Editing
VGO's Guide to Warframe
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Mag/Mag Prime=== [[User:Nondeceptive]] One of the three starter Warframes, Mag is difficult to master and sometimes misunderstood because her powers do not scale normally as you progress through the game. * #1, Pull: Yoinks enemies towards Mag, grabbing from a cone-shaped area. At very low levels the damage from Pull is enough to massacre enemies, but this will quickly fall away as you explore the star chart. Pull can be particularly useful in objective-based levels like Interception or Defense, as Mag can simply Pull enemies off the objective in question. * #2, Magnetize: Mag's bread and butter. If there is a target that is hard to kill, Magnetize it. A field will be created where all damage moves toward the enemy trapped in the center, and all projectiles whirl around, repeatedly striking enemies if they are able. At the end of the duration, the field explodes outward. Damage to enemies inside the field, and the damage of the explosion later, all depends on what gets poured into it while the field is active. Projectile weapons with high punch-through values will strike Magnetized targets repeatedly. If you hold the button instead of tapping, Mag can "catch" incoming fire from a cone in front of her and, when released, hurl the damage back at those who sent it. * #3, Polarize: Mag releases a wave that causes enemy shields and armor to detonate, dealing True damage. The damage rates for this are fixed values; they can only be stretched so far. Very early in the game, Polarize doesn't have enough to work with and doesn't do much. Towards the early-middle levels of the star map, Polarize becomes incredibly destructive to Corpus and Grineer. Later on, it remains useful in its ability to damage armor but loses a lot of its strength. Incidentally, as the wave passes over your allies you will restore their shields by a small amount. * #4, Crush: Enemies in a sphere around Mag will be lifted up, crushed for damage, and dropped. Shields of Mag and her allies will be boosted by a variable amount depending on how many enemies were caught in the Crush. Early in the game, this is your "Oh, too many!" panic button; it will kill things all around. Later on, it starts to lose its strength and will eventually become chiefly useful for cranking up your shields. * Please use Mag with consideration for your fellow players. Warframe's netcode has some trouble accurately representing the position of many ragdolled enemies, so constant use of Pull is probably making things harder for everyone else. Magnetize bubbles can also block/absorb allied weapons fire, not just that of the enemy. * Mag enjoys powerful synergy between her powers: For example, Magnetized enemies take much greater damage from Crush. Or you can pull a bunch of enemies into a corner, magnetize the pile, then pull more enemies into the damage field to maximize what gets wrecked by the eventual explosion. Synergy can also be found with weapons (those that punch-through or bounce will be greatly enhanced with Magnetize) and with other Warframes (anything that uses shields in its powers, like Hildryn or Valkyr for example, can benefit from a Mag's all-squad shield enhancement). * Mag players need to be aware that certain enemies (for example, bosses and capture targets) feature protection against players moving or holding them, and thus the movement-affecting aspects of Pull, Magnetize, and Crush will have no effect. * Scaling: In the very early stages, Pull is almost all you need, with Crush for real emergencies. As you advance a little, Polarize becomes overwhelmingly powerful. But as you advance still further, the damage-dealing aspects of these powers will fall into near-uselessness. This can lead to the impression that Mag doesn't do well in high-level play, but the fact is that Power #2, Magnetize scales ruthlessly with the power of enemies and your own weapons. Well-used Magnetize fields can carry Mag into pretty much any Warframe content. Like Hildryn, Mag is somewhat weaker against the Infested. Polarize is almost entirely useless against them as they generally lack shields or armor, and the overlapping protections of Ancient Healers and Ancient Disruptors will cover most of Mag's other powers as well. Limit your casting to an occasional strategic Pull to move Healers away, and Magnetize on priority targets, with Crush serving to enhance your shields.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information