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Inaros - Tank


Status: Great

Build type: Warframe

Rating: 4/5

Designed for: Survival, Assassination, Arena, Sanctuary Onslaught, Interception

Survival\sAssassination\sArena\sSanctuary Onslaught\sInterception

Effective against: Corpus, Grineer, Infested, Corrupted

Corpus, Grineer, Infested, Corrupted

Level: Low, Medium, High

Low, Medium, High


Overview

This build is, in its description, the most tankiest one I can of for Inaros with everything the game has to offer at the moment. The build makes it nigh impossible for Inaros to die when one is at least half awake, playing, because of the sheer amount of health, armor and the many ways to heal himself very quickly. The build is good for about all contend from low to high level, especially whenever the goal is to bind enemy forces and, of course, to remove them. For players, who like not paying too much attention to the more complex use of frame abilities most other frames require, this build is a good alternative in almost all situations - either in solo or in coop. It is possible to even do high level missions with defense targets with this build in solo-mode too, but here it doesn't shine and it will take the player far more attention to success with it - still, it is doable too. The build concentrates mostly on Inaros 'ability' to be in the middle of the action and taking fire away from other players (and objectives) - beside his 3rd. ability, which is pretty useless with this build, the other ones, and especially his passive to gain health via finisher, are of at least tactical use.


Build requirements

Though Inaros has a Mastery Rank requirement of 0, one still has to do the "Sands of Inaros" quest which had a MR of 5. The amount of forma needed for it is 4 (3+1U). one each for varazin, naramon, madurai AND one for umbra... (for those who don't know how that is possible to do, take a look at the 'nightwave' rewards - the 28th reward for the wolf 'season' was an umbra-forma). The umbra-forma isn't mandatory, but as you will see, having all 3 umbra mods possible in Inaros is a real boon. Same goes, ofc, for every other primed-mod too (like in any build). The use of 'Adaption' is highly recommended, but even without it, Inaros is a class A tank on the battlefield.



Warframe

Inaros.png

Inaros
Once entombed, Inaros ravages, consumes and conquers all life swept up in his cursed sandstorms, leaving only the barren and drained desert of death in his wake.
Armor: 200
Health: 2200
Energy: 150
Shield: 0



Modded stats
Armor 585
Energy 150
Health 8635
Shield 0
Sprint Speed 1.00
Duration 100%
Efficency 100%
Range 145%
Strength 166%


Inaros Mods

Hide




CorrosiveProjectionMod5

CorrosiveProjectionMod5.png

Corrosive Projection
Polarity: Naramon
Rarity: Uncommon




CoactionDriftMod5

CoactionDriftMod5.png

Coaction Drift
Polarity: Naramon
Rarity: Rare




UmbralIntensifyMod10

UmbralIntensifyMod10.png

Umbral Intensify
Polarity: Umbra
Rarity: Legendary




UmbralVitalityMod10

UmbralVitalityMod10.png

Umbral Vitality
Polarity: Umbra
Rarity: Legendary




UmbralFiberMod10

UmbralFiberMod10.png

Umbral Fiber
Polarity: Umbra
Rarity: Legendary




PrimedVigorMod10

PrimedVigorMod10.png

Primed Vigor
Polarity: Vazarin
Rarity: Legendary




GladiatorResolveMod5

GladiatorResolveMod5.png

Gladiator Resolve
Polarity: Vazarin
Rarity: Uncommon




RageMod3

RageMod3.png

Rage
Polarity: Madurai
Rarity: Rare




AdaptationMod10

AdaptationMod10.png

No rows found in database, please check that you entered the correct name




StretchMod5

StretchMod5.png

Stretch
Polarity: Naramon
Rarity: Uncommon



ArcaneGuardian.png

Arcane Guardian
20% chance for +600 Armor for 20s
Criteria: On Damaged





ArcaneGrace.png

Arcane Grace
6% chance for +4% Health Regeneration Per Second for 6s
Criteria: On Damaged






>>>Useful Additions<<<

As for every Inaros build, the use of a Companion (Pet or MOA) is better than the use of a Sentinel. The reason for the is Inaros high amount of health and armor which, with the mods:





LinkHealthMod10

LinkHealthMod10.png

Link Health
Polarity: Vazarin
Rarity: Uncommon



LinkArmorMod10

LinkArmorMod10.png

Link Armor
Polarity: Vazarin
Rarity: Uncommon



PackLeaderMod5

PackLeaderMod5.png

Pack Leader
Polarity: Madurai
Rarity: Common



MediRayMod5

MediRayMod5.png

No rows found in database, please check that you entered the correct name


not only make the Companion even harder to kill than Inaros himself but also helps with healing him periodically from small damages. Furthermore, there are several Operator Arcanes that makes healing Inaros easier. I suggest the use of



MagusRepair.png Magus Repair

Magus Repair
Heal Warframes within 20m by 10% Health/s
Criteria: On Void Mode



, which is especially effective when using Inaros 4th. Ability to strengthen his armor.


Gameplay Use

Since this mostly 'Hack&Slash' gameplay, the Use is rather simple too. Though a good primary and secondary Weapon for 'special' problems like Nullifier or Arbitration-Drones is recommended, Inaros mainly shines in the Use of a melee-weapon. personally, I like using weapons with a long reach, like Whips and Polearms with him - Staffs and Greatswords also fit in well. The Use of 'cheesy' Maiming Strike/Blood Rush/Drifting Contact is not mandatory, but it help a lot keeping the damage-output high - as is the use of the Naramon-Focus-School.


The main activity for this Inaros during a mission is to rush into the enemy hordes, binding them on himself and killing them (which is preferable ^^).


Beside this,


Desiccation.png Desiccation

Desiccation
Blast enemies with a wave of cursed sand that blinds them and steals their health.
Cost: 25
Warframe: Inaros

which is his 1st ability is the one, that will see most use. Mostly, just to 'stun' groups of enemies for some time (only 8 seconds with this build though) but also, to gain the passive advantage for him, the ability to gain a great amount of health from doing a finishing move on enemies. The higher the enemy level is, the more health he will gain...IF he kills the enemy with it (which is usually not a problem with most melee-weapons). Keep in mind that enemies will only get stunned if they got hit by the sand in their faces - those who get hit on their backside, will only suffer the small damage-tics but will otherwise continue on whatever they were doing... so it might be wise to first make yourself their main 'point-of-interest' before throwing the sand at them.


His 2nd. ability,


Devour.png Devour

Devour
Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Cost: 50
Warframe: Inaros

, though of a mean to heal himself too, is also a great way to 'occupy' annoying enemies from afar and for also quite a while (72.4 meter and 30 seconds with this Build). If he choose the feed on those unlucky targets, it's wise only to do so till the health is full again and then either ignore the struggling victim for further use or just kill it... either way, if one uses the above mentioned Operator Arcane (



MagusRepair.png Magus Repair

Magus Repair
Heal Warframes within 20m by 10% Health/s
Criteria: On Void Mode



), I would refrain from using his 2nd. for healing and instead going into void-mode with the Operator - it's much faster this way and the frame is also invulnerable during this time.


His 3rd. ability


Sandstorm.png Sandstorm

Sandstorm
Become a whirling spiral of sand that sends enemies flying and devours those trapped in quicksand.
Cost: 75
Warframe: Inaros

is of not much use with this build because of the low energy-pool and the high drain per second - still, in some situations it can help to cover teammates and defense objectives a few seconds.


The 4th. ability,


ScarabSwarm.png Scarab Swarm

Scarab Swarm
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Cost: 25
Warframe: Inaros

, has 3 uses for Inaros, sadly one which would require a team that works together well, but more to that later. The main use of this skill is to bolster Inaros armor even higher than it already is (upto 100% of the base value). It can also be used to crowd control enemy groups - especially useful in bottleneck locations. The other use would be to heal the team members with those enemies that are bound by the swarm... though it indeed restores great amounts of health, the downside is that usually, your team will simply kill those enemies too fast to get much out of it. The lack of good teamplay and/or communication combined with rather small healing radius (21.75 meter with this build) and the time you'll need to restore the used part of the swarm (25% of the swarm and therefore your extra armor will be used for one cast of his 4th (


ScarabSwarm.png Scarab Swarm

Scarab Swarm
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Cost: 25
Warframe: Inaros

).) makes it not much of a team-ability - it's a different story in solo runs though... but again, since we got the operator arcanes that can heal the frame pretty fast too, this isn't really necessary anymore either.


Most of the time playing with this build, no use of any ability is really necessary, so that energy isn't much of a concern for this Inaros, but IF energy is needed for, e.g., multiple attack vectors from which enemies approaches a defensive location, the 'Rage' Mod will provide this energy very fast. The use of 'Hunter Adrenaline' instead of 'Rage' is not possible atm with this build - only if later on you get a 2nd. Umbra-Forma this could be done - but, the 5% extra effect of it is not really a thing to consider another formation for.


When using the


ScarabSwarm.png Scarab Swarm

Scarab Swarm
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Cost: 25
Warframe: Inaros

, one should avoid any nullifying enemies as well as falling/jumping/running into places where the game would annoyingly 'replaces' you, else the entire swarm be gone and even though the health used for it will be restored to Inaros, it's usually of not much effect, since we would already be at full health in this moment.

Build rating - 4 stars

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1 Ratings
4 stars
Nevieth gave this build 4 stars June 2019

A very solid starter for Inaros tanking, but it's missing or lacking some useful/required mods, like the 4th augment for Scarab Swarm.

Also you can swap Rage with Hunter Adrenaline, since it's a direct upgrade. For some reason or another I never considered Adaptation, which is a great suggestion and will definitely be added to my own build as soon as I get on.

You can also swap Coaction Drift with Cunning Drift, as it adds a bit more range to your crowd control abilities, while the aura improvement from Coaction is relatively useless, especially when only using a 30% mod like Corrosive Projection.

All in all it's a solid build and should help carry players through Inaros content. You can also rely heavier on Life Strike on a melee weapon, which would make most healing useless or subpar in comparison, but you'd have to sacrifice a tiny bit of your overall dps in exchange.

The grammar of the guide could also be further cleaned up, but nevertheless I was able to understand the main gist of things.