What would be a good choice for a knockdown melee weapon if I decide to play a more defensive/support role with Frost? I'm fairly new and I've been mostly collecting frames rather than weapons because I am limited on platinum by only trading prime parts. I just crafted my Frost and I searched here as to find a good build for the role I mentioned. Also someone might have said it but I might have missed it, what would be a good aura mod to use w/out changing the polarity? Or is it necessary/recommended that I do?
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To the one who asked the last question: I like to use the Jat Kittag for its knockdown potential. I think it still has the largest AoE (and it's a full blast/ragdoll one) However, if you just want to knock them down to set up ground finishers, a different heavy melee (Such as the Scindo) may be better...
As to auras, the best Unairu (D) aura is Rejuvenation. Personally I eventually Forma allmost all of my frames to a Naramon (-) for Energy Siphon or Corrosive Projection depending on the situation. Basically think of what will help you and your team out most - do you rugularly need health or energy? Or do you have trouble with armoured enemies (this one is more for the extreme late game)? There are some best avoided though, such as the pathetic health buff of Physique.
beware, the last interesting post come from 2013, the skill have been reword at least twice, and almost the whole game mechanics have been changed, so the advice are VERY outdated!
However in other cases you will want it big, like rly big, for example the reactor room in the grineer endless def map. At normal range the globe won't cover the whole reactor while with stretch it will be enough.
Mod your frost based on the map you want to go. If you are going on lvl 140+ missions try taking in account the durability of your globe. You will want it to stay alive for the whole duration of the wave so that no one will get one shotted by that creeping naplam that is trowing his waffles at you.
Also consider in taking a mele that can do knockback on jump atack so you can pick up those who enter the globe and keep them down and disabled untill your teammates manage to kill them.
Even if you have Acrid you might want to keep those who enter the globe down instead of chasing them, if you try to shoot them you can and you will get a knockdown and in that time one of your friends will be praying to god for revival.(However this depends on the other warframes you have in your team, if you have no Rhino/Mag/Nyx to do a good CC then the CC gets in your hands, using avalanche only when shit hits the fan and so on)
You can't screw up a frosts build, but you can screw up by not playing it right. So far I've seen frosts using Snow Globe in infested missions while other players had ogris as primary and it was painfull to see them die over and over again because that frost kept spamming the and the other player was shoting himself inside of the globe to save the damn day. Think before you act, if you go on an infested mission use Avalanche to freeze them or use no ability at all
for the last part, using snow globe isnt that bad in infested missions, becuz snow globe slows enemy attack speed including infested and at any point you could use the 1st ability to destroy snow globe dealing dmg and killing infested
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