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Here is how I did it.įirst, find the right mission to get started. As a result, I now have a viable Arch-wing and set of weapons.
#Warframe how to add mods to archwing mod#
Cyngas and Vandal Imperitor are supposed to be fine, but I haven't really used them.Recently, I managed to max all my Archwing gear by sticking to a method of running a few particular missions with a full squad that offered a high amount of affinity, as well as getting almost every Arch-wing mod in the process. Apparently Velocitus is the choice to go for Profit taker? It's on my list for my next Gravimag. Fluctus is like Arca Plasmor, but even sillier, recommended weapon for close to mid range Archwing missions. It doesn't require syndicate stuff or plat, but it does require 3,500 Oxium, 5 Telerium and a forma. The Grattler is quite good for general Arch Wing Missions and for doing Jordas Golem, it's not amazing for Profit Taker (I tend to kill myself with it a lot, and the damage isn't super amazing), but it works. Most of the Archwing melee which aren't the base one or Rathbone are supposedly fine.
#Warframe how to add mods to archwing upgrade#
I like it, it definitely felt like an upgrade to what I was using before. The bsae Archwing Melee is supposedly bad, Centaur is generally considered the "best" melee. Amesha has a bunch of good abilities aren't really required for existing content, but might be useful for railjack? Elytron exists, and may or may not be fun to use, who can tell? Itzal is what you want for open world, and for doing rush Archwing missions, and for moving at a reasonable speed under water.
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The base Archwing, Odonata, gives you an unlisted ranged damage buff when you've got it's 1 up, so it's optimal for the Jordas Golem (Odonata Prime is "more" optimal, I guess, but the difference isn't worth your time). The base Archwing Melee is supposedly bad, and the base gun is fineish. I'm sure there's at least one person in the entire playerbase who's taken the time to potato and forma a bunch of Archwing gear to see what's good, but it doesn't really matter because none of the Archwing content is balanced around people making that kind of effort. My personal recommendation for Archguns is the Fluctus and its giant projectile with 100 meters (not a typo) of punchthrough.Ĭlick to expand.It's hard to get feedback on Archwing balance/options because nobody does the content, and the content is all pretty easy with actual gear. It's not hard to trade archgun parts from the syndicates you've ranked for the ones you haven't. I can't be the only one who buys extra Archgun parts just to keep from going over the standing cap. The ones that come from Syndicates shouldn't be hard to get either, since late game players will generally have more syndicate standing than we can meaningfully use. For Archwing weapons, the Grattler can be obtained from the clan Grineer Lab, the Imperator Vandal can be traded for or earned from Formorian Fleet events. Unfortunately, Archwing mods are a pain to farm for, so I recommend just asking the clan for the base damage mod and enough elemental mods to add Corrosive or Radiation damage. As for weapons, like most things in this game, your modding matters at least as much as what weapon it goes on. Click to expand.Fortunately, the Odonata is one of the most useful Archwings, since the unlisted x3 crit damage buff from its 1 ability is extremely good.