. Where parkour velocity is really great is slapping one or two on Ivara. This way her annoying -50% movement speed reduction while Prowling can be mitigated as long as you roll your way most of the time.
It can be but you would need to get lucky enough to get a status based primary in deep archimedea or circuit otherwise it's just a waste in most cases. At least the electric damage purple would be useful no matter what primary it is Ivara I can see the parkour shard, Mesa too. I used to use them on Ivara but I found that I over-rolled a lot of times, so I took them off and opted for more strength with her prowl augment to move faster
@@dexyiv I agree for the most part. The only usecase where purple shard electricity damage can be detrimental is when you have a primary that is specifically build for use cases like gas + cold, because then having that electricity shard will combine with the cold to magnetic, which may or may not be a desired effect on the weapon. On the otherhand it can enable certain builds you normally wouldn't have the mod capacity for (maybe you have a hybrid status and crit weapon).
@ that is an issue yes, but the only time I would use this shard is when there’s a primary exalted in play (so ivara and cyte-09 with 1999), or a warframe that is used as a weapons platform (like chroma). The exalted weapons are easier to build around the shard since the weapon you’re using is right there for you to adjust the elements. Weapon platforms will see that issue you mentioned however
Wasn't sure if it did. If that is true that it does, it's still probably better to invest shards that benefit all of her abilities or provide some other utility (like the corrosive stack shards for full strips), but this could be a valid use for it
I mean, to be fair Sayrn has garenteed toxin damage. Modding for toxin on other frames with exaulted weapons(Chroma blade Excalibur, Titania, Dante) could work too, whether you would want to though is questionable could also
@ Yeah she has guaranteed toxin damage but that would be building around one of her abilities rather than all of them. Up to the player whether that is worth it or not; for me, not particularly You can do that with exalted weapons yes, but then you lose the ability to modify elements based on what you are going against, which is a huge downside. Not to mention the primed elemental mods for pistols are heat and electricity
What about a new shard combining all three? White/diamond shard. Maybe cold damage buff? Range, probably not going to happen but we can dream. What othet stats would you like to see on shards?
Funnily enough I had some thoughts about this as well. If they were to add one that would combine all 3 through ascent fusion, an idea I had was a prismatic shard that takes up 3 shard slots but has a much higher multiplier for the chosen stat. So for example, 3 energy orb effectiveness shards would grant you 225% of that stat. With the prismatic, it could bump it up to 300% or something like that. This would make it harder to use a variety of shards and make you really focus in on one stat Another one I'd love to see would be a corrupted shard that functions similar to the corrupted mods you get from Deimos vaults. +stat -stat sort of thing Personally I'd love to see more effects for statuses that need help. Cold, Gas, Radiation are all outclassed quite a bit by alternatives that deal damage (or more damage in the case of Gas). Helminth is by far my favorite gameplay system in this game and I'd love to see them do more with it
Honestly 2 equilibrium shards are more than enough to keep energy economy up for most frames. Even 1 of them can be enough honestly if a frame that can make extra health orbs or one who just naturally has a good energy economy and only needs a little bit of help, like baruuk or something. I was in the same mindset at first where i thought it needed to match regular equilibrium but regular equilibrium is often times overkill. Id put it at the same level as energy orb effectiveness from personal experience having used both. IMO they both feel pretty much the same. With how easy it is to get health orbs through synth deconstruct + companion i prefer the equilibrium shards. I totally get why they would be a little under ranked (from my perspective) but I don't feel they're any worse than orb effectiveness from my own testing
I never had the mindset that you need to match equilibrium. I compared it to equilibrium because that's what the "comparing it to other equipment that has similar effects" part is. One equilibrium shard is all voruna needs with how many health orbs she generates. They can be good given the context they're used in Energy orb effectiveness is still better by default with how energy orbs drop more when no drop altering equipment is at play, but even a slight increase in health orb drop rate would make it just as good or better than the energy orb effectiveness. Simply depends on what you have
Yeah I put at least one equilibrium shard on a lot frames. Even on nekros, I just swapped out equilibrium for 2 tau shards. Gave me a much needed mod slot
Hey dog. Excited to see this video but the length is overwhelming. Taking multiple watches to get through the whole thing. The pluses are that I absolutely love how you made criteria for your tier list and followed through it. Modern tier lists are useless because they don't have any frame of reference. Yours doesn't fall into those traps. Good on ya. Second thing is. You don't need to do this in one take, are you insane! Some editing would polish your video and make it much shorter. Cut the ums and ahs, clean up dead space, leave in only exactly what you want to say. I have never made a video without cutting my ums and uhs and cleaning up the dead space, cutting irrelevant content or when I repeat myself or start rambling. Literally take your video from B+ to S tier. Not trying to call you bad or anything just saying some extra work in the editing would earn you more subscribers easily.
@@MaybeEmoIsntDead Yeah the feedback I’ve gotten is enough to warrant a change in how I do things. I wanted to have it be unscripted with minimal editing to seem more authentic than other videos on here, but that got in the way of the other goal I have which is quickly giving the information I’ll likely do a more streamlined version of this video in the coming weeks, but I have some other video topics I wish to do first beforehand
@@dexyiv honestly i haven't even finished the whole vid and i'll say OP's comment is a hot take on the vid length. content creators of all genres have been seeing an increase in viewership when its longform content. unscripted or otherwise. if you dont have enough time to watch it then its not for you but i think i'll throw in that i personally love long videos.
@@maxheinwal5084 All warframes can use parkour velocity in some way, corrosive stacks are limited in usage even if they are debatably better at max potential
Docking points in Melee Crit Damage's Versatility category because it's "limited to a specific weapon class" feels nitpicky. It's limited to a "weapon class" that makes up nearly 1/3rd of all the weapons in the game and is a weapon class that every warframe has access to using. You could argue that some Warframes use it better than others (Frost in particular) but to call it not-versatile is an out-and-out UNTRUTH.
Well, one of the ways I rated them was versatility, which includes whether it's useful in a variety of circumstances with randomly generated weapons and warframes like in the circuit and deep archimedea. If you get a bad melee weapon during one of these, and you have melee crit damage on a random warframe say like Gyre, you wasted a slot. Versatility in this context is whether you can equip it to a warframe and have it cater to its strengths, which only melee weapon platforms and melee exalted users can do. So no, for the sake of this tier list and how I personally prefer to use shards, saying it is not versatile is very true and there's not too much to argue against that Outside of the tier list, yeah, you can use it for specific loadouts, but that is not what this tier list is about as I discussed at the beginning of the video where I outlined how I will be assessing the shards' placements
@@dexyivin all content that has randomize weapons which is only two game modes you will always have a melee. Even then in the mission we’re said random really matter is Eda where you have a flex slot to bring a weapon of your choice. I get wanting to remove the need for specific weapons but the excluding 3 classes is way too much.
@@snivyland2878 excluding 3 weapon classes? I didn’t exclude them. I have them rated in a way where they are equipped on warframes that actually use them. Voruna gets melee crit shards because she’s a melee platform, mag does not because she has no synergy with melee weapons with her abilities. Those are the assumptions. I’m not excluding anything
I feel like you neglected the armor and primary status shards a bit -not enough to change their position it the tier list though-, the armor shard could be helpful for triggering some Incarnon Armor > X thresholds for that slight boost (I sloppily checked the wiki and the increase is near-negligible) also, you could use the "F-tier" red primary status chance archon shards to boost up the Incarnon Dera if you wanted.
Weapon-specific loadouts aren't considered in this because we're assuming it's like deep archimedea where it's randomly generated weapons and warframes. That can work yeah but for most loadouts that weapon-specific shard will be wasted. So because of that, the numbers of a weapon-specific shard need to be rather high (like the primary electric damage) for it to get an above average rating. +37.5% status chance is really, really bad for what slot it's taking
Is it? Every warframe can make use of it unlike duration, and it takes the place of Natural Talent. idk pretty top tier to me just based on the wide uses alone I can see arguments for duration being up there too but I feel like duration isn't nearly as impactful comparatively
Not really, casting speed is arguably the best QoL you can get on the vast majority of frames and there are some they basically require casting speed. While duration is nice it doesn't match the utility and comfort of casting speed imo
Not really. Back in the day, yes. What we used to do was balance both efficiency and duration. If your duration is long enough, we have enough time to recuperate energy that you used from having a low efficiency (if you did), and if you had high enough efficiency, you can technically spam abilities if you had no duration. Now being able to spam abilities and move as fast as possible... definitely better than having an ability that lasts longer. If you don't get hot you can't die.
@@dexyiv I'm running crush with the augment. Strips armour stuns enemy and is your shield gate ability. Subsume over 3 instead. Curious to see how your build compares.
this video isn't as bad as some of the other comments make it sound, but i have some notes: - spawn energy is ranked too low. depending on mission type it often gives you more actual energy than an energy max shard would. - parkour velocity is ranked too low. it adds survivability in addition to QoL. - armor shards are useful when you're running arcane battery. - most of the green, purple and orange shards are arguably ranked too high because they cost you 2 better shards to make them. - just combine d and f tiers. - energy orb effectiveness is ranked too high. its only about 1/5 of an arcane energize, which may sometimes be enough but isn't always a replacement.
Spawn energy is ranked low due to there being plenty of other alternatives to increasing your spawn energy, one of which being spare mod capacity which can be done outside of equipping a shard or mod. If starting energy did not scale with spare mod capacity, it would rank higher, but even then it's sort of loadout dependent. I use preparation on my max strength volt to speedrun missions, but i wouldn't use it on my normal volt loadout geared toward range and duration around his 4 Parkour Velocity I never really saw the value in using personally; I wouldn't argue against ranking it higher. Don't have it equipped on any of my frames but I can see where it may have its uses That is something you can use armor shards for, yes, but it would need to be on a warframe with fairly low armor. Anything more and it would be wasteful. I also don't use this personally, nor do I really use battery on any of my builds, but if it works for you by all means This tier list is not considering the resources you spend to make them, just in the context of the synergies and builds they can partake in. In general, these shards do rank lower because they are much more niche, but that is mostly the only reason I feel like there's quite a difference between the D and F tiers in this. D is usable/optimal in very few situations but do have a purpose. Primary Status Chance, the only one in F, is basically never useful in any sense of the word and shouldn't be equipped ever Energy Orb Effectiveness is less than Arcane Energize, yes, but the shard does not have a cooldown and is not reliant on a chance to proc. It's just a flat 18.75 extra energy per shard. Considering these two factors, the orb effectiveness can easily keep up with Arcane Energize if 1-2 are equipped, depending on the build and the warframe Hopes this clarifies some things
@@dexyiv yeah man i already watched the video so you don't need to repeat it back at me. the problem with using forma for spawn energy is that you just don't get much, whereas you can get hundreds of energy from a single yellow shard. well i just described the value of parkour velocity... not only does it let you complete missions faster, it also makes the enemies less accurate. actually i do use armor shards on qorvex, kullervo, inaros and nidus despite their base armor values because they work really well with arcane battery. if you dont use arcane battery then well thats your problem not mine... its a good arcane for frames with high armor and effectively turns your armor shards/mods into both survivability AND energy max modifiers. energy orb effectiveness shards do NOT "easily keep up with" energize. like i said, they might be enough to sustain your playstyle but they just don't provide as much as energize. on average energize gives you +90 additional energy per orb (150*0.6), which is where I got my figure of being ~5x as effective as the +18 bonus energy you'd get from each shard.
@@Always.Smarter In the cases where that energy amount actually does matter, i'd personally prefer to use preparation for that specific loadout over using a shard slot for it. But, once again personal preference from doing research it seems like only aim glide reduces enemy accuracy, not the actual bullet jumping, so it indirectly has some use. just depends on if you want to use a slot for it if you have warframes that have high armor values, why do you feel the need to increase the armor further? you already get hundreds of energy from battery, so adding more seems kind of unnecessary. on top of that the DR you gain from that extra bit of armor is basically nonexistent. id enjoy hearing your explanation for that one in particular With the energize stuff...what? You put the 60% probability over the 150 energy gained and wound up with 90, but that's not how it works. It still has a cooldown. You could pick up 5 energy orbs in that 15 second cooldown and none of those would have an extra amount tagged on, which massively drags down the effective amount of extra energy you get to nowhere near 90. The biggest downside of energize's energy gain rate is the cooldown; you can't just leave that out lol
@@dexyiv Sprinting, sliding, jumping, and wall-running all decrease enemy accuracy, and the faster you move the better that penalty becomes. Well my prerequisite for using armor shards is that i'm already using arcane battery on the frame, and/or the frame has 0 shields. so there's no better option for tanking, and the extra energy is just nice to have. I think of it like an energy max shard that also provides DR. It's not often that you get 2 different utilities from 1 shard, so I find it's efficient to get enough of 2 different things rather than an abundance of 1 or the other. yeah I ignored the cooldown on energize to simplify the math. if you're picking up energy orbs more than once every 15s and still having energy issues then you're going to need multiple sources of energy generation anyway. if your justification for orb effectiveness is that your frame has orb generating abilities, then you'd probably be better off with a purple equilibrium shard.
I agree with some of your points but the energy on spawn shard is simply terrible. If you really need energy when starting a mission just drop an energy pad, you can craft 100 of them at a time in your foundry
Spawn energy is good on Titania you want aviator on exilus and your mod capacity energy certainly won’t fill the energy of Titania with primed flow full
True, but even then I find other shards to be more useful in its place. Then again I don't use titania for the conventional thermal sunder speedruns so it's two different preferences
You are just wrong about the last purple shard gives you so much more energy than energy orb effectiveness you can test it out. You know that you only need to have two purple to have enough energy right? It does not need to compare to equilibrium mod just like 2 blue energy give far less energy max than primed flow but it’s enough. I doubt you have ever tried two purple shard equilibrium on a frame vs two yellow energy shard on a frame big difference
i have. i actively use it on my khora right now, but that's because she can make really good use of health orbs with the well of life augment. in general, energy orbs are seen more frequently with no other altering factors, so if a frame does not have a way to produce health orbs, using the equilibrium shard is not going to yield consistent results
It bothers me that the purple shard melee critical damage is a direct upgrade and the only direct upgrade. It can be the same or better but never worse. At least the orange requires you to kill to build up the stack so out of the gate red is better
Yeah, that's one big problem I have with it too. And yet, in its own way it sort of outshines the others in terms of design because any warframe can reach 500 energy with the right investment in it. The others that have the stacking mechanic usually have some weird niche way that you stack them that heavily limits what frames you can use them on. idk, there were definitely some weird design choices with some of these shards, particularly the later ones xD
So many builds use two regular green to full strip so many if not most weapons use corrosive build why only consider abilities you know it works on guns right
Yes, but because the tier list only considers randomly generated warframes and weapons like deep archimedea, you cannot include specific weapon synergies because your chances of getting the weapon you want is low
@@ianhandy5090 In basically all circumstances you will only need 1-2 energy shards. If you are using more it is either an extreme case or you are misusing them
Yes but some are generally more effective and worth using than others. Some stats and effects are more relevant with how the game works, and this tier list is meant to reflect that
@@dexyiv"relevant with how the game works." Every bonus from any shard is relevant to how the game works. What you probably mean is relevant to how people play the game and how they understand it today, big difference. Which is more understandable to the idea of "what's better than what". A perfect example would be you putting +status effects in F but then putting energy on spawn above it... If you are someone who likes pushing weapons to unfathomable limits, you'd know that +status effect in fact far more effective for dealing damage than energy on spawn. "Some are generally more effective and worth using more than others" 100% opinion. What you eat don't make me shit. Your play style is different to mine, so the effectiveness of something can only be determined by me, for me. My girlfriend plays. Her reaction time is slow compared to mine. You placed armor and health lower than parkour velocity, not something that a player like her would benefit from. They would be better off adding armor, health and parkour velocity until they can get the hang of dodging attacks. In conclusion, it all comes down to play style.
@@funboy221 not here to argue semantics about what I said but yeah sure, plenty come down to preference and playstyle. Never mentioned it because it’s sort of a given. However there is a lot more to consider than just playstyle, primarily opportunity cost, and that’s a large part of the archon shard system. Yes I put spawn energy above primary status effect is because it is in no way worthy of the slot it takes. I am aware status in general is good and can be used to push weapons, but these are not equipped on weapons. They are equipped on warframes. If you use a weapon that isn’t good with status on a warframe that has that shard, it is bad. Hell even with a status weapon it’s bad because it’s 37.5% with tauforged. You can use it but I never see a reason to use it over literally anything else In general, the statement that some shards are more effective and worth using than others is not an opinion. There will always be effects and stats that are more relevant to the game than others. The specific placements however, are an opinion, such as a lot of people here thinking parkour velocity deserves to be higher while I do not. But to say everything about the system is up to playstyle is naive. There is much more in play than just that
@@emberhydra main good red one is strength, which not everyone builds. A lot of the other red ones suck and the purples are all rather conditional. Casting speed is good on literally every frame and energy orb efficiency can easily replace energize. Archon shards are a lot more than just strength, contrary to what a lot of other videos want you to believe
@@dexyiv and to add to that the strength shards really only get used for stat breakpoints, since the extra 15% doesn't matter much for anything not related to armor stripping, since builds that don't rely on stripping will already easily do all content in the game without shards.
This is why comments are so important thank you to everyone for the forewarning that the video is a waste of time, and this goober doesn't really say much other then umm and huuuhs
@vulkarma741 i gave it a fair 5 minutes, comments let me know what I need. Did you not read my comment or did you have some kind of trouble comprehending what was said?
@@Kungen_-de5lq more than welcome to just not watch it instead of giving unhelpful feedback. I haven’t done this in 4 years so yes I’m obviously going to trip up a lot while talking for a full hour
Parkour velocity must be top-1 SS-tier. It's THE most important stat in the game.
Unsure if this is a meme but I can see how it may be higher than what I placed it on here. S tier though, definitely not
@@dexyiv I'm absolutely serious. It's a must have for Void cascade, Disruption and netracell + huge QoL in majority of other game content
@@dexyiv have you like, played on the zariman or murmur tilesets? move speed is easily one of the best stats for reducing mission completion time unless you always wanna be playing titania and praedos.
Amalgam barrel diffusion is so good with a tauforged parkour velocity shard. You can just roll everywhere so fast or bullet jump combined with rolling. You can effectively speed run as fast as volt/gauss with any frame.
You don’t need to use Praedos anymore for parkour/sprint speed as a stat stick if you like using other melees.
@@sadpug9398 you said it yourself, QoL. Can’t be S-Tier.
I watched the entire video and I immediately rolled all 60% Kuva weapons from one lich thanks homie ^_^
*bonk*
The highest single-stat mods for Strength and Duration are +44% (Umbral Intensify) and +55% (Primed Continuity) respectively. Around the value of 3 taoshards and 4 taoshards. Let's call it 4 to be generous to energy max shards. 4 energy max taoshards gives you 300 energy max. Now, in order for that to be competitive with the highest single-stat mod for energy max (Primed Flow), a frame would need to have a base, rank 30 energy max, of less than 162. The only prime frames with energy maxes below this value are Ash, Frost and Rhino. This means, on any other prime frame, you're better to source your energy max from the Primed Flow mod slot, and your power stats like Strength and Duration from shards. Also noteworthy, Voruna is the only frame that doesn't have a prime yet whose energy is below 162, so depending on whether her energy increases or not, she may be added to that list. For now, on her non-prime, energy max shards are fine. But, they're terrible on ANYONE else. Definitely not a top tier shard.
Also,
A tao Energy Orb Effectiveness shard gives you (0.75*25) +18.75 more energy per energy orb.
A tao Equilibrium shard gives you (0.3*50) 15 more energy per health orb (to say nothing of the healing on energy orbs).
Energy and health orbs are, under normal circumstances, equally likely to drop. That 3.75 energy difference per orb really shouldn't make 2 tiers worth of difference.
Especially not when you actually contextualize the effects, and consider that methods of generating health orbs are far more abundant than ways of generating energy orbs: Synth Deconstruct which can go on ANY companion, Desecrate, Lycath's Hunt, Chesa's Retrieve to name a few. Even abilities like Fractured Blast and Blazing Chakram, which increase the likelihood of both orb types dropping, increase health orb chances by more than double that of energy orb chances in both cases.
Methods of generating energy orbs are significantly more narrow and niche: Dethcube's Energy Generator, Gara's Spectrosiphon augment, Sahasa's Dig.
The thing you are missing with the energy shards is that you are mathematically breaking it down instead of seeing one major thing with it; necessity. With most builds in the game, you can be comfortable with around 300 energy max (not just from shards), with the exception of lower efficiency builds that require excessive casting. If you have 500 energy, most of the time you will seldom dip below 200 or even 300 energy. Energy is not about how much you can accumulate like other stats; it's about what you can get in order to be comfortable with your energy economy. With most warframes you can do this with 1-2 energy shards. If you are using more than this, you are misusing them, and then yes it is 100% not S tier. But none of these would be if you are misusing them
warframe.fandom.com/wiki/Pickups?so=search
According to this, you are incorrect about health pickups being as frequent as energy orbs. My experience in general confirms it too. You can increase health orb drops through more means then energy orbs, yes, that is true. But you generally need to have other benefits surrounding the warframe that you cannot quantify through mathematics alone in order to make that +30% worth it on the equilibrium shard. That margin of 3.75 energy you mentioned neglects the fact that the orbs do not drop at the same rate (which you didn't know so it's excusable), and the fact that health orbs do not regenerate energy innately. It's not nearly the same comparison in practice
A good portion of the strength in the archon shard system is what you can slot in to replace other things. That's why the energy shard is there (to replace flow), and why the energy orb effectiveness is there (to replace arcane energize). So, yeah, those are definitely not moving from S tier as they are the staples of replacing some of the efficient sources of energy economy in the game lol
Parkour velocity on nyx with assimilate is kinda goat
Health orb effectiveness must be top-1 SS-tier. It's THE most important stat in the game.
According to the wiki the toxin status damage is additive to the elementalist mods. Meaning it does affect weapons. Therefore they aren’t as niche and don’t require only 2 warframe to be effective.
You aren't going to be able to have a weapon that deals toxin status 100% of the time, and this video's ratings are based on that fact. So it does not consider weapons unless an exalted or semi-exalted is in play, or the warframe has an interaction that makes it a good weapon platform for specific weapons. These shards are equipped on warframes, not weapons
I am aware of all of these interactions with the shards. I am not considering them because I think the real viability of warframes and shards lies in their ability to properly stand on their own, not be good or viable with a hyper specific loadout. The context of how and why I rate them is explained at the beginning
Health per second I use for frames that reallly suffer from toxin. If you slap a couple on the frame it essentially doubles the amount of toxin needed to kill your frame.
That HP/s isn't going to help you all that much with Steel Path level enemies. One toxic eximus is bound to oneshot you or apply a toxin proc worth hundreds a second
i would like to add about the Corrosive stacks shard. It works for any weapon, not just your frame (goes for most of the shards involving status reading, they count weapons unless stated otherwise), so things like beam weapons and Influence setups/any sort of mass proc spam setup its very strong to have one or two shards of it. Granted, now that armor is now hard capped per high level its not nearly as important to full strip, but it does make a very noteable difference for any build doing a lot of procs, even just one Taoforged one tends to be super nice for stuff like Cascade or Disruption
that aside, fine list, only thing id outright disagree would be spawn energy for some frames helps a ton in setups you cant spare the exilus ie Gyre or Titania to get their wheels rolling, then maybe put armor and health in the same tier being effectively an interchangeable bonus depending on base stats
def appreciate more people using energy max shards tho, the amount of builds i have that are made so much more convenient by that bit of 50 energy to replace flow is crazy lol
I agree with the corrosive stacks shard. It is powerful given the right loadout, but since deep archimedea and the circuit are amongst the more relevant high-level content, I decided to make the tier list based on random loadouts as if you were doing that content. I mentioned it at the beginning of the video (I think, may have been one of the many takes and I have a tendency to ramble so maybe I missed it). But yeah the corrosive stacks shard got its placement entirely because of its narrow usage cases for randomized loadouts. Strength wise it's incredibly good when utilized to its full potential and for specific loadouts, incredibly good
@@dexyivwhat do you mean "narrow usage cases" they can be used on literally any frame with any weapon moded for corrosive
@@MyshXD Watch the credentials for how i rated them and you will understand why I say that
Mesa user here, generally speaking the amber shards can be used in a hyper specific setup to hit guaranteed red crits on her regulators for her prime. However that's the better version of the red shard effect and the red effect its really not gonna be adding much and the damage is less comparatively on the frames that do have exalted secondaries to power strength unless its already very high.
Yeh I think I touched on that a bit in the video. That's my main reason for rating it so low
You can have zero shields, you can have zero Armor
You can have zero energy
But you can never have zero health otherwise you got zero game
Wrong you can have Inaros boxing
You can survive on 0hp with Quick Thinking
@@biastrafig bro he's dead in a box
@@Caligula138 and yet there I am. Still playing the game, and punching the shit out of people while made of sand
@@biastrafig My dude, youre dead trying to get back in the game.
Have to say, blessing people with bills with casting speed and rolling guard. It makes me cry.
Primary status is usually not a good shard but it can be good on elementalist builds ie. building for status chance and status damage. But that usecase is niche enough that I would not change it's ranking from D. Parkour velocity is a nice shard on few frames that gimp movement in some way or need to close distance faster. Mesa with peacemaker augment can get mileage from it although there are better shards for her. Where parkour velocity is really great is slapping one or two on Ivara. This way her annoying -50% movement speed reduction while Prowling can be mitigated as long as you roll your way most of the time.
It can be but you would need to get lucky enough to get a status based primary in deep archimedea or circuit otherwise it's just a waste in most cases. At least the electric damage purple would be useful no matter what primary it is
Ivara I can see the parkour shard, Mesa too. I used to use them on Ivara but I found that I over-rolled a lot of times, so I took them off and opted for more strength with her prowl augment to move faster
@@dexyiv I agree for the most part. The only usecase where purple shard electricity damage can be detrimental is when you have a primary that is specifically build for use cases like gas + cold, because then having that electricity shard will combine with the cold to magnetic, which may or may not be a desired effect on the weapon. On the otherhand it can enable certain builds you normally wouldn't have the mod capacity for (maybe you have a hybrid status and crit weapon).
@ that is an issue yes, but the only time I would use this shard is when there’s a primary exalted in play (so ivara and cyte-09 with 1999), or a warframe that is used as a weapons platform (like chroma). The exalted weapons are easier to build around the shard since the weapon you’re using is right there for you to adjust the elements. Weapon platforms will see that issue you mentioned however
Also toxin status bonus works on weapons many saryn builds use five of them very good
Wasn't sure if it did. If that is true that it does, it's still probably better to invest shards that benefit all of her abilities or provide some other utility (like the corrosive stack shards for full strips), but this could be a valid use for it
I mean, to be fair Sayrn has garenteed toxin damage.
Modding for toxin on other frames with exaulted weapons(Chroma blade Excalibur, Titania, Dante) could work too, whether you would want to though is questionable could also
@ Yeah she has guaranteed toxin damage but that would be building around one of her abilities rather than all of them. Up to the player whether that is worth it or not; for me, not particularly
You can do that with exalted weapons yes, but then you lose the ability to modify elements based on what you are going against, which is a huge downside. Not to mention the primed elemental mods for pistols are heat and electricity
Cool list overall, gg ^^
What about a new shard combining all three? White/diamond shard. Maybe cold damage buff? Range, probably not going to happen but we can dream. What othet stats would you like to see on shards?
Funnily enough I had some thoughts about this as well. If they were to add one that would combine all 3 through ascent fusion, an idea I had was a prismatic shard that takes up 3 shard slots but has a much higher multiplier for the chosen stat. So for example, 3 energy orb effectiveness shards would grant you 225% of that stat. With the prismatic, it could bump it up to 300% or something like that. This would make it harder to use a variety of shards and make you really focus in on one stat
Another one I'd love to see would be a corrupted shard that functions similar to the corrupted mods you get from Deimos vaults. +stat -stat sort of thing
Personally I'd love to see more effects for statuses that need help. Cold, Gas, Radiation are all outclassed quite a bit by alternatives that deal damage (or more damage in the case of Gas). Helminth is by far my favorite gameplay system in this game and I'd love to see them do more with it
Honestly 2 equilibrium shards are more than enough to keep energy economy up for most frames. Even 1 of them can be enough honestly if a frame that can make extra health orbs or one who just naturally has a good energy economy and only needs a little bit of help, like baruuk or something.
I was in the same mindset at first where i thought it needed to match regular equilibrium but regular equilibrium is often times overkill.
Id put it at the same level as energy orb effectiveness from personal experience having used both. IMO they both feel pretty much the same.
With how easy it is to get health orbs through synth deconstruct + companion i prefer the equilibrium shards.
I totally get why they would be a little under ranked (from my perspective) but I don't feel they're any worse than orb effectiveness from my own testing
I never had the mindset that you need to match equilibrium. I compared it to equilibrium because that's what the "comparing it to other equipment that has similar effects" part is. One equilibrium shard is all voruna needs with how many health orbs she generates. They can be good given the context they're used in
Energy orb effectiveness is still better by default with how energy orbs drop more when no drop altering equipment is at play, but even a slight increase in health orb drop rate would make it just as good or better than the energy orb effectiveness. Simply depends on what you have
Yeah I put at least one equilibrium shard on a lot frames. Even on nekros, I just swapped out equilibrium for 2 tau shards. Gave me a much needed mod slot
Hey dog. Excited to see this video but the length is overwhelming. Taking multiple watches to get through the whole thing.
The pluses are that I absolutely love how you made criteria for your tier list and followed through it. Modern tier lists are useless because they don't have any frame of reference. Yours doesn't fall into those traps. Good on ya.
Second thing is. You don't need to do this in one take, are you insane! Some editing would polish your video and make it much shorter. Cut the ums and ahs, clean up dead space, leave in only exactly what you want to say. I have never made a video without cutting my ums and uhs and cleaning up the dead space, cutting irrelevant content or when I repeat myself or start rambling. Literally take your video from B+ to S tier.
Not trying to call you bad or anything just saying some extra work in the editing would earn you more subscribers easily.
@@MaybeEmoIsntDead Yeah the feedback I’ve gotten is enough to warrant a change in how I do things. I wanted to have it be unscripted with minimal editing to seem more authentic than other videos on here, but that got in the way of the other goal I have which is quickly giving the information
I’ll likely do a more streamlined version of this video in the coming weeks, but I have some other video topics I wish to do first beforehand
@@dexyiv honestly i haven't even finished the whole vid and i'll say OP's comment is a hot take on the vid length. content creators of all genres have been seeing an increase in viewership when its longform content. unscripted or otherwise. if you dont have enough time to watch it then its not for you but i think i'll throw in that i personally love long videos.
Parkour velocity over corrosive stacks?
@@maxheinwal5084 All warframes can use parkour velocity in some way, corrosive stacks are limited in usage even if they are debatably better at max potential
You can’t even equip archon shards until after the veilbreaker quest…
i dunno smells like Skill issue to me
@@cucobuco706hm… aight.
Docking points in Melee Crit Damage's Versatility category because it's "limited to a specific weapon class" feels nitpicky. It's limited to a "weapon class" that makes up nearly 1/3rd of all the weapons in the game and is a weapon class that every warframe has access to using. You could argue that some Warframes use it better than others (Frost in particular) but to call it not-versatile is an out-and-out UNTRUTH.
Well, one of the ways I rated them was versatility, which includes whether it's useful in a variety of circumstances with randomly generated weapons and warframes like in the circuit and deep archimedea. If you get a bad melee weapon during one of these, and you have melee crit damage on a random warframe say like Gyre, you wasted a slot. Versatility in this context is whether you can equip it to a warframe and have it cater to its strengths, which only melee weapon platforms and melee exalted users can do. So no, for the sake of this tier list and how I personally prefer to use shards, saying it is not versatile is very true and there's not too much to argue against that
Outside of the tier list, yeah, you can use it for specific loadouts, but that is not what this tier list is about as I discussed at the beginning of the video where I outlined how I will be assessing the shards' placements
@@dexyivin all content that has randomize weapons which is only two game modes you will always have a melee. Even then in the mission we’re said random really matter is Eda where you have a flex slot to bring a weapon of your choice.
I get wanting to remove the need for specific weapons but the excluding 3 classes is way too much.
@@snivyland2878 excluding 3 weapon classes? I didn’t exclude them. I have them rated in a way where they are equipped on warframes that actually use them. Voruna gets melee crit shards because she’s a melee platform, mag does not because she has no synergy with melee weapons with her abilities. Those are the assumptions. I’m not excluding anything
"archon shard has been out for a few years now"
man...
@@Blueberry_Koi ikr, time flies
I feel like you neglected the armor and primary status shards a bit -not enough to change their position it the tier list though-, the armor shard could be helpful for triggering some Incarnon Armor > X thresholds for that slight boost (I sloppily checked the wiki and the increase is near-negligible) also, you could use the "F-tier" red primary status chance archon shards to boost up the Incarnon Dera if you wanted.
Weapon-specific loadouts aren't considered in this because we're assuming it's like deep archimedea where it's randomly generated weapons and warframes. That can work yeah but for most loadouts that weapon-specific shard will be wasted. So because of that, the numbers of a weapon-specific shard need to be rather high (like the primary electric damage) for it to get an above average rating. +37.5% status chance is really, really bad for what slot it's taking
casting speed over duration is wild tho-
Is it? Every warframe can make use of it unlike duration, and it takes the place of Natural Talent. idk pretty top tier to me just based on the wide uses alone
I can see arguments for duration being up there too but I feel like duration isn't nearly as impactful comparatively
Not really, casting speed is arguably the best QoL you can get on the vast majority of frames and there are some they basically require casting speed.
While duration is nice it doesn't match the utility and comfort of casting speed imo
Not really. Back in the day, yes.
What we used to do was balance both efficiency and duration. If your duration is long enough, we have enough time to recuperate energy that you used from having a low efficiency (if you did), and if you had high enough efficiency, you can technically spam abilities if you had no duration. Now being able to spam abilities and move as fast as possible... definitely better than having an ability that lasts longer. If you don't get hot you can't die.
You dont really need a shield shard on mag since crush gives her so many shields already
@@Vaz_G it’s exclusively for the shield gate duration. Plus I subsume over crush anyway. Her 3 is a lot better in that regard
@@dexyiv U subsume what??!!?!?!?!?? i need an explanation for that as a fellow mag player my brain cannot comprehend that level of cooking
@@zephyr9091 I'll make a video on it. Might make more sense then
@@dexyiv I'm running crush with the augment. Strips armour stuns enemy and is your shield gate ability. Subsume over 3 instead. Curious to see how your build compares.
@@MaybeEmoIsntDead 3 gives shields and strips armor without the need for an augment. Not to mention it deals true damage
33:21 not true you can use ToxinDMG shard and Archon Continuity to Group,ArmorStrip & Nuke with Larva on EVERY and ANY frame.
this video isn't as bad as some of the other comments make it sound, but i have some notes:
- spawn energy is ranked too low. depending on mission type it often gives you more actual energy than an energy max shard would.
- parkour velocity is ranked too low. it adds survivability in addition to QoL.
- armor shards are useful when you're running arcane battery.
- most of the green, purple and orange shards are arguably ranked too high because they cost you 2 better shards to make them.
- just combine d and f tiers.
- energy orb effectiveness is ranked too high. its only about 1/5 of an arcane energize, which may sometimes be enough but isn't always a replacement.
Spawn energy is ranked low due to there being plenty of other alternatives to increasing your spawn energy, one of which being spare mod capacity which can be done outside of equipping a shard or mod. If starting energy did not scale with spare mod capacity, it would rank higher, but even then it's sort of loadout dependent. I use preparation on my max strength volt to speedrun missions, but i wouldn't use it on my normal volt loadout geared toward range and duration around his 4
Parkour Velocity I never really saw the value in using personally; I wouldn't argue against ranking it higher. Don't have it equipped on any of my frames but I can see where it may have its uses
That is something you can use armor shards for, yes, but it would need to be on a warframe with fairly low armor. Anything more and it would be wasteful. I also don't use this personally, nor do I really use battery on any of my builds, but if it works for you by all means
This tier list is not considering the resources you spend to make them, just in the context of the synergies and builds they can partake in. In general, these shards do rank lower because they are much more niche, but that is mostly the only reason
I feel like there's quite a difference between the D and F tiers in this. D is usable/optimal in very few situations but do have a purpose. Primary Status Chance, the only one in F, is basically never useful in any sense of the word and shouldn't be equipped ever
Energy Orb Effectiveness is less than Arcane Energize, yes, but the shard does not have a cooldown and is not reliant on a chance to proc. It's just a flat 18.75 extra energy per shard. Considering these two factors, the orb effectiveness can easily keep up with Arcane Energize if 1-2 are equipped, depending on the build and the warframe
Hopes this clarifies some things
@@dexyiv yeah man i already watched the video so you don't need to repeat it back at me.
the problem with using forma for spawn energy is that you just don't get much, whereas you can get hundreds of energy from a single yellow shard.
well i just described the value of parkour velocity... not only does it let you complete missions faster, it also makes the enemies less accurate.
actually i do use armor shards on qorvex, kullervo, inaros and nidus despite their base armor values because they work really well with arcane battery. if you dont use arcane battery then well thats your problem not mine... its a good arcane for frames with high armor and effectively turns your armor shards/mods into both survivability AND energy max modifiers.
energy orb effectiveness shards do NOT "easily keep up with" energize. like i said, they might be enough to sustain your playstyle but they just don't provide as much as energize. on average energize gives you +90 additional energy per orb (150*0.6), which is where I got my figure of being ~5x as effective as the +18 bonus energy you'd get from each shard.
@@Always.Smarter In the cases where that energy amount actually does matter, i'd personally prefer to use preparation for that specific loadout over using a shard slot for it. But, once again personal preference
from doing research it seems like only aim glide reduces enemy accuracy, not the actual bullet jumping, so it indirectly has some use. just depends on if you want to use a slot for it
if you have warframes that have high armor values, why do you feel the need to increase the armor further? you already get hundreds of energy from battery, so adding more seems kind of unnecessary. on top of that the DR you gain from that extra bit of armor is basically nonexistent. id enjoy hearing your explanation for that one in particular
With the energize stuff...what? You put the 60% probability over the 150 energy gained and wound up with 90, but that's not how it works. It still has a cooldown. You could pick up 5 energy orbs in that 15 second cooldown and none of those would have an extra amount tagged on, which massively drags down the effective amount of extra energy you get to nowhere near 90. The biggest downside of energize's energy gain rate is the cooldown; you can't just leave that out lol
@@dexyiv Sprinting, sliding, jumping, and wall-running all decrease enemy accuracy, and the faster you move the better that penalty becomes.
Well my prerequisite for using armor shards is that i'm already using arcane battery on the frame, and/or the frame has 0 shields. so there's no better option for tanking, and the extra energy is just nice to have. I think of it like an energy max shard that also provides DR. It's not often that you get 2 different utilities from 1 shard, so I find it's efficient to get enough of 2 different things rather than an abundance of 1 or the other.
yeah I ignored the cooldown on energize to simplify the math. if you're picking up energy orbs more than once every 15s and still having energy issues then you're going to need multiple sources of energy generation anyway. if your justification for orb effectiveness is that your frame has orb generating abilities, then you'd probably be better off with a purple equilibrium shard.
I agree with some of your points but the energy on spawn shard is simply terrible. If you really need energy when starting a mission just drop an energy pad, you can craft 100 of them at a time in your foundry
Spawn energy is good on Titania you want aviator on exilus and your mod capacity energy certainly won’t fill the energy of Titania with primed flow full
True, but even then I find other shards to be more useful in its place. Then again I don't use titania for the conventional thermal sunder speedruns so it's two different preferences
You are just wrong about the last purple shard gives you so much more energy than energy orb effectiveness you can test it out. You know that you only need to have two purple to have enough energy right? It does not need to compare to equilibrium mod just like 2 blue energy give far less energy max than primed flow but it’s enough. I doubt you have ever tried two purple shard equilibrium on a frame vs two yellow energy shard on a frame big difference
i have. i actively use it on my khora right now, but that's because she can make really good use of health orbs with the well of life augment. in general, energy orbs are seen more frequently with no other altering factors, so if a frame does not have a way to produce health orbs, using the equilibrium shard is not going to yield consistent results
It bothers me that the purple shard melee critical damage is a direct upgrade and the only direct upgrade. It can be the same or better but never worse. At least the orange requires you to kill to build up the stack so out of the gate red is better
Yeah, that's one big problem I have with it too. And yet, in its own way it sort of outshines the others in terms of design because any warframe can reach 500 energy with the right investment in it. The others that have the stacking mechanic usually have some weird niche way that you stack them that heavily limits what frames you can use them on. idk, there were definitely some weird design choices with some of these shards, particularly the later ones xD
So many builds use two regular green to full strip so many if not most weapons use corrosive build why only consider abilities you know it works on guns right
full stripping just isnt as necessary after the health/armor changes, and building for corrosive is arguably less practical after the status changes.
Yes, but because the tier list only considers randomly generated warframes and weapons like deep archimedea, you cannot include specific weapon synergies because your chances of getting the weapon you want is low
I feel like 3 energy shards to replace one modmisnt very worth it but thas just me
@@ianhandy5090 In basically all circumstances you will only need 1-2 energy shards. If you are using more it is either an extreme case or you are misusing them
A tier list for shards?...at the end of the day its all about play style.
Yes but some are generally more effective and worth using than others. Some stats and effects are more relevant with how the game works, and this tier list is meant to reflect that
@@dexyiv"relevant with how the game works." Every bonus from any shard is relevant to how the game works. What you probably mean is relevant to how people play the game and how they understand it today, big difference. Which is more understandable to the idea of "what's better than what".
A perfect example would be you putting +status effects in F but then putting energy on spawn above it...
If you are someone who likes pushing weapons to unfathomable limits, you'd know that +status effect in fact far more effective for dealing damage than energy on spawn.
"Some are generally more effective and worth using more than others" 100% opinion. What you eat don't make me shit. Your play style is different to mine, so the effectiveness of something can only be determined by me, for me. My girlfriend plays. Her reaction time is slow compared to mine. You placed armor and health lower than parkour velocity, not something that a player like her would benefit from. They would be better off adding armor, health and parkour velocity until they can get the hang of dodging attacks.
In conclusion, it all comes down to play style.
@@funboy221 not here to argue semantics about what I said but yeah sure, plenty come down to preference and playstyle. Never mentioned it because it’s sort of a given. However there is a lot more to consider than just playstyle, primarily opportunity cost, and that’s a large part of the archon shard system. Yes I put spawn energy above primary status effect is because it is in no way worthy of the slot it takes. I am aware status in general is good and can be used to push weapons, but these are not equipped on weapons. They are equipped on warframes. If you use a weapon that isn’t good with status on a warframe that has that shard, it is bad. Hell even with a status weapon it’s bad because it’s 37.5% with tauforged. You can use it but I never see a reason to use it over literally anything else
In general, the statement that some shards are more effective and worth using than others is not an opinion. There will always be effects and stats that are more relevant to the game than others. The specific placements however, are an opinion, such as a lot of people here thinking parkour velocity deserves to be higher while I do not. But to say everything about the system is up to playstyle is naive. There is much more in play than just that
Nah bro you dont put yellow archon shards over purples and reds. That ia a war crime
@@emberhydra main good red one is strength, which not everyone builds. A lot of the other red ones suck and the purples are all rather conditional. Casting speed is good on literally every frame and energy orb efficiency can easily replace energize. Archon shards are a lot more than just strength, contrary to what a lot of other videos want you to believe
@@dexyiv and to add to that the strength shards really only get used for stat breakpoints, since the extra 15% doesn't matter much for anything not related to armor stripping, since builds that don't rely on stripping will already easily do all content in the game without shards.
Stop faking ur stutter bro.
you're joking right
This is why comments are so important thank you to everyone for the forewarning that the video is a waste of time, and this goober doesn't really say much other then umm and huuuhs
You did not watch the video, at all, or even paying attention…
@vulkarma741 i gave it a fair 5 minutes, comments let me know what I need. Did you not read my comment or did you have some kind of trouble comprehending what was said?
@ dude, i’m 45 minutes in.
@@reggincixelsyd i agree, comments and the order that red came so early made me realise i dont need to waste my time here
He has no idea what he is talking about.. Ofc he is a furry. Explains a lot.
ty for the extremely helpful feedback and kind words
half of the wideo is: ummm, huhh, emmmm, like bro dont be afraid of speaking or just cut it out because it is anoying
The fact that you took the time to type this comment says a lot about your character. Get well soon
@@dexyiv ?? the dude is right. Its annoying to listen and you tell him to get well soon?
The fact that you can't take criticism says a lot about your character
I really hope you were joking
@@Kungen_-de5lq more than welcome to just not watch it instead of giving unhelpful feedback. I haven’t done this in 4 years so yes I’m obviously going to trip up a lot while talking for a full hour
@@dexyiv unhelpfull?? you got to be kidding, but what to expect from someone with furry pfp