Talk:Inaros/@comment-28077952-20160406050947/@comment-209.43.33.150-20160411150012

In simple term his moves are powerful. Defining them as powerful in power strength doesnt suit him since he is a Caster CC/Tank. Use his one to open for melees or get little health back when needed. 2 when your need more health in a crowd or to help a teammate out. 3 usually a panic button or to help occupy and distract the enemies while one teammate revives another. 4 for armour it pretty much it using the scarabs would be useless late game.

As for those talking above Inaros is a great team player and solo frame. His 1 gives him a slight heal over time even his 4 but those aren't to much to shine on so you rely on his one to set up for finisher to get passive heal. His 2 can help teammates heal in a pinch with out getting hit which is good cause Oberon and Equinox's healings can only go so far before yout taking so much damage that the heal is almost non existant. His 3 can really help spread a hoard for easy picking for the team and for himself just a panic moves to get away. His 4 could help teammates get health but there are to much situation where you would be near the afflicted enemies and the heal isn't worth being that close. Overall is there to pretty much make sure everyone is staying up in a mission with the cc while the slight heals are just a benefit on the side.

Taking this all in account I personally built him for Power strength, range, and health. I threw in a V and dash polarity and start with this build: Polarity: Corrosive projection Exilus: R4 Coation Drift. In the D polarities I put Vitality and Vigor. V polarity: Transient Fortitude. Dash Polarity: Primed Flow. The last 4 slots I put Primed Continuity, Rage, Intesify, and Strech. I dont see effiecentcy as neccessary as rage will be giving you energy and all you'll be casting is his 1 which isnt much cost.