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Última edición, 08-10-2017 por JARVIII



Estas pesadas Archialas fueron diseñadas con un propósito, destrucción.

Elytron es un tipo de Archwings que se centran exclusivamente en ser ofensivas, usualmente, bombardeando un área con ataques explosivos. Esto se refleja en su diseño industrial (con un amplio motor visible en cada ala) en comparación con el diseño natural y elegante de la Odonata.

Requisitos de Fabricación
Credits64
25,000
ArnésTabla
1
AlasTabla
1
SistemasTabla
1
ControlModule64
5
Time: 36 hrs
Rush: Platinum64 50
Precio del Mercado: Platinum64 275 Precio del Plano: Credits64 40,000
Arnés
Credits64
15,000
Ferrite64
1000

1
Rubedo64
300
OrokinCell64
3
Time: 6 hrs
Rush: Platinum64 25
Alas
Credits64
15,000
AlloyPlate64
6000
NeuralSensor64
2

5500
Rubedo64
1,100
Time: 6 hrs
Rush: Platinum64 25
Sistemas
Credits64
15,000
ControlModule64
1

5
Salvage64
6000
Criótica64
3800
Time: 6 hrs
Rush: Platinum64 25
Tenno Lab Research Requirements
Blueprint
Credits64
10,000

2

1

1
Fieldron64
1
Time: 72 hrs
Prereq: N/A
Harness
Credits64
10,000

1

5,650

4,500

1
Time: 72 hrs
Prereq: Elytron
Wings
Credits64
10,000
Fieldron64
1

6,450

12,500

1
Time: 72 hrs
Prereq: Elytron
Systems
Credits64
10,000

1

1,150

1
Time: 72 hrs
Prereq: Elytron
Ghost x1   Shadow x3   Storm x10   Mountain x30   Moon x100

El plano principal de la Elytron solo se puede comprar en el Mercado por Credits64‍ 40,000 después de completar la Aventura Las Archialas, mientras que sus componentes –el arnés, el sistema y las alas– son posibles recompensas en las misiones de Intercepción de las Archialas.

Fallos

  • Depurar Nucleo no afecta a los enemigos.
  • A veces Bloomer no puede detonar de forma remota.

Habilidades

  • Bloomer
  • Depurar Núcleo
  • Golpeador
  • Cabeza Armada

Trivia

  • Elytron hace referencia a los Élitros de ciertos órdenes de insectos. Son alas anteriores, que endurecidas sirven de protección a las alas posteriores, aptas para el vuelo


Editar Pestaña

Bloomer game icon BloomerIcon
ENERGÍA
25
TECLA
1
Eclosionador
Dispara un proyectil explosivo de alto rendimiento y detonación remota capaz de pegarse a los objetivos
Fuerza:500 / 600 / 800 / 1000
Duración:N/A
Alcance:120 / 160 / 200 / 240 m

  • The Elytron fires a projectile with slight tracking capabilities that will attempt to home in on the closest enemy within range; otherwise, the projectile will travel unguided in the direction of the HUD's target reticle. The projectile is capable of latching onto solid objects, including enemies, and can be remotely detonated by pressing the ability key again (default 1 ). The resulting explosion deals 500 / 600 / 800 / 1000

Invalid damage within 120 / 160 / 200 / 240 meters.

    • Damage is affected by Ability Strength.
    • Damage does not bypass obstacles in the environment and decreases with distance.
    • Explosion radius is affected by Ability Range.
  • As the projectile is in motion, its linear velocity increases over time. If the projectile travels beyond the level's boundaries, it will disappear and Bloomer will reset.
  • The projectile's position is indicated on the HUD and minimap.

  • As enemies are often buzzing around and are hard to track save for when they are unalerted, it is much easier to fire the rocket at a nearby piece of debris or ship, and detonating it then.
  • There is a slight tracking effect, where the rocket will curve towards an enemy, although this is unreliable at best, as it is unguided and will continuously travel forwards. However, it is helpful for getting the rocket closer to enemies to be remotely detonated.
    • Use the in game map, which marks this rocket, and the distance counter to help acquire targets, although in the heat of battle this can be difficult. It's easier and more rewarding to lay traps.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Sometimes pressing the corresponding ability key once a rocket is active may not detonate it. Instead the Elytron may instead launch another rocket.


  • Core vent CoreVentIcon
    ENERGÍA
    50
    TECLA
    2
    Depurar núcleo
    Ventila el núcleo propulsor del archwing, confundiendo los proyectiles enemigos y haciéndolos detonar.
    Fuerza:N/A
    Duración:10 / 12 / 14 / 16 s (contrail duration)
    6 / 7 / 8 / 9 s (vent duration)
    Alcance:N/A

    • The Elytron vents its propulsion core for 6 / 7 / 8 / 9 seconds, leaving a gaseous contrail that neutralizes enemy missiles and projectiles. The contrail lingers for 10 / 12 / 14 / 16 seconds before dissipating.
    • Works against missiles released by Hellion Dargyn variants, as well as Dreg, Ogma, and Gox energy projectiles.
    • Cannot be recast until the venting duration has expired.

    Artículo principal: Afterburner

    Afterburner {{#lsth:Afterburner|Stats}}

    • With proper positioning, Core Vent's clouds can be used to form a temporary "wall" that prevents missiles from entering, which can be invaluable while defending points in Interception.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


    Thumper ThumperIcon
    ENERGÍA
    75
    TECLA
    3
    Golpeador
    Crea una tormenta localizada de explosiones castigadoras
    Fuerza:200 / 300 / 400 / 500
    Duración:1.5 / 2 / 2.5 / 3 s-1 (explosion frequency)
    30 / 35 / 40 / 45 s (barrage duration)
    Alcance:100 / 120 / 140 / 180 m (barrage radius)
    32 / 40 / 60 / 80 m (explosion radius)

    • The Elytron launches an unguided remote beacon. Once the beacon makes contact with a solid object or is remotely detonated by pressing the ability again (default 3 ), the beacon explodes and marks a spherical area for bombardment with a radius of 100 / 120 / 140 / 180 meters. Explosions randomly occur within the bombardment sphere at a rate of 1.5 / 2 / 2.5 / 3 per second, and each explosion deals 200 / 300 / 400 / 500

    Invalid damage within 32 / 40 / 60 / 80 meters. The bombardment lasts for 30 / 35 / 40 / 45 seconds.

      • Damage is affected by Ability Strength.
      • Damage bypasses obstacles in the environment and decreases with distance.
      • Explosion frequency and barrage duration are affected by Ability Duration.
      • Barrage radius and explosion radius are affected by Ability Range.
        • Because of this, the covered area scales with Ability Range but the chance an enemy within the covered area gets hit by an explosion does not change.
    • As the beacon is in motion, its linear velocity increases over time. If the beacon travels beyond 1600 meters, it will disappear and Thumper will reset.
    • The beacon's position is indicated on the HUD and minimap.
    • Can be recast after the beacon detonates. This allows for multiple bombardments to occur simultaneously, even in the same location.
      • Will combine with previous Thumpers if it detonates within its radius. This will refresh the duration on the previous Thumper and allow damage to stack up to 4 times.

    • This ability is very good for Interception as it allows you to keep the pressure on an area from even a different control point. It is also very useful in holding a point, taking out or softening targets if you are being swarmed.
    • Like Bloomer, the beacon can be tracked via the minimap or distance marker, allowing you to gauge when to remotely trigger it. Doing so can be very useful if you miss your intended mark.
    • Be sure to consider it arcs outwards during initial launch before traveling straight ahead. If you want to use it at close ranges, it might miss your target. Be ready to remotely activate it.
    • Multiple instances of Thumpers can be released and stacked at once, allowing this ability to be a potent damage dealer.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


    Warhead WarheadIcon
    ENERGÍA
    100
    TECLA
    4
    Ojiva
    Lanza un lento misil capaz de desatar una explosión masiva
    Fuerza:1000 / 1250 / 1500 / 1750
    Duración:N/A
    Alcance:120 / 180 / 200 / 240 m

    • The Elytron releases a reticle-guided missile that detonates on impact with any solid surface, including enemies. The resulting explosion deals 1000 / 1250 / 1500 / 1750

    Invalid damage within 120 / 180 / 200 / 240 meters and violently pushes enemies a considerable distance.

      • Damage is affected by Ability Strength.
      • Damage bypasses obstacles in the environment and does not decrease with distance.
      • Explosion radius is affected by Ability Range.
    • The missile is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
    • Warhead can harm the Warframe if the missile explodes too closely. The affected Warframe will be dealt 30% of the ability's damage.
    • As the missile is in motion, its linear velocity slowly increases over time until it reaches a maximum. If the missile travels beyond 1600 meters, it will automatically explode.
    • The missile's position is indicated on the HUD and minimap.
    • Can only be recast after the missile explodes. As such, only one instance of Warhead can be active at a time.

    • As with all of Elytron's other rocket abilities, hitting specific enemies is ineffective. Target hard surfaces that are near enemies for maximum effect making it very useful whether capturing or defending.
    • For absolute devastation on Interception missions, fire at the general direction of a control point that is being swarmed, making sure to hit an easy and nearby hard surface. Most enemies will be destroyed or severely damaged.
    • In terms of capturing or defending points, while boosting on your Archwing, you WILL outpace the rocket, and since it's guided by your reticle, flying around with it active can be a waste of energy. For best results, hold down a control point and launch it, making sure to guide it straight into enemy swarms.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


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