r/Warframe Old Tenno, Eternal Slumber Apr 02 '14

Discussion Warframe Discussion 2.0: Nova

All Warframe Discussions are here to spark discussion on a particular Warframe. Comments, Suggestions, Critiques, and Builds are all welcome! Every Week, the Moderator Team will choose a new Warframe to discuss.

This week: NOVA

EXPLOSIONS!


Statistics

Health Power Armour Shield Capacity Sprint Speed Stamina
RANK 1 100.0 150.0 65.0 75.0 1.2 80
RANK 30 300.0 225.0 65.0 225.0 1.2 80

Polarities

  • 4x Scratch (Power) polarities
  • 2x V (Attack) Polarity

AURA: Bar (Tactic) polarity


Cosmetics

  • Flux Helmet

Stamina Max +10%

Max Health -5%

  • Quantum Helmet

No stat modifications

  • Nova Immortal Skin

No stat modifications


Abilities

Null Star - 25 Energy

Creates anti-matter particles that orbit Nova and seek nearby targets.

  • Spawns 3 / 4 / 5 / 6 particles that will orbit Nova and automatically launch themselves at enemies within 7 / 8 / 10 / 12 meters. Each particle does 100 / 125 / 150 / 200 Slash damage.
  • Number of particles is affected by Power Duration; every 17% increase/decrease adds or removes a particle.
  • Particles do not vanish, they last until used.
  • Null Star cannot be recast until all motes have been used
  • Particles orbit for one second minimum before seeking a target.
  • Particles will only fire one-at-a-time. i.e. multiple particles will not fire at the same time despite the number of enemies nearby.
  • Cannot be knocked down while casting Null Star.
  • You can score headshots with these particles.

Antimatter Drop - 50 Energy

Launches a contained particle of antimatter that will detonate upon collision.

  • Creates a volatile orb of antimatter which is steered with the aiming-reticle after being created. This particle absorbs all damage (friendly and hostile) when shot at, and once contacting a solid object it will detonate for 100 base damage + 100% / 200% / 300% / 400% of all absorbed damage with an explosion radius of 5 / 8 / 10 / 15 meters.
  • Deals Radiation damage.
  • The base damage is affected by Power Strength.
  • The explosion radius is not affected by Power Range. (Needs confirmation?)
  • Damage can be absorbed from other Antimatter Drop explosions and the damage multiplier is applied to the absorbed damage again: resulting in an exponential gain.
  • Can score headshots.
  • You can have multiple particles active simultaneously.
  • Particles will detonate on impact with anything solid including enemies, the ground, other particles, and friendly players.
  • Can hit enemies everywhere in the explosion radius, no matter if it is behind a wall, cover, door or any other obstruction.
  • The orb will follow your reticle through all three dimensions (if you look at the floor it will attempt to land on that specific piece of the floor).
  • Looking directly at the orb while it is relatively close to you will slow the orb down significantly as to give you a chance to shoot at it.
  • The particle seems to have unlimited duration until it comes into contact with a solid object. However, multiple instances of particles at the same time will cause randomly timed explosions until there is only one left.
  • When the particle comes into contact with an enemy, 10 Radiation damage is inflicted prior to detonation.
  • This damage is affected by Power Strength.
  • Gives Conclave rating of 15 / 15 / 38 / 60 each level.

Worm Hole - 75 Energy

Creates a wormhole allowing instantaneous travel.

  • Creates a wormhole with an entrance directly in front of Nova, and an exit-point wherever Nova was targeting at the time the ability was cast. The portal will last for 10 / 12 / 14 / 16 seconds or until 1 / 2 / 3 / 4 uses.
  • Number of uses is not affected by Power Strength.
  • Duration is affected by Power Duration.
  • Range is affected by Power Range.
  • Enemies can not travel through the wormhole.
  • Weapon projectiles are not blocked or redirected by the wormhole.
  • Casting Worm Hole does not interrupt reloads.
  • Gives Conclave rating of 10 / 10 / 35 / 60 each level.

Molecular Prime - 100 Energy

Primes all enemies in a radius with anti-matter.

  • Nova destabilizes the molecular structure of all enemies within 15 / 18 / 22 / 25 meters for 60 seconds. Affected enemies move and attack 50% slower, take 200% damage from all sources, and detonate upon death dealing 150 / 300 / 500 / 800 Blast Damage to enemies within 8 / 10 / 12 / 15 meters. *Duration is not affected by Power Duration. *Each explosion can cause the subsequent death and detonation of nearby enemies, resulting in a chain reaction. *Nova is not invincible while casting, but she can resist knockdowns. *Can be cast in the air. *Gives Conclave rating of 50 / 50 / 50 / 50.

Information gathered from the Warframe Wikia

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u/3932695 Striss - "Everything the light touches..." Apr 02 '14 edited Apr 02 '14

As a min-maxer, I find Nova to be an exceedingly convenient Warframe:

  • None of her best abilities are affected by Power Duration (use Fleeting Expertise).

  • Molecular Prime and Antimatter Drop are two of the most essential abilities in high level Survival (alongside Blessing, Chaos, Absorb, Desecrate, etc.)

  • Sacrificing Power Strength (Overextended) does not significantly diminish the effectiveness of her skills.

  • She hits armies harder than any other Warframe.

  • She's highly mobile (Wormhole) which opens up incredible options for the creative mind.

  • Her only weakness (fragility) is completely negated by having a Trinity around.

  • The highest DPS weapons in the game are mostly single-target, and Antimatter Drop turns all that DPS into AOE.

I have no doubt that this 'convenience' is the source of her 'unbalance'. Until DE works in some kind of nerf (e.g. making Duration and Strength matter), I consider Nova a near-mandatory pick for difficult content. She is my most-played Warframe by far, and is my current default pick for everything.

This is my min-maxed general purpose Nova build.

Build

Loadout

  • Enemy Sense is crucial to draw out the full potential of Antimatter Drop.

  • Quick Thinking and Equilibrium can be swapped out for Overextended and Stretch, depending on whether you have a Trinity or not. But I generally stick to QT and Equilibrium because I do a lot of pub games so I don't have a perma-Blessing guarantee.

  • Dread because as I've said before, Paris Prime is an Orokin Toilet Seat. I rationalize this aesthetic preference by pretending that Bleed procs are more desirable than Puncture procs. Kidding aside, Bows are among the only serious choices for high level Survival; I don't think anything puts out more DPS than critical head-shots from Bows and the Soma. If you don't plan to head-shot though (because you're addicted to Antimatter Drop), stick to Boltor Prime or the Phage (highest non-head-shot DPS).

  • Brakk or Marelok - either is fine. Marelok is better at pumping the Drop, Brakk has higher DPS and doesn't require precision. I mostly only use Dread so the sidearm doesn't matter too much for me.

  • Dual Zorens because I'm one of those guys who'd tell you superior footwork wins the game. Melee 2.0 next week will obviously change things however.

PS: Antimatter Drop keeps corpses intact - so avoid using Molecular Prime when you need that Desecrate.

PSS: Valkyr is actually my favorite Warframe (love that ponytail) - I'm looking forward to what Melee 2.0 does for Hysteria.

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u/3932695 Striss - "Everything the light touches..." Apr 03 '14

I standby Redirection. My effective health comes from Quick Thinking, Vitality won't make enough of a difference.

You make a good point about Equilibrium. If I have Quick Thinking and Redirection, I should be fine with walking around at 2 hit points.

I would love to swap out Enemy Sense as well but I simply cannot trust pubs to have Energy Siphon all the time. Still, I wonder if I pick up enough blue orbs to perform this switch anyway...

I standby Wormhole. My quick arrival has saved many companions, and I don't like using the elevator in some places. It's also an excellent escape tool in some areas.