Archwings guide - From picking to playing | Warframe

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very early on into Warframe you'll lock the quest The Arc Wing which rather unsurprisingly unlocks Our Queen gameplay beyond that though lies the questions of what each Our Queen actually does which you should pick and how you can get the most out of them I'm the engineer let's solve a practical problem [Music] please of the arkwing quest is sufficient to obtain your first Arc wing and Arc weapons while the odinart arc Wing is viable in its own right the Weaponry leaves a lot to be desired and you should look to upgrade at the first opportunity however today we're focused on just the arc Wings themselves should you remove the odinato from your inventory for any reason you can build a new one by re-obtaining the blueprint from cephalon Samaras do bear in mind that this would cost you 250 000 standing with him which would take roughly a week for even the most advanced players carefully consider your decision if you do find yourself wanting to delete the one you get in the quest as for the other three main Arc Wings the Amisha electron and it's Al these can all be obtained from a clan Dojo with sufficient research in the tenno lab each Our Queen will cost 130 000 credits accounting for blueprint replication and construction along with a mix of resources while the XL and electron can be constructed with just ordinary star chart resources the Amisha requires knitting extract best obtained for the night wave store so make sure you have some their credits to do that your alternatives for obtaining knitting are not great there is one of our Queen to obtain as well which is the prime variant of odonata odonata prime is part of the Vault Prime collection meaning it is both obtainable through Prime Resurgence when vault is in rotation and through Barrow catir when he periodically brings the appropriate relics outside of those options your otherwise limited training for the past from other players the other are queen thing you'll need to build is the arcwing launcher a lock by picking up the arcwing launcher segment blueprint from the tenno lab 2. then building the actual arguin launcher that unlocks uninstalling the segment this will allow you to use your Arc Wing in open world missions building Arc Wings is simple enough then but what do they actually do all our wings come with four active abilities just like warframes but have no passive abilities of their own instead they seem to invisibly inherit the passive abilities of some warframes I'll cover those interactions a little later on in this video starting with odonata as the basic Arc wing it has Bass stats with medium Health armor and shield low speed and the lowest energy capacity alternatively the prime variant increases the health and shields to decently High values and gives a token increase to movement speed but both variants their four abilities are energy shell disarray seeking fire and repel energy shell will give you a frontal Shield protecting from incoming fire in the direction you are looking this is similar to garuda's First ability it also provides you with a pair of damage boosts first applying a 50 additive heat bonus to your weapon attacks without combining the heat into any of your existing damage types and second it doubles your critical damage these damage Buffs are similar to Volt's electric Shield Plus in the ability is a kind of crossover between volts and garudas strength does not benefit this ability at all only generation and efficiency disarray releases flares intercept enemy missiles and projectiles in range again only duration efficiency affect this ability with duration handling how long the flares remain able to assist you seeking fire launches a barrage of missiles each dealing a modest 300 blast damage with a tiny AOE effect on top while these missiles do home in On Target the damage is painfully low strength only increases the missile count not the damage ultimately leaving much to be desired from the outputs of this ability what's worse while you're busy launching missiles you're not able to cast other abilities highly repel will damage enemies for 1 500 impact stun them and disarm them it's a simple form of crowd control with a damage effect that scales on strength with just a couple nearby enemies this can outpace the damage from seeking fire overall odanata is a basic archering with the core Focus being the significant damage ramp up from its first ability a ramp up that doesn't even require strength where this gets really interesting is the augment of the energy shell energy field this augment provides the buff to all allies within range on casting giving everyone a portable damage enhancing Shield not only does this apply to other Arc Wings it also flies to both warframes and operators when used in non-arching missions such as on the planes of eidlon this means you can grant the operator effectively a three times damage boost on crit by having someone cast energy field within range the range of all arching abilities is reduced to one-tenth in non-arching missions making the base range of the buff 14 meters but you only need to be in range for the initial cast the downsides are being unable to buff your own Warframe this way only allies and that you have to use odonata specifically next up we have the eletron this Arc Wing is designed to be an outright Bruiser with a heavy focus on missiles rocking the highest health and Shields High armor but low energy capacity and the lowest speed its first ability is Bloomer a dumbfire missile that sticks to whatever it hits and can be detonated by you at any point after firing it as you can only have one missile active at a time with a notable travel time time the overall effectiveness is limited electron's second ability is core vent a defensive ability venting a wall of gas supposed to confuse enemy projectiles from testing on the planes of eidolon especially against projectiles that knock you out of arching mode this ability did extremely little and can be mostly ignored the third ability is Thumper this fires a projector which on impact or early detonation by recasting will create a long duration bombardment explosions continuously go off in the area dealing a base 500 damage each given this ability lasts for 45 seconds with 3 explosions a second even if only every second explosion hits something and then only one enemy the total damage will be 33 750 significantly more than the 1000 for the first ability the radius of the bombardment is 180 meters in our Queen missions and down to 18 meters in non-arching missions and the radius of each explosion is 80 meters or 8 meters respectively finally the fourth ability is Warhead a slow-moving guided missile which constantly attempts to strike the points you're aiming at during the ability just like with Bloomer you can only have one missile ax if it wants though this side you can't detonate it early neither on impact the missile exposed for 1 750 blast damage at base with a 240 meter radius or 24 meters in non-arching missions the core problem for electron is that all of these damage numbers are close to fixed with primed morphic Transformer and rank 8 Gunnery intrinsics from rail Jack you reach a maximum of 175 strength not even doubling the power from the base figures as a result the damage doesn't scale into higher levels but it is still usable on weaker objectives next then we have itzel where electron is focused on damage itself is more of a utility Arc Wing bearing the worst Health armor and shield stats by having the highest energy capacity and movement speed its first ability ability is Arc line functioning almost identically to valkyr's rip line ability aimed at an entity such as an enemy or Ally arcline Yanks it towards you and lightly damaging the target if it's an enemy should you cast it on to rain instead you'll be pulled towards a Terrain at a high speed the second ability is penumbra Tony it's so invisible as well as its nearby allies this invisibility remains in effect so long as no one moves should an ally move their invisibility will break until they stop again in range should you move by any means other than using our Queen blink then the ability is canceled ending invisibility for everyone in addition to Turning invisible it has the added effects of instantly causing enemies and projectiles to forget where you were halting fire immediately this is different to Warframe invisibility which will often see alert enemies fire on your last known location for a moment after going invisible the third ability is Cosmic Crush damaging nearby enemies and sucking all enemies and objects in range towards you the damage is 1 500 a base with a base range of 140 meters or 40 meters in non-arching missions this ability can be especially useful for scooping up scattered loot such as the drops from idling lures on a successful capture of an idle on or for scooping hard to see loot like Caesar's whiffs around the edges of legs on the planes then there's itself's fourth ability fighter escort providing you with a slow-moving escort of drones that deal low damage to enemies and distract their attacks if a drone is hit by enough damage it'll explode dealing 2 500 damage out to a range of 160 meters all combined the itself is very much a mixed bag of curious abilities as our Queen gameplay mostly lacks any relevant stealth situations the invisibility is Niche with most players only really considering Cosmic Crush for its looting aspect which brings this on to the final Arc Wing Amisha this one is the designated tank Arc Wing boasting the highest Armor Plus High Health alongside medium speed it also joins DXL on the highest energy capacity and lower Shields however the health and armor is not what makes Amisha tanky its first ability is a watchful swarm this instant cassibility functions very similarly to revenant's Mesmer skin providing a number of charges with total immunity from one damage instance per charge with a base of 15 charges it has more than Revenant but amisha's weakness is that these charges do not stun attackers nor provided invulnerability window as a result a rapid firing attacker can wash the charges in a moment if you're not careful the second ability is benevolent decoy this creates a curious double sphere Zone one small one inside another larger one the larger having a base radius of 80 meters the ability will draw in weapons fire that intersects with the larger sphere and drag it to the smaller sphere enemy weapons that strike the center will be converted into healing forces healing a Misha and its allies within 100 meters as with other abilities both ranges are reduced tenfold in non-arching missions this could be used both to heal Arc Wings in the squad as well as objectives such as healing idle on those formation's third ability is awarding Grace providing both you and allies within 400 meters immunity from status effects while active unlike most ring abilities this one is a Tom ability draining energy over time on top of the status immunity protecting you even from those staggers or backflips caused by clipping terrain warding Grace will slow nearby enemies down to a Max of an 80 slow once again the range is reduced to a tenth in non-arching missions lastly and Misha has avengeful Rush whenever Amisha would take damage while visibility is active and Demetra is not at full energy the incoming damage is converted to energy instead in this way Amisha is Immortal if not at full energy and a meter can spam benevolent decoy at any time to expend energy the ability also grants a token 10 bonus to the range duration and strength of Amisha and its allies in range between all those abilities then Amisha is absolutely the king of survivability for Arc wings while bringing precious little else in the process with these abilities all considered it's actually really easy to slot each Arc Wing into a specific role and build accordingly odinata is for weapon damage enhancement through the use of energy shell and energy field as this doesn't require strength odonata can instead be built for range duration efficiency energy speed and defense all of the mods here fit with no form required electron is for messing around with its Warhead ability more than anything if you want to check out missiles it gets the job done for that but otherwise it just doesn't matter as an arc Wing this build is far from optimal but it's functional enough when using only an oricon reactor I would not advise investing any further into electron as it's just not worth it itself is for shenanigans whether that's having arching self super scooping loot or just yanking a giant infested creature off a cliff if you need to survive something you can just go invisible so without needing tank mods we can just focus on mobility and casting mods with this setup here you can invest a form or two for defensive mods but I personally don't see much reason that other than pure completionism lastly a Misha is for survival purposes as a measure itself survives using abilities no tank mods are required thus taking the same approach as itself modding whether you are struggling to keep idle loads alive and want the decoy or need something that doesn't evaporate in high-level rail Jack missions As you move between objectives Amisha is the one archering that will survive regardless of what level the mission is once you've decided on which Our Queen you're using and why we can finally bring in the choice of Warframe and upgrades as I briefly mentioned earlier some Warframe passives apply when you're using your Arc Wing specifically caliban citrine Equinox Gara Garuda Harrow necros and protea all contribute their passives some are mild like necross is healing due to having a tiny range While others are more substantial approaches bonus strength on your fourth cast allows you to get much more power out of strength face abilities especially useful for electron's missiles caliban will provide an adaptation effect improving the resilience of Arc Wings other than Amisha gruda can increase your damage up to double with enough kills beneficial to all rock wings as for upgrades some mods and arcanes can boost your Arc wings too any of Arcane Aegis Avenger barrier blessing energize Fury Grace Reaper and strike all apply as well as malt efficiency and the preparation mod some are less useful Arc melee is very bad so Arcane Fury and Reaper have limited use while Aegis can be a serious tank boost the preparation mod and likewise Harrow is passive for the same effect works weirdly though instead of filling up your Arc ring to Max Energy on spawn it appears to instead add on the energy the mod would provide to your Warframe this has a couple Curiosities equipping flow to your Warframe alongside preparation will give more energy to your Arc Wing as your warframe's max energy is higher thus the energy carried over is higher it also means you'd expect no benefit from warframes with no energy as they get no benefit from preparation in true Warframe fashion this isn't true Lavos equipped with preparation does indeed Grant extra starting energy to Arc Wings not only that but equipping flow Buffs this further despite having no effects on levels himself it seems that somewhere hidden in the background Lavos does actually have an energy pool he just doesn't know how to use it mind you none of these mods and combos are necessary for archwing if you want to have a general maximization when doing a pure arching Mission simply use Garuda with preparation flow and a couple relevant arcanes like Aegis and Avenger these will give you significant Buffs if you wish to optimize your Loadout despite having a total of 16 abilities between the arques they're pretty simple overall and fit into quite distinct roles in the game take your pick of buff barrage block and other depending on the mission objective you'll be using it for as ever these videos made possible by support from viewers like you and by showing your support on patreon you can help me continue to bring these guides to you while getting more in the process the link to that is in the video description that's all from me for now so as always equip Wings Master space and fight well tenno
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Channel: TheKengineer
Views: 38,372
Rating: undefined out of 5
Keywords: warframe, kengineer, guide, build, itzal, amesha, odonata, elytron, elytra
Id: XNCK3uwJe8E
Channel Id: undefined
Length: 15min 50sec (950 seconds)
Published: Wed Sep 27 2023
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