FANDOM


  • My main concern for this is rooted in the lack of previous usage of Steel Fiber before and I have no clue how the armor rating affects Warframes' gameplay. (I am mainly a Volt with a maxed out Redirection and Vitality.) I plan on using Valkyr as a 'bullet-sponge' that can outlast a boss or at least last one mission without needing health orbs. She already has a ridiculous armor rating, would adding on more mods to buff her up be overkill?

    With maxed Steel Fiber would it be necessary to add maxed Vitality, Vigor, or Physique​, and what other mods do you apply to complement maxed Steel Fiber on ANY Warframe?

      Loading editor
    • I'd definitely say to use Vitality. Sure, you won't take too much damage with her high armor rating, but 300 health isn't a whole lot. If something does start hitting you hard, you won't have too much time to react or remedy the situation. Plus, with her low shields, she will take health damage fairly often, so 300 can get chipped down fairly quickly. Vigor is nice on her, but it's not as helpful as Vitality. It's a lower priority. Physique is kind of...meh, really. I'd honestly say to use a different Aura than that.

      To complement Steel Fiber, especialy on Valkyr, I would recommend Rage (if you have it or can find it). This is an especially nice mod if the frame in question has a way to heal themselves, whether it be with an ability (Hysteria, Renewal, etc.) or with a melee weapon modded with Life Strike.

        Loading editor
    • Vitality gives you way, way more effective health than Steel Fiber. If you check the armor graph, it's obvious; combined, Steel Fiber gives as much extra as Vitality but separately, Vitality is twice as effective. That's because Armor is a Health multiplier so medium Health + high Armor > low health and very high Armor.

        Loading editor
    • Helpful insight, fellow Tennos. I know that I should ignore shields as well, seeing as how they are pretty low, and focus on building up her armor and health. Vigor is a great mod but not meant to be used for Valkyr (I think it's better suited for my Volt) if this is the case. 

      From what I understand armor soaks up damage, not all of it, but most of it, so I'm assuming at this point that Steel Fiber is a necessity for Valkyr. I have seen that effective heath points are better (EHP) and high armor still doesn't help raise EHP but lowers the amount of damage she receives, so I'll add Vitality on her as well. As for other aura mods, what would be a good one for Valkyr if Physique is not her best option?

        Loading editor
    • I tend to just use Steel Charge on Valkyr since I melee a lot. Plus, it benefits Hysteria and the amount of healing I get back from meleeing (with Life Strike) since I do more damage. Rejuvenation is another nice choice for her to help recover some of the health damage she takes (her low shields really do not last long lol). Those are the two I'd personally recommend for her, but some people might prefer different ones.

        Loading editor
    • First of all, you misunderstand armor. Check the Wiki armor article: http://warframe.wikia.com/wiki/Armor

      TL;DR: Armor is a health multiplier. That is, every point of armor makes every point of health more valuable. 300 Armor makes every point of health you have effectively worth 2 points - that is, you need to take 2 raw damage to take 1 point of adjusted damage. Valkyr's base armor is 600, which means she needs to take 3 effective damage to take 1 damage. Vitality and Armor are multiplicative; that is, increasing health is multiplied by armor and increasing armor multiplies your health. Because of that, you get the same result by multiplying either number by the same amount: Since Vitality is roughly a 150% increase of your level 30 HP (440% of your level 0 HP) while Steel Fiber is just 110% increase in the multiplier, adding Vitality increases your Effective HP significantly more than Steel Fiber.

      Steel Fiber and Vitality together are about twice more efficient than either alone, though. So if you use one or the other, Vitality first. If you use both, Vitality and Steel Fiber and you get a massive survivability boost. Vigor, Physique, etc. aren't even on the same planet of efficiency (they're kinda cruddy mods in general - very niche and usually not worth the mod slot). As for which stance to use, I'll get to that in a second.


      Anyways, there's another consideration. The way I play Valkyr:

      - I have Vitality and Steel Fiber to survive while I cast Hysteria. I have Rage-mod to provide energy; generally you have enough effective HP that you can take a bit of hit to get Hysteria back on.

      - I use Hysteria whenever I'm low or in a mission where I expect to get oneshot (then I permastay in Hysteria).

      - Since Hysteria has built-in Lifestealing, this tops me out every time I cast it and since you're invulnerable while in Hysteria (if you can't kill all enemies, just walk away from them before it ends to break the link and thus avoid the post-Hysteria damage), your survivability doesn't really matter.

      In short, due to Hysteria, she doesn't really need to build all her armor and health that efficiently. In fact, I've been toying with the idea of removing Steel Fiber and going with just Vitality (as stated above, as a lone mod, Vitality has the higher payoff) since the only time I really need those are when casting Hysteria. I have Rip Line for a ranged attack/mobility, maxed Power Strength + Warcry/Hysteria + properly modded Atterax + mastery of the Hysteria-stance for melee damage and I'm invulnerable. The only things I really need are duration, energy and energy efficiency. Fleeting Expertise and Streamline are a given in a Blind Rage build and Rage does help with the energy (though in tough content it gets a bit risky to use).


      So, back to the talk about the stance. Rejuvenation or Physique, why? You have very high health/armor-based survivability already. Physique's increase is fairly minor anyways (applies to base health) and Rejuvenation: you already have a way to heal yourself to full by using one ability. There's absolutely no use for these unless you plan on not using Hysteria in the first place (in which case I have to question your choice of Warframe; Excalibur or Rhino would probably serve your needs better at that point).

      Now, Steel Charge is a bit more interesting. However, I find the best stance for her is actually Energy Siphon. Yes, she's a melee attacker and Steel Charge saves you some forma but ultimately, the only time she ever gets in trouble is if she runs out of energy; when you're invulnerable, you can afford to take few hits longer to kill someone in most content (and again, your mod build and equipment can do more for your damage than Steel Charge - and by the time you're capped out, you don't really need Steel Charge's damage bonus vs. anything under level 60).

      As such, I think for most content, Energy Siphon is the way to go. Now, then, there is some content that overrides any frame-specific stance considerations: in lategame Void Survival (T4S 40+ mins for instance) your whole team should have Corrosive Projection for example. That increases your damage more than 4 or 8 or even 12 Steel Charges ever could against the tougher opponents. As such, I recommend formaing her to line polarity and giving her Energy Siphon or Corrosive Projection (or Enemy Radar if you want to be a Stealth Berserker and solo-run Nightmare Captures for flawless performance or something).

        Loading editor
    • Outside of permanent Hysteria builds, there really isn't too much to gain from using Energy Siphon on Valkyr (aside from helping allies who need their abilities more). Enemy Radar would be pretty nice for melee builds (just knowing where everything is), but I feel Steel Charge and Rejuvenation were a safer bet since they seem to synergize with her a bit more.

        Loading editor
    • I main Valkyr so I know that she can be very effective.  I run Warcry, Hysteria, Vigor, Vitality, Rage, Steel Fibre, Narrow Minded, Continuity, Constitution and Intensify along with Steel Charge.  Just loop the Hysteria Rage combo to tank damage and allow for garunteed ally revives.  I use an Atterax for the high second crit chance and damage (Hysteria has a chance to proc its own crit as well as a chance to crit using stats from your melee.  They can both proc which stacks the damage).  Going further into the build, I use a Kubrow (mainly Sahasa or Raksa) so my health and armour means my Kubrow lasts longer as well as getting health back when I kill while in Hysteria.  Yet again, the warcry helps to increase both you and your Kubrow's survivability.

      The only change I sometimes make with this build is to replace Vigor with Rush if I am not doing a survival, defence, mobile defence or excavation mission.

        Loading editor
    • I guess I should have worded my topic better - Valkyr was meant to be my main Waframe who could take on higher tier bosses solo on her own without assistance of any other players, and a reason to retire Volt who has been more of a scavenger than anything else at this point. I knew that the huge armor rating would be a bonus when choosing Valkyr. Considering her abilities and the mods available, I asked for opinions on Steel Fiber complementary mods people use for Valkyr since not all the buff mods are meant for her due to the different builds people have used. I do plan on running a Hysteria build for this exact purpose - a secondary and third build would be nice for variations on the enemies I'm facing but Hysteria is the main build I wish to use. 

      I now understand how Armor works. Your explanation was much better than the wiki actually.

      I also have finished acquiring the materials for Atterax. That should be done soon too. 

        Loading editor
    • I run Vitality, Steel Fiber, Rage, and Lifestrike. This the closest thing to a Tantrum build without the Tantrum in it. Remember though, a melee-focused 'Frame of any kind can't do much against bosses with specific weak-points (Ruk, Hek, Kril).

        Loading editor
    • @Misdirected;;

      I figured Valkyr having a 600-Armor rating and really good build would have drawbacks. Being a melee-based Warframe probably makes it tough for her to take down specific weakpoint-bosses. That in mind, would giving her a large pool of weapons be a good option if I am running Valkyr for these guys? 

      @Vyrn What are the dawbacks of having Rejuvenation vs. other mods? Being a Hysteria-oriented build, with Energy Siphon be an option?

      @Starfreak911 What are the differences between Vigor and Rush? How does Rush give Valkyr an edge in Survival, Defense, Mobile Defense or Excavation missions?


      Sorry for the barrage of questions, I just want to make sure I grinded two months for her BPs, components and credits to get the best out of her. I put too much time into researching a second Frame, and I want to do justice to Valkyr.

        Loading editor
    • @^:  "@Starfreak911 What are the differences between Vigor and Rush? How does Rush give Valkyr an edge in Survival, Defense, Mobile Defense or Excavation missions?"


      I mean that in those missions I would run with Vigor.  For the other gametypes, there is a larger amount of running around that needs to be done and since Hysteria puts you in melee without an effective copter, the rush allows you to be effective while running through the mission.  This advantage is lessened on infinite game types, so I use Vigor as the extra health is more important than speed if you want to go for late wave/time missions.

        Loading editor
    • 184.78.25.226 wrote:

      @Vyrn What are the dawbacks of having Rejuvenation vs. other mods? Being a Hysteria-oriented build, with Energy Siphon be an option?

      Rejuvenation is just nice for non-Hysteria builds on her since she takes health damage fairly often. There's no real drawback to it other than missing out on the other Auras, and it's really nice for recovering some of the inevitable health damage. That or Steel Charge (again, if you melee a lot) would definitely be great for her, although any Aura can work well depending on what you are going for.

      If it's a Hysteria-oriented build, then Energy Siphon would be a great option. It would help you keep your energy up, which would make gathering enough energy to use Hysteria a lot easier. Steel Charge would be the other primary alternative for that build, as it would increase the damage dealt by it (and give more mod capacity), so it's really up to you.

      Personally, I have Steel Charge on all my loadouts for her, although Rejuv was incredibly helpful during Operation: Gate Crash to make sure she never went down.

        Loading editor
    • stop playing on mercury

        Loading editor
    • Starfreak911 wrote:
      @^:  "@Starfreak911 What are the differences between Vigor and Rush? How does Rush give Valkyr an edge in Survival, Defense, Mobile Defense or Excavation missions?"


      I mean that in those missions I would run with Vigor.  For the other gametypes, there is a larger amount of running around that needs to be done and since Hysteria puts you in melee without an effective copter, the rush allows you to be effective while running through the mission.  This advantage is lessened on infinite game types, so I use Vigor as the extra health is more important than speed if you want to go for late wave/time missions.

      I keep Rip Line for this exact purpose - a great way to traverse maps in Hysteria, doubly so since you get to effectively be Spiderman.

        Loading editor
    • The only issue I have found with rip line is that it loses most of its usability due to a maxed Narrow Minded I use.  When I first thought of builds for Valkyr I was gravitating towards a rip line build, but I found that her ability set only alloes for two skills to be optimized at a time.

        Loading editor
    • Rip Line does work even with 8 or 10 Narrow Minded due to the absurdly long base range (75m is more than you really ever need). It's still 35m with a rank 8 Narrow Minded, something I run in my own build.

        Loading editor
    • Steel Fiber is definitely a must, since it's the maximum stat, and percentile based, you get more benefit from it than Vitality, or Redirection.  I'm running Vigor, because it boosts Shields, and Health with only 1 slot, so I have more for other Mods like Streamline, Flow, and Heavy Impact.  (With Ripline, you can deal a lot of AoE if there's a high enough ceiling.  I'm also swinging Amphis.)  

      It really depends on what you're building for, like any build.  I like Shields, because they regenerate with time, instead of having to hunt down Health globes, or spending consumables.  Her shields suck, so while it's not Point Efficient to stack up Redirection, and Vigor, it's Resource Efficient in game, especially since you can just absail up to a safe-spot to recharge real quick when things get dire.  However, more shields means more to lose spamming Paralysis, so if that's your primary Power, it's more efficient to leave them at 50.

        Loading editor
    • 184.78.25.226 wrote:
      @Misdirected;;

      I figured Valkyr having a 600-Armor rating and really good build would have drawbacks. Being a melee-based Warframe probably makes it tough for her to take down specific weakpoint-bosses. That in mind, would giving her a large pool of weapons be a good option if I am running Valkyr for these guys? 

      When I run any boss with weak-points, I just take the usual melee of choice along with only one other weapon, preferrably a secondary, as it's more adaptable to missions (i.e Datamass hauling, getting downed). I prefer to take high accuracy secondaries, due to their nature of being able to hit weakpoints. This really just means grab a Marelock or Lex Prime. Having a primary and secondary just makes switching between all three a bigger pain. Your melee IS your primary, after all.

        Loading editor
    • A Lone Tenno
        Loading editor
Give Kudos to this message
You've given this message Kudos!
See who gave Kudos to this message