The invisible marksman, legal wall hack, one shot many kills - Cyte-09!

Passive: Gains Practiced Aim when he kills an enemy by damaging their Weak Points, increasing his Critical Chance against weak points by 1% up to a maximum of 300%, lasting for the entirety of a mission.
Seek - Plant an antenna that projects a forward wave scan. Detected enemies take increased Weak Point Damage, and become visible through walls. Weapons gain Punch through.
Resupply - Throw two Elemental Ammo Packs that instantly refill the active weapon’s magazine, while granting the weapon an additional instance of the selected Elemental Damage and Status Effect. Reload clears the effect. Sniper Rifles gain extra damage.
Evade - Jump backwards and become invisible for a short duration. Killing enemies on their Weak Points extends the duration and heals Cyte-09.
Neutralize - Summon the Neutralizer, Cyte-09’s exalted Sniper Rifle. Bullets ricochet off Weak Points to seek out other nearby Weak Points. Alt fire lobs a Cold grenade that completely freezes enemies.

Acquisition: Main blueprint is acquired upon completion of The Hex quest. Component blueprints are acquired from Höllvania Central Mall Bounties as an uncommon drop. Alternatively Cyte-09’s blueprints can be purchased from Amir of The Hex.

  • Dystopia@dormi.zone
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    22 hours ago

    He’s pretty interesting so far, not quite sure how I like to mod him, it’s mostly balanced right now with some extra duration to make use of invisibility.

    It’s a pretty fun warframe, 1 is very useful for single target weapons, shotguns have a fairly easy time hitting weak points without much effort. It’s also a significant boost to weak point damage, essentially a less mobile banshee but able to highlight the true weak points of enemies.

    His 2 is just a better dispensary, provides an element (buffed elements don’t combine with existing elements anymore), and it’s instant, even skipping the reload. It does only refill one magazine, and only compatible with weapons that are not battery based. Weapons that have a reload gimmick like the Phenmor’s chance to refill your magazine on a headshot kill, or infinite ammo from the Ak/Magnus Prime’s passives etc… It also gives you infinite ammo for weapons like the Lenz (Prisma Lenz is finally usable), Zarr, etc. It does only fill the current magazine, so just mod for max magazine. Less useful for weapons with small magazines, like shotguns or the Vectus/Vectus Prime.

    Evade is invisibility with similar recharge mechanics to Harrow’s Lasting Covenant/Gyre’s Cathode Grace. The healing is somewhat useless at higher levels, might have been interesting if it could apply to companions/objectives. I would probably subsume this for Pillage/Condemn, the ability is less useful, in a squad when everything is getting nuked. Condemn has the benefit of making it easier to hit weak points .

    Neutralize is nice, it only drains energy when firing (bug?), and is able to keep its shot combo after ending the ability unlike something like Valkyr’s claws. Ricochets also count towards the shot combo. Not quite sure how I want it modded at this point, for now it’s using Primary Acuity and I even have Sharpshooter on it as a way to manage energy recovery. From what I can tell, Ricochet seems to happen on the last enemy hit.

    *Evade currently has a bug where it appears active to the player but doesn’t actually provide invisibility/healing, similar to how Lasting Covenant can appear to be functioning by its buff timer but actually expired. You can enter Operator Mode and if you can see your warframe while Evade is “Active” the bug is currently effecting you and it needs to expire and be recast for you to fix it.

    • sandriver@dormi.zone
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      3 days ago

      The healing on Evade is so you can maintain Discipline/Avenger since you’re not getting shot at since you’re invisible, I think. Be interesting to see if Discipline causes the heal to activate Archon Intensify.

    • KeegenOP
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      3 days ago

      I don’t think his 4 is bugged, it works exactly the same way Ivara’s Artemis Bow, Hildryn’s Balefire or Dante’s Noctua does, static cost to equip + additional energy per shot. Some Exalted weapons just don’t have that extra constant drain on them.

      • Dystopia@dormi.zone
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        3 days ago

        You’re probably right, I read that it drained 5, and assumed that was 5 energy per second. I’m used to Excal/Valkyr/Mesa always draining energy with their exalted weapons active and just assumed that Neutralize was meant to function the same way.