Welcome to the new official WARFRAME Wiki!
Migrate your account | Wiki Discord

Final Harbinger: Difference between revisions

From WARFRAME Wiki
Jump to navigation Jump to search
Content added Content deleted
mNo edit summary
Tag: rte-source
(Moved the description of Dark Light to Systematic Shred, where it belongs. I also added an accurate description of Dark Light, with its shield throw combo.)
Tags: Visual edit apiedit
Line 33: Line 33:
*'''Null Warning''' is good for spamming, allowing you to cover more ground fairly quickly while also giving you fairly good chances at hitting low-flying targets such as Ospreys.
*'''Null Warning''' is good for spamming, allowing you to cover more ground fairly quickly while also giving you fairly good chances at hitting low-flying targets such as Ospreys.
*'''Impending Battery''' is good for wide-area attacks, letting you hit enemies around you while still focusing on the main target. The last hit of the combo (which involves throwing the sword ahead like a boomerang) will always force a {{Icon|Proc|Fire|Text|imgsize = 18}} proc, regardless of the weapon's elemental build.
*'''Impending Battery''' is good for wide-area attacks, letting you hit enemies around you while still focusing on the main target. The last hit of the combo (which involves throwing the sword ahead like a boomerang) will always force a {{Icon|Proc|Fire|Text|imgsize = 18}} proc, regardless of the weapon's elemental build.
*'''Systematic Shred''' is extremely easy to pull off, and has the least travel distance of any of the other combos. It's also capable of hitting multiple enemies around the Warframe that are close enough.
*'''Systematic Shred''' is extremely easy to pull off, and has the least travel distance of any of the other combos. It's also capable of hitting multiple enemies around the Warframe that are close enough.
**The fourth hit of this combo allows you to ride your shield like a top, performing spinning slashes that move you a fair distance forward.
*'''Dark Light''' has the farthest travel distance of any of the combos this stance has, and can be both a benefit or a drawback depending on the situation.
*'''Dark Light''' has the farthest travel distance of any of the combos this stance has, and can be both a benefit or a drawback depending on the situation.
**This combo begins by throwing the shield, followed by a leaping spin that moves you far forward. The fact that this combo begins by holding melee means that, when drawn, you can only do charge attacks mid-combo with Final Harbinger.
**The 4th hit involves the Warframe riding the shield while spinning like a top (knocks enemies down), while the last hit is a spinning leap forward (ragdolls enemies away).
**With ''Melee Auto Targeting'' option active, this combo will sometimes end abruptly with a ground finisher instead if the 4th hit connects, as well as not going as far as it should be because of the Warframe sticking to the target. It's best used with the ''Melee Auto Targeting'' disabled to fully utilize the travel distance.
**With ''Melee Auto Targeting'' option active, this combo will sometimes end abruptly with a ground finisher instead if the 4th hit connects, as well as not going as far as it should be because of the Warframe sticking to the target. It's best used with the ''Melee Auto Targeting'' disabled to fully utilize the travel distance.



Revision as of 18:04, 5 October 2016

Final Harbinger
Expand/Collapse PH_INFOBOX 38d3
Expand/Collapse PH_INFOBOX 8d69
Max Rank Description
Powerful slashes and shield attacks.
Expand/Collapse PH_INFOBOX 3c47
General Information
Sword And Shield
Script error: The function "Pol" does not exist.
Uncommon
SWORDS_AND_SHIELD_STANCE
Max Rank
3
Endo Required To Max
140
Credits Required To Max
6,762
Base Capacity Cost
-2
 4,000
Introduced
Update 17.0 (2015-07-31)
Expand/Collapse PH_INFOBOX fed4
Vendor Sources
    Expand/Collapse PH_INFOBOX 6f98

    Final Harbinger is a Stance mod for Sword and Shield melee weapons.

    Can be equipped on:

    *Denotes weapon with matching stance polarity

    Template:StanceCombos

    Notes

    • Alters the default quick attacks of its melee class, similar to Tempo Royale.
    • The first hit of Final Harbinger (both quick melee and equipped mode) is a wide horizontal slash, capable of hitting multiple targets around the Warframe.
    • Null Warning is good for spamming, allowing you to cover more ground fairly quickly while also giving you fairly good chances at hitting low-flying targets such as Ospreys.
    • Impending Battery is good for wide-area attacks, letting you hit enemies around you while still focusing on the main target. The last hit of the combo (which involves throwing the sword ahead like a boomerang) will always force a Script error: The function "Proc" does not exist. proc, regardless of the weapon's elemental build.
    • Systematic Shred is extremely easy to pull off, and has the least travel distance of any of the other combos. It's also capable of hitting multiple enemies around the Warframe that are close enough.
      • The fourth hit of this combo allows you to ride your shield like a top, performing spinning slashes that move you a fair distance forward.
    • Dark Light has the farthest travel distance of any of the combos this stance has, and can be both a benefit or a drawback depending on the situation.
      • This combo begins by throwing the shield, followed by a leaping spin that moves you far forward. The fact that this combo begins by holding melee means that, when drawn, you can only do charge attacks mid-combo with Final Harbinger.
      • With Melee Auto Targeting option active, this combo will sometimes end abruptly with a ground finisher instead if the 4th hit connects, as well as not going as far as it should be because of the Warframe sticking to the target. It's best used with the Melee Auto Targeting disabled to fully utilize the travel distance.
    • Moving while using Null Warning, Systematic Shred, and Impending Battery will glitch the movement of the second attack in each of the combos.

    Media

    See Also