Qorvex - "A Breach in the Wall" | Config C | Damage Multiplier/Damage Vulnerability Debuff Ability (Patch 35.0) PATCH VERSION 35.0 MASTERY REQUIRED 0 FORMA REQUIRED 4 ENDO REQUIRED 118,730 Qorvex "A Breach in the Wall" | Config C | Damage Multiplier/Damage Vulnerability Debuff Ability Hello there, Introduction: Concrete guy, Warframe literally made out of concrete. This  golem  is protecting its  Crucible Reactor Core . He use it as his tool to annihilate any incoming threat. He is a heavy unit, may be a bit slow, but definitely a hard hitting one. Playstyle: always keep your  Disometric Guard  active find a group of enemies and crush them with  Containment Wall  (damage vulnerability debuff) blind them with  Breach Surge  (optional - prime your enemies), and watch the fireworks show release your  Crucible Core , and wipe out your enemies repeat until you done Attributes & Abilities: This time I'll start with the least needed stat,  Duration . The only thing it affect is the  Breach Surge's Blind Duration , but you don't care about it much. If you really insist, you can add  Crimson Archon Shard  for  Ability Duration  or even put Arcane  Molt Efficiency . Next is  Efficiency ... this one is kind of important, because you are going to use your abilities a lot. You will also need a high amount of  Energy Pool  and some kind of  Energy Regeneration . Range  is very needed, because of your  pillars working area  and  chain explosions  from enemies touched by  Crucible Blast . It also affect a little bit on  Pillage . Strength ? Obviously to hit hard, duh. The more Strength, the highest damage vulnerability debuff and damage multiplier. Suggested Aura Mod: For best results use  Aura Forma , so that it can be changed, when needed. Brief Respite  - Grants Shields equal to a % of Energy spent while Overshields are inactive. Combat Discipline  - Allies gain Health on kill. Aura bearer loses Health on kill. WARNING : this Aura can kill bearer. Corrosive Projection  - Reduces enemy armor. Enemy Radar  - Pinpoints enemy locations on mini-map. Energy Siphon  - Provides constant Energy regeneration. Growing Power  - Increases Ability Strength after Status proc. Mecha Empowered  - Increases damage against marked enemies. Shield Disruption  - Reduces enemy shields. Sprint Boost  - Increases sprinting speed. Suggested Exilus Mod: Must be unlocked with an  Exilus Adapter . NONE  - if there is no such need, then there is no point in unlocking the slot. Cunning Drift  - Increases slide, reduces friction and increases Ability Range. Enemy Sense  - Displays all enemies within its radius with red markers on the mini-map. Power Drift  - Increases Ability Strength and grants a chance to resist knockdown. Rush  - Increases the speed at which a Warframe moves while sprinting. Speed Drift  - Increases sprint speed and casting speed. Vigilante Pursuit  - Displays all enemies within its radius with red markers on the mini-map. Suggested Warframe Arcane Enhancements (Max Rank Description): Arcane Aegis  - On Shield Damaged, 3% chance for +30% Shield Recharge for 12s. Arcane Avenger  - On Damaged, 21% chance for +45% Critical Chance for 12s. Arcane Barrier  - On Shield Damaged, 6% chance to instantly restore all Shields, 6s cooldown. Arcane Blessing  - On Health Pickup, +24 Max Health. Stacks up to 50x. Arcane Energize  - On Energy Pickup, 60% chance to replenish 150 Energy to self and allies within 15m. 15s cooldown. Arcane Eruption  - On Energy Pickup, 100% chance to Knockdown nearby enemies. Arcane Guardian  - On Damaged, 15% chance for +900 Armor for 20s. Arcane Nullifier  - Passive, +102% chance to resist a Magnetic Damage effect. Arcane Pulse  - On Health Pickup, 60% chance to restore 300 Health to allies within 25m. 15s cooldown. Arcane Reaper  - On Melee Kill, +24 Heal Rate/s and +660 Armor for 10 seconds. Arcane Steadfast  - On Ability Cast, 20% chance that the next 3 Abilities will not cost Energy. Arcane Tanker  - On Archgun Equipped, +1200 Armor for 60s. Arcane Ultimatum  - On Finisher Kill, +1200 Armor for 45s. Molt Augmented  - On Kill, +0.24% Ability Strength. Stacks up to 250x. Molt Efficiency  - While Shields are Active, Gain 6% Ability Duration per second, up to a maximum of 36%. Molt Reconstruct  - Heal yourself and your allies within Affinity Range 6 Health for each Energy point spent on the initial casting cost of abilities. Molt Vigor  - On Operator Ability, 45% Ability Strength on next Warframe Ability Cast. Suggested Archon Shards (Tauforged): Crimson Archon Shards  (RED): +10% (+15%) Ability Strength +10% (+15%) Ability Duration Amber Archon Shards  (YELLOW): +25% (+37.5%) Casting Speed +15% (+22.5%) Parkour Velocity Azure Archon Shards  (BLUE): +50 (+75) Energy Max +150 (+225) Armor +5 (+7.5) Health/s Regenerated Suggested Focus School: Madurai : Power Transfer  - 50% Casting Speed on switching to Warframe. Sling Strength  - Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s. Vazarin : Void Snare  - Ability launches a projectile that spins up a vortex trap on impact, or tap 2 again to detonate in-flight. Trap lasts 8s. Protective Sling  - Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost. Naramon : Power Spike  - Melee Combo Counter now decays while out of combat by 5 every few seconds, instead of depleting completely. Unairu : Poise  - Gain immunity to slow, stagger, and knockdown effects for 40s after transferring between Operator or Warframe. Magnetic Flare  - Use your first Ability to create a 8m radius field that lasts for 30s and disables the shields of any enemy that enters it. Caustic Strike  - Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap 2 again to detonate in-flight. Zenurik : Energy Pulse  - Energy pickups grant 50 % additional energy over 5s. Wellspring  - First Ability creates a well of energy for 8s. Allies passing through the well gain 5 Energy/s for 30s. Use your first Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside. Temporal Drag  - Second Ability emits a radial burst, slowing any enemy it touches by 80% for 10s. Suggested Helminth Subsumable Abilities: Empower  - Increase the strength of your next ability use. Energized Munitions  - Imbue your weapons with ammo efficiency. Expedite Suffering  - Hit enemies in a cone, affected enemies will have their Bleed and Toxin status removed, and their remaining damage dealt in a burst. Sickening Pulse  - Emit a pulse that adds stacks to Status Effects already afflicting enemies, except Bleed, Heat, and Toxin effects which are duplicated with fresh timers. Sentient Wrath  - Crowd Control, Damage Debuff. Coil Horizon  - Damage, Crowd Control. Pull  - Crowd Control, with augment  Greedy Pull , Pull Pickups. Larva  - Crowd Control, with augment  Larva Burst , Damage. Tharros Strike  - Crowd Control, Defense Strip, Healing. Breach Surge  - Damage, Crowd Control. Airburst  - Crowd Control, with augment  Airburst Rounds , Damage Buff. Suggested Loadout: Weapons  -  Primary ,  Secondary ,  Melee ,  Parazon ?  Archgun ? Amp  - chosen  Amp Parts  and  Arcanes . Operator  - chosen  Arcanes . Companion  -  Sentinel ,  MOA ,  Hound ,  Kubrow ,  Kavat ,  Predasite ,  Vulpaphyla . Summary: Quorvex is definitely a solid Warframe (pun intended), but personally, it didn't make much of an impression on me, probably due to its specific layer of concrete :D Shared with: Nuclear Concrete | Config A - MutschlerHome Link Concrete Mixer | Config B - MutschlerHome Link A Breach in the Wall | Config C - MutschlerHome Link Enjoy! THeMooN85