Talk:Zephyr (Warframe)/@comment-81.56.79.150-20140821060800

Cons:

- Divebomb is as fun as it is unpractical

- Ultimate is horrible. It reliably makes your team loose time while other ultimates are better for CC and/or advanced things, a plague to avoid even if the design is nice. 7 mods points more than wasted. Slotting this you pay 7 mods points and use a slot for making your games longer. I can't emphasise more about how much this skill is the summum of counterproductivity. And I don't buy the "it's fun" argument at all. It's everything but fun to run around searching for bounced mobs and loots all around the place.

- outshadowed by other frames in most of the maps for pure mobility

- less reliable cleanup potential than many frames

- No offensive steroid

- Very low base armor

Pros:

- Different gravity than other frames

- Can use warframe mods that are not used in general

- High shield and life (but low armor meaning ehp not stellar at all compared to solid Quick Thinking frames)

- Turbulence is great at dealing with ranged things. (but is outshadowed by other skills on that regard. i.e. Radial blind/disarm)

- Tail wind is good in interceptions and wide open areas. Can be adapted for funny things. (but nothing truelly optimal compared to others options availables)

Verdict:

1) Very weak teamplay frame as it proposes nothing unique to its team. There will never be a point when a well rounded team will want adding a Zeph in the mix

2) Weak solo frame hence many frames will do things faster and/or safer

3) Still great at moving around but often overshadowed by other things

4) 600 oxium not necessarily worth it in her currect state if you're not a completionnist.