Triglavian Collective faction logo.
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- Eve Online Faction Damage Types
- Faction Damage Types Warframe
The Triglavian Collective are a new faction introduced in the “Into the Abyss” expansion (May 2018), they can be found in a new type of space providing a unique solo PVE timed encounters in a special area of space and exotic new technologies, including their very own ships and new weapon system.
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Triglavian Collective
Full Introduction
In Warframe you have 4 base elemental damage types: Heat, Cold, Toxin and Electricity. They are even more powerful when they are combined. I have listed the most effective combinations against each faction for you. Grineer elemental weakness and best setup. What damage type most effective against each faction? I know fire good against infestation Showing 1-4 of 4 comments. Mar 10, 2015 @ 12:40am. Also, for base types. Puncture - Grineer Impact - Corpus Slash - Infested But you should really consider bookmarking that link. It helps a lot. On top of all of that, there’s the three physical damage types: Impact, Puncture, and Slash. Physical damage types can’t be combined, but are good against specific types of enemies. Making sure you have the right damage types ready is the most important part of late game Warframe. But also having the gear to do so can be vital. Damage Types. Faction: Names: Damage type to shoot: Damage type to resist: Amarr Empire: Amarr: Explosive Kinetic Thermal EM: EM Thermal Kinetic Explosive: Angel Cartel: Angel Domination Gist Gistatis Gistii Gistior Gistum: Explosive Kinetic. Maxscart Oct 19, 2014 @ 3:30pm. There are various armor types in each faction. Below the chart, it refers to what type of armor each enemy has. There's not a set damage type that has absolutely no negatives and works positively with everything. There are physical damage, elemental damage, and combined elements damage.
Player Types and Styles – Know Your Players (DMG 6) Faction Ranks (DMG 22) World Shaking Events (DMG 23) Discoveries,Extinctions, Depletions, and New Organizations (DMG 30-31) Starting Equipment for Higher Level Characters (DMG 38) Plane Effects and Conditions (DMG 47 -52) Creating Random Adventures (DMG 73-76) Dungeon/Wilderness/Other Goals.
While the 'Into the Abyss' expansion adds a number of other changes, this new Triglavian faction is the primary focus of this page, with the related Abyssal Deadspace complexes on top.
The core source of most of the Triglavian content is the Abyssal Deadspace complexes, which are unique complexes in a separate and isolated area of space for which only one person can participate in at a time. These sites are the source for the BPCs used to build Triglavian ships, also called Precursor vessels; these sites also provide 'keys' to access other complexes, blueprints for Entropic Disintegrator modules, Abyssal Deadspace modifier items and some apparel items.
Precursor vessels are the only ships that can use the Entropic Disintegrator modules which have a different setup than the conventional weapon systems most EVE players are familiar with. They focus on an armor tank with emphasis on utility; much like the Society of Conscious Thought vessels, these hulls tend to be somewhat mediocre but can excel in very specific situations. They are specifically equipped to use the Entropic Disintegrator weapon system: all of the hulls have only one turret slot yet have two or more utility high slots, possibly to synergize with the remote armor repair bonuses on each hull. Entropic Disintegrators are a curious weapon system which has some parallels to laser systems, with an interesting but rather specific attribute whereby the damage modifier of the weapon system increases with each shot fired.
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Abyssal Mutaplasmids are special modifier elements which are designed to modify certain attributes of select modules. An example would be a Microwarpdrive: the mutaplasmid can boost or decrease the velocity bonus, the powergrid requirement, the signature radius modifier or the activation cost. This allows for interesting concepts in ship choices but also threatens the stability of the module metagame.
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Further details on each of these concepts will be explored below.
Lore
The Triglavian Collective is a new faction that appeared in New Eden in early YC120. Fleets were following heavily damaged and incapacitated Drifter Fleets appeared around several locations around New Eden it was discovered that those fleets were engaged by a faction that was not known before. Data vaults salvaged from those damaged drifter fleets and Arataka Research Consortium managed to salvage data from those corrupted trinary data vaults that have video footage that shows that unknown faction, named as 'Triglavian Collective' engaging Drifter Fleet with an exotic weapon system. One of their Battleship class hulls was also captured by CONCORD and further research was conducted to reveal more about those new faction. It was suggested that the Triglavian Collective is a formation of three entities. Those entities are Peruna Clade [CLPER], Svarov Clade [CLSVA] and Velesian Clade [CLVEL].
The Scope Video : The Scope - The Triglavian Collective Revealed
Abyssal Deadspace
- Main article: Abyssal Deadspace
Abyssal Deadspace is a special area of space disconnected from conventional Known Space (K-space) and wormhole space (W-space). Players use special Filaments which are like 'keys' to access such areas of space, and have a limited amount of time and face special challenges to complete these sectors of space and survive.
Ships
The Expansion introduces a new ship skill called “Precursor” that leaves room for future races to fall under. What is known so far about the ships and is subject to change. Triglavian ships have medium speed and a focus on armor tanking, as well as several utility role bonuses toward remote armor repairers, energy neutralizers, and smartbombs.
Interestingly enough, the T1 hulls were the only ones to originate from the Triglavian Collective, while the others were designed by one of the factions in known space. Each T2 hull was created by one of the four empires integrating their own technology with Triglavian designs; the Nergal was made by the Gallente, the Draugur by the Minmatar, the Ikitursa by the Caldari, and the Zarmazd by the Amarr. The special-edition Hydra and Tiamat were both designed by the Society of Conscious Thought.
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- Frigate: Damavik
- Assault Frigate: Nergal
- Covert Ops: Hydra (Limited)
- Destroyers: Kikimora
- Command Destroyer: Draugur
- Cruisers: Vedmak, Rodiva
- Heavy Assault Cruisers: Ikitursa
- Logistics Cruisers: Zarmazd
- Recon Ships: Tiamat (Limited)
- Battlecruiser: Drekavac
- Battleship: Leshak
Entropic Disintegrators
See also: Entropic Disintegrators
A new weapon skill and specialization will allow the use of Entropic Disintegrators coming in T1 (Meta 0, Compact, Scoped and Faction) and T2 variants, and in three sizes. The new weapon system will occupy a single turret slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.
The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a target is out of range of the weapon, or if any event causes the weapon to deactivate, the damage ramp-up is reset. The weapon system uses tracking mechanics and is impacted by tracking modules, using Entropic Radiation Sink modules as damage modules. The damage type is restricted to explosive and thermal. Ammunition is loaded into the Disintegrator like conventional weapon systems, has no reload time, holds large amounds of ammunition which also takes up large amounts of space in cargo (subject to change). Hdcleaner majorgeeks.
The base optimal ranges are 6500/15500/28000 m for small/medium/large variants. The rate of fire is 4s/6s/8s. The damage charge-up is 5% per cycle up to 150% maximum damage. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent.
For ammunition, Tetryon provides the highest base damage and closest optimal range, Baryon for mid-range, and Meson for lower base damage with farther optimal range. Occult and Mystic are Tech II ammunition, with Occult being close-range high damage lower tracking ammunition (similar to Void or Conflagration for blasters or pulse lasers, respectively) with Mystic being a lower damage lower tracking longer range ammunition (similar to Null or Scorch).
Skills
A New set of skills were introduced in order to use the new precursor ship hulls and weapons.
- Precursor Frigate (Requires Spaceship Command I)
- Precursor Destroyer (Requires Spaceship Command I, Precursor Frigate III)
- Precursor Cruiser (Requires Spaceship Command IV, Precursor Destroyer III)
- Precursor Battlecruiser (Requires Spaceship Command IV, Precursor Cruiser III)
- Precursor Battleship (Requires Spaceship Command V, Precursor Battlecruiser III)
- Small Precursor Weapon (Requires Gunnery I)
- Medium Precursor Weapon (Requires Small Precursor Weapon III)
- Large Precursor Weapon (Requires Medium Precursor Weapon III)
Tech II Disintegrators require similar skill requirements as conventional weapon systems such as pulse lasers: for instance, to use a Small Entropic Disintegrator II, the player must first train Small Precursor Weapon to V and then train Small Disintegrator Specialization to at least level I.
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