The Old Blood came out with many strange things, but one of the strangest things is the Weapon Exilus Adapter, a new item that allows you to unlock a new slot that has appeared on all primary and secondary weapons, just like the Warframe Exilus Adapter. Now, for Warframes, the Exilus Adapter is there for utility mods only. Exilus slots basically add another slot to your warframe. You likely won't be able to use all the slots anyway until you've applied some forma to your warframe to free up mod points. D&d 5th edition wizard spell slots. In order to be able to cram more/better mods on your frame, you should be approaching it in this order: Aura Potato Forma Exilus.
Hey guys and welcome to another warframe build article. Today I want to go over Khora Whip Claw Build. Well, it's actually gonna be several builds for Khora, Venari, and melee weapon. I'm also gonna talk a little bit about some of the changes and tweaks that Khora has received and that have at least in my humble opinion made her better.
And let us start off with Khora herself. So, the build I'm using focuses a lot on Whipclaw but also has a lot of quality of life stuff. It's a three forma Khora Build where I've reforma the aura polarity into a Dash and I've added a D and a V.
Khora 3 Forma Build
The aura I decided to use is Energy Siphon because I wanted as much energy as possible. But you can go with Corrosive Projection to strip a little bit of the enemy armor or you can go with something like Steel Charge which will give you more mod capacity and some melee damage or you can even stick to the original D polarity and do something like Rejuvenation.
Forma Exilus Slots
Then for the exilus slot I decided to go with Handspring because number one it already comes with a Dash polarity and number two I quite like Handspring. I've been using it on Saryn for quite a while in Sanctuary Onslaught and it's just really nice. The faster knockdown recovery is just really cool.
Then I want to get some range for Whipclaw so I'm using Stretch and Augur Reach because it now also scales the sonic boom the explosion you get with Whipclaw. And with something like this which is 75% power range you can actually cover a pretty sizable area. And I have a feeling they adjusted the hitbox of the whip claw as well because it feels like it's much easier to hit things with it now.
Now after this comes some beefiness so we have Steel Fiber for armor and Vitality for health. This provides survivability for me but also both my companion since they're using link mods. Then I'm using Primed Continuity here just to kind of balance out some of the negative duration I have on this build so that both Ensnare and Strangledome lasts a decent amount of time. And if you don't have Primed Continuity the standard version is gonna be fine as well.
After that, I'm running Hunter Adrenaline which was number one convert damage done to my health into energy. So, it actually helps me sustain energy for Whipclaw. And number two it gives me another piece of the Hunter Set bonus which provides more damage for companions against enemies that have slash procs on them.
Then for good measure, I added a little bit of extra power strength with Intensify for a tiny bit more damage. But it's actually not necessary you can swap this out for something else if you want.
And I finish Khora Build with Fleeting Expertise which gives me loads of efficiency and makes my abilities a lot cheaper.
Melee Build for Khora Whip claw
Then for the stats take I'm using the Gazal Machete but you can use whatever you want because the stats of the weapon don't matter what matters is the mods because those will scale the damage of your Whipclaw.
So, we started off with the stance and it doesn't matter which one because we just want the extra capacity. Then we have Primed Pressure Point and Spoiled Strike for damage. No limit texas holdem tournament rules. After that, we have True Steel for crit chance, Organ Shatter for crit damage, and I'm using a riven mod because I have one.
Then since Whipclaw will build and be affected by our combo counter we're using Drifting Contact for the longer combo duration and some extra status chance. And I topped it all off with Vicious Frost and Primed Fever Strike for viral damage and a little bit of extra status.
Venari 4 Forma Build
Then comes Venari where I have four forma build where I've added three V's and one D. So, the mods I'm using are number one Scavenge which gives her a 90% chance to open the locked lockers and this is because she comes with an ability polarity and the only two things that you can reasonably put in there are Scavenge and Territorial Aggression which is useless because it pacifies a wildlife.
After that, I'm using Sharpened Claws which is an attack that does lots of damage but more importantly it will strip away the target's armor. Then to beef Venari up a little bit I'm using a Link Health and Link Armor which gives her a bunch of health and armor. Then I have Animal Instinct which is a mod that I just cannot play without anymore. It's just too good.
Then I swapped on Swipe which is an attack that kavat can perform and it will hit four targets within two meters of the kavat. I also put on Hunter Synergy for the crit link, Hunter Recovery for the lifesteal link, Bite for crit chance and damage. And finally Maul for melee damage.
Now, my goal with this wasn't to make the greatest setup in the world.It was just to make an enjoyable and fun setup that can do the majority of the content in the game because I don't really do endurance runs anymore so level 100 is basically as high as I will go. And if every now and then I want to go into Sanctuary Onslaught and get into the higher zones I'm just gonna use Saryn.
Forma Exilus Sloth
But that doesn't mean that the setup doesn't do damage. It does even versus armored unit especially if you grab the enemies with Ensnare first because that will make you do double damage and leave behind some very nasty slash procs. You could also combo it with Strangledome and kind of spread the damage out that way. Though I mostly use Strangledome when things go very wrong.
Overall, if you're a fan of companion based characters I would recommend you check Khora out. You don't have to invest as much forma as I did. Just try it out without any forma to see if you like Khora or not.
So, I thank you very much for reading. and I will see you next time. Bye-bye.
- Exilus slots are now factored in to these builds.
- Understand the difference between luxury and necessity; this is just a template.
- If you're already using an incompatible multi-forma build then use your own discretion.
- Install an Orokin Reactor for these frames and builds.
- BUILDS:
- >>ARCHWINGS
- ODONATA PRIME :: Auxiliary Power(5), Energy Field(3), Energy Inversion(3), Efficient Transferral(3),
- (+ENERGY SHELL) ;; Energy Amplifier(5), Enhanced Durability(5), System Reroute(10), Hyperion Thrusters(10)
- (+DISARRAY) ;; -- 1 Forma (—). Use #1 and #2 sometimes. Use melee + #4 to push spores.
- ;; Recommend using the augment to enhance non-Odonata user's damage more reliably.
- ;; If you multi-forma'd your weapon, you should be coming as Odonata for more damage vs Golem.
- ;; Repel is decent for CC but no longer pushes Spores.
- ;; Related note: Power Strength does not affect Energy Shell, but shooting through yours
- ;; and someone else's will result in more damage.
- ITZAL :: Auxiliary Power(5), Energy Amplifier(5), Energy Inversion(3), Efficient Transferal(3),
- (PENUMBRA) ;; System Reroute(10), Enhanced Durability(5), Cold Snap(3), Something(x)
- ;; The new augment is useful, but not mandatory as you will rarely be using that skill for TJV.
- ;; -- 0 Forma. Use #1 sparingly; can get you stuck. Use #3 to pull spores only if asked to.
- ;; Safe to use #4 whenever. Hyperion Thrusters would require a Forma, but Blink is faster.
- AMESHA :: Enhanced Durability(5), Energy Amplifier(5), Hyperion Thrusters(10), System Reroute(10)
- (VENGEFUL RUSH) ;; Energy Inversion(3), Efficient Transferal(3), Auxiliary Power(5), Primed Morphic Transformer(10)
- (+WARDING GRACE) ;; Your role is to support all of the other squad members.
- (+BENEVOLENT DECOY);; -- 2 Forma (V —). Use #1 to protect yourself and allies. Use #4 as often as you can,
- ;; place #2 in areas you need to avoid damage, and do not use #3
- ;; when pushing spores because it will slow their movement. Only use it for killing the Golem.
- >>WARFRAMES
- NEKROS PRIME :: Primed Flow(10), Stretch(5), Overextended(5), Quick Thinking(5),
- (DESECRATE) ;; Fleeting Expertise(4), Streamline(4), Something(x), Cunning Drift(5)
- ;; Variants: Replace V slot with bullet jump mod of choice. Mobilize is fine.
- ;; -- 3 Forma. Turning Desecrate on is your only real role here. Would recommend against the
- ;; augment but it's your choice. Avoid using Shadows due to visual clutter. Terrify Augment is ok.
- NOVA PRIME :: Primed Continuity(10), Primed Flow(10), Constitution(3), Narrow Minded(10),
- (MOLECULAR PRIME);; Intensify(5), Quick Thinking(5), Cunning Drift(5), Stretch(5)
- (+AMD) ;; Variants: Overextended (for Neutral, replace Intensify), Escape Velocity, Streamline
- ;; -- 3/4 Forma (D D — —). Recommend changing 1x V to D or —. No Arcane Helmet.
- ;; NOTE: Only MP on Stage 3. Use #2 + good AMD weapon for everything.
- NOVA PRIME :: Primed Continuity(10), Primed Flow(10), Constitution(3), Narrow Minded(10),
- (MOLECULAR PRIME);; Overextended(5), Quick Thinking(5), Stretch(5), Something(x)
- (+AMD) ;; Variants: Just don't get power strength
- ;; -- 3/4 Forma (D D — —). Recommend changing 1x V to D or —. No Arcane Helmet.
- ;; NOTE: Only MP on Stage 1 and Stage 2. Use #2 + good AMD weapon for everything.
- ;; NOTE2: If running with Equinox, you could use Speed Nova and Equinox's
- ;; Provoke to turn it into a Neutral speed for Stage 3.
- TRINITY PRIME :: Quick Thinking(5), Transient Fortitude(10), Blind Rage(10), Fleeting Expertise(5),
- (ENERGY VAMPIRE) ;; Overextended(5), Primed Flow(10), Stretch(5), Vampire Leech(3)
- ;; Variants: Replace Power Drift with Mobilize or maxed elemental bullet jump
- TRINITY PRIME :: Primed Flow(10), Quick Thinking(5), Blind Rage(3-5), Streamline(5),
- (BLESSING) ;; Natural Talent(3)*, Narrow Minded(10), Constitution(3), Primed Continuity(10)
- ;; Variants: Replace Power Drift with Mobilize or maxed elemental bullet jump for speed runs
- ;; You could just lazily throw on a max rank Transient Fortitude as well but be
- ;; -- 3 Forma (— {AURA} — —). Aura swapped to —. Arcane Aura Helmet.
- EQUINOX :: Quick Thinking(5), Primed Flow(10), Stretch(5), Blind Rage(10),
- (MAIM) ;; Natural Talent(3), Overextended(5), Primed Continuity(10), Transient Fortitude(10)
- ;; -- 4 Forma (V V D —). Day form.
- ;; NOTE: Highly recommend but not required. Use #3 in Stage 3.
- ;; When possible, use #2 to get enemies moving even faster.
- BANSHEE :: Primed Flow(10), Streamline(5), Quick Thinking(5), Blind Rage(6+),
- (SONAR) ;; Transient Fortitude(10), Stretch(5), Primed Continuity(10), Resonance(3)
- ;; Variants: Swap Transient Fortitude or Streamline for Energy Conversion or Intensify
- ;; -- 4 Forma (— {AURA} V D —). Arcane Chorus Helmet.
- ;; NOTE: Your sole purpose in the raid is to press #2. Sound Quake is not useful.
- ;; You need to stay mobile, you need spawns to run to you.
- OCTAVIA :: Primed Flow(10), Streamline(5), Quick Thinking(5), Blind Rage(6+),
- (MALLET) ;; Intensify(5), Stretch(5), Primed Continuity(10), Constitution(3)
- (AMP) ;; Variants: Swap Constitution for mod of choice
- ;; -- 4 Forma (V V V D).
- ;; NOTE: Throw Mallet out to get Infested grouped up and killed.
- TEAM SETUP
- Trinity :: EV build. Strength, Range, and negative Duration.
- Nova :: Molecular Prime (speed/neutral) build. Strength and Duration. Use Anti-Matter Drop
- Equinox :: Maim build. Stack up a bunch of damage then detonate it. Duration, Efficiency, Range.
- Trinity #2:: Blessing build. Duration, Strength, and some Efficiency.
- Nova #2 :: Molecular Prime (neutral/slow) build. Negative Strength and positive Duration.
- Equinox #2:: Maim build. Stack up a bunch of damage then detonate it. Duration, Efficiency, Range.
- Banshee :: Sonar build + augment. Never use Sound Quake.
- Octavia :: Mallet build. Strength, Duration, some range. Never use Resonator.
- Other loadout considerations:
- STANDARD MODE: Weapons modded for Corrosive + Heat damage
- ARCHWING MODE: Primary weapon modded for Radiation + Cold damage (for the Golem)
- 4x Corrosive Projection Auras (remove enemy armor)
- 1x Enemy Radar (really helpful when hunting for Antiserum)
- (Large) Team Energy Restores / Health Restores / Shield Restores.
- Energy/Health for worst-case scenarios.
- Do not bother with sentinels or kubrows focused on damage dealing. Huras is actually alright here.
- Arcane Barrier and Aegis are ridiculously useful inside the Stage 3 tunnel runs, but kind of a crutch.
- Bullet Jump mods HIGHLY recommend for speed runners. Being able to get around faster is king.
- WANT TO READ MORE? OKAY GO NUTS
- Simply put: 50% of the raid is about murder. The more enemies you kill,
- the more that spawn, the more sources of Antiserum you generate. But, seeing as
- how Infested are a pain in the ass and swarm you, the other 50% is CC.
- You need that Trinity to keep you nice and healthy with Blessing and Energy Vampire.
- Make sure Nova players are mashing AMD + fully charging to help AoE. Equinox is queen
- of AoE for TJV, though. Make sure you bring one to speed up Antiserum gets.
- Viral damage is weak against Infested enemies. Corrosive is for safe middle ground.
- Avoid using frames or abilities which slow down enemies outside of Stage 3.
- Rework made Limbo less useless, but his nuke doesn't do much vs. Ancients.
- Why these wings? Why not the others?
- Elytron's #1, #3, and #4 no longer impact spore pushing, but it's just not all that useful here.
- The only thing Elytron does in TJV is have high EHP if enemies are hitting you. Core Vents is ok.
- The tunnels on Stage 3 are % based, so Elytron's high numbers mean nothing in there.
- Kept for historical purposes/reference:
- Builds:
- LOKI PRIME :: Quick Thinking(5), Fleeting Expertise(4), Primed Flow(10), Streamline(4),
- (RADIAL DISARM) ;; Primed Continuity(10), Overextended(5), Irradiating Disarm(3), Stretch(5)
- ;; Variants: Replace Cunning Drift with Mobilize or maxed elemental bullet jump