Path of Statues is a Warframe Augment Mod for Atlas, that makes
Landslide leave a petrifying path for a short period.
Stats[]
Rank | Path Duration | Petrify Duration | Cost |
---|---|---|---|
0 | 7s | 4s | 6 |
1 | 8s | 5s | 7 |
2 | 10s | 5s | 8 |
3 | 12s | 6s | 9 |
Acquisition[]
- This mod can be acquired by attaining the rank of General under Steel Meridian, or the rank of Exalted under the Red Veil, and spending
25,000 to purchase.
Notes[]
- Trail and petrify duration are affected by Ability Duration.
- Killing petrified enemies will drop 1 piece of Rubble for Atlas to pick up, restoring 50 health or provides 50 bonus armor.
- Amount of Rubble dropped per petrified enemy, health restored, and bonus armor provided are not affected by mods.
- The attribute Stone Rate is affected by Ability Strength. The higher this number, the faster enemies become petrified when touching the path.
Maximization[]
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: | |
Combo N°: |
Landslide
Path of Statues | |||||||||||||||
|
|
Bugs[]
- Enemies petrified by the trail left from
Landslide most of the time do not drop Rubble.
Media[]
Patch History[]
Update 31.6 (2022-06-09) Update 31.6 (2022-06-09)
- Fixed Atlas’ Path of Statues Augment not working if you’ve replaced Petrify with a Helminth ability.
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27 comments
What on earth does the "Combo N°" entry in the maximization section refer to? What gives this?
Consecutive casts of Atlas' 1 within the combo window, though I wouldn't rely on the maximization calculator b/c it's sunsetted as a feature (difficult to update and game's math is complex).
If you have an efficiency or energy mod instead of this and simply use petrify it would be better.
This mod is for having multiple chokepoints while using a lot of range to jump from one place to another...
Range mods do not effect the casting range of landslide itself
they should rework this to petrify enemies behind the enemies you punch
Yes that'll be much better than leaving behind mud covered corpses and never looking back XD
If you're trying to build a Landslide focused build and have issues with energy and Petrify, this mod is for you!
It is not meant to be a replacement for Petrify. Enemies petrified by this augment have a lower chance to drop rubble. What this mod is for is energy managment, as combined with Rubble Heap it leaves really long trails for no energy. This mod isn't great to build up your rubble, but it's awesome at keeping it above 1400, meaning this mod lets you spam Landslide like a madman without worrying too much about enemy positioning and energy management. So you first set up with a couple of Petrifies and then keep sliding!
I recommend using Landslide from above groups of enemies targeting the furthest one, as it can petrify the rest of the group pretty easily.
This augment is screwed now that enemy scaling is reduced.
If you kill an enemy within 1 hit, they won't be petrified, because after Landslide connects the petrify path is then created, and the enemy would be petrified then.
This augment is good for Steel Path+, but is worthless at any difficulty under.
If you're one-shotting enemies with this, you probably didn't need this anyway. Grab a Braton and you'll still be fine.
It's not about need. It's about "I want to bring this build everywhere I please, because it's fun as fuck."
Yup. I want to be able to spam landslide on any mission without needing another skill. It's nothing to do with difficulty, because if I wanted a good build I wouldn't even bring Atlas in the first place. And if I was playing an easy mission, then I would bring a faster Warframe. Literally the only application of this build is fun, but it fails at that when you have to meet too many conditions to use it.
People really can't have fun without being shoved in the face with one-shot this, one-shot that. Obviously, killing is the main objective and anyone can easily accomplish that, but enjoying new and different perks are undeniably the true main goal.
WARNING: if you decide to remove petrify for an infused ability, thinking that the path of statues augment will still get petrified enemies to drop rubble, it won't.
Thanks for testing.
i wonder how well this synergizes with Rubble Heap. Is Path of Statues enough to keep Rubble above 1400?
it shines best in endless missions like survival.
find a choke point like a narrow hallway, punch an enemy and fall back, wait a few seconds, come back and the entire hallway is now caked with statues.
That depends on the mission type, this combo is incredible in Sanctuary Onslaught, but in mission types with less dense enemies it's much less effective
The number of which it can petrify enemies is slim to none. Useless mod. atlas's augments in general is wasted.
Zenurik void pull can force enemies into the trail. Use it for low energy use as well as non lethal ore gaze petrification.
This augment eliminates the need for Petrify, if you're only aiming to get rubble.
so, is the best way to use this mid air? i.e. jump up and aim for th elast enemey ai in the group?
Get used to casting your first landslide while airborne into a middle of the group and you will see at least two or three of them getting petrified at all times. I like this augment because you're not supposed to just blindly cast 1 head-on all the time. gotta think about which angle you should hit them from to utilize it. But in the end, it will never be as reliable as to just using your 3.
However, this is a good replacement for your 3 if you are going for a low Ability Range Atlas, since the trails left by the augment (along with Landslide's innate dash range) are NOT affected by Ability Range, and your 3 requires too much energy to be spamming.
Also, this only works AFTER the Landslide is cast, which means it will only work on those who have even survived Atlas' immense damage. you won't be seeing so much enemies get petrified in a lower-level zones. I only use it in Endurance runs or sorties where you can find more and more enemies that can withstand your punches.
I tried this mod after reading quite a few comments that went both ways. Don't waste your time with this mod is the best advice I can give you. I tried this on hydron and literally it would maybe freeze one or two enemies every few rounds and that was in hallways with a constant stream of them coming at me. The issue is that if you build Atlas up to higher strength, then you one shot everything in the path and it does not have time to contact them to freeze them. The only time this thing worked was when I ran into a nox where I was standing there toe to toe beating the hell out of him or if I doubled back and caught an enemy in it. I just put my steel fiber back on in place and it is such a better build. The only other possibility would be to drop the strength down where you are strugging to one hit stuff, then maybe you could get this to work, but why fight it when you can literally double your armor by taking this mod off and throwing another on. The other thing to consider is the rate of decay on the armor is so great that unless you are freezing quite a few of them at a time, then you might as well just press the 3 button and call it good instead of relying on this to do the job for you. Just my take on it.
As of today 18 february 2018 enemies petrified by this augment drop rubble. And reliably so! My testing was done in both as host and as a client. Also tried it in the simulacrum with the same result.
Seems like it has been fixed. At least I hope so. Or I got super lucky in 5 survivvals in a row (2 against grineer, 3 against infested, 20 min each).
Yeah, it's been fixed in a hotfix not long ago, so now it's just a matter of forcing enemies to waltz over the stone trails.
In case anyone wondering if this augment will also cause enemies petrified by it to drop rubbles as well due to the atlas rework:
No, it doesn't. Which is a shame.
Is this intentional? or simply an oversight? I dunno.
is the petrifying duration got affected by ability duration or is it flat 6s?
Yes, it's affected.
You can check it out over at the Maximization section.
same tenno here, that's nice to know
thank you for the answer :D
Is it just me or does petrified enemies from this augment fail to give drops?
Does anyone know if petrifying using this mod with Ore Gaze also equipped applies Ore Gaze?
Nope. This not work.
The two augments DO work together as of Hotfix 22.15.1
Is it bad if this is more effective at petrifying enemies than Petrify?
Yes it is. DE...why are you so bad?
Is this affected by power duration?
Wondering the same
it is. tested at 34% duration and all enemies shake off the stone skin like nothing
I'm impressed. It will work fine with the mod that gives statuses chances and combo duration. The mobs will be turned into stone after beeing OS and if you hit them in melee they may have a proc while getting OSed the same way.
Enemies that are frozen or petrified are immune to status effects.
Foiled again